// Created on: 2013-09-20 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_ShaderObject_HeaderFile #define _Graphic3d_ShaderObject_HeaderFile #include #include #include //! Forward declaration //! This class is responsible for managing shader objects. class Graphic3d_ShaderObject : public Standard_Transient { public: //! Structure defining shader uniform or in/out variable. struct ShaderVariable { TCollection_AsciiString Name; //!< variable name Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits; //! for in/out variables, intermediate stages will be automatically filled //! Create new shader variable. ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {} //! Empty constructor. ShaderVariable() : Stages (0) {} }; //! List of variable of shader program. typedef NCollection_Sequence ShaderVariableList; public: //! Creates new shader object from specified file. Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType, const TCollection_AsciiString& thePath); //! Creates new shader object from specified source. Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType, const TCollection_AsciiString& theSource); //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function. //! Creates a new shader object from specified source according to list of uniforms and in/out variables. //! @param theSource shader object source code to modify //! @param theType shader object type to create //! @param theUniforms list of uniform variables //! @param theStageInOuts list of stage in/out variables //! @param theInName name of input variables block; //! can be empty for accessing each variable without block prefix //! (mandatory for stages accessing both inputs and outputs) //! @param theOutName name of output variables block; //! can be empty for accessing each variable without block prefix //! (mandatory for stages accessing both inputs and outputs) //! @param theNbGeomInputVerts number of geometry shader input vertexes Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource, Graphic3d_TypeOfShaderObject theType, const ShaderVariableList& theUniforms, const ShaderVariableList& theStageInOuts, const TCollection_AsciiString& theInName = TCollection_AsciiString(), const TCollection_AsciiString& theOutName = TCollection_AsciiString(), Standard_Integer theNbGeomInputVerts = 0); private: //! Creates new shader object of specified type. Standard_EXPORT Graphic3d_ShaderObject (const Graphic3d_TypeOfShaderObject theType); public: //! Releases resources of shader object. Standard_EXPORT virtual ~Graphic3d_ShaderObject(); //! Checks if the shader object is valid or not. Standard_EXPORT virtual Standard_Boolean IsDone() const; //! Returns the full path to the shader source. const OSD_Path& Path() const { return myPath; } //! Returns the source code of the shader object. const TCollection_AsciiString& Source() const { return mySource; } //! Returns type of the shader object. Graphic3d_TypeOfShaderObject Type() const { return myType; } //! Returns unique ID used to manage resource in graphic driver. const TCollection_AsciiString& GetId() const { return myID; } public: DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient) protected: TCollection_AsciiString myID; //!< the ID of shader object TCollection_AsciiString mySource; //!< the source code of shader object OSD_Path myPath; //!< the path to shader source (may be empty) private: //! The type of shader object. Graphic3d_TypeOfShaderObject myType; }; DEFINE_STANDARD_HANDLE (Graphic3d_ShaderObject, Standard_Transient) #endif