-// File: OpenGl_AspectFace.hxx
-// Created: 13 July 2011
-// Author: Sergey ZERCHANINOV
-// Copyright: OPEN CASCADE 2011
+// 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 <InterfaceGraphic_telem.hxx>
-#include <Aspect_InteriorStyle.hxx>
-
#include <OpenGl_AspectLine.hxx>
+#include <OpenGl_TextureSet.hxx>
+#include <Graphic3d_AspectFillArea3d.hxx>
+#include <Graphic3d_ShaderProgram.hxx>
+#include <Graphic3d_TextureMap.hxx>
+#include <Graphic3d_BSDF.hxx>
-#define OPENGL_AMBIENT_MASK (1<<0)
-#define OPENGL_DIFFUSE_MASK (1<<1)
-#define OPENGL_SPECULAR_MASK (1<<2)
-#define OPENGL_EMISSIVE_MASK (1<<3)
+class OpenGl_Texture;
-struct OPENGL_SURF_PROP
+//! The element holding Graphic3d_AspectFillArea3d.
+class OpenGl_AspectFace : public OpenGl_Element
{
- float amb, diff, spec, emsv;
- float trans, shine;
- float env_reflexion;
- int isphysic;
- unsigned int color_mask;
- TEL_COLOUR speccol, difcol, ambcol, emscol, matcol;
- DEFINE_STANDARD_ALLOC
-};
-struct TEL_CONTEXT_FACE
-{
- Aspect_InteriorStyle InteriorStyle;
- int Edge;
- int Hatch;
- int DistinguishingMode;
- int CullingMode;
- OPENGL_SURF_PROP IntFront;
- OPENGL_SURF_PROP IntBack;
- int doTextureMap;
- int TexId;
- TEL_POFFSET_PARAM PolygonOffset;
- DEFINE_STANDARD_ALLOC
-};
+public:
-#include <OpenGl_Element.hxx>
+ //! Empty constructor.
+ Standard_EXPORT OpenGl_AspectFace();
-class OpenGl_AspectFace : public OpenGl_Element
-{
- public:
+ //! 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();
+ }
- OpenGl_AspectFace ();
- virtual ~OpenGl_AspectFace () {}
+ //! 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();
+ }
- void SetContext (const CALL_DEF_CONTEXTFILLAREA &AContext);
+ return myResources.ShaderProgram;
+ }
- void SetContext (const TEL_CONTEXT_FACE &AContext) { myContext = AContext; }
- void SetAspectEdge (const OpenGl_AspectLine * AnAspectEdge) { myAspectEdge = *AnAspectEdge; }
+ Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const Standard_OVERRIDE;
+ Standard_EXPORT virtual void Release (OpenGl_Context* theContext) Standard_OVERRIDE;
- const TEL_CONTEXT_FACE & Context() const { return myContext; }
- const OpenGl_AspectLine * AspectEdge() const { return &myAspectEdge; }
+ //! Update presentation aspects parameters after their modification.
+ virtual void SynchronizeAspects() Standard_OVERRIDE { SetAspect (myAspect); }
- virtual void Render (const Handle(OpenGl_Workspace) &AWorkspace) const;
+protected:
- protected:
+ //! OpenGl resources
+ mutable struct Resources
+ {
+ public:
+ //! Empty constructor.
+ Resources()
+ : myIsTextureReady (Standard_False),
+ myIsShaderReady (Standard_False) {}
- TEL_CONTEXT_FACE myContext;
- OpenGl_AspectLine myAspectEdge;
+ //! 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:
- public:
DEFINE_STANDARD_ALLOC
+
};
#endif //_OpenGl_AspectFace_Header