// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_Aspects.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_IndexBuffer.hxx>
#include <OpenGl_PointSprite.hxx>
#include <OpenGl_PrimitiveArray.hxx>
+#include <OpenGl_Sampler.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
+#include <OpenGl_View.hxx>
#include <OpenGl_Workspace.hxx>
#include <Graphic3d_TextureParams.hxx>
+#include <NCollection_AlignedAllocator.hxx>
namespace
{
- //! Convert index data type from size
- inline GLenum toGlIndexType (const Standard_Integer theStride)
- {
- switch (theStride)
- {
- case 2: return GL_UNSIGNED_SHORT;
- case 4: return GL_UNSIGNED_INT;
- default: return GL_NONE;
- }
- }
-
//! Convert data type to GL info
inline GLenum toGlDataType (const Graphic3d_TypeOfData theType,
GLint& theNbComp)
case Graphic3d_TOD_VEC4UB:
theNbComp = 4;
return GL_UNSIGNED_BYTE;
+ case Graphic3d_TOD_FLOAT:
+ theNbComp = 1;
+ return GL_FLOAT;
}
theNbComp = 0;
return GL_NONE;
template<class TheBaseClass, int NbAttributes>
class OpenGl_VertexBufferT : public TheBaseClass
{
-
public:
- //! Create uninitialized VBO.
- OpenGl_VertexBufferT (const Graphic3d_Attribute* theAttribs,
- const Standard_Integer theStride)
- : Stride (theStride)
- {
- memcpy (Attribs, theAttribs, sizeof(Graphic3d_Attribute) * NbAttributes);
- }
-
//! Create uninitialized VBO.
OpenGl_VertexBufferT (const Graphic3d_Buffer& theAttribs)
- : Stride (theAttribs.Stride)
+ : Stride (theAttribs.IsInterleaved() ? theAttribs.Stride : 0)
{
memcpy (Attribs, theAttribs.AttributesArray(), sizeof(Graphic3d_Attribute) * NbAttributes);
}
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)
- {
- continue;
- }
- else if (anAttrib.Id == Graphic3d_TOA_POS)
+ if (anAttrib.Id == Graphic3d_TOA_POS
+ && aDataType != GL_NONE)
{
TheBaseClass::bindAttribute (theGlCtx, Graphic3d_TOA_POS, aNbComp, aDataType, Stride, anOffset);
break;
}
- anOffset += Graphic3d_Attribute::Stride (anAttrib.DataType);
+ anOffset += aMuliplier * Graphic3d_Attribute::Stride (anAttrib.DataType);
}
}
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)
+ if (aDataType != GL_NONE)
{
- continue;
+ TheBaseClass::bindAttribute (theGlCtx, anAttrib.Id, aNbComp, aDataType, Stride, anOffset);
}
-
- TheBaseClass::bindAttribute (theGlCtx, anAttrib.Id, aNbComp, aDataType, Stride, anOffset);
- anOffset += Graphic3d_Attribute::Stride (anAttrib.DataType);
+ anOffset += aMuliplier * Graphic3d_Attribute::Stride (anAttrib.DataType);
}
}
}
}
-public:
+private:
Graphic3d_Attribute Attribs[NbAttributes];
Standard_Integer Stride;
case 10: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 10>(*myAttribs); break;
}
- if (!myVboAttribs->init (theCtx, 0, myAttribs->NbElements, myAttribs->Data(), GL_NONE, myAttribs->Stride))
+ const Standard_Boolean isAttribMutable = myAttribs->IsMutable();
+ const Standard_Boolean isAttribInterleaved = myAttribs->IsInterleaved();
+ if (myAttribs->NbElements != myAttribs->NbMaxElements()
+ && myIndices.IsNull()
+ && (!isAttribInterleaved || isAttribMutable))
{
- TCollection_ExtendedString aMsg;
- aMsg += "VBO creation for Primitive Array has failed for ";
- aMsg += myAttribs->NbElements;
- aMsg += " vertices. Out of memory?";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg);
+ 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, myIndices->NbElements, reinterpret_cast<const GLushort*> (myIndices->Data()));
+ isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast<const GLushort*> (myIndices->Data()));
+ myVboIndices->SetElemsNb (myIndices->NbElements);
+ myIndices->Validate();
break;
}
case 4:
{
- isOk = myVboIndices->Init (theCtx, 1, myIndices->NbElements, reinterpret_cast<const GLuint*> (myIndices->Data()));
+ isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast<const GLuint*> (myIndices->Data()));
+ myVboIndices->SetElemsNb (myIndices->NbElements);
+ myIndices->Validate();
break;
}
default:
}
if (!isOk)
{
- TCollection_ExtendedString aMsg;
- aMsg += "VBO creation for Primitive Array has failed for ";
- aMsg += myIndices->NbElements;
- aMsg += " indices. Out of memory?";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg);
+ 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;
}
const Standard_Boolean theToKeepData) const
{
bool isNormalMode = theCtx->ToUseVbo();
+ clearMemoryGL (theCtx);
if (myAttribs.IsNull()
|| myAttribs->IsEmpty()
|| myAttribs->NbElements < 1
&& initNormalVbo (theCtx))
{
if (!theCtx->caps->keepArrayData
- && !theToKeepData)
+ && !theToKeepData
+ && !myAttribs->IsMutable())
{
myIndices.Nullify();
myAttribs.Nullify();
}
+ else
+ {
+ myAttribs->Validate();
+ }
return Standard_True;
}
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 :
const Graphic3d_Vec4* theFaceColors,
const Standard_Boolean theHasVertColor) const
{
- const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
- const bool toHilight = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) != 0;
- bool hasVColors = theHasVertColor && !toHilight;
if (myVboAttribs.IsNull())
{
#if !defined(GL_ES_VERSION_2_0)
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)
{
{
const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]);
- glDrawElements (myDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
+ glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
anOffset += aStride * aNbElemsInGroup;
}
}
else
{
// draw one (or sequential) primitive by the indices
- glDrawElements (myDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
+ glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
}
myVboIndices->Unbind (aGlContext);
}
{
const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]);
- glDrawArrays (myDrawMode, aFirstElem, aNbElemsInGroup);
+ glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup);
aFirstElem += aNbElemsInGroup;
}
}
}
else
{
- glDrawArrays (myDrawMode, 0, myVboAttribs->GetElemsNb());
+ glDrawArrays (aDrawMode, 0, myVboAttribs->GetElemsNb());
}
}
// bind with 0
myVboAttribs->UnbindAllAttributes (aGlContext);
-
- if (hasVColors)
- {
- theWorkspace->NamedStatus |= OPENGL_NS_RESMAT;
- }
}
// =======================================================================
// function : drawEdges
// purpose :
// =======================================================================
-void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR* theEdgeColour,
- const Handle(OpenGl_Workspace)& theWorkspace) const
+void OpenGl_PrimitiveArray::drawEdges (const Handle(OpenGl_Workspace)& theWorkspace) const
{
+ const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
if (myVboAttribs.IsNull())
{
return;
}
+ const OpenGl_Aspects* anAspect = theWorkspace->Aspects();
#if !defined(GL_ES_VERSION_2_0)
- glDisable (GL_LIGHTING);
-#endif
-
- const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
- const OpenGl_AspectLine* anAspectLineOld = NULL;
-
- anAspectLineOld = theWorkspace->SetAspectLine (theWorkspace->AspectFace (Standard_True)->AspectEdge());
- const OpenGl_AspectLine* anAspect = theWorkspace->AspectLine (Standard_True);
-
-#if !defined(GL_ES_VERSION_2_0)
- glPushAttrib (GL_POLYGON_BIT);
- glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+ const Standard_Integer aPolyModeOld = aGlContext->SetPolygonMode (GL_LINE);
#endif
if (aGlContext->core20fwd != NULL)
{
- aGlContext->ShaderManager()->BindProgram (anAspect, NULL, Standard_False, Standard_False, anAspect->ShaderProgramRes (aGlContext));
+ aGlContext->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), anAspect->Aspect()->EdgeLineType(),
+ Graphic3d_TOSM_UNLIT, Graphic3d_AlphaMode_Opaque, Standard_False,
+ anAspect->ShaderProgramRes (aGlContext));
}
+ aGlContext->SetSampleAlphaToCoverage (aGlContext->ShaderManager()->MaterialState().HasAlphaCutoff());
+ 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 (*(const OpenGl_Vec4* )theEdgeColour->rgb);
+
+ aGlContext->SetColor4fv (theWorkspace->EdgeColor().a() >= 0.1f
+ ? theWorkspace->EdgeColor()
+ : theWorkspace->View()->BackgroundColor());
+ aGlContext->SetLineStipple(anAspect->Aspect()->LinePattern());
+ aGlContext->SetLineWidth (anAspect->Aspect()->EdgeWidth());
+
if (!myVboIndices.IsNull())
{
myVboIndices->Bind (aGlContext);
for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter)
{
const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
- glDrawElements (myDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
+ glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
anOffset += aStride * aNbElemsInGroup;
}
}
// draw one (or sequential) primitive by the indices
else
{
- glDrawElements (myDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
+ glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
}
myVboIndices->Unbind (aGlContext);
}
for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter)
{
const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
- glDrawArrays (myDrawMode, aFirstElem, aNbElemsInGroup);
+ glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup);
aFirstElem += aNbElemsInGroup;
}
}
else
{
- glDrawArrays (myDrawMode, 0, myAttribs->NbElements);
+ glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
}
// unbind buffers
// restore line context
#if !defined(GL_ES_VERSION_2_0)
- glPopAttrib();
+ aGlContext->SetPolygonMode (aPolyModeOld);
#endif
- theWorkspace->SetAspectLine (anAspectLineOld);
}
// =======================================================================
// =======================================================================
void OpenGl_PrimitiveArray::drawMarkers (const Handle(OpenGl_Workspace)& theWorkspace) const
{
- const OpenGl_AspectMarker* anAspectMarker = theWorkspace->AspectMarker (Standard_True);
- const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
- const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx);
- if (!aSpriteNorm.IsNull()
- && !aSpriteNorm->IsDisplayList())
+ const OpenGl_Aspects* anAspectMarker = theWorkspace->Aspects();
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
+ const GLenum aDrawMode = !aCtx->ActiveProgram().IsNull()
+ && aCtx->ActiveProgram()->HasTessellationStage()
+ ? GL_PATCHES
+ : myDrawMode;
+ if (anAspectMarker->HasPointSprite (aCtx))
{
// 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_BLEND);
aCtx->core11fwd->glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- aCtx->core11fwd->glDrawArrays (myDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
+ 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)
{
- aCtx->core11fwd->glDisable (GL_ALPHA_TEST);
+ 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->Type() == Aspect_TOM_POINT)
+ else if (anAspectMarker->Aspect()->MarkerType() == Aspect_TOM_POINT)
{
aCtx->SetPointSize (anAspectMarker->MarkerSize());
- aCtx->core11fwd->glDrawArrays (myDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
+ 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->Type() != Aspect_TOM_POINT
- && !aSpriteNorm.IsNull())
+ else if (anAspectMarker->Aspect()->MarkerType() != Aspect_TOM_POINT)
{
+ const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx, false);
+ if (aSpriteNorm.IsNull())
+ {
+ return;
+ }
+
/**if (!isHilight && (myPArray->vcolours != NULL))
{
for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++)
#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 :
myAttribs (theAttribs),
myBounds (theBounds),
myDrawMode (DRAW_MODE_NONE),
+ myIsFillType(Standard_False),
myIsVboInit (Standard_False)
{
- if (theDriver != NULL)
- {
- myUID = theDriver->GetNextPrimitiveArrayUID();
- }
-
if (!myIndices.IsNull()
&& myIndices->NbElements < 1)
{
// dummy index buffer?
myIndices.Nullify();
}
- if (myAttribs.IsNull())
- {
- return;
- }
- switch (theType)
+ if (theDriver != NULL)
{
- case Graphic3d_TOPA_POINTS:
- myDrawMode = GL_POINTS;
- break;
- case Graphic3d_TOPA_POLYLINES:
- myDrawMode = GL_LINE_STRIP;
- break;
- case Graphic3d_TOPA_SEGMENTS:
- myDrawMode = GL_LINES;
- break;
- case Graphic3d_TOPA_TRIANGLES:
- myDrawMode = GL_TRIANGLES;
- break;
- case Graphic3d_TOPA_TRIANGLESTRIPS:
- myDrawMode = GL_TRIANGLE_STRIP;
- break;
- case Graphic3d_TOPA_TRIANGLEFANS:
- myDrawMode = GL_TRIANGLE_FAN;
- break;
- #if !defined(GL_ES_VERSION_2_0)
- case Graphic3d_TOPA_POLYGONS:
- myDrawMode = GL_POLYGON;
- break;
- case Graphic3d_TOPA_QUADRANGLES:
- myDrawMode = GL_QUADS;
- break;
- case Graphic3d_TOPA_QUADRANGLESTRIPS:
- myDrawMode = GL_QUAD_STRIP;
- break;
- #else
- case Graphic3d_TOPA_POLYGONS:
- case Graphic3d_TOPA_QUADRANGLES:
- case Graphic3d_TOPA_QUADRANGLESTRIPS:
+ myUID = theDriver->GetNextPrimitiveArrayUID();
+ #if defined (GL_ES_VERSION_2_0)
+ const Handle(OpenGl_Context)& aCtx = theDriver->GetSharedContext();
+ if (!aCtx.IsNull())
+ {
+ processIndices (aCtx);
+ }
#endif
- case Graphic3d_TOPA_UNDEFINED:
- break;
}
+
+ setDrawMode (theType);
}
// =======================================================================
}
// =======================================================================
-// function : Render
+// function : EstimatedDataSize
// purpose :
// =======================================================================
-void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
+Standard_Size OpenGl_PrimitiveArray::EstimatedDataSize() const
{
- if (myDrawMode == DRAW_MODE_NONE)
+ Standard_Size aSize = 0;
+ if (!myVboAttribs.IsNull())
{
- return;
+ aSize += myVboAttribs->EstimatedDataSize();
}
-
- const OpenGl_AspectFace* anAspectFace = theWorkspace->AspectFace (Standard_True);
- const OpenGl_AspectLine* anAspectLine = theWorkspace->AspectLine (Standard_True);
- const OpenGl_AspectMarker* anAspectMarker = theWorkspace->AspectMarker (myDrawMode == GL_POINTS);
-
- // create VBOs on first render call
- const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
- if (!myIsVboInit)
+ if (!myVboIndices.IsNull())
{
- // compatibility - keep data to draw markers using display lists
- const Standard_Boolean toKeepData = myDrawMode == GL_POINTS
- && !anAspectMarker->SpriteRes (aCtx).IsNull()
- && anAspectMarker->SpriteRes (aCtx)->IsDisplayList();
- buildVBO (aCtx, toKeepData);
- myIsVboInit = Standard_True;
+ aSize += myVboIndices->EstimatedDataSize();
}
+ return aSize;
+}
- Tint aFrontLightingModel = anAspectFace->IntFront().color_mask;
- const TEL_COLOUR* anInteriorColor = &anAspectFace->IntFront().matcol;
- const TEL_COLOUR* anEdgeColor = &anAspectFace->AspectEdge()->Color();
- const TEL_COLOUR* aLineColor = myDrawMode == GL_POINTS ? &anAspectMarker->Color() : &anAspectLine->Color();
+// =======================================================================
+// function : UpdateDrawStats
+// purpose :
+// =======================================================================
+void OpenGl_PrimitiveArray::UpdateDrawStats (Graphic3d_FrameStatsDataTmp& theStats,
+ bool theIsDetailed) const
+{
+ ++theStats[Graphic3d_FrameStatsCounter_NbElemsNotCulled];
+ if (myIsFillType)
+ {
+ ++theStats[Graphic3d_FrameStatsCounter_NbElemsFillNotCulled];
+ }
+ else if (myDrawMode == GL_POINTS)
+ {
+ ++theStats[Graphic3d_FrameStatsCounter_NbElemsPointNotCulled];
+ }
+ else
+ {
+ ++theStats[Graphic3d_FrameStatsCounter_NbElemsLineNotCulled];
+ }
- // Use highlight colors
- if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT)
+ if (!theIsDetailed
+ || myVboAttribs.IsNull()
+ || !myVboAttribs->IsValid())
{
- anEdgeColor = anInteriorColor = aLineColor = theWorkspace->HighlightColor;
- aFrontLightingModel = 0;
+ return;
}
- const Standard_Boolean hasColorAttrib = !myVboAttribs.IsNull()
- && myVboAttribs->HasColorAttribute();
- const Standard_Boolean isLightOn = aFrontLightingModel != 0
- && !myVboAttribs.IsNull()
- && myVboAttribs->HasNormalAttribute();
-#if !defined(GL_ES_VERSION_2_0)
- // manage FFP lighting
- if (aCtx->core11 != NULL)
+ const Standard_Integer aNbIndices = !myVboIndices.IsNull() ? myVboIndices->GetElemsNb() : myVboAttribs->GetElemsNb();
+ const Standard_Integer aNbBounds = !myBounds.IsNull() ? myBounds->NbBounds : 1;
+ switch (myDrawMode)
{
- if (!isLightOn)
+ case GL_POINTS:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbPointsNotCulled] += aNbIndices;
+ break;
+ }
+ case GL_LINES:
{
- glDisable (GL_LIGHTING);
+ theStats[Graphic3d_FrameStatsCounter_NbLinesNotCulled] += aNbIndices / 2;
+ break;
}
- else
+ case GL_LINE_STRIP:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbLinesNotCulled] += aNbIndices - aNbBounds;
+ break;
+ }
+ case GL_LINES_ADJACENCY:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbLinesNotCulled] += aNbIndices / 4;
+ break;
+ }
+ case GL_LINE_STRIP_ADJACENCY:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbLinesNotCulled] += aNbIndices - 4 * aNbBounds;
+ break;
+ }
+ case GL_TRIANGLES:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aNbIndices / 3;
+ break;
+ }
+ case GL_TRIANGLE_STRIP:
+ case GL_TRIANGLE_FAN:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aNbIndices - 2 * aNbBounds;
+ break;
+ }
+ case GL_TRIANGLES_ADJACENCY:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aNbIndices / 6;
+ break;
+ }
+ case GL_TRIANGLE_STRIP_ADJACENCY:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aNbIndices - 4 * aNbBounds;
+ break;
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ case GL_QUADS:
{
- glEnable (GL_LIGHTING);
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aNbIndices / 2;
+ break;
}
+ case GL_QUAD_STRIP:
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += (aNbIndices / 2 - aNbBounds) * 2;
+ break;
+ }
+ #endif
}
-#endif
- // Temporarily disable environment mapping
- Handle(OpenGl_Texture) aTextureBack;
- if (myDrawMode <= GL_LINE_STRIP)
+}
+
+// =======================================================================
+// function : Render
+// purpose :
+// =======================================================================
+void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
+{
+ if (myDrawMode == DRAW_MODE_NONE)
{
- aTextureBack = theWorkspace->DisableTexture();
+ return;
}
- if ((myDrawMode > GL_LINE_STRIP && anAspectFace->InteriorStyle() != Aspect_IS_EMPTY) ||
- (myDrawMode <= GL_LINE_STRIP))
+ const OpenGl_Aspects* anAspectFace = theWorkspace->Aspects();
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
+
+ bool toDrawArray = true, toSetLinePolygMode = false;
+ int toDrawInteriorEdges = 0; // 0 - no edges, 1 - glsl edges, 2 - polygonMode
+ if (myIsFillType)
{
- const bool toHilight = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) != 0;
- const Graphic3d_Vec4* aFaceColors = !myBounds.IsNull() && !toHilight && anAspectFace->InteriorStyle() != Aspect_IS_HIDDENLINE
- ? myBounds->Colors
- : NULL;
- const Standard_Boolean hasVertColor = hasColorAttrib && !toHilight;
- if (aCtx->core20fwd != NULL)
+ toDrawArray = anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_EMPTY;
+ if (anAspectFace->Aspect()->ToDrawEdges())
{
- switch (myDrawMode)
+ toDrawInteriorEdges = 1;
+ toDrawArray = true;
+ #if !defined(GL_ES_VERSION_2_0)
+ if (anAspectFace->Aspect()->EdgeLineType() != Aspect_TOL_SOLID
+ || aCtx->hasGeometryStage == OpenGl_FeatureNotAvailable
+ || aCtx->caps->usePolygonMode)
{
- case GL_POINTS:
+ toDrawInteriorEdges = 2;
+ if (anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_EMPTY)
{
- const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx);
- if (!aSpriteNorm.IsNull()
- && !aSpriteNorm->IsDisplayList())
+ if (anAspectFace->Aspect()->EdgeLineType() != Aspect_TOL_SOLID)
{
- const Handle(OpenGl_PointSprite)& aSprite = (toHilight && anAspectMarker->SpriteHighlightRes (aCtx)->IsValid())
- ? anAspectMarker->SpriteHighlightRes (aCtx)
- : aSpriteNorm;
- theWorkspace->EnableTexture (aSprite);
- aCtx->ShaderManager()->BindProgram (anAspectMarker, aSprite, isLightOn, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx));
+ toDrawArray = false;
}
else
{
- aCtx->ShaderManager()->BindProgram (anAspectMarker, NULL, isLightOn, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx));
+ toSetLinePolygMode = true;
}
- break;
}
- case GL_LINES:
- case GL_LINE_STRIP:
+ }
+ #endif
+ }
+ }
+ else
+ {
+ if (myDrawMode == GL_POINTS)
+ {
+ if (anAspectFace->Aspect()->MarkerType() == Aspect_TOM_EMPTY)
+ {
+ return;
+ }
+ }
+ else
+ {
+ if (anAspectFace->Aspect()->LineType() == Aspect_TOL_EMPTY)
+ {
+ return;
+ }
+ }
+ }
+
+ // create VBOs on first render call
+ if (!myIsVboInit)
+ {
+ // compatibility - keep data to draw markers using display lists
+ Standard_Boolean toKeepData = myDrawMode == GL_POINTS
+ && anAspectFace->IsDisplayListSprite (aCtx);
+ #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);
+ }
+
+ Graphic3d_TypeOfShadingModel aShadingModel = Graphic3d_TOSM_UNLIT;
+ anAspectFace = theWorkspace->ApplyAspects (false); // do not bind textures before binding the program
+ const Handle(OpenGl_TextureSet)& aTextureSet = theWorkspace->TextureSet();
+ const bool toEnableEnvMap = !aTextureSet.IsNull()
+ && aTextureSet == theWorkspace->EnvironmentTexture();
+ 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);
+ aCtx->ShaderManager()->BindMarkerProgram (aTextureSet,
+ aShadingModel, Graphic3d_AlphaMode_Opaque,
+ hasVertColor, anAspectFace->ShaderProgramRes (aCtx));
+ break;
+ }
+ case GL_LINES:
+ case GL_LINE_STRIP:
+ {
+ aShadingModel = aCtx->ShaderManager()->ChooseLineShadingModel (anAspectFace->ShadingModel(), hasVertNorm);
+ aCtx->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(),
+ anAspectFace->Aspect()->LineType(),
+ aShadingModel,
+ Graphic3d_AlphaMode_Opaque,
+ hasVertColor,
+ anAspectFace->ShaderProgramRes (aCtx));
+ break;
+ }
+ default:
+ {
+ aShadingModel = aCtx->ShaderManager()->ChooseFaceShadingModel (anAspectFace->ShadingModel(), hasVertNorm);
+ aCtx->ShaderManager()->BindFaceProgram (aTextureSet,
+ aShadingModel,
+ aCtx->ShaderManager()->MaterialState().HasAlphaCutoff() ? Graphic3d_AlphaMode_Mask : Graphic3d_AlphaMode_Opaque,
+ toDrawInteriorEdges == 1 ? anAspectFace->Aspect()->InteriorStyle() : Aspect_IS_SOLID,
+ hasVertColor,
+ toEnableEnvMap,
+ toDrawInteriorEdges == 1,
+ anAspectFace->ShaderProgramRes (aCtx));
+ if (toDrawInteriorEdges == 1)
{
- aCtx->ShaderManager()->BindProgram (anAspectLine, NULL, isLightOn, hasVertColor, anAspectLine->ShaderProgramRes (aCtx));
- break;
+ aCtx->ShaderManager()->PushInteriorState (aCtx->ActiveProgram(), anAspectFace->Aspect());
}
- default:
+ #if !defined (GL_ES_VERSION_2_0)
+ else if (toSetLinePolygMode)
{
- const Standard_Boolean isLightOnFace = isLightOn
- && (theWorkspace->ActiveTexture().IsNull()
- || theWorkspace->ActiveTexture()->GetParams()->IsModulate());
- aCtx->ShaderManager()->BindProgram (anAspectFace, theWorkspace->ActiveTexture(), isLightOnFace, hasVertColor, anAspectFace->ShaderProgramRes (aCtx));
- break;
+ aCtx->SetPolygonMode (GL_LINE);
}
+ #else
+ (void )toSetLinePolygMode;
+ #endif
+ break;
}
}
- aCtx->SetColor4fv (*(const OpenGl_Vec4* )(myDrawMode <= GL_LINE_STRIP ? aLineColor->rgb : anInteriorColor->rgb));
+ // bind textures after GLSL program to set mock textures to slots used by program
+ aCtx->BindTextures (aTextureSet, aCtx->ActiveProgram());
+ if (!aTextureSet.IsNull()
+ && !aTextureSet->IsEmpty()
+ && myDrawMode != GL_POINTS) // transformation is not supported within point sprites
+ {
+ if (const Handle(OpenGl_Texture)& aFirstTexture = aTextureSet->First())
+ {
+ aCtx->SetTextureMatrix (aFirstTexture->Sampler()->Parameters());
+ }
+ }
+ aCtx->SetSampleAlphaToCoverage (aCtx->ShaderManager()->MaterialState().HasAlphaCutoff());
+
+ const Graphic3d_Vec4* aFaceColors = !myBounds.IsNull() && !toHilight && anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_HIDDENLINE
+ ? myBounds->Colors
+ : NULL;
+ const OpenGl_Vec4& anInteriorColor = theWorkspace->InteriorColor();
+ aCtx->SetColor4fv (anInteriorColor);
+ if (!myIsFillType)
+ {
+ if (myDrawMode == GL_LINES
+ || myDrawMode == GL_LINE_STRIP)
+ {
+ aCtx->SetLineStipple(anAspectFace->Aspect()->LinePattern());
+ aCtx->SetLineWidth (anAspectFace->Aspect()->LineWidth());
+ }
+
+ drawArray (theWorkspace, aFaceColors, hasColorAttrib);
+ return;
+ }
drawArray (theWorkspace, aFaceColors, hasColorAttrib);
+
+ // draw outline - only closed triangulation with defined vertex normals can be drawn in this way
+ if (anAspectFace->Aspect()->ToDrawSilhouette()
+ && aCtx->ToCullBackFaces()
+ && aCtx->ShaderManager()->BindOutlineProgram())
+ {
+ const Graphic3d_Vec2i aViewSize (aCtx->Viewport()[2], aCtx->Viewport()[3]);
+ const Standard_Integer aMin = aViewSize.minComp();
+ const GLfloat anEdgeWidth = (GLfloat )anAspectFace->Aspect()->EdgeWidth() * aCtx->LineWidthScale() / (GLfloat )aMin;
+ const GLfloat anOrthoScale = theWorkspace->View()->Camera()->IsOrthographic() ? (GLfloat )theWorkspace->View()->Camera()->Scale() : -1.0f;
+
+ const Handle(OpenGl_ShaderProgram)& anOutlineProgram = aCtx->ActiveProgram();
+ anOutlineProgram->SetUniform (aCtx, anOutlineProgram->GetStateLocation (OpenGl_OCCT_SILHOUETTE_THICKNESS), anEdgeWidth);
+ anOutlineProgram->SetUniform (aCtx, anOutlineProgram->GetStateLocation (OpenGl_OCCT_ORTHO_SCALE), anOrthoScale);
+ aCtx->SetColor4fv (anAspectFace->Aspect()->EdgeColorRGBA());
+
+ aCtx->core11fwd->glCullFace (GL_FRONT);
+ drawArray (theWorkspace, NULL, false);
+
+ aCtx->core11fwd->glCullFace (GL_BACK);
+ }
}
- if (myDrawMode <= GL_LINE_STRIP)
+#if !defined(GL_ES_VERSION_2_0)
+ // draw triangulation edges using Polygon Mode
+ if (toDrawInteriorEdges == 2)
{
- theWorkspace->EnableTexture (aTextureBack);
+ if (anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_HOLLOW
+ && anAspectFace->Aspect()->EdgeLineType() == Aspect_TOL_SOLID)
+ {
+ aCtx->SetPolygonMode (GL_FILL);
+ }
+ else
+ {
+ drawEdges (theWorkspace);
+ }
}
- else
+#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<GLushort>::max())
{
- if (anAspectFace->Edge()
- || anAspectFace->InteriorStyle() == Aspect_IS_HIDDENLINE)
+ 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)
{
- drawEdges (anEdgeColor, theWorkspace);
+ const Standard_Integer anIndex = myIndices->Index (anIdxIdx);
+ memcpy (anAttribs->ChangeData() + myAttribs->Stride * anIdxIdx,
+ myAttribs->Data() + myAttribs->Stride * anIndex,
+ myAttribs->Stride);
}
+
+ myIndices.Nullify();
+ myAttribs = anAttribs;
}
- aCtx->BindProgram (NULL);
+ 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.get());
+
+ myIndices = theIndices;
+ myAttribs = theAttribs;
+ myBounds = theBounds;
+#if defined(GL_ES_VERSION_2_0)
+ processIndices (theContext);
+#endif
+
+ setDrawMode (theType);
+}
+
+// =======================================================================
+// function : DumpJson
+// purpose :
+// =======================================================================
+void OpenGl_PrimitiveArray::DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth) const
+{
+ OCCT_DUMP_CLASS_BEGIN (theOStream, OpenGl_PrimitiveArray)
+
+ OCCT_DUMP_BASE_CLASS (theOStream, theDepth, OpenGl_Element)
+
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myVboIndices.get())
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myVboAttribs.get())
+
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myIndices.get())
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myAttribs.get())
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myBounds.get())
+
+ OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myDrawMode)
+ OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsFillType)
+ OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsVboInit)
+ OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myUID)
}