// Copyright (c) 2017 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_TextureSet_HeaderFile #define _Graphic3d_TextureSet_HeaderFile #include #include //! Class holding array of textures to be mapped as a set. //! Textures should be defined in ascending order of texture units within the set. class Graphic3d_TextureSet : public Standard_Transient { DEFINE_STANDARD_RTTIEXT(Graphic3d_TextureSet, Standard_Transient) public: //! Class for iterating texture set. class Iterator : public NCollection_Array1::Iterator { public: //! Empty constructor. Iterator() {} //! Constructor. Iterator (const Handle(Graphic3d_TextureSet)& theSet) { if (!theSet.IsNull()) { NCollection_Array1::Iterator::Init (theSet->myTextures); } } }; public: //! Empty constructor. Graphic3d_TextureSet() {} //! Constructor. Graphic3d_TextureSet (Standard_Integer theNbTextures) : myTextures (0, theNbTextures - 1) {} //! Constructor for a single texture. Graphic3d_TextureSet (const Handle(Graphic3d_TextureMap)& theTexture) : myTextures (0, 0) { myTextures.ChangeFirst() = theTexture; } //! Return TRUE if texture array is empty. Standard_Boolean IsEmpty() const { return myTextures.IsEmpty(); } //! Return number of textures. Standard_Integer Size() const { return myTextures.Size(); } //! Return the lower index in texture set. Standard_Integer Lower() const { return myTextures.Lower(); } //! Return the upper index in texture set. Standard_Integer Upper() const { return myTextures.Upper(); } //! Return the first texture. const Handle(Graphic3d_TextureMap)& First() const { return myTextures.First(); } //! Return the first texture. void SetFirst (const Handle(Graphic3d_TextureMap)& theTexture) { myTextures.ChangeFirst() = theTexture; } //! Return the texture at specified position within [0, Size()) range. const Handle(Graphic3d_TextureMap)& Value (Standard_Integer theIndex) const { return myTextures.Value (theIndex); } //! Return the texture at specified position within [0, Size()) range. void SetValue (Standard_Integer theIndex, const Handle(Graphic3d_TextureMap)& theTexture) { myTextures.SetValue (theIndex, theTexture); } protected: NCollection_Array1 myTextures; }; #endif // _Graphic3d_TextureSet_HeaderFile