// Created on: 2011-07-13 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2013 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 #include #include #include #include namespace { //! Convert data type to GL info inline GLenum toGlDataType (const Graphic3d_TypeOfData theType, GLint& theNbComp) { switch (theType) { case Graphic3d_TOD_USHORT: theNbComp = 1; return GL_UNSIGNED_SHORT; case Graphic3d_TOD_UINT: theNbComp = 1; return GL_UNSIGNED_INT; case Graphic3d_TOD_VEC2: theNbComp = 2; return GL_FLOAT; case Graphic3d_TOD_VEC3: theNbComp = 3; return GL_FLOAT; case Graphic3d_TOD_VEC4: theNbComp = 4; return GL_FLOAT; case Graphic3d_TOD_VEC4UB: theNbComp = 4; return GL_UNSIGNED_BYTE; case Graphic3d_TOD_FLOAT: theNbComp = 1; return GL_FLOAT; } theNbComp = 0; return GL_NONE; } } //! Auxiliary template for VBO with interleaved attributes. template class OpenGl_VertexBufferT : public TheBaseClass { public: //! Create uninitialized VBO. OpenGl_VertexBufferT (const Graphic3d_Buffer& theAttribs) : Stride (theAttribs.IsInterleaved() ? theAttribs.Stride : 0) { memcpy (Attribs, theAttribs.AttributesArray(), sizeof(Graphic3d_Attribute) * NbAttributes); } virtual bool HasColorAttribute() const { for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; if (anAttrib.Id == Graphic3d_TOA_COLOR) { return true; } } return false; } virtual bool HasNormalAttribute() const { for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; if (anAttrib.Id == Graphic3d_TOA_NORM) { return true; } } return false; } virtual void BindPositionAttribute (const Handle(OpenGl_Context)& theGlCtx) const { if (!TheBaseClass::IsValid()) { return; } TheBaseClass::Bind (theGlCtx); GLint aNbComp; const GLubyte* anOffset = TheBaseClass::myOffset; const Standard_Size aMuliplier = Stride != 0 ? 1 : TheBaseClass::myElemsNb; for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; const GLenum aDataType = toGlDataType (anAttrib.DataType, aNbComp); if (anAttrib.Id == Graphic3d_TOA_POS && aDataType != GL_NONE) { TheBaseClass::bindAttribute (theGlCtx, Graphic3d_TOA_POS, aNbComp, aDataType, Stride, anOffset); break; } anOffset += aMuliplier * Graphic3d_Attribute::Stride (anAttrib.DataType); } } virtual void BindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const { if (!TheBaseClass::IsValid()) { return; } TheBaseClass::Bind (theGlCtx); GLint aNbComp; const GLubyte* anOffset = TheBaseClass::myOffset; const Standard_Size aMuliplier = Stride != 0 ? 1 : TheBaseClass::myElemsNb; for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; const GLenum aDataType = toGlDataType (anAttrib.DataType, aNbComp); if (aDataType != GL_NONE) { TheBaseClass::bindAttribute (theGlCtx, anAttrib.Id, aNbComp, aDataType, Stride, anOffset); } anOffset += aMuliplier * Graphic3d_Attribute::Stride (anAttrib.DataType); } } virtual void UnbindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const { if (!TheBaseClass::IsValid()) { return; } TheBaseClass::Unbind (theGlCtx); for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; TheBaseClass::unbindAttribute (theGlCtx, anAttrib.Id); } } private: Graphic3d_Attribute Attribs[NbAttributes]; Standard_Integer Stride; }; // ======================================================================= // function : clearMemoryGL // purpose : // ======================================================================= void OpenGl_PrimitiveArray::clearMemoryGL (const Handle(OpenGl_Context)& theGlCtx) const { if (!myVboIndices.IsNull()) { myVboIndices->Release (theGlCtx.operator->()); myVboIndices.Nullify(); } if (!myVboAttribs.IsNull()) { myVboAttribs->Release (theGlCtx.operator->()); myVboAttribs.Nullify(); } } // ======================================================================= // function : initNormalVbo // purpose : // ======================================================================= Standard_Boolean OpenGl_PrimitiveArray::initNormalVbo (const Handle(OpenGl_Context)& theCtx) const { switch (myAttribs->NbAttributes) { case 1: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 2: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 3: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 4: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 5: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 6: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 7: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 8: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 9: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 10: myVboAttribs = new OpenGl_VertexBufferT(*myAttribs); break; } const Standard_Boolean isAttribMutable = myAttribs->IsMutable(); const Standard_Boolean isAttribInterleaved = myAttribs->IsInterleaved(); if (myAttribs->NbElements != myAttribs->NbMaxElements() && myIndices.IsNull() && (!isAttribInterleaved || isAttribMutable)) { throw Standard_ProgramError ("OpenGl_PrimitiveArray::buildVBO() - vertex attribute data with reserved size is not supported"); } // specify data type as Byte and NbComponents as Stride, so that OpenGl_VertexBuffer::EstimatedDataSize() will return correct value const Standard_Integer aNbVertexes = (isAttribMutable || !isAttribInterleaved) ? myAttribs->NbMaxElements() : myAttribs->NbElements; if (!myVboAttribs->init (theCtx, myAttribs->Stride, aNbVertexes, myAttribs->Data(), GL_UNSIGNED_BYTE, myAttribs->Stride)) { TCollection_ExtendedString aMsg = TCollection_ExtendedString("VBO creation for Primitive Array has failed for ") + aNbVertexes + " vertices. Out of memory?"; theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PERFORMANCE, 0, GL_DEBUG_SEVERITY_LOW, aMsg); clearMemoryGL (theCtx); return Standard_False; } else if (myIndices.IsNull()) { if (isAttribMutable && isAttribInterleaved) { // for mutable interlaced array we can change dynamically number of vertexes (they will be just skipped at the end of buffer); // this doesn't matter in case if we have indexed array myVboAttribs->SetElemsNb (myAttribs->NbElements); } return Standard_True; } const Standard_Integer aNbIndexes = !myIndices->IsMutable() ? myIndices->NbElements : myIndices->NbMaxElements(); myVboIndices = new OpenGl_IndexBuffer(); bool isOk = false; switch (myIndices->Stride) { case 2: { isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast (myIndices->Data())); myVboIndices->SetElemsNb (myIndices->NbElements); myIndices->Validate(); break; } case 4: { isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast (myIndices->Data())); myVboIndices->SetElemsNb (myIndices->NbElements); myIndices->Validate(); break; } default: { clearMemoryGL (theCtx); return Standard_False; } } if (!isOk) { TCollection_ExtendedString aMsg = TCollection_ExtendedString("VBO creation for Primitive Array has failed for ") + aNbIndexes + " indices. Out of memory?"; theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PERFORMANCE, 0, GL_DEBUG_SEVERITY_LOW, aMsg); clearMemoryGL (theCtx); return Standard_False; } return Standard_True; } // ======================================================================= // function : buildVBO // purpose : // ======================================================================= Standard_Boolean OpenGl_PrimitiveArray::buildVBO (const Handle(OpenGl_Context)& theCtx, const Standard_Boolean theToKeepData) const { bool isNormalMode = theCtx->ToUseVbo(); clearMemoryGL (theCtx); if (myAttribs.IsNull() || myAttribs->IsEmpty() || myAttribs->NbElements < 1 || myAttribs->NbAttributes < 1 || myAttribs->NbAttributes > 10) { // vertices should be always defined - others are optional return Standard_False; } if (isNormalMode && initNormalVbo (theCtx)) { if (!theCtx->caps->keepArrayData && !theToKeepData && !myAttribs->IsMutable()) { myIndices.Nullify(); myAttribs.Nullify(); } else { myAttribs->Validate(); } return Standard_True; } Handle(OpenGl_VertexBufferCompat) aVboAttribs; switch (myAttribs->NbAttributes) { case 1: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 2: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 3: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 4: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 5: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 6: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 7: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 8: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 9: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 10: aVboAttribs = new OpenGl_VertexBufferT(*myAttribs); break; } aVboAttribs->initLink (myAttribs, 0, myAttribs->NbElements, GL_NONE); if (!myIndices.IsNull()) { Handle(OpenGl_VertexBufferCompat) aVboIndices = new OpenGl_VertexBufferCompat(); switch (myIndices->Stride) { case 2: { aVboIndices->initLink (myIndices, 1, myIndices->NbElements, GL_UNSIGNED_SHORT); break; } case 4: { aVboIndices->initLink (myIndices, 1, myIndices->NbElements, GL_UNSIGNED_INT); break; } default: { return Standard_False; } } myVboIndices = aVboIndices; } myVboAttribs = aVboAttribs; if (!theCtx->caps->keepArrayData && !theToKeepData) { // does not make sense for compatibility mode //myIndices.Nullify(); //myAttribs.Nullify(); } return Standard_True; } // ======================================================================= // function : updateVBO // purpose : // ======================================================================= void OpenGl_PrimitiveArray::updateVBO (const Handle(OpenGl_Context)& theCtx) const { if (!myAttribs.IsNull()) { Graphic3d_BufferRange aRange = myAttribs->InvalidatedRange(); if (!aRange.IsEmpty() && myVboAttribs->IsValid() && !myVboAttribs->IsVirtual()) { myVboAttribs->Bind (theCtx); theCtx->core15fwd->glBufferSubData (myVboAttribs->GetTarget(), aRange.Start, aRange.Length, myAttribs->Data() + aRange.Start); myVboAttribs->Unbind (theCtx); if (myAttribs->IsInterleaved()) { myVboAttribs->SetElemsNb (myAttribs->NbElements); } } myAttribs->Validate(); } if (!myIndices.IsNull()) { Graphic3d_BufferRange aRange = myIndices->InvalidatedRange(); if (!aRange.IsEmpty() && myVboIndices->IsValid() && !myVboIndices->IsVirtual()) { myVboIndices->Bind (theCtx); theCtx->core15fwd->glBufferSubData (myVboIndices->GetTarget(), aRange.Start, aRange.Length, myIndices->Data() + aRange.Start); myVboIndices->Unbind (theCtx); myVboIndices->SetElemsNb (myIndices->NbElements); } myIndices->Validate(); } } // ======================================================================= // function : drawArray // purpose : // ======================================================================= void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorkspace, const Graphic3d_Vec4* theFaceColors, const Standard_Boolean theHasVertColor) const { if (myVboAttribs.IsNull()) { #if !defined(GL_ES_VERSION_2_0) if (myDrawMode == GL_POINTS) { // extreme compatibility mode - without sprites but with markers drawMarkers (theWorkspace); } #endif return; } const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext(); const bool toHilight = theWorkspace->ToHighlight(); const GLenum aDrawMode = !aGlContext->ActiveProgram().IsNull() && aGlContext->ActiveProgram()->HasTessellationStage() ? GL_PATCHES : myDrawMode; myVboAttribs->BindAllAttributes (aGlContext); if (theHasVertColor && toHilight) { // disable per-vertex color OpenGl_VertexBuffer::unbindAttribute (aGlContext, Graphic3d_TOA_COLOR); } if (!myVboIndices.IsNull()) { myVboIndices->Bind (aGlContext); GLubyte* anOffset = myVboIndices->GetDataOffset(); if (!myBounds.IsNull()) { // draw primitives by vertex count with the indices const size_t aStride = myVboIndices->GetDataType() == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]); glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset); anOffset += aStride * aNbElemsInGroup; } } else { // draw one (or sequential) primitive by the indices glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset); } myVboIndices->Unbind (aGlContext); } else if (!myBounds.IsNull()) { GLint aFirstElem = 0; for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]); glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup); aFirstElem += aNbElemsInGroup; } } else { if (myDrawMode == GL_POINTS) { drawMarkers (theWorkspace); } else { glDrawArrays (aDrawMode, 0, myVboAttribs->GetElemsNb()); } } // bind with 0 myVboAttribs->UnbindAllAttributes (aGlContext); } // ======================================================================= // function : drawEdges // purpose : // ======================================================================= void OpenGl_PrimitiveArray::drawEdges (const OpenGl_Vec4& theEdgeColour, const Handle(OpenGl_Workspace)& theWorkspace) const { const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext(); if (myVboAttribs.IsNull()) { return; } const OpenGl_AspectLine* anAspectLineOld = theWorkspace->SetAspectLine (theWorkspace->AspectFace()->AspectEdge()); const OpenGl_AspectLine* anAspect = theWorkspace->ApplyAspectLine(); #if !defined(GL_ES_VERSION_2_0) glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); #endif if (aGlContext->core20fwd != NULL) { aGlContext->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), anAspect->Aspect()->Type(), Graphic3d_TOSM_UNLIT, Graphic3d_AlphaMode_Opaque, Standard_False, anAspect->ShaderProgramRes (aGlContext)); } const GLenum aDrawMode = !aGlContext->ActiveProgram().IsNull() && aGlContext->ActiveProgram()->HasTessellationStage() ? GL_PATCHES : myDrawMode; #if !defined(GL_ES_VERSION_2_0) if (aGlContext->ActiveProgram().IsNull() && aGlContext->core11 != NULL) { glDisable (GL_LIGHTING); } #endif /// OCC22236 NOTE: draw edges for all situations: /// 1) draw elements with GL_LINE style as edges from myPArray->bufferVBO[VBOEdges] indices array /// 2) draw elements from vertex array, when bounds defines count of primitive's vertices. /// 3) draw primitive's edges by vertexes if no edges and bounds array is specified myVboAttribs->BindPositionAttribute (aGlContext); aGlContext->SetColor4fv (theEdgeColour); aGlContext->SetTypeOfLine (anAspect->Aspect()->Type()); aGlContext->SetLineWidth (anAspect->Aspect()->Width()); if (!myVboIndices.IsNull()) { myVboIndices->Bind (aGlContext); GLubyte* anOffset = myVboIndices->GetDataOffset(); // draw primitives by vertex count with the indices if (!myBounds.IsNull()) { const size_t aStride = myVboIndices->GetDataType() == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset); anOffset += aStride * aNbElemsInGroup; } } // draw one (or sequential) primitive by the indices else { glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset); } myVboIndices->Unbind (aGlContext); } else if (!myBounds.IsNull()) { GLint aFirstElem = 0; for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup); aFirstElem += aNbElemsInGroup; } } else { glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements); } // unbind buffers myVboAttribs->UnbindAttribute (aGlContext, Graphic3d_TOA_POS); // restore line context theWorkspace->SetAspectLine (anAspectLineOld); } // ======================================================================= // function : drawMarkers // purpose : // ======================================================================= void OpenGl_PrimitiveArray::drawMarkers (const Handle(OpenGl_Workspace)& theWorkspace) const { const OpenGl_AspectMarker* anAspectMarker = theWorkspace->ApplyAspectMarker(); const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext(); const GLenum aDrawMode = !aCtx->ActiveProgram().IsNull() && aCtx->ActiveProgram()->HasTessellationStage() ? GL_PATCHES : myDrawMode; const Handle(OpenGl_TextureSet)& aSpriteNormRes = anAspectMarker->SpriteRes (aCtx); const OpenGl_PointSprite* aSpriteNorm = !aSpriteNormRes.IsNull() ? dynamic_cast (aSpriteNormRes->First().get()) : NULL; if (aSpriteNorm != NULL && !aSpriteNorm->IsDisplayList()) { // Textured markers will be drawn with the point sprites aCtx->SetPointSize (anAspectMarker->MarkerSize()); aCtx->SetPointSpriteOrigin(); #if !defined(GL_ES_VERSION_2_0) if (aCtx->core11 != NULL) { aCtx->core11fwd->glEnable (GL_ALPHA_TEST); aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, 0.1f); } #endif aCtx->core11fwd->glEnable (GL_BLEND); aCtx->core11fwd->glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); aCtx->core11fwd->glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements); aCtx->core11fwd->glDisable (GL_BLEND); #if !defined(GL_ES_VERSION_2_0) if (aCtx->core11 != NULL) { if (aCtx->ShaderManager()->MaterialState().AlphaCutoff() >= ShortRealLast()) { aCtx->core11fwd->glDisable (GL_ALPHA_TEST); } else { aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, aCtx->ShaderManager()->MaterialState().AlphaCutoff()); } } #endif aCtx->SetPointSize (1.0f); return; } else if (anAspectMarker->Aspect()->Type() == Aspect_TOM_POINT) { aCtx->SetPointSize (anAspectMarker->MarkerSize()); aCtx->core11fwd->glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements); aCtx->SetPointSize (1.0f); } #if !defined(GL_ES_VERSION_2_0) // Textured markers will be drawn with the glBitmap else if (anAspectMarker->Aspect()->Type() != Aspect_TOM_POINT && aSpriteNorm != NULL) { /**if (!isHilight && (myPArray->vcolours != NULL)) { for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++) { glColor4ubv (myPArray->vcolours[anIter].GetData()); glRasterPos3fv (myAttribs->Value (anIter).GetData()); aSpriteNorm->DrawBitmap (theWorkspace->GetGlContext()); } } else*/ { for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++) { aCtx->core11->glRasterPos3fv (myAttribs->Value (anIter).GetData()); aSpriteNorm->DrawBitmap (theWorkspace->GetGlContext()); } } } #endif } // ======================================================================= // function : OpenGl_PrimitiveArray // purpose : // ======================================================================= OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (const OpenGl_GraphicDriver* theDriver) : myDrawMode (DRAW_MODE_NONE), myIsFillType(Standard_False), myIsVboInit (Standard_False) { if (theDriver != NULL) { myUID = theDriver->GetNextPrimitiveArrayUID(); } } // ======================================================================= // function : OpenGl_PrimitiveArray // purpose : // ======================================================================= OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (const OpenGl_GraphicDriver* theDriver, const Graphic3d_TypeOfPrimitiveArray theType, const Handle(Graphic3d_IndexBuffer)& theIndices, const Handle(Graphic3d_Buffer)& theAttribs, const Handle(Graphic3d_BoundBuffer)& theBounds) : myIndices (theIndices), myAttribs (theAttribs), myBounds (theBounds), myDrawMode (DRAW_MODE_NONE), myIsFillType(Standard_False), myIsVboInit (Standard_False) { if (!myIndices.IsNull() && myIndices->NbElements < 1) { // dummy index buffer? myIndices.Nullify(); } if (theDriver != NULL) { myUID = theDriver->GetNextPrimitiveArrayUID(); #if defined (GL_ES_VERSION_2_0) const Handle(OpenGl_Context)& aCtx = theDriver->GetSharedContext(); if (!aCtx.IsNull()) { processIndices (aCtx); } #endif } setDrawMode (theType); } // ======================================================================= // function : ~OpenGl_PrimitiveArray // purpose : // ======================================================================= OpenGl_PrimitiveArray::~OpenGl_PrimitiveArray() { // } // ======================================================================= // function : Release // purpose : // ======================================================================= void OpenGl_PrimitiveArray::Release (OpenGl_Context* theContext) { myIsVboInit = Standard_False; if (!myVboIndices.IsNull()) { if (theContext) { theContext->DelayedRelease (myVboIndices); } myVboIndices.Nullify(); } if (!myVboAttribs.IsNull()) { if (theContext) { theContext->DelayedRelease (myVboAttribs); } myVboAttribs.Nullify(); } } // ======================================================================= // function : Render // purpose : // ======================================================================= void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace) const { if (myDrawMode == DRAW_MODE_NONE) { return; } const OpenGl_AspectFace* anAspectFace = theWorkspace->ApplyAspectFace(); const OpenGl_AspectLine* anAspectLine = theWorkspace->ApplyAspectLine(); const OpenGl_AspectMarker* anAspectMarker = myDrawMode == GL_POINTS ? theWorkspace->ApplyAspectMarker() : theWorkspace->AspectMarker(); // create VBOs on first render call const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext(); if (!myIsVboInit) { // compatibility - keep data to draw markers using display lists Standard_Boolean toKeepData = Standard_False; if (myDrawMode == GL_POINTS) { const Handle(OpenGl_TextureSet)& aSpriteNormRes = anAspectMarker->SpriteRes (aCtx); const OpenGl_PointSprite* aSpriteNorm = !aSpriteNormRes.IsNull() ? dynamic_cast (aSpriteNormRes->First().get()) : NULL; toKeepData = aSpriteNorm != NULL && aSpriteNorm->IsDisplayList(); } #if defined (GL_ES_VERSION_2_0) processIndices (aCtx); #endif buildVBO (aCtx, toKeepData); myIsVboInit = Standard_True; } else if ((!myAttribs.IsNull() && myAttribs->IsMutable()) || (!myIndices.IsNull() && myIndices->IsMutable())) { updateVBO (aCtx); } // Temporarily disable environment mapping Handle(OpenGl_TextureSet) aTextureBack; bool toDrawArray = true; if (myDrawMode > GL_LINE_STRIP) { toDrawArray = anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_EMPTY; } else if (myDrawMode <= GL_LINE_STRIP) { aTextureBack = aCtx->BindTextures (Handle(OpenGl_TextureSet)()); if (myDrawMode == GL_POINTS) { toDrawArray = anAspectMarker->Aspect()->Type() != Aspect_TOM_EMPTY; } else { toDrawArray = anAspectLine->Aspect()->Type() != Aspect_TOL_EMPTY; } } Graphic3d_TypeOfShadingModel aShadingModel = Graphic3d_TOSM_UNLIT; if (toDrawArray) { const bool hasColorAttrib = !myVboAttribs.IsNull() && myVboAttribs->HasColorAttribute(); const bool toHilight = theWorkspace->ToHighlight(); const bool hasVertColor = hasColorAttrib && !toHilight; const bool hasVertNorm = !myVboAttribs.IsNull() && myVboAttribs->HasNormalAttribute(); switch (myDrawMode) { case GL_POINTS: { aShadingModel = aCtx->ShaderManager()->ChooseMarkerShadingModel (anAspectFace->ShadingModel(), hasVertNorm); const Handle(OpenGl_TextureSet)& aSpriteNormRes = anAspectMarker->SpriteRes (aCtx); const OpenGl_PointSprite* aSpriteNorm = !aSpriteNormRes.IsNull() ? dynamic_cast (aSpriteNormRes->First().get()) : NULL; if (aSpriteNorm != NULL && !aSpriteNorm->IsDisplayList()) { const Handle(OpenGl_TextureSet)& aSprite = toHilight && anAspectMarker->SpriteHighlightRes (aCtx)->First()->IsValid() ? anAspectMarker->SpriteHighlightRes (aCtx) : aSpriteNormRes; aCtx->BindTextures (aSprite); aCtx->ShaderManager()->BindMarkerProgram (aSprite, aShadingModel, Graphic3d_AlphaMode_Opaque, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx)); } else { aCtx->ShaderManager()->BindMarkerProgram (Handle(OpenGl_TextureSet)(), aShadingModel, Graphic3d_AlphaMode_Opaque, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx)); } break; } case GL_LINES: case GL_LINE_STRIP: { aShadingModel = aCtx->ShaderManager()->ChooseLineShadingModel (anAspectFace->ShadingModel(), hasVertNorm); aCtx->ShaderManager()->BindLineProgram (NULL, anAspectLine->Aspect()->Type(), aShadingModel, Graphic3d_AlphaMode_Opaque, hasVertColor, anAspectLine->ShaderProgramRes (aCtx)); break; } default: { aShadingModel = aCtx->ShaderManager()->ChooseFaceShadingModel (anAspectFace->ShadingModel(), hasVertNorm); const Handle(OpenGl_TextureSet)& aTextures = aCtx->ActiveTextures(); const Standard_Boolean toEnableEnvMap = (!aTextures.IsNull() && (aTextures == theWorkspace->EnvironmentTexture())); aCtx->ShaderManager()->BindFaceProgram (aTextures, aShadingModel, anAspectFace->Aspect()->AlphaMode(), hasVertColor, toEnableEnvMap, anAspectFace->ShaderProgramRes (aCtx)); break; } } #if !defined(GL_ES_VERSION_2_0) // manage FFP lighting if (aCtx->ActiveProgram().IsNull() && aCtx->core11 != NULL) { if (aShadingModel == Graphic3d_TOSM_UNLIT) { glDisable (GL_LIGHTING); } else { glEnable (GL_LIGHTING); } } #endif if (!aCtx->ActiveTextures().IsNull() && !aCtx->ActiveTextures()->IsEmpty() && !aCtx->ActiveTextures()->First().IsNull() && myDrawMode != GL_POINTS) // transformation is not supported within point sprites { aCtx->SetTextureMatrix (aCtx->ActiveTextures()->First()->Sampler()->Parameters()); } if (myDrawMode <= GL_LINE_STRIP) { const OpenGl_Vec4& aLineColor = myDrawMode == GL_POINTS ? theWorkspace->MarkerColor() : theWorkspace->LineColor(); aCtx->SetColor4fv (aLineColor); } else { const OpenGl_Vec4& anInteriorColor = theWorkspace->InteriorColor(); aCtx->SetColor4fv (anInteriorColor); } if (myDrawMode == GL_LINES || myDrawMode == GL_LINE_STRIP) { aCtx->SetTypeOfLine (anAspectLine->Aspect()->Type()); aCtx->SetLineWidth (anAspectLine->Aspect()->Width()); } const Graphic3d_Vec4* aFaceColors = !myBounds.IsNull() && !toHilight && anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_HIDDENLINE ? myBounds->Colors : NULL; drawArray (theWorkspace, aFaceColors, hasColorAttrib); } if (myDrawMode <= GL_LINE_STRIP) { aCtx->BindTextures (aTextureBack); } else { if (anAspectFace->Aspect()->ToDrawEdges() || anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_HIDDENLINE) { const OpenGl_Vec4& anEdgeColor = theWorkspace->EdgeColor(); drawEdges (anEdgeColor, theWorkspace); // restore OpenGL polygon mode if needed #if !defined(GL_ES_VERSION_2_0) if (anAspectFace->Aspect()->InteriorStyle() >= Aspect_IS_HATCH) { glPolygonMode (GL_FRONT_AND_BACK, anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_POINT ? GL_POINT : GL_FILL); } #endif } } } // ======================================================================= // function : setDrawMode // purpose : // ======================================================================= void OpenGl_PrimitiveArray::setDrawMode (const Graphic3d_TypeOfPrimitiveArray theType) { if (myAttribs.IsNull()) { myDrawMode = DRAW_MODE_NONE; myIsFillType = false; return; } switch (theType) { case Graphic3d_TOPA_POINTS: myDrawMode = GL_POINTS; myIsFillType = false; break; case Graphic3d_TOPA_SEGMENTS: myDrawMode = GL_LINES; myIsFillType = false; break; case Graphic3d_TOPA_POLYLINES: myDrawMode = GL_LINE_STRIP; myIsFillType = false; break; case Graphic3d_TOPA_TRIANGLES: myDrawMode = GL_TRIANGLES; myIsFillType = true; break; case Graphic3d_TOPA_TRIANGLESTRIPS: myDrawMode = GL_TRIANGLE_STRIP; myIsFillType = true; break; case Graphic3d_TOPA_TRIANGLEFANS: myDrawMode = GL_TRIANGLE_FAN; myIsFillType = true; break; // case Graphic3d_TOPA_LINES_ADJACENCY: myDrawMode = GL_LINES_ADJACENCY; myIsFillType = false; break; case Graphic3d_TOPA_LINE_STRIP_ADJACENCY: myDrawMode = GL_LINE_STRIP_ADJACENCY; myIsFillType = false; break; case Graphic3d_TOPA_TRIANGLES_ADJACENCY: myDrawMode = GL_TRIANGLES_ADJACENCY; myIsFillType = true; break; case Graphic3d_TOPA_TRIANGLE_STRIP_ADJACENCY: myDrawMode = GL_TRIANGLE_STRIP_ADJACENCY; myIsFillType = true; break; // #if !defined(GL_ES_VERSION_2_0) case Graphic3d_TOPA_QUADRANGLES: myDrawMode = GL_QUADS; myIsFillType = true; break; case Graphic3d_TOPA_QUADRANGLESTRIPS: myDrawMode = GL_QUAD_STRIP; myIsFillType = true; break; case Graphic3d_TOPA_POLYGONS: myDrawMode = GL_POLYGON; myIsFillType = true; break; #else case Graphic3d_TOPA_QUADRANGLES: case Graphic3d_TOPA_QUADRANGLESTRIPS: case Graphic3d_TOPA_POLYGONS: #endif case Graphic3d_TOPA_UNDEFINED: myDrawMode = DRAW_MODE_NONE; myIsFillType = false; break; } } // ======================================================================= // function : processIndices // purpose : // ======================================================================= Standard_Boolean OpenGl_PrimitiveArray::processIndices (const Handle(OpenGl_Context)& theContext) const { if (myIndices.IsNull() || myAttribs.IsNull() || theContext->hasUintIndex) { return Standard_True; } if (myAttribs->NbElements > std::numeric_limits::max()) { Handle(Graphic3d_Buffer) anAttribs = new Graphic3d_Buffer (new NCollection_AlignedAllocator (16)); if (!anAttribs->Init (myIndices->NbElements, myAttribs->AttributesArray(), myAttribs->NbAttributes)) { return Standard_False; // failed to initialize attribute array } for (Standard_Integer anIdxIdx = 0; anIdxIdx < myIndices->NbElements; ++anIdxIdx) { const Standard_Integer anIndex = myIndices->Index (anIdxIdx); memcpy (anAttribs->ChangeData() + myAttribs->Stride * anIdxIdx, myAttribs->Data() + myAttribs->Stride * anIndex, myAttribs->Stride); } myIndices.Nullify(); myAttribs = anAttribs; } return Standard_True; } // ======================================================================= // function : InitBuffers // purpose : // ======================================================================= void OpenGl_PrimitiveArray::InitBuffers (const Handle(OpenGl_Context)& theContext, const Graphic3d_TypeOfPrimitiveArray theType, const Handle(Graphic3d_IndexBuffer)& theIndices, const Handle(Graphic3d_Buffer)& theAttribs, const Handle(Graphic3d_BoundBuffer)& theBounds) { // Release old graphic resources Release (theContext.operator->()); myIndices = theIndices; myAttribs = theAttribs; myBounds = theBounds; #if defined(GL_ES_VERSION_2_0) processIndices (theContext); #endif setDrawMode (theType); }