]> OCCT Git - occt.git/commitdiff
0032567: Coding Rules - rename Graphic3d_TypeOfShadingModel values to include full...
authorkgv <kgv@opencascade.com>
Mon, 13 Sep 2021 19:19:54 +0000 (22:19 +0300)
committersmoskvin <smoskvin@opencascade.com>
Wed, 15 Sep 2021 17:07:06 +0000 (20:07 +0300)
37 files changed:
dox/user_guides/visualization/visualization.md
samples/webgl/WasmOcctView.cpp
src/AIS/AIS_ColorScale.cxx
src/AIS/AIS_LightSource.cxx
src/AIS/AIS_MediaPlayer.cxx
src/AIS/AIS_RubberBand.cxx
src/Graphic3d/Graphic3d_AspectLine3d.cxx
src/Graphic3d/Graphic3d_AspectMarker3d.cxx
src/Graphic3d/Graphic3d_AspectText3d.cxx
src/Graphic3d/Graphic3d_Aspects.cxx
src/Graphic3d/Graphic3d_Aspects.hxx
src/Graphic3d/Graphic3d_CView.cxx
src/Graphic3d/Graphic3d_CView.hxx
src/Graphic3d/Graphic3d_RenderingParams.hxx
src/Graphic3d/Graphic3d_TypeOfLimit.hxx
src/Graphic3d/Graphic3d_TypeOfShadingModel.hxx
src/OpenGl/OpenGl_Aspects.cxx
src/OpenGl/OpenGl_Aspects.hxx
src/OpenGl/OpenGl_Context.cxx
src/OpenGl/OpenGl_Context.hxx
src/OpenGl/OpenGl_FrameStatsPrs.cxx
src/OpenGl/OpenGl_PrimitiveArray.cxx
src/OpenGl/OpenGl_SetOfShaderPrograms.hxx
src/OpenGl/OpenGl_ShaderManager.cxx
src/OpenGl/OpenGl_ShaderManager.hxx
src/OpenGl/OpenGl_Structure.cxx
src/OpenGl/OpenGl_Text.cxx
src/OpenGl/OpenGl_View.cxx
src/OpenGl/OpenGl_View_Raytrace.cxx
src/OpenGl/OpenGl_Workspace.cxx
src/OpenGlTest/OpenGlTest_Commands.cxx
src/PrsDim/PrsDim_Dimension.cxx
src/QABugs/QABugs_1.cxx
src/V3d/V3d_View.hxx
src/V3d/V3d_Viewer.hxx
src/ViewerTest/ViewerTest.cxx
src/ViewerTest/ViewerTest_ViewerCommands.cxx

index bc96d5d34b5fa14be0d4744c744e9ece5423a78c..a4bf2cd0a90ce471338dd5f001366fd3dbd8ef54 100644 (file)
@@ -1468,8 +1468,8 @@ The following items are required to determine the three colors of reflection:
   * Coefficient of ambient reflection;
   * Coefficient of specular reflection.
 
-Common material properties are used within Gouraud and Phong shading models (Graphic3d_TOSM_FACET, Graphic3d_TOSM_VERTEX and Graphic3d_TOSM_FRAGMENT).
-Within PBR shading model (Graphic3d_TOSM_PBR and Graphic3d_TOSM_PBR_FACET), material properties are defined by the following *Graphic3d_PBRMaterial* properties (Graphic3d_MaterialAspect::PBRMaterial()):
+Common material properties are used within Phong shading model (Graphic3d_TypeOfShadingModel_Phong, Graphic3d_TypeOfShadingModel_PhongFacet and Graphic3d_TypeOfShadingModel_Gouraud).
+Within PBR shading model (Graphic3d_TypeOfShadingModel_Pbr and Graphic3d_TypeOfShadingModel_PbrFacet), material properties are defined by the following *Graphic3d_PBRMaterial* properties (Graphic3d_MaterialAspect::PBRMaterial()):
   * Albedo (main color);
   * Metallic factor;
   * Roughness factor;
index cf2b86e98eb60e371dc0684b0c525a217730e383..65efdd3ab45b1180309406406951409fba6e76da 100644 (file)
@@ -307,7 +307,7 @@ bool WasmOcctView::initViewer()
 
   Handle(V3d_Viewer) aViewer = new V3d_Viewer (aDriver);
   aViewer->SetComputedMode (false);
-  aViewer->SetDefaultShadingModel (Graphic3d_TOSM_FRAGMENT);
+  aViewer->SetDefaultShadingModel (Graphic3d_TypeOfShadingModel_Phong);
   aViewer->SetDefaultLights();
   aViewer->SetLightOn();
   for (V3d_ListOfLight::Iterator aLightIter (aViewer->ActiveLights()); aLightIter.More(); aLightIter.Next())
index 36b1aa6fdf64528c4b320cf0dfed46d77500f384..70aa1ec75fbeecd998cc2d0cfff5c4ee31abedd6 100644 (file)
@@ -133,7 +133,7 @@ AIS_ColorScale::AIS_ColorScale()
 {
   SetDisplayMode (0);
   myDrawer->SetupOwnShadingAspect();
-  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   myDrawer->ShadingAspect()->Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Opaque);
   myDrawer->ShadingAspect()->Aspect()->SetInteriorColor (Quantity_NOC_WHITE);
 }
index 42a25a9a4d4758be685b59421b189de40889d69b..c48e80528f5e17432814e659a67750dca486740d 100644 (file)
@@ -200,7 +200,7 @@ AIS_LightSource::AIS_LightSource (const Handle(Graphic3d_CLight)& theLight)
   aMat.SetColor (aColor);
   myDrawer->SetArrowAspect (new Prs3d_ArrowAspect());
   myDrawer->ArrowAspect()->SetColor (aColor);
-  myDrawer->ArrowAspect()->Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myDrawer->ArrowAspect()->Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   myDrawer->ArrowAspect()->Aspect()->ChangeFrontMaterial() = aMat;
   myDrawer->ArrowAspect()->Aspect()->SetMarkerType (Aspect_TOM_EMPTY);
   myDrawer->ArrowAspect()->Aspect()->SetMarkerScale (2.0f);
@@ -211,7 +211,7 @@ AIS_LightSource::AIS_LightSource (const Handle(Graphic3d_CLight)& theLight)
   myDrawer->ShadingAspect()->SetColor (aColor);
   myDrawer->ShadingAspect()->SetMaterial (aMat);
   myDrawer->ShadingAspect()->SetTransparency (0.5f);
-  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
 
   myDrawer->SetTextAspect (new Prs3d_TextAspect());
   myDrawer->TextAspect()->Aspect()->SetDisplayType (Aspect_TODT_SHADOW);
index ee7093a2fedbb6fee185143104d6719895549823..8cd1c13f64d308107b4558ba6e9b454f5daa1e84 100644 (file)
@@ -56,7 +56,7 @@ AIS_MediaPlayer::AIS_MediaPlayer()
 
   Graphic3d_MaterialAspect aMat;
   myFrameAspect = new Graphic3d_AspectFillArea3d (Aspect_IS_SOLID, Quantity_NOC_WHITE, Quantity_NOC_BLACK, Aspect_TOL_SOLID, 1.0f, aMat, aMat);
-  myFrameAspect->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myFrameAspect->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   myFrameAspect->SetTextureMapOn (true);
   myFrameAspect->SetTextureSet (myFramePair);
 }
index a5ce2927f53a12b10ca30713cadd1c375b3bdf93..8019f714edf22b241c0b4d3de1523cc55c283789 100644 (file)
@@ -43,7 +43,7 @@ AIS_RubberBand::AIS_RubberBand()
   myDrawer->SetLineAspect (new Prs3d_LineAspect (Quantity_NOC_WHITE, Aspect_TOL_SOLID, 1.0));
   myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
   myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NameOfMaterial_Plastified);
-  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
   myDrawer->ShadingAspect()->Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Blend);
   myDrawer->ShadingAspect()->SetTransparency (1.0);
@@ -66,7 +66,7 @@ AIS_RubberBand::AIS_RubberBand (const Quantity_Color& theLineColor,
   myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theWidth));
   myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
   myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NameOfMaterial_Plastified);
-  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
   myDrawer->ShadingAspect()->Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Blend);
   myDrawer->ShadingAspect()->SetTransparency (1.0);
@@ -92,7 +92,7 @@ AIS_RubberBand::AIS_RubberBand (const Quantity_Color& theLineColor,
   myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
   myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NameOfMaterial_Plastified);
   myDrawer->ShadingAspect()->SetColor (theFillColor);
-  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  myDrawer->ShadingAspect()->Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_SOLID);
   myDrawer->ShadingAspect()->Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Blend);
   myDrawer->ShadingAspect()->SetTransparency (theTransparency);
index 757c3473d6cfaf1ab38b75fee74157cbf3498a8b..ddbf1852998e93c97d5eb97bb3fa1bba1b120cf0 100644 (file)
@@ -23,7 +23,7 @@ IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_AspectLine3d, Graphic3d_Aspects)
 // =======================================================================
 Graphic3d_AspectLine3d::Graphic3d_AspectLine3d()
 {
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myInteriorColor.SetRGB (Quantity_NOC_YELLOW);
   myLineType  = Aspect_TOL_SOLID;
   myLineWidth = 1.0f;
@@ -37,7 +37,7 @@ Graphic3d_AspectLine3d::Graphic3d_AspectLine3d (const Quantity_Color& theColor,
                                                 Aspect_TypeOfLine theType,
                                                 Standard_Real theWidth)
 {
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myInteriorColor.SetRGB (theColor);
   SetLineType (theType);
   SetLineWidth ((float)theWidth);
index 802d5b71369a441c43eb9911e805af032335719a..319af764e4395f77817e33c9c19a42fad85169b6 100644 (file)
@@ -23,7 +23,7 @@ IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_AspectMarker3d, Graphic3d_Aspects)
 // =======================================================================
 Graphic3d_AspectMarker3d::Graphic3d_AspectMarker3d()
 {
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myInteriorColor.SetRGB (Quantity_NOC_YELLOW);
   myMarkerType = Aspect_TOM_X;
   myMarkerScale = 1.0f;
@@ -37,7 +37,7 @@ Graphic3d_AspectMarker3d::Graphic3d_AspectMarker3d (const Aspect_TypeOfMarker th
                                                     const Quantity_Color&     theColor,
                                                     const Standard_Real       theScale)
 {
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myInteriorColor.SetRGB (theColor);
   myMarkerType = theType;
   SetMarkerScale ((float )theScale);
@@ -52,7 +52,7 @@ Graphic3d_AspectMarker3d::Graphic3d_AspectMarker3d (const Quantity_Color&  theCo
                                                     const Standard_Integer theHeight,
                                                     const Handle(TColStd_HArray1OfByte)& theTextureBitMap)
 {
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myMarkerImage = new Graphic3d_MarkerImage(theTextureBitMap, theWidth, theHeight);
   myInteriorColor.SetRGB (theColor),
   myMarkerType = Aspect_TOM_USERDEFINED;
@@ -65,7 +65,7 @@ Graphic3d_AspectMarker3d::Graphic3d_AspectMarker3d (const Quantity_Color&  theCo
 // =======================================================================
 Graphic3d_AspectMarker3d::Graphic3d_AspectMarker3d (const Handle(Image_PixMap)& theTextureImage)
 {
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myMarkerImage = new Graphic3d_MarkerImage (theTextureImage);
   myInteriorColor.SetRGB (Quantity_NOC_YELLOW);
   myMarkerType = Aspect_TOM_USERDEFINED;
index f4b92243a5b51df1440c6b9d0c18c530e6654679..4944812877b16a874859e9d4234eb586fe8adb11 100644 (file)
@@ -24,7 +24,7 @@ IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_AspectText3d, Graphic3d_Aspects)
 Graphic3d_AspectText3d::Graphic3d_AspectText3d()
 {
   SetAlphaMode (Graphic3d_AlphaMode_MaskBlend, 0.285f);
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myInteriorColor.SetRGB (Quantity_NOC_YELLOW);
   myEdgeColor.SetRGB (Quantity_NOC_WHITE);
 }
@@ -41,7 +41,7 @@ Graphic3d_AspectText3d::Graphic3d_AspectText3d (const Quantity_Color& theColor,
                                                 Aspect_TypeOfDisplayText theDisplayType)
 {
   SetAlphaMode (Graphic3d_AlphaMode_MaskBlend, 0.285f);
-  myShadingModel = Graphic3d_TOSM_UNLIT;
+  myShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   myTextStyle = theStyle;
   myTextDisplayType = theDisplayType;
   myInteriorColor.SetRGB (theColor);
index e50ea537082662dbfc95a65b7524e1541ec87003..b9420a8203f6f71766c5004d39715b7abe41f19a 100644 (file)
@@ -25,7 +25,7 @@ Graphic3d_Aspects::Graphic3d_Aspects()
   myBackInteriorColor   (Quantity_NOC_CYAN1),
   myEdgeColor           (Quantity_NOC_WHITE),
   myInteriorStyle       (Aspect_IS_SOLID),
-  myShadingModel        (Graphic3d_TOSM_DEFAULT),
+  myShadingModel        (Graphic3d_TypeOfShadingModel_DEFAULT),
   myFaceCulling         (Graphic3d_TypeOfBackfacingModel_Auto),
   myAlphaMode           (Graphic3d_AlphaMode_BlendAuto),
   myAlphaCutoff         (0.5f),
index 6606d129e044e6cccd4e83f4434323001942b86b..dd2b45df7242fa399709a604b01ceaeeea5825e9 100644 (file)
@@ -49,7 +49,7 @@ public:
   //! Modifies the interior type used for rendering
   void SetInteriorStyle (const Aspect_InteriorStyle theStyle) { myInteriorStyle = theStyle; }
 
-  //! Returns shading model; Graphic3d_TOSM_DEFAULT by default.
+  //! Returns shading model; Graphic3d_TypeOfShadingModel_DEFAULT by default.
   //! Graphic3d_TOSM_DEFAULT means that Shading Model set as default for entire Viewer will be used.
   Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
 
index 2a2a20820b78ef2501c9d4d46dfbdd69521c598d..4328c08d62e215b2cabe4f2a36bfc8f9d0ef334e 100644 (file)
@@ -1092,7 +1092,7 @@ void Graphic3d_CView::CopySettings (const Handle(Graphic3d_CView)& theOther)
 // =======================================================================
 void Graphic3d_CView::SetShadingModel (Graphic3d_TypeOfShadingModel theModel)
 {
-  if (theModel == Graphic3d_TOSM_DEFAULT)
+  if (theModel == Graphic3d_TypeOfShadingModel_DEFAULT)
   {
     throw Standard_ProgramError ("Graphic3d_CView::SetShadingModel() - attempt to set invalid Shading Model!");
   }
index 9af619b8f283d2bf96ac54bf6db11e6f2cc75f8e..999b9b4a4e17e3cf9ad21ba35fbf166da3c83735 100644 (file)
@@ -99,11 +99,11 @@ public:
 
 public:
 
-  //! Returns default Shading Model of the view; Graphic3d_TOSM_FRAGMENT by default.
+  //! Returns default Shading Model of the view; Graphic3d_TypeOfShadingModel_Phong by default.
   Graphic3d_TypeOfShadingModel ShadingModel() const { return myRenderParams.ShadingModel; }
 
   //! Sets default Shading Model of the view.
-  //! Will throw an exception on attempt to set Graphic3d_TOSM_DEFAULT.
+  //! Will throw an exception on attempt to set Graphic3d_TypeOfShadingModel_DEFAULT.
   Standard_EXPORT void SetShadingModel (Graphic3d_TypeOfShadingModel theModel);
 
   //! Return backfacing model used for the view; Graphic3d_TypeOfBackfacingModel_Auto by default,
index 78982b1942efb80f4236f4affc1ac653ee7fed7d..38fafd4a787d4547dd7e202189f6f55665027a97 100644 (file)
@@ -96,7 +96,7 @@ public:
   //! Creates default rendering parameters.
   Graphic3d_RenderingParams()
   : Method                      (Graphic3d_RM_RASTERIZATION),
-    ShadingModel                (Graphic3d_TOSM_FRAGMENT),
+    ShadingModel                (Graphic3d_TypeOfShadingModel_Phong),
     TransparencyMethod          (Graphic3d_RTM_BLEND_UNORDERED),
     Resolution                  (THE_DEFAULT_RESOLUTION),
     FontHinting                 (Font_Hinting_Off),
@@ -189,7 +189,7 @@ public:
 public: //! @name general parameters
 
   Graphic3d_RenderingMode           Method;                      //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default
-  Graphic3d_TypeOfShadingModel      ShadingModel;                //!< specified default shading model, Graphic3d_TOSM_FRAGMENT by default
+  Graphic3d_TypeOfShadingModel      ShadingModel;                //!< specified default shading model, Graphic3d_TypeOfShadingModel_Phong by default
   Graphic3d_RenderTransparentMethod TransparencyMethod;          //!< specifies rendering method for transparent graphics
   unsigned int                      Resolution;                  //!< Pixels density (PPI), defines scaling factor for parameters like text size
                                                                  //!  (when defined in screen-space units rather than in 3D) to be properly displayed
index 3b501ae5355dea29af0ba26c822fdc019fd89097..fa524493df3f59de72c21671cfedd9f0d8b3bb46 100644 (file)
@@ -33,7 +33,7 @@ enum Graphic3d_TypeOfLimit
   Graphic3d_TypeOfLimit_HasSRGB,                        //!< indicates whether sRGB rendering is supported
   Graphic3d_TypeOfLimit_HasBlendedOit,                  //!< indicates whether necessary GL extensions for Weighted, Blended OIT available (without MSAA).
   Graphic3d_TypeOfLimit_HasBlendedOitMsaa,              //!< indicates whether necessary GL extensions for Weighted, Blended OIT available (with MSAA).
-  Graphic3d_TypeOfLimit_HasFlatShading,                 //!< indicates whether Flat shading (Graphic3d_TOSM_FACET) is supported
+  Graphic3d_TypeOfLimit_HasFlatShading,                 //!< indicates whether Flat shading (Graphic3d_TypeOfShadingModel_PhongFacet) is supported
   Graphic3d_TypeOfLimit_HasMeshEdges,                   //!< indicates whether advanced mesh edges presentation is supported
   Graphic3d_TypeOfLimit_IsWorkaroundFBO,                //!< indicates whether workaround for Intel driver problem with empty FBO for images with big width is applied.
   Graphic3d_TypeOfLimit_NB                              //!< number of elements in this enumeration
index 01b560565ef6d2c26c526d24e8eddb05cf4252ec..dc099678b53f5814c7ea1769415dc4512a751942 100644 (file)
 enum Graphic3d_TypeOfShadingModel
 {
   //! Use Shading Model, specified as default for entire Viewer.
-  Graphic3d_TOSM_DEFAULT = -1,
+  Graphic3d_TypeOfShadingModel_DEFAULT = -1,
 
   //! Unlit Shading (or shadeless), lighting is ignored and facet is fully filled by its material color.
   //! This model is useful for artificial/auxiliary objects, not intended to be lit,
   //! or for objects with pre-calculated lighting information (e.g. captured by camera).
-  Graphic3d_TOSM_UNLIT = 0,
+  Graphic3d_TypeOfShadingModel_Unlit = 0,
 
-  //! Flat Shading, calculated per-facet basing on facet normal.
-  //! This model is useful for mesh element analysis.
-  //! Note that unlike Graphic3d_TOSM_VERTEX/Graphic3d_TOSM_FRAGMENT,
-  //! this shading model does NOT require normals to be defined within vertex attributes.
-  Graphic3d_TOSM_FACET,
+  //! Flat Shading for Phong material model, calculated using triangle normal.
+  //! Could be useful for mesh element analysis.
+  //! This shading model does NOT require normals to be defined within vertex attributes.
+  Graphic3d_TypeOfShadingModel_PhongFacet,
 
-  //! Gouraud Shading, calculated per-vertex basing on nodal normal, and then color is interpolated across fragments.
-  //! This shading model was default within Fixed-Function Pipeline of old OpenGL (and Direct3d);
-  //! still can be used as alternative to Graphic3d_TOSM_FRAGMENT for better performance on low-poly (and middle-poly) models
-  //! (per-fragment shading is more optimal for considerably high-poly models, since expensive shading is not computed for discarded fragments).
-  //! Shading model requires normals to be defined within vertex attributes.
-  Graphic3d_TOSM_VERTEX,
+  //! Gouraud shading uses the same material definition as Phong reflection model,
+  //! but emulates an obsolete per-vertex calculations with result color interpolated across fragments,
+  //! as implemented by T&L hardware blocks on old graphics hardware.
+  //! This shading model requires normals to be defined within vertex attributes.
+  Graphic3d_TypeOfShadingModel_Gouraud,
 
-  //! Phong Shading, calculated per-fragment basing on nodal normal, so that normal is interpolated across fragments.
-  //! This is a main shading model nowadays, providing the best image quality.
-  //! Shading model requires normals to be defined within vertex attributes.
-  Graphic3d_TOSM_FRAGMENT,
+  //! Phong reflection model, an empirical model defined by Diffuse/Ambient/Specular/Shininess components.
+  //! Lighting is calculated per-fragment basing on nodal normal (normal is interpolated across fragments of triangle).
+  //! This shading model requires normals to be defined within vertex attributes.
+  Graphic3d_TypeOfShadingModel_Phong,
 
   //! Metallic-roughness physically based (PBR) illumination system.
-  Graphic3d_TOSM_PBR,
+  Graphic3d_TypeOfShadingModel_Pbr,
 
-  //! Same as Graphic3d_TOSM_PBR but using flat per-triangle normal.
-  Graphic3d_TOSM_PBR_FACET,
+  //! Same as Graphic3d_TypeOfShadingModel_Pbr but using flat per-triangle normal.
+  Graphic3d_TypeOfShadingModel_PbrFacet,
 
   // obsolete aliases
+  Graphic3d_TOSM_DEFAULT   = Graphic3d_TypeOfShadingModel_DEFAULT,
+  Graphic3d_TOSM_UNLIT     = Graphic3d_TypeOfShadingModel_Unlit,
+  Graphic3d_TOSM_FACET     = Graphic3d_TypeOfShadingModel_PhongFacet,
+  Graphic3d_TOSM_VERTEX    = Graphic3d_TypeOfShadingModel_Gouraud,
+  Graphic3d_TOSM_FRAGMENT  = Graphic3d_TypeOfShadingModel_Phong,
+  Graphic3d_TOSM_PBR       = Graphic3d_TypeOfShadingModel_Pbr,
+  Graphic3d_TOSM_PBR_FACET = Graphic3d_TypeOfShadingModel_PbrFacet,
+  //
   Graphic3d_TOSM_NONE = Graphic3d_TOSM_UNLIT,
   V3d_COLOR   = Graphic3d_TOSM_NONE,
   V3d_FLAT    = Graphic3d_TOSM_FACET,
@@ -63,7 +69,7 @@ enum Graphic3d_TypeOfShadingModel
 enum
 {
   //! Auxiliary value defining the overall number of values in enumeration Graphic3d_TypeOfShadingModel
-  Graphic3d_TypeOfShadingModel_NB = Graphic3d_TOSM_PBR_FACET + 1
+  Graphic3d_TypeOfShadingModel_NB = Graphic3d_TypeOfShadingModel_PbrFacet + 1
 };
 
 #endif // _Graphic3d_TypeOfShadingModel_HeaderFile
index 4879091e8e16d0625788e4e9f70bc80e04e9324b..7196a8e55e0dbf009981f70718d8b00365457599 100644 (file)
@@ -43,7 +43,7 @@ namespace
 // =======================================================================
 OpenGl_Aspects::OpenGl_Aspects()
 : myAspect (new Graphic3d_Aspects()),
-  myShadingModel (Graphic3d_TOSM_UNLIT)
+  myShadingModel (Graphic3d_TypeOfShadingModel_Unlit)
 {
   myAspect->SetInteriorStyle (Aspect_IS_SOLID);
   myAspect->SetInteriorColor (Quantity_NOC_WHITE);
@@ -59,7 +59,7 @@ OpenGl_Aspects::OpenGl_Aspects()
 // purpose  :
 // =======================================================================
 OpenGl_Aspects::OpenGl_Aspects (const Handle(Graphic3d_Aspects)& theAspect)
-: myShadingModel (Graphic3d_TOSM_DEFAULT)
+: myShadingModel (Graphic3d_TypeOfShadingModel_DEFAULT)
 {
   SetAspect (theAspect);
 }
@@ -73,13 +73,13 @@ void OpenGl_Aspects::SetAspect (const Handle(Graphic3d_Aspects)& theAspect)
   myAspect = theAspect;
 
   const Graphic3d_MaterialAspect& aMat = theAspect->FrontMaterial();
-  myShadingModel = theAspect->ShadingModel() != Graphic3d_TOSM_UNLIT
+  myShadingModel = theAspect->ShadingModel() != Graphic3d_TypeOfShadingModel_Unlit
                 && (aMat.ReflectionMode (Graphic3d_TOR_AMBIENT)
                  || aMat.ReflectionMode (Graphic3d_TOR_DIFFUSE)
                  || aMat.ReflectionMode (Graphic3d_TOR_SPECULAR)
                  || aMat.ReflectionMode (Graphic3d_TOR_EMISSION))
                  ? theAspect->ShadingModel()
-                 : Graphic3d_TOSM_UNLIT;
+                 : Graphic3d_TypeOfShadingModel_Unlit;
 
   // invalidate resources
   myResTextureSet.UpdateRediness (myAspect);
index f32f63edeb69742af90c8c7c4bd512452000c1cc..81516b9b764d1d9cee1784aad2a52c7e5d414eb6 100644 (file)
@@ -42,7 +42,7 @@ public:
   Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
 
   //! Set if lighting should be disabled or not.
-  void SetNoLighting() { myShadingModel = Graphic3d_TOSM_UNLIT; }
+  void SetNoLighting() { myShadingModel = Graphic3d_TypeOfShadingModel_Unlit; }
 
   //! Returns textures map.
   const Handle(OpenGl_TextureSet)& TextureSet (const Handle(OpenGl_Context)& theCtx,
index 8bf742ef0ad3a24da2ad403f126eecaed969a4c2..9dd3afd57366164be41368036bc929ab2f6c7da5 100644 (file)
@@ -2419,7 +2419,7 @@ void OpenGl_Context::SetShadingMaterial (const OpenGl_Aspects* theAspect,
       anAlphaCutoff = 0.285f;
     }
   }
-  if (theAspect->ShadingModel() == Graphic3d_TOSM_UNLIT)
+  if (theAspect->ShadingModel() == Graphic3d_TypeOfShadingModel_Unlit)
   {
     if (anAlphaCutoff == aMatState.AlphaCutoff())
     {
@@ -2725,8 +2725,8 @@ void OpenGl_Context::SetShadeModel (Graphic3d_TypeOfShadingModel theModel)
 #if !defined(GL_ES_VERSION_2_0)
   if (core11ffp != NULL)
   {
-    const Standard_Integer aModel = theModel == Graphic3d_TOSM_FACET
-                                 || theModel == Graphic3d_TOSM_PBR_FACET ? GL_FLAT : GL_SMOOTH;
+    const Standard_Integer aModel = theModel == Graphic3d_TypeOfShadingModel_PhongFacet
+                                 || theModel == Graphic3d_TypeOfShadingModel_PbrFacet ? GL_FLAT : GL_SMOOTH;
     if (myShadeModel == aModel)
     {
       return;
index 3a5274646d7e9142f8e99d1cfdaa5c07a5c44b50..893047b0f667732bec4f2f79dbb7c673eaa89781 100644 (file)
@@ -1051,7 +1051,7 @@ public: //! @name extensions
   Standard_Boolean       hasFboSRGB;         //!< sRGB FBO render targets (desktop OpenGL 2.1, OpenGL ES 3.0)
   Standard_Boolean       hasSRGBControl;     //!< sRGB write control (any desktop OpenGL, OpenGL ES + GL_EXT_sRGB_write_control extension)
   Standard_Boolean       hasFboRenderMipmap; //!< FBO render target could be non-zero mipmap level of texture
-  OpenGl_FeatureFlag     hasFlatShading;     //!< Complex flag indicating support of Flat shading (Graphic3d_TOSM_FACET) (always available on desktop; on OpenGL ES - since 3.0 or as extension GL_OES_standard_derivatives)
+  OpenGl_FeatureFlag     hasFlatShading;     //!< Complex flag indicating support of Flat shading (Graphic3d_TypeOfShadingModel_Phong) (always available on desktop; on OpenGL ES - since 3.0 or as extension GL_OES_standard_derivatives)
   OpenGl_FeatureFlag     hasGlslBitwiseOps;  //!< GLSL supports bitwise operations; OpenGL 3.0 / OpenGL ES 3.0 (GLSL 130 / GLSL ES 300) or OpenGL 2.1 + GL_EXT_gpu_shader4
   OpenGl_FeatureFlag     hasDrawBuffers;     //!< Complex flag indicating support of multiple draw buffers (desktop OpenGL 2.0, OpenGL ES 3.0, GL_ARB_draw_buffers, GL_EXT_draw_buffers)
   OpenGl_FeatureFlag     hasFloatBuffer;     //!< Complex flag indicating support of float color buffer format (desktop OpenGL 3.0, GL_ARB_color_buffer_float, GL_EXT_color_buffer_float)
index deafb1c0b40a8ac42055738b25a5c065d62131d6..d6891588efde3953aaa85d5782cc68fadc9ac2c0 100644 (file)
@@ -413,7 +413,7 @@ void OpenGl_FrameStatsPrs::Render (const Handle(OpenGl_Workspace)& theWorkspace)
     }
     aCtx->ApplyModelViewMatrix();
 
-    aCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TOSM_UNLIT,
+    aCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TypeOfShadingModel_Unlit,
                                             Graphic3d_AlphaMode_Blend, true, false,
                                             Handle(OpenGl_ShaderProgram)());
     aCtx->SetColor4fv (OpenGl_Vec4 (1.0f, 1.0f, 1.0f, 1.0f));
index 6a75ca88081620fc952cb92da5ecb844aa243e51..b9f12d099221f92f06f27e2f93ec8e1b7cfb6d01 100644 (file)
@@ -510,7 +510,7 @@ void OpenGl_PrimitiveArray::drawEdges (const Handle(OpenGl_Workspace)& theWorksp
   if (aGlContext->core20fwd != NULL)
   {
     aGlContext->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), anAspect->Aspect()->EdgeLineType(),
-                                                  Graphic3d_TOSM_UNLIT, Graphic3d_AlphaMode_Opaque, Standard_False,
+                                                  Graphic3d_TypeOfShadingModel_Unlit, Graphic3d_AlphaMode_Opaque, Standard_False,
                                                   anAspect->ShaderProgramRes (aGlContext));
   }
   aGlContext->SetSampleAlphaToCoverage (aGlContext->ShaderManager()->MaterialState().HasAlphaCutoff());
@@ -935,7 +935,7 @@ void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace
     updateVBO (aCtx);
   }
 
-  Graphic3d_TypeOfShadingModel aShadingModel = Graphic3d_TOSM_UNLIT;
+  Graphic3d_TypeOfShadingModel aShadingModel = Graphic3d_TypeOfShadingModel_Unlit;
   anAspectFace = theWorkspace->ApplyAspects (false); // do not bind textures before binding the program
   const Handle(OpenGl_TextureSet)& aTextureSet = theWorkspace->TextureSet();
   const bool toEnableEnvMap = !aTextureSet.IsNull()
index 8d6ab3e083c6d8021591be982738fc3e16071277..ef1332cec526b52901e791515bcf345ae7b54476 100644 (file)
@@ -69,7 +69,7 @@ public:
   }
 
 protected:
-  Handle(OpenGl_SetOfPrograms) myPrograms[Graphic3d_TypeOfShadingModel_NB - 1]; //!< programs array, excluding Graphic3d_TOSM_UNLIT
+  Handle(OpenGl_SetOfPrograms) myPrograms[Graphic3d_TypeOfShadingModel_NB - 1]; //!< programs array, excluding Graphic3d_TypeOfShadingModel_Unlit
 };
 
 typedef NCollection_DataMap<TCollection_AsciiString, Handle(OpenGl_SetOfShaderPrograms)> OpenGl_MapOfShaderPrograms;
index 43315dc2f6e9a7a21d382a74b70c9c22f1b0dc7e..4abc046bfe1befc192992727e3121ea641212c82 100644 (file)
@@ -128,7 +128,7 @@ OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
 : Graphic3d_ShaderManager (Aspect_GraphicsLibrary_OpenGL),
 #endif
   myFfpProgram (new OpenGl_ShaderProgramFFP()),
-  myShadingModel (Graphic3d_TOSM_VERTEX),
+  myShadingModel (Graphic3d_TypeOfShadingModel_Gouraud),
   myUnlitPrograms (new OpenGl_SetOfPrograms()),
   myContext  (theContext),
   myHasLocalOrigin (Standard_False)
@@ -318,7 +318,7 @@ void OpenGl_ShaderManager::UpdateLightSourceState()
 // =======================================================================
 void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
 {
-  if (theModel == Graphic3d_TOSM_DEFAULT)
+  if (theModel == Graphic3d_TypeOfShadingModel_DEFAULT)
   {
     throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
   }
@@ -1055,7 +1055,7 @@ void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& thePro
   {
     // manage FFP lighting
     myContext->SetShadeModel (theShadingModel);
-    if (theShadingModel == Graphic3d_TOSM_UNLIT)
+    if (theShadingModel == Graphic3d_TypeOfShadingModel_Unlit)
     {
       myContext->core11fwd->glDisable (GL_LIGHTING);
     }
@@ -1078,7 +1078,7 @@ Standard_Boolean OpenGl_ShaderManager::BindFontProgram (const Handle(OpenGl_Shad
   if (!theCustomProgram.IsNull()
     || myContext->caps->ffpEnable)
   {
-    return bindProgramWithState (theCustomProgram, Graphic3d_TOSM_UNLIT);
+    return bindProgramWithState (theCustomProgram, Graphic3d_TypeOfShadingModel_Unlit);
   }
 
   if (myFontProgram.IsNull())
@@ -1092,7 +1092,7 @@ Standard_Boolean OpenGl_ShaderManager::BindFontProgram (const Handle(OpenGl_Shad
     }
   }
 
-  return bindProgramWithState (myFontProgram, Graphic3d_TOSM_UNLIT);
+  return bindProgramWithState (myFontProgram, Graphic3d_TypeOfShadingModel_Unlit);
 }
 
 // =======================================================================
index bb4b5717a0b9b9c89538d15d502822529fd91f2f..464323e06e073ebd7d5941930fcf3657af721830 100644 (file)
@@ -116,10 +116,10 @@ public:
                                     Standard_Boolean theEnableMeshEdges,
                                     const Handle(OpenGl_ShaderProgram)& theCustomProgram)
   {
-    const Graphic3d_TypeOfShadingModel aShadeModelOnFace = theShadingModel != Graphic3d_TOSM_UNLIT
+    const Graphic3d_TypeOfShadingModel aShadeModelOnFace = theShadingModel != Graphic3d_TypeOfShadingModel_Unlit
                                                         && (theTextures.IsNull() || theTextures->IsModulate())
                                                         ? theShadingModel
-                                                        : Graphic3d_TOSM_UNLIT;
+                                                        : Graphic3d_TypeOfShadingModel_Unlit;
     if (!theCustomProgram.IsNull()
      || myContext->caps->ffpEnable)
     {
@@ -183,7 +183,7 @@ public:
     {
       prepareStdProgramUnlit (aProgram, aBits, true);
     }
-    return bindProgramWithState (aProgram, Graphic3d_TOSM_UNLIT);
+    return bindProgramWithState (aProgram, Graphic3d_TypeOfShadingModel_Unlit);
   }
 
   //! Bind program for FBO blit operation.
@@ -211,7 +211,7 @@ public:
     {
       prepareStdProgramBoundBox();
     }
-    return bindProgramWithState (myBoundBoxProgram, Graphic3d_TOSM_UNLIT);
+    return bindProgramWithState (myBoundBoxProgram, Graphic3d_TypeOfShadingModel_Unlit);
   }
 
   //! Returns bounding box vertex buffer.
@@ -241,8 +241,8 @@ public:
 
     switch (theShadingModel)
     {
-      case Graphic3d_TOSM_PBR:       return Graphic3d_TOSM_FRAGMENT;
-      case Graphic3d_TOSM_PBR_FACET: return Graphic3d_TOSM_FACET;
+      case Graphic3d_TypeOfShadingModel_Pbr:      return Graphic3d_TypeOfShadingModel_Phong;
+      case Graphic3d_TypeOfShadingModel_PbrFacet: return Graphic3d_TypeOfShadingModel_PhongFacet;
       default: return theShadingModel;
     }
   }
@@ -454,7 +454,7 @@ public:
 
   //! Pushes current state of OCCT graphics parameters to specified program.
   Standard_EXPORT void PushState (const Handle(OpenGl_ShaderProgram)& theProgram,
-                                  Graphic3d_TypeOfShadingModel theShadingModel = Graphic3d_TOSM_UNLIT) const;
+                                  Graphic3d_TypeOfShadingModel theShadingModel = Graphic3d_TypeOfShadingModel_Unlit) const;
 
 public:
 
@@ -478,24 +478,24 @@ public:
   {
     if (!myContext->ColorMask())
     {
-      return Graphic3d_TOSM_UNLIT;
+      return Graphic3d_TypeOfShadingModel_Unlit;
     }
-    Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
+    Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TypeOfShadingModel_DEFAULT ? theCustomModel : myShadingModel;
     switch (aModel)
     {
-      case Graphic3d_TOSM_DEFAULT:
-      case Graphic3d_TOSM_UNLIT:
-      case Graphic3d_TOSM_FACET:
+      case Graphic3d_TypeOfShadingModel_DEFAULT:
+      case Graphic3d_TypeOfShadingModel_Unlit:
+      case Graphic3d_TypeOfShadingModel_PhongFacet:
         return aModel;
-      case Graphic3d_TOSM_VERTEX:
-      case Graphic3d_TOSM_FRAGMENT:
-        return theHasNodalNormals ? aModel : Graphic3d_TOSM_FACET;
-      case Graphic3d_TOSM_PBR:
-        return PBRShadingModelFallback (theHasNodalNormals ? aModel : Graphic3d_TOSM_PBR_FACET, IsPbrAllowed());
-      case Graphic3d_TOSM_PBR_FACET:
+      case Graphic3d_TypeOfShadingModel_Gouraud:
+      case Graphic3d_TypeOfShadingModel_Phong:
+        return theHasNodalNormals ? aModel : Graphic3d_TypeOfShadingModel_PhongFacet;
+      case Graphic3d_TypeOfShadingModel_Pbr:
+        return PBRShadingModelFallback (theHasNodalNormals ? aModel : Graphic3d_TypeOfShadingModel_PbrFacet, IsPbrAllowed());
+      case Graphic3d_TypeOfShadingModel_PbrFacet:
         return PBRShadingModelFallback (aModel, IsPbrAllowed());
     }
-    return Graphic3d_TOSM_UNLIT;
+    return Graphic3d_TypeOfShadingModel_Unlit;
   }
 
   //! Choose Shading Model for line primitives.
@@ -506,24 +506,24 @@ public:
   {
     if (!myContext->ColorMask())
     {
-      return Graphic3d_TOSM_UNLIT;
+      return Graphic3d_TypeOfShadingModel_Unlit;
     }
-    Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
+    Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TypeOfShadingModel_DEFAULT ? theCustomModel : myShadingModel;
     switch (aModel)
     {
-      case Graphic3d_TOSM_DEFAULT:
-      case Graphic3d_TOSM_UNLIT:
-      case Graphic3d_TOSM_FACET:
-        return Graphic3d_TOSM_UNLIT;
-      case Graphic3d_TOSM_VERTEX:
-      case Graphic3d_TOSM_FRAGMENT:
-        return theHasNodalNormals ? aModel : Graphic3d_TOSM_UNLIT;
-      case Graphic3d_TOSM_PBR:
-        return PBRShadingModelFallback (theHasNodalNormals ? aModel : Graphic3d_TOSM_UNLIT, IsPbrAllowed());
-      case Graphic3d_TOSM_PBR_FACET:
-        return Graphic3d_TOSM_UNLIT;
+      case Graphic3d_TypeOfShadingModel_DEFAULT:
+      case Graphic3d_TypeOfShadingModel_Unlit:
+      case Graphic3d_TypeOfShadingModel_PhongFacet:
+        return Graphic3d_TypeOfShadingModel_Unlit;
+      case Graphic3d_TypeOfShadingModel_Gouraud:
+      case Graphic3d_TypeOfShadingModel_Phong:
+        return theHasNodalNormals ? aModel : Graphic3d_TypeOfShadingModel_Unlit;
+      case Graphic3d_TypeOfShadingModel_Pbr:
+        return PBRShadingModelFallback (theHasNodalNormals ? aModel : Graphic3d_TypeOfShadingModel_Unlit, IsPbrAllowed());
+      case Graphic3d_TypeOfShadingModel_PbrFacet:
+        return Graphic3d_TypeOfShadingModel_Unlit;
     }
-    return Graphic3d_TOSM_UNLIT;
+    return Graphic3d_TypeOfShadingModel_Unlit;
   }
 
   //! Choose Shading Model for Marker primitives.
@@ -632,7 +632,7 @@ protected:
   Handle(OpenGl_ShaderProgram)& getStdProgram (Graphic3d_TypeOfShadingModel theShadingModel,
                                                Standard_Integer theBits)
   {
-    if (theShadingModel == Graphic3d_TOSM_UNLIT
+    if (theShadingModel == Graphic3d_TypeOfShadingModel_Unlit
      || (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
     {
       // If environment map is enabled lighting calculations are
@@ -665,13 +665,13 @@ protected:
   {
     switch (theShadingModel)
     {
-      case Graphic3d_TOSM_UNLIT:     return prepareStdProgramUnlit  (theProgram, theBits, false);
-      case Graphic3d_TOSM_FACET:     return prepareStdProgramPhong  (theProgram, theBits, true);
-      case Graphic3d_TOSM_VERTEX:    return prepareStdProgramGouraud(theProgram, theBits);
-      case Graphic3d_TOSM_DEFAULT:
-      case Graphic3d_TOSM_FRAGMENT:  return prepareStdProgramPhong  (theProgram, theBits, false);
-      case Graphic3d_TOSM_PBR:       return prepareStdProgramPhong  (theProgram, theBits, false, true);
-      case Graphic3d_TOSM_PBR_FACET: return prepareStdProgramPhong  (theProgram, theBits, true, true);
+      case Graphic3d_TypeOfShadingModel_Unlit:      return prepareStdProgramUnlit  (theProgram, theBits, false);
+      case Graphic3d_TypeOfShadingModel_PhongFacet: return prepareStdProgramPhong  (theProgram, theBits, true);
+      case Graphic3d_TypeOfShadingModel_Gouraud:    return prepareStdProgramGouraud(theProgram, theBits);
+      case Graphic3d_TypeOfShadingModel_DEFAULT:
+      case Graphic3d_TypeOfShadingModel_Phong:      return prepareStdProgramPhong  (theProgram, theBits, false);
+      case Graphic3d_TypeOfShadingModel_Pbr:        return prepareStdProgramPhong  (theProgram, theBits, false, true);
+      case Graphic3d_TypeOfShadingModel_PbrFacet:   return prepareStdProgramPhong  (theProgram, theBits, true, true);
     }
     return false;
   }
@@ -702,8 +702,8 @@ protected:
   Standard_EXPORT Standard_Boolean preparePBREnvBakingProgram (Standard_Integer theIndex);
 
   //! Checks whether one of PBR shading models is set as default model.
-  Standard_Boolean IsPbrAllowed() const { return myShadingModel == Graphic3d_TOSM_PBR
-                                              || myShadingModel == Graphic3d_TOSM_PBR_FACET; }
+  Standard_Boolean IsPbrAllowed() const { return myShadingModel == Graphic3d_TypeOfShadingModel_Pbr
+                                              || myShadingModel == Graphic3d_TypeOfShadingModel_PbrFacet; }
 
 protected:
 
index 0134e2f36842170d5df70f73eaef219146c8c7f1..722df45c7da92ba4c1c6adde882f92d7d9f9e678 100644 (file)
@@ -86,7 +86,7 @@ void OpenGl_Structure::renderBoundingBox (const Handle(OpenGl_Workspace)& theWor
       OpenGl_Vec3 (aMin.x(), aMin.y(), aMax.z())
     };
 
-    aCtx->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), Aspect_TOL_SOLID, Graphic3d_TOSM_UNLIT, Graphic3d_AlphaMode_Opaque, false, Handle(OpenGl_ShaderProgram)());
+    aCtx->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), Aspect_TOL_SOLID, Graphic3d_TypeOfShadingModel_Unlit, Graphic3d_AlphaMode_Opaque, false, Handle(OpenGl_ShaderProgram)());
     aCtx->SetColor4fv (theWorkspace->InteriorColor());
     aCtx->core11fwd->glDisable (GL_LIGHTING);
     aCtx->core11ffp->glEnableClientState (GL_VERTEX_ARRAY);
index 5fa52b65686698bf7d38aa26a137a9aa8f6c1554..05c36af339f24213ea70081f9514f4b3803401f9 100644 (file)
@@ -640,7 +640,7 @@ void OpenGl_Text::drawRect (const Handle(OpenGl_Context)& theCtx,
   }
 
   // bind unlit program
-  theCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TOSM_UNLIT,
+  theCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TypeOfShadingModel_Unlit,
                                             Graphic3d_AlphaMode_Opaque, Standard_False, Standard_False,
                                             Handle(OpenGl_ShaderProgram)());
 
index bc45b81c1958bded02baf6ab598d08d773ed400a..0fd648c30ce1f1daa98f9abe349632490e9d453f 100644 (file)
@@ -572,7 +572,7 @@ void OpenGl_View::SetBackgroundImage (const Handle(Graphic3d_TextureMap)& theTex
   Handle(Graphic3d_TextureSet) aTextureSet = new Graphic3d_TextureSet (theTextureMap);
   anAspect->SetInteriorStyle (Aspect_IS_SOLID);
   anAspect->SetFaceCulling (Graphic3d_TypeOfBackfacingModel_DoubleSided);
-  anAspect->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  anAspect->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   anAspect->SetTextureSet (aTextureSet);
   anAspect->SetTextureMapOn (true);
 
@@ -1193,8 +1193,8 @@ bool OpenGl_View::prepareFrameBuffers (Graphic3d_Camera::Projection& theProj)
   }
 
   // process PBR environment
-  if (myRenderParams.ShadingModel == Graphic3d_TOSM_PBR
-   || myRenderParams.ShadingModel == Graphic3d_TOSM_PBR_FACET)
+  if (myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_Pbr
+   || myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_PbrFacet)
   {
     if (!myPBREnvironment.IsNull()
       && myPBREnvironment->SizesAreDifferent (myRenderParams.PbrEnvPow2Size,
@@ -1424,7 +1424,7 @@ bool OpenGl_View::prepareFrameBuffers (Graphic3d_Camera::Projection& theProj)
   }
 
   // allocate shadow maps
-  const Handle(Graphic3d_LightSet)& aLights = myRenderParams.ShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
+  const Handle(Graphic3d_LightSet)& aLights = myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_Unlit ? myNoShadingLight : myLights;
   if (!aLights.IsNull())
   {
     aLights->UpdateRevision();
@@ -2094,7 +2094,7 @@ void OpenGl_View::renderShadowMap (const Handle(OpenGl_ShadowMap)& theShadowMap)
 
   aCtx->ShaderManager()->UpdateMaterialState();
   aCtx->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
-  aCtx->ShaderManager()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  aCtx->ShaderManager()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
 
   const Handle(OpenGl_FrameBuffer)& aShadowBuffer = theShadowMap->FrameBuffer();
   aShadowBuffer->BindBuffer    (aCtx);
@@ -2162,7 +2162,7 @@ void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
   myBVHSelector.CacheClipPtsProjections();
 
   const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
-  const Handle(Graphic3d_LightSet)&   aLights  = myRenderParams.ShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
+  const Handle(Graphic3d_LightSet)&   aLights  = myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_Unlit ? myNoShadingLight : myLights;
   Standard_Size aLightsRevision = 0;
   if (!aLights.IsNull())
   {
index c1e4f48f0a9ca5e98023fafcef27991fb80b1fec..6088506e74dea603e0e1cf0e70eb86c52897472f 100644 (file)
@@ -2429,7 +2429,7 @@ Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& the
 {
   std::vector<Handle(Graphic3d_CLight)> aLightSources;
   Graphic3d_Vec4 aNewAmbient (0.0f);
-  if (myRenderParams.ShadingModel != Graphic3d_TOSM_UNLIT
+  if (myRenderParams.ShadingModel != Graphic3d_TypeOfShadingModel_Unlit
   && !myLights.IsNull())
   {
     aNewAmbient.SetValues (myLights->AmbientColor().rgb(), 0.0f);
index ed5b8a3f528bf86e488eab8dd7e6094be6ea9e43..8b927eb652c804d20753772bb7e1ecc038e62e63 100644 (file)
@@ -323,7 +323,7 @@ const OpenGl_Aspects* OpenGl_Workspace::ApplyAspects (bool theToBindTextures)
   {
     // copy all values including line edge aspect
     *myAspectFaceHl.Aspect() = *myAspectsSet->Aspect();
-    myAspectFaceHl.Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+    myAspectFaceHl.Aspect()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
     myAspectFaceHl.Aspect()->SetInteriorColor (myView->BackgroundColor().GetRGB());
     myAspectFaceHl.Aspect()->SetDistinguish (false);
     myAspectFaceHl.SetNoLighting();
@@ -340,8 +340,8 @@ const OpenGl_Aspects* OpenGl_Workspace::ApplyAspects (bool theToBindTextures)
     myGlContext->BindTextures (aTextureSet, Handle(OpenGl_ShaderProgram)());
   }
 
-  if ((myView->ShadingModel() == Graphic3d_TOSM_PBR
-    || myView->ShadingModel() == Graphic3d_TOSM_PBR_FACET)
+  if ((myView->ShadingModel() == Graphic3d_TypeOfShadingModel_Pbr
+    || myView->ShadingModel() == Graphic3d_TypeOfShadingModel_PbrFacet)
    && !myView->myPBREnvironment.IsNull()
    &&  myView->myPBREnvironment->IsNeededToBeBound())
   {
index 7636ee695993b5a7bd336d4ef1d148b6560c162d..792ee68113d2b047f6d5b7d7cf090248a0ed19d9 100644 (file)
@@ -183,7 +183,7 @@ void VUserDrawObj::Render(const Handle(OpenGl_Workspace)& theWorkspace) const
   OpenGl_Vec4 aColor = theWorkspace->InteriorColor();
 
   aCtx->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), Aspect_TOL_SOLID,
-                                          Graphic3d_TOSM_UNLIT, Graphic3d_AlphaMode_Opaque, false,
+                                          Graphic3d_TypeOfShadingModel_Unlit, Graphic3d_AlphaMode_Opaque, false,
                                           Handle(OpenGl_ShaderProgram)());
   aCtx->SetColor4fv (aColor);
 
index 7526eecbf448b3631649d63a8a92a1d32e09dea5..225bf1e1098bab1667e4e06d1b1f51cd81524e17 100644 (file)
@@ -396,7 +396,7 @@ void PrsDim_Dimension::DrawArrow (const Handle(Prs3d_Presentation)& thePresentat
     Handle(Graphic3d_AspectFillArea3d) aShadingStyle = new Graphic3d_AspectFillArea3d();
     aShadingStyle->SetInteriorStyle (Aspect_IS_SOLID);
     aShadingStyle->SetColor (myDrawer->DimensionAspect()->ArrowAspect()->Aspect()->Color());
-    aShadingStyle->SetShadingModel (Graphic3d_TOSM_UNLIT);
+    aShadingStyle->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
     aShadingStyle->SetPolygonOffset (aPolOffset);
 
     aGroup->SetPrimitivesAspect (aShadingStyle);
index 7890b3c807365273f972f4332d3ef15930157689..670bb8e40123937a36a11ecd7734f7897e7263fb 100644 (file)
@@ -506,7 +506,7 @@ static Standard_Integer OCC30182 (Draw_Interpretor& , Standard_Integer theNbArgs
   aPrs->SetDisplayMode (AIS_Shaded);
   aPrs->Attributes()->SetupOwnShadingAspect();
   const Handle(Graphic3d_AspectFillArea3d)& anAspect = aPrs->Attributes()->ShadingAspect()->Aspect();
-  anAspect->SetShadingModel (Graphic3d_TOSM_UNLIT);
+  anAspect->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
   anAspect->SetTextureMapOn (true);
   anAspect->SetTextureMap (new Graphic3d_Texture2Dmanual (anImage));
   if (anImage->IsTopDown())
index 738a38e291446d02d35be81c6261f9a76e7b25a8..22beabcc7e84fe01eda233f507718e24b82d2115 100644 (file)
@@ -688,7 +688,7 @@ public:
   //! the visual axis measured from the Y axis of the screen.
   Standard_EXPORT Standard_Real Twist() const;
 
-  //! Returns the current shading model; Graphic3d_TOSM_FRAGMENT by default.
+  //! Returns the current shading model; Graphic3d_TypeOfShadingModel_Phong by default.
   Standard_EXPORT Graphic3d_TypeOfShadingModel ShadingModel() const;
 
   //! Defines the shading model for the visualization.
index 898782d7756f4ace5e10621dd60704b2775bebdf..2e368f82db90619385ece250f59d21c724fac375 100644 (file)
@@ -153,7 +153,7 @@ public:
   //! Gives the default visualization mode.
   void SetDefaultVisualization (const V3d_TypeOfVisualization theType) { myVisualization = theType; }
 
-  //! Returns the default type of Shading; Graphic3d_TOSM_FRAGMENT by default.
+  //! Returns the default type of Shading; Graphic3d_TypeOfShadingModel_Phong by default.
   Graphic3d_TypeOfShadingModel DefaultShadingModel() const { return myDefaultRenderingParams.ShadingModel; }
 
   //! Gives the default type of SHADING.
index c19ba0bab158dd50447dceec3dd47919849ff107..83316082570bfe1fd5a5783666fc11c7cc975a68 100644 (file)
@@ -340,43 +340,43 @@ Standard_Boolean ViewerTest::ParseShadingModel (Standard_CString              th
    || aTypeStr == "color"
    || aTypeStr == "none")
   {
-    theModel = Graphic3d_TOSM_UNLIT;
+    theModel = Graphic3d_TypeOfShadingModel_Unlit;
   }
   else if (aTypeStr == "flat"
         || aTypeStr == "facet")
   {
-    theModel = Graphic3d_TOSM_FACET;
+    theModel = Graphic3d_TypeOfShadingModel_PhongFacet;
   }
   else if (aTypeStr == "gouraud"
         || aTypeStr == "vertex"
         || aTypeStr == "vert")
   {
-    theModel = Graphic3d_TOSM_VERTEX;
+    theModel = Graphic3d_TypeOfShadingModel_Gouraud;
   }
   else if (aTypeStr == "phong"
         || aTypeStr == "fragment"
         || aTypeStr == "frag"
         || aTypeStr == "pixel")
   {
-    theModel = Graphic3d_TOSM_FRAGMENT;
+    theModel = Graphic3d_TypeOfShadingModel_Phong;
   }
   else if (aTypeStr == "pbr")
   {
-    theModel = Graphic3d_TOSM_PBR;
+    theModel = Graphic3d_TypeOfShadingModel_Pbr;
   }
   else if (aTypeStr == "pbr_facet")
   {
-    theModel = Graphic3d_TOSM_PBR_FACET;
+    theModel = Graphic3d_TypeOfShadingModel_PbrFacet;
   }
   else if (aTypeStr == "default"
         || aTypeStr == "def")
   {
-    theModel = Graphic3d_TOSM_DEFAULT;
+    theModel = Graphic3d_TypeOfShadingModel_DEFAULT;
   }
   else if (aTypeStr.IsIntegerValue())
   {
     const int aTypeInt = aTypeStr.IntegerValue();
-    if (aTypeInt <= Graphic3d_TOSM_DEFAULT || aTypeInt >= Graphic3d_TypeOfShadingModel_NB)
+    if (aTypeInt <= Graphic3d_TypeOfShadingModel_DEFAULT || aTypeInt >= Graphic3d_TypeOfShadingModel_NB)
     {
       return Standard_False;
     }
@@ -1815,7 +1815,7 @@ struct ViewerTest_AspectsChangeSet
     ToSetHatch                 (0),
     StdHatchStyle              (-1),
     ToSetShadingModel          (0),
-    ShadingModel               (Graphic3d_TOSM_DEFAULT),
+    ShadingModel               (Graphic3d_TypeOfShadingModel_DEFAULT),
     ToSetInterior              (0),
     InteriorStyle              (Aspect_IS_SOLID),
     ToSetDrawSilhouette (0),
@@ -1909,7 +1909,7 @@ struct ViewerTest_AspectsChangeSet
       isOk = Standard_False;
     }
     if (ToSetShadingModel == 1
-    && (ShadingModel < Graphic3d_TOSM_DEFAULT || ShadingModel > Graphic3d_TOSM_PBR_FACET))
+    && (ShadingModel < Graphic3d_TypeOfShadingModel_DEFAULT || ShadingModel > Graphic3d_TypeOfShadingModel_PbrFacet))
     {
       Message::SendFail() << "Error: unknown shading model " << ShadingModelName << ".";
       isOk = Standard_False;
@@ -3114,7 +3114,7 @@ static Standard_Integer VAspects (Draw_Interpretor& theDI,
     else if (anArg == "-unsetshadingmodel")
     {
       aChangeSet->ToSetShadingModel = -1;
-      aChangeSet->ShadingModel = Graphic3d_TOSM_DEFAULT;
+      aChangeSet->ShadingModel = Graphic3d_TypeOfShadingModel_DEFAULT;
     }
     else if (anArg == "-setinterior"
           || anArg == "-setinteriorstyle"
@@ -3243,7 +3243,7 @@ static Standard_Integer VAspects (Draw_Interpretor& theDI,
       aChangeSet->StdHatchStyle = -1;
       aChangeSet->PathToHatchPattern.Clear();
       aChangeSet->ToSetShadingModel = -1;
-      aChangeSet->ShadingModel = Graphic3d_TOSM_DEFAULT;
+      aChangeSet->ShadingModel = Graphic3d_TypeOfShadingModel_DEFAULT;
       aChangeSet->ToSetInterior = -1;
       aChangeSet->InteriorStyle = Aspect_IS_SOLID;
       aChangeSet->ToSetDrawSilhouette = -1;
index 3caf99b262bcce18c903fd1155260d7881a698e0..b225df725fb451c31027080ffda6732610c50e5c 100644 (file)
@@ -11333,13 +11333,13 @@ static Standard_Integer VRenderParams (Draw_Interpretor& theDI,
     theDI << "shadingModel: ";
     switch (aView->ShadingModel())
     {
-      case Graphic3d_TOSM_DEFAULT:   theDI << "default";   break;
-      case Graphic3d_TOSM_UNLIT:     theDI << "unlit";     break;
-      case Graphic3d_TOSM_FACET:     theDI << "flat";      break;
-      case Graphic3d_TOSM_VERTEX:    theDI << "gouraud";   break;
-      case Graphic3d_TOSM_FRAGMENT:  theDI << "phong";     break;
-      case Graphic3d_TOSM_PBR:       theDI << "pbr";       break;
-      case Graphic3d_TOSM_PBR_FACET: theDI << "pbr_facet"; break;
+      case Graphic3d_TypeOfShadingModel_DEFAULT:    theDI << "default";   break;
+      case Graphic3d_TypeOfShadingModel_Unlit:      theDI << "unlit";     break;
+      case Graphic3d_TypeOfShadingModel_PhongFacet: theDI << "flat";      break;
+      case Graphic3d_TypeOfShadingModel_Gouraud:    theDI << "gouraud";   break;
+      case Graphic3d_TypeOfShadingModel_Phong:      theDI << "phong";     break;
+      case Graphic3d_TypeOfShadingModel_Pbr:        theDI << "pbr";       break;
+      case Graphic3d_TypeOfShadingModel_PbrFacet:   theDI << "pbr_facet"; break;
     }
     theDI << "\n";
     {
@@ -12130,13 +12130,13 @@ static Standard_Integer VRenderParams (Draw_Interpretor& theDI,
       {
         switch (aView->ShadingModel())
         {
-          case Graphic3d_TOSM_DEFAULT:   theDI << "default";   break;
-          case Graphic3d_TOSM_UNLIT:     theDI << "unlit ";    break;
-          case Graphic3d_TOSM_FACET:     theDI << "flat ";     break;
-          case Graphic3d_TOSM_VERTEX:    theDI << "gouraud ";  break;
-          case Graphic3d_TOSM_FRAGMENT:  theDI << "phong ";    break;
-          case Graphic3d_TOSM_PBR:       theDI << "pbr";       break;
-          case Graphic3d_TOSM_PBR_FACET: theDI << "pbr_facet"; break;
+          case Graphic3d_TypeOfShadingModel_DEFAULT:    theDI << "default";   break;
+          case Graphic3d_TypeOfShadingModel_Unlit:      theDI << "unlit ";    break;
+          case Graphic3d_TypeOfShadingModel_PhongFacet: theDI << "flat ";     break;
+          case Graphic3d_TypeOfShadingModel_Gouraud:    theDI << "gouraud ";  break;
+          case Graphic3d_TypeOfShadingModel_Phong:      theDI << "phong ";    break;
+          case Graphic3d_TypeOfShadingModel_Pbr:        theDI << "pbr";       break;
+          case Graphic3d_TypeOfShadingModel_PbrFacet:   theDI << "pbr_facet"; break;
         }
         continue;
       }
@@ -12146,9 +12146,9 @@ static Standard_Integer VRenderParams (Draw_Interpretor& theDI,
         Message::SendFail() << "Syntax error at argument '" << anArg << "'";
       }
 
-      Graphic3d_TypeOfShadingModel aModel = Graphic3d_TOSM_DEFAULT;
+      Graphic3d_TypeOfShadingModel aModel = Graphic3d_TypeOfShadingModel_DEFAULT;
       if (ViewerTest::ParseShadingModel (theArgVec[anArgIter], aModel)
-       && aModel != Graphic3d_TOSM_DEFAULT)
+       && aModel != Graphic3d_TypeOfShadingModel_DEFAULT)
       {
         aView->SetShadingModel (aModel);
       }