// Created on: 2011-07-13 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2014 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. #ifndef OpenGl_AspectMarker_Header #define OpenGl_AspectMarker_Header #include #include #include #include #include class OpenGl_PointSprite; class OpenGl_ShaderProgram; //! The element holding Graphic3d_AspectMarker3d. class OpenGl_AspectMarker : public OpenGl_Element { DEFINE_STANDARD_RTTIEXT(OpenGl_AspectMarker, OpenGl_Element) public: //! Empty constructor. Standard_EXPORT OpenGl_AspectMarker(); //! Create and assign parameters. Standard_EXPORT OpenGl_AspectMarker (const Handle(Graphic3d_AspectMarker3d)& theAspect); //! Return the aspect. const Handle(Graphic3d_AspectMarker3d)& Aspect() const { return myAspect; } //! Assign new aspect. Standard_EXPORT void SetAspect (const Handle(Graphic3d_AspectMarker3d)& theAspect); //! @return marker size Standard_ShortReal MarkerSize() const { return myMarkerSize; } //! Init and return OpenGl point sprite resource. //! @return point sprite texture. const Handle(OpenGl_TextureSet)& SpriteRes (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsSpriteReady()) { myResources.BuildSprites (theCtx, myAspect->GetMarkerImage(), myAspect->Type(), myAspect->Scale(), myAspect->ColorRGBA(), myMarkerSize); myResources.SetSpriteReady(); } return myResources.Sprite(); } //! Init and return OpenGl highlight point sprite resource. //! @return point sprite texture for highlight. const Handle(OpenGl_TextureSet)& SpriteHighlightRes (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsSpriteReady()) { myResources.BuildSprites (theCtx, myAspect->GetMarkerImage(), myAspect->Type(), myAspect->Scale(), myAspect->ColorRGBA(), myMarkerSize); myResources.SetSpriteReady(); } return myResources.SpriteA(); } //! Init and return OpenGl shader program resource. //! @return shader program resource. const Handle(OpenGl_ShaderProgram)& ShaderProgramRes (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsShaderReady()) { myResources.BuildShader (theCtx, myAspect->ShaderProgram()); myResources.SetShaderReady(); } return myResources.ShaderProgram(); } Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const Standard_OVERRIDE; Standard_EXPORT virtual void Release (OpenGl_Context* theContext) Standard_OVERRIDE; //! Update presentation aspects parameters after their modification. virtual void SynchronizeAspects() Standard_OVERRIDE { SetAspect (myAspect); } protected: //! OpenGl resources mutable struct Resources { public: //! Empty constructor. Resources() : myIsSpriteReady (Standard_False), myIsShaderReady (Standard_False) {} const Handle(OpenGl_TextureSet)& Sprite() const { return mySprite; } const Handle(OpenGl_TextureSet)& SpriteA() const { return mySpriteA; } const Handle(OpenGl_ShaderProgram)& ShaderProgram() const { return myShaderProgram; } Standard_Boolean IsSpriteReady() const { return myIsSpriteReady; } Standard_Boolean IsShaderReady() const { return myIsShaderReady; } void SetSpriteReady() { myIsSpriteReady = Standard_True; } void SetShaderReady() { myIsShaderReady = Standard_True; } //! Update texture resource up-to-date state. Standard_EXPORT void UpdateTexturesRediness (const Handle(Graphic3d_AspectMarker3d)& theAspect, Standard_ShortReal& theMarkerSize); //! Update shader resource up-to-date state. Standard_EXPORT void UpdateShaderRediness (const Handle(Graphic3d_AspectMarker3d)& theAspect); //! Release texture resource. Standard_EXPORT void ReleaseTextures (OpenGl_Context* theCtx); //! Release shader resource. Standard_EXPORT void ReleaseShaders (OpenGl_Context* theCtx); //! Build texture resources. Standard_EXPORT void BuildSprites (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_MarkerImage)& theMarkerImage, const Aspect_TypeOfMarker theType, const Standard_ShortReal theScale, const Graphic3d_Vec4& theColor, Standard_ShortReal& theMarkerSize); //! Build shader resources. Standard_EXPORT void BuildShader (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader); private: //! Generate resource keys for a sprite. static void spriteKeys (const Handle(Graphic3d_MarkerImage)& theMarkerImage, const Aspect_TypeOfMarker theType, const Standard_ShortReal theScale, const Graphic3d_Vec4& theColor, TCollection_AsciiString& theKey, TCollection_AsciiString& theKeyA); private: Handle(OpenGl_TextureSet) mySprite; Handle(OpenGl_TextureSet) mySpriteA; Handle(OpenGl_ShaderProgram) myShaderProgram; TCollection_AsciiString myShaderProgramId; Standard_Boolean myIsSpriteReady; Standard_Boolean myIsShaderReady; } myResources; Handle(Graphic3d_AspectMarker3d) myAspect; mutable Standard_ShortReal myMarkerSize; public: DEFINE_STANDARD_ALLOC }; #endif // OpenGl_AspectMarker_Header