// Copyright (c) 2019 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // 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. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _OpenGl_AspectsProgram_Header #define _OpenGl_AspectsProgram_Header #include class Graphic3d_Aspects; class OpenGl_Context; class OpenGl_ShaderProgram; //! OpenGl resources for custom shading program. class OpenGl_AspectsProgram { public: DEFINE_STANDARD_ALLOC public: //! Empty constructor. OpenGl_AspectsProgram() : myIsShaderReady (false) {} //! Return shading program. const Handle(OpenGl_ShaderProgram)& ShaderProgram (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader) { if (!myIsShaderReady) { build (theCtx, theShader); myIsShaderReady = true; } return myShaderProgram; } //! Update shader resource up-to-date state. Standard_EXPORT void UpdateRediness (const Handle(Graphic3d_Aspects)& theAspect); //! Release resource. Standard_EXPORT void Release (OpenGl_Context* theCtx); private: //! Build shader resource. Standard_EXPORT void build (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderProgram)& theShader); private: Handle(OpenGl_ShaderProgram) myShaderProgram; TCollection_AsciiString myShaderProgramId; Standard_Boolean myIsShaderReady; }; #endif // _OpenGl_Aspects_Header