0030748: Visualization - Marker displayed in immediate layer ruins QT Quick view...
[occt.git] / src / OpenGl / OpenGl_View_Redraw.cxx
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c357e426 1// Created on: 2011-09-20
2// Created by: Sergey ZERCHANINOV
3// Copyright (c) 2011-2014 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
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
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.
12//
13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
15
16#include <stdio.h>
17#include <stdlib.h>
18
19#include <OpenGl_GlCore11.hxx>
c357e426 20
21#include <Graphic3d_GraphicDriver.hxx>
851dacdb 22#include <Graphic3d_StructureManager.hxx>
c357e426 23#include <Graphic3d_TextureParams.hxx>
24#include <Graphic3d_Texture2Dmanual.hxx>
25#include <Graphic3d_TransformUtils.hxx>
26#include <Image_AlienPixMap.hxx>
27
28#include <NCollection_Mat4.hxx>
29
c357e426 30#include <OpenGl_Context.hxx>
15669413 31#include <OpenGl_FrameStats.hxx>
c357e426 32#include <OpenGl_Matrix.hxx>
33#include <OpenGl_Workspace.hxx>
34#include <OpenGl_View.hxx>
c357e426 35#include <OpenGl_GraduatedTrihedron.hxx>
36#include <OpenGl_PrimitiveArray.hxx>
c357e426 37#include <OpenGl_ShaderManager.hxx>
38#include <OpenGl_ShaderProgram.hxx>
39#include <OpenGl_Structure.hxx>
40#include <OpenGl_ArbFBO.hxx>
41
a0b49de4 42namespace
43{
44 //! Format Frame Buffer format for logging messages.
45 static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
46 {
47 return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
48 }
49
50 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
51 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
52 Standard_Integer theSizeX,
53 Standard_Integer theSizeY,
54 Standard_Integer theNbSamples)
55 {
56 return !theFboToCheck->IsValid()
57 && theFboToCheck->GetInitVPSizeX() == theSizeX
58 && theFboToCheck->GetInitVPSizeY() == theSizeY
59 && theFboToCheck->NbSamples() == theNbSamples;
60 }
61
62 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
63 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
64 const Handle(OpenGl_FrameBuffer)& theFboRef)
65 {
66 return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
67 }
68}
69
c357e426 70//=======================================================================
a521d90d 71//function : drawBackground
c357e426 72//purpose :
73//=======================================================================
a521d90d 74void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
c357e426 75{
76 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
77
8613985b 78 if (!myBgTextureArray->IsDefined() // no texture
79 && !myBgGradientArray->IsDefined()) // no gradient
c357e426 80 {
81 return;
82 }
83
84 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
85 if (wasUsedZBuffer)
86 {
87 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
88 }
89
c357e426 90 // Drawing background gradient if:
91 // - gradient fill type is not Aspect_GFM_NONE and
92 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
93 if (myBgGradientArray->IsDefined()
b6472664 94 && (!myTextureParams->Aspect()->ToMapTexture()
c357e426 95 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
96 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
97 {
98 #if !defined(GL_ES_VERSION_2_0)
99 GLint aShadingModelOld = GL_SMOOTH;
dd1ae9df 100 if (aCtx->core11 != NULL
101 && aCtx->caps->ffpEnable)
c357e426 102 {
103 aCtx->core11fwd->glDisable (GL_LIGHTING);
104 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
105 aCtx->core11->glShadeModel (GL_SMOOTH);
106 }
107 #endif
108
c357e426 109 myBgGradientArray->Render (theWorkspace);
110
111 #if !defined(GL_ES_VERSION_2_0)
dd1ae9df 112 if (aCtx->core11 != NULL
113 && aCtx->caps->ffpEnable)
c357e426 114 {
115 aCtx->core11->glShadeModel (aShadingModelOld);
116 }
117 #endif
118 }
119
120 // Drawing background image if it is defined
121 // (texture is defined and fill type is not Aspect_FM_NONE)
122 if (myBgTextureArray->IsDefined()
b6472664 123 && myTextureParams->Aspect()->ToMapTexture())
c357e426 124 {
125 aCtx->core11fwd->glDisable (GL_BLEND);
126
bf5f0ca2 127 const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
c357e426 128 myBgTextureArray->Render (theWorkspace);
bf5f0ca2 129 theWorkspace->SetAspects (anOldAspectFace);
c357e426 130 }
131
c357e426 132 if (wasUsedZBuffer)
133 {
134 theWorkspace->SetUseZBuffer (Standard_True);
135 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
136 }
137}
138
139//=======================================================================
140//function : Redraw
141//purpose :
142//=======================================================================
143void OpenGl_View::Redraw()
144{
7ccf8676 145 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
146 const Standard_Boolean hadFboBlit = myHasFboBlit;
c357e426 147 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
148 && !myCaps->vboDisable
149 && !myCaps->keepArrayData)
150 {
851dacdb 151 // caps are shared across all views, thus we need to invalidate all of them
152 // if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
153 myDriver->setDeviceLost();
c357e426 154 myCaps->keepArrayData = Standard_True;
155 }
156
157 if (!myWorkspace->Activate())
158 {
159 return;
160 }
161
162 myWindow->SetSwapInterval();
163
164 ++myFrameCounter;
7c3ef2f7 165 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
166 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
167 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
5e30547b 168 aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
2a332745 169 aCtx->SetLineFeather (myRenderParams.LineFeather);
c357e426 170
171 // release pending GL resources
172 aCtx->ReleaseDelayed();
173
174 // fetch OpenGl context state
175 aCtx->FetchState();
176
ad67e367 177 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
c357e426 178 bool toSwap = aCtx->IsRender()
179 && !aCtx->caps->buffersNoSwap
180 && aFrameBuffer == NULL;
181
d918208a 182 const Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
183 const Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
184 const Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
185 const Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
186 if (aSizeX < 1
187 || aSizeY < 1
188 || aRendSizeX < 1
189 || aRendSizeY < 1)
190 {
191 myBackBufferRestored = Standard_False;
192 myIsImmediateDrawn = Standard_False;
193 return;
194 }
c357e426 195
3c4b62a4 196 // determine multisampling parameters
56689b27 197 Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
7ccf8676 198 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
199 : 0;
3c4b62a4 200 if (aNbSamples != 0)
201 {
202 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
203 }
204
a1073ae2 205 bool toUseOit = myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT
206 && checkOitCompatibility (aCtx, aNbSamples > 0);
207
208 const bool toInitImmediateFbo = myTransientDrawToFront
209 && (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
210
c357e426 211 if ( aFrameBuffer == NULL
212 && !aCtx->DefaultFrameBuffer().IsNull()
213 && aCtx->DefaultFrameBuffer()->IsValid())
214 {
215 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
216 }
217
218 if (myHasFboBlit
3c4b62a4 219 && (myTransientDrawToFront
220 || aProjectType == Graphic3d_Camera::Projection_Stereo
56689b27 221 || aNbSamples != 0
a1073ae2 222 || toUseOit
56689b27 223 || aSizeX != aRendSizeX))
c357e426 224 {
56689b27 225 if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
226 || myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
3c4b62a4 227 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
c357e426 228 {
521b0d7f 229 if (!myTransientDrawToFront)
230 {
231 myImmediateSceneFbos[0]->Release (aCtx.operator->());
232 myImmediateSceneFbos[1]->Release (aCtx.operator->());
233 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
234 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
235 }
236
c357e426 237 // prepare FBOs containing main scene
238 // for further blitting and rendering immediate presentations on top
239 if (aCtx->core20fwd != NULL)
240 {
a0b49de4 241 const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSizeX, aRendSizeY, aNbSamples);
242 if (!myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples)
243 && !wasFailedMain0)
244 {
245 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
246 + printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
247 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
248 }
c357e426 249 }
a1073ae2 250 }
251 if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
252 {
a0b49de4 253 const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
254 if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
255 && !wasFailedImm0)
256 {
257 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
258 + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
259 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
260 }
c357e426 261 }
262 }
263 else
264 {
265 myMainSceneFbos [0]->Release (aCtx.operator->());
266 myMainSceneFbos [1]->Release (aCtx.operator->());
267 myImmediateSceneFbos[0]->Release (aCtx.operator->());
268 myImmediateSceneFbos[1]->Release (aCtx.operator->());
269 myMainSceneFbos [0]->ChangeViewport (0, 0);
270 myMainSceneFbos [1]->ChangeViewport (0, 0);
271 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
272 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
273 }
274
275 if (aProjectType == Graphic3d_Camera::Projection_Stereo
276 && myMainSceneFbos[0]->IsValid())
277 {
a0b49de4 278 const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
279 if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
280 && !wasFailedMain1)
281 {
282 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
283 + printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
284 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
285 }
c357e426 286 if (!myMainSceneFbos[1]->IsValid())
287 {
288 // no enough memory?
289 aProjectType = Graphic3d_Camera::Projection_Perspective;
290 }
291 else if (!myTransientDrawToFront)
292 {
293 //
294 }
295 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
296 {
a0b49de4 297 const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
298 const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
299 if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
300 && !wasFailedImm0)
301 {
302 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
303 + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
304 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
305 }
306 if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
307 && !wasFailedImm1)
308 {
309 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
310 + printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
311 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
312 }
c357e426 313 if (!myImmediateSceneFbos[0]->IsValid()
314 || !myImmediateSceneFbos[1]->IsValid())
315 {
316 aProjectType = Graphic3d_Camera::Projection_Perspective;
317 }
318 }
319 }
320
a1073ae2 321 // create color and coverage accumulation buffers required for OIT algorithm
322 if (toUseOit)
323 {
324 Standard_Integer anFboIt = 0;
325 for (; anFboIt < 2; ++anFboIt)
326 {
327 Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
328 Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
329 Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
330 Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
331 if (aMainSceneFbo->IsValid()
332 && (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
333 || aMainSceneFboOit->GetVPSizeY() != aRendSizeY
334 || aMainSceneFboOit->NbSamples() != aNbSamples))
335 {
336 Standard_Integer aColorConfig = 0;
337 for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
338 {
339 if (myFboOitColorConfig.IsEmpty())
340 {
341 if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
342 {
343 break;
344 }
345 }
346 if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
347 {
348 break;
349 }
350 myFboOitColorConfig.Clear();
351 }
352 if (!aMainSceneFboOit->IsValid())
353 {
354 break;
355 }
356 }
357 else if (!aMainSceneFbo->IsValid())
358 {
359 aMainSceneFboOit->Release (aCtx.operator->());
360 aMainSceneFboOit->ChangeViewport (0, 0);
361 }
362
363 if (anImmediateSceneFbo->IsValid()
364 && (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
365 || anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
366 || anImmediateSceneFboOit->NbSamples() != aNbSamples))
367 {
368 if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
369 anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
370 {
371 break;
372 }
373 }
374 else if (!anImmediateSceneFbo->IsValid())
375 {
376 anImmediateSceneFboOit->Release (aCtx.operator->());
377 anImmediateSceneFboOit->ChangeViewport (0, 0);
378 }
379 }
380 if (anFboIt == 0) // only the first OIT framebuffer is mandatory
381 {
382 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
383 "Initialization of float texture framebuffer for use with\n"
384 " blended order-independent transparency rendering algorithm has failed.\n"
385 " Blended order-independent transparency will not be available.\n");
386 if (aNbSamples > 0)
387 {
388 myToDisableOITMSAA = Standard_True;
389 }
390 else
391 {
392 myToDisableOIT = Standard_True;
393 }
394 toUseOit = false;
395 }
396 }
397 if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
398 {
399 myMainSceneFbosOit [0]->Release (aCtx.operator->());
400 myMainSceneFbosOit [1]->Release (aCtx.operator->());
401 myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
402 myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
403 myMainSceneFbosOit [0]->ChangeViewport (0, 0);
404 myMainSceneFbosOit [1]->ChangeViewport (0, 0);
405 myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
406 myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
407 }
408
c357e426 409 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
410 {
411 OpenGl_FrameBuffer* aMainFbos[2] =
412 {
413 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
414 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
415 };
a1073ae2 416 OpenGl_FrameBuffer* aMainFbosOit[2] =
417 {
418 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
419 myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
420 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
421 };
422
c357e426 423 OpenGl_FrameBuffer* anImmFbos[2] =
424 {
425 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
426 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
427 };
a1073ae2 428 OpenGl_FrameBuffer* anImmFbosOit[2] =
429 {
430 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
431 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
432 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
433 };
c357e426 434
435 if (!myTransientDrawToFront)
436 {
a1073ae2 437 anImmFbos [0] = aMainFbos [0];
438 anImmFbos [1] = aMainFbos [1];
439 anImmFbosOit[0] = aMainFbosOit[0];
440 anImmFbosOit[1] = aMainFbosOit[1];
c357e426 441 }
442 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
443 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
444 {
a1073ae2 445 anImmFbos [0] = NULL;
446 anImmFbos [1] = NULL;
447 anImmFbosOit[0] = NULL;
448 anImmFbosOit[1] = NULL;
c357e426 449 }
450
451 #if !defined(GL_ES_VERSION_2_0)
452 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
453 #endif
56689b27 454 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
455 aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
456
a1073ae2 457 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
c357e426 458 myBackBufferRestored = Standard_True;
459 myIsImmediateDrawn = Standard_False;
460 #if !defined(GL_ES_VERSION_2_0)
461 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
462 #endif
56689b27 463 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
464 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
a1073ae2 465 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
c357e426 466 {
467 toSwap = false;
468 }
469 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
470 {
471 aCtx->SwapBuffers();
472 }
473
474 #if !defined(GL_ES_VERSION_2_0)
475 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
476 #endif
56689b27 477 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
478 aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
479
a1073ae2 480 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
c357e426 481 myBackBufferRestored = Standard_True;
482 myIsImmediateDrawn = Standard_False;
56689b27 483 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
484 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
a1073ae2 485 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
c357e426 486 {
487 toSwap = false;
488 }
489
490 if (anImmFbos[0] != NULL)
491 {
56689b27 492 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
3c4b62a4 493 drawStereoPair (aFrameBuffer);
c357e426 494 }
495 }
496 else
497 {
a1073ae2 498 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
499 OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
500 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
501 OpenGl_FrameBuffer* anImmFboOit = NULL;
502 if (!myTransientDrawToFront)
c357e426 503 {
a1073ae2 504 anImmFbo = aMainFbo;
505 anImmFboOit = aMainFboOit;
c357e426 506 }
a1073ae2 507 else if (myImmediateSceneFbos[0]->IsValid())
521b0d7f 508 {
a1073ae2 509 anImmFbo = myImmediateSceneFbos[0].operator->();
510 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
521b0d7f 511 }
c357e426 512
513 #if !defined(GL_ES_VERSION_2_0)
3bffef55 514 if (aMainFbo == NULL)
c357e426 515 {
516 aCtx->SetReadDrawBuffer (GL_BACK);
517 }
518 #endif
56689b27 519 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
520 aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
a1073ae2 521
522 redraw (aProjectType, aMainFbo, aMainFboOit);
c357e426 523 myBackBufferRestored = Standard_True;
524 myIsImmediateDrawn = Standard_False;
56689b27 525 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
526 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
a1073ae2 527 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
c357e426 528 {
529 toSwap = false;
530 }
531
532 if (anImmFbo != NULL
533 && anImmFbo != aFrameBuffer)
534 {
535 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
536 }
537 }
538
bf02aa7d 539 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
540 && myRenderParams.IsGlobalIlluminationEnabled)
541 {
542 myAccumFrames++;
543 }
544
c357e426 545 // bind default FBO
546 bindDefaultFbo();
547
7ccf8676 548 if (wasDisabledMSAA != myToDisableMSAA
549 || hadFboBlit != myHasFboBlit)
550 {
551 // retry on error
552 Redraw();
553 }
554
8613985b 555 // reset state for safety
556 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
dd1ae9df 557 if (aCtx->caps->ffpEnable)
558 {
559 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
560 }
8613985b 561
c357e426 562 // Swap the buffers
563 if (toSwap)
564 {
565 aCtx->SwapBuffers();
566 if (!myMainSceneFbos[0]->IsValid())
567 {
568 myBackBufferRestored = Standard_False;
569 }
570 }
571 else
572 {
573 aCtx->core11fwd->glFlush();
574 }
575
576 // reset render mode state
577 aCtx->FetchState();
5e30547b 578 aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
c357e426 579
580 myWasRedrawnGL = Standard_True;
581}
582
583// =======================================================================
584// function : RedrawImmediate
585// purpose :
586// =======================================================================
587void OpenGl_View::RedrawImmediate()
588{
589 if (!myWorkspace->Activate())
590 return;
591
592 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
593 if (!myTransientDrawToFront
594 || !myBackBufferRestored
595 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
596 {
597 Redraw();
598 return;
599 }
600
601 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
602 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
ad67e367 603 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
5e30547b 604 aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
c357e426 605
606 if ( aFrameBuffer == NULL
607 && !aCtx->DefaultFrameBuffer().IsNull()
608 && aCtx->DefaultFrameBuffer()->IsValid())
609 {
610 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
611 }
612
613 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
614 {
615 if (myMainSceneFbos[0]->IsValid()
616 && !myMainSceneFbos[1]->IsValid())
617 {
618 aProjectType = Graphic3d_Camera::Projection_Perspective;
619 }
620 }
621
622 bool toSwap = false;
623 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
624 {
625 OpenGl_FrameBuffer* aMainFbos[2] =
626 {
627 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
628 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
629 };
630 OpenGl_FrameBuffer* anImmFbos[2] =
631 {
632 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
633 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
634 };
a1073ae2 635 OpenGl_FrameBuffer* anImmFbosOit[2] =
636 {
637 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
638 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
639 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
640 };
c357e426 641 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
642 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
643 {
a1073ae2 644 anImmFbos[0] = NULL;
645 anImmFbos[1] = NULL;
646 anImmFbosOit[0] = NULL;
647 anImmFbosOit[1] = NULL;
c357e426 648 }
649
650 if (aCtx->arbFBO != NULL)
651 {
652 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
653 }
654 #if !defined(GL_ES_VERSION_2_0)
655 if (anImmFbos[0] == NULL)
656 {
657 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
658 }
659 #endif
56689b27 660
661 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
662 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
c357e426 663 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
664 aMainFbos[0],
665 anImmFbos[0],
a1073ae2 666 anImmFbosOit[0],
c357e426 667 Standard_True) || toSwap;
668 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
669 && toSwap
670 && !aCtx->caps->buffersNoSwap)
671 {
672 aCtx->SwapBuffers();
673 }
674
675 if (aCtx->arbFBO != NULL)
676 {
677 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
678 }
679 #if !defined(GL_ES_VERSION_2_0)
680 if (anImmFbos[1] == NULL)
681 {
682 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
683 }
684 #endif
56689b27 685 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
686 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
c357e426 687 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
688 aMainFbos[1],
689 anImmFbos[1],
a1073ae2 690 anImmFbosOit[1],
c357e426 691 Standard_True) || toSwap;
692 if (anImmFbos[0] != NULL)
693 {
3c4b62a4 694 drawStereoPair (aFrameBuffer);
c357e426 695 }
696 }
697 else
698 {
699 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
700 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
a1073ae2 701 OpenGl_FrameBuffer* anImmFboOit = NULL;
702 if (myImmediateSceneFbos[0]->IsValid())
c357e426 703 {
a1073ae2 704 anImmFbo = myImmediateSceneFbos[0].operator->();
705 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
c357e426 706 }
707 #if !defined(GL_ES_VERSION_2_0)
708 if (aMainFbo == NULL)
709 {
710 aCtx->SetReadDrawBuffer (GL_BACK);
711 }
712 #endif
56689b27 713 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
714 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
c357e426 715 toSwap = redrawImmediate (aProjectType,
716 aMainFbo,
717 anImmFbo,
a1073ae2 718 anImmFboOit,
c357e426 719 Standard_True) || toSwap;
720 if (anImmFbo != NULL
721 && anImmFbo != aFrameBuffer)
722 {
723 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
724 }
725 }
726
727 // bind default FBO
728 bindDefaultFbo();
729
8613985b 730 // reset state for safety
731 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
dd1ae9df 732 if (aCtx->caps->ffpEnable)
733 {
734 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
735 }
8613985b 736
c357e426 737 if (toSwap && !aCtx->caps->buffersNoSwap)
738 {
739 aCtx->SwapBuffers();
740 }
741 else
742 {
743 aCtx->core11fwd->glFlush();
744 }
5e30547b 745 aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
c357e426 746
747 myWasRedrawnGL = Standard_True;
748}
749
750// =======================================================================
751// function : redraw
752// purpose :
753// =======================================================================
a1073ae2 754void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
755 OpenGl_FrameBuffer* theReadDrawFbo,
756 OpenGl_FrameBuffer* theOitAccumFbo)
c357e426 757{
758 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
759 if (theReadDrawFbo != NULL)
760 {
761 theReadDrawFbo->BindBuffer (aCtx);
762 theReadDrawFbo->SetupViewport (aCtx);
763 }
764 else
765 {
3bffef55 766 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
767 aCtx->ResizeViewport (aViewport);
c357e426 768 }
769
770 // request reset of material
8613985b 771 aCtx->ShaderManager()->UpdateMaterialState();
772
c357e426 773 myWorkspace->UseZBuffer() = Standard_True;
774 myWorkspace->UseDepthWrite() = Standard_True;
775 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
776 glDepthFunc (GL_LEQUAL);
777 glDepthMask (GL_TRUE);
778 glEnable (GL_DEPTH_TEST);
779
780#if !defined(GL_ES_VERSION_2_0)
781 glClearDepth (1.0);
782#else
783 glClearDepthf (1.0f);
784#endif
785
8613985b 786 const OpenGl_Vec4& aBgColor = myBgColor;
787 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
c357e426 788
789 glClear (toClear);
790
a1073ae2 791 render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
c357e426 792}
793
794// =======================================================================
795// function : redrawMonoImmediate
796// purpose :
797// =======================================================================
798bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
a1073ae2 799 OpenGl_FrameBuffer* theReadFbo,
800 OpenGl_FrameBuffer* theDrawFbo,
801 OpenGl_FrameBuffer* theOitAccumFbo,
802 const Standard_Boolean theIsPartialUpdate)
c357e426 803{
804 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
805 GLboolean toCopyBackToFront = GL_FALSE;
521b0d7f 806 if (theDrawFbo == theReadFbo
807 && theDrawFbo != NULL)
c357e426 808 {
809 myBackBufferRestored = Standard_False;
810 }
811 else if (theReadFbo != NULL
812 && theReadFbo->IsValid()
813 && aCtx->IsRender())
814 {
815 if (!blitBuffers (theReadFbo, theDrawFbo))
816 {
817 return true;
818 }
819 }
820 else if (theDrawFbo == NULL)
821 {
822 #if !defined(GL_ES_VERSION_2_0)
823 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
824 #endif
6cde53c4 825 if (toCopyBackToFront
826 && myTransientDrawToFront)
c357e426 827 {
828 if (!HasImmediateStructures()
829 && !theIsPartialUpdate)
830 {
831 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
832 return true;
833 }
a0b49de4 834 if (!copyBackToFront())
835 {
836 toCopyBackToFront = GL_FALSE;
837 myBackBufferRestored = Standard_False;
838 }
c357e426 839 }
840 else
841 {
842 myBackBufferRestored = Standard_False;
843 }
844 }
845 else
846 {
847 myBackBufferRestored = Standard_False;
848 }
849 myIsImmediateDrawn = Standard_True;
850
851 myWorkspace->UseZBuffer() = Standard_True;
852 myWorkspace->UseDepthWrite() = Standard_True;
853 glDepthFunc (GL_LEQUAL);
854 glDepthMask (GL_TRUE);
855 glEnable (GL_DEPTH_TEST);
856#if !defined(GL_ES_VERSION_2_0)
857 glClearDepth (1.0);
858#else
859 glClearDepthf (1.0f);
860#endif
861
a1073ae2 862 render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
c357e426 863
864 return !toCopyBackToFront;
865}
866
867//=======================================================================
868//function : Render
869//purpose :
870//=======================================================================
871void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
872 OpenGl_FrameBuffer* theOutputFBO,
a1073ae2 873 OpenGl_FrameBuffer* theOitAccumFbo,
c357e426 874 const Standard_Boolean theToDrawImmediate)
875{
876 // ==================================
877 // Step 1: Prepare for render
878 // ==================================
879
880 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
2a332745 881 aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
882 && theOutputFBO != NULL
883 && theOutputFBO->NbSamples() != 0);
c357e426 884
885#if !defined(GL_ES_VERSION_2_0)
886 // Disable current clipping planes
887 if (aContext->core11 != NULL)
888 {
889 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
890 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
891 {
892 aContext->core11fwd->glDisable (aClipPlaneId);
893 }
894 }
895#endif
896
4ecf34cc 897 // update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
898 // note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
c357e426 899 myBVHSelector.SetViewVolume (myCamera);
4ecf34cc 900 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
2b8832bb 901 myBVHSelector.CacheClipPtsProjections();
c357e426 902
992ed6b3 903 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
dc89236f 904 const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
992ed6b3 905 Standard_Size aLightsRevision = 0;
906 if (!aLights.IsNull())
c357e426 907 {
992ed6b3 908 aLightsRevision = aLights->UpdateRevision();
909 }
910 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
911 || aLightsRevision != myLightsRevision)
912 {
913 myLightsRevision = aLightsRevision;
914 aManager->UpdateLightSourceStateTo (aLights);
c357e426 915 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
916 }
917
918 // Update matrices if camera has changed.
919 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
7c3ef2f7 920 if (myWorldViewProjState != aWVPState)
c357e426 921 {
bf02aa7d 922 myAccumFrames = 0;
7c3ef2f7 923 myWorldViewProjState = aWVPState;
c357e426 924 }
925
7c3ef2f7 926 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
927 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
928 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
929 aContext->ApplyProjectionMatrix();
930 aContext->ApplyWorldViewMatrix();
c357e426 931 if (aManager->ModelWorldState().Index() == 0)
932 {
933 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
934 }
935
c357e426 936 // ====================================
937 // Step 2: Redraw background
938 // ====================================
939
940 // Render background
941 if (!theToDrawImmediate)
942 {
a521d90d 943 drawBackground (myWorkspace);
c357e426 944 }
945
946#if !defined(GL_ES_VERSION_2_0)
947 // Switch off lighting by default
dd1ae9df 948 if (aContext->core11 != NULL
949 && aContext->caps->ffpEnable)
c357e426 950 {
951 glDisable(GL_LIGHTING);
952 }
953#endif
954
955 // =================================
956 // Step 3: Redraw main plane
957 // =================================
958
959 // Setup face culling
960 GLboolean isCullFace = GL_FALSE;
961 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
962 {
963 isCullFace = glIsEnabled (GL_CULL_FACE);
964 if (myBackfacing == Graphic3d_TOBM_DISABLE)
965 {
966 glEnable (GL_CULL_FACE);
967 glCullFace (GL_BACK);
968 }
969 else
970 glDisable (GL_CULL_FACE);
971 }
972
973#if !defined(GL_ES_VERSION_2_0)
974 // if the view is scaled normal vectors are scaled to unit
975 // length for correct displaying of shaded objects
976 const gp_Pnt anAxialScale = myCamera->AxialScale();
977 if (anAxialScale.X() != 1.F ||
978 anAxialScale.Y() != 1.F ||
979 anAxialScale.Z() != 1.F)
980 {
981 aContext->SetGlNormalizeEnabled (Standard_True);
982 }
983 else
984 {
985 aContext->SetGlNormalizeEnabled (Standard_False);
986 }
987
c357e426 988 // Apply InteriorShadingMethod
989 if (aContext->core11 != NULL)
990 {
991 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
dc89236f 992 || myShadingModel == Graphic3d_TOSM_UNLIT ? GL_FLAT : GL_SMOOTH);
c357e426 993 }
994#endif
995
996 aManager->SetShadingModel (myShadingModel);
c357e426 997
998 // Redraw 3d scene
999 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
1000 {
1001 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
1002 aContext->ApplyProjectionMatrix();
1003 }
1004 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
1005 {
1006 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
1007 aContext->ApplyProjectionMatrix();
1008 }
83da37b1 1009
1010 myWorkspace->SetEnvironmentTexture (myTextureEnv);
1011
a1073ae2 1012 renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
c357e426 1013
cc8cbabe 1014 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
83da37b1 1015
c357e426 1016 // ===============================
1017 // Step 4: Trihedron
1018 // ===============================
1019
1020 // Resetting GL parameters according to the default aspects
1021 // in order to synchronize GL state with the graphic driver state
1022 // before drawing auxiliary stuff (trihedrons, overlayer)
c357e426 1023 myWorkspace->ResetAppliedAspect();
1024
c357e426 1025 // Render trihedron
1026 if (!theToDrawImmediate)
1027 {
1028 renderTrihedron (myWorkspace);
1029
1030 // Restore face culling
1031 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
1032 {
1033 if (isCullFace)
1034 {
1035 glEnable (GL_CULL_FACE);
1036 glCullFace (GL_BACK);
1037 }
1038 else
1039 glDisable (GL_CULL_FACE);
1040 }
1041 }
15669413 1042 else
1043 {
1044 renderFrameStats();
1045 }
c357e426 1046
c40eb6b9 1047 myWorkspace->ResetAppliedAspect();
2a332745 1048 aContext->SetAllowSampleAlphaToCoverage (false);
c40eb6b9 1049 aContext->SetSampleAlphaToCoverage (false);
1050
8613985b 1051 // reset FFP state for safety
1052 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
dd1ae9df 1053 if (aContext->caps->ffpEnable)
1054 {
1055 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1056 }
8613985b 1057
c357e426 1058 // ==============================================================
c357e426 1059 // Step 6: Keep shader manager informed about last View
1060 // ==============================================================
1061
1062 if (!aManager.IsNull())
1063 {
1064 aManager->SetLastView (this);
1065 }
1066}
1067
1068// =======================================================================
1069// function : InvalidateBVHData
1070// purpose :
1071// =======================================================================
1072void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
1073{
1074 myZLayers.InvalidateBVHData (theLayerId);
1075}
1076
1077//=======================================================================
1078//function : renderStructs
1079//purpose :
1080//=======================================================================
bf02aa7d 1081void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
1082 OpenGl_FrameBuffer* theReadDrawFbo,
a1073ae2 1083 OpenGl_FrameBuffer* theOitAccumFbo,
bf02aa7d 1084 const Standard_Boolean theToDrawImmediate)
c357e426 1085{
0de16e29 1086 myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
c357e426 1087 if ( myZLayers.NbStructures() <= 0 )
1088 return;
1089
1090 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
c357e426 1091 Standard_Boolean toRenderGL = theToDrawImmediate ||
1092 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
1093 myRaytraceInitStatus == OpenGl_RT_FAIL ||
1094 aCtx->IsFeedback();
1095
1096 if (!toRenderGL)
1097 {
66d1cdc6 1098 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
1099 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
1100
1101 toRenderGL = !initRaytraceResources (aSizeX, aSizeY, aCtx)
1102 || !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
c357e426 1103
1104 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
1105
1106 if (!toRenderGL)
1107 {
3c4b62a4 1108 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
c357e426 1109
c357e426 1110 if (theReadDrawFbo != NULL)
1111 theReadDrawFbo->UnbindBuffer (aCtx);
1112
1113 // Prepare preliminary OpenGL output
1114 if (aCtx->arbFBOBlit != NULL)
1115 {
1116 // Render bottom OSD layer
a1073ae2 1117 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
c357e426 1118
1b661a81 1119 const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
1120 myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
c357e426 1121 {
1122 if (theReadDrawFbo != NULL)
1123 {
3a9b5dc8 1124 theReadDrawFbo->BindDrawBuffer (aCtx);
c357e426 1125 }
1126 else
1127 {
3a9b5dc8 1128 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
c357e426 1129 }
1130
c357e426 1131 // Render non-polygonal elements in default layer
a1073ae2 1132 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default, theReadDrawFbo, theOitAccumFbo);
c357e426 1133 }
1b661a81 1134 myWorkspace->SetRenderFilter (aPrevFilter);
c357e426 1135 }
1136
1137 if (theReadDrawFbo != NULL)
1138 {
1139 theReadDrawFbo->BindBuffer (aCtx);
1140 }
1141 else
1142 {
1143 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
1144 }
1145
f55ba97f 1146 // Reset OpenGl aspects state to default to avoid enabling of
1147 // backface culling which is not supported in ray-tracing.
1148 myWorkspace->ResetAppliedAspect();
1149
c357e426 1150 // Ray-tracing polygonal primitive arrays
bf02aa7d 1151 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
c357e426 1152
1153 // Render upper (top and topmost) OpenGL layers
a1073ae2 1154 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
c357e426 1155 }
1156 }
1157
1158 // Redraw 3D scene using OpenGL in standard
1159 // mode or in case of ray-tracing failure
1160 if (toRenderGL)
1161 {
a1073ae2 1162 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
c357e426 1163
1164 // Set flag that scene was redrawn by standard pipeline
1165 myWasRedrawnGL = Standard_True;
1166 }
1167}
1168
1169//=======================================================================
1170//function : renderTrihedron
1171//purpose :
1172//=======================================================================
1173void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1174{
c357e426 1175 if (myToShowGradTrihedron)
1176 {
1177 myGraduatedTrihedron.Render (theWorkspace);
1178 }
1179}
1180
15669413 1181//=======================================================================
1182//function : renderFrameStats
1183//purpose :
1184//=======================================================================
1185void OpenGl_View::renderFrameStats()
1186{
1187 if (myRenderParams.ToShowStats
1188 && myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
1189 {
1190 myFrameStatsPrs.Update (myWorkspace);
1191 myFrameStatsPrs.Render (myWorkspace);
1192 }
1193}
1194
c357e426 1195// =======================================================================
1196// function : Invalidate
1197// purpose :
1198// =======================================================================
1199void OpenGl_View::Invalidate()
1200{
1201 myBackBufferRestored = Standard_False;
1202}
1203
1204//=======================================================================
1205//function : renderScene
1206//purpose :
1207//=======================================================================
bf02aa7d 1208void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1209 OpenGl_FrameBuffer* theReadDrawFbo,
a1073ae2 1210 OpenGl_FrameBuffer* theOitAccumFbo,
bf02aa7d 1211 const Standard_Boolean theToDrawImmediate)
c357e426 1212{
1213 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1214
c357e426 1215 // Specify clipping planes in view transformation space
25c35042 1216 aContext->ChangeClipping().Reset (myClipPlanes);
3202bf1e 1217 if (!myClipPlanes.IsNull()
1218 && !myClipPlanes->IsEmpty())
c357e426 1219 {
deb02f86 1220 aContext->ShaderManager()->UpdateClippingState();
c357e426 1221 }
1222
a1073ae2 1223 renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
cc8cbabe 1224 aContext->BindTextures (Handle(OpenGl_TextureSet)());
c357e426 1225
c357e426 1226 // Apply restored view matrix.
1227 aContext->ApplyWorldViewMatrix();
1228
25c35042 1229 aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
3202bf1e 1230 if (!myClipPlanes.IsNull()
1231 && !myClipPlanes->IsEmpty())
deb02f86 1232 {
1233 aContext->ShaderManager()->RevertClippingState();
deb02f86 1234 }
c357e426 1235}
1236
1237// =======================================================================
1238// function : bindDefaultFbo
1239// purpose :
1240// =======================================================================
1241void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1242{
1243 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1244 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1245 ? theCustomFbo
1246 : (!aCtx->DefaultFrameBuffer().IsNull()
1247 && aCtx->DefaultFrameBuffer()->IsValid()
1248 ? aCtx->DefaultFrameBuffer().operator->()
1249 : NULL);
1250 if (anFbo != NULL)
1251 {
1252 anFbo->BindBuffer (aCtx);
521b0d7f 1253 anFbo->SetupViewport (aCtx);
c357e426 1254 }
1255 else
1256 {
1257 #if !defined(GL_ES_VERSION_2_0)
1258 aCtx->SetReadDrawBuffer (GL_BACK);
1259 #else
1260 if (aCtx->arbFBO != NULL)
1261 {
1262 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1263 }
1264 #endif
3bffef55 1265 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1266 aCtx->ResizeViewport (aViewport);
c357e426 1267 }
c357e426 1268}
1269
1270// =======================================================================
1271// function : initBlitQuad
1272// purpose :
1273// =======================================================================
1274OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1275{
1276 OpenGl_VertexBuffer* aVerts = NULL;
1277 if (!theToFlip)
1278 {
1279 aVerts = &myFullScreenQuad;
1280 if (!aVerts->IsValid())
1281 {
1282 OpenGl_Vec4 aQuad[4] =
1283 {
1284 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1285 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1286 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1287 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1288 };
1289 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1290 }
1291 }
1292 else
1293 {
1294 aVerts = &myFullScreenQuadFlip;
1295 if (!aVerts->IsValid())
1296 {
1297 OpenGl_Vec4 aQuad[4] =
1298 {
1299 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1300 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1301 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1302 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1303 };
1304 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1305 }
1306 }
1307 return aVerts;
1308}
1309
1310// =======================================================================
1311// function : blitBuffers
1312// purpose :
1313// =======================================================================
1314bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1315 OpenGl_FrameBuffer* theDrawFbo,
1316 const Standard_Boolean theToFlip)
1317{
1318 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
56689b27 1319 const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
1320 const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
1321 const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
1322 const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
c357e426 1323 if (theReadFbo == NULL || aCtx->IsFeedback())
1324 {
1325 return false;
1326 }
1327 else if (theReadFbo == theDrawFbo)
1328 {
1329 return true;
1330 }
1331
1332 // clear destination before blitting
1333 if (theDrawFbo != NULL
1334 && theDrawFbo->IsValid())
1335 {
1336 theDrawFbo->BindBuffer (aCtx);
1337 }
1338 else
1339 {
1340 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1341 }
56689b27 1342 const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
1343 aCtx->ResizeViewport (aViewport);
1344
c357e426 1345#if !defined(GL_ES_VERSION_2_0)
1346 aCtx->core20fwd->glClearDepth (1.0);
1347#else
1348 aCtx->core20fwd->glClearDepthf (1.0f);
1349#endif
1350 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1351
3c4b62a4 1352 if (aCtx->arbFBOBlit != NULL
1353 && theReadFbo->NbSamples() != 0)
c357e426 1354 {
3c4b62a4 1355 GLbitfield aCopyMask = 0;
c357e426 1356 theReadFbo->BindReadBuffer (aCtx);
1357 if (theDrawFbo != NULL
1358 && theDrawFbo->IsValid())
1359 {
1360 theDrawFbo->BindDrawBuffer (aCtx);
3c4b62a4 1361 if (theDrawFbo->HasColor()
1362 && theReadFbo->HasColor())
1363 {
1364 aCopyMask |= GL_COLOR_BUFFER_BIT;
1365 }
1366 if (theDrawFbo->HasDepth()
1367 && theReadFbo->HasDepth())
1368 {
1369 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1370 }
c357e426 1371 }
1372 else
1373 {
3c4b62a4 1374 if (theReadFbo->HasColor())
1375 {
1376 aCopyMask |= GL_COLOR_BUFFER_BIT;
1377 }
1378 if (theReadFbo->HasDepth())
1379 {
1380 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1381 }
c357e426 1382 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1383 }
3c4b62a4 1384
c357e426 1385 // we don't copy stencil buffer here... does it matter for performance?
56689b27 1386 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
1387 0, 0, aDrawSizeX, aDrawSizeY,
3c4b62a4 1388 aCopyMask, GL_NEAREST);
7ccf8676 1389 const int anErr = ::glGetError();
1390 if (anErr != GL_NO_ERROR)
1391 {
1392 // glBlitFramebuffer() might fail in several cases:
1393 // - Both FBOs have MSAA and they are samples number does not match.
1394 // OCCT checks that this does not happen,
1395 // however some graphics drivers provide an option for overriding MSAA.
1396 // In this case window MSAA might be non-zero (and application can not check it)
1397 // and might not match MSAA of our offscreen FBOs.
1398 // - Pixel formats of FBOs do not match.
1399 // This also might happen with window has pixel format,
1400 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1401 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1402 + " Please check your graphics driver settings or try updating driver.";
1403 if (theReadFbo->NbSamples() != 0)
1404 {
1405 myToDisableMSAA = true;
1406 aMsg += "\n MSAA settings should not be overridden by driver!";
1407 }
1408 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1409 GL_DEBUG_TYPE_ERROR,
1410 0,
1411 GL_DEBUG_SEVERITY_HIGH,
1412 aMsg);
1413 }
1414
c357e426 1415 if (theDrawFbo != NULL
3c4b62a4 1416 && theDrawFbo->IsValid())
c357e426 1417 {
1418 theDrawFbo->BindBuffer (aCtx);
1419 }
1420 else
1421 {
1422 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1423 }
1424 }
1425 else
c357e426 1426 {
1427 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1428 aCtx->core20fwd->glDepthMask (GL_TRUE);
1429 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1ce0716b 1430 #if defined(GL_ES_VERSION_2_0)
1431 if (!aCtx->IsGlGreaterEqual (3, 0)
1432 && !aCtx->extFragDepth)
1433 {
1434 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1435 }
1436 #endif
c357e426 1437
cc8cbabe 1438 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
c357e426 1439
56689b27 1440 const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
1441 const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
1442
c357e426 1443 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1444 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1445 if (aVerts->IsValid()
1446 && aManager->BindFboBlitProgram())
1447 {
bf5f0ca2 1448 aCtx->SetSampleAlphaToCoverage (false);
cc8cbabe 1449 theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
1450 if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
56689b27 1451 {
cc8cbabe 1452 theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
56689b27 1453 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1454 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1455 }
1456
cc8cbabe 1457 theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
1458 if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
56689b27 1459 {
cc8cbabe 1460 theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
56689b27 1461 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1462 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1463 }
1464
c357e426 1465 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1466
1467 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1468
1469 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
cc8cbabe 1470 theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
1471 theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
a521d90d 1472 aCtx->BindProgram (NULL);
c357e426 1473 }
1474 else
1475 {
1476 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1477 + "Error! FBO blitting has failed";
3b523c4c 1478 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1479 GL_DEBUG_TYPE_ERROR,
c357e426 1480 0,
3b523c4c 1481 GL_DEBUG_SEVERITY_HIGH,
c357e426 1482 aMsg);
1483 myHasFboBlit = Standard_False;
1484 theReadFbo->Release (aCtx.operator->());
1485 return true;
1486 }
1487 }
1488 return true;
1489}
1490
1491// =======================================================================
1492// function : drawStereoPair
1493// purpose :
1494// =======================================================================
3c4b62a4 1495void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
c357e426 1496{
3c4b62a4 1497 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1498 bindDefaultFbo (theDrawFbo);
c357e426 1499 OpenGl_FrameBuffer* aPair[2] =
1500 {
1501 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1502 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1503 };
1504 if (aPair[0] == NULL
1505 || aPair[1] == NULL
1506 || !myTransientDrawToFront)
1507 {
1508 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1509 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1510 }
1511
1512 if (aPair[0] == NULL
1513 || aPair[1] == NULL)
1514 {
1515 return;
1516 }
1517
3c4b62a4 1518 if (aPair[0]->NbSamples() != 0)
1519 {
1520 // resolve MSAA buffers before drawing
1521 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1522 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1523 {
82f443b6 1524 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1525 GL_DEBUG_TYPE_ERROR,
3c4b62a4 1526 0,
82f443b6 1527 GL_DEBUG_SEVERITY_HIGH,
3c4b62a4 1528 "Error! Unable to allocate FBO for blitting stereo pair");
1529 bindDefaultFbo (theDrawFbo);
1530 return;
1531 }
1532
1533 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1534 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1535 {
1536 bindDefaultFbo (theDrawFbo);
1537 return;
1538 }
1539
1540 aPair[0] = myOpenGlFBO .operator->();
1541 aPair[1] = myOpenGlFBO2.operator->();
1542 bindDefaultFbo (theDrawFbo);
1543 }
1544
c357e426 1545 struct
1546 {
1547 Standard_Integer left;
1548 Standard_Integer top;
1549 Standard_Integer right;
1550 Standard_Integer bottom;
1551 Standard_Integer dx() { return right - left; }
1552 Standard_Integer dy() { return bottom - top; }
1553 } aGeom;
1554
1555 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1556
1557 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1558 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1559 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1560 if (isOddY
1561 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1562 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1563 {
1564 toReverse = !toReverse;
1565 }
1566 if (isOddX
1567 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1568 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1569 {
1570 toReverse = !toReverse;
1571 }
1572
1573 if (toReverse)
1574 {
1575 std::swap (aPair[0], aPair[1]);
1576 }
1577
c357e426 1578 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1579 aCtx->core20fwd->glDepthMask (GL_TRUE);
1580 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1581
cc8cbabe 1582 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
c357e426 1583 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1584
1585 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1586 if (aVerts->IsValid()
1587 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1588 {
1589 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1590 {
1591 OpenGl_Mat4 aFilterL, aFilterR;
1592 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1593 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1594 switch (myRenderParams.AnaglyphFilter)
1595 {
1596 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1597 {
1598 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1599 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1600 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1601 break;
1602 }
1603 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1604 {
1605 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1606 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1607 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1608 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1609 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1610 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1611 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1612 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1613 break;
1614 }
1615 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1616 {
1617 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1618 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1619 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1620 break;
1621 }
1622 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1623 {
1624 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1625 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1626 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1627 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1628 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1629 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1630 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1631 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1632 break;
1633 }
1634 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1635 {
1636 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1637 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1638 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1639 break;
1640 }
1641 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1642 {
1643 aFilterL = myRenderParams.AnaglyphLeft;
1644 aFilterR = myRenderParams.AnaglyphRight;
1645 break;
1646 }
1647 }
1648 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1649 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1650 }
1651
cc8cbabe 1652 aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
1653 aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
c357e426 1654 aVerts->BindVertexAttrib (aCtx, 0);
1655
1656 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1657
1658 aVerts->UnbindVertexAttrib (aCtx, 0);
cc8cbabe 1659 aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
1660 aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
c357e426 1661 }
1662 else
1663 {
1664 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1665 + "Error! Anaglyph has failed";
3b523c4c 1666 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1667 GL_DEBUG_TYPE_ERROR,
c357e426 1668 0,
3b523c4c 1669 GL_DEBUG_SEVERITY_HIGH,
c357e426 1670 aMsg);
1671 }
1672}
1673
1674// =======================================================================
1675// function : copyBackToFront
1676// purpose :
1677// =======================================================================
a0b49de4 1678bool OpenGl_View::copyBackToFront()
c357e426 1679{
a0b49de4 1680 myIsImmediateDrawn = Standard_False;
c357e426 1681#if !defined(GL_ES_VERSION_2_0)
a0b49de4 1682 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1683 if (aCtx->core11 == NULL)
1684 {
1685 return false;
1686 }
c357e426 1687
1688 OpenGl_Mat4 aProjectMat;
1689 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
8613985b 1690 0.0f, static_cast<GLfloat> (myWindow->Width()),
1691 0.0f, static_cast<GLfloat> (myWindow->Height()));
1692
c357e426 1693 aCtx->WorldViewState.Push();
1694 aCtx->ProjectionState.Push();
1695
1696 aCtx->WorldViewState.SetIdentity();
1697 aCtx->ProjectionState.SetCurrent (aProjectMat);
1698
1699 aCtx->ApplyProjectionMatrix();
1700 aCtx->ApplyWorldViewMatrix();
1701
8613985b 1702 // synchronize FFP state before copying pixels
1703 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1704 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
c357e426 1705 aCtx->DisableFeatures();
1706
1707 switch (aCtx->DrawBuffer())
1708 {
1709 case GL_BACK_LEFT:
1710 {
1711 aCtx->SetReadBuffer (GL_BACK_LEFT);
1712 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1713 break;
1714 }
1715 case GL_BACK_RIGHT:
1716 {
1717 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1718 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1719 break;
1720 }
1721 default:
1722 {
1723 aCtx->SetReadBuffer (GL_BACK);
1724 aCtx->SetDrawBuffer (GL_FRONT);
1725 break;
1726 }
1727 }
1728
a0b49de4 1729 aCtx->core11->glRasterPos2i (0, 0);
1730 aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1731 //aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
c357e426 1732
1733 aCtx->EnableFeatures();
1734
1735 aCtx->WorldViewState.Pop();
1736 aCtx->ProjectionState.Pop();
1737 aCtx->ApplyProjectionMatrix();
1738
1739 // read/write from front buffer now
1740 aCtx->SetReadBuffer (aCtx->DrawBuffer());
a0b49de4 1741 return true;
1742#else
1743 return false;
c357e426 1744#endif
c357e426 1745}
a1073ae2 1746
1747// =======================================================================
1748// function : checkOitCompatibility
1749// purpose :
1750// =======================================================================
1751Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
1752 const Standard_Boolean theMSAA)
1753{
1754 // determine if OIT is supported by current OpenGl context
1755 Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
1756 if (aToDisableOIT)
1757 {
1758 return Standard_False;
1759 }
1760
1761 TCollection_ExtendedString aCompatibilityMsg;
177781da 1762 if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
1763 && theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
a1073ae2 1764 {
1765 aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
1766 }
177781da 1767 if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
a1073ae2 1768 {
1769 aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
1770 }
177781da 1771 if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
a1073ae2 1772 {
1773 aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
1774 }
1775 if (aCompatibilityMsg.IsEmpty())
1776 {
1777 return Standard_True;
1778 }
1779
1780 aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
1781 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1782 GL_DEBUG_TYPE_ERROR,
1783 0,
1784 GL_DEBUG_SEVERITY_HIGH,
1785 aCompatibilityMsg);
1786
1787 aToDisableOIT = Standard_True;
1788 return Standard_False;
1789}
1790
1791// =======================================================================
1792// function : chooseOitColorConfiguration
1793// purpose :
1794// =======================================================================
1795bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
1796 const Standard_Integer theConfigIndex,
1797 OpenGl_ColorFormats& theFormats)
1798{
1799 theFormats.Clear();
1800 switch (theConfigIndex)
1801 {
1802 case 0: // choose best applicable color format combination
1803 {
177781da 1804 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1805 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
a1073ae2 1806 return true;
1807 }
1808 case 1: // choose non-optimal applicable color format combination
1809 {
177781da 1810 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1811 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
a1073ae2 1812 return true;
1813 }
1814 }
1815 return false; // color combination does not exist
1816}