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_TextureParams.hxx>
23 #include <Graphic3d_Texture2Dmanual.hxx>
24 #include <Graphic3d_TransformUtils.hxx>
25 #include <Image_AlienPixMap.hxx>
27 #include <NCollection_Mat4.hxx>
29 #include <OpenGl_AspectLine.hxx>
30 #include <OpenGl_Context.hxx>
31 #include <OpenGl_Matrix.hxx>
32 #include <OpenGl_Workspace.hxx>
33 #include <OpenGl_View.hxx>
34 #include <OpenGl_GraduatedTrihedron.hxx>
35 #include <OpenGl_PrimitiveArray.hxx>
36 #include <OpenGl_ShaderManager.hxx>
37 #include <OpenGl_ShaderProgram.hxx>
38 #include <OpenGl_Structure.hxx>
39 #include <OpenGl_ArbFBO.hxx>
41 //=======================================================================
42 //function : drawBackground
44 //=======================================================================
45 void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
47 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
49 if (!myBgTextureArray->IsDefined() // no texture
50 && !myBgGradientArray->IsDefined()) // no gradient
55 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
58 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
61 // Drawing background gradient if:
62 // - gradient fill type is not Aspect_GFM_NONE and
63 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
64 if (myBgGradientArray->IsDefined()
65 && (!myTextureParams->Aspect()->ToMapTexture()
66 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
67 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
69 #if !defined(GL_ES_VERSION_2_0)
70 GLint aShadingModelOld = GL_SMOOTH;
71 if (aCtx->core11 != NULL)
73 aCtx->core11fwd->glDisable (GL_LIGHTING);
74 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
75 aCtx->core11->glShadeModel (GL_SMOOTH);
79 myBgGradientArray->Render (theWorkspace);
81 #if !defined(GL_ES_VERSION_2_0)
82 if (aCtx->core11 != NULL)
84 aCtx->core11->glShadeModel (aShadingModelOld);
89 // Drawing background image if it is defined
90 // (texture is defined and fill type is not Aspect_FM_NONE)
91 if (myBgTextureArray->IsDefined()
92 && myTextureParams->Aspect()->ToMapTexture())
94 aCtx->core11fwd->glDisable (GL_BLEND);
96 const OpenGl_AspectFace* anOldAspectFace = theWorkspace->SetAspectFace (myTextureParams);
97 myBgTextureArray->Render (theWorkspace);
98 theWorkspace->SetAspectFace (anOldAspectFace);
103 theWorkspace->SetUseZBuffer (Standard_True);
104 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
108 //=======================================================================
111 //=======================================================================
112 void OpenGl_View::Redraw()
114 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
115 const Standard_Boolean hadFboBlit = myHasFboBlit;
116 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
117 && !myCaps->vboDisable
118 && !myCaps->keepArrayData)
122 myDeviceLostFlag = Standard_True;
125 myCaps->keepArrayData = Standard_True;
128 if (!myWorkspace->Activate())
133 myWindow->SetSwapInterval();
136 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
137 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
138 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
140 // release pending GL resources
141 aCtx->ReleaseDelayed();
143 // fetch OpenGl context state
146 // set resolution ratio
147 aCtx->SetResolutionRatio (RenderingParams().ResolutionRatio());
149 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
150 bool toSwap = aCtx->IsRender()
151 && !aCtx->caps->buffersNoSwap
152 && aFrameBuffer == NULL;
154 Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
155 Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
157 // determine multisampling parameters
158 Standard_Integer aNbSamples = !myToDisableMSAA
159 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
163 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
166 if ( aFrameBuffer == NULL
167 && !aCtx->DefaultFrameBuffer().IsNull()
168 && aCtx->DefaultFrameBuffer()->IsValid())
170 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
174 && (myTransientDrawToFront
175 || aProjectType == Graphic3d_Camera::Projection_Stereo
178 if (myMainSceneFbos[0]->GetVPSizeX() != aSizeX
179 || myMainSceneFbos[0]->GetVPSizeY() != aSizeY
180 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
182 if (!myTransientDrawToFront)
184 myImmediateSceneFbos[0]->Release (aCtx.operator->());
185 myImmediateSceneFbos[1]->Release (aCtx.operator->());
186 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
187 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
190 // prepare FBOs containing main scene
191 // for further blitting and rendering immediate presentations on top
192 if (aCtx->core20fwd != NULL)
194 myMainSceneFbos[0]->Init (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples);
196 if (myTransientDrawToFront
197 && !aCtx->caps->useSystemBuffer
198 && myMainSceneFbos[0]->IsValid())
200 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
206 myMainSceneFbos [0]->Release (aCtx.operator->());
207 myMainSceneFbos [1]->Release (aCtx.operator->());
208 myImmediateSceneFbos[0]->Release (aCtx.operator->());
209 myImmediateSceneFbos[1]->Release (aCtx.operator->());
210 myMainSceneFbos [0]->ChangeViewport (0, 0);
211 myMainSceneFbos [1]->ChangeViewport (0, 0);
212 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
213 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
216 if (aProjectType == Graphic3d_Camera::Projection_Stereo
217 && myMainSceneFbos[0]->IsValid())
219 myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
220 if (!myMainSceneFbos[1]->IsValid())
223 aProjectType = Graphic3d_Camera::Projection_Perspective;
225 else if (!myTransientDrawToFront)
229 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
231 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
232 myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
233 if (!myImmediateSceneFbos[0]->IsValid()
234 || !myImmediateSceneFbos[1]->IsValid())
236 aProjectType = Graphic3d_Camera::Projection_Perspective;
241 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
243 OpenGl_FrameBuffer* aMainFbos[2] =
245 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
246 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
248 OpenGl_FrameBuffer* anImmFbos[2] =
250 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
251 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
254 if (!myTransientDrawToFront)
256 anImmFbos[0] = aMainFbos[0];
257 anImmFbos[1] = aMainFbos[1];
259 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
260 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
266 #if !defined(GL_ES_VERSION_2_0)
267 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
269 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0]);
270 myBackBufferRestored = Standard_True;
271 myIsImmediateDrawn = Standard_False;
272 #if !defined(GL_ES_VERSION_2_0)
273 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
275 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0]))
279 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
284 #if !defined(GL_ES_VERSION_2_0)
285 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
287 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1]);
288 myBackBufferRestored = Standard_True;
289 myIsImmediateDrawn = Standard_False;
290 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1]))
295 if (anImmFbos[0] != NULL)
297 drawStereoPair (aFrameBuffer);
302 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
303 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
304 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
306 anImmFbo = myImmediateSceneFbos[0].operator->();
308 if (!myTransientDrawToFront)
313 #if !defined(GL_ES_VERSION_2_0)
314 if (aMainFbo == NULL)
316 aCtx->SetReadDrawBuffer (GL_BACK);
319 redraw (aProjectType, aMainFbo);
320 myBackBufferRestored = Standard_True;
321 myIsImmediateDrawn = Standard_False;
322 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo))
328 && anImmFbo != aFrameBuffer)
330 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
334 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
335 && myRenderParams.IsGlobalIlluminationEnabled)
343 if (wasDisabledMSAA != myToDisableMSAA
344 || hadFboBlit != myHasFboBlit)
350 // reset state for safety
351 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
352 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
358 if (!myMainSceneFbos[0]->IsValid())
360 myBackBufferRestored = Standard_False;
365 aCtx->core11fwd->glFlush();
368 // reset render mode state
371 myWasRedrawnGL = Standard_True;
374 // =======================================================================
375 // function : RedrawImmediate
377 // =======================================================================
378 void OpenGl_View::RedrawImmediate()
380 if (!myWorkspace->Activate())
383 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
384 if (!myTransientDrawToFront
385 || !myBackBufferRestored
386 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
392 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
393 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
394 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
396 if ( aFrameBuffer == NULL
397 && !aCtx->DefaultFrameBuffer().IsNull()
398 && aCtx->DefaultFrameBuffer()->IsValid())
400 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
403 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
405 if (myMainSceneFbos[0]->IsValid()
406 && !myMainSceneFbos[1]->IsValid())
408 aProjectType = Graphic3d_Camera::Projection_Perspective;
413 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
415 OpenGl_FrameBuffer* aMainFbos[2] =
417 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
418 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
420 OpenGl_FrameBuffer* anImmFbos[2] =
422 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
423 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
425 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
426 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
432 if (aCtx->arbFBO != NULL)
434 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
436 #if !defined(GL_ES_VERSION_2_0)
437 if (anImmFbos[0] == NULL)
439 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
442 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
445 Standard_True) || toSwap;
446 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
448 && !aCtx->caps->buffersNoSwap)
453 if (aCtx->arbFBO != NULL)
455 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
457 #if !defined(GL_ES_VERSION_2_0)
458 if (anImmFbos[1] == NULL)
460 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
463 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
466 Standard_True) || toSwap;
467 if (anImmFbos[0] != NULL)
469 drawStereoPair (aFrameBuffer);
474 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
475 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
476 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
478 anImmFbo = myImmediateSceneFbos[0].operator->();
480 #if !defined(GL_ES_VERSION_2_0)
481 if (aMainFbo == NULL)
483 aCtx->SetReadDrawBuffer (GL_BACK);
486 toSwap = redrawImmediate (aProjectType,
489 Standard_True) || toSwap;
491 && anImmFbo != aFrameBuffer)
493 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
500 // reset state for safety
501 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
502 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
504 if (toSwap && !aCtx->caps->buffersNoSwap)
510 aCtx->core11fwd->glFlush();
513 myWasRedrawnGL = Standard_True;
516 // =======================================================================
519 // =======================================================================
520 void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection, OpenGl_FrameBuffer* theReadDrawFbo)
522 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
523 if (theReadDrawFbo != NULL)
525 theReadDrawFbo->BindBuffer (aCtx);
526 theReadDrawFbo->SetupViewport (aCtx);
530 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
531 aCtx->ResizeViewport (aViewport);
534 // request reset of material
535 aCtx->ShaderManager()->UpdateMaterialState();
537 myWorkspace->UseZBuffer() = Standard_True;
538 myWorkspace->UseDepthWrite() = Standard_True;
539 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
540 glDepthFunc (GL_LEQUAL);
541 glDepthMask (GL_TRUE);
542 glEnable (GL_DEPTH_TEST);
544 #if !defined(GL_ES_VERSION_2_0)
547 glClearDepthf (1.0f);
550 const OpenGl_Vec4& aBgColor = myBgColor;
551 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
555 render (theProjection, theReadDrawFbo, Standard_False);
558 // =======================================================================
559 // function : redrawMonoImmediate
561 // =======================================================================
562 bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
563 OpenGl_FrameBuffer* theReadFbo,
564 OpenGl_FrameBuffer* theDrawFbo,
565 const Standard_Boolean theIsPartialUpdate)
567 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
568 GLboolean toCopyBackToFront = GL_FALSE;
569 if (theDrawFbo == theReadFbo
570 && theDrawFbo != NULL)
572 myBackBufferRestored = Standard_False;
574 else if (theReadFbo != NULL
575 && theReadFbo->IsValid()
578 if (!blitBuffers (theReadFbo, theDrawFbo))
583 else if (theDrawFbo == NULL)
585 #if !defined(GL_ES_VERSION_2_0)
586 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
588 if (toCopyBackToFront)
590 if (!HasImmediateStructures()
591 && !theIsPartialUpdate)
593 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
600 myBackBufferRestored = Standard_False;
605 myBackBufferRestored = Standard_False;
607 myIsImmediateDrawn = Standard_True;
609 myWorkspace->UseZBuffer() = Standard_True;
610 myWorkspace->UseDepthWrite() = Standard_True;
611 glDepthFunc (GL_LEQUAL);
612 glDepthMask (GL_TRUE);
613 glEnable (GL_DEPTH_TEST);
614 #if !defined(GL_ES_VERSION_2_0)
617 glClearDepthf (1.0f);
620 render (theProjection, theDrawFbo, Standard_True);
622 return !toCopyBackToFront;
625 //=======================================================================
628 //=======================================================================
629 void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
630 OpenGl_FrameBuffer* theOutputFBO,
631 const Standard_Boolean theToDrawImmediate)
633 // ==================================
634 // Step 1: Prepare for render
635 // ==================================
637 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
639 #if !defined(GL_ES_VERSION_2_0)
640 // Disable current clipping planes
641 if (aContext->core11 != NULL)
643 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
644 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
646 aContext->core11fwd->glDisable (aClipPlaneId);
651 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
652 myBVHSelector.SetViewVolume (myCamera);
653 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height());
655 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
656 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
658 aManager->UpdateLightSourceStateTo (myShadingModel == Graphic3d_TOSM_NONE ? &myNoShadingLight : &myLights);
659 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
662 // Update matrices if camera has changed.
663 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
664 if (myWorldViewProjState != aWVPState)
667 myWorldViewProjState = aWVPState;
670 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
671 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
672 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
673 aContext->ApplyProjectionMatrix();
674 aContext->ApplyWorldViewMatrix();
675 if (aManager->ModelWorldState().Index() == 0)
677 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
680 // ====================================
681 // Step 2: Redraw background
682 // ====================================
685 if (!theToDrawImmediate)
687 drawBackground (myWorkspace);
690 #if !defined(GL_ES_VERSION_2_0)
691 // Switch off lighting by default
692 if (aContext->core11 != NULL)
694 glDisable(GL_LIGHTING);
698 // =================================
699 // Step 3: Redraw main plane
700 // =================================
702 // Setup face culling
703 GLboolean isCullFace = GL_FALSE;
704 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
706 isCullFace = glIsEnabled (GL_CULL_FACE);
707 if (myBackfacing == Graphic3d_TOBM_DISABLE)
709 glEnable (GL_CULL_FACE);
710 glCullFace (GL_BACK);
713 glDisable (GL_CULL_FACE);
716 #if !defined(GL_ES_VERSION_2_0)
717 // if the view is scaled normal vectors are scaled to unit
718 // length for correct displaying of shaded objects
719 const gp_Pnt anAxialScale = myCamera->AxialScale();
720 if (anAxialScale.X() != 1.F ||
721 anAxialScale.Y() != 1.F ||
722 anAxialScale.Z() != 1.F)
724 aContext->SetGlNormalizeEnabled (Standard_True);
728 aContext->SetGlNormalizeEnabled (Standard_False);
731 // Apply InteriorShadingMethod
732 if (aContext->core11 != NULL)
734 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
735 || myShadingModel == Graphic3d_TOSM_NONE ? GL_FLAT : GL_SMOOTH);
739 aManager->SetShadingModel (myShadingModel);
742 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
744 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
745 aContext->ApplyProjectionMatrix();
747 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
749 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
750 aContext->ApplyProjectionMatrix();
753 myWorkspace->SetEnvironmentTexture (myTextureEnv);
755 renderScene (theProjection, theOutputFBO, theToDrawImmediate);
757 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
759 // ===============================
761 // ===============================
763 // Resetting GL parameters according to the default aspects
764 // in order to synchronize GL state with the graphic driver state
765 // before drawing auxiliary stuff (trihedrons, overlayer)
766 myWorkspace->ResetAppliedAspect();
769 if (!theToDrawImmediate)
771 renderTrihedron (myWorkspace);
773 // Restore face culling
774 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
778 glEnable (GL_CULL_FACE);
779 glCullFace (GL_BACK);
782 glDisable (GL_CULL_FACE);
786 // reset FFP state for safety
787 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
788 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
790 // ==============================================================
791 // Step 6: Keep shader manager informed about last View
792 // ==============================================================
794 if (!aManager.IsNull())
796 aManager->SetLastView (this);
800 // =======================================================================
801 // function : InvalidateBVHData
803 // =======================================================================
804 void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
806 myZLayers.InvalidateBVHData (theLayerId);
809 //=======================================================================
810 //function : renderStructs
812 //=======================================================================
813 void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
814 OpenGl_FrameBuffer* theReadDrawFbo,
815 const Standard_Boolean theToDrawImmediate)
817 if ( myZLayers.NbStructures() <= 0 )
820 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
821 Standard_Boolean toRenderGL = theToDrawImmediate ||
822 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
823 myRaytraceInitStatus == OpenGl_RT_FAIL ||
828 toRenderGL = !initRaytraceResources (aCtx) ||
829 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
831 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
835 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
836 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
837 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
839 if (myRaytraceFilter.IsNull())
840 myRaytraceFilter = new OpenGl_RaytraceFilter;
842 myRaytraceFilter->SetPrevRenderFilter (myWorkspace->GetRenderFilter());
844 if (theReadDrawFbo != NULL)
845 theReadDrawFbo->UnbindBuffer (aCtx);
847 // Prepare preliminary OpenGL output
848 if (aCtx->arbFBOBlit != NULL)
850 // Render bottom OSD layer
851 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom);
853 myWorkspace->SetRenderFilter (myRaytraceFilter);
855 if (theReadDrawFbo != NULL)
857 theReadDrawFbo->BindDrawBuffer (aCtx);
861 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
864 // Render non-polygonal elements in default layer
865 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default);
867 myWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
870 if (theReadDrawFbo != NULL)
872 theReadDrawFbo->BindBuffer (aCtx);
876 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
879 // Reset OpenGl aspects state to default to avoid enabling of
880 // backface culling which is not supported in ray-tracing.
881 myWorkspace->ResetAppliedAspect();
883 // Ray-tracing polygonal primitive arrays
884 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
886 // Render upper (top and topmost) OpenGL layers
887 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper);
891 // Redraw 3D scene using OpenGL in standard
892 // mode or in case of ray-tracing failure
895 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All);
897 // Set flag that scene was redrawn by standard pipeline
898 myWasRedrawnGL = Standard_True;
902 //=======================================================================
903 //function : renderTrihedron
905 //=======================================================================
906 void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
908 if (myToShowGradTrihedron)
910 myGraduatedTrihedron.Render (theWorkspace);
914 // =======================================================================
915 // function : Invalidate
917 // =======================================================================
918 void OpenGl_View::Invalidate()
920 myBackBufferRestored = Standard_False;
923 //=======================================================================
924 //function : renderScene
926 //=======================================================================
927 void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
928 OpenGl_FrameBuffer* theReadDrawFbo,
929 const Standard_Boolean theToDrawImmediate)
931 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
933 // Specify clipping planes in view transformation space
934 aContext->ChangeClipping().Reset (aContext, myClipPlanes);
935 if (!myClipPlanes.IsNull()
936 && !myClipPlanes->IsEmpty())
938 aContext->ShaderManager()->UpdateClippingState();
941 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
942 myWorkspace->DisableTexture();
944 // Apply restored view matrix.
945 aContext->ApplyWorldViewMatrix();
947 aContext->ChangeClipping().Reset (aContext, Handle(Graphic3d_SequenceOfHClipPlane)());
948 if (!myClipPlanes.IsNull()
949 && !myClipPlanes->IsEmpty())
951 aContext->ShaderManager()->RevertClippingState();
955 // =======================================================================
956 // function : bindDefaultFbo
958 // =======================================================================
959 void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
961 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
962 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
964 : (!aCtx->DefaultFrameBuffer().IsNull()
965 && aCtx->DefaultFrameBuffer()->IsValid()
966 ? aCtx->DefaultFrameBuffer().operator->()
970 anFbo->BindBuffer (aCtx);
971 anFbo->SetupViewport (aCtx);
975 #if !defined(GL_ES_VERSION_2_0)
976 aCtx->SetReadDrawBuffer (GL_BACK);
978 if (aCtx->arbFBO != NULL)
980 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
983 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
984 aCtx->ResizeViewport (aViewport);
988 // =======================================================================
989 // function : initBlitQuad
991 // =======================================================================
992 OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
994 OpenGl_VertexBuffer* aVerts = NULL;
997 aVerts = &myFullScreenQuad;
998 if (!aVerts->IsValid())
1000 OpenGl_Vec4 aQuad[4] =
1002 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1003 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1004 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1005 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1007 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1012 aVerts = &myFullScreenQuadFlip;
1013 if (!aVerts->IsValid())
1015 OpenGl_Vec4 aQuad[4] =
1017 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1018 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1019 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1020 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1022 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1028 // =======================================================================
1029 // function : blitBuffers
1031 // =======================================================================
1032 bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1033 OpenGl_FrameBuffer* theDrawFbo,
1034 const Standard_Boolean theToFlip)
1036 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1037 if (theReadFbo == NULL || aCtx->IsFeedback())
1041 else if (theReadFbo == theDrawFbo)
1046 // clear destination before blitting
1047 if (theDrawFbo != NULL
1048 && theDrawFbo->IsValid())
1050 theDrawFbo->BindBuffer (aCtx);
1054 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1056 #if !defined(GL_ES_VERSION_2_0)
1057 aCtx->core20fwd->glClearDepth (1.0);
1059 aCtx->core20fwd->glClearDepthf (1.0f);
1061 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1063 #if !defined(GL_ES_VERSION_2_0)
1064 if (aCtx->arbFBOBlit != NULL
1065 && theReadFbo->NbSamples() != 0)
1067 GLbitfield aCopyMask = 0;
1068 theReadFbo->BindReadBuffer (aCtx);
1069 if (theDrawFbo != NULL
1070 && theDrawFbo->IsValid())
1072 theDrawFbo->BindDrawBuffer (aCtx);
1073 if (theDrawFbo->HasColor()
1074 && theReadFbo->HasColor())
1076 aCopyMask |= GL_COLOR_BUFFER_BIT;
1078 if (theDrawFbo->HasDepth()
1079 && theReadFbo->HasDepth())
1081 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1086 if (theReadFbo->HasColor())
1088 aCopyMask |= GL_COLOR_BUFFER_BIT;
1090 if (theReadFbo->HasDepth())
1092 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1094 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1097 // we don't copy stencil buffer here... does it matter for performance?
1098 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
1099 0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
1100 aCopyMask, GL_NEAREST);
1101 const int anErr = ::glGetError();
1102 if (anErr != GL_NO_ERROR)
1104 // glBlitFramebuffer() might fail in several cases:
1105 // - Both FBOs have MSAA and they are samples number does not match.
1106 // OCCT checks that this does not happen,
1107 // however some graphics drivers provide an option for overriding MSAA.
1108 // In this case window MSAA might be non-zero (and application can not check it)
1109 // and might not match MSAA of our offscreen FBOs.
1110 // - Pixel formats of FBOs do not match.
1111 // This also might happen with window has pixel format,
1112 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1113 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1114 + " Please check your graphics driver settings or try updating driver.";
1115 if (theReadFbo->NbSamples() != 0)
1117 myToDisableMSAA = true;
1118 aMsg += "\n MSAA settings should not be overridden by driver!";
1120 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1121 GL_DEBUG_TYPE_ERROR,
1123 GL_DEBUG_SEVERITY_HIGH,
1127 if (theDrawFbo != NULL
1128 && theDrawFbo->IsValid())
1130 theDrawFbo->BindBuffer (aCtx);
1134 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1140 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1141 aCtx->core20fwd->glDepthMask (GL_TRUE);
1142 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1143 #if defined(GL_ES_VERSION_2_0)
1144 if (!aCtx->IsGlGreaterEqual (3, 0)
1145 && !aCtx->extFragDepth)
1147 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1151 myWorkspace->DisableTexture();
1153 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1154 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1155 if (aVerts->IsValid()
1156 && aManager->BindFboBlitProgram())
1158 theReadFbo->ColorTexture() ->Bind (aCtx, GL_TEXTURE0 + 0);
1159 theReadFbo->DepthStencilTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1160 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1162 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1164 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1165 theReadFbo->DepthStencilTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1166 theReadFbo->ColorTexture() ->Unbind (aCtx, GL_TEXTURE0 + 0);
1167 aCtx->BindProgram (NULL);
1171 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1172 + "Error! FBO blitting has failed";
1173 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1174 GL_DEBUG_TYPE_ERROR,
1176 GL_DEBUG_SEVERITY_HIGH,
1178 myHasFboBlit = Standard_False;
1179 theReadFbo->Release (aCtx.operator->());
1186 // =======================================================================
1187 // function : drawStereoPair
1189 // =======================================================================
1190 void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
1192 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1193 bindDefaultFbo (theDrawFbo);
1194 OpenGl_FrameBuffer* aPair[2] =
1196 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1197 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1199 if (aPair[0] == NULL
1201 || !myTransientDrawToFront)
1203 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1204 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1207 if (aPair[0] == NULL
1208 || aPair[1] == NULL)
1213 if (aPair[0]->NbSamples() != 0)
1215 // resolve MSAA buffers before drawing
1216 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1217 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1219 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1220 GL_DEBUG_TYPE_ERROR,
1222 GL_DEBUG_SEVERITY_HIGH,
1223 "Error! Unable to allocate FBO for blitting stereo pair");
1224 bindDefaultFbo (theDrawFbo);
1228 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1229 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1231 bindDefaultFbo (theDrawFbo);
1235 aPair[0] = myOpenGlFBO .operator->();
1236 aPair[1] = myOpenGlFBO2.operator->();
1237 bindDefaultFbo (theDrawFbo);
1242 Standard_Integer left;
1243 Standard_Integer top;
1244 Standard_Integer right;
1245 Standard_Integer bottom;
1246 Standard_Integer dx() { return right - left; }
1247 Standard_Integer dy() { return bottom - top; }
1250 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1252 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1253 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1254 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1256 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1257 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1259 toReverse = !toReverse;
1262 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1263 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1265 toReverse = !toReverse;
1270 std::swap (aPair[0], aPair[1]);
1273 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1274 aCtx->core20fwd->glDepthMask (GL_TRUE);
1275 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1277 myWorkspace->DisableTexture();
1278 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1280 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1281 if (aVerts->IsValid()
1282 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1284 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1286 OpenGl_Mat4 aFilterL, aFilterR;
1287 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1288 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1289 switch (myRenderParams.AnaglyphFilter)
1291 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1293 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1294 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1295 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1298 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1300 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1301 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1302 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1303 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1304 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1305 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1306 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1307 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1310 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1312 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1313 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1314 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1317 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1319 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1320 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1321 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1322 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1323 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1324 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1325 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1326 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1329 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1331 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1332 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1333 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1336 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1338 aFilterL = myRenderParams.AnaglyphLeft;
1339 aFilterR = myRenderParams.AnaglyphRight;
1343 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1344 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1347 aPair[0]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1348 aPair[1]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1349 aVerts->BindVertexAttrib (aCtx, 0);
1351 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1353 aVerts->UnbindVertexAttrib (aCtx, 0);
1354 aPair[1]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1355 aPair[0]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 0);
1359 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1360 + "Error! Anaglyph has failed";
1361 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1362 GL_DEBUG_TYPE_ERROR,
1364 GL_DEBUG_SEVERITY_HIGH,
1369 // =======================================================================
1370 // function : copyBackToFront
1372 // =======================================================================
1373 void OpenGl_View::copyBackToFront()
1375 #if !defined(GL_ES_VERSION_2_0)
1377 OpenGl_Mat4 aProjectMat;
1378 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1379 0.0f, static_cast<GLfloat> (myWindow->Width()),
1380 0.0f, static_cast<GLfloat> (myWindow->Height()));
1382 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1384 aCtx->WorldViewState.Push();
1385 aCtx->ProjectionState.Push();
1387 aCtx->WorldViewState.SetIdentity();
1388 aCtx->ProjectionState.SetCurrent (aProjectMat);
1390 aCtx->ApplyProjectionMatrix();
1391 aCtx->ApplyWorldViewMatrix();
1393 // synchronize FFP state before copying pixels
1394 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1395 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1396 aCtx->DisableFeatures();
1398 switch (aCtx->DrawBuffer())
1402 aCtx->SetReadBuffer (GL_BACK_LEFT);
1403 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1408 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1409 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1414 aCtx->SetReadBuffer (GL_BACK);
1415 aCtx->SetDrawBuffer (GL_FRONT);
1420 glRasterPos2i (0, 0);
1421 glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1422 //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1424 aCtx->EnableFeatures();
1426 aCtx->WorldViewState.Pop();
1427 aCtx->ProjectionState.Pop();
1428 aCtx->ApplyProjectionMatrix();
1430 // read/write from front buffer now
1431 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1433 myIsImmediateDrawn = Standard_False;