1 // Created on: 2013-09-20
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013-2014 OPEN CASCADE SAS
4 //
5 // This file is part of Open CASCADE Technology software library.
6 //
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
12 //
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
15 
16 #ifndef _Graphic3d_ShaderProgram_HeaderFile
17 #define _Graphic3d_ShaderProgram_HeaderFile
18 
19 #include <Graphic3d_RenderTransparentMethod.hxx>
20 #include <Graphic3d_ShaderAttribute.hxx>
21 #include <Graphic3d_ShaderObject.hxx>
22 #include <Graphic3d_ShaderVariable.hxx>
23 #include <Graphic3d_TextureParams.hxx>
24 #include <Graphic3d_TextureSetBits.hxx>
25 #include <NCollection_Sequence.hxx>
26 
27 //! List of shader objects.
28 typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
29 
30 //! List of custom uniform shader variables.
31 typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
32 
33 //! List of custom vertex shader attributes
34 typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
35 
36 //! This class is responsible for managing shader programs.
37 class Graphic3d_ShaderProgram : public Standard_Transient
38 {
39   DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
40 public:
41 
42   //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
43   static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
44 
45   //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
46   static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
47 
48   //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
49   static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
50 
51 public:
52 
53   //! Creates new empty program object.
54   Standard_EXPORT Graphic3d_ShaderProgram();
55 
56   //! Releases resources of program object.
57   Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
58 
59   //! Checks if the program object is valid or not.
60   Standard_EXPORT virtual Standard_Boolean IsDone() const;
61 
62   //! Returns unique ID used to manage resource in graphic driver.
GetId() const63   const TCollection_AsciiString& GetId() const { return myID; }
64 
65   //! Sets unique ID used to manage resource in graphic driver.
66   //! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management;
67   //! however if application overrides it, it is responsibility of application to avoid name collisions.
SetId(const TCollection_AsciiString & theId)68   void SetId (const TCollection_AsciiString& theId) { myID = theId; }
69 
70   //! Returns GLSL header (version code and extensions).
Header() const71   const TCollection_AsciiString& Header() const { return myHeader; }
72 
73   //! Setup GLSL header containing language version code and used extensions.
74   //! Will be prepended to the very beginning of the source code.
75   //! Example:
76   //! @code
77   //!   #version 300 es
78   //!   #extension GL_ARB_bindless_texture : require
79   //! @endcode
SetHeader(const TCollection_AsciiString & theHeader)80   void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
81 
82   //! Append line to GLSL header.
AppendToHeader(const TCollection_AsciiString & theHeaderLine)83   void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
84   {
85     if (!myHeader.IsEmpty())
86     {
87       myHeader += "\n";
88     }
89     myHeader += theHeaderLine;
90   }
91 
92   //! Return the length of array of light sources (THE_MAX_LIGHTS),
93   //! to be used for initialization occLightSources.
94   //! Default value is THE_MAX_LIGHTS_DEFAULT.
NbLightsMax() const95   Standard_Integer NbLightsMax() const { return myNbLightsMax; }
96 
97   //! Specify the length of array of light sources (THE_MAX_LIGHTS).
SetNbLightsMax(Standard_Integer theNbLights)98   void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
99 
100   //! Return the length of array of shadow maps (THE_NB_SHADOWMAPS); 0 by default.
NbShadowMaps() const101   Standard_Integer NbShadowMaps() const { return myNbShadowMaps; }
102 
103   //! Specify the length of array of shadow maps (THE_NB_SHADOWMAPS).
SetNbShadowMaps(Standard_Integer theNbMaps)104   void SetNbShadowMaps (Standard_Integer theNbMaps) { myNbShadowMaps = theNbMaps; }
105 
106   //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
107   //! to be used for initialization occClipPlaneEquations.
108   //! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
NbClipPlanesMax() const109   Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
110 
111   //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
SetNbClipPlanesMax(Standard_Integer theNbPlanes)112   void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
113 
114   //! Attaches shader object to the program object.
115   Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
116 
117   //! Detaches shader object from the program object.
118   Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
119 
120   //! Returns list of attached shader objects.
ShaderObjects() const121   const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
122 
123   //! The list of currently pushed but not applied custom uniform variables.
124   //! This list is automatically cleared after applying to GLSL program.
Variables() const125   const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
126 
127   //! Return the list of custom vertex attributes.
VertexAttributes() const128   const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
129 
130   //! Assign the list of custom vertex attributes.
131   //! Should be done before GLSL program initialization.
132   Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
133 
134   //! Returns the number (1+) of Fragment Shader outputs to be written to
135   //! (more than 1 can be in case of multiple draw buffers); 1 by default.
NbFragmentOutputs() const136   Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
137 
138   //! Sets the number of Fragment Shader outputs to be written to.
139   //! Should be done before GLSL program initialization.
SetNbFragmentOutputs(const Standard_Integer theNbOutputs)140   void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
141 
142   //! Return true if Fragment Shader should perform alpha test; FALSE by default.
HasAlphaTest() const143   Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; }
144 
145   //! Set if Fragment Shader should perform alpha test.
146   //! Note that this flag is designed for usage with - custom shader program may discard fragment regardless this flag.
SetAlphaTest(Standard_Boolean theAlphaTest)147   void SetAlphaTest (Standard_Boolean theAlphaTest) { myHasAlphaTest = theAlphaTest; }
148 
149   //! Return TRUE if standard program header should define default texture sampler occSampler0; TRUE by default for compatibility.
HasDefaultSampler() const150   Standard_Boolean HasDefaultSampler() const { return myHasDefSampler; }
151 
152   //! Set if standard program header should define default texture sampler occSampler0.
SetDefaultSampler(Standard_Boolean theHasDefSampler)153   void SetDefaultSampler (Standard_Boolean theHasDefSampler) { myHasDefSampler = theHasDefSampler; }
154 
155   //! Return if Fragment Shader color should output to OIT buffers; OFF by default.
OitOutput() const156   Graphic3d_RenderTransparentMethod OitOutput() const { return myOitOutput; }
157 
158   //! Set if Fragment Shader color should output to OIT buffers.
159   //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage),
160   //! and Depth Peeling requires at least 3 Fragment Outputs (depth + front color + back color),
SetOitOutput(Graphic3d_RenderTransparentMethod theOutput)161   void SetOitOutput (Graphic3d_RenderTransparentMethod theOutput) { myOitOutput = theOutput; }
162 
163   //! Return TRUE if standard program header should define functions and variables used in PBR pipeline.
164   //! FALSE by default.
IsPBR() const165   Standard_Boolean IsPBR() const { return myIsPBR; }
166 
167   //! Sets whether standard program header should define functions and variables used in PBR pipeline.
SetPBR(Standard_Boolean theIsPBR)168   void SetPBR (Standard_Boolean theIsPBR) { myIsPBR = theIsPBR; }
169 
170   //! Return texture units declared within the program, @sa Graphic3d_TextureSetBits.
TextureSetBits() const171   Standard_Integer TextureSetBits() const { return myTextureSetBits; }
172 
173   //! Set texture units declared within the program.
SetTextureSetBits(Standard_Integer theBits)174   void SetTextureSetBits (Standard_Integer theBits) { myTextureSetBits = theBits; }
175 
176   //! Pushes custom uniform variable to the program.
177   //! The list of pushed variables is automatically cleared after applying to GLSL program.
178   //! Thus after program recreation even unchanged uniforms should be pushed anew.
179   template<class T>
180   Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
181                                  const T&                       theValue);
182 
183   //! Removes all custom uniform variables from the program.
184   Standard_EXPORT void ClearVariables();
185 
186   //! Pushes float uniform.
PushVariableFloat(const TCollection_AsciiString & theName,const float theValue)187   Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue)            { return PushVariable (theName, theValue); }
188 
189   //! Pushes vec2 uniform.
PushVariableVec2(const TCollection_AsciiString & theName,const Graphic3d_Vec2 & theValue)190   Standard_Boolean PushVariableVec2  (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue)  { return PushVariable (theName, theValue); }
191 
192   //! Pushes vec3 uniform.
PushVariableVec3(const TCollection_AsciiString & theName,const Graphic3d_Vec3 & theValue)193   Standard_Boolean PushVariableVec3  (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue)  { return PushVariable (theName, theValue); }
194 
195   //! Pushes vec4 uniform.
PushVariableVec4(const TCollection_AsciiString & theName,const Graphic3d_Vec4 & theValue)196   Standard_Boolean PushVariableVec4  (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue)  { return PushVariable (theName, theValue); }
197 
198   //! Pushes int uniform.
PushVariableInt(const TCollection_AsciiString & theName,const int theValue)199   Standard_Boolean PushVariableInt   (const TCollection_AsciiString& theName, const int theValue)              { return PushVariable (theName, theValue); }
200 
201   //! Pushes vec2i uniform.
PushVariableVec2i(const TCollection_AsciiString & theName,const Graphic3d_Vec2i & theValue)202   Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
203 
204   //! Pushes vec3i uniform.
PushVariableVec3i(const TCollection_AsciiString & theName,const Graphic3d_Vec3i & theValue)205   Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
206 
207   //! Pushes vec4i uniform.
PushVariableVec4i(const TCollection_AsciiString & theName,const Graphic3d_Vec4i & theValue)208   Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
209 
210 public:
211 
212   //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
213   //! @return the root folder with default GLSL programs.
214   Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
215 
216 private:
217 
218   TCollection_AsciiString       myID;            //!< the unique identifier of program object
219   Graphic3d_ShaderObjectList    myShaderObjects; //!< the list of attached shader objects
220   Graphic3d_ShaderVariableList  myVariables;     //!< the list of custom uniform variables
221   Graphic3d_ShaderAttributeList myAttributes;    //!< the list of custom vertex attributes
222   TCollection_AsciiString       myHeader;        //!< GLSL header with version code and used extensions
223   Standard_Integer              myNbLightsMax;   //!< length of array of light sources (THE_MAX_LIGHTS)
224   Standard_Integer              myNbShadowMaps;  //!< length of array of shadow maps (THE_NB_SHADOWMAPS)
225   Standard_Integer              myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES)
226   Standard_Integer              myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS)
227   Standard_Integer              myTextureSetBits;//!< texture units declared within the program, @sa Graphic3d_TextureSetBits
228   Graphic3d_RenderTransparentMethod myOitOutput; //!< flag indicating that Fragment Shader includes OIT outputs
229   Standard_Boolean              myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0
230   Standard_Boolean              myHasAlphaTest;       //!< flag indicating that Fragment Shader performs alpha test
231   Standard_Boolean              myIsPBR;         //!< flag indicating that program defines functions and variables used in PBR pipeline
232 
233 };
234 
DEFINE_STANDARD_HANDLE(Graphic3d_ShaderProgram,Standard_Transient)235 DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
236 
237 // =======================================================================
238 // function : PushVariable
239 // purpose  : Pushes custom uniform variable to the program
240 // =======================================================================
241 template<class T> inline
242 Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
243                                                         const T& theValue)
244 {
245   Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
246   if (aVariable.IsNull() || !aVariable->IsDone())
247   {
248     return Standard_False;
249   }
250 
251   myVariables.Append (aVariable);
252   return Standard_True;
253 }
254 
255 #endif
256