// Copyright (c) 2019 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_AspectsTextureSet_Header #define _OpenGl_AspectsTextureSet_Header #include #include #include class OpenGl_Context; class OpenGl_TextureSet; class OpenGl_PointSprite; //! OpenGl resources for custom textures. class OpenGl_AspectsTextureSet { public: DEFINE_STANDARD_ALLOC public: //! Empty constructor. OpenGl_AspectsTextureSet() : myIsTextureReady (Standard_False) {} //! Return TRUE if resource is up-to-date. bool IsReady() const { return myIsTextureReady; } //! Invalidate resource state. void Invalidate() { myIsTextureReady = false; } //! Return textures array. const Handle(OpenGl_TextureSet)& TextureSet (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_Aspects)& theAspect, const Handle(OpenGl_PointSprite)& theSprite, const Handle(OpenGl_PointSprite)& theSpriteA, bool theToHighlight) { if (!myIsTextureReady) { build (theCtx, theAspect, theSprite, theSpriteA); myIsTextureReady = true; } return theToHighlight && !myTextures[1].IsNull() ? myTextures[1] : myTextures[0]; } //! Update texture resource up-to-date state. Standard_EXPORT void UpdateRediness (const Handle(Graphic3d_Aspects)& theAspect); //! Release texture resource. Standard_EXPORT void Release (OpenGl_Context* theCtx); private: //! Build texture resource. Standard_EXPORT void build (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_Aspects)& theAspect, const Handle(OpenGl_PointSprite)& theSprite, const Handle(OpenGl_PointSprite)& theSpriteA); private: Handle(OpenGl_TextureSet) myTextures[2]; Standard_Boolean myIsTextureReady; }; #endif // _OpenGl_AspectsTextureSet_Header