// Created on: 2011-07-13 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2014 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 _OpenGl_AspectFace_Header #define _OpenGl_AspectFace_Header #include #include #include #include #include #include class OpenGl_Texture; //! The element holding Graphic3d_AspectFillArea3d. class OpenGl_AspectFace : public OpenGl_Element { public: //! Empty constructor. Standard_EXPORT OpenGl_AspectFace(); //! Create and assign parameters. Standard_EXPORT OpenGl_AspectFace (const Handle(Graphic3d_AspectFillArea3d)& theAspect); //! Return aspect. const Handle(Graphic3d_AspectFillArea3d)& Aspect() const { return myAspect; } //! Assign parameters. Standard_EXPORT void SetAspect (const Handle(Graphic3d_AspectFillArea3d)& theAspect); //! Set edge aspect. void SetAspectEdge (const OpenGl_AspectLine* theAspectEdge) { myAspectEdge = *theAspectEdge; } //! @return edge aspect. const OpenGl_AspectLine* AspectEdge() const { return &myAspectEdge; } //! Returns Shading Model. Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; } //! Set if lighting should be disabled or not. void SetNoLighting() { myShadingModel = Graphic3d_TOSM_UNLIT; } //! Returns textures map. const Handle(OpenGl_TextureSet)& TextureSet (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsTextureReady()) { myResources.BuildTextures (theCtx, myAspect->TextureSet()); myResources.SetTextureReady(); } return myResources.TextureSet(); } //! Init and return OpenGl shader program resource. //! @return shader program resource. const Handle(OpenGl_ShaderProgram)& ShaderProgramRes (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsShaderReady()) { myResources.BuildShader (theCtx, myAspect->ShaderProgram()); myResources.SetShaderReady(); } return myResources.ShaderProgram; } Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const; Standard_EXPORT virtual void Release (OpenGl_Context* theContext); protected: //! OpenGl resources mutable struct Resources { public: //! Empty constructor. Resources() : myIsTextureReady (Standard_False), myIsShaderReady (Standard_False) {} //! Return TRUE if texture resource is up-to-date. Standard_Boolean IsTextureReady() const { return myIsTextureReady; } //! Return TRUE if shader resource is up-to-date. Standard_Boolean IsShaderReady () const { return myIsShaderReady; } //! Set texture resource up-to-date state. void SetTextureReady() { myIsTextureReady = Standard_True; } //! Set shader resource up-to-date state. void SetShaderReady () { myIsShaderReady = Standard_True; } //! Reset shader resource up-to-date state. void ResetShaderReadiness () { myIsShaderReady = Standard_False; } //! Return textures array. const Handle(OpenGl_TextureSet)& TextureSet() const { return myTextures; } //! Update texture resource up-to-date state. Standard_EXPORT void UpdateTexturesRediness (const Handle(Graphic3d_TextureSet)& theTextures); //! Build texture resource. Standard_EXPORT void BuildTextures (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_TextureSet)& theTextures); //! Build shader resource. Standard_EXPORT void BuildShader (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader); //! Release texture resource. Standard_EXPORT void ReleaseTextures (OpenGl_Context* theCtx); Handle(OpenGl_ShaderProgram) ShaderProgram; TCollection_AsciiString ShaderProgramId; private: Handle(OpenGl_TextureSet) myTextures; Standard_Boolean myIsTextureReady; Standard_Boolean myIsShaderReady; } myResources; Handle(Graphic3d_AspectFillArea3d) myAspect; OpenGl_AspectLine myAspectEdge; Graphic3d_TypeOfShadingModel myShadingModel; public: DEFINE_STANDARD_ALLOC }; #endif //_OpenGl_AspectFace_Header