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occt/src/OpenGl/OpenGl_AspectText.hxx

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// Created on: 2011-07-13
// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 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_AspectText_Header
#define OpenGl_AspectText_Header
#include <InterfaceGraphic_Graphic3d.hxx>
#include <Font_FontAspect.hxx>
#include <Aspect_TypeOfStyleText.hxx>
#include <Aspect_TypeOfDisplayText.hxx>
#include <TCollection_AsciiString.hxx>
#include <OpenGl_Element.hxx>
#include <Handle_OpenGl_ShaderProgram.hxx>
//! Text representation parameters
class OpenGl_AspectText : public OpenGl_Element
{
public:
Standard_EXPORT OpenGl_AspectText();
Standard_EXPORT virtual ~OpenGl_AspectText();
//! Copy parameters
Standard_EXPORT void SetAspect (const CALL_DEF_CONTEXTTEXT& theAspect);
//! @return font family name
const TCollection_AsciiString& FontName() const
{
return myFont;
}
//! @return font family name
TCollection_AsciiString& ChangeFontName()
{
return myFont;
}
//! @return is zoomable flag
bool IsZoomable() const
{
return myZoomable;
}
//! @return rotation angle
float Angle() const
{
return myAngle;
}
//! @return font aspect (regular/bold/italic)
Font_FontAspect FontAspect() const
{
return myFontAspect;
}
//! @param theValue font aspect (regular/bold/italic)
void SetFontAspect (const Font_FontAspect theValue)
{
myFontAspect = theValue;
}
//! @return text color
const TEL_COLOUR& Color() const
{
return myColor;
}
//! @return text color
TEL_COLOUR& ChangeColor()
{
return myColor;
}
//! @return annotation style
Aspect_TypeOfStyleText StyleType() const
{
return myStyleType;
}
//! @return subtitle style (none/blend/decale/subtitle)
Aspect_TypeOfDisplayText DisplayType() const
{
return myDisplayType;
}
void SetDisplayType (const Aspect_TypeOfDisplayText theType)
{
myDisplayType = theType;
}
//! @return subtitle color
const TEL_COLOUR& SubtitleColor() const
{
return mySubtitleColor;
}
//! @return subtitle color
TEL_COLOUR& ChangeSubtitleColor()
{
return mySubtitleColor;
}
//! Init and return OpenGl shader program resource.
//! @return shader program resource.
const Handle(OpenGl_ShaderProgram)& ShaderProgramRes (const Handle(OpenGl_Workspace)& theWorkspace) const
{
if (!myResources.IsShaderReady())
{
myResources.BuildShader (theWorkspace, myShaderProgram);
myResources.SetShaderReady();
}
return myResources.ShaderProgram;
}
Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
Standard_EXPORT virtual void Release (const Handle(OpenGl_Context)& theContext);
protected:
TCollection_AsciiString myFont;
TEL_COLOUR myColor;
TEL_COLOUR mySubtitleColor;
float myAngle;
Aspect_TypeOfStyleText myStyleType;
Aspect_TypeOfDisplayText myDisplayType;
Font_FontAspect myFontAspect;
bool myZoomable;
Handle(Graphic3d_ShaderProgram) myShaderProgram;
protected:
//! OpenGl resources
mutable struct Resources
{
public:
Resources() : myIsShaderReady (Standard_False) {}
Standard_Boolean IsShaderReady() const { return myIsShaderReady; }
void SetShaderReady() { myIsShaderReady = Standard_True; }
void ResetShaderReadiness() { myIsShaderReady = Standard_False; }
void BuildShader (const Handle(OpenGl_Workspace)& theWS, const Handle(Graphic3d_ShaderProgram)& theShader);
Handle(OpenGl_ShaderProgram) ShaderProgram;
TCollection_AsciiString ShaderProgramId;
private:
Standard_Boolean myIsShaderReady;
} myResources;
public:
DEFINE_STANDARD_ALLOC
};
#endif // OpenGl_AspectText_Header