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0025282: Visualization, OpenGl_PrimitiveArray - provide built-in GLSL programs as alternative to FFP
Enumerations Visual3d_TypeOfModel, V3d_TypeOfShadingModel. - Remove unused values V3d_MULTICOLOR, V3d_HIDDEN, Visual3d_TOM_INTERP_COLOR. - Add per-pixel shading mode - V3d_PHONG, Visual3d_TOM_FRAGMENT. Draw Harness command vrenderparams. Add option -shadingModel to setup Shading Model. OpenGl_Caps::ffpEnable - new option to switch FFP/built-in GLSL programs. OpenGl_ShaderManager - add built-in GLSL programs. Draw Harness command vcaps. - Fix command syntax to meet coding rules. - Add option -ffp to activate/disable built-in GLSL programs. GLSL API changes. - Rename vertex attribute occColor -> occVertColor. - Introduce vec4 occColor uniform variable for light-less shaders. - Introduce float occPointSize uniform variable for marker programs. OpenGl_VertexBuffer::bindAttribute() - activate normalization for non-GL_FLOAT types, since color attribute is defined as 32-bit vector of 4 unsigned byte values. OpenGl_Context - add methods SetColor4fv() and SetPointSize() for parameters redirection to active GLSL program (as alternative to glColor4fv() and glPointSize()). OpenGl_ShaderProgram - define default precision for float types in Fragment Shader within OpenGL ES 2.0+ context. OpenGl_AspectMarker, initialize Aspect_TOM_O_POINT display list in the same way as sprite texture. OpenGl_Texture, do not use sized internal formats on OpenGL ES.
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@@ -36,6 +36,7 @@
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#include <Graphic3d_SequenceOfHClipPlane.hxx>
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#include <Graphic3d_ZLayerSettings.hxx>
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#include <Visual3d_TypeOfSurfaceDetail.hxx>
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#include <Visual3d_TypeOfModel.hxx>
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#include <OpenGl_BVHTreeSelector.hxx>
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#include <OpenGl_LayerList.hxx>
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@@ -257,7 +258,7 @@ protected:
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//View_LABViewContext
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int myVisualization;
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int myIntShadingMethod;
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Visual3d_TypeOfModel myShadingModel; //!< lighting shading model
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//View_LABLight
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OpenGl_ListOfLight myLights;
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