0030469: Visualization - Draw crashes when 3D view is minimized
[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
30#include <OpenGl_AspectLine.hxx>
31#include <OpenGl_Context.hxx>
15669413 32#include <OpenGl_FrameStats.hxx>
c357e426 33#include <OpenGl_Matrix.hxx>
34#include <OpenGl_Workspace.hxx>
35#include <OpenGl_View.hxx>
c357e426 36#include <OpenGl_GraduatedTrihedron.hxx>
37#include <OpenGl_PrimitiveArray.hxx>
c357e426 38#include <OpenGl_ShaderManager.hxx>
39#include <OpenGl_ShaderProgram.hxx>
40#include <OpenGl_Structure.hxx>
41#include <OpenGl_ArbFBO.hxx>
42
a0b49de4 43namespace
44{
45 //! Format Frame Buffer format for logging messages.
46 static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
47 {
48 return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
49 }
50
51 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
52 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
53 Standard_Integer theSizeX,
54 Standard_Integer theSizeY,
55 Standard_Integer theNbSamples)
56 {
57 return !theFboToCheck->IsValid()
58 && theFboToCheck->GetInitVPSizeX() == theSizeX
59 && theFboToCheck->GetInitVPSizeY() == theSizeY
60 && theFboToCheck->NbSamples() == theNbSamples;
61 }
62
63 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
64 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
65 const Handle(OpenGl_FrameBuffer)& theFboRef)
66 {
67 return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
68 }
69}
70
c357e426 71//=======================================================================
a521d90d 72//function : drawBackground
c357e426 73//purpose :
74//=======================================================================
a521d90d 75void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
c357e426 76{
77 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
78
8613985b 79 if (!myBgTextureArray->IsDefined() // no texture
80 && !myBgGradientArray->IsDefined()) // no gradient
c357e426 81 {
82 return;
83 }
84
85 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
86 if (wasUsedZBuffer)
87 {
88 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
89 }
90
c357e426 91 // Drawing background gradient if:
92 // - gradient fill type is not Aspect_GFM_NONE and
93 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
94 if (myBgGradientArray->IsDefined()
b6472664 95 && (!myTextureParams->Aspect()->ToMapTexture()
c357e426 96 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
97 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
98 {
99 #if !defined(GL_ES_VERSION_2_0)
100 GLint aShadingModelOld = GL_SMOOTH;
dd1ae9df 101 if (aCtx->core11 != NULL
102 && aCtx->caps->ffpEnable)
c357e426 103 {
104 aCtx->core11fwd->glDisable (GL_LIGHTING);
105 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
106 aCtx->core11->glShadeModel (GL_SMOOTH);
107 }
108 #endif
109
c357e426 110 myBgGradientArray->Render (theWorkspace);
111
112 #if !defined(GL_ES_VERSION_2_0)
dd1ae9df 113 if (aCtx->core11 != NULL
114 && aCtx->caps->ffpEnable)
c357e426 115 {
116 aCtx->core11->glShadeModel (aShadingModelOld);
117 }
118 #endif
119 }
120
121 // Drawing background image if it is defined
122 // (texture is defined and fill type is not Aspect_FM_NONE)
123 if (myBgTextureArray->IsDefined()
b6472664 124 && myTextureParams->Aspect()->ToMapTexture())
c357e426 125 {
126 aCtx->core11fwd->glDisable (GL_BLEND);
127
128 const OpenGl_AspectFace* anOldAspectFace = theWorkspace->SetAspectFace (myTextureParams);
c357e426 129 myBgTextureArray->Render (theWorkspace);
c357e426 130 theWorkspace->SetAspectFace (anOldAspectFace);
131 }
132
c357e426 133 if (wasUsedZBuffer)
134 {
135 theWorkspace->SetUseZBuffer (Standard_True);
136 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
137 }
138}
139
140//=======================================================================
141//function : Redraw
142//purpose :
143//=======================================================================
144void OpenGl_View::Redraw()
145{
7ccf8676 146 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
147 const Standard_Boolean hadFboBlit = myHasFboBlit;
c357e426 148 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
149 && !myCaps->vboDisable
150 && !myCaps->keepArrayData)
151 {
851dacdb 152 // caps are shared across all views, thus we need to invalidate all of them
153 // if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
154 myDriver->setDeviceLost();
c357e426 155 myCaps->keepArrayData = Standard_True;
156 }
157
158 if (!myWorkspace->Activate())
159 {
160 return;
161 }
162
163 myWindow->SetSwapInterval();
164
165 ++myFrameCounter;
7c3ef2f7 166 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
167 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
168 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
5e30547b 169 aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
c357e426 170
171 // release pending GL resources
172 aCtx->ReleaseDelayed();
173
174 // fetch OpenGl context state
175 aCtx->FetchState();
176
b128c892 177 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
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();
b128c892 603 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
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();
c40eb6b9 881 aContext->SetSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage);
c357e426 882
883#if !defined(GL_ES_VERSION_2_0)
884 // Disable current clipping planes
885 if (aContext->core11 != NULL)
886 {
887 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
888 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
889 {
890 aContext->core11fwd->glDisable (aClipPlaneId);
891 }
892 }
893#endif
894
4ecf34cc 895 // update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
896 // note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
c357e426 897 myBVHSelector.SetViewVolume (myCamera);
4ecf34cc 898 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
2b8832bb 899 myBVHSelector.CacheClipPtsProjections();
c357e426 900
992ed6b3 901 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
dc89236f 902 const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
992ed6b3 903 Standard_Size aLightsRevision = 0;
904 if (!aLights.IsNull())
c357e426 905 {
992ed6b3 906 aLightsRevision = aLights->UpdateRevision();
907 }
908 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
909 || aLightsRevision != myLightsRevision)
910 {
911 myLightsRevision = aLightsRevision;
912 aManager->UpdateLightSourceStateTo (aLights);
c357e426 913 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
914 }
915
916 // Update matrices if camera has changed.
917 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
7c3ef2f7 918 if (myWorldViewProjState != aWVPState)
c357e426 919 {
bf02aa7d 920 myAccumFrames = 0;
7c3ef2f7 921 myWorldViewProjState = aWVPState;
c357e426 922 }
923
7c3ef2f7 924 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
925 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
926 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
927 aContext->ApplyProjectionMatrix();
928 aContext->ApplyWorldViewMatrix();
c357e426 929 if (aManager->ModelWorldState().Index() == 0)
930 {
931 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
932 }
933
c357e426 934 // ====================================
935 // Step 2: Redraw background
936 // ====================================
937
938 // Render background
939 if (!theToDrawImmediate)
940 {
a521d90d 941 drawBackground (myWorkspace);
c357e426 942 }
943
944#if !defined(GL_ES_VERSION_2_0)
945 // Switch off lighting by default
dd1ae9df 946 if (aContext->core11 != NULL
947 && aContext->caps->ffpEnable)
c357e426 948 {
949 glDisable(GL_LIGHTING);
950 }
951#endif
952
953 // =================================
954 // Step 3: Redraw main plane
955 // =================================
956
957 // Setup face culling
958 GLboolean isCullFace = GL_FALSE;
959 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
960 {
961 isCullFace = glIsEnabled (GL_CULL_FACE);
962 if (myBackfacing == Graphic3d_TOBM_DISABLE)
963 {
964 glEnable (GL_CULL_FACE);
965 glCullFace (GL_BACK);
966 }
967 else
968 glDisable (GL_CULL_FACE);
969 }
970
971#if !defined(GL_ES_VERSION_2_0)
972 // if the view is scaled normal vectors are scaled to unit
973 // length for correct displaying of shaded objects
974 const gp_Pnt anAxialScale = myCamera->AxialScale();
975 if (anAxialScale.X() != 1.F ||
976 anAxialScale.Y() != 1.F ||
977 anAxialScale.Z() != 1.F)
978 {
979 aContext->SetGlNormalizeEnabled (Standard_True);
980 }
981 else
982 {
983 aContext->SetGlNormalizeEnabled (Standard_False);
984 }
985
c357e426 986 // Apply InteriorShadingMethod
987 if (aContext->core11 != NULL)
988 {
989 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
dc89236f 990 || myShadingModel == Graphic3d_TOSM_UNLIT ? GL_FLAT : GL_SMOOTH);
c357e426 991 }
992#endif
993
994 aManager->SetShadingModel (myShadingModel);
c357e426 995
996 // Redraw 3d scene
997 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
998 {
999 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
1000 aContext->ApplyProjectionMatrix();
1001 }
1002 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
1003 {
1004 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
1005 aContext->ApplyProjectionMatrix();
1006 }
83da37b1 1007
1008 myWorkspace->SetEnvironmentTexture (myTextureEnv);
1009
a1073ae2 1010 renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
c357e426 1011
cc8cbabe 1012 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
83da37b1 1013
c357e426 1014 // ===============================
1015 // Step 4: Trihedron
1016 // ===============================
1017
1018 // Resetting GL parameters according to the default aspects
1019 // in order to synchronize GL state with the graphic driver state
1020 // before drawing auxiliary stuff (trihedrons, overlayer)
c357e426 1021 myWorkspace->ResetAppliedAspect();
1022
c357e426 1023 // Render trihedron
1024 if (!theToDrawImmediate)
1025 {
1026 renderTrihedron (myWorkspace);
1027
1028 // Restore face culling
1029 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
1030 {
1031 if (isCullFace)
1032 {
1033 glEnable (GL_CULL_FACE);
1034 glCullFace (GL_BACK);
1035 }
1036 else
1037 glDisable (GL_CULL_FACE);
1038 }
1039 }
15669413 1040 else
1041 {
1042 renderFrameStats();
1043 }
c357e426 1044
c40eb6b9 1045 myWorkspace->ResetAppliedAspect();
1046 aContext->SetSampleAlphaToCoverage (false);
1047
8613985b 1048 // reset FFP state for safety
1049 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
dd1ae9df 1050 if (aContext->caps->ffpEnable)
1051 {
1052 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1053 }
8613985b 1054
c357e426 1055 // ==============================================================
c357e426 1056 // Step 6: Keep shader manager informed about last View
1057 // ==============================================================
1058
1059 if (!aManager.IsNull())
1060 {
1061 aManager->SetLastView (this);
1062 }
1063}
1064
1065// =======================================================================
1066// function : InvalidateBVHData
1067// purpose :
1068// =======================================================================
1069void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
1070{
1071 myZLayers.InvalidateBVHData (theLayerId);
1072}
1073
1074//=======================================================================
1075//function : renderStructs
1076//purpose :
1077//=======================================================================
bf02aa7d 1078void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
1079 OpenGl_FrameBuffer* theReadDrawFbo,
a1073ae2 1080 OpenGl_FrameBuffer* theOitAccumFbo,
bf02aa7d 1081 const Standard_Boolean theToDrawImmediate)
c357e426 1082{
0de16e29 1083 myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
c357e426 1084 if ( myZLayers.NbStructures() <= 0 )
1085 return;
1086
1087 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
c357e426 1088 Standard_Boolean toRenderGL = theToDrawImmediate ||
1089 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
1090 myRaytraceInitStatus == OpenGl_RT_FAIL ||
1091 aCtx->IsFeedback();
1092
1093 if (!toRenderGL)
1094 {
1095 toRenderGL = !initRaytraceResources (aCtx) ||
1096 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
1097
1098 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
1099
1100 if (!toRenderGL)
1101 {
1102 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
1103 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
3c4b62a4 1104 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
c357e426 1105
c357e426 1106 if (theReadDrawFbo != NULL)
1107 theReadDrawFbo->UnbindBuffer (aCtx);
1108
1109 // Prepare preliminary OpenGL output
1110 if (aCtx->arbFBOBlit != NULL)
1111 {
1112 // Render bottom OSD layer
a1073ae2 1113 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
c357e426 1114
1b661a81 1115 const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
1116 myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
c357e426 1117 {
1118 if (theReadDrawFbo != NULL)
1119 {
3a9b5dc8 1120 theReadDrawFbo->BindDrawBuffer (aCtx);
c357e426 1121 }
1122 else
1123 {
3a9b5dc8 1124 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
c357e426 1125 }
1126
c357e426 1127 // Render non-polygonal elements in default layer
a1073ae2 1128 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default, theReadDrawFbo, theOitAccumFbo);
c357e426 1129 }
1b661a81 1130 myWorkspace->SetRenderFilter (aPrevFilter);
c357e426 1131 }
1132
1133 if (theReadDrawFbo != NULL)
1134 {
1135 theReadDrawFbo->BindBuffer (aCtx);
1136 }
1137 else
1138 {
1139 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
1140 }
1141
f55ba97f 1142 // Reset OpenGl aspects state to default to avoid enabling of
1143 // backface culling which is not supported in ray-tracing.
1144 myWorkspace->ResetAppliedAspect();
1145
c357e426 1146 // Ray-tracing polygonal primitive arrays
bf02aa7d 1147 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
c357e426 1148
1149 // Render upper (top and topmost) OpenGL layers
a1073ae2 1150 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
c357e426 1151 }
1152 }
1153
1154 // Redraw 3D scene using OpenGL in standard
1155 // mode or in case of ray-tracing failure
1156 if (toRenderGL)
1157 {
a1073ae2 1158 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
c357e426 1159
1160 // Set flag that scene was redrawn by standard pipeline
1161 myWasRedrawnGL = Standard_True;
1162 }
1163}
1164
1165//=======================================================================
1166//function : renderTrihedron
1167//purpose :
1168//=======================================================================
1169void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1170{
c357e426 1171 if (myToShowGradTrihedron)
1172 {
1173 myGraduatedTrihedron.Render (theWorkspace);
1174 }
1175}
1176
15669413 1177//=======================================================================
1178//function : renderFrameStats
1179//purpose :
1180//=======================================================================
1181void OpenGl_View::renderFrameStats()
1182{
1183 if (myRenderParams.ToShowStats
1184 && myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
1185 {
1186 myFrameStatsPrs.Update (myWorkspace);
1187 myFrameStatsPrs.Render (myWorkspace);
1188 }
1189}
1190
c357e426 1191// =======================================================================
1192// function : Invalidate
1193// purpose :
1194// =======================================================================
1195void OpenGl_View::Invalidate()
1196{
1197 myBackBufferRestored = Standard_False;
1198}
1199
1200//=======================================================================
1201//function : renderScene
1202//purpose :
1203//=======================================================================
bf02aa7d 1204void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1205 OpenGl_FrameBuffer* theReadDrawFbo,
a1073ae2 1206 OpenGl_FrameBuffer* theOitAccumFbo,
bf02aa7d 1207 const Standard_Boolean theToDrawImmediate)
c357e426 1208{
1209 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1210
c357e426 1211 // Specify clipping planes in view transformation space
25c35042 1212 aContext->ChangeClipping().Reset (myClipPlanes);
3202bf1e 1213 if (!myClipPlanes.IsNull()
1214 && !myClipPlanes->IsEmpty())
c357e426 1215 {
deb02f86 1216 aContext->ShaderManager()->UpdateClippingState();
c357e426 1217 }
1218
a1073ae2 1219 renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
cc8cbabe 1220 aContext->BindTextures (Handle(OpenGl_TextureSet)());
c357e426 1221
c357e426 1222 // Apply restored view matrix.
1223 aContext->ApplyWorldViewMatrix();
1224
25c35042 1225 aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
3202bf1e 1226 if (!myClipPlanes.IsNull()
1227 && !myClipPlanes->IsEmpty())
deb02f86 1228 {
1229 aContext->ShaderManager()->RevertClippingState();
deb02f86 1230 }
c357e426 1231}
1232
1233// =======================================================================
1234// function : bindDefaultFbo
1235// purpose :
1236// =======================================================================
1237void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1238{
1239 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1240 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1241 ? theCustomFbo
1242 : (!aCtx->DefaultFrameBuffer().IsNull()
1243 && aCtx->DefaultFrameBuffer()->IsValid()
1244 ? aCtx->DefaultFrameBuffer().operator->()
1245 : NULL);
1246 if (anFbo != NULL)
1247 {
1248 anFbo->BindBuffer (aCtx);
521b0d7f 1249 anFbo->SetupViewport (aCtx);
c357e426 1250 }
1251 else
1252 {
1253 #if !defined(GL_ES_VERSION_2_0)
1254 aCtx->SetReadDrawBuffer (GL_BACK);
1255 #else
1256 if (aCtx->arbFBO != NULL)
1257 {
1258 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1259 }
1260 #endif
3bffef55 1261 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1262 aCtx->ResizeViewport (aViewport);
c357e426 1263 }
c357e426 1264}
1265
1266// =======================================================================
1267// function : initBlitQuad
1268// purpose :
1269// =======================================================================
1270OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1271{
1272 OpenGl_VertexBuffer* aVerts = NULL;
1273 if (!theToFlip)
1274 {
1275 aVerts = &myFullScreenQuad;
1276 if (!aVerts->IsValid())
1277 {
1278 OpenGl_Vec4 aQuad[4] =
1279 {
1280 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1281 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1282 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1283 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1284 };
1285 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1286 }
1287 }
1288 else
1289 {
1290 aVerts = &myFullScreenQuadFlip;
1291 if (!aVerts->IsValid())
1292 {
1293 OpenGl_Vec4 aQuad[4] =
1294 {
1295 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1296 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1297 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1298 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1299 };
1300 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1301 }
1302 }
1303 return aVerts;
1304}
1305
1306// =======================================================================
1307// function : blitBuffers
1308// purpose :
1309// =======================================================================
1310bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1311 OpenGl_FrameBuffer* theDrawFbo,
1312 const Standard_Boolean theToFlip)
1313{
1314 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
56689b27 1315 const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
1316 const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
1317 const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
1318 const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
c357e426 1319 if (theReadFbo == NULL || aCtx->IsFeedback())
1320 {
1321 return false;
1322 }
1323 else if (theReadFbo == theDrawFbo)
1324 {
1325 return true;
1326 }
1327
1328 // clear destination before blitting
1329 if (theDrawFbo != NULL
1330 && theDrawFbo->IsValid())
1331 {
1332 theDrawFbo->BindBuffer (aCtx);
1333 }
1334 else
1335 {
1336 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1337 }
56689b27 1338 const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
1339 aCtx->ResizeViewport (aViewport);
1340
c357e426 1341#if !defined(GL_ES_VERSION_2_0)
1342 aCtx->core20fwd->glClearDepth (1.0);
1343#else
1344 aCtx->core20fwd->glClearDepthf (1.0f);
1345#endif
1346 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1347
3c4b62a4 1348 if (aCtx->arbFBOBlit != NULL
1349 && theReadFbo->NbSamples() != 0)
c357e426 1350 {
3c4b62a4 1351 GLbitfield aCopyMask = 0;
c357e426 1352 theReadFbo->BindReadBuffer (aCtx);
1353 if (theDrawFbo != NULL
1354 && theDrawFbo->IsValid())
1355 {
1356 theDrawFbo->BindDrawBuffer (aCtx);
3c4b62a4 1357 if (theDrawFbo->HasColor()
1358 && theReadFbo->HasColor())
1359 {
1360 aCopyMask |= GL_COLOR_BUFFER_BIT;
1361 }
1362 if (theDrawFbo->HasDepth()
1363 && theReadFbo->HasDepth())
1364 {
1365 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1366 }
c357e426 1367 }
1368 else
1369 {
3c4b62a4 1370 if (theReadFbo->HasColor())
1371 {
1372 aCopyMask |= GL_COLOR_BUFFER_BIT;
1373 }
1374 if (theReadFbo->HasDepth())
1375 {
1376 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1377 }
c357e426 1378 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1379 }
3c4b62a4 1380
c357e426 1381 // we don't copy stencil buffer here... does it matter for performance?
56689b27 1382 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
1383 0, 0, aDrawSizeX, aDrawSizeY,
3c4b62a4 1384 aCopyMask, GL_NEAREST);
7ccf8676 1385 const int anErr = ::glGetError();
1386 if (anErr != GL_NO_ERROR)
1387 {
1388 // glBlitFramebuffer() might fail in several cases:
1389 // - Both FBOs have MSAA and they are samples number does not match.
1390 // OCCT checks that this does not happen,
1391 // however some graphics drivers provide an option for overriding MSAA.
1392 // In this case window MSAA might be non-zero (and application can not check it)
1393 // and might not match MSAA of our offscreen FBOs.
1394 // - Pixel formats of FBOs do not match.
1395 // This also might happen with window has pixel format,
1396 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1397 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1398 + " Please check your graphics driver settings or try updating driver.";
1399 if (theReadFbo->NbSamples() != 0)
1400 {
1401 myToDisableMSAA = true;
1402 aMsg += "\n MSAA settings should not be overridden by driver!";
1403 }
1404 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1405 GL_DEBUG_TYPE_ERROR,
1406 0,
1407 GL_DEBUG_SEVERITY_HIGH,
1408 aMsg);
1409 }
1410
c357e426 1411 if (theDrawFbo != NULL
3c4b62a4 1412 && theDrawFbo->IsValid())
c357e426 1413 {
1414 theDrawFbo->BindBuffer (aCtx);
1415 }
1416 else
1417 {
1418 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1419 }
1420 }
1421 else
c357e426 1422 {
1423 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1424 aCtx->core20fwd->glDepthMask (GL_TRUE);
1425 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1ce0716b 1426 #if defined(GL_ES_VERSION_2_0)
1427 if (!aCtx->IsGlGreaterEqual (3, 0)
1428 && !aCtx->extFragDepth)
1429 {
1430 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1431 }
1432 #endif
c357e426 1433
cc8cbabe 1434 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
c357e426 1435
56689b27 1436 const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
1437 const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
1438
c357e426 1439 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1440 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1441 if (aVerts->IsValid()
1442 && aManager->BindFboBlitProgram())
1443 {
cc8cbabe 1444 theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
1445 if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
56689b27 1446 {
cc8cbabe 1447 theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
56689b27 1448 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1449 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1450 }
1451
cc8cbabe 1452 theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
1453 if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
56689b27 1454 {
cc8cbabe 1455 theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
56689b27 1456 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1457 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1458 }
1459
c357e426 1460 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1461
1462 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1463
1464 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
cc8cbabe 1465 theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
1466 theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
a521d90d 1467 aCtx->BindProgram (NULL);
c357e426 1468 }
1469 else
1470 {
1471 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1472 + "Error! FBO blitting has failed";
3b523c4c 1473 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1474 GL_DEBUG_TYPE_ERROR,
c357e426 1475 0,
3b523c4c 1476 GL_DEBUG_SEVERITY_HIGH,
c357e426 1477 aMsg);
1478 myHasFboBlit = Standard_False;
1479 theReadFbo->Release (aCtx.operator->());
1480 return true;
1481 }
1482 }
1483 return true;
1484}
1485
1486// =======================================================================
1487// function : drawStereoPair
1488// purpose :
1489// =======================================================================
3c4b62a4 1490void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
c357e426 1491{
3c4b62a4 1492 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1493 bindDefaultFbo (theDrawFbo);
c357e426 1494 OpenGl_FrameBuffer* aPair[2] =
1495 {
1496 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1497 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1498 };
1499 if (aPair[0] == NULL
1500 || aPair[1] == NULL
1501 || !myTransientDrawToFront)
1502 {
1503 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1504 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1505 }
1506
1507 if (aPair[0] == NULL
1508 || aPair[1] == NULL)
1509 {
1510 return;
1511 }
1512
3c4b62a4 1513 if (aPair[0]->NbSamples() != 0)
1514 {
1515 // resolve MSAA buffers before drawing
1516 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1517 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1518 {
82f443b6 1519 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1520 GL_DEBUG_TYPE_ERROR,
3c4b62a4 1521 0,
82f443b6 1522 GL_DEBUG_SEVERITY_HIGH,
3c4b62a4 1523 "Error! Unable to allocate FBO for blitting stereo pair");
1524 bindDefaultFbo (theDrawFbo);
1525 return;
1526 }
1527
1528 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1529 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1530 {
1531 bindDefaultFbo (theDrawFbo);
1532 return;
1533 }
1534
1535 aPair[0] = myOpenGlFBO .operator->();
1536 aPair[1] = myOpenGlFBO2.operator->();
1537 bindDefaultFbo (theDrawFbo);
1538 }
1539
c357e426 1540 struct
1541 {
1542 Standard_Integer left;
1543 Standard_Integer top;
1544 Standard_Integer right;
1545 Standard_Integer bottom;
1546 Standard_Integer dx() { return right - left; }
1547 Standard_Integer dy() { return bottom - top; }
1548 } aGeom;
1549
1550 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1551
1552 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1553 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1554 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1555 if (isOddY
1556 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1557 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1558 {
1559 toReverse = !toReverse;
1560 }
1561 if (isOddX
1562 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1563 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1564 {
1565 toReverse = !toReverse;
1566 }
1567
1568 if (toReverse)
1569 {
1570 std::swap (aPair[0], aPair[1]);
1571 }
1572
c357e426 1573 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1574 aCtx->core20fwd->glDepthMask (GL_TRUE);
1575 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1576
cc8cbabe 1577 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
c357e426 1578 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1579
1580 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1581 if (aVerts->IsValid()
1582 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1583 {
1584 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1585 {
1586 OpenGl_Mat4 aFilterL, aFilterR;
1587 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1588 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1589 switch (myRenderParams.AnaglyphFilter)
1590 {
1591 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1592 {
1593 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1594 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1595 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1596 break;
1597 }
1598 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1599 {
1600 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1601 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1602 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1603 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1604 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1605 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1606 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1607 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1608 break;
1609 }
1610 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1611 {
1612 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1613 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1614 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1615 break;
1616 }
1617 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1618 {
1619 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1620 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1621 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1622 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1623 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1624 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1625 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1626 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1627 break;
1628 }
1629 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1630 {
1631 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1632 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1633 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1634 break;
1635 }
1636 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1637 {
1638 aFilterL = myRenderParams.AnaglyphLeft;
1639 aFilterR = myRenderParams.AnaglyphRight;
1640 break;
1641 }
1642 }
1643 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1644 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1645 }
1646
cc8cbabe 1647 aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
1648 aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
c357e426 1649 aVerts->BindVertexAttrib (aCtx, 0);
1650
1651 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1652
1653 aVerts->UnbindVertexAttrib (aCtx, 0);
cc8cbabe 1654 aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
1655 aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
c357e426 1656 }
1657 else
1658 {
1659 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1660 + "Error! Anaglyph has failed";
3b523c4c 1661 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1662 GL_DEBUG_TYPE_ERROR,
c357e426 1663 0,
3b523c4c 1664 GL_DEBUG_SEVERITY_HIGH,
c357e426 1665 aMsg);
1666 }
1667}
1668
1669// =======================================================================
1670// function : copyBackToFront
1671// purpose :
1672// =======================================================================
a0b49de4 1673bool OpenGl_View::copyBackToFront()
c357e426 1674{
a0b49de4 1675 myIsImmediateDrawn = Standard_False;
c357e426 1676#if !defined(GL_ES_VERSION_2_0)
a0b49de4 1677 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1678 if (aCtx->core11 == NULL)
1679 {
1680 return false;
1681 }
c357e426 1682
1683 OpenGl_Mat4 aProjectMat;
1684 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
8613985b 1685 0.0f, static_cast<GLfloat> (myWindow->Width()),
1686 0.0f, static_cast<GLfloat> (myWindow->Height()));
1687
c357e426 1688 aCtx->WorldViewState.Push();
1689 aCtx->ProjectionState.Push();
1690
1691 aCtx->WorldViewState.SetIdentity();
1692 aCtx->ProjectionState.SetCurrent (aProjectMat);
1693
1694 aCtx->ApplyProjectionMatrix();
1695 aCtx->ApplyWorldViewMatrix();
1696
8613985b 1697 // synchronize FFP state before copying pixels
1698 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1699 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
c357e426 1700 aCtx->DisableFeatures();
1701
1702 switch (aCtx->DrawBuffer())
1703 {
1704 case GL_BACK_LEFT:
1705 {
1706 aCtx->SetReadBuffer (GL_BACK_LEFT);
1707 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1708 break;
1709 }
1710 case GL_BACK_RIGHT:
1711 {
1712 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1713 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1714 break;
1715 }
1716 default:
1717 {
1718 aCtx->SetReadBuffer (GL_BACK);
1719 aCtx->SetDrawBuffer (GL_FRONT);
1720 break;
1721 }
1722 }
1723
a0b49de4 1724 aCtx->core11->glRasterPos2i (0, 0);
1725 aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1726 //aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
c357e426 1727
1728 aCtx->EnableFeatures();
1729
1730 aCtx->WorldViewState.Pop();
1731 aCtx->ProjectionState.Pop();
1732 aCtx->ApplyProjectionMatrix();
1733
1734 // read/write from front buffer now
1735 aCtx->SetReadBuffer (aCtx->DrawBuffer());
a0b49de4 1736 return true;
1737#else
1738 return false;
c357e426 1739#endif
c357e426 1740}
a1073ae2 1741
1742// =======================================================================
1743// function : checkOitCompatibility
1744// purpose :
1745// =======================================================================
1746Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
1747 const Standard_Boolean theMSAA)
1748{
1749 // determine if OIT is supported by current OpenGl context
1750 Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
1751 if (aToDisableOIT)
1752 {
1753 return Standard_False;
1754 }
1755
1756 TCollection_ExtendedString aCompatibilityMsg;
177781da 1757 if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
1758 && theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
a1073ae2 1759 {
1760 aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
1761 }
177781da 1762 if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
a1073ae2 1763 {
1764 aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
1765 }
177781da 1766 if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
a1073ae2 1767 {
1768 aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
1769 }
1770 if (aCompatibilityMsg.IsEmpty())
1771 {
1772 return Standard_True;
1773 }
1774
1775 aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
1776 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1777 GL_DEBUG_TYPE_ERROR,
1778 0,
1779 GL_DEBUG_SEVERITY_HIGH,
1780 aCompatibilityMsg);
1781
1782 aToDisableOIT = Standard_True;
1783 return Standard_False;
1784}
1785
1786// =======================================================================
1787// function : chooseOitColorConfiguration
1788// purpose :
1789// =======================================================================
1790bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
1791 const Standard_Integer theConfigIndex,
1792 OpenGl_ColorFormats& theFormats)
1793{
1794 theFormats.Clear();
1795 switch (theConfigIndex)
1796 {
1797 case 0: // choose best applicable color format combination
1798 {
177781da 1799 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1800 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
a1073ae2 1801 return true;
1802 }
1803 case 1: // choose non-optimal applicable color format combination
1804 {
177781da 1805 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1806 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
a1073ae2 1807 return true;
1808 }
1809 }
1810 return false; // color combination does not exist
1811}