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occt/src/OpenGl/OpenGl_AspectLine.cxx
Jacob Abel a3f6f591fc 0027105: Make code ISO-compliant [-Wpedantic fixes]
Remove extra semicolons and correct function prototypes for GCC -pedantic ISO compliance option
2016-01-22 11:29:24 +03:00

124 lines
4.1 KiB
C++

// 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.
#include <Graphic3d_ShaderProgram.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_Workspace.hxx>
namespace
{
static const TEL_COLOUR myDefaultColor = {{ 1.0F, 1.0F, 1.0F, 1.0F }};
static const TCollection_AsciiString THE_EMPTY_KEY;
}
// =======================================================================
// function : OpenGl_AspectLine
// purpose :
// =======================================================================
OpenGl_AspectLine::OpenGl_AspectLine ()
: myColor(myDefaultColor),
myType(Aspect_TOL_SOLID),
myWidth(1.0F)
{}
// =======================================================================
// function : OpenGl_AspectLine
// purpose :
// =======================================================================
OpenGl_AspectLine::OpenGl_AspectLine (const OpenGl_AspectLine &AnOther)
: myColor(AnOther.myColor),
myType(AnOther.myType),
myWidth(AnOther.myWidth)
{}
// =======================================================================
// function : SetAspect
// purpose :
// =======================================================================
void OpenGl_AspectLine::SetAspect (const CALL_DEF_CONTEXTLINE &theAspect)
{
myColor.rgb[0] = (float) theAspect.Color.r;
myColor.rgb[1] = (float) theAspect.Color.g;
myColor.rgb[2] = (float) theAspect.Color.b;
myColor.rgb[3] = 1.0f;
myType = (Aspect_TypeOfLine) theAspect.LineType;
myWidth = (float) theAspect.Width;
// update resource bindings
myShaderProgram = theAspect.ShaderProgram;
const TCollection_AsciiString& aShaderKey = myShaderProgram.IsNull() ? THE_EMPTY_KEY : myShaderProgram->GetId();
if (aShaderKey.IsEmpty() || myResources.ShaderProgramId != aShaderKey)
{
myResources.ResetShaderReadiness();
}
}
// =======================================================================
// function : Render
// purpose :
// =======================================================================
void OpenGl_AspectLine::Render (const Handle(OpenGl_Workspace) &theWorkspace) const
{
theWorkspace->SetAspectLine (this);
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
void OpenGl_AspectLine::Release (OpenGl_Context* theContext)
{
if (!myResources.ShaderProgram.IsNull()
&& theContext)
{
theContext->ShaderManager()->Unregister (myResources.ShaderProgramId,
myResources.ShaderProgram);
}
myResources.ShaderProgramId.Clear();
myResources.ResetShaderReadiness();
}
// =======================================================================
// function : BuildShader
// purpose :
// =======================================================================
void OpenGl_AspectLine::Resources::BuildShader (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_ShaderProgram)& theShader)
{
if (theCtx->core20fwd == NULL)
{
return;
}
// release old shader program resources
if (!ShaderProgram.IsNull())
{
theCtx->ShaderManager()->Unregister (ShaderProgramId, ShaderProgram);
ShaderProgramId.Clear();
ShaderProgram.Nullify();
}
if (theShader.IsNull())
{
return;
}
theCtx->ShaderManager()->Create (theShader, ShaderProgramId, ShaderProgram);
}