#include <Aspect_RenderingContext.hxx>
#include <Aspect_Window.hxx>
+#include <Aspect_XRSession.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_Texture2Dmanual.hxx>
#include <Graphic3d_TextureEnv.hxx>
#include <Graphic3d_Mat4d.hxx>
-#include <NCollection_Mat4.hxx>
+#include <Image_AlienPixMap.hxx>
+#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_GlCore11.hxx>
#include <Standard_CLocaleSentry.hxx>
#include "../Graphic3d/Graphic3d_Structure.pxx"
+#include "../Textures/Textures_EnvLUT.pxx"
+
+namespace
+{
+ //! Format Frame Buffer format for logging messages.
+ static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
+ {
+ return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
+ }
+
+ //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
+ static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
+ Standard_Integer theSizeX,
+ Standard_Integer theSizeY,
+ Standard_Integer theNbSamples)
+ {
+ return !theFboToCheck->IsValid()
+ && theFboToCheck->GetInitVPSizeX() == theSizeX
+ && theFboToCheck->GetInitVPSizeY() == theSizeY
+ && theFboToCheck->NbSamples() == theNbSamples;
+ }
+
+ //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
+ static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
+ const Handle(OpenGl_FrameBuffer)& theFboRef)
+ {
+ return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
+ }
+}
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_View,Graphic3d_CView)
}
return TCollection_AsciiString();
}
+
+//=======================================================================
+//function : drawBackground
+//purpose :
+//=======================================================================
+void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace,
+ Graphic3d_Camera::Projection theProjection)
+{
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
+ const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
+ if (wasUsedZBuffer)
+ {
+ aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
+ }
+
+ if (myBackgroundType == Graphic3d_TOB_CUBEMAP)
+ {
+ myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uZCoeff", myBackgroundCubeMap->ZIsInverted() ? -1 : 1);
+ myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uYCoeff", myBackgroundCubeMap->IsTopDown() ? 1 : -1);
+ const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myCubeMapParams);
+
+ myBackgrounds[Graphic3d_TOB_CUBEMAP]->Render (theWorkspace, theProjection);
+
+ theWorkspace->SetAspects (anOldAspectFace);
+ }
+ else if (myBackgroundType == Graphic3d_TOB_GRADIENT
+ || myBackgroundType == Graphic3d_TOB_TEXTURE)
+ {
+ // Drawing background gradient if:
+ // - gradient fill type is not Aspect_GFM_NONE and
+ // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
+ if (myBackgrounds[Graphic3d_TOB_GRADIENT]->IsDefined()
+ && (!myTextureParams->Aspect()->ToMapTexture()
+ || myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_CENTERED
+ || myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_NONE))
+ {
+ myBackgrounds[Graphic3d_TOB_GRADIENT]->Render(theWorkspace, theProjection);
+ }
+
+ // Drawing background image if it is defined
+ // (texture is defined and fill type is not Aspect_FM_NONE)
+ if (myBackgrounds[Graphic3d_TOB_TEXTURE]->IsDefined()
+ && myTextureParams->Aspect()->ToMapTexture())
+ {
+ aCtx->core11fwd->glDisable (GL_BLEND);
+
+ const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
+ myBackgrounds[Graphic3d_TOB_TEXTURE]->Render (theWorkspace, theProjection);
+ theWorkspace->SetAspects (anOldAspectFace);
+ }
+ }
+
+ if (wasUsedZBuffer)
+ {
+ theWorkspace->SetUseZBuffer (Standard_True);
+ aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
+ }
+}
+
+//=======================================================================
+//function : prepareFrameBuffers
+//purpose :
+//=======================================================================
+bool OpenGl_View::prepareFrameBuffers (Graphic3d_Camera::Projection& theProj)
+{
+ theProj = myCamera->ProjectionType();
+ const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
+
+ Standard_Integer aSizeX = 0, aSizeY = 0;
+ OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
+ if (aFrameBuffer != NULL)
+ {
+ aSizeX = aFrameBuffer->GetVPSizeX();
+ aSizeY = aFrameBuffer->GetVPSizeY();
+ }
+ else if (IsActiveXR())
+ {
+ aSizeX = myXRSession->RecommendedViewport().x();
+ aSizeY = myXRSession->RecommendedViewport().y();
+ }
+ else
+ {
+ aSizeX = myWindow->Width();
+ aSizeY = myWindow->Height();
+ }
+
+ const Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
+ const Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
+ if (aSizeX < 1
+ || aSizeY < 1
+ || aRendSizeX < 1
+ || aRendSizeY < 1)
+ {
+ myBackBufferRestored = Standard_False;
+ myIsImmediateDrawn = Standard_False;
+ return false;
+ }
+
+ // determine multisampling parameters
+ Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
+ ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
+ : 0;
+ if (aNbSamples != 0)
+ {
+ aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
+ }
+
+ bool toUseOit = myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT
+ && checkOitCompatibility (aCtx, aNbSamples > 0);
+
+ const bool toInitImmediateFbo = myTransientDrawToFront
+ && (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
+
+ if ( aFrameBuffer == NULL
+ && !aCtx->DefaultFrameBuffer().IsNull()
+ && aCtx->DefaultFrameBuffer()->IsValid())
+ {
+ aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
+ }
+
+ if (myHasFboBlit
+ && (myTransientDrawToFront
+ || theProj == Graphic3d_Camera::Projection_Stereo
+ || aNbSamples != 0
+ || toUseOit
+ || aSizeX != aRendSizeX))
+ {
+ if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
+ || myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
+ || myMainSceneFbos[0]->NbSamples() != aNbSamples)
+ {
+ if (!myTransientDrawToFront)
+ {
+ myImmediateSceneFbos[0]->Release (aCtx.operator->());
+ myImmediateSceneFbos[1]->Release (aCtx.operator->());
+ myImmediateSceneFbos[0]->ChangeViewport (0, 0);
+ myImmediateSceneFbos[1]->ChangeViewport (0, 0);
+ }
+
+ // prepare FBOs containing main scene
+ // for further blitting and rendering immediate presentations on top
+ if (aCtx->core20fwd != NULL)
+ {
+ const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSizeX, aRendSizeY, aNbSamples);
+ if (!myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples)
+ && !wasFailedMain0)
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
+ + printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ }
+ }
+ }
+ if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
+ {
+ const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
+ if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
+ && !wasFailedImm0)
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
+ + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ }
+ }
+ }
+ else
+ {
+ myMainSceneFbos [0]->Release (aCtx.operator->());
+ myMainSceneFbos [1]->Release (aCtx.operator->());
+ myImmediateSceneFbos[0]->Release (aCtx.operator->());
+ myImmediateSceneFbos[1]->Release (aCtx.operator->());
+ myXrSceneFbo ->Release (aCtx.operator->());
+ myMainSceneFbos [0]->ChangeViewport (0, 0);
+ myMainSceneFbos [1]->ChangeViewport (0, 0);
+ myImmediateSceneFbos[0]->ChangeViewport (0, 0);
+ myImmediateSceneFbos[1]->ChangeViewport (0, 0);
+ myXrSceneFbo ->ChangeViewport (0, 0);
+ }
+
+ bool hasXRBlitFbo = false;
+ if (theProj == Graphic3d_Camera::Projection_Stereo
+ && IsActiveXR()
+ && myMainSceneFbos[0]->IsValid())
+ {
+ if (aNbSamples != 0
+ || aSizeX != aRendSizeX)
+ {
+ hasXRBlitFbo = myXrSceneFbo->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
+ if (!hasXRBlitFbo)
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! VR FBO "
+ + printFboFormat (myXrSceneFbo) + " initialization has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ }
+ }
+ }
+ else if (theProj == Graphic3d_Camera::Projection_Stereo
+ && myMainSceneFbos[0]->IsValid())
+ {
+ const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
+ if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
+ && !wasFailedMain1)
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
+ + printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ }
+ if (!myMainSceneFbos[1]->IsValid())
+ {
+ // no enough memory?
+ theProj = Graphic3d_Camera::Projection_Perspective;
+ }
+ else if (!myTransientDrawToFront)
+ {
+ //
+ }
+ else if (!aCtx->HasStereoBuffers()
+ || myRenderParams.StereoMode != Graphic3d_StereoMode_QuadBuffer)
+ {
+ const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
+ const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
+ if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
+ && !wasFailedImm0)
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
+ + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ }
+ if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
+ && !wasFailedImm1)
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
+ + printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ }
+ if (!myImmediateSceneFbos[0]->IsValid()
+ || !myImmediateSceneFbos[1]->IsValid())
+ {
+ theProj = Graphic3d_Camera::Projection_Perspective;
+ }
+ }
+ }
+ if (!hasXRBlitFbo)
+ {
+ myXrSceneFbo->Release (aCtx.get());
+ myXrSceneFbo->ChangeViewport (0, 0);
+ }
+
+ // process PBR environment
+ if (myShadingModel == Graphic3d_TOSM_PBR
+ || myShadingModel == Graphic3d_TOSM_PBR_FACET)
+ {
+ if (!myPBREnvironment.IsNull()
+ && myPBREnvironment->SizesAreDifferent (myRenderParams.PbrEnvPow2Size,
+ myRenderParams.PbrEnvSpecMapNbLevels))
+ {
+ myPBREnvironment->Release (aCtx.get());
+ myPBREnvironment.Nullify();
+ myPBREnvState = OpenGl_PBREnvState_NONEXISTENT;
+ myPBREnvRequest = OpenGl_PBREnvRequest_BAKE;
+ ++myLightsRevision;
+ }
+
+ if (myPBREnvState == OpenGl_PBREnvState_NONEXISTENT
+ && aCtx->HasPBR())
+ {
+ myPBREnvironment = OpenGl_PBREnvironment::Create (aCtx, myRenderParams.PbrEnvPow2Size, myRenderParams.PbrEnvSpecMapNbLevels);
+ myPBREnvState = myPBREnvironment.IsNull() ? OpenGl_PBREnvState_UNAVAILABLE : OpenGl_PBREnvState_CREATED;
+ if (myPBREnvState == OpenGl_PBREnvState_CREATED)
+ {
+ Handle(OpenGl_Texture) anEnvLUT;
+ static const TCollection_AsciiString THE_SHARED_ENV_LUT_KEY("EnvLUT");
+ if (!aCtx->GetResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT))
+ {
+ Handle(Graphic3d_TextureParams) aParams = new Graphic3d_TextureParams();
+ aParams->SetFilter (Graphic3d_TOTF_BILINEAR);
+ aParams->SetRepeat (Standard_False);
+ aParams->SetTextureUnit (aCtx->PBREnvLUTTexUnit());
+ anEnvLUT = new OpenGl_Texture(THE_SHARED_ENV_LUT_KEY, aParams);
+ Handle(Image_PixMap) aPixMap = new Image_PixMap();
+ aPixMap->InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
+ OpenGl_TextureFormat aTexFormat = OpenGl_TextureFormat::FindFormat (aCtx, aPixMap->Format(), false);
+ #if defined(GL_ES_VERSION_2_0)
+ // GL_RG32F is not texture-filterable format on OpenGL ES without OES_texture_float_linear extension.
+ // GL_RG16F is texture-filterable since OpenGL ES 3.0 and can be initialized from 32-bit floats.
+ // Note that it is expected that GL_RG16F has enough precision for this table, so that it can be used also on desktop OpenGL.
+ //if (!aCtx->hasTexFloatLinear)
+ aTexFormat.SetInternalFormat (GL_RG16F);
+ #endif
+ if (!aTexFormat.IsValid()
+ || !anEnvLUT->Init (aCtx, aTexFormat, Graphic3d_Vec2i((Standard_Integer)Textures_EnvLUTSize), Graphic3d_TOT_2D, aPixMap.get()))
+ {
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed allocation of LUT for PBR");
+ anEnvLUT.Nullify();
+ }
+ aCtx->ShareResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT);
+ }
+ if (!anEnvLUT.IsNull())
+ {
+ anEnvLUT->Bind (aCtx);
+ }
+ myWorkspace->ApplyAspects();
+ }
+ }
+ processPBREnvRequest (aCtx);
+ }
+
+ // create color and coverage accumulation buffers required for OIT algorithm
+ if (toUseOit)
+ {
+ Standard_Integer anFboIt = 0;
+ for (; anFboIt < 2; ++anFboIt)
+ {
+ Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
+ Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
+ Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
+ Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
+ if (aMainSceneFbo->IsValid()
+ && (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
+ || aMainSceneFboOit->GetVPSizeY() != aRendSizeY
+ || aMainSceneFboOit->NbSamples() != aNbSamples))
+ {
+ Standard_Integer aColorConfig = 0;
+ for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
+ {
+ if (myFboOitColorConfig.IsEmpty())
+ {
+ if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
+ {
+ break;
+ }
+ }
+ if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
+ {
+ break;
+ }
+ myFboOitColorConfig.Clear();
+ }
+ if (!aMainSceneFboOit->IsValid())
+ {
+ break;
+ }
+ }
+ else if (!aMainSceneFbo->IsValid())
+ {
+ aMainSceneFboOit->Release (aCtx.operator->());
+ aMainSceneFboOit->ChangeViewport (0, 0);
+ }
+
+ if (anImmediateSceneFbo->IsValid()
+ && (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
+ || anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
+ || anImmediateSceneFboOit->NbSamples() != aNbSamples))
+ {
+ if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
+ anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
+ {
+ break;
+ }
+ }
+ else if (!anImmediateSceneFbo->IsValid())
+ {
+ anImmediateSceneFboOit->Release (aCtx.operator->());
+ anImmediateSceneFboOit->ChangeViewport (0, 0);
+ }
+ }
+ if (anFboIt == 0) // only the first OIT framebuffer is mandatory
+ {
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
+ "Initialization of float texture framebuffer for use with\n"
+ " blended order-independent transparency rendering algorithm has failed.\n"
+ " Blended order-independent transparency will not be available.\n");
+ if (aNbSamples > 0)
+ {
+ myToDisableOITMSAA = Standard_True;
+ }
+ else
+ {
+ myToDisableOIT = Standard_True;
+ }
+ toUseOit = false;
+ }
+ }
+ if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
+ {
+ myMainSceneFbosOit [0]->Release (aCtx.operator->());
+ myMainSceneFbosOit [1]->Release (aCtx.operator->());
+ myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
+ myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
+ myMainSceneFbosOit [0]->ChangeViewport (0, 0);
+ myMainSceneFbosOit [1]->ChangeViewport (0, 0);
+ myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
+ myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
+ }
+
+ return true;
+}
+
+//=======================================================================
+//function : Redraw
+//purpose :
+//=======================================================================
+void OpenGl_View::Redraw()
+{
+ const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
+ const Standard_Boolean hadFboBlit = myHasFboBlit;
+ if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
+ && !myCaps->vboDisable
+ && !myCaps->keepArrayData)
+ {
+ // caps are shared across all views, thus we need to invalidate all of them
+ // if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
+ myDriver->setDeviceLost();
+ myCaps->keepArrayData = Standard_True;
+ }
+
+ if (!myWorkspace->Activate())
+ {
+ return;
+ }
+
+ // implicitly disable VSync when using HMD composer (can be mirrored in window for debugging)
+ myWindow->SetSwapInterval (IsActiveXR());
+
+ ++myFrameCounter;
+ const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
+ aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
+ aCtx->SetLineFeather (myRenderParams.LineFeather);
+
+ const Standard_Integer anSRgbState = aCtx->ToRenderSRGB() ? 1 : 0;
+ if (mySRgbState != -1
+ && mySRgbState != anSRgbState)
+ {
+ releaseSrgbResources (aCtx);
+ initTextureEnv (aCtx);
+ }
+ mySRgbState = anSRgbState;
+ aCtx->ShaderManager()->UpdateSRgbState();
+
+ // release pending GL resources
+ aCtx->ReleaseDelayed();
+
+ // fetch OpenGl context state
+ aCtx->FetchState();
+
+ const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
+ Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
+ if (!prepareFrameBuffers (aProjectType))
+ {
+ myBackBufferRestored = Standard_False;
+ myIsImmediateDrawn = Standard_False;
+ return;
+ }
+
+ OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
+ bool toSwap = aCtx->IsRender()
+ && !aCtx->caps->buffersNoSwap
+ && aFrameBuffer == NULL
+ && (!IsActiveXR() || myRenderParams.ToMirrorComposer);
+ if ( aFrameBuffer == NULL
+ && !aCtx->DefaultFrameBuffer().IsNull()
+ && aCtx->DefaultFrameBuffer()->IsValid())
+ {
+ aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
+ }
+
+ if (aProjectType == Graphic3d_Camera::Projection_Stereo)
+ {
+ OpenGl_FrameBuffer* aMainFbos[2] =
+ {
+ myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
+ myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
+ };
+ OpenGl_FrameBuffer* aMainFbosOit[2] =
+ {
+ myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
+ myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
+ myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
+ };
+
+ OpenGl_FrameBuffer* anImmFbos[2] =
+ {
+ myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
+ myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
+ };
+ OpenGl_FrameBuffer* anImmFbosOit[2] =
+ {
+ myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
+ myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
+ myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
+ };
+
+ if (IsActiveXR())
+ {
+ // use single frame for both views - caching main scene content makes no sense
+ // when head position is expected to be updated each frame redraw with high accuracy
+ aMainFbos[1] = aMainFbos[0];
+ aMainFbosOit[1] = aMainFbosOit[0];
+ anImmFbos[0] = aMainFbos[0];
+ anImmFbos[1] = aMainFbos[1];
+ anImmFbosOit[0] = aMainFbosOit[0];
+ anImmFbosOit[1] = aMainFbosOit[1];
+ }
+ else if (!myTransientDrawToFront)
+ {
+ anImmFbos [0] = aMainFbos [0];
+ anImmFbos [1] = aMainFbos [1];
+ anImmFbosOit[0] = aMainFbosOit[0];
+ anImmFbosOit[1] = aMainFbosOit[1];
+ }
+ else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
+ {
+ anImmFbos [0] = NULL;
+ anImmFbos [1] = NULL;
+ anImmFbosOit[0] = NULL;
+ anImmFbosOit[1] = NULL;
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
+ #endif
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
+
+ redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ #if !defined(GL_ES_VERSION_2_0)
+ aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
+ #endif
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
+ if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
+ {
+ toSwap = false;
+ }
+ else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
+ {
+ aCtx->SwapBuffers();
+ }
+
+ if (IsActiveXR())
+ {
+ // push Left frame to HMD display composer
+ OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[0];
+ if (anXRFbo != aMainFbos[0])
+ {
+ blitBuffers (aMainFbos[0], anXRFbo); // resize or resolve MSAA samples
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
+ #else
+ const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
+ #endif
+ myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
+ aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Left);
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
+ #endif
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
+
+ redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
+ if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
+ {
+ toSwap = false;
+ }
+
+ if (IsActiveXR())
+ {
+ // push Right frame to HMD display composer
+ OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[1];
+ if (anXRFbo != aMainFbos[1])
+ {
+ blitBuffers (aMainFbos[1], anXRFbo); // resize or resolve MSAA samples
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
+ #else
+ const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
+ #endif
+ myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
+ aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Right);
+ ::glFinish();
+
+ if (myRenderParams.ToMirrorComposer)
+ {
+ blitBuffers (anXRFbo, aFrameBuffer, myToFlipOutput);
+ }
+ }
+ else if (anImmFbos[0] != NULL)
+ {
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
+ drawStereoPair (aFrameBuffer);
+ }
+ }
+ else
+ {
+ OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
+ OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
+ OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
+ OpenGl_FrameBuffer* anImmFboOit = NULL;
+ if (!myTransientDrawToFront)
+ {
+ anImmFbo = aMainFbo;
+ anImmFboOit = aMainFboOit;
+ }
+ else if (myImmediateSceneFbos[0]->IsValid())
+ {
+ anImmFbo = myImmediateSceneFbos[0].operator->();
+ anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ if (aMainFbo == NULL)
+ {
+ aCtx->SetReadDrawBuffer (GL_BACK);
+ }
+ #endif
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
+
+ redraw (aProjectType, aMainFbo, aMainFboOit);
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
+ if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
+ {
+ toSwap = false;
+ }
+
+ if (anImmFbo != NULL
+ && anImmFbo != aFrameBuffer)
+ {
+ blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
+ }
+ }
+
+ if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
+ && myRenderParams.IsGlobalIlluminationEnabled)
+ {
+ myAccumFrames++;
+ }
+
+ // bind default FBO
+ bindDefaultFbo();
+
+ if (wasDisabledMSAA != myToDisableMSAA
+ || hadFboBlit != myHasFboBlit)
+ {
+ // retry on error
+ Redraw();
+ }
+
+ // reset state for safety
+ aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
+ if (aCtx->caps->ffpEnable)
+ {
+ aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
+ }
+
+ // Swap the buffers
+ if (toSwap)
+ {
+ aCtx->SwapBuffers();
+ if (!myMainSceneFbos[0]->IsValid())
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ }
+ else
+ {
+ aCtx->core11fwd->glFlush();
+ }
+
+ // reset render mode state
+ aCtx->FetchState();
+ aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
+
+ myWasRedrawnGL = Standard_True;
+}
+
+// =======================================================================
+// function : RedrawImmediate
+// purpose :
+// =======================================================================
+void OpenGl_View::RedrawImmediate()
+{
+ if (!myWorkspace->Activate())
+ return;
+
+ // no special handling of HMD display, since it will force full Redraw() due to no frame caching (myBackBufferRestored)
+ Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
+ if (!myTransientDrawToFront
+ || !myBackBufferRestored
+ || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
+ {
+ Redraw();
+ return;
+ }
+
+ const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
+ Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
+ OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
+ aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
+
+ if ( aFrameBuffer == NULL
+ && !aCtx->DefaultFrameBuffer().IsNull()
+ && aCtx->DefaultFrameBuffer()->IsValid())
+ {
+ aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
+ }
+
+ if (aProjectType == Graphic3d_Camera::Projection_Stereo)
+ {
+ if (myMainSceneFbos[0]->IsValid()
+ && !myMainSceneFbos[1]->IsValid())
+ {
+ aProjectType = Graphic3d_Camera::Projection_Perspective;
+ }
+ }
+
+ bool toSwap = false;
+ if (aProjectType == Graphic3d_Camera::Projection_Stereo)
+ {
+ OpenGl_FrameBuffer* aMainFbos[2] =
+ {
+ myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
+ myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
+ };
+ OpenGl_FrameBuffer* anImmFbos[2] =
+ {
+ myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
+ myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
+ };
+ OpenGl_FrameBuffer* anImmFbosOit[2] =
+ {
+ myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
+ myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
+ myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
+ };
+ if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
+ {
+ anImmFbos[0] = NULL;
+ anImmFbos[1] = NULL;
+ anImmFbosOit[0] = NULL;
+ anImmFbosOit[1] = NULL;
+ }
+
+ if (aCtx->arbFBO != NULL)
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (anImmFbos[0] == NULL)
+ {
+ aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
+ }
+ #endif
+
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
+ toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
+ aMainFbos[0],
+ anImmFbos[0],
+ anImmFbosOit[0],
+ Standard_True) || toSwap;
+ if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ && toSwap
+ && !aCtx->caps->buffersNoSwap)
+ {
+ aCtx->SwapBuffers();
+ }
+
+ if (aCtx->arbFBO != NULL)
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (anImmFbos[1] == NULL)
+ {
+ aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
+ }
+ #endif
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
+ toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
+ aMainFbos[1],
+ anImmFbos[1],
+ anImmFbosOit[1],
+ Standard_True) || toSwap;
+ if (anImmFbos[0] != NULL)
+ {
+ drawStereoPair (aFrameBuffer);
+ }
+ }
+ else
+ {
+ OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
+ OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
+ OpenGl_FrameBuffer* anImmFboOit = NULL;
+ if (myImmediateSceneFbos[0]->IsValid())
+ {
+ anImmFbo = myImmediateSceneFbos[0].operator->();
+ anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (aMainFbo == NULL)
+ {
+ aCtx->SetReadDrawBuffer (GL_BACK);
+ }
+ #endif
+ aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
+ anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
+ toSwap = redrawImmediate (aProjectType,
+ aMainFbo,
+ anImmFbo,
+ anImmFboOit,
+ Standard_True) || toSwap;
+ if (anImmFbo != NULL
+ && anImmFbo != aFrameBuffer)
+ {
+ blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
+ }
+ }
+
+ // bind default FBO
+ bindDefaultFbo();
+
+ // reset state for safety
+ aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
+ if (aCtx->caps->ffpEnable)
+ {
+ aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
+ }
+
+ if (toSwap && !aCtx->caps->buffersNoSwap)
+ {
+ aCtx->SwapBuffers();
+ }
+ else
+ {
+ aCtx->core11fwd->glFlush();
+ }
+ aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
+
+ myWasRedrawnGL = Standard_True;
+}
+
+// =======================================================================
+// function : redraw
+// purpose :
+// =======================================================================
+void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
+ OpenGl_FrameBuffer* theReadDrawFbo,
+ OpenGl_FrameBuffer* theOitAccumFbo)
+{
+ Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
+ if (theReadDrawFbo != NULL)
+ {
+ theReadDrawFbo->BindBuffer (aCtx);
+ theReadDrawFbo->SetupViewport (aCtx);
+ }
+ else
+ {
+ const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
+ aCtx->ResizeViewport (aViewport);
+ }
+
+ // request reset of material
+ aCtx->ShaderManager()->UpdateMaterialState();
+
+ myWorkspace->UseZBuffer() = Standard_True;
+ myWorkspace->UseDepthWrite() = Standard_True;
+ GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
+ aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
+ aCtx->core11fwd->glDepthMask (GL_TRUE);
+ aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
+
+ aCtx->core11fwd->glClearDepth (1.0);
+
+ const OpenGl_Vec4 aBgColor = aCtx->Vec4FromQuantityColor (myBgColor);
+ aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
+ aCtx->core11fwd->glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), aCtx->caps->buffersOpaqueAlpha ? 1.0f : 0.0f);
+ aCtx->core11fwd->glClear (toClear);
+ aCtx->SetColorMask (true); // restore default alpha component write state
+
+ render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
+}
+
+// =======================================================================
+// function : redrawMonoImmediate
+// purpose :
+// =======================================================================
+bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
+ OpenGl_FrameBuffer* theReadFbo,
+ OpenGl_FrameBuffer* theDrawFbo,
+ OpenGl_FrameBuffer* theOitAccumFbo,
+ const Standard_Boolean theIsPartialUpdate)
+{
+ const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
+ GLboolean toCopyBackToFront = GL_FALSE;
+ if (theDrawFbo == theReadFbo
+ && theDrawFbo != NULL
+ && theDrawFbo->IsValid())
+ {
+ myBackBufferRestored = Standard_False;
+ theDrawFbo->BindBuffer (aCtx);
+ }
+ else if (theReadFbo != NULL
+ && theReadFbo->IsValid()
+ && aCtx->IsRender())
+ {
+ if (!blitBuffers (theReadFbo, theDrawFbo))
+ {
+ return true;
+ }
+ }
+ else if (theDrawFbo == NULL)
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
+ #endif
+ if (toCopyBackToFront
+ && myTransientDrawToFront)
+ {
+ if (!HasImmediateStructures()
+ && !theIsPartialUpdate)
+ {
+ // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
+ return true;
+ }
+ if (!copyBackToFront())
+ {
+ toCopyBackToFront = GL_FALSE;
+ myBackBufferRestored = Standard_False;
+ }
+ }
+ else
+ {
+ toCopyBackToFront = GL_FALSE;
+ myBackBufferRestored = Standard_False;
+ }
+ }
+ else
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ myIsImmediateDrawn = Standard_True;
+
+ myWorkspace->UseZBuffer() = Standard_True;
+ myWorkspace->UseDepthWrite() = Standard_True;
+ glDepthFunc (GL_LEQUAL);
+ glDepthMask (GL_TRUE);
+ glEnable (GL_DEPTH_TEST);
+#if !defined(GL_ES_VERSION_2_0)
+ glClearDepth (1.0);
+#else
+ glClearDepthf (1.0f);
+#endif
+
+ render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
+
+ return !toCopyBackToFront;
+}
+
+//=======================================================================
+//function : Render
+//purpose :
+//=======================================================================
+void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
+ OpenGl_FrameBuffer* theOutputFBO,
+ OpenGl_FrameBuffer* theOitAccumFbo,
+ const Standard_Boolean theToDrawImmediate)
+{
+ // ==================================
+ // Step 1: Prepare for render
+ // ==================================
+
+ const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
+ aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
+ && theOutputFBO != NULL
+ && theOutputFBO->NbSamples() != 0);
+
+#if !defined(GL_ES_VERSION_2_0)
+ // Disable current clipping planes
+ if (aContext->core11 != NULL)
+ {
+ const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
+ for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
+ {
+ aContext->core11fwd->glDisable (aClipPlaneId);
+ }
+ }
+#endif
+
+ // update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
+ // note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
+ myBVHSelector.SetViewVolume (myCamera);
+ myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
+ myBVHSelector.CacheClipPtsProjections();
+
+ const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
+ const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
+ Standard_Size aLightsRevision = 0;
+ if (!aLights.IsNull())
+ {
+ aLightsRevision = aLights->UpdateRevision();
+ }
+ if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
+ || aLightsRevision != myLightsRevision)
+ {
+ myLightsRevision = aLightsRevision;
+ aManager->UpdateLightSourceStateTo (aLights, SpecIBLMapLevels());
+ myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
+ }
+
+ // Update matrices if camera has changed.
+ Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
+ if (myWorldViewProjState != aWVPState)
+ {
+ myAccumFrames = 0;
+ myWorldViewProjState = aWVPState;
+ }
+
+ myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
+ aContext->SetCamera (myCamera);
+ if (aManager->ModelWorldState().Index() == 0)
+ {
+ aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
+ }
+
+ // ====================================
+ // Step 2: Redraw background
+ // ====================================
+
+ // Render background
+ if (!theToDrawImmediate)
+ {
+ drawBackground (myWorkspace, theProjection);
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
+ // Switch off lighting by default
+ if (aContext->core11 != NULL
+ && aContext->caps->ffpEnable)
+ {
+ glDisable(GL_LIGHTING);
+ }
+#endif
+
+ // =================================
+ // Step 3: Redraw main plane
+ // =================================
+
+ // Setup face culling
+ GLboolean isCullFace = GL_FALSE;
+ if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
+ {
+ isCullFace = glIsEnabled (GL_CULL_FACE);
+ if (myBackfacing == Graphic3d_TOBM_DISABLE)
+ {
+ glEnable (GL_CULL_FACE);
+ glCullFace (GL_BACK);
+ }
+ else
+ glDisable (GL_CULL_FACE);
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
+ // if the view is scaled normal vectors are scaled to unit
+ // length for correct displaying of shaded objects
+ const gp_Pnt anAxialScale = aContext->Camera()->AxialScale();
+ if (anAxialScale.X() != 1.F ||
+ anAxialScale.Y() != 1.F ||
+ anAxialScale.Z() != 1.F)
+ {
+ aContext->SetGlNormalizeEnabled (Standard_True);
+ }
+ else
+ {
+ aContext->SetGlNormalizeEnabled (Standard_False);
+ }
+#endif
+
+ aManager->SetShadingModel (OpenGl_ShaderManager::PBRShadingModelFallback (myShadingModel, checkPBRAvailability()));
+
+ // Redraw 3d scene
+ if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
+ {
+ aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoLeftF());
+ aContext->ApplyProjectionMatrix();
+ }
+ else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
+ {
+ aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoRightF());
+ aContext->ApplyProjectionMatrix();
+ }
+
+ myWorkspace->SetEnvironmentTexture (myTextureEnv);
+
+ renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
+
+ myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
+
+ // ===============================
+ // Step 4: Trihedron
+ // ===============================
+
+ // Resetting GL parameters according to the default aspects
+ // in order to synchronize GL state with the graphic driver state
+ // before drawing auxiliary stuff (trihedrons, overlayer)
+ myWorkspace->ResetAppliedAspect();
+
+ // Render trihedron
+ if (!theToDrawImmediate)
+ {
+ renderTrihedron (myWorkspace);
+
+ // Restore face culling
+ if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
+ {
+ if (isCullFace)
+ {
+ glEnable (GL_CULL_FACE);
+ glCullFace (GL_BACK);
+ }
+ else
+ glDisable (GL_CULL_FACE);
+ }
+ }
+ else
+ {
+ renderFrameStats();
+ }
+
+ myWorkspace->ResetAppliedAspect();
+ aContext->SetAllowSampleAlphaToCoverage (false);
+ aContext->SetSampleAlphaToCoverage (false);
+
+ // reset FFP state for safety
+ aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
+ if (aContext->caps->ffpEnable)
+ {
+ aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
+ }
+
+ // ==============================================================
+ // Step 6: Keep shader manager informed about last View
+ // ==============================================================
+
+ if (!aManager.IsNull())
+ {
+ aManager->SetLastView (this);
+ }
+}
+
+// =======================================================================
+// function : InvalidateBVHData
+// purpose :
+// =======================================================================
+void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
+{
+ myZLayers.InvalidateBVHData (theLayerId);
+}
+
+//=======================================================================
+//function : renderStructs
+//purpose :
+//=======================================================================
+void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
+ OpenGl_FrameBuffer* theReadDrawFbo,
+ OpenGl_FrameBuffer* theOitAccumFbo,
+ const Standard_Boolean theToDrawImmediate)
+{
+ myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
+ if ( myZLayers.NbStructures() <= 0 )
+ return;
+
+ Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
+ Standard_Boolean toRenderGL = theToDrawImmediate ||
+ myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
+ myRaytraceInitStatus == OpenGl_RT_FAIL ||
+ aCtx->IsFeedback();
+
+ if (!toRenderGL)
+ {
+ const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
+ const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
+
+ toRenderGL = !initRaytraceResources (aSizeX, aSizeY, aCtx)
+ || !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
+
+ toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
+
+ if (!toRenderGL)
+ {
+ myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
+
+ if (theReadDrawFbo != NULL)
+ theReadDrawFbo->UnbindBuffer (aCtx);
+
+ // Prepare preliminary OpenGL output
+ if (aCtx->arbFBOBlit != NULL)
+ {
+ // Render bottom OSD layer
+ myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
+
+ const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
+ myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
+ {
+ if (theReadDrawFbo != NULL)
+ {
+ theReadDrawFbo->BindDrawBuffer (aCtx);
+ }
+ else
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
+ aCtx->SetFrameBufferSRGB (false);
+ }
+
+ // Render non-polygonal elements in default layer
+ myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_RayTracable, theReadDrawFbo, theOitAccumFbo);
+ }
+ myWorkspace->SetRenderFilter (aPrevFilter);
+ }
+
+ if (theReadDrawFbo != NULL)
+ {
+ theReadDrawFbo->BindBuffer (aCtx);
+ }
+ else
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
+ aCtx->SetFrameBufferSRGB (false);
+ }
+
+ // Reset OpenGl aspects state to default to avoid enabling of
+ // backface culling which is not supported in ray-tracing.
+ myWorkspace->ResetAppliedAspect();
+
+ // Ray-tracing polygonal primitive arrays
+ raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
+
+ // Render upper (top and topmost) OpenGL layers
+ myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
+ }
+ }
+
+ // Redraw 3D scene using OpenGL in standard
+ // mode or in case of ray-tracing failure
+ if (toRenderGL)
+ {
+ myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
+
+ // Set flag that scene was redrawn by standard pipeline
+ myWasRedrawnGL = Standard_True;
+ }
+}
+
+//=======================================================================
+//function : renderTrihedron
+//purpose :
+//=======================================================================
+void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
+{
+ if (myToShowGradTrihedron)
+ {
+ myGraduatedTrihedron.Render (theWorkspace);
+ }
+}
+
+//=======================================================================
+//function : renderFrameStats
+//purpose :
+//=======================================================================
+void OpenGl_View::renderFrameStats()
+{
+ if (myRenderParams.ToShowStats
+ && myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
+ {
+ myFrameStatsPrs.Update (myWorkspace);
+ myFrameStatsPrs.Render (myWorkspace);
+ }
+}
+
+// =======================================================================
+// function : Invalidate
+// purpose :
+// =======================================================================
+void OpenGl_View::Invalidate()
+{
+ myBackBufferRestored = Standard_False;
+}
+
+//=======================================================================
+//function : renderScene
+//purpose :
+//=======================================================================
+void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
+ OpenGl_FrameBuffer* theReadDrawFbo,
+ OpenGl_FrameBuffer* theOitAccumFbo,
+ const Standard_Boolean theToDrawImmediate)
+{
+ const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
+
+ // Specify clipping planes in view transformation space
+ aContext->ChangeClipping().Reset (myClipPlanes);
+ if (!myClipPlanes.IsNull()
+ && !myClipPlanes->IsEmpty())
+ {
+ aContext->ShaderManager()->UpdateClippingState();
+ }
+
+ renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
+ aContext->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
+
+ // Apply restored view matrix.
+ aContext->ApplyWorldViewMatrix();
+
+ aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
+ if (!myClipPlanes.IsNull()
+ && !myClipPlanes->IsEmpty())
+ {
+ aContext->ShaderManager()->RevertClippingState();
+ }
+}
+
+// =======================================================================
+// function : bindDefaultFbo
+// purpose :
+// =======================================================================
+void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
+{
+ Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
+ OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
+ ? theCustomFbo
+ : (!aCtx->DefaultFrameBuffer().IsNull()
+ && aCtx->DefaultFrameBuffer()->IsValid()
+ ? aCtx->DefaultFrameBuffer().operator->()
+ : NULL);
+ if (anFbo != NULL)
+ {
+ anFbo->BindBuffer (aCtx);
+ anFbo->SetupViewport (aCtx);
+ }
+ else
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ aCtx->SetReadDrawBuffer (GL_BACK);
+ #else
+ if (aCtx->arbFBO != NULL)
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ #endif
+ const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
+ aCtx->ResizeViewport (aViewport);
+ }
+}
+
+// =======================================================================
+// function : initBlitQuad
+// purpose :
+// =======================================================================
+OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
+{
+ OpenGl_VertexBuffer* aVerts = NULL;
+ if (!theToFlip)
+ {
+ aVerts = &myFullScreenQuad;
+ if (!aVerts->IsValid())
+ {
+ OpenGl_Vec4 aQuad[4] =
+ {
+ OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
+ OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
+ OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
+ OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
+ };
+ aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
+ }
+ }
+ else
+ {
+ aVerts = &myFullScreenQuadFlip;
+ if (!aVerts->IsValid())
+ {
+ OpenGl_Vec4 aQuad[4] =
+ {
+ OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
+ OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
+ OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
+ OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
+ };
+ aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
+ }
+ }
+ return aVerts;
+}
+
+// =======================================================================
+// function : blitBuffers
+// purpose :
+// =======================================================================
+bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
+ OpenGl_FrameBuffer* theDrawFbo,
+ const Standard_Boolean theToFlip)
+{
+ Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
+ const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
+ const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
+ const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
+ const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
+ if (theReadFbo == NULL || aCtx->IsFeedback())
+ {
+ return false;
+ }
+ else if (theReadFbo == theDrawFbo)
+ {
+ return true;
+ }
+
+ // clear destination before blitting
+ if (theDrawFbo != NULL
+ && theDrawFbo->IsValid())
+ {
+ theDrawFbo->BindBuffer (aCtx);
+ }
+ else
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ aCtx->SetFrameBufferSRGB (false);
+ }
+ const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
+ aCtx->ResizeViewport (aViewport);
+
+ aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
+ aCtx->core20fwd->glClearDepth (1.0);
+ aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ aCtx->SetColorMask (true); // restore default alpha component write state
+
+ const bool toApplyGamma = aCtx->ToRenderSRGB() != aCtx->IsFrameBufferSRGB();
+ if (aCtx->arbFBOBlit != NULL
+ && !toApplyGamma
+ && theReadFbo->NbSamples() != 0)
+ {
+ GLbitfield aCopyMask = 0;
+ theReadFbo->BindReadBuffer (aCtx);
+ if (theDrawFbo != NULL
+ && theDrawFbo->IsValid())
+ {
+ theDrawFbo->BindDrawBuffer (aCtx);
+ if (theDrawFbo->HasColor()
+ && theReadFbo->HasColor())
+ {
+ aCopyMask |= GL_COLOR_BUFFER_BIT;
+ }
+ if (theDrawFbo->HasDepth()
+ && theReadFbo->HasDepth())
+ {
+ aCopyMask |= GL_DEPTH_BUFFER_BIT;
+ }
+ }
+ else
+ {
+ if (theReadFbo->HasColor())
+ {
+ aCopyMask |= GL_COLOR_BUFFER_BIT;
+ }
+ if (theReadFbo->HasDepth())
+ {
+ aCopyMask |= GL_DEPTH_BUFFER_BIT;
+ }
+ aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ aCtx->SetFrameBufferSRGB (false);
+ }
+
+ // we don't copy stencil buffer here... does it matter for performance?
+ aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
+ 0, 0, aDrawSizeX, aDrawSizeY,
+ aCopyMask, GL_NEAREST);
+ const int anErr = ::glGetError();
+ if (anErr != GL_NO_ERROR)
+ {
+ // glBlitFramebuffer() might fail in several cases:
+ // - Both FBOs have MSAA and they are samples number does not match.
+ // OCCT checks that this does not happen,
+ // however some graphics drivers provide an option for overriding MSAA.
+ // In this case window MSAA might be non-zero (and application can not check it)
+ // and might not match MSAA of our offscreen FBOs.
+ // - Pixel formats of FBOs do not match.
+ // This also might happen with window has pixel format,
+ // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
+ + " Please check your graphics driver settings or try updating driver.";
+ if (theReadFbo->NbSamples() != 0)
+ {
+ myToDisableMSAA = true;
+ aMsg += "\n MSAA settings should not be overridden by driver!";
+ }
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
+ 0,
+ GL_DEBUG_SEVERITY_HIGH,
+ aMsg);
+ }
+
+ if (theDrawFbo != NULL
+ && theDrawFbo->IsValid())
+ {
+ theDrawFbo->BindBuffer (aCtx);
+ }
+ else
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ aCtx->SetFrameBufferSRGB (false);
+ }
+ }
+ else
+ {
+ aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
+ aCtx->core20fwd->glDepthMask (GL_TRUE);
+ aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
+ #if defined(GL_ES_VERSION_2_0)
+ if (!aCtx->IsGlGreaterEqual (3, 0)
+ && !aCtx->extFragDepth)
+ {
+ aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
+ }
+ #endif
+
+ aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
+
+ const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
+ const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
+
+ OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
+ const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
+ if (aVerts->IsValid()
+ && aManager->BindFboBlitProgram (theReadFbo != NULL ? theReadFbo->NbSamples() : 0, toApplyGamma))
+ {
+ aCtx->SetSampleAlphaToCoverage (false);
+ theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
+ if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
+ {
+ theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
+ aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
+ aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
+ }
+
+ theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
+ if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
+ {
+ theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
+ aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
+ aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
+ }
+
+ aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
+
+ aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
+
+ aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
+ theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
+ theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
+ aCtx->BindProgram (NULL);
+ }
+ else
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ + "Error! FBO blitting has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
+ 0,
+ GL_DEBUG_SEVERITY_HIGH,
+ aMsg);
+ myHasFboBlit = Standard_False;
+ theReadFbo->Release (aCtx.operator->());
+ return true;
+ }
+ }
+ return true;
+}
+
+// =======================================================================
+// function : drawStereoPair
+// purpose :
+// =======================================================================
+void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
+{
+ const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
+ bindDefaultFbo (theDrawFbo);
+ OpenGl_FrameBuffer* aPair[2] =
+ {
+ myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
+ myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
+ };
+ if (aPair[0] == NULL
+ || aPair[1] == NULL
+ || !myTransientDrawToFront)
+ {
+ aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
+ aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
+ }
+
+ if (aPair[0] == NULL
+ || aPair[1] == NULL)
+ {
+ return;
+ }
+
+ if (aPair[0]->NbSamples() != 0)
+ {
+ // resolve MSAA buffers before drawing
+ if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
+ || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
+ {
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
+ 0,
+ GL_DEBUG_SEVERITY_HIGH,
+ "Error! Unable to allocate FBO for blitting stereo pair");
+ bindDefaultFbo (theDrawFbo);
+ return;
+ }
+
+ if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
+ || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
+ {
+ bindDefaultFbo (theDrawFbo);
+ return;
+ }
+
+ aPair[0] = myOpenGlFBO .operator->();
+ aPair[1] = myOpenGlFBO2.operator->();
+ bindDefaultFbo (theDrawFbo);
+ }
+
+ struct
+ {
+ Standard_Integer left;
+ Standard_Integer top;
+ Standard_Integer right;
+ Standard_Integer bottom;
+ Standard_Integer dx() { return right - left; }
+ Standard_Integer dy() { return bottom - top; }
+ } aGeom;
+
+ myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
+
+ Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
+ const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
+ const Standard_Boolean isOddX = aGeom.left % 2 == 1;
+ if (isOddY
+ && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
+ || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
+ {
+ toReverse = !toReverse;
+ }
+ if (isOddX
+ && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
+ || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
+ {
+ toReverse = !toReverse;
+ }
+
+ if (toReverse)
+ {
+ std::swap (aPair[0], aPair[1]);
+ }
+
+ aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
+ aCtx->core20fwd->glDepthMask (GL_TRUE);
+ aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
+
+ aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
+ OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
+
+ const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
+ if (aVerts->IsValid()
+ && aManager->BindStereoProgram (myRenderParams.StereoMode))
+ {
+ if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
+ {
+ OpenGl_Mat4 aFilterL, aFilterR;
+ aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
+ switch (myRenderParams.AnaglyphFilter)
+ {
+ case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
+ aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
+ aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
+ aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
+ aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
+ aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
+ aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
+ aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
+ aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
+ {
+ aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_UserDefined:
+ {
+ aFilterL = myRenderParams.AnaglyphLeft;
+ aFilterR = myRenderParams.AnaglyphRight;
+ break;
+ }
+ }
+ aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
+ aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
+ }
+
+ aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
+ aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
+ aVerts->BindVertexAttrib (aCtx, 0);
+
+ aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
+
+ aVerts->UnbindVertexAttrib (aCtx, 0);
+ aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
+ aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
+ }
+ else
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ + "Error! Anaglyph has failed";
+ aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
+ 0,
+ GL_DEBUG_SEVERITY_HIGH,
+ aMsg);
+ }
+}
+
+// =======================================================================
+// function : copyBackToFront
+// purpose :
+// =======================================================================
+bool OpenGl_View::copyBackToFront()
+{
+ myIsImmediateDrawn = Standard_False;
+#if !defined(GL_ES_VERSION_2_0)
+ const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
+ if (aCtx->core11 == NULL)
+ {
+ return false;
+ }
+
+ OpenGl_Mat4 aProjectMat;
+ Graphic3d_TransformUtils::Ortho2D (aProjectMat,
+ 0.0f, static_cast<GLfloat> (myWindow->Width()),
+ 0.0f, static_cast<GLfloat> (myWindow->Height()));
+
+ aCtx->WorldViewState.Push();
+ aCtx->ProjectionState.Push();
+
+ aCtx->WorldViewState.SetIdentity();
+ aCtx->ProjectionState.SetCurrent (aProjectMat);
+
+ aCtx->ApplyProjectionMatrix();
+ aCtx->ApplyWorldViewMatrix();
+
+ // synchronize FFP state before copying pixels
+ aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
+ aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
+ aCtx->DisableFeatures();
+
+ switch (aCtx->DrawBuffer())
+ {
+ case GL_BACK_LEFT:
+ {
+ aCtx->SetReadBuffer (GL_BACK_LEFT);
+ aCtx->SetDrawBuffer (GL_FRONT_LEFT);
+ break;
+ }
+ case GL_BACK_RIGHT:
+ {
+ aCtx->SetReadBuffer (GL_BACK_RIGHT);
+ aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
+ break;
+ }
+ default:
+ {
+ aCtx->SetReadBuffer (GL_BACK);
+ aCtx->SetDrawBuffer (GL_FRONT);
+ break;
+ }
+ }
+
+ aCtx->core11->glRasterPos2i (0, 0);
+ aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
+ //aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
+
+ aCtx->EnableFeatures();
+
+ aCtx->WorldViewState.Pop();
+ aCtx->ProjectionState.Pop();
+ aCtx->ApplyProjectionMatrix();
+
+ // read/write from front buffer now
+ aCtx->SetReadBuffer (aCtx->DrawBuffer());
+ return true;
+#else
+ return false;
+#endif
+}
+
+// =======================================================================
+// function : checkOitCompatibility
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
+ const Standard_Boolean theMSAA)
+{
+ // determine if OIT is supported by current OpenGl context
+ Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
+ if (aToDisableOIT)
+ {
+ return Standard_False;
+ }
+
+ TCollection_ExtendedString aCompatibilityMsg;
+ if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
+ && theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
+ {
+ aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
+ }
+ if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
+ {
+ aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
+ }
+ if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
+ {
+ aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
+ }
+ if (aCompatibilityMsg.IsEmpty())
+ {
+ return Standard_True;
+ }
+
+ aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
+ 0,
+ GL_DEBUG_SEVERITY_HIGH,
+ aCompatibilityMsg);
+
+ aToDisableOIT = Standard_True;
+ return Standard_False;
+}
+
+// =======================================================================
+// function : chooseOitColorConfiguration
+// purpose :
+// =======================================================================
+bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
+ const Standard_Integer theConfigIndex,
+ OpenGl_ColorFormats& theFormats)
+{
+ theFormats.Clear();
+ switch (theConfigIndex)
+ {
+ case 0: // choose best applicable color format combination
+ {
+ theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
+ theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
+ return true;
+ }
+ case 1: // choose non-optimal applicable color format combination
+ {
+ theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
+ theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
+ return true;
+ }
+ }
+ return false; // color combination does not exist
+}
+
+// =======================================================================
+// function : checkPBRAvailability
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_View::checkPBRAvailability() const
+{
+ return myWorkspace->GetGlContext()->HasPBR()
+ && !myPBREnvironment.IsNull();
+}
+
+// =======================================================================
+// function : bakePBREnvironment
+// purpose :
+// =======================================================================
+void OpenGl_View::bakePBREnvironment (const Handle(OpenGl_Context)& theCtx)
+{
+ const Handle(OpenGl_TextureSet)& aTextureSet = myCubeMapParams->TextureSet (theCtx);
+ if (!aTextureSet.IsNull()
+ && !aTextureSet->IsEmpty())
+ {
+ myPBREnvironment->Bake (theCtx,
+ aTextureSet->First(),
+ myBackgroundCubeMap->ZIsInverted(),
+ myBackgroundCubeMap->IsTopDown(),
+ myRenderParams.PbrEnvBakingDiffNbSamples,
+ myRenderParams.PbrEnvBakingSpecNbSamples,
+ myRenderParams.PbrEnvBakingProbability);
+ }
+ else
+ {
+ myPBREnvironment->Clear (theCtx);
+ }
+}
+
+// =======================================================================
+// function : clearPBREnvironment
+// purpose :
+// =======================================================================
+void OpenGl_View::clearPBREnvironment (const Handle(OpenGl_Context)& theCtx)
+{
+ myPBREnvironment->Clear (theCtx);
+}
+
+// =======================================================================
+// function : clearPBREnvironment
+// purpose :
+// =======================================================================
+void OpenGl_View::processPBREnvRequest (const Handle(OpenGl_Context)& theCtx)
+{
+ if (myPBREnvState == OpenGl_PBREnvState_CREATED)
+ {
+ switch (myPBREnvRequest)
+ {
+ case OpenGl_PBREnvRequest_NONE: return;
+ case OpenGl_PBREnvRequest_BAKE: bakePBREnvironment (theCtx); break;
+ case OpenGl_PBREnvRequest_CLEAR: clearPBREnvironment (theCtx); break;
+ }
+ }
+ myPBREnvRequest = OpenGl_PBREnvRequest_NONE;
+}
+++ /dev/null
-// Created on: 2011-09-20
-// Created by: Sergey ZERCHANINOV
-// Copyright (c) 2011-2014 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.
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include <OpenGl_GlCore11.hxx>
-
-#include <Aspect_XRSession.hxx>
-#include <Graphic3d_GraphicDriver.hxx>
-#include <Graphic3d_StructureManager.hxx>
-#include <Graphic3d_TextureParams.hxx>
-#include <Graphic3d_Texture2Dmanual.hxx>
-#include <Graphic3d_TransformUtils.hxx>
-#include <Image_AlienPixMap.hxx>
-
-#include <NCollection_Mat4.hxx>
-
-#include <OpenGl_Context.hxx>
-#include <OpenGl_FrameStats.hxx>
-#include <OpenGl_Matrix.hxx>
-#include <OpenGl_Workspace.hxx>
-#include <OpenGl_View.hxx>
-#include <OpenGl_GraduatedTrihedron.hxx>
-#include <OpenGl_PrimitiveArray.hxx>
-#include <OpenGl_ShaderManager.hxx>
-#include <OpenGl_ShaderProgram.hxx>
-#include <OpenGl_Structure.hxx>
-#include <OpenGl_ArbFBO.hxx>
-
-#include "../Textures/Textures_EnvLUT.pxx"
-
-namespace
-{
- //! Format Frame Buffer format for logging messages.
- static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
- {
- return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
- }
-
- //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
- static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
- Standard_Integer theSizeX,
- Standard_Integer theSizeY,
- Standard_Integer theNbSamples)
- {
- return !theFboToCheck->IsValid()
- && theFboToCheck->GetInitVPSizeX() == theSizeX
- && theFboToCheck->GetInitVPSizeY() == theSizeY
- && theFboToCheck->NbSamples() == theNbSamples;
- }
-
- //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
- static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
- const Handle(OpenGl_FrameBuffer)& theFboRef)
- {
- return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
- }
-}
-
-//=======================================================================
-//function : drawBackground
-//purpose :
-//=======================================================================
-void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace,
- Graphic3d_Camera::Projection theProjection)
-{
- const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
- const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
- if (wasUsedZBuffer)
- {
- aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
- }
-
- if (myBackgroundType == Graphic3d_TOB_CUBEMAP)
- {
- myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uZCoeff", myBackgroundCubeMap->ZIsInverted() ? -1 : 1);
- myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uYCoeff", myBackgroundCubeMap->IsTopDown() ? 1 : -1);
- const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myCubeMapParams);
-
- myBackgrounds[Graphic3d_TOB_CUBEMAP]->Render (theWorkspace, theProjection);
-
- theWorkspace->SetAspects (anOldAspectFace);
- }
- else if (myBackgroundType == Graphic3d_TOB_GRADIENT
- || myBackgroundType == Graphic3d_TOB_TEXTURE)
- {
- // Drawing background gradient if:
- // - gradient fill type is not Aspect_GFM_NONE and
- // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
- if (myBackgrounds[Graphic3d_TOB_GRADIENT]->IsDefined()
- && (!myTextureParams->Aspect()->ToMapTexture()
- || myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_CENTERED
- || myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_NONE))
- {
- myBackgrounds[Graphic3d_TOB_GRADIENT]->Render(theWorkspace, theProjection);
- }
-
- // Drawing background image if it is defined
- // (texture is defined and fill type is not Aspect_FM_NONE)
- if (myBackgrounds[Graphic3d_TOB_TEXTURE]->IsDefined()
- && myTextureParams->Aspect()->ToMapTexture())
- {
- aCtx->core11fwd->glDisable (GL_BLEND);
-
- const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
- myBackgrounds[Graphic3d_TOB_TEXTURE]->Render (theWorkspace, theProjection);
- theWorkspace->SetAspects (anOldAspectFace);
- }
- }
-
- if (wasUsedZBuffer)
- {
- theWorkspace->SetUseZBuffer (Standard_True);
- aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
- }
-}
-
-//=======================================================================
-//function : prepareFrameBuffers
-//purpose :
-//=======================================================================
-bool OpenGl_View::prepareFrameBuffers (Graphic3d_Camera::Projection& theProj)
-{
- theProj = myCamera->ProjectionType();
- const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
-
- Standard_Integer aSizeX = 0, aSizeY = 0;
- OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
- if (aFrameBuffer != NULL)
- {
- aSizeX = aFrameBuffer->GetVPSizeX();
- aSizeY = aFrameBuffer->GetVPSizeY();
- }
- else if (IsActiveXR())
- {
- aSizeX = myXRSession->RecommendedViewport().x();
- aSizeY = myXRSession->RecommendedViewport().y();
- }
- else
- {
- aSizeX = myWindow->Width();
- aSizeY = myWindow->Height();
- }
-
- const Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
- const Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
- if (aSizeX < 1
- || aSizeY < 1
- || aRendSizeX < 1
- || aRendSizeY < 1)
- {
- myBackBufferRestored = Standard_False;
- myIsImmediateDrawn = Standard_False;
- return false;
- }
-
- // determine multisampling parameters
- Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
- ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
- : 0;
- if (aNbSamples != 0)
- {
- aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
- }
-
- bool toUseOit = myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT
- && checkOitCompatibility (aCtx, aNbSamples > 0);
-
- const bool toInitImmediateFbo = myTransientDrawToFront
- && (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
-
- if ( aFrameBuffer == NULL
- && !aCtx->DefaultFrameBuffer().IsNull()
- && aCtx->DefaultFrameBuffer()->IsValid())
- {
- aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
- }
-
- if (myHasFboBlit
- && (myTransientDrawToFront
- || theProj == Graphic3d_Camera::Projection_Stereo
- || aNbSamples != 0
- || toUseOit
- || aSizeX != aRendSizeX))
- {
- if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
- || myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
- || myMainSceneFbos[0]->NbSamples() != aNbSamples)
- {
- if (!myTransientDrawToFront)
- {
- myImmediateSceneFbos[0]->Release (aCtx.operator->());
- myImmediateSceneFbos[1]->Release (aCtx.operator->());
- myImmediateSceneFbos[0]->ChangeViewport (0, 0);
- myImmediateSceneFbos[1]->ChangeViewport (0, 0);
- }
-
- // prepare FBOs containing main scene
- // for further blitting and rendering immediate presentations on top
- if (aCtx->core20fwd != NULL)
- {
- const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSizeX, aRendSizeY, aNbSamples);
- if (!myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples)
- && !wasFailedMain0)
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
- + printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- }
- }
- }
- if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
- {
- const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
- if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
- && !wasFailedImm0)
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
- + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- }
- }
- }
- else
- {
- myMainSceneFbos [0]->Release (aCtx.operator->());
- myMainSceneFbos [1]->Release (aCtx.operator->());
- myImmediateSceneFbos[0]->Release (aCtx.operator->());
- myImmediateSceneFbos[1]->Release (aCtx.operator->());
- myXrSceneFbo ->Release (aCtx.operator->());
- myMainSceneFbos [0]->ChangeViewport (0, 0);
- myMainSceneFbos [1]->ChangeViewport (0, 0);
- myImmediateSceneFbos[0]->ChangeViewport (0, 0);
- myImmediateSceneFbos[1]->ChangeViewport (0, 0);
- myXrSceneFbo ->ChangeViewport (0, 0);
- }
-
- bool hasXRBlitFbo = false;
- if (theProj == Graphic3d_Camera::Projection_Stereo
- && IsActiveXR()
- && myMainSceneFbos[0]->IsValid())
- {
- if (aNbSamples != 0
- || aSizeX != aRendSizeX)
- {
- hasXRBlitFbo = myXrSceneFbo->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
- if (!hasXRBlitFbo)
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! VR FBO "
- + printFboFormat (myXrSceneFbo) + " initialization has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- }
- }
- }
- else if (theProj == Graphic3d_Camera::Projection_Stereo
- && myMainSceneFbos[0]->IsValid())
- {
- const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
- if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
- && !wasFailedMain1)
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
- + printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- }
- if (!myMainSceneFbos[1]->IsValid())
- {
- // no enough memory?
- theProj = Graphic3d_Camera::Projection_Perspective;
- }
- else if (!myTransientDrawToFront)
- {
- //
- }
- else if (!aCtx->HasStereoBuffers()
- || myRenderParams.StereoMode != Graphic3d_StereoMode_QuadBuffer)
- {
- const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
- const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
- if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
- && !wasFailedImm0)
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
- + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- }
- if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
- && !wasFailedImm1)
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
- + printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- }
- if (!myImmediateSceneFbos[0]->IsValid()
- || !myImmediateSceneFbos[1]->IsValid())
- {
- theProj = Graphic3d_Camera::Projection_Perspective;
- }
- }
- }
- if (!hasXRBlitFbo)
- {
- myXrSceneFbo->Release (aCtx.get());
- myXrSceneFbo->ChangeViewport (0, 0);
- }
-
- // process PBR environment
- if (myShadingModel == Graphic3d_TOSM_PBR
- || myShadingModel == Graphic3d_TOSM_PBR_FACET)
- {
- if (!myPBREnvironment.IsNull()
- && myPBREnvironment->SizesAreDifferent (myRenderParams.PbrEnvPow2Size,
- myRenderParams.PbrEnvSpecMapNbLevels))
- {
- myPBREnvironment->Release (aCtx.get());
- myPBREnvironment.Nullify();
- myPBREnvState = OpenGl_PBREnvState_NONEXISTENT;
- myPBREnvRequest = OpenGl_PBREnvRequest_BAKE;
- ++myLightsRevision;
- }
-
- if (myPBREnvState == OpenGl_PBREnvState_NONEXISTENT
- && aCtx->HasPBR())
- {
- myPBREnvironment = OpenGl_PBREnvironment::Create (aCtx, myRenderParams.PbrEnvPow2Size, myRenderParams.PbrEnvSpecMapNbLevels);
- myPBREnvState = myPBREnvironment.IsNull() ? OpenGl_PBREnvState_UNAVAILABLE : OpenGl_PBREnvState_CREATED;
- if (myPBREnvState == OpenGl_PBREnvState_CREATED)
- {
- Handle(OpenGl_Texture) anEnvLUT;
- static const TCollection_AsciiString THE_SHARED_ENV_LUT_KEY("EnvLUT");
- if (!aCtx->GetResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT))
- {
- Handle(Graphic3d_TextureParams) aParams = new Graphic3d_TextureParams();
- aParams->SetFilter (Graphic3d_TOTF_BILINEAR);
- aParams->SetRepeat (Standard_False);
- aParams->SetTextureUnit (aCtx->PBREnvLUTTexUnit());
- anEnvLUT = new OpenGl_Texture(THE_SHARED_ENV_LUT_KEY, aParams);
- Handle(Image_PixMap) aPixMap = new Image_PixMap();
- aPixMap->InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
- OpenGl_TextureFormat aTexFormat = OpenGl_TextureFormat::FindFormat (aCtx, aPixMap->Format(), false);
- #if defined(GL_ES_VERSION_2_0)
- // GL_RG32F is not texture-filterable format on OpenGL ES without OES_texture_float_linear extension.
- // GL_RG16F is texture-filterable since OpenGL ES 3.0 and can be initialized from 32-bit floats.
- // Note that it is expected that GL_RG16F has enough precision for this table, so that it can be used also on desktop OpenGL.
- //if (!aCtx->hasTexFloatLinear)
- aTexFormat.SetInternalFormat (GL_RG16F);
- #endif
- if (!aTexFormat.IsValid()
- || !anEnvLUT->Init (aCtx, aTexFormat, Graphic3d_Vec2i((Standard_Integer)Textures_EnvLUTSize), Graphic3d_TOT_2D, aPixMap.get()))
- {
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed allocation of LUT for PBR");
- anEnvLUT.Nullify();
- }
- aCtx->ShareResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT);
- }
- if (!anEnvLUT.IsNull())
- {
- anEnvLUT->Bind (aCtx);
- }
- myWorkspace->ApplyAspects();
- }
- }
- processPBREnvRequest (aCtx);
- }
-
- // create color and coverage accumulation buffers required for OIT algorithm
- if (toUseOit)
- {
- Standard_Integer anFboIt = 0;
- for (; anFboIt < 2; ++anFboIt)
- {
- Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
- Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
- Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
- Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
- if (aMainSceneFbo->IsValid()
- && (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
- || aMainSceneFboOit->GetVPSizeY() != aRendSizeY
- || aMainSceneFboOit->NbSamples() != aNbSamples))
- {
- Standard_Integer aColorConfig = 0;
- for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
- {
- if (myFboOitColorConfig.IsEmpty())
- {
- if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
- {
- break;
- }
- }
- if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
- {
- break;
- }
- myFboOitColorConfig.Clear();
- }
- if (!aMainSceneFboOit->IsValid())
- {
- break;
- }
- }
- else if (!aMainSceneFbo->IsValid())
- {
- aMainSceneFboOit->Release (aCtx.operator->());
- aMainSceneFboOit->ChangeViewport (0, 0);
- }
-
- if (anImmediateSceneFbo->IsValid()
- && (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
- || anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
- || anImmediateSceneFboOit->NbSamples() != aNbSamples))
- {
- if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
- anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
- {
- break;
- }
- }
- else if (!anImmediateSceneFbo->IsValid())
- {
- anImmediateSceneFboOit->Release (aCtx.operator->());
- anImmediateSceneFboOit->ChangeViewport (0, 0);
- }
- }
- if (anFboIt == 0) // only the first OIT framebuffer is mandatory
- {
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
- "Initialization of float texture framebuffer for use with\n"
- " blended order-independent transparency rendering algorithm has failed.\n"
- " Blended order-independent transparency will not be available.\n");
- if (aNbSamples > 0)
- {
- myToDisableOITMSAA = Standard_True;
- }
- else
- {
- myToDisableOIT = Standard_True;
- }
- toUseOit = false;
- }
- }
- if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
- {
- myMainSceneFbosOit [0]->Release (aCtx.operator->());
- myMainSceneFbosOit [1]->Release (aCtx.operator->());
- myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
- myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
- myMainSceneFbosOit [0]->ChangeViewport (0, 0);
- myMainSceneFbosOit [1]->ChangeViewport (0, 0);
- myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
- myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
- }
-
- return true;
-}
-
-//=======================================================================
-//function : Redraw
-//purpose :
-//=======================================================================
-void OpenGl_View::Redraw()
-{
- const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
- const Standard_Boolean hadFboBlit = myHasFboBlit;
- if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
- && !myCaps->vboDisable
- && !myCaps->keepArrayData)
- {
- // caps are shared across all views, thus we need to invalidate all of them
- // if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
- myDriver->setDeviceLost();
- myCaps->keepArrayData = Standard_True;
- }
-
- if (!myWorkspace->Activate())
- {
- return;
- }
-
- // implicitly disable VSync when using HMD composer (can be mirrored in window for debugging)
- myWindow->SetSwapInterval (IsActiveXR());
-
- ++myFrameCounter;
- const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
- aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
- aCtx->SetLineFeather (myRenderParams.LineFeather);
-
- const Standard_Integer anSRgbState = aCtx->ToRenderSRGB() ? 1 : 0;
- if (mySRgbState != -1
- && mySRgbState != anSRgbState)
- {
- releaseSrgbResources (aCtx);
- initTextureEnv (aCtx);
- }
- mySRgbState = anSRgbState;
- aCtx->ShaderManager()->UpdateSRgbState();
-
- // release pending GL resources
- aCtx->ReleaseDelayed();
-
- // fetch OpenGl context state
- aCtx->FetchState();
-
- const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
- Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
- if (!prepareFrameBuffers (aProjectType))
- {
- myBackBufferRestored = Standard_False;
- myIsImmediateDrawn = Standard_False;
- return;
- }
-
- OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
- bool toSwap = aCtx->IsRender()
- && !aCtx->caps->buffersNoSwap
- && aFrameBuffer == NULL
- && (!IsActiveXR() || myRenderParams.ToMirrorComposer);
- if ( aFrameBuffer == NULL
- && !aCtx->DefaultFrameBuffer().IsNull()
- && aCtx->DefaultFrameBuffer()->IsValid())
- {
- aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
- }
-
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
- {
- OpenGl_FrameBuffer* aMainFbos[2] =
- {
- myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
- myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
- };
- OpenGl_FrameBuffer* aMainFbosOit[2] =
- {
- myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
- myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
- myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
- };
-
- OpenGl_FrameBuffer* anImmFbos[2] =
- {
- myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
- myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
- };
- OpenGl_FrameBuffer* anImmFbosOit[2] =
- {
- myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
- myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
- myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
- };
-
- if (IsActiveXR())
- {
- // use single frame for both views - caching main scene content makes no sense
- // when head position is expected to be updated each frame redraw with high accuracy
- aMainFbos[1] = aMainFbos[0];
- aMainFbosOit[1] = aMainFbosOit[0];
- anImmFbos[0] = aMainFbos[0];
- anImmFbos[1] = aMainFbos[1];
- anImmFbosOit[0] = aMainFbosOit[0];
- anImmFbosOit[1] = aMainFbosOit[1];
- }
- else if (!myTransientDrawToFront)
- {
- anImmFbos [0] = aMainFbos [0];
- anImmFbos [1] = aMainFbos [1];
- anImmFbosOit[0] = aMainFbosOit[0];
- anImmFbosOit[1] = aMainFbosOit[1];
- }
- else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
- || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
- {
- anImmFbos [0] = NULL;
- anImmFbos [1] = NULL;
- anImmFbosOit[0] = NULL;
- anImmFbosOit[1] = NULL;
- }
-
- #if !defined(GL_ES_VERSION_2_0)
- aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
- #endif
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
-
- redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- #if !defined(GL_ES_VERSION_2_0)
- aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
- #endif
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
- if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
- {
- toSwap = false;
- }
- else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
- {
- aCtx->SwapBuffers();
- }
-
- if (IsActiveXR())
- {
- // push Left frame to HMD display composer
- OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[0];
- if (anXRFbo != aMainFbos[0])
- {
- blitBuffers (aMainFbos[0], anXRFbo); // resize or resolve MSAA samples
- }
- #if !defined(GL_ES_VERSION_2_0)
- const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
- #else
- const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
- #endif
- myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
- aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Left);
- }
-
- #if !defined(GL_ES_VERSION_2_0)
- aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
- #endif
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
-
- redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
- if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
- {
- toSwap = false;
- }
-
- if (IsActiveXR())
- {
- // push Right frame to HMD display composer
- OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[1];
- if (anXRFbo != aMainFbos[1])
- {
- blitBuffers (aMainFbos[1], anXRFbo); // resize or resolve MSAA samples
- }
- #if !defined(GL_ES_VERSION_2_0)
- const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
- #else
- const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
- #endif
- myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
- aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Right);
- ::glFinish();
-
- if (myRenderParams.ToMirrorComposer)
- {
- blitBuffers (anXRFbo, aFrameBuffer, myToFlipOutput);
- }
- }
- else if (anImmFbos[0] != NULL)
- {
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
- drawStereoPair (aFrameBuffer);
- }
- }
- else
- {
- OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
- OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
- OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
- OpenGl_FrameBuffer* anImmFboOit = NULL;
- if (!myTransientDrawToFront)
- {
- anImmFbo = aMainFbo;
- anImmFboOit = aMainFboOit;
- }
- else if (myImmediateSceneFbos[0]->IsValid())
- {
- anImmFbo = myImmediateSceneFbos[0].operator->();
- anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
- }
-
- #if !defined(GL_ES_VERSION_2_0)
- if (aMainFbo == NULL)
- {
- aCtx->SetReadDrawBuffer (GL_BACK);
- }
- #endif
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
-
- redraw (aProjectType, aMainFbo, aMainFboOit);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
- if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
- {
- toSwap = false;
- }
-
- if (anImmFbo != NULL
- && anImmFbo != aFrameBuffer)
- {
- blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
- }
- }
-
- if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
- && myRenderParams.IsGlobalIlluminationEnabled)
- {
- myAccumFrames++;
- }
-
- // bind default FBO
- bindDefaultFbo();
-
- if (wasDisabledMSAA != myToDisableMSAA
- || hadFboBlit != myHasFboBlit)
- {
- // retry on error
- Redraw();
- }
-
- // reset state for safety
- aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
- if (aCtx->caps->ffpEnable)
- {
- aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
- }
-
- // Swap the buffers
- if (toSwap)
- {
- aCtx->SwapBuffers();
- if (!myMainSceneFbos[0]->IsValid())
- {
- myBackBufferRestored = Standard_False;
- }
- }
- else
- {
- aCtx->core11fwd->glFlush();
- }
-
- // reset render mode state
- aCtx->FetchState();
- aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
-
- myWasRedrawnGL = Standard_True;
-}
-
-// =======================================================================
-// function : RedrawImmediate
-// purpose :
-// =======================================================================
-void OpenGl_View::RedrawImmediate()
-{
- if (!myWorkspace->Activate())
- return;
-
- // no special handling of HMD display, since it will force full Redraw() due to no frame caching (myBackBufferRestored)
- Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
- if (!myTransientDrawToFront
- || !myBackBufferRestored
- || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
- {
- Redraw();
- return;
- }
-
- const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
- Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
- OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
- aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
-
- if ( aFrameBuffer == NULL
- && !aCtx->DefaultFrameBuffer().IsNull()
- && aCtx->DefaultFrameBuffer()->IsValid())
- {
- aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
- }
-
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
- {
- if (myMainSceneFbos[0]->IsValid()
- && !myMainSceneFbos[1]->IsValid())
- {
- aProjectType = Graphic3d_Camera::Projection_Perspective;
- }
- }
-
- bool toSwap = false;
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
- {
- OpenGl_FrameBuffer* aMainFbos[2] =
- {
- myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
- myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
- };
- OpenGl_FrameBuffer* anImmFbos[2] =
- {
- myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
- myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
- };
- OpenGl_FrameBuffer* anImmFbosOit[2] =
- {
- myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
- myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
- myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
- };
- if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
- || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
- {
- anImmFbos[0] = NULL;
- anImmFbos[1] = NULL;
- anImmFbosOit[0] = NULL;
- anImmFbosOit[1] = NULL;
- }
-
- if (aCtx->arbFBO != NULL)
- {
- aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
- #if !defined(GL_ES_VERSION_2_0)
- if (anImmFbos[0] == NULL)
- {
- aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
- }
- #endif
-
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
- toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
- aMainFbos[0],
- anImmFbos[0],
- anImmFbosOit[0],
- Standard_True) || toSwap;
- if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
- && toSwap
- && !aCtx->caps->buffersNoSwap)
- {
- aCtx->SwapBuffers();
- }
-
- if (aCtx->arbFBO != NULL)
- {
- aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
- #if !defined(GL_ES_VERSION_2_0)
- if (anImmFbos[1] == NULL)
- {
- aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
- }
- #endif
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
- toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
- aMainFbos[1],
- anImmFbos[1],
- anImmFbosOit[1],
- Standard_True) || toSwap;
- if (anImmFbos[0] != NULL)
- {
- drawStereoPair (aFrameBuffer);
- }
- }
- else
- {
- OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
- OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
- OpenGl_FrameBuffer* anImmFboOit = NULL;
- if (myImmediateSceneFbos[0]->IsValid())
- {
- anImmFbo = myImmediateSceneFbos[0].operator->();
- anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
- }
- #if !defined(GL_ES_VERSION_2_0)
- if (aMainFbo == NULL)
- {
- aCtx->SetReadDrawBuffer (GL_BACK);
- }
- #endif
- aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
- anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
- toSwap = redrawImmediate (aProjectType,
- aMainFbo,
- anImmFbo,
- anImmFboOit,
- Standard_True) || toSwap;
- if (anImmFbo != NULL
- && anImmFbo != aFrameBuffer)
- {
- blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
- }
- }
-
- // bind default FBO
- bindDefaultFbo();
-
- // reset state for safety
- aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
- if (aCtx->caps->ffpEnable)
- {
- aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
- }
-
- if (toSwap && !aCtx->caps->buffersNoSwap)
- {
- aCtx->SwapBuffers();
- }
- else
- {
- aCtx->core11fwd->glFlush();
- }
- aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
-
- myWasRedrawnGL = Standard_True;
-}
-
-// =======================================================================
-// function : redraw
-// purpose :
-// =======================================================================
-void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theReadDrawFbo,
- OpenGl_FrameBuffer* theOitAccumFbo)
-{
- Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
- if (theReadDrawFbo != NULL)
- {
- theReadDrawFbo->BindBuffer (aCtx);
- theReadDrawFbo->SetupViewport (aCtx);
- }
- else
- {
- const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
- aCtx->ResizeViewport (aViewport);
- }
-
- // request reset of material
- aCtx->ShaderManager()->UpdateMaterialState();
-
- myWorkspace->UseZBuffer() = Standard_True;
- myWorkspace->UseDepthWrite() = Standard_True;
- GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
- aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
- aCtx->core11fwd->glDepthMask (GL_TRUE);
- aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
-
- aCtx->core11fwd->glClearDepth (1.0);
-
- const OpenGl_Vec4 aBgColor = aCtx->Vec4FromQuantityColor (myBgColor);
- aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
- aCtx->core11fwd->glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), aCtx->caps->buffersOpaqueAlpha ? 1.0f : 0.0f);
- aCtx->core11fwd->glClear (toClear);
- aCtx->SetColorMask (true); // restore default alpha component write state
-
- render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
-}
-
-// =======================================================================
-// function : redrawMonoImmediate
-// purpose :
-// =======================================================================
-bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theReadFbo,
- OpenGl_FrameBuffer* theDrawFbo,
- OpenGl_FrameBuffer* theOitAccumFbo,
- const Standard_Boolean theIsPartialUpdate)
-{
- const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
- GLboolean toCopyBackToFront = GL_FALSE;
- if (theDrawFbo == theReadFbo
- && theDrawFbo != NULL
- && theDrawFbo->IsValid())
- {
- myBackBufferRestored = Standard_False;
- theDrawFbo->BindBuffer (aCtx);
- }
- else if (theReadFbo != NULL
- && theReadFbo->IsValid()
- && aCtx->IsRender())
- {
- if (!blitBuffers (theReadFbo, theDrawFbo))
- {
- return true;
- }
- }
- else if (theDrawFbo == NULL)
- {
- #if !defined(GL_ES_VERSION_2_0)
- aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
- #endif
- if (toCopyBackToFront
- && myTransientDrawToFront)
- {
- if (!HasImmediateStructures()
- && !theIsPartialUpdate)
- {
- // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
- return true;
- }
- if (!copyBackToFront())
- {
- toCopyBackToFront = GL_FALSE;
- myBackBufferRestored = Standard_False;
- }
- }
- else
- {
- toCopyBackToFront = GL_FALSE;
- myBackBufferRestored = Standard_False;
- }
- }
- else
- {
- myBackBufferRestored = Standard_False;
- }
- myIsImmediateDrawn = Standard_True;
-
- myWorkspace->UseZBuffer() = Standard_True;
- myWorkspace->UseDepthWrite() = Standard_True;
- glDepthFunc (GL_LEQUAL);
- glDepthMask (GL_TRUE);
- glEnable (GL_DEPTH_TEST);
-#if !defined(GL_ES_VERSION_2_0)
- glClearDepth (1.0);
-#else
- glClearDepthf (1.0f);
-#endif
-
- render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
-
- return !toCopyBackToFront;
-}
-
-//=======================================================================
-//function : Render
-//purpose :
-//=======================================================================
-void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theOutputFBO,
- OpenGl_FrameBuffer* theOitAccumFbo,
- const Standard_Boolean theToDrawImmediate)
-{
- // ==================================
- // Step 1: Prepare for render
- // ==================================
-
- const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
- aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
- && theOutputFBO != NULL
- && theOutputFBO->NbSamples() != 0);
-
-#if !defined(GL_ES_VERSION_2_0)
- // Disable current clipping planes
- if (aContext->core11 != NULL)
- {
- const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
- for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
- {
- aContext->core11fwd->glDisable (aClipPlaneId);
- }
- }
-#endif
-
- // update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
- // note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
- myBVHSelector.SetViewVolume (myCamera);
- myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
- myBVHSelector.CacheClipPtsProjections();
-
- const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
- const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
- Standard_Size aLightsRevision = 0;
- if (!aLights.IsNull())
- {
- aLightsRevision = aLights->UpdateRevision();
- }
- if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
- || aLightsRevision != myLightsRevision)
- {
- myLightsRevision = aLightsRevision;
- aManager->UpdateLightSourceStateTo (aLights, SpecIBLMapLevels());
- myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
- }
-
- // Update matrices if camera has changed.
- Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
- if (myWorldViewProjState != aWVPState)
- {
- myAccumFrames = 0;
- myWorldViewProjState = aWVPState;
- }
-
- myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
- aContext->SetCamera (myCamera);
- if (aManager->ModelWorldState().Index() == 0)
- {
- aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
- }
-
- // ====================================
- // Step 2: Redraw background
- // ====================================
-
- // Render background
- if (!theToDrawImmediate)
- {
- drawBackground (myWorkspace, theProjection);
- }
-
-#if !defined(GL_ES_VERSION_2_0)
- // Switch off lighting by default
- if (aContext->core11 != NULL
- && aContext->caps->ffpEnable)
- {
- glDisable(GL_LIGHTING);
- }
-#endif
-
- // =================================
- // Step 3: Redraw main plane
- // =================================
-
- // Setup face culling
- GLboolean isCullFace = GL_FALSE;
- if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
- {
- isCullFace = glIsEnabled (GL_CULL_FACE);
- if (myBackfacing == Graphic3d_TOBM_DISABLE)
- {
- glEnable (GL_CULL_FACE);
- glCullFace (GL_BACK);
- }
- else
- glDisable (GL_CULL_FACE);
- }
-
-#if !defined(GL_ES_VERSION_2_0)
- // if the view is scaled normal vectors are scaled to unit
- // length for correct displaying of shaded objects
- const gp_Pnt anAxialScale = aContext->Camera()->AxialScale();
- if (anAxialScale.X() != 1.F ||
- anAxialScale.Y() != 1.F ||
- anAxialScale.Z() != 1.F)
- {
- aContext->SetGlNormalizeEnabled (Standard_True);
- }
- else
- {
- aContext->SetGlNormalizeEnabled (Standard_False);
- }
-#endif
-
- aManager->SetShadingModel (OpenGl_ShaderManager::PBRShadingModelFallback (myShadingModel, checkPBRAvailability()));
-
- // Redraw 3d scene
- if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
- {
- aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoLeftF());
- aContext->ApplyProjectionMatrix();
- }
- else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
- {
- aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoRightF());
- aContext->ApplyProjectionMatrix();
- }
-
- myWorkspace->SetEnvironmentTexture (myTextureEnv);
-
- renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
-
- myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
-
- // ===============================
- // Step 4: Trihedron
- // ===============================
-
- // Resetting GL parameters according to the default aspects
- // in order to synchronize GL state with the graphic driver state
- // before drawing auxiliary stuff (trihedrons, overlayer)
- myWorkspace->ResetAppliedAspect();
-
- // Render trihedron
- if (!theToDrawImmediate)
- {
- renderTrihedron (myWorkspace);
-
- // Restore face culling
- if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
- {
- if (isCullFace)
- {
- glEnable (GL_CULL_FACE);
- glCullFace (GL_BACK);
- }
- else
- glDisable (GL_CULL_FACE);
- }
- }
- else
- {
- renderFrameStats();
- }
-
- myWorkspace->ResetAppliedAspect();
- aContext->SetAllowSampleAlphaToCoverage (false);
- aContext->SetSampleAlphaToCoverage (false);
-
- // reset FFP state for safety
- aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
- if (aContext->caps->ffpEnable)
- {
- aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
- }
-
- // ==============================================================
- // Step 6: Keep shader manager informed about last View
- // ==============================================================
-
- if (!aManager.IsNull())
- {
- aManager->SetLastView (this);
- }
-}
-
-// =======================================================================
-// function : InvalidateBVHData
-// purpose :
-// =======================================================================
-void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
-{
- myZLayers.InvalidateBVHData (theLayerId);
-}
-
-//=======================================================================
-//function : renderStructs
-//purpose :
-//=======================================================================
-void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theReadDrawFbo,
- OpenGl_FrameBuffer* theOitAccumFbo,
- const Standard_Boolean theToDrawImmediate)
-{
- myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
- if ( myZLayers.NbStructures() <= 0 )
- return;
-
- Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
- Standard_Boolean toRenderGL = theToDrawImmediate ||
- myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
- myRaytraceInitStatus == OpenGl_RT_FAIL ||
- aCtx->IsFeedback();
-
- if (!toRenderGL)
- {
- const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
- const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
-
- toRenderGL = !initRaytraceResources (aSizeX, aSizeY, aCtx)
- || !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
-
- toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
-
- if (!toRenderGL)
- {
- myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
-
- if (theReadDrawFbo != NULL)
- theReadDrawFbo->UnbindBuffer (aCtx);
-
- // Prepare preliminary OpenGL output
- if (aCtx->arbFBOBlit != NULL)
- {
- // Render bottom OSD layer
- myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
-
- const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
- myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
- {
- if (theReadDrawFbo != NULL)
- {
- theReadDrawFbo->BindDrawBuffer (aCtx);
- }
- else
- {
- aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
- aCtx->SetFrameBufferSRGB (false);
- }
-
- // Render non-polygonal elements in default layer
- myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_RayTracable, theReadDrawFbo, theOitAccumFbo);
- }
- myWorkspace->SetRenderFilter (aPrevFilter);
- }
-
- if (theReadDrawFbo != NULL)
- {
- theReadDrawFbo->BindBuffer (aCtx);
- }
- else
- {
- aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
- aCtx->SetFrameBufferSRGB (false);
- }
-
- // Reset OpenGl aspects state to default to avoid enabling of
- // backface culling which is not supported in ray-tracing.
- myWorkspace->ResetAppliedAspect();
-
- // Ray-tracing polygonal primitive arrays
- raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
-
- // Render upper (top and topmost) OpenGL layers
- myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
- }
- }
-
- // Redraw 3D scene using OpenGL in standard
- // mode or in case of ray-tracing failure
- if (toRenderGL)
- {
- myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
-
- // Set flag that scene was redrawn by standard pipeline
- myWasRedrawnGL = Standard_True;
- }
-}
-
-//=======================================================================
-//function : renderTrihedron
-//purpose :
-//=======================================================================
-void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
-{
- if (myToShowGradTrihedron)
- {
- myGraduatedTrihedron.Render (theWorkspace);
- }
-}
-
-//=======================================================================
-//function : renderFrameStats
-//purpose :
-//=======================================================================
-void OpenGl_View::renderFrameStats()
-{
- if (myRenderParams.ToShowStats
- && myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
- {
- myFrameStatsPrs.Update (myWorkspace);
- myFrameStatsPrs.Render (myWorkspace);
- }
-}
-
-// =======================================================================
-// function : Invalidate
-// purpose :
-// =======================================================================
-void OpenGl_View::Invalidate()
-{
- myBackBufferRestored = Standard_False;
-}
-
-//=======================================================================
-//function : renderScene
-//purpose :
-//=======================================================================
-void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theReadDrawFbo,
- OpenGl_FrameBuffer* theOitAccumFbo,
- const Standard_Boolean theToDrawImmediate)
-{
- const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
-
- // Specify clipping planes in view transformation space
- aContext->ChangeClipping().Reset (myClipPlanes);
- if (!myClipPlanes.IsNull()
- && !myClipPlanes->IsEmpty())
- {
- aContext->ShaderManager()->UpdateClippingState();
- }
-
- renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
- aContext->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
-
- // Apply restored view matrix.
- aContext->ApplyWorldViewMatrix();
-
- aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
- if (!myClipPlanes.IsNull()
- && !myClipPlanes->IsEmpty())
- {
- aContext->ShaderManager()->RevertClippingState();
- }
-}
-
-// =======================================================================
-// function : bindDefaultFbo
-// purpose :
-// =======================================================================
-void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
-{
- Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
- OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
- ? theCustomFbo
- : (!aCtx->DefaultFrameBuffer().IsNull()
- && aCtx->DefaultFrameBuffer()->IsValid()
- ? aCtx->DefaultFrameBuffer().operator->()
- : NULL);
- if (anFbo != NULL)
- {
- anFbo->BindBuffer (aCtx);
- anFbo->SetupViewport (aCtx);
- }
- else
- {
- #if !defined(GL_ES_VERSION_2_0)
- aCtx->SetReadDrawBuffer (GL_BACK);
- #else
- if (aCtx->arbFBO != NULL)
- {
- aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
- #endif
- const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
- aCtx->ResizeViewport (aViewport);
- }
-}
-
-// =======================================================================
-// function : initBlitQuad
-// purpose :
-// =======================================================================
-OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
-{
- OpenGl_VertexBuffer* aVerts = NULL;
- if (!theToFlip)
- {
- aVerts = &myFullScreenQuad;
- if (!aVerts->IsValid())
- {
- OpenGl_Vec4 aQuad[4] =
- {
- OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
- OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
- OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
- OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
- };
- aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
- }
- }
- else
- {
- aVerts = &myFullScreenQuadFlip;
- if (!aVerts->IsValid())
- {
- OpenGl_Vec4 aQuad[4] =
- {
- OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
- OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
- OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
- OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
- };
- aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
- }
- }
- return aVerts;
-}
-
-// =======================================================================
-// function : blitBuffers
-// purpose :
-// =======================================================================
-bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
- OpenGl_FrameBuffer* theDrawFbo,
- const Standard_Boolean theToFlip)
-{
- Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
- const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
- const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
- const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
- const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
- if (theReadFbo == NULL || aCtx->IsFeedback())
- {
- return false;
- }
- else if (theReadFbo == theDrawFbo)
- {
- return true;
- }
-
- // clear destination before blitting
- if (theDrawFbo != NULL
- && theDrawFbo->IsValid())
- {
- theDrawFbo->BindBuffer (aCtx);
- }
- else
- {
- aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- aCtx->SetFrameBufferSRGB (false);
- }
- const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
- aCtx->ResizeViewport (aViewport);
-
- aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
- aCtx->core20fwd->glClearDepth (1.0);
- aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- aCtx->SetColorMask (true); // restore default alpha component write state
-
- const bool toApplyGamma = aCtx->ToRenderSRGB() != aCtx->IsFrameBufferSRGB();
- if (aCtx->arbFBOBlit != NULL
- && !toApplyGamma
- && theReadFbo->NbSamples() != 0)
- {
- GLbitfield aCopyMask = 0;
- theReadFbo->BindReadBuffer (aCtx);
- if (theDrawFbo != NULL
- && theDrawFbo->IsValid())
- {
- theDrawFbo->BindDrawBuffer (aCtx);
- if (theDrawFbo->HasColor()
- && theReadFbo->HasColor())
- {
- aCopyMask |= GL_COLOR_BUFFER_BIT;
- }
- if (theDrawFbo->HasDepth()
- && theReadFbo->HasDepth())
- {
- aCopyMask |= GL_DEPTH_BUFFER_BIT;
- }
- }
- else
- {
- if (theReadFbo->HasColor())
- {
- aCopyMask |= GL_COLOR_BUFFER_BIT;
- }
- if (theReadFbo->HasDepth())
- {
- aCopyMask |= GL_DEPTH_BUFFER_BIT;
- }
- aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- aCtx->SetFrameBufferSRGB (false);
- }
-
- // we don't copy stencil buffer here... does it matter for performance?
- aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
- 0, 0, aDrawSizeX, aDrawSizeY,
- aCopyMask, GL_NEAREST);
- const int anErr = ::glGetError();
- if (anErr != GL_NO_ERROR)
- {
- // glBlitFramebuffer() might fail in several cases:
- // - Both FBOs have MSAA and they are samples number does not match.
- // OCCT checks that this does not happen,
- // however some graphics drivers provide an option for overriding MSAA.
- // In this case window MSAA might be non-zero (and application can not check it)
- // and might not match MSAA of our offscreen FBOs.
- // - Pixel formats of FBOs do not match.
- // This also might happen with window has pixel format,
- // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
- TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
- + " Please check your graphics driver settings or try updating driver.";
- if (theReadFbo->NbSamples() != 0)
- {
- myToDisableMSAA = true;
- aMsg += "\n MSAA settings should not be overridden by driver!";
- }
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR,
- 0,
- GL_DEBUG_SEVERITY_HIGH,
- aMsg);
- }
-
- if (theDrawFbo != NULL
- && theDrawFbo->IsValid())
- {
- theDrawFbo->BindBuffer (aCtx);
- }
- else
- {
- aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- aCtx->SetFrameBufferSRGB (false);
- }
- }
- else
- {
- aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
- aCtx->core20fwd->glDepthMask (GL_TRUE);
- aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
- #if defined(GL_ES_VERSION_2_0)
- if (!aCtx->IsGlGreaterEqual (3, 0)
- && !aCtx->extFragDepth)
- {
- aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
- }
- #endif
-
- aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
-
- const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
- const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
-
- OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
- const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
- if (aVerts->IsValid()
- && aManager->BindFboBlitProgram (theReadFbo != NULL ? theReadFbo->NbSamples() : 0, toApplyGamma))
- {
- aCtx->SetSampleAlphaToCoverage (false);
- theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
- if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
- {
- theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
- aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
- aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
- }
-
- theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
- if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
- {
- theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
- aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
- aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
- }
-
- aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
-
- aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
-
- aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
- theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
- theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
- aCtx->BindProgram (NULL);
- }
- else
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString()
- + "Error! FBO blitting has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR,
- 0,
- GL_DEBUG_SEVERITY_HIGH,
- aMsg);
- myHasFboBlit = Standard_False;
- theReadFbo->Release (aCtx.operator->());
- return true;
- }
- }
- return true;
-}
-
-// =======================================================================
-// function : drawStereoPair
-// purpose :
-// =======================================================================
-void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
-{
- const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
- bindDefaultFbo (theDrawFbo);
- OpenGl_FrameBuffer* aPair[2] =
- {
- myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
- myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
- };
- if (aPair[0] == NULL
- || aPair[1] == NULL
- || !myTransientDrawToFront)
- {
- aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
- aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
- }
-
- if (aPair[0] == NULL
- || aPair[1] == NULL)
- {
- return;
- }
-
- if (aPair[0]->NbSamples() != 0)
- {
- // resolve MSAA buffers before drawing
- if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
- || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
- {
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR,
- 0,
- GL_DEBUG_SEVERITY_HIGH,
- "Error! Unable to allocate FBO for blitting stereo pair");
- bindDefaultFbo (theDrawFbo);
- return;
- }
-
- if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
- || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
- {
- bindDefaultFbo (theDrawFbo);
- return;
- }
-
- aPair[0] = myOpenGlFBO .operator->();
- aPair[1] = myOpenGlFBO2.operator->();
- bindDefaultFbo (theDrawFbo);
- }
-
- struct
- {
- Standard_Integer left;
- Standard_Integer top;
- Standard_Integer right;
- Standard_Integer bottom;
- Standard_Integer dx() { return right - left; }
- Standard_Integer dy() { return bottom - top; }
- } aGeom;
-
- myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
-
- Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
- const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
- const Standard_Boolean isOddX = aGeom.left % 2 == 1;
- if (isOddY
- && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
- || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
- {
- toReverse = !toReverse;
- }
- if (isOddX
- && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
- || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
- {
- toReverse = !toReverse;
- }
-
- if (toReverse)
- {
- std::swap (aPair[0], aPair[1]);
- }
-
- aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
- aCtx->core20fwd->glDepthMask (GL_TRUE);
- aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
-
- aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
- OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
-
- const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
- if (aVerts->IsValid()
- && aManager->BindStereoProgram (myRenderParams.StereoMode))
- {
- if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
- {
- OpenGl_Mat4 aFilterL, aFilterR;
- aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
- aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
- switch (myRenderParams.AnaglyphFilter)
- {
- case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
- {
- aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
- aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
- aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
- break;
- }
- case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
- {
- aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
- aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
- aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
- aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
- aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
- aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
- aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
- aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
- break;
- }
- case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
- {
- aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
- aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
- aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
- break;
- }
- case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
- {
- aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
- aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
- aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
- aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
- aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
- aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
- aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
- aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
- break;
- }
- case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
- {
- aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
- aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
- aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
- break;
- }
- case Graphic3d_RenderingParams::Anaglyph_UserDefined:
- {
- aFilterL = myRenderParams.AnaglyphLeft;
- aFilterR = myRenderParams.AnaglyphRight;
- break;
- }
- }
- aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
- aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
- }
-
- aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
- aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
- aVerts->BindVertexAttrib (aCtx, 0);
-
- aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
-
- aVerts->UnbindVertexAttrib (aCtx, 0);
- aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
- aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
- }
- else
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString()
- + "Error! Anaglyph has failed";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR,
- 0,
- GL_DEBUG_SEVERITY_HIGH,
- aMsg);
- }
-}
-
-// =======================================================================
-// function : copyBackToFront
-// purpose :
-// =======================================================================
-bool OpenGl_View::copyBackToFront()
-{
- myIsImmediateDrawn = Standard_False;
-#if !defined(GL_ES_VERSION_2_0)
- const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
- if (aCtx->core11 == NULL)
- {
- return false;
- }
-
- OpenGl_Mat4 aProjectMat;
- Graphic3d_TransformUtils::Ortho2D (aProjectMat,
- 0.0f, static_cast<GLfloat> (myWindow->Width()),
- 0.0f, static_cast<GLfloat> (myWindow->Height()));
-
- aCtx->WorldViewState.Push();
- aCtx->ProjectionState.Push();
-
- aCtx->WorldViewState.SetIdentity();
- aCtx->ProjectionState.SetCurrent (aProjectMat);
-
- aCtx->ApplyProjectionMatrix();
- aCtx->ApplyWorldViewMatrix();
-
- // synchronize FFP state before copying pixels
- aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
- aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
- aCtx->DisableFeatures();
-
- switch (aCtx->DrawBuffer())
- {
- case GL_BACK_LEFT:
- {
- aCtx->SetReadBuffer (GL_BACK_LEFT);
- aCtx->SetDrawBuffer (GL_FRONT_LEFT);
- break;
- }
- case GL_BACK_RIGHT:
- {
- aCtx->SetReadBuffer (GL_BACK_RIGHT);
- aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
- break;
- }
- default:
- {
- aCtx->SetReadBuffer (GL_BACK);
- aCtx->SetDrawBuffer (GL_FRONT);
- break;
- }
- }
-
- aCtx->core11->glRasterPos2i (0, 0);
- aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
- //aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
-
- aCtx->EnableFeatures();
-
- aCtx->WorldViewState.Pop();
- aCtx->ProjectionState.Pop();
- aCtx->ApplyProjectionMatrix();
-
- // read/write from front buffer now
- aCtx->SetReadBuffer (aCtx->DrawBuffer());
- return true;
-#else
- return false;
-#endif
-}
-
-// =======================================================================
-// function : checkOitCompatibility
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
- const Standard_Boolean theMSAA)
-{
- // determine if OIT is supported by current OpenGl context
- Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
- if (aToDisableOIT)
- {
- return Standard_False;
- }
-
- TCollection_ExtendedString aCompatibilityMsg;
- if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
- && theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
- {
- aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
- }
- if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
- {
- aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
- }
- if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
- {
- aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
- }
- if (aCompatibilityMsg.IsEmpty())
- {
- return Standard_True;
- }
-
- aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
- theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR,
- 0,
- GL_DEBUG_SEVERITY_HIGH,
- aCompatibilityMsg);
-
- aToDisableOIT = Standard_True;
- return Standard_False;
-}
-
-// =======================================================================
-// function : chooseOitColorConfiguration
-// purpose :
-// =======================================================================
-bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
- const Standard_Integer theConfigIndex,
- OpenGl_ColorFormats& theFormats)
-{
- theFormats.Clear();
- switch (theConfigIndex)
- {
- case 0: // choose best applicable color format combination
- {
- theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
- theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
- return true;
- }
- case 1: // choose non-optimal applicable color format combination
- {
- theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
- theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
- return true;
- }
- }
- return false; // color combination does not exist
-}
-
-// =======================================================================
-// function : checkPBRAvailability
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_View::checkPBRAvailability() const
-{
- return myWorkspace->GetGlContext()->HasPBR()
- && !myPBREnvironment.IsNull();
-}
-
-// =======================================================================
-// function : bakePBREnvironment
-// purpose :
-// =======================================================================
-void OpenGl_View::bakePBREnvironment (const Handle(OpenGl_Context)& theCtx)
-{
- const Handle(OpenGl_TextureSet)& aTextureSet = myCubeMapParams->TextureSet (theCtx);
- if (!aTextureSet.IsNull()
- && !aTextureSet->IsEmpty())
- {
- myPBREnvironment->Bake (theCtx,
- aTextureSet->First(),
- myBackgroundCubeMap->ZIsInverted(),
- myBackgroundCubeMap->IsTopDown(),
- myRenderParams.PbrEnvBakingDiffNbSamples,
- myRenderParams.PbrEnvBakingSpecNbSamples,
- myRenderParams.PbrEnvBakingProbability);
- }
- else
- {
- myPBREnvironment->Clear (theCtx);
- }
-}
-
-// =======================================================================
-// function : clearPBREnvironment
-// purpose :
-// =======================================================================
-void OpenGl_View::clearPBREnvironment (const Handle(OpenGl_Context)& theCtx)
-{
- myPBREnvironment->Clear (theCtx);
-}
-
-// =======================================================================
-// function : clearPBREnvironment
-// purpose :
-// =======================================================================
-void OpenGl_View::processPBREnvRequest (const Handle(OpenGl_Context)& theCtx)
-{
- if (myPBREnvState == OpenGl_PBREnvState_CREATED)
- {
- switch (myPBREnvRequest)
- {
- case OpenGl_PBREnvRequest_NONE: return;
- case OpenGl_PBREnvRequest_BAKE: bakePBREnvironment (theCtx); break;
- case OpenGl_PBREnvRequest_CLEAR: clearPBREnvironment (theCtx); break;
- }
- }
- myPBREnvRequest = OpenGl_PBREnvRequest_NONE;
-}