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182 lines
6.6 KiB
C++
182 lines
6.6 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_AspectMarker_Header
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#define OpenGl_AspectMarker_Header
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#include <Aspect_TypeOfMarker.hxx>
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#include <Graphic3d_AspectMarker3d.hxx>
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#include <TCollection_AsciiString.hxx>
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#include <OpenGl_Element.hxx>
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#include <OpenGl_TextureSet.hxx>
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class OpenGl_PointSprite;
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class OpenGl_ShaderProgram;
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//! The element holding Graphic3d_AspectMarker3d.
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class OpenGl_AspectMarker : public OpenGl_Element
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{
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DEFINE_STANDARD_RTTIEXT(OpenGl_AspectMarker, OpenGl_Element)
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public:
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//! Empty constructor.
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Standard_EXPORT OpenGl_AspectMarker();
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//! Create and assign parameters.
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Standard_EXPORT OpenGl_AspectMarker (const Handle(Graphic3d_AspectMarker3d)& theAspect);
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//! Return the aspect.
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const Handle(Graphic3d_AspectMarker3d)& Aspect() const { return myAspect; }
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//! Assign new aspect.
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Standard_EXPORT void SetAspect (const Handle(Graphic3d_AspectMarker3d)& theAspect);
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//! @return marker size
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Standard_ShortReal MarkerSize() const { return myMarkerSize; }
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//! Init and return OpenGl point sprite resource.
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//! @return point sprite texture.
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const Handle(OpenGl_TextureSet)& SpriteRes (const Handle(OpenGl_Context)& theCtx) const
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{
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if (!myResources.IsSpriteReady())
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{
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myResources.BuildSprites (theCtx,
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myAspect->GetMarkerImage(),
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myAspect->Type(),
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myAspect->Scale(),
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myAspect->ColorRGBA(),
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myMarkerSize);
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myResources.SetSpriteReady();
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}
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return myResources.Sprite();
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}
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//! Init and return OpenGl highlight point sprite resource.
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//! @return point sprite texture for highlight.
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const Handle(OpenGl_TextureSet)& SpriteHighlightRes (const Handle(OpenGl_Context)& theCtx) const
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{
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if (!myResources.IsSpriteReady())
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{
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myResources.BuildSprites (theCtx,
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myAspect->GetMarkerImage(),
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myAspect->Type(),
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myAspect->Scale(),
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myAspect->ColorRGBA(),
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myMarkerSize);
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myResources.SetSpriteReady();
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}
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return myResources.SpriteA();
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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, myAspect->ShaderProgram());
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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 Standard_OVERRIDE;
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Standard_EXPORT virtual void Release (OpenGl_Context* theContext) Standard_OVERRIDE;
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//! Update presentation aspects parameters after their modification.
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virtual void SynchronizeAspects() Standard_OVERRIDE { SetAspect (myAspect); }
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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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//! Empty constructor.
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Resources()
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: myIsSpriteReady (Standard_False),
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myIsShaderReady (Standard_False) {}
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const Handle(OpenGl_TextureSet)& Sprite() const { return mySprite; }
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const Handle(OpenGl_TextureSet)& SpriteA() const { return mySpriteA; }
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const Handle(OpenGl_ShaderProgram)& ShaderProgram() const { return myShaderProgram; }
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Standard_Boolean IsSpriteReady() const { return myIsSpriteReady; }
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Standard_Boolean IsShaderReady() const { return myIsShaderReady; }
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void SetSpriteReady() { myIsSpriteReady = Standard_True; }
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void SetShaderReady() { myIsShaderReady = Standard_True; }
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//! Update texture resource up-to-date state.
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Standard_EXPORT void UpdateTexturesRediness (const Handle(Graphic3d_AspectMarker3d)& theAspect,
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Standard_ShortReal& theMarkerSize);
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//! Update shader resource up-to-date state.
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Standard_EXPORT void UpdateShaderRediness (const Handle(Graphic3d_AspectMarker3d)& theAspect);
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//! Release texture resource.
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Standard_EXPORT void ReleaseTextures (OpenGl_Context* theCtx);
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//! Release shader resource.
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Standard_EXPORT void ReleaseShaders (OpenGl_Context* theCtx);
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//! Build texture resources.
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Standard_EXPORT void BuildSprites (const Handle(OpenGl_Context)& theCtx,
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const Handle(Graphic3d_MarkerImage)& theMarkerImage,
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const Aspect_TypeOfMarker theType,
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const Standard_ShortReal theScale,
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const Graphic3d_Vec4& theColor,
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Standard_ShortReal& theMarkerSize);
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//! Build shader resources.
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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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private:
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//! Generate resource keys for a sprite.
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static void spriteKeys (const Handle(Graphic3d_MarkerImage)& theMarkerImage,
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const Aspect_TypeOfMarker theType,
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const Standard_ShortReal theScale,
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const Graphic3d_Vec4& theColor,
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TCollection_AsciiString& theKey,
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TCollection_AsciiString& theKeyA);
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private:
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Handle(OpenGl_TextureSet) mySprite;
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Handle(OpenGl_TextureSet) mySpriteA;
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Handle(OpenGl_ShaderProgram) myShaderProgram;
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TCollection_AsciiString myShaderProgramId;
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Standard_Boolean myIsSpriteReady;
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Standard_Boolean myIsShaderReady;
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} myResources;
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Handle(Graphic3d_AspectMarker3d) myAspect;
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mutable Standard_ShortReal myMarkerSize;
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public:
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DEFINE_STANDARD_ALLOC
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};
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#endif // OpenGl_AspectMarker_Header
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