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.
16 #include <OpenGl_Workspace.hxx>
18 #include <OpenGl_ArbFBO.hxx>
19 #include <OpenGl_Aspects.hxx>
20 #include <OpenGl_Context.hxx>
21 #include <OpenGl_Element.hxx>
22 #include <OpenGl_FrameBuffer.hxx>
23 #include <OpenGl_GlCore15.hxx>
24 #include <OpenGl_SceneGeometry.hxx>
25 #include <OpenGl_Structure.hxx>
26 #include <OpenGl_Sampler.hxx>
27 #include <OpenGl_ShaderManager.hxx>
28 #include <OpenGl_Texture.hxx>
29 #include <OpenGl_View.hxx>
30 #include <OpenGl_Window.hxx>
32 #include <Graphic3d_TextureParams.hxx>
33 #include <Graphic3d_TransformUtils.hxx>
34 #include <NCollection_AlignedAllocator.hxx>
36 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
40 static const OpenGl_Vec4 THE_WHITE_COLOR (1.0f, 1.0f, 1.0f, 1.0f);
41 static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
43 static const OpenGl_Matrix myDefaultMatrix =
45 {{ 1.0F, 0.0F, 0.0F, 0.0F },
46 { 0.0F, 1.0F, 0.0F, 0.0F },
47 { 0.0F, 0.0F, 1.0F, 0.0F },
48 { 0.0F, 0.0F, 0.0F, 1.0F }}
53 // =======================================================================
56 // =======================================================================
57 void OpenGl_Material::Init (const OpenGl_Context& theCtx,
58 const Graphic3d_MaterialAspect& theMat,
59 const Quantity_Color& theInteriorColor)
61 Common.ChangeShine() = 128.0f * theMat.Shininess();
62 Common.ChangeTransparency() = theMat.Alpha();
64 Pbr.ChangeMetallic() = theMat.PBRMaterial().Metallic();
65 Pbr.ChangeRoughness() = theMat.PBRMaterial().NormalizedRoughness();
66 Pbr.EmissionIOR = Graphic3d_Vec4 (theMat.PBRMaterial().Emission(), theMat.PBRMaterial().IOR());
68 const OpenGl_Vec3& aSrcAmb = theMat.AmbientColor();
69 const OpenGl_Vec3& aSrcDif = theMat.DiffuseColor();
70 const OpenGl_Vec3& aSrcSpe = theMat.SpecularColor();
71 const OpenGl_Vec3& aSrcEms = theMat.EmissiveColor();
72 Common.Specular.SetValues (aSrcSpe, 1.0f); // interior color is ignored for Specular
73 switch (theMat.MaterialType())
75 case Graphic3d_MATERIAL_ASPECT:
77 Common.Ambient .SetValues (aSrcAmb * theInteriorColor, 1.0f);
78 Common.Diffuse .SetValues (aSrcDif * theInteriorColor, 1.0f);
79 Common.Emission.SetValues (aSrcEms * theInteriorColor, 1.0f);
80 Pbr .BaseColor.SetValues (theInteriorColor, theMat.Alpha());
83 case Graphic3d_MATERIAL_PHYSIC:
85 Common.Ambient .SetValues (aSrcAmb, 1.0f);
86 Common.Diffuse .SetValues (aSrcDif, 1.0f);
87 Common.Emission.SetValues (aSrcEms, 1.0f);
88 Pbr.BaseColor = theMat.PBRMaterial().Color();
93 Common.Ambient = theCtx.Vec4FromQuantityColor (Common.Ambient);
94 Common.Diffuse = theCtx.Vec4FromQuantityColor (Common.Diffuse);
95 Common.Specular = theCtx.Vec4FromQuantityColor (Common.Specular);
96 Common.Emission = theCtx.Vec4FromQuantityColor (Common.Emission);
99 // =======================================================================
100 // function : OpenGl_Workspace
102 // =======================================================================
103 OpenGl_Workspace::OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow)
105 myWindow (theWindow),
106 myGlContext (!theWindow.IsNull() ? theWindow->GetGlContext() : NULL),
107 myUseZBuffer (Standard_True),
108 myUseDepthWrite (Standard_True),
110 myNbSkippedTranspElems (0),
111 myRenderFilter (OpenGl_RenderFilter_Empty),
113 myAspectsSet (&myDefaultAspects),
115 ViewMatrix_applied (&myDefaultMatrix),
116 StructureMatrix_applied (&myDefaultMatrix),
117 myToAllowFaceCulling (false),
118 myModelViewMatrix (myDefaultMatrix)
120 if (!myGlContext.IsNull() && myGlContext->MakeCurrent())
122 myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
124 // General initialization of the context
125 #if !defined(GL_ES_VERSION_2_0)
126 if (myGlContext->core11 != NULL)
128 // enable two-side lighting by default
129 glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
130 glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
131 if (myGlContext->caps->ffpEnable)
133 glHint (GL_FOG_HINT, GL_FASTEST);
137 glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
138 glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
139 if (myGlContext->Vendor() == "microsoft corporation"
140 && !myGlContext->IsGlGreaterEqual (1, 2))
142 // this software implementation causes too slow rendering into GL_FRONT on modern Windows
143 theView->SetImmediateModeDrawToFront (false);
148 myNoneCulling .Aspect()->SetSuppressBackFaces (false);
149 myNoneCulling .Aspect()->SetDrawEdges (false);
150 myNoneCulling .Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Opaque);
152 myFrontCulling.Aspect()->SetSuppressBackFaces (true);
153 myFrontCulling.Aspect()->SetDrawEdges (false);
154 myFrontCulling.Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Opaque);
157 // =======================================================================
158 // function : Activate
160 // =======================================================================
161 Standard_Boolean OpenGl_Workspace::Activate()
163 if (myWindow.IsNull() || !myWindow->Activate())
165 return Standard_False;
168 ViewMatrix_applied = &myDefaultMatrix;
169 StructureMatrix_applied = &myDefaultMatrix;
171 ResetAppliedAspect();
173 // reset state for safety
174 myGlContext->BindProgram (Handle(OpenGl_ShaderProgram)());
175 if (myGlContext->core20fwd != NULL)
177 myGlContext->core20fwd->glUseProgram (OpenGl_ShaderProgram::NO_PROGRAM);
179 if (myGlContext->caps->ffpEnable)
181 myGlContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
183 return Standard_True;
186 //=======================================================================
187 //function : ResetAppliedAspect
188 //purpose : Sets default values of GL parameters in accordance with default aspects
189 //=======================================================================
190 void OpenGl_Workspace::ResetAppliedAspect()
192 myGlContext->BindDefaultVao();
194 myHighlightStyle.Nullify();
195 myToAllowFaceCulling = false;
196 myAspectsSet = &myDefaultAspects;
197 myAspectsApplied.Nullify();
198 myGlContext->SetPolygonOffset (Graphic3d_PolygonOffset());
201 myGlContext->SetTypeOfLine (myDefaultAspects.Aspect()->LineType());
202 myGlContext->SetLineWidth (myDefaultAspects.Aspect()->LineWidth());
203 if (myGlContext->core15fwd != NULL)
205 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
209 // =======================================================================
210 // function : SetDefaultPolygonOffset
212 // =======================================================================
213 Graphic3d_PolygonOffset OpenGl_Workspace::SetDefaultPolygonOffset (const Graphic3d_PolygonOffset& theOffset)
215 Graphic3d_PolygonOffset aPrev = myDefaultAspects.Aspect()->PolygonOffset();
216 myDefaultAspects.Aspect()->SetPolygonOffset (theOffset);
217 if (myAspectsApplied == myDefaultAspects.Aspect()
218 || myAspectsApplied.IsNull()
219 || (myAspectsApplied->PolygonOffset().Mode & Aspect_POM_None) == Aspect_POM_None)
221 myGlContext->SetPolygonOffset (theOffset);
226 // =======================================================================
227 // function : SetAspects
229 // =======================================================================
230 const OpenGl_Aspects* OpenGl_Workspace::SetAspects (const OpenGl_Aspects* theAspect)
232 const OpenGl_Aspects* aPrevAspects = myAspectsSet;
233 myAspectsSet = theAspect;
237 // =======================================================================
238 // function : ApplyAspects
240 // =======================================================================
241 const OpenGl_Aspects* OpenGl_Workspace::ApplyAspects()
243 if (myView->BackfacingModel() == Graphic3d_TOBM_AUTOMATIC)
245 bool toSuppressBackFaces = myToAllowFaceCulling
246 && myAspectsSet->Aspect()->ToSuppressBackFaces();
247 if (toSuppressBackFaces)
249 if (myAspectsSet->Aspect()->InteriorStyle() == Aspect_IS_HATCH
250 || myAspectsSet->Aspect()->AlphaMode() == Graphic3d_AlphaMode_Blend
251 || myAspectsSet->Aspect()->AlphaMode() == Graphic3d_AlphaMode_Mask
252 || (myAspectsSet->Aspect()->AlphaMode() == Graphic3d_AlphaMode_BlendAuto
253 && myAspectsSet->Aspect()->FrontMaterial().Transparency() != 0.0f))
255 // disable culling in case of translucent shading aspect
256 toSuppressBackFaces = false;
259 myGlContext->SetCullBackFaces (toSuppressBackFaces);
262 if (myAspectsSet->Aspect() == myAspectsApplied
263 && myHighlightStyle == myAspectFaceAppliedWithHL)
267 myAspectFaceAppliedWithHL = myHighlightStyle;
269 // Aspect_POM_None means: do not change current settings
270 if ((myAspectsSet->Aspect()->PolygonOffset().Mode & Aspect_POM_None) != Aspect_POM_None)
272 myGlContext->SetPolygonOffset (myAspectsSet->Aspect()->PolygonOffset());
275 const Aspect_InteriorStyle anIntstyle = myAspectsSet->Aspect()->InteriorStyle();
276 if (myAspectsApplied.IsNull()
277 || myAspectsApplied->InteriorStyle() != anIntstyle)
279 #if !defined(GL_ES_VERSION_2_0)
280 myGlContext->SetPolygonMode (anIntstyle == Aspect_IS_POINT ? GL_POINT : GL_FILL);
281 myGlContext->SetPolygonHatchEnabled (anIntstyle == Aspect_IS_HATCH);
285 #if !defined(GL_ES_VERSION_2_0)
286 if (anIntstyle == Aspect_IS_HATCH)
288 myGlContext->SetPolygonHatchStyle (myAspectsSet->Aspect()->HatchStyle());
292 // Case of hidden line
293 if (anIntstyle == Aspect_IS_HIDDENLINE)
295 // copy all values including line edge aspect
296 *myAspectFaceHl.Aspect() = *myAspectsSet->Aspect();
297 myAspectFaceHl.Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
298 myAspectFaceHl.Aspect()->SetInteriorColor (myView->BackgroundColor().GetRGB());
299 myAspectFaceHl.Aspect()->SetDistinguish (false);
300 myAspectFaceHl.SetNoLighting();
301 myAspectsSet = &myAspectFaceHl;
305 myGlContext->SetShadingMaterial (myAspectsSet, myHighlightStyle);
308 const Handle(OpenGl_TextureSet)& aTextureSet = myAspectsSet->TextureSet (myGlContext, ToHighlight());
309 if (!aTextureSet.IsNull()
310 || myAspectsSet->Aspect()->ToMapTexture())
312 myGlContext->BindTextures (aTextureSet);
316 myGlContext->BindTextures (myEnvironmentTexture);
319 if ((myView->myShadingModel == Graphic3d_TOSM_PBR
320 || myView->myShadingModel == Graphic3d_TOSM_PBR_FACET)
321 && !myView->myPBREnvironment.IsNull()
322 && myView->myPBREnvironment->IsNeededToBeBound())
324 myView->myPBREnvironment->Bind (myGlContext);
327 myAspectsApplied = myAspectsSet->Aspect();
331 // =======================================================================
334 // =======================================================================
335 Standard_Integer OpenGl_Workspace::Width() const
337 return !myView->GlWindow().IsNull() ? myView->GlWindow()->Width() : 0;
340 // =======================================================================
343 // =======================================================================
344 Standard_Integer OpenGl_Workspace::Height() const
346 return !myView->GlWindow().IsNull() ? myView->GlWindow()->Height() : 0;
349 // =======================================================================
350 // function : FBOCreate
352 // =======================================================================
353 Handle(OpenGl_FrameBuffer) OpenGl_Workspace::FBOCreate (const Standard_Integer theWidth,
354 const Standard_Integer theHeight)
356 // activate OpenGL context
358 return Handle(OpenGl_FrameBuffer)();
361 const Handle(OpenGl_Context)& aCtx = GetGlContext();
362 aCtx->BindTextures (Handle(OpenGl_TextureSet)());
363 Handle(OpenGl_FrameBuffer) aFrameBuffer = new OpenGl_FrameBuffer();
364 if (!aFrameBuffer->Init (aCtx, theWidth, theHeight, GL_SRGB8_ALPHA8, GL_DEPTH24_STENCIL8, 0))
366 aFrameBuffer->Release (aCtx.operator->());
367 return Handle(OpenGl_FrameBuffer)();
372 // =======================================================================
373 // function : FBORelease
375 // =======================================================================
376 void OpenGl_Workspace::FBORelease (Handle(OpenGl_FrameBuffer)& theFbo)
378 // activate OpenGL context
385 theFbo->Release (GetGlContext().operator->());
389 // =======================================================================
390 // function : BufferDump
392 // =======================================================================
393 Standard_Boolean OpenGl_Workspace::BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo,
394 Image_PixMap& theImage,
395 const Graphic3d_BufferType& theBufferType)
397 return !theImage.IsEmpty()
399 && OpenGl_FrameBuffer::BufferDump (GetGlContext(), theFbo, theImage, theBufferType);
402 // =======================================================================
403 // function : ShouldRender
405 // =======================================================================
406 bool OpenGl_Workspace::ShouldRender (const OpenGl_Element* theElement)
408 // render only non-raytracable elements when RayTracing is enabled
409 if ((myRenderFilter & OpenGl_RenderFilter_NonRaytraceableOnly) != 0)
411 if (OpenGl_Raytrace::IsRaytracedElement (theElement))
416 else if ((myRenderFilter & OpenGl_RenderFilter_FillModeOnly) != 0)
418 if (!theElement->IsFillDrawMode())
424 // handle opaque/transparency render passes
425 if ((myRenderFilter & OpenGl_RenderFilter_OpaqueOnly) != 0)
427 if (!theElement->IsFillDrawMode())
432 if (OpenGl_Context::CheckIsTransparent (myAspectsSet, myHighlightStyle))
434 ++myNbSkippedTranspElems;
438 else if ((myRenderFilter & OpenGl_RenderFilter_TransparentOnly) != 0)
440 if (!theElement->IsFillDrawMode())
442 if (dynamic_cast<const OpenGl_Aspects*> (theElement) == NULL)
447 else if (!OpenGl_Context::CheckIsTransparent (myAspectsSet, myHighlightStyle))