0032591: Visualization, V3d_View - improve corner gradient
[occt.git] / src / OpenGl / OpenGl_View.cxx
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b311480e 1// Created on: 2011-09-20
2// Created by: Sergey ZERCHANINOV
973c2be1 3// Copyright (c) 2011-2014 OPEN CASCADE SAS
b311480e 4//
973c2be1 5// This file is part of Open CASCADE Technology software library.
b311480e 6//
d5f74e42 7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
973c2be1 9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
b311480e 12//
973c2be1 13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
b311480e 15
c357e426 16#include <OpenGl_View.hxx>
5f8b738e 17
c357e426 18#include <Aspect_RenderingContext.hxx>
19#include <Aspect_Window.hxx>
cfb54c0c 20#include <Aspect_XRSession.hxx>
c357e426 21#include <Graphic3d_AspectFillArea3d.hxx>
22#include <Graphic3d_Texture2Dmanual.hxx>
23#include <Graphic3d_TextureEnv.hxx>
24#include <Graphic3d_Mat4d.hxx>
cfb54c0c 25#include <Image_AlienPixMap.hxx>
26#include <OpenGl_ArbFBO.hxx>
1220d98e 27#include <OpenGl_BackgroundArray.hxx>
bf75be98 28#include <OpenGl_Context.hxx>
78c4e836 29#include <OpenGl_DepthPeeling.hxx>
c357e426 30#include <OpenGl_FrameBuffer.hxx>
30f0ad28 31#include <OpenGl_GlCore11.hxx>
32#include <OpenGl_GraduatedTrihedron.hxx>
392ac980 33#include <OpenGl_GraphicDriver.hxx>
30f0ad28 34#include <OpenGl_ShaderManager.hxx>
d84e8669 35#include <OpenGl_ShadowMap.hxx>
bf75be98 36#include <OpenGl_Texture.hxx>
c357e426 37#include <OpenGl_Window.hxx>
30f0ad28 38#include <OpenGl_Workspace.hxx>
f5b72419 39#include <OSD_Parallel.hxx>
c357e426 40#include <Standard_CLocaleSentry.hxx>
2166f0fa 41
f5b72419 42#include "../Graphic3d/Graphic3d_Structure.pxx"
cfb54c0c 43#include "../Textures/Textures_EnvLUT.pxx"
44
45namespace
46{
47 //! Format Frame Buffer format for logging messages.
48 static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
49 {
50 return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
51 }
52
53 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
54 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
55 Standard_Integer theSizeX,
56 Standard_Integer theSizeY,
57 Standard_Integer theNbSamples)
58 {
59 return !theFboToCheck->IsValid()
60 && theFboToCheck->GetInitVPSizeX() == theSizeX
61 && theFboToCheck->GetInitVPSizeY() == theSizeY
62 && theFboToCheck->NbSamples() == theNbSamples;
63 }
64
65 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
66 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
67 const Handle(OpenGl_FrameBuffer)& theFboRef)
68 {
69 return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
70 }
1220d98e 71
72 //! Chooses compatible internal color format for OIT frame buffer.
73 static bool chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
74 const Standard_Integer theConfigIndex,
75 OpenGl_ColorFormats& theFormats)
76 {
77 theFormats.Clear();
78 switch (theConfigIndex)
79 {
80 case 0: // choose best applicable color format combination
81 {
82 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
83 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
84 return true;
85 }
86 case 1: // choose non-optimal applicable color format combination
87 {
88 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
89 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
90 return true;
91 }
92 }
93 return false; // color combination does not exist
94 }
cfb54c0c 95}
f5b72419 96
92efcf78 97IMPLEMENT_STANDARD_RTTIEXT(OpenGl_View,Graphic3d_CView)
98
c357e426 99// =======================================================================
100// function : Constructor
101// purpose :
102// =======================================================================
103OpenGl_View::OpenGl_View (const Handle(Graphic3d_StructureManager)& theMgr,
104 const Handle(OpenGl_GraphicDriver)& theDriver,
105 const Handle(OpenGl_Caps)& theCaps,
c357e426 106 OpenGl_StateCounter* theCounter)
107: Graphic3d_CView (theMgr),
108 myDriver (theDriver.operator->()),
109 myCaps (theCaps),
c357e426 110 myWasRedrawnGL (Standard_False),
c357e426 111 myToShowGradTrihedron (false),
f5b72419 112 myZLayers (Structure_MAX_PRIORITY - Structure_MIN_PRIORITY + 1),
c357e426 113 myStateCounter (theCounter),
992ed6b3 114 myCurrLightSourceState (theCounter->Increment()),
115 myLightsRevision (0),
0b0320e7 116 myLastLightSourceState (0, 0),
ba00aab7 117 mySRgbState (-1),
118 myFboColorFormat (GL_SRGB8_ALPHA8), // note that GL_SRGB8 is not required to be renderable, unlike GL_RGB8, GL_RGBA8, GL_SRGB8_ALPHA8
3c4b62a4 119 myFboDepthFormat (GL_DEPTH24_STENCIL8),
120 myToFlipOutput (Standard_False),
b40cdc2b 121 //
c357e426 122 myFrameCounter (0),
123 myHasFboBlit (Standard_True),
a1073ae2 124 myToDisableOIT (Standard_False),
125 myToDisableOITMSAA (Standard_False),
7ccf8676 126 myToDisableMSAA (Standard_False),
c357e426 127 myTransientDrawToFront (Standard_True),
128 myBackBufferRestored (Standard_False),
129 myIsImmediateDrawn (Standard_False),
956d9157 130 myTextureParams (new OpenGl_Aspects()),
131 myCubeMapParams (new OpenGl_Aspects()),
132 myColoredQuadParams (new OpenGl_Aspects()),
133 myPBREnvState (OpenGl_PBREnvState_NONEXISTENT),
134 myPBREnvRequest (Standard_False),
91c60b57 135 // ray-tracing fields initialization
c357e426 136 myRaytraceInitStatus (OpenGl_RT_NONE),
137 myIsRaytraceDataValid (Standard_False),
91c60b57 138 myIsRaytraceWarnTextures (Standard_False),
f5b72419 139 myRaytraceBVHBuilder (new BVH_BinnedBuilder<Standard_ShortReal, 3, BVH_Constants_NbBinsBest> (BVH_Constants_LeafNodeSizeAverage,
140 BVH_Constants_MaxTreeDepth,
141 Standard_False,
142 OSD_Parallel::NbLogicalProcessors() + 1)),
143 myRaytraceSceneRadius (0.0f),
144 myRaytraceSceneEpsilon (1.0e-6f),
91c60b57 145 myToUpdateEnvironmentMap (Standard_False),
b27ab03d 146 myRaytraceLayerListState (0),
147 myPrevCameraApertureRadius(0.f),
148 myPrevCameraFocalPlaneDist(0.f)
2166f0fa 149{
077a220c 150 for (int i = 0; i < Graphic3d_TypeOfBackground_NB; ++i)
151 {
152 myBackgrounds[i] = new OpenGl_BackgroundArray(Graphic3d_TypeOfBackground(i));
153 }
154
c357e426 155 myWorkspace = new OpenGl_Workspace (this, NULL);
2166f0fa 156
06d40093 157 Handle(Graphic3d_CLight) aLight = new Graphic3d_CLight (Graphic3d_TypeOfLightSource_Ambient);
992ed6b3 158 aLight->SetColor (Quantity_NOC_WHITE);
8445efca 159 myLights = new Graphic3d_LightSet();
992ed6b3 160 myNoShadingLight = new Graphic3d_LightSet();
161 myNoShadingLight->Add (aLight);
016e5959 162
a1073ae2 163 myMainSceneFbos[0] = new OpenGl_FrameBuffer();
164 myMainSceneFbos[1] = new OpenGl_FrameBuffer();
165 myMainSceneFbosOit[0] = new OpenGl_FrameBuffer();
166 myMainSceneFbosOit[1] = new OpenGl_FrameBuffer();
167 myImmediateSceneFbos[0] = new OpenGl_FrameBuffer();
168 myImmediateSceneFbos[1] = new OpenGl_FrameBuffer();
169 myImmediateSceneFbosOit[0] = new OpenGl_FrameBuffer();
170 myImmediateSceneFbosOit[1] = new OpenGl_FrameBuffer();
b40cdc2b 171 myXrSceneFbo = new OpenGl_FrameBuffer();
a1073ae2 172 myOpenGlFBO = new OpenGl_FrameBuffer();
173 myOpenGlFBO2 = new OpenGl_FrameBuffer();
174 myRaytraceFBO1[0] = new OpenGl_FrameBuffer();
175 myRaytraceFBO1[1] = new OpenGl_FrameBuffer();
176 myRaytraceFBO2[0] = new OpenGl_FrameBuffer();
177 myRaytraceFBO2[1] = new OpenGl_FrameBuffer();
78c4e836 178 myDepthPeelingFbos = new OpenGl_DepthPeeling();
d84e8669 179 myShadowMaps = new OpenGl_ShadowMapArray();
c357e426 180}
181
182// =======================================================================
183// function : Destructor
184// purpose :
185// =======================================================================
0b0320e7 186OpenGl_View::~OpenGl_View()
2166f0fa 187{
bf75be98 188 ReleaseGlResources (NULL); // ensure ReleaseGlResources() was called within valid context
077a220c 189 for (int i = 0; i < Graphic3d_TypeOfBackground_NB; ++i)
190 {
191 OpenGl_Element::Destroy(NULL, myBackgrounds[i]);
192 }
193
0b0320e7 194 OpenGl_Element::Destroy (NULL, myTextureParams);
077a220c 195 OpenGl_Element::Destroy (NULL, myCubeMapParams);
956d9157 196 OpenGl_Element::Destroy (NULL, myColoredQuadParams);
bf75be98 197}
198
c357e426 199// =======================================================================
ba00aab7 200// function : releaseSrgbResources
c357e426 201// purpose :
202// =======================================================================
ba00aab7 203void OpenGl_View::releaseSrgbResources (const Handle(OpenGl_Context)& theCtx)
bf75be98 204{
ba00aab7 205 myRenderParams.RebuildRayTracingShaders = true;
30f0ad28 206
bf75be98 207 if (!myTextureEnv.IsNull())
208 {
ad67e367 209 if (!theCtx.IsNull())
cc8cbabe 210 {
ad67e367 211 for (OpenGl_TextureSet::Iterator aTextureIter (myTextureEnv); aTextureIter.More(); aTextureIter.Next())
212 {
213 theCtx->DelayedRelease (aTextureIter.ChangeValue());
214 aTextureIter.ChangeValue().Nullify();
215 }
cc8cbabe 216 }
bf75be98 217 myTextureEnv.Nullify();
218 }
0b0320e7 219
220 if (myTextureParams != NULL)
221 {
ad67e367 222 myTextureParams->Release (theCtx.get());
0b0320e7 223 }
077a220c 224
225 if (myCubeMapParams != NULL)
0b0320e7 226 {
077a220c 227 myCubeMapParams->Release (theCtx.get());
0b0320e7 228 }
077a220c 229
230 for (int i = 0; i < Graphic3d_TypeOfBackground_NB; ++i)
bf75be98 231 {
077a220c 232 if (myBackgrounds[i] != NULL)
233 {
234 myBackgrounds[i]->Release (theCtx.get());
235 }
bf75be98 236 }
91c60b57 237
ad67e367 238 myMainSceneFbos[0] ->Release (theCtx.get());
239 myMainSceneFbos[1] ->Release (theCtx.get());
240 myMainSceneFbosOit[0] ->Release (theCtx.get());
241 myMainSceneFbosOit[1] ->Release (theCtx.get());
242 myImmediateSceneFbos[0] ->Release (theCtx.get());
243 myImmediateSceneFbos[1] ->Release (theCtx.get());
244 myImmediateSceneFbosOit[0]->Release (theCtx.get());
245 myImmediateSceneFbosOit[1]->Release (theCtx.get());
b40cdc2b 246 myXrSceneFbo ->Release (theCtx.get());
78c4e836 247 myDepthPeelingFbos ->Release (theCtx.get());
ad67e367 248 myOpenGlFBO ->Release (theCtx.get());
249 myOpenGlFBO2 ->Release (theCtx.get());
250 myFullScreenQuad .Release (theCtx.get());
251 myFullScreenQuadFlip .Release (theCtx.get());
d84e8669 252 myShadowMaps->Release (theCtx.get());
c357e426 253
ba00aab7 254 // Technically we should also re-initialize all sRGB/RGB8 color textures.
255 // But for now consider this sRGB disabling/enabling to be done at application start-up
256 // and re-create dynamically only frame buffers.
257}
258
259// =======================================================================
260// function : ReleaseGlResources
261// purpose :
262// =======================================================================
263void OpenGl_View::ReleaseGlResources (const Handle(OpenGl_Context)& theCtx)
264{
265 myGraduatedTrihedron.Release (theCtx.get());
266 myFrameStatsPrs.Release (theCtx.get());
267
268 releaseSrgbResources (theCtx);
269
91c60b57 270 releaseRaytraceResources (theCtx);
67312b79 271
272 if (!myPBREnvironment.IsNull())
273 {
274 myPBREnvironment->Release (theCtx.get());
275 }
b40cdc2b 276 ReleaseXR();
bf75be98 277}
2166f0fa 278
c357e426 279// =======================================================================
280// function : Remove
281// purpose :
282// =======================================================================
283void OpenGl_View::Remove()
bf75be98 284{
c357e426 285 if (IsRemoved())
bf75be98 286 {
c357e426 287 return;
bf75be98 288 }
289
c357e426 290 myDriver->RemoveView (this);
291 myWindow.Nullify();
292
293 Graphic3d_CView::Remove();
294}
295
7c3ef2f7 296// =======================================================================
297// function : SetLocalOrigin
298// purpose :
299// =======================================================================
300void OpenGl_View::SetLocalOrigin (const gp_XYZ& theOrigin)
301{
302 myLocalOrigin = theOrigin;
303 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
304 if (!aCtx.IsNull())
305 {
306 aCtx->ShaderManager()->SetLocalOrigin (theOrigin);
307 }
308}
309
c357e426 310// =======================================================================
311// function : SetTextureEnv
312// purpose :
313// =======================================================================
314void OpenGl_View::SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv)
315{
316 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
317 if (!aCtx.IsNull() && !myTextureEnv.IsNull())
318 {
cc8cbabe 319 for (OpenGl_TextureSet::Iterator aTextureIter (myTextureEnv); aTextureIter.More(); aTextureIter.Next())
320 {
321 aCtx->DelayedRelease (aTextureIter.ChangeValue());
322 aTextureIter.ChangeValue().Nullify();
323 }
c357e426 324 }
325
326 myToUpdateEnvironmentMap = Standard_True;
327 myTextureEnvData = theTextureEnv;
328 myTextureEnv.Nullify();
329 initTextureEnv (aCtx);
330}
331
332// =======================================================================
333// function : initTextureEnv
334// purpose :
335// =======================================================================
336void OpenGl_View::initTextureEnv (const Handle(OpenGl_Context)& theContext)
337{
338 if (myTextureEnvData.IsNull()
339 || theContext.IsNull()
340 || !theContext->MakeCurrent())
bf75be98 341 {
342 return;
343 }
344
72f6dc61 345 Handle(OpenGl_Texture) aTextureEnv = new OpenGl_Texture (myTextureEnvData->GetId(), myTextureEnvData->GetParams());
faff3767 346 if (Handle(Image_PixMap) anImage = myTextureEnvData->GetImage (theContext->SupportedTextureFormats()))
c357e426 347 {
ba00aab7 348 aTextureEnv->Init (theContext, *anImage, myTextureEnvData->Type(), true);
c357e426 349 }
72f6dc61 350 myTextureEnv = new OpenGl_TextureSet (aTextureEnv);
351 myTextureEnv->ChangeTextureSetBits() = Graphic3d_TextureSetBits_BaseColor;
c357e426 352}
e276548b 353
c357e426 354// =======================================================================
355// function : SetImmediateModeDrawToFront
356// purpose :
357// =======================================================================
358Standard_Boolean OpenGl_View::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
359{
360 const Standard_Boolean aPrevMode = myTransientDrawToFront;
361 myTransientDrawToFront = theDrawToFrontBuffer;
362 return aPrevMode;
e276548b 363}
364
1220d98e 365// =======================================================================
366// function : Window
367// purpose :
368// =======================================================================
369Handle(Aspect_Window) OpenGl_View::Window() const
370{
371 return myWindow->PlatformWindow();
372}
373
c357e426 374// =======================================================================
375// function : SetWindow
376// purpose :
377// =======================================================================
378void OpenGl_View::SetWindow (const Handle(Aspect_Window)& theWindow,
a521d90d 379 const Aspect_RenderingContext theContext)
e276548b 380{
c357e426 381 myWindow = myDriver->CreateRenderWindow (theWindow, theContext);
382 Standard_ASSERT_RAISE (!myWindow.IsNull(),
383 "OpenGl_View::SetWindow, "
384 "Failed to create OpenGl window.");
e276548b 385
c357e426 386 myWorkspace = new OpenGl_Workspace (this, myWindow);
387 myWorldViewProjState.Reset();
91c60b57 388 myToUpdateEnvironmentMap = Standard_True;
c357e426 389 myHasFboBlit = Standard_True;
390 Invalidate();
391
392 // Environment texture resource does not support lazy initialization.
393 initTextureEnv (myWorkspace->GetGlContext());
394}
395
396// =======================================================================
397// function : Resized
398// purpose :
399// =======================================================================
400void OpenGl_View::Resized()
401{
402 if (myWindow.IsNull())
403 return;
404
405 myWindow->Resize();
406}
407
c357e426 408// =======================================================================
409// function : SetMinMaxValuesCallback
410// purpose :
411// =======================================================================
412static void SetMinMaxValuesCallback (Graphic3d_CView* theView)
413{
414 OpenGl_View* aView = dynamic_cast<OpenGl_View*>(theView);
415 if (aView == NULL)
416 return;
417
418 Bnd_Box aBox = theView->MinMaxValues();
419 if (!aBox.IsVoid())
2166f0fa 420 {
c357e426 421 gp_Pnt aMin = aBox.CornerMin();
422 gp_Pnt aMax = aBox.CornerMax();
423
424 Graphic3d_Vec3 aMinVec ((Standard_ShortReal )aMin.X(), (Standard_ShortReal )aMin.Y(), (Standard_ShortReal )aMin.Z());
425 Graphic3d_Vec3 aMaxVec ((Standard_ShortReal )aMax.X(), (Standard_ShortReal )aMax.Y(), (Standard_ShortReal )aMax.Z());
426 aView->GraduatedTrihedronMinMaxValues (aMinVec, aMaxVec);
2166f0fa
SK
427 }
428}
429
c357e426 430// =======================================================================
431// function : GraduatedTrihedronDisplay
432// purpose :
433// =======================================================================
434void OpenGl_View::GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData)
435{
436 myGTrihedronData = theTrihedronData;
1b5eb2be 437 myGTrihedronData.SetCubicAxesCallback (SetMinMaxValuesCallback);
c357e426 438 myGraduatedTrihedron.SetValues (myGTrihedronData);
439 myToShowGradTrihedron = true;
440}
2166f0fa 441
c357e426 442// =======================================================================
443// function : GraduatedTrihedronErase
444// purpose :
445// =======================================================================
446void OpenGl_View::GraduatedTrihedronErase()
2166f0fa 447{
c357e426 448 myGraduatedTrihedron.Release (myWorkspace->GetGlContext().operator->());
449 myToShowGradTrihedron = false;
2166f0fa
SK
450}
451
c357e426 452// =======================================================================
453// function : GraduatedTrihedronMinMaxValues
454// purpose :
455// =======================================================================
456void OpenGl_View::GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax)
457{
458 myGraduatedTrihedron.SetMinMax (theMin, theMax);
459}
2166f0fa 460
c357e426 461// =======================================================================
462// function : BufferDump
463// purpose :
464// =======================================================================
465Standard_Boolean OpenGl_View::BufferDump (Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType)
466{
38d90bb3 467 if (theBufferType != Graphic3d_BT_RGB_RayTraceHdrLeft)
468 {
469 return myWorkspace->BufferDump(myFBO, theImage, theBufferType);
470 }
471
472 if (!myRaytraceParameters.AdaptiveScreenSampling)
473 {
474 return myWorkspace->BufferDump(myAccumFrames % 2 ? myRaytraceFBO2[0] : myRaytraceFBO1[0], theImage, theBufferType);
475 }
476
477#if defined(GL_ES_VERSION_2_0)
478 return false;
479#else
480 if (theImage.Format() != Image_Format_RGBF)
481 {
482 return false;
483 }
484
485 const GLuint aW = myRaytraceOutputTexture[0]->SizeX();
486 const GLuint aH = myRaytraceOutputTexture[0]->SizeY();
487 if (aW / 3 != theImage.SizeX() || aH / 2 != theImage.SizeY())
488 {
489 return false;
490 }
491
492 std::vector<GLfloat> aValues;
493 try
494 {
495 aValues.resize (aW * aH);
496 }
497 catch (const std::bad_alloc&)
498 {
499 return false;
500 }
501
502 glBindTexture (GL_TEXTURE_RECTANGLE, myRaytraceOutputTexture[0]->TextureId());
503 glGetTexImage (GL_TEXTURE_RECTANGLE, 0, OpenGl_TextureFormat::Create<GLfloat, 1>().Format(), GL_FLOAT, &aValues[0]);
504 glBindTexture (GL_TEXTURE_RECTANGLE, 0);
505 for (unsigned int aRow = 0; aRow < aH; aRow += 2)
506 {
507 for (unsigned int aCol = 0; aCol < aW; aCol += 3)
508 {
509 float* anImageValue = theImage.ChangeValue<float[3]> ((aH - aRow) / 2 - 1, aCol / 3);
510 float aInvNbSamples = 1.f / aValues[aRow * aW + aCol + aW];
511 anImageValue[0] = aValues[aRow * aW + aCol] * aInvNbSamples;
512 anImageValue[1] = aValues[aRow * aW + aCol + 1] * aInvNbSamples;
513 anImageValue[2] = aValues[aRow * aW + aCol + 1 + aW] * aInvNbSamples;
514 }
515 }
516
517 return true;
518#endif
c357e426 519}
520
c357e426 521// =======================================================================
522// function : GradientBackground
523// purpose :
524// =======================================================================
525Aspect_GradientBackground OpenGl_View::GradientBackground() const
526{
527 Quantity_Color aColor1, aColor2;
077a220c 528 aColor1.SetValues (myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (0).r(),
529 myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (0).g(),
530 myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (0).b(), Quantity_TOC_RGB);
531 aColor2.SetValues (myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (1).r(),
532 myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (1).g(),
533 myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (1).b(), Quantity_TOC_RGB);
534 return Aspect_GradientBackground (aColor1, aColor2, myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientFillMethod());
c357e426 535}
2166f0fa 536
c357e426 537// =======================================================================
538// function : SetGradientBackground
539// purpose :
540// =======================================================================
541void OpenGl_View::SetGradientBackground (const Aspect_GradientBackground& theBackground)
2166f0fa 542{
c357e426 543 Quantity_Color aColor1, aColor2;
544 theBackground.Colors (aColor1, aColor2);
077a220c 545 myBackgrounds[Graphic3d_TOB_GRADIENT]->SetGradientParameters (aColor1, aColor2, theBackground.BgGradientFillMethod());
956d9157 546 if (theBackground.BgGradientFillMethod() >= Aspect_GradientFillMethod_Corner1
547 && theBackground.BgGradientFillMethod() <= Aspect_GradientFillMethod_Corner4)
548 {
549 if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
550 {
551 myColoredQuadParams->Aspect()->SetShaderProgram(aCtx->ShaderManager()->GetColoredQuadProgram());
552 myColoredQuadParams->Aspect()->ShaderProgram()->PushVariableVec3 ("uColor1", aColor1.Rgb());
553 myColoredQuadParams->Aspect()->ShaderProgram()->PushVariableVec3 ("uColor2", aColor2.Rgb());
554 }
555 }
077a220c 556 myBackgroundType = Graphic3d_TOB_GRADIENT;
c357e426 557}
558
559// =======================================================================
560// function : SetBackgroundImage
561// purpose :
562// =======================================================================
99289bed 563void OpenGl_View::SetBackgroundImage (const Handle(Graphic3d_TextureMap)& theTextureMap,
564 Standard_Boolean theToUpdatePBREnv)
c357e426 565{
3e9cb806 566 Handle(Graphic3d_TextureMap) aNewMap = theTextureMap;
99289bed 567 if (theTextureMap.IsNull()
568 || !theTextureMap->IsDone())
3e9cb806 569 {
570 if (!theTextureMap.IsNull())
571 {
572 Message::SendFail ("Error: unable to set image background");
573 }
574 aNewMap.Nullify();
575 }
576
577 Handle(Graphic3d_CubeMap) aCubeMap = Handle(Graphic3d_CubeMap)::DownCast (aNewMap);
578 if (theToUpdatePBREnv)
579 {
580 // update PBR environment
581 const TCollection_AsciiString anIdOld = !myCubeMapIBL.IsNull()
582 ? myCubeMapIBL->GetId()
583 : TCollection_AsciiString();
584 const TCollection_AsciiString anIdNew = !aCubeMap.IsNull()
585 ? aCubeMap->GetId()
586 : TCollection_AsciiString();
587 if (anIdNew != anIdOld)
588 {
589 myPBREnvRequest = true;
590 }
591 myCubeMapIBL = aCubeMap;
592 }
593
594 if (aNewMap.IsNull())
99289bed 595 {
596 if (myBackgroundType == Graphic3d_TOB_TEXTURE
597 || myBackgroundType == Graphic3d_TOB_CUBEMAP)
598 {
599 myBackgroundType = Graphic3d_TOB_NONE;
99289bed 600 }
601 return;
602 }
603
c357e426 604 Handle(Graphic3d_AspectFillArea3d) anAspect = new Graphic3d_AspectFillArea3d();
3e9cb806 605 Handle(Graphic3d_TextureSet) aTextureSet = new Graphic3d_TextureSet (aNewMap);
c357e426 606 anAspect->SetInteriorStyle (Aspect_IS_SOLID);
7fd4958d 607 anAspect->SetFaceCulling (Graphic3d_TypeOfBackfacingModel_DoubleSided);
13b36bb1 608 anAspect->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
99289bed 609 anAspect->SetTextureSet (aTextureSet);
610 anAspect->SetTextureMapOn (true);
611
3e9cb806 612 if (Handle(Graphic3d_Texture2D) aTextureMap = Handle(Graphic3d_Texture2D)::DownCast (aNewMap))
2166f0fa 613 {
99289bed 614 myTextureParams->SetAspect (anAspect);
615 myBackgroundType = Graphic3d_TOB_TEXTURE;
616 myBackgroundImage = aTextureMap;
617 return;
2166f0fa 618 }
99289bed 619
3e9cb806 620 if (!aCubeMap.IsNull())
2166f0fa 621 {
99289bed 622 aCubeMap->SetMipmapsGeneration (Standard_True);
623 if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
624 {
625 anAspect->SetShaderProgram (aCtx->ShaderManager()->GetBgCubeMapProgram());
626 }
627
628 myCubeMapParams->SetAspect (anAspect);
629
630 const OpenGl_Aspects* anAspectsBackup = myWorkspace->SetAspects (myCubeMapParams);
631 myWorkspace->ApplyAspects();
632 myWorkspace->SetAspects (anAspectsBackup);
633 myWorkspace->ApplyAspects();
634
635 myBackgroundType = Graphic3d_TOB_CUBEMAP;
3e9cb806 636 myCubeMapBackground = aCubeMap;
c357e426 637 return;
638 }
2166f0fa 639
99289bed 640 throw Standard_ProgramError ("OpenGl_View::SetBackgroundImage() - invalid texture map set for background");
c357e426 641}
2166f0fa 642
c357e426 643// =======================================================================
3e9cb806 644// function : SetImageBasedLighting
c357e426 645// purpose :
646// =======================================================================
3e9cb806 647void OpenGl_View::SetImageBasedLighting (Standard_Boolean theToEnableIBL)
c357e426 648{
3e9cb806 649 if (!theToEnableIBL
650 || myBackgroundType != Graphic3d_TOB_CUBEMAP)
651 {
652 if (!myCubeMapIBL.IsNull())
653 {
654 myPBREnvRequest = true;
655 myCubeMapIBL.Nullify();
656 }
657 return;
658 }
659
660 const TCollection_AsciiString anIdOld = !myCubeMapIBL.IsNull()
661 ? myCubeMapIBL->GetId()
662 : TCollection_AsciiString();
663 const TCollection_AsciiString anIdNew = !myCubeMapBackground.IsNull()
664 ? myCubeMapBackground->GetId()
665 : TCollection_AsciiString();
666 if (anIdNew != anIdOld)
667 {
668 myPBREnvRequest = true;
669 }
670 myCubeMapIBL = myCubeMapBackground;
2166f0fa
SK
671}
672
c357e426 673// =======================================================================
3e9cb806 674// function : BackgroundImageStyle
c357e426 675// purpose :
676// =======================================================================
3e9cb806 677Aspect_FillMethod OpenGl_View::BackgroundImageStyle() const
c357e426 678{
3e9cb806 679 return myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod();
077a220c 680}
681
682// =======================================================================
3e9cb806 683// function : SetBackgroundImageStyle
077a220c 684// purpose :
685// =======================================================================
3e9cb806 686void OpenGl_View::SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle)
077a220c 687{
3e9cb806 688 myBackgrounds[Graphic3d_TOB_TEXTURE]->SetTextureFillMethod (theFillStyle);
077a220c 689}
67312b79 690
691// =======================================================================
692// function : SpecIBLMapLevels
693// purpose :
694// =======================================================================
695unsigned int OpenGl_View::SpecIBLMapLevels() const
696{
697 return myPBREnvironment.IsNull() ? 0 : myPBREnvironment->SpecMapLevelsNumber();
698}
2166f0fa 699
c357e426 700//=======================================================================
1c728f2d 701//function : InsertLayerBefore
c357e426 702//purpose :
703//=======================================================================
1c728f2d 704void OpenGl_View::InsertLayerBefore (const Graphic3d_ZLayerId theLayerId,
077a220c 705 const Graphic3d_ZLayerSettings& theSettings,
706 const Graphic3d_ZLayerId theLayerAfter)
2166f0fa 707{
1c728f2d 708 myZLayers.InsertLayerBefore (theLayerId, theSettings, theLayerAfter);
709}
710
711//=======================================================================
712//function : InsertLayerAfter
713//purpose :
714//=======================================================================
715void OpenGl_View::InsertLayerAfter (const Graphic3d_ZLayerId theLayerId,
077a220c 716 const Graphic3d_ZLayerSettings& theSettings,
717 const Graphic3d_ZLayerId theLayerBefore)
1c728f2d 718{
719 myZLayers.InsertLayerAfter (theLayerId, theSettings, theLayerBefore);
2166f0fa
SK
720}
721
c357e426 722//=======================================================================
723//function : RemoveZLayer
724//purpose :
725//=======================================================================
726void OpenGl_View::RemoveZLayer (const Graphic3d_ZLayerId theLayerId)
727{
728 myZLayers.RemoveLayer (theLayerId);
729}
2166f0fa 730
c357e426 731//=======================================================================
732//function : SetZLayerSettings
733//purpose :
734//=======================================================================
735void OpenGl_View::SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
736 const Graphic3d_ZLayerSettings& theSettings)
2166f0fa 737{
c357e426 738 myZLayers.SetLayerSettings (theLayerId, theSettings);
2166f0fa
SK
739}
740
50d06d8f 741//=======================================================================
742//function : ZLayerMax
743//purpose :
744//=======================================================================
745Standard_Integer OpenGl_View::ZLayerMax() const
746{
747 Standard_Integer aLayerMax = Graphic3d_ZLayerId_Default;
1c728f2d 748 for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myZLayers.Layers()); aLayerIter.More(); aLayerIter.Next())
50d06d8f 749 {
1c728f2d 750 aLayerMax = Max (aLayerMax, aLayerIter.Value()->LayerId());
50d06d8f 751 }
50d06d8f 752 return aLayerMax;
753}
754
755//=======================================================================
1c728f2d 756//function : Layers
757//purpose :
758//=======================================================================
759const NCollection_List<Handle(Graphic3d_Layer)>& OpenGl_View::Layers() const
760{
761 return myZLayers.Layers();
762}
763
764//=======================================================================
765//function : Layer
50d06d8f 766//purpose :
767//=======================================================================
1c728f2d 768Handle(Graphic3d_Layer) OpenGl_View::Layer (const Graphic3d_ZLayerId theLayerId) const
50d06d8f 769{
1c728f2d 770 Handle(Graphic3d_Layer) aLayer;
771 if (theLayerId != Graphic3d_ZLayerId_UNKNOWN)
50d06d8f 772 {
1c728f2d 773 myZLayers.LayerIDs().Find (theLayerId, aLayer);
50d06d8f 774 }
1c728f2d 775 return aLayer;
50d06d8f 776}
777
778//=======================================================================
1c728f2d 779//function : MinMaxValues
50d06d8f 780//purpose :
781//=======================================================================
1c728f2d 782Bnd_Box OpenGl_View::MinMaxValues (const Standard_Boolean theToIncludeAuxiliary) const
50d06d8f 783{
1c728f2d 784 if (!IsDefined())
50d06d8f 785 {
1c728f2d 786 return Bnd_Box();
50d06d8f 787 }
788
1c728f2d 789 Bnd_Box aBox = base_type::MinMaxValues (theToIncludeAuxiliary);
790
71d8ccc7 791 return aBox;
50d06d8f 792}
793
794//=======================================================================
c357e426 795//function : FBO
796//purpose :
797//=======================================================================
b128c892 798Handle(Standard_Transient) OpenGl_View::FBO() const
c357e426 799{
b128c892 800 return Handle(Standard_Transient)(myFBO);
c357e426 801}
2166f0fa 802
c357e426 803//=======================================================================
804//function : SetFBO
805//purpose :
806//=======================================================================
b128c892 807void OpenGl_View::SetFBO (const Handle(Standard_Transient)& theFbo)
2166f0fa 808{
b128c892 809 myFBO = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
2166f0fa
SK
810}
811
c357e426 812//=======================================================================
813//function : FBOCreate
814//purpose :
815//=======================================================================
b128c892 816Handle(Standard_Transient) OpenGl_View::FBOCreate (const Standard_Integer theWidth,
817 const Standard_Integer theHeight)
c357e426 818{
819 return myWorkspace->FBOCreate (theWidth, theHeight);
820}
2166f0fa 821
c357e426 822//=======================================================================
823//function : FBORelease
824//purpose :
825//=======================================================================
b128c892 826void OpenGl_View::FBORelease (Handle(Standard_Transient)& theFbo)
2166f0fa 827{
b128c892 828 Handle(OpenGl_FrameBuffer) aFrameBuffer = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
829 if (aFrameBuffer.IsNull())
830 {
831 return;
832 }
833
834 myWorkspace->FBORelease (aFrameBuffer);
835 theFbo.Nullify();
c357e426 836}
837
838//=======================================================================
839//function : FBOGetDimensions
840//purpose :
841//=======================================================================
b128c892 842void OpenGl_View::FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
c357e426 843 Standard_Integer& theWidth,
844 Standard_Integer& theHeight,
845 Standard_Integer& theWidthMax,
846 Standard_Integer& theHeightMax)
847{
b128c892 848 const Handle(OpenGl_FrameBuffer) aFrameBuffer = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
849 if (aFrameBuffer.IsNull())
850 {
851 return;
852 }
853
c357e426 854 theWidth = aFrameBuffer->GetVPSizeX(); // current viewport size
855 theHeight = aFrameBuffer->GetVPSizeY();
856 theWidthMax = aFrameBuffer->GetSizeX(); // texture size
857 theHeightMax = aFrameBuffer->GetSizeY();
858}
859
860//=======================================================================
861//function : FBOChangeViewport
862//purpose :
863//=======================================================================
b128c892 864void OpenGl_View::FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
c357e426 865 const Standard_Integer theWidth,
866 const Standard_Integer theHeight)
867{
b128c892 868 const Handle(OpenGl_FrameBuffer) aFrameBuffer = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
869 if (aFrameBuffer.IsNull())
870 {
871 return;
872 }
873
c357e426 874 aFrameBuffer->ChangeViewport (theWidth, theHeight);
875}
876
c357e426 877//=======================================================================
878//function : displayStructure
879//purpose :
880//=======================================================================
881void OpenGl_View::displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
882 const Standard_Integer thePriority)
883{
7d47ebdb 884 const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
c357e426 885 const Graphic3d_ZLayerId aZLayer = aStruct->ZLayer();
886 myZLayers.AddStructure (aStruct, aZLayer, thePriority);
887}
888
889//=======================================================================
890//function : eraseStructure
891//purpose :
892//=======================================================================
893void OpenGl_View::eraseStructure (const Handle(Graphic3d_CStructure)& theStructure)
894{
7d47ebdb 895 const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
c357e426 896 myZLayers.RemoveStructure (aStruct);
897}
898
899//=======================================================================
900//function : changeZLayer
901//purpose :
902//=======================================================================
903void OpenGl_View::changeZLayer (const Handle(Graphic3d_CStructure)& theStructure,
904 const Graphic3d_ZLayerId theNewLayerId)
905{
906 const Graphic3d_ZLayerId anOldLayer = theStructure->ZLayer();
7d47ebdb 907 const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
c357e426 908 myZLayers.ChangeLayer (aStruct, anOldLayer, theNewLayerId);
cfece3ef 909 Update (anOldLayer);
910 Update (theNewLayerId);
c357e426 911}
912
913//=======================================================================
914//function : changePriority
915//purpose :
916//=======================================================================
917void OpenGl_View::changePriority (const Handle(Graphic3d_CStructure)& theStructure,
918 const Standard_Integer theNewPriority)
919{
920 const Graphic3d_ZLayerId aLayerId = theStructure->ZLayer();
7d47ebdb 921 const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
c357e426 922 myZLayers.ChangePriority (aStruct, aLayerId, theNewPriority);
2166f0fa 923}
26d9c835 924
925//=======================================================================
926//function : DiagnosticInformation
927//purpose :
928//=======================================================================
929void OpenGl_View::DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
930 Graphic3d_DiagnosticInfo theFlags) const
931{
b40cdc2b 932 base_type::DiagnosticInformation (theDict, theFlags);
26d9c835 933 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
934 if (!myWorkspace->Activate()
935 || aCtx.IsNull())
936 {
937 return;
938 }
939
940 aCtx->DiagnosticInformation (theDict, theFlags);
941 if ((theFlags & Graphic3d_DiagnosticInfo_FrameBuffer) != 0)
942 {
943 TCollection_AsciiString aResRatio (myRenderParams.ResolutionRatio());
944 theDict.ChangeFromIndex (theDict.Add ("ResolutionRatio", aResRatio)) = aResRatio;
945 }
946}
79b544e6 947
948//=======================================================================
949//function : StatisticInformation
950//purpose :
951//=======================================================================
952void OpenGl_View::StatisticInformation (TColStd_IndexedDataMapOfStringString& theDict) const
953{
954 if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
955 {
956 const Handle(OpenGl_FrameStats)& aStats = aCtx->FrameStats();
957 const Graphic3d_RenderingParams& aRendParams = myWorkspace->View()->RenderingParams();
958 aStats->FormatStats (theDict, aRendParams.CollectedStats);
959 }
960}
961
962//=======================================================================
963//function : StatisticInformation
964//purpose :
965//=======================================================================
966TCollection_AsciiString OpenGl_View::StatisticInformation() const
967{
968 if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
969 {
970 const Handle(OpenGl_FrameStats)& aStats = aCtx->FrameStats();
971 const Graphic3d_RenderingParams& aRendParams = myWorkspace->View()->RenderingParams();
972 return aStats->FormatStats (aRendParams.CollectedStats);
973 }
974 return TCollection_AsciiString();
975}
cfb54c0c 976
977//=======================================================================
978//function : drawBackground
979//purpose :
980//=======================================================================
981void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace,
982 Graphic3d_Camera::Projection theProjection)
983{
984 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
4b52faa5 985 const bool wasUsedZBuffer = theWorkspace->SetUseZBuffer (false);
cfb54c0c 986 if (wasUsedZBuffer)
987 {
988 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
989 }
990
4b52faa5 991#ifdef GL_DEPTH_CLAMP
992 const bool wasDepthClamped = aCtx->arbDepthClamp && glIsEnabled (GL_DEPTH_CLAMP);
993 if (aCtx->arbDepthClamp && !wasDepthClamped)
994 {
995 // make sure background is always drawn (workaround skybox rendering on some hardware)
996 aCtx->core11fwd->glEnable (GL_DEPTH_CLAMP);
997 }
998#endif
999
cfb54c0c 1000 if (myBackgroundType == Graphic3d_TOB_CUBEMAP)
1001 {
3e9cb806 1002 myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uZCoeff", myCubeMapBackground->ZIsInverted() ? -1 : 1);
1003 myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uYCoeff", myCubeMapBackground->IsTopDown() ? 1 : -1);
cfb54c0c 1004 const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myCubeMapParams);
1005
1006 myBackgrounds[Graphic3d_TOB_CUBEMAP]->Render (theWorkspace, theProjection);
1007
1008 theWorkspace->SetAspects (anOldAspectFace);
1009 }
1010 else if (myBackgroundType == Graphic3d_TOB_GRADIENT
1011 || myBackgroundType == Graphic3d_TOB_TEXTURE)
1012 {
1013 // Drawing background gradient if:
9af0d66b 1014 // - gradient fill type is not Aspect_GradientFillMethod_None and
cfb54c0c 1015 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
1016 if (myBackgrounds[Graphic3d_TOB_GRADIENT]->IsDefined()
1017 && (!myTextureParams->Aspect()->ToMapTexture()
1018 || myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_CENTERED
1019 || myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_NONE))
1020 {
956d9157 1021 if (myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientFillMethod() >= Aspect_GradientFillMethod_Corner1
1022 && myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientFillMethod() <= Aspect_GradientFillMethod_Corner4)
1023 {
1024 const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myColoredQuadParams);
1025
1026 myBackgrounds[Graphic3d_TOB_GRADIENT]->Render (theWorkspace, theProjection);
1027
1028 theWorkspace->SetAspects (anOldAspectFace);
1029 }
1030 else
1031 {
1032 myBackgrounds[Graphic3d_TOB_GRADIENT]->Render (theWorkspace, theProjection);
1033 }
cfb54c0c 1034 }
1035
1036 // Drawing background image if it is defined
1037 // (texture is defined and fill type is not Aspect_FM_NONE)
1038 if (myBackgrounds[Graphic3d_TOB_TEXTURE]->IsDefined()
1039 && myTextureParams->Aspect()->ToMapTexture())
1040 {
1041 aCtx->core11fwd->glDisable (GL_BLEND);
1042
1043 const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
1044 myBackgrounds[Graphic3d_TOB_TEXTURE]->Render (theWorkspace, theProjection);
1045 theWorkspace->SetAspects (anOldAspectFace);
1046 }
1047 }
1048
1049 if (wasUsedZBuffer)
1050 {
1051 theWorkspace->SetUseZBuffer (Standard_True);
1052 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
1053 }
4b52faa5 1054#ifdef GL_DEPTH_CLAMP
1055 if (aCtx->arbDepthClamp && !wasDepthClamped)
1056 {
1057 aCtx->core11fwd->glDisable (GL_DEPTH_CLAMP);
1058 }
1059#endif
cfb54c0c 1060}
1061
1062//=======================================================================
1063//function : prepareFrameBuffers
1064//purpose :
1065//=======================================================================
1066bool OpenGl_View::prepareFrameBuffers (Graphic3d_Camera::Projection& theProj)
1067{
1068 theProj = myCamera->ProjectionType();
1069 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1070
1071 Standard_Integer aSizeX = 0, aSizeY = 0;
1072 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
1073 if (aFrameBuffer != NULL)
1074 {
1075 aSizeX = aFrameBuffer->GetVPSizeX();
1076 aSizeY = aFrameBuffer->GetVPSizeY();
1077 }
1078 else if (IsActiveXR())
1079 {
1080 aSizeX = myXRSession->RecommendedViewport().x();
1081 aSizeY = myXRSession->RecommendedViewport().y();
1082 }
1083 else
1084 {
1085 aSizeX = myWindow->Width();
1086 aSizeY = myWindow->Height();
1087 }
1088
1220d98e 1089 const Graphic3d_Vec2i aRendSize (Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f),
1090 Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f));
cfb54c0c 1091 if (aSizeX < 1
1092 || aSizeY < 1
1220d98e 1093 || aRendSize.x() < 1
1094 || aRendSize.y() < 1)
cfb54c0c 1095 {
1096 myBackBufferRestored = Standard_False;
1097 myIsImmediateDrawn = Standard_False;
1098 return false;
1099 }
1100
1101 // determine multisampling parameters
1220d98e 1102 Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSize.x()
cfb54c0c 1103 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
1104 : 0;
1105 if (aNbSamples != 0)
1106 {
1107 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
1108 }
1109
78c4e836 1110 bool toUseOit = myRenderParams.TransparencyMethod != Graphic3d_RTM_BLEND_UNORDERED
cfb54c0c 1111 && checkOitCompatibility (aCtx, aNbSamples > 0);
1112
1113 const bool toInitImmediateFbo = myTransientDrawToFront
1114 && (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
1115
1116 if ( aFrameBuffer == NULL
1117 && !aCtx->DefaultFrameBuffer().IsNull()
1118 && aCtx->DefaultFrameBuffer()->IsValid())
1119 {
1120 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
1121 }
1122
1123 if (myHasFboBlit
1124 && (myTransientDrawToFront
1125 || theProj == Graphic3d_Camera::Projection_Stereo
1126 || aNbSamples != 0
1127 || toUseOit
1220d98e 1128 || aSizeX != aRendSize.x()))
cfb54c0c 1129 {
1220d98e 1130 if (myMainSceneFbos[0]->GetVPSize() != aRendSize
1131 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
cfb54c0c 1132 {
1133 if (!myTransientDrawToFront)
1134 {
1135 myImmediateSceneFbos[0]->Release (aCtx.operator->());
1136 myImmediateSceneFbos[1]->Release (aCtx.operator->());
1137 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
1138 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
1139 }
1140
1141 // prepare FBOs containing main scene
1142 // for further blitting and rendering immediate presentations on top
1143 if (aCtx->core20fwd != NULL)
1144 {
1220d98e 1145 const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSize.x(), aRendSize.y(), aNbSamples);
1146 if (!myMainSceneFbos[0]->Init (aCtx, aRendSize, myFboColorFormat, myFboDepthFormat, aNbSamples)
cfb54c0c 1147 && !wasFailedMain0)
1148 {
1149 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
1150 + printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
1151 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
1152 }
1153 }
1154 }
78c4e836 1155
cfb54c0c 1156 if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
1157 {
1158 const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
1159 if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
1160 && !wasFailedImm0)
1161 {
1162 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
1163 + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
1164 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
1165 }
1166 }
1167 }
1168 else
1169 {
1170 myMainSceneFbos [0]->Release (aCtx.operator->());
1171 myMainSceneFbos [1]->Release (aCtx.operator->());
1172 myImmediateSceneFbos[0]->Release (aCtx.operator->());
1173 myImmediateSceneFbos[1]->Release (aCtx.operator->());
1174 myXrSceneFbo ->Release (aCtx.operator->());
1175 myMainSceneFbos [0]->ChangeViewport (0, 0);
1176 myMainSceneFbos [1]->ChangeViewport (0, 0);
1177 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
1178 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
1179 myXrSceneFbo ->ChangeViewport (0, 0);
1180 }
1181
1182 bool hasXRBlitFbo = false;
1183 if (theProj == Graphic3d_Camera::Projection_Stereo
1184 && IsActiveXR()
1185 && myMainSceneFbos[0]->IsValid())
1186 {
1187 if (aNbSamples != 0
1220d98e 1188 || aSizeX != aRendSize.x())
cfb54c0c 1189 {
1220d98e 1190 hasXRBlitFbo = myXrSceneFbo->InitLazy (aCtx, Graphic3d_Vec2i (aSizeX, aSizeY), myFboColorFormat, myFboDepthFormat, 0);
cfb54c0c 1191 if (!hasXRBlitFbo)
1192 {
1193 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! VR FBO "
1194 + printFboFormat (myXrSceneFbo) + " initialization has failed";
1195 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
1196 }
1197 }
1198 }
1199 else if (theProj == Graphic3d_Camera::Projection_Stereo
1200 && myMainSceneFbos[0]->IsValid())
1201 {
1202 const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
1203 if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
1204 && !wasFailedMain1)
1205 {
1206 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
1207 + printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
1208 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
1209 }
1210 if (!myMainSceneFbos[1]->IsValid())
1211 {
1212 // no enough memory?
1213 theProj = Graphic3d_Camera::Projection_Perspective;
1214 }
1215 else if (!myTransientDrawToFront)
1216 {
1217 //
1218 }
1219 else if (!aCtx->HasStereoBuffers()
1220 || myRenderParams.StereoMode != Graphic3d_StereoMode_QuadBuffer)
1221 {
1222 const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
1223 const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
1224 if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
1225 && !wasFailedImm0)
1226 {
1227 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
1228 + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
1229 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
1230 }
1231 if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
1232 && !wasFailedImm1)
1233 {
1234 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
1235 + printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
1236 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
1237 }
1238 if (!myImmediateSceneFbos[0]->IsValid()
1239 || !myImmediateSceneFbos[1]->IsValid())
1240 {
1241 theProj = Graphic3d_Camera::Projection_Perspective;
1242 }
1243 }
1244 }
1245 if (!hasXRBlitFbo)
1246 {
1247 myXrSceneFbo->Release (aCtx.get());
1248 myXrSceneFbo->ChangeViewport (0, 0);
1249 }
1250
1251 // process PBR environment
13b36bb1 1252 if (myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_Pbr
1253 || myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_PbrFacet)
cfb54c0c 1254 {
1255 if (!myPBREnvironment.IsNull()
1256 && myPBREnvironment->SizesAreDifferent (myRenderParams.PbrEnvPow2Size,
1257 myRenderParams.PbrEnvSpecMapNbLevels))
1258 {
1259 myPBREnvironment->Release (aCtx.get());
1260 myPBREnvironment.Nullify();
1261 myPBREnvState = OpenGl_PBREnvState_NONEXISTENT;
3e9cb806 1262 myPBREnvRequest = true;
cfb54c0c 1263 ++myLightsRevision;
1264 }
1265
1266 if (myPBREnvState == OpenGl_PBREnvState_NONEXISTENT
1267 && aCtx->HasPBR())
1268 {
1269 myPBREnvironment = OpenGl_PBREnvironment::Create (aCtx, myRenderParams.PbrEnvPow2Size, myRenderParams.PbrEnvSpecMapNbLevels);
1270 myPBREnvState = myPBREnvironment.IsNull() ? OpenGl_PBREnvState_UNAVAILABLE : OpenGl_PBREnvState_CREATED;
1271 if (myPBREnvState == OpenGl_PBREnvState_CREATED)
1272 {
1273 Handle(OpenGl_Texture) anEnvLUT;
1274 static const TCollection_AsciiString THE_SHARED_ENV_LUT_KEY("EnvLUT");
1275 if (!aCtx->GetResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT))
1276 {
1ac837b2 1277 bool toConvertHalfFloat = false;
1278 #if defined(GL_ES_VERSION_2_0)
1279 // GL_RG32F is not texture-filterable format in OpenGL ES without OES_texture_float_linear extension.
1280 // GL_RG16F is texture-filterable since OpenGL ES 3.0 or OpenGL ES 2.0 + OES_texture_half_float_linear.
1281 // OpenGL ES 3.0 allows initialization of GL_RG16F from 32-bit float data, but OpenGL ES 2.0 + OES_texture_half_float does not.
1282 // Note that it is expected that GL_RG16F has enough precision for this table, so that it can be used also on desktop OpenGL.
1283 const bool hasHalfFloat = aCtx->IsGlGreaterEqual (3, 0) || aCtx->CheckExtension ("GL_OES_texture_half_float_linear");
1284 toConvertHalfFloat = !aCtx->IsGlGreaterEqual (3, 0) && hasHalfFloat;
1285 #endif
1286 Image_Format anImgFormat = Image_Format_UNKNOWN;
8f8fe4a9 1287 if (aCtx->arbTexRG)
1ac837b2 1288 {
1289 anImgFormat = toConvertHalfFloat ? Image_Format_RGF_half : Image_Format_RGF;
1290 }
1291 else
1292 {
1293 anImgFormat = toConvertHalfFloat ? Image_Format_RGBAF_half : Image_Format_RGBAF;
1294 }
1295
1296 Handle(Image_PixMap) aPixMap = new Image_PixMap();
1297 if (anImgFormat == Image_Format_RGF)
8f8fe4a9 1298 {
1299 aPixMap->InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
1300 }
1301 else
1302 {
1ac837b2 1303 aPixMap->InitZero (anImgFormat, Textures_EnvLUTSize, Textures_EnvLUTSize);
8f8fe4a9 1304 Image_PixMap aPixMapRG;
1305 aPixMapRG.InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
8f8fe4a9 1306 for (Standard_Size aRowIter = 0; aRowIter < aPixMapRG.SizeY(); ++aRowIter)
1307 {
1308 for (Standard_Size aColIter = 0; aColIter < aPixMapRG.SizeX(); ++aColIter)
1309 {
1310 const Image_ColorRGF& aPixelRG = aPixMapRG.Value<Image_ColorRGF> (aRowIter, aColIter);
1ac837b2 1311 if (toConvertHalfFloat)
1312 {
1313 NCollection_Vec2<uint16_t>& aPixelRGBA = aPixMap->ChangeValue<NCollection_Vec2<uint16_t>> (aRowIter, aColIter);
1314 aPixelRGBA.x() = Image_PixMap::ConvertToHalfFloat (aPixelRG.r());
1315 aPixelRGBA.y() = Image_PixMap::ConvertToHalfFloat (aPixelRG.g());
1316 }
1317 else
1318 {
1319 Image_ColorRGBAF& aPixelRGBA = aPixMap->ChangeValue<Image_ColorRGBAF> (aRowIter, aColIter);
1320 aPixelRGBA.r() = aPixelRG.r();
1321 aPixelRGBA.g() = aPixelRG.g();
1322 }
8f8fe4a9 1323 }
1324 }
1325 }
1326
cfb54c0c 1327 OpenGl_TextureFormat aTexFormat = OpenGl_TextureFormat::FindFormat (aCtx, aPixMap->Format(), false);
1328 #if defined(GL_ES_VERSION_2_0)
1ac837b2 1329 if (aTexFormat.IsValid()
1330 && hasHalfFloat)
1331 {
1332 aTexFormat.SetInternalFormat (aCtx->arbTexRG ? GL_RG16F : GL_RGBA16F);
1333 }
cfb54c0c 1334 #endif
1ac837b2 1335
1336 Handle(Graphic3d_TextureParams) aParams = new Graphic3d_TextureParams();
1337 aParams->SetFilter (Graphic3d_TOTF_BILINEAR);
1338 aParams->SetRepeat (Standard_False);
1339 aParams->SetTextureUnit (aCtx->PBREnvLUTTexUnit());
1340 anEnvLUT = new OpenGl_Texture(THE_SHARED_ENV_LUT_KEY, aParams);
cfb54c0c 1341 if (!aTexFormat.IsValid()
1342 || !anEnvLUT->Init (aCtx, aTexFormat, Graphic3d_Vec2i((Standard_Integer)Textures_EnvLUTSize), Graphic3d_TOT_2D, aPixMap.get()))
1343 {
1344 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed allocation of LUT for PBR");
1345 anEnvLUT.Nullify();
1346 }
1347 aCtx->ShareResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT);
1348 }
1349 if (!anEnvLUT.IsNull())
1350 {
1351 anEnvLUT->Bind (aCtx);
1352 }
1353 myWorkspace->ApplyAspects();
1354 }
1355 }
3e9cb806 1356 updatePBREnvironment (aCtx);
cfb54c0c 1357 }
1358
1359 // create color and coverage accumulation buffers required for OIT algorithm
78c4e836 1360 if (toUseOit
1361 && myRenderParams.TransparencyMethod == Graphic3d_RTM_DEPTH_PEELING_OIT)
1362 {
1220d98e 1363 if (myDepthPeelingFbos->BlendBackFboOit()->GetSize() != aRendSize)
78c4e836 1364 {
1220d98e 1365 if (myDepthPeelingFbos->BlendBackFboOit()->Init (aCtx, aRendSize, GL_RGBA16F, 0))
78c4e836 1366 {
1367 for (int aPairIter = 0; aPairIter < 2; ++aPairIter)
1368 {
1369 OpenGl_ColorFormats aColorFormats;
1370 aColorFormats.Append (GL_RG32F);
1371 aColorFormats.Append (GL_RGBA16F);
1372 aColorFormats.Append (GL_RGBA16F);
1220d98e 1373 myDepthPeelingFbos->DepthPeelFbosOit()[aPairIter]->Init (aCtx, aRendSize, aColorFormats, 0);
78c4e836 1374
1375 NCollection_Sequence<Handle(OpenGl_Texture)> anAttachments;
1376 anAttachments.Append (myDepthPeelingFbos->DepthPeelFbosOit()[aPairIter]->ColorTexture (1));
1377 anAttachments.Append (myDepthPeelingFbos->DepthPeelFbosOit()[aPairIter]->ColorTexture (2));
1378 myDepthPeelingFbos->FrontBackColorFbosOit()[aPairIter]->InitWrapper (aCtx, anAttachments);
1379 }
1380 }
1381 else
1382 {
1383 toUseOit = false;
1384 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
1385 "Initialization of float texture framebuffer for use with\n"
1386 " Depth-Peeling order-independent transparency rendering algorithm has failed.");
1387 }
1388 }
1389 }
1390 if (!toUseOit)
1391 {
1392 myDepthPeelingFbos->Release (aCtx.operator->());
1393 }
1394
1395 if (toUseOit
1396 && myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT)
cfb54c0c 1397 {
1398 Standard_Integer anFboIt = 0;
1399 for (; anFboIt < 2; ++anFboIt)
1400 {
1401 Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
1402 Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
1403 Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
1404 Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
1405 if (aMainSceneFbo->IsValid()
1220d98e 1406 && (aMainSceneFboOit->GetVPSize() != aRendSize
1407 || aMainSceneFboOit->NbSamples() != aNbSamples))
cfb54c0c 1408 {
1409 Standard_Integer aColorConfig = 0;
1410 for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
1411 {
1412 if (myFboOitColorConfig.IsEmpty())
1413 {
1414 if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
1415 {
1416 break;
1417 }
1418 }
1220d98e 1419 if (aMainSceneFboOit->Init (aCtx, aRendSize, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
cfb54c0c 1420 {
1421 break;
1422 }
1423 myFboOitColorConfig.Clear();
1424 }
1425 if (!aMainSceneFboOit->IsValid())
1426 {
1427 break;
1428 }
1429 }
1430 else if (!aMainSceneFbo->IsValid())
1431 {
1432 aMainSceneFboOit->Release (aCtx.operator->());
1433 aMainSceneFboOit->ChangeViewport (0, 0);
1434 }
1435
1436 if (anImmediateSceneFbo->IsValid()
1220d98e 1437 && (anImmediateSceneFboOit->GetVPSize() != aRendSize
1438 || anImmediateSceneFboOit->NbSamples() != aNbSamples))
cfb54c0c 1439 {
1220d98e 1440 if (!anImmediateSceneFboOit->Init (aCtx, aRendSize, myFboOitColorConfig,
cfb54c0c 1441 anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
1442 {
1443 break;
1444 }
1445 }
1446 else if (!anImmediateSceneFbo->IsValid())
1447 {
1448 anImmediateSceneFboOit->Release (aCtx.operator->());
1449 anImmediateSceneFboOit->ChangeViewport (0, 0);
1450 }
1451 }
1452 if (anFboIt == 0) // only the first OIT framebuffer is mandatory
1453 {
1454 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
1455 "Initialization of float texture framebuffer for use with\n"
1456 " blended order-independent transparency rendering algorithm has failed.\n"
1457 " Blended order-independent transparency will not be available.\n");
1458 if (aNbSamples > 0)
1459 {
1460 myToDisableOITMSAA = Standard_True;
1461 }
1462 else
1463 {
1464 myToDisableOIT = Standard_True;
1465 }
1466 toUseOit = false;
1467 }
1468 }
1469 if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
1470 {
78c4e836 1471 myDepthPeelingFbos->Release (aCtx.operator->());
cfb54c0c 1472 myMainSceneFbosOit [0]->Release (aCtx.operator->());
1473 myMainSceneFbosOit [1]->Release (aCtx.operator->());
1474 myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
1475 myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
1476 myMainSceneFbosOit [0]->ChangeViewport (0, 0);
1477 myMainSceneFbosOit [1]->ChangeViewport (0, 0);
1478 myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
1479 myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
1480 }
1481
d84e8669 1482 // allocate shadow maps
13b36bb1 1483 const Handle(Graphic3d_LightSet)& aLights = myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_Unlit ? myNoShadingLight : myLights;
d84e8669 1484 if (!aLights.IsNull())
1485 {
1486 aLights->UpdateRevision();
1487 }
1488 bool toUseShadowMap = myRenderParams.IsShadowEnabled
1489 && myRenderParams.ShadowMapResolution > 0
1490 && !myLights.IsNull()
1491 && myLights->NbCastShadows() > 0
1492 && myRenderParams.Method != Graphic3d_RM_RAYTRACING;
1493 if (toUseShadowMap)
1494 {
1495 if (myShadowMaps->Size() != myLights->NbCastShadows())
1496 {
1497 myShadowMaps->Release (aCtx.get());
1498 myShadowMaps->Resize (0, myLights->NbCastShadows() - 1, true);
1499 }
1500
1501 const GLint aSamplFrom = GLint(aCtx->ShadowMapTexUnit()) - myLights->NbCastShadows() + 1;
1502 for (Standard_Integer aShadowIter = 0; aShadowIter < myShadowMaps->Size(); ++aShadowIter)
1503 {
1504 Handle(OpenGl_ShadowMap)& aShadow = myShadowMaps->ChangeValue (aShadowIter);
1505 if (aShadow.IsNull())
1506 {
1507 aShadow = new OpenGl_ShadowMap();
1508 }
1509 aShadow->SetShadowMapBias (myRenderParams.ShadowMapBias);
1510 aShadow->Texture()->Sampler()->Parameters()->SetTextureUnit ((Graphic3d_TextureUnit )(aSamplFrom + aShadowIter));
1511
1512 const Handle(OpenGl_FrameBuffer)& aShadowFbo = aShadow->FrameBuffer();
1513 if (aShadowFbo->GetVPSizeX() != myRenderParams.ShadowMapResolution
1514 && toUseShadowMap)
1515 {
1516 OpenGl_ColorFormats aDummy;
1220d98e 1517 if (!aShadowFbo->Init (aCtx, Graphic3d_Vec2i (myRenderParams.ShadowMapResolution), aDummy, myFboDepthFormat, 0))
d84e8669 1518 {
1519 toUseShadowMap = false;
1520 }
1521 }
1522 }
1523 }
1524 if (!toUseShadowMap && myShadowMaps->IsValid())
1525 {
1526 myShadowMaps->Release (aCtx.get());
1527 }
1528
cfb54c0c 1529 return true;
1530}
1531
1532//=======================================================================
1533//function : Redraw
1534//purpose :
1535//=======================================================================
1536void OpenGl_View::Redraw()
1537{
1538 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
1539 const Standard_Boolean hadFboBlit = myHasFboBlit;
1540 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
1541 && !myCaps->vboDisable
1542 && !myCaps->keepArrayData)
1543 {
1544 // caps are shared across all views, thus we need to invalidate all of them
1545 // if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
1546 myDriver->setDeviceLost();
1547 myCaps->keepArrayData = Standard_True;
1548 }
1549
1550 if (!myWorkspace->Activate())
1551 {
1552 return;
1553 }
1554
1555 // implicitly disable VSync when using HMD composer (can be mirrored in window for debugging)
1556 myWindow->SetSwapInterval (IsActiveXR());
1557
1558 ++myFrameCounter;
1559 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1560 aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
1561 aCtx->SetLineFeather (myRenderParams.LineFeather);
1562
1563 const Standard_Integer anSRgbState = aCtx->ToRenderSRGB() ? 1 : 0;
1564 if (mySRgbState != -1
1565 && mySRgbState != anSRgbState)
1566 {
1567 releaseSrgbResources (aCtx);
1568 initTextureEnv (aCtx);
1569 }
1570 mySRgbState = anSRgbState;
1571 aCtx->ShaderManager()->UpdateSRgbState();
1572
1573 // release pending GL resources
1574 aCtx->ReleaseDelayed();
1575
1576 // fetch OpenGl context state
1577 aCtx->FetchState();
1578
1579 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
1580 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
1581 if (!prepareFrameBuffers (aProjectType))
1582 {
1583 myBackBufferRestored = Standard_False;
1584 myIsImmediateDrawn = Standard_False;
1585 return;
1586 }
1587
d84e8669 1588 // draw shadow maps
1589 if (myShadowMaps->IsValid())
1590 {
1591 Standard_Integer aShadowIndex = myShadowMaps->Lower();
1592 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ActiveShadowCasters);
1593 aLightIter.More(); aLightIter.Next())
1594 {
1595 const Handle(Graphic3d_CLight)& aLight = aLightIter.Value();
1596 if (aLight->ToCastShadows())
1597 {
1598 const Handle(OpenGl_ShadowMap)& aShadowMap = myShadowMaps->ChangeValue (aShadowIndex);
1599 aShadowMap->SetLightSource (aLight);
1600 renderShadowMap (aShadowMap);
1601 ++aShadowIndex;
1602 }
1603 }
1604 for (; aShadowIndex <= myShadowMaps->Upper(); ++aShadowIndex)
1605 {
1606 myShadowMaps->ChangeValue (aShadowIndex)->SetLightSource (Handle(Graphic3d_CLight)());
1607 }
1608 }
1609
cfb54c0c 1610 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
1611 bool toSwap = aCtx->IsRender()
1612 && !aCtx->caps->buffersNoSwap
1613 && aFrameBuffer == NULL
1614 && (!IsActiveXR() || myRenderParams.ToMirrorComposer);
1615 if ( aFrameBuffer == NULL
1616 && !aCtx->DefaultFrameBuffer().IsNull()
1617 && aCtx->DefaultFrameBuffer()->IsValid())
1618 {
1619 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
1620 }
1621
1622 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
1623 {
1624 OpenGl_FrameBuffer* aMainFbos[2] =
1625 {
1626 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
1627 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
1628 };
1629 OpenGl_FrameBuffer* aMainFbosOit[2] =
1630 {
1631 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
1632 myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
1633 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
1634 };
1635
1636 OpenGl_FrameBuffer* anImmFbos[2] =
1637 {
1638 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1639 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1640 };
1641 OpenGl_FrameBuffer* anImmFbosOit[2] =
1642 {
1643 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
1644 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
1645 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
1646 };
1647
1648 if (IsActiveXR())
1649 {
1650 // use single frame for both views - caching main scene content makes no sense
1651 // when head position is expected to be updated each frame redraw with high accuracy
1652 aMainFbos[1] = aMainFbos[0];
1653 aMainFbosOit[1] = aMainFbosOit[0];
1654 anImmFbos[0] = aMainFbos[0];
1655 anImmFbos[1] = aMainFbos[1];
1656 anImmFbosOit[0] = aMainFbosOit[0];
1657 anImmFbosOit[1] = aMainFbosOit[1];
1658 }
1659 else if (!myTransientDrawToFront)
1660 {
1661 anImmFbos [0] = aMainFbos [0];
1662 anImmFbos [1] = aMainFbos [1];
1663 anImmFbosOit[0] = aMainFbosOit[0];
1664 anImmFbosOit[1] = aMainFbosOit[1];
1665 }
1666 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
1667 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
1668 {
1669 anImmFbos [0] = NULL;
1670 anImmFbos [1] = NULL;
1671 anImmFbosOit[0] = NULL;
1672 anImmFbosOit[1] = NULL;
1673 }
1674
1675 #if !defined(GL_ES_VERSION_2_0)
1676 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
1677 #endif
1678 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1679 aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
1680
1681 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
1682 myBackBufferRestored = Standard_True;
1683 myIsImmediateDrawn = Standard_False;
1684 #if !defined(GL_ES_VERSION_2_0)
1685 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
1686 #endif
1687 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1688 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
1689 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
1690 {
1691 toSwap = false;
1692 }
1693 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
1694 {
1695 aCtx->SwapBuffers();
1696 }
1697
1698 if (IsActiveXR())
1699 {
1700 // push Left frame to HMD display composer
1701 OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[0];
1702 if (anXRFbo != aMainFbos[0])
1703 {
1704 blitBuffers (aMainFbos[0], anXRFbo); // resize or resolve MSAA samples
1705 }
1706 #if !defined(GL_ES_VERSION_2_0)
1707 const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
1708 #else
1709 const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
1710 #endif
1711 myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
1712 aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Left);
1713 }
1714
1715 #if !defined(GL_ES_VERSION_2_0)
1716 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
1717 #endif
1718 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1719 aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
1720
1721 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
1722 myBackBufferRestored = Standard_True;
1723 myIsImmediateDrawn = Standard_False;
1724 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1725 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
1726 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
1727 {
1728 toSwap = false;
1729 }
1730
1731 if (IsActiveXR())
1732 {
1733 // push Right frame to HMD display composer
1734 OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[1];
1735 if (anXRFbo != aMainFbos[1])
1736 {
1737 blitBuffers (aMainFbos[1], anXRFbo); // resize or resolve MSAA samples
1738 }
1739 #if !defined(GL_ES_VERSION_2_0)
1740 const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
1741 #else
1742 const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
1743 #endif
1744 myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
1745 aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Right);
43eddb47 1746 aCtx->core11fwd->glFinish();
cfb54c0c 1747
1748 if (myRenderParams.ToMirrorComposer)
1749 {
1750 blitBuffers (anXRFbo, aFrameBuffer, myToFlipOutput);
1751 }
1752 }
1753 else if (anImmFbos[0] != NULL)
1754 {
1755 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
1756 drawStereoPair (aFrameBuffer);
1757 }
1758 }
1759 else
1760 {
1761 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
1762 OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
1763 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
1764 OpenGl_FrameBuffer* anImmFboOit = NULL;
1765 if (!myTransientDrawToFront)
1766 {
1767 anImmFbo = aMainFbo;
1768 anImmFboOit = aMainFboOit;
1769 }
1770 else if (myImmediateSceneFbos[0]->IsValid())
1771 {
1772 anImmFbo = myImmediateSceneFbos[0].operator->();
1773 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
1774 }
1775
1776 #if !defined(GL_ES_VERSION_2_0)
1777 if (aMainFbo == NULL)
1778 {
1779 aCtx->SetReadDrawBuffer (GL_BACK);
1780 }
1781 #endif
1782 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1783 aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
1784
1785 redraw (aProjectType, aMainFbo, aMainFboOit);
1786 myBackBufferRestored = Standard_True;
1787 myIsImmediateDrawn = Standard_False;
1788 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1789 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
1790 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
1791 {
1792 toSwap = false;
1793 }
1794
1795 if (anImmFbo != NULL
1796 && anImmFbo != aFrameBuffer)
1797 {
1798 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
1799 }
1800 }
1801
1802 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
1803 && myRenderParams.IsGlobalIlluminationEnabled)
1804 {
1805 myAccumFrames++;
1806 }
1807
1808 // bind default FBO
1809 bindDefaultFbo();
1810
1811 if (wasDisabledMSAA != myToDisableMSAA
1812 || hadFboBlit != myHasFboBlit)
1813 {
1814 // retry on error
1815 Redraw();
1816 }
1817
1818 // reset state for safety
1819 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1820 if (aCtx->caps->ffpEnable)
1821 {
1822 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1823 }
1824
1825 // Swap the buffers
1826 if (toSwap)
1827 {
1828 aCtx->SwapBuffers();
1829 if (!myMainSceneFbos[0]->IsValid())
1830 {
1831 myBackBufferRestored = Standard_False;
1832 }
1833 }
1834 else
1835 {
1836 aCtx->core11fwd->glFlush();
1837 }
1838
1839 // reset render mode state
1840 aCtx->FetchState();
1841 aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
1842
1843 myWasRedrawnGL = Standard_True;
1844}
1845
1846// =======================================================================
1847// function : RedrawImmediate
1848// purpose :
1849// =======================================================================
1850void OpenGl_View::RedrawImmediate()
1851{
1852 if (!myWorkspace->Activate())
1853 return;
1854
1855 // no special handling of HMD display, since it will force full Redraw() due to no frame caching (myBackBufferRestored)
1856 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1857 if (!myTransientDrawToFront
1858 || !myBackBufferRestored
1859 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
1860 {
1861 Redraw();
1862 return;
1863 }
1864
1865 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
1866 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
1867 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
1868 aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
1869
1870 if ( aFrameBuffer == NULL
1871 && !aCtx->DefaultFrameBuffer().IsNull()
1872 && aCtx->DefaultFrameBuffer()->IsValid())
1873 {
1874 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
1875 }
1876
1877 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
1878 {
1879 if (myMainSceneFbos[0]->IsValid()
1880 && !myMainSceneFbos[1]->IsValid())
1881 {
1882 aProjectType = Graphic3d_Camera::Projection_Perspective;
1883 }
1884 }
1885
1886 bool toSwap = false;
1887 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
1888 {
1889 OpenGl_FrameBuffer* aMainFbos[2] =
1890 {
1891 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
1892 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
1893 };
1894 OpenGl_FrameBuffer* anImmFbos[2] =
1895 {
1896 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1897 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1898 };
1899 OpenGl_FrameBuffer* anImmFbosOit[2] =
1900 {
1901 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
1902 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
1903 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
1904 };
1905 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
1906 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
1907 {
1908 anImmFbos[0] = NULL;
1909 anImmFbos[1] = NULL;
1910 anImmFbosOit[0] = NULL;
1911 anImmFbosOit[1] = NULL;
1912 }
1913
1914 if (aCtx->arbFBO != NULL)
1915 {
1916 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1917 }
1918 #if !defined(GL_ES_VERSION_2_0)
1919 if (anImmFbos[0] == NULL)
1920 {
1921 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
1922 }
1923 #endif
1924
1925 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1926 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
1927 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
1928 aMainFbos[0],
1929 anImmFbos[0],
1930 anImmFbosOit[0],
1931 Standard_True) || toSwap;
1932 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
1933 && toSwap
655e883c 1934 && myFBO.get() == NULL
cfb54c0c 1935 && !aCtx->caps->buffersNoSwap)
1936 {
1937 aCtx->SwapBuffers();
1938 }
1939
1940 if (aCtx->arbFBO != NULL)
1941 {
1942 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1943 }
1944 #if !defined(GL_ES_VERSION_2_0)
1945 if (anImmFbos[1] == NULL)
1946 {
1947 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
1948 }
1949 #endif
1950 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1951 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
1952 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
1953 aMainFbos[1],
1954 anImmFbos[1],
1955 anImmFbosOit[1],
1956 Standard_True) || toSwap;
1957 if (anImmFbos[0] != NULL)
1958 {
1959 drawStereoPair (aFrameBuffer);
1960 }
1961 }
1962 else
1963 {
1964 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1965 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
1966 OpenGl_FrameBuffer* anImmFboOit = NULL;
1967 if (myImmediateSceneFbos[0]->IsValid())
1968 {
1969 anImmFbo = myImmediateSceneFbos[0].operator->();
1970 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
1971 }
1972 #if !defined(GL_ES_VERSION_2_0)
1973 if (aMainFbo == NULL)
1974 {
1975 aCtx->SetReadDrawBuffer (GL_BACK);
1976 }
1977 #endif
1978 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
1979 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
1980 toSwap = redrawImmediate (aProjectType,
1981 aMainFbo,
1982 anImmFbo,
1983 anImmFboOit,
1984 Standard_True) || toSwap;
1985 if (anImmFbo != NULL
1986 && anImmFbo != aFrameBuffer)
1987 {
1988 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
1989 }
1990 }
1991
1992 // bind default FBO
1993 bindDefaultFbo();
1994
1995 // reset state for safety
1996 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1997 if (aCtx->caps->ffpEnable)
1998 {
1999 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
2000 }
2001
655e883c 2002 if (toSwap
2003 && myFBO.get() == NULL
2004 && !aCtx->caps->buffersNoSwap)
cfb54c0c 2005 {
2006 aCtx->SwapBuffers();
2007 }
2008 else
2009 {
2010 aCtx->core11fwd->glFlush();
2011 }
2012 aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
2013
2014 myWasRedrawnGL = Standard_True;
2015}
2016
2017// =======================================================================
2018// function : redraw
2019// purpose :
2020// =======================================================================
2021void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
2022 OpenGl_FrameBuffer* theReadDrawFbo,
2023 OpenGl_FrameBuffer* theOitAccumFbo)
2024{
2025 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
2026 if (theReadDrawFbo != NULL)
2027 {
2028 theReadDrawFbo->BindBuffer (aCtx);
2029 theReadDrawFbo->SetupViewport (aCtx);
2030 }
2031 else
2032 {
2033 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
2034 aCtx->ResizeViewport (aViewport);
2035 }
2036
2037 // request reset of material
2038 aCtx->ShaderManager()->UpdateMaterialState();
2039
2040 myWorkspace->UseZBuffer() = Standard_True;
2041 myWorkspace->UseDepthWrite() = Standard_True;
2042 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
2043 aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
2044 aCtx->core11fwd->glDepthMask (GL_TRUE);
2045 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
2046
2047 aCtx->core11fwd->glClearDepth (1.0);
2048
2049 const OpenGl_Vec4 aBgColor = aCtx->Vec4FromQuantityColor (myBgColor);
2050 aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
2051 aCtx->core11fwd->glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), aCtx->caps->buffersOpaqueAlpha ? 1.0f : 0.0f);
2052 aCtx->core11fwd->glClear (toClear);
2053 aCtx->SetColorMask (true); // restore default alpha component write state
2054
2055 render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
2056}
2057
2058// =======================================================================
d84e8669 2059// function : redrawImmediate
cfb54c0c 2060// purpose :
2061// =======================================================================
2062bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
2063 OpenGl_FrameBuffer* theReadFbo,
2064 OpenGl_FrameBuffer* theDrawFbo,
2065 OpenGl_FrameBuffer* theOitAccumFbo,
2066 const Standard_Boolean theIsPartialUpdate)
2067{
2068 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
2069 GLboolean toCopyBackToFront = GL_FALSE;
2070 if (theDrawFbo == theReadFbo
2071 && theDrawFbo != NULL
2072 && theDrawFbo->IsValid())
2073 {
2074 myBackBufferRestored = Standard_False;
2075 theDrawFbo->BindBuffer (aCtx);
2076 }
2077 else if (theReadFbo != NULL
2078 && theReadFbo->IsValid()
2079 && aCtx->IsRender())
2080 {
2081 if (!blitBuffers (theReadFbo, theDrawFbo))
2082 {
2083 return true;
2084 }
2085 }
2086 else if (theDrawFbo == NULL)
2087 {
2088 #if !defined(GL_ES_VERSION_2_0)
2089 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
2090 #endif
2091 if (toCopyBackToFront
2092 && myTransientDrawToFront)
2093 {
2094 if (!HasImmediateStructures()
2095 && !theIsPartialUpdate)
2096 {
2097 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
2098 return true;
2099 }
2100 if (!copyBackToFront())
2101 {
2102 toCopyBackToFront = GL_FALSE;
2103 myBackBufferRestored = Standard_False;
2104 }
2105 }
2106 else
2107 {
2108 toCopyBackToFront = GL_FALSE;
2109 myBackBufferRestored = Standard_False;
2110 }
2111 }
2112 else
2113 {
2114 myBackBufferRestored = Standard_False;
2115 }
2116 myIsImmediateDrawn = Standard_True;
2117
2118 myWorkspace->UseZBuffer() = Standard_True;
2119 myWorkspace->UseDepthWrite() = Standard_True;
43eddb47 2120 aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
2121 aCtx->core11fwd->glDepthMask (GL_TRUE);
2122 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
2123 aCtx->core11fwd->glClearDepth (1.0);
cfb54c0c 2124
2125 render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
2126
2127 return !toCopyBackToFront;
2128}
2129
d84e8669 2130//=======================================================================
2131//function : renderShadowMap
2132//purpose :
2133//=======================================================================
2134void OpenGl_View::renderShadowMap (const Handle(OpenGl_ShadowMap)& theShadowMap)
2135{
2136 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
2137 if (!theShadowMap->UpdateCamera (*this))
2138 {
2139 return;
2140 }
2141
2142 myBVHSelector.SetViewVolume (theShadowMap->Camera());
2143 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
2144 myBVHSelector.CacheClipPtsProjections();
2145
2146 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
2147 aCtx->SetCamera (theShadowMap->Camera());
2148 aCtx->ProjectionState.SetCurrent (theShadowMap->Camera()->ProjectionMatrixF());
2149 aCtx->ApplyProjectionMatrix();
2150
2151 aCtx->ShaderManager()->UpdateMaterialState();
2152 aCtx->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
13b36bb1 2153 aCtx->ShaderManager()->SetShadingModel (Graphic3d_TypeOfShadingModel_Unlit);
d84e8669 2154
2155 const Handle(OpenGl_FrameBuffer)& aShadowBuffer = theShadowMap->FrameBuffer();
2156 aShadowBuffer->BindBuffer (aCtx);
2157 aShadowBuffer->SetupViewport (aCtx);
2158
2159 aCtx->SetColorMask (false);
2160 aCtx->SetAllowSampleAlphaToCoverage (false);
2161 aCtx->SetSampleAlphaToCoverage (false);
2162
2163 myWorkspace->UseZBuffer() = true;
2164 myWorkspace->UseDepthWrite() = true;
2165 aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
2166 aCtx->core11fwd->glDepthMask (GL_TRUE);
2167 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
2168 aCtx->core11fwd->glClearDepth (1.0);
2169 aCtx->core11fwd->glClear (GL_DEPTH_BUFFER_BIT);
2170
2171 renderScene (Graphic3d_Camera::Projection_Orthographic, aShadowBuffer.get(), NULL, false);
2172
2173 aCtx->SetColorMask (true);
2174 myWorkspace->ResetAppliedAspect();
2175 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
2176
2177//Image_AlienPixMap anImage; anImage.InitZero (Image_Format_Gray, aShadowBuffer->GetVPSizeX(), aShadowBuffer->GetVPSizeY());
2178//OpenGl_FrameBuffer::BufferDump (aCtx, aShadowBuffer, anImage, Graphic3d_BT_Depth);
2179//anImage.Save (TCollection_AsciiString ("shadow") + theShadowMap->Texture()->Sampler()->Parameters()->TextureUnit() + ".png");
2180
2181 bindDefaultFbo();
2182}
2183
cfb54c0c 2184//=======================================================================
2185//function : Render
2186//purpose :
2187//=======================================================================
2188void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
2189 OpenGl_FrameBuffer* theOutputFBO,
2190 OpenGl_FrameBuffer* theOitAccumFbo,
2191 const Standard_Boolean theToDrawImmediate)
2192{
2193 // ==================================
2194 // Step 1: Prepare for render
2195 // ==================================
2196
2197 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
2198 aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
2199 && theOutputFBO != NULL
2200 && theOutputFBO->NbSamples() != 0);
2201
2202#if !defined(GL_ES_VERSION_2_0)
2203 // Disable current clipping planes
43eddb47 2204 if (aContext->core11ffp != NULL)
cfb54c0c 2205 {
2206 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
2207 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
2208 {
2209 aContext->core11fwd->glDisable (aClipPlaneId);
2210 }
2211 }
2212#endif
2213
2214 // update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
2215 // note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
2216 myBVHSelector.SetViewVolume (myCamera);
2217 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
2218 myBVHSelector.CacheClipPtsProjections();
2219
2220 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
13b36bb1 2221 const Handle(Graphic3d_LightSet)& aLights = myRenderParams.ShadingModel == Graphic3d_TypeOfShadingModel_Unlit ? myNoShadingLight : myLights;
cfb54c0c 2222 Standard_Size aLightsRevision = 0;
2223 if (!aLights.IsNull())
2224 {
2225 aLightsRevision = aLights->UpdateRevision();
2226 }
2227 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
2228 || aLightsRevision != myLightsRevision)
2229 {
2230 myLightsRevision = aLightsRevision;
d84e8669 2231 aManager->UpdateLightSourceStateTo (aLights, SpecIBLMapLevels(), myShadowMaps->IsValid() ? myShadowMaps : Handle(OpenGl_ShadowMapArray)());
cfb54c0c 2232 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
2233 }
2234
2235 // Update matrices if camera has changed.
2236 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
2237 if (myWorldViewProjState != aWVPState)
2238 {
2239 myAccumFrames = 0;
2240 myWorldViewProjState = aWVPState;
2241 }
2242
2243 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
2244 aContext->SetCamera (myCamera);
2245 if (aManager->ModelWorldState().Index() == 0)
2246 {
2247 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
2248 }
2249
2250 // ====================================
2251 // Step 2: Redraw background
2252 // ====================================
2253
2254 // Render background
2255 if (!theToDrawImmediate)
2256 {
2257 drawBackground (myWorkspace, theProjection);
2258 }
2259
2260#if !defined(GL_ES_VERSION_2_0)
2261 // Switch off lighting by default
43eddb47 2262 if (aContext->core11ffp != NULL
cfb54c0c 2263 && aContext->caps->ffpEnable)
2264 {
43eddb47 2265 aContext->core11fwd->glDisable (GL_LIGHTING);
cfb54c0c 2266 }
2267#endif
2268
2269 // =================================
2270 // Step 3: Redraw main plane
2271 // =================================
2272
cfb54c0c 2273#if !defined(GL_ES_VERSION_2_0)
2274 // if the view is scaled normal vectors are scaled to unit
2275 // length for correct displaying of shaded objects
2276 const gp_Pnt anAxialScale = aContext->Camera()->AxialScale();
2277 if (anAxialScale.X() != 1.F ||
2278 anAxialScale.Y() != 1.F ||
2279 anAxialScale.Z() != 1.F)
2280 {
2281 aContext->SetGlNormalizeEnabled (Standard_True);
2282 }
2283 else
2284 {
2285 aContext->SetGlNormalizeEnabled (Standard_False);
2286 }
2287#endif
2288
114db5a5 2289 aManager->SetShadingModel (OpenGl_ShaderManager::PBRShadingModelFallback (myRenderParams.ShadingModel, checkPBRAvailability()));
cfb54c0c 2290
2291 // Redraw 3d scene
2292 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
2293 {
2294 aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoLeftF());
2295 aContext->ApplyProjectionMatrix();
2296 }
2297 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
2298 {
2299 aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoRightF());
2300 aContext->ApplyProjectionMatrix();
2301 }
2302
2303 myWorkspace->SetEnvironmentTexture (myTextureEnv);
2304
d84e8669 2305 const bool hasShadowMap = aContext->ShaderManager()->LightSourceState().HasShadowMaps();
2306 if (hasShadowMap)
2307 {
2308 for (Standard_Integer aShadowIter = myShadowMaps->Lower(); aShadowIter <= myShadowMaps->Upper(); ++aShadowIter)
2309 {
2310 const Handle(OpenGl_ShadowMap)& aShadow = myShadowMaps->Value (aShadowIter);
2311 aShadow->Texture()->Bind (aContext);
2312 }
2313 }
2314
cfb54c0c 2315 renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
2316
d84e8669 2317 if (hasShadowMap)
2318 {
2319 for (Standard_Integer aShadowIter = myShadowMaps->Lower(); aShadowIter <= myShadowMaps->Upper(); ++aShadowIter)
2320 {
2321 const Handle(OpenGl_ShadowMap)& aShadow = myShadowMaps->Value (aShadowIter);
2322 aShadow->Texture()->Unbind (aContext);
2323 }
2324 if (aContext->core15fwd != NULL)
2325 {
2326 aContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2327 }
2328 }
2329
cfb54c0c 2330 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
2331
2332 // ===============================
2333 // Step 4: Trihedron
2334 // ===============================
2335
2336 // Resetting GL parameters according to the default aspects
2337 // in order to synchronize GL state with the graphic driver state
2338 // before drawing auxiliary stuff (trihedrons, overlayer)
2339 myWorkspace->ResetAppliedAspect();
2340
2341 // Render trihedron
2342 if (!theToDrawImmediate)
2343 {
2344 renderTrihedron (myWorkspace);
cfb54c0c 2345 }
2346 else
2347 {
2348 renderFrameStats();
2349 }
2350
2351 myWorkspace->ResetAppliedAspect();
2352 aContext->SetAllowSampleAlphaToCoverage (false);
2353 aContext->SetSampleAlphaToCoverage (false);
2354
2355 // reset FFP state for safety
2356 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
2357 if (aContext->caps->ffpEnable)
2358 {
2359 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
2360 }
cfb54c0c 2361}
2362
2363// =======================================================================
2364// function : InvalidateBVHData
2365// purpose :
2366// =======================================================================
2367void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
2368{
2369 myZLayers.InvalidateBVHData (theLayerId);
2370}
2371
2372//=======================================================================
2373//function : renderStructs
2374//purpose :
2375//=======================================================================
2376void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
2377 OpenGl_FrameBuffer* theReadDrawFbo,
2378 OpenGl_FrameBuffer* theOitAccumFbo,
2379 const Standard_Boolean theToDrawImmediate)
2380{
2381 myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
2382 if ( myZLayers.NbStructures() <= 0 )
2383 return;
2384
2385 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
2386 Standard_Boolean toRenderGL = theToDrawImmediate ||
2387 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
2388 myRaytraceInitStatus == OpenGl_RT_FAIL ||
2389 aCtx->IsFeedback();
2390
2391 if (!toRenderGL)
2392 {
1220d98e 2393 const Graphic3d_Vec2i aSizeXY = theReadDrawFbo != NULL
2394 ? theReadDrawFbo->GetVPSize()
2395 : Graphic3d_Vec2i (myWindow->Width(), myWindow->Height());
cfb54c0c 2396
1220d98e 2397 toRenderGL = !initRaytraceResources (aSizeXY.x(), aSizeXY.y(), aCtx)
cfb54c0c 2398 || !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
2399
2400 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
2401
2402 if (!toRenderGL)
2403 {
1220d98e 2404 myOpenGlFBO ->InitLazy (aCtx, aSizeXY, myFboColorFormat, myFboDepthFormat, 0);
cfb54c0c 2405 if (theReadDrawFbo != NULL)
1220d98e 2406 {
cfb54c0c 2407 theReadDrawFbo->UnbindBuffer (aCtx);
1220d98e 2408 }
cfb54c0c 2409
2410 // Prepare preliminary OpenGL output
2411 if (aCtx->arbFBOBlit != NULL)
2412 {
2413 // Render bottom OSD layer
2414 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
2415
2416 const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
2417 myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
2418 {
2419 if (theReadDrawFbo != NULL)
2420 {
2421 theReadDrawFbo->BindDrawBuffer (aCtx);
2422 }
2423 else
2424 {
2425 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
2426 aCtx->SetFrameBufferSRGB (false);
2427 }
2428
2429 // Render non-polygonal elements in default layer
2430 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_RayTracable, theReadDrawFbo, theOitAccumFbo);
2431 }
2432 myWorkspace->SetRenderFilter (aPrevFilter);
2433 }
2434
2435 if (theReadDrawFbo != NULL)
2436 {
2437 theReadDrawFbo->BindBuffer (aCtx);
2438 }
2439 else
2440 {
2441 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
2442 aCtx->SetFrameBufferSRGB (false);
2443 }
2444
2445 // Reset OpenGl aspects state to default to avoid enabling of
2446 // backface culling which is not supported in ray-tracing.
2447 myWorkspace->ResetAppliedAspect();
2448
2449 // Ray-tracing polygonal primitive arrays
1220d98e 2450 raytrace (aSizeXY.x(), aSizeXY.y(), theProjection, theReadDrawFbo, aCtx);
cfb54c0c 2451
2452 // Render upper (top and topmost) OpenGL layers
2453 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
2454 }
2455 }
2456
2457 // Redraw 3D scene using OpenGL in standard
2458 // mode or in case of ray-tracing failure
2459 if (toRenderGL)
2460 {
2461 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
2462
2463 // Set flag that scene was redrawn by standard pipeline
2464 myWasRedrawnGL = Standard_True;
2465 }
2466}
2467
2468//=======================================================================
2469//function : renderTrihedron
2470//purpose :
2471//=======================================================================
2472void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
2473{
2474 if (myToShowGradTrihedron)
2475 {
2476 myGraduatedTrihedron.Render (theWorkspace);
2477 }
2478}
2479
2480//=======================================================================
2481//function : renderFrameStats
2482//purpose :
2483//=======================================================================
2484void OpenGl_View::renderFrameStats()
2485{
2486 if (myRenderParams.ToShowStats
2487 && myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
2488 {
2489 myFrameStatsPrs.Update (myWorkspace);
2490 myFrameStatsPrs.Render (myWorkspace);
2491 }
2492}
2493
2494// =======================================================================
2495// function : Invalidate
2496// purpose :
2497// =======================================================================
2498void OpenGl_View::Invalidate()
2499{
2500 myBackBufferRestored = Standard_False;
2501}
2502
2503//=======================================================================
2504//function : renderScene
2505//purpose :
2506//=======================================================================
2507void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
2508 OpenGl_FrameBuffer* theReadDrawFbo,
2509 OpenGl_FrameBuffer* theOitAccumFbo,
2510 const Standard_Boolean theToDrawImmediate)
2511{
2512 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
2513
2514 // Specify clipping planes in view transformation space
2515 aContext->ChangeClipping().Reset (myClipPlanes);
2516 if (!myClipPlanes.IsNull()
2517 && !myClipPlanes->IsEmpty())
2518 {
2519 aContext->ShaderManager()->UpdateClippingState();
2520 }
2521
2522 renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
2523 aContext->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
2524
2525 // Apply restored view matrix.
2526 aContext->ApplyWorldViewMatrix();
2527
2528 aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
2529 if (!myClipPlanes.IsNull()
2530 && !myClipPlanes->IsEmpty())
2531 {
2532 aContext->ShaderManager()->RevertClippingState();
2533 }
2534}
2535
2536// =======================================================================
2537// function : bindDefaultFbo
2538// purpose :
2539// =======================================================================
2540void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
2541{
2542 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
2543 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
2544 ? theCustomFbo
2545 : (!aCtx->DefaultFrameBuffer().IsNull()
2546 && aCtx->DefaultFrameBuffer()->IsValid()
2547 ? aCtx->DefaultFrameBuffer().operator->()
2548 : NULL);
2549 if (anFbo != NULL)
2550 {
2551 anFbo->BindBuffer (aCtx);
2552 anFbo->SetupViewport (aCtx);
2553 }
2554 else
2555 {
2556 #if !defined(GL_ES_VERSION_2_0)
2557 aCtx->SetReadDrawBuffer (GL_BACK);
2558 #else
2559 if (aCtx->arbFBO != NULL)
2560 {
2561 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
2562 }
2563 #endif
2564 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
2565 aCtx->ResizeViewport (aViewport);
2566 }
2567}
2568
2569// =======================================================================
2570// function : initBlitQuad
2571// purpose :
2572// =======================================================================
2573OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
2574{
2575 OpenGl_VertexBuffer* aVerts = NULL;
2576 if (!theToFlip)
2577 {
2578 aVerts = &myFullScreenQuad;
2579 if (!aVerts->IsValid())
2580 {
2581 OpenGl_Vec4 aQuad[4] =
2582 {
2583 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
2584 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
2585 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
2586 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
2587 };
2588 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
2589 }
2590 }
2591 else
2592 {
2593 aVerts = &myFullScreenQuadFlip;
2594 if (!aVerts->IsValid())
2595 {
2596 OpenGl_Vec4 aQuad[4] =
2597 {
2598 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
2599 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
2600 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
2601 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
2602 };
2603 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
2604 }
2605 }
2606 return aVerts;
2607}
2608
2609// =======================================================================
2610// function : blitBuffers
2611// purpose :
2612// =======================================================================
2613bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
2614 OpenGl_FrameBuffer* theDrawFbo,
2615 const Standard_Boolean theToFlip)
2616{
2617 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
2618 const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
2619 const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
2620 const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
2621 const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
2622 if (theReadFbo == NULL || aCtx->IsFeedback())
2623 {
2624 return false;
2625 }
2626 else if (theReadFbo == theDrawFbo)
2627 {
2628 return true;
2629 }
2630
2631 // clear destination before blitting
2632 if (theDrawFbo != NULL
2633 && theDrawFbo->IsValid())
2634 {
2635 theDrawFbo->BindBuffer (aCtx);
2636 }
2637 else
2638 {
2639 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
2640 aCtx->SetFrameBufferSRGB (false);
2641 }
2642 const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
2643 aCtx->ResizeViewport (aViewport);
2644
2645 aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
2646 aCtx->core20fwd->glClearDepth (1.0);
57357010 2647 aCtx->core20fwd->glClearColor (0.0f, 0.0f, 0.0f, aCtx->caps->buffersOpaqueAlpha ? 1.0f : 0.0f);
cfb54c0c 2648 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2649 aCtx->SetColorMask (true); // restore default alpha component write state
2650
2651 const bool toApplyGamma = aCtx->ToRenderSRGB() != aCtx->IsFrameBufferSRGB();
2652 if (aCtx->arbFBOBlit != NULL
2653 && !toApplyGamma
2654 && theReadFbo->NbSamples() != 0)
2655 {
2656 GLbitfield aCopyMask = 0;
2657 theReadFbo->BindReadBuffer (aCtx);
2658 if (theDrawFbo != NULL
2659 && theDrawFbo->IsValid())
2660 {
2661 theDrawFbo->BindDrawBuffer (aCtx);
2662 if (theDrawFbo->HasColor()
2663 && theReadFbo->HasColor())
2664 {
2665 aCopyMask |= GL_COLOR_BUFFER_BIT;
2666 }
2667 if (theDrawFbo->HasDepth()
2668 && theReadFbo->HasDepth())
2669 {
2670 aCopyMask |= GL_DEPTH_BUFFER_BIT;
2671 }
2672 }
2673 else
2674 {
2675 if (theReadFbo->HasColor())
2676 {
2677 aCopyMask |= GL_COLOR_BUFFER_BIT;
2678 }
2679 if (theReadFbo->HasDepth())
2680 {
2681 aCopyMask |= GL_DEPTH_BUFFER_BIT;
2682 }
2683 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
2684 aCtx->SetFrameBufferSRGB (false);
2685 }
2686
2687 // we don't copy stencil buffer here... does it matter for performance?
2688 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
2689 0, 0, aDrawSizeX, aDrawSizeY,
2690 aCopyMask, GL_NEAREST);
a46ab511 2691 const int anErr = aCtx->core11fwd->glGetError();
cfb54c0c 2692 if (anErr != GL_NO_ERROR)
2693 {
2694 // glBlitFramebuffer() might fail in several cases:
2695 // - Both FBOs have MSAA and they are samples number does not match.
2696 // OCCT checks that this does not happen,
2697 // however some graphics drivers provide an option for overriding MSAA.
2698 // In this case window MSAA might be non-zero (and application can not check it)
2699 // and might not match MSAA of our offscreen FBOs.
2700 // - Pixel formats of FBOs do not match.
2701 // This also might happen with window has pixel format,
2702 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
a46ab511 2703 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error " + OpenGl_Context::FormatGlError (anErr) + "]\n"
cfb54c0c 2704 + " Please check your graphics driver settings or try updating driver.";
2705 if (theReadFbo->NbSamples() != 0)
2706 {
2707 myToDisableMSAA = true;
2708 aMsg += "\n MSAA settings should not be overridden by driver!";
2709 }
a46ab511 2710 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
cfb54c0c 2711 }
2712
2713 if (theDrawFbo != NULL
2714 && theDrawFbo->IsValid())
2715 {
2716 theDrawFbo->BindBuffer (aCtx);
2717 }
2718 else
2719 {
2720 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
2721 aCtx->SetFrameBufferSRGB (false);
2722 }
2723 }
2724 else
2725 {
2726 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
2727 aCtx->core20fwd->glDepthMask (GL_TRUE);
2728 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
2729 #if defined(GL_ES_VERSION_2_0)
2730 if (!aCtx->IsGlGreaterEqual (3, 0)
2731 && !aCtx->extFragDepth)
2732 {
2733 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
2734 }
2735 #endif
2736
2737 aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
2738
2739 const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
2740 const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
2741
2742 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
2743 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
2744 if (aVerts->IsValid()
2745 && aManager->BindFboBlitProgram (theReadFbo != NULL ? theReadFbo->NbSamples() : 0, toApplyGamma))
2746 {
2747 aCtx->SetSampleAlphaToCoverage (false);
2748 theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
2749 if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
2750 {
2751 theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
2752 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
2753 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
2754 }
2755
2756 theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
2757 if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
2758 {
2759 theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
2760 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
2761 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
2762 }
2763
2764 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
2765
2766 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
2767
2768 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
2769 theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
2770 theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
2771 aCtx->BindProgram (NULL);
2772 }
2773 else
2774 {
2775 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
2776 + "Error! FBO blitting has failed";
2777 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
2778 GL_DEBUG_TYPE_ERROR,
2779 0,
2780 GL_DEBUG_SEVERITY_HIGH,
2781 aMsg);
2782 myHasFboBlit = Standard_False;
2783 theReadFbo->Release (aCtx.operator->());
2784 return true;
2785 }
2786 }
2787 return true;
2788}
2789
2790// =======================================================================
2791// function : drawStereoPair
2792// purpose :
2793// =======================================================================
2794void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
2795{
2796 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
2797 bindDefaultFbo (theDrawFbo);
2798 OpenGl_FrameBuffer* aPair[2] =
2799 {
2800 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
2801 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
2802 };
2803 if (aPair[0] == NULL
2804 || aPair[1] == NULL
2805 || !myTransientDrawToFront)
2806 {
2807 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
2808 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
2809 }
2810
2811 if (aPair[0] == NULL
2812 || aPair[1] == NULL)
2813 {
2814 return;
2815 }
2816
2817 if (aPair[0]->NbSamples() != 0)
2818 {
2819 // resolve MSAA buffers before drawing
1220d98e 2820 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSize(), myFboColorFormat, myFboDepthFormat, 0)
2821 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSize(), myFboColorFormat, 0, 0))
cfb54c0c 2822 {
2823 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
2824 GL_DEBUG_TYPE_ERROR,
2825 0,
2826 GL_DEBUG_SEVERITY_HIGH,
2827 "Error! Unable to allocate FBO for blitting stereo pair");
2828 bindDefaultFbo (theDrawFbo);
2829 return;
2830 }
2831
2832 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
2833 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
2834 {
2835 bindDefaultFbo (theDrawFbo);
2836 return;
2837 }
2838
2839 aPair[0] = myOpenGlFBO .operator->();
2840 aPair[1] = myOpenGlFBO2.operator->();
2841 bindDefaultFbo (theDrawFbo);
2842 }
2843
2844 struct
2845 {
2846 Standard_Integer left;
2847 Standard_Integer top;
2848 Standard_Integer right;
2849 Standard_Integer bottom;
2850 Standard_Integer dx() { return right - left; }
2851 Standard_Integer dy() { return bottom - top; }
2852 } aGeom;
2853
2854 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
2855
2856 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
2857 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
2858 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
2859 if (isOddY
2860 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
2861 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
2862 {
2863 toReverse = !toReverse;
2864 }
2865 if (isOddX
2866 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
2867 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
2868 {
2869 toReverse = !toReverse;
2870 }
2871
2872 if (toReverse)
2873 {
2874 std::swap (aPair[0], aPair[1]);
2875 }
2876
2877 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
2878 aCtx->core20fwd->glDepthMask (GL_TRUE);
2879 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
2880
2881 aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
2882 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
2883
2884 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
2885 if (aVerts->IsValid()
2886 && aManager->BindStereoProgram (myRenderParams.StereoMode))
2887 {
2888 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
2889 {
2890 OpenGl_Mat4 aFilterL, aFilterR;
2891 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
2892 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
2893 switch (myRenderParams.AnaglyphFilter)
2894 {
2895 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
2896 {
2897 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
2898 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
2899 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
2900 break;
2901 }
2902 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
2903 {
2904 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
2905 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
2906 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
2907 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
2908 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
2909 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
2910 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
2911 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
2912 break;
2913 }
2914 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
2915 {
2916 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
2917 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
2918 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
2919 break;
2920 }
2921 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
2922 {
2923 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
2924 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
2925 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
2926 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
2927 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
2928 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
2929 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
2930 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
2931 break;
2932 }
2933 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
2934 {
2935 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
2936 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
2937 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
2938 break;
2939 }
2940 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
2941 {
2942 aFilterL = myRenderParams.AnaglyphLeft;
2943 aFilterR = myRenderParams.AnaglyphRight;
2944 break;
2945 }
2946 }
2947 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
2948 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
2949 }
2950
2951 aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
2952 aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
2953 aVerts->BindVertexAttrib (aCtx, 0);
2954
2955 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
2956
2957 aVerts->UnbindVertexAttrib (aCtx, 0);
2958 aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
2959 aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
2960 }
2961 else
2962 {
2963 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
2964 + "Error! Anaglyph has failed";
2965 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
2966 GL_DEBUG_TYPE_ERROR,
2967 0,
2968 GL_DEBUG_SEVERITY_HIGH,
2969 aMsg);
2970 }
2971}
2972
2973// =======================================================================
2974// function : copyBackToFront
2975// purpose :
2976// =======================================================================
2977bool OpenGl_View::copyBackToFront()
2978{
2979 myIsImmediateDrawn = Standard_False;
2980#if !defined(GL_ES_VERSION_2_0)
2981 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
43eddb47 2982 if (aCtx->core11ffp == NULL)
cfb54c0c 2983 {
2984 return false;
2985 }
2986
2987 OpenGl_Mat4 aProjectMat;
2988 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
2989 0.0f, static_cast<GLfloat> (myWindow->Width()),
2990 0.0f, static_cast<GLfloat> (myWindow->Height()));
2991
2992 aCtx->WorldViewState.Push();
2993 aCtx->ProjectionState.Push();
2994
2995 aCtx->WorldViewState.SetIdentity();
2996 aCtx->ProjectionState.SetCurrent (aProjectMat);
2997
2998 aCtx->ApplyProjectionMatrix();
2999 aCtx->ApplyWorldViewMatrix();
3000
3001 // synchronize FFP state before copying pixels
3002 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
3003 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
3004 aCtx->DisableFeatures();
3005
3006 switch (aCtx->DrawBuffer())
3007 {
3008 case GL_BACK_LEFT:
3009 {
3010 aCtx->SetReadBuffer (GL_BACK_LEFT);
3011 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
3012 break;
3013 }
3014 case GL_BACK_RIGHT:
3015 {
3016 aCtx->SetReadBuffer (GL_BACK_RIGHT);
3017 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
3018 break;
3019 }
3020 default:
3021 {
3022 aCtx->SetReadBuffer (GL_BACK);
3023 aCtx->SetDrawBuffer (GL_FRONT);
3024 break;
3025 }
3026 }
3027
43eddb47 3028 aCtx->core11ffp->glRasterPos2i (0, 0);
3029 aCtx->core11ffp->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
3030 //aCtx->core11ffp->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
cfb54c0c 3031
3032 aCtx->EnableFeatures();
3033
3034 aCtx->WorldViewState.Pop();
3035 aCtx->ProjectionState.Pop();
3036 aCtx->ApplyProjectionMatrix();
3037
3038 // read/write from front buffer now
3039 aCtx->SetReadBuffer (aCtx->DrawBuffer());
3040 return true;
3041#else
3042 return false;
3043#endif
3044}
3045
3046// =======================================================================
3047// function : checkOitCompatibility
3048// purpose :
3049// =======================================================================
3050Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
3051 const Standard_Boolean theMSAA)
3052{
3053 // determine if OIT is supported by current OpenGl context
3054 Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
3055 if (aToDisableOIT)
3056 {
3057 return Standard_False;
3058 }
3059
3060 TCollection_ExtendedString aCompatibilityMsg;
3061 if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
3062 && theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
3063 {
3064 aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
3065 }
3066 if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
3067 {
3068 aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
3069 }
3070 if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
3071 {
3072 aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
3073 }
3074 if (aCompatibilityMsg.IsEmpty())
3075 {
3076 return Standard_True;
3077 }
3078
3079 aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
3080 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
3081 GL_DEBUG_TYPE_ERROR,
3082 0,
3083 GL_DEBUG_SEVERITY_HIGH,
3084 aCompatibilityMsg);
3085
3086 aToDisableOIT = Standard_True;
3087 return Standard_False;
3088}
3089
cfb54c0c 3090// =======================================================================
3091// function : checkPBRAvailability
3092// purpose :
3093// =======================================================================
3094Standard_Boolean OpenGl_View::checkPBRAvailability() const
3095{
3096 return myWorkspace->GetGlContext()->HasPBR()
3097 && !myPBREnvironment.IsNull();
3098}
3099
3100// =======================================================================
3e9cb806 3101// function : updatePBREnvironment
cfb54c0c 3102// purpose :
3103// =======================================================================
3e9cb806 3104void OpenGl_View::updatePBREnvironment (const Handle(OpenGl_Context)& theCtx)
cfb54c0c 3105{
3e9cb806 3106 if (myPBREnvState != OpenGl_PBREnvState_CREATED
3107 || !myPBREnvRequest)
3108 {
3109 myPBREnvRequest = false;
3110 return;
3111 }
3112
3113 myPBREnvRequest = false;
3114
3115 Handle(OpenGl_TextureSet) aGlTextureSet;
3116 OpenGl_Aspects* aTmpGlAspects = NULL;
3117 if (!myCubeMapIBL.IsNull()
3118 && myCubeMapIBL == myCubeMapBackground)
3119 {
3120 aGlTextureSet = myCubeMapParams->TextureSet (theCtx);
3121 }
3122 else if (!myCubeMapIBL.IsNull())
3123 {
3124 myCubeMapIBL->SetMipmapsGeneration (Standard_True);
3125
3126 Handle(Graphic3d_AspectFillArea3d) anAspect = new Graphic3d_AspectFillArea3d();
3127 {
3128 Handle(Graphic3d_TextureSet) aTextureSet = new Graphic3d_TextureSet (myCubeMapIBL);
3129 anAspect->SetInteriorStyle (Aspect_IS_SOLID);
3130 anAspect->SetTextureSet (aTextureSet);
3131 anAspect->SetTextureMapOn (true);
3132 }
3133
3134 aTmpGlAspects = new OpenGl_Aspects();
3135 aTmpGlAspects->SetAspect (anAspect);
3136 aGlTextureSet = aTmpGlAspects->TextureSet (theCtx);
3137 }
3138
3139 if (!aGlTextureSet.IsNull()
3140 && !aGlTextureSet->IsEmpty())
cfb54c0c 3141 {
3142 myPBREnvironment->Bake (theCtx,
3e9cb806 3143 aGlTextureSet->First(),
3144 myCubeMapIBL->ZIsInverted(),
3145 myCubeMapIBL->IsTopDown(),
cfb54c0c 3146 myRenderParams.PbrEnvBakingDiffNbSamples,
3147 myRenderParams.PbrEnvBakingSpecNbSamples,
3148 myRenderParams.PbrEnvBakingProbability);
3149 }
3150 else
3151 {
3152 myPBREnvironment->Clear (theCtx);
3153 }
3e9cb806 3154 aGlTextureSet.Nullify();
3155 OpenGl_Element::Destroy (theCtx.get(), aTmpGlAspects);
cfb54c0c 3156}