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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.
130 lines
5.0 KiB
Plaintext
130 lines
5.0 KiB
Plaintext
// Created by: Kirill GAVRILOV
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// Copyright (c) 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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// =======================================================================
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// function : bindAttribute
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// purpose :
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// =======================================================================
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inline void OpenGl_VertexBuffer::bindAttribute (const Handle(OpenGl_Context)& theCtx,
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const Graphic3d_TypeOfAttribute theAttribute,
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const GLint theNbComp,
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const GLenum theDataType,
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const GLsizei theStride,
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const GLvoid* theOffset)
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{
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if (theCtx->ActiveProgram().IsNull())
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{
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#if !defined(GL_ES_VERSION_2_0)
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bindFixed (theCtx, theAttribute, theNbComp, theDataType, theStride, theOffset);
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#endif
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return;
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}
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theCtx->core20fwd->glEnableVertexAttribArray (theAttribute);
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theCtx->core20fwd->glVertexAttribPointer (theAttribute, theNbComp, theDataType, theDataType != GL_FLOAT, theStride, theOffset);
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}
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#if !defined(GL_ES_VERSION_2_0)
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// =======================================================================
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// function : bindFixed
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// purpose :
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// =======================================================================
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inline void OpenGl_VertexBuffer::bindFixed (const Handle(OpenGl_Context)& theCtx,
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const Graphic3d_TypeOfAttribute theMode,
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const GLint theNbComp,
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const GLenum theDataType,
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const GLsizei theStride,
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const GLvoid* theOffset)
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{
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switch (theMode)
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{
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case Graphic3d_TOA_POS:
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{
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theCtx->core11->glEnableClientState (GL_VERTEX_ARRAY);
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theCtx->core11->glVertexPointer (theNbComp, theDataType, theStride, theOffset);
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return;
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}
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case Graphic3d_TOA_NORM:
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{
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theCtx->core11->glEnableClientState (GL_NORMAL_ARRAY);
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theCtx->core11->glNormalPointer (theDataType, theStride, theOffset);
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return;
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}
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case Graphic3d_TOA_UV:
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{
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theCtx->core11->glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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theCtx->core11->glTexCoordPointer (theNbComp, theDataType, theStride, theOffset);
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return;
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}
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case Graphic3d_TOA_COLOR:
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{
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theCtx->core11->glEnableClientState (GL_COLOR_ARRAY);
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theCtx->core11->glColorPointer (theNbComp, theDataType, theStride, theOffset);
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theCtx->core11->glColorMaterial (GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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theCtx->core11fwd->glEnable (GL_COLOR_MATERIAL);
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return;
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}
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case Graphic3d_TOA_CUSTOM:
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{
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return;
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}
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}
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}
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#endif
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// =======================================================================
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// function : unbindAttribute
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// purpose :
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// =======================================================================
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inline void OpenGl_VertexBuffer::unbindAttribute (const Handle(OpenGl_Context)& theCtx,
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const Graphic3d_TypeOfAttribute theAttribute)
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{
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if (theCtx->ActiveProgram().IsNull())
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{
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#if !defined(GL_ES_VERSION_2_0)
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unbindFixed (theCtx, theAttribute);
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#endif
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return;
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}
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theCtx->core20fwd->glDisableVertexAttribArray (theAttribute);
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}
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#if !defined(GL_ES_VERSION_2_0)
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// =======================================================================
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// function : unbindAttribute
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// purpose :
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// =======================================================================
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inline void OpenGl_VertexBuffer::unbindFixed (const Handle(OpenGl_Context)& theCtx,
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const Graphic3d_TypeOfAttribute theMode)
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{
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switch (theMode)
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{
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case Graphic3d_TOA_POS: theCtx->core11->glDisableClientState (GL_VERTEX_ARRAY); return;
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case Graphic3d_TOA_NORM: theCtx->core11->glDisableClientState (GL_NORMAL_ARRAY); return;
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case Graphic3d_TOA_UV: theCtx->core11->glDisableClientState (GL_TEXTURE_COORD_ARRAY); return;
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case Graphic3d_TOA_COLOR:
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{
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theCtx->core11->glDisableClientState (GL_COLOR_ARRAY);
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theCtx->core11fwd->glDisable (GL_COLOR_MATERIAL);
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return;
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}
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case Graphic3d_TOA_CUSTOM:
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{
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return;
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}
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}
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}
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#endif
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