-// File: OpenGl_AspectText.hxx
-// Created: 13 July 2011
-// Author: Sergey ZERCHANINOV
-// Copyright: OPEN CASCADE 2011
+// Created on: 2011-07-13
+// 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.
+//
+// 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.
+//
+// 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.
#ifndef OpenGl_AspectText_Header
#define OpenGl_AspectText_Header
-#include <InterfaceGraphic_telem.hxx>
-#include <OSD_FontAspect.hxx>
+#include <InterfaceGraphic_Graphic3d.hxx>
+#include <Font_FontAspect.hxx>
#include <Aspect_TypeOfStyleText.hxx>
#include <Aspect_TypeOfDisplayText.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 ();
+public:
+
+ OpenGl_AspectText();
+ virtual ~OpenGl_AspectText();
+
+ //! Copy parameters
+ void SetAspect (const CALL_DEF_CONTEXTTEXT& theAspect);
+
+ //! @return font family name
+ const TCollection_AsciiString& FontName() const
+ {
+ return myFont;
+ }
+
+ //! @return font family name
+ TCollection_AsciiString& ChangeFontName()
+ {
+ return myFont;
+ }
+
+ //! @return is zoomable flag
+ bool IsZoomable() const
+ {
+ return myZoomable;
+ }
+
+ //! @return rotation angle
+ float Angle() const
+ {
+ return myAngle;
+ }
+
+ //! @return font aspect (regular/bold/italic)
+ Font_FontAspect FontAspect() const
+ {
+ return myFontAspect;
+ }
+
+ //! @param theValue font aspect (regular/bold/italic)
+ void SetFontAspect (const Font_FontAspect theValue)
+ {
+ myFontAspect = theValue;
+ }
+
+ //! @return text color
+ const TEL_COLOUR& Color() const
+ {
+ return myColor;
+ }
+
+ //! @return text color
+ TEL_COLOUR& ChangeColor()
+ {
+ return myColor;
+ }
+
+ //! @return annotation style
+ Aspect_TypeOfStyleText StyleType() const
+ {
+ return myStyleType;
+ }
+
+ //! @return subtitle style (none/blend/decale/subtitle)
+ Aspect_TypeOfDisplayText DisplayType() const
+ {
+ return myDisplayType;
+ }
- void SetContext (const CALL_DEF_CONTEXTTEXT &AContext);
+ void SetDisplayType (const Aspect_TypeOfDisplayText theType)
+ {
+ myDisplayType = theType;
+ }
- int IsZoomable() const { return myZoomable; }
- float Angle() const { return myAngle; }
- OSD_FontAspect FontAspect() const { return myFontAspect; }
- const char * Font() const { return myFont; }
- const TEL_COLOUR & Color() const { return myColor; }
- Aspect_TypeOfStyleText StyleType() const { return myStyleType; }
- Aspect_TypeOfDisplayText DisplayType() const { return myDisplayType; }
- const TEL_COLOUR & SubtitleColor() const { return mySubtitleColor; }
+ //! @return subtitle color
+ const TEL_COLOUR& SubtitleColor() const
+ {
+ return mySubtitleColor;
+ }
- virtual void Render (const Handle(OpenGl_Workspace) &AWorkspace) const;
+ //! @return subtitle color
+ TEL_COLOUR& ChangeSubtitleColor()
+ {
+ return mySubtitleColor;
+ }
- protected:
+ //! 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();
+ }
- void SetFontName (const char *AFont);
+ return myResources.ShaderProgram;
+ }
- int myZoomable;
- float myAngle;
- OSD_FontAspect myFontAspect;
- const char *myFont;
- //float mySpace;
- //float myExpan;
- TEL_COLOUR myColor;
- Aspect_TypeOfStyleText myStyleType;
- Aspect_TypeOfDisplayText myDisplayType;
- TEL_COLOUR mySubtitleColor;
+ virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
+ virtual void Release (const Handle(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:
+
+ //! OpenGl resources
+ mutable struct Resources
+ {
+ public:
+ Resources() : myIsShaderReady (Standard_False) {}
+
+ Standard_Boolean IsShaderReady() const { return myIsShaderReady; }
+ void SetShaderReady() { myIsShaderReady = Standard_True; }
+ void ResetShader () { myIsShaderReady = Standard_False; }
+
+ 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:
- public:
DEFINE_STANDARD_ALLOC
+
};
-#endif //OpenGl_AspectText_Header
+#endif // OpenGl_AspectText_Header