0025445: Draw command incmesh should support all parameters used in BRepMesh
[occt.git] / src / OpenGl / OpenGl_View_2.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
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16#include <stdio.h>
17#include <stdlib.h>
18
5f8b738e 19#include <OpenGl_GlCore11.hxx>
2166f0fa 20#include <OpenGl_tgl_funcs.hxx>
2166f0fa 21
3c3131a0 22#include <Image_AlienPixMap.hxx>
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23#include <Visual3d_Layer.hxx>
24
30f0ad28 25#include <NCollection_Mat4.hxx>
26
2166f0fa 27#include <OpenGl_AspectLine.hxx>
30f0ad28 28#include <OpenGl_Context.hxx>
30f0ad28 29#include <OpenGl_Matrix.hxx>
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30#include <OpenGl_Workspace.hxx>
31#include <OpenGl_View.hxx>
32#include <OpenGl_Trihedron.hxx>
33#include <OpenGl_GraduatedTrihedron.hxx>
34#include <OpenGl_PrinterContext.hxx>
30f0ad28 35#include <OpenGl_ShaderManager.hxx>
36#include <OpenGl_ShaderProgram.hxx>
59f45b7c 37#include <OpenGl_Structure.hxx>
2166f0fa 38
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39#define EPSI 0.0001
40
12381341 41namespace
42{
43
44 static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
45 static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
46 static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
47 static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
48
49};
2166f0fa 50
30f0ad28 51extern void InitLayerProp (const int theListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
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52
53/*----------------------------------------------------------------------*/
54
55struct OPENGL_CLIP_PLANE
56{
57 GLboolean isEnabled;
58 GLdouble Equation[4];
1c35b92f 59 DEFINE_STANDARD_ALLOC
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60};
61
62/*----------------------------------------------------------------------*/
63/*
64* Fonctions privees
65*/
66
ca3c13d1 67#if !defined(GL_ES_VERSION_2_0)
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68/*-----------------------------------------------------------------*/
69/*
70* Set des lumieres
71*/
c827ea3a 72static void bindLight (const OpenGl_Light& theLight,
73 GLenum& theLightGlId,
74 Graphic3d_Vec4& theAmbientColor,
75 const Handle(OpenGl_Workspace)& theWorkspace)
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76{
77 // Only 8 lights in OpenGL...
12381341 78 if (theLightGlId > GL_LIGHT7)
2166f0fa 79 {
12381341 80 return;
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81 }
82
12381341 83 if (theLight.Type == Visual3d_TOLS_AMBIENT)
2166f0fa 84 {
4fe9ad57 85 // add RGBA intensity of the ambient light
86 theAmbientColor += theLight.Color;
12381341 87 return;
88 }
2166f0fa 89
c827ea3a 90 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
91
12381341 92 // the light is a headlight?
12381341 93 if (theLight.IsHeadlight)
94 {
c827ea3a 95
96 aContext->WorldViewState.Push();
97 aContext->WorldViewState.SetIdentity();
98
99 aContext->ApplyWorldViewMatrix();
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100 }
101
12381341 102 // setup light type
103 switch (theLight.Type)
3c3131a0 104 {
12381341 105 case Visual3d_TOLS_DIRECTIONAL:
106 {
107 // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
108 const OpenGl_Vec4 anInfDir = -theLight.Direction;
109
110 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
111 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
112 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
113 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
114 glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
115 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
116 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
117 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
118 break;
119 }
120 case Visual3d_TOLS_POSITIONAL:
121 {
122 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
123 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
124 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
125 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
126 glLightfv (theLightGlId, GL_POSITION, theLight.Position.GetData());
127 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
128 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
129 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
130 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
131 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
132 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0);
133 break;
134 }
135 case Visual3d_TOLS_SPOT:
136 {
137 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
138 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
139 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
140 glLightfv (theLightGlId, GL_POSITION, theLight.Position.GetData());
141 glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.Direction.GetData());
142 glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
143 glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
144 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
145 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
146 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
147 break;
148 }
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149 }
150
12381341 151 // restore matrix in case of headlight
152 if (theLight.IsHeadlight)
2166f0fa 153 {
c827ea3a 154 aContext->WorldViewState.Pop();
2166f0fa 155 }
12381341 156
157 glEnable (theLightGlId++);
2166f0fa 158}
ca3c13d1 159#endif
2166f0fa 160
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161/*----------------------------------------------------------------------*/
162
fc73a202 163void OpenGl_View::DrawBackground (OpenGl_Workspace& theWorkspace)
2166f0fa 164{
ca3c13d1 165#if !defined(GL_ES_VERSION_2_0)
fc73a202 166 if ( (theWorkspace.NamedStatus & OPENGL_NS_WHITEBACK) == 0 &&
b5ac8292 167 ( myBgTexture.TexId != 0 || myBgGradient.type != Aspect_GFM_NONE ) )
2166f0fa 168 {
fc73a202 169 const Standard_Integer aViewWidth = theWorkspace.Width();
170 const Standard_Integer aViewHeight = theWorkspace.Height();
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171
172 glPushAttrib( GL_ENABLE_BIT | GL_TEXTURE_BIT );
173
c827ea3a 174 const Handle(OpenGl_Context)& aContext = theWorkspace.GetGlContext();
175
176 aContext->WorldViewState.Push();
177 aContext->ProjectionState.Push();
178
179 aContext->WorldViewState.SetIdentity();
180 aContext->ProjectionState.SetIdentity();
181
182 aContext->ApplyProjectionMatrix();
183 aContext->ApplyWorldViewMatrix();
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184
185 if ( glIsEnabled( GL_DEPTH_TEST ) )
186 glDisable( GL_DEPTH_TEST ); //push GL_ENABLE_BIT
187
f8b2ed36 188 // drawing bg gradient if:
189 // - gradient fill type is not Aspect_GFM_NONE and
190 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
191 if ( ( myBgGradient.type != Aspect_GFM_NONE ) &&
e276548b 192 ( myBgTexture.TexId == 0 || myBgTexture.Style == Aspect_FM_CENTERED ||
193 myBgTexture.Style == Aspect_FM_NONE ) )
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194 {
195 Tfloat* corner1 = 0;/* -1,-1*/
196 Tfloat* corner2 = 0;/* 1,-1*/
197 Tfloat* corner3 = 0;/* 1, 1*/
198 Tfloat* corner4 = 0;/* -1, 1*/
199 Tfloat dcorner1[3];
200 Tfloat dcorner2[3];
201
202 switch( myBgGradient.type )
203 {
e276548b 204 case Aspect_GFM_HOR:
205 corner1 = myBgGradient.color1.rgb;
206 corner2 = myBgGradient.color2.rgb;
207 corner3 = myBgGradient.color2.rgb;
208 corner4 = myBgGradient.color1.rgb;
209 break;
210 case Aspect_GFM_VER:
211 corner1 = myBgGradient.color2.rgb;
212 corner2 = myBgGradient.color2.rgb;
213 corner3 = myBgGradient.color1.rgb;
214 corner4 = myBgGradient.color1.rgb;
215 break;
216 case Aspect_GFM_DIAG1:
217 corner2 = myBgGradient.color2.rgb;
218 corner4 = myBgGradient.color1.rgb;
219 dcorner1 [0] = dcorner2[0] = 0.5F * (corner2[0] + corner4[0]);
220 dcorner1 [1] = dcorner2[1] = 0.5F * (corner2[1] + corner4[1]);
221 dcorner1 [2] = dcorner2[2] = 0.5F * (corner2[2] + corner4[2]);
222 corner1 = dcorner1;
223 corner3 = dcorner2;
224 break;
225 case Aspect_GFM_DIAG2:
226 corner1 = myBgGradient.color2.rgb;
227 corner3 = myBgGradient.color1.rgb;
228 dcorner1 [0] = dcorner2[0] = 0.5F * (corner1[0] + corner3[0]);
229 dcorner1 [1] = dcorner2[1] = 0.5F * (corner1[1] + corner3[1]);
230 dcorner1 [2] = dcorner2[2] = 0.5F * (corner1[2] + corner3[2]);
231 corner2 = dcorner1;
232 corner4 = dcorner2;
233 break;
234 case Aspect_GFM_CORNER1:
235 corner1 = myBgGradient.color2.rgb;
236 corner2 = myBgGradient.color2.rgb;
237 corner3 = myBgGradient.color2.rgb;
238 corner4 = myBgGradient.color1.rgb;
239 break;
240 case Aspect_GFM_CORNER2:
241 corner1 = myBgGradient.color2.rgb;
242 corner2 = myBgGradient.color2.rgb;
243 corner3 = myBgGradient.color1.rgb;
244 corner4 = myBgGradient.color2.rgb;
245 break;
246 case Aspect_GFM_CORNER3:
247 corner1 = myBgGradient.color2.rgb;
248 corner2 = myBgGradient.color1.rgb;
249 corner3 = myBgGradient.color2.rgb;
250 corner4 = myBgGradient.color2.rgb;
251 break;
252 case Aspect_GFM_CORNER4:
253 corner1 = myBgGradient.color1.rgb;
254 corner2 = myBgGradient.color2.rgb;
255 corner3 = myBgGradient.color2.rgb;
256 corner4 = myBgGradient.color2.rgb;
257 break;
258 default:
259 //printf("gradient background type not right\n");
260 break;
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261 }
262
263 // Save GL parameters
264 glDisable( GL_LIGHTING ); //push GL_ENABLE_BIT
265
266 GLint curSM;
267 glGetIntegerv( GL_SHADE_MODEL, &curSM );
268 if ( curSM != GL_SMOOTH )
269 glShadeModel( GL_SMOOTH ); //push GL_LIGHTING_BIT
270
271 glBegin(GL_TRIANGLE_FAN);
f8b2ed36 272 if( myBgGradient.type != Aspect_GFM_CORNER1 && myBgGradient.type != Aspect_GFM_CORNER3 )
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273 {
274 glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
275 glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
276 glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
277 glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
3c3131a0 278 }
f8b2ed36 279 else //if ( myBgGradient.type == Aspect_GFM_CORNER1 || myBgGradient.type == Aspect_GFM_CORNER3 )
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280 {
281 glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
282 glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
283 glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
284 glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
285 }
286 glEnd();
287
288 // Restore GL parameters
289 if ( curSM != GL_SMOOTH )
290 glShadeModel( curSM );
291 }
f8b2ed36 292 // drawing bg image if:
293 // - it is defined and
294 // - fill type is not Aspect_FM_NONE
295 if ( myBgTexture.TexId != 0 && myBgTexture.Style != Aspect_FM_NONE )
296 {
297 GLfloat texX_range = 1.F; // texture <s> coordinate
298 GLfloat texY_range = 1.F; // texture <t> coordinate
299
e276548b 300 // Set up for stretching or tiling
f8b2ed36 301 GLfloat x_offset, y_offset;
302 if ( myBgTexture.Style == Aspect_FM_CENTERED )
303 {
304 x_offset = (GLfloat)myBgTexture.Width / (GLfloat)aViewWidth;
305 y_offset = (GLfloat)myBgTexture.Height / (GLfloat)aViewHeight;
306 }
307 else
308 {
309 x_offset = 1.F;
310 y_offset = 1.F;
311 if ( myBgTexture.Style == Aspect_FM_TILED )
312 {
313 texX_range = (GLfloat)aViewWidth / (GLfloat)myBgTexture.Width;
314 texY_range = (GLfloat)aViewHeight / (GLfloat)myBgTexture.Height;
315 }
316 }
317
1e743e91 318 // OCCT issue 0023000: Improve the way the gradient and textured
319 // background is managed in 3d viewer (note 0020339)
320 // Setting this coefficient to -1.F allows to tile textures relatively
321 // to the top-left corner of the view (value 1.F corresponds to the
322 // initial behaviour - tiling from the bottom-left corner)
323 GLfloat aCoef = -1.F;
324
f8b2ed36 325 glEnable( GL_TEXTURE_2D ); //push GL_ENABLE_BIT
326 glBindTexture( GL_TEXTURE_2D, myBgTexture.TexId ); //push GL_TEXTURE_BIT
327
328 glDisable( GL_BLEND ); //push GL_ENABLE_BIT
329
fc73a202 330 glColor3fv (theWorkspace.BackgroundColor().rgb);
b5ac8292 331 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); //push GL_TEXTURE_BIT
f8b2ed36 332
1e743e91 333 // Note that texture is mapped using GL_REPEAT wrapping mode so integer part
334 // is simply ignored, and negative multiplier is here for convenience only
335 // and does not result e.g. in texture mirroring
f8b2ed36 336 glBegin( GL_QUADS );
1e743e91 337 glTexCoord2f(0.F, 0.F); glVertex2f( -x_offset, -aCoef * y_offset );
338 glTexCoord2f(texX_range, 0.F); glVertex2f( x_offset, -aCoef * y_offset );
339 glTexCoord2f(texX_range, aCoef * texY_range); glVertex2f( x_offset, aCoef * y_offset );
340 glTexCoord2f(0.F, aCoef * texY_range); glVertex2f( -x_offset, aCoef * y_offset );
f8b2ed36 341 glEnd();
342 }
2166f0fa 343
c827ea3a 344 aContext->WorldViewState.Pop();
345 aContext->ProjectionState.Pop();
346
347 aContext->ApplyProjectionMatrix();
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348
349 glPopAttrib(); //GL_ENABLE_BIT | GL_TEXTURE_BIT
350
fc73a202 351 if (theWorkspace.UseZBuffer())
73192b37 352 {
b5ac8292 353 glEnable (GL_DEPTH_TEST);
73192b37 354 }
2166f0fa 355 }
ca3c13d1 356#endif
e276548b 357}
358
359/*----------------------------------------------------------------------*/
360
361//call_func_redraw_all_structs_proc
362void OpenGl_View::Render (const Handle(OpenGl_PrinterContext)& thePrintContext,
b5ac8292 363 const Handle(OpenGl_Workspace) &theWorkspace,
364 const Graphic3d_CView& theCView,
365 const Aspect_CLayer2d& theCUnderLayer,
366 const Aspect_CLayer2d& theCOverLayer)
e276548b 367{
b5ac8292 368 // ==================================
369 // Step 1: Prepare for redraw
370 // ==================================
371
372 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
373
ca3c13d1 374#if !defined(GL_ES_VERSION_2_0)
8625ef7e 375 // store and disable current clipping planes
376 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
377 NCollection_Array1<OPENGL_CLIP_PLANE> aOldPlanes (GL_CLIP_PLANE0, GL_CLIP_PLANE0 + aMaxPlanes - 1);
378 if (aContext->core11 != NULL)
e276548b 379 {
8625ef7e 380 for (Standard_Integer aClipPlaneId = aOldPlanes.Lower(); aClipPlaneId <= aOldPlanes.Upper(); ++aClipPlaneId)
e276548b 381 {
8625ef7e 382 OPENGL_CLIP_PLANE& aPlane = aOldPlanes.ChangeValue (aClipPlaneId);
383 aContext->core11->glGetClipPlane (aClipPlaneId, aPlane.Equation);
384 if (aPlane.isEnabled)
385 {
386 aContext->core11fwd->glDisable (aClipPlaneId);
387 aPlane.isEnabled = GL_TRUE;
388 }
389 else
390 {
391 aPlane.isEnabled = GL_FALSE;
392 }
e276548b 393 }
394 }
ca3c13d1 395#endif
e276548b 396
c827ea3a 397 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
b7cd4ba7 398 Standard_Boolean isProjectionMatUpdateNeeded = Standard_False;
399 Standard_Boolean isOrientationMatUpdateNeeded = Standard_False;
400 if (myBVHSelector.ProjectionState() != myCamera->ProjectionState())
401 {
402 isProjectionMatUpdateNeeded = Standard_True;
403 myBVHSelector.ChangeProjectionState() = myCamera->ProjectionState();
404 }
405 if (myBVHSelector.ModelViewState() != myCamera->ModelViewState())
406 {
407 isOrientationMatUpdateNeeded = Standard_True;
408 myBVHSelector.ChangeModelViewState() = myCamera->ModelViewState();
409 }
410
c827ea3a 411 if (isProjectionMatUpdateNeeded
412 || isOrientationMatUpdateNeeded)
413 {
414 myBVHSelector.SetViewVolume (myCamera);
415 }
416
8625ef7e 417 const Handle(OpenGl_ShaderManager) aManager = aContext->ShaderManager();
418 const Standard_Boolean isSameView = aManager->IsSameView (this); // force camera state update when needed
256f9ac0 419 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
392ac980 420 {
256f9ac0 421 aManager->UpdateLightSourceStateTo (&myLights);
422 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
423 }
b5ac8292 424
256f9ac0 425 if (myProjectionState != myCamera->ProjectionState()
426 || !isSameView)
427 {
428 myProjectionState = myCamera->ProjectionState();
c827ea3a 429 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
430 aContext->ApplyProjectionMatrix();
256f9ac0 431 }
b5ac8292 432
256f9ac0 433 if (myModelViewState != myCamera->ModelViewState()
434 || !isSameView)
435 {
436 myModelViewState = myCamera->ModelViewState();
c827ea3a 437 aContext->WorldViewState.SetCurrent (myCamera->OrientationMatrixF());
438 aContext->ApplyWorldViewMatrix();
256f9ac0 439 }
b5ac8292 440
256f9ac0 441 if (aManager->ModelWorldState().Index() == 0)
442 {
c827ea3a 443 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
b7cd4ba7 444 }
445
b5ac8292 446 // ====================================
447 // Step 2: Redraw background
448 // ====================================
e276548b 449
450 // Render background
a89742cf 451 if (theWorkspace->ToRedrawGL())
452 {
453 DrawBackground (*theWorkspace);
454 }
2166f0fa 455
ca3c13d1 456#if !defined(GL_ES_VERSION_2_0)
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457 // Switch off lighting by default
458 glDisable(GL_LIGHTING);
ca3c13d1 459#endif
2166f0fa 460
b5ac8292 461 // =================================
462 // Step 3: Draw underlayer
463 // =================================
464
c827ea3a 465 RedrawLayer2d (thePrintContext, theWorkspace, theCView, theCUnderLayer);
2166f0fa 466
b5ac8292 467 // =================================
468 // Step 4: Redraw main plane
469 // =================================
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470
471 // Setup face culling
472 GLboolean isCullFace = GL_FALSE;
473 if ( myBackfacing )
474 {
475 isCullFace = glIsEnabled( GL_CULL_FACE );
476 if ( myBackfacing < 0 )
477 {
478 glEnable( GL_CULL_FACE );
479 glCullFace( GL_BACK );
480 }
b5ac8292 481 else
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482 glDisable( GL_CULL_FACE );
483 }
484
ca3c13d1 485#if !defined(GL_ES_VERSION_2_0)
b5ac8292 486 // if the view is scaled normal vectors are scaled to unit
487 // length for correct displaying of shaded objects
488 const gp_Pnt anAxialScale = myCamera->AxialScale();
7d9e854b 489 if (anAxialScale.X() != 1.F ||
490 anAxialScale.Y() != 1.F ||
491 anAxialScale.Z() != 1.F)
492 {
493 aContext->SetGlNormalizeEnabled (Standard_True);
494 }
495 else
496 {
497 aContext->SetGlNormalizeEnabled (Standard_False);
498 }
2166f0fa 499
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500 // Apply Fog
501 if ( myFog.IsOn )
502 {
b5ac8292 503 Standard_Real aFogFrontConverted = (Standard_Real )myFog.Front + myCamera->Distance();
504 if (myCamera->ZFar() < aFogFrontConverted)
2166f0fa 505 {
b5ac8292 506 aFogFrontConverted = myCamera->ZFar();
507 myFog.Front = (Standard_ShortReal )(aFogFrontConverted - myCamera->Distance());
12381341 508 }
4fe9ad57 509
b5ac8292 510 Standard_Real aFogBackConverted = (Standard_Real )myFog.Back + myCamera->Distance();
511 if (myCamera->ZFar() < aFogFrontConverted)
12381341 512 {
b5ac8292 513 aFogBackConverted = myCamera->ZFar();
514 myFog.Back = (Standard_ShortReal )(aFogBackConverted - myCamera->Distance());
12381341 515 }
b5ac8292 516
517 if (aFogFrontConverted > aFogBackConverted)
12381341 518 {
b5ac8292 519 myFog.Front = (Standard_ShortReal )(aFogFrontConverted - myCamera->Distance());
520 myFog.Back = (Standard_ShortReal )(aFogBackConverted - myCamera->Distance());
ca3c13d1 521 }
b5ac8292 522
523 glFogi(GL_FOG_MODE, GL_LINEAR);
524 glFogf(GL_FOG_START, (Standard_ShortReal )aFogFrontConverted);
525 glFogf(GL_FOG_END, (Standard_ShortReal )aFogBackConverted);
526 glFogfv(GL_FOG_COLOR, myFog.Color.rgb);
527 glEnable(GL_FOG);
2166f0fa 528 }
b5ac8292 529 else
530 glDisable(GL_FOG);
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531
532 // Apply InteriorShadingMethod
8625ef7e 533 aContext->core11->glShadeModel (myShadingModel == Visual3d_TOM_FACET
534 || myShadingModel == Visual3d_TOM_NONE ? GL_FLAT : GL_SMOOTH);
ca3c13d1 535#endif
2166f0fa 536
8625ef7e 537 aManager->SetShadingModel (myShadingModel);
538
b5ac8292 539 // Apply AntiAliasing
540 if (myAntiAliasing)
541 theWorkspace->NamedStatus |= OPENGL_NS_ANTIALIASING;
542 else
543 theWorkspace->NamedStatus &= ~OPENGL_NS_ANTIALIASING;
544
545 if (!aManager->IsEmpty())
2166f0fa 546 {
b5ac8292 547 aManager->UpdateClippingState();
548 }
2166f0fa 549
b5ac8292 550 // Redraw 3d scene
551 if (!myCamera->IsStereo() || !aContext->HasStereoBuffers())
552 {
553 // single-pass monographic rendering
b5ac8292 554 // redraw scene with normal orientation and projection
c827ea3a 555 RedrawScene (thePrintContext, theWorkspace);
b5ac8292 556 }
557 else
558 {
559 // two stereographic passes
2166f0fa 560
b5ac8292 561 // safely switch to left Eye buffer
562 aContext->SetDrawBufferLeft();
b859a34d 563
c827ea3a 564 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
565 aContext->ApplyProjectionMatrix();
566
b5ac8292 567 // redraw left Eye
c827ea3a 568 RedrawScene (thePrintContext, theWorkspace);
b859a34d 569
b5ac8292 570 // reset depth buffer of first rendering pass
571 if (theWorkspace->UseDepthTest())
4269bd1b 572 {
b5ac8292 573 glClear (GL_DEPTH_BUFFER_BIT);
2166f0fa 574 }
b5ac8292 575 // safely switch to right Eye buffer
576 aContext->SetDrawBufferRight();
ca3c13d1 577
c827ea3a 578 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
579 aContext->ApplyProjectionMatrix();
580
b5ac8292 581 // redraw right Eye
c827ea3a 582 RedrawScene (thePrintContext, theWorkspace);
2166f0fa 583
b5ac8292 584 // switch back to monographic rendering
585 aContext->SetDrawBufferMono();
2166f0fa
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586 }
587
b5ac8292 588 // ===============================
589 // Step 5: Trihedron
590 // ===============================
2166f0fa 591
26395493 592 // Resetting GL parameters according to the default aspects
593 // in order to synchronize GL state with the graphic driver state
594 // before drawing auxiliary stuff (trihedrons, overlayer)
595 // and invoking optional callbacks
b5ac8292 596 theWorkspace->ResetAppliedAspect();
2166f0fa 597
b859a34d 598 aContext->ChangeClipping().RemoveAll();
2166f0fa 599
392ac980 600 if (!aManager->IsEmpty())
30f0ad28 601 {
392ac980 602 aManager->ResetMaterialStates();
603 aManager->RevertClippingState();
604
605 // We need to disable (unbind) all shaders programs to ensure
606 // that all objects without specified aspect will be drawn
607 // correctly (such as background)
7d3e64ef 608 aContext->BindProgram (NULL);
30f0ad28 609 }
610
a89742cf 611 // Render trihedron
612 if (theWorkspace->ToRedrawGL())
a174a3c5 613 {
a89742cf 614 RedrawTrihedron (theWorkspace);
2166f0fa 615
a89742cf 616 // Restore face culling
617 if ( myBackfacing )
2166f0fa 618 {
a89742cf 619 if ( isCullFace )
620 {
621 glEnable ( GL_CULL_FACE );
622 glCullFace ( GL_BACK );
623 }
624 else
625 glDisable ( GL_CULL_FACE );
2166f0fa 626 }
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627 }
628
b5ac8292 629 // ===============================
630 // Step 6: Redraw overlay
631 // ===============================
632
529afc1a 633 const int aMode = 0;
b5ac8292 634 theWorkspace->DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
2166f0fa 635
c827ea3a 636 RedrawLayer2d (thePrintContext, theWorkspace, theCView, theCOverLayer);
2166f0fa 637
b5ac8292 638 theWorkspace->DisplayCallback (theCView, aMode);
639
640 // ===============================
641 // Step 7: Finalize
642 // ===============================
2166f0fa 643
ca3c13d1 644#if !defined(GL_ES_VERSION_2_0)
8625ef7e 645 // restore clipping planes
646 if (aContext->core11 != NULL)
2166f0fa 647 {
8625ef7e 648 for (Standard_Integer aClipPlaneId = aOldPlanes.Lower(); aClipPlaneId <= aOldPlanes.Upper(); ++aClipPlaneId)
649 {
650 const OPENGL_CLIP_PLANE& aPlane = aOldPlanes.ChangeValue (aClipPlaneId);
651 aContext->core11->glClipPlane (aClipPlaneId, aPlane.Equation);
652 if (aPlane.isEnabled)
653 aContext->core11fwd->glEnable (aClipPlaneId);
654 else
655 aContext->core11fwd->glDisable (aClipPlaneId);
656 }
2166f0fa 657 }
ca3c13d1 658#endif
e6804ff7 659
660 // ==============================================================
661 // Step 8: Keep shader manager informed about last View
662 // ==============================================================
663
664 if (!aManager.IsNull())
665 {
666 aManager->SetLastView (this);
667 }
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668}
669
b7cd4ba7 670// =======================================================================
671// function : InvalidateBVHData
672// purpose :
673// =======================================================================
674void OpenGl_View::InvalidateBVHData (const Standard_Integer theLayerId)
675{
676 myZLayers.InvalidateBVHData (theLayerId);
677}
678
2166f0fa
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679/*----------------------------------------------------------------------*/
680
681//ExecuteViewDisplay
682void OpenGl_View::RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace)
683{
59f45b7c 684 if ( myZLayers.NbStructures() <= 0 )
685 return;
2166f0fa 686
ca3c13d1 687#if !defined(GL_ES_VERSION_2_0)
2166f0fa 688 glPushAttrib ( GL_DEPTH_BUFFER_BIT );
ca3c13d1 689#endif
2166f0fa 690
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691 //TsmPushAttri(); /* save previous graphics context */
692
693 if ( (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED) == 0 )
694 {
ca3c13d1 695 #if !defined(GL_ES_VERSION_2_0)
73192b37 696 const int antiAliasingMode = AWorkspace->AntiAliasingMode();
ca3c13d1 697 #endif
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698
699 if ( !myAntiAliasing )
700 {
ca3c13d1 701 #if !defined(GL_ES_VERSION_2_0)
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702 glDisable(GL_POINT_SMOOTH);
703 glDisable(GL_LINE_SMOOTH);
704 if( antiAliasingMode & 2 ) glDisable(GL_POLYGON_SMOOTH);
ca3c13d1 705 #endif
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706 glBlendFunc (GL_ONE, GL_ZERO);
707 glDisable (GL_BLEND);
708 }
709 else
710 {
ca3c13d1 711 #if !defined(GL_ES_VERSION_2_0)
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712 glEnable(GL_POINT_SMOOTH);
713 glEnable(GL_LINE_SMOOTH);
714 if( antiAliasingMode & 2 ) glEnable(GL_POLYGON_SMOOTH);
ca3c13d1 715 #endif
3c3131a0 716 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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717 glEnable (GL_BLEND);
718 }
719 }
720
59f45b7c 721 myZLayers.Render (AWorkspace);
2166f0fa 722
ca3c13d1 723#if !defined(GL_ES_VERSION_2_0)
2166f0fa 724 //TsmPopAttri(); /* restore previous graphics context; before update lights */
de75ed09 725 glPopAttrib();
ca3c13d1 726#endif
2166f0fa
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727}
728
729/*----------------------------------------------------------------------*/
730
731//call_togl_redraw_layer2d
a174a3c5 732void OpenGl_View::RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
c827ea3a 733 const Handle(OpenGl_Workspace)& theWorkspace,
a174a3c5 734 const Graphic3d_CView& ACView,
735 const Aspect_CLayer2d& ACLayer)
2166f0fa 736{
ca3c13d1 737#if !defined(GL_ES_VERSION_2_0)
2166f0fa
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738 if (&ACLayer == NULL
739 || ACLayer.ptrLayer == NULL
740 || ACLayer.ptrLayer->listIndex == 0) return;
741
c827ea3a 742 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
743
529afc1a
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744 GLsizei dispWidth = (GLsizei )ACLayer.viewport[0];
745 GLsizei dispHeight = (GLsizei )ACLayer.viewport[1];
2166f0fa 746
c827ea3a 747 aContext->WorldViewState.Push();
748 aContext->ProjectionState.Push();
2166f0fa 749
c827ea3a 750 aContext->WorldViewState.SetIdentity();
751 aContext->ProjectionState.SetIdentity();
752
753 aContext->ApplyWorldViewMatrix();
754 aContext->ApplyProjectionMatrix();
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755
756 if (!ACLayer.sizeDependent)
e3573bb9 757 aContext->core11fwd->glViewport (0, 0, dispWidth, dispHeight);
2166f0fa
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758
759 float left = ACLayer.ortho[0];
760 float right = ACLayer.ortho[1];
761 float bottom = ACLayer.ortho[2];
762 float top = ACLayer.ortho[3];
763
764 int attach = ACLayer.attach;
765
e3573bb9 766 const float ratio = !ACLayer.sizeDependent
767 ? float(dispWidth) / float(dispHeight)
768 : float(theWorkspace->Width()) / float(theWorkspace->Height());
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769
770 float delta;
c9d4eb9d 771 if (ratio >= 1.0) {
2166f0fa
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772 delta = (float )((top - bottom)/2.0);
773 switch (attach) {
774 case 0: /* Aspect_TOC_BOTTOM_LEFT */
775 top = bottom + 2*delta/ratio;
776 break;
777 case 1: /* Aspect_TOC_BOTTOM_RIGHT */
778 top = bottom + 2*delta/ratio;
779 break;
780 case 2: /* Aspect_TOC_TOP_LEFT */
781 bottom = top - 2*delta/ratio;
782 break;
783 case 3: /* Aspect_TOC_TOP_RIGHT */
784 bottom = top - 2*delta/ratio;
785 break;
786 }
787 }
c9d4eb9d 788 else {
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SK
789 delta = (float )((right - left)/2.0);
790 switch (attach) {
791 case 0: /* Aspect_TOC_BOTTOM_LEFT */
792 right = left + 2*delta*ratio;
793 break;
794 case 1: /* Aspect_TOC_BOTTOM_RIGHT */
795 left = right - 2*delta*ratio;
796 break;
797 case 2: /* Aspect_TOC_TOP_LEFT */
798 right = left + 2*delta*ratio;
799 break;
800 case 3: /* Aspect_TOC_TOP_RIGHT */
801 left = right - 2*delta*ratio;
802 break;
803 }
804 }
805
a174a3c5 806#ifdef _WIN32
2166f0fa 807 // Check printer context that exists only for print operation
a174a3c5 808 if (!thePrintContext.IsNull())
2166f0fa
SK
809 {
810 // additional transformation matrix could be applied to
811 // render only those parts of viewport that will be
812 // passed to a printer as a current "frame" to provide
813 // tiling; scaling of graphics by matrix helps render a
814 // part of a view (frame) in same viewport, but with higher
815 // resolution
c827ea3a 816
817 // set printing scale/tiling transformation
818 aContext->ProjectionState.SetCurrent (thePrintContext->ProjTransformation());
819 aContext->ApplyProjectionMatrix();
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820
821 // printing operation also assumes other viewport dimension
822 // to comply with transformation matrix or graphics scaling
823 // factors for tiling for layer redraw
824 GLsizei anViewportX = 0;
825 GLsizei anViewportY = 0;
a174a3c5 826 thePrintContext->GetLayerViewport (anViewportX, anViewportY);
2166f0fa 827 if (anViewportX != 0 && anViewportY != 0)
e3573bb9 828 aContext->core11fwd->glViewport (0, 0, anViewportX, anViewportY);
2166f0fa 829 }
3c3131a0 830#endif
2166f0fa
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831
832 glOrtho (left, right, bottom, top, -1.0, 1.0);
833
2166f0fa
SK
834 glPushAttrib (
835 GL_LIGHTING_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
836 GL_DEPTH_BUFFER_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT );
c9d4eb9d 837
2166f0fa 838 glDisable (GL_DEPTH_TEST);
c9d4eb9d 839 glDisable (GL_TEXTURE_1D);
840 glDisable (GL_TEXTURE_2D);
841 glDisable (GL_LIGHTING);
842
843 // TODO: Obsolete code, the display list is always empty now, to be removed
2166f0fa
SK
844 glCallList (ACLayer.ptrLayer->listIndex);
845
846 //calling dynamic render of LayerItems
847 if ( ACLayer.ptrLayer->layerData )
848 {
30f0ad28 849 InitLayerProp (ACLayer.ptrLayer->listIndex);
2166f0fa 850 ((Visual3d_Layer*)ACLayer.ptrLayer->layerData)->RenderLayerItems();
30f0ad28 851 InitLayerProp (0);
2166f0fa
SK
852 }
853
854 glPopAttrib ();
855
c827ea3a 856 aContext->WorldViewState.Pop();
857 aContext->ProjectionState.Pop();
2166f0fa 858
c827ea3a 859 aContext->ApplyProjectionMatrix();
860 aContext->ApplyWorldViewMatrix();
2166f0fa 861
2166f0fa 862 if (!ACLayer.sizeDependent)
e3573bb9 863 aContext->core11fwd->glViewport (0, 0, theWorkspace->Width(), theWorkspace->Height());
2166f0fa
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864
865 glFlush ();
ca3c13d1 866#endif
2166f0fa
SK
867}
868
869/*----------------------------------------------------------------------*/
870
a89742cf 871void OpenGl_View::RedrawTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
872{
873 // display global trihedron
874 if (myTrihedron != NULL)
875 {
876 myTrihedron->Render (theWorkspace);
877 }
878 if (myGraduatedTrihedron != NULL)
879 {
880 myGraduatedTrihedron->Render (theWorkspace);
881 }
882}
883
884/*----------------------------------------------------------------------*/
885
2166f0fa 886//call_togl_create_bg_texture
3c3131a0 887void OpenGl_View::CreateBackgroundTexture (const Standard_CString theFilePath,
888 const Aspect_FillMethod theFillStyle)
2166f0fa 889{
3c3131a0 890 if (myBgTexture.TexId != 0)
2166f0fa 891 {
3c3131a0 892 // delete existing texture
893 glDeleteTextures (1, (GLuint* )&(myBgTexture.TexId));
2166f0fa
SK
894 myBgTexture.TexId = 0;
895 }
896
3c3131a0 897 // load image from file
898 Image_AlienPixMap anImageLoaded;
899 if (!anImageLoaded.Load (theFilePath))
900 {
901 return;
902 }
903
904 Image_PixMap anImage;
905 if (anImageLoaded.RowExtraBytes() == 0 &&
906 (anImageLoaded.Format() == Image_PixMap::ImgRGB
907 || anImageLoaded.Format() == Image_PixMap::ImgRGB32
908 || anImageLoaded.Format() == Image_PixMap::ImgRGBA))
2166f0fa 909 {
3c3131a0 910 anImage.InitWrapper (anImageLoaded.Format(), anImageLoaded.ChangeData(),
911 anImageLoaded.SizeX(), anImageLoaded.SizeY(), anImageLoaded.SizeRowBytes());
912 }
913 else
914 {
915 // convert image to RGB format
916 if (!anImage.InitTrash (Image_PixMap::ImgRGB, anImageLoaded.SizeX(), anImageLoaded.SizeY()))
917 {
918 return;
919 }
920
921 anImage.SetTopDown (false);
3c3131a0 922 Quantity_Color aSrcColor;
923 for (Standard_Size aRow = 0; aRow < anImage.SizeY(); ++aRow)
924 {
925 for (Standard_Size aCol = 0; aCol < anImage.SizeX(); ++aCol)
2166f0fa 926 {
6a7d83c4 927 aSrcColor = anImageLoaded.PixelColor ((Standard_Integer )aCol, (Standard_Integer )aRow);
ca0c0b11 928 Image_ColorRGB& aColor = anImage.ChangeValue<Image_ColorRGB> (aRow, aCol);
8263fcd3 929 aColor.r() = Standard_Byte(255.0 * aSrcColor.Red());
930 aColor.g() = Standard_Byte(255.0 * aSrcColor.Green());
931 aColor.b() = Standard_Byte(255.0 * aSrcColor.Blue());
2166f0fa 932 }
3c3131a0 933 }
934 anImageLoaded.Clear();
935 }
2166f0fa 936
3c3131a0 937 // create MipMapped texture
938 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
2166f0fa 939
3c3131a0 940 GLuint aTextureId = 0;
941 glGenTextures (1, &aTextureId);
942 glBindTexture (GL_TEXTURE_2D, aTextureId);
2166f0fa 943
3c3131a0 944 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
945 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
946 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
947 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2166f0fa 948
3c3131a0 949 const GLenum aDataFormat = (anImage.Format() == Image_PixMap::ImgRGB) ? GL_RGB : GL_RGBA;
ca3c13d1 950
951#if !defined(GL_ES_VERSION_2_0)
3c3131a0 952 gluBuild2DMipmaps (GL_TEXTURE_2D, 3/*4*/,
953 GLint(anImage.SizeX()), GLint(anImage.SizeY()),
954 aDataFormat, GL_UNSIGNED_BYTE, anImage.Data());
ca3c13d1 955#endif
2166f0fa 956
3c3131a0 957 myBgTexture.TexId = aTextureId;
958 myBgTexture.Width = (Standard_Integer )anImage.SizeX();
959 myBgTexture.Height = (Standard_Integer )anImage.SizeY();
960 myBgTexture.Style = theFillStyle;
2166f0fa
SK
961}
962
963/*----------------------------------------------------------------------*/
964
965//call_togl_set_bg_texture_style
966void OpenGl_View::SetBackgroundTextureStyle (const Aspect_FillMethod AFillStyle)
967{
f8b2ed36 968 myBgTexture.Style = AFillStyle;
2166f0fa
SK
969}
970
971/*----------------------------------------------------------------------*/
972
973//call_togl_gradient_background
974void OpenGl_View::SetBackgroundGradient (const Quantity_Color& AColor1,
975 const Quantity_Color& AColor2,
976 const Aspect_GradientFillMethod AType)
977{
978 Standard_Real R,G,B;
979 AColor1.Values( R, G, B, Quantity_TOC_RGB );
980 myBgGradient.color1.rgb[0] = ( Tfloat )R;
981 myBgGradient.color1.rgb[1] = ( Tfloat )G;
982 myBgGradient.color1.rgb[2] = ( Tfloat )B;
983 myBgGradient.color1.rgb[3] = 0.F;
984
985 AColor2.Values( R, G, B, Quantity_TOC_RGB );
986 myBgGradient.color2.rgb[0] = ( Tfloat )R;
987 myBgGradient.color2.rgb[1] = ( Tfloat )G;
988 myBgGradient.color2.rgb[2] = ( Tfloat )B;
989 myBgGradient.color2.rgb[3] = 0.F;
990
991 myBgGradient.type = AType;
992}
993
994/*----------------------------------------------------------------------*/
995
996//call_togl_set_gradient_type
997void OpenGl_View::SetBackgroundGradientType (const Aspect_GradientFillMethod AType)
998{
f8b2ed36 999 myBgGradient.type = AType;
2166f0fa
SK
1000}
1001
59f45b7c 1002//=======================================================================
1003//function : AddZLayer
3c3131a0 1004//purpose :
59f45b7c 1005//=======================================================================
1006
1007void OpenGl_View::AddZLayer (const Standard_Integer theLayerId)
1008{
1009 myZLayers.AddLayer (theLayerId);
1010}
1011
1012//=======================================================================
1013//function : RemoveZLayer
3c3131a0 1014//purpose :
59f45b7c 1015//=======================================================================
1016
1017void OpenGl_View::RemoveZLayer (const Standard_Integer theLayerId)
1018{
1019 myZLayers.RemoveLayer (theLayerId);
1020}
1021
1022//=======================================================================
1023//function : DisplayStructure
3c3131a0 1024//purpose :
59f45b7c 1025//=======================================================================
1026
1027void OpenGl_View::DisplayStructure (const OpenGl_Structure *theStructure,
1028 const Standard_Integer thePriority)
1029{
1030 Standard_Integer aZLayer = theStructure->GetZLayer ();
1031 myZLayers.AddStructure (theStructure, aZLayer, thePriority);
1032}
1033
679ecdee 1034//=======================================================================
1035//function : DisplayImmediateStructure
1036//purpose :
1037//=======================================================================
1038
1039void OpenGl_View::DisplayImmediateStructure (const OpenGl_Structure* theStructure)
1040{
1041 for (OpenGl_SequenceOfStructure::Iterator anIter (myImmediateList);
1042 anIter.More(); anIter.Next())
1043 {
1044 if (anIter.Value() == theStructure)
1045 {
1046 return;
1047 }
1048 }
1049
1050 myImmediateList.Append (theStructure);
1051}
1052
59f45b7c 1053//=======================================================================
1054//function : EraseStructure
3c3131a0 1055//purpose :
59f45b7c 1056//=======================================================================
1057
1058void OpenGl_View::EraseStructure (const OpenGl_Structure *theStructure)
1059{
1060 Standard_Integer aZLayer = theStructure->GetZLayer ();
1061 myZLayers.RemoveStructure (theStructure, aZLayer);
1062}
1063
1064//=======================================================================
679ecdee 1065//function : EraseImmediateStructure
1066//purpose :
1067//=======================================================================
1068
1069void OpenGl_View::EraseImmediateStructure (const OpenGl_Structure* theStructure)
1070{
1071 for (OpenGl_SequenceOfStructure::Iterator anIter (myImmediateList);
1072 anIter.More(); anIter.Next())
1073 {
1074 if (anIter.Value() == theStructure)
1075 {
1076 myImmediateList.Remove (anIter);
1077 return;
1078 }
1079 }
1080}
1081
1082//=======================================================================
59f45b7c 1083//function : ChangeZLayer
1084//purpose :
1085//=======================================================================
1086
1087void OpenGl_View::ChangeZLayer (const OpenGl_Structure *theStructure,
1088 const Standard_Integer theNewLayerId)
1089{
1090 Standard_Integer anOldLayer = theStructure->GetZLayer ();
1091 myZLayers.ChangeLayer (theStructure, anOldLayer, theNewLayerId);
1092}
b5ac8292 1093
c5751993 1094//=======================================================================
1095//function : SetZLayerSettings
1096//purpose :
1097//=======================================================================
1098void OpenGl_View::SetZLayerSettings (const Standard_Integer theLayerId,
1099 const Graphic3d_ZLayerSettings theSettings)
1100{
1101 myZLayers.Layer (theLayerId).SetLayerSettings (theSettings);
1102}
1103
b7cd4ba7 1104//=======================================================================
1105//function : ChangePriority
1106//purpose :
1107//=======================================================================
1108void OpenGl_View::ChangePriority (const OpenGl_Structure *theStructure,
1109 const Standard_Integer theNewPriority)
1110{
1111 Standard_Integer aLayerId = theStructure->GetZLayer();
1112 myZLayers.ChangePriority (theStructure, aLayerId, theNewPriority);
1113}
c5751993 1114
b5ac8292 1115//=======================================================================
1116//function : RedrawScene
1117//purpose :
1118//=======================================================================
1119
1120void OpenGl_View::RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
c827ea3a 1121 const Handle(OpenGl_Workspace)& theWorkspace)
b5ac8292 1122{
1123 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
1124
1125 if (myZClip.Back.IsOn || myZClip.Front.IsOn)
1126 {
1127 Handle(Graphic3d_ClipPlane) aPlaneBack;
1128 Handle(Graphic3d_ClipPlane) aPlaneFront;
1129
1130 if (myZClip.Back.IsOn)
1131 {
1132 Standard_Real aClipBackConverted = (Standard_Real )myZClip.Front.Limit + myCamera->Distance();
1133 if (myCamera->ZFar() < aClipBackConverted)
1134 {
1135 aClipBackConverted = myCamera->ZFar();
1136 myZClip.Back.Limit = (Standard_ShortReal )(aClipBackConverted - myCamera->Distance());
1137 }
1138 const Graphic3d_ClipPlane::Equation aBackEquation (0.0, 0.0, 1.0, (Standard_ShortReal )aClipBackConverted);
1139 aPlaneBack = new Graphic3d_ClipPlane (aBackEquation);
1140 }
1141
1142 if (myZClip.Front.IsOn)
1143 {
1144 Standard_Real aClipFrontConverted = (Standard_Real )myZClip.Front.Limit + myCamera->Distance();
1145 if (myCamera->ZNear() > aClipFrontConverted)
1146 {
1147 aClipFrontConverted = myCamera->ZNear();
1148 myZClip.Front.Limit = (Standard_ShortReal )(aClipFrontConverted - myCamera->Distance());
1149 }
1150 const Graphic3d_ClipPlane::Equation aFrontEquation (0.0, 0.0, -1.0, (Standard_ShortReal )-aClipFrontConverted);
1151 aPlaneFront = new Graphic3d_ClipPlane (aFrontEquation);
1152 }
1153
cddbf6a9 1154 // Specify slicing planes with identity transformation
b5ac8292 1155 if (!aPlaneBack.IsNull() || !aPlaneFront.IsNull())
1156 {
1157 Graphic3d_SequenceOfHClipPlane aSlicingPlanes;
1158 if (!aPlaneBack.IsNull())
1159 {
1160 aSlicingPlanes.Append (aPlaneBack);
1161 }
1162
1163 if (!aPlaneFront.IsNull())
1164 {
1165 aSlicingPlanes.Append (aPlaneFront);
1166 }
1167
1168 // add planes at loaded view matrix state
1169 aContext->ChangeClipping().AddView (aSlicingPlanes, theWorkspace);
1170 }
1171 }
1172
b5ac8292 1173#ifdef _WIN32
c827ea3a 1174 // set printing scale/tiling transformation
b5ac8292 1175 if (!thePrintContext.IsNull())
1176 {
c827ea3a 1177 aContext->ProjectionState.Push();
1178 aContext->ProjectionState.SetCurrent (thePrintContext->ProjTransformation() * aContext->ProjectionState.Current());
1179 aContext->ApplyProjectionMatrix();
b5ac8292 1180 }
ca3c13d1 1181#endif
b5ac8292 1182
cddbf6a9 1183 // Specify clipping planes in view transformation space
1184 if (!myClipPlanes.IsEmpty())
1185 {
1186 Graphic3d_SequenceOfHClipPlane aUserPlanes;
1187 Graphic3d_SequenceOfHClipPlane::Iterator aClippingIt (myClipPlanes);
1188 for (; aClippingIt.More(); aClippingIt.Next())
1189 {
1190 const Handle(Graphic3d_ClipPlane)& aClipPlane = aClippingIt.Value();
1191 if (aClipPlane->IsOn())
1192 {
1193 aUserPlanes.Append (aClipPlane);
1194 }
1195 }
1196
1197 if (!aUserPlanes.IsEmpty())
1198 {
1199 aContext->ChangeClipping().AddWorld (aUserPlanes);
1200 }
1201
1202 if (!aContext->ShaderManager()->IsEmpty())
1203 {
1204 aContext->ShaderManager()->UpdateClippingState();
1205 }
1206 }
1207
ca3c13d1 1208#if !defined(GL_ES_VERSION_2_0)
b5ac8292 1209 // Apply Lights
1210 {
1211 // setup lights
1212 Graphic3d_Vec4 anAmbientColor (THE_DEFAULT_AMBIENT[0],
1213 THE_DEFAULT_AMBIENT[1],
1214 THE_DEFAULT_AMBIENT[2],
1215 THE_DEFAULT_AMBIENT[3]);
1216 GLenum aLightGlId = GL_LIGHT0;
1217 for (OpenGl_ListOfLight::Iterator aLightIt (myLights);
1218 aLightIt.More(); aLightIt.Next())
1219 {
c827ea3a 1220 bindLight (aLightIt.Value(), aLightGlId, anAmbientColor, theWorkspace);
b5ac8292 1221 }
1222
1223 // apply accumulated ambient color
1224 anAmbientColor.a() = 1.0f;
1225 glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbientColor.GetData());
1226
1227 if (aLightGlId != GL_LIGHT0)
1228 {
1229 glEnable (GL_LIGHTING);
1230 }
1231 // switch off unused lights
1232 for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
1233 {
1234 glDisable (aLightGlId);
1235 }
1236 }
ca3c13d1 1237#endif
b5ac8292 1238
1239 // Clear status bitfields
1240 theWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
1241
1242 // Added PCT for handling of textures
1243 switch (mySurfaceDetail)
1244 {
1245 case Visual3d_TOD_NONE:
1246 theWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1247 theWorkspace->DisableTexture();
1248 // Render the view
1249 RenderStructs (theWorkspace);
1250 break;
1251
1252 case Visual3d_TOD_ENVIRONMENT:
1253 theWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1254 theWorkspace->EnableTexture (myTextureEnv);
1255 // Render the view
1256 RenderStructs (theWorkspace);
1257 theWorkspace->DisableTexture();
1258 break;
1259
1260 case Visual3d_TOD_ALL:
1261 // First pass
1262 theWorkspace->NamedStatus &= ~OPENGL_NS_FORBIDSETTEX;
1263 // Render the view
1264 RenderStructs (theWorkspace);
1265 theWorkspace->DisableTexture();
1266
1267 // Second pass
1268 if (theWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
1269 {
1270 theWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
1271 theWorkspace->EnableTexture (myTextureEnv);
1272
1273 // Remember OpenGl properties
ca3c13d1 1274 GLint aSaveBlendDst = GL_ONE_MINUS_SRC_ALPHA, aSaveBlendSrc = GL_SRC_ALPHA;
b5ac8292 1275 GLint aSaveZbuffFunc;
1276 GLboolean aSaveZbuffWrite;
1277 glGetBooleanv (GL_DEPTH_WRITEMASK, &aSaveZbuffWrite);
1278 glGetIntegerv (GL_DEPTH_FUNC, &aSaveZbuffFunc);
ca3c13d1 1279 #if !defined(GL_ES_VERSION_2_0)
b5ac8292 1280 glGetIntegerv (GL_BLEND_DST, &aSaveBlendDst);
1281 glGetIntegerv (GL_BLEND_SRC, &aSaveBlendSrc);
ca3c13d1 1282 #endif
b5ac8292 1283 GLboolean wasZbuffEnabled = glIsEnabled (GL_DEPTH_TEST);
1284 GLboolean wasBlendEnabled = glIsEnabled (GL_BLEND);
1285
1286 // Change the properties for second rendering pass
1287 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1288 glEnable (GL_BLEND);
1289
1290 glDepthFunc (GL_EQUAL);
1291 glDepthMask (GL_FALSE);
1292 glEnable (GL_DEPTH_TEST);
1293
1294 theWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1295
1296 // Render the view
1297 RenderStructs (theWorkspace);
1298 theWorkspace->DisableTexture();
1299
1300 // Restore properties back
1301 glBlendFunc (aSaveBlendSrc, aSaveBlendDst);
1302 if (!wasBlendEnabled)
1303 glDisable (GL_BLEND);
1304
1305 glDepthFunc (aSaveZbuffFunc);
1306 glDepthMask (aSaveZbuffWrite);
1307 if (!wasZbuffEnabled)
1308 glDisable (GL_DEPTH_FUNC);
1309 }
1310 break;
1311 }
c827ea3a 1312
1313 // Apply restored view matrix.
1314 aContext->ApplyWorldViewMatrix();
1315
1316#ifdef _WIN32
1317 // set printing scale/tiling transformation
1318 if (!thePrintContext.IsNull())
1319 {
1320 aContext->ProjectionState.Pop();
1321 aContext->ApplyProjectionMatrix();
1322 }
1323#endif
1324
b5ac8292 1325}