1 // Created on: 2011-09-20
2 // Created by: Sergey ZERCHANINOV
3 // Copyright (c) 2011-2012 OPEN CASCADE SAS
5 // The content of this file is subject to the Open CASCADE Technology Public
6 // License Version 6.5 (the "License"). You may not use the content of this file
7 // except in compliance with the License. Please obtain a copy of the License
8 // at http://www.opencascade.org and read it completely before using this file.
10 // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
11 // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
13 // The Original Code and all software distributed under the License is
14 // distributed on an "AS IS" basis, without warranty of any kind, and the
15 // Initial Developer hereby disclaims all such warranties, including without
16 // limitation, any warranties of merchantability, fitness for a particular
17 // purpose or non-infringement. Please see the License for the specific terms
18 // and conditions governing the rights and limitations under the License.
23 #include <OpenGl_GlCore11.hxx>
24 #include <OpenGl_tgl_funcs.hxx>
26 #include <Image_AlienPixMap.hxx>
27 #include <Visual3d_Layer.hxx>
29 #include <OpenGl_AspectLine.hxx>
30 #include <OpenGl_Display.hxx>
31 #include <OpenGl_Workspace.hxx>
32 #include <OpenGl_View.hxx>
33 #include <OpenGl_Trihedron.hxx>
34 #include <OpenGl_GraduatedTrihedron.hxx>
35 #include <OpenGl_PrinterContext.hxx>
36 #include <OpenGl_Structure.hxx>
40 static const GLfloat default_amb[4] = { 0.F, 0.F, 0.F, 1.F };
41 static const GLfloat default_sptdir[3] = { 0.F, 0.F, -1.F };
42 static const GLfloat default_sptexpo = 0.F;
43 static const GLfloat default_sptcutoff = 180.F;
45 extern void InitLayerProp (const int AListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
47 /*----------------------------------------------------------------------*/
49 struct OPENGL_CLIP_PLANE
56 /*----------------------------------------------------------------------*/
61 /*-----------------------------------------------------------------*/
65 static void bind_light(const OpenGl_Light *lptr, int *gl_lid)
67 // Only 8 lights in OpenGL...
68 if (*gl_lid > GL_LIGHT7) return;
70 // the light is a headlight ?
74 glGetIntegerv(GL_MATRIX_MODE, &cur_matrix);
75 glMatrixMode(GL_MODELVIEW);
81 GLfloat data_diffu[4];
83 GLfloat data_sptdir[3];
85 GLfloat data_sptcutoff;
86 GLfloat data_constantattenuation;
87 GLfloat data_linearattenuation;
89 /* set la light en fonction de son type */
93 data_amb[0] = lptr->col.rgb[0];
94 data_amb[1] = lptr->col.rgb[1];
95 data_amb[2] = lptr->col.rgb[2];
98 /*------------------------- Ambient ---------------------------*/
100 * The GL_AMBIENT parameter refers to RGBA intensity of the ambient
103 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data_amb);
107 case TLightDirectional:
108 data_diffu[0] = lptr->col.rgb[0];
109 data_diffu[1] = lptr->col.rgb[1];
110 data_diffu[2] = lptr->col.rgb[2];
113 /*------------------------- Direction ---------------------------*/
114 /* From Open GL Programming Rev 1 Guide Chapt 6 :
115 Lighting The Mathematics of Lighting ( p 168 )
117 Directional Light Source ( Infinite ) :
118 if the last parameter of GL_POSITION , w , is zero, the
119 corresponding light source is a Directional one.
121 GL_SPOT_CUTOFF a 180 signifie que ce n'est pas un spot.
122 To create a realistic effect, set the GL_SPECULAR parameter
123 to the same value as the GL_DIFFUSE.
126 data_pos[0] = -lptr->dir[0];
127 data_pos[1] = -lptr->dir[1];
128 data_pos[2] = -lptr->dir[2];
131 glLightfv(*gl_lid, GL_AMBIENT, default_amb);
132 glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
133 glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
135 glLightfv(*gl_lid, GL_POSITION, data_pos);
136 glLightfv(*gl_lid, GL_SPOT_DIRECTION, default_sptdir);
137 glLightf(*gl_lid, GL_SPOT_EXPONENT, default_sptexpo);
138 glLightf(*gl_lid, GL_SPOT_CUTOFF, default_sptcutoff);
142 case TLightPositional:
143 data_diffu[0] = lptr->col.rgb[0];
144 data_diffu[1] = lptr->col.rgb[1];
145 data_diffu[2] = lptr->col.rgb[2];
148 /*------------------------- Position -----------------------------*/
149 /* From Open GL Programming Rev 1 Guide Chapt 6 :
150 Lighting The Mathematics of Lighting ( p 168 )
151 Positional Light Source :
152 if the last parameter of GL_POSITION , w , is nonzero,
153 the corresponding light source is a Positional one.
155 GL_SPOT_CUTOFF a 180 signifie que ce n'est pas un spot.
157 To create a realistic effect, set the GL_SPECULAR parameter
158 to the same value as the GL_DIFFUSE.
161 data_pos[0] = lptr->pos[0];
162 data_pos[1] = lptr->pos[1];
163 data_pos[2] = lptr->pos[2];
166 data_constantattenuation = lptr->atten[0];
167 data_linearattenuation = lptr->atten[1];
169 glLightfv(*gl_lid, GL_AMBIENT, default_amb);
170 glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
171 glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
173 glLightfv(*gl_lid, GL_POSITION, data_pos);
174 glLightfv(*gl_lid, GL_SPOT_DIRECTION, default_sptdir);
175 glLightf(*gl_lid, GL_SPOT_EXPONENT, default_sptexpo);
176 glLightf(*gl_lid, GL_SPOT_CUTOFF, default_sptcutoff);
177 glLightf(*gl_lid, GL_CONSTANT_ATTENUATION, data_constantattenuation);
178 glLightf(*gl_lid, GL_LINEAR_ATTENUATION, data_linearattenuation);
179 glLightf(*gl_lid, GL_QUADRATIC_ATTENUATION, 0.0);
184 data_diffu[0] = lptr->col.rgb[0];
185 data_diffu[1] = lptr->col.rgb[1];
186 data_diffu[2] = lptr->col.rgb[2];
189 data_pos[0] = lptr->pos[0];
190 data_pos[1] = lptr->pos[1];
191 data_pos[2] = lptr->pos[2];
194 data_sptdir[0] = lptr->dir[0];
195 data_sptdir[1] = lptr->dir[1];
196 data_sptdir[2] = lptr->dir[2];
198 data_sptexpo = ( float )lptr->shine * 128.0F;
199 data_sptcutoff = ( float )(lptr->angle * 180.0F)/( float )M_PI;
201 data_constantattenuation = lptr->atten[0];
202 data_linearattenuation = lptr->atten[1];
204 glLightfv(*gl_lid, GL_AMBIENT, default_amb);
205 glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
206 glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
208 glLightfv(*gl_lid, GL_POSITION, data_pos);
209 glLightfv(*gl_lid, GL_SPOT_DIRECTION, data_sptdir);
210 glLightf(*gl_lid, GL_SPOT_EXPONENT, data_sptexpo);
211 glLightf(*gl_lid, GL_SPOT_CUTOFF, data_sptcutoff);
212 glLightf(*gl_lid, GL_CONSTANT_ATTENUATION, data_constantattenuation);
213 glLightf(*gl_lid, GL_LINEAR_ATTENUATION, data_linearattenuation);
214 glLightf(*gl_lid, GL_QUADRATIC_ATTENUATION, 0.0);
218 if (lptr->type != TLightAmbient)
224 /* si la light etait une headlight alors restaure la matrice precedente */
228 glMatrixMode(cur_matrix);
232 /*----------------------------------------------------------------------*/
237 static void call_util_apply_trans2( float ix, float iy, float iz, matrix3 mat,
238 float *ox, float *oy, float *oz );
239 static void call_util_mat_mul( matrix3 mat_a, matrix3 mat_b, matrix3 mat_c);
241 /*----------------------------------------------------------------------*/
247 * Evaluates orientation matrix.
249 /* OCC18942: obsolete in OCCT6.3, might be removed in further versions! */
250 void call_func_eval_ori_matrix3 (const point3* vrp, // view reference point
251 const vec3* vpn, // view plane normal
252 const vec3* vup, // view up vector
254 float mout[4][4]) // OUT view orientation matrix
257 /* Translate to VRP then change the basis.
258 * The old basis is: e1 = < 1, 0, 0>, e2 = < 0, 1, 0>, e3 = < 0, 0, 1>.
259 * The new basis is: ("x" means cross product)
261 * e1' = VUP x VPN / |VUP x VPN|
263 * Therefore the transform from old to new is x' = TAx, where:
265 * | e1'x e2'x e3'x 0 | | 1 0 0 0 |
266 * A = | e1'y e2'y e3'y 0 |, T = | 0 1 0 0 |
267 * | e1'z e2'z e3'z 0 | | 0 0 1 0 |
268 * | 0 0 0 1 | | -vrp.x -vrp.y -vrp.z 1 |
273 * These ei's are really ei primes.
275 register float (*m)[4][4];
276 point3 e1, e2, e3, e4;
280 * e1' = VUP x VPN / |VUP x VPN|, but do the division later.
282 e1.x = vup->delta_y * vpn->delta_z - vup->delta_z * vpn->delta_y;
283 e1.y = vup->delta_z * vpn->delta_x - vup->delta_x * vpn->delta_z;
284 e1.z = vup->delta_x * vpn->delta_y - vup->delta_y * vpn->delta_x;
285 s = sqrt( e1.x * e1.x + e1.y * e1.y + e1.z * e1.z);
289 v = sqrt( e3.x * e3.x + e3.y * e3.y + e3.z * e3.z);
291 * Check for vup and vpn colinear (zero dot product).
293 if ((s > -EPSI) && (s < EPSI))
297 * Check for a normal vector not null.
299 if ((v > -EPSI) && (v < EPSI))
317 e2.x = e3.y * e1.z - e3.z * e1.y;
318 e2.y = e3.z * e1.x - e3.x * e1.z;
319 e2.z = e3.x * e1.y - e3.y * e1.x;
321 * Add the translation
323 e4.x = -( e1.x * vrp->x + e1.y * vrp->y + e1.z * vrp->z);
324 e4.y = -( e2.x * vrp->x + e2.y * vrp->y + e2.z * vrp->z);
325 e4.z = -( e3.x * vrp->x + e3.y * vrp->y + e3.z * vrp->z);
327 * Homogeneous entries
329 * | e1.x e2.x e3.x 0.0 | | 1 0 0 0 |
330 * | e1.y e2.y e3.y 0.0 | * | 0 1 0 0 |
331 * | e1.z e2.z e3.z 0.0 | | a b 1 c |
332 * | e4.x e4.y e4.z 1.0 | | 0 0 0 1 |
335 m = (float (*)[4][4])mout;
340 (*m)[0][3] = ( float )0.0;
345 (*m)[1][3] = ( float )0.0;
350 (*m)[2][3] = ( float )0.0;
355 (*m)[3][3] = ( float )1.0;
361 /*----------------------------------------------------------------------*/
363 * Evaluates mapping matrix.
365 /* OCC18942: obsolete in OCCT6.3, might be removed in further versions! */
366 void call_func_eval_map_matrix3(
377 matrix3 aux_mat1, aux_mat2, aux_mat3;
383 Spar[i][j] = Sper[i][j] = aux_mat1[i][j] = aux_mat2[i][j] =
384 aux_mat3[i][j] = Tper[i][j] = Tpar[i][j] = Tprp[i][j] =
385 Shear[i][j] = Scale[i][j] = ( float )(i == j);
387 Prp.x = Map->proj_ref_point.x;
388 Prp.y = Map->proj_ref_point.y;
389 Prp.z = Map->proj_ref_point.z;
394 if (Map->proj_type == TYPE_PARAL)
400 float cx, cy, gx, gy, xsf, ysf, zsf;
402 float dopx, dopy, dopz;
403 matrix3 tmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
404 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
405 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
406 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
407 matrix3 smat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
408 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
409 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
410 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
411 matrix3 shmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
412 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
413 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
414 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
415 matrix3 tshmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
416 { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
417 { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
418 { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
421 cx = Map->win.x_min + Map->win.x_max, cx /= ( float )2.0;
422 cy = Map->win.y_min + Map->win.y_max, cy /= ( float )2.0;
424 gx = 2.0/ (Map->win.x_max - Map->win.x_min);
425 gy = 2.0/ (Map->win.y_max - Map->win.y_min);
429 tmat[2][3] = (Map->front_plane + Map->back_plane)/(Map->front_plane - Map->back_plane);
433 smat[2][2] = -2./(Map->front_plane - Map->back_plane);
441 shmat[0][2] = -(dopx/dopz);
442 shmat[1][2] = -(dopy/dopz);
444 /* multiply to obtain mapping matrix */
445 call_util_mat_mul( tmat, shmat, tshmat );
446 call_util_mat_mul( smat, tshmat, mat );
452 Map->proj_vp.z_min = ( float )0.0;
453 Map->proj_vp.z_max = ( float )1.0;
456 /* Shear matrix calculation */
457 umid = ( float )(Map->win.x_min+Map->win.x_max)/( float )2.0;
458 vmid = ( float )(Map->win.y_min+Map->win.y_max)/( float )2.0;
459 if(Prp.z == Map->view_plane){
460 /* Projection reference point is on the view plane */
464 Shear[2][0] = ( float )(-1.0) * ((Prp.x-umid)/(Prp.z-Map->view_plane));
465 Shear[2][1] = ( float )(-1.0) * ((Prp.y-vmid)/(Prp.z-Map->view_plane));
468 * Calculate the lower left coordinate of the view plane
469 * after the Shearing Transformation.
471 call_util_apply_trans2(Map->win.x_min, Map->win.y_min,
472 Map->view_plane, Shear, &(temp.x), &(temp.y), &(temp.z));
474 /* Translate the back plane to the origin */
475 Tpar[3][0] = ( float )(-1.0) * temp.x;
476 Tpar[3][1] = ( float )(-1.0) * temp.y;
477 Tpar[3][2] = ( float )(-1.0) * Map->back_plane;
479 call_util_mat_mul(Shear, Tpar, aux_mat1);
481 /* Calculation of Scaling transformation */
482 Spar[0][0] = ( float )1.0 / (Map->win.x_max - Map->win.x_min);
483 Spar[1][1] = ( float )1.0 / (Map->win.y_max - Map->win.y_min);
484 Spar[2][2] = ( float )1.0 / (Map->front_plane - Map->back_plane );
485 call_util_mat_mul (aux_mat1, Spar, aux_mat2);
486 /* Atlast we transformed view volume to NPC */
488 /* Translate and scale the view plane to projection view port */
489 if(Map->proj_vp.x_min < 0.0 || Map->proj_vp.y_min < 0.0 ||
490 Map->proj_vp.z_min < 0.0 || Map->proj_vp.x_max > 1.0 ||
491 Map->proj_vp.y_max > 1.0 || Map->proj_vp.z_max > 1.0 ||
492 Map->proj_vp.x_min > Map->proj_vp.x_max ||
493 Map->proj_vp.y_min > Map->proj_vp.y_max ||
494 Map->proj_vp.z_min > Map->proj_vp.z_max){
500 aux_mat1[i][j] = (float)(i==j);
501 aux_mat1[0][0] = Map->proj_vp.x_max-Map->proj_vp.x_min;
502 aux_mat1[1][1] = Map->proj_vp.y_max-Map->proj_vp.y_min;
503 aux_mat1[2][2] = Map->proj_vp.z_max-Map->proj_vp.z_min;
504 aux_mat1[3][0] = Map->proj_vp.x_min;
505 aux_mat1[3][1] = Map->proj_vp.y_min;
506 aux_mat1[3][2] = Map->proj_vp.z_min;
507 call_util_mat_mul (aux_mat2, aux_mat1, mat);
515 else if (Map->proj_type == TYPE_PERSPECT)
522 Map->proj_vp.z_min = ( float )0.0;
523 Map->proj_vp.z_max = ( float )1.0;
527 F = Map->front_plane;
530 if(Prp.z == Map->view_plane){
531 /* Centre of Projection is on the view plane */
535 if(Map->proj_vp.x_min < 0.0 || Map->proj_vp.y_min < 0.0 ||
536 Map->proj_vp.z_min < 0.0 || Map->proj_vp.x_max > 1.0 ||
537 Map->proj_vp.y_max > 1.0 || Map->proj_vp.z_max > 1.0 ||
538 Map->proj_vp.x_min > Map->proj_vp.x_max ||
539 Map->proj_vp.y_min > Map->proj_vp.y_max ||
540 Map->proj_vp.z_min > Map->proj_vp.z_max ||
546 /* This is the transformation to move VRC to Center Of Projection */
547 Tprp[3][0] = ( float )(-1.0)*Prp.x;
548 Tprp[3][1] = ( float )(-1.0)*Prp.y;
549 Tprp[3][2] = ( float )(-1.0)*Prp.z;
551 /* Calculation of Shear matrix */
552 umid = ( float )(Map->win.x_min+Map->win.x_max)/( float )2.0-Prp.x;
553 vmid = ( float )(Map->win.y_min+Map->win.y_max)/( float )2.0-Prp.y;
554 Shear[2][0] = ( float )(-1.0)*umid/(Map->view_plane-Prp.z);
555 Shear[2][1] = ( float )(-1.0)*vmid/(Map->view_plane-Prp.z);
556 call_util_mat_mul(Tprp, Shear, aux_mat3);
558 /* Scale the view volume to canonical view volume
559 * Centre of projection at origin.
560 * 0 <= N <= -1, -0.5 <= U <= 0.5, -0.5 <= V <= 0.5
562 Scale[0][0] = (( float )(-1.0)*Prp.z+V)/
563 ((Map->win.x_max-Map->win.x_min)*(( float )(-1.0)*Prp.z+B));
564 Scale[1][1] = (( float )(-1.0)*Prp.z+V)/
565 ((Map->win.y_max-Map->win.y_min)*(( float )(-1.0)*Prp.z+B));
566 Scale[2][2] = ( float )(-1.0) / (( float )(-1.0)*Prp.z+B);
568 call_util_mat_mul(aux_mat3, Scale, aux_mat1);
571 * Transform the Perspective view volume into
572 * Parallel view volume.
573 * Lower left coordinate: (-0.5,-0.5, -1)
574 * Upper right coordinate: (0.5, 0.5, 1.0)
576 Zvmin = ( float )(-1.0*(-1.0*Prp.z+F)/(-1.0*Prp.z+B));
577 aux_mat2[2][2] = ( float )1.0/(( float )1.0+Zvmin);
578 aux_mat2[2][3] = ( float )(-1.0);
579 aux_mat2[3][2] = ( float )(-1.0)*Zvmin*aux_mat2[2][2];
580 aux_mat2[3][3] = ( float )0.0;
581 call_util_mat_mul(aux_mat1, aux_mat2, Shear);
585 aux_mat1[i][j] = aux_mat2[i][j] = (float)(i==j);
587 /* Translate and scale the view plane to projection view port */
588 aux_mat2[0][0] = (Map->proj_vp.x_max-Map->proj_vp.x_min);
589 aux_mat2[1][1] = (Map->proj_vp.y_max-Map->proj_vp.y_min);
590 aux_mat2[2][2] = (Map->proj_vp.z_max-Map->proj_vp.z_min);
591 aux_mat2[3][0] = aux_mat2[0][0]/( float )2.0+Map->proj_vp.x_min;
592 aux_mat2[3][1] = aux_mat2[1][1]/( float )2.0+Map->proj_vp.y_min;
593 aux_mat2[3][2] = aux_mat2[2][2]+Map->proj_vp.z_min;
594 call_util_mat_mul (Shear, aux_mat2, mat);
602 /*----------------------------------------------------------------------*/
605 call_util_apply_trans2( float ix, float iy, float iz, matrix3 mat,
606 float *ox, float *oy, float *oz )
609 *ox = ix*mat[0][0]+iy*mat[1][0]+iz*mat[2][0]+mat[3][0];
610 *oy = ix*mat[0][1]+iy*mat[1][1]+iz*mat[2][1]+mat[3][1];
611 *oz = ix*mat[0][2]+iy*mat[1][2]+iz*mat[2][2]+mat[3][2];
612 temp = ix * mat[0][3]+iy * mat[1][3]+iz * mat[2][3]+mat[3][3];
618 /*----------------------------------------------------------------------*/
621 call_util_mat_mul( matrix3 mat_a, matrix3 mat_b, matrix3 mat_c)
627 for (mat_c[i][j] = ( float )0.0,k=0; k<4; k++)
628 mat_c[i][j] += mat_a[i][k] * mat_b[k][j];
631 /*----------------------------------------------------------------------*/
633 //call_func_redraw_all_structs_proc
634 void OpenGl_View::Render (const Handle(OpenGl_PrinterContext)& thePrintContext,
635 const Handle(OpenGl_Workspace) &AWorkspace,
636 const Graphic3d_CView& ACView,
637 const Aspect_CLayer2d& ACUnderLayer,
638 const Aspect_CLayer2d& ACOverLayer)
640 // Store and disable current clipping planes
641 const Handle(OpenGl_Context)& aContext = AWorkspace->GetGlContext();
642 const Standard_Integer aMaxClipPlanes = aContext->MaxClipPlanes();
643 const GLenum lastid = GL_CLIP_PLANE0 + aMaxClipPlanes;
644 OPENGL_CLIP_PLANE *oldPlanes = new OPENGL_CLIP_PLANE[aMaxClipPlanes];
645 OPENGL_CLIP_PLANE *ptrPlane = oldPlanes;
646 GLenum planeid = GL_CLIP_PLANE0;
647 for ( ; planeid < lastid; planeid++, ptrPlane++ )
649 glGetClipPlane( planeid, ptrPlane->Equation );
650 if ( ptrPlane->isEnabled )
652 glDisable( planeid );
653 ptrPlane->isEnabled = GL_TRUE;
657 ptrPlane->isEnabled = GL_FALSE;
661 /////////////////////////////////////////////////////////////////////////////
662 // Step 1: Prepare for redraw
665 if ( (AWorkspace->NamedStatus & OPENGL_NS_WHITEBACK) == 0 &&
666 ( myBgTexture.TexId != 0 || myBgGradient.type != Aspect_GFM_NONE ) )
668 const Standard_Integer aViewWidth = AWorkspace->Width();
669 const Standard_Integer aViewHeight = AWorkspace->Height();
671 glPushAttrib( GL_ENABLE_BIT | GL_TEXTURE_BIT );
673 glMatrixMode( GL_PROJECTION );
676 glMatrixMode( GL_MODELVIEW );
680 if ( glIsEnabled( GL_DEPTH_TEST ) )
681 glDisable( GL_DEPTH_TEST ); //push GL_ENABLE_BIT
683 // drawing bg gradient if:
684 // - gradient fill type is not Aspect_GFM_NONE and
685 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
686 if ( ( myBgGradient.type != Aspect_GFM_NONE ) &&
687 ( myBgTexture.TexId == 0 || myBgTexture.Style == Aspect_FM_CENTERED ||
688 myBgTexture.Style == Aspect_FM_NONE ) )
690 Tfloat* corner1 = 0;/* -1,-1*/
691 Tfloat* corner2 = 0;/* 1,-1*/
692 Tfloat* corner3 = 0;/* 1, 1*/
693 Tfloat* corner4 = 0;/* -1, 1*/
697 switch( myBgGradient.type )
700 corner1 = myBgGradient.color1.rgb;
701 corner2 = myBgGradient.color2.rgb;
702 corner3 = myBgGradient.color2.rgb;
703 corner4 = myBgGradient.color1.rgb;
706 corner1 = myBgGradient.color2.rgb;
707 corner2 = myBgGradient.color2.rgb;
708 corner3 = myBgGradient.color1.rgb;
709 corner4 = myBgGradient.color1.rgb;
711 case Aspect_GFM_DIAG1:
712 corner2 = myBgGradient.color2.rgb;
713 corner4 = myBgGradient.color1.rgb;
714 dcorner1 [0] = dcorner2[0] = 0.5F * (corner2[0] + corner4[0]);
715 dcorner1 [1] = dcorner2[1] = 0.5F * (corner2[1] + corner4[1]);
716 dcorner1 [2] = dcorner2[2] = 0.5F * (corner2[2] + corner4[2]);
720 case Aspect_GFM_DIAG2:
721 corner1 = myBgGradient.color2.rgb;
722 corner3 = myBgGradient.color1.rgb;
723 dcorner1 [0] = dcorner2[0] = 0.5F * (corner1[0] + corner3[0]);
724 dcorner1 [1] = dcorner2[1] = 0.5F * (corner1[1] + corner3[1]);
725 dcorner1 [2] = dcorner2[2] = 0.5F * (corner1[2] + corner3[2]);
729 case Aspect_GFM_CORNER1:
730 corner1 = myBgGradient.color2.rgb;
731 corner2 = myBgGradient.color2.rgb;
732 corner3 = myBgGradient.color2.rgb;
733 corner4 = myBgGradient.color1.rgb;
735 case Aspect_GFM_CORNER2:
736 corner1 = myBgGradient.color2.rgb;
737 corner2 = myBgGradient.color2.rgb;
738 corner3 = myBgGradient.color1.rgb;
739 corner4 = myBgGradient.color2.rgb;
741 case Aspect_GFM_CORNER3:
742 corner1 = myBgGradient.color2.rgb;
743 corner2 = myBgGradient.color1.rgb;
744 corner3 = myBgGradient.color2.rgb;
745 corner4 = myBgGradient.color2.rgb;
747 case Aspect_GFM_CORNER4:
748 corner1 = myBgGradient.color1.rgb;
749 corner2 = myBgGradient.color2.rgb;
750 corner3 = myBgGradient.color2.rgb;
751 corner4 = myBgGradient.color2.rgb;
754 //printf("gradient background type not right\n");
758 // Save GL parameters
759 glDisable( GL_LIGHTING ); //push GL_ENABLE_BIT
762 glGetIntegerv( GL_SHADE_MODEL, &curSM );
763 if ( curSM != GL_SMOOTH )
764 glShadeModel( GL_SMOOTH ); //push GL_LIGHTING_BIT
766 glBegin(GL_TRIANGLE_FAN);
767 if( myBgGradient.type != Aspect_GFM_CORNER1 && myBgGradient.type != Aspect_GFM_CORNER3 )
769 glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
770 glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
771 glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
772 glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
774 else //if ( myBgGradient.type == Aspect_GFM_CORNER1 || myBgGradient.type == Aspect_GFM_CORNER3 )
776 glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
777 glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
778 glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
779 glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
783 // Restore GL parameters
784 if ( curSM != GL_SMOOTH )
785 glShadeModel( curSM );
787 // drawing bg image if:
788 // - it is defined and
789 // - fill type is not Aspect_FM_NONE
790 if ( myBgTexture.TexId != 0 && myBgTexture.Style != Aspect_FM_NONE )
792 GLfloat texX_range = 1.F; // texture <s> coordinate
793 GLfloat texY_range = 1.F; // texture <t> coordinate
795 // Set up for stretching or tiling
796 GLfloat x_offset, y_offset;
797 if ( myBgTexture.Style == Aspect_FM_CENTERED )
799 x_offset = (GLfloat)myBgTexture.Width / (GLfloat)aViewWidth;
800 y_offset = (GLfloat)myBgTexture.Height / (GLfloat)aViewHeight;
806 if ( myBgTexture.Style == Aspect_FM_TILED )
808 texX_range = (GLfloat)aViewWidth / (GLfloat)myBgTexture.Width;
809 texY_range = (GLfloat)aViewHeight / (GLfloat)myBgTexture.Height;
813 // OCCT issue 0023000: Improve the way the gradient and textured
814 // background is managed in 3d viewer (note 0020339)
815 // Setting this coefficient to -1.F allows to tile textures relatively
816 // to the top-left corner of the view (value 1.F corresponds to the
817 // initial behaviour - tiling from the bottom-left corner)
818 GLfloat aCoef = -1.F;
820 glEnable( GL_TEXTURE_2D ); //push GL_ENABLE_BIT
821 glBindTexture( GL_TEXTURE_2D, myBgTexture.TexId ); //push GL_TEXTURE_BIT
823 glDisable( GL_BLEND ); //push GL_ENABLE_BIT
825 glColor3fv( AWorkspace->BackgroundColor().rgb );
826 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); //push GL_TEXTURE_BIT
828 // Note that texture is mapped using GL_REPEAT wrapping mode so integer part
829 // is simply ignored, and negative multiplier is here for convenience only
830 // and does not result e.g. in texture mirroring
832 glTexCoord2f(0.F, 0.F); glVertex2f( -x_offset, -aCoef * y_offset );
833 glTexCoord2f(texX_range, 0.F); glVertex2f( x_offset, -aCoef * y_offset );
834 glTexCoord2f(texX_range, aCoef * texY_range); glVertex2f( x_offset, aCoef * y_offset );
835 glTexCoord2f(0.F, aCoef * texY_range); glVertex2f( -x_offset, aCoef * y_offset );
840 glMatrixMode( GL_PROJECTION );
842 glMatrixMode( GL_MODELVIEW );
844 glPopAttrib(); //GL_ENABLE_BIT | GL_TEXTURE_BIT
846 if ( AWorkspace->UseZBuffer() )
847 glEnable( GL_DEPTH_TEST );
849 /* GL_DITHER on/off pour le trace */
850 if (AWorkspace->Dither())
851 glEnable (GL_DITHER);
853 glDisable (GL_DITHER);
856 // Switch off lighting by default
857 glDisable(GL_LIGHTING);
859 /////////////////////////////////////////////////////////////////////////////
860 // Step 2: Draw underlayer
861 RedrawLayer2d (thePrintContext, AWorkspace, ACView, ACUnderLayer);
863 /////////////////////////////////////////////////////////////////////////////
864 // Step 3: Redraw main plane
866 // Setup face culling
867 GLboolean isCullFace = GL_FALSE;
870 isCullFace = glIsEnabled( GL_CULL_FACE );
871 if ( myBackfacing < 0 )
873 glEnable( GL_CULL_FACE );
874 glCullFace( GL_BACK );
877 glDisable( GL_CULL_FACE );
880 //TsmPushAttri(); /* save previous graphics context */
882 // if the view is scaled normal vectors are scaled to unit length for correct displaying of shaded objects
883 if(myExtra.scaleFactors[0] != 1.F ||
884 myExtra.scaleFactors[1] != 1.F ||
885 myExtra.scaleFactors[2] != 1.F)
886 glEnable(GL_NORMALIZE);
887 else if(glIsEnabled(GL_NORMALIZE))
888 glDisable(GL_NORMALIZE);
890 // Apply View Projection
891 // This routine activates the Projection matrix for a view.
893 glMatrixMode( GL_PROJECTION );
896 // add printing scale/tiling transformation
897 if (!thePrintContext.IsNull())
899 thePrintContext->LoadProjTransformation();
905 glMultMatrixf( (const GLfloat *) myMappingMatrix );
907 // Add translation necessary for the environnement mapping
908 if (mySurfaceDetail != Visual3d_TOD_NONE)
910 // OCC280: FitAll work incorrect for perspective view if the SurfaceDetail mode is V3d_TEX_ENVIRONMENT or V3d_TEX_ALL
911 // const GLfloat dep = vptr->vrep.extra.map.fpd * 0.5F;
912 const GLfloat dep = (myExtra.map.fpd + myExtra.map.bpd) * 0.5F;
913 glTranslatef(-dep*myExtra.vpn[0],-dep*myExtra.vpn[1],-dep*myExtra.vpn[2]);
917 AWorkspace->SetViewMatrix((const OpenGl_Matrix *)myOrientationMatrix);
920 While drawing after a clipplane has been defined and enabled, each vertex
921 is transformed to eye-coordinates, where it is dotted with the transformed
922 clipping plane equation. Eye-coordinate vertexes whose dot product with
923 the transformed clipping plane equation is positive or zero are in, and
924 require no clipping. Those eye-coordinate vertexes whose dot product is
925 negative are clipped. Because clipplane clipping is done in eye-
926 coordinates, changes to the projection matrix have no effect on its
929 A point and a normal are converted to a plane equation in the following manner:
944 D = -[Px,Py,Pz] dot |Nx|
953 const GLfloat ramp = myExtra.map.fpd - myExtra.map.bpd;
954 const GLfloat fog_start = myFog.Front * ramp - myExtra.map.fpd;
955 const GLfloat fog_end = myFog.Back * ramp - myExtra.map.fpd;
957 glFogi(GL_FOG_MODE, GL_LINEAR);
958 glFogf(GL_FOG_START, fog_start);
959 glFogf(GL_FOG_END, fog_end);
960 glFogfv(GL_FOG_COLOR, myFog.Color.rgb);
970 // Switch off all lights
971 for (i = GL_LIGHT0; i <= GL_LIGHT7; i++)
973 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, default_amb);
976 int gl_lid = GL_LIGHT0;
977 OpenGl_ListOfLight::Iterator itl(myLights);
978 for (; itl.More(); itl.Next())
980 const OpenGl_Light &alight = itl.Value();
981 bind_light(&alight, &gl_lid);
984 if (gl_lid != GL_LIGHT0) glEnable(GL_LIGHTING);
987 // Apply InteriorShadingMethod
988 glShadeModel( myIntShadingMethod == TEL_SM_FLAT ? GL_FLAT : GL_SMOOTH );
990 // Apply clipping planes
992 const Handle(OpenGl_Context)& aContext = AWorkspace->GetGlContext();
994 if (myZClip.Back.IsOn || myZClip.Front.IsOn)
996 const GLdouble ramp = myExtra.map.fpd - myExtra.map.bpd;
998 Handle(Graphic3d_ClipPlane) aPlaneBack;
999 Handle(Graphic3d_ClipPlane) aPlaneFront;
1001 if (myZClip.Back.IsOn)
1003 const GLdouble back = ramp * myZClip.Back.Limit + myExtra.map.bpd;
1004 const Graphic3d_ClipPlane::Equation aBackEquation (0.0, 0.0, 1.0, -back);
1005 aPlaneBack = new Graphic3d_ClipPlane (aBackEquation);
1008 if (myZClip.Front.IsOn)
1010 const GLdouble front = ramp * myZClip.Front.Limit + myExtra.map.bpd;
1011 const Graphic3d_ClipPlane::Equation aFrontEquation (0.0, 0.0, -1.0, front);
1012 aPlaneFront = new Graphic3d_ClipPlane (aFrontEquation);
1015 // do some "memory allocation"-wise optimization
1016 if (!aPlaneBack.IsNull() || !aPlaneFront.IsNull())
1018 Graphic3d_SetOfHClipPlane aSlicingPlanes;
1019 if (!aPlaneBack.IsNull())
1021 aSlicingPlanes.Add (aPlaneBack);
1024 if (!aPlaneFront.IsNull())
1026 aSlicingPlanes.Add (aPlaneFront);
1029 // add planes at loaded view matrix state
1030 aContext->ChangeClipping().AddView (aSlicingPlanes, AWorkspace);
1034 // Apply user clipping planes
1035 if (!myClipPlanes.IsEmpty())
1037 Graphic3d_SetOfHClipPlane aUserPlanes;
1038 Graphic3d_SetOfHClipPlane::Iterator aClippingIt (myClipPlanes);
1039 for (; aClippingIt.More(); aClippingIt.Next())
1041 const Handle(Graphic3d_ClipPlane)& aClipPlane = aClippingIt.Value();
1042 if (aClipPlane->IsOn())
1044 aUserPlanes.Add (aClipPlane);
1048 if (!aUserPlanes.IsEmpty())
1050 // add planes at actual matrix state.
1051 aContext->ChangeClipping().AddWorld (aUserPlanes);
1056 // Apply AntiAliasing
1059 AWorkspace->NamedStatus |= OPENGL_NS_ANTIALIASING;
1061 AWorkspace->NamedStatus &= ~OPENGL_NS_ANTIALIASING;
1064 // Clear status bitfields
1065 AWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
1067 // Added PCT for handling of textures
1068 switch (mySurfaceDetail)
1070 case Visual3d_TOD_NONE:
1071 AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1072 AWorkspace->DisableTexture();
1074 RenderStructs(AWorkspace);
1077 case Visual3d_TOD_ENVIRONMENT:
1078 AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1079 AWorkspace->EnableTexture (myTextureEnv);
1081 RenderStructs(AWorkspace);
1082 AWorkspace->DisableTexture();
1085 case Visual3d_TOD_ALL:
1087 AWorkspace->NamedStatus &= ~OPENGL_NS_FORBIDSETTEX;
1089 RenderStructs(AWorkspace);
1090 AWorkspace->DisableTexture();
1093 if (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
1095 AWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
1096 AWorkspace->EnableTexture (myTextureEnv);
1098 /* sauvegarde de quelques parametres OpenGL */
1099 GLint blend_dst, blend_src;
1102 glGetBooleanv(GL_DEPTH_WRITEMASK, &zbuff_w);
1103 glGetIntegerv(GL_DEPTH_FUNC, &zbuff_f);
1104 glGetIntegerv(GL_BLEND_DST, &blend_dst);
1105 glGetIntegerv(GL_BLEND_SRC, &blend_src);
1106 GLboolean zbuff_state = glIsEnabled(GL_DEPTH_TEST);
1107 GLboolean blend_state = glIsEnabled(GL_BLEND);
1109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1112 glDepthFunc(GL_EQUAL);
1113 glDepthMask(GL_FALSE);
1114 glEnable(GL_DEPTH_TEST);
1116 AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
1119 RenderStructs(AWorkspace);
1120 AWorkspace->DisableTexture();
1122 /* restauration des parametres OpenGL */
1123 glBlendFunc(blend_src, blend_dst);
1124 if (!blend_state) glDisable(GL_BLEND);
1126 glDepthFunc(zbuff_f);
1127 glDepthMask(zbuff_w);
1128 if (!zbuff_state) glDisable(GL_DEPTH_FUNC);
1133 // Resetting GL parameters according to the default aspects
1134 // in order to synchronize GL state with the graphic driver state
1135 // before drawing auxiliary stuff (trihedrons, overlayer)
1136 // and invoking optional callbacks
1137 AWorkspace->ResetAppliedAspect();
1139 aContext->ChangeClipping().RemoveAll();
1141 // display global trihedron
1142 if (myTrihedron != NULL)
1144 myTrihedron->Render (AWorkspace);
1146 if (myGraduatedTrihedron != NULL)
1148 myGraduatedTrihedron->Render (AWorkspace);
1151 // Restore face culling
1156 glEnable ( GL_CULL_FACE );
1157 glCullFace ( GL_BACK );
1160 glDisable ( GL_CULL_FACE );
1163 /////////////////////////////////////////////////////////////////////////////
1164 // Step 6: Draw overlayer
1165 const int aMode = 0;
1166 AWorkspace->DisplayCallback (ACView, (aMode | OCC_PRE_OVERLAY));
1168 RedrawLayer2d (thePrintContext, AWorkspace, ACView, ACOverLayer);
1170 AWorkspace->DisplayCallback (ACView, aMode);
1172 // Restore clipping planes
1173 for ( ptrPlane = oldPlanes, planeid = GL_CLIP_PLANE0; planeid < lastid; planeid++, ptrPlane++ )
1175 glClipPlane( planeid, ptrPlane->Equation );
1176 if ( ptrPlane->isEnabled )
1177 glEnable( planeid );
1179 glDisable( planeid );
1184 /*----------------------------------------------------------------------*/
1186 //ExecuteViewDisplay
1187 void OpenGl_View::RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace)
1189 if ( myZLayers.NbStructures() <= 0 )
1192 glPushAttrib ( GL_DEPTH_BUFFER_BIT );
1194 //TsmPushAttri(); /* save previous graphics context */
1196 if ( (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED) == 0 )
1198 const int antiAliasingMode = AWorkspace->GetDisplay()->AntiAliasingMode();
1200 if ( !myAntiAliasing )
1202 glDisable(GL_POINT_SMOOTH);
1203 glDisable(GL_LINE_SMOOTH);
1204 if( antiAliasingMode & 2 ) glDisable(GL_POLYGON_SMOOTH);
1205 glBlendFunc (GL_ONE, GL_ZERO);
1206 glDisable (GL_BLEND);
1210 glEnable(GL_POINT_SMOOTH);
1211 glEnable(GL_LINE_SMOOTH);
1212 if( antiAliasingMode & 2 ) glEnable(GL_POLYGON_SMOOTH);
1213 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1214 glEnable (GL_BLEND);
1218 myZLayers.Render (AWorkspace);
1220 //TsmPopAttri(); /* restore previous graphics context; before update lights */
1224 /*----------------------------------------------------------------------*/
1226 //call_togl_redraw_layer2d
1227 void OpenGl_View::RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
1228 const Handle(OpenGl_Workspace)& /*AWorkspace*/,
1229 const Graphic3d_CView& ACView,
1230 const Aspect_CLayer2d& ACLayer)
1232 if (&ACLayer == NULL
1233 || ACLayer.ptrLayer == NULL
1234 || ACLayer.ptrLayer->listIndex == 0) return;
1236 GLsizei dispWidth = (GLsizei )ACLayer.viewport[0];
1237 GLsizei dispHeight = (GLsizei )ACLayer.viewport[1];
1239 glMatrixMode( GL_MODELVIEW );
1243 glMatrixMode (GL_PROJECTION);
1247 if (!ACLayer.sizeDependent)
1248 glViewport (0, 0, dispWidth, dispHeight);
1250 float left = ACLayer.ortho[0];
1251 float right = ACLayer.ortho[1];
1252 float bottom = ACLayer.ortho[2];
1253 float top = ACLayer.ortho[3];
1255 int attach = ACLayer.attach;
1258 if (!ACLayer.sizeDependent)
1259 ratio = (float) dispWidth/dispHeight;
1261 ratio = ACView.DefWindow.dx/ACView.DefWindow.dy;
1265 delta = (float )((top - bottom)/2.0);
1267 case 0: /* Aspect_TOC_BOTTOM_LEFT */
1268 top = bottom + 2*delta/ratio;
1270 case 1: /* Aspect_TOC_BOTTOM_RIGHT */
1271 top = bottom + 2*delta/ratio;
1273 case 2: /* Aspect_TOC_TOP_LEFT */
1274 bottom = top - 2*delta/ratio;
1276 case 3: /* Aspect_TOC_TOP_RIGHT */
1277 bottom = top - 2*delta/ratio;
1282 delta = (float )((right - left)/2.0);
1284 case 0: /* Aspect_TOC_BOTTOM_LEFT */
1285 right = left + 2*delta*ratio;
1287 case 1: /* Aspect_TOC_BOTTOM_RIGHT */
1288 left = right - 2*delta*ratio;
1290 case 2: /* Aspect_TOC_TOP_LEFT */
1291 right = left + 2*delta*ratio;
1293 case 3: /* Aspect_TOC_TOP_RIGHT */
1294 left = right - 2*delta*ratio;
1300 // Check printer context that exists only for print operation
1301 if (!thePrintContext.IsNull())
1303 // additional transformation matrix could be applied to
1304 // render only those parts of viewport that will be
1305 // passed to a printer as a current "frame" to provide
1306 // tiling; scaling of graphics by matrix helps render a
1307 // part of a view (frame) in same viewport, but with higher
1309 thePrintContext->LoadProjTransformation();
1311 // printing operation also assumes other viewport dimension
1312 // to comply with transformation matrix or graphics scaling
1313 // factors for tiling for layer redraw
1314 GLsizei anViewportX = 0;
1315 GLsizei anViewportY = 0;
1316 thePrintContext->GetLayerViewport (anViewportX, anViewportY);
1317 if (anViewportX != 0 && anViewportY != 0)
1318 glViewport (0, 0, anViewportX, anViewportY);
1322 glOrtho (left, right, bottom, top, -1.0, 1.0);
1325 GL_LIGHTING_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
1326 GL_DEPTH_BUFFER_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT );
1328 glDisable (GL_DEPTH_TEST);
1329 glDisable (GL_TEXTURE_1D);
1330 glDisable (GL_TEXTURE_2D);
1331 glDisable (GL_LIGHTING);
1333 // TODO: Obsolete code, the display list is always empty now, to be removed
1334 glCallList (ACLayer.ptrLayer->listIndex);
1336 //calling dynamic render of LayerItems
1337 if ( ACLayer.ptrLayer->layerData )
1339 InitLayerProp(ACLayer.ptrLayer->listIndex);
1340 ((Visual3d_Layer*)ACLayer.ptrLayer->layerData)->RenderLayerItems();
1346 glMatrixMode (GL_PROJECTION);
1349 glMatrixMode( GL_MODELVIEW );
1352 if (!ACLayer.sizeDependent)
1353 glViewport (0, 0, (GLsizei) ACView.DefWindow.dx, (GLsizei) ACView.DefWindow.dy);
1358 /*----------------------------------------------------------------------*/
1360 //call_togl_create_bg_texture
1361 void OpenGl_View::CreateBackgroundTexture (const Standard_CString theFilePath,
1362 const Aspect_FillMethod theFillStyle)
1364 if (myBgTexture.TexId != 0)
1366 // delete existing texture
1367 glDeleteTextures (1, (GLuint* )&(myBgTexture.TexId));
1368 myBgTexture.TexId = 0;
1371 // load image from file
1372 Image_AlienPixMap anImageLoaded;
1373 if (!anImageLoaded.Load (theFilePath))
1378 Image_PixMap anImage;
1379 if (anImageLoaded.RowExtraBytes() == 0 &&
1380 (anImageLoaded.Format() == Image_PixMap::ImgRGB
1381 || anImageLoaded.Format() == Image_PixMap::ImgRGB32
1382 || anImageLoaded.Format() == Image_PixMap::ImgRGBA))
1384 anImage.InitWrapper (anImageLoaded.Format(), anImageLoaded.ChangeData(),
1385 anImageLoaded.SizeX(), anImageLoaded.SizeY(), anImageLoaded.SizeRowBytes());
1389 // convert image to RGB format
1390 if (!anImage.InitTrash (Image_PixMap::ImgRGB, anImageLoaded.SizeX(), anImageLoaded.SizeY()))
1395 anImage.SetTopDown (false);
1396 Image_PixMapData<Image_ColorRGB>& aDataNew = anImage.EditData<Image_ColorRGB>();
1397 Quantity_Color aSrcColor;
1398 for (Standard_Size aRow = 0; aRow < anImage.SizeY(); ++aRow)
1400 for (Standard_Size aCol = 0; aCol < anImage.SizeX(); ++aCol)
1402 aSrcColor = anImageLoaded.PixelColor ((Standard_Integer )aCol, (Standard_Integer )aRow);
1403 Image_ColorRGB& aColor = aDataNew.ChangeValue (aRow, aCol);
1404 aColor.r() = Standard_Byte(255.0 * aSrcColor.Red());
1405 aColor.g() = Standard_Byte(255.0 * aSrcColor.Green());
1406 aColor.b() = Standard_Byte(255.0 * aSrcColor.Blue());
1409 anImageLoaded.Clear();
1412 // create MipMapped texture
1413 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
1415 GLuint aTextureId = 0;
1416 glGenTextures (1, &aTextureId);
1417 glBindTexture (GL_TEXTURE_2D, aTextureId);
1419 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1420 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1421 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1422 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1424 const GLenum aDataFormat = (anImage.Format() == Image_PixMap::ImgRGB) ? GL_RGB : GL_RGBA;
1425 gluBuild2DMipmaps (GL_TEXTURE_2D, 3/*4*/,
1426 GLint(anImage.SizeX()), GLint(anImage.SizeY()),
1427 aDataFormat, GL_UNSIGNED_BYTE, anImage.Data());
1429 myBgTexture.TexId = aTextureId;
1430 myBgTexture.Width = (Standard_Integer )anImage.SizeX();
1431 myBgTexture.Height = (Standard_Integer )anImage.SizeY();
1432 myBgTexture.Style = theFillStyle;
1435 /*----------------------------------------------------------------------*/
1437 //call_togl_set_bg_texture_style
1438 void OpenGl_View::SetBackgroundTextureStyle (const Aspect_FillMethod AFillStyle)
1440 myBgTexture.Style = AFillStyle;
1443 /*----------------------------------------------------------------------*/
1445 //call_togl_gradient_background
1446 void OpenGl_View::SetBackgroundGradient (const Quantity_Color& AColor1,
1447 const Quantity_Color& AColor2,
1448 const Aspect_GradientFillMethod AType)
1450 Standard_Real R,G,B;
1451 AColor1.Values( R, G, B, Quantity_TOC_RGB );
1452 myBgGradient.color1.rgb[0] = ( Tfloat )R;
1453 myBgGradient.color1.rgb[1] = ( Tfloat )G;
1454 myBgGradient.color1.rgb[2] = ( Tfloat )B;
1455 myBgGradient.color1.rgb[3] = 0.F;
1457 AColor2.Values( R, G, B, Quantity_TOC_RGB );
1458 myBgGradient.color2.rgb[0] = ( Tfloat )R;
1459 myBgGradient.color2.rgb[1] = ( Tfloat )G;
1460 myBgGradient.color2.rgb[2] = ( Tfloat )B;
1461 myBgGradient.color2.rgb[3] = 0.F;
1463 myBgGradient.type = AType;
1466 /*----------------------------------------------------------------------*/
1468 //call_togl_set_gradient_type
1469 void OpenGl_View::SetBackgroundGradientType (const Aspect_GradientFillMethod AType)
1471 myBgGradient.type = AType;
1474 //=======================================================================
1475 //function : AddZLayer
1477 //=======================================================================
1479 void OpenGl_View::AddZLayer (const Standard_Integer theLayerId)
1481 myZLayers.AddLayer (theLayerId);
1484 //=======================================================================
1485 //function : RemoveZLayer
1487 //=======================================================================
1489 void OpenGl_View::RemoveZLayer (const Standard_Integer theLayerId)
1491 myZLayers.RemoveLayer (theLayerId);
1494 //=======================================================================
1495 //function : DisplayStructure
1497 //=======================================================================
1499 void OpenGl_View::DisplayStructure (const OpenGl_Structure *theStructure,
1500 const Standard_Integer thePriority)
1502 Standard_Integer aZLayer = theStructure->GetZLayer ();
1503 myZLayers.AddStructure (theStructure, aZLayer, thePriority);
1506 //=======================================================================
1507 //function : EraseStructure
1509 //=======================================================================
1511 void OpenGl_View::EraseStructure (const OpenGl_Structure *theStructure)
1513 Standard_Integer aZLayer = theStructure->GetZLayer ();
1514 myZLayers.RemoveStructure (theStructure, aZLayer);
1517 //=======================================================================
1518 //function : ChangeZLayer
1520 //=======================================================================
1522 void OpenGl_View::ChangeZLayer (const OpenGl_Structure *theStructure,
1523 const Standard_Integer theNewLayerId)
1525 Standard_Integer anOldLayer = theStructure->GetZLayer ();
1526 myZLayers.ChangeLayer (theStructure, anOldLayer, theNewLayerId);