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- Provide DumpJson for geometrical, ocaf and visualization classes; - Change depth parameter of DumpJson (constant is not obligate here) - Introduce a new macro for transient objects to be called as the first row in DumpJson: OCCT_DUMP_TRANSIENT_CLASS_BEGIN. We need not put the class name in the macro, using get_type_name of Standard_Transient for it. - change implementation of OCCT_DUMP_CLASS_BEGIN and OCCT_DUMP_TRANSIENT_CLASS_BEGIN. It is not an sentry more and it does not create a new hierarchy level. It appends a new row into the output stream: "className": <className> - OCCT_DUMP_* does not require semicolon - class header is included first in source files of TDataStd, TDocStd, TCAFDoc
126 lines
4.6 KiB
C++
126 lines
4.6 KiB
C++
// Copyright (c) 2019 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <OpenGl_Aspects.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_Workspace.hxx>
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#include <Graphic3d_TypeOfReflection.hxx>
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#include <Graphic3d_MaterialAspect.hxx>
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namespace
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{
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//! Initialize default material in this way for backward compatibility.
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inline Graphic3d_MaterialAspect initDefaultMaterial()
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{
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Graphic3d_MaterialAspect aMat;
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aMat.SetMaterialType (Graphic3d_MATERIAL_ASPECT);
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aMat.SetAmbientColor (Quantity_Color (Graphic3d_Vec3 (0.2f)));
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aMat.SetDiffuseColor (Quantity_Color (Graphic3d_Vec3 (0.8f)));
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aMat.SetEmissiveColor(Quantity_Color (Graphic3d_Vec3 (0.1f)));
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aMat.SetSpecularColor(Quantity_NOC_BLACK);
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aMat.SetShininess (10.0f / 128.0f);
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aMat.SetRefractionIndex (1.0f);
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return aMat;
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}
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static const Graphic3d_MaterialAspect THE_DEFAULT_MATERIAL = initDefaultMaterial();
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}
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// =======================================================================
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// function : OpenGl_Aspects
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// purpose :
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// =======================================================================
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OpenGl_Aspects::OpenGl_Aspects()
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: myAspect (new Graphic3d_Aspects()),
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myShadingModel (Graphic3d_TOSM_UNLIT)
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{
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myAspect->SetInteriorStyle (Aspect_IS_SOLID);
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myAspect->SetInteriorColor (Quantity_NOC_WHITE);
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myAspect->SetEdgeColor (Quantity_NOC_WHITE);
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myAspect->SetFrontMaterial (THE_DEFAULT_MATERIAL);
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myAspect->SetBackMaterial (THE_DEFAULT_MATERIAL);
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myAspect->SetShadingModel (myShadingModel);
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myAspect->SetHatchStyle (Handle(Graphic3d_HatchStyle)());
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}
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// =======================================================================
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// function : OpenGl_Aspects
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// purpose :
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// =======================================================================
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OpenGl_Aspects::OpenGl_Aspects (const Handle(Graphic3d_Aspects)& theAspect)
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: myShadingModel (Graphic3d_TOSM_DEFAULT)
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{
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SetAspect (theAspect);
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}
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// =======================================================================
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// function : SetAspect
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// purpose :
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// =======================================================================
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void OpenGl_Aspects::SetAspect (const Handle(Graphic3d_Aspects)& theAspect)
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{
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myAspect = theAspect;
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const Graphic3d_MaterialAspect& aMat = theAspect->FrontMaterial();
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myShadingModel = theAspect->ShadingModel() != Graphic3d_TOSM_UNLIT
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&& (aMat.ReflectionMode (Graphic3d_TOR_AMBIENT)
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|| aMat.ReflectionMode (Graphic3d_TOR_DIFFUSE)
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|| aMat.ReflectionMode (Graphic3d_TOR_SPECULAR)
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|| aMat.ReflectionMode (Graphic3d_TOR_EMISSION))
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? theAspect->ShadingModel()
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: Graphic3d_TOSM_UNLIT;
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// invalidate resources
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myResTextureSet.UpdateRediness (myAspect);
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myResSprite.UpdateRediness (myAspect);
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myResProgram.UpdateRediness (myAspect);
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if (!myResSprite.IsReady())
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{
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myResTextureSet.Invalidate();
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}
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}
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// =======================================================================
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// function : Render
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// purpose :
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// =======================================================================
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void OpenGl_Aspects::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
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{
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theWorkspace->SetAspects (this);
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}
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// =======================================================================
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// function : Release
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// purpose :
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// =======================================================================
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void OpenGl_Aspects::Release (OpenGl_Context* theContext)
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{
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myResTextureSet.Release (theContext);
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myResSprite.Release (theContext);
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myResProgram.Release (theContext);
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}
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// =======================================================================
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// function : DumpJson
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// purpose :
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// =======================================================================
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void OpenGl_Aspects::DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth) const
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{
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OCCT_DUMP_CLASS_BEGIN (theOStream, OpenGl_Aspects)
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OCCT_DUMP_BASE_CLASS (theOStream, theDepth, OpenGl_Element)
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myAspect.get())
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myShadingModel)
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}
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