1 // Created on: 2011-09-20
2 // Created by: Sergey ZERCHANINOV
3 // Copyright (c) 2011-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
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.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
19 #include <OpenGl_GlCore11.hxx>
21 #include <Graphic3d_GraphicDriver.hxx>
22 #include <Graphic3d_StructureManager.hxx>
23 #include <Graphic3d_TextureParams.hxx>
24 #include <Graphic3d_Texture2Dmanual.hxx>
25 #include <Graphic3d_TransformUtils.hxx>
26 #include <Image_AlienPixMap.hxx>
28 #include <NCollection_Mat4.hxx>
30 #include <OpenGl_Context.hxx>
31 #include <OpenGl_FrameStats.hxx>
32 #include <OpenGl_Matrix.hxx>
33 #include <OpenGl_Workspace.hxx>
34 #include <OpenGl_View.hxx>
35 #include <OpenGl_GraduatedTrihedron.hxx>
36 #include <OpenGl_PrimitiveArray.hxx>
37 #include <OpenGl_ShaderManager.hxx>
38 #include <OpenGl_ShaderProgram.hxx>
39 #include <OpenGl_Structure.hxx>
40 #include <OpenGl_ArbFBO.hxx>
44 //! Format Frame Buffer format for logging messages.
45 static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
47 return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
50 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
51 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
52 Standard_Integer theSizeX,
53 Standard_Integer theSizeY,
54 Standard_Integer theNbSamples)
56 return !theFboToCheck->IsValid()
57 && theFboToCheck->GetInitVPSizeX() == theSizeX
58 && theFboToCheck->GetInitVPSizeY() == theSizeY
59 && theFboToCheck->NbSamples() == theNbSamples;
62 //! Return TRUE if Frame Buffer initialized has failed with the same parameters.
63 static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
64 const Handle(OpenGl_FrameBuffer)& theFboRef)
66 return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
70 //=======================================================================
71 //function : drawBackground
73 //=======================================================================
74 void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
76 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
78 if (!myBgTextureArray->IsDefined() // no texture
79 && !myBgGradientArray->IsDefined()) // no gradient
84 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
87 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
90 // Drawing background gradient if:
91 // - gradient fill type is not Aspect_GFM_NONE and
92 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
93 if (myBgGradientArray->IsDefined()
94 && (!myTextureParams->Aspect()->ToMapTexture()
95 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
96 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
98 #if !defined(GL_ES_VERSION_2_0)
99 GLint aShadingModelOld = GL_SMOOTH;
100 if (aCtx->core11 != NULL
101 && aCtx->caps->ffpEnable)
103 aCtx->core11fwd->glDisable (GL_LIGHTING);
104 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
105 aCtx->core11->glShadeModel (GL_SMOOTH);
109 myBgGradientArray->Render (theWorkspace);
111 #if !defined(GL_ES_VERSION_2_0)
112 if (aCtx->core11 != NULL
113 && aCtx->caps->ffpEnable)
115 aCtx->core11->glShadeModel (aShadingModelOld);
120 // Drawing background image if it is defined
121 // (texture is defined and fill type is not Aspect_FM_NONE)
122 if (myBgTextureArray->IsDefined()
123 && myTextureParams->Aspect()->ToMapTexture())
125 aCtx->core11fwd->glDisable (GL_BLEND);
127 const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
128 myBgTextureArray->Render (theWorkspace);
129 theWorkspace->SetAspects (anOldAspectFace);
134 theWorkspace->SetUseZBuffer (Standard_True);
135 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
139 //=======================================================================
142 //=======================================================================
143 void OpenGl_View::Redraw()
145 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
146 const Standard_Boolean hadFboBlit = myHasFboBlit;
147 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
148 && !myCaps->vboDisable
149 && !myCaps->keepArrayData)
151 // caps are shared across all views, thus we need to invalidate all of them
152 // if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
153 myDriver->setDeviceLost();
154 myCaps->keepArrayData = Standard_True;
157 if (!myWorkspace->Activate())
162 myWindow->SetSwapInterval();
165 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
166 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
167 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
168 aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
169 aCtx->SetLineFeather (myRenderParams.LineFeather);
171 // release pending GL resources
172 aCtx->ReleaseDelayed();
174 // fetch OpenGl context state
177 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
178 bool toSwap = aCtx->IsRender()
179 && !aCtx->caps->buffersNoSwap
180 && aFrameBuffer == NULL;
182 const Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
183 const Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
184 const Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
185 const Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
191 myBackBufferRestored = Standard_False;
192 myIsImmediateDrawn = Standard_False;
196 // determine multisampling parameters
197 Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
198 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
202 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
205 bool toUseOit = myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT
206 && checkOitCompatibility (aCtx, aNbSamples > 0);
208 const bool toInitImmediateFbo = myTransientDrawToFront
209 && (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
211 if ( aFrameBuffer == NULL
212 && !aCtx->DefaultFrameBuffer().IsNull()
213 && aCtx->DefaultFrameBuffer()->IsValid())
215 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
219 && (myTransientDrawToFront
220 || aProjectType == Graphic3d_Camera::Projection_Stereo
223 || aSizeX != aRendSizeX))
225 if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
226 || myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
227 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
229 if (!myTransientDrawToFront)
231 myImmediateSceneFbos[0]->Release (aCtx.operator->());
232 myImmediateSceneFbos[1]->Release (aCtx.operator->());
233 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
234 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
237 // prepare FBOs containing main scene
238 // for further blitting and rendering immediate presentations on top
239 if (aCtx->core20fwd != NULL)
241 const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSizeX, aRendSizeY, aNbSamples);
242 if (!myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples)
245 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
246 + printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
247 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
251 if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
253 const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
254 if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
257 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
258 + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
259 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
265 myMainSceneFbos [0]->Release (aCtx.operator->());
266 myMainSceneFbos [1]->Release (aCtx.operator->());
267 myImmediateSceneFbos[0]->Release (aCtx.operator->());
268 myImmediateSceneFbos[1]->Release (aCtx.operator->());
269 myMainSceneFbos [0]->ChangeViewport (0, 0);
270 myMainSceneFbos [1]->ChangeViewport (0, 0);
271 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
272 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
275 if (aProjectType == Graphic3d_Camera::Projection_Stereo
276 && myMainSceneFbos[0]->IsValid())
278 const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
279 if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
282 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
283 + printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
284 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
286 if (!myMainSceneFbos[1]->IsValid())
289 aProjectType = Graphic3d_Camera::Projection_Perspective;
291 else if (!myTransientDrawToFront)
295 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
297 const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
298 const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
299 if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
302 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
303 + printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
304 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
306 if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
309 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
310 + printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
311 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
313 if (!myImmediateSceneFbos[0]->IsValid()
314 || !myImmediateSceneFbos[1]->IsValid())
316 aProjectType = Graphic3d_Camera::Projection_Perspective;
321 // create color and coverage accumulation buffers required for OIT algorithm
324 Standard_Integer anFboIt = 0;
325 for (; anFboIt < 2; ++anFboIt)
327 Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
328 Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
329 Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
330 Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
331 if (aMainSceneFbo->IsValid()
332 && (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
333 || aMainSceneFboOit->GetVPSizeY() != aRendSizeY
334 || aMainSceneFboOit->NbSamples() != aNbSamples))
336 Standard_Integer aColorConfig = 0;
337 for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
339 if (myFboOitColorConfig.IsEmpty())
341 if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
346 if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
350 myFboOitColorConfig.Clear();
352 if (!aMainSceneFboOit->IsValid())
357 else if (!aMainSceneFbo->IsValid())
359 aMainSceneFboOit->Release (aCtx.operator->());
360 aMainSceneFboOit->ChangeViewport (0, 0);
363 if (anImmediateSceneFbo->IsValid()
364 && (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
365 || anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
366 || anImmediateSceneFboOit->NbSamples() != aNbSamples))
368 if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
369 anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
374 else if (!anImmediateSceneFbo->IsValid())
376 anImmediateSceneFboOit->Release (aCtx.operator->());
377 anImmediateSceneFboOit->ChangeViewport (0, 0);
380 if (anFboIt == 0) // only the first OIT framebuffer is mandatory
382 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
383 "Initialization of float texture framebuffer for use with\n"
384 " blended order-independent transparency rendering algorithm has failed.\n"
385 " Blended order-independent transparency will not be available.\n");
388 myToDisableOITMSAA = Standard_True;
392 myToDisableOIT = Standard_True;
397 if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
399 myMainSceneFbosOit [0]->Release (aCtx.operator->());
400 myMainSceneFbosOit [1]->Release (aCtx.operator->());
401 myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
402 myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
403 myMainSceneFbosOit [0]->ChangeViewport (0, 0);
404 myMainSceneFbosOit [1]->ChangeViewport (0, 0);
405 myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
406 myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
409 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
411 OpenGl_FrameBuffer* aMainFbos[2] =
413 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
414 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
416 OpenGl_FrameBuffer* aMainFbosOit[2] =
418 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
419 myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
420 myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
423 OpenGl_FrameBuffer* anImmFbos[2] =
425 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
426 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
428 OpenGl_FrameBuffer* anImmFbosOit[2] =
430 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
431 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
432 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
435 if (!myTransientDrawToFront)
437 anImmFbos [0] = aMainFbos [0];
438 anImmFbos [1] = aMainFbos [1];
439 anImmFbosOit[0] = aMainFbosOit[0];
440 anImmFbosOit[1] = aMainFbosOit[1];
442 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
443 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
445 anImmFbos [0] = NULL;
446 anImmFbos [1] = NULL;
447 anImmFbosOit[0] = NULL;
448 anImmFbosOit[1] = NULL;
451 #if !defined(GL_ES_VERSION_2_0)
452 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
454 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
455 aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
457 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
458 myBackBufferRestored = Standard_True;
459 myIsImmediateDrawn = Standard_False;
460 #if !defined(GL_ES_VERSION_2_0)
461 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
463 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
464 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
465 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
469 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
474 #if !defined(GL_ES_VERSION_2_0)
475 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
477 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
478 aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
480 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
481 myBackBufferRestored = Standard_True;
482 myIsImmediateDrawn = Standard_False;
483 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
484 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
485 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
490 if (anImmFbos[0] != NULL)
492 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
493 drawStereoPair (aFrameBuffer);
498 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
499 OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
500 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
501 OpenGl_FrameBuffer* anImmFboOit = NULL;
502 if (!myTransientDrawToFront)
505 anImmFboOit = aMainFboOit;
507 else if (myImmediateSceneFbos[0]->IsValid())
509 anImmFbo = myImmediateSceneFbos[0].operator->();
510 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
513 #if !defined(GL_ES_VERSION_2_0)
514 if (aMainFbo == NULL)
516 aCtx->SetReadDrawBuffer (GL_BACK);
519 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
520 aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
522 redraw (aProjectType, aMainFbo, aMainFboOit);
523 myBackBufferRestored = Standard_True;
524 myIsImmediateDrawn = Standard_False;
525 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
526 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
527 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
533 && anImmFbo != aFrameBuffer)
535 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
539 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
540 && myRenderParams.IsGlobalIlluminationEnabled)
548 if (wasDisabledMSAA != myToDisableMSAA
549 || hadFboBlit != myHasFboBlit)
555 // reset state for safety
556 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
557 if (aCtx->caps->ffpEnable)
559 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
566 if (!myMainSceneFbos[0]->IsValid())
568 myBackBufferRestored = Standard_False;
573 aCtx->core11fwd->glFlush();
576 // reset render mode state
578 aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
580 myWasRedrawnGL = Standard_True;
583 // =======================================================================
584 // function : RedrawImmediate
586 // =======================================================================
587 void OpenGl_View::RedrawImmediate()
589 if (!myWorkspace->Activate())
592 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
593 if (!myTransientDrawToFront
594 || !myBackBufferRestored
595 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
601 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
602 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
603 OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
604 aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
606 if ( aFrameBuffer == NULL
607 && !aCtx->DefaultFrameBuffer().IsNull()
608 && aCtx->DefaultFrameBuffer()->IsValid())
610 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
613 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
615 if (myMainSceneFbos[0]->IsValid()
616 && !myMainSceneFbos[1]->IsValid())
618 aProjectType = Graphic3d_Camera::Projection_Perspective;
623 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
625 OpenGl_FrameBuffer* aMainFbos[2] =
627 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
628 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
630 OpenGl_FrameBuffer* anImmFbos[2] =
632 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
633 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
635 OpenGl_FrameBuffer* anImmFbosOit[2] =
637 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
638 myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
639 myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
641 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
642 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
646 anImmFbosOit[0] = NULL;
647 anImmFbosOit[1] = NULL;
650 if (aCtx->arbFBO != NULL)
652 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
654 #if !defined(GL_ES_VERSION_2_0)
655 if (anImmFbos[0] == NULL)
657 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
661 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
662 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
663 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
667 Standard_True) || toSwap;
668 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
670 && !aCtx->caps->buffersNoSwap)
675 if (aCtx->arbFBO != NULL)
677 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
679 #if !defined(GL_ES_VERSION_2_0)
680 if (anImmFbos[1] == NULL)
682 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
685 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
686 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
687 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
691 Standard_True) || toSwap;
692 if (anImmFbos[0] != NULL)
694 drawStereoPair (aFrameBuffer);
699 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
700 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
701 OpenGl_FrameBuffer* anImmFboOit = NULL;
702 if (myImmediateSceneFbos[0]->IsValid())
704 anImmFbo = myImmediateSceneFbos[0].operator->();
705 anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
707 #if !defined(GL_ES_VERSION_2_0)
708 if (aMainFbo == NULL)
710 aCtx->SetReadDrawBuffer (GL_BACK);
713 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
714 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
715 toSwap = redrawImmediate (aProjectType,
719 Standard_True) || toSwap;
721 && anImmFbo != aFrameBuffer)
723 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
730 // reset state for safety
731 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
732 if (aCtx->caps->ffpEnable)
734 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
737 if (toSwap && !aCtx->caps->buffersNoSwap)
743 aCtx->core11fwd->glFlush();
745 aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
747 myWasRedrawnGL = Standard_True;
750 // =======================================================================
753 // =======================================================================
754 void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
755 OpenGl_FrameBuffer* theReadDrawFbo,
756 OpenGl_FrameBuffer* theOitAccumFbo)
758 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
759 if (theReadDrawFbo != NULL)
761 theReadDrawFbo->BindBuffer (aCtx);
762 theReadDrawFbo->SetupViewport (aCtx);
766 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
767 aCtx->ResizeViewport (aViewport);
770 // request reset of material
771 aCtx->ShaderManager()->UpdateMaterialState();
773 myWorkspace->UseZBuffer() = Standard_True;
774 myWorkspace->UseDepthWrite() = Standard_True;
775 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
776 glDepthFunc (GL_LEQUAL);
777 glDepthMask (GL_TRUE);
778 glEnable (GL_DEPTH_TEST);
780 #if !defined(GL_ES_VERSION_2_0)
783 glClearDepthf (1.0f);
786 const OpenGl_Vec4& aBgColor = myBgColor;
787 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
791 render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
794 // =======================================================================
795 // function : redrawMonoImmediate
797 // =======================================================================
798 bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
799 OpenGl_FrameBuffer* theReadFbo,
800 OpenGl_FrameBuffer* theDrawFbo,
801 OpenGl_FrameBuffer* theOitAccumFbo,
802 const Standard_Boolean theIsPartialUpdate)
804 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
805 GLboolean toCopyBackToFront = GL_FALSE;
806 if (theDrawFbo == theReadFbo
807 && theDrawFbo != NULL)
809 myBackBufferRestored = Standard_False;
811 else if (theReadFbo != NULL
812 && theReadFbo->IsValid()
815 if (!blitBuffers (theReadFbo, theDrawFbo))
820 else if (theDrawFbo == NULL)
822 #if !defined(GL_ES_VERSION_2_0)
823 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
825 if (toCopyBackToFront
826 && myTransientDrawToFront)
828 if (!HasImmediateStructures()
829 && !theIsPartialUpdate)
831 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
834 if (!copyBackToFront())
836 toCopyBackToFront = GL_FALSE;
837 myBackBufferRestored = Standard_False;
842 myBackBufferRestored = Standard_False;
847 myBackBufferRestored = Standard_False;
849 myIsImmediateDrawn = Standard_True;
851 myWorkspace->UseZBuffer() = Standard_True;
852 myWorkspace->UseDepthWrite() = Standard_True;
853 glDepthFunc (GL_LEQUAL);
854 glDepthMask (GL_TRUE);
855 glEnable (GL_DEPTH_TEST);
856 #if !defined(GL_ES_VERSION_2_0)
859 glClearDepthf (1.0f);
862 render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
864 return !toCopyBackToFront;
867 //=======================================================================
870 //=======================================================================
871 void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
872 OpenGl_FrameBuffer* theOutputFBO,
873 OpenGl_FrameBuffer* theOitAccumFbo,
874 const Standard_Boolean theToDrawImmediate)
876 // ==================================
877 // Step 1: Prepare for render
878 // ==================================
880 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
881 aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
882 && theOutputFBO != NULL
883 && theOutputFBO->NbSamples() != 0);
885 #if !defined(GL_ES_VERSION_2_0)
886 // Disable current clipping planes
887 if (aContext->core11 != NULL)
889 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
890 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
892 aContext->core11fwd->glDisable (aClipPlaneId);
897 // update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
898 // note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
899 myBVHSelector.SetViewVolume (myCamera);
900 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
901 myBVHSelector.CacheClipPtsProjections();
903 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
904 const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
905 Standard_Size aLightsRevision = 0;
906 if (!aLights.IsNull())
908 aLightsRevision = aLights->UpdateRevision();
910 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
911 || aLightsRevision != myLightsRevision)
913 myLightsRevision = aLightsRevision;
914 aManager->UpdateLightSourceStateTo (aLights);
915 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
918 // Update matrices if camera has changed.
919 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
920 if (myWorldViewProjState != aWVPState)
923 myWorldViewProjState = aWVPState;
926 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
927 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
928 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
929 aContext->ApplyProjectionMatrix();
930 aContext->ApplyWorldViewMatrix();
931 if (aManager->ModelWorldState().Index() == 0)
933 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
936 // ====================================
937 // Step 2: Redraw background
938 // ====================================
941 if (!theToDrawImmediate)
943 drawBackground (myWorkspace);
946 #if !defined(GL_ES_VERSION_2_0)
947 // Switch off lighting by default
948 if (aContext->core11 != NULL
949 && aContext->caps->ffpEnable)
951 glDisable(GL_LIGHTING);
955 // =================================
956 // Step 3: Redraw main plane
957 // =================================
959 // Setup face culling
960 GLboolean isCullFace = GL_FALSE;
961 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
963 isCullFace = glIsEnabled (GL_CULL_FACE);
964 if (myBackfacing == Graphic3d_TOBM_DISABLE)
966 glEnable (GL_CULL_FACE);
967 glCullFace (GL_BACK);
970 glDisable (GL_CULL_FACE);
973 #if !defined(GL_ES_VERSION_2_0)
974 // if the view is scaled normal vectors are scaled to unit
975 // length for correct displaying of shaded objects
976 const gp_Pnt anAxialScale = myCamera->AxialScale();
977 if (anAxialScale.X() != 1.F ||
978 anAxialScale.Y() != 1.F ||
979 anAxialScale.Z() != 1.F)
981 aContext->SetGlNormalizeEnabled (Standard_True);
985 aContext->SetGlNormalizeEnabled (Standard_False);
988 // Apply InteriorShadingMethod
989 if (aContext->core11 != NULL)
991 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
992 || myShadingModel == Graphic3d_TOSM_UNLIT ? GL_FLAT : GL_SMOOTH);
996 aManager->SetShadingModel (myShadingModel);
999 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
1001 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
1002 aContext->ApplyProjectionMatrix();
1004 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
1006 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
1007 aContext->ApplyProjectionMatrix();
1010 myWorkspace->SetEnvironmentTexture (myTextureEnv);
1012 renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
1014 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
1016 // ===============================
1017 // Step 4: Trihedron
1018 // ===============================
1020 // Resetting GL parameters according to the default aspects
1021 // in order to synchronize GL state with the graphic driver state
1022 // before drawing auxiliary stuff (trihedrons, overlayer)
1023 myWorkspace->ResetAppliedAspect();
1026 if (!theToDrawImmediate)
1028 renderTrihedron (myWorkspace);
1030 // Restore face culling
1031 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
1035 glEnable (GL_CULL_FACE);
1036 glCullFace (GL_BACK);
1039 glDisable (GL_CULL_FACE);
1047 myWorkspace->ResetAppliedAspect();
1048 aContext->SetAllowSampleAlphaToCoverage (false);
1049 aContext->SetSampleAlphaToCoverage (false);
1051 // reset FFP state for safety
1052 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
1053 if (aContext->caps->ffpEnable)
1055 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1058 // ==============================================================
1059 // Step 6: Keep shader manager informed about last View
1060 // ==============================================================
1062 if (!aManager.IsNull())
1064 aManager->SetLastView (this);
1068 // =======================================================================
1069 // function : InvalidateBVHData
1071 // =======================================================================
1072 void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
1074 myZLayers.InvalidateBVHData (theLayerId);
1077 //=======================================================================
1078 //function : renderStructs
1080 //=======================================================================
1081 void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
1082 OpenGl_FrameBuffer* theReadDrawFbo,
1083 OpenGl_FrameBuffer* theOitAccumFbo,
1084 const Standard_Boolean theToDrawImmediate)
1086 myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
1087 if ( myZLayers.NbStructures() <= 0 )
1090 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1091 Standard_Boolean toRenderGL = theToDrawImmediate ||
1092 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
1093 myRaytraceInitStatus == OpenGl_RT_FAIL ||
1098 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
1099 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
1101 toRenderGL = !initRaytraceResources (aSizeX, aSizeY, aCtx)
1102 || !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
1104 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
1108 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
1110 if (theReadDrawFbo != NULL)
1111 theReadDrawFbo->UnbindBuffer (aCtx);
1113 // Prepare preliminary OpenGL output
1114 if (aCtx->arbFBOBlit != NULL)
1116 // Render bottom OSD layer
1117 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
1119 const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
1120 myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
1122 if (theReadDrawFbo != NULL)
1124 theReadDrawFbo->BindDrawBuffer (aCtx);
1128 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
1131 // Render non-polygonal elements in default layer
1132 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_RayTracable, theReadDrawFbo, theOitAccumFbo);
1134 myWorkspace->SetRenderFilter (aPrevFilter);
1137 if (theReadDrawFbo != NULL)
1139 theReadDrawFbo->BindBuffer (aCtx);
1143 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
1146 // Reset OpenGl aspects state to default to avoid enabling of
1147 // backface culling which is not supported in ray-tracing.
1148 myWorkspace->ResetAppliedAspect();
1150 // Ray-tracing polygonal primitive arrays
1151 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
1153 // Render upper (top and topmost) OpenGL layers
1154 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
1158 // Redraw 3D scene using OpenGL in standard
1159 // mode or in case of ray-tracing failure
1162 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
1164 // Set flag that scene was redrawn by standard pipeline
1165 myWasRedrawnGL = Standard_True;
1169 //=======================================================================
1170 //function : renderTrihedron
1172 //=======================================================================
1173 void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1175 if (myToShowGradTrihedron)
1177 myGraduatedTrihedron.Render (theWorkspace);
1181 //=======================================================================
1182 //function : renderFrameStats
1184 //=======================================================================
1185 void OpenGl_View::renderFrameStats()
1187 if (myRenderParams.ToShowStats
1188 && myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
1190 myFrameStatsPrs.Update (myWorkspace);
1191 myFrameStatsPrs.Render (myWorkspace);
1195 // =======================================================================
1196 // function : Invalidate
1198 // =======================================================================
1199 void OpenGl_View::Invalidate()
1201 myBackBufferRestored = Standard_False;
1204 //=======================================================================
1205 //function : renderScene
1207 //=======================================================================
1208 void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1209 OpenGl_FrameBuffer* theReadDrawFbo,
1210 OpenGl_FrameBuffer* theOitAccumFbo,
1211 const Standard_Boolean theToDrawImmediate)
1213 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1215 // Specify clipping planes in view transformation space
1216 aContext->ChangeClipping().Reset (myClipPlanes);
1217 if (!myClipPlanes.IsNull()
1218 && !myClipPlanes->IsEmpty())
1220 aContext->ShaderManager()->UpdateClippingState();
1223 renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
1224 aContext->BindTextures (Handle(OpenGl_TextureSet)());
1226 // Apply restored view matrix.
1227 aContext->ApplyWorldViewMatrix();
1229 aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
1230 if (!myClipPlanes.IsNull()
1231 && !myClipPlanes->IsEmpty())
1233 aContext->ShaderManager()->RevertClippingState();
1237 // =======================================================================
1238 // function : bindDefaultFbo
1240 // =======================================================================
1241 void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1243 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1244 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1246 : (!aCtx->DefaultFrameBuffer().IsNull()
1247 && aCtx->DefaultFrameBuffer()->IsValid()
1248 ? aCtx->DefaultFrameBuffer().operator->()
1252 anFbo->BindBuffer (aCtx);
1253 anFbo->SetupViewport (aCtx);
1257 #if !defined(GL_ES_VERSION_2_0)
1258 aCtx->SetReadDrawBuffer (GL_BACK);
1260 if (aCtx->arbFBO != NULL)
1262 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1265 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1266 aCtx->ResizeViewport (aViewport);
1270 // =======================================================================
1271 // function : initBlitQuad
1273 // =======================================================================
1274 OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1276 OpenGl_VertexBuffer* aVerts = NULL;
1279 aVerts = &myFullScreenQuad;
1280 if (!aVerts->IsValid())
1282 OpenGl_Vec4 aQuad[4] =
1284 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1285 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1286 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1287 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1289 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1294 aVerts = &myFullScreenQuadFlip;
1295 if (!aVerts->IsValid())
1297 OpenGl_Vec4 aQuad[4] =
1299 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1300 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1301 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1302 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1304 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1310 // =======================================================================
1311 // function : blitBuffers
1313 // =======================================================================
1314 bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1315 OpenGl_FrameBuffer* theDrawFbo,
1316 const Standard_Boolean theToFlip)
1318 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1319 const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
1320 const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
1321 const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
1322 const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
1323 if (theReadFbo == NULL || aCtx->IsFeedback())
1327 else if (theReadFbo == theDrawFbo)
1332 // clear destination before blitting
1333 if (theDrawFbo != NULL
1334 && theDrawFbo->IsValid())
1336 theDrawFbo->BindBuffer (aCtx);
1340 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1342 const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
1343 aCtx->ResizeViewport (aViewport);
1345 #if !defined(GL_ES_VERSION_2_0)
1346 aCtx->core20fwd->glClearDepth (1.0);
1348 aCtx->core20fwd->glClearDepthf (1.0f);
1350 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1352 if (aCtx->arbFBOBlit != NULL
1353 && theReadFbo->NbSamples() != 0)
1355 GLbitfield aCopyMask = 0;
1356 theReadFbo->BindReadBuffer (aCtx);
1357 if (theDrawFbo != NULL
1358 && theDrawFbo->IsValid())
1360 theDrawFbo->BindDrawBuffer (aCtx);
1361 if (theDrawFbo->HasColor()
1362 && theReadFbo->HasColor())
1364 aCopyMask |= GL_COLOR_BUFFER_BIT;
1366 if (theDrawFbo->HasDepth()
1367 && theReadFbo->HasDepth())
1369 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1374 if (theReadFbo->HasColor())
1376 aCopyMask |= GL_COLOR_BUFFER_BIT;
1378 if (theReadFbo->HasDepth())
1380 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1382 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1385 // we don't copy stencil buffer here... does it matter for performance?
1386 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
1387 0, 0, aDrawSizeX, aDrawSizeY,
1388 aCopyMask, GL_NEAREST);
1389 const int anErr = ::glGetError();
1390 if (anErr != GL_NO_ERROR)
1392 // glBlitFramebuffer() might fail in several cases:
1393 // - Both FBOs have MSAA and they are samples number does not match.
1394 // OCCT checks that this does not happen,
1395 // however some graphics drivers provide an option for overriding MSAA.
1396 // In this case window MSAA might be non-zero (and application can not check it)
1397 // and might not match MSAA of our offscreen FBOs.
1398 // - Pixel formats of FBOs do not match.
1399 // This also might happen with window has pixel format,
1400 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1401 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1402 + " Please check your graphics driver settings or try updating driver.";
1403 if (theReadFbo->NbSamples() != 0)
1405 myToDisableMSAA = true;
1406 aMsg += "\n MSAA settings should not be overridden by driver!";
1408 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1409 GL_DEBUG_TYPE_ERROR,
1411 GL_DEBUG_SEVERITY_HIGH,
1415 if (theDrawFbo != NULL
1416 && theDrawFbo->IsValid())
1418 theDrawFbo->BindBuffer (aCtx);
1422 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1427 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1428 aCtx->core20fwd->glDepthMask (GL_TRUE);
1429 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1430 #if defined(GL_ES_VERSION_2_0)
1431 if (!aCtx->IsGlGreaterEqual (3, 0)
1432 && !aCtx->extFragDepth)
1434 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1438 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
1440 const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
1441 const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
1443 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1444 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1445 if (aVerts->IsValid()
1446 && aManager->BindFboBlitProgram())
1448 aCtx->SetSampleAlphaToCoverage (false);
1449 theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
1450 if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
1452 theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
1453 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1454 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1457 theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
1458 if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
1460 theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
1461 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1462 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1465 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1467 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1469 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1470 theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
1471 theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
1472 aCtx->BindProgram (NULL);
1476 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1477 + "Error! FBO blitting has failed";
1478 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1479 GL_DEBUG_TYPE_ERROR,
1481 GL_DEBUG_SEVERITY_HIGH,
1483 myHasFboBlit = Standard_False;
1484 theReadFbo->Release (aCtx.operator->());
1491 // =======================================================================
1492 // function : drawStereoPair
1494 // =======================================================================
1495 void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
1497 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1498 bindDefaultFbo (theDrawFbo);
1499 OpenGl_FrameBuffer* aPair[2] =
1501 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1502 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1504 if (aPair[0] == NULL
1506 || !myTransientDrawToFront)
1508 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1509 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1512 if (aPair[0] == NULL
1513 || aPair[1] == NULL)
1518 if (aPair[0]->NbSamples() != 0)
1520 // resolve MSAA buffers before drawing
1521 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1522 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1524 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1525 GL_DEBUG_TYPE_ERROR,
1527 GL_DEBUG_SEVERITY_HIGH,
1528 "Error! Unable to allocate FBO for blitting stereo pair");
1529 bindDefaultFbo (theDrawFbo);
1533 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1534 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1536 bindDefaultFbo (theDrawFbo);
1540 aPair[0] = myOpenGlFBO .operator->();
1541 aPair[1] = myOpenGlFBO2.operator->();
1542 bindDefaultFbo (theDrawFbo);
1547 Standard_Integer left;
1548 Standard_Integer top;
1549 Standard_Integer right;
1550 Standard_Integer bottom;
1551 Standard_Integer dx() { return right - left; }
1552 Standard_Integer dy() { return bottom - top; }
1555 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1557 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1558 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1559 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1561 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1562 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1564 toReverse = !toReverse;
1567 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1568 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1570 toReverse = !toReverse;
1575 std::swap (aPair[0], aPair[1]);
1578 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1579 aCtx->core20fwd->glDepthMask (GL_TRUE);
1580 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1582 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
1583 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1585 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1586 if (aVerts->IsValid()
1587 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1589 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1591 OpenGl_Mat4 aFilterL, aFilterR;
1592 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1593 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1594 switch (myRenderParams.AnaglyphFilter)
1596 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1598 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1599 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1600 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1603 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1605 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1606 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1607 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1608 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1609 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1610 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1611 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1612 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1615 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1617 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1618 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1619 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1622 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1624 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1625 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1626 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1627 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1628 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1629 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1630 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1631 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1634 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1636 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1637 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1638 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1641 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1643 aFilterL = myRenderParams.AnaglyphLeft;
1644 aFilterR = myRenderParams.AnaglyphRight;
1648 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1649 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1652 aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
1653 aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
1654 aVerts->BindVertexAttrib (aCtx, 0);
1656 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1658 aVerts->UnbindVertexAttrib (aCtx, 0);
1659 aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
1660 aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
1664 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1665 + "Error! Anaglyph has failed";
1666 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1667 GL_DEBUG_TYPE_ERROR,
1669 GL_DEBUG_SEVERITY_HIGH,
1674 // =======================================================================
1675 // function : copyBackToFront
1677 // =======================================================================
1678 bool OpenGl_View::copyBackToFront()
1680 myIsImmediateDrawn = Standard_False;
1681 #if !defined(GL_ES_VERSION_2_0)
1682 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1683 if (aCtx->core11 == NULL)
1688 OpenGl_Mat4 aProjectMat;
1689 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1690 0.0f, static_cast<GLfloat> (myWindow->Width()),
1691 0.0f, static_cast<GLfloat> (myWindow->Height()));
1693 aCtx->WorldViewState.Push();
1694 aCtx->ProjectionState.Push();
1696 aCtx->WorldViewState.SetIdentity();
1697 aCtx->ProjectionState.SetCurrent (aProjectMat);
1699 aCtx->ApplyProjectionMatrix();
1700 aCtx->ApplyWorldViewMatrix();
1702 // synchronize FFP state before copying pixels
1703 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1704 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1705 aCtx->DisableFeatures();
1707 switch (aCtx->DrawBuffer())
1711 aCtx->SetReadBuffer (GL_BACK_LEFT);
1712 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1717 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1718 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1723 aCtx->SetReadBuffer (GL_BACK);
1724 aCtx->SetDrawBuffer (GL_FRONT);
1729 aCtx->core11->glRasterPos2i (0, 0);
1730 aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1731 //aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1733 aCtx->EnableFeatures();
1735 aCtx->WorldViewState.Pop();
1736 aCtx->ProjectionState.Pop();
1737 aCtx->ApplyProjectionMatrix();
1739 // read/write from front buffer now
1740 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1747 // =======================================================================
1748 // function : checkOitCompatibility
1750 // =======================================================================
1751 Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
1752 const Standard_Boolean theMSAA)
1754 // determine if OIT is supported by current OpenGl context
1755 Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
1758 return Standard_False;
1761 TCollection_ExtendedString aCompatibilityMsg;
1762 if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
1763 && theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
1765 aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
1767 if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
1769 aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
1771 if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
1773 aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
1775 if (aCompatibilityMsg.IsEmpty())
1777 return Standard_True;
1780 aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
1781 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1782 GL_DEBUG_TYPE_ERROR,
1784 GL_DEBUG_SEVERITY_HIGH,
1787 aToDisableOIT = Standard_True;
1788 return Standard_False;
1791 // =======================================================================
1792 // function : chooseOitColorConfiguration
1794 // =======================================================================
1795 bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
1796 const Standard_Integer theConfigIndex,
1797 OpenGl_ColorFormats& theFormats)
1800 switch (theConfigIndex)
1802 case 0: // choose best applicable color format combination
1804 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1805 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
1808 case 1: // choose non-optimal applicable color format combination
1810 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1811 theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
1815 return false; // color combination does not exist