0027925: Visualization - implement order-independent transparency algorithm within...
[occt.git] / src / OpenGl / OpenGl_View_Redraw.cxx
... / ...
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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>
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_GraduatedTrihedron.hxx>
35#include <OpenGl_PrimitiveArray.hxx>
36#include <OpenGl_ShaderManager.hxx>
37#include <OpenGl_ShaderProgram.hxx>
38#include <OpenGl_Structure.hxx>
39#include <OpenGl_ArbFBO.hxx>
40
41//=======================================================================
42//function : drawBackground
43//purpose :
44//=======================================================================
45void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
46{
47 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
48
49 if (!myBgTextureArray->IsDefined() // no texture
50 && !myBgGradientArray->IsDefined()) // no gradient
51 {
52 return;
53 }
54
55 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
56 if (wasUsedZBuffer)
57 {
58 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
59 }
60
61 // Drawing background gradient if:
62 // - gradient fill type is not Aspect_GFM_NONE and
63 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
64 if (myBgGradientArray->IsDefined()
65 && (!myTextureParams->Aspect()->ToMapTexture()
66 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
67 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
68 {
69 #if !defined(GL_ES_VERSION_2_0)
70 GLint aShadingModelOld = GL_SMOOTH;
71 if (aCtx->core11 != NULL)
72 {
73 aCtx->core11fwd->glDisable (GL_LIGHTING);
74 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
75 aCtx->core11->glShadeModel (GL_SMOOTH);
76 }
77 #endif
78
79 myBgGradientArray->Render (theWorkspace);
80
81 #if !defined(GL_ES_VERSION_2_0)
82 if (aCtx->core11 != NULL)
83 {
84 aCtx->core11->glShadeModel (aShadingModelOld);
85 }
86 #endif
87 }
88
89 // Drawing background image if it is defined
90 // (texture is defined and fill type is not Aspect_FM_NONE)
91 if (myBgTextureArray->IsDefined()
92 && myTextureParams->Aspect()->ToMapTexture())
93 {
94 aCtx->core11fwd->glDisable (GL_BLEND);
95
96 const OpenGl_AspectFace* anOldAspectFace = theWorkspace->SetAspectFace (myTextureParams);
97 myBgTextureArray->Render (theWorkspace);
98 theWorkspace->SetAspectFace (anOldAspectFace);
99 }
100
101 if (wasUsedZBuffer)
102 {
103 theWorkspace->SetUseZBuffer (Standard_True);
104 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
105 }
106}
107
108//=======================================================================
109//function : Redraw
110//purpose :
111//=======================================================================
112void OpenGl_View::Redraw()
113{
114 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
115 const Standard_Boolean hadFboBlit = myHasFboBlit;
116 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
117 && !myCaps->vboDisable
118 && !myCaps->keepArrayData)
119 {
120 if (myWasRedrawnGL)
121 {
122 myDeviceLostFlag = Standard_True;
123 }
124
125 myCaps->keepArrayData = Standard_True;
126 }
127
128 if (!myWorkspace->Activate())
129 {
130 return;
131 }
132
133 myWindow->SetSwapInterval();
134
135 ++myFrameCounter;
136 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
137 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
138 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
139
140 // release pending GL resources
141 aCtx->ReleaseDelayed();
142
143 // fetch OpenGl context state
144 aCtx->FetchState();
145
146 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
147 bool toSwap = aCtx->IsRender()
148 && !aCtx->caps->buffersNoSwap
149 && aFrameBuffer == NULL;
150
151 Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
152 Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
153 Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
154 Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
155
156 // determine multisampling parameters
157 Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
158 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
159 : 0;
160 if (aNbSamples != 0)
161 {
162 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
163 }
164
165 bool toUseOit = myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT
166 && checkOitCompatibility (aCtx, aNbSamples > 0);
167
168 const bool toInitImmediateFbo = myTransientDrawToFront
169 && (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
170
171 if ( aFrameBuffer == NULL
172 && !aCtx->DefaultFrameBuffer().IsNull()
173 && aCtx->DefaultFrameBuffer()->IsValid())
174 {
175 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
176 }
177
178 if (myHasFboBlit
179 && (myTransientDrawToFront
180 || aProjectType == Graphic3d_Camera::Projection_Stereo
181 || aNbSamples != 0
182 || toUseOit
183 || aSizeX != aRendSizeX))
184 {
185 if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
186 || myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
187 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
188 {
189 if (!myTransientDrawToFront)
190 {
191 myImmediateSceneFbos[0]->Release (aCtx.operator->());
192 myImmediateSceneFbos[1]->Release (aCtx.operator->());
193 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
194 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
195 }
196
197 // prepare FBOs containing main scene
198 // for further blitting and rendering immediate presentations on top
199 if (aCtx->core20fwd != NULL)
200 {
201 myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples);
202 }
203 }
204 if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
205 {
206 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
207 }
208 }
209 else
210 {
211 myMainSceneFbos [0]->Release (aCtx.operator->());
212 myMainSceneFbos [1]->Release (aCtx.operator->());
213 myImmediateSceneFbos[0]->Release (aCtx.operator->());
214 myImmediateSceneFbos[1]->Release (aCtx.operator->());
215 myMainSceneFbos [0]->ChangeViewport (0, 0);
216 myMainSceneFbos [1]->ChangeViewport (0, 0);
217 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
218 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
219 }
220
221 if (aProjectType == Graphic3d_Camera::Projection_Stereo
222 && myMainSceneFbos[0]->IsValid())
223 {
224 myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
225 if (!myMainSceneFbos[1]->IsValid())
226 {
227 // no enough memory?
228 aProjectType = Graphic3d_Camera::Projection_Perspective;
229 }
230 else if (!myTransientDrawToFront)
231 {
232 //
233 }
234 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
235 {
236 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
237 myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
238 if (!myImmediateSceneFbos[0]->IsValid()
239 || !myImmediateSceneFbos[1]->IsValid())
240 {
241 aProjectType = Graphic3d_Camera::Projection_Perspective;
242 }
243 }
244 }
245
246 // create color and coverage accumulation buffers required for OIT algorithm
247 if (toUseOit)
248 {
249 Standard_Integer anFboIt = 0;
250 for (; anFboIt < 2; ++anFboIt)
251 {
252 Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
253 Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
254 Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
255 Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
256 if (aMainSceneFbo->IsValid()
257 && (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
258 || aMainSceneFboOit->GetVPSizeY() != aRendSizeY
259 || aMainSceneFboOit->NbSamples() != aNbSamples))
260 {
261 Standard_Integer aColorConfig = 0;
262 for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
263 {
264 if (myFboOitColorConfig.IsEmpty())
265 {
266 if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
267 {
268 break;
269 }
270 }
271 if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
272 {
273 break;
274 }
275 myFboOitColorConfig.Clear();
276 }
277 if (!aMainSceneFboOit->IsValid())
278 {
279 break;
280 }
281 }
282 else if (!aMainSceneFbo->IsValid())
283 {
284 aMainSceneFboOit->Release (aCtx.operator->());
285 aMainSceneFboOit->ChangeViewport (0, 0);
286 }
287
288 if (anImmediateSceneFbo->IsValid()
289 && (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
290 || anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
291 || anImmediateSceneFboOit->NbSamples() != aNbSamples))
292 {
293 if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
294 anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
295 {
296 break;
297 }
298 }
299 else if (!anImmediateSceneFbo->IsValid())
300 {
301 anImmediateSceneFboOit->Release (aCtx.operator->());
302 anImmediateSceneFboOit->ChangeViewport (0, 0);
303 }
304 }
305 if (anFboIt == 0) // only the first OIT framebuffer is mandatory
306 {
307 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
308 "Initialization of float texture framebuffer for use with\n"
309 " blended order-independent transparency rendering algorithm has failed.\n"
310 " Blended order-independent transparency will not be available.\n");
311 if (aNbSamples > 0)
312 {
313 myToDisableOITMSAA = Standard_True;
314 }
315 else
316 {
317 myToDisableOIT = Standard_True;
318 }
319 toUseOit = false;
320 }
321 }
322 if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
323 {
324 myMainSceneFbosOit [0]->Release (aCtx.operator->());
325 myMainSceneFbosOit [1]->Release (aCtx.operator->());
326 myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
327 myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
328 myMainSceneFbosOit [0]->ChangeViewport (0, 0);
329 myMainSceneFbosOit [1]->ChangeViewport (0, 0);
330 myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
331 myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
332 }
333
334 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
335 {
336 OpenGl_FrameBuffer* aMainFbos[2] =
337 {
338 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
339 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
340 };
341 OpenGl_FrameBuffer* aMainFbosOit[2] =
342 {
343 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
344 myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
345 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
346 };
347
348 OpenGl_FrameBuffer* anImmFbos[2] =
349 {
350 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
351 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
352 };
353 OpenGl_FrameBuffer* anImmFbosOit[2] =
354 {
355 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
356 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
357 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
358 };
359
360 if (!myTransientDrawToFront)
361 {
362 anImmFbos [0] = aMainFbos [0];
363 anImmFbos [1] = aMainFbos [1];
364 anImmFbosOit[0] = aMainFbosOit[0];
365 anImmFbosOit[1] = aMainFbosOit[1];
366 }
367 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
368 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
369 {
370 anImmFbos [0] = NULL;
371 anImmFbos [1] = NULL;
372 anImmFbosOit[0] = NULL;
373 anImmFbosOit[1] = NULL;
374 }
375
376 #if !defined(GL_ES_VERSION_2_0)
377 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
378 #endif
379 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
380 aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
381
382 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
383 myBackBufferRestored = Standard_True;
384 myIsImmediateDrawn = Standard_False;
385 #if !defined(GL_ES_VERSION_2_0)
386 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
387 #endif
388 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
389 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
390 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
391 {
392 toSwap = false;
393 }
394 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
395 {
396 aCtx->SwapBuffers();
397 }
398
399 #if !defined(GL_ES_VERSION_2_0)
400 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
401 #endif
402 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
403 aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
404
405 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
406 myBackBufferRestored = Standard_True;
407 myIsImmediateDrawn = Standard_False;
408 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
409 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
410 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
411 {
412 toSwap = false;
413 }
414
415 if (anImmFbos[0] != NULL)
416 {
417 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
418 drawStereoPair (aFrameBuffer);
419 }
420 }
421 else
422 {
423 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
424 OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
425 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
426 OpenGl_FrameBuffer* anImmFboOit = NULL;
427 if (!myTransientDrawToFront)
428 {
429 anImmFbo = aMainFbo;
430 anImmFboOit = aMainFboOit;
431 }
432 else if (myImmediateSceneFbos[0]->IsValid())
433 {
434 anImmFbo = myImmediateSceneFbos[0].operator->();
435 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
436 }
437
438 #if !defined(GL_ES_VERSION_2_0)
439 if (aMainFbo == NULL)
440 {
441 aCtx->SetReadDrawBuffer (GL_BACK);
442 }
443 #endif
444 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
445 aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
446
447 redraw (aProjectType, aMainFbo, aMainFboOit);
448 myBackBufferRestored = Standard_True;
449 myIsImmediateDrawn = Standard_False;
450 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
451 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
452 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
453 {
454 toSwap = false;
455 }
456
457 if (anImmFbo != NULL
458 && anImmFbo != aFrameBuffer)
459 {
460 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
461 }
462 }
463
464 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
465 && myRenderParams.IsGlobalIlluminationEnabled)
466 {
467 myAccumFrames++;
468 }
469
470 // bind default FBO
471 bindDefaultFbo();
472
473 if (wasDisabledMSAA != myToDisableMSAA
474 || hadFboBlit != myHasFboBlit)
475 {
476 // retry on error
477 Redraw();
478 }
479
480 // reset state for safety
481 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
482 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
483
484 // Swap the buffers
485 if (toSwap)
486 {
487 aCtx->SwapBuffers();
488 if (!myMainSceneFbos[0]->IsValid())
489 {
490 myBackBufferRestored = Standard_False;
491 }
492 }
493 else
494 {
495 aCtx->core11fwd->glFlush();
496 }
497
498 // reset render mode state
499 aCtx->FetchState();
500
501 myWasRedrawnGL = Standard_True;
502}
503
504// =======================================================================
505// function : RedrawImmediate
506// purpose :
507// =======================================================================
508void OpenGl_View::RedrawImmediate()
509{
510 if (!myWorkspace->Activate())
511 return;
512
513 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
514 if (!myTransientDrawToFront
515 || !myBackBufferRestored
516 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
517 {
518 Redraw();
519 return;
520 }
521
522 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
523 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
524 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
525
526 if ( aFrameBuffer == NULL
527 && !aCtx->DefaultFrameBuffer().IsNull()
528 && aCtx->DefaultFrameBuffer()->IsValid())
529 {
530 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
531 }
532
533 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
534 {
535 if (myMainSceneFbos[0]->IsValid()
536 && !myMainSceneFbos[1]->IsValid())
537 {
538 aProjectType = Graphic3d_Camera::Projection_Perspective;
539 }
540 }
541
542 bool toSwap = false;
543 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
544 {
545 OpenGl_FrameBuffer* aMainFbos[2] =
546 {
547 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
548 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
549 };
550 OpenGl_FrameBuffer* anImmFbos[2] =
551 {
552 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
553 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
554 };
555 OpenGl_FrameBuffer* anImmFbosOit[2] =
556 {
557 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
558 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
559 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
560 };
561 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
562 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
563 {
564 anImmFbos[0] = NULL;
565 anImmFbos[1] = NULL;
566 anImmFbosOit[0] = NULL;
567 anImmFbosOit[1] = NULL;
568 }
569
570 if (aCtx->arbFBO != NULL)
571 {
572 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
573 }
574 #if !defined(GL_ES_VERSION_2_0)
575 if (anImmFbos[0] == NULL)
576 {
577 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
578 }
579 #endif
580
581 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
582 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
583 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
584 aMainFbos[0],
585 anImmFbos[0],
586 anImmFbosOit[0],
587 Standard_True) || toSwap;
588 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
589 && toSwap
590 && !aCtx->caps->buffersNoSwap)
591 {
592 aCtx->SwapBuffers();
593 }
594
595 if (aCtx->arbFBO != NULL)
596 {
597 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
598 }
599 #if !defined(GL_ES_VERSION_2_0)
600 if (anImmFbos[1] == NULL)
601 {
602 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
603 }
604 #endif
605 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
606 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
607 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
608 aMainFbos[1],
609 anImmFbos[1],
610 anImmFbosOit[1],
611 Standard_True) || toSwap;
612 if (anImmFbos[0] != NULL)
613 {
614 drawStereoPair (aFrameBuffer);
615 }
616 }
617 else
618 {
619 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
620 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
621 OpenGl_FrameBuffer* anImmFboOit = NULL;
622 if (myImmediateSceneFbos[0]->IsValid())
623 {
624 anImmFbo = myImmediateSceneFbos[0].operator->();
625 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
626 }
627 #if !defined(GL_ES_VERSION_2_0)
628 if (aMainFbo == NULL)
629 {
630 aCtx->SetReadDrawBuffer (GL_BACK);
631 }
632 #endif
633 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
634 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
635 toSwap = redrawImmediate (aProjectType,
636 aMainFbo,
637 anImmFbo,
638 anImmFboOit,
639 Standard_True) || toSwap;
640 if (anImmFbo != NULL
641 && anImmFbo != aFrameBuffer)
642 {
643 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
644 }
645 }
646
647 // bind default FBO
648 bindDefaultFbo();
649
650 // reset state for safety
651 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
652 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
653
654 if (toSwap && !aCtx->caps->buffersNoSwap)
655 {
656 aCtx->SwapBuffers();
657 }
658 else
659 {
660 aCtx->core11fwd->glFlush();
661 }
662
663 myWasRedrawnGL = Standard_True;
664}
665
666// =======================================================================
667// function : redraw
668// purpose :
669// =======================================================================
670void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
671 OpenGl_FrameBuffer* theReadDrawFbo,
672 OpenGl_FrameBuffer* theOitAccumFbo)
673{
674 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
675 if (theReadDrawFbo != NULL)
676 {
677 theReadDrawFbo->BindBuffer (aCtx);
678 theReadDrawFbo->SetupViewport (aCtx);
679 }
680 else
681 {
682 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
683 aCtx->ResizeViewport (aViewport);
684 }
685
686 // request reset of material
687 aCtx->ShaderManager()->UpdateMaterialState();
688
689 myWorkspace->UseZBuffer() = Standard_True;
690 myWorkspace->UseDepthWrite() = Standard_True;
691 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
692 glDepthFunc (GL_LEQUAL);
693 glDepthMask (GL_TRUE);
694 glEnable (GL_DEPTH_TEST);
695
696#if !defined(GL_ES_VERSION_2_0)
697 glClearDepth (1.0);
698#else
699 glClearDepthf (1.0f);
700#endif
701
702 const OpenGl_Vec4& aBgColor = myBgColor;
703 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
704
705 glClear (toClear);
706
707 render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
708}
709
710// =======================================================================
711// function : redrawMonoImmediate
712// purpose :
713// =======================================================================
714bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
715 OpenGl_FrameBuffer* theReadFbo,
716 OpenGl_FrameBuffer* theDrawFbo,
717 OpenGl_FrameBuffer* theOitAccumFbo,
718 const Standard_Boolean theIsPartialUpdate)
719{
720 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
721 GLboolean toCopyBackToFront = GL_FALSE;
722 if (theDrawFbo == theReadFbo
723 && theDrawFbo != NULL)
724 {
725 myBackBufferRestored = Standard_False;
726 }
727 else if (theReadFbo != NULL
728 && theReadFbo->IsValid()
729 && aCtx->IsRender())
730 {
731 if (!blitBuffers (theReadFbo, theDrawFbo))
732 {
733 return true;
734 }
735 }
736 else if (theDrawFbo == NULL)
737 {
738 #if !defined(GL_ES_VERSION_2_0)
739 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
740 #endif
741 if (toCopyBackToFront)
742 {
743 if (!HasImmediateStructures()
744 && !theIsPartialUpdate)
745 {
746 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
747 return true;
748 }
749 copyBackToFront();
750 }
751 else
752 {
753 myBackBufferRestored = Standard_False;
754 }
755 }
756 else
757 {
758 myBackBufferRestored = Standard_False;
759 }
760 myIsImmediateDrawn = Standard_True;
761
762 myWorkspace->UseZBuffer() = Standard_True;
763 myWorkspace->UseDepthWrite() = Standard_True;
764 glDepthFunc (GL_LEQUAL);
765 glDepthMask (GL_TRUE);
766 glEnable (GL_DEPTH_TEST);
767#if !defined(GL_ES_VERSION_2_0)
768 glClearDepth (1.0);
769#else
770 glClearDepthf (1.0f);
771#endif
772
773 render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
774
775 return !toCopyBackToFront;
776}
777
778//=======================================================================
779//function : Render
780//purpose :
781//=======================================================================
782void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
783 OpenGl_FrameBuffer* theOutputFBO,
784 OpenGl_FrameBuffer* theOitAccumFbo,
785 const Standard_Boolean theToDrawImmediate)
786{
787 // ==================================
788 // Step 1: Prepare for render
789 // ==================================
790
791 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
792
793#if !defined(GL_ES_VERSION_2_0)
794 // Disable current clipping planes
795 if (aContext->core11 != NULL)
796 {
797 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
798 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
799 {
800 aContext->core11fwd->glDisable (aClipPlaneId);
801 }
802 }
803#endif
804
805 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
806 myBVHSelector.SetViewVolume (myCamera);
807 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height());
808
809 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
810 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
811 {
812 aManager->UpdateLightSourceStateTo (myShadingModel == Graphic3d_TOSM_NONE ? &myNoShadingLight : &myLights);
813 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
814 }
815
816 // Update matrices if camera has changed.
817 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
818 if (myWorldViewProjState != aWVPState)
819 {
820 myAccumFrames = 0;
821 myWorldViewProjState = aWVPState;
822 }
823
824 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
825 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
826 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
827 aContext->ApplyProjectionMatrix();
828 aContext->ApplyWorldViewMatrix();
829 if (aManager->ModelWorldState().Index() == 0)
830 {
831 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
832 }
833
834 // ====================================
835 // Step 2: Redraw background
836 // ====================================
837
838 // Render background
839 if (!theToDrawImmediate)
840 {
841 drawBackground (myWorkspace);
842 }
843
844#if !defined(GL_ES_VERSION_2_0)
845 // Switch off lighting by default
846 if (aContext->core11 != NULL)
847 {
848 glDisable(GL_LIGHTING);
849 }
850#endif
851
852 // =================================
853 // Step 3: Redraw main plane
854 // =================================
855
856 // Setup face culling
857 GLboolean isCullFace = GL_FALSE;
858 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
859 {
860 isCullFace = glIsEnabled (GL_CULL_FACE);
861 if (myBackfacing == Graphic3d_TOBM_DISABLE)
862 {
863 glEnable (GL_CULL_FACE);
864 glCullFace (GL_BACK);
865 }
866 else
867 glDisable (GL_CULL_FACE);
868 }
869
870#if !defined(GL_ES_VERSION_2_0)
871 // if the view is scaled normal vectors are scaled to unit
872 // length for correct displaying of shaded objects
873 const gp_Pnt anAxialScale = myCamera->AxialScale();
874 if (anAxialScale.X() != 1.F ||
875 anAxialScale.Y() != 1.F ||
876 anAxialScale.Z() != 1.F)
877 {
878 aContext->SetGlNormalizeEnabled (Standard_True);
879 }
880 else
881 {
882 aContext->SetGlNormalizeEnabled (Standard_False);
883 }
884
885 // Apply InteriorShadingMethod
886 if (aContext->core11 != NULL)
887 {
888 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
889 || myShadingModel == Graphic3d_TOSM_NONE ? GL_FLAT : GL_SMOOTH);
890 }
891#endif
892
893 aManager->SetShadingModel (myShadingModel);
894
895 // Redraw 3d scene
896 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
897 {
898 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
899 aContext->ApplyProjectionMatrix();
900 }
901 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
902 {
903 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
904 aContext->ApplyProjectionMatrix();
905 }
906
907 myWorkspace->SetEnvironmentTexture (myTextureEnv);
908
909 renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
910
911 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
912
913 // ===============================
914 // Step 4: Trihedron
915 // ===============================
916
917 // Resetting GL parameters according to the default aspects
918 // in order to synchronize GL state with the graphic driver state
919 // before drawing auxiliary stuff (trihedrons, overlayer)
920 myWorkspace->ResetAppliedAspect();
921
922 // Render trihedron
923 if (!theToDrawImmediate)
924 {
925 renderTrihedron (myWorkspace);
926
927 // Restore face culling
928 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
929 {
930 if (isCullFace)
931 {
932 glEnable (GL_CULL_FACE);
933 glCullFace (GL_BACK);
934 }
935 else
936 glDisable (GL_CULL_FACE);
937 }
938 }
939
940 // reset FFP state for safety
941 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
942 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
943
944 // ==============================================================
945 // Step 6: Keep shader manager informed about last View
946 // ==============================================================
947
948 if (!aManager.IsNull())
949 {
950 aManager->SetLastView (this);
951 }
952}
953
954// =======================================================================
955// function : InvalidateBVHData
956// purpose :
957// =======================================================================
958void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
959{
960 myZLayers.InvalidateBVHData (theLayerId);
961}
962
963//=======================================================================
964//function : renderStructs
965//purpose :
966//=======================================================================
967void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
968 OpenGl_FrameBuffer* theReadDrawFbo,
969 OpenGl_FrameBuffer* theOitAccumFbo,
970 const Standard_Boolean theToDrawImmediate)
971{
972 if ( myZLayers.NbStructures() <= 0 )
973 return;
974
975 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
976 Standard_Boolean toRenderGL = theToDrawImmediate ||
977 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
978 myRaytraceInitStatus == OpenGl_RT_FAIL ||
979 aCtx->IsFeedback();
980
981 if (!toRenderGL)
982 {
983 toRenderGL = !initRaytraceResources (aCtx) ||
984 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
985
986 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
987
988 if (!toRenderGL)
989 {
990 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
991 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
992 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
993
994 if (myRaytraceFilter.IsNull())
995 myRaytraceFilter = new OpenGl_RaytraceFilter;
996
997 myRaytraceFilter->SetPrevRenderFilter (myWorkspace->GetRenderFilter());
998
999 if (theReadDrawFbo != NULL)
1000 theReadDrawFbo->UnbindBuffer (aCtx);
1001
1002 // Prepare preliminary OpenGL output
1003 if (aCtx->arbFBOBlit != NULL)
1004 {
1005 // Render bottom OSD layer
1006 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
1007
1008 myWorkspace->SetRenderFilter (myRaytraceFilter);
1009 {
1010 if (theReadDrawFbo != NULL)
1011 {
1012 theReadDrawFbo->BindDrawBuffer (aCtx);
1013 }
1014 else
1015 {
1016 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
1017 }
1018
1019 // Render non-polygonal elements in default layer
1020 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default, theReadDrawFbo, theOitAccumFbo);
1021 }
1022 myWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
1023 }
1024
1025 if (theReadDrawFbo != NULL)
1026 {
1027 theReadDrawFbo->BindBuffer (aCtx);
1028 }
1029 else
1030 {
1031 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
1032 }
1033
1034 // Reset OpenGl aspects state to default to avoid enabling of
1035 // backface culling which is not supported in ray-tracing.
1036 myWorkspace->ResetAppliedAspect();
1037
1038 // Ray-tracing polygonal primitive arrays
1039 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
1040
1041 // Render upper (top and topmost) OpenGL layers
1042 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
1043 }
1044 }
1045
1046 // Redraw 3D scene using OpenGL in standard
1047 // mode or in case of ray-tracing failure
1048 if (toRenderGL)
1049 {
1050 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
1051
1052 // Set flag that scene was redrawn by standard pipeline
1053 myWasRedrawnGL = Standard_True;
1054 }
1055}
1056
1057//=======================================================================
1058//function : renderTrihedron
1059//purpose :
1060//=======================================================================
1061void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1062{
1063 if (myToShowGradTrihedron)
1064 {
1065 myGraduatedTrihedron.Render (theWorkspace);
1066 }
1067}
1068
1069// =======================================================================
1070// function : Invalidate
1071// purpose :
1072// =======================================================================
1073void OpenGl_View::Invalidate()
1074{
1075 myBackBufferRestored = Standard_False;
1076}
1077
1078//=======================================================================
1079//function : renderScene
1080//purpose :
1081//=======================================================================
1082void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1083 OpenGl_FrameBuffer* theReadDrawFbo,
1084 OpenGl_FrameBuffer* theOitAccumFbo,
1085 const Standard_Boolean theToDrawImmediate)
1086{
1087 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1088
1089 // Specify clipping planes in view transformation space
1090 aContext->ChangeClipping().Reset (aContext, myClipPlanes);
1091 if (!myClipPlanes.IsNull()
1092 && !myClipPlanes->IsEmpty())
1093 {
1094 aContext->ShaderManager()->UpdateClippingState();
1095 }
1096
1097 renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
1098 myWorkspace->DisableTexture();
1099
1100 // Apply restored view matrix.
1101 aContext->ApplyWorldViewMatrix();
1102
1103 aContext->ChangeClipping().Reset (aContext, Handle(Graphic3d_SequenceOfHClipPlane)());
1104 if (!myClipPlanes.IsNull()
1105 && !myClipPlanes->IsEmpty())
1106 {
1107 aContext->ShaderManager()->RevertClippingState();
1108 }
1109}
1110
1111// =======================================================================
1112// function : bindDefaultFbo
1113// purpose :
1114// =======================================================================
1115void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1116{
1117 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1118 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1119 ? theCustomFbo
1120 : (!aCtx->DefaultFrameBuffer().IsNull()
1121 && aCtx->DefaultFrameBuffer()->IsValid()
1122 ? aCtx->DefaultFrameBuffer().operator->()
1123 : NULL);
1124 if (anFbo != NULL)
1125 {
1126 anFbo->BindBuffer (aCtx);
1127 anFbo->SetupViewport (aCtx);
1128 }
1129 else
1130 {
1131 #if !defined(GL_ES_VERSION_2_0)
1132 aCtx->SetReadDrawBuffer (GL_BACK);
1133 #else
1134 if (aCtx->arbFBO != NULL)
1135 {
1136 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1137 }
1138 #endif
1139 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1140 aCtx->ResizeViewport (aViewport);
1141 }
1142}
1143
1144// =======================================================================
1145// function : initBlitQuad
1146// purpose :
1147// =======================================================================
1148OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1149{
1150 OpenGl_VertexBuffer* aVerts = NULL;
1151 if (!theToFlip)
1152 {
1153 aVerts = &myFullScreenQuad;
1154 if (!aVerts->IsValid())
1155 {
1156 OpenGl_Vec4 aQuad[4] =
1157 {
1158 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1159 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1160 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1161 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1162 };
1163 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1164 }
1165 }
1166 else
1167 {
1168 aVerts = &myFullScreenQuadFlip;
1169 if (!aVerts->IsValid())
1170 {
1171 OpenGl_Vec4 aQuad[4] =
1172 {
1173 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1174 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1175 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1176 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1177 };
1178 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1179 }
1180 }
1181 return aVerts;
1182}
1183
1184// =======================================================================
1185// function : blitBuffers
1186// purpose :
1187// =======================================================================
1188bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1189 OpenGl_FrameBuffer* theDrawFbo,
1190 const Standard_Boolean theToFlip)
1191{
1192 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1193 const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
1194 const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
1195 const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
1196 const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
1197 if (theReadFbo == NULL || aCtx->IsFeedback())
1198 {
1199 return false;
1200 }
1201 else if (theReadFbo == theDrawFbo)
1202 {
1203 return true;
1204 }
1205
1206 // clear destination before blitting
1207 if (theDrawFbo != NULL
1208 && theDrawFbo->IsValid())
1209 {
1210 theDrawFbo->BindBuffer (aCtx);
1211 }
1212 else
1213 {
1214 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1215 }
1216 const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
1217 aCtx->ResizeViewport (aViewport);
1218
1219#if !defined(GL_ES_VERSION_2_0)
1220 aCtx->core20fwd->glClearDepth (1.0);
1221#else
1222 aCtx->core20fwd->glClearDepthf (1.0f);
1223#endif
1224 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1225
1226 if (aCtx->arbFBOBlit != NULL
1227 && theReadFbo->NbSamples() != 0)
1228 {
1229 GLbitfield aCopyMask = 0;
1230 theReadFbo->BindReadBuffer (aCtx);
1231 if (theDrawFbo != NULL
1232 && theDrawFbo->IsValid())
1233 {
1234 theDrawFbo->BindDrawBuffer (aCtx);
1235 if (theDrawFbo->HasColor()
1236 && theReadFbo->HasColor())
1237 {
1238 aCopyMask |= GL_COLOR_BUFFER_BIT;
1239 }
1240 if (theDrawFbo->HasDepth()
1241 && theReadFbo->HasDepth())
1242 {
1243 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1244 }
1245 }
1246 else
1247 {
1248 if (theReadFbo->HasColor())
1249 {
1250 aCopyMask |= GL_COLOR_BUFFER_BIT;
1251 }
1252 if (theReadFbo->HasDepth())
1253 {
1254 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1255 }
1256 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1257 }
1258
1259 // we don't copy stencil buffer here... does it matter for performance?
1260 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
1261 0, 0, aDrawSizeX, aDrawSizeY,
1262 aCopyMask, GL_NEAREST);
1263 const int anErr = ::glGetError();
1264 if (anErr != GL_NO_ERROR)
1265 {
1266 // glBlitFramebuffer() might fail in several cases:
1267 // - Both FBOs have MSAA and they are samples number does not match.
1268 // OCCT checks that this does not happen,
1269 // however some graphics drivers provide an option for overriding MSAA.
1270 // In this case window MSAA might be non-zero (and application can not check it)
1271 // and might not match MSAA of our offscreen FBOs.
1272 // - Pixel formats of FBOs do not match.
1273 // This also might happen with window has pixel format,
1274 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1275 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1276 + " Please check your graphics driver settings or try updating driver.";
1277 if (theReadFbo->NbSamples() != 0)
1278 {
1279 myToDisableMSAA = true;
1280 aMsg += "\n MSAA settings should not be overridden by driver!";
1281 }
1282 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1283 GL_DEBUG_TYPE_ERROR,
1284 0,
1285 GL_DEBUG_SEVERITY_HIGH,
1286 aMsg);
1287 }
1288
1289 if (theDrawFbo != NULL
1290 && theDrawFbo->IsValid())
1291 {
1292 theDrawFbo->BindBuffer (aCtx);
1293 }
1294 else
1295 {
1296 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1297 }
1298 }
1299 else
1300 {
1301 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1302 aCtx->core20fwd->glDepthMask (GL_TRUE);
1303 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1304 #if defined(GL_ES_VERSION_2_0)
1305 if (!aCtx->IsGlGreaterEqual (3, 0)
1306 && !aCtx->extFragDepth)
1307 {
1308 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1309 }
1310 #endif
1311
1312 myWorkspace->DisableTexture();
1313
1314 const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
1315 const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
1316
1317 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1318 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1319 if (aVerts->IsValid()
1320 && aManager->BindFboBlitProgram())
1321 {
1322 theReadFbo->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1323 if (theReadFbo->ColorTexture()->GetParams()->Filter() != aFilter)
1324 {
1325 theReadFbo->ColorTexture()->GetParams()->SetFilter (aFilter);
1326 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1327 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1328 }
1329
1330 theReadFbo->DepthStencilTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1331 if (theReadFbo->DepthStencilTexture()->GetParams()->Filter() != aFilter)
1332 {
1333 theReadFbo->DepthStencilTexture()->GetParams()->SetFilter (aFilter);
1334 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1335 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1336 }
1337
1338 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1339
1340 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1341
1342 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1343 theReadFbo->DepthStencilTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1344 theReadFbo->ColorTexture() ->Unbind (aCtx, GL_TEXTURE0 + 0);
1345 aCtx->BindProgram (NULL);
1346 }
1347 else
1348 {
1349 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1350 + "Error! FBO blitting has failed";
1351 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1352 GL_DEBUG_TYPE_ERROR,
1353 0,
1354 GL_DEBUG_SEVERITY_HIGH,
1355 aMsg);
1356 myHasFboBlit = Standard_False;
1357 theReadFbo->Release (aCtx.operator->());
1358 return true;
1359 }
1360 }
1361 return true;
1362}
1363
1364// =======================================================================
1365// function : drawStereoPair
1366// purpose :
1367// =======================================================================
1368void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
1369{
1370 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1371 bindDefaultFbo (theDrawFbo);
1372 OpenGl_FrameBuffer* aPair[2] =
1373 {
1374 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1375 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1376 };
1377 if (aPair[0] == NULL
1378 || aPair[1] == NULL
1379 || !myTransientDrawToFront)
1380 {
1381 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1382 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1383 }
1384
1385 if (aPair[0] == NULL
1386 || aPair[1] == NULL)
1387 {
1388 return;
1389 }
1390
1391 if (aPair[0]->NbSamples() != 0)
1392 {
1393 // resolve MSAA buffers before drawing
1394 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1395 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1396 {
1397 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1398 GL_DEBUG_TYPE_ERROR,
1399 0,
1400 GL_DEBUG_SEVERITY_HIGH,
1401 "Error! Unable to allocate FBO for blitting stereo pair");
1402 bindDefaultFbo (theDrawFbo);
1403 return;
1404 }
1405
1406 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1407 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1408 {
1409 bindDefaultFbo (theDrawFbo);
1410 return;
1411 }
1412
1413 aPair[0] = myOpenGlFBO .operator->();
1414 aPair[1] = myOpenGlFBO2.operator->();
1415 bindDefaultFbo (theDrawFbo);
1416 }
1417
1418 struct
1419 {
1420 Standard_Integer left;
1421 Standard_Integer top;
1422 Standard_Integer right;
1423 Standard_Integer bottom;
1424 Standard_Integer dx() { return right - left; }
1425 Standard_Integer dy() { return bottom - top; }
1426 } aGeom;
1427
1428 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1429
1430 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1431 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1432 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1433 if (isOddY
1434 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1435 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1436 {
1437 toReverse = !toReverse;
1438 }
1439 if (isOddX
1440 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1441 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1442 {
1443 toReverse = !toReverse;
1444 }
1445
1446 if (toReverse)
1447 {
1448 std::swap (aPair[0], aPair[1]);
1449 }
1450
1451 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1452 aCtx->core20fwd->glDepthMask (GL_TRUE);
1453 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1454
1455 myWorkspace->DisableTexture();
1456 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1457
1458 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1459 if (aVerts->IsValid()
1460 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1461 {
1462 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1463 {
1464 OpenGl_Mat4 aFilterL, aFilterR;
1465 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1466 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1467 switch (myRenderParams.AnaglyphFilter)
1468 {
1469 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1470 {
1471 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1472 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1473 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1474 break;
1475 }
1476 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1477 {
1478 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1479 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1480 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1481 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1482 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1483 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1484 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1485 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1486 break;
1487 }
1488 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1489 {
1490 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1491 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1492 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1493 break;
1494 }
1495 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1496 {
1497 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1498 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1499 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1500 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1501 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1502 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1503 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1504 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1505 break;
1506 }
1507 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1508 {
1509 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1510 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1511 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1512 break;
1513 }
1514 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1515 {
1516 aFilterL = myRenderParams.AnaglyphLeft;
1517 aFilterR = myRenderParams.AnaglyphRight;
1518 break;
1519 }
1520 }
1521 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1522 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1523 }
1524
1525 aPair[0]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1526 aPair[1]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1527 aVerts->BindVertexAttrib (aCtx, 0);
1528
1529 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1530
1531 aVerts->UnbindVertexAttrib (aCtx, 0);
1532 aPair[1]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1533 aPair[0]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 0);
1534 }
1535 else
1536 {
1537 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1538 + "Error! Anaglyph has failed";
1539 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1540 GL_DEBUG_TYPE_ERROR,
1541 0,
1542 GL_DEBUG_SEVERITY_HIGH,
1543 aMsg);
1544 }
1545}
1546
1547// =======================================================================
1548// function : copyBackToFront
1549// purpose :
1550// =======================================================================
1551void OpenGl_View::copyBackToFront()
1552{
1553#if !defined(GL_ES_VERSION_2_0)
1554
1555 OpenGl_Mat4 aProjectMat;
1556 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1557 0.0f, static_cast<GLfloat> (myWindow->Width()),
1558 0.0f, static_cast<GLfloat> (myWindow->Height()));
1559
1560 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1561
1562 aCtx->WorldViewState.Push();
1563 aCtx->ProjectionState.Push();
1564
1565 aCtx->WorldViewState.SetIdentity();
1566 aCtx->ProjectionState.SetCurrent (aProjectMat);
1567
1568 aCtx->ApplyProjectionMatrix();
1569 aCtx->ApplyWorldViewMatrix();
1570
1571 // synchronize FFP state before copying pixels
1572 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1573 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1574 aCtx->DisableFeatures();
1575
1576 switch (aCtx->DrawBuffer())
1577 {
1578 case GL_BACK_LEFT:
1579 {
1580 aCtx->SetReadBuffer (GL_BACK_LEFT);
1581 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1582 break;
1583 }
1584 case GL_BACK_RIGHT:
1585 {
1586 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1587 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1588 break;
1589 }
1590 default:
1591 {
1592 aCtx->SetReadBuffer (GL_BACK);
1593 aCtx->SetDrawBuffer (GL_FRONT);
1594 break;
1595 }
1596 }
1597
1598 glRasterPos2i (0, 0);
1599 glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1600 //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1601
1602 aCtx->EnableFeatures();
1603
1604 aCtx->WorldViewState.Pop();
1605 aCtx->ProjectionState.Pop();
1606 aCtx->ApplyProjectionMatrix();
1607
1608 // read/write from front buffer now
1609 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1610#endif
1611 myIsImmediateDrawn = Standard_False;
1612}
1613
1614// =======================================================================
1615// function : checkOitCompatibility
1616// purpose :
1617// =======================================================================
1618Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
1619 const Standard_Boolean theMSAA)
1620{
1621 // determine if OIT is supported by current OpenGl context
1622 Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
1623 if (aToDisableOIT)
1624 {
1625 return Standard_False;
1626 }
1627
1628 TCollection_ExtendedString aCompatibilityMsg;
1629 if (!theGlContext->hasFloatBuffer
1630 && !theGlContext->hasHalfFloatBuffer)
1631 {
1632 aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
1633 }
1634 if (theMSAA && !theGlContext->hasSampleVariables)
1635 {
1636 aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
1637 }
1638 if (!theGlContext->hasDrawBuffers)
1639 {
1640 aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
1641 }
1642 if (aCompatibilityMsg.IsEmpty())
1643 {
1644 return Standard_True;
1645 }
1646
1647 aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
1648 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1649 GL_DEBUG_TYPE_ERROR,
1650 0,
1651 GL_DEBUG_SEVERITY_HIGH,
1652 aCompatibilityMsg);
1653
1654 aToDisableOIT = Standard_True;
1655 return Standard_False;
1656}
1657
1658// =======================================================================
1659// function : chooseOitColorConfiguration
1660// purpose :
1661// =======================================================================
1662bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
1663 const Standard_Integer theConfigIndex,
1664 OpenGl_ColorFormats& theFormats)
1665{
1666 theFormats.Clear();
1667 switch (theConfigIndex)
1668 {
1669 case 0: // choose best applicable color format combination
1670 {
1671 theFormats.Append (theGlContext->hasHalfFloatBuffer ? GL_RGBA16F : GL_RGBA32F);
1672 theFormats.Append (theGlContext->hasHalfFloatBuffer ? GL_R16F : GL_R32F);
1673 return true;
1674 }
1675 case 1: // choose non-optimal applicable color format combination
1676 {
1677 theFormats.Append (theGlContext->hasHalfFloatBuffer ? GL_RGBA16F : GL_RGBA32F);
1678 theFormats.Append (theGlContext->hasHalfFloatBuffer ? GL_RGBA16F : GL_RGBA32F);
1679 return true;
1680 }
1681 }
1682 return false; // color combination does not exist
1683}