// 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. #include #include #include #include #include #include namespace { static const TCollection_AsciiString THE_EMPTY_KEY; } // ======================================================================= // function : OpenGl_AspectLine // purpose : // ======================================================================= OpenGl_AspectLine::OpenGl_AspectLine() : myAspect (new Graphic3d_AspectLine3d (Quantity_NOC_WHITE, Aspect_TOL_SOLID, 1.0)) { // } // ======================================================================= // function : OpenGl_AspectLine // purpose : // ======================================================================= OpenGl_AspectLine::OpenGl_AspectLine (const Handle(Graphic3d_AspectLine3d)& theAspect) { SetAspect (theAspect); } // ======================================================================= // function : SetAspect // purpose : // ======================================================================= void OpenGl_AspectLine::SetAspect (const Handle(Graphic3d_AspectLine3d)& theAspect) { myAspect = theAspect; const TCollection_AsciiString& aShaderKey = myAspect->ShaderProgram().IsNull() ? THE_EMPTY_KEY : myAspect->ShaderProgram()->GetId(); if (aShaderKey.IsEmpty() || myResources.ShaderProgramId != aShaderKey) { myResources.ResetShaderReadiness(); } } // ======================================================================= // function : Render // purpose : // ======================================================================= void OpenGl_AspectLine::Render (const Handle(OpenGl_Workspace) &theWorkspace) const { theWorkspace->SetAspectLine (this); } // ======================================================================= // function : Release // purpose : // ======================================================================= void OpenGl_AspectLine::Release (OpenGl_Context* theContext) { if (!myResources.ShaderProgram.IsNull() && theContext) { theContext->ShaderManager()->Unregister (myResources.ShaderProgramId, myResources.ShaderProgram); } myResources.ShaderProgramId.Clear(); myResources.ResetShaderReadiness(); } // ======================================================================= // function : BuildShader // purpose : // ======================================================================= void OpenGl_AspectLine::Resources::BuildShader (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader) { if (theCtx->core20fwd == NULL) { return; } // release old shader program resources if (!ShaderProgram.IsNull()) { theCtx->ShaderManager()->Unregister (ShaderProgramId, ShaderProgram); ShaderProgramId.Clear(); ShaderProgram.Nullify(); } if (theShader.IsNull()) { return; } theCtx->ShaderManager()->Create (theShader, ShaderProgramId, ShaderProgram); }