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occt/src/Graphic3d/Graphic3d_TextureUnit.hxx
kgv cc8cbabe5c 0028912: Visualization, TKOpenGl - multi-texture support
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.
2017-07-21 12:10:41 +03:00

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// Copyright (c) 2017 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 _Graphic3d_TextureUnit_HeaderFile
#define _Graphic3d_TextureUnit_HeaderFile
//! Texture unit.
enum Graphic3d_TextureUnit
{
// value as index number
Graphic3d_TextureUnit_0,
Graphic3d_TextureUnit_1,
Graphic3d_TextureUnit_2,
Graphic3d_TextureUnit_3,
Graphic3d_TextureUnit_4,
Graphic3d_TextureUnit_5,
Graphic3d_TextureUnit_6,
Graphic3d_TextureUnit_7,
Graphic3d_TextureUnit_8,
Graphic3d_TextureUnit_9,
Graphic3d_TextureUnit_10,
Graphic3d_TextureUnit_11,
Graphic3d_TextureUnit_12,
Graphic3d_TextureUnit_13,
Graphic3d_TextureUnit_14,
Graphic3d_TextureUnit_15,
Graphic3d_TextureUnit_BaseColor = Graphic3d_TextureUnit_0, //!< base color of the material
//Graphic3d_TextureUnit_Normal = Graphic3d_TextureUnit_1, //!< tangent space normal map
//Graphic3d_TextureUnit_MetallicRoughness = Graphic3d_TextureUnit_2, //!< metalness+roughness of the material
//Graphic3d_TextureUnit_Emissive = Graphic3d_TextureUnit_3, //!< emissive map controls the color and intensity of the light being emitted by the material
//Graphic3d_TextureUnit_Occlusion = Graphic3d_TextureUnit_4, //!< occlusion map indicating areas of indirect lighting
};
enum
{
Graphic3d_TextureUnit_NB = Graphic3d_TextureUnit_15 + 1
};
#endif // _Graphic3d_TextureUnit_HeaderFile