// Created on: 2011-09-20 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2013 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #ifndef _OpenGl_Workspace_Header #define _OpenGl_Workspace_Header #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class OpenGl_AspectLine; class OpenGl_AspectMarker; class OpenGl_AspectText; class OpenGl_FrameBuffer; class OpenGl_Structure; class Image_PixMap; //! Reprepsents window with GL context. //! Provides methods to render primitives and maintan GL state. class OpenGl_Workspace : public OpenGl_Window { public: //! Main constructor - prepare GL context for specified window. OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay, const CALL_DEF_WINDOW& theCWindow, Aspect_RenderingContext theGContext, const Handle(OpenGl_Context)& theShareCtx); //! Destructor virtual ~OpenGl_Workspace(); void SetActiveView (const Handle(OpenGl_View)& theView) { myView = theView; } const Handle(OpenGl_View)& ActiveView () const { return myView; } //! Redraw the window. void Redraw (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer); //! Deprecated. Simply calls Redraw(). void Update (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer) { Redraw (theCView, theCUnderLayer, theCOverLayer); } //! Special method to perform printing. //! System-specific and currently only Win platform implemented. Standard_Boolean Print (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer, const Aspect_Handle theHPrintDC, const Standard_Boolean theToShowBackground, const Standard_CString theFileName, const Aspect_PrintAlgo thePrintAlgorithm, const Standard_Real theScaleFactor); void DisplayCallback (const Graphic3d_CView& theCView, int theReason); // szvgl: defined in OpenGl_Workspace_1.cxx void BeginAnimation (const Standard_Boolean theUseDegeneration, const Standard_Boolean theUpdateAM); void EndAnimation(); void EraseAnimation(); Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer); Standard_Boolean BeginAddMode(); void EndAddMode(); void ClearImmediatMode (const Graphic3d_CView& theCView, const Standard_Boolean theToFlush); void RedrawImmediatMode(); Standard_Boolean BeginImmediatMode (const Graphic3d_CView& theCView, const Standard_Boolean theUseDepthTest, const Standard_Boolean theRetainMode); void EndImmediatMode(); void DrawStructure (const OpenGl_Structure* theStructure); Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight); void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr); Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr, Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType); void UseTransparency (const Standard_Boolean theFlag); Standard_Boolean& UseZBuffer() { return myUseZBuffer; } Standard_Boolean& UseDepthTest() { return myUseDepthTest; } Standard_Boolean& UseGLLight() { return myUseGLLight; } //// RELATED TO STATUS //// Standard_Integer NamedStatus; Standard_Integer DegenerateModel; Standard_ShortReal SkipRatio; const TEL_COLOUR* HighlightColor; const OpenGl_Matrix* SetViewMatrix (const OpenGl_Matrix* ); const OpenGl_Matrix* SetStructureMatrix (const OpenGl_Matrix* ); const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect); const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect); const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect); const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect); void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; } //// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW Standard_EXPORT const OpenGl_AspectLine* AspectLine (const Standard_Boolean theWithApply); Standard_EXPORT const OpenGl_AspectFace* AspectFace (const Standard_Boolean theWithApply); Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply); Standard_EXPORT const OpenGl_AspectText* AspectText (const Standard_Boolean theWithApply); //! Clear the applied aspect state. void ResetAppliedAspect(); Standard_EXPORT Handle(OpenGl_Texture) DisableTexture(); Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture, const Handle(Graphic3d_TextureParams)& theParams = NULL); //// RELATED TO FONTS //// int FindFont (const char* theFontName, const Font_FontAspect theFontAspect, const int theBestSize = -1, const float theXScale = 1.0f, const float theYScale = 1.0f) { return myDisplay->FindFont (theFontName, theFontAspect, theBestSize, theXScale, theYScale); } void StringSize (const wchar_t* theText, int& theWidth, int& theAscent, int& theDescent) { myDisplay->StringSize (theText, theWidth, theAscent, theDescent); } void RenderText (const wchar_t* theText, const int theIs2d, const float theX, const float theY, const float theZ) { const OpenGl_AspectText* anAspect = AspectText (Standard_True); myDisplay->RenderText (theText, theIs2d, theX, theY, theZ, anAspect, TextParam_applied); } protected: void CopyBuffers (const Standard_Boolean theFrontToBack); virtual Standard_Boolean Activate(); // TEMPORARY!!! void Redraw1 (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer, const int theToSwap); void UpdateMaterial (const int flag); void setTextureParams (Handle(OpenGl_Texture)& theTexture, const Handle(Graphic3d_TextureParams)& theParams); protected: //! @name protected fields Handle(OpenGl_View) myView; // WSViews - now just one view is supported Standard_Boolean myIsTransientOpen; // transientOpen Standard_Boolean myRetainMode; Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer) NCollection_Sequence myTransientList; Standard_Boolean myUseTransparency; Standard_Boolean myUseZBuffer; Standard_Boolean myUseDepthTest; Standard_Boolean myUseGLLight; Standard_Boolean myBackBufferRestored; protected: //! @name fields related to status Handle(OpenGl_Texture) myTextureBound; //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture) const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied; const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied; const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied; const OpenGl_AspectText *AspectText_set, *AspectText_applied; const OpenGl_TextParam *TextParam_set, *TextParam_applied; const OpenGl_Matrix* ViewMatrix_applied; const OpenGl_Matrix* StructureMatrix_applied; const TEL_POFFSET_PARAM* PolygonOffset_applied; OpenGl_AspectFace myAspectFaceHl; // Hiddenline aspect public: //! @name type definition DEFINE_STANDARD_RTTI(OpenGl_Workspace) DEFINE_STANDARD_ALLOC }; #endif // _OpenGl_Workspace_Header