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occt/src/OpenGl/OpenGl_AspectMarker.hxx
kgv 8625ef7e94 0025282: Visualization, OpenGl_PrimitiveArray - provide built-in GLSL programs as alternative to FFP
Enumerations Visual3d_TypeOfModel, V3d_TypeOfShadingModel.
- Remove unused values V3d_MULTICOLOR, V3d_HIDDEN, Visual3d_TOM_INTERP_COLOR.
- Add per-pixel shading mode - V3d_PHONG, Visual3d_TOM_FRAGMENT.

Draw Harness command vrenderparams.
Add option -shadingModel to setup Shading Model.

OpenGl_Caps::ffpEnable - new option to switch FFP/built-in GLSL programs.
OpenGl_ShaderManager - add built-in GLSL programs.

Draw Harness command vcaps.
- Fix command syntax to meet coding rules.
- Add option -ffp to activate/disable built-in GLSL programs.

GLSL API changes.
- Rename vertex attribute occColor -> occVertColor.
- Introduce vec4 occColor uniform variable for light-less shaders.
- Introduce float occPointSize uniform variable for marker programs.

OpenGl_VertexBuffer::bindAttribute() - activate normalization for non-GL_FLOAT types,
since color attribute is defined as 32-bit vector of 4 unsigned byte values.

OpenGl_Context - add methods SetColor4fv() and SetPointSize()
for parameters redirection to active GLSL program
(as alternative to glColor4fv() and glPointSize()).

OpenGl_ShaderProgram - define default precision for float types
in Fragment Shader within OpenGL ES 2.0+ context.

OpenGl_AspectMarker, initialize Aspect_TOM_O_POINT display list
in the same way as sprite texture.

OpenGl_Texture, do not use sized internal formats on OpenGL ES.
2014-10-02 14:29:19 +04:00

174 lines
5.6 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.
#ifndef OpenGl_AspectMarker_Header
#define OpenGl_AspectMarker_Header
#include <InterfaceGraphic_Graphic3d.hxx>
#include <Aspect_TypeOfMarker.hxx>
#include <Graphic3d_CAspectMarker.hxx>
#include <TCollection_AsciiString.hxx>
#include <OpenGl_Element.hxx>
#include <Handle_OpenGl_PointSprite.hxx>
#include <Handle_OpenGl_ShaderProgram.hxx>
#include <Image_PixMap_Handle.hxx>
class OpenGl_AspectMarker : public OpenGl_Element
{
public:
Standard_EXPORT OpenGl_AspectMarker();
//! Copy parameters
Standard_EXPORT void SetAspect (const CALL_DEF_CONTEXTMARKER& theAspect);
//! @return marker color
const TEL_COLOUR& Color() const
{
return myColor;
}
//! @return maker type
Aspect_TypeOfMarker Type() const
{
return myType;
}
//! @return marker scale
Standard_ShortReal Scale() const
{
return myScale;
}
//! @return marker size
Standard_ShortReal MarkerSize() const
{
return myMarkerSize;
}
//! Init and return OpenGl point sprite resource.
//! @return point sprite texture.
const Handle(OpenGl_PointSprite)& SpriteRes (const Handle(OpenGl_Context)& theCtx) const
{
if (!myResources.IsSpriteReady())
{
myResources.BuildSprites (theCtx, myMarkerImage, myType, myScale, myColor, myMarkerSize);
myResources.SetSpriteReady();
}
return myResources.Sprite;
}
//! Init and return OpenGl highlight point sprite resource.
//! @return point sprite texture for highlight.
const Handle(OpenGl_PointSprite)& SpriteHighlightRes (const Handle(OpenGl_Context)& theCtx) const
{
if (!myResources.IsSpriteReady())
{
myResources.BuildSprites (theCtx, myMarkerImage, myType, myScale, myColor, 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, myShaderProgram);
myResources.SetShaderReady();
}
return myResources.ShaderProgram;
}
Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
Standard_EXPORT virtual void Release (OpenGl_Context* theContext);
protected: //! @name ordinary aspect properties
TEL_COLOUR myColor;
Aspect_TypeOfMarker myType;
Standard_ShortReal myScale;
mutable Standard_ShortReal myMarkerSize;
Handle(Graphic3d_MarkerImage) myMarkerImage;
Handle(Graphic3d_ShaderProgram) myShaderProgram;
protected: //! @name OpenGl resources
//! OpenGl resources
mutable struct Resources
{
public:
Resources() :
SpriteKey (""),
SpriteAKey (""),
myIsSpriteReady (Standard_False),
myIsShaderReady (Standard_False) {}
Standard_Boolean IsSpriteReady() const { return myIsSpriteReady; }
Standard_Boolean IsShaderReady() const { return myIsShaderReady; }
void SetSpriteReady() { myIsSpriteReady = Standard_True; }
void SetShaderReady() { myIsShaderReady = Standard_True; }
void ResetSpriteReadiness() { myIsSpriteReady = Standard_False; }
void ResetShaderReadiness() { myIsShaderReady = Standard_False; }
Standard_EXPORT void BuildSprites (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_MarkerImage)& theMarkerImage,
const Aspect_TypeOfMarker theType,
const Standard_ShortReal theScale,
const TEL_COLOUR& theColor,
Standard_ShortReal& theMarkerSize);
Standard_EXPORT void BuildShader (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_ShaderProgram)& theShader);
Standard_EXPORT void SpriteKeys (const Handle(Graphic3d_MarkerImage)& theMarkerImage,
const Aspect_TypeOfMarker theType,
const Standard_ShortReal theScale,
const TEL_COLOUR& theColor,
TCollection_AsciiString& theKey,
TCollection_AsciiString& theKeyA);
Handle(OpenGl_PointSprite) Sprite;
TCollection_AsciiString SpriteKey;
Handle(OpenGl_PointSprite) SpriteA;
TCollection_AsciiString SpriteAKey;
Handle(OpenGl_ShaderProgram) ShaderProgram;
TCollection_AsciiString ShaderProgramId;
private:
Standard_Boolean myIsSpriteReady;
Standard_Boolean myIsShaderReady;
} myResources;
public:
DEFINE_STANDARD_ALLOC
};
#endif // OpenGl_AspectMarker_Header