0027607: Visualization - Implement adaptive screen space sampling in path tracing
[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>
22#include <Graphic3d_TextureParams.hxx>
23#include <Graphic3d_Texture2Dmanual.hxx>
24#include <Graphic3d_TransformUtils.hxx>
25#include <Image_AlienPixMap.hxx>
26
27#include <NCollection_Mat4.hxx>
28
29#include <OpenGl_AspectLine.hxx>
30#include <OpenGl_Context.hxx>
31#include <OpenGl_Matrix.hxx>
32#include <OpenGl_Workspace.hxx>
33#include <OpenGl_View.hxx>
34#include <OpenGl_Trihedron.hxx>
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
42#define EPSI 0.0001
43
44namespace
45{
46 static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
47 static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
48 static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
49 static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
50}
51
52extern void InitLayerProp (const int theListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
53
54#if !defined(GL_ES_VERSION_2_0)
55
56//=======================================================================
57//function : bindLight
58//purpose :
59//=======================================================================
60static void bindLight (const OpenGl_Light& theLight,
61 GLenum& theLightGlId,
62 Graphic3d_Vec4& theAmbientColor,
63 const Handle(OpenGl_Workspace)& theWorkspace)
64{
65 // Only 8 lights in OpenGL...
66 if (theLightGlId > GL_LIGHT7)
67 {
68 return;
69 }
70
71 if (theLight.Type == Graphic3d_TOLS_AMBIENT)
72 {
73 // add RGBA intensity of the ambient light
74 theAmbientColor += theLight.Color;
75 return;
76 }
77
78 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
79
80 // the light is a headlight?
81 if (theLight.IsHeadlight)
82 {
83 aContext->WorldViewState.Push();
84 aContext->WorldViewState.SetIdentity();
85
86 aContext->ApplyWorldViewMatrix();
87 }
88
89 // setup light type
90 switch (theLight.Type)
91 {
92 case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
93 case Graphic3d_TOLS_DIRECTIONAL:
94 {
95 // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
96 const OpenGl_Vec4 anInfDir = -theLight.Direction;
97
98 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
99 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
100 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
101 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
102 glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
103 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
104 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
105 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
106 break;
107 }
108 case Graphic3d_TOLS_POSITIONAL:
109 {
110 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
111 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
112 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
113 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
114 glLightfv (theLightGlId, GL_POSITION, theLight.Position.GetData());
115 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
116 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
117 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
118 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
119 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
120 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0);
121 break;
122 }
123 case Graphic3d_TOLS_SPOT:
124 {
125 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
126 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
127 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
128 glLightfv (theLightGlId, GL_POSITION, theLight.Position.GetData());
129 glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.Direction.GetData());
130 glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
131 glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
132 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
133 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
134 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
135 break;
136 }
137 }
138
139 // restore matrix in case of headlight
140 if (theLight.IsHeadlight)
141 {
142 aContext->WorldViewState.Pop();
143 }
144
145 glEnable (theLightGlId++);
146}
147#endif
148
149//=======================================================================
a521d90d 150//function : drawBackground
c357e426 151//purpose :
152//=======================================================================
a521d90d 153void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
c357e426 154{
155 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
156
157 if ((theWorkspace->NamedStatus & OPENGL_NS_WHITEBACK) != 0 // no background
158 || (!myBgTextureArray->IsDefined() // no texture
159 && !myBgGradientArray->IsDefined())) // no gradient
160 {
161 return;
162 }
163
164 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
165 if (wasUsedZBuffer)
166 {
167 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
168 }
169
c357e426 170 // Drawing background gradient if:
171 // - gradient fill type is not Aspect_GFM_NONE and
172 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
173 if (myBgGradientArray->IsDefined()
b6472664 174 && (!myTextureParams->Aspect()->ToMapTexture()
c357e426 175 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
176 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
177 {
178 #if !defined(GL_ES_VERSION_2_0)
179 GLint aShadingModelOld = GL_SMOOTH;
180 if (aCtx->core11 != NULL)
181 {
182 aCtx->core11fwd->glDisable (GL_LIGHTING);
183 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
184 aCtx->core11->glShadeModel (GL_SMOOTH);
185 }
186 #endif
187
c357e426 188 myBgGradientArray->Render (theWorkspace);
189
190 #if !defined(GL_ES_VERSION_2_0)
191 if (aCtx->core11 != NULL)
192 {
193 aCtx->core11->glShadeModel (aShadingModelOld);
194 }
195 #endif
196 }
197
198 // Drawing background image if it is defined
199 // (texture is defined and fill type is not Aspect_FM_NONE)
200 if (myBgTextureArray->IsDefined()
b6472664 201 && myTextureParams->Aspect()->ToMapTexture())
c357e426 202 {
203 aCtx->core11fwd->glDisable (GL_BLEND);
204
205 const OpenGl_AspectFace* anOldAspectFace = theWorkspace->SetAspectFace (myTextureParams);
c357e426 206 myBgTextureArray->Render (theWorkspace);
c357e426 207 theWorkspace->SetAspectFace (anOldAspectFace);
208 }
209
c357e426 210 if (wasUsedZBuffer)
211 {
212 theWorkspace->SetUseZBuffer (Standard_True);
213 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
214 }
215}
216
217//=======================================================================
218//function : Redraw
219//purpose :
220//=======================================================================
221void OpenGl_View::Redraw()
222{
7ccf8676 223 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
224 const Standard_Boolean hadFboBlit = myHasFboBlit;
c357e426 225 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
226 && !myCaps->vboDisable
227 && !myCaps->keepArrayData)
228 {
229 if (myWasRedrawnGL)
230 {
231 myDeviceLostFlag = Standard_True;
232 }
233
234 myCaps->keepArrayData = Standard_True;
235 }
236
237 if (!myWorkspace->Activate())
238 {
239 return;
240 }
241
242 myWindow->SetSwapInterval();
243
244 ++myFrameCounter;
245 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
246 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
247 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
248
249 // release pending GL resources
250 aCtx->ReleaseDelayed();
251
252 // fetch OpenGl context state
253 aCtx->FetchState();
254
75c262a9 255 // set resolution ratio
256 aCtx->SetResolutionRatio (RenderingParams().ResolutionRatio());
257
b128c892 258 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
c357e426 259 bool toSwap = aCtx->IsRender()
260 && !aCtx->caps->buffersNoSwap
261 && aFrameBuffer == NULL;
262
263 Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
264 Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
265
3c4b62a4 266 // determine multisampling parameters
7ccf8676 267 Standard_Integer aNbSamples = !myToDisableMSAA
268 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
269 : 0;
3c4b62a4 270 if (aNbSamples != 0)
271 {
272 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
273 }
274
c357e426 275 if ( aFrameBuffer == NULL
276 && !aCtx->DefaultFrameBuffer().IsNull()
277 && aCtx->DefaultFrameBuffer()->IsValid())
278 {
279 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
280 }
281
282 if (myHasFboBlit
3c4b62a4 283 && (myTransientDrawToFront
284 || aProjectType == Graphic3d_Camera::Projection_Stereo
285 || aNbSamples != 0))
c357e426 286 {
287 if (myMainSceneFbos[0]->GetVPSizeX() != aSizeX
3c4b62a4 288 || myMainSceneFbos[0]->GetVPSizeY() != aSizeY
289 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
c357e426 290 {
521b0d7f 291 if (!myTransientDrawToFront)
292 {
293 myImmediateSceneFbos[0]->Release (aCtx.operator->());
294 myImmediateSceneFbos[1]->Release (aCtx.operator->());
295 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
296 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
297 }
298
c357e426 299 // prepare FBOs containing main scene
300 // for further blitting and rendering immediate presentations on top
301 if (aCtx->core20fwd != NULL)
302 {
3c4b62a4 303 myMainSceneFbos[0]->Init (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples);
c357e426 304 }
521b0d7f 305 if (myTransientDrawToFront
306 && !aCtx->caps->useSystemBuffer
307 && myMainSceneFbos[0]->IsValid())
c357e426 308 {
3c4b62a4 309 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 310 }
311 }
312 }
313 else
314 {
315 myMainSceneFbos [0]->Release (aCtx.operator->());
316 myMainSceneFbos [1]->Release (aCtx.operator->());
317 myImmediateSceneFbos[0]->Release (aCtx.operator->());
318 myImmediateSceneFbos[1]->Release (aCtx.operator->());
319 myMainSceneFbos [0]->ChangeViewport (0, 0);
320 myMainSceneFbos [1]->ChangeViewport (0, 0);
321 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
322 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
323 }
324
325 if (aProjectType == Graphic3d_Camera::Projection_Stereo
326 && myMainSceneFbos[0]->IsValid())
327 {
3c4b62a4 328 myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 329 if (!myMainSceneFbos[1]->IsValid())
330 {
331 // no enough memory?
332 aProjectType = Graphic3d_Camera::Projection_Perspective;
333 }
334 else if (!myTransientDrawToFront)
335 {
336 //
337 }
338 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
339 {
3c4b62a4 340 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
341 myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 342 if (!myImmediateSceneFbos[0]->IsValid()
343 || !myImmediateSceneFbos[1]->IsValid())
344 {
345 aProjectType = Graphic3d_Camera::Projection_Perspective;
346 }
347 }
348 }
349
350 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
351 {
352 OpenGl_FrameBuffer* aMainFbos[2] =
353 {
354 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
355 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
356 };
357 OpenGl_FrameBuffer* anImmFbos[2] =
358 {
359 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
360 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
361 };
362
363 if (!myTransientDrawToFront)
364 {
365 anImmFbos[0] = aMainFbos[0];
366 anImmFbos[1] = aMainFbos[1];
367 }
368 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
369 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
370 {
371 anImmFbos[0] = NULL;
372 anImmFbos[1] = NULL;
373 }
374
375 #if !defined(GL_ES_VERSION_2_0)
376 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
377 #endif
378 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0]);
379 myBackBufferRestored = Standard_True;
380 myIsImmediateDrawn = Standard_False;
381 #if !defined(GL_ES_VERSION_2_0)
382 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
383 #endif
b0dc79bc 384 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0]))
c357e426 385 {
386 toSwap = false;
387 }
388 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
389 {
390 aCtx->SwapBuffers();
391 }
392
393 #if !defined(GL_ES_VERSION_2_0)
394 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
395 #endif
396 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1]);
397 myBackBufferRestored = Standard_True;
398 myIsImmediateDrawn = Standard_False;
b0dc79bc 399 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1]))
c357e426 400 {
401 toSwap = false;
402 }
403
404 if (anImmFbos[0] != NULL)
405 {
3c4b62a4 406 drawStereoPair (aFrameBuffer);
c357e426 407 }
408 }
409 else
410 {
3bffef55 411 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
c357e426 412 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
413 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
414 {
415 anImmFbo = myImmediateSceneFbos[0].operator->();
416 }
521b0d7f 417 if (!myTransientDrawToFront)
418 {
419 anImmFbo = aMainFbo;
420 }
c357e426 421
422 #if !defined(GL_ES_VERSION_2_0)
3bffef55 423 if (aMainFbo == NULL)
c357e426 424 {
425 aCtx->SetReadDrawBuffer (GL_BACK);
426 }
427 #endif
3bffef55 428 redraw (aProjectType, aMainFbo);
c357e426 429 myBackBufferRestored = Standard_True;
430 myIsImmediateDrawn = Standard_False;
431 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo))
432 {
433 toSwap = false;
434 }
435
436 if (anImmFbo != NULL
437 && anImmFbo != aFrameBuffer)
438 {
439 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
440 }
441 }
442
443#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
444 if (OpenGl_AVIWriter_AllowWriting (myWindow->PlatformWindow()->NativeHandle()))
445 {
446 GLint params[4];
447 glGetIntegerv (GL_VIEWPORT, params);
448 int nWidth = params[2] & ~0x7;
449 int nHeight = params[3] & ~0x7;
450
451 const int nBitsPerPixel = 24;
452 GLubyte* aDumpData = new GLubyte[nWidth * nHeight * nBitsPerPixel / 8];
453
454 glPixelStorei (GL_PACK_ALIGNMENT, 1);
455 glReadPixels (0, 0, nWidth, nHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, aDumpData);
456 OpenGl_AVIWriter_AVIWriter (aDumpData, nWidth, nHeight, nBitsPerPixel);
457 delete[] aDumpData;
458 }
459#endif
460
bf02aa7d 461 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
462 && myRenderParams.IsGlobalIlluminationEnabled)
463 {
464 myAccumFrames++;
465 }
466
c357e426 467 // bind default FBO
468 bindDefaultFbo();
469
7ccf8676 470 if (wasDisabledMSAA != myToDisableMSAA
471 || hadFboBlit != myHasFboBlit)
472 {
473 // retry on error
474 Redraw();
475 }
476
c357e426 477 // Swap the buffers
478 if (toSwap)
479 {
480 aCtx->SwapBuffers();
481 if (!myMainSceneFbos[0]->IsValid())
482 {
483 myBackBufferRestored = Standard_False;
484 }
485 }
486 else
487 {
488 aCtx->core11fwd->glFlush();
489 }
490
491 // reset render mode state
492 aCtx->FetchState();
493
494 myWasRedrawnGL = Standard_True;
495}
496
497// =======================================================================
498// function : RedrawImmediate
499// purpose :
500// =======================================================================
501void OpenGl_View::RedrawImmediate()
502{
503 if (!myWorkspace->Activate())
504 return;
505
506 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
507 if (!myTransientDrawToFront
508 || !myBackBufferRestored
509 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
510 {
511 Redraw();
512 return;
513 }
514
515 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
516 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
b128c892 517 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
c357e426 518
519 if ( aFrameBuffer == NULL
520 && !aCtx->DefaultFrameBuffer().IsNull()
521 && aCtx->DefaultFrameBuffer()->IsValid())
522 {
523 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
524 }
525
526 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
527 {
528 if (myMainSceneFbos[0]->IsValid()
529 && !myMainSceneFbos[1]->IsValid())
530 {
531 aProjectType = Graphic3d_Camera::Projection_Perspective;
532 }
533 }
534
535 bool toSwap = false;
536 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
537 {
538 OpenGl_FrameBuffer* aMainFbos[2] =
539 {
540 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
541 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
542 };
543 OpenGl_FrameBuffer* anImmFbos[2] =
544 {
545 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
546 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
547 };
548 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
549 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
550 {
551 anImmFbos[0] = NULL;
552 anImmFbos[1] = NULL;
553 }
554
555 if (aCtx->arbFBO != NULL)
556 {
557 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
558 }
559 #if !defined(GL_ES_VERSION_2_0)
560 if (anImmFbos[0] == NULL)
561 {
562 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
563 }
564 #endif
565 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
566 aMainFbos[0],
567 anImmFbos[0],
568 Standard_True) || toSwap;
569 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
570 && toSwap
571 && !aCtx->caps->buffersNoSwap)
572 {
573 aCtx->SwapBuffers();
574 }
575
576 if (aCtx->arbFBO != NULL)
577 {
578 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
579 }
580 #if !defined(GL_ES_VERSION_2_0)
581 if (anImmFbos[1] == NULL)
582 {
583 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
584 }
585 #endif
586 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
587 aMainFbos[1],
588 anImmFbos[1],
589 Standard_True) || toSwap;
590 if (anImmFbos[0] != NULL)
591 {
3c4b62a4 592 drawStereoPair (aFrameBuffer);
c357e426 593 }
594 }
595 else
596 {
597 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
598 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
599 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
600 {
601 anImmFbo = myImmediateSceneFbos[0].operator->();
602 }
603 #if !defined(GL_ES_VERSION_2_0)
604 if (aMainFbo == NULL)
605 {
606 aCtx->SetReadDrawBuffer (GL_BACK);
607 }
608 #endif
609 toSwap = redrawImmediate (aProjectType,
610 aMainFbo,
611 anImmFbo,
612 Standard_True) || toSwap;
613 if (anImmFbo != NULL
614 && anImmFbo != aFrameBuffer)
615 {
616 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
617 }
618 }
619
620 // bind default FBO
621 bindDefaultFbo();
622
623 if (toSwap && !aCtx->caps->buffersNoSwap)
624 {
625 aCtx->SwapBuffers();
626 }
627 else
628 {
629 aCtx->core11fwd->glFlush();
630 }
631
632 myWasRedrawnGL = Standard_True;
633}
634
635// =======================================================================
636// function : redraw
637// purpose :
638// =======================================================================
639void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection, OpenGl_FrameBuffer* theReadDrawFbo)
640{
641 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
642 if (theReadDrawFbo != NULL)
643 {
644 theReadDrawFbo->BindBuffer (aCtx);
645 theReadDrawFbo->SetupViewport (aCtx);
646 }
647 else
648 {
3bffef55 649 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
650 aCtx->ResizeViewport (aViewport);
c357e426 651 }
652
653 // request reset of material
654 myWorkspace->NamedStatus |= OPENGL_NS_RESMAT;
655 myWorkspace->UseZBuffer() = Standard_True;
656 myWorkspace->UseDepthWrite() = Standard_True;
657 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
658 glDepthFunc (GL_LEQUAL);
659 glDepthMask (GL_TRUE);
660 glEnable (GL_DEPTH_TEST);
661
662#if !defined(GL_ES_VERSION_2_0)
663 glClearDepth (1.0);
664#else
665 glClearDepthf (1.0f);
666#endif
667
668 if (myWorkspace->NamedStatus & OPENGL_NS_WHITEBACK)
669 {
670 // set background to white
671 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
672 }
673 else
674 {
b6472664 675 const OpenGl_Vec4& aBgColor = myBgColor;
676 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
c357e426 677 }
678
679 glClear (toClear);
680
681 render (theProjection, theReadDrawFbo, Standard_False);
682}
683
684// =======================================================================
685// function : redrawMonoImmediate
686// purpose :
687// =======================================================================
688bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
689 OpenGl_FrameBuffer* theReadFbo,
690 OpenGl_FrameBuffer* theDrawFbo,
691 const Standard_Boolean theIsPartialUpdate)
692{
693 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
694 GLboolean toCopyBackToFront = GL_FALSE;
521b0d7f 695 if (theDrawFbo == theReadFbo
696 && theDrawFbo != NULL)
c357e426 697 {
698 myBackBufferRestored = Standard_False;
699 }
700 else if (theReadFbo != NULL
701 && theReadFbo->IsValid()
702 && aCtx->IsRender())
703 {
704 if (!blitBuffers (theReadFbo, theDrawFbo))
705 {
706 return true;
707 }
708 }
709 else if (theDrawFbo == NULL)
710 {
711 #if !defined(GL_ES_VERSION_2_0)
712 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
713 #endif
714 if (toCopyBackToFront)
715 {
716 if (!HasImmediateStructures()
717 && !theIsPartialUpdate)
718 {
719 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
720 return true;
721 }
722 copyBackToFront();
723 }
724 else
725 {
726 myBackBufferRestored = Standard_False;
727 }
728 }
729 else
730 {
731 myBackBufferRestored = Standard_False;
732 }
733 myIsImmediateDrawn = Standard_True;
734
735 myWorkspace->UseZBuffer() = Standard_True;
736 myWorkspace->UseDepthWrite() = Standard_True;
737 glDepthFunc (GL_LEQUAL);
738 glDepthMask (GL_TRUE);
739 glEnable (GL_DEPTH_TEST);
740#if !defined(GL_ES_VERSION_2_0)
741 glClearDepth (1.0);
742#else
743 glClearDepthf (1.0f);
744#endif
745
746 render (theProjection, theDrawFbo, Standard_True);
747
748 return !toCopyBackToFront;
749}
750
751//=======================================================================
752//function : Render
753//purpose :
754//=======================================================================
755void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
756 OpenGl_FrameBuffer* theOutputFBO,
757 const Standard_Boolean theToDrawImmediate)
758{
759 // ==================================
760 // Step 1: Prepare for render
761 // ==================================
762
763 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
764
765#if !defined(GL_ES_VERSION_2_0)
766 // Disable current clipping planes
767 if (aContext->core11 != NULL)
768 {
769 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
770 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
771 {
772 aContext->core11fwd->glDisable (aClipPlaneId);
773 }
774 }
775#endif
776
777 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
778 myBVHSelector.SetViewVolume (myCamera);
91d96372 779 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height());
c357e426 780
781 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
782 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
783 {
016e5959 784 aManager->UpdateLightSourceStateTo (myShadingModel == Graphic3d_TOSM_NONE ? &myNoShadingLight : &myLights);
c357e426 785 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
786 }
787
788 // Update matrices if camera has changed.
789 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
790 const Standard_Boolean isCameraChanged = myWorldViewProjState != aWVPState;
791 const Standard_Boolean isSameView = aManager->IsSameView (this);
792 if (isCameraChanged)
793 {
794 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
795 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
bf02aa7d 796 myAccumFrames = 0;
c357e426 797 }
798
799 // Apply new matrix state if camera has changed or this view differs from the one
800 // that was previously used for configuring matrices of shader manager
801 // (ApplyProjectionMatrix and ApplyWorldViewMatrix will affect the manager).
802 if (isCameraChanged || !isSameView)
803 {
804 aContext->ApplyProjectionMatrix();
805 aContext->ApplyWorldViewMatrix();
806 }
807
808 if (aManager->ModelWorldState().Index() == 0)
809 {
810 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
811 }
812
813 myWorldViewProjState = aWVPState;
814
815 // ====================================
816 // Step 2: Redraw background
817 // ====================================
818
819 // Render background
820 if (!theToDrawImmediate)
821 {
a521d90d 822 drawBackground (myWorkspace);
c357e426 823 }
824
825#if !defined(GL_ES_VERSION_2_0)
826 // Switch off lighting by default
827 if (aContext->core11 != NULL)
828 {
829 glDisable(GL_LIGHTING);
830 }
831#endif
832
833 // =================================
834 // Step 3: Redraw main plane
835 // =================================
836
837 // Setup face culling
838 GLboolean isCullFace = GL_FALSE;
839 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
840 {
841 isCullFace = glIsEnabled (GL_CULL_FACE);
842 if (myBackfacing == Graphic3d_TOBM_DISABLE)
843 {
844 glEnable (GL_CULL_FACE);
845 glCullFace (GL_BACK);
846 }
847 else
848 glDisable (GL_CULL_FACE);
849 }
850
851#if !defined(GL_ES_VERSION_2_0)
852 // if the view is scaled normal vectors are scaled to unit
853 // length for correct displaying of shaded objects
854 const gp_Pnt anAxialScale = myCamera->AxialScale();
855 if (anAxialScale.X() != 1.F ||
856 anAxialScale.Y() != 1.F ||
857 anAxialScale.Z() != 1.F)
858 {
859 aContext->SetGlNormalizeEnabled (Standard_True);
860 }
861 else
862 {
863 aContext->SetGlNormalizeEnabled (Standard_False);
864 }
865
c357e426 866 // Apply InteriorShadingMethod
867 if (aContext->core11 != NULL)
868 {
869 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
870 || myShadingModel == Graphic3d_TOSM_NONE ? GL_FLAT : GL_SMOOTH);
871 }
872#endif
873
874 aManager->SetShadingModel (myShadingModel);
c357e426 875
876 // Redraw 3d scene
877 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
878 {
879 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
880 aContext->ApplyProjectionMatrix();
881 }
882 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
883 {
884 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
885 aContext->ApplyProjectionMatrix();
886 }
83da37b1 887
888 myWorkspace->SetEnvironmentTexture (myTextureEnv);
889
bf02aa7d 890 renderScene (theProjection, theOutputFBO, theToDrawImmediate);
c357e426 891
83da37b1 892 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
893
c357e426 894 // ===============================
895 // Step 4: Trihedron
896 // ===============================
897
898 // Resetting GL parameters according to the default aspects
899 // in order to synchronize GL state with the graphic driver state
900 // before drawing auxiliary stuff (trihedrons, overlayer)
c357e426 901 myWorkspace->ResetAppliedAspect();
902
c357e426 903
deb02f86 904 // We need to disable (unbind) all shaders programs to ensure
905 // that all objects without specified aspect will be drawn
906 // correctly (such as background)
907 aContext->BindProgram (NULL);
c357e426 908
909 // Render trihedron
910 if (!theToDrawImmediate)
911 {
912 renderTrihedron (myWorkspace);
913
914 // Restore face culling
915 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
916 {
917 if (isCullFace)
918 {
919 glEnable (GL_CULL_FACE);
920 glCullFace (GL_BACK);
921 }
922 else
923 glDisable (GL_CULL_FACE);
924 }
925 }
926
927 // ==============================================================
c357e426 928 // Step 6: Keep shader manager informed about last View
929 // ==============================================================
930
931 if (!aManager.IsNull())
932 {
933 aManager->SetLastView (this);
934 }
935}
936
937// =======================================================================
938// function : InvalidateBVHData
939// purpose :
940// =======================================================================
941void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
942{
943 myZLayers.InvalidateBVHData (theLayerId);
944}
945
946//=======================================================================
947//function : renderStructs
948//purpose :
949//=======================================================================
bf02aa7d 950void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
951 OpenGl_FrameBuffer* theReadDrawFbo,
952 const Standard_Boolean theToDrawImmediate)
c357e426 953{
954 if ( myZLayers.NbStructures() <= 0 )
955 return;
956
957 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
c357e426 958 Standard_Boolean toRenderGL = theToDrawImmediate ||
959 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
960 myRaytraceInitStatus == OpenGl_RT_FAIL ||
961 aCtx->IsFeedback();
962
963 if (!toRenderGL)
964 {
965 toRenderGL = !initRaytraceResources (aCtx) ||
966 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
967
968 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
969
970 if (!toRenderGL)
971 {
972 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
973 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
3c4b62a4 974 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
c357e426 975
976 if (myRaytraceFilter.IsNull())
977 myRaytraceFilter = new OpenGl_RaytraceFilter;
978
979 myRaytraceFilter->SetPrevRenderFilter (myWorkspace->GetRenderFilter());
980
981 if (theReadDrawFbo != NULL)
982 theReadDrawFbo->UnbindBuffer (aCtx);
983
984 // Prepare preliminary OpenGL output
985 if (aCtx->arbFBOBlit != NULL)
986 {
987 // Render bottom OSD layer
988 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom);
989
990 myWorkspace->SetRenderFilter (myRaytraceFilter);
991 {
992 if (theReadDrawFbo != NULL)
993 {
3a9b5dc8 994 theReadDrawFbo->BindDrawBuffer (aCtx);
c357e426 995 }
996 else
997 {
3a9b5dc8 998 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
c357e426 999 }
1000
c357e426 1001 // Render non-polygonal elements in default layer
1002 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default);
1003 }
1004 myWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
1005 }
1006
1007 if (theReadDrawFbo != NULL)
1008 {
1009 theReadDrawFbo->BindBuffer (aCtx);
1010 }
1011 else
1012 {
1013 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
1014 }
1015
f55ba97f 1016 // Reset OpenGl aspects state to default to avoid enabling of
1017 // backface culling which is not supported in ray-tracing.
1018 myWorkspace->ResetAppliedAspect();
1019
c357e426 1020 // Ray-tracing polygonal primitive arrays
bf02aa7d 1021 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
c357e426 1022
1023 // Render upper (top and topmost) OpenGL layers
1024 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper);
1025 }
1026 }
1027
1028 // Redraw 3D scene using OpenGL in standard
1029 // mode or in case of ray-tracing failure
1030 if (toRenderGL)
1031 {
1032 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All);
1033
1034 // Set flag that scene was redrawn by standard pipeline
1035 myWasRedrawnGL = Standard_True;
1036 }
1037}
1038
1039//=======================================================================
1040//function : renderTrihedron
1041//purpose :
1042//=======================================================================
1043void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1044{
1045 // display global trihedron
1046 if (myToShowTrihedron)
1047 {
83da37b1 1048 // disable environment texture
1049 Handle(OpenGl_Texture) anEnvironmentTexture = theWorkspace->EnvironmentTexture();
1050 theWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
1051
c357e426 1052 myTrihedron.Render (theWorkspace);
83da37b1 1053
1054 // restore environment texture
1055 theWorkspace->SetEnvironmentTexture (anEnvironmentTexture);
c357e426 1056 }
1057 if (myToShowGradTrihedron)
1058 {
1059 myGraduatedTrihedron.Render (theWorkspace);
1060 }
1061}
1062
1063// =======================================================================
1064// function : Invalidate
1065// purpose :
1066// =======================================================================
1067void OpenGl_View::Invalidate()
1068{
1069 myBackBufferRestored = Standard_False;
1070}
1071
1072//=======================================================================
1073//function : renderScene
1074//purpose :
1075//=======================================================================
bf02aa7d 1076void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1077 OpenGl_FrameBuffer* theReadDrawFbo,
1078 const Standard_Boolean theToDrawImmediate)
c357e426 1079{
1080 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1081
c357e426 1082 // Specify clipping planes in view transformation space
3202bf1e 1083 aContext->ChangeClipping().Reset (aContext, myClipPlanes);
1084 if (!myClipPlanes.IsNull()
1085 && !myClipPlanes->IsEmpty())
c357e426 1086 {
deb02f86 1087 aContext->ShaderManager()->UpdateClippingState();
c357e426 1088 }
1089
1090#if !defined(GL_ES_VERSION_2_0)
1091 // Apply Lights
1092 if (aContext->core11 != NULL)
1093 {
1094 // setup lights
1095 Graphic3d_Vec4 anAmbientColor (THE_DEFAULT_AMBIENT[0],
1096 THE_DEFAULT_AMBIENT[1],
1097 THE_DEFAULT_AMBIENT[2],
1098 THE_DEFAULT_AMBIENT[3]);
1099 GLenum aLightGlId = GL_LIGHT0;
1100
016e5959 1101 OpenGl_ListOfLight::Iterator aLightIt (myShadingModel == Graphic3d_TOSM_NONE ? myNoShadingLight : myLights);
c357e426 1102 for (; aLightIt.More(); aLightIt.Next())
1103 {
1104 bindLight (aLightIt.Value(), aLightGlId, anAmbientColor, myWorkspace);
1105 }
1106
1107 // apply accumulated ambient color
1108 anAmbientColor.a() = 1.0f;
1109 glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbientColor.GetData());
1110
1111 if (aLightGlId != GL_LIGHT0)
1112 {
1113 glEnable (GL_LIGHTING);
1114 }
1115 // switch off unused lights
1116 for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
1117 {
1118 glDisable (aLightGlId);
1119 }
1120 }
1121#endif
1122
1123 // Clear status bitfields
1124 myWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
1125
83da37b1 1126 // First pass
1127 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
1128 myWorkspace->DisableTexture();
c357e426 1129
83da37b1 1130 // Second pass
1131 if (myWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
c357e426 1132 {
83da37b1 1133 myWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
c357e426 1134
83da37b1 1135 // Remember OpenGl properties
1136 GLint aSaveBlendDst = GL_ONE_MINUS_SRC_ALPHA, aSaveBlendSrc = GL_SRC_ALPHA;
1137 GLint aSaveZbuffFunc;
1138 GLboolean aSaveZbuffWrite;
1139 glGetBooleanv (GL_DEPTH_WRITEMASK, &aSaveZbuffWrite);
1140 glGetIntegerv (GL_DEPTH_FUNC, &aSaveZbuffFunc);
1141 #if !defined(GL_ES_VERSION_2_0)
1142 glGetIntegerv (GL_BLEND_DST, &aSaveBlendDst);
1143 glGetIntegerv (GL_BLEND_SRC, &aSaveBlendSrc);
1144 #endif
1145 GLboolean wasZbuffEnabled = glIsEnabled (GL_DEPTH_TEST);
1146 GLboolean wasBlendEnabled = glIsEnabled (GL_BLEND);
c357e426 1147
83da37b1 1148 // Change the properties for second rendering pass
1149 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1150 glEnable (GL_BLEND);
c357e426 1151
83da37b1 1152 glDepthFunc (GL_EQUAL);
1153 glDepthMask (GL_FALSE);
1154 glEnable (GL_DEPTH_TEST);
c357e426 1155
83da37b1 1156 // Render the view
1157 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
1158 myWorkspace->DisableTexture();
1159
1160 // Restore properties back
1161 glBlendFunc (aSaveBlendSrc, aSaveBlendDst);
1162 if (!wasBlendEnabled)
1163 glDisable (GL_BLEND);
1164
1165 glDepthFunc (aSaveZbuffFunc);
1166 glDepthMask (aSaveZbuffWrite);
1167 if (!wasZbuffEnabled)
1168 glDisable (GL_DEPTH_FUNC);
c357e426 1169 }
1170
1171 // Apply restored view matrix.
1172 aContext->ApplyWorldViewMatrix();
1173
3202bf1e 1174 aContext->ChangeClipping().Reset (aContext, Handle(Graphic3d_SequenceOfHClipPlane)());
1175 if (!myClipPlanes.IsNull()
1176 && !myClipPlanes->IsEmpty())
deb02f86 1177 {
1178 aContext->ShaderManager()->RevertClippingState();
deb02f86 1179 }
c357e426 1180}
1181
1182// =======================================================================
1183// function : bindDefaultFbo
1184// purpose :
1185// =======================================================================
1186void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1187{
1188 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1189 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1190 ? theCustomFbo
1191 : (!aCtx->DefaultFrameBuffer().IsNull()
1192 && aCtx->DefaultFrameBuffer()->IsValid()
1193 ? aCtx->DefaultFrameBuffer().operator->()
1194 : NULL);
1195 if (anFbo != NULL)
1196 {
1197 anFbo->BindBuffer (aCtx);
521b0d7f 1198 anFbo->SetupViewport (aCtx);
c357e426 1199 }
1200 else
1201 {
1202 #if !defined(GL_ES_VERSION_2_0)
1203 aCtx->SetReadDrawBuffer (GL_BACK);
1204 #else
1205 if (aCtx->arbFBO != NULL)
1206 {
1207 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1208 }
1209 #endif
3bffef55 1210 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1211 aCtx->ResizeViewport (aViewport);
c357e426 1212 }
c357e426 1213}
1214
1215// =======================================================================
1216// function : initBlitQuad
1217// purpose :
1218// =======================================================================
1219OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1220{
1221 OpenGl_VertexBuffer* aVerts = NULL;
1222 if (!theToFlip)
1223 {
1224 aVerts = &myFullScreenQuad;
1225 if (!aVerts->IsValid())
1226 {
1227 OpenGl_Vec4 aQuad[4] =
1228 {
1229 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1230 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1231 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1232 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1233 };
1234 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1235 }
1236 }
1237 else
1238 {
1239 aVerts = &myFullScreenQuadFlip;
1240 if (!aVerts->IsValid())
1241 {
1242 OpenGl_Vec4 aQuad[4] =
1243 {
1244 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1245 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1246 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1247 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1248 };
1249 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1250 }
1251 }
1252 return aVerts;
1253}
1254
1255// =======================================================================
1256// function : blitBuffers
1257// purpose :
1258// =======================================================================
1259bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1260 OpenGl_FrameBuffer* theDrawFbo,
1261 const Standard_Boolean theToFlip)
1262{
1263 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1264 if (theReadFbo == NULL || aCtx->IsFeedback())
1265 {
1266 return false;
1267 }
1268 else if (theReadFbo == theDrawFbo)
1269 {
1270 return true;
1271 }
1272
1273 // clear destination before blitting
1274 if (theDrawFbo != NULL
1275 && theDrawFbo->IsValid())
1276 {
1277 theDrawFbo->BindBuffer (aCtx);
1278 }
1279 else
1280 {
1281 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1282 }
1283#if !defined(GL_ES_VERSION_2_0)
1284 aCtx->core20fwd->glClearDepth (1.0);
1285#else
1286 aCtx->core20fwd->glClearDepthf (1.0f);
1287#endif
1288 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1289
3c4b62a4 1290#if !defined(GL_ES_VERSION_2_0)
1291 if (aCtx->arbFBOBlit != NULL
1292 && theReadFbo->NbSamples() != 0)
c357e426 1293 {
3c4b62a4 1294 GLbitfield aCopyMask = 0;
c357e426 1295 theReadFbo->BindReadBuffer (aCtx);
1296 if (theDrawFbo != NULL
1297 && theDrawFbo->IsValid())
1298 {
1299 theDrawFbo->BindDrawBuffer (aCtx);
3c4b62a4 1300 if (theDrawFbo->HasColor()
1301 && theReadFbo->HasColor())
1302 {
1303 aCopyMask |= GL_COLOR_BUFFER_BIT;
1304 }
1305 if (theDrawFbo->HasDepth()
1306 && theReadFbo->HasDepth())
1307 {
1308 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1309 }
c357e426 1310 }
1311 else
1312 {
3c4b62a4 1313 if (theReadFbo->HasColor())
1314 {
1315 aCopyMask |= GL_COLOR_BUFFER_BIT;
1316 }
1317 if (theReadFbo->HasDepth())
1318 {
1319 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1320 }
c357e426 1321 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1322 }
3c4b62a4 1323
c357e426 1324 // we don't copy stencil buffer here... does it matter for performance?
1325 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
1326 0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
3c4b62a4 1327 aCopyMask, GL_NEAREST);
7ccf8676 1328 const int anErr = ::glGetError();
1329 if (anErr != GL_NO_ERROR)
1330 {
1331 // glBlitFramebuffer() might fail in several cases:
1332 // - Both FBOs have MSAA and they are samples number does not match.
1333 // OCCT checks that this does not happen,
1334 // however some graphics drivers provide an option for overriding MSAA.
1335 // In this case window MSAA might be non-zero (and application can not check it)
1336 // and might not match MSAA of our offscreen FBOs.
1337 // - Pixel formats of FBOs do not match.
1338 // This also might happen with window has pixel format,
1339 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1340 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1341 + " Please check your graphics driver settings or try updating driver.";
1342 if (theReadFbo->NbSamples() != 0)
1343 {
1344 myToDisableMSAA = true;
1345 aMsg += "\n MSAA settings should not be overridden by driver!";
1346 }
1347 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1348 GL_DEBUG_TYPE_ERROR,
1349 0,
1350 GL_DEBUG_SEVERITY_HIGH,
1351 aMsg);
1352 }
1353
c357e426 1354 if (theDrawFbo != NULL
3c4b62a4 1355 && theDrawFbo->IsValid())
c357e426 1356 {
1357 theDrawFbo->BindBuffer (aCtx);
1358 }
1359 else
1360 {
1361 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1362 }
1363 }
1364 else
3c4b62a4 1365#endif
c357e426 1366 {
1367 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1368 aCtx->core20fwd->glDepthMask (GL_TRUE);
1369 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1ce0716b 1370 #if defined(GL_ES_VERSION_2_0)
1371 if (!aCtx->IsGlGreaterEqual (3, 0)
1372 && !aCtx->extFragDepth)
1373 {
1374 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1375 }
1376 #endif
c357e426 1377
1378 myWorkspace->DisableTexture();
1379
1380 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1381 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1382 if (aVerts->IsValid()
1383 && aManager->BindFboBlitProgram())
1384 {
1385 theReadFbo->ColorTexture() ->Bind (aCtx, GL_TEXTURE0 + 0);
1386 theReadFbo->DepthStencilTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1387 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1388
1389 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1390
1391 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1392 theReadFbo->DepthStencilTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1393 theReadFbo->ColorTexture() ->Unbind (aCtx, GL_TEXTURE0 + 0);
a521d90d 1394 aCtx->BindProgram (NULL);
c357e426 1395 }
1396 else
1397 {
1398 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1399 + "Error! FBO blitting has failed";
3b523c4c 1400 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1401 GL_DEBUG_TYPE_ERROR,
c357e426 1402 0,
3b523c4c 1403 GL_DEBUG_SEVERITY_HIGH,
c357e426 1404 aMsg);
1405 myHasFboBlit = Standard_False;
1406 theReadFbo->Release (aCtx.operator->());
1407 return true;
1408 }
1409 }
1410 return true;
1411}
1412
1413// =======================================================================
1414// function : drawStereoPair
1415// purpose :
1416// =======================================================================
3c4b62a4 1417void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
c357e426 1418{
3c4b62a4 1419 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1420 bindDefaultFbo (theDrawFbo);
c357e426 1421 OpenGl_FrameBuffer* aPair[2] =
1422 {
1423 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1424 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1425 };
1426 if (aPair[0] == NULL
1427 || aPair[1] == NULL
1428 || !myTransientDrawToFront)
1429 {
1430 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1431 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1432 }
1433
1434 if (aPair[0] == NULL
1435 || aPair[1] == NULL)
1436 {
1437 return;
1438 }
1439
3c4b62a4 1440 if (aPair[0]->NbSamples() != 0)
1441 {
1442 // resolve MSAA buffers before drawing
1443 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1444 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1445 {
82f443b6 1446 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1447 GL_DEBUG_TYPE_ERROR,
3c4b62a4 1448 0,
82f443b6 1449 GL_DEBUG_SEVERITY_HIGH,
3c4b62a4 1450 "Error! Unable to allocate FBO for blitting stereo pair");
1451 bindDefaultFbo (theDrawFbo);
1452 return;
1453 }
1454
1455 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1456 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1457 {
1458 bindDefaultFbo (theDrawFbo);
1459 return;
1460 }
1461
1462 aPair[0] = myOpenGlFBO .operator->();
1463 aPair[1] = myOpenGlFBO2.operator->();
1464 bindDefaultFbo (theDrawFbo);
1465 }
1466
c357e426 1467 struct
1468 {
1469 Standard_Integer left;
1470 Standard_Integer top;
1471 Standard_Integer right;
1472 Standard_Integer bottom;
1473 Standard_Integer dx() { return right - left; }
1474 Standard_Integer dy() { return bottom - top; }
1475 } aGeom;
1476
1477 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1478
1479 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1480 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1481 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1482 if (isOddY
1483 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1484 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1485 {
1486 toReverse = !toReverse;
1487 }
1488 if (isOddX
1489 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1490 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1491 {
1492 toReverse = !toReverse;
1493 }
1494
1495 if (toReverse)
1496 {
1497 std::swap (aPair[0], aPair[1]);
1498 }
1499
c357e426 1500 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1501 aCtx->core20fwd->glDepthMask (GL_TRUE);
1502 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1503
1504 myWorkspace->DisableTexture();
1505 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1506
1507 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1508 if (aVerts->IsValid()
1509 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1510 {
1511 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1512 {
1513 OpenGl_Mat4 aFilterL, aFilterR;
1514 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1515 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1516 switch (myRenderParams.AnaglyphFilter)
1517 {
1518 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1519 {
1520 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1521 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1522 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1523 break;
1524 }
1525 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1526 {
1527 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1528 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1529 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1530 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1531 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1532 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1533 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1534 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1535 break;
1536 }
1537 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1538 {
1539 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1540 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1541 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1542 break;
1543 }
1544 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1545 {
1546 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1547 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1548 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1549 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1550 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1551 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1552 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1553 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1554 break;
1555 }
1556 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1557 {
1558 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1559 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1560 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1561 break;
1562 }
1563 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1564 {
1565 aFilterL = myRenderParams.AnaglyphLeft;
1566 aFilterR = myRenderParams.AnaglyphRight;
1567 break;
1568 }
1569 }
1570 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1571 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1572 }
1573
1574 aPair[0]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1575 aPair[1]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1576 aVerts->BindVertexAttrib (aCtx, 0);
1577
1578 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1579
1580 aVerts->UnbindVertexAttrib (aCtx, 0);
1581 aPair[1]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1582 aPair[0]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 0);
1583 }
1584 else
1585 {
1586 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1587 + "Error! Anaglyph has failed";
3b523c4c 1588 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1589 GL_DEBUG_TYPE_ERROR,
c357e426 1590 0,
3b523c4c 1591 GL_DEBUG_SEVERITY_HIGH,
c357e426 1592 aMsg);
1593 }
1594}
1595
1596// =======================================================================
1597// function : copyBackToFront
1598// purpose :
1599// =======================================================================
1600void OpenGl_View::copyBackToFront()
1601{
1602#if !defined(GL_ES_VERSION_2_0)
1603
1604 OpenGl_Mat4 aProjectMat;
1605 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1606 0.f, static_cast<GLfloat> (myWindow->Width()), 0.f, static_cast<GLfloat> (myWindow->Height()));
1607
1608 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1609 aCtx->WorldViewState.Push();
1610 aCtx->ProjectionState.Push();
1611
1612 aCtx->WorldViewState.SetIdentity();
1613 aCtx->ProjectionState.SetCurrent (aProjectMat);
1614
1615 aCtx->ApplyProjectionMatrix();
1616 aCtx->ApplyWorldViewMatrix();
1617
1618 aCtx->DisableFeatures();
1619
1620 switch (aCtx->DrawBuffer())
1621 {
1622 case GL_BACK_LEFT:
1623 {
1624 aCtx->SetReadBuffer (GL_BACK_LEFT);
1625 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1626 break;
1627 }
1628 case GL_BACK_RIGHT:
1629 {
1630 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1631 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1632 break;
1633 }
1634 default:
1635 {
1636 aCtx->SetReadBuffer (GL_BACK);
1637 aCtx->SetDrawBuffer (GL_FRONT);
1638 break;
1639 }
1640 }
1641
1642 glRasterPos2i (0, 0);
1643 glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1644 //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1645
1646 aCtx->EnableFeatures();
1647
1648 aCtx->WorldViewState.Pop();
1649 aCtx->ProjectionState.Pop();
1650 aCtx->ApplyProjectionMatrix();
1651
1652 // read/write from front buffer now
1653 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1654#endif
1655 myIsImmediateDrawn = Standard_False;
1656}