#include <GL/glx.h> // glXGetProcAddress()
#endif
-// GL_NVX_gpu_memory_info
-#ifndef GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX
- enum
- {
- GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 0x9047,
- GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX = 0x9048,
- GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX = 0x9049,
- GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX = 0x904A,
- GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX = 0x904B
- };
-#endif
-
IMPLEMENT_STANDARD_HANDLE (OpenGl_Context, Standard_Transient)
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Context, Standard_Transient)
{
if (theExtName == NULL)
{
-#ifdef OPENGL_DEB
+#ifdef OCCT_DEBUG
std::cerr << "CheckExtension called with NULL string!\n";
#endif
return Standard_False;
{
// setup default callback
arbDbg->glDebugMessageCallbackARB (debugCallbackWrap, this);
- #ifdef DEB
+ #ifdef OCCT_DEBUG
glEnable (GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
#endif
}
return anOldGlNormalize;
}
+
+// =======================================================================
+// function : ApplyModelWorldMatrix
+// purpose :
+// =======================================================================
+void OpenGl_Context::ApplyModelWorldMatrix()
+{
+#if !defined(GL_ES_VERSION_2_0)
+ if (core11 != NULL)
+ {
+ core11->glMatrixMode (GL_MODELVIEW);
+ core11->glLoadMatrixf (ModelWorldState.Current());
+ }
+#endif
+
+ if (!myShaderManager->IsEmpty())
+ {
+ myShaderManager->UpdateModelWorldStateTo (ModelWorldState.Current());
+ }
+}
+
+// =======================================================================
+// function : ApplyWorldViewMatrix
+// purpose :
+// =======================================================================
+void OpenGl_Context::ApplyWorldViewMatrix()
+{
+#if !defined(GL_ES_VERSION_2_0)
+ if (core11 != NULL)
+ {
+ core11->glMatrixMode (GL_MODELVIEW);
+ core11->glLoadMatrixf (WorldViewState.Current());
+ }
+#endif
+
+ if (!myShaderManager->IsEmpty())
+ {
+ myShaderManager->UpdateWorldViewStateTo (WorldViewState.Current());
+ }
+}
+
+// =======================================================================
+// function : ApplyModelViewMatrix
+// purpose :
+// =======================================================================
+void OpenGl_Context::ApplyModelViewMatrix()
+{
+#if !defined(GL_ES_VERSION_2_0)
+ if (core11 != NULL)
+ {
+ OpenGl_Mat4 aModelView = WorldViewState.Current() * ModelWorldState.Current();
+ core11->glMatrixMode (GL_MODELVIEW);
+ core11->glLoadMatrixf (aModelView.GetData());
+ }
+#endif
+
+ if (!myShaderManager->IsEmpty())
+ {
+ myShaderManager->UpdateModelWorldStateTo (ModelWorldState.Current());
+ myShaderManager->UpdateWorldViewStateTo (WorldViewState.Current());
+ }
+}
+
+// =======================================================================
+// function : ApplyProjectionMatrix
+// purpose :
+// =======================================================================
+void OpenGl_Context::ApplyProjectionMatrix()
+{
+#if !defined(GL_ES_VERSION_2_0)
+ if (core11 != NULL)
+ {
+ core11->glMatrixMode (GL_PROJECTION);
+ core11->glLoadMatrixf (ProjectionState.Current().GetData());
+ }
+#endif
+
+ if (!myShaderManager->IsEmpty())
+ {
+ myShaderManager->UpdateProjectionStateTo (ProjectionState.Current());
+ }
+}