0023933: Self intersection reported after Fuse operation.
[occt.git] / src / OpenGl / OpenGl_View_2.cxx
CommitLineData
b311480e 1// Created on: 2011-09-20
2// Created by: Sergey ZERCHANINOV
3// Copyright (c) 2011-2012 OPEN CASCADE SAS
4//
5// The content of this file is subject to the Open CASCADE Technology Public
6// License Version 6.5 (the "License"). You may not use the content of this file
7// except in compliance with the License. Please obtain a copy of the License
8// at http://www.opencascade.org and read it completely before using this file.
9//
10// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
11// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
12//
13// The Original Code and all software distributed under the License is
14// distributed on an "AS IS" basis, without warranty of any kind, and the
15// Initial Developer hereby disclaims all such warranties, including without
16// limitation, any warranties of merchantability, fitness for a particular
17// purpose or non-infringement. Please see the License for the specific terms
18// and conditions governing the rights and limitations under the License.
19
2166f0fa
SK
20#include <stdio.h>
21#include <stdlib.h>
22
5f8b738e 23#include <OpenGl_GlCore11.hxx>
2166f0fa 24#include <OpenGl_tgl_funcs.hxx>
2166f0fa 25
3c3131a0 26#include <Image_AlienPixMap.hxx>
2166f0fa
SK
27#include <Visual3d_Layer.hxx>
28
2166f0fa
SK
29#include <OpenGl_AspectLine.hxx>
30#include <OpenGl_Display.hxx>
31#include <OpenGl_Workspace.hxx>
32#include <OpenGl_View.hxx>
33#include <OpenGl_Trihedron.hxx>
34#include <OpenGl_GraduatedTrihedron.hxx>
35#include <OpenGl_PrinterContext.hxx>
59f45b7c 36#include <OpenGl_Structure.hxx>
2166f0fa 37
2166f0fa
SK
38#define EPSI 0.0001
39
2166f0fa
SK
40static const GLfloat default_amb[4] = { 0.F, 0.F, 0.F, 1.F };
41static const GLfloat default_sptdir[3] = { 0.F, 0.F, -1.F };
42static const GLfloat default_sptexpo = 0.F;
43static const GLfloat default_sptcutoff = 180.F;
44
45extern void InitLayerProp (const int AListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
46
47/*----------------------------------------------------------------------*/
48
49struct OPENGL_CLIP_PLANE
50{
51 GLboolean isEnabled;
52 GLdouble Equation[4];
1c35b92f 53 DEFINE_STANDARD_ALLOC
2166f0fa
SK
54};
55
56/*----------------------------------------------------------------------*/
57/*
58* Fonctions privees
59*/
60
61/*-----------------------------------------------------------------*/
62/*
63* Set des lumieres
64*/
65static void bind_light(const OpenGl_Light *lptr, int *gl_lid)
66{
67 // Only 8 lights in OpenGL...
68 if (*gl_lid > GL_LIGHT7) return;
69
70 // the light is a headlight ?
71 GLint cur_matrix;
72 if (lptr->HeadLight)
73 {
74 glGetIntegerv(GL_MATRIX_MODE, &cur_matrix);
75 glMatrixMode(GL_MODELVIEW);
76 glPushMatrix();
77 glLoadIdentity();
78 }
79
80 GLfloat data_amb[4];
81 GLfloat data_diffu[4];
82 GLfloat data_pos[4];
83 GLfloat data_sptdir[3];
84 GLfloat data_sptexpo;
85 GLfloat data_sptcutoff;
86 GLfloat data_constantattenuation;
87 GLfloat data_linearattenuation;
88
89 /* set la light en fonction de son type */
90 switch (lptr->type)
91 {
92 case TLightAmbient:
93 data_amb[0] = lptr->col.rgb[0];
94 data_amb[1] = lptr->col.rgb[1];
95 data_amb[2] = lptr->col.rgb[2];
96 data_amb[3] = 1.0;
97
98 /*------------------------- Ambient ---------------------------*/
99 /*
100 * The GL_AMBIENT parameter refers to RGBA intensity of the ambient
101 * light.
102 */
3c3131a0 103 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data_amb);
2166f0fa
SK
104 break;
105
106
107 case TLightDirectional:
108 data_diffu[0] = lptr->col.rgb[0];
109 data_diffu[1] = lptr->col.rgb[1];
110 data_diffu[2] = lptr->col.rgb[2];
111 data_diffu[3] = 1.0;
112
113 /*------------------------- Direction ---------------------------*/
114 /* From Open GL Programming Rev 1 Guide Chapt 6 :
115 Lighting The Mathematics of Lighting ( p 168 )
116
117 Directional Light Source ( Infinite ) :
118 if the last parameter of GL_POSITION , w , is zero, the
119 corresponding light source is a Directional one.
120
121 GL_SPOT_CUTOFF a 180 signifie que ce n'est pas un spot.
3c3131a0 122 To create a realistic effect, set the GL_SPECULAR parameter
2166f0fa
SK
123 to the same value as the GL_DIFFUSE.
124 */
125
126 data_pos[0] = -lptr->dir[0];
127 data_pos[1] = -lptr->dir[1];
128 data_pos[2] = -lptr->dir[2];
129 data_pos[3] = 0.0;
130
131 glLightfv(*gl_lid, GL_AMBIENT, default_amb);
132 glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
133 glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
134
135 glLightfv(*gl_lid, GL_POSITION, data_pos);
136 glLightfv(*gl_lid, GL_SPOT_DIRECTION, default_sptdir);
137 glLightf(*gl_lid, GL_SPOT_EXPONENT, default_sptexpo);
138 glLightf(*gl_lid, GL_SPOT_CUTOFF, default_sptcutoff);
139 break;
140
141
142 case TLightPositional:
143 data_diffu[0] = lptr->col.rgb[0];
144 data_diffu[1] = lptr->col.rgb[1];
145 data_diffu[2] = lptr->col.rgb[2];
146 data_diffu[3] = 1.0;
147
148 /*------------------------- Position -----------------------------*/
149 /* From Open GL Programming Rev 1 Guide Chapt 6 :
150 Lighting The Mathematics of Lighting ( p 168 )
151 Positional Light Source :
152 if the last parameter of GL_POSITION , w , is nonzero,
153 the corresponding light source is a Positional one.
154
155 GL_SPOT_CUTOFF a 180 signifie que ce n'est pas un spot.
156
3c3131a0 157 To create a realistic effect, set the GL_SPECULAR parameter
2166f0fa
SK
158 to the same value as the GL_DIFFUSE.
159 */
160
161 data_pos[0] = lptr->pos[0];
162 data_pos[1] = lptr->pos[1];
163 data_pos[2] = lptr->pos[2];
164 data_pos[3] = 1.0;
165
166 data_constantattenuation = lptr->atten[0];
167 data_linearattenuation = lptr->atten[1];
168
169 glLightfv(*gl_lid, GL_AMBIENT, default_amb);
170 glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
171 glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
172
173 glLightfv(*gl_lid, GL_POSITION, data_pos);
174 glLightfv(*gl_lid, GL_SPOT_DIRECTION, default_sptdir);
175 glLightf(*gl_lid, GL_SPOT_EXPONENT, default_sptexpo);
176 glLightf(*gl_lid, GL_SPOT_CUTOFF, default_sptcutoff);
177 glLightf(*gl_lid, GL_CONSTANT_ATTENUATION, data_constantattenuation);
178 glLightf(*gl_lid, GL_LINEAR_ATTENUATION, data_linearattenuation);
3c3131a0 179 glLightf(*gl_lid, GL_QUADRATIC_ATTENUATION, 0.0);
2166f0fa
SK
180 break;
181
182
183 case TLightSpot:
184 data_diffu[0] = lptr->col.rgb[0];
185 data_diffu[1] = lptr->col.rgb[1];
186 data_diffu[2] = lptr->col.rgb[2];
187 data_diffu[3] = 1.0;
188
189 data_pos[0] = lptr->pos[0];
190 data_pos[1] = lptr->pos[1];
191 data_pos[2] = lptr->pos[2];
192 data_pos[3] = 1.0;
193
194 data_sptdir[0] = lptr->dir[0];
195 data_sptdir[1] = lptr->dir[1];
196 data_sptdir[2] = lptr->dir[2];
197
198 data_sptexpo = ( float )lptr->shine * 128.0F;
199 data_sptcutoff = ( float )(lptr->angle * 180.0F)/( float )M_PI;
200
201 data_constantattenuation = lptr->atten[0];
202 data_linearattenuation = lptr->atten[1];
203
204 glLightfv(*gl_lid, GL_AMBIENT, default_amb);
205 glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
3c3131a0 206 glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
2166f0fa 207
3c3131a0 208 glLightfv(*gl_lid, GL_POSITION, data_pos);
2166f0fa
SK
209 glLightfv(*gl_lid, GL_SPOT_DIRECTION, data_sptdir);
210 glLightf(*gl_lid, GL_SPOT_EXPONENT, data_sptexpo);
211 glLightf(*gl_lid, GL_SPOT_CUTOFF, data_sptcutoff);
212 glLightf(*gl_lid, GL_CONSTANT_ATTENUATION, data_constantattenuation);
213 glLightf(*gl_lid, GL_LINEAR_ATTENUATION, data_linearattenuation);
3c3131a0 214 glLightf(*gl_lid, GL_QUADRATIC_ATTENUATION, 0.0);
2166f0fa
SK
215 break;
216 }
217
3c3131a0 218 if (lptr->type != TLightAmbient)
219 {
2166f0fa
SK
220 glEnable(*gl_lid);
221 (*gl_lid)++;
222 }
223
224 /* si la light etait une headlight alors restaure la matrice precedente */
225 if (lptr->HeadLight)
226 {
227 glPopMatrix();
228 glMatrixMode(cur_matrix);
229 }
230}
231
232/*----------------------------------------------------------------------*/
233/*
234* Prototypes
235*/
236
237static void call_util_apply_trans2( float ix, float iy, float iz, matrix3 mat,
238 float *ox, float *oy, float *oz );
239static void call_util_mat_mul( matrix3 mat_a, matrix3 mat_b, matrix3 mat_c);
240
241/*----------------------------------------------------------------------*/
242/*
243* Fonctions externes
244*/
245
246/*
247* Evaluates orientation matrix.
248*/
249/* OCC18942: obsolete in OCCT6.3, might be removed in further versions! */
250void call_func_eval_ori_matrix3 (const point3* vrp, // view reference point
251 const vec3* vpn, // view plane normal
252 const vec3* vup, // view up vector
3c3131a0 253 int* err_ind,
2166f0fa
SK
254 float mout[4][4]) // OUT view orientation matrix
255{
256
257 /* Translate to VRP then change the basis.
258 * The old basis is: e1 = < 1, 0, 0>, e2 = < 0, 1, 0>, e3 = < 0, 0, 1>.
259 * The new basis is: ("x" means cross product)
260 * e3' = VPN / |VPN|
261 * e1' = VUP x VPN / |VUP x VPN|
262 * e2' = e3' x e1'
263 * Therefore the transform from old to new is x' = TAx, where:
264 *
265 * | e1'x e2'x e3'x 0 | | 1 0 0 0 |
266 * A = | e1'y e2'y e3'y 0 |, T = | 0 1 0 0 |
267 * | e1'z e2'z e3'z 0 | | 0 0 1 0 |
268 * | 0 0 0 1 | | -vrp.x -vrp.y -vrp.z 1 |
269 *
270 */
271
272 /*
273 * These ei's are really ei primes.
274 */
275 register float (*m)[4][4];
276 point3 e1, e2, e3, e4;
277 double s, v;
278
279 /*
280 * e1' = VUP x VPN / |VUP x VPN|, but do the division later.
281 */
282 e1.x = vup->delta_y * vpn->delta_z - vup->delta_z * vpn->delta_y;
283 e1.y = vup->delta_z * vpn->delta_x - vup->delta_x * vpn->delta_z;
284 e1.z = vup->delta_x * vpn->delta_y - vup->delta_y * vpn->delta_x;
285 s = sqrt( e1.x * e1.x + e1.y * e1.y + e1.z * e1.z);
286 e3.x = vpn->delta_x;
287 e3.y = vpn->delta_y;
288 e3.z = vpn->delta_z;
289 v = sqrt( e3.x * e3.x + e3.y * e3.y + e3.z * e3.z);
290 /*
291 * Check for vup and vpn colinear (zero dot product).
292 */
293 if ((s > -EPSI) && (s < EPSI))
294 *err_ind = 2;
295 else
296 /*
297 * Check for a normal vector not null.
298 */
299 if ((v > -EPSI) && (v < EPSI))
300 *err_ind = 3;
301 else {
302 /*
303 * Normalize e1
304 */
305 e1.x /= ( float )s;
306 e1.y /= ( float )s;
307 e1.z /= ( float )s;
308 /*
309 * e3 = VPN / |VPN|
310 */
311 e3.x /= ( float )v;
312 e3.y /= ( float )v;
313 e3.z /= ( float )v;
314 /*
315 * e2 = e3 x e1
316 */
317 e2.x = e3.y * e1.z - e3.z * e1.y;
318 e2.y = e3.z * e1.x - e3.x * e1.z;
319 e2.z = e3.x * e1.y - e3.y * e1.x;
320 /*
321 * Add the translation
322 */
323 e4.x = -( e1.x * vrp->x + e1.y * vrp->y + e1.z * vrp->z);
324 e4.y = -( e2.x * vrp->x + e2.y * vrp->y + e2.z * vrp->z);
325 e4.z = -( e3.x * vrp->x + e3.y * vrp->y + e3.z * vrp->z);
326 /*
327 * Homogeneous entries
328 *
329 * | e1.x e2.x e3.x 0.0 | | 1 0 0 0 |
330 * | e1.y e2.y e3.y 0.0 | * | 0 1 0 0 |
331 * | e1.z e2.z e3.z 0.0 | | a b 1 c |
332 * | e4.x e4.y e4.z 1.0 | | 0 0 0 1 |
333 */
334
335 m = (float (*)[4][4])mout;
336
337 (*m)[0][0] = e1.x;
338 (*m)[0][1] = e2.x;
339 (*m)[0][2] = e3.x;
340 (*m)[0][3] = ( float )0.0;
341
342 (*m)[1][0] = e1.y;
343 (*m)[1][1] = e2.y;
344 (*m)[1][2] = e3.y;
345 (*m)[1][3] = ( float )0.0;
346
347 (*m)[2][0] = e1.z;
348 (*m)[2][1] = e2.z;
349 (*m)[2][2] = e3.z;
350 (*m)[2][3] = ( float )0.0;
351
352 (*m)[3][0] = e4.x;
353 (*m)[3][1] = e4.y;
354 (*m)[3][2] = e4.z;
355 (*m)[3][3] = ( float )1.0;
356
357 *err_ind = 0;
358 }
359}
360
361/*----------------------------------------------------------------------*/
362/*
363* Evaluates mapping matrix.
364*/
365/* OCC18942: obsolete in OCCT6.3, might be removed in further versions! */
366void call_func_eval_map_matrix3(
3c3131a0 367 view_map3 *Map,
368 int *err_ind,
2166f0fa
SK
369 matrix3 mat)
370{
371 int i, j;
372 matrix3 Tpar, Spar;
373 matrix3 Tper, Sper;
374 matrix3 Shear;
375 matrix3 Scale;
376 matrix3 Tprp;
377 matrix3 aux_mat1, aux_mat2, aux_mat3;
378 point3 Prp;
379
380 *err_ind = 0;
381 for (i=0; i<4; i++)
382 for (j=0; j<4; j++)
383 Spar[i][j] = Sper[i][j] = aux_mat1[i][j] = aux_mat2[i][j] =
384 aux_mat3[i][j] = Tper[i][j] = Tpar[i][j] = Tprp[i][j] =
385 Shear[i][j] = Scale[i][j] = ( float )(i == j);
386
387 Prp.x = Map->proj_ref_point.x;
388 Prp.y = Map->proj_ref_point.y;
389 Prp.z = Map->proj_ref_point.z;
390
391 /*
392 * Type Parallele
3c3131a0 393 */
2166f0fa
SK
394 if (Map->proj_type == TYPE_PARAL)
395 {
396 float umid, vmid;
397 point3 temp;
398
399#ifdef FMN
400 float cx, cy, gx, gy, xsf, ysf, zsf;
401 float fpd, bpd;
402 float dopx, dopy, dopz;
403 matrix3 tmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
404 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
405 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
406 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
407 matrix3 smat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
408 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
409 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
410 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
411 matrix3 shmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
412 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
413 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
414 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
415 matrix3 tshmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
416 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
417 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
418 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
419
420 /* centers */
421 cx = Map->win.x_min + Map->win.x_max, cx /= ( float )2.0;
422 cy = Map->win.y_min + Map->win.y_max, cy /= ( float )2.0;
423
424 gx = 2.0/ (Map->win.x_max - Map->win.x_min);
425 gy = 2.0/ (Map->win.y_max - Map->win.y_min);
426
427 tmat[0][3] = -cx;
428 tmat[1][3] = -cy;
429 tmat[2][3] = (Map->front_plane + Map->back_plane)/(Map->front_plane - Map->back_plane);
430
431 smat[0][0] = gx;
432 smat[1][1] = gy;
433 smat[2][2] = -2./(Map->front_plane - Map->back_plane);
434
435 /* scale factors */
436 dopx = cx - Prp.x;
437 dopy = cy - Prp.y;
438 dopz = - Prp.z;
439
440 /* map matrix */
441 shmat[0][2] = -(dopx/dopz);
442 shmat[1][2] = -(dopy/dopz);
443
444 /* multiply to obtain mapping matrix */
445 call_util_mat_mul( tmat, shmat, tshmat );
446 call_util_mat_mul( smat, tshmat, mat );
447
3c3131a0 448 return;
2166f0fa
SK
449#endif
450
451 /* CAL */
452 Map->proj_vp.z_min = ( float )0.0;
453 Map->proj_vp.z_max = ( float )1.0;
454 /* CAL */
455
456 /* Shear matrix calculation */
457 umid = ( float )(Map->win.x_min+Map->win.x_max)/( float )2.0;
458 vmid = ( float )(Map->win.y_min+Map->win.y_max)/( float )2.0;
459 if(Prp.z == Map->view_plane){
460 /* Projection reference point is on the view plane */
461 *err_ind = 1;
462 return;
463 }
464 Shear[2][0] = ( float )(-1.0) * ((Prp.x-umid)/(Prp.z-Map->view_plane));
465 Shear[2][1] = ( float )(-1.0) * ((Prp.y-vmid)/(Prp.z-Map->view_plane));
466
467 /*
468 * Calculate the lower left coordinate of the view plane
469 * after the Shearing Transformation.
470 */
471 call_util_apply_trans2(Map->win.x_min, Map->win.y_min,
472 Map->view_plane, Shear, &(temp.x), &(temp.y), &(temp.z));
473
474 /* Translate the back plane to the origin */
475 Tpar[3][0] = ( float )(-1.0) * temp.x;
476 Tpar[3][1] = ( float )(-1.0) * temp.y;
477 Tpar[3][2] = ( float )(-1.0) * Map->back_plane;
478
479 call_util_mat_mul(Shear, Tpar, aux_mat1);
480
481 /* Calculation of Scaling transformation */
482 Spar[0][0] = ( float )1.0 / (Map->win.x_max - Map->win.x_min);
483 Spar[1][1] = ( float )1.0 / (Map->win.y_max - Map->win.y_min);
484 Spar[2][2] = ( float )1.0 / (Map->front_plane - Map->back_plane );
485 call_util_mat_mul (aux_mat1, Spar, aux_mat2);
486 /* Atlast we transformed view volume to NPC */
487
488 /* Translate and scale the view plane to projection view port */
489 if(Map->proj_vp.x_min < 0.0 || Map->proj_vp.y_min < 0.0 ||
490 Map->proj_vp.z_min < 0.0 || Map->proj_vp.x_max > 1.0 ||
491 Map->proj_vp.y_max > 1.0 || Map->proj_vp.z_max > 1.0 ||
492 Map->proj_vp.x_min > Map->proj_vp.x_max ||
493 Map->proj_vp.y_min > Map->proj_vp.y_max ||
494 Map->proj_vp.z_min > Map->proj_vp.z_max){
495 *err_ind = 1;
496 return;
497 }
498 for(i=0; i<4; i++)
499 for(j=0; j<4; j++)
500 aux_mat1[i][j] = (float)(i==j);
501 aux_mat1[0][0] = Map->proj_vp.x_max-Map->proj_vp.x_min;
502 aux_mat1[1][1] = Map->proj_vp.y_max-Map->proj_vp.y_min;
503 aux_mat1[2][2] = Map->proj_vp.z_max-Map->proj_vp.z_min;
504 aux_mat1[3][0] = Map->proj_vp.x_min;
505 aux_mat1[3][1] = Map->proj_vp.y_min;
506 aux_mat1[3][2] = Map->proj_vp.z_min;
507 call_util_mat_mul (aux_mat2, aux_mat1, mat);
508
3c3131a0 509 return;
510 }
2166f0fa
SK
511
512 /*
513 * Type Perspective
3c3131a0 514 */
2166f0fa
SK
515 else if (Map->proj_type == TYPE_PERSPECT)
516 {
517 float umid, vmid;
518 float B, F, V;
519 float Zvmin;
520
521 /* CAL */
522 Map->proj_vp.z_min = ( float )0.0;
523 Map->proj_vp.z_max = ( float )1.0;
524 /* CAL */
525
526 B = Map->back_plane;
527 F = Map->front_plane;
528 V = Map->view_plane;
529
530 if(Prp.z == Map->view_plane){
531 /* Centre of Projection is on the view plane */
532 *err_ind = 1;
533 return;
534 }
535 if(Map->proj_vp.x_min < 0.0 || Map->proj_vp.y_min < 0.0 ||
536 Map->proj_vp.z_min < 0.0 || Map->proj_vp.x_max > 1.0 ||
537 Map->proj_vp.y_max > 1.0 || Map->proj_vp.z_max > 1.0 ||
538 Map->proj_vp.x_min > Map->proj_vp.x_max ||
539 Map->proj_vp.y_min > Map->proj_vp.y_max ||
540 Map->proj_vp.z_min > Map->proj_vp.z_max ||
541 F < B){
542 *err_ind = 1;
543 return;
544 }
545
546 /* This is the transformation to move VRC to Center Of Projection */
547 Tprp[3][0] = ( float )(-1.0)*Prp.x;
548 Tprp[3][1] = ( float )(-1.0)*Prp.y;
549 Tprp[3][2] = ( float )(-1.0)*Prp.z;
550
551 /* Calculation of Shear matrix */
552 umid = ( float )(Map->win.x_min+Map->win.x_max)/( float )2.0-Prp.x;
553 vmid = ( float )(Map->win.y_min+Map->win.y_max)/( float )2.0-Prp.y;
554 Shear[2][0] = ( float )(-1.0)*umid/(Map->view_plane-Prp.z);
555 Shear[2][1] = ( float )(-1.0)*vmid/(Map->view_plane-Prp.z);
556 call_util_mat_mul(Tprp, Shear, aux_mat3);
557
558 /* Scale the view volume to canonical view volume
559 * Centre of projection at origin.
560 * 0 <= N <= -1, -0.5 <= U <= 0.5, -0.5 <= V <= 0.5
561 */
562 Scale[0][0] = (( float )(-1.0)*Prp.z+V)/
563 ((Map->win.x_max-Map->win.x_min)*(( float )(-1.0)*Prp.z+B));
564 Scale[1][1] = (( float )(-1.0)*Prp.z+V)/
565 ((Map->win.y_max-Map->win.y_min)*(( float )(-1.0)*Prp.z+B));
566 Scale[2][2] = ( float )(-1.0) / (( float )(-1.0)*Prp.z+B);
567
568 call_util_mat_mul(aux_mat3, Scale, aux_mat1);
569
570 /*
571 * Transform the Perspective view volume into
572 * Parallel view volume.
573 * Lower left coordinate: (-0.5,-0.5, -1)
574 * Upper right coordinate: (0.5, 0.5, 1.0)
575 */
576 Zvmin = ( float )(-1.0*(-1.0*Prp.z+F)/(-1.0*Prp.z+B));
577 aux_mat2[2][2] = ( float )1.0/(( float )1.0+Zvmin);
578 aux_mat2[2][3] = ( float )(-1.0);
579 aux_mat2[3][2] = ( float )(-1.0)*Zvmin*aux_mat2[2][2];
580 aux_mat2[3][3] = ( float )0.0;
581 call_util_mat_mul(aux_mat1, aux_mat2, Shear);
582
583 for(i=0; i<4; i++)
584 for(j=0; j<4; j++)
585 aux_mat1[i][j] = aux_mat2[i][j] = (float)(i==j);
586
587 /* Translate and scale the view plane to projection view port */
588 aux_mat2[0][0] = (Map->proj_vp.x_max-Map->proj_vp.x_min);
589 aux_mat2[1][1] = (Map->proj_vp.y_max-Map->proj_vp.y_min);
590 aux_mat2[2][2] = (Map->proj_vp.z_max-Map->proj_vp.z_min);
591 aux_mat2[3][0] = aux_mat2[0][0]/( float )2.0+Map->proj_vp.x_min;
592 aux_mat2[3][1] = aux_mat2[1][1]/( float )2.0+Map->proj_vp.y_min;
593 aux_mat2[3][2] = aux_mat2[2][2]+Map->proj_vp.z_min;
594 call_util_mat_mul (Shear, aux_mat2, mat);
595
596 return;
597 }
598 else
599 *err_ind = 1;
600}
601
602/*----------------------------------------------------------------------*/
603
604static void
605call_util_apply_trans2( float ix, float iy, float iz, matrix3 mat,
606 float *ox, float *oy, float *oz )
607{
608 float temp;
609 *ox = ix*mat[0][0]+iy*mat[1][0]+iz*mat[2][0]+mat[3][0];
610 *oy = ix*mat[0][1]+iy*mat[1][1]+iz*mat[2][1]+mat[3][1];
611 *oz = ix*mat[0][2]+iy*mat[1][2]+iz*mat[2][2]+mat[3][2];
612 temp = ix * mat[0][3]+iy * mat[1][3]+iz * mat[2][3]+mat[3][3];
613 *ox /= temp;
614 *oy /= temp;
615 *oz /= temp;
616}
617
618/*----------------------------------------------------------------------*/
619
620static void
621call_util_mat_mul( matrix3 mat_a, matrix3 mat_b, matrix3 mat_c)
622{
623 int i, j, k;
624
625 for (i=0; i<4; i++)
626 for (j=0; j<4; j++)
627 for (mat_c[i][j] = ( float )0.0,k=0; k<4; k++)
628 mat_c[i][j] += mat_a[i][k] * mat_b[k][j];
629}
630
631/*----------------------------------------------------------------------*/
632
633//call_func_redraw_all_structs_proc
a174a3c5 634void OpenGl_View::Render (const Handle(OpenGl_PrinterContext)& thePrintContext,
635 const Handle(OpenGl_Workspace) &AWorkspace,
636 const Graphic3d_CView& ACView,
637 const Aspect_CLayer2d& ACUnderLayer,
638 const Aspect_CLayer2d& ACOverLayer)
2166f0fa 639{
2166f0fa
SK
640 // Store and disable current clipping planes
641 GLint maxplanes;
642 glGetIntegerv(GL_MAX_CLIP_PLANES, &maxplanes);
643 const GLenum lastid = GL_CLIP_PLANE0 + maxplanes;
644 OPENGL_CLIP_PLANE *oldPlanes = new OPENGL_CLIP_PLANE[maxplanes];
645 OPENGL_CLIP_PLANE *ptrPlane = oldPlanes;
646 GLenum planeid = GL_CLIP_PLANE0;
647 for ( ; planeid < lastid; planeid++, ptrPlane++ )
648 {
649 glGetClipPlane( planeid, ptrPlane->Equation );
650 if ( ptrPlane->isEnabled )
651 {
652 glDisable( planeid );
653 ptrPlane->isEnabled = GL_TRUE;
654 }
655 else
656 ptrPlane->isEnabled = GL_FALSE;
657 }
658
659 /////////////////////////////////////////////////////////////////////////////
660 // Step 1: Prepare for redraw
661
662 // Render background
663 if ( (AWorkspace->NamedStatus & OPENGL_NS_WHITEBACK) == 0 &&
664 ( myBgTexture.TexId != 0 || myBgGradient.type != Aspect_GFM_NONE ) )
665 {
666 const Standard_Integer aViewWidth = AWorkspace->Width();
667 const Standard_Integer aViewHeight = AWorkspace->Height();
668
669 glPushAttrib( GL_ENABLE_BIT | GL_TEXTURE_BIT );
670
671 glMatrixMode( GL_PROJECTION );
672 glPushMatrix();
673 glLoadIdentity();
674 glMatrixMode( GL_MODELVIEW );
675 glPushMatrix();
676 glLoadIdentity();
677
678 if ( glIsEnabled( GL_DEPTH_TEST ) )
679 glDisable( GL_DEPTH_TEST ); //push GL_ENABLE_BIT
680
f8b2ed36 681 // drawing bg gradient if:
682 // - gradient fill type is not Aspect_GFM_NONE and
683 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
684 if ( ( myBgGradient.type != Aspect_GFM_NONE ) &&
685 ( myBgTexture.TexId == 0 || myBgTexture.Style == Aspect_FM_CENTERED ||
686 myBgTexture.Style == Aspect_FM_NONE ) )
2166f0fa
SK
687 {
688 Tfloat* corner1 = 0;/* -1,-1*/
689 Tfloat* corner2 = 0;/* 1,-1*/
690 Tfloat* corner3 = 0;/* 1, 1*/
691 Tfloat* corner4 = 0;/* -1, 1*/
692 Tfloat dcorner1[3];
693 Tfloat dcorner2[3];
694
695 switch( myBgGradient.type )
696 {
697 case Aspect_GFM_HOR:
f8b2ed36 698 corner1 = myBgGradient.color1.rgb;
2166f0fa 699 corner2 = myBgGradient.color2.rgb;
f8b2ed36 700 corner3 = myBgGradient.color2.rgb;
2166f0fa
SK
701 corner4 = myBgGradient.color1.rgb;
702 break;
703 case Aspect_GFM_VER:
704 corner1 = myBgGradient.color2.rgb;
f8b2ed36 705 corner2 = myBgGradient.color2.rgb;
2166f0fa 706 corner3 = myBgGradient.color1.rgb;
f8b2ed36 707 corner4 = myBgGradient.color1.rgb;
2166f0fa
SK
708 break;
709 case Aspect_GFM_DIAG1:
710 corner2 = myBgGradient.color2.rgb;
3c3131a0 711 corner4 = myBgGradient.color1.rgb;
2166f0fa
SK
712 dcorner1 [0] = dcorner2[0] = 0.5F * (corner2[0] + corner4[0]);
713 dcorner1 [1] = dcorner2[1] = 0.5F * (corner2[1] + corner4[1]);
714 dcorner1 [2] = dcorner2[2] = 0.5F * (corner2[2] + corner4[2]);
715 corner1 = dcorner1;
3c3131a0 716 corner3 = dcorner2;
2166f0fa
SK
717 break;
718 case Aspect_GFM_DIAG2:
3c3131a0 719 corner1 = myBgGradient.color2.rgb;
720 corner3 = myBgGradient.color1.rgb;
2166f0fa
SK
721 dcorner1 [0] = dcorner2[0] = 0.5F * (corner1[0] + corner3[0]);
722 dcorner1 [1] = dcorner2[1] = 0.5F * (corner1[1] + corner3[1]);
723 dcorner1 [2] = dcorner2[2] = 0.5F * (corner1[2] + corner3[2]);
724 corner2 = dcorner1;
3c3131a0 725 corner4 = dcorner2;
2166f0fa
SK
726 break;
727 case Aspect_GFM_CORNER1:
f8b2ed36 728 corner1 = myBgGradient.color2.rgb;
2166f0fa
SK
729 corner2 = myBgGradient.color2.rgb;
730 corner3 = myBgGradient.color2.rgb;
f8b2ed36 731 corner4 = myBgGradient.color1.rgb;
2166f0fa
SK
732 break;
733 case Aspect_GFM_CORNER2:
734 corner1 = myBgGradient.color2.rgb;
f8b2ed36 735 corner2 = myBgGradient.color2.rgb;
736 corner3 = myBgGradient.color1.rgb;
2166f0fa
SK
737 corner4 = myBgGradient.color2.rgb;
738 break;
739 case Aspect_GFM_CORNER3:
740 corner1 = myBgGradient.color2.rgb;
f8b2ed36 741 corner2 = myBgGradient.color1.rgb;
742 corner3 = myBgGradient.color2.rgb;
2166f0fa
SK
743 corner4 = myBgGradient.color2.rgb;
744 break;
745 case Aspect_GFM_CORNER4:
f8b2ed36 746 corner1 = myBgGradient.color1.rgb;
2166f0fa
SK
747 corner2 = myBgGradient.color2.rgb;
748 corner3 = myBgGradient.color2.rgb;
f8b2ed36 749 corner4 = myBgGradient.color2.rgb;
2166f0fa
SK
750 break;
751 default:
752 //printf("gradient background type not right\n");
753 break;
754 }
755
756 // Save GL parameters
757 glDisable( GL_LIGHTING ); //push GL_ENABLE_BIT
758
759 GLint curSM;
760 glGetIntegerv( GL_SHADE_MODEL, &curSM );
761 if ( curSM != GL_SMOOTH )
762 glShadeModel( GL_SMOOTH ); //push GL_LIGHTING_BIT
763
764 glBegin(GL_TRIANGLE_FAN);
f8b2ed36 765 if( myBgGradient.type != Aspect_GFM_CORNER1 && myBgGradient.type != Aspect_GFM_CORNER3 )
2166f0fa
SK
766 {
767 glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
768 glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
769 glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
770 glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
3c3131a0 771 }
f8b2ed36 772 else //if ( myBgGradient.type == Aspect_GFM_CORNER1 || myBgGradient.type == Aspect_GFM_CORNER3 )
2166f0fa
SK
773 {
774 glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
775 glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
776 glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
777 glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
778 }
779 glEnd();
780
781 // Restore GL parameters
782 if ( curSM != GL_SMOOTH )
783 glShadeModel( curSM );
784 }
f8b2ed36 785 // drawing bg image if:
786 // - it is defined and
787 // - fill type is not Aspect_FM_NONE
788 if ( myBgTexture.TexId != 0 && myBgTexture.Style != Aspect_FM_NONE )
789 {
790 GLfloat texX_range = 1.F; // texture <s> coordinate
791 GLfloat texY_range = 1.F; // texture <t> coordinate
792
793 // Set up for stretching or tiling
794 GLfloat x_offset, y_offset;
795 if ( myBgTexture.Style == Aspect_FM_CENTERED )
796 {
797 x_offset = (GLfloat)myBgTexture.Width / (GLfloat)aViewWidth;
798 y_offset = (GLfloat)myBgTexture.Height / (GLfloat)aViewHeight;
799 }
800 else
801 {
802 x_offset = 1.F;
803 y_offset = 1.F;
804 if ( myBgTexture.Style == Aspect_FM_TILED )
805 {
806 texX_range = (GLfloat)aViewWidth / (GLfloat)myBgTexture.Width;
807 texY_range = (GLfloat)aViewHeight / (GLfloat)myBgTexture.Height;
808 }
809 }
810
1e743e91 811 // OCCT issue 0023000: Improve the way the gradient and textured
812 // background is managed in 3d viewer (note 0020339)
813 // Setting this coefficient to -1.F allows to tile textures relatively
814 // to the top-left corner of the view (value 1.F corresponds to the
815 // initial behaviour - tiling from the bottom-left corner)
816 GLfloat aCoef = -1.F;
817
f8b2ed36 818 glEnable( GL_TEXTURE_2D ); //push GL_ENABLE_BIT
819 glBindTexture( GL_TEXTURE_2D, myBgTexture.TexId ); //push GL_TEXTURE_BIT
820
821 glDisable( GL_BLEND ); //push GL_ENABLE_BIT
822
823 glColor3fv( AWorkspace->BackgroundColor().rgb );
824 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); //push GL_TEXTURE_BIT
825
1e743e91 826 // Note that texture is mapped using GL_REPEAT wrapping mode so integer part
827 // is simply ignored, and negative multiplier is here for convenience only
828 // and does not result e.g. in texture mirroring
f8b2ed36 829 glBegin( GL_QUADS );
1e743e91 830 glTexCoord2f(0.F, 0.F); glVertex2f( -x_offset, -aCoef * y_offset );
831 glTexCoord2f(texX_range, 0.F); glVertex2f( x_offset, -aCoef * y_offset );
832 glTexCoord2f(texX_range, aCoef * texY_range); glVertex2f( x_offset, aCoef * y_offset );
833 glTexCoord2f(0.F, aCoef * texY_range); glVertex2f( -x_offset, aCoef * y_offset );
f8b2ed36 834 glEnd();
835 }
2166f0fa
SK
836
837 glPopMatrix();
838 glMatrixMode( GL_PROJECTION );
839 glPopMatrix();
840 glMatrixMode( GL_MODELVIEW );
841
842 glPopAttrib(); //GL_ENABLE_BIT | GL_TEXTURE_BIT
843
844 if ( AWorkspace->UseZBuffer() )
845 glEnable( GL_DEPTH_TEST );
846
847 /* GL_DITHER on/off pour le trace */
848 if (AWorkspace->Dither())
849 glEnable (GL_DITHER);
850 else
851 glDisable (GL_DITHER);
852 }
853
854 // Switch off lighting by default
855 glDisable(GL_LIGHTING);
856
857 /////////////////////////////////////////////////////////////////////////////
858 // Step 2: Draw underlayer
a174a3c5 859 RedrawLayer2d (thePrintContext, AWorkspace, ACView, ACUnderLayer);
2166f0fa
SK
860
861 /////////////////////////////////////////////////////////////////////////////
862 // Step 3: Redraw main plane
863
864 // Setup face culling
865 GLboolean isCullFace = GL_FALSE;
866 if ( myBackfacing )
867 {
868 isCullFace = glIsEnabled( GL_CULL_FACE );
869 if ( myBackfacing < 0 )
870 {
871 glEnable( GL_CULL_FACE );
872 glCullFace( GL_BACK );
873 }
874 else
875 glDisable( GL_CULL_FACE );
876 }
877
878 //TsmPushAttri(); /* save previous graphics context */
879
880 // if the view is scaled normal vectors are scaled to unit length for correct displaying of shaded objects
3c3131a0 881 if(myExtra.scaleFactors[0] != 1.F ||
2166f0fa
SK
882 myExtra.scaleFactors[1] != 1.F ||
883 myExtra.scaleFactors[2] != 1.F)
884 glEnable(GL_NORMALIZE);
3c3131a0 885 else if(glIsEnabled(GL_NORMALIZE))
2166f0fa
SK
886 glDisable(GL_NORMALIZE);
887
888 // Apply View Projection
889 // This routine activates the Projection matrix for a view.
890
891 glMatrixMode( GL_PROJECTION );
892
a174a3c5 893#ifdef _WIN32
2166f0fa 894 // add printing scale/tiling transformation
a174a3c5 895 if (!thePrintContext.IsNull())
2166f0fa 896 {
a174a3c5 897 thePrintContext->LoadProjTransformation();
2166f0fa
SK
898 }
899 else
900#endif
901 glLoadIdentity();
902
903 glMultMatrixf( (const GLfloat *) myMappingMatrix );
904
905 // Add translation necessary for the environnement mapping
906 if (mySurfaceDetail != Visual3d_TOD_NONE)
907 {
908 // OCC280: FitAll work incorrect for perspective view if the SurfaceDetail mode is V3d_TEX_ENVIRONMENT or V3d_TEX_ALL
909 // const GLfloat dep = vptr->vrep.extra.map.fpd * 0.5F;
910 const GLfloat dep = (myExtra.map.fpd + myExtra.map.bpd) * 0.5F;
911 glTranslatef(-dep*myExtra.vpn[0],-dep*myExtra.vpn[1],-dep*myExtra.vpn[2]);
912 }
913
914 // Apply matrix
915 AWorkspace->SetViewMatrix((const OpenGl_Matrix *)myOrientationMatrix);
916
917/*
918While drawing after a clipplane has been defined and enabled, each vertex
919is transformed to eye-coordinates, where it is dotted with the transformed
920clipping plane equation. Eye-coordinate vertexes whose dot product with
921the transformed clipping plane equation is positive or zero are in, and
922require no clipping. Those eye-coordinate vertexes whose dot product is
923negative are clipped. Because clipplane clipping is done in eye-
924coordinates, changes to the projection matrix have no effect on its
925operation.
926
927A point and a normal are converted to a plane equation in the following manner:
928
929point = [Px,Py,Pz]
930
931normal = |Nx|
932|Ny|
933|Nz|
934
935plane equation = |A|
936|B|
937|C|
938|D|
939A = Nx
940B = Ny
941C = Nz
942D = -[Px,Py,Pz] dot |Nx|
943|Ny|
944|Nz|
945
946*/
947
2166f0fa
SK
948 // Apply Fog
949 if ( myFog.IsOn )
950 {
951 const GLfloat ramp = myExtra.map.fpd - myExtra.map.bpd;
952 const GLfloat fog_start = myFog.Front * ramp - myExtra.map.fpd;
953 const GLfloat fog_end = myFog.Back * ramp - myExtra.map.fpd;
954
955 glFogi(GL_FOG_MODE, GL_LINEAR);
956 glFogf(GL_FOG_START, fog_start);
957 glFogf(GL_FOG_END, fog_end);
958 glFogfv(GL_FOG_COLOR, myFog.Color.rgb);
959 glEnable(GL_FOG);
960 }
961 else
962 glDisable(GL_FOG);
963
964 // Apply Lights
965 {
966 int i;
967
968 // Switch off all lights
969 for (i = GL_LIGHT0; i <= GL_LIGHT7; i++)
970 glDisable(i);
971 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, default_amb);
972
973 /* set les lights */
974 int gl_lid = GL_LIGHT0;
975 OpenGl_ListOfLight::Iterator itl(myLights);
976 for (; itl.More(); itl.Next())
977 {
978 const OpenGl_Light &alight = itl.Value();
979 bind_light(&alight, &gl_lid);
980 }
981
982 if (gl_lid != GL_LIGHT0) glEnable(GL_LIGHTING);
983 }
984
985 // Apply InteriorShadingMethod
986 glShadeModel( myIntShadingMethod == TEL_SM_FLAT ? GL_FLAT : GL_SMOOTH );
987
988 // Apply clipping planes
989 {
990 // Define starting plane id
991 planeid = GL_CLIP_PLANE0;
992
993 GLdouble equation[4];
994
995 if ( myZClip.Back.IsOn || myZClip.Front.IsOn )
996 {
997 // Apply front and back clipping planes
998 GLfloat mat[4][4];
999 glMatrixMode( GL_MODELVIEW );
1000 glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) mat );
1001 glLoadIdentity();
1002
1003 const GLdouble ramp = myExtra.map.fpd - myExtra.map.bpd;
1004
1005 if ( myZClip.Back.IsOn )
1006 {
1007 const GLdouble back = ramp * myZClip.Back.Limit + myExtra.map.bpd;
1008 equation[0] = 0.0; /* Nx */
1009 equation[1] = 0.0; /* Ny */
1010 equation[2] = 1.0; /* Nz */
1011 equation[3] = -back; /* P dot N */
1012 glClipPlane( planeid, equation );
1013 glEnable( planeid );
1014 planeid++;
1015 }
1016
1017 if ( myZClip.Front.IsOn )
1018 {
1019 const GLdouble front = ramp * myZClip.Front.Limit + myExtra.map.bpd;
1020 equation[0] = 0.0; /* Nx */
1021 equation[1] = 0.0; /* Ny */
1022 equation[2] = -1.0; /* Nz */
1023 equation[3] = front; /* P dot N */
1024 glClipPlane( planeid, equation );
1025 glEnable( planeid );
1026 planeid++;
1027 }
1028
1029 glLoadMatrixf( (GLfloat *) mat );
1030 }
1031
1032 // Apply user clipping planes
1033 NCollection_List<OPENGL_CLIP_REP>::Iterator planeIter(myClippingPlanes);
1034 for ( ; planeIter.More(); planeIter.Next() )
1035 {
1036 glClipPlane( planeid, planeIter.Value().equation );
1037 glEnable( planeid );
1038 planeid++;
1039 }
1040 }
1041
1042 // Apply AntiAliasing
1043 {
1044 if (myAntiAliasing)
1045 AWorkspace->NamedStatus |= OPENGL_NS_ANTIALIASING;
1046 else
1047 AWorkspace->NamedStatus &= ~OPENGL_NS_ANTIALIASING;
1048 }
1049
de75ed09 1050 // Clear status bitfields
1051 AWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
2166f0fa 1052
de75ed09 1053 // Added PCT for handling of textures
1054 switch (mySurfaceDetail)
2166f0fa 1055 {
de75ed09 1056 case Visual3d_TOD_NONE:
1057 AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1058 AWorkspace->DisableTexture();
1059 // Render the view
1060 RenderStructs(AWorkspace);
1061 break;
1062
1063 case Visual3d_TOD_ENVIRONMENT:
1064 AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1065 AWorkspace->EnableTexture (myTextureEnv);
1066 // Render the view
1067 RenderStructs(AWorkspace);
1068 AWorkspace->DisableTexture();
1069 break;
1070
1071 case Visual3d_TOD_ALL:
1072 // First pass
1073 AWorkspace->NamedStatus &= ~OPENGL_NS_FORBIDSETTEX;
1074 // Render the view
1075 RenderStructs(AWorkspace);
1076 AWorkspace->DisableTexture();
1077
1078 // Second pass
1079 if (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
2166f0fa 1080 {
de75ed09 1081 AWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
1082 AWorkspace->EnableTexture (myTextureEnv);
2166f0fa 1083
de75ed09 1084 /* sauvegarde de quelques parametres OpenGL */
1085 GLint blend_dst, blend_src;
1086 GLint zbuff_f;
1087 GLboolean zbuff_w;
1088 glGetBooleanv(GL_DEPTH_WRITEMASK, &zbuff_w);
1089 glGetIntegerv(GL_DEPTH_FUNC, &zbuff_f);
1090 glGetIntegerv(GL_BLEND_DST, &blend_dst);
1091 glGetIntegerv(GL_BLEND_SRC, &blend_src);
1092 GLboolean zbuff_state = glIsEnabled(GL_DEPTH_TEST);
1093 GLboolean blend_state = glIsEnabled(GL_BLEND);
2166f0fa 1094
de75ed09 1095 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1096 glEnable(GL_BLEND);
2166f0fa 1097
de75ed09 1098 glDepthFunc(GL_EQUAL);
1099 glDepthMask(GL_FALSE);
1100 glEnable(GL_DEPTH_TEST);
2166f0fa 1101
2166f0fa 1102 AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
2166f0fa 1103
2166f0fa
SK
1104 // Render the view
1105 RenderStructs(AWorkspace);
bf75be98 1106 AWorkspace->DisableTexture();
2166f0fa 1107
de75ed09 1108 /* restauration des parametres OpenGL */
1109 glBlendFunc(blend_src, blend_dst);
1110 if (!blend_state) glDisable(GL_BLEND);
2166f0fa 1111
de75ed09 1112 glDepthFunc(zbuff_f);
1113 glDepthMask(zbuff_w);
1114 if (!zbuff_state) glDisable(GL_DEPTH_FUNC);
1115 }
1116 break;
2166f0fa
SK
1117 }
1118
26395493 1119 // Resetting GL parameters according to the default aspects
1120 // in order to synchronize GL state with the graphic driver state
1121 // before drawing auxiliary stuff (trihedrons, overlayer)
1122 // and invoking optional callbacks
1123 AWorkspace->ResetAppliedAspect();
2166f0fa
SK
1124
1125 // Disable current clipping planes
1126 for ( planeid = GL_CLIP_PLANE0; planeid < lastid; planeid++ )
1127 glDisable( planeid );
1128
a174a3c5 1129 // display global trihedron
1130 if (myTrihedron != NULL)
1131 {
1132 myTrihedron->Render (AWorkspace);
1133 }
1134 if (myGraduatedTrihedron != NULL)
1135 {
1136 myGraduatedTrihedron->Render (AWorkspace);
1137 }
2166f0fa 1138
2166f0fa
SK
1139 // Restore face culling
1140 if ( myBackfacing )
1141 {
1142 if ( isCullFace )
1143 {
1144 glEnable ( GL_CULL_FACE );
1145 glCullFace ( GL_BACK );
1146 }
529afc1a 1147 else
2166f0fa
SK
1148 glDisable ( GL_CULL_FACE );
1149 }
1150
1151 /////////////////////////////////////////////////////////////////////////////
1152 // Step 6: Draw overlayer
529afc1a
K
1153 const int aMode = 0;
1154 AWorkspace->DisplayCallback (ACView, (aMode | OCC_PRE_OVERLAY));
2166f0fa 1155
a174a3c5 1156 RedrawLayer2d (thePrintContext, AWorkspace, ACView, ACOverLayer);
2166f0fa 1157
529afc1a 1158 AWorkspace->DisplayCallback (ACView, aMode);
2166f0fa
SK
1159
1160 // Restore clipping planes
1161 for ( ptrPlane = oldPlanes, planeid = GL_CLIP_PLANE0; planeid < lastid; planeid++, ptrPlane++ )
1162 {
1163 glClipPlane( planeid, ptrPlane->Equation );
1164 if ( ptrPlane->isEnabled )
1165 glEnable( planeid );
529afc1a 1166 else
2166f0fa
SK
1167 glDisable( planeid );
1168 }
1169 delete[] oldPlanes;
1170}
1171
1172/*----------------------------------------------------------------------*/
1173
1174//ExecuteViewDisplay
1175void OpenGl_View::RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace)
1176{
59f45b7c 1177 if ( myZLayers.NbStructures() <= 0 )
1178 return;
2166f0fa
SK
1179
1180 glPushAttrib ( GL_DEPTH_BUFFER_BIT );
1181
1182 const OpenGl_AspectLine *aspect_line = AWorkspace->AspectLine( Standard_True );
1183
1184 //TsmPushAttri(); /* save previous graphics context */
1185
1186 if ( (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED) == 0 )
1187 {
1188 const int antiAliasingMode = AWorkspace->GetDisplay()->AntiAliasingMode();
1189
1190 if ( !myAntiAliasing )
1191 {
1192 glDisable(GL_POINT_SMOOTH);
1193 glDisable(GL_LINE_SMOOTH);
1194 if( antiAliasingMode & 2 ) glDisable(GL_POLYGON_SMOOTH);
1195 glBlendFunc (GL_ONE, GL_ZERO);
1196 glDisable (GL_BLEND);
1197 }
1198 else
1199 {
1200 glEnable(GL_POINT_SMOOTH);
1201 glEnable(GL_LINE_SMOOTH);
1202 if( antiAliasingMode & 2 ) glEnable(GL_POLYGON_SMOOTH);
3c3131a0 1203 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166f0fa
SK
1204 glEnable (GL_BLEND);
1205 }
1206 }
1207
59f45b7c 1208 myZLayers.Render (AWorkspace);
2166f0fa
SK
1209
1210 //TsmPopAttri(); /* restore previous graphics context; before update lights */
de75ed09 1211 glPopAttrib();
2166f0fa
SK
1212}
1213
1214/*----------------------------------------------------------------------*/
1215
1216//call_togl_redraw_layer2d
a174a3c5 1217void OpenGl_View::RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
1218 const Handle(OpenGl_Workspace)& AWorkspace,
1219 const Graphic3d_CView& ACView,
1220 const Aspect_CLayer2d& ACLayer)
2166f0fa
SK
1221{
1222 if (&ACLayer == NULL
1223 || ACLayer.ptrLayer == NULL
1224 || ACLayer.ptrLayer->listIndex == 0) return;
1225
529afc1a
K
1226 GLsizei dispWidth = (GLsizei )ACLayer.viewport[0];
1227 GLsizei dispHeight = (GLsizei )ACLayer.viewport[1];
2166f0fa 1228
2166f0fa
SK
1229 glMatrixMode( GL_MODELVIEW );
1230 glPushMatrix ();
1231 glLoadIdentity ();
1232
1233 glMatrixMode (GL_PROJECTION);
1234 glPushMatrix ();
1235 glLoadIdentity ();
1236
1237 if (!ACLayer.sizeDependent)
1238 glViewport (0, 0, dispWidth, dispHeight);
1239
1240 float left = ACLayer.ortho[0];
1241 float right = ACLayer.ortho[1];
1242 float bottom = ACLayer.ortho[2];
1243 float top = ACLayer.ortho[3];
1244
1245 int attach = ACLayer.attach;
1246
1247 float ratio;
1248 if (!ACLayer.sizeDependent)
1249 ratio = (float) dispWidth/dispHeight;
1250 else
1251 ratio = ACView.DefWindow.dx/ACView.DefWindow.dy;
1252
1253 float delta;
c9d4eb9d 1254 if (ratio >= 1.0) {
2166f0fa
SK
1255 delta = (float )((top - bottom)/2.0);
1256 switch (attach) {
1257 case 0: /* Aspect_TOC_BOTTOM_LEFT */
1258 top = bottom + 2*delta/ratio;
1259 break;
1260 case 1: /* Aspect_TOC_BOTTOM_RIGHT */
1261 top = bottom + 2*delta/ratio;
1262 break;
1263 case 2: /* Aspect_TOC_TOP_LEFT */
1264 bottom = top - 2*delta/ratio;
1265 break;
1266 case 3: /* Aspect_TOC_TOP_RIGHT */
1267 bottom = top - 2*delta/ratio;
1268 break;
1269 }
1270 }
c9d4eb9d 1271 else {
2166f0fa
SK
1272 delta = (float )((right - left)/2.0);
1273 switch (attach) {
1274 case 0: /* Aspect_TOC_BOTTOM_LEFT */
1275 right = left + 2*delta*ratio;
1276 break;
1277 case 1: /* Aspect_TOC_BOTTOM_RIGHT */
1278 left = right - 2*delta*ratio;
1279 break;
1280 case 2: /* Aspect_TOC_TOP_LEFT */
1281 right = left + 2*delta*ratio;
1282 break;
1283 case 3: /* Aspect_TOC_TOP_RIGHT */
1284 left = right - 2*delta*ratio;
1285 break;
1286 }
1287 }
1288
a174a3c5 1289#ifdef _WIN32
2166f0fa 1290 // Check printer context that exists only for print operation
a174a3c5 1291 if (!thePrintContext.IsNull())
2166f0fa
SK
1292 {
1293 // additional transformation matrix could be applied to
1294 // render only those parts of viewport that will be
1295 // passed to a printer as a current "frame" to provide
1296 // tiling; scaling of graphics by matrix helps render a
1297 // part of a view (frame) in same viewport, but with higher
1298 // resolution
a174a3c5 1299 thePrintContext->LoadProjTransformation();
2166f0fa
SK
1300
1301 // printing operation also assumes other viewport dimension
1302 // to comply with transformation matrix or graphics scaling
1303 // factors for tiling for layer redraw
1304 GLsizei anViewportX = 0;
1305 GLsizei anViewportY = 0;
a174a3c5 1306 thePrintContext->GetLayerViewport (anViewportX, anViewportY);
2166f0fa
SK
1307 if (anViewportX != 0 && anViewportY != 0)
1308 glViewport (0, 0, anViewportX, anViewportY);
1309 }
3c3131a0 1310#endif
2166f0fa
SK
1311
1312 glOrtho (left, right, bottom, top, -1.0, 1.0);
1313
2166f0fa
SK
1314 glPushAttrib (
1315 GL_LIGHTING_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
1316 GL_DEPTH_BUFFER_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT );
c9d4eb9d 1317
2166f0fa 1318 glDisable (GL_DEPTH_TEST);
c9d4eb9d 1319 glDisable (GL_TEXTURE_1D);
1320 glDisable (GL_TEXTURE_2D);
1321 glDisable (GL_LIGHTING);
1322
1323 // TODO: Obsolete code, the display list is always empty now, to be removed
2166f0fa
SK
1324 glCallList (ACLayer.ptrLayer->listIndex);
1325
1326 //calling dynamic render of LayerItems
1327 if ( ACLayer.ptrLayer->layerData )
1328 {
1329 InitLayerProp(ACLayer.ptrLayer->listIndex);
1330 ((Visual3d_Layer*)ACLayer.ptrLayer->layerData)->RenderLayerItems();
1331 InitLayerProp(0);
1332 }
1333
1334 glPopAttrib ();
1335
2166f0fa
SK
1336 glMatrixMode (GL_PROJECTION);
1337 glPopMatrix ();
1338
1339 glMatrixMode( GL_MODELVIEW );
1340 glPopMatrix ();
1341
2166f0fa
SK
1342 if (!ACLayer.sizeDependent)
1343 glViewport (0, 0, (GLsizei) ACView.DefWindow.dx, (GLsizei) ACView.DefWindow.dy);
1344
1345 glFlush ();
2166f0fa
SK
1346}
1347
1348/*----------------------------------------------------------------------*/
1349
1350//call_togl_create_bg_texture
3c3131a0 1351void OpenGl_View::CreateBackgroundTexture (const Standard_CString theFilePath,
1352 const Aspect_FillMethod theFillStyle)
2166f0fa 1353{
3c3131a0 1354 if (myBgTexture.TexId != 0)
2166f0fa 1355 {
3c3131a0 1356 // delete existing texture
1357 glDeleteTextures (1, (GLuint* )&(myBgTexture.TexId));
2166f0fa
SK
1358 myBgTexture.TexId = 0;
1359 }
1360
3c3131a0 1361 // load image from file
1362 Image_AlienPixMap anImageLoaded;
1363 if (!anImageLoaded.Load (theFilePath))
1364 {
1365 return;
1366 }
1367
1368 Image_PixMap anImage;
1369 if (anImageLoaded.RowExtraBytes() == 0 &&
1370 (anImageLoaded.Format() == Image_PixMap::ImgRGB
1371 || anImageLoaded.Format() == Image_PixMap::ImgRGB32
1372 || anImageLoaded.Format() == Image_PixMap::ImgRGBA))
2166f0fa 1373 {
3c3131a0 1374 anImage.InitWrapper (anImageLoaded.Format(), anImageLoaded.ChangeData(),
1375 anImageLoaded.SizeX(), anImageLoaded.SizeY(), anImageLoaded.SizeRowBytes());
1376 }
1377 else
1378 {
1379 // convert image to RGB format
1380 if (!anImage.InitTrash (Image_PixMap::ImgRGB, anImageLoaded.SizeX(), anImageLoaded.SizeY()))
1381 {
1382 return;
1383 }
1384
1385 anImage.SetTopDown (false);
1386 Image_PixMapData<Image_ColorRGB>& aDataNew = anImage.EditData<Image_ColorRGB>();
1387 Quantity_Color aSrcColor;
1388 for (Standard_Size aRow = 0; aRow < anImage.SizeY(); ++aRow)
1389 {
1390 for (Standard_Size aCol = 0; aCol < anImage.SizeX(); ++aCol)
2166f0fa 1391 {
3c3131a0 1392 aSrcColor = anImageLoaded.PixelColor (aCol, aRow);
1393 Image_ColorRGB& aColor = aDataNew.ChangeValue (aRow, aCol);
1394 aColor.r() = int(255.0 * aSrcColor.Red());
1395 aColor.g() = int(255.0 * aSrcColor.Green());
1396 aColor.b() = int(255.0 * aSrcColor.Blue());
2166f0fa 1397 }
3c3131a0 1398 }
1399 anImageLoaded.Clear();
1400 }
2166f0fa 1401
3c3131a0 1402 // create MipMapped texture
1403 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
2166f0fa 1404
3c3131a0 1405 GLuint aTextureId = 0;
1406 glGenTextures (1, &aTextureId);
1407 glBindTexture (GL_TEXTURE_2D, aTextureId);
2166f0fa 1408
3c3131a0 1409 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1410 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1411 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1412 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2166f0fa 1413
3c3131a0 1414 const GLenum aDataFormat = (anImage.Format() == Image_PixMap::ImgRGB) ? GL_RGB : GL_RGBA;
1415 gluBuild2DMipmaps (GL_TEXTURE_2D, 3/*4*/,
1416 GLint(anImage.SizeX()), GLint(anImage.SizeY()),
1417 aDataFormat, GL_UNSIGNED_BYTE, anImage.Data());
2166f0fa 1418
3c3131a0 1419 myBgTexture.TexId = aTextureId;
1420 myBgTexture.Width = (Standard_Integer )anImage.SizeX();
1421 myBgTexture.Height = (Standard_Integer )anImage.SizeY();
1422 myBgTexture.Style = theFillStyle;
2166f0fa
SK
1423}
1424
1425/*----------------------------------------------------------------------*/
1426
1427//call_togl_set_bg_texture_style
1428void OpenGl_View::SetBackgroundTextureStyle (const Aspect_FillMethod AFillStyle)
1429{
f8b2ed36 1430 myBgTexture.Style = AFillStyle;
2166f0fa
SK
1431}
1432
1433/*----------------------------------------------------------------------*/
1434
1435//call_togl_gradient_background
1436void OpenGl_View::SetBackgroundGradient (const Quantity_Color& AColor1,
1437 const Quantity_Color& AColor2,
1438 const Aspect_GradientFillMethod AType)
1439{
1440 Standard_Real R,G,B;
1441 AColor1.Values( R, G, B, Quantity_TOC_RGB );
1442 myBgGradient.color1.rgb[0] = ( Tfloat )R;
1443 myBgGradient.color1.rgb[1] = ( Tfloat )G;
1444 myBgGradient.color1.rgb[2] = ( Tfloat )B;
1445 myBgGradient.color1.rgb[3] = 0.F;
1446
1447 AColor2.Values( R, G, B, Quantity_TOC_RGB );
1448 myBgGradient.color2.rgb[0] = ( Tfloat )R;
1449 myBgGradient.color2.rgb[1] = ( Tfloat )G;
1450 myBgGradient.color2.rgb[2] = ( Tfloat )B;
1451 myBgGradient.color2.rgb[3] = 0.F;
1452
1453 myBgGradient.type = AType;
1454}
1455
1456/*----------------------------------------------------------------------*/
1457
1458//call_togl_set_gradient_type
1459void OpenGl_View::SetBackgroundGradientType (const Aspect_GradientFillMethod AType)
1460{
f8b2ed36 1461 myBgGradient.type = AType;
2166f0fa
SK
1462}
1463
59f45b7c 1464//=======================================================================
1465//function : AddZLayer
3c3131a0 1466//purpose :
59f45b7c 1467//=======================================================================
1468
1469void OpenGl_View::AddZLayer (const Standard_Integer theLayerId)
1470{
1471 myZLayers.AddLayer (theLayerId);
1472}
1473
1474//=======================================================================
1475//function : RemoveZLayer
3c3131a0 1476//purpose :
59f45b7c 1477//=======================================================================
1478
1479void OpenGl_View::RemoveZLayer (const Standard_Integer theLayerId)
1480{
1481 myZLayers.RemoveLayer (theLayerId);
1482}
1483
1484//=======================================================================
1485//function : DisplayStructure
3c3131a0 1486//purpose :
59f45b7c 1487//=======================================================================
1488
1489void OpenGl_View::DisplayStructure (const OpenGl_Structure *theStructure,
1490 const Standard_Integer thePriority)
1491{
1492 Standard_Integer aZLayer = theStructure->GetZLayer ();
1493 myZLayers.AddStructure (theStructure, aZLayer, thePriority);
1494}
1495
1496//=======================================================================
1497//function : EraseStructure
3c3131a0 1498//purpose :
59f45b7c 1499//=======================================================================
1500
1501void OpenGl_View::EraseStructure (const OpenGl_Structure *theStructure)
1502{
1503 Standard_Integer aZLayer = theStructure->GetZLayer ();
1504 myZLayers.RemoveStructure (theStructure, aZLayer);
1505}
1506
1507//=======================================================================
1508//function : ChangeZLayer
1509//purpose :
1510//=======================================================================
1511
1512void OpenGl_View::ChangeZLayer (const OpenGl_Structure *theStructure,
1513 const Standard_Integer theNewLayerId)
1514{
1515 Standard_Integer anOldLayer = theStructure->GetZLayer ();
1516 myZLayers.ChangeLayer (theStructure, anOldLayer, theNewLayerId);
1517}