// 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_AspectMarker_Header #define OpenGl_AspectMarker_Header #include #include #include #include #include class OpenGl_PointSprite; class OpenGl_ShaderProgram; class OpenGl_AspectMarker : public OpenGl_Element { public: Standard_EXPORT OpenGl_AspectMarker(); //! Copy parameters Standard_EXPORT void SetAspect (const CALL_DEF_CONTEXTMARKER& theAspect); //! @return marker color const TEL_COLOUR& Color() const { return myColor; } //! @return maker type Aspect_TypeOfMarker Type() const { return myType; } //! @return marker scale Standard_ShortReal Scale() const { return myScale; } //! @return marker size Standard_ShortReal MarkerSize() const { return myMarkerSize; } //! Init and return OpenGl point sprite resource. //! @return point sprite texture. const Handle(OpenGl_PointSprite)& SpriteRes (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsSpriteReady()) { myResources.BuildSprites (theCtx, myMarkerImage, myType, myScale, myColor, myMarkerSize); myResources.SetSpriteReady(); } return myResources.Sprite; } //! Init and return OpenGl highlight point sprite resource. //! @return point sprite texture for highlight. const Handle(OpenGl_PointSprite)& SpriteHighlightRes (const Handle(OpenGl_Context)& theCtx) const { if (!myResources.IsSpriteReady()) { myResources.BuildSprites (theCtx, myMarkerImage, myType, myScale, myColor, myMarkerSize); myResources.SetSpriteReady(); } return myResources.SpriteA; } //! 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, myShaderProgram); 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: //! @name ordinary aspect properties TEL_COLOUR myColor; Aspect_TypeOfMarker myType; Standard_ShortReal myScale; mutable Standard_ShortReal myMarkerSize; Handle(Graphic3d_MarkerImage) myMarkerImage; Handle(Graphic3d_ShaderProgram) myShaderProgram; protected: //! @name OpenGl resources //! OpenGl resources mutable struct Resources { public: Resources() : SpriteKey (""), SpriteAKey (""), myIsSpriteReady (Standard_False), myIsShaderReady (Standard_False) {} Standard_Boolean IsSpriteReady() const { return myIsSpriteReady; } Standard_Boolean IsShaderReady() const { return myIsShaderReady; } void SetSpriteReady() { myIsSpriteReady = Standard_True; } void SetShaderReady() { myIsShaderReady = Standard_True; } void ResetSpriteReadiness() { myIsSpriteReady = Standard_False; } void ResetShaderReadiness() { myIsShaderReady = Standard_False; } Standard_EXPORT void BuildSprites (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_MarkerImage)& theMarkerImage, const Aspect_TypeOfMarker theType, const Standard_ShortReal theScale, const TEL_COLOUR& theColor, Standard_ShortReal& theMarkerSize); Standard_EXPORT void BuildShader (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader); Standard_EXPORT void SpriteKeys (const Handle(Graphic3d_MarkerImage)& theMarkerImage, const Aspect_TypeOfMarker theType, const Standard_ShortReal theScale, const TEL_COLOUR& theColor, TCollection_AsciiString& theKey, TCollection_AsciiString& theKeyA); Handle(OpenGl_PointSprite) Sprite; TCollection_AsciiString SpriteKey; Handle(OpenGl_PointSprite) SpriteA; TCollection_AsciiString SpriteAKey; Handle(OpenGl_ShaderProgram) ShaderProgram; TCollection_AsciiString ShaderProgramId; private: Standard_Boolean myIsSpriteReady; Standard_Boolean myIsShaderReady; } myResources; public: DEFINE_STANDARD_ALLOC }; #endif // OpenGl_AspectMarker_Header