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0029074: Visualization, TKOpenGl - support Geometry Shader definition
Graphic3d_TypeOfShaderObject enumeration has been extended by Geometry shader object type. OpenGl_ShaderProgram::Initialize() processes new shader object types when supported by OpenGL version. Declarations.glsl has been fixed so that occFragColor is defined only for Fragment Shader object only (by handling new FRAGMENT_SHADER macros). Improved documentation of Graphic3d_ArrayOfPrimitives class. vshader Draw Harness command has been extended to support definition of Shader Object types other than Vertex and Fragment shader.
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@@ -15,90 +15,50 @@
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#ifndef _Graphic3d_ArrayOfQuadrangles_HeaderFile
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#define _Graphic3d_ArrayOfQuadrangles_HeaderFile
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#include <Standard.hxx>
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#include <Standard_Type.hxx>
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#include <Graphic3d_ArrayOfPrimitives.hxx>
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#include <Standard_Integer.hxx>
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#include <Standard_Boolean.hxx>
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class Standard_OutOfRange;
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class Graphic3d_ArrayOfQuadrangles;
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DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
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//! Contains quatrangles array definition
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//! Contains quadrangles array definition.
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//! WARNING! Quadrangle primitives might be unsupported by graphics library.
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//! Triangulation should be used instead of quads for better compatibility.
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class Graphic3d_ArrayOfQuadrangles : public Graphic3d_ArrayOfPrimitives
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{
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DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
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public:
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//! Creates an array of quadrangles,
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//! a quadrangle can be filled as:
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//! 1) creating a set of quadrangles defined with his vertexs.
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//! i.e:
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//! myArray = Graphic3d_ArrayOfQuadrangles(8)
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//! myArray->AddVertex(x1,y1,z1)
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//! ....
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//! myArray->AddVertex(x8,y8,z8)
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//! 3) creating a set of indexed quadrangles defined with his vertex
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//! ans edges.
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//! i.e:
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//! myArray = Graphic3d_ArrayOfQuadrangles(6,8)
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//! myArray->AddVertex(x1,y1,z1)
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//! ....
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//! myArray->AddVertex(x6,y6,z6)
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//! myArray->AddEdge(1)
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//! myArray->AddEdge(2)
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//! myArray->AddEdge(3)
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//! myArray->AddEdge(4)
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//! myArray->AddEdge(3)
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//! myArray->AddEdge(4)
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//! myArray->AddEdge(5)
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//! myArray->AddEdge(6)
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//!
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//! <maxVertexs> defined the maximun allowed vertex number in the array.
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//! <maxEdges> defined the maximun allowed edge number in the array.
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//! Warning:
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//! When <hasVNormals> is TRUE , you must use one of
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//! AddVertex(Point,Normal)
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//! or AddVertex(Point,Normal,Color)
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//! or AddVertex(Point,Normal,Texel) methods.
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//! When <hasVColors> is TRUE , you must use one of
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//! AddVertex(Point,Color)
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//! or AddVertex(Point,Normal,Color) methods.
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//! When <hasTexels> is TRUE , you must use one of
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//! AddVertex(Point,Texel)
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//! or AddVertex(Point,Normal,Texel) methods.
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//! Warning:
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//! the user is responsible about the orientation of the quadrangle
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//! depending of the order of the created vertex or edges and this
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//! orientation must be coherent with the vertex normal optionnaly
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//! given at each vertex (See the Orientate() methods).
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Standard_EXPORT Graphic3d_ArrayOfQuadrangles(const Standard_Integer maxVertexs, const Standard_Integer maxEdges = 0, const Standard_Boolean hasVNormals = Standard_False, const Standard_Boolean hasVColors = Standard_False, const Standard_Boolean hasTexels = Standard_False);
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DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfQuadrangles,Graphic3d_ArrayOfPrimitives)
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protected:
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private:
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//! Creates an array of quadrangles, a quadrangle can be filled as:
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//! 1) Creating a set of quadrangles defined with his vertexes, i.e:
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//! @code
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//! myArray = Graphic3d_ArrayOfQuadrangles (8);
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//! myArray->AddVertex (x1, y1, z1);
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//! ....
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//! myArray->AddVertex (x8, y8, z8);
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//! @endcode
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//! 2) Creating a set of indexed quadrangles defined with his vertex ans edges, i.e:
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//! @code
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//! myArray = Graphic3d_ArrayOfQuadrangles (6, 8);
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//! myArray->AddVertex (x1, y1, z1);
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//! ....
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//! myArray->AddVertex (x6, y6, z6);
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//! myArray->AddEdge (1);
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//! myArray->AddEdge (2);
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//! myArray->AddEdge (3);
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//! myArray->AddEdge (4);
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//! myArray->AddEdge (3);
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//! myArray->AddEdge (4);
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//! myArray->AddEdge (5);
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//! myArray->AddEdge (6);
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//! @endcode
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//! @param theMaxVertexs defines the maximum allowed vertex number in the array
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//! @param theMaxEdges defines the maximum allowed edge number in the array (for indexed array)
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Graphic3d_ArrayOfQuadrangles (const Standard_Integer theMaxVertexs,
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const Standard_Integer theMaxEdges = 0,
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const Standard_Boolean theHasVNormals = Standard_False,
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const Standard_Boolean theHasVColors = Standard_False,
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const Standard_Boolean theHasVTexels = Standard_False)
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: Graphic3d_ArrayOfPrimitives (Graphic3d_TOPA_QUADRANGLES, theMaxVertexs, 0, theMaxEdges, theHasVNormals, theHasVColors, Standard_False, theHasVTexels) {}
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};
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DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
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#endif // _Graphic3d_ArrayOfQuadrangles_HeaderFile
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