--- /dev/null
+// File: OpenGl_View_2.cxx
+// Created: 20 September 2011
+// Author: Sergey ZERCHANINOV
+// Copyright: OPEN CASCADE 2011
+
+#define G003 /* EUG 20-09-99 ; Animation management
+*/
+
+/*----------------------------------------------------------------------*/
+/*
+* Includes
+*/
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include <OpenGl_tgl_all.hxx>
+#include <OpenGl_tgl_funcs.hxx>
+#include <OpenGl_TextureBox.hxx>
+
+#include <AlienImage.hxx>
+#include <Image_Image.hxx>
+#include <Visual3d_Layer.hxx>
+
+#if defined(WNT)
+#include <GL/glu.h>
+#endif
+
+#include <OpenGl_AspectLine.hxx>
+#include <OpenGl_Display.hxx>
+#include <OpenGl_Workspace.hxx>
+#include <OpenGl_View.hxx>
+#include <OpenGl_Trihedron.hxx>
+#include <OpenGl_GraduatedTrihedron.hxx>
+#include <OpenGl_PrinterContext.hxx>
+
+/*----------------------------------------------------------------------*/
+/*
+* Constantes
+*/
+
+#define EPSI 0.0001
+
+#ifndef M_PI
+# define M_PI 3.14159265358979323846
+#endif
+
+static const GLfloat default_amb[4] = { 0.F, 0.F, 0.F, 1.F };
+static const GLfloat default_sptdir[3] = { 0.F, 0.F, -1.F };
+static const GLfloat default_sptexpo = 0.F;
+static const GLfloat default_sptcutoff = 180.F;
+
+extern void InitLayerProp (const int AListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
+
+/*----------------------------------------------------------------------*/
+
+struct OPENGL_CLIP_PLANE
+{
+ GLboolean isEnabled;
+ GLdouble Equation[4];
+ IMPLEMENT_MEMORY_OPERATORS
+};
+
+/*----------------------------------------------------------------------*/
+/*
+* Fonctions privees
+*/
+
+/*-----------------------------------------------------------------*/
+/*
+* Set des lumieres
+*/
+static void bind_light(const OpenGl_Light *lptr, int *gl_lid)
+{
+ // Only 8 lights in OpenGL...
+ if (*gl_lid > GL_LIGHT7) return;
+
+ // the light is a headlight ?
+ GLint cur_matrix;
+ if (lptr->HeadLight)
+ {
+ glGetIntegerv(GL_MATRIX_MODE, &cur_matrix);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ }
+
+ GLfloat data_amb[4];
+ GLfloat data_diffu[4];
+ GLfloat data_pos[4];
+ GLfloat data_sptdir[3];
+ GLfloat data_sptexpo;
+ GLfloat data_sptcutoff;
+ GLfloat data_constantattenuation;
+ GLfloat data_linearattenuation;
+
+ /* set la light en fonction de son type */
+ switch (lptr->type)
+ {
+ case TLightAmbient:
+ data_amb[0] = lptr->col.rgb[0];
+ data_amb[1] = lptr->col.rgb[1];
+ data_amb[2] = lptr->col.rgb[2];
+ data_amb[3] = 1.0;
+
+ /*------------------------- Ambient ---------------------------*/
+ /*
+ * The GL_AMBIENT parameter refers to RGBA intensity of the ambient
+ * light.
+ */
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data_amb);
+ break;
+
+
+ case TLightDirectional:
+ data_diffu[0] = lptr->col.rgb[0];
+ data_diffu[1] = lptr->col.rgb[1];
+ data_diffu[2] = lptr->col.rgb[2];
+ data_diffu[3] = 1.0;
+
+ /*------------------------- Direction ---------------------------*/
+ /* From Open GL Programming Rev 1 Guide Chapt 6 :
+ Lighting The Mathematics of Lighting ( p 168 )
+
+ Directional Light Source ( Infinite ) :
+ if the last parameter of GL_POSITION , w , is zero, the
+ corresponding light source is a Directional one.
+
+ GL_SPOT_CUTOFF a 180 signifie que ce n'est pas un spot.
+ To create a realistic effect, set the GL_SPECULAR parameter
+ to the same value as the GL_DIFFUSE.
+ */
+
+ data_pos[0] = -lptr->dir[0];
+ data_pos[1] = -lptr->dir[1];
+ data_pos[2] = -lptr->dir[2];
+ data_pos[3] = 0.0;
+
+ glLightfv(*gl_lid, GL_AMBIENT, default_amb);
+ glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
+ glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
+
+ glLightfv(*gl_lid, GL_POSITION, data_pos);
+ glLightfv(*gl_lid, GL_SPOT_DIRECTION, default_sptdir);
+ glLightf(*gl_lid, GL_SPOT_EXPONENT, default_sptexpo);
+ glLightf(*gl_lid, GL_SPOT_CUTOFF, default_sptcutoff);
+ break;
+
+
+ case TLightPositional:
+ data_diffu[0] = lptr->col.rgb[0];
+ data_diffu[1] = lptr->col.rgb[1];
+ data_diffu[2] = lptr->col.rgb[2];
+ data_diffu[3] = 1.0;
+
+ /*------------------------- Position -----------------------------*/
+ /* From Open GL Programming Rev 1 Guide Chapt 6 :
+ Lighting The Mathematics of Lighting ( p 168 )
+ Positional Light Source :
+ if the last parameter of GL_POSITION , w , is nonzero,
+ the corresponding light source is a Positional one.
+
+ GL_SPOT_CUTOFF a 180 signifie que ce n'est pas un spot.
+
+ To create a realistic effect, set the GL_SPECULAR parameter
+ to the same value as the GL_DIFFUSE.
+ */
+
+ data_pos[0] = lptr->pos[0];
+ data_pos[1] = lptr->pos[1];
+ data_pos[2] = lptr->pos[2];
+ data_pos[3] = 1.0;
+
+ data_constantattenuation = lptr->atten[0];
+ data_linearattenuation = lptr->atten[1];
+
+ glLightfv(*gl_lid, GL_AMBIENT, default_amb);
+ glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
+ glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
+
+ glLightfv(*gl_lid, GL_POSITION, data_pos);
+ glLightfv(*gl_lid, GL_SPOT_DIRECTION, default_sptdir);
+ glLightf(*gl_lid, GL_SPOT_EXPONENT, default_sptexpo);
+ glLightf(*gl_lid, GL_SPOT_CUTOFF, default_sptcutoff);
+ glLightf(*gl_lid, GL_CONSTANT_ATTENUATION, data_constantattenuation);
+ glLightf(*gl_lid, GL_LINEAR_ATTENUATION, data_linearattenuation);
+ glLightf(*gl_lid, GL_QUADRATIC_ATTENUATION, 0.0);
+ break;
+
+
+ case TLightSpot:
+ data_diffu[0] = lptr->col.rgb[0];
+ data_diffu[1] = lptr->col.rgb[1];
+ data_diffu[2] = lptr->col.rgb[2];
+ data_diffu[3] = 1.0;
+
+ data_pos[0] = lptr->pos[0];
+ data_pos[1] = lptr->pos[1];
+ data_pos[2] = lptr->pos[2];
+ data_pos[3] = 1.0;
+
+ data_sptdir[0] = lptr->dir[0];
+ data_sptdir[1] = lptr->dir[1];
+ data_sptdir[2] = lptr->dir[2];
+
+ data_sptexpo = ( float )lptr->shine * 128.0F;
+ data_sptcutoff = ( float )(lptr->angle * 180.0F)/( float )M_PI;
+
+ data_constantattenuation = lptr->atten[0];
+ data_linearattenuation = lptr->atten[1];
+
+ glLightfv(*gl_lid, GL_AMBIENT, default_amb);
+ glLightfv(*gl_lid, GL_DIFFUSE, data_diffu);
+ glLightfv(*gl_lid, GL_SPECULAR, data_diffu);
+
+ glLightfv(*gl_lid, GL_POSITION, data_pos);
+ glLightfv(*gl_lid, GL_SPOT_DIRECTION, data_sptdir);
+ glLightf(*gl_lid, GL_SPOT_EXPONENT, data_sptexpo);
+ glLightf(*gl_lid, GL_SPOT_CUTOFF, data_sptcutoff);
+ glLightf(*gl_lid, GL_CONSTANT_ATTENUATION, data_constantattenuation);
+ glLightf(*gl_lid, GL_LINEAR_ATTENUATION, data_linearattenuation);
+ glLightf(*gl_lid, GL_QUADRATIC_ATTENUATION, 0.0);
+ break;
+ }
+
+ if (lptr->type != TLightAmbient)
+ {
+ glEnable(*gl_lid);
+ (*gl_lid)++;
+ }
+
+ /* si la light etait une headlight alors restaure la matrice precedente */
+ if (lptr->HeadLight)
+ {
+ glPopMatrix();
+ glMatrixMode(cur_matrix);
+ }
+}
+
+/*----------------------------------------------------------------------*/
+/*
+* Prototypes
+*/
+
+static void call_util_apply_trans2( float ix, float iy, float iz, matrix3 mat,
+ float *ox, float *oy, float *oz );
+static void call_util_mat_mul( matrix3 mat_a, matrix3 mat_b, matrix3 mat_c);
+
+/*----------------------------------------------------------------------*/
+/*
+* Fonctions externes
+*/
+
+/*
+* Evaluates orientation matrix.
+*/
+/* OCC18942: obsolete in OCCT6.3, might be removed in further versions! */
+void call_func_eval_ori_matrix3 (const point3* vrp, // view reference point
+ const vec3* vpn, // view plane normal
+ const vec3* vup, // view up vector
+ int* err_ind,
+ float mout[4][4]) // OUT view orientation matrix
+{
+
+ /* Translate to VRP then change the basis.
+ * The old basis is: e1 = < 1, 0, 0>, e2 = < 0, 1, 0>, e3 = < 0, 0, 1>.
+ * The new basis is: ("x" means cross product)
+ * e3' = VPN / |VPN|
+ * e1' = VUP x VPN / |VUP x VPN|
+ * e2' = e3' x e1'
+ * Therefore the transform from old to new is x' = TAx, where:
+ *
+ * | e1'x e2'x e3'x 0 | | 1 0 0 0 |
+ * A = | e1'y e2'y e3'y 0 |, T = | 0 1 0 0 |
+ * | e1'z e2'z e3'z 0 | | 0 0 1 0 |
+ * | 0 0 0 1 | | -vrp.x -vrp.y -vrp.z 1 |
+ *
+ */
+
+ /*
+ * These ei's are really ei primes.
+ */
+ register float (*m)[4][4];
+ point3 e1, e2, e3, e4;
+ double s, v;
+
+ /*
+ * e1' = VUP x VPN / |VUP x VPN|, but do the division later.
+ */
+ e1.x = vup->delta_y * vpn->delta_z - vup->delta_z * vpn->delta_y;
+ e1.y = vup->delta_z * vpn->delta_x - vup->delta_x * vpn->delta_z;
+ e1.z = vup->delta_x * vpn->delta_y - vup->delta_y * vpn->delta_x;
+ s = sqrt( e1.x * e1.x + e1.y * e1.y + e1.z * e1.z);
+ e3.x = vpn->delta_x;
+ e3.y = vpn->delta_y;
+ e3.z = vpn->delta_z;
+ v = sqrt( e3.x * e3.x + e3.y * e3.y + e3.z * e3.z);
+ /*
+ * Check for vup and vpn colinear (zero dot product).
+ */
+ if ((s > -EPSI) && (s < EPSI))
+ *err_ind = 2;
+ else
+ /*
+ * Check for a normal vector not null.
+ */
+ if ((v > -EPSI) && (v < EPSI))
+ *err_ind = 3;
+ else {
+ /*
+ * Normalize e1
+ */
+ e1.x /= ( float )s;
+ e1.y /= ( float )s;
+ e1.z /= ( float )s;
+ /*
+ * e3 = VPN / |VPN|
+ */
+ e3.x /= ( float )v;
+ e3.y /= ( float )v;
+ e3.z /= ( float )v;
+ /*
+ * e2 = e3 x e1
+ */
+ e2.x = e3.y * e1.z - e3.z * e1.y;
+ e2.y = e3.z * e1.x - e3.x * e1.z;
+ e2.z = e3.x * e1.y - e3.y * e1.x;
+ /*
+ * Add the translation
+ */
+ e4.x = -( e1.x * vrp->x + e1.y * vrp->y + e1.z * vrp->z);
+ e4.y = -( e2.x * vrp->x + e2.y * vrp->y + e2.z * vrp->z);
+ e4.z = -( e3.x * vrp->x + e3.y * vrp->y + e3.z * vrp->z);
+ /*
+ * Homogeneous entries
+ *
+ * | e1.x e2.x e3.x 0.0 | | 1 0 0 0 |
+ * | e1.y e2.y e3.y 0.0 | * | 0 1 0 0 |
+ * | e1.z e2.z e3.z 0.0 | | a b 1 c |
+ * | e4.x e4.y e4.z 1.0 | | 0 0 0 1 |
+ */
+
+ m = (float (*)[4][4])mout;
+
+ (*m)[0][0] = e1.x;
+ (*m)[0][1] = e2.x;
+ (*m)[0][2] = e3.x;
+ (*m)[0][3] = ( float )0.0;
+
+ (*m)[1][0] = e1.y;
+ (*m)[1][1] = e2.y;
+ (*m)[1][2] = e3.y;
+ (*m)[1][3] = ( float )0.0;
+
+ (*m)[2][0] = e1.z;
+ (*m)[2][1] = e2.z;
+ (*m)[2][2] = e3.z;
+ (*m)[2][3] = ( float )0.0;
+
+ (*m)[3][0] = e4.x;
+ (*m)[3][1] = e4.y;
+ (*m)[3][2] = e4.z;
+ (*m)[3][3] = ( float )1.0;
+
+ *err_ind = 0;
+ }
+}
+
+/*----------------------------------------------------------------------*/
+/*
+* Evaluates mapping matrix.
+*/
+/* OCC18942: obsolete in OCCT6.3, might be removed in further versions! */
+void call_func_eval_map_matrix3(
+ view_map3 *Map,
+ int *err_ind,
+ matrix3 mat)
+{
+ int i, j;
+ matrix3 Tpar, Spar;
+ matrix3 Tper, Sper;
+ matrix3 Shear;
+ matrix3 Scale;
+ matrix3 Tprp;
+ matrix3 aux_mat1, aux_mat2, aux_mat3;
+ point3 Prp;
+
+ *err_ind = 0;
+ for (i=0; i<4; i++)
+ for (j=0; j<4; j++)
+ Spar[i][j] = Sper[i][j] = aux_mat1[i][j] = aux_mat2[i][j] =
+ aux_mat3[i][j] = Tper[i][j] = Tpar[i][j] = Tprp[i][j] =
+ Shear[i][j] = Scale[i][j] = ( float )(i == j);
+
+ Prp.x = Map->proj_ref_point.x;
+ Prp.y = Map->proj_ref_point.y;
+ Prp.z = Map->proj_ref_point.z;
+
+ /*
+ * Type Parallele
+ */
+ if (Map->proj_type == TYPE_PARAL)
+ {
+ float umid, vmid;
+ point3 temp;
+
+#ifdef FMN
+ float cx, cy, gx, gy, xsf, ysf, zsf;
+ float fpd, bpd;
+ float dopx, dopy, dopz;
+ matrix3 tmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
+ matrix3 smat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
+ matrix3 shmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
+ matrix3 tshmat = { { ( float )1.0, ( float )0.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )1.0, ( float )0.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )1.0, ( float )0.0 },
+ { ( float )0.0, ( float )0.0, ( float )0.0, ( float )1.0 } };
+
+ /* centers */
+ cx = Map->win.x_min + Map->win.x_max, cx /= ( float )2.0;
+ cy = Map->win.y_min + Map->win.y_max, cy /= ( float )2.0;
+
+ gx = 2.0/ (Map->win.x_max - Map->win.x_min);
+ gy = 2.0/ (Map->win.y_max - Map->win.y_min);
+
+ tmat[0][3] = -cx;
+ tmat[1][3] = -cy;
+ tmat[2][3] = (Map->front_plane + Map->back_plane)/(Map->front_plane - Map->back_plane);
+
+ smat[0][0] = gx;
+ smat[1][1] = gy;
+ smat[2][2] = -2./(Map->front_plane - Map->back_plane);
+
+ /* scale factors */
+ dopx = cx - Prp.x;
+ dopy = cy - Prp.y;
+ dopz = - Prp.z;
+
+ /* map matrix */
+ shmat[0][2] = -(dopx/dopz);
+ shmat[1][2] = -(dopy/dopz);
+
+ /* multiply to obtain mapping matrix */
+ call_util_mat_mul( tmat, shmat, tshmat );
+ call_util_mat_mul( smat, tshmat, mat );
+
+ return;
+#endif
+
+ /* CAL */
+ Map->proj_vp.z_min = ( float )0.0;
+ Map->proj_vp.z_max = ( float )1.0;
+ /* CAL */
+
+ /* Shear matrix calculation */
+ umid = ( float )(Map->win.x_min+Map->win.x_max)/( float )2.0;
+ vmid = ( float )(Map->win.y_min+Map->win.y_max)/( float )2.0;
+ if(Prp.z == Map->view_plane){
+ /* Projection reference point is on the view plane */
+ *err_ind = 1;
+ return;
+ }
+ Shear[2][0] = ( float )(-1.0) * ((Prp.x-umid)/(Prp.z-Map->view_plane));
+ Shear[2][1] = ( float )(-1.0) * ((Prp.y-vmid)/(Prp.z-Map->view_plane));
+
+ /*
+ * Calculate the lower left coordinate of the view plane
+ * after the Shearing Transformation.
+ */
+ call_util_apply_trans2(Map->win.x_min, Map->win.y_min,
+ Map->view_plane, Shear, &(temp.x), &(temp.y), &(temp.z));
+
+ /* Translate the back plane to the origin */
+ Tpar[3][0] = ( float )(-1.0) * temp.x;
+ Tpar[3][1] = ( float )(-1.0) * temp.y;
+ Tpar[3][2] = ( float )(-1.0) * Map->back_plane;
+
+ call_util_mat_mul(Shear, Tpar, aux_mat1);
+
+ /* Calculation of Scaling transformation */
+ Spar[0][0] = ( float )1.0 / (Map->win.x_max - Map->win.x_min);
+ Spar[1][1] = ( float )1.0 / (Map->win.y_max - Map->win.y_min);
+ Spar[2][2] = ( float )1.0 / (Map->front_plane - Map->back_plane );
+ call_util_mat_mul (aux_mat1, Spar, aux_mat2);
+ /* Atlast we transformed view volume to NPC */
+
+ /* Translate and scale the view plane to projection view port */
+ if(Map->proj_vp.x_min < 0.0 || Map->proj_vp.y_min < 0.0 ||
+ Map->proj_vp.z_min < 0.0 || Map->proj_vp.x_max > 1.0 ||
+ Map->proj_vp.y_max > 1.0 || Map->proj_vp.z_max > 1.0 ||
+ Map->proj_vp.x_min > Map->proj_vp.x_max ||
+ Map->proj_vp.y_min > Map->proj_vp.y_max ||
+ Map->proj_vp.z_min > Map->proj_vp.z_max){
+ *err_ind = 1;
+ return;
+ }
+ for(i=0; i<4; i++)
+ for(j=0; j<4; j++)
+ aux_mat1[i][j] = (float)(i==j);
+ aux_mat1[0][0] = Map->proj_vp.x_max-Map->proj_vp.x_min;
+ aux_mat1[1][1] = Map->proj_vp.y_max-Map->proj_vp.y_min;
+ aux_mat1[2][2] = Map->proj_vp.z_max-Map->proj_vp.z_min;
+ aux_mat1[3][0] = Map->proj_vp.x_min;
+ aux_mat1[3][1] = Map->proj_vp.y_min;
+ aux_mat1[3][2] = Map->proj_vp.z_min;
+ call_util_mat_mul (aux_mat2, aux_mat1, mat);
+
+ return;
+ }
+
+ /*
+ * Type Perspective
+ */
+ else if (Map->proj_type == TYPE_PERSPECT)
+ {
+ float umid, vmid;
+ float B, F, V;
+ float Zvmin;
+
+ /* CAL */
+ Map->proj_vp.z_min = ( float )0.0;
+ Map->proj_vp.z_max = ( float )1.0;
+ /* CAL */
+
+ B = Map->back_plane;
+ F = Map->front_plane;
+ V = Map->view_plane;
+
+ if(Prp.z == Map->view_plane){
+ /* Centre of Projection is on the view plane */
+ *err_ind = 1;
+ return;
+ }
+ if(Map->proj_vp.x_min < 0.0 || Map->proj_vp.y_min < 0.0 ||
+ Map->proj_vp.z_min < 0.0 || Map->proj_vp.x_max > 1.0 ||
+ Map->proj_vp.y_max > 1.0 || Map->proj_vp.z_max > 1.0 ||
+ Map->proj_vp.x_min > Map->proj_vp.x_max ||
+ Map->proj_vp.y_min > Map->proj_vp.y_max ||
+ Map->proj_vp.z_min > Map->proj_vp.z_max ||
+ F < B){
+ *err_ind = 1;
+ return;
+ }
+
+ /* This is the transformation to move VRC to Center Of Projection */
+ Tprp[3][0] = ( float )(-1.0)*Prp.x;
+ Tprp[3][1] = ( float )(-1.0)*Prp.y;
+ Tprp[3][2] = ( float )(-1.0)*Prp.z;
+
+ /* Calculation of Shear matrix */
+ umid = ( float )(Map->win.x_min+Map->win.x_max)/( float )2.0-Prp.x;
+ vmid = ( float )(Map->win.y_min+Map->win.y_max)/( float )2.0-Prp.y;
+ Shear[2][0] = ( float )(-1.0)*umid/(Map->view_plane-Prp.z);
+ Shear[2][1] = ( float )(-1.0)*vmid/(Map->view_plane-Prp.z);
+ call_util_mat_mul(Tprp, Shear, aux_mat3);
+
+ /* Scale the view volume to canonical view volume
+ * Centre of projection at origin.
+ * 0 <= N <= -1, -0.5 <= U <= 0.5, -0.5 <= V <= 0.5
+ */
+ Scale[0][0] = (( float )(-1.0)*Prp.z+V)/
+ ((Map->win.x_max-Map->win.x_min)*(( float )(-1.0)*Prp.z+B));
+ Scale[1][1] = (( float )(-1.0)*Prp.z+V)/
+ ((Map->win.y_max-Map->win.y_min)*(( float )(-1.0)*Prp.z+B));
+ Scale[2][2] = ( float )(-1.0) / (( float )(-1.0)*Prp.z+B);
+
+ call_util_mat_mul(aux_mat3, Scale, aux_mat1);
+
+ /*
+ * Transform the Perspective view volume into
+ * Parallel view volume.
+ * Lower left coordinate: (-0.5,-0.5, -1)
+ * Upper right coordinate: (0.5, 0.5, 1.0)
+ */
+ Zvmin = ( float )(-1.0*(-1.0*Prp.z+F)/(-1.0*Prp.z+B));
+ aux_mat2[2][2] = ( float )1.0/(( float )1.0+Zvmin);
+ aux_mat2[2][3] = ( float )(-1.0);
+ aux_mat2[3][2] = ( float )(-1.0)*Zvmin*aux_mat2[2][2];
+ aux_mat2[3][3] = ( float )0.0;
+ call_util_mat_mul(aux_mat1, aux_mat2, Shear);
+
+ for(i=0; i<4; i++)
+ for(j=0; j<4; j++)
+ aux_mat1[i][j] = aux_mat2[i][j] = (float)(i==j);
+
+ /* Translate and scale the view plane to projection view port */
+ aux_mat2[0][0] = (Map->proj_vp.x_max-Map->proj_vp.x_min);
+ aux_mat2[1][1] = (Map->proj_vp.y_max-Map->proj_vp.y_min);
+ aux_mat2[2][2] = (Map->proj_vp.z_max-Map->proj_vp.z_min);
+ aux_mat2[3][0] = aux_mat2[0][0]/( float )2.0+Map->proj_vp.x_min;
+ aux_mat2[3][1] = aux_mat2[1][1]/( float )2.0+Map->proj_vp.y_min;
+ aux_mat2[3][2] = aux_mat2[2][2]+Map->proj_vp.z_min;
+ call_util_mat_mul (Shear, aux_mat2, mat);
+
+ return;
+ }
+ else
+ *err_ind = 1;
+}
+
+/*----------------------------------------------------------------------*/
+
+static void
+call_util_apply_trans2( float ix, float iy, float iz, matrix3 mat,
+ float *ox, float *oy, float *oz )
+{
+ float temp;
+ *ox = ix*mat[0][0]+iy*mat[1][0]+iz*mat[2][0]+mat[3][0];
+ *oy = ix*mat[0][1]+iy*mat[1][1]+iz*mat[2][1]+mat[3][1];
+ *oz = ix*mat[0][2]+iy*mat[1][2]+iz*mat[2][2]+mat[3][2];
+ temp = ix * mat[0][3]+iy * mat[1][3]+iz * mat[2][3]+mat[3][3];
+ *ox /= temp;
+ *oy /= temp;
+ *oz /= temp;
+}
+
+/*----------------------------------------------------------------------*/
+
+static void
+call_util_mat_mul( matrix3 mat_a, matrix3 mat_b, matrix3 mat_c)
+{
+ int i, j, k;
+
+ for (i=0; i<4; i++)
+ for (j=0; j<4; j++)
+ for (mat_c[i][j] = ( float )0.0,k=0; k<4; k++)
+ mat_c[i][j] += mat_a[i][k] * mat_b[k][j];
+}
+
+/*----------------------------------------------------------------------*/
+
+//call_func_redraw_all_structs_proc
+void OpenGl_View::Render (const Handle(OpenGl_Workspace) &AWorkspace,
+ const Graphic3d_CView& ACView,
+ const Aspect_CLayer2d& ACUnderLayer,
+ const Aspect_CLayer2d& ACOverLayer)
+{
+ // Reset FLIST status after modification of myBackfacing
+ if (myResetFLIST)
+ {
+ AWorkspace->NamedStatus &= ~OPENGL_NS_FLIST;
+ myResetFLIST = Standard_False;
+ }
+
+ // Store and disable current clipping planes
+ GLint maxplanes;
+ glGetIntegerv(GL_MAX_CLIP_PLANES, &maxplanes);
+ const GLenum lastid = GL_CLIP_PLANE0 + maxplanes;
+ OPENGL_CLIP_PLANE *oldPlanes = new OPENGL_CLIP_PLANE[maxplanes];
+ OPENGL_CLIP_PLANE *ptrPlane = oldPlanes;
+ GLenum planeid = GL_CLIP_PLANE0;
+ for ( ; planeid < lastid; planeid++, ptrPlane++ )
+ {
+ glGetClipPlane( planeid, ptrPlane->Equation );
+ if ( ptrPlane->isEnabled )
+ {
+ glDisable( planeid );
+ ptrPlane->isEnabled = GL_TRUE;
+ }
+ else
+ ptrPlane->isEnabled = GL_FALSE;
+ }
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Step 1: Prepare for redraw
+
+ // Render background
+ if ( (AWorkspace->NamedStatus & OPENGL_NS_WHITEBACK) == 0 &&
+ ( myBgTexture.TexId != 0 || myBgGradient.type != Aspect_GFM_NONE ) )
+ {
+ const Standard_Integer aViewWidth = AWorkspace->Width();
+ const Standard_Integer aViewHeight = AWorkspace->Height();
+
+ glPushAttrib( GL_ENABLE_BIT | GL_TEXTURE_BIT );
+
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+ glLoadIdentity();
+
+ if ( glIsEnabled( GL_DEPTH_TEST ) )
+ glDisable( GL_DEPTH_TEST ); //push GL_ENABLE_BIT
+
+ // drawing bg image if defined
+ if ( myBgTexture.TexId != 0 )
+ {
+ GLfloat texX_range = 1.F; // texture <s> coordinate
+ GLfloat texY_range = 1.F; // texture <t> coordinate
+
+ // Set up for stretching or tiling
+ GLfloat x_offset, y_offset;
+ if ( myBgTexture.Style == Aspect_FM_CENTERED )
+ {
+ x_offset = (GLfloat)myBgTexture.Width / (GLfloat)aViewWidth;
+ y_offset = (GLfloat)myBgTexture.Height / (GLfloat)aViewHeight;
+ }
+ else
+ {
+ x_offset = 1.F;
+ y_offset = 1.F;
+ if ( myBgTexture.Style == Aspect_FM_TILED )
+ {
+ texX_range = (GLfloat)aViewWidth / (GLfloat)myBgTexture.Width;
+ texY_range = (GLfloat)aViewHeight / (GLfloat)myBgTexture.Height;
+ }
+ }
+
+ glEnable( GL_TEXTURE_2D ); //push GL_ENABLE_BIT
+ glBindTexture( GL_TEXTURE_2D, myBgTexture.TexId ); //push GL_TEXTURE_BIT
+
+ glDisable( GL_BLEND ); //push GL_ENABLE_BIT
+
+ glColor3fv( AWorkspace->BackgroundColor().rgb );
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); //push GL_TEXTURE_BIT
+
+ glBegin( GL_QUADS );
+ glTexCoord2f(0.F, 0.F); glVertex2f( -x_offset, -y_offset );
+ glTexCoord2f(texX_range, 0.F); glVertex2f( x_offset, -y_offset );
+ glTexCoord2f(texX_range, texY_range); glVertex2f( x_offset, y_offset );
+ glTexCoord2f(0.F, texY_range); glVertex2f( -x_offset, y_offset );
+ glEnd();
+ }
+ else //if( myBgGradient.type != Aspect_GFM_NONE )
+ {
+ Tfloat* corner1 = 0;/* -1,-1*/
+ Tfloat* corner2 = 0;/* 1,-1*/
+ Tfloat* corner3 = 0;/* 1, 1*/
+ Tfloat* corner4 = 0;/* -1, 1*/
+ Tfloat dcorner1[3];
+ Tfloat dcorner2[3];
+
+ switch( myBgGradient.type )
+ {
+ case Aspect_GFM_HOR:
+ corner1 = myBgGradient.color2.rgb;
+ corner2 = myBgGradient.color2.rgb;
+ corner3 = myBgGradient.color1.rgb;
+ corner4 = myBgGradient.color1.rgb;
+ break;
+ case Aspect_GFM_VER:
+ corner1 = myBgGradient.color2.rgb;
+ corner2 = myBgGradient.color1.rgb;
+ corner3 = myBgGradient.color1.rgb;
+ corner4 = myBgGradient.color2.rgb;
+ break;
+ case Aspect_GFM_DIAG1:
+ corner2 = myBgGradient.color2.rgb;
+ corner4 = myBgGradient.color1.rgb;
+ dcorner1 [0] = dcorner2[0] = 0.5F * (corner2[0] + corner4[0]);
+ dcorner1 [1] = dcorner2[1] = 0.5F * (corner2[1] + corner4[1]);
+ dcorner1 [2] = dcorner2[2] = 0.5F * (corner2[2] + corner4[2]);
+ corner1 = dcorner1;
+ corner3 = dcorner2;
+ break;
+ case Aspect_GFM_DIAG2:
+ corner1 = myBgGradient.color2.rgb;
+ corner3 = myBgGradient.color1.rgb;
+ dcorner1 [0] = dcorner2[0] = 0.5F * (corner1[0] + corner3[0]);
+ dcorner1 [1] = dcorner2[1] = 0.5F * (corner1[1] + corner3[1]);
+ dcorner1 [2] = dcorner2[2] = 0.5F * (corner1[2] + corner3[2]);
+ corner2 = dcorner1;
+ corner4 = dcorner2;
+ break;
+ case Aspect_GFM_CORNER1:
+ corner1 = myBgGradient.color1.rgb;
+ corner2 = myBgGradient.color2.rgb;
+ corner3 = myBgGradient.color2.rgb;
+ corner4 = myBgGradient.color2.rgb;
+ break;
+ case Aspect_GFM_CORNER2:
+ corner1 = myBgGradient.color2.rgb;
+ corner2 = myBgGradient.color1.rgb;
+ corner3 = myBgGradient.color2.rgb;
+ corner4 = myBgGradient.color2.rgb;
+ break;
+ case Aspect_GFM_CORNER3:
+ corner1 = myBgGradient.color2.rgb;
+ corner2 = myBgGradient.color2.rgb;
+ corner3 = myBgGradient.color1.rgb;
+ corner4 = myBgGradient.color2.rgb;
+ break;
+ case Aspect_GFM_CORNER4:
+ corner1 = myBgGradient.color2.rgb;
+ corner2 = myBgGradient.color2.rgb;
+ corner3 = myBgGradient.color2.rgb;
+ corner4 = myBgGradient.color1.rgb;
+ break;
+ default:
+ //printf("gradient background type not right\n");
+ break;
+ }
+
+ // Save GL parameters
+ glDisable( GL_LIGHTING ); //push GL_ENABLE_BIT
+
+ GLint curSM;
+ glGetIntegerv( GL_SHADE_MODEL, &curSM );
+ if ( curSM != GL_SMOOTH )
+ glShadeModel( GL_SMOOTH ); //push GL_LIGHTING_BIT
+
+ glBegin(GL_TRIANGLE_FAN);
+ if( myBgGradient.type != Aspect_GFM_CORNER2 && myBgGradient.type != Aspect_GFM_CORNER4 )
+ {
+ glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
+ glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
+ glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
+ glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
+ }
+ else //if ( myBgGradient.type == Aspect_GFM_CORNER2 || myBgGradient.type == Aspect_GFM_CORNER4 )
+ {
+ glColor3f(corner2[0],corner2[1],corner2[2]); glVertex2f( 1.,-1.);
+ glColor3f(corner3[0],corner3[1],corner3[2]); glVertex2f( 1., 1.);
+ glColor3f(corner4[0],corner4[1],corner4[2]); glVertex2f(-1., 1.);
+ glColor3f(corner1[0],corner1[1],corner1[2]); glVertex2f(-1.,-1.);
+ }
+ glEnd();
+
+ // Restore GL parameters
+ if ( curSM != GL_SMOOTH )
+ glShadeModel( curSM );
+ }
+
+ glPopMatrix();
+ glMatrixMode( GL_PROJECTION );
+ glPopMatrix();
+ glMatrixMode( GL_MODELVIEW );
+
+ glPopAttrib(); //GL_ENABLE_BIT | GL_TEXTURE_BIT
+
+ if ( AWorkspace->UseZBuffer() )
+ glEnable( GL_DEPTH_TEST );
+
+ /* GL_DITHER on/off pour le trace */
+ if (AWorkspace->Dither())
+ glEnable (GL_DITHER);
+ else
+ glDisable (GL_DITHER);
+ }
+
+ // Switch off lighting by default
+ glDisable(GL_LIGHTING);
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Step 2: Draw underlayer
+ RedrawLayer2d(AWorkspace, ACView, ACUnderLayer);
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Step 3: Redraw main plane
+
+ // Setup face culling
+ GLboolean isCullFace = GL_FALSE;
+ if ( myBackfacing )
+ {
+ isCullFace = glIsEnabled( GL_CULL_FACE );
+ if ( myBackfacing < 0 )
+ {
+ glEnable( GL_CULL_FACE );
+ glCullFace( GL_BACK );
+ }
+ else
+ glDisable( GL_CULL_FACE );
+ }
+
+ //TsmPushAttri(); /* save previous graphics context */
+
+ // if the view is scaled normal vectors are scaled to unit length for correct displaying of shaded objects
+ if(myExtra.scaleFactors[0] != 1.F ||
+ myExtra.scaleFactors[1] != 1.F ||
+ myExtra.scaleFactors[2] != 1.F)
+ glEnable(GL_NORMALIZE);
+ else if(glIsEnabled(GL_NORMALIZE))
+ glDisable(GL_NORMALIZE);
+
+ // Apply View Projection
+ // This routine activates the Projection matrix for a view.
+
+ glMatrixMode( GL_PROJECTION );
+
+#ifdef WNT
+ // add printing scale/tiling transformation
+ OpenGl_PrinterContext* aPrinterContext = OpenGl_PrinterContext::GetPrinterContext(AWorkspace->GetGContext());
+
+ if (aPrinterContext)
+ {
+ GLfloat aProjMatrix[16];
+ aPrinterContext->GetProjTransformation(aProjMatrix);
+ glLoadMatrixf((GLfloat*) aProjMatrix);
+ }
+ else
+#endif
+ glLoadIdentity();
+
+ glMultMatrixf( (const GLfloat *) myMappingMatrix );
+
+ // Add translation necessary for the environnement mapping
+ if (mySurfaceDetail != Visual3d_TOD_NONE)
+ {
+ // OCC280: FitAll work incorrect for perspective view if the SurfaceDetail mode is V3d_TEX_ENVIRONMENT or V3d_TEX_ALL
+ // const GLfloat dep = vptr->vrep.extra.map.fpd * 0.5F;
+ const GLfloat dep = (myExtra.map.fpd + myExtra.map.bpd) * 0.5F;
+ glTranslatef(-dep*myExtra.vpn[0],-dep*myExtra.vpn[1],-dep*myExtra.vpn[2]);
+ }
+
+ // Apply matrix
+ AWorkspace->SetViewMatrix((const OpenGl_Matrix *)myOrientationMatrix);
+
+/*
+While drawing after a clipplane has been defined and enabled, each vertex
+is transformed to eye-coordinates, where it is dotted with the transformed
+clipping plane equation. Eye-coordinate vertexes whose dot product with
+the transformed clipping plane equation is positive or zero are in, and
+require no clipping. Those eye-coordinate vertexes whose dot product is
+negative are clipped. Because clipplane clipping is done in eye-
+coordinates, changes to the projection matrix have no effect on its
+operation.
+
+A point and a normal are converted to a plane equation in the following manner:
+
+point = [Px,Py,Pz]
+
+normal = |Nx|
+|Ny|
+|Nz|
+
+plane equation = |A|
+|B|
+|C|
+|D|
+A = Nx
+B = Ny
+C = Nz
+D = -[Px,Py,Pz] dot |Nx|
+|Ny|
+|Nz|
+
+*/
+
+ glPushAttrib( GL_FOG_BIT | GL_LIGHTING_BIT );
+
+ // Apply Fog
+ if ( myFog.IsOn )
+ {
+ const GLfloat ramp = myExtra.map.fpd - myExtra.map.bpd;
+ const GLfloat fog_start = myFog.Front * ramp - myExtra.map.fpd;
+ const GLfloat fog_end = myFog.Back * ramp - myExtra.map.fpd;
+
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ glFogf(GL_FOG_START, fog_start);
+ glFogf(GL_FOG_END, fog_end);
+ glFogfv(GL_FOG_COLOR, myFog.Color.rgb);
+ glEnable(GL_FOG);
+ }
+ else
+ glDisable(GL_FOG);
+
+ // Apply Lights
+ {
+ int i;
+
+ // Switch off all lights
+ for (i = GL_LIGHT0; i <= GL_LIGHT7; i++)
+ glDisable(i);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, default_amb);
+
+ /* set les lights */
+ int gl_lid = GL_LIGHT0;
+ OpenGl_ListOfLight::Iterator itl(myLights);
+ for (; itl.More(); itl.Next())
+ {
+ const OpenGl_Light &alight = itl.Value();
+ bind_light(&alight, &gl_lid);
+ }
+
+ if (gl_lid != GL_LIGHT0) glEnable(GL_LIGHTING);
+ }
+
+ // Apply InteriorShadingMethod
+ glShadeModel( myIntShadingMethod == TEL_SM_FLAT ? GL_FLAT : GL_SMOOTH );
+
+ // Apply clipping planes
+ {
+ // Define starting plane id
+ planeid = GL_CLIP_PLANE0;
+
+ GLdouble equation[4];
+
+ if ( myZClip.Back.IsOn || myZClip.Front.IsOn )
+ {
+ // Apply front and back clipping planes
+ GLfloat mat[4][4];
+ glMatrixMode( GL_MODELVIEW );
+ glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) mat );
+ glLoadIdentity();
+
+ const GLdouble ramp = myExtra.map.fpd - myExtra.map.bpd;
+
+ if ( myZClip.Back.IsOn )
+ {
+ const GLdouble back = ramp * myZClip.Back.Limit + myExtra.map.bpd;
+ equation[0] = 0.0; /* Nx */
+ equation[1] = 0.0; /* Ny */
+ equation[2] = 1.0; /* Nz */
+ equation[3] = -back; /* P dot N */
+ glClipPlane( planeid, equation );
+ glEnable( planeid );
+ planeid++;
+ }
+
+ if ( myZClip.Front.IsOn )
+ {
+ const GLdouble front = ramp * myZClip.Front.Limit + myExtra.map.bpd;
+ equation[0] = 0.0; /* Nx */
+ equation[1] = 0.0; /* Ny */
+ equation[2] = -1.0; /* Nz */
+ equation[3] = front; /* P dot N */
+ glClipPlane( planeid, equation );
+ glEnable( planeid );
+ planeid++;
+ }
+
+ glLoadMatrixf( (GLfloat *) mat );
+ }
+
+ // Apply user clipping planes
+ NCollection_List<OPENGL_CLIP_REP>::Iterator planeIter(myClippingPlanes);
+ for ( ; planeIter.More(); planeIter.Next() )
+ {
+ glClipPlane( planeid, planeIter.Value().equation );
+ glEnable( planeid );
+ planeid++;
+ }
+ }
+
+ // Apply AntiAliasing
+ {
+ if (myAntiAliasing)
+ AWorkspace->NamedStatus |= OPENGL_NS_ANTIALIASING;
+ else
+ AWorkspace->NamedStatus &= ~OPENGL_NS_ANTIALIASING;
+ }
+
+ Standard_Boolean isAnimationListOpen = Standard_False;
+
+ // Request for update of animation mode?
+ if ( (AWorkspace->NamedStatus & OPENGL_NS_UPDATEAM) != 0 )
+ {
+ // Request to rebuild display list
+ myAnimationListReady = Standard_False;
+ // Reset request for update of animation mode
+ AWorkspace->NamedStatus &= ~OPENGL_NS_UPDATEAM;
+ }
+
+ // Is in animation mode?
+ if ( AWorkspace->NamedStatus & OPENGL_NS_ANIMATION )
+ {
+ // Is the animation list ready?
+ if (myAnimationListReady)
+ {
+ // Execute the animation list
+ glCallList(myAnimationListIndex);
+ }
+ else
+ {
+ // Update the animation list
+ if ( AWorkspace->NamedStatus & OPENGL_NS_FLIST )
+ {
+ if (myAnimationListIndex == 0)
+ myAnimationListIndex = glGenLists(1);
+
+ if (myAnimationListIndex != 0)
+ {
+ glNewList(myAnimationListIndex, GL_COMPILE_AND_EXECUTE);
+ isAnimationListOpen = Standard_True;
+ }
+ }
+ else
+ AWorkspace->NamedStatus |= OPENGL_NS_FLIST;
+ }
+ }
+ else
+ myAnimationListReady = Standard_False;
+
+ if (!myAnimationListReady)
+ {
+ // Clear status bitfields
+ AWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
+
+ // Added PCT for handling of textures
+ switch (mySurfaceDetail)
+ {
+ case Visual3d_TOD_NONE:
+ AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
+ DisableTexture();
+ // Render the view
+ RenderStructs(AWorkspace);
+ break;
+
+ case Visual3d_TOD_ENVIRONMENT:
+ AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
+ SetCurrentTexture(myTextureEnv);
+ EnableTexture();
+ // Render the view
+ RenderStructs(AWorkspace);
+ DisableTexture();
+ break;
+
+ case Visual3d_TOD_ALL:
+ // First pass
+ AWorkspace->NamedStatus &= ~OPENGL_NS_FORBIDSETTEX;
+ // Render the view
+ RenderStructs(AWorkspace);
+ DisableTexture();
+
+ // Second pass
+ if (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
+ {
+ AWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
+ SetCurrentTexture(myTextureEnv);
+ EnableTexture();
+
+ /* sauvegarde de quelques parametres OpenGL */
+ GLint blend_dst, blend_src;
+ GLint zbuff_f;
+ GLboolean zbuff_w;
+ glGetBooleanv(GL_DEPTH_WRITEMASK, &zbuff_w);
+ glGetIntegerv(GL_DEPTH_FUNC, &zbuff_f);
+ glGetIntegerv(GL_BLEND_DST, &blend_dst);
+ glGetIntegerv(GL_BLEND_SRC, &blend_src);
+ GLboolean zbuff_state = glIsEnabled(GL_DEPTH_TEST);
+ GLboolean blend_state = glIsEnabled(GL_BLEND);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glDepthFunc(GL_EQUAL);
+ glDepthMask(GL_FALSE);
+ glEnable(GL_DEPTH_TEST);
+
+ AWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
+
+ // Render the view
+ RenderStructs(AWorkspace);
+ DisableTexture();
+
+ /* restauration des parametres OpenGL */
+ glBlendFunc(blend_src, blend_dst);
+ if (!blend_state) glDisable(GL_BLEND);
+
+ glDepthFunc(zbuff_f);
+ glDepthMask(zbuff_w);
+ if (!zbuff_state) glDisable(GL_DEPTH_FUNC);
+ }
+ break;
+ }
+
+ if (isAnimationListOpen)
+ {
+ glEndList();
+ myAnimationListReady = Standard_True;
+ }
+ }
+
+ /* restore previous graphics context; before update lights */
+ //TsmPopAttri();
+
+ // Disable current clipping planes
+ for ( planeid = GL_CLIP_PLANE0; planeid < lastid; planeid++ )
+ glDisable( planeid );
+
+ /* affichage de Triedre Non Zoomable de la vue s'il existe */
+ if (!myTrihedron.IsNull())
+ myTrihedron->Render(AWorkspace);
+ if (!myGraduatedTrihedron.IsNull())
+ myGraduatedTrihedron->Render(AWorkspace);
+
+ glPopAttrib(); // GL_FOG_BIT | GL_LIGHTING_BIT
+
+ // Restore face culling
+ if ( myBackfacing )
+ {
+ if ( isCullFace )
+ {
+ glEnable ( GL_CULL_FACE );
+ glCullFace ( GL_BACK );
+ }
+ else
+ glDisable ( GL_CULL_FACE );
+ }
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Step 6: Draw overlayer
+ // Redrawing to bitmap or window?
+ const int amode = (AWorkspace->NamedStatus & OPENGL_NS_ISBITMAP)? OCC_REDRAW_BITMAP : OCC_REDRAW_WINDOW;
+
+ AWorkspace->DisplayCallback(ACView,(amode | OCC_PRE_OVERLAY));
+
+ RedrawLayer2d(AWorkspace, ACView, ACOverLayer);
+
+ AWorkspace->DisplayCallback(ACView,amode);
+
+ // Restore clipping planes
+ for ( ptrPlane = oldPlanes, planeid = GL_CLIP_PLANE0; planeid < lastid; planeid++, ptrPlane++ )
+ {
+ glClipPlane( planeid, ptrPlane->Equation );
+ if ( ptrPlane->isEnabled )
+ glEnable( planeid );
+ else
+ glDisable( planeid );
+ }
+ delete[] oldPlanes;
+}
+
+/*----------------------------------------------------------------------*/
+
+//ExecuteViewDisplay
+void OpenGl_View::RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace)
+{
+ if ( myStructures.NbStructures() <= 0 ) return;
+
+ glPushAttrib ( GL_DEPTH_BUFFER_BIT );
+
+ const OpenGl_AspectLine *aspect_line = AWorkspace->AspectLine( Standard_True );
+
+ //TsmPushAttri(); /* save previous graphics context */
+
+ if ( (AWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED) == 0 )
+ {
+ const int antiAliasingMode = AWorkspace->GetDisplay()->AntiAliasingMode();
+
+ if ( !myAntiAliasing )
+ {
+ glDisable(GL_POINT_SMOOTH);
+ glDisable(GL_LINE_SMOOTH);
+ if( antiAliasingMode & 2 ) glDisable(GL_POLYGON_SMOOTH);
+ glBlendFunc (GL_ONE, GL_ZERO);
+ glDisable (GL_BLEND);
+ }
+ else
+ {
+ glEnable(GL_POINT_SMOOTH);
+ glEnable(GL_LINE_SMOOTH);
+ if( antiAliasingMode & 2 ) glEnable(GL_POLYGON_SMOOTH);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable (GL_BLEND);
+ }
+ }
+
+ myStructures.Render(AWorkspace);
+
+ //TsmPopAttri(); /* restore previous graphics context; before update lights */
+
+ if ( AWorkspace->DegenerateModel > 1 )
+ {
+ glLineWidth ( aspect_line->Width() );
+ if ( aspect_line->Type() != Aspect_TOL_SOLID ) glEnable ( GL_LINE_STIPPLE );
+ }
+
+ glPopAttrib ();
+}
+
+/*----------------------------------------------------------------------*/
+
+//call_togl_redraw_layer2d
+void OpenGl_View::RedrawLayer2d (const Handle(OpenGl_Workspace) &AWorkspace, const Graphic3d_CView& ACView, const Aspect_CLayer2d& ACLayer)
+{
+ if (&ACLayer == NULL
+ || ACLayer.ptrLayer == NULL
+ || ACLayer.ptrLayer->listIndex == 0) return;
+
+ GLsizei dispWidth, dispHeight;
+ if ( ACView.DefBitmap.bitmap ) {
+ dispWidth = ACView.DefBitmap.width;
+ dispHeight = ACView.DefBitmap.height;
+ }
+ else {
+ dispWidth = (GLsizei) ACLayer.viewport[0];
+ dispHeight = (GLsizei) ACLayer.viewport[1];
+ }
+
+ const GLboolean isl = glIsEnabled(GL_LIGHTING); /*OCC6247*/
+ if (isl)
+ glDisable(GL_LIGHTING); /*OCC6247*/
+
+ /*
+ * On positionne la projection
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix ();
+ glLoadIdentity ();
+
+ glMatrixMode (GL_PROJECTION);
+ glPushMatrix ();
+ glLoadIdentity ();
+
+ if (!ACLayer.sizeDependent)
+ glViewport (0, 0, dispWidth, dispHeight);
+
+ float left = ACLayer.ortho[0];
+ float right = ACLayer.ortho[1];
+ float bottom = ACLayer.ortho[2];
+ float top = ACLayer.ortho[3];
+
+ int attach = ACLayer.attach;
+
+ float ratio;
+ if (!ACLayer.sizeDependent)
+ ratio = (float) dispWidth/dispHeight;
+ else
+ ratio = ACView.DefWindow.dx/ACView.DefWindow.dy;
+
+ float delta;
+ if (ratio >= 1.0) { /* fenetre horizontale */
+ delta = (float )((top - bottom)/2.0);
+ switch (attach) {
+ case 0: /* Aspect_TOC_BOTTOM_LEFT */
+ top = bottom + 2*delta/ratio;
+ break;
+ case 1: /* Aspect_TOC_BOTTOM_RIGHT */
+ top = bottom + 2*delta/ratio;
+ break;
+ case 2: /* Aspect_TOC_TOP_LEFT */
+ bottom = top - 2*delta/ratio;
+ break;
+ case 3: /* Aspect_TOC_TOP_RIGHT */
+ bottom = top - 2*delta/ratio;
+ break;
+ }
+ }
+ else { /* fenetre verticale */
+ delta = (float )((right - left)/2.0);
+ switch (attach) {
+ case 0: /* Aspect_TOC_BOTTOM_LEFT */
+ right = left + 2*delta*ratio;
+ break;
+ case 1: /* Aspect_TOC_BOTTOM_RIGHT */
+ left = right - 2*delta*ratio;
+ break;
+ case 2: /* Aspect_TOC_TOP_LEFT */
+ right = left + 2*delta*ratio;
+ break;
+ case 3: /* Aspect_TOC_TOP_RIGHT */
+ left = right - 2*delta*ratio;
+ break;
+ }
+ }
+
+#ifdef WNT
+ // Check printer context that exists only for print operation
+ OpenGl_PrinterContext* aPrinterContext = OpenGl_PrinterContext::GetPrinterContext (AWorkspace->GetGContext());
+
+ if (aPrinterContext)
+ {
+ // additional transformation matrix could be applied to
+ // render only those parts of viewport that will be
+ // passed to a printer as a current "frame" to provide
+ // tiling; scaling of graphics by matrix helps render a
+ // part of a view (frame) in same viewport, but with higher
+ // resolution
+ GLfloat aProjMatrix[16];
+ aPrinterContext->GetProjTransformation (aProjMatrix);
+ glLoadMatrixf ((GLfloat*) aProjMatrix);
+
+ // printing operation also assumes other viewport dimension
+ // to comply with transformation matrix or graphics scaling
+ // factors for tiling for layer redraw
+ GLsizei anViewportX = 0;
+ GLsizei anViewportY = 0;
+ aPrinterContext->GetLayerViewport (anViewportX, anViewportY);
+ if (anViewportX != 0 && anViewportY != 0)
+ glViewport (0, 0, anViewportX, anViewportY);
+ }
+#endif
+
+ glOrtho (left, right, bottom, top, -1.0, 1.0);
+
+ /*
+ * On trace la display-list associee au layer.
+ */
+ glPushAttrib (
+ GL_LIGHTING_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
+ GL_DEPTH_BUFFER_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT );
+ glDisable (GL_DEPTH_TEST);
+ glCallList (ACLayer.ptrLayer->listIndex);
+
+ //calling dynamic render of LayerItems
+ if ( ACLayer.ptrLayer->layerData )
+ {
+ InitLayerProp(ACLayer.ptrLayer->listIndex);
+ ((Visual3d_Layer*)ACLayer.ptrLayer->layerData)->RenderLayerItems();
+ InitLayerProp(0);
+ }
+
+ glPopAttrib ();
+
+ /*
+ * On retire la projection
+ */
+ glMatrixMode (GL_PROJECTION);
+ glPopMatrix ();
+
+ glMatrixMode( GL_MODELVIEW );
+ glPopMatrix ();
+
+ /*
+ * Restauration du Viewport en cas de modification
+ */
+ if (!ACLayer.sizeDependent)
+ glViewport (0, 0, (GLsizei) ACView.DefWindow.dx, (GLsizei) ACView.DefWindow.dy);
+
+ glFlush ();
+
+ if (isl)
+ glEnable(GL_LIGHTING); /*OCC6247*/
+}
+
+/*----------------------------------------------------------------------*/
+
+//call_togl_create_bg_texture
+void OpenGl_View::CreateBackgroundTexture (const Standard_CString AFileName, const Aspect_FillMethod AFillStyle)
+{
+ // Delete existing texture
+ if ( myBgTexture.TexId != 0 )
+ {
+ glDeleteTextures( 1, (GLuint*)&(myBgTexture.TexId) );
+ myBgTexture.TexId = 0;
+ }
+
+ Standard_Integer width, height;
+ Handle(Image_Image) image;
+ if ( AlienImage::LoadImageFile( AFileName, image, width, height ) )
+ {
+ const int nbbytes = width * height * 3;
+ GLubyte *data = new GLubyte[nbbytes];
+ GLubyte *pdata = data;
+ Standard_Integer i, j;
+ for ( j = height - 1; j >= 0; j-- )
+ for ( i = 0; i < width; i++ )
+ {
+ const Quantity_Color &color = image->PixelColor( i, j );
+ *pdata++ = (GLubyte)( 255 * color.Red() );
+ *pdata++ = (GLubyte)( 255 * color.Green() );
+ *pdata++ = (GLubyte)( 255 * color.Blue() );
+ }
+
+ GLuint texture = 0;
+ glGenTextures( 1, &texture );
+ glBindTexture( GL_TEXTURE_2D, texture );
+
+ /* Create MipMapped Texture */
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+
+ gluBuild2DMipmaps( GL_TEXTURE_2D, 3/*4*/, width, height, GL_RGB, GL_UNSIGNED_BYTE, data );
+
+ delete[] data;
+
+ myBgTexture.TexId = texture;
+ myBgTexture.Width = width;
+ myBgTexture.Height = height;
+ switch ( AFillStyle )
+ {
+ case Aspect_FM_NONE :
+ myBgTexture.Style = Aspect_FM_CENTERED;
+ break;
+ default :
+ myBgTexture.Style = AFillStyle;
+ break;
+ }
+ }
+}
+
+/*----------------------------------------------------------------------*/
+
+//call_togl_set_bg_texture_style
+void OpenGl_View::SetBackgroundTextureStyle (const Aspect_FillMethod AFillStyle)
+{
+ /* check if background texture is already created */
+ if ( myBgTexture.TexId != 0 )
+ {
+ switch ( AFillStyle )
+ {
+ case Aspect_FM_NONE :
+ myBgTexture.Style = Aspect_FM_CENTERED;
+ break;
+ default :
+ myBgTexture.Style = AFillStyle;
+ break;
+ }
+ }
+}
+
+/*----------------------------------------------------------------------*/
+
+//call_togl_gradient_background
+void OpenGl_View::SetBackgroundGradient (const Quantity_Color& AColor1,
+ const Quantity_Color& AColor2,
+ const Aspect_GradientFillMethod AType)
+{
+ Standard_Real R,G,B;
+ AColor1.Values( R, G, B, Quantity_TOC_RGB );
+ myBgGradient.color1.rgb[0] = ( Tfloat )R;
+ myBgGradient.color1.rgb[1] = ( Tfloat )G;
+ myBgGradient.color1.rgb[2] = ( Tfloat )B;
+ myBgGradient.color1.rgb[3] = 0.F;
+
+ AColor2.Values( R, G, B, Quantity_TOC_RGB );
+ myBgGradient.color2.rgb[0] = ( Tfloat )R;
+ myBgGradient.color2.rgb[1] = ( Tfloat )G;
+ myBgGradient.color2.rgb[2] = ( Tfloat )B;
+ myBgGradient.color2.rgb[3] = 0.F;
+
+ myBgGradient.type = AType;
+}
+
+/*----------------------------------------------------------------------*/
+
+//call_togl_set_gradient_type
+void OpenGl_View::SetBackgroundGradientType (const Aspect_GradientFillMethod AType)
+{
+ // check if gradient background is already created
+ if ( myBgGradient.type != Aspect_GFM_NONE )
+ myBgGradient.type = AType;
+}
+
+/*----------------------------------------------------------------------*/