// Created on: 2016-02-19 // Created by: Kirill Gavrilov // Copyright (c) 2016 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. #ifndef _Graphic3d_ShaderAttribute_HeaderFile #define _Graphic3d_ShaderAttribute_HeaderFile #include #include //! Describes custom vertex shader attribute. class Graphic3d_ShaderAttribute : public Standard_Transient { public: //! Creates new attribute. Standard_EXPORT Graphic3d_ShaderAttribute (const TCollection_AsciiString& theName, const int theLocation); //! Destructor. Standard_EXPORT virtual ~Graphic3d_ShaderAttribute(); //! Returns name of shader variable. const TCollection_AsciiString& Name() const { return myName; } //! Returns attribute location to be bound on GLSL program linkage stage. int Location() const { return myLocation; } protected: TCollection_AsciiString myName; //!< attribute name int myLocation; //!< attribute location public: DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderAttribute,Standard_Transient) }; DEFINE_STANDARD_HANDLE (Graphic3d_ShaderAttribute, Standard_Transient) #endif // _Graphic3d_ShaderAttribute_HeaderFile