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Graphic3d_AspectFillArea3d now stores array of textures. Graphic3d_TextureParams stores texture unit for mapping texture. OpenGl_Context::BindTextures() - context now manages the set of active textures. Related code has been removed from OpenGl_Workspace. OpenGl_Sampler has been extended to hold texture parameters structure. OpenGl_Texture now holds OpenGl_Sampler instance as class field. OpenGl_Texture inherits new class OpenGl_NamedResource and holds texture identifier used for sharing resource in OpenGl_Context. OpenGl_RaytraceGeometry now creates bindless textures taking Sampler object directly from OpenGl_Texture. OpenGl_Context::BindTextures() automatically recreates immutable Sampler Object on texture parameters change. Declared new structure OpenGl_ArbSamplerObject for platform-neutral usage of related functionality. Related functions are now loaded within OpenGL ES 3.0+. Declarations.glsl - occActiveSampler has been renamed to occSampler0 with aliases occSamplerBaseColor (main) and occActiveSampler (for compatibility). Additional texture samplers should be declared explicitly within specific GLSL program as occSampler1, occSampler2, etc. AIS_Shape and AIS_ColoredShape now computes Shaded presentation with UV coordinates if texture mapping is enabled in Drawer. vshaderprog now accepts Shader source code as parameter.
96 lines
3.3 KiB
C++
Executable File
96 lines
3.3 KiB
C++
Executable File
// Created by: Kirill GAVRILOV
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// Copyright (c) 2013-2014 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_PointSprite.hxx>
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#include <Graphic3d_TextureParams.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_Sampler.hxx>
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#include <Standard_Assert.hxx>
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#include <Image_PixMap.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_PointSprite,OpenGl_Texture)
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// =======================================================================
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// function : OpenGl_PointSprite
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// purpose :
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// =======================================================================
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OpenGl_PointSprite::OpenGl_PointSprite (const TCollection_AsciiString& theResourceId)
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: OpenGl_Texture (theResourceId, Handle(Graphic3d_TextureParams)()),
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myBitmapList (0)
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{
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//mySampler->Parameters()->SetFilter (Graphic3d_TOTF_NEAREST);
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mySampler->Parameters()->SetModulate (Standard_False);
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mySampler->Parameters()->SetGenMode (Graphic3d_TOTM_SPRITE,
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Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f),
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Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
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}
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// =======================================================================
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// function : ~OpenGl_PointSprite
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// purpose :
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// =======================================================================
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OpenGl_PointSprite::~OpenGl_PointSprite()
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{
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Release (NULL);
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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_PointSprite::Release (OpenGl_Context* theGlCtx)
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{
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if (myBitmapList != 0)
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{
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Standard_ASSERT_RETURN (theGlCtx != NULL,
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"OpenGl_PointSprite destroyed without GL context! Possible GPU memory leakage...",);
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if (theGlCtx->IsValid())
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{
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#if !defined(GL_ES_VERSION_2_0)
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glDeleteLists (myBitmapList, 1);
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#endif
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}
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myBitmapList = 0;
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}
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OpenGl_Texture::Release (theGlCtx);
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}
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// =======================================================================
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// function : SetDisplayList
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// purpose :
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// =======================================================================
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void OpenGl_PointSprite::SetDisplayList (const Handle(OpenGl_Context)& theCtx,
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const GLuint theBitmapList)
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{
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Release (theCtx.operator->());
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myBitmapList = theBitmapList;
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}
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// =======================================================================
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// function : DrawBitmap
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// purpose :
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// =======================================================================
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void OpenGl_PointSprite::DrawBitmap (const Handle(OpenGl_Context)& ) const
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{
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if (myBitmapList != 0)
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{
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#if !defined(GL_ES_VERSION_2_0)
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glCallList (myBitmapList);
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#endif
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}
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}
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