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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

0025213: Visualization, TKOpenGl - do not use deprecated built-ins in GLSL shaders

Inherit NCollection_Buffer from Standard_Transient, do not use incomplete NCollection_Handle.

OpenGl_Context, add methods ActiveProgram(),BindProgram()
to manage currently active GLSL program.
Add method ::ToUseVbo().

OpenGl_ShaderProgram, setup locations of pre-defined vertex attributes
occVertex, occNormal, occTexCoord, occColor before linkage.
Remove methods OpenGl_ShaderProgram::Bind(), ::BindWithVariables()
and ::Unbind() - OpenGl_Context::BindProgram() should be used instead.

Introduce class OpenGl_VertexBufferCompat, which emulates VBO
behavior on systems without VBO (compatibility with broken OpenGL drivers on Windows).

OpenGl_PrimitiveArray - use OpenGl_VertexBufferCompat when VBO is unavailable,
remove duplicated code. Use OpenGl_VertexBuffer::HasNormalAttribute()
method to activate lighting.

OpenGl_Text - use OpenGl_VertexBufferCompat, eliminate duplicated code.

Changes in OpenGl_VertexBuffer, drop methods BindFixed()/UnbindFixed().
Superseded by new methods BindAllAttributes()/UnbindAllAttributes()
which handle active GLSL program, when it is set.
This commit is contained in:
kgv
2014-09-17 13:02:32 +04:00
committed by bugmaster
parent 9f33b387e2
commit 7d3e64ef5e
30 changed files with 1057 additions and 735 deletions

View File

@@ -23,10 +23,10 @@
// vertex attributes from compatibility profile. In the next
// release old functionality will be removed from shader API.
#ifdef VERTEX_SHADER
#define occColor gl_Color //!< Vertex color
#define occNormal gl_Normal //!< Normal coordinates
#define occVertex gl_Vertex //!< Vertex coordinates
#define occTexCoord gl_MultiTexCoord0 //!< Texture coordinates
attribute vec4 occVertex;
attribute vec3 occNormal;
attribute vec4 occTexCoord;
attribute vec4 occColor;
#endif
// Matrix state

View File

@@ -1,12 +1,12 @@
in vec4 aPosition;
in vec4 occVertex;
//! Normalized pixel coordinates.
out vec2 vPixel;
void main (void)
{
vPixel = vec2 ((aPosition.x + 1.f) * 0.5f,
(aPosition.y + 1.f) * 0.5f);
gl_Position = aPosition;
}
vPixel = vec2 ((occVertex.x + 1.f) * 0.5f,
(occVertex.y + 1.f) * 0.5f);
gl_Position = occVertex;
}