// Created on: 2011-07-13 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2013 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_AspectText_Header #define OpenGl_AspectText_Header #include #include #include #include class OpenGl_ShaderProgram; //! Text representation parameters class OpenGl_AspectText : public OpenGl_Element { public: //! Empty constructor. Standard_EXPORT OpenGl_AspectText(); //! Create and assign parameters. Standard_EXPORT OpenGl_AspectText (const Handle(Graphic3d_AspectText3d)& theAspect); //! Destructor. Standard_EXPORT virtual ~OpenGl_AspectText(); //! Return text aspect. const Handle(Graphic3d_AspectText3d)& Aspect() const { return myAspect; } //! Assign new parameters. Standard_EXPORT void SetAspect (const Handle(Graphic3d_AspectText3d)& theAspect); //! 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: Resources() : myIsShaderReady (Standard_False) {} Standard_Boolean IsShaderReady() const { return myIsShaderReady; } void SetShaderReady() { myIsShaderReady = Standard_True; } void ResetShaderReadiness() { myIsShaderReady = Standard_False; } Standard_EXPORT void BuildShader (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader); Handle(OpenGl_ShaderProgram) ShaderProgram; TCollection_AsciiString ShaderProgramId; private: Standard_Boolean myIsShaderReady; } myResources; Handle(Graphic3d_AspectText3d) myAspect; public: DEFINE_STANDARD_ALLOC }; #endif // OpenGl_AspectText_Header