// 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.
+// This file is part of Open CASCADE Technology software library.
//
-// 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.
+// 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.
//
-// 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.
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
-#include <OpenGl_IndexBuffer.hxx>
+#include <OpenGl_Aspects.hxx>
#include <OpenGl_Context.hxx>
-
-#include <OpenGl_PrimitiveArray.hxx>
-
-#include <OpenGl_AspectFace.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>
-#include <InterfaceGraphic_PrimitiveArray.hxx>
-
-// =======================================================================
-// function : clearMemoryOwn
-// purpose :
-// =======================================================================
-void OpenGl_PrimitiveArray::clearMemoryOwn() const
+namespace
{
- Standard::Free ((Standard_Address& )myPArray->edges);
- Standard::Free ((Standard_Address& )myPArray->vertices);
- Standard::Free ((Standard_Address& )myPArray->vcolours);
- Standard::Free ((Standard_Address& )myPArray->vnormals);
- Standard::Free ((Standard_Address& )myPArray->vtexels);
- Standard::Free ((Standard_Address& )myPArray->edge_vis); /// ???
-
- myPArray->edges = NULL;
- myPArray->vertices = NULL;
- myPArray->vcolours = NULL;
- myPArray->vnormals = NULL;
- myPArray->vtexels = NULL;
- myPArray->edge_vis = NULL;
-}
-
-// =======================================================================
-// function : clearMemoryGL
-// purpose :
-// =======================================================================
-void OpenGl_PrimitiveArray::clearMemoryGL (const Handle(OpenGl_Context)& theGlCtx) const
-{
- for (Standard_Integer anIter = 0; anIter < VBOMaxType; ++anIter)
+ //! Convert data type to GL info
+ inline GLenum toGlDataType (const Graphic3d_TypeOfData theType,
+ GLint& theNbComp)
{
- if (!myVbos[anIter].IsNull())
+ switch (theType)
{
- myVbos[anIter]->Release (theGlCtx.operator->());
- myVbos[anIter].Nullify();
+ 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;
}
+
}
-// =======================================================================
-// function : BuildVBO
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_PrimitiveArray::BuildVBO (const Handle(OpenGl_Workspace)& theWorkspace) const
+//! Auxiliary template for VBO with interleaved attributes.
+template<class TheBaseClass, int NbAttributes>
+class OpenGl_VertexBufferT : public TheBaseClass
{
- const Handle(OpenGl_Context)& aGlCtx = theWorkspace->GetGlContext();
- if (myPArray->vertices == NULL)
+public:
+
+ //! Create uninitialized VBO.
+ OpenGl_VertexBufferT (const Graphic3d_Buffer& theAttribs)
+ : Stride (theAttribs.IsInterleaved() ? theAttribs.Stride : 0)
{
- // vertices should be always defined - others are optional
- return Standard_False;
+ memcpy (Attribs, theAttribs.AttributesArray(), sizeof(Graphic3d_Attribute) * NbAttributes);
}
- myVbos[VBOVertices] = new OpenGl_VertexBuffer();
- if (!myVbos[VBOVertices]->Init (aGlCtx, 3, myPArray->num_vertexs, &myPArray->vertices[0].xyz[0]))
+
+ virtual bool HasColorAttribute() const
{
- clearMemoryGL (aGlCtx);
- return Standard_False;
+ for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter)
+ {
+ const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter];
+ if (anAttrib.Id == Graphic3d_TOA_COLOR)
+ {
+ return true;
+ }
+ }
+ return false;
}
- if (myPArray->edges != NULL
- && myPArray->num_edges > 0)
+ virtual bool HasNormalAttribute() const
{
- myVbos[VBOEdges] = new OpenGl_IndexBuffer();
- if (!myVbos[VBOEdges]->Init (aGlCtx, 1, myPArray->num_edges, (GLuint* )myPArray->edges))
+ for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter)
{
- clearMemoryGL (aGlCtx);
- return Standard_False;
+ const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter];
+ if (anAttrib.Id == Graphic3d_TOA_NORM)
+ {
+ return true;
+ }
}
+ return false;
}
- if (myPArray->vcolours != NULL)
+
+ virtual void BindPositionAttribute (const Handle(OpenGl_Context)& theGlCtx) const
{
- myVbos[VBOVcolours] = new OpenGl_VertexBuffer();
- if (!myVbos[VBOVcolours]->Init (aGlCtx, 4, myPArray->num_vertexs, (GLubyte* )myPArray->vcolours))
+ if (!TheBaseClass::IsValid())
{
- clearMemoryGL (aGlCtx);
- return Standard_False;
+ 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);
}
}
- if (myPArray->vnormals != NULL)
+
+ virtual void BindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const
{
- myVbos[VBOVnormals] = new OpenGl_VertexBuffer();
- if (!myVbos[VBOVnormals]->Init (aGlCtx, 3, myPArray->num_vertexs, &myPArray->vnormals[0].xyz[0]))
+ if (!TheBaseClass::IsValid())
{
- clearMemoryGL (aGlCtx);
- return Standard_False;
+ 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);
}
}
- if (myPArray->vtexels)
+
+ virtual void UnbindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const
{
- myVbos[VBOVtexels] = new OpenGl_VertexBuffer();
- if (!myVbos[VBOVtexels]->Init (aGlCtx, 2, myPArray->num_vertexs, &myPArray->vtexels[0].xy[0]))
+ if (!TheBaseClass::IsValid())
{
- clearMemoryGL (aGlCtx);
- return Standard_False;
+ return;
+ }
+ TheBaseClass::Unbind (theGlCtx);
+
+ for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter)
+ {
+ const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter];
+ TheBaseClass::unbindAttribute (theGlCtx, anAttrib.Id);
}
}
- clearMemoryOwn();
- return Standard_True;
+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 : DrawArray
+// function : initNormalVbo
// purpose :
// =======================================================================
-void OpenGl_PrimitiveArray::DrawArray (Tint theLightingModel,
- const Aspect_InteriorStyle theInteriorStyle,
- Tint theEdgeFlag,
- const TEL_COLOUR* theInteriorColour,
- const TEL_COLOUR* theLineColour,
- const TEL_COLOUR* theEdgeColour,
- const OPENGL_SURF_PROP* theFaceProp,
- const Handle(OpenGl_Workspace)& theWorkspace) const
+Standard_Boolean OpenGl_PrimitiveArray::initNormalVbo (const Handle(OpenGl_Context)& theCtx) const
{
- const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
+ switch (myAttribs->NbAttributes)
+ {
+ case 1: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 1> (*myAttribs); break;
+ case 2: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 2> (*myAttribs); break;
+ case 3: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 3> (*myAttribs); break;
+ case 4: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 4> (*myAttribs); break;
+ case 5: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 5> (*myAttribs); break;
+ case 6: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 6> (*myAttribs); break;
+ case 7: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 7> (*myAttribs); break;
+ case 8: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 8> (*myAttribs); break;
+ case 9: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 9> (*myAttribs); break;
+ case 10: myVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBuffer, 10>(*myAttribs); break;
+ }
- Tint i,n;
- Tint transp = 0;
- // Following pointers have been provided for performance improvement
- tel_colour pfc = myPArray->fcolours;
- Tint* pvc = myPArray->vcolours;
- if (pvc != NULL)
- {
- for (i = 0; i < myPArray->num_vertexs; ++i)
- {
- transp = int(theFaceProp->trans * 255.0f);
- #if defined (sparc) || defined (__sparc__) || defined (__sparc)
- pvc[i] = (pvc[i] & 0xffffff00);
- pvc[i] += transp;
- #else
- pvc[i] = (pvc[i] & 0x00ffffff);
- pvc[i] += transp << 24;
- #endif
+ 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;
}
- switch (myPArray->type)
+ const Standard_Integer aNbIndexes = !myIndices->IsMutable() ? myIndices->NbElements : myIndices->NbMaxElements();
+ myVboIndices = new OpenGl_IndexBuffer();
+ bool isOk = false;
+ switch (myIndices->Stride)
{
- case TelPointsArrayType:
- case TelPolylinesArrayType:
- case TelSegmentsArrayType:
- glColor3fv (theLineColour->rgb);
+ case 2:
+ {
+ isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast<const GLushort*> (myIndices->Data()));
+ myVboIndices->SetElemsNb (myIndices->NbElements);
+ myIndices->Validate();
break;
- case TelPolygonsArrayType:
- case TelTrianglesArrayType:
- case TelQuadranglesArrayType:
- case TelTriangleStripsArrayType:
- case TelQuadrangleStripsArrayType:
- case TelTriangleFansArrayType:
- glColor3fv (theInteriorColour->rgb);
+ }
+ case 4:
+ {
+ isOk = myVboIndices->Init (theCtx, 1, aNbIndexes, reinterpret_cast<const GLuint*> (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;
+}
- // Temporarily disable environment mapping
- if (myDrawMode <= GL_LINE_STRIP)
+// =======================================================================
+// 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)
{
- glPushAttrib (GL_ENABLE_BIT);
- glDisable (GL_TEXTURE_1D);
- glDisable (GL_TEXTURE_2D);
+ // vertices should be always defined - others are optional
+ return Standard_False;
}
- if ((myDrawMode > GL_LINE_STRIP && theInteriorStyle != Aspect_IS_EMPTY) ||
- (myDrawMode <= GL_LINE_STRIP))
+ if (isNormalMode
+ && initNormalVbo (theCtx))
{
- if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT)
+ if (!theCtx->caps->keepArrayData
+ && !theToKeepData
+ && !myAttribs->IsMutable())
{
- pfc = NULL;
- pvc = NULL;
+ myIndices.Nullify();
+ myAttribs.Nullify();
}
-
- if (theInteriorStyle == Aspect_IS_HIDDENLINE)
+ else
{
- theEdgeFlag = 1;
- pfc = NULL;
- pvc = NULL;
+ myAttribs->Validate();
}
+ return Standard_True;
+ }
- // Sometimes the GL_LIGHTING mode is activated here
- // without glEnable(GL_LIGHTING) call for an unknown reason, so it is necessary
- // to call glEnable(GL_LIGHTING) to synchronize Light On/Off mechanism*
- if (theLightingModel == 0 || myDrawMode <= GL_LINE_STRIP)
- glDisable (GL_LIGHTING);
- else
- glEnable (GL_LIGHTING);
-
- if (!toDrawVbo())
+ Handle(OpenGl_VertexBufferCompat) aVboAttribs;
+ switch (myAttribs->NbAttributes)
+ {
+ case 1: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 1> (*myAttribs); break;
+ case 2: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 2> (*myAttribs); break;
+ case 3: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 3> (*myAttribs); break;
+ case 4: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 4> (*myAttribs); break;
+ case 5: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 5> (*myAttribs); break;
+ case 6: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 6> (*myAttribs); break;
+ case 7: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 7> (*myAttribs); break;
+ case 8: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 8> (*myAttribs); break;
+ case 9: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 9> (*myAttribs); break;
+ case 10: aVboAttribs = new OpenGl_VertexBufferT<OpenGl_VertexBufferCompat, 10>(*myAttribs); break;
+ }
+ aVboAttribs->initLink (myAttribs, 0, myAttribs->NbElements, GL_NONE);
+ if (!myIndices.IsNull())
+ {
+ Handle(OpenGl_VertexBufferCompat) aVboIndices = new OpenGl_VertexBufferCompat();
+ switch (myIndices->Stride)
{
- if (myPArray->vertices != NULL)
+ case 2:
{
- glVertexPointer (3, GL_FLOAT, 0, myPArray->vertices); // array of vertices
- glEnableClientState (GL_VERTEX_ARRAY);
+ aVboIndices->initLink (myIndices, 1, myIndices->NbElements, GL_UNSIGNED_SHORT);
+ break;
}
- if (myPArray->vnormals != NULL)
+ case 4:
{
- glNormalPointer (GL_FLOAT, 0, myPArray->vnormals); // array of normals
- glEnableClientState (GL_NORMAL_ARRAY);
+ aVboIndices->initLink (myIndices, 1, myIndices->NbElements, GL_UNSIGNED_INT);
+ break;
}
- if (myPArray->vtexels != NULL)
+ default:
{
- glTexCoordPointer (2, GL_FLOAT, 0, myPArray->vtexels); // array of texture coordinates
- glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ 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;
+}
- if ((pvc != NULL) && (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) == 0)
+// =======================================================================
+// 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())
{
- glColorPointer (4, GL_UNSIGNED_BYTE, 0, pvc); // array of colors
- glEnableClientState (GL_COLOR_ARRAY);
- glColorMaterial (GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
- glEnable (GL_COLOR_MATERIAL);
+ myVboAttribs->SetElemsNb (myAttribs->NbElements);
}
}
- else
+ myAttribs->Validate();
+ }
+ if (!myIndices.IsNull())
+ {
+ Graphic3d_BufferRange aRange = myIndices->InvalidatedRange();
+ if (!aRange.IsEmpty()
+ && myVboIndices->IsValid()
+ && !myVboIndices->IsVirtual())
{
- // Bindings concrete pointer in accordance with VBO buffer
- myVbos[VBOVertices]->BindFixed (aGlContext, GL_VERTEX_ARRAY);
- if (!myVbos[VBOVnormals].IsNull())
- {
- myVbos[VBOVnormals]->BindFixed (aGlContext, GL_NORMAL_ARRAY);
- }
- if (!myVbos[VBOVtexels].IsNull() && (theWorkspace->NamedStatus & OPENGL_NS_FORBIDSETTEX) == 0)
- {
- myVbos[VBOVtexels]->BindFixed (aGlContext, GL_TEXTURE_COORD_ARRAY);
- }
- if (!myVbos[VBOVcolours].IsNull() && (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) == 0)
- {
- myVbos[VBOVcolours]->BindFixed (aGlContext, GL_COLOR_ARRAY);
- glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glEnable (GL_COLOR_MATERIAL);
- }
+ 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();
+ }
+}
- /// OCC22236 NOTE: draw for all situations:
- /// 1) draw elements from myPArray->bufferVBO[VBOEdges] indicies array
- /// 2) draw elements from vertice array, when bounds defines count of primitive's verts.
- /// 3) draw primitive by vertexes if no edges and bounds array is specified
- if (toDrawVbo())
+// =======================================================================
+// 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)
{
- if (!myVbos[VBOEdges].IsNull())
- {
- myVbos[VBOEdges]->Bind (aGlContext);
- if (myPArray->num_bounds > 0)
- {
- // draw primitives by vertex count with the indicies
- Tint* anOffset = NULL;
- for (i = 0; i < myPArray->num_bounds; ++i)
- {
- if (pfc != NULL) glColor3fv (pfc[i].rgb);
- glDrawElements (myDrawMode, myPArray->bounds[i], myVbos[VBOEdges]->GetDataType(), anOffset);
- anOffset += myPArray->bounds[i];
- }
- }
- else
- {
- // draw one (or sequential) primitive by the indicies
- glDrawElements (myDrawMode, myPArray->num_edges, myVbos[VBOEdges]->GetDataType(), NULL);
- }
- myVbos[VBOEdges]->Unbind (aGlContext);
- }
- else if (myPArray->num_bounds > 0)
- {
- for (i = n = 0; i < myPArray->num_bounds; ++i)
- {
- if (pfc != NULL) glColor3fv (pfc[i].rgb);
- glDrawArrays (myDrawMode, n, myPArray->bounds[i]);
- n += myPArray->bounds[i];
- }
- }
- else
- {
- if (myDrawMode == GL_POINTS)
- {
- DrawMarkers (theWorkspace);
- }
- else
- {
- glDrawArrays (myDrawMode, 0, myVbos[VBOVertices]->GetElemsNb());
- }
- }
+ // extreme compatibility mode - without sprites but with markers
+ drawMarkers (theWorkspace);
+ }
+ #endif
+ return;
+ }
- // bind with 0
- myVbos[VBOVertices]->UnbindFixed (aGlContext, GL_VERTEX_ARRAY);
- if (!myVbos[VBOVnormals].IsNull())
- {
- myVbos[VBOVnormals]->UnbindFixed (aGlContext, GL_NORMAL_ARRAY);
- }
- if (!myVbos[VBOVtexels].IsNull() && (theWorkspace->NamedStatus & OPENGL_NS_FORBIDSETTEX) == 0)
- {
- myVbos[VBOVtexels]->UnbindFixed (aGlContext, GL_TEXTURE_COORD_ARRAY);
- }
- if (!myVbos[VBOVcolours].IsNull())
+ 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)
{
- myVbos[VBOVcolours]->UnbindFixed (aGlContext, GL_COLOR_ARRAY);
- glDisable (GL_COLOR_MATERIAL);
- theWorkspace->NamedStatus |= OPENGL_NS_RESMAT; // Reset material
+ const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
+ if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]);
+ glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
+ anOffset += aStride * aNbElemsInGroup;
}
}
else
{
- if (myPArray->num_bounds > 0)
- {
- if (myPArray->num_edges > 0)
- {
- for (i = n = 0; i < myPArray->num_bounds; ++i)
- {
- if (pfc != NULL) glColor3fv (pfc[i].rgb);
- glDrawElements (myDrawMode, myPArray->bounds[i], GL_UNSIGNED_INT, (GLenum* )&myPArray->edges[n]);
- n += myPArray->bounds[i];
- }
- }
- else
- {
- for (i = n = 0; i < myPArray->num_bounds; ++i)
- {
- if (pfc != NULL) glColor3fv (pfc[i].rgb);
- glDrawArrays (myDrawMode, n, myPArray->bounds[i]);
- n += myPArray->bounds[i];
- }
- }
- }
- else if (myPArray->num_edges > 0)
- {
- glDrawElements (myDrawMode, myPArray->num_edges, GL_UNSIGNED_INT, (GLenum* )myPArray->edges);
- }
- else
- {
- if (myDrawMode == GL_POINTS)
- {
- DrawMarkers (theWorkspace);
- }
- else
- {
- glDrawArrays (myDrawMode, 0, myPArray->num_vertexs);
- }
- }
-
- if (pvc != NULL)
- {
- glDisable (GL_COLOR_MATERIAL);
- theWorkspace->NamedStatus |= OPENGL_NS_RESMAT; // Reset material
- }
-
- glDisableClientState (GL_VERTEX_ARRAY);
- if (myPArray->vcolours != NULL)
- glDisableClientState (GL_COLOR_ARRAY);
- if (myPArray->vnormals != NULL)
- glDisableClientState (GL_NORMAL_ARRAY);
- if (myPArray->vtexels != NULL)
- glDisableClientState (GL_TEXTURE_COORD_ARRAY);
+ // draw one (or sequential) primitive by the indices
+ glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
}
+ myVboIndices->Unbind (aGlContext);
}
-
- // On some NVIDIA graphic cards, using glEdgeFlagPointer() in
- // combination with VBO (edge flag data put into a VBO buffer)
- // leads to a crash in a driver. Therefore, edge flags are simply
- // igonored when VBOs are enabled, so all the edges are drawn if
- // edge visibility is turned on. In order to draw edges selectively,
- // either disable VBO or turn off edge visibilty in the current
- // primitive array and create a separate primitive array (segments)
- // and put edges to be drawn into it.
- if (theEdgeFlag && myDrawMode > GL_LINE_STRIP)
+ else if (!myBounds.IsNull())
{
- DrawEdges (theEdgeColour, theWorkspace);
+ 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());
+ }
}
- if (myDrawMode <= GL_LINE_STRIP)
- glPopAttrib();
+ // bind with 0
+ myVboAttribs->UnbindAllAttributes (aGlContext);
}
// =======================================================================
-// function : DrawEdges
+// 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
{
- glDisable (GL_LIGHTING);
-
const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext();
- const OpenGl_AspectLine* anAspectLineOld = NULL;
- if (myDrawMode > GL_LINE_STRIP)
+ if (myVboAttribs.IsNull())
{
- anAspectLineOld = theWorkspace->SetAspectLine (theWorkspace->AspectFace (Standard_True)->AspectEdge());
- theWorkspace->AspectLine (Standard_True);
-
- glPushAttrib (GL_POLYGON_BIT);
- glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+ return;
}
- Tint i, j, n;
+ const OpenGl_Aspects* anAspect = theWorkspace->Aspects();
+#if !defined(GL_ES_VERSION_2_0)
+ const Standard_Integer aPolyModeOld = aGlContext->SetPolygonMode (GL_LINE);
+#endif
+
+ if (aGlContext->core20fwd != NULL)
+ {
+ 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] indicies array
- /// 2) draw elements from vertice array, when bounds defines count of primitive's verts.
+ /// 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
- if (toDrawVbo())
+ myVboAttribs->BindPositionAttribute (aGlContext);
+
+ aGlContext->SetColor4fv (theWorkspace->EdgeColor().a() >= 0.1f
+ ? theWorkspace->EdgeColor()
+ : theWorkspace->View()->BackgroundColor());
+ aGlContext->SetTypeOfLine (anAspect->Aspect()->EdgeLineType());
+ aGlContext->SetLineWidth (anAspect->Aspect()->EdgeWidth());
+
+ if (!myVboIndices.IsNull())
{
- myVbos[VBOVertices]->BindFixed (aGlContext, GL_VERTEX_ARRAY);
- glColor3fv (theEdgeColour->rgb);
- if (!myVbos[VBOEdges].IsNull())
- {
- myVbos[VBOEdges]->Bind (aGlContext);
+ myVboIndices->Bind (aGlContext);
+ GLubyte* anOffset = myVboIndices->GetDataOffset();
- // draw primitives by vertex count with the indicies
- if (myPArray->num_bounds > 0)
- {
- Tint* offset = 0;
- for (i = 0, offset = 0; i < myPArray->num_bounds; ++i)
- {
- glDrawElements (myDrawMode, myPArray->bounds[i], myVbos[VBOEdges]->GetDataType(), offset);
- offset += myPArray->bounds[i];
- }
- }
- // draw one (or sequential) primitive by the indicies
- else
- {
- glDrawElements (myDrawMode, myVbos[VBOEdges]->GetElemsNb(), myVbos[VBOEdges]->GetDataType(), NULL);
- }
- myVbos[VBOEdges]->Unbind (aGlContext);
- }
- else if (myPArray->num_bounds > 0)
+ // draw primitives by vertex count with the indices
+ if (!myBounds.IsNull())
{
- for (i = n = 0; i < myPArray->num_bounds; ++i)
+ const size_t aStride = myVboIndices->GetDataType() == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+ for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter)
{
- glDrawArrays (myDrawMode, n, myPArray->bounds[i]);
- n += myPArray->bounds[i];
+ const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
+ glDrawElements (aDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset);
+ anOffset += aStride * aNbElemsInGroup;
}
}
+ // draw one (or sequential) primitive by the indices
else
{
- glDrawArrays (myDrawMode, 0, myPArray->num_vertexs);
+ glDrawElements (aDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset);
}
-
- // unbind buffers
- myVbos[VBOVertices]->UnbindFixed (aGlContext, GL_VERTEX_ARRAY);
+ myVboIndices->Unbind (aGlContext);
}
- else
+ else if (!myBounds.IsNull())
{
- glEnableClientState (GL_VERTEX_ARRAY);
- glVertexPointer (3, GL_FLOAT, 0, myPArray->vertices); // array of vertices
-
- glColor3fv (theEdgeColour->rgb);
- if (myPArray->num_bounds > 0)
+ GLint aFirstElem = 0;
+ for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter)
{
- if (myPArray->num_edges > 0)
- {
- for (i = n = 0; i < myPArray->num_bounds; ++i)
- {
- if (myPArray->edge_vis)
- {
- glBegin (myDrawMode);
- for (j = 0; j < myPArray->bounds[i]; ++j)
- {
- glEdgeFlag (myPArray->edge_vis[n+j]);
- glVertex3fv (&myPArray->vertices[myPArray->edges[n+j]].xyz[0]);
- }
- glEnd();
- }
- else
- {
- glDrawElements (myDrawMode, myPArray->bounds[i], GL_UNSIGNED_INT, (GLenum* )&myPArray->edges[n]);
- }
- n += myPArray->bounds[i];
- }
- }
- else
- {
- for (i = n = 0 ; i < myPArray->num_bounds; ++i)
- {
- glDrawArrays (myDrawMode, n, myPArray->bounds[i]);
- n += myPArray->bounds[i];
- }
- }
- }
- else if (myPArray->num_edges > 0)
- {
- if (myPArray->edge_vis)
- {
- glBegin (myDrawMode);
- for (i = 0; i < myPArray->num_edges; ++i)
- {
- glEdgeFlag (myPArray->edge_vis[i]);
- glVertex3fv (&myPArray->vertices[myPArray->edges[i]].xyz[0]);
- }
- glEnd();
- }
- else
- {
- glDrawElements (myDrawMode, myPArray->num_edges, GL_UNSIGNED_INT, (GLenum* )myPArray->edges);
- }
- }
- else
- {
- glDrawArrays (myDrawMode, 0, myPArray->num_vertexs);
+ const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter];
+ glDrawArrays (aDrawMode, aFirstElem, aNbElemsInGroup);
+ aFirstElem += aNbElemsInGroup;
}
}
-
- if (myDrawMode > GL_LINE_STRIP)
+ else
{
- // Restore line context
- theWorkspace->SetAspectLine (anAspectLineOld);
- glPopAttrib();
+ glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
}
+
+ // unbind buffers
+ myVboAttribs->UnbindAttribute (aGlContext, Graphic3d_TOA_POS);
+
+ // restore line context
+#if !defined(GL_ES_VERSION_2_0)
+ aGlContext->SetPolygonMode (aPolyModeOld);
+#endif
}
// =======================================================================
-// function : DrawMarkers
+// function : drawMarkers
// purpose :
// =======================================================================
-void OpenGl_PrimitiveArray::DrawMarkers (const Handle(OpenGl_Workspace)& theWorkspace) const
+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->Sprite();
- const Standard_Boolean isHilight = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT);
- if (aCtx->IsGlGreaterEqual (2, 0)
- && !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
- glPointSize (anAspectMarker->MarkerSize());
-
- Handle(OpenGl_Texture) aTextureBack;
- if (anAspectMarker->Type() != Aspect_TOM_POINT)
+ aCtx->SetPointSize (anAspectMarker->MarkerSize());
+ aCtx->SetPointSpriteOrigin();
+ #if !defined(GL_ES_VERSION_2_0)
+ if (aCtx->core11 != NULL)
{
- const Handle(OpenGl_PointSprite)& aSprite = (isHilight && anAspectMarker->SpriteHighlight()->IsValid())
- ? anAspectMarker->SpriteHighlight()
- : aSpriteNorm;
- aTextureBack = theWorkspace->EnableTexture (aSprite);
-
- glEnable (GL_ALPHA_TEST);
- glAlphaFunc (GL_GEQUAL, 0.1f);
-
- glEnable (GL_BLEND);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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);
- glDrawArrays (myDrawMode, 0, toDrawVbo() ? myVbos[VBOVertices]->GetElemsNb() : myPArray->num_vertexs);
+ aCtx->core11fwd->glDrawArrays (aDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements);
- glDisable (GL_BLEND);
- glDisable (GL_ALPHA_TEST);
- if (anAspectMarker->Type() != Aspect_TOM_POINT)
+ aCtx->core11fwd->glDisable (GL_BLEND);
+ #if !defined(GL_ES_VERSION_2_0)
+ if (aCtx->core11 != NULL)
{
- theWorkspace->EnableTexture (aTextureBack);
+ if (aCtx->ShaderManager()->MaterialState().AlphaCutoff() >= ShortRealLast())
+ {
+ aCtx->core11fwd->glDisable (GL_ALPHA_TEST);
+ }
+ else
+ {
+ aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, aCtx->ShaderManager()->MaterialState().AlphaCutoff());
+ }
}
- glPointSize (1.0f);
+ #endif
+ aCtx->SetPointSize (1.0f);
return;
}
-
+ else if (anAspectMarker->Aspect()->MarkerType() == 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
- if (anAspectMarker->Type() == Aspect_TOM_POINT
- || anAspectMarker->Type() == Aspect_TOM_O_POINT)
+ else if (anAspectMarker->Aspect()->MarkerType() != Aspect_TOM_POINT)
{
- const GLfloat aPntSize = anAspectMarker->Type() == Aspect_TOM_POINT
- ? anAspectMarker->MarkerSize()
- : 0.0f;
- if (aPntSize > 0.0f)
- {
- glPointSize (aPntSize);
- }
- glDrawArrays (myDrawMode, 0, toDrawVbo() ? myVbos[VBOVertices]->GetElemsNb() : myPArray->num_vertexs);
- if (aPntSize > 0.0f)
+ const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx, false);
+ if (aSpriteNorm.IsNull())
{
- glPointSize (1.0f);
+ return;
}
- }
- if (anAspectMarker->Type() != Aspect_TOM_POINT
- && !aSpriteNorm.IsNull())
- {
- if (!isHilight && (myPArray->vcolours != NULL))
+ /**if (!isHilight && (myPArray->vcolours != NULL))
{
- for (Standard_Integer anIter = 0; anIter < myPArray->num_vertexs; anIter++)
+ for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++)
{
- glColor4ubv ((GLubyte* )&myPArray->vcolours[anIter]);
- glRasterPos3fv (myPArray->vertices[anIter].xyz);
+ glColor4ubv (myPArray->vcolours[anIter].GetData());
+ glRasterPos3fv (myAttribs->Value<Graphic3d_Vec3> (anIter).GetData());
aSpriteNorm->DrawBitmap (theWorkspace->GetGlContext());
}
}
- else
+ else*/
{
- for (Standard_Integer anIter = 0; anIter < myPArray->num_vertexs; anIter++)
+ for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++)
{
- glRasterPos3fv (myPArray->vertices[anIter].xyz);
+ aCtx->core11->glRasterPos3fv (myAttribs->Value<Graphic3d_Vec3> (anIter).GetData());
aSpriteNorm->DrawBitmap (theWorkspace->GetGlContext());
}
}
}
+#endif
}
// =======================================================================
// function : OpenGl_PrimitiveArray
// purpose :
// =======================================================================
-OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (CALL_DEF_PARRAY* thePArray)
-: myPArray (thePArray),
- myDrawMode (DRAW_MODE_NONE),
+OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (const OpenGl_GraphicDriver* theDriver)
+
+: myDrawMode (DRAW_MODE_NONE),
+ myIsFillType(Standard_False),
myIsVboInit (Standard_False)
{
- switch (myPArray->type)
+ if (theDriver != NULL)
{
- case TelPointsArrayType:
- myDrawMode = GL_POINTS;
- break;
- case TelPolylinesArrayType:
- myDrawMode = GL_LINE_STRIP;
- break;
- case TelSegmentsArrayType:
- myDrawMode = GL_LINES;
- break;
- case TelPolygonsArrayType:
- myDrawMode = GL_POLYGON;
- break;
- case TelTrianglesArrayType:
- myDrawMode = GL_TRIANGLES;
- break;
- case TelQuadranglesArrayType:
- myDrawMode = GL_QUADS;
- break;
- case TelTriangleStripsArrayType:
- myDrawMode = GL_TRIANGLE_STRIP;
- break;
- case TelQuadrangleStripsArrayType:
- myDrawMode = GL_QUAD_STRIP;
- break;
- case TelTriangleFansArrayType:
- myDrawMode = GL_TRIANGLE_FAN;
- break;
+ 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 :
// function : Release
// purpose :
// =======================================================================
-void OpenGl_PrimitiveArray::Release (const Handle(OpenGl_Context)& theContext)
+void OpenGl_PrimitiveArray::Release (OpenGl_Context* theContext)
{
- for (Standard_Integer anIter = 0; anIter < VBOMaxType; ++anIter)
+ myIsVboInit = Standard_False;
+ if (!myVboIndices.IsNull())
{
- if (!myVbos[anIter].IsNull())
+ if (theContext)
{
- if (!theContext.IsNull())
- {
- theContext->DelayedRelease (myVbos[anIter]);
- }
- myVbos[anIter].Nullify();
+ theContext->DelayedRelease (myVboIndices);
+ }
+ myVboIndices.Nullify();
+ }
+ if (!myVboAttribs.IsNull())
+ {
+ if (theContext)
+ {
+ theContext->DelayedRelease (myVboAttribs);
}
+ myVboAttribs.Nullify();
}
}
// =======================================================================
void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
- if (myPArray == NULL || myDrawMode == DRAW_MODE_NONE || myPArray->num_vertexs <= 0)
+ if (myDrawMode == DRAW_MODE_NONE)
{
return;
}
- 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 OpenGl_Aspects* anAspectFace = theWorkspace->ApplyAspects();
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
- if (!myIsVboInit
- && !aCtx->caps->vboDisable
- && aCtx->core15 != NULL
- && (myDrawMode != GL_POINTS || anAspectMarker->Sprite().IsNull() || !anAspectMarker->Sprite()->IsDisplayList()))
+
+ const bool toEnableEnvMap = !aCtx->ActiveTextures().IsNull()
+ && aCtx->ActiveTextures() == theWorkspace->EnvironmentTexture();
+ bool toDrawArray = true;
+ int toDrawInteriorEdges = 0; // 0 - no edges, 1 - glsl edges, 2 - polygonMode
+ if (myIsFillType)
+ {
+ toDrawArray = anAspectFace->Aspect()->InteriorStyle() != Aspect_IS_EMPTY;
+ if (anAspectFace->Aspect()->ToDrawEdges())
+ {
+ 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)
+ {
+ toDrawInteriorEdges = 2;
+ if (anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_EMPTY)
+ {
+ if (anAspectFace->Aspect()->EdgeLineType() != Aspect_TOL_SOLID)
+ {
+ toDrawArray = false;
+ }
+ else
+ {
+ aCtx->SetPolygonMode (GL_LINE);
+ }
+ }
+ }
+ #endif
+ }
+ }
+ else
{
- if (!BuildVBO (theWorkspace))
+ if (myDrawMode == GL_POINTS)
+ {
+ if (anAspectFace->Aspect()->MarkerType() == Aspect_TOM_EMPTY)
+ {
+ return;
+ }
+ }
+ else
{
- TCollection_ExtendedString aMsg;
- aMsg += "VBO creation for Primitive Array has failed for ";
- aMsg += myPArray->num_vertexs;
- aMsg += " vertices. Out of memory?";
- aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg);
+ 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);
+ }
- switch (myPArray->type)
+ Graphic3d_TypeOfShadingModel aShadingModel = Graphic3d_TOSM_UNLIT;
+ if (toDrawArray)
{
- case TelPointsArrayType:
- case TelPolylinesArrayType:
- case TelSegmentsArrayType:
+ 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)
{
- glDisable (GL_LIGHTING);
- break;
+ case GL_POINTS:
+ {
+ aShadingModel = aCtx->ShaderManager()->ChooseMarkerShadingModel (anAspectFace->ShadingModel(), hasVertNorm);
+ aCtx->ShaderManager()->BindMarkerProgram (aCtx->ActiveTextures(),
+ 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 (aCtx->ActiveTextures(),
+ 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()->PushInteriorState (aCtx->ActiveProgram(), anAspectFace->Aspect());
+ }
+ break;
+ }
}
- default:
+
+ #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());
+ }
+ 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->SetTypeOfLine (anAspectFace->Aspect()->LineType());
+ 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 !defined(GL_ES_VERSION_2_0)
+ // draw triangulation edges using Polygon Mode
+ if (toDrawInteriorEdges == 2)
+ {
+ if (anAspectFace->Aspect()->InteriorStyle() == Aspect_IS_HOLLOW
+ && anAspectFace->Aspect()->EdgeLineType() == Aspect_TOL_SOLID)
+ {
+ aCtx->SetPolygonMode (GL_FILL);
+ }
+ else
+ {
+ drawEdges (theWorkspace);
+ }
+ }
+#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;
}
+}
- Tint aFrontLightingModel = anAspectFace->IntFront.color_mask;
- const TEL_COLOUR* anInteriorColor = &anAspectFace->IntFront.matcol;
- const TEL_COLOUR* anEdgeColor = &anAspectFace->AspectEdge()->Color();
- const TEL_COLOUR* aLineColor = (myPArray->type == TelPointsArrayType) ? &anAspectMarker->Color() : &anAspectLine->Color();
+// =======================================================================
+// function : processIndices
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_PrimitiveArray::processIndices (const Handle(OpenGl_Context)& theContext) const
+{
+ if (myIndices.IsNull()
+ || myAttribs.IsNull()
+ || theContext->hasUintIndex)
+ {
+ return Standard_True;
+ }
- // Use highlight colors
- if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT)
+ if (myAttribs->NbElements > std::numeric_limits<GLushort>::max())
{
- anEdgeColor = anInteriorColor = aLineColor = theWorkspace->HighlightColor;
- aFrontLightingModel = 0;
+ 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;
}
- DrawArray (aFrontLightingModel,
- anAspectFace->InteriorStyle,
- anAspectFace->Edge,
- anInteriorColor,
- aLineColor,
- anEdgeColor,
- &anAspectFace->IntFront,
- theWorkspace);
+ 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);
}