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Enumerations Visual3d_TypeOfModel, V3d_TypeOfShadingModel. - Remove unused values V3d_MULTICOLOR, V3d_HIDDEN, Visual3d_TOM_INTERP_COLOR. - Add per-pixel shading mode - V3d_PHONG, Visual3d_TOM_FRAGMENT. Draw Harness command vrenderparams. Add option -shadingModel to setup Shading Model. OpenGl_Caps::ffpEnable - new option to switch FFP/built-in GLSL programs. OpenGl_ShaderManager - add built-in GLSL programs. Draw Harness command vcaps. - Fix command syntax to meet coding rules. - Add option -ffp to activate/disable built-in GLSL programs. GLSL API changes. - Rename vertex attribute occColor -> occVertColor. - Introduce vec4 occColor uniform variable for light-less shaders. - Introduce float occPointSize uniform variable for marker programs. OpenGl_VertexBuffer::bindAttribute() - activate normalization for non-GL_FLOAT types, since color attribute is defined as 32-bit vector of 4 unsigned byte values. OpenGl_Context - add methods SetColor4fv() and SetPointSize() for parameters redirection to active GLSL program (as alternative to glColor4fv() and glPointSize()). OpenGl_ShaderProgram - define default precision for float types in Fragment Shader within OpenGL ES 2.0+ context. OpenGl_AspectMarker, initialize Aspect_TOM_O_POINT display list in the same way as sprite texture. OpenGl_Texture, do not use sized internal formats on OpenGL ES.
178 lines
4.4 KiB
C++
Executable File
178 lines
4.4 KiB
C++
Executable File
// Created on: 2011-07-13
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// Created by: Sergey ZERCHANINOV
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// Copyright (c) 2011-2013 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_AspectText_Header
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#define OpenGl_AspectText_Header
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#include <InterfaceGraphic_Graphic3d.hxx>
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#include <Font_FontAspect.hxx>
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#include <Aspect_TypeOfStyleText.hxx>
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#include <Aspect_TypeOfDisplayText.hxx>
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#include <Graphic3d_CAspectText.hxx>
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#include <TCollection_AsciiString.hxx>
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#include <OpenGl_Element.hxx>
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#include <Handle_OpenGl_ShaderProgram.hxx>
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//! Text representation parameters
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class OpenGl_AspectText : public OpenGl_Element
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{
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public:
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Standard_EXPORT OpenGl_AspectText();
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Standard_EXPORT virtual ~OpenGl_AspectText();
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//! Copy parameters
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Standard_EXPORT void SetAspect (const CALL_DEF_CONTEXTTEXT& theAspect);
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//! @return font family name
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const TCollection_AsciiString& FontName() const
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{
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return myFont;
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}
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//! @return font family name
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TCollection_AsciiString& ChangeFontName()
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{
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return myFont;
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}
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//! @return is zoomable flag
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bool IsZoomable() const
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{
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return myZoomable;
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}
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//! @return rotation angle
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float Angle() const
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{
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return myAngle;
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}
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//! @return font aspect (regular/bold/italic)
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Font_FontAspect FontAspect() const
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{
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return myFontAspect;
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}
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//! @param theValue font aspect (regular/bold/italic)
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void SetFontAspect (const Font_FontAspect theValue)
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{
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myFontAspect = theValue;
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}
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//! @return text color
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const TEL_COLOUR& Color() const
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{
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return myColor;
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}
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//! @return text color
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TEL_COLOUR& ChangeColor()
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{
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return myColor;
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}
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//! @return annotation style
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Aspect_TypeOfStyleText StyleType() const
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{
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return myStyleType;
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}
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//! @return subtitle style (none/blend/decale/subtitle)
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Aspect_TypeOfDisplayText DisplayType() const
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{
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return myDisplayType;
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}
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void SetDisplayType (const Aspect_TypeOfDisplayText theType)
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{
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myDisplayType = theType;
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}
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//! @return subtitle color
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const TEL_COLOUR& SubtitleColor() const
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{
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return mySubtitleColor;
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}
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//! @return subtitle color
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TEL_COLOUR& ChangeSubtitleColor()
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{
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return mySubtitleColor;
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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_Context)& theCtx) const
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{
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if (!myResources.IsShaderReady())
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{
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myResources.BuildShader (theCtx, 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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Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
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Standard_EXPORT virtual void Release (OpenGl_Context* theContext);
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protected:
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TCollection_AsciiString myFont;
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TEL_COLOUR myColor;
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TEL_COLOUR mySubtitleColor;
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float myAngle;
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Aspect_TypeOfStyleText myStyleType;
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Aspect_TypeOfDisplayText myDisplayType;
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Font_FontAspect myFontAspect;
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bool myZoomable;
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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() : myIsShaderReady (Standard_False) {}
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Standard_Boolean IsShaderReady() const { return myIsShaderReady; }
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void SetShaderReady() { myIsShaderReady = Standard_True; }
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void ResetShaderReadiness() { myIsShaderReady = Standard_False; }
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Standard_EXPORT void BuildShader (const Handle(OpenGl_Context)& theCtx,
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const Handle(Graphic3d_ShaderProgram)& theShader);
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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 myIsShaderReady;
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} myResources;
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public:
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DEFINE_STANDARD_ALLOC
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};
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#endif // OpenGl_AspectText_Header
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