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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.
85 lines
3.5 KiB
C++
85 lines
3.5 KiB
C++
// Created by: NW,JPB,CAL
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// Copyright (c) 1991-1999 Matra Datavision
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// Copyright (c) 1999-2014 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 <Graphic3d_AspectFillArea3d.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_AspectFillArea3d, Standard_Transient)
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// =======================================================================
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// function : Graphic3d_AspectFillArea3d
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// purpose :
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// =======================================================================
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Graphic3d_AspectFillArea3d::Graphic3d_AspectFillArea3d()
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: myInteriorColor (Quantity_NOC_CYAN1),
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myBackInteriorColor (Quantity_NOC_CYAN1),
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myEdgeColor (Quantity_NOC_WHITE),
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myInteriorStyle (Aspect_IS_EMPTY),
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myEdgeType (Aspect_TOL_SOLID),
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myEdgeWidth (1.0f),
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myHatchStyle (Handle(Graphic3d_HatchStyle)()),
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myToDistinguishMaterials (false),
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myToDrawEdges (false),
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myToSuppressBackFaces (true),
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myToMapTexture (false)
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{
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//
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}
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// =======================================================================
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// function : Graphic3d_AspectFillArea3d
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// purpose :
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// =======================================================================
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Graphic3d_AspectFillArea3d::Graphic3d_AspectFillArea3d (const Aspect_InteriorStyle theInteriorStyle,
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const Quantity_Color& theInteriorColor,
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const Quantity_Color& theEdgeColor,
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const Aspect_TypeOfLine theEdgeLineType,
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const Standard_Real theEdgeLineWidth,
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const Graphic3d_MaterialAspect& theFrontMaterial,
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const Graphic3d_MaterialAspect& theBackMaterial)
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: myFrontMaterial (theFrontMaterial),
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myBackMaterial (theBackMaterial),
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myInteriorColor (theInteriorColor),
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myBackInteriorColor (theInteriorColor),
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myEdgeColor (theEdgeColor),
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myInteriorStyle (theInteriorStyle),
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myEdgeType (theEdgeLineType),
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myEdgeWidth ((float )theEdgeLineWidth),
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myHatchStyle (Handle(Graphic3d_HatchStyle)()),
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myToDistinguishMaterials (false),
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myToDrawEdges (false),
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myToSuppressBackFaces (true),
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myToMapTexture (false)
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{
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if (theEdgeLineWidth <= 0.0)
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{
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throw Aspect_AspectFillAreaDefinitionError("Bad value for EdgeLineWidth");
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}
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}
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// =======================================================================
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// function : Graphic3d_AspectFillArea3d
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// purpose :
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// =======================================================================
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void Graphic3d_AspectFillArea3d::SetTextureMap (const Handle(Graphic3d_TextureMap)& theTexture)
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{
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if (theTexture.IsNull())
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{
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myTextureSet.Nullify();
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return;
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}
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myTextureSet = new Graphic3d_TextureSet (theTexture);
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}
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