// Copyright (c) 2019 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include namespace { static const TCollection_AsciiString THE_EMPTY_KEY; } // ======================================================================= // function : Release // purpose : // ======================================================================= void OpenGl_AspectsProgram::Release (OpenGl_Context* theCtx) { if (!myShaderProgram.IsNull() && theCtx != NULL) { theCtx->ShaderManager()->Unregister (myShaderProgramId, myShaderProgram); } myShaderProgramId.Clear(); myIsShaderReady = Standard_False; } // ======================================================================= // function : UpdateRediness // purpose : // ======================================================================= void OpenGl_AspectsProgram::UpdateRediness (const Handle(Graphic3d_Aspects)& theAspect) { const TCollection_AsciiString& aShaderKey = theAspect->ShaderProgram().IsNull() ? THE_EMPTY_KEY : theAspect->ShaderProgram()->GetId(); if (aShaderKey.IsEmpty() || myShaderProgramId != aShaderKey) { myIsShaderReady = Standard_False; } } // ======================================================================= // function : build // purpose : // ======================================================================= void OpenGl_AspectsProgram::build (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader) { if (theCtx->core20fwd == NULL) { return; } // release old shader program resources if (!myShaderProgram.IsNull()) { theCtx->ShaderManager()->Unregister (myShaderProgramId, myShaderProgram); myShaderProgramId.Clear(); myShaderProgram.Nullify(); } if (theShader.IsNull()) { return; } theCtx->ShaderManager()->Create (theShader, myShaderProgramId, myShaderProgram); }