0031174: Visualization - support user-provided stipple line patterns
[occt.git] / src / Graphic3d / Graphic3d_Aspects.hxx
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bf5f0ca2 1// Copyright (c) 2019 OPEN CASCADE SAS
2//
3// This file is part of Open CASCADE Technology software library.
4//
5// This library is free software; you can redistribute it and/or modify it under
6// the terms of the GNU Lesser General Public License version 2.1 as published
7// by the Free Software Foundation, with special exception defined in the file
8// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
9// distribution for complete text of the license and disclaimer of any warranty.
10//
11// Alternatively, this file may be used under the terms of Open CASCADE
12// commercial license or contractual agreement.
13
14#ifndef _Graphic3d_Aspects_HeaderFile
15#define _Graphic3d_Aspects_HeaderFile
16
17#include <Aspect_PolygonOffsetMode.hxx>
18#include <Aspect_InteriorStyle.hxx>
19#include <Aspect_TypeOfDisplayText.hxx>
20#include <Aspect_TypeOfLine.hxx>
21#include <Aspect_TypeOfMarker.hxx>
22#include <Aspect_TypeOfStyleText.hxx>
23#include <Font_FontAspect.hxx>
24#include <Font_NameOfFont.hxx>
25#include <Graphic3d_AlphaMode.hxx>
26#include <Graphic3d_MarkerImage.hxx>
27#include <Graphic3d_HatchStyle.hxx>
28#include <Graphic3d_MaterialAspect.hxx>
29#include <Graphic3d_PolygonOffset.hxx>
30#include <Graphic3d_ShaderProgram.hxx>
31#include <Graphic3d_TextureMap.hxx>
32#include <Graphic3d_TextureSet.hxx>
33#include <Graphic3d_TypeOfShadingModel.hxx>
34#include <TCollection_HAsciiString.hxx>
35
36//! This class defines graphic attributes.
37class Graphic3d_Aspects : public Standard_Transient
38{
39 DEFINE_STANDARD_RTTIEXT(Graphic3d_Aspects, Standard_Transient)
40public:
41
42 //! Creates a context table for drawing primitives defined with the following default values:
43 Standard_EXPORT Graphic3d_Aspects();
44
45 //! Return interior rendering style; Aspect_IS_SOLID by default.
46 Aspect_InteriorStyle InteriorStyle() const { return myInteriorStyle; }
47
48 //! Modifies the interior type used for rendering
49 void SetInteriorStyle (const Aspect_InteriorStyle theStyle) { myInteriorStyle = theStyle; }
50
51 //! Returns shading model; Graphic3d_TOSM_DEFAULT by default.
52 //! Graphic3d_TOSM_DEFAULT means that Shading Model set as default for entire Viewer will be used.
53 Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
54
55 //! Sets shading model
56 void SetShadingModel (const Graphic3d_TypeOfShadingModel theShadingModel) { myShadingModel = theShadingModel; }
57
58 //! Returns the way how alpha value should be treated (Graphic3d_AlphaMode_BlendAuto by default, for backward compatibility).
59 Graphic3d_AlphaMode AlphaMode() const { return myAlphaMode; }
60
61 //! Returns alpha cutoff threshold, for discarding fragments within Graphic3d_AlphaMode_Mask mode (0.5 by default).
62 //! If the alpha value is greater than or equal to this value then it is rendered as fully opaque, otherwise, it is rendered as fully transparent.
63 Standard_ShortReal AlphaCutoff() const { return myAlphaCutoff; }
64
65 //! Defines the way how alpha value should be treated.
66 void SetAlphaMode (Graphic3d_AlphaMode theMode, Standard_ShortReal theAlphaCutoff = 0.5f)
67 {
68 myAlphaMode = theMode;
69 myAlphaCutoff = theAlphaCutoff;
70 }
71
72 //! Return color
73 const Quantity_ColorRGBA& ColorRGBA() const { return myInteriorColor; }
74
75 //! Return the color.
76 const Quantity_Color& Color() const { return myInteriorColor.GetRGB(); }
77
78 //! Modifies the color.
79 void SetColor (const Quantity_Color& theColor) { myInteriorColor.SetRGB(theColor); }
80
81 //! Return interior color.
82 const Quantity_Color& InteriorColor() const { return myInteriorColor.GetRGB(); }
83
84 //! Return interior color.
85 const Quantity_ColorRGBA& InteriorColorRGBA() const { return myInteriorColor; }
86
87 //! Modifies the color of the interior of the face
88 void SetInteriorColor (const Quantity_Color& theColor) { myInteriorColor.SetRGB (theColor); }
89
90 //! Modifies the color of the interior of the face
91 void SetInteriorColor (const Quantity_ColorRGBA& theColor) { myInteriorColor = theColor; }
92
93 //! Return back interior color.
94 const Quantity_Color& BackInteriorColor() const { return myBackInteriorColor.GetRGB(); }
95
96 //! Return back interior color.
97 const Quantity_ColorRGBA& BackInteriorColorRGBA() const { return myBackInteriorColor; }
98
99 //! Modifies the color of the interior of the back face
100 void SetBackInteriorColor (const Quantity_Color& theColor) { myBackInteriorColor.SetRGB (theColor); }
101
102 //! Modifies the color of the interior of the back face
103 void SetBackInteriorColor (const Quantity_ColorRGBA& theColor) { myBackInteriorColor = theColor; }
104
105 //! Returns the surface material of external faces
106 const Graphic3d_MaterialAspect& FrontMaterial() const { return myFrontMaterial; }
107
108 //! Returns the surface material of external faces
109 Graphic3d_MaterialAspect& ChangeFrontMaterial() { return myFrontMaterial; }
110
111 //! Modifies the surface material of external faces
112 void SetFrontMaterial (const Graphic3d_MaterialAspect& theMaterial) { myFrontMaterial = theMaterial; }
113
114 //! Returns the surface material of internal faces
115 const Graphic3d_MaterialAspect& BackMaterial() const { return myBackMaterial; }
116
117 //! Returns the surface material of internal faces
118 Graphic3d_MaterialAspect& ChangeBackMaterial() { return myBackMaterial; }
119
120 //! Modifies the surface material of internal faces
121 void SetBackMaterial (const Graphic3d_MaterialAspect& theMaterial) { myBackMaterial = theMaterial; }
122
123 //! Returns true if back faces should be suppressed (true by default).
124 bool ToSuppressBackFaces() const { return myToSuppressBackFaces; }
125
126 //! Assign back faces culling flag.
127 void SetSuppressBackFaces (bool theToSuppress) { myToSuppressBackFaces = theToSuppress; }
128
129 //! Returns true if back faces should be suppressed (true by default).
130 bool BackFace() const { return myToSuppressBackFaces; }
131
132 //! Allows the display of back-facing filled polygons.
133 void AllowBackFace() { myToSuppressBackFaces = false; }
134
135 //! Suppress the display of back-facing filled polygons.
136 //! A back-facing polygon is defined as a polygon whose
137 //! vertices are in a clockwise order with respect to screen coordinates.
138 void SuppressBackFace() { myToSuppressBackFaces = true; }
139
140 //! Returns true if material properties should be distinguished for back and front faces (false by default).
141 bool Distinguish() const { return myToDistinguishMaterials; }
142
143 //! Set material distinction between front and back faces.
144 void SetDistinguish (bool toDistinguish) { myToDistinguishMaterials = toDistinguish; }
145
146 //! Allows material distinction between front and back faces.
147 void SetDistinguishOn() { myToDistinguishMaterials = true; }
148
149 //! Forbids material distinction between front and back faces.
150 void SetDistinguishOff() { myToDistinguishMaterials = false; }
151
152 //! Return shader program.
153 const Handle(Graphic3d_ShaderProgram)& ShaderProgram() const { return myProgram; }
154
155 //! Sets up OpenGL/GLSL shader program.
156 void SetShaderProgram (const Handle(Graphic3d_ShaderProgram)& theProgram) { myProgram = theProgram; }
157
158 //! Return texture array to be mapped.
159 const Handle(Graphic3d_TextureSet)& TextureSet() const { return myTextureSet; }
160
161 //! Setup texture array to be mapped.
162 void SetTextureSet (const Handle(Graphic3d_TextureSet)& theTextures) { myTextureSet = theTextures; }
163
164 //! Return texture to be mapped.
165 //Standard_DEPRECATED("Deprecated method, TextureSet() should be used instead")
166 Handle(Graphic3d_TextureMap) TextureMap() const
167 {
168 return !myTextureSet.IsNull() && !myTextureSet->IsEmpty()
169 ? myTextureSet->First()
170 : Handle(Graphic3d_TextureMap)();
171 }
172
173 //! Assign texture to be mapped.
174 //! See also SetTextureMapOn() to actually activate texture mapping.
175 //Standard_DEPRECATED("Deprecated method, SetTextureSet() should be used instead")
176 Standard_EXPORT void SetTextureMap (const Handle(Graphic3d_TextureMap)& theTexture);
177
178 //! Return true if texture mapping is enabled (false by default).
179 bool ToMapTexture() const { return myToMapTexture; }
180
181 //! Return true if texture mapping is enabled (false by default).
182 bool TextureMapState() const { return myToMapTexture; }
183
184 //! Enable or disable texture mapping (has no effect if texture is not set).
185 void SetTextureMapOn (bool theToMap) { myToMapTexture = theToMap; }
186
187 //! Enable texture mapping (has no effect if texture is not set).
188 void SetTextureMapOn() { myToMapTexture = true; }
189
190 //! Disable texture mapping.
191 void SetTextureMapOff() { myToMapTexture = false; }
192
193 //! Returns current polygon offsets settings.
194 const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; }
195
196 //! Sets polygon offsets settings.
197 void SetPolygonOffset (const Graphic3d_PolygonOffset& theOffset) { myPolygonOffset = theOffset; }
198
199 //! Returns current polygon offsets settings.
200 void PolygonOffsets (Standard_Integer& theMode,
201 Standard_ShortReal& theFactor,
202 Standard_ShortReal& theUnits) const
203 {
204 theMode = myPolygonOffset.Mode;
205 theFactor = myPolygonOffset.Factor;
206 theUnits = myPolygonOffset.Units;
207 }
208
209 //! Sets up OpenGL polygon offsets mechanism.
210 //! <aMode> parameter can contain various combinations of
211 //! Aspect_PolygonOffsetMode enumeration elements (Aspect_POM_None means
212 //! that polygon offsets are not changed).
213 //! If <aMode> is different from Aspect_POM_Off and Aspect_POM_None, then <aFactor> and <aUnits>
214 //! arguments are used by graphic renderer to calculate a depth offset value:
215 //!
216 //! offset = <aFactor> * m + <aUnits> * r, where
217 //! m - maximum depth slope for the polygon currently being displayed,
218 //! r - minimum window coordinates depth resolution (implementation-specific)
219 //!
220 //! Default settings for OCC 3D viewer: mode = Aspect_POM_Fill, factor = 1., units = 0.
221 //!
222 //! Negative offset values move polygons closer to the viewport,
223 //! while positive values shift polygons away.
224 //! Consult OpenGL reference for details (glPolygonOffset function description).
225 void SetPolygonOffsets (const Standard_Integer theMode,
226 const Standard_ShortReal theFactor = 1.0f,
227 const Standard_ShortReal theUnits = 0.0f)
228 {
229 myPolygonOffset.Mode = (Aspect_PolygonOffsetMode )(theMode & Aspect_POM_Mask);
230 myPolygonOffset.Factor = theFactor;
231 myPolygonOffset.Units = theUnits;
232 }
233
234//! @name parameters specific to Line primitive rendering
235public:
236
237 //! Return line type; Aspect_TOL_SOLID by default.
238 Aspect_TypeOfLine LineType() const { return myLineType; }
239
240 //! Modifies the line type
3f1675c9 241 void SetLineType (Aspect_TypeOfLine theType)
242 {
243 myLineType = theType;
244 myLinePattern = DefaultLinePatternForType (theType);
245 }
246
247 //! Return custom stipple line pattern; 0xFFFF by default.
248 uint16_t LinePattern() const { return myLinePattern; }
249
250 //! Modifies the stipple line pattern, and changes line type to Aspect_TOL_USERDEFINED for non-standard pattern.
251 void SetLinePattern (uint16_t thePattern)
252 {
253 myLineType = DefaultLineTypeForPattern (thePattern);
254 myLinePattern = thePattern;
255 }
bf5f0ca2 256
257 //! Return width for edges in pixels; 1.0 by default.
258 Standard_ShortReal LineWidth() const { return myLineWidth; }
259
260 //! Modifies the line thickness
261 //! Warning: Raises Standard_OutOfRange if the width is a negative value.
262 void SetLineWidth (Standard_ShortReal theWidth)
263 {
264 if (theWidth <= 0.0f)
265 {
266 throw Standard_OutOfRange ("Bad value for EdgeLineWidth");
267 }
268 myLineWidth = theWidth;
269 }
270
3f1675c9 271 //! Return stipple line pattern for line type.
272 static uint16_t DefaultLinePatternForType (Aspect_TypeOfLine theType)
273 {
274 switch (theType)
275 {
276 case Aspect_TOL_DASH: return 0xFFC0;
277 case Aspect_TOL_DOT: return 0xCCCC;
278 case Aspect_TOL_DOTDASH: return 0xFF18;
279 case Aspect_TOL_EMPTY: return 0x0000;
280 case Aspect_TOL_SOLID: return 0xFFFF;
281 case Aspect_TOL_USERDEFINED: return 0xFF24;
282 }
283 return 0xFFFF;
284 }
285
286 //! Return line type for stipple line pattern.
287 static Aspect_TypeOfLine DefaultLineTypeForPattern (uint16_t thePattern)
288 {
289 switch (thePattern)
290 {
291 case 0x0000: return Aspect_TOL_EMPTY;
292 case 0xFFC0: return Aspect_TOL_DASH;
293 case 0xCCCC: return Aspect_TOL_DOT;
294 case 0xFF18: return Aspect_TOL_DOTDASH;
295 case 0xFFFF: return Aspect_TOL_SOLID;
296 case 0xFF24: return Aspect_TOL_USERDEFINED;
297 }
298 return Aspect_TOL_USERDEFINED;
299 }
300
bf5f0ca2 301//! @name parameters specific to Point (Marker) primitive rendering
302public:
303
304 //! Return marker type; Aspect_TOM_POINT by default.
305 Aspect_TypeOfMarker MarkerType() const { return myMarkerType; }
306
307 //! Modifies the type of marker.
308 void SetMarkerType (Aspect_TypeOfMarker theType) { myMarkerType = theType; }
309
310 //! Return marker scale factor; 1.0 by default.
311 Standard_ShortReal MarkerScale() const { return myMarkerScale; }
312
313 //! Modifies the scale factor.
314 //! Marker type Aspect_TOM_POINT is not affected by the marker size scale factor.
315 //! It is always the smallest displayable dot.
316 //! Warning: Raises Standard_OutOfRange if the scale is a negative value.
317 void SetMarkerScale (const Standard_ShortReal theScale)
318 {
319 if (theScale <= 0.0f)
320 {
321 throw Standard_OutOfRange ("Bad value for MarkerScale");
322 }
323 myMarkerScale = theScale;
324 }
325
326 //! Returns marker's image texture.
327 //! Could be null handle if marker aspect has been initialized as default type of marker.
328 const Handle(Graphic3d_MarkerImage)& MarkerImage() const { return myMarkerImage; }
329
330 //! Set marker's image texture.
331 void SetMarkerImage (const Handle(Graphic3d_MarkerImage)& theImage) { myMarkerImage = theImage; }
332
737e9a8d 333 //! Returns TRUE if marker should be drawn using marker sprite (either user-provided or generated).
334 bool IsMarkerSprite() const
335 {
336 if (myMarkerType == Aspect_TOM_POINT
337 || myMarkerType == Aspect_TOM_EMPTY)
338 {
339 return false;
340 }
341
342 return myMarkerType != Aspect_TOM_USERDEFINED
343 || !myMarkerImage.IsNull();
344 }
345
bf5f0ca2 346//! @name parameters specific to text rendering
347public:
348
349 //! Returns the font; NULL string by default.
350 const Handle(TCollection_HAsciiString)& TextFont() const { return myTextFont; }
351
352 //! Modifies the font.
353 void SetTextFont (const Handle(TCollection_HAsciiString)& theFont) { myTextFont = theFont; }
354
355 //! Returns text FontAspect
356 Font_FontAspect TextFontAspect() const { return myTextFontAspect; }
357
358 //! Turns usage of Aspect text
359 void SetTextFontAspect (Font_FontAspect theFontAspect) { myTextFontAspect = theFontAspect; }
360
361 //! Returns display type; Aspect_TODT_NORMAL by default.
362 Aspect_TypeOfDisplayText TextDisplayType() const { return myTextDisplayType; }
363
364 //! Sets display type.
365 void SetTextDisplayType (Aspect_TypeOfDisplayText theType) { myTextDisplayType = theType; }
366
367 //! Returns text background/shadow color; equals to EdgeColor() property.
368 const Quantity_ColorRGBA& ColorSubTitleRGBA() const { return myEdgeColor; }
369
370 //! Return text background/shadow color; equals to EdgeColor() property.
371 const Quantity_Color& ColorSubTitle() const { return myEdgeColor.GetRGB(); }
372
373 //! Modifies text background/shadow color; equals to EdgeColor() property.
374 void SetColorSubTitle (const Quantity_Color& theColor) { myEdgeColor.SetRGB (theColor); }
375
376 //! Modifies text background/shadow color; equals to EdgeColor() property.
377 void SetColorSubTitle (const Quantity_ColorRGBA& theColor) { myEdgeColor = theColor; }
378
379 //! Returns TRUE when the Text Zoomable is on.
380 bool IsTextZoomable() const { return myIsTextZoomable; }
381
382 //! Turns usage of text zoomable on/off
383 void SetTextZoomable (bool theFlag) { myIsTextZoomable = theFlag; }
384
385 //! Returns the text style; Aspect_TOST_NORMAL by default.
386 Aspect_TypeOfStyleText TextStyle() const { return myTextStyle; }
387
388 //! Modifies the style of the text.
389 void SetTextStyle (Aspect_TypeOfStyleText theStyle) { myTextStyle = theStyle; }
390
391 //! Returns Angle of degree
392 Standard_ShortReal TextAngle() const { return myTextAngle; }
393
394 //! Turns usage of text rotated
395 void SetTextAngle (Standard_ShortReal theAngle) { myTextAngle = (Standard_ShortReal )theAngle; }
396
397//! @name parameters specific to Mesh Edges (of triangulation primitive) rendering
398public:
399
400 //! Returns true if mesh edges should be drawn (false by default).
401 bool ToDrawEdges() const { return myToDrawEdges && myLineType != Aspect_TOL_EMPTY; }
402
403 //! Set if mesh edges should be drawn or not.
404 void SetDrawEdges (bool theToDraw)
405 {
406 myToDrawEdges = theToDraw;
407 if (myLineType == Aspect_TOL_EMPTY)
408 {
409 myLineType = Aspect_TOL_SOLID;
410 }
411 }
412
413 //! The edges of FillAreas are drawn.
414 void SetEdgeOn() { SetDrawEdges (true); }
415
416 //! The edges of FillAreas are not drawn.
417 void SetEdgeOff() { SetDrawEdges (false); }
418
419 //! Return color of edges.
420 const Quantity_Color& EdgeColor() const { return myEdgeColor.GetRGB(); }
421
422 //! Return color of edges.
423 const Quantity_ColorRGBA& EdgeColorRGBA() const { return myEdgeColor; }
424
425 //! Modifies the color of the edge of the face
426 void SetEdgeColor (const Quantity_Color& theColor) { myEdgeColor.SetRGB (theColor); }
427
428 //! Modifies the color of the edge of the face
429 void SetEdgeColor (const Quantity_ColorRGBA& theColor) { myEdgeColor = theColor; }
430
431 //! Return edges line type (same as LineType()).
432 Aspect_TypeOfLine EdgeLineType() const { return myLineType; }
433
434 //! Modifies the edge line type (same as SetLineType())
3f1675c9 435 void SetEdgeLineType (Aspect_TypeOfLine theType) { SetLineType (theType); }
bf5f0ca2 436
437 //! Return width for edges in pixels (same as LineWidth()).
438 Standard_ShortReal EdgeWidth() const { return myLineWidth; }
439
440 //! Modifies the edge thickness (same as SetLineWidth())
441 void SetEdgeWidth (Standard_Real theWidth) { SetLineWidth ((Standard_ShortReal )theWidth); }
442
443 //! Returns TRUE if drawing element edges should discard first edge in triangle; FALSE by default.
444 //! Graphics hardware works mostly with triangles, so that wireframe presentation will draw triangle edges by default.
445 //! This flag allows rendering wireframe presentation of quad-only array split into triangles.
446 //! For this, quads should be split in specific order, so that the quad diagonal (to be NOT rendered) goes first:
447 //! 1------2
448 //! / / Triangle #1: 2-0-1; Triangle #2: 0-2-3
449 //! 0------3
450 bool ToSkipFirstEdge() const { return myToSkipFirstEdge; }
451
452 //! Set skip first triangle edge flag for drawing wireframe presentation of quads array split into triangles.
453 void SetSkipFirstEdge (bool theToSkipFirstEdge) { myToSkipFirstEdge = theToSkipFirstEdge; }
454
455 //! Returns TRUE if silhouette (outline) should be drawn (with edge color and width); FALSE by default.
456 bool ToDrawSilhouette() const { return myToDrawSilhouette; }
457
458 //! Enables/disables drawing silhouette (outline).
459 void SetDrawSilhouette (bool theToDraw) { myToDrawSilhouette = theToDraw; }
460
461public:
462
463 //! Returns the hatch type used when InteriorStyle is IS_HATCH
464 const Handle(Graphic3d_HatchStyle)& HatchStyle() const { return myHatchStyle; }
465
466 //! Modifies the hatch type used when InteriorStyle is IS_HATCH
467 void SetHatchStyle (const Handle(Graphic3d_HatchStyle)& theStyle) { myHatchStyle = theStyle; }
468
469 //! Modifies the hatch type used when InteriorStyle is IS_HATCH
470 //! @warning This method always creates a new handle for a given hatch style
471 void SetHatchStyle (const Aspect_HatchStyle theStyle)
472 {
473 if (theStyle == Aspect_HS_SOLID)
474 {
475 myHatchStyle.Nullify();
476 return;
477 }
478
479 myHatchStyle = new Graphic3d_HatchStyle (theStyle);
480 }
481
482public:
483
484 //! Check for equality with another aspects.
485 bool IsEqual (const Graphic3d_Aspects& theOther)
486 {
487 if (this == &theOther)
488 {
489 return true;
490 }
491
492 return myProgram == theOther.myProgram
493 && myTextureSet == theOther.myTextureSet
494 && myMarkerImage == theOther.myMarkerImage
495 && myInteriorColor == theOther.myInteriorColor
496 && myBackInteriorColor == theOther.myBackInteriorColor
497 && myFrontMaterial == theOther.myFrontMaterial
498 && myBackMaterial == theOther.myBackMaterial
499 && myInteriorStyle == theOther.myInteriorStyle
500 && myShadingModel == theOther.myShadingModel
501 && myAlphaMode == theOther.myAlphaMode
502 && myAlphaCutoff == theOther.myAlphaCutoff
503 && myLineType == theOther.myLineType
504 && myEdgeColor == theOther.myEdgeColor
505 && myLineWidth == theOther.myLineWidth
3f1675c9 506 && myLinePattern == theOther.myLinePattern
bf5f0ca2 507 && myMarkerType == theOther.myMarkerType
508 && myMarkerScale == theOther.myMarkerScale
509 && myHatchStyle == theOther.myHatchStyle
510 && myTextFont == theOther.myTextFont
511 && myPolygonOffset == theOther.myPolygonOffset
512 && myTextStyle == theOther.myTextStyle
513 && myTextDisplayType == theOther.myTextDisplayType
514 && myTextFontAspect == theOther.myTextFontAspect
515 && myTextAngle == theOther.myTextAngle
516 && myToSkipFirstEdge == theOther.myToSkipFirstEdge
517 && myToDistinguishMaterials == theOther.myToDistinguishMaterials
518 && myToDrawEdges == theOther.myToDrawEdges
519 && myToDrawSilhouette == theOther.myToDrawSilhouette
520 && myToSuppressBackFaces == theOther.myToSuppressBackFaces
521 && myToMapTexture == theOther.myToMapTexture
522 && myIsTextZoomable == theOther.myIsTextZoomable;
523 }
524
0904aa63 525 //! Dumps the content of me into the stream
526 Standard_EXPORT void DumpJson (Standard_OStream& theOStream, const Standard_Integer theDepth = -1) const;
527
bf5f0ca2 528protected:
529
530 Handle(Graphic3d_ShaderProgram) myProgram;
531 Handle(Graphic3d_TextureSet) myTextureSet;
532 Handle(Graphic3d_MarkerImage) myMarkerImage;
533 Handle(Graphic3d_HatchStyle) myHatchStyle;
534 Handle(TCollection_HAsciiString) myTextFont;
535 Graphic3d_MaterialAspect myFrontMaterial;
536 Graphic3d_MaterialAspect myBackMaterial;
537
538 Quantity_ColorRGBA myInteriorColor;
539 Quantity_ColorRGBA myBackInteriorColor;
540 Quantity_ColorRGBA myEdgeColor;
541
542 Graphic3d_PolygonOffset myPolygonOffset;
543 Aspect_InteriorStyle myInteriorStyle;
544 Graphic3d_TypeOfShadingModel myShadingModel;
545 Graphic3d_AlphaMode myAlphaMode;
546 Standard_ShortReal myAlphaCutoff;
547
548 Aspect_TypeOfLine myLineType;
549 Standard_ShortReal myLineWidth;
3f1675c9 550 uint16_t myLinePattern;
bf5f0ca2 551
552 Aspect_TypeOfMarker myMarkerType;
553 Standard_ShortReal myMarkerScale;
554
555 Aspect_TypeOfStyleText myTextStyle;
556 Aspect_TypeOfDisplayText myTextDisplayType;
557 Font_FontAspect myTextFontAspect;
558 Standard_ShortReal myTextAngle;
559
560 bool myToSkipFirstEdge;
561 bool myToDistinguishMaterials;
562 bool myToDrawEdges;
563 bool myToDrawSilhouette;
564 bool myToSuppressBackFaces;
565 bool myToMapTexture;
566 bool myIsTextZoomable;
567
568};
569
570DEFINE_STANDARD_HANDLE(Graphic3d_Aspects, Standard_Transient)
571
572#endif // _Graphic3d_Aspects_HeaderFile