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:
Kirill Gavrilov
2026-02-23 18:16:45 +00:00
committed by dpasukhi
parent e8012824d6
commit be39f6f6be
7 changed files with 199 additions and 1 deletions

View File

@@ -0,0 +1,65 @@
puts "========"
puts "Test custom uniform variables: -vec2, -vec3, -vec4, -mat3, -mat4"
puts "========"
pload MODELING VISUALIZATION
# draw a box
box b 1 2 3
vclear
vclose ALL
vinit View1
vsetdispmode 1
vaxo
vdisplay b
vfit
vrotate 0.2 0.0 0.0
set aGlslVer "#version 110"
if { [vdriver -default] == "TKOpenGles" } { set aGlslVer "#version 300 es" }
# vertex shader applying a mat4 uniform transform and passing a vec4 color to fragment
set aShaderVert "
uniform mat4 uModelTrsf;
uniform mat3 uNormTrsf;
uniform vec4 uColor;
uniform vec3 uLightDir;
uniform vec2 uScale;
THE_SHADER_OUT vec4 vColor;
THE_SHADER_OUT vec3 vNormal;
void main() {
vec4 aPos = uModelTrsf * occVertex;
aPos.xy *= uScale;
vNormal = normalize(uNormTrsf * occNormal.xyz);
vColor = uColor;
gl_Position = occProjectionMatrix * occWorldViewMatrix * aPos;
}"
# fragment shader using the passed color and simple diffuse lighting
set aShaderFrag "
uniform vec3 uLightDir;
THE_SHADER_IN vec4 vColor;
THE_SHADER_IN vec3 vNormal;
void main() {
float aNdotL = max(dot(normalize(vNormal), normalize(uLightDir)), 0.2);
occSetFragColor(vec4(vColor.rgb * aNdotL, vColor.a));
}"
# identity mat4 (row-major: 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
# identity mat3 (row-major: 1 0 0 0 1 0 0 0 1)
vshaderprog b -vert $aShaderVert -frag $aShaderFrag -header "$aGlslVer" \
-mat4 uModelTrsf 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 \
-mat3 uNormTrsf 1 0 0 0 1 0 0 0 1 \
-vec4 uColor 0.2 0.6 1.0 1.0 \
-vec3 uLightDir 0.0 0.0 1.0 \
-vec2 uScale 1.0 1.0
vdump $::imagedir/${::casename}_identity.png
# apply a non-identity mat4 (translation by 0.5 in X)
vshaderprog b -vert $aShaderVert -frag $aShaderFrag -header "$aGlslVer" \
-mat4 uModelTrsf 1 0 0 0.5 0 1 0 0 0 0 1 0 0 0 0 1 \
-mat3 uNormTrsf 1 0 0 0 1 0 0 0 1 \
-vec4 uColor 1.0 0.4 0.2 1.0 \
-vec3 uLightDir 1.0 1.0 1.0 \
-vec2 uScale 0.8 0.8
vdump $::imagedir/${::casename}_translated.png