// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 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_AspectText_Header
#define OpenGl_AspectText_Header
#include <Font_FontAspect.hxx>
#include <Aspect_TypeOfStyleText.hxx>
#include <Aspect_TypeOfDisplayText.hxx>
+#include <Graphic3d_CAspectText.hxx>
#include <TCollection_AsciiString.hxx>
#include <OpenGl_Element.hxx>
+#include <Handle_OpenGl_ShaderProgram.hxx>
//! Text representation parameters
class OpenGl_AspectText : public OpenGl_Element
public:
- OpenGl_AspectText();
- virtual ~OpenGl_AspectText();
+ Standard_EXPORT OpenGl_AspectText();
+ Standard_EXPORT virtual ~OpenGl_AspectText();
//! Copy parameters
- void SetAspect (const CALL_DEF_CONTEXTTEXT& theAspect);
+ Standard_EXPORT void SetAspect (const CALL_DEF_CONTEXTTEXT& theAspect);
//! @return font family name
const TCollection_AsciiString& FontName() const
return mySubtitleColor;
}
- virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
- virtual void Release (const Handle(OpenGl_Context)& theContext);
+ //! Init and return OpenGl shader program resource.
+ //! @return shader program resource.
+ const Handle(OpenGl_ShaderProgram)& ShaderProgramRes (const Handle(OpenGl_Workspace)& theWorkspace) const
+ {
+ if (!myResources.IsShaderReady())
+ {
+ myResources.BuildShader (theWorkspace, 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:
+
+ TCollection_AsciiString myFont;
+ TEL_COLOUR myColor;
+ TEL_COLOUR mySubtitleColor;
+ float myAngle;
+ Aspect_TypeOfStyleText myStyleType;
+ Aspect_TypeOfDisplayText myDisplayType;
+ Font_FontAspect myFontAspect;
+ bool myZoomable;
+ Handle(Graphic3d_ShaderProgram) myShaderProgram;
protected:
- TCollection_AsciiString myFont;
- TEL_COLOUR myColor;
- TEL_COLOUR mySubtitleColor;
- float myAngle;
- Aspect_TypeOfStyleText myStyleType;
- Aspect_TypeOfDisplayText myDisplayType;
- Font_FontAspect myFontAspect;
- bool myZoomable;
+ //! 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_Workspace)& theWS,
+ const Handle(Graphic3d_ShaderProgram)& theShader);
+
+ Handle(OpenGl_ShaderProgram) ShaderProgram;
+ TCollection_AsciiString ShaderProgramId;
+
+ private:
+
+ Standard_Boolean myIsShaderReady;
+
+ } myResources;
public: