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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-05 18:16:23 +03:00
occt/src/OpenGl/OpenGl_AspectFace.hxx
kgv b64d84be99 0024752: Visualization - inherit OpenGl_Group from Graphic3d_Group
Graphic3d_Group is now abstract class and should be instantiated
using Graphic3d_Structure::NewGroup() method.
Graphic3d_CGroup has been removed.

The groups list is no more duplicated within Graphic3d_Structure and OpenGl_Structure.
Removed unused/duplicated fields from Graphic3d_Group.

Prs3d_Presentation - remove redundnant field myCurrentGroup.
PrsMgr_Presentation3d::Erase(), ::Clear() - avoid possible NULL dereference.
OpenGl_GraphicDriver/Graphic3d_GraphicDriver - group management methods have been removed
(moved to Graphic3d_CStructure and Graphic3d_Group interfaces).

Graphic3d_Group::GroupPrimitivesAspect() - copy IsEmission flag
Fix wrong iterator
Fix compilation issues
2014-03-28 15:55:24 +04:00

276 lines
6.7 KiB
C++

// Created on: 2011-07-13
// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2014 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.
#ifndef _OpenGl_AspectFace_Header
#define _OpenGl_AspectFace_Header
#include <InterfaceGraphic_telem.hxx>
#include <Aspect_InteriorStyle.hxx>
#include <TCollection_AsciiString.hxx>
#include <Handle_Graphic3d_TextureParams.hxx>
#include <Handle_OpenGl_ShaderProgram.hxx>
#include <Handle_OpenGl_Texture.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_Element.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_CAspectFillArea.hxx>
#include <Graphic3d_ShaderProgram_Handle.hxx>
#include <Graphic3d_TextureMap.hxx>
#define OPENGL_AMBIENT_MASK (1<<0)
#define OPENGL_DIFFUSE_MASK (1<<1)
#define OPENGL_SPECULAR_MASK (1<<2)
#define OPENGL_EMISSIVE_MASK (1<<3)
struct OPENGL_SURF_PROP
{
float amb, diff, spec, emsv;
float trans, shine;
float env_reflexion;
int isphysic;
unsigned int color_mask;
TEL_COLOUR speccol, difcol, ambcol, emscol, matcol;
DEFINE_STANDARD_ALLOC
};
class OpenGl_AspectFace : public OpenGl_Element
{
public:
OpenGl_AspectFace();
//! Copy parameters
void SetAspect (const CALL_DEF_CONTEXTFILLAREA& theAspect);
void SetAspect (const Handle(Graphic3d_AspectFillArea3d)& theAspect);
//! Set edge aspect.
void SetAspectEdge (const OpenGl_AspectLine* theAspectEdge)
{
myAspectEdge = *theAspectEdge;
}
//! @return edge aspect.
const OpenGl_AspectLine* AspectEdge() const
{
return &myAspectEdge;
}
//! @return interior style
const Aspect_InteriorStyle InteriorStyle() const
{
return myInteriorStyle;
}
Aspect_InteriorStyle& ChangeInteriorStyle()
{
return myInteriorStyle;
}
//! @return edge on flag.
int Edge() const
{
return myEdge;
}
//! @return edge on flag.
int& ChangeEdge()
{
return myEdge;
}
//! @return hatch type.
int Hatch() const
{
return myHatch;
}
//! @return hatch type variable.
int& ChangeHatch()
{
return myHatch;
}
//! @return distinguishing mode.
int DistinguishingMode() const
{
return myDistinguishingMode;
}
//! @return distinguishing mode.
int& ChangeDistinguishingMode()
{
return myDistinguishingMode;
}
//! @return culling mode.
int CullingMode() const
{
return myCullingMode;
}
//! @return culling mode.
int& ChangeCullingMode()
{
return myCullingMode;
}
//! @return front material properties.
const OPENGL_SURF_PROP& IntFront() const
{
return myIntFront;
}
//! @return front material properties.
OPENGL_SURF_PROP& ChangeIntFront()
{
return myIntFront;
}
//! @return back material properties.
const OPENGL_SURF_PROP& IntBack() const
{
return myIntBack;
}
//! @return back material properties.
OPENGL_SURF_PROP& ChangeIntBack()
{
return myIntBack;
}
//! @return polygon offset parameters.
const TEL_POFFSET_PARAM& PolygonOffset() const
{
return myPolygonOffset;
}
//! @return polygon offset parameters.
TEL_POFFSET_PARAM& ChangePolygonOffset()
{
return myPolygonOffset;
}
//! @return texture mapping flag.
bool DoTextureMap() const
{
return myDoTextureMap;
}
//! @return texture mapping flag.
bool& ChangeDoTextureMap()
{
return myDoTextureMap;
}
//! @return texture mapping parameters.
const Handle(Graphic3d_TextureParams)& TextureParams() const
{
return myTexture->GetParams();
}
//! @return texture map.
const Handle(OpenGl_Texture)& TextureRes (const Handle(OpenGl_Workspace)& theWorkspace) const
{
if (!myResources.IsTextureReady())
{
myResources.BuildTexture (theWorkspace, myTexture);
myResources.SetTextureReady();
}
return myResources.Texture;
}
//! Init and return OpenGl shader program resource.
//! @return shader program resource.
const Handle(OpenGl_ShaderProgram)& ShaderProgramRes (const Handle(OpenGl_Workspace)& theWorkspace) const
{
if (!myResources.IsShaderReady())
{
myResources.BuildShader (theWorkspace, myShaderProgram);
myResources.SetShaderReady();
}
return myResources.ShaderProgram;
}
virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
virtual void Release (const Handle(OpenGl_Context)& theContext);
protected:
void convertMaterial (const CALL_DEF_MATERIAL& theMat,
OPENGL_SURF_PROP& theSurf);
protected: //! @name ordinary aspect properties
Aspect_InteriorStyle myInteriorStyle;
int myEdge;
int myHatch;
int myDistinguishingMode;
int myCullingMode;
OPENGL_SURF_PROP myIntFront;
OPENGL_SURF_PROP myIntBack;
TEL_POFFSET_PARAM myPolygonOffset;
bool myDoTextureMap;
Handle(Graphic3d_TextureMap) myTexture;
Handle(Graphic3d_ShaderProgram) myShaderProgram;
protected:
//! OpenGl resources
mutable struct Resources
{
public:
Resources()
: myIsTextureReady (Standard_False),
myIsShaderReady (Standard_False) {}
Standard_Boolean IsTextureReady() const { return myIsTextureReady; }
Standard_Boolean IsShaderReady () const { return myIsShaderReady; }
void SetTextureReady() { myIsTextureReady = Standard_True; }
void SetShaderReady () { myIsShaderReady = Standard_True; }
void ResetTextureReadiness() { myIsTextureReady = Standard_False; }
void ResetShaderReadiness () { myIsShaderReady = Standard_False; }
void BuildTexture (const Handle(OpenGl_Workspace)& theWS, const Handle(Graphic3d_TextureMap)& theTexture);
void BuildShader (const Handle(OpenGl_Workspace)& theWS, const Handle(Graphic3d_ShaderProgram)& theShader);
Handle(OpenGl_Texture) Texture;
TCollection_AsciiString TextureId;
Handle(OpenGl_ShaderProgram) ShaderProgram;
TCollection_AsciiString ShaderProgramId;
private:
Standard_Boolean myIsTextureReady;
Standard_Boolean myIsShaderReady;
} myResources;
protected:
OpenGl_AspectLine myAspectEdge;
public:
DEFINE_STANDARD_ALLOC
};
#endif //_OpenGl_AspectFace_Header