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Directory: ./
File: lib/geogram_gfx/GLUP/GLUP_context_GLSL.h
Date: 2026-09-07 02:28:19
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1 /*
2 * Copyright (c) 2000-2022 Inria
3 * All rights reserved.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 *
8 * * Redistributions of source code must retain the above copyright notice,
9 * this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above copyright notice,
11 * this list of conditions and the following disclaimer in the documentation
12 * and/or other materials provided with the distribution.
13 * * Neither the name of the ALICE Project-Team nor the names of its
14 * contributors may be used to endorse or promote products derived from this
15 * software without specific prior written permission.
16 *
17 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
18 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
19 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
20 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
21 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
24 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
25 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
26 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
27 * POSSIBILITY OF SUCH DAMAGE.
28 *
29 * Contact: Bruno Levy
30 *
31 * https://www.inria.fr/fr/bruno-levy
32 *
33 * Inria,
34 * Domaine de Voluceau,
35 * 78150 Le Chesnay - Rocquencourt
36 * FRANCE
37 *
38 */
39
40 #ifndef GEOGRAM_GFX_GLUP_GLUP_CONTEXT_GLSL
41 #define GEOGRAM_GFX_GLUP_GLUP_CONTEXT_GLSL
42
43 #include <geogram_gfx/basic/common.h>
44 #include <geogram_gfx/GLUP/GLUP_context.h>
45
46 /**
47 * \file geogram_gfx/GLUP/GLUP_context_GLSL.h
48 * \brief Internal implementation of GLUP using modern OpenGL and GLSL shaders.
49 */
50
51
52 namespace GLUP {
53 using namespace GEO;
54
55
56 /*********************************************************************/
57
58 #ifdef GEO_GL_140
59
60 /**
61 * \brief Implementation of GLUP using modern OpenGL with GLSL 1.40
62 * shaders.
63 * \details We do not have geometry shaders, hence array mode is supported
64 * only for points, spheres and triangles (but picking works fine because
65 * fragment shader has gl_PrimitiveID).
66 */
67 class Context_GLSL140 : public Context {
68 public:
69 /**
70 * \brief Context_GLSL140 constructor.
71 */
72 Context_GLSL140();
73
74 /**
75 * \copydoc Context::profile_name()
76 */
77 const char* profile_name() const override;
78
79 /**
80 * \copydoc Context::setup()
81 */
82 void setup() override;
83
84 protected:
85 /**
86 * \copydoc Context::setup_GLUP_POINTS()
87 */
88 void setup_GLUP_POINTS() override;
89
90 /**
91 * \copydoc Context::setup_GLUP_LINES()
92 */
93 void setup_GLUP_LINES() override;
94
95 /**
96 * \copydoc Context::setup_GLUP_THICK_LINES()
97 */
98 void setup_GLUP_THICK_LINES() override;
99
100 /**
101 * \copydoc Context::setup_GLUP_TRIANGLES()
102 */
103 void setup_GLUP_TRIANGLES() override;
104
105 /**
106 * \copydoc Context::setup_GLUP_SPHERES()
107 */
108 void setup_GLUP_SPHERES() override;
109
110 /**
111 * \copydoc Context::get_vertex_shader_preamble_pseudo_file()
112 */
113 void get_vertex_shader_preamble_pseudo_file(
114 std::vector<GLSL::Source>& sources
115 ) override;
116
117 /**
118 * \copydoc Context::get_fragment_shader_preamble_pseudo_file()
119 */
120 void get_fragment_shader_preamble_pseudo_file(
121 std::vector<GLSL::Source>& sources
122 ) override;
123
124 /**
125 * \copydoc Context::get_primitive_pseudo_file()
126 */
127 void get_primitive_pseudo_file(
128 std::vector<GLSL::Source>& sources
129 ) override;
130 };
131
132 #endif
133
134 /*********************************************************************/
135
136
137 #ifdef GEO_GL_150
138 /**
139 * \brief Implementation of GLUP using modern OpenGL with GLSL 1.50
140 * shaders.
141 * \details All the primitives are implemented with good performance.
142 * Hexahedra and prisms do not support array mode (glupDrawArrays(),
143 * glupDrawElements()). This is because there is no standard OpenGL
144 * primitive with 8 or 5 vertices (except the configurable GL_PATCH
145 * that requires GLSL 4.40).
146 */
147 class Context_GLSL150 : public Context_GLSL140 {
148 public:
149
150 /**
151 * \brief Context_GLSL150 constructor.
152 */
153 Context_GLSL150();
154
155 /**
156 * \copydoc Context::profile_name()
157 */
158 const char* profile_name() const override;
159
160 /**
161 * \copydoc Context::setup()
162 */
163 void setup() override;
164
165 protected:
166 /**
167 * \copydoc Context::setup_GLUP_THICK_LINES()
168 */
169 void setup_GLUP_THICK_LINES() override;
170
171 /**
172 * \copydoc Context::setup_GLUP_TRIANGLES()
173 */
174 void setup_GLUP_TRIANGLES() override;
175
176 /**
177 * \copydoc Context::setup_GLUP_QUADS()
178 */
179 void setup_GLUP_QUADS() override;
180
181 /**
182 * \copydoc Context::setup_GLUP_TETRAHEDRA()
183 */
184 void setup_GLUP_TETRAHEDRA() override;
185
186 /**
187 * \copydoc Context::setup_GLUP_PRISMS()
188 */
189 void setup_GLUP_PRISMS() override;
190
191 /**
192 * \copydoc Context::setup_GLUP_HEXAHEDRA()
193 */
194 void setup_GLUP_HEXAHEDRA() override;
195
196 /**
197 * \copydoc Context::setup_GLUP_PYRAMIDS()
198 */
199 void setup_GLUP_PYRAMIDS() override;
200
201 /**
202 * \copydoc Context::setup_GLUP_CONNECTORS()
203 */
204 void setup_GLUP_CONNECTORS() override;
205
206 /**
207 * \copydoc Context::get_geometry_shader_preamble_pseudo_file()
208 */
209 void get_geometry_shader_preamble_pseudo_file(
210 std::vector<GLSL::Source>& sources
211 ) override;
212
213 /**
214 * \brief Deduces from the current primitive_source_ the
215 * input and output layout that should be used by the
216 * geometry shader.
217 */
218 virtual void get_geometry_shader_layout(
219 std::vector<GLSL::Source>& sources
220 );
221
222 /**
223 * \copydoc Context::get_primitive_pseudo_file()
224 */
225 void get_primitive_pseudo_file(
226 std::vector<GLSL::Source>& sources
227 ) override;
228 };
229
230 /*********************************************************************/
231
232 /**
233 * \brief Implementation of GLUP using modern OpenGL with GLSL 4.40
234 * shaders.
235 * \details This mostly reuses the GLSL 1.50 implementation, except
236 * for hexahedra and prisms, where it uses a tessellation shader to
237 * fetch the vertices. This is because GL_PATCH has a configurable
238 * number of vertices.
239 */
240 class Context_GLSL440 : public Context_GLSL150 {
241 public:
242
243 /**
244 * \brief Context_GLSL440 constructor.
245 */
246 Context_GLSL440();
247
248 /**
249 * \copydoc Context::profile_name()
250 */
251 const char* profile_name() const override;
252
253 protected:
254 /**
255 * \copydoc Context::setup_GLUP_HEXAHEDRA()
256 */
257 void setup_GLUP_HEXAHEDRA() override;
258
259 /**
260 * \copydoc Context::setup_GLUP_PYRAMIDS()
261 */
262 void setup_GLUP_PYRAMIDS() override;
263
264 /**
265 * \copydoc Context::get_vertex_shader_preamble_pseudo_file()
266 */
267 void get_vertex_shader_preamble_pseudo_file(
268 std::vector<GLSL::Source>& sources
269 ) override;
270
271 /**
272 * \copydoc Context::get_fragment_shader_preamble_pseudo_file()
273 */
274 void get_fragment_shader_preamble_pseudo_file(
275 std::vector<GLSL::Source>& sources
276 ) override;
277
278 /**
279 * \copydoc Context::get_geometry_shader_preamble_pseudo_file()
280 */
281 void get_geometry_shader_preamble_pseudo_file(
282 std::vector<GLSL::Source>& sources
283 ) override;
284
285 /**
286 * \copydoc Context::get_tess_evaluation_shader_preamble_pseudo_file()
287 */
288 void get_tess_evaluation_shader_preamble_pseudo_file(
289 std::vector<GLSL::Source>& sources
290 ) override;
291
292 /**
293 * \copydoc Context::get_primitive_pseudo_file()
294 */
295 void get_primitive_pseudo_file(
296 std::vector<GLSL::Source>& sources
297 ) override;
298
299 /**
300 * \copydoc Context_GLSL150::get_geometry_shader_layout()
301 */
302 void get_geometry_shader_layout(
303 std::vector<GLSL::Source>& sources
304 ) override;
305
306 bool use_tessellation_;
307 };
308
309 /*********************************************************************/
310 #endif
311
312 }
313
314 #endif
315