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occt/tests/v3d/glsl/texture_multi1
kgv cc8cbabe5c 0028912: Visualization, TKOpenGl - multi-texture support
Graphic3d_AspectFillArea3d now stores array of textures.
Graphic3d_TextureParams stores texture unit for mapping texture.

OpenGl_Context::BindTextures() - context now manages the set of active textures.
Related code has been removed from OpenGl_Workspace.

OpenGl_Sampler has been extended to hold texture parameters structure.
OpenGl_Texture now holds OpenGl_Sampler instance as class field.
OpenGl_Texture inherits new class OpenGl_NamedResource and holds
texture identifier used for sharing resource in OpenGl_Context.

OpenGl_RaytraceGeometry now creates bindless textures taking
Sampler object directly from OpenGl_Texture.
OpenGl_Context::BindTextures() automatically recreates immutable
Sampler Object on texture parameters change.

Declared new structure OpenGl_ArbSamplerObject for platform-neutral
usage of related functionality.
Related functions are now loaded within OpenGL ES 3.0+.

Declarations.glsl - occActiveSampler has been renamed to occSampler0
with aliases occSamplerBaseColor (main) and occActiveSampler (for compatibility).
Additional texture samplers should be declared explicitly
within specific GLSL program as occSampler1, occSampler2, etc.

AIS_Shape and AIS_ColoredShape now computes Shaded presentation
with UV coordinates if texture mapping is enabled in Drawer.

vshaderprog now accepts Shader source code as parameter.
2017-07-21 12:10:41 +03:00

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puts "========"
puts "0028912: Visualization, TKOpenGl - multi-texture support"
puts "========"
pload MODELING VISUALIZATION
set aShaderVert "
THE_SHADER_OUT vec2 TexCoord;
void main() {
TexCoord = occTexCoord.st;
gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
}"
set aShaderFrag "
uniform sampler2D occSampler1;
uniform sampler2D occSampler2;
uniform sampler2D occSampler3;
THE_SHADER_IN vec2 TexCoord;
void main() {
if (TexCoord.s < 0.5 && TexCoord.t < 0.5) { occFragColor = occTexture2D(occSampler0, TexCoord.st); }
else if (TexCoord.s < 0.5 && TexCoord.t >= 0.5) { occFragColor = occTexture2D(occSampler1, TexCoord.st); }
else if (TexCoord.s >= 0.5 && TexCoord.t < 0.5) { occFragColor = occTexture2D(occSampler2, TexCoord.st); }
else { occFragColor = occTexture2D(occSampler3, TexCoord.st); }
}"
# draw a box
box b 1 2 3
vclear
vinit View1
vaxo
vdisplay -dispMode 1 b
vfit
vrotate 0.2 0.0 0.0
# take snapshot with built-in shader
vtexture b -tex0 3 -tex1 4 -tex2 5 -tex3 6
vdump $::imagedir/${::casename}_normal.png
vshaderprog b $aShaderVert $aShaderFrag
vdump $::imagedir/${::casename}_multi.png