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occt/src/Graphic3d/Graphic3d_ShaderVariable.cxx
bugmster 973c2be1e1 0024428: Implementation of LGPL license
The copying permission statements at the beginning of source files updated to refer to LGPL.
Copyright dates extended till 2014 in advance.
2013-12-17 12:42:41 +04:00

88 lines
3.3 KiB
C++
Executable File

// Created on: 2013-09-25
// Created by: Denis BOGOLEPOV
// Copyright (c) 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 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 <Standard_Atomic.hxx>
#include <Graphic3d_ShaderVariable.hxx>
IMPLEMENT_STANDARD_HANDLE (Graphic3d_ShaderVariable, Standard_Transient)
IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderVariable, Standard_Transient)
// Specific instantiations of struct templates to avoid compilation warnings
template struct Graphic3d_UniformValue<Standard_Integer>;
template struct Graphic3d_UniformValue<Standard_ShortReal>;
template struct Graphic3d_UniformValue<Graphic3d_Vec2>;
template struct Graphic3d_UniformValue<Graphic3d_Vec3>;
template struct Graphic3d_UniformValue<Graphic3d_Vec4>;
template struct Graphic3d_UniformValue<Graphic3d_Vec2i>;
template struct Graphic3d_UniformValue<Graphic3d_Vec3i>;
template struct Graphic3d_UniformValue<Graphic3d_Vec4i>;
// =======================================================================
// function : ~Graphic3d_ValueInterface
// purpose : Releases memory resources of variable value
// =======================================================================
Graphic3d_ValueInterface::~Graphic3d_ValueInterface()
{
//
}
// =======================================================================
// function : Graphic3d_ShaderVariable
// purpose : Creates new abstract shader variable
// =======================================================================
Graphic3d_ShaderVariable::Graphic3d_ShaderVariable (const TCollection_AsciiString& theName)
: myName (theName),
myValue (NULL)
{
//
}
// =======================================================================
// function : ~Graphic3d_ShaderVariableBase
// purpose : Releases resources of shader variable
// =======================================================================
Graphic3d_ShaderVariable::~Graphic3d_ShaderVariable()
{
delete myValue;
}
// =======================================================================
// function : IsDone
// purpose : Checks if the shader variable is valid or not
// =======================================================================
Standard_Boolean Graphic3d_ShaderVariable::IsDone() const
{
return !myName.IsEmpty() && (myValue != NULL);
}
// =======================================================================
// function : Name
// purpose : Returns name of shader variable
// =======================================================================
const TCollection_AsciiString& Graphic3d_ShaderVariable::Name() const
{
return myName;
}
// =======================================================================
// function : Value
// purpose : Returns interface of shader variable value
// =======================================================================
Graphic3d_ValueInterface* Graphic3d_ShaderVariable::Value()
{
return myValue;
}