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

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.
This commit is contained in:
kgv
2017-09-01 17:45:49 +03:00
committed by bugmaster
parent 3ed88facdb
commit 8e0a2b19ab
60 changed files with 1190 additions and 1210 deletions

View File

@@ -15,90 +15,50 @@
#ifndef _Graphic3d_ArrayOfQuadrangles_HeaderFile
#define _Graphic3d_ArrayOfQuadrangles_HeaderFile
#include <Standard.hxx>
#include <Standard_Type.hxx>
#include <Graphic3d_ArrayOfPrimitives.hxx>
#include <Standard_Integer.hxx>
#include <Standard_Boolean.hxx>
class Standard_OutOfRange;
class Graphic3d_ArrayOfQuadrangles;
DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
//! Contains quatrangles array definition
//! Contains quadrangles array definition.
//! WARNING! Quadrangle primitives might be unsupported by graphics library.
//! Triangulation should be used instead of quads for better compatibility.
class Graphic3d_ArrayOfQuadrangles : public Graphic3d_ArrayOfPrimitives
{
DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
public:
//! Creates an array of quadrangles,
//! a quadrangle can be filled as:
//! 1) creating a set of quadrangles defined with his vertexs.
//! i.e:
//! myArray = Graphic3d_ArrayOfQuadrangles(8)
//! myArray->AddVertex(x1,y1,z1)
//! ....
//! myArray->AddVertex(x8,y8,z8)
//! 3) creating a set of indexed quadrangles defined with his vertex
//! ans edges.
//! i.e:
//! myArray = Graphic3d_ArrayOfQuadrangles(6,8)
//! myArray->AddVertex(x1,y1,z1)
//! ....
//! myArray->AddVertex(x6,y6,z6)
//! myArray->AddEdge(1)
//! myArray->AddEdge(2)
//! myArray->AddEdge(3)
//! myArray->AddEdge(4)
//! myArray->AddEdge(3)
//! myArray->AddEdge(4)
//! myArray->AddEdge(5)
//! myArray->AddEdge(6)
//!
//! <maxVertexs> defined the maximun allowed vertex number in the array.
//! <maxEdges> defined the maximun allowed edge number in the array.
//! Warning:
//! When <hasVNormals> is TRUE , you must use one of
//! AddVertex(Point,Normal)
//! or AddVertex(Point,Normal,Color)
//! or AddVertex(Point,Normal,Texel) methods.
//! When <hasVColors> is TRUE , you must use one of
//! AddVertex(Point,Color)
//! or AddVertex(Point,Normal,Color) methods.
//! When <hasTexels> is TRUE , you must use one of
//! AddVertex(Point,Texel)
//! or AddVertex(Point,Normal,Texel) methods.
//! Warning:
//! the user is responsible about the orientation of the quadrangle
//! depending of the order of the created vertex or edges and this
//! orientation must be coherent with the vertex normal optionnaly
//! given at each vertex (See the Orientate() methods).
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);
DEFINE_STANDARD_RTTIEXT(Graphic3d_ArrayOfQuadrangles,Graphic3d_ArrayOfPrimitives)
protected:
private:
//! Creates an array of quadrangles, a quadrangle can be filled as:
//! 1) Creating a set of quadrangles defined with his vertexes, i.e:
//! @code
//! myArray = Graphic3d_ArrayOfQuadrangles (8);
//! myArray->AddVertex (x1, y1, z1);
//! ....
//! myArray->AddVertex (x8, y8, z8);
//! @endcode
//! 2) Creating a set of indexed quadrangles defined with his vertex ans edges, i.e:
//! @code
//! myArray = Graphic3d_ArrayOfQuadrangles (6, 8);
//! myArray->AddVertex (x1, y1, z1);
//! ....
//! myArray->AddVertex (x6, y6, z6);
//! myArray->AddEdge (1);
//! myArray->AddEdge (2);
//! myArray->AddEdge (3);
//! myArray->AddEdge (4);
//! myArray->AddEdge (3);
//! myArray->AddEdge (4);
//! myArray->AddEdge (5);
//! myArray->AddEdge (6);
//! @endcode
//! @param theMaxVertexs defines the maximum allowed vertex number in the array
//! @param theMaxEdges defines the maximum allowed edge number in the array (for indexed array)
Graphic3d_ArrayOfQuadrangles (const Standard_Integer theMaxVertexs,
const Standard_Integer theMaxEdges = 0,
const Standard_Boolean theHasVNormals = Standard_False,
const Standard_Boolean theHasVColors = Standard_False,
const Standard_Boolean theHasVTexels = Standard_False)
: Graphic3d_ArrayOfPrimitives (Graphic3d_TOPA_QUADRANGLES, theMaxVertexs, 0, theMaxEdges, theHasVNormals, theHasVColors, Standard_False, theHasVTexels) {}
};
DEFINE_STANDARD_HANDLE(Graphic3d_ArrayOfQuadrangles, Graphic3d_ArrayOfPrimitives)
#endif // _Graphic3d_ArrayOfQuadrangles_HeaderFile