// Created on: 2011-07-13
// Created by: Sergey ZERCHANINOV
-// Copyright (c) 2011-2012 OPEN CASCADE SAS
+// Copyright (c) 2011-2014 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// 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.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
+// 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 <TCollection_AsciiString.hxx>
-#include <Handle_Graphic3d_TextureParams.hxx>
-
#include <OpenGl_AspectLine.hxx>
-#include <OpenGl_Element.hxx>
-#include <Handle_OpenGl_Texture.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 CALL_DEF_CONTEXTFILLAREA;
+#include <OpenGl_TextureSet.hxx>
+#include <Graphic3d_AspectFillArea3d.hxx>
+#include <Graphic3d_ShaderProgram.hxx>
+#include <Graphic3d_TextureMap.hxx>
+#include <Graphic3d_BSDF.hxx>
-struct OPENGL_SURF_PROP
-{
- 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
-};
+class OpenGl_Texture;
+//! The element holding Graphic3d_AspectFillArea3d.
class OpenGl_AspectFace : public OpenGl_Element
{
public:
- OpenGl_AspectFace();
+ //! Empty constructor.
+ Standard_EXPORT OpenGl_AspectFace();
+
+ //! Create and assign parameters.
+ Standard_EXPORT OpenGl_AspectFace (const Handle(Graphic3d_AspectFillArea3d)& theAspect);
+
+ //! Return aspect.
+ const Handle(Graphic3d_AspectFillArea3d)& Aspect() const { return myAspect; }
- void Init (const Handle(OpenGl_Context)& theContext,
- const CALL_DEF_CONTEXTFILLAREA& theAspect);
+ //! Assign parameters.
+ Standard_EXPORT void SetAspect (const Handle(Graphic3d_AspectFillArea3d)& theAspect);
+ //! Set edge aspect.
void SetAspectEdge (const OpenGl_AspectLine* theAspectEdge) { myAspectEdge = *theAspectEdge; }
- const OpenGl_AspectLine* AspectEdge() const { return &myAspectEdge; }
+ //! @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();
+ }
+
+ //! 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_OVERRIDE;
+ Standard_EXPORT virtual void Release (OpenGl_Context* theContext) Standard_OVERRIDE;
+
+ //! Update presentation aspects parameters after their modification.
+ virtual void SynchronizeAspects() Standard_OVERRIDE { SetAspect (myAspect); }
- virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
- virtual void Release (const Handle(OpenGl_Context)& theContext);
+protected:
-private:
+ //! OpenGl resources
+ mutable struct Resources
+ {
+ public:
+ //! Empty constructor.
+ Resources()
+ : myIsTextureReady (Standard_False),
+ myIsShaderReady (Standard_False) {}
- void convertMaterial (const CALL_DEF_MATERIAL& theMat,
- OPENGL_SURF_PROP& theSurf);
+ //! Return TRUE if texture resource is up-to-date.
+ Standard_Boolean IsTextureReady() const { return myIsTextureReady; }
-public:
+ //! Return TRUE if shader resource is up-to-date.
+ Standard_Boolean IsShaderReady () const { return myIsShaderReady; }
- Aspect_InteriorStyle InteriorStyle;
- int Edge;
- int Hatch;
- int DistinguishingMode;
- int CullingMode;
- OPENGL_SURF_PROP IntFront;
- OPENGL_SURF_PROP IntBack;
- TEL_POFFSET_PARAM PolygonOffset;
+ //! Set texture resource up-to-date state.
+ void SetTextureReady() { myIsTextureReady = Standard_True; }
- int doTextureMap;
- Handle(OpenGl_Texture) TextureRes;
- Handle(Graphic3d_TextureParams) TextureParams;
+ //! Set shader resource up-to-date state.
+ void SetShaderReady () { myIsShaderReady = Standard_True; }
-protected:
+ //! 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;
- TCollection_AsciiString myTextureId;
- OpenGl_AspectLine myAspectEdge;
+ Handle(Graphic3d_AspectFillArea3d) myAspect;
+ OpenGl_AspectLine myAspectEdge;
+ Graphic3d_TypeOfShadingModel myShadingModel;
public: