/*========================================================================= Program: Visualization Toolkit Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ /** * @class vtkShaderProgram * @brief a glsl shader program * * This class contains the vertex, fragment, geometry shaders that combine to make a shader program */ #ifndef vtkShaderProgram_h #define vtkShaderProgram_h #include "vtkObject.h" #include "vtkRenderingOpenGL2Module.h" // for export macro #include // For member variables. #include // For member variables. class vtkMatrix3x3; class vtkMatrix4x4; class vtkTransformFeedback; class vtkShader; class VertexArrayObject; class vtkWindow; /** * @brief The ShaderProgram uses one or more Shader objects. * * This class creates a Vertex or Fragment shader, that can be attached to a * ShaderProgram in order to render geometry etc. */ class VTKRENDERINGOPENGL2_EXPORT vtkShaderProgram : public vtkObject { public: static vtkShaderProgram* New(); vtkTypeMacro(vtkShaderProgram, vtkObject); void PrintSelf(ostream& os, vtkIndent indent) override; //@{ /** * Get the vertex shader for this program */ vtkGetObjectMacro(VertexShader, vtkShader); void SetVertexShader(vtkShader*); //@} //@{ /** * Get the fragment shader for this program */ vtkGetObjectMacro(FragmentShader, vtkShader); void SetFragmentShader(vtkShader*); //@} //@{ /** * Get the geometry shader for this program */ vtkGetObjectMacro(GeometryShader, vtkShader); void SetGeometryShader(vtkShader*); //@} //@{ /** * Get/Set a TransformFeedbackCapture object on this shader program. */ vtkGetObjectMacro(TransformFeedback, vtkTransformFeedback); void SetTransformFeedback(vtkTransformFeedback* tfc); //@} //@{ /** * Set/Get flag for if this program is compiled */ vtkGetMacro(Compiled, bool); vtkSetMacro(Compiled, bool); vtkBooleanMacro(Compiled, bool); //@} /** * Set/Get the md5 hash of this program */ std::string GetMD5Hash() const { return this->MD5Hash; } void SetMD5Hash(const std::string& hash) { this->MD5Hash = hash; } /** Options for attribute normalization. */ enum NormalizeOption { /// The values range across the limits of the numeric type. /// This option instructs the rendering engine to normalize them to /// the range [0.0, 1.0] for unsigned types, and [-1.0, 1.0] for signed /// types. /// For example, unsigned char values will be mapped so that 0 = 0.0, /// and 255 = 1.0. /// The resulting floating point numbers will be passed into /// the shader program. Normalize, /// The values should be used as-is. Do not perform any normalization. NoNormalize }; /** * Check if the program is currently bound, or not. * @return True if the program is bound, false otherwise. */ bool isBound() const { return this->Bound; } /** * release any graphics resources this class is using. */ void ReleaseGraphicsResources(vtkWindow* win); /** Get the handle of the shader program. */ int GetHandle() const { return Handle; } /** Get the error message (empty if none) for the shader program. */ std::string GetError() const { return Error; } /** * Enable the named attribute array. Return false if the attribute array is * not contained in the linked shader program. */ bool EnableAttributeArray(const char* name); /** * Disable the named attribute array. Return false if the attribute array is * not contained in the linked shader program. */ bool DisableAttributeArray(const char* name); /** * Use the named attribute array with the bound BufferObject. * @param name of the attribute (as seen in the shader program). * @param offset into the bound BufferObject. * @param stride The stride of the element access (i.e. the size of each * element in the currently bound BufferObject). 0 may be used to indicate * tightly packed data. * @param elementType Tag identifying the memory representation of the * element. * @param elementTupleSize The number of elements per vertex (e.g. a 3D * position attribute would be 3). * @param normalize Indicates the range used by the attribute data. * See NormalizeOption for more information. * @return false if the attribute array does not exist. */ bool UseAttributeArray(const char* name, int offset, size_t stride, int elementType, int elementTupleSize, NormalizeOption normalize); /** * Upload the supplied array of tightly packed values to the named attribute. * BufferObject attributes should be preferred and this may be removed in * future. * * @param name Attribute name * @param array Container of data. See note. * @param tupleSize The number of elements per vertex, e.g. a 3D coordinate * array will have a tuple size of 3. * @param normalize Indicates the range used by the attribute data. * See NormalizeOption for more information. * * @note The T type must have tightly packed values of * T::value_type accessible by reference via T::operator[]. * Additionally, the standard size() and empty() methods must be implemented. * The std::vector classes is an example of such a container. */ template bool SetAttributeArray( const char* name, const T& array, int tupleSize, NormalizeOption normalize); /** Set the @p name uniform value to int @p v. */ bool SetUniformi(const char* name, int v); bool SetUniformf(const char* name, float v); bool SetUniform2i(const char* name, const int v[2]); bool SetUniform2f(const char* name, const float v[2]); bool SetUniform3f(const char* name, const float v[3]); bool SetUniform3f(const char* name, const double v[3]); bool SetUniform4f(const char* name, const float v[4]); bool SetUniform3uc(const char* name, const unsigned char v[3]); // maybe remove bool SetUniform4uc(const char* name, const unsigned char v[4]); // maybe remove bool SetUniformMatrix(const char* name, vtkMatrix3x3* v); bool SetUniformMatrix(const char* name, vtkMatrix4x4* v); bool SetUniformMatrix3x3(const char* name, float* v); bool SetUniformMatrix4x4(const char* name, float* v); /** Set the @p name uniform array to @p f with @p count elements */ bool SetUniform1iv(const char* name, const int count, const int* f); bool SetUniform1fv(const char* name, const int count, const float* f); bool SetUniform2fv(const char* name, const int count, const float* f); bool SetUniform2fv(const char* name, const int count, const float (*f)[2]); bool SetUniform3fv(const char* name, const int count, const float* f); bool SetUniform3fv(const char* name, const int count, const float (*f)[3]); bool SetUniform4fv(const char* name, const int count, const float* f); bool SetUniform4fv(const char* name, const int count, const float (*f)[4]); bool SetUniformMatrix4x4v(const char* name, const int count, float* v); // How many outputs does this program produce // only valid for OpenGL 3.2 or later vtkSetMacro(NumberOfOutputs, unsigned int); /** * perform in place string substitutions, indicate if a substitution was done * this is useful for building up shader strings which typically involve * lots of string substitutions. * * \param[in] shader The source shader object to perform substitutions on * \param[in] search The string to search for * \param[in] replace The string replacement * \param[in] all Whether to replace all matches or just the first one * \return A boolean indicating whether the replacement was successful */ static bool Substitute( std::string& source, const std::string& search, const std::string& replace, bool all = true); /** * Perform in-place string substitutions on the shader source string and * indicate if one or all substitutions were done. This is useful for building * up shader strings which typically involve a lot of string substitutions. * * \param[in] shader The source shader object to perform substitutions on * \param[in] search The string to search for * \param[in] replace The string replacement * \param[in] all Whether to replace all matches or just the first one * \return A boolean indicating whether the replacement was successful */ static bool Substitute( vtkShader* shader, const std::string& search, const std::string& replace, bool all = true); /** * methods to inquire as to what uniforms/attributes are used by * this shader. This can save some compute time if the uniforms * or attributes are expensive to compute */ bool IsUniformUsed(const char*); /** * Return true if the compiled and linked shader has an attribute matching @a * name. */ bool IsAttributeUsed(const char* name); // maps of std::string are super slow when calling find // with a string literal or const char * as find // forces construction/copy/destruction of a // std::string copy of the const char * // In spite of the doubters this can really be a // huge CPU hog. struct cmp_str { bool operator()(const char* a, const char* b) const { return strcmp(a, b) < 0; } }; //@{ /** * When developing shaders, it's often convenient to tweak the shader and * re-render incrementally. This provides a mechanism to do the same. To debug * any shader program, set `FileNamePrefixForDebugging` to a file path e.g. * `/tmp/myshaders`. Subsequently, when `Bind()` is called on the shader * program, it will check for files named `VS.glsl`, * `GS.glsl` and `FS.glsl` for * vertex shader, geometry shader and fragment shader codes respectively. If * a file doesn't exist, then it dumps out the current code to that file. * If the file exists, then the shader is recompiled to use the contents of that file. * Thus, after the files have been dumped in the first render, you can open the files * in a text editor and update as needed. On following render, the modified * contexts from the file will be used. * * This is only intended for debugging during development and should not be * used in production. */ vtkSetStringMacro(FileNamePrefixForDebugging); vtkGetStringMacro(FileNamePrefixForDebugging); //@} //@{ /** * Set/Get times that can be used to track when a set of * uniforms was last updated. This can be used to reduce * redundant SetUniformCalls */ enum UniformGroups { CameraGroup, LightingGroup, UserGroup, // always will be last }; void SetUniformGroupUpdateTime(int, vtkMTimeType tm); vtkMTimeType GetUniformGroupUpdateTime(int); //@} // returns the location for a uniform or attribute in // this program. Is cached for performance. int FindUniform(const char* name); int FindAttributeArray(const char* name); protected: vtkShaderProgram(); ~vtkShaderProgram() override; /*************************************************************** * The following functions are only for use by the shader cache * which is why they are protected and that class is a friend * you need to use the shader cache to compile/link/bind your shader * do not try to do it yourself as it will screw up the cache ***************************************************************/ friend class vtkOpenGLShaderCache; /** * Attach the supplied shader to this program. * @note A maximum of one Vertex shader and one Fragment shader can be * attached to a shader program. * @return true on success. */ bool AttachShader(const vtkShader* shader); /** Detach the supplied shader from this program. * @note A maximum of one Vertex shader and one Fragment shader can be * attached to a shader program. * @return true on success. */ bool DetachShader(const vtkShader* shader); /** * Compile this shader program and attached shaders */ virtual int CompileShader(); /** * Attempt to link the shader program. * @return false on failure. Query error to get the reason. * @note The shaders attached to the program must have been compiled. */ bool Link(); /** * Bind the program in order to use it. If the program has not been linked * then link() will be called. */ bool Bind(); /** Releases the shader program from the current context. */ void Release(); /************* end **************************************/ vtkShader* VertexShader; vtkShader* FragmentShader; vtkShader* GeometryShader; vtkTransformFeedback* TransformFeedback; // hash of the shader program std::string MD5Hash; bool SetAttributeArrayInternal( const char* name, void* buffer, int type, int tupleSize, NormalizeOption normalize); int Handle; int VertexShaderHandle; int FragmentShaderHandle; int GeometryShaderHandle; bool Linked; bool Bound; bool Compiled; // for glsl 1.5 or later, how many outputs // does this shader create // they will be bound in order to // fragOutput0 fragOutput1 etc... unsigned int NumberOfOutputs; std::string Error; // since we are using const char * arrays we have to // free our memory :-) void ClearMaps(); std::map AttributeLocs; std::map UniformLocs; std::map UniformGroupMTimes; friend class VertexArrayObject; private: vtkShaderProgram(const vtkShaderProgram&) = delete; void operator=(const vtkShaderProgram&) = delete; char* FileNamePrefixForDebugging; }; #endif