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Visualization, Graphic3d_ShaderProgram - add mat3/mat4 types to PushVariable (#1112)
Port of commit 1e1584357 adapted to the new source layout and modern NCollection_Mat3/NCollection_Mat4 types. - Graphic3d_ShaderVariable: register NCollection_Mat3<float> and NCollection_Mat4<float> type IDs; add template instantiations and Graphic3d_UniformMat3/Graphic3d_UniformMat4 typedefs. - Graphic3d_ShaderProgram: add PushVariableMat3() and PushVariableMat4() convenience methods. - OpenGl_ShaderProgram: add single-value SetUniform() for mat3 (wrapping glUniformMatrix3fv); register mat3/mat4 in OpenGl_VariableSetterSelector so custom uniforms are dispatched. - ViewerTest (vshader command): add -vec2, -vec3, -vec4, -mat3, -mat4 argument parsing for setting custom uniform variables from Draw Harness. - Add Draw Harness test exercising the new uniform types.
This commit is contained in:
committed by
dpasukhi
parent
e8012824d6
commit
be39f6f6be
@@ -25,6 +25,8 @@
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#include <V3d_View.hxx>
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#include <V3d_Viewer.hxx>
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#include <NCollection_Mat3.hxx>
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#include <NCollection_Mat4.hxx>
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#include <Standard_Transient.hxx>
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#include <TCollection_AsciiString.hxx>
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#include <NCollection_DoubleMap.hxx>
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@@ -296,6 +298,59 @@ static int VShaderProg(Draw_Interpretor&, int theArgNb, const char** theArgVec)
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TCollection_AsciiString aName = theArgVec[++anArgIter];
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aProgram->PushVariableFloat(aName, float(Draw::Atof(theArgVec[++anArgIter])));
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}
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else if (!aProgram.IsNull() && anArg == "-vec2" && anArgIter + 3 < theArgNb)
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{
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const TCollection_AsciiString aName = theArgVec[++anArgIter];
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const NCollection_Vec2<float> aVec(float(Draw::Atof(theArgVec[anArgIter + 1])),
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float(Draw::Atof(theArgVec[anArgIter + 2])));
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anArgIter += 2;
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aProgram->PushVariableVec2(aName, aVec);
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}
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else if (!aProgram.IsNull() && anArg == "-vec3" && anArgIter + 4 < theArgNb)
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{
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const TCollection_AsciiString aName = theArgVec[++anArgIter];
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const NCollection_Vec3<float> aVec(float(Draw::Atof(theArgVec[anArgIter + 1])),
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float(Draw::Atof(theArgVec[anArgIter + 2])),
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float(Draw::Atof(theArgVec[anArgIter + 3])));
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anArgIter += 3;
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aProgram->PushVariableVec3(aName, aVec);
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}
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else if (!aProgram.IsNull() && anArg == "-vec4" && anArgIter + 5 < theArgNb)
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{
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const TCollection_AsciiString aName = theArgVec[++anArgIter];
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const NCollection_Vec4<float> aVec(float(Draw::Atof(theArgVec[anArgIter + 1])),
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float(Draw::Atof(theArgVec[anArgIter + 2])),
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float(Draw::Atof(theArgVec[anArgIter + 3])),
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float(Draw::Atof(theArgVec[anArgIter + 4])));
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anArgIter += 4;
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aProgram->PushVariableVec4(aName, aVec);
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}
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else if (!aProgram.IsNull() && anArg == "-mat3" && anArgIter + 10 < theArgNb)
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{
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const TCollection_AsciiString aName = theArgVec[++anArgIter];
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NCollection_Mat3<float> aMat;
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for (int aRowIter = 0; aRowIter < 3; ++aRowIter)
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{
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for (int aColIter = 0; aColIter < 3; ++aColIter)
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{
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aMat.SetValue(aRowIter, aColIter, float(Draw::Atof(theArgVec[++anArgIter])));
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}
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}
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aProgram->PushVariableMat3(aName, aMat);
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}
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else if (!aProgram.IsNull() && anArg == "-mat4" && anArgIter + 17 < theArgNb)
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{
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const TCollection_AsciiString aName = theArgVec[++anArgIter];
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NCollection_Mat4<float> aMat;
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for (int aRowIter = 0; aRowIter < 4; ++aRowIter)
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{
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for (int aColIter = 0; aColIter < 4; ++aColIter)
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{
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aMat.SetValue(aRowIter, aColIter, float(Draw::Atof(theArgVec[++anArgIter])));
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}
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}
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aProgram->PushVariableMat4(aName, aMat);
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}
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else if (!aProgram.IsNull() && aProgram->ShaderObjects().IsEmpty()
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&& (anArg == "-off" || anArg == "off"))
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{
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@@ -1175,6 +1230,8 @@ vshader name -vert VertexShader -frag FragmentShader [-geom GeometryShader]
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[-header VersionHeader]
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[-tessControl TessControlShader -tessEval TessEvaluationShader]
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[-uniform Name FloatValue]
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[-vec2 Name X Y] [-vec3 Name X Y Z] [-vec4 Name X Y Z W]
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[-mat3 Name V1..V9] [-mat4 Name V1..V16]
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[-defaultSampler {0|1}]=1
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Assign custom GLSL program to presentation aspects.
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)" /* [vshader] */);
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@@ -135,7 +135,11 @@ OpenGl_VariableSetterSelector::OpenGl_VariableSetterSelector()
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Graphic3d_UniformValueTypeID<NCollection_Vec3<int>>::ID,
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new OpenGl_VariableSetter<NCollection_Vec3<int>>())(
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Graphic3d_UniformValueTypeID<NCollection_Vec4<int>>::ID,
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new OpenGl_VariableSetter<NCollection_Vec4<int>>());
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new OpenGl_VariableSetter<NCollection_Vec4<int>>())(
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Graphic3d_UniformValueTypeID<NCollection_Mat3<float>>::ID,
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new OpenGl_VariableSetter<NCollection_Mat3<float>>())(
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Graphic3d_UniformValueTypeID<NCollection_Mat4<float>>::ID,
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new OpenGl_VariableSetter<NCollection_Mat4<float>>());
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}
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// =======================================================================
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@@ -1267,6 +1271,26 @@ bool OpenGl_ShaderProgram::SetUniform(const occ::handle<OpenGl_Context>& theCtx,
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return true;
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}
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//=================================================================================================
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bool OpenGl_ShaderProgram::SetUniform(const occ::handle<OpenGl_Context>& theCtx,
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GLint theLocation,
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const NCollection_Mat3<float>& theValue,
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GLboolean theTranspose)
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{
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if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
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{
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return false;
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}
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theCtx->core20fwd->glUniformMatrix3fv(theLocation,
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1,
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GL_FALSE,
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theTranspose ? theValue.Transposed().GetData()
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: theValue.GetData());
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return true;
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}
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// =======================================================================
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// function : SetUniform
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// purpose : Specifies the value of the floating-point uniform 4x4 matrix
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@@ -496,6 +496,23 @@ public:
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GLuint theCount,
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const NCollection_Mat3<float>* theData);
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//! Specifies the value of the float uniform 3x3 matrix.
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//! Wrapper for glUniformMatrix3fv()
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bool SetUniform(const occ::handle<OpenGl_Context>& theCtx,
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const GLchar* theName,
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const NCollection_Mat3<float>& theValue,
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GLboolean theTranspose = GL_FALSE)
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{
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return SetUniform(theCtx, GetUniformLocation(theCtx, theName), theValue, theTranspose);
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}
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//! Specifies the value of the float uniform 3x3 matrix.
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//! Wrapper for glUniformMatrix3fv()
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Standard_EXPORT bool SetUniform(const occ::handle<OpenGl_Context>& theCtx,
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GLint theLocation,
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const NCollection_Mat3<float>& theValue,
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GLboolean theTranspose = GL_FALSE);
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//! Specifies the value of the float uniform 4x4 matrix.
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//! Wrapper for glUniformMatrix4fv()
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bool SetUniform(const occ::handle<OpenGl_Context>& theCtx,
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@@ -244,6 +244,20 @@ public:
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return PushVariable(theName, theValue);
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}
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//! Pushes mat3 uniform.
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bool PushVariableMat3(const TCollection_AsciiString& theName,
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const NCollection_Mat3<float>& theValue)
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{
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return PushVariable(theName, theValue);
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}
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//! Pushes mat4 uniform.
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bool PushVariableMat4(const TCollection_AsciiString& theName,
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const NCollection_Mat4<float>& theValue)
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{
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return PushVariable(theName, theValue);
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}
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public:
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//! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment
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//! variables.
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@@ -26,6 +26,8 @@ template struct Graphic3d_UniformValue<NCollection_Vec4<float>>;
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template struct Graphic3d_UniformValue<NCollection_Vec2<int>>;
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template struct Graphic3d_UniformValue<NCollection_Vec3<int>>;
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template struct Graphic3d_UniformValue<NCollection_Vec4<int>>;
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template struct Graphic3d_UniformValue<NCollection_Mat3<float>>;
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template struct Graphic3d_UniformValue<NCollection_Mat4<float>>;
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// =======================================================================
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// function : ~Graphic3d_ValueInterface
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@@ -24,6 +24,7 @@
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#include <NCollection_Vec4.hxx>
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#include <NCollection_Mat3.hxx>
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#include <NCollection_Mat4.hxx>
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#include <Standard_Transient.hxx>
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#include <TCollection_AsciiString.hxx>
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@@ -101,6 +102,18 @@ struct Graphic3d_UniformValueTypeID<NCollection_Vec4<int>>
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static const size_t ID = __LINE__;
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};
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template <>
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struct Graphic3d_UniformValueTypeID<NCollection_Mat3<float>>
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{
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static const size_t ID = __LINE__;
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};
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template <>
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struct Graphic3d_UniformValueTypeID<NCollection_Mat4<float>>
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{
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static const size_t ID = __LINE__;
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};
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//! Describes specific value of custom uniform variable.
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template <class T>
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struct Graphic3d_UniformValue : public Graphic3d_ValueInterface
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@@ -142,6 +155,12 @@ typedef Graphic3d_UniformValue<NCollection_Vec3<float>> Graphic3d_UniformVec3;
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//! Floating-point uniform 4D vector.
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typedef Graphic3d_UniformValue<NCollection_Vec4<float>> Graphic3d_UniformVec4;
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//! Floating-point uniform 3x3 matrix.
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typedef Graphic3d_UniformValue<NCollection_Mat3<float>> Graphic3d_UniformMat3;
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//! Floating-point uniform 4x4 matrix.
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typedef Graphic3d_UniformValue<NCollection_Mat4<float>> Graphic3d_UniformMat4;
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//! Describes custom uniform shader variable.
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class Graphic3d_ShaderVariable : public Standard_Transient
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{
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65
tests/opengl/data/shaderprog/uniforms
Normal file
65
tests/opengl/data/shaderprog/uniforms
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@@ -0,0 +1,65 @@
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puts "========"
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puts "Test custom uniform variables: -vec2, -vec3, -vec4, -mat3, -mat4"
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puts "========"
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pload MODELING VISUALIZATION
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# draw a box
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box b 1 2 3
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vclear
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vclose ALL
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vinit View1
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vsetdispmode 1
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vaxo
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vdisplay b
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vfit
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vrotate 0.2 0.0 0.0
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set aGlslVer "#version 110"
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if { [vdriver -default] == "TKOpenGles" } { set aGlslVer "#version 300 es" }
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# vertex shader applying a mat4 uniform transform and passing a vec4 color to fragment
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set aShaderVert "
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uniform mat4 uModelTrsf;
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uniform mat3 uNormTrsf;
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uniform vec4 uColor;
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uniform vec3 uLightDir;
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uniform vec2 uScale;
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THE_SHADER_OUT vec4 vColor;
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THE_SHADER_OUT vec3 vNormal;
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void main() {
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vec4 aPos = uModelTrsf * occVertex;
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aPos.xy *= uScale;
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vNormal = normalize(uNormTrsf * occNormal.xyz);
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vColor = uColor;
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gl_Position = occProjectionMatrix * occWorldViewMatrix * aPos;
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}"
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# fragment shader using the passed color and simple diffuse lighting
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set aShaderFrag "
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uniform vec3 uLightDir;
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THE_SHADER_IN vec4 vColor;
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THE_SHADER_IN vec3 vNormal;
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void main() {
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float aNdotL = max(dot(normalize(vNormal), normalize(uLightDir)), 0.2);
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occSetFragColor(vec4(vColor.rgb * aNdotL, vColor.a));
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}"
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# identity mat4 (row-major: 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
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# identity mat3 (row-major: 1 0 0 0 1 0 0 0 1)
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vshaderprog b -vert $aShaderVert -frag $aShaderFrag -header "$aGlslVer" \
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-mat4 uModelTrsf 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 \
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-mat3 uNormTrsf 1 0 0 0 1 0 0 0 1 \
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-vec4 uColor 0.2 0.6 1.0 1.0 \
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-vec3 uLightDir 0.0 0.0 1.0 \
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-vec2 uScale 1.0 1.0
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vdump $::imagedir/${::casename}_identity.png
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# apply a non-identity mat4 (translation by 0.5 in X)
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vshaderprog b -vert $aShaderVert -frag $aShaderFrag -header "$aGlslVer" \
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-mat4 uModelTrsf 1 0 0 0.5 0 1 0 0 0 0 1 0 0 0 0 1 \
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-mat3 uNormTrsf 1 0 0 0 1 0 0 0 1 \
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-vec4 uColor 1.0 0.4 0.2 1.0 \
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-vec3 uLightDir 1.0 1.0 1.0 \
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-vec2 uScale 0.8 0.8
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vdump $::imagedir/${::casename}_translated.png
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