1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-07-25 12:55:50 +03:00
occt/src/OpenGl/OpenGl_AspectFace.hxx
abv d5f74e42d6 0024624: Lost word in license statement in source files
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.
2014-02-20 16:15:17 +04:00

277 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_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)
class CALL_DEF_CONTEXTFILLAREA;
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