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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0030571: Visualization, TKOpenGl - mapped texture is ignored while drawing points

OpenGl_AspectsTextureSet now appends Sprite texture to the end of texture set.
OpenGl_Context::init() - fixed usage of GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS on too old GL context.

Default sampler names occSampler0, occActiveSampler and occSamplerBaseColor
are now excluded from header with common declarations for build-in GLSL programs.

OpenGl_ShaderObject::LoadAndCompile() and OpenGl_ShaderProgram::Link()
now includes program Id within error log.

OpenGl_ShaderManager now supports mapping texture onto point primitive within built-in programs
(texture transformation is ignored).
This commit is contained in:
kgv
2019-03-16 16:47:33 +03:00
committed by apn
parent ad4b04291f
commit 737e9a8da4
28 changed files with 625 additions and 264 deletions

View File

@@ -139,9 +139,11 @@ vec4 occBackMaterial_Specular(void); //!< Specular reflection
float occBackMaterial_Shininess(void); //!< Specular exponent
float occBackMaterial_Transparency(void); //!< Transparency coefficient
#ifdef THE_HAS_DEFAULT_SAMPLER
#define occActiveSampler occSampler0 //!< alias for backward compatibility
#define occSamplerBaseColor occSampler0 //!< alias to a base color texture
uniform sampler2D occSampler0; //!< current active sampler;
#endif
//! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing
uniform vec4 occColor; //!< color value (in case of disabled lighting)
uniform THE_PREC_ENUM int occDistinguishingMode; //!< Are front and back faces distinguished?

View File

@@ -142,9 +142,11 @@ static const char Shaders_Declarations_glsl[] =
"float occBackMaterial_Shininess(void); //!< Specular exponent\n"
"float occBackMaterial_Transparency(void); //!< Transparency coefficient\n"
"\n"
"#ifdef THE_HAS_DEFAULT_SAMPLER\n"
"#define occActiveSampler occSampler0 //!< alias for backward compatibility\n"
"#define occSamplerBaseColor occSampler0 //!< alias to a base color texture\n"
"uniform sampler2D occSampler0; //!< current active sampler;\n"
"#endif\n"
" //! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing\n"
"uniform vec4 occColor; //!< color value (in case of disabled lighting)\n"
"uniform THE_PREC_ENUM int occDistinguishingMode; //!< Are front and back faces distinguished?\n"