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 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
147 bool toSwap = aCtx->IsRender()
148 && !aCtx->caps->buffersNoSwap
149 && aFrameBuffer == NULL;
151 Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
152 Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
153 Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
154 Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
156 // determine multisampling parameters
157 Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
158 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
162 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
165 if ( aFrameBuffer == NULL
166 && !aCtx->DefaultFrameBuffer().IsNull()
167 && aCtx->DefaultFrameBuffer()->IsValid())
169 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
173 && (myTransientDrawToFront
174 || aProjectType == Graphic3d_Camera::Projection_Stereo
176 || aSizeX != aRendSizeX))
178 if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
179 || myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
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, aRendSizeX, aRendSizeY, 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 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
270 aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
272 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0]);
273 myBackBufferRestored = Standard_True;
274 myIsImmediateDrawn = Standard_False;
275 #if !defined(GL_ES_VERSION_2_0)
276 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
278 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
279 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
280 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0]))
284 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
289 #if !defined(GL_ES_VERSION_2_0)
290 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
292 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
293 aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
295 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1]);
296 myBackBufferRestored = Standard_True;
297 myIsImmediateDrawn = Standard_False;
298 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
299 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
300 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1]))
305 if (anImmFbos[0] != NULL)
307 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
308 drawStereoPair (aFrameBuffer);
313 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
314 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
315 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
317 anImmFbo = myImmediateSceneFbos[0].operator->();
319 if (!myTransientDrawToFront)
324 #if !defined(GL_ES_VERSION_2_0)
325 if (aMainFbo == NULL)
327 aCtx->SetReadDrawBuffer (GL_BACK);
330 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
331 aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
332 redraw (aProjectType, aMainFbo);
333 myBackBufferRestored = Standard_True;
334 myIsImmediateDrawn = Standard_False;
335 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
336 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
337 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo))
343 && anImmFbo != aFrameBuffer)
345 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
349 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
350 && myRenderParams.IsGlobalIlluminationEnabled)
358 if (wasDisabledMSAA != myToDisableMSAA
359 || hadFboBlit != myHasFboBlit)
365 // reset state for safety
366 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
367 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
373 if (!myMainSceneFbos[0]->IsValid())
375 myBackBufferRestored = Standard_False;
380 aCtx->core11fwd->glFlush();
383 // reset render mode state
386 myWasRedrawnGL = Standard_True;
389 // =======================================================================
390 // function : RedrawImmediate
392 // =======================================================================
393 void OpenGl_View::RedrawImmediate()
395 if (!myWorkspace->Activate())
398 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
399 if (!myTransientDrawToFront
400 || !myBackBufferRestored
401 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
407 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
408 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
409 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
411 if ( aFrameBuffer == NULL
412 && !aCtx->DefaultFrameBuffer().IsNull()
413 && aCtx->DefaultFrameBuffer()->IsValid())
415 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
418 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
420 if (myMainSceneFbos[0]->IsValid()
421 && !myMainSceneFbos[1]->IsValid())
423 aProjectType = Graphic3d_Camera::Projection_Perspective;
428 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
430 OpenGl_FrameBuffer* aMainFbos[2] =
432 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
433 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
435 OpenGl_FrameBuffer* anImmFbos[2] =
437 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
438 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
440 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
441 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
447 if (aCtx->arbFBO != NULL)
449 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
451 #if !defined(GL_ES_VERSION_2_0)
452 if (anImmFbos[0] == NULL)
454 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
458 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
459 anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
460 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
463 Standard_True) || toSwap;
464 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
466 && !aCtx->caps->buffersNoSwap)
471 if (aCtx->arbFBO != NULL)
473 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
475 #if !defined(GL_ES_VERSION_2_0)
476 if (anImmFbos[1] == NULL)
478 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
481 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
482 anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
483 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
486 Standard_True) || toSwap;
487 if (anImmFbos[0] != NULL)
489 drawStereoPair (aFrameBuffer);
494 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
495 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
496 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
498 anImmFbo = myImmediateSceneFbos[0].operator->();
500 #if !defined(GL_ES_VERSION_2_0)
501 if (aMainFbo == NULL)
503 aCtx->SetReadDrawBuffer (GL_BACK);
506 aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
507 anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
508 toSwap = redrawImmediate (aProjectType,
511 Standard_True) || toSwap;
513 && anImmFbo != aFrameBuffer)
515 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
522 // reset state for safety
523 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
524 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
526 if (toSwap && !aCtx->caps->buffersNoSwap)
532 aCtx->core11fwd->glFlush();
535 myWasRedrawnGL = Standard_True;
538 // =======================================================================
541 // =======================================================================
542 void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection, OpenGl_FrameBuffer* theReadDrawFbo)
544 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
545 if (theReadDrawFbo != NULL)
547 theReadDrawFbo->BindBuffer (aCtx);
548 theReadDrawFbo->SetupViewport (aCtx);
552 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
553 aCtx->ResizeViewport (aViewport);
556 // request reset of material
557 aCtx->ShaderManager()->UpdateMaterialState();
559 myWorkspace->UseZBuffer() = Standard_True;
560 myWorkspace->UseDepthWrite() = Standard_True;
561 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
562 glDepthFunc (GL_LEQUAL);
563 glDepthMask (GL_TRUE);
564 glEnable (GL_DEPTH_TEST);
566 #if !defined(GL_ES_VERSION_2_0)
569 glClearDepthf (1.0f);
572 const OpenGl_Vec4& aBgColor = myBgColor;
573 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
577 render (theProjection, theReadDrawFbo, Standard_False);
580 // =======================================================================
581 // function : redrawMonoImmediate
583 // =======================================================================
584 bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
585 OpenGl_FrameBuffer* theReadFbo,
586 OpenGl_FrameBuffer* theDrawFbo,
587 const Standard_Boolean theIsPartialUpdate)
589 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
590 GLboolean toCopyBackToFront = GL_FALSE;
591 if (theDrawFbo == theReadFbo
592 && theDrawFbo != NULL)
594 myBackBufferRestored = Standard_False;
596 else if (theReadFbo != NULL
597 && theReadFbo->IsValid()
600 if (!blitBuffers (theReadFbo, theDrawFbo))
605 else if (theDrawFbo == NULL)
607 #if !defined(GL_ES_VERSION_2_0)
608 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
610 if (toCopyBackToFront)
612 if (!HasImmediateStructures()
613 && !theIsPartialUpdate)
615 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
622 myBackBufferRestored = Standard_False;
627 myBackBufferRestored = Standard_False;
629 myIsImmediateDrawn = Standard_True;
631 myWorkspace->UseZBuffer() = Standard_True;
632 myWorkspace->UseDepthWrite() = Standard_True;
633 glDepthFunc (GL_LEQUAL);
634 glDepthMask (GL_TRUE);
635 glEnable (GL_DEPTH_TEST);
636 #if !defined(GL_ES_VERSION_2_0)
639 glClearDepthf (1.0f);
642 render (theProjection, theDrawFbo, Standard_True);
644 return !toCopyBackToFront;
647 //=======================================================================
650 //=======================================================================
651 void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
652 OpenGl_FrameBuffer* theOutputFBO,
653 const Standard_Boolean theToDrawImmediate)
655 // ==================================
656 // Step 1: Prepare for render
657 // ==================================
659 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
661 #if !defined(GL_ES_VERSION_2_0)
662 // Disable current clipping planes
663 if (aContext->core11 != NULL)
665 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
666 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
668 aContext->core11fwd->glDisable (aClipPlaneId);
673 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
674 myBVHSelector.SetViewVolume (myCamera);
675 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height());
677 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
678 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
680 aManager->UpdateLightSourceStateTo (myShadingModel == Graphic3d_TOSM_NONE ? &myNoShadingLight : &myLights);
681 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
684 // Update matrices if camera has changed.
685 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
686 if (myWorldViewProjState != aWVPState)
689 myWorldViewProjState = aWVPState;
692 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
693 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
694 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
695 aContext->ApplyProjectionMatrix();
696 aContext->ApplyWorldViewMatrix();
697 if (aManager->ModelWorldState().Index() == 0)
699 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
702 // ====================================
703 // Step 2: Redraw background
704 // ====================================
707 if (!theToDrawImmediate)
709 drawBackground (myWorkspace);
712 #if !defined(GL_ES_VERSION_2_0)
713 // Switch off lighting by default
714 if (aContext->core11 != NULL)
716 glDisable(GL_LIGHTING);
720 // =================================
721 // Step 3: Redraw main plane
722 // =================================
724 // Setup face culling
725 GLboolean isCullFace = GL_FALSE;
726 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
728 isCullFace = glIsEnabled (GL_CULL_FACE);
729 if (myBackfacing == Graphic3d_TOBM_DISABLE)
731 glEnable (GL_CULL_FACE);
732 glCullFace (GL_BACK);
735 glDisable (GL_CULL_FACE);
738 #if !defined(GL_ES_VERSION_2_0)
739 // if the view is scaled normal vectors are scaled to unit
740 // length for correct displaying of shaded objects
741 const gp_Pnt anAxialScale = myCamera->AxialScale();
742 if (anAxialScale.X() != 1.F ||
743 anAxialScale.Y() != 1.F ||
744 anAxialScale.Z() != 1.F)
746 aContext->SetGlNormalizeEnabled (Standard_True);
750 aContext->SetGlNormalizeEnabled (Standard_False);
753 // Apply InteriorShadingMethod
754 if (aContext->core11 != NULL)
756 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
757 || myShadingModel == Graphic3d_TOSM_NONE ? GL_FLAT : GL_SMOOTH);
761 aManager->SetShadingModel (myShadingModel);
764 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
766 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
767 aContext->ApplyProjectionMatrix();
769 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
771 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
772 aContext->ApplyProjectionMatrix();
775 myWorkspace->SetEnvironmentTexture (myTextureEnv);
777 renderScene (theProjection, theOutputFBO, theToDrawImmediate);
779 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
781 // ===============================
783 // ===============================
785 // Resetting GL parameters according to the default aspects
786 // in order to synchronize GL state with the graphic driver state
787 // before drawing auxiliary stuff (trihedrons, overlayer)
788 myWorkspace->ResetAppliedAspect();
791 if (!theToDrawImmediate)
793 renderTrihedron (myWorkspace);
795 // Restore face culling
796 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
800 glEnable (GL_CULL_FACE);
801 glCullFace (GL_BACK);
804 glDisable (GL_CULL_FACE);
808 // reset FFP state for safety
809 aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
810 aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
812 // ==============================================================
813 // Step 6: Keep shader manager informed about last View
814 // ==============================================================
816 if (!aManager.IsNull())
818 aManager->SetLastView (this);
822 // =======================================================================
823 // function : InvalidateBVHData
825 // =======================================================================
826 void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
828 myZLayers.InvalidateBVHData (theLayerId);
831 //=======================================================================
832 //function : renderStructs
834 //=======================================================================
835 void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
836 OpenGl_FrameBuffer* theReadDrawFbo,
837 const Standard_Boolean theToDrawImmediate)
839 if ( myZLayers.NbStructures() <= 0 )
842 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
843 Standard_Boolean toRenderGL = theToDrawImmediate ||
844 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
845 myRaytraceInitStatus == OpenGl_RT_FAIL ||
850 toRenderGL = !initRaytraceResources (aCtx) ||
851 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
853 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
857 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
858 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
859 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
861 if (myRaytraceFilter.IsNull())
862 myRaytraceFilter = new OpenGl_RaytraceFilter;
864 myRaytraceFilter->SetPrevRenderFilter (myWorkspace->GetRenderFilter());
866 if (theReadDrawFbo != NULL)
867 theReadDrawFbo->UnbindBuffer (aCtx);
869 // Prepare preliminary OpenGL output
870 if (aCtx->arbFBOBlit != NULL)
872 // Render bottom OSD layer
873 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom);
875 myWorkspace->SetRenderFilter (myRaytraceFilter);
877 if (theReadDrawFbo != NULL)
879 theReadDrawFbo->BindDrawBuffer (aCtx);
883 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
886 // Render non-polygonal elements in default layer
887 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default);
889 myWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
892 if (theReadDrawFbo != NULL)
894 theReadDrawFbo->BindBuffer (aCtx);
898 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
901 // Reset OpenGl aspects state to default to avoid enabling of
902 // backface culling which is not supported in ray-tracing.
903 myWorkspace->ResetAppliedAspect();
905 // Ray-tracing polygonal primitive arrays
906 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
908 // Render upper (top and topmost) OpenGL layers
909 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper);
913 // Redraw 3D scene using OpenGL in standard
914 // mode or in case of ray-tracing failure
917 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All);
919 // Set flag that scene was redrawn by standard pipeline
920 myWasRedrawnGL = Standard_True;
924 //=======================================================================
925 //function : renderTrihedron
927 //=======================================================================
928 void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
930 if (myToShowGradTrihedron)
932 myGraduatedTrihedron.Render (theWorkspace);
936 // =======================================================================
937 // function : Invalidate
939 // =======================================================================
940 void OpenGl_View::Invalidate()
942 myBackBufferRestored = Standard_False;
945 //=======================================================================
946 //function : renderScene
948 //=======================================================================
949 void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
950 OpenGl_FrameBuffer* theReadDrawFbo,
951 const Standard_Boolean theToDrawImmediate)
953 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
955 // Specify clipping planes in view transformation space
956 aContext->ChangeClipping().Reset (aContext, myClipPlanes);
957 if (!myClipPlanes.IsNull()
958 && !myClipPlanes->IsEmpty())
960 aContext->ShaderManager()->UpdateClippingState();
963 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
964 myWorkspace->DisableTexture();
966 // Apply restored view matrix.
967 aContext->ApplyWorldViewMatrix();
969 aContext->ChangeClipping().Reset (aContext, Handle(Graphic3d_SequenceOfHClipPlane)());
970 if (!myClipPlanes.IsNull()
971 && !myClipPlanes->IsEmpty())
973 aContext->ShaderManager()->RevertClippingState();
977 // =======================================================================
978 // function : bindDefaultFbo
980 // =======================================================================
981 void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
983 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
984 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
986 : (!aCtx->DefaultFrameBuffer().IsNull()
987 && aCtx->DefaultFrameBuffer()->IsValid()
988 ? aCtx->DefaultFrameBuffer().operator->()
992 anFbo->BindBuffer (aCtx);
993 anFbo->SetupViewport (aCtx);
997 #if !defined(GL_ES_VERSION_2_0)
998 aCtx->SetReadDrawBuffer (GL_BACK);
1000 if (aCtx->arbFBO != NULL)
1002 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1005 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1006 aCtx->ResizeViewport (aViewport);
1010 // =======================================================================
1011 // function : initBlitQuad
1013 // =======================================================================
1014 OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1016 OpenGl_VertexBuffer* aVerts = NULL;
1019 aVerts = &myFullScreenQuad;
1020 if (!aVerts->IsValid())
1022 OpenGl_Vec4 aQuad[4] =
1024 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1025 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1026 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1027 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1029 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1034 aVerts = &myFullScreenQuadFlip;
1035 if (!aVerts->IsValid())
1037 OpenGl_Vec4 aQuad[4] =
1039 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1040 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1041 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1042 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1044 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1050 // =======================================================================
1051 // function : blitBuffers
1053 // =======================================================================
1054 bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1055 OpenGl_FrameBuffer* theDrawFbo,
1056 const Standard_Boolean theToFlip)
1058 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1059 const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
1060 const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
1061 const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
1062 const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
1063 if (theReadFbo == NULL || aCtx->IsFeedback())
1067 else if (theReadFbo == theDrawFbo)
1072 // clear destination before blitting
1073 if (theDrawFbo != NULL
1074 && theDrawFbo->IsValid())
1076 theDrawFbo->BindBuffer (aCtx);
1080 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1082 const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
1083 aCtx->ResizeViewport (aViewport);
1085 #if !defined(GL_ES_VERSION_2_0)
1086 aCtx->core20fwd->glClearDepth (1.0);
1088 aCtx->core20fwd->glClearDepthf (1.0f);
1090 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1092 if (aCtx->arbFBOBlit != NULL
1093 && theReadFbo->NbSamples() != 0)
1095 GLbitfield aCopyMask = 0;
1096 theReadFbo->BindReadBuffer (aCtx);
1097 if (theDrawFbo != NULL
1098 && theDrawFbo->IsValid())
1100 theDrawFbo->BindDrawBuffer (aCtx);
1101 if (theDrawFbo->HasColor()
1102 && theReadFbo->HasColor())
1104 aCopyMask |= GL_COLOR_BUFFER_BIT;
1106 if (theDrawFbo->HasDepth()
1107 && theReadFbo->HasDepth())
1109 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1114 if (theReadFbo->HasColor())
1116 aCopyMask |= GL_COLOR_BUFFER_BIT;
1118 if (theReadFbo->HasDepth())
1120 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1122 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1125 // we don't copy stencil buffer here... does it matter for performance?
1126 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
1127 0, 0, aDrawSizeX, aDrawSizeY,
1128 aCopyMask, GL_NEAREST);
1129 const int anErr = ::glGetError();
1130 if (anErr != GL_NO_ERROR)
1132 // glBlitFramebuffer() might fail in several cases:
1133 // - Both FBOs have MSAA and they are samples number does not match.
1134 // OCCT checks that this does not happen,
1135 // however some graphics drivers provide an option for overriding MSAA.
1136 // In this case window MSAA might be non-zero (and application can not check it)
1137 // and might not match MSAA of our offscreen FBOs.
1138 // - Pixel formats of FBOs do not match.
1139 // This also might happen with window has pixel format,
1140 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1141 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1142 + " Please check your graphics driver settings or try updating driver.";
1143 if (theReadFbo->NbSamples() != 0)
1145 myToDisableMSAA = true;
1146 aMsg += "\n MSAA settings should not be overridden by driver!";
1148 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1149 GL_DEBUG_TYPE_ERROR,
1151 GL_DEBUG_SEVERITY_HIGH,
1155 if (theDrawFbo != NULL
1156 && theDrawFbo->IsValid())
1158 theDrawFbo->BindBuffer (aCtx);
1162 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1167 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1168 aCtx->core20fwd->glDepthMask (GL_TRUE);
1169 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1170 #if defined(GL_ES_VERSION_2_0)
1171 if (!aCtx->IsGlGreaterEqual (3, 0)
1172 && !aCtx->extFragDepth)
1174 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1178 myWorkspace->DisableTexture();
1180 const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
1181 const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
1183 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1184 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1185 if (aVerts->IsValid()
1186 && aManager->BindFboBlitProgram())
1188 theReadFbo->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1189 if (theReadFbo->ColorTexture()->GetParams()->Filter() != aFilter)
1191 theReadFbo->ColorTexture()->GetParams()->SetFilter (aFilter);
1192 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1193 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1196 theReadFbo->DepthStencilTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1197 if (theReadFbo->DepthStencilTexture()->GetParams()->Filter() != aFilter)
1199 theReadFbo->DepthStencilTexture()->GetParams()->SetFilter (aFilter);
1200 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
1201 aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
1204 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1206 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1208 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1209 theReadFbo->DepthStencilTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1210 theReadFbo->ColorTexture() ->Unbind (aCtx, GL_TEXTURE0 + 0);
1211 aCtx->BindProgram (NULL);
1215 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1216 + "Error! FBO blitting has failed";
1217 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1218 GL_DEBUG_TYPE_ERROR,
1220 GL_DEBUG_SEVERITY_HIGH,
1222 myHasFboBlit = Standard_False;
1223 theReadFbo->Release (aCtx.operator->());
1230 // =======================================================================
1231 // function : drawStereoPair
1233 // =======================================================================
1234 void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
1236 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1237 bindDefaultFbo (theDrawFbo);
1238 OpenGl_FrameBuffer* aPair[2] =
1240 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1241 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1243 if (aPair[0] == NULL
1245 || !myTransientDrawToFront)
1247 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1248 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1251 if (aPair[0] == NULL
1252 || aPair[1] == NULL)
1257 if (aPair[0]->NbSamples() != 0)
1259 // resolve MSAA buffers before drawing
1260 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1261 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1263 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1264 GL_DEBUG_TYPE_ERROR,
1266 GL_DEBUG_SEVERITY_HIGH,
1267 "Error! Unable to allocate FBO for blitting stereo pair");
1268 bindDefaultFbo (theDrawFbo);
1272 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1273 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1275 bindDefaultFbo (theDrawFbo);
1279 aPair[0] = myOpenGlFBO .operator->();
1280 aPair[1] = myOpenGlFBO2.operator->();
1281 bindDefaultFbo (theDrawFbo);
1286 Standard_Integer left;
1287 Standard_Integer top;
1288 Standard_Integer right;
1289 Standard_Integer bottom;
1290 Standard_Integer dx() { return right - left; }
1291 Standard_Integer dy() { return bottom - top; }
1294 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1296 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1297 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1298 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1300 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1301 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1303 toReverse = !toReverse;
1306 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1307 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1309 toReverse = !toReverse;
1314 std::swap (aPair[0], aPair[1]);
1317 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1318 aCtx->core20fwd->glDepthMask (GL_TRUE);
1319 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1321 myWorkspace->DisableTexture();
1322 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1324 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1325 if (aVerts->IsValid()
1326 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1328 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1330 OpenGl_Mat4 aFilterL, aFilterR;
1331 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1332 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1333 switch (myRenderParams.AnaglyphFilter)
1335 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1337 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1338 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1339 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1342 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1344 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1345 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1346 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1347 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1348 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1349 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1350 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1351 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1354 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1356 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1357 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1358 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1361 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1363 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1364 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1365 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1366 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1367 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1368 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1369 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1370 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1373 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1375 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1376 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1377 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1380 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1382 aFilterL = myRenderParams.AnaglyphLeft;
1383 aFilterR = myRenderParams.AnaglyphRight;
1387 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1388 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1391 aPair[0]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1392 aPair[1]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1393 aVerts->BindVertexAttrib (aCtx, 0);
1395 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1397 aVerts->UnbindVertexAttrib (aCtx, 0);
1398 aPair[1]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1399 aPair[0]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 0);
1403 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1404 + "Error! Anaglyph has failed";
1405 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1406 GL_DEBUG_TYPE_ERROR,
1408 GL_DEBUG_SEVERITY_HIGH,
1413 // =======================================================================
1414 // function : copyBackToFront
1416 // =======================================================================
1417 void OpenGl_View::copyBackToFront()
1419 #if !defined(GL_ES_VERSION_2_0)
1421 OpenGl_Mat4 aProjectMat;
1422 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1423 0.0f, static_cast<GLfloat> (myWindow->Width()),
1424 0.0f, static_cast<GLfloat> (myWindow->Height()));
1426 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1428 aCtx->WorldViewState.Push();
1429 aCtx->ProjectionState.Push();
1431 aCtx->WorldViewState.SetIdentity();
1432 aCtx->ProjectionState.SetCurrent (aProjectMat);
1434 aCtx->ApplyProjectionMatrix();
1435 aCtx->ApplyWorldViewMatrix();
1437 // synchronize FFP state before copying pixels
1438 aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
1439 aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
1440 aCtx->DisableFeatures();
1442 switch (aCtx->DrawBuffer())
1446 aCtx->SetReadBuffer (GL_BACK_LEFT);
1447 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1452 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1453 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1458 aCtx->SetReadBuffer (GL_BACK);
1459 aCtx->SetDrawBuffer (GL_FRONT);
1464 glRasterPos2i (0, 0);
1465 glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1466 //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1468 aCtx->EnableFeatures();
1470 aCtx->WorldViewState.Pop();
1471 aCtx->ProjectionState.Pop();
1472 aCtx->ApplyProjectionMatrix();
1474 // read/write from front buffer now
1475 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1477 myIsImmediateDrawn = Standard_False;