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occt/src/OpenGl/OpenGl_VertexBuffer.cxx
kgv 8f7159cbaa 0032713: Visualization, OpenGl_GlFunctions - unify OpenGL and OpenGL ES function lists
Including system OpenGL headers has been moved from OpenGl_GlFunctions.hxx to OpenGl_GlNative.hxx.
Added OpenGl_GlTypes.hxx providing basic OpenGL 1.1 types.
Wrappers of system OpenGL 1.1 / OpenGL ES 2.0 functions have been moved to OpenGl_GlFunctions.cxx.
Avoided usage of global OpenGL functions in OpenGl package outside of OpenGl_GlFunctions.cxx.
2021-12-09 01:26:48 +03:00

253 lines
9.1 KiB
C++

// Created by: Kirill GAVRILOV
// Copyright (c) 2013-2014 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 <OpenGl_VertexBuffer.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <Standard_Assert.hxx>
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_VertexBuffer, OpenGl_Buffer)
// =======================================================================
// function : OpenGl_VertexBuffer
// purpose :
// =======================================================================
OpenGl_VertexBuffer::OpenGl_VertexBuffer()
{
//
}
// =======================================================================
// function : ~OpenGl_VertexBuffer
// purpose :
// =======================================================================
OpenGl_VertexBuffer::~OpenGl_VertexBuffer()
{
//
}
// =======================================================================
// function : GetTarget
// purpose :
// =======================================================================
unsigned int OpenGl_VertexBuffer::GetTarget() const
{
return GL_ARRAY_BUFFER;
}
// =======================================================================
// function : BindVertexAttrib
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::BindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
const unsigned int theAttribLoc) const
{
if (!IsValid() || theAttribLoc == GLuint (-1))
{
return;
}
Bind (theGlCtx);
theGlCtx->core20fwd->glEnableVertexAttribArray (theAttribLoc);
theGlCtx->core20fwd->glVertexAttribPointer (theAttribLoc, GLint (myComponentsNb), myDataType, GL_FALSE, 0, myOffset);
}
// =======================================================================
// function : UnbindVertexAttrib
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::UnbindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
const unsigned int theAttribLoc) const
{
if (!IsValid() || theAttribLoc == GLuint (-1))
{
return;
}
theGlCtx->core20fwd->glDisableVertexAttribArray (theAttribLoc);
Unbind (theGlCtx);
}
// =======================================================================
// function : BindAllAttributes
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::BindAllAttributes (const Handle(OpenGl_Context)& ) const
{
//
}
// =======================================================================
// function : BindPositionAttribute
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::BindPositionAttribute (const Handle(OpenGl_Context)& ) const
{
//
}
// =======================================================================
// function : UnbindAllAttributes
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::UnbindAllAttributes (const Handle(OpenGl_Context)& ) const
{
//
}
// =======================================================================
// function : HasColorAttribute
// purpose :
// =======================================================================
bool OpenGl_VertexBuffer::HasColorAttribute() const
{
return false;
}
// =======================================================================
// function : HasNormalAttribute
// purpose :
// =======================================================================
bool OpenGl_VertexBuffer::HasNormalAttribute() const
{
return false;
}
// =======================================================================
// function : bindAttribute
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::bindAttribute (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_TypeOfAttribute theAttribute,
const Standard_Integer theNbComp,
const unsigned int theDataType,
const Standard_Integer theStride,
const void* theOffset)
{
if (theCtx->ActiveProgram().IsNull())
{
if (theCtx->core11ffp != NULL)
{
bindFixed (theCtx, theAttribute, theNbComp, theDataType, theStride, theOffset);
}
else
{
// OpenGL handles vertex attribute setup independently from active GLSL program,
// but OCCT historically requires program to be bound beforehand (this check could be removed in future).
Message::SendFail ("Error: OpenGl_VertexBuffer::bindAttribute() does nothing without active GLSL program");
}
return;
}
theCtx->core20fwd->glEnableVertexAttribArray (theAttribute);
theCtx->core20fwd->glVertexAttribPointer (theAttribute, theNbComp, theDataType, theDataType != GL_FLOAT, theStride, theOffset);
}
// =======================================================================
// function : unbindAttribute
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::unbindAttribute (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_TypeOfAttribute theAttribute)
{
if (theCtx->ActiveProgram().IsNull())
{
if (theCtx->core11ffp != NULL)
{
unbindFixed (theCtx, theAttribute);
}
return;
}
theCtx->core20fwd->glDisableVertexAttribArray (theAttribute);
}
// =======================================================================
// function : bindFixed
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::bindFixed (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_TypeOfAttribute theMode,
const Standard_Integer theNbComp,
const unsigned int theDataType,
const Standard_Integer theStride,
const void* theOffset)
{
switch (theMode)
{
case Graphic3d_TOA_POS:
{
theCtx->core11ffp->glEnableClientState (GL_VERTEX_ARRAY);
theCtx->core11ffp->glVertexPointer (theNbComp, theDataType, theStride, theOffset);
return;
}
case Graphic3d_TOA_NORM:
{
theCtx->core11ffp->glEnableClientState (GL_NORMAL_ARRAY);
theCtx->core11ffp->glNormalPointer (theDataType, theStride, theOffset);
return;
}
case Graphic3d_TOA_UV:
{
theCtx->core11ffp->glEnableClientState (GL_TEXTURE_COORD_ARRAY);
theCtx->core11ffp->glTexCoordPointer (theNbComp, theDataType, theStride, theOffset);
return;
}
case Graphic3d_TOA_COLOR:
{
theCtx->core11ffp->glEnableClientState (GL_COLOR_ARRAY);
theCtx->core11ffp->glColorPointer (theNbComp, theDataType, theStride, theOffset);
theCtx->core11ffp->glColorMaterial (GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
theCtx->core11fwd->glEnable (GL_COLOR_MATERIAL);
return;
}
case Graphic3d_TOA_CUSTOM:
{
return;
}
}
}
// =======================================================================
// function : unbindFixed
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::unbindFixed (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_TypeOfAttribute theMode)
{
switch (theMode)
{
case Graphic3d_TOA_POS: theCtx->core11ffp->glDisableClientState (GL_VERTEX_ARRAY); return;
case Graphic3d_TOA_NORM: theCtx->core11ffp->glDisableClientState (GL_NORMAL_ARRAY); return;
case Graphic3d_TOA_UV: theCtx->core11ffp->glDisableClientState (GL_TEXTURE_COORD_ARRAY); return;
case Graphic3d_TOA_COLOR: unbindFixedColor (theCtx); return;
case Graphic3d_TOA_CUSTOM:
{
return;
}
}
}
// =======================================================================
// function : unbindFixedColor
// purpose :
// =======================================================================
void OpenGl_VertexBuffer::unbindFixedColor (const Handle(OpenGl_Context)& theCtx)
{
theCtx->core11ffp->glDisableClientState (GL_COLOR_ARRAY);
theCtx->core11fwd->glDisable (GL_COLOR_MATERIAL);
// invalidate FFP material state after GL_COLOR_MATERIAL has modified it (took values from the vertex color)
theCtx->ShaderManager()->UpdateMaterialState();
}