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Structures Graphic3d_CView, Graphic3d_CStructure, Graphic3d_CGroup become classes and their definitions moved from InterfaceGraphic to Graphic3d. Introduced new class OpenGl_Texture as replacement for OpenGl_ResourceTexture class and static functions in OpenGl_TextureBox. Graphic3d_TextureRoot now no more communicate within Graphic3d_GraphicalDriver. Instead class returns image through GetImage() method. OpenGl_AspectFace - avoid possible NULL-dereference OpenGl_Texture::Init() - check gluBuild2DMipmaps() return value OpenGl_Texture - check GL_BGRA_EXT for compatibility OpenGl_Texture - scale NPOT image when required Added more description to Graphic3d_TextureRoot class OpenGl_Texture - added missing break statement for ImgBGR32 case OpenGl_Workspace::setTextureParams() - fixed local variable aFilterMin overrides visibility of early declared variable OpenGl_Workspace::DisableTexture() - reset texture matrix FTGL do not reset texture matrix and corrupt text could be rendered if custom texture has not identity texture matrix.
129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
// Created on: 2011-08-01
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// Created by: Sergey ZERCHANINOV
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// Copyright (c) 2011-2012 OPEN CASCADE SAS
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//
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// The content of this file is subject to the Open CASCADE Technology Public
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// License Version 6.5 (the "License"). You may not use the content of this file
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// except in compliance with the License. Please obtain a copy of the License
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// at http://www.opencascade.org and read it completely before using this file.
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//
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// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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//
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// The Original Code and all software distributed under the License is
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// distributed on an "AS IS" basis, without warranty of any kind, and the
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// Initial Developer hereby disclaims all such warranties, including without
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// limitation, any warranties of merchantability, fitness for a particular
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// purpose or non-infringement. Please see the License for the specific terms
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// and conditions governing the rights and limitations under the License.
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#ifndef OpenGl_Structure_Header
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#define OpenGl_Structure_Header
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#include <NCollection_List.hxx>
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#include <InterfaceGraphic_Graphic3d.hxx>
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#include <OpenGl_AspectLine.hxx>
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#include <OpenGl_AspectFace.hxx>
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#include <OpenGl_AspectMarker.hxx>
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#include <OpenGl_AspectText.hxx>
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#include <OpenGl_Group.hxx>
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#include <OpenGl_Matrix.hxx>
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class OpenGl_Structure;
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typedef NCollection_List<const OpenGl_Structure* > OpenGl_ListOfStructure;
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typedef NCollection_List<const OpenGl_Group* > OpenGl_ListOfGroup;
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class OpenGl_Structure : public OpenGl_Element
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{
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public:
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OpenGl_Structure();
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void SetTransformation (const float *AMatrix);
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void SetTransformPersistence (const CALL_DEF_TRANSFORM_PERSISTENCE &ATransPers);
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void SetDegenerateModel (const Standard_Integer AMode, const float ASkipRatio);
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void SetAspectLine (const CALL_DEF_CONTEXTLINE &AContext);
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void SetAspectFace (const Handle(OpenGl_Context)& theCtx,
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const CALL_DEF_CONTEXTFILLAREA& theAspect);
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void SetAspectMarker (const CALL_DEF_CONTEXTMARKER &AContext);
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void SetAspectText (const CALL_DEF_CONTEXTTEXT &AContext);
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void SetHighlightBox (const Handle(OpenGl_Context)& theGlCtx,
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const CALL_DEF_BOUNDBOX& theBoundBox);
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void ClearHighlightBox (const Handle(OpenGl_Context)& theGlCtx);
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void SetHighlightColor (const Handle(OpenGl_Context)& theGlCtx,
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const Standard_ShortReal R,
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const Standard_ShortReal G,
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const Standard_ShortReal B);
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void ClearHighlightColor (const Handle(OpenGl_Context)& theGlCtx);
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void SetNamedStatus (const Standard_Integer aStatus) { myNamedStatus = aStatus; }
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void Connect (const OpenGl_Structure *astructure);
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void Disconnect (const OpenGl_Structure *astructure);
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OpenGl_Group* AddGroup();
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void RemoveGroup (const Handle(OpenGl_Context)& theGlCtx,
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const OpenGl_Group* theGroup);
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void Clear (const Handle(OpenGl_Context)& theGlCtx);
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//! Set z layer ID to display the structure in specified layer
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void SetZLayer (const Standard_Integer theLayerIndex);
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//! Get z layer ID
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Standard_Integer GetZLayer () const;
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virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
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virtual void Release (const Handle(OpenGl_Context)& theGlCtx);
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//! This method releases GL resources without actual elements destruction.
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//! As result structure could be correctly destroyed layter without GL context
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//! (after last window was closed for example).
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//!
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//! Notice however that reusage of this structure after calling this method is incorrect
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//! and will lead to broken visualization due to loosed data.
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void ReleaseGlResources (const Handle(OpenGl_Context)& theGlCtx);
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protected:
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virtual ~OpenGl_Structure();
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protected:
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//Structure_LABBegin
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OpenGl_Matrix* myTransformation;
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TEL_TRANSFORM_PERSISTENCE* myTransPers;
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DEGENERATION* myDegenerateModel;
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OpenGl_AspectLine* myAspectLine;
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OpenGl_AspectFace* myAspectFace;
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OpenGl_AspectMarker* myAspectMarker;
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OpenGl_AspectText* myAspectText;
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//Structure_LABHighlight
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OpenGl_Group* myHighlightBox;
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TEL_COLOUR* myHighlightColor;
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//Structure_LABVisibility
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//Structure_LABPick
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int myNamedStatus; //Structure_LABNameSet
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int myZLayer;
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OpenGl_ListOfStructure myConnected;
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OpenGl_ListOfGroup myGroups;
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public:
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DEFINE_STANDARD_ALLOC
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};
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#endif //OpenGl_Structure_Header
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