// Created on: 2012-02-02 // Created by: Anton POLETAEV // Copyright (c) 2012-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include #include #include #include #include #include #include namespace { //! Auxiliary class extending sequence iterator with index. class OpenGl_IndexedLayerIterator : public OpenGl_SequenceOfLayers::Iterator { public: //! Main constructor. OpenGl_IndexedLayerIterator (const OpenGl_SequenceOfLayers& theSeq) : OpenGl_SequenceOfLayers::Iterator (theSeq), myIndex (theSeq.Lower()) {} //! Return index of current position. Standard_Integer Index() const { return myIndex; } //! Move to the next position. void Next() { OpenGl_SequenceOfLayers::Iterator::Next(); ++myIndex; } private: Standard_Integer myIndex; }; //! Iterator through layers with filter. class OpenGl_FilteredIndexedLayerIterator { public: //! Main constructor. OpenGl_FilteredIndexedLayerIterator (const OpenGl_SequenceOfLayers& theSeq, Standard_Integer theDefaultLayerIndex, Standard_Boolean theToDrawImmediate, OpenGl_LayerFilter theLayersToProcess) : myIter (theSeq), myDefaultLayerIndex (theDefaultLayerIndex), myLayersToProcess (theLayersToProcess), myToDrawImmediate (theToDrawImmediate) { next(); } //! Return true if iterator points to the valid value. bool More() const { return myIter.More(); } //! Return layer at current position. const OpenGl_Layer& Value() const { return *myIter.Value(); } //! Return index of current position. Standard_Integer Index() const { return myIter.Index(); } //! Go to the next item. void Next() { myIter.Next(); next(); } private: //! Look for the nearest item passing filters. void next() { for (; myIter.More(); myIter.Next()) { if (myIter.Value()->IsImmediate() != myToDrawImmediate) { continue; } switch (myLayersToProcess) { case OpenGl_LF_All: { break; } case OpenGl_LF_Upper: { if (myIter.Index() <= myDefaultLayerIndex) { continue; } break; } case OpenGl_LF_Bottom: { if (myIter.Index() >= myDefaultLayerIndex) { continue; } break; } case OpenGl_LF_Default: { if (myIter.Index() != myDefaultLayerIndex) { continue; } break; } } return; } } private: OpenGl_IndexedLayerIterator myIter; Standard_Integer myDefaultLayerIndex; OpenGl_LayerFilter myLayersToProcess; Standard_Boolean myToDrawImmediate; }; } //======================================================================= //function : OpenGl_LayerList //purpose : Constructor //======================================================================= OpenGl_LayerList::OpenGl_LayerList (const Standard_Integer theNbPriorities) : myBVHBuilder (new BVH_LinearBuilder (BVH_Constants_LeafNodeSizeSingle, BVH_Constants_MaxTreeDepth)), myDefaultLayerIndex (0), myNbPriorities (theNbPriorities), myNbStructures (0), myImmediateNbStructures (0), myModifStateOfRaytraceable (0) { // insert default priority layers myLayers.Append (new OpenGl_Layer (myNbPriorities, myBVHBuilder)); myLayerIds.Bind (Graphic3d_ZLayerId_BotOSD, myLayers.Upper()); myLayers.Append (new OpenGl_Layer (myNbPriorities, myBVHBuilder)); myLayerIds.Bind (Graphic3d_ZLayerId_Default, myLayers.Upper()); myLayers.Append (new OpenGl_Layer (myNbPriorities, myBVHBuilder)); myLayerIds.Bind (Graphic3d_ZLayerId_Top, myLayers.Upper()); myLayers.Append (new OpenGl_Layer (myNbPriorities, myBVHBuilder)); myLayerIds.Bind (Graphic3d_ZLayerId_Topmost, myLayers.Upper()); myLayers.Append (new OpenGl_Layer (myNbPriorities, myBVHBuilder)); myLayerIds.Bind (Graphic3d_ZLayerId_TopOSD, myLayers.Upper()); myDefaultLayerIndex = myLayerIds.Find (Graphic3d_ZLayerId_Default); myTransparentToProcess.Allocate (myLayers.Length()); } //======================================================================= //function : ~OpenGl_LayerList //purpose : Destructor //======================================================================= OpenGl_LayerList::~OpenGl_LayerList() { } //======================================================================= //function : SetFrustumCullingBVHBuilder //purpose : //======================================================================= void OpenGl_LayerList::SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBVHBuilder = theBuilder; for (OpenGl_SequenceOfLayers::Iterator anIts (myLayers); anIts.More(); anIts.Next()) { anIts.ChangeValue()->SetFrustumCullingBVHBuilder (theBuilder); } } //======================================================================= //function : AddLayer //purpose : //======================================================================= void OpenGl_LayerList::AddLayer (const Graphic3d_ZLayerId theLayerId) { if (myLayerIds.IsBound (theLayerId)) { return; } // add the new layer myLayers.Append (new OpenGl_Layer (myNbPriorities, myBVHBuilder)); myLayerIds.Bind (theLayerId, myLayers.Length()); myTransparentToProcess.Allocate (myLayers.Length()); } //======================================================================= //function : Layer //purpose : //======================================================================= OpenGl_Layer& OpenGl_LayerList::Layer (const Graphic3d_ZLayerId theLayerId) { return *myLayers.ChangeValue (myLayerIds.Find (theLayerId)); } //======================================================================= //function : Layer //purpose : //======================================================================= const OpenGl_Layer& OpenGl_LayerList::Layer (const Graphic3d_ZLayerId theLayerId) const { return *myLayers.Value (myLayerIds.Find (theLayerId)); } //======================================================================= //function : RemoveLayer //purpose : //======================================================================= void OpenGl_LayerList::RemoveLayer (const Graphic3d_ZLayerId theLayerId) { if (!myLayerIds.IsBound (theLayerId) || theLayerId <= 0) { return; } const Standard_Integer aRemovePos = myLayerIds.Find (theLayerId); // move all displayed structures to first layer { const OpenGl_Layer& aLayerToMove = *myLayers.Value (aRemovePos); myLayers.ChangeFirst()->Append (aLayerToMove); } // remove layer myLayers.Remove (aRemovePos); myLayerIds.UnBind (theLayerId); // updated sequence indexes in map for (OpenGl_LayerSeqIds::Iterator aMapIt (myLayerIds); aMapIt.More(); aMapIt.Next()) { Standard_Integer& aSeqIdx = aMapIt.ChangeValue(); if (aSeqIdx > aRemovePos) aSeqIdx--; } myDefaultLayerIndex = myLayerIds.Find (Graphic3d_ZLayerId_Default); myTransparentToProcess.Allocate (myLayers.Length()); } //======================================================================= //function : AddStructure //purpose : //======================================================================= void OpenGl_LayerList::AddStructure (const OpenGl_Structure* theStruct, const Graphic3d_ZLayerId theLayerId, const Standard_Integer thePriority, Standard_Boolean isForChangePriority) { // add structure to associated layer, // if layer doesn't exists, display structure in default layer Standard_Integer aSeqPos = myLayers.Lower(); myLayerIds.Find (theLayerId, aSeqPos); OpenGl_Layer& aLayer = *myLayers.ChangeValue (aSeqPos); aLayer.Add (theStruct, thePriority, isForChangePriority); ++myNbStructures; if (aLayer.IsImmediate()) { ++myImmediateNbStructures; } // Note: In ray-tracing mode we don't modify modification // state here. It is redundant, because the possible changes // will be handled in the loop for structures } //======================================================================= //function : RemoveStructure //purpose : //======================================================================= void OpenGl_LayerList::RemoveStructure (const OpenGl_Structure* theStructure) { const Graphic3d_ZLayerId aLayerId = theStructure->ZLayer(); Standard_Integer aSeqPos = myLayers.Lower(); myLayerIds.Find (aLayerId, aSeqPos); OpenGl_Layer& aLayer = *myLayers.ChangeValue (aSeqPos); Standard_Integer aPriority = -1; // remove structure from associated list // if the structure is not found there, // scan through layers and remove it if (aLayer.Remove (theStructure, aPriority)) { --myNbStructures; if (aLayer.IsImmediate()) { --myImmediateNbStructures; } if (aLayerId == Graphic3d_ZLayerId_Default && theStructure->IsRaytracable()) { ++myModifStateOfRaytraceable; } return; } // scan through layers and remove it for (OpenGl_IndexedLayerIterator anIts (myLayers); anIts.More(); anIts.Next()) { OpenGl_Layer& aLayerEx = *anIts.ChangeValue(); if (aSeqPos == anIts.Index()) { continue; } if (aLayerEx.Remove (theStructure, aPriority)) { --myNbStructures; if (aLayerEx.IsImmediate()) { --myImmediateNbStructures; } if (anIts.Index() == myDefaultLayerIndex && theStructure->IsRaytracable()) { ++myModifStateOfRaytraceable; } return; } } } //======================================================================= //function : InvalidateBVHData //purpose : //======================================================================= void OpenGl_LayerList::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId) { Standard_Integer aSeqPos = myLayers.Lower(); myLayerIds.Find (theLayerId, aSeqPos); OpenGl_Layer& aLayer = *myLayers.ChangeValue (aSeqPos); aLayer.InvalidateBVHData(); } //======================================================================= //function : ChangeLayer //purpose : //======================================================================= void OpenGl_LayerList::ChangeLayer (const OpenGl_Structure* theStructure, const Graphic3d_ZLayerId theOldLayerId, const Graphic3d_ZLayerId theNewLayerId) { Standard_Integer aSeqPos = myLayers.Lower(); myLayerIds.Find (theOldLayerId, aSeqPos); OpenGl_Layer& aLayer = *myLayers.ChangeValue (aSeqPos); Standard_Integer aPriority = -1; // take priority and remove structure from list found by // if the structure is not found there, scan through all other layers if (aLayer.Remove (theStructure, aPriority, Standard_False)) { if (theOldLayerId == Graphic3d_ZLayerId_Default && theStructure->IsRaytracable()) { ++myModifStateOfRaytraceable; } --myNbStructures; if (aLayer.IsImmediate()) { --myImmediateNbStructures; } // isForChangePriority should be Standard_False below, because we want // the BVH tree in the target layer to be updated with theStructure AddStructure (theStructure, theNewLayerId, aPriority); return; } // scan through layers and remove it for (OpenGl_IndexedLayerIterator anIts (myLayers); anIts.More(); anIts.Next()) { if (aSeqPos == anIts.Index()) { continue; } // try to remove structure and get priority value from this layer OpenGl_Layer& aLayerEx = *anIts.ChangeValue(); if (aLayerEx.Remove (theStructure, aPriority, Standard_True)) { if (anIts.Index() == myDefaultLayerIndex && theStructure->IsRaytracable()) { ++myModifStateOfRaytraceable; } --myNbStructures; if (aLayerEx.IsImmediate()) { --myImmediateNbStructures; } // isForChangePriority should be Standard_False below, because we want // the BVH tree in the target layer to be updated with theStructure AddStructure (theStructure, theNewLayerId, aPriority); return; } } } //======================================================================= //function : ChangePriority //purpose : //======================================================================= void OpenGl_LayerList::ChangePriority (const OpenGl_Structure* theStructure, const Graphic3d_ZLayerId theLayerId, const Standard_Integer theNewPriority) { Standard_Integer aSeqPos = myLayers.Lower(); myLayerIds.Find (theLayerId, aSeqPos); OpenGl_Layer& aLayer = *myLayers.ChangeValue (aSeqPos); Standard_Integer anOldPriority = -1; if (aLayer.Remove (theStructure, anOldPriority, Standard_True)) { --myNbStructures; if (aLayer.IsImmediate()) { --myImmediateNbStructures; } AddStructure (theStructure, theLayerId, theNewPriority, Standard_True); return; } for (OpenGl_IndexedLayerIterator anIts (myLayers); anIts.More(); anIts.Next()) { if (aSeqPos == anIts.Index()) { continue; } OpenGl_Layer& aLayerEx = *anIts.ChangeValue(); if (aLayerEx.Remove (theStructure, anOldPriority, Standard_True)) { --myNbStructures; if (aLayerEx.IsImmediate()) { --myImmediateNbStructures; } AddStructure (theStructure, theLayerId, theNewPriority, Standard_True); return; } } } //======================================================================= //function : SetLayerSettings //purpose : //======================================================================= void OpenGl_LayerList::SetLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings& theSettings) { OpenGl_Layer& aLayer = Layer (theLayerId); if (aLayer.LayerSettings().IsImmediate() != theSettings.IsImmediate()) { if (theSettings.IsImmediate()) { myImmediateNbStructures += aLayer.NbStructures(); } else { myImmediateNbStructures -= aLayer.NbStructures(); } } aLayer.SetLayerSettings (theSettings); } //======================================================================= //function : UpdateCulling //purpose : //======================================================================= void OpenGl_LayerList::UpdateCulling (const Handle(OpenGl_Workspace)& theWorkspace, const Standard_Boolean theToDrawImmediate) { const Standard_Integer aViewId = theWorkspace->View()->Identification(); const OpenGl_BVHTreeSelector& aSelector = theWorkspace->View()->BVHTreeSelector(); for (OpenGl_IndexedLayerIterator anIts (myLayers); anIts.More(); anIts.Next()) { OpenGl_Layer& aLayer = *anIts.ChangeValue(); if (aLayer.IsImmediate() != theToDrawImmediate) { continue; } aLayer.UpdateCulling (aViewId, aSelector, theWorkspace->IsCullingEnabled()); } } //======================================================================= //function : Render //purpose : //======================================================================= void OpenGl_LayerList::Render (const Handle(OpenGl_Workspace)& theWorkspace, const Standard_Boolean theToDrawImmediate, const OpenGl_LayerFilter theLayersToProcess, OpenGl_FrameBuffer* theReadDrawFbo, OpenGl_FrameBuffer* theOitAccumFbo) const { // Remember global settings for glDepth function and write mask. OpenGl_GlobalLayerSettings aPrevSettings; const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext(); aCtx->core11fwd->glGetIntegerv (GL_DEPTH_FUNC, &aPrevSettings.DepthFunc); aCtx->core11fwd->glGetBooleanv (GL_DEPTH_WRITEMASK, &aPrevSettings.DepthMask); OpenGl_GlobalLayerSettings aDefaultSettings = aPrevSettings; // Two render filters are used to support transparency draw. Opaque filter accepts // only non-transparent OpenGl elements of a layer and counts number of skipped // transparent ones. If the counter has positive value the layer is added into // transparency post-processing stack. At the end of drawing or once the depth // buffer is to be cleared the layers in the stack should be drawn using // blending and depth mask settings and another transparency filter which accepts // only transparent OpenGl elements of a layer. The stack // was preallocated before going into this method and has enough space to keep // maximum number of references to layers, therefore it will not increase memory // fragmentation during regular rendering. const Standard_Integer aPrevFilter = theWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_OpaqueOnly | OpenGl_RenderFilter_TransparentOnly); theWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_OpaqueOnly); myTransparentToProcess.Clear(); OpenGl_LayerStack::iterator aStackIter (myTransparentToProcess.Origin()); Standard_Integer aClearDepthLayerPrev = -1, aClearDepthLayer = -1; const bool toPerformDepthPrepass = theWorkspace->View()->RenderingParams().ToEnableDepthPrepass && aPrevSettings.DepthMask == GL_TRUE; const Handle(Graphic3d_LightSet) aLightsBack = aCtx->ShaderManager()->LightSourceState().LightSources(); for (OpenGl_FilteredIndexedLayerIterator aLayerIterStart (myLayers, myDefaultLayerIndex, theToDrawImmediate, theLayersToProcess); aLayerIterStart.More();) { bool hasSkippedDepthLayers = false; for (int aPassIter = toPerformDepthPrepass ? 0 : 2; aPassIter < 3; ++aPassIter) { if (aPassIter == 0) { aCtx->SetColorMask (false); aCtx->ShaderManager()->UpdateLightSourceStateTo (Handle(Graphic3d_LightSet)()); aDefaultSettings.DepthFunc = aPrevSettings.DepthFunc; aDefaultSettings.DepthMask = GL_TRUE; } else if (aPassIter == 1) { if (!hasSkippedDepthLayers) { continue; } aCtx->SetColorMask (true); aCtx->ShaderManager()->UpdateLightSourceStateTo (aLightsBack); aDefaultSettings = aPrevSettings; } else if (aPassIter == 2) { aCtx->SetColorMask (true); aCtx->ShaderManager()->UpdateLightSourceStateTo (aLightsBack); if (toPerformDepthPrepass) { aDefaultSettings.DepthFunc = GL_EQUAL; aDefaultSettings.DepthMask = GL_FALSE; } } OpenGl_FilteredIndexedLayerIterator aLayerIter (aLayerIterStart); for (; aLayerIter.More(); aLayerIter.Next()) { const OpenGl_Layer& aLayer = aLayerIter.Value(); // make sure to clear depth of previous layers even if layer has no structures if (aLayer.LayerSettings().ToClearDepth()) { aClearDepthLayer = aLayerIter.Index(); } if (aLayer.IsCulled()) { continue; } else if (aClearDepthLayer > aClearDepthLayerPrev) { // At this point the depth buffer may be set to clear by previous configuration of layers or configuration of the current layer. // Additional rendering pass to handle transparent elements of recently drawn layers require use of current depth // buffer so we put remaining layers for processing as one bunch before erasing the depth buffer. if (aPassIter == 2) { aLayerIterStart = aLayerIter; } else { aClearDepthLayer = -1; } break; } else if (aPassIter == 0 && !aLayer.LayerSettings().ToRenderInDepthPrepass()) { hasSkippedDepthLayers = true; continue; } else if (aPassIter == 1 && aLayer.LayerSettings().ToRenderInDepthPrepass()) { continue; } // Render opaque OpenGl elements of a layer and count the number of skipped. // If a layer has skipped (e.g. transparent) elements it should be added into // the transparency post-processing stack. theWorkspace->ResetSkippedCounter(); aLayer.Render (theWorkspace, aDefaultSettings); if (aPassIter != 0 && theWorkspace->NbSkippedTransparentElements() > 0) { myTransparentToProcess.Push (&aLayer); } } if (aPassIter == 2 && !aLayerIter.More()) { aLayerIterStart = aLayerIter; } } if (!myTransparentToProcess.IsEmpty()) { renderTransparent (theWorkspace, aStackIter, aPrevSettings, theReadDrawFbo, theOitAccumFbo); } if (aClearDepthLayer > aClearDepthLayerPrev) { aClearDepthLayerPrev = aClearDepthLayer; glDepthMask (GL_TRUE); glClear (GL_DEPTH_BUFFER_BIT); } } aCtx->core11fwd->glDepthMask (aPrevSettings.DepthMask); aCtx->core11fwd->glDepthFunc (aPrevSettings.DepthFunc); theWorkspace->SetRenderFilter (aPrevFilter); } //======================================================================= //function : renderTransparent //purpose : Render transparent objects using blending operator. //======================================================================= void OpenGl_LayerList::renderTransparent (const Handle(OpenGl_Workspace)& theWorkspace, OpenGl_LayerStack::iterator& theLayerIter, const OpenGl_GlobalLayerSettings& theGlobalSettings, OpenGl_FrameBuffer* theReadDrawFbo, OpenGl_FrameBuffer* theOitAccumFbo) const { // Blended order-independent transparency algorithm require several preconditions // to be enabled. It should be requested by user, at least two outputs from // fragment shader should be supported by GPU, so is the given framebuffer // should contain two additional color buffers to handle accumulated color channels, // blended alpha channel and weight factors - these accumulation buffers are required // to implement commuting blend operator (at least OpenGl 2.0 should be available). const bool isEnabledOit = theOitAccumFbo != NULL && theOitAccumFbo->NbColorBuffers() >= 2 && theOitAccumFbo->ColorTexture (0)->IsValid() && theOitAccumFbo->ColorTexture (1)->IsValid(); // Check if current iterator has already reached the end of the stack. // This should happen if no additional layers has been added to // the processing stack after last transparency pass. if (theLayerIter == myTransparentToProcess.Back()) { return; } const Handle(OpenGl_Context) aCtx = theWorkspace->GetGlContext(); const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager(); OpenGl_View* aView = theWorkspace->View(); const float aDepthFactor = aView != NULL ? aView->RenderingParams().OitDepthFactor : 0.0f; const Standard_Integer aPrevFilter = theWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_OpaqueOnly | OpenGl_RenderFilter_TransparentOnly); theWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_TransparentOnly); aCtx->core11fwd->glEnable (GL_BLEND); if (isEnabledOit) { aManager->SetOitState (true, aDepthFactor); theOitAccumFbo->BindBuffer (aCtx); static const Standard_Integer aDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT0 + 1 }; aCtx->SetDrawBuffers (2, aDrawBuffers); aCtx->core11fwd->glClearColor (0.0f, 0.0f, 0.0f, 1.0f); aCtx->core11fwd->glClear (GL_COLOR_BUFFER_BIT); aCtx->core15fwd->glBlendFuncSeparate (GL_ONE, GL_ONE, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); } else { aCtx->core11fwd->glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } // During blended order-independent transparency pass the depth test // should be enabled to discard fragments covered by opaque geometry // and depth writing should be disabled, because transparent fragments // overal each other with non unitary coverage factor. OpenGl_GlobalLayerSettings aGlobalSettings = theGlobalSettings; aGlobalSettings.DepthMask = GL_FALSE; aCtx->core11fwd->glDepthMask (GL_FALSE); for (; theLayerIter != myTransparentToProcess.Back(); ++theLayerIter) { (*theLayerIter)->Render (theWorkspace, aGlobalSettings); } // Revert state of rendering. if (isEnabledOit) { aManager->SetOitState (false, aDepthFactor); theOitAccumFbo->UnbindBuffer (aCtx); if (theReadDrawFbo) { theReadDrawFbo->BindBuffer (aCtx); } static const Standard_Integer aDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; aCtx->SetDrawBuffers (1, aDrawBuffers); } theWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_OpaqueOnly); if (isEnabledOit) { const Standard_Boolean isMSAA = theReadDrawFbo && theReadDrawFbo->NbSamples() > 0; OpenGl_VertexBuffer* aVerts = theWorkspace->View()->initBlitQuad (Standard_False); if (aVerts->IsValid() && aManager->BindOitCompositingProgram (isMSAA)) { aCtx->core11fwd->glDepthFunc (GL_ALWAYS); aCtx->core11fwd->glDepthMask (GL_FALSE); // Bind full screen quad buffer and framebuffer resources. aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS); const Handle(OpenGl_TextureSet) aTextureBack = aCtx->BindTextures (Handle(OpenGl_TextureSet)()); theOitAccumFbo->ColorTexture (0)->Bind (aCtx, Graphic3d_TextureUnit_0); theOitAccumFbo->ColorTexture (1)->Bind (aCtx, Graphic3d_TextureUnit_1); // Draw full screen quad with special shader to compose the buffers. aCtx->core11fwd->glBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); aCtx->core11fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); // Unbind OpenGL texture objects and shader program. aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS); theOitAccumFbo->ColorTexture (0)->Unbind (aCtx, Graphic3d_TextureUnit_0); theOitAccumFbo->ColorTexture (1)->Unbind (aCtx, Graphic3d_TextureUnit_1); aCtx->BindProgram (NULL); if (!aTextureBack.IsNull()) { aCtx->BindTextures (aTextureBack); } } else { aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Initialization of OIT compositing pass has failed.\n" " Blended order-independent transparency will not be available.\n"); if (aView != NULL) { Standard_Boolean& aOITFlag = isMSAA ? aView->myToDisableOITMSAA : aView->myToDisableOIT; aOITFlag = Standard_True; } } } aCtx->core11fwd->glDisable (GL_BLEND); aCtx->core11fwd->glBlendFunc (GL_ONE, GL_ZERO); aCtx->core11fwd->glDepthMask (theGlobalSettings.DepthMask); aCtx->core11fwd->glDepthFunc (theGlobalSettings.DepthFunc); }