#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_GraduatedTrihedron.hxx>
#include <OpenGl_LayerList.hxx>
-#include <OpenGl_Light.hxx>
#include <OpenGl_LineAttributes.hxx>
#include <OpenGl_SceneGeometry.hxx>
#include <OpenGl_Structure.hxx>
Standard_EXPORT virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) Standard_OVERRIDE;
//! Returns list of lights of the view.
- virtual const Graphic3d_ListOfCLight& Lights() const Standard_OVERRIDE { return myLights; }
+ virtual const Handle(Graphic3d_LightSet)& Lights() const Standard_OVERRIDE { return myLights; }
//! Sets list of lights for the view.
- virtual void SetLights (const Graphic3d_ListOfCLight& theLights) Standard_OVERRIDE
+ virtual void SetLights (const Handle(Graphic3d_LightSet)& theLights) Standard_OVERRIDE
{
myLights = theLights;
myCurrLightSourceState = myStateCounter->Increment();
//! Returns list of OpenGL Z-layers.
const OpenGl_LayerList& LayerList() const { return myZLayers; }
- //! Returns list of openGL light sources.
- const OpenGl_ListOfLight& LightList() const { return myLights; }
-
//! Returns OpenGL window implementation.
const Handle(OpenGl_Window) GlWindow() const { return myWindow; }
Handle(Graphic3d_TextureEnv) myTextureEnvData;
Graphic3d_GraduatedTrihedron myGTrihedronData;
- OpenGl_ListOfLight myNoShadingLight;
- OpenGl_ListOfLight myLights;
+ Handle(Graphic3d_LightSet) myNoShadingLight;
+ Handle(Graphic3d_LightSet) myLights;
OpenGl_LayerList myZLayers; //!< main list of displayed structure, sorted by layers
Graphic3d_WorldViewProjState myWorldViewProjState; //!< camera modification state
OpenGl_StateCounter* myStateCounter;
Standard_Size myCurrLightSourceState;
+ Standard_Size myLightsRevision;
typedef std::pair<Standard_Size, Standard_Size> StateInfo;