0029570: Visualization, Graphic3d_Aspect - merge Graphic3d_Group aspects
[occt.git] / src / OpenGl / OpenGl_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 _OpenGl_Aspects_Header
15#define _OpenGl_Aspects_Header
16
17#include <OpenGl_Element.hxx>
18#include <OpenGl_AspectsProgram.hxx>
19#include <OpenGl_AspectsTextureSet.hxx>
20#include <OpenGl_AspectsSprite.hxx>
21#include <Graphic3d_Aspects.hxx>
22#include <Graphic3d_BSDF.hxx>
23
24//! The element holding Graphic3d_Aspects.
25class OpenGl_Aspects : public OpenGl_Element
26{
27public:
28
29 //! Empty constructor.
30 Standard_EXPORT OpenGl_Aspects();
31
32 //! Create and assign parameters.
33 Standard_EXPORT OpenGl_Aspects (const Handle(Graphic3d_Aspects)& theAspect);
34
35 //! Return aspect.
36 const Handle(Graphic3d_Aspects)& Aspect() const { return myAspect; }
37
38 //! Assign parameters.
39 Standard_EXPORT void SetAspect (const Handle(Graphic3d_Aspects)& theAspect);
40
41 //! Returns Shading Model.
42 Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
43
44 //! Set if lighting should be disabled or not.
45 void SetNoLighting() { myShadingModel = Graphic3d_TOSM_UNLIT; }
46
47 //! Returns textures map.
48 const Handle(OpenGl_TextureSet)& TextureSet (const Handle(OpenGl_Context)& theCtx) const
49 {
50 return myResTextureSet.TextureSet (theCtx, myAspect->TextureSet());
51 }
52
53 //! Init and return OpenGl shader program resource.
54 //! @return shader program resource.
55 const Handle(OpenGl_ShaderProgram)& ShaderProgramRes (const Handle(OpenGl_Context)& theCtx) const
56 {
57 return myResProgram.ShaderProgram (theCtx, myAspect->ShaderProgram());
58 }
59
60 //! @return marker size
61 Standard_ShortReal MarkerSize() const { return myResSprite.MarkerSize(); }
62
63 //! Init and return OpenGl point sprite resource.
64 //! @return point sprite texture.
65 const Handle(OpenGl_TextureSet)& SpriteRes (const Handle(OpenGl_Context)& theCtx) const
66 {
67 return myResSprite.Sprite (theCtx, myAspect);
68 }
69
70 //! Init and return OpenGl highlight point sprite resource.
71 //! @return point sprite texture for highlight.
72 const Handle(OpenGl_TextureSet)& SpriteHighlightRes (const Handle(OpenGl_Context)& theCtx) const
73 {
74 return myResSprite.SpriteA (theCtx, myAspect);
75 }
76
77 Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const Standard_OVERRIDE;
78 Standard_EXPORT virtual void Release (OpenGl_Context* theContext) Standard_OVERRIDE;
79
80 //! Update presentation aspects parameters after their modification.
81 virtual void SynchronizeAspects() Standard_OVERRIDE { SetAspect (myAspect); }
82
83protected:
84
85 //! OpenGl resources
86 mutable OpenGl_AspectsProgram myResProgram;
87 mutable OpenGl_AspectsTextureSet myResTextureSet;
88 mutable OpenGl_AspectsSprite myResSprite;
89
90 Handle(Graphic3d_Aspects) myAspect;
91 Graphic3d_TypeOfShadingModel myShadingModel;
92
93public:
94
95 DEFINE_STANDARD_ALLOC
96
97};
98
99#endif // _OpenGl_Aspects_Header