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occt/src/OpenGl/OpenGl_VertexBuffer.lxx
kgv 8625ef7e94 0025282: Visualization, OpenGl_PrimitiveArray - provide built-in GLSL programs as alternative to FFP
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.
2014-10-02 14:29:19 +04:00

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