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