/usr/include/oce/Graphic3d_ShaderProgram.hxx is in liboce-visualization-dev 0.17.1-1.
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// 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_ShaderProgram_HeaderFile
#define _Graphic3d_ShaderProgram_HeaderFile
#include <Graphic3d_ShaderObject_Handle.hxx>
#include <Graphic3d_ShaderProgram_Handle.hxx>
#include <Graphic3d_ShaderVariable.hxx>
#include <NCollection_Sequence.hxx>
//! List of shader objects.
typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
//! List of custom uniform shader variables.
typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
//! This class is responsible for managing shader programs.
class Graphic3d_ShaderProgram : public Standard_Transient
{
public:
//! The list of built-in GLSL programs
enum ShaderName
{
ShaderName_UNKNOWN, //!< undefined program
ShaderName_Phong //!< per-pixel lighting (Phong shading)
};
public:
//! Creates new empty program object.
Standard_EXPORT Graphic3d_ShaderProgram();
//! Creates program object from pre-defined shaders.
//! Raises Standard_Failure exception if shader resources are unavailable.
Standard_EXPORT Graphic3d_ShaderProgram (const Graphic3d_ShaderProgram::ShaderName theName);
//! Releases resources of program object.
Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
//! Releases resources of program object.
Standard_EXPORT void Destroy() const;
//! Checks if the program object is valid or not.
Standard_EXPORT virtual Standard_Boolean IsDone() const;
//! Returns unique ID used to manage resource in graphic driver.
const TCollection_AsciiString& GetId() const { return myID; }
//! Attaches shader object to the program object.
Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
//! Detaches shader object from the program object.
Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
//! Returns list of attached shader objects.
const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
//! Returns list of custom uniform variables.
const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
//! Pushes custom uniform variable to the program.
template<class T>
Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
const T& theValue);
//! Removes all custom uniform variables from the program.
Standard_EXPORT void ClearVariables();
public:
//! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
//! @return the root folder with default GLSL programs.
Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
public:
DEFINE_STANDARD_RTTI (Graphic3d_ShaderProgram)
private:
TCollection_AsciiString myID; //!< The unique identifier of program object.
Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects.
Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables.
};
// =======================================================================
// function : PushVariable
// purpose : Pushes custom uniform variable to the program
// =======================================================================
template<class T> inline
Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
const T& theValue)
{
Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
if (aVariable.IsNull() || !aVariable->IsDone())
{
return Standard_False;
}
myVariables.Append (aVariable);
return Standard_True;
}
#endif
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