-// File: OpenGl_Workspace.cxx
-// Created: 20 September 2011
-// Author: Sergey ZERCHANINOV
-// Copyright: OPEN CASCADE 2011
+// Created on: 2011-09-20
+// Created by: Sergey ZERCHANINOV
+// Copyright (c) 2011-2012 OPEN CASCADE SAS
+//
+// The content of this file is subject to the Open CASCADE Technology Public
+// License Version 6.5 (the "License"). You may not use the content of this file
+// except in compliance with the License. Please obtain a copy of the License
+// at http://www.opencascade.org and read it completely before using this file.
+//
+// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
+// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+//
+// The Original Code and all software distributed under the License is
+// distributed on an "AS IS" basis, without warranty of any kind, and the
+// Initial Developer hereby disclaims all such warranties, including without
+// limitation, any warranties of merchantability, fitness for a particular
+// purpose or non-infringement. Please see the License for the specific terms
+// and conditions governing the rights and limitations under the License.
-#include <InterfaceGraphic.hxx>
+#include <OpenGl_GlCore15.hxx>
-#include <OpenGl_Workspace.hxx>
+#include <InterfaceGraphic.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
+#include <OpenGl_Context.hxx>
+#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_Texture.hxx>
+#include <OpenGl_Workspace.hxx>
+#include <OpenGl_Element.hxx>
-#include <OpenGl_tgl_all.hxx>
-#include <OpenGl_TextureBox.hxx>
+#include <Graphic3d_TextureParams.hxx>
+
+#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
+ #include <OpenGl_AVIWriter.hxx>
+#endif
IMPLEMENT_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,OpenGl_Window)
{ 0.0F, 0.0F, 1.0F, 0.0F },
{ 0.0F, 0.0F, 0.0F, 1.0F }}
};
+
};
// =======================================================================
// =======================================================================
OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
const CALL_DEF_WINDOW& theCWindow,
- Aspect_RenderingContext theGContext)
-: OpenGl_Window (theDisplay, theCWindow, theGContext),
- myIsUpdated (Standard_False),
- myTransientList (0),
+ Aspect_RenderingContext theGContext,
+ const Handle(OpenGl_Caps)& theCaps,
+ const Handle(OpenGl_Context)& theShareCtx)
+: OpenGl_Window (theDisplay, theCWindow, theGContext, theCaps, theShareCtx),
+ NamedStatus (0),
+ HighlightColor (&myDefaultHighlightColor),
+ //
myIsTransientOpen (Standard_False),
myRetainMode (Standard_False),
+ myTransientDrawToFront (Standard_True),
myUseTransparency (Standard_False),
myUseZBuffer (Standard_False),
myUseDepthTest (Standard_True),
myUseGLLight (Standard_True),
myBackBufferRestored (Standard_False),
//
- NamedStatus (0),
- DegenerateModel (0),
- SkipRatio (0.F),
- HighlightColor (&myDefaultHighlightColor),
AspectLine_set (&myDefaultAspectLine),
AspectLine_applied (NULL),
AspectFace_set (&myDefaultAspectFace),
// Eviter d'avoir les faces mal orientees en noir.
// Pourrait etre utiliser pour detecter les problemes d'orientation
- glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
// Optimisation pour le Fog et l'antialiasing
glHint (GL_FOG_HINT, GL_FASTEST);
EnablePolygonOffset();
}
+// =======================================================================
+// function : SetImmediateModeDrawToFront
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_Workspace::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
+{
+ const Standard_Boolean aPrevMode = myTransientDrawToFront;
+ myTransientDrawToFront = theDrawToFrontBuffer;
+ return aPrevMode;
+}
+
// =======================================================================
// function : ~OpenGl_Workspace
// purpose :
if (!OpenGl_Window::Activate())
return Standard_False;
- NamedStatus = IsTextureEnabled() ? OPENGL_NS_TEXTURE : 0;
- DegenerateModel = 0;
- SkipRatio = 0.0f;
- HighlightColor = &myDefaultHighlightColor;
- AspectLine_set = &myDefaultAspectLine;
- AspectLine_applied = NULL;
- AspectFace_set = &myDefaultAspectFace;
- AspectFace_applied = NULL;
- AspectMarker_set = &myDefaultAspectMarker;
- AspectMarker_applied = NULL;
- AspectText_set = &myDefaultAspectText;
- AspectText_applied = NULL;
- TextParam_set = &myDefaultTextParam;
- TextParam_applied = NULL;
ViewMatrix_applied = &myDefaultMatrix;
StructureMatrix_applied = &myDefaultMatrix;
- PolygonOffset_applied = NULL;
- return Standard_True;
+
+ ResetAppliedAspect();
+
+ return Standard_True;
}
// =======================================================================
// =======================================================================
void OpenGl_Workspace::UseTransparency (const Standard_Boolean theFlag)
{
- if ((myUseTransparency ? 1 : 0) != (theFlag ? 1 : 0))
+ myUseTransparency = theFlag;
+}
+
+//=======================================================================
+//function : ResetAppliedAspect
+//purpose : Sets default values of GL parameters in accordance with default aspects
+//=======================================================================
+void OpenGl_Workspace::ResetAppliedAspect()
+{
+ NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
+ HighlightColor = &myDefaultHighlightColor;
+ AspectLine_set = &myDefaultAspectLine;
+ AspectLine_applied = NULL;
+ AspectFace_set = &myDefaultAspectFace;
+ AspectFace_applied = NULL;
+ AspectMarker_set = &myDefaultAspectMarker;
+ AspectMarker_applied = NULL;
+ AspectText_set = &myDefaultAspectText;
+ AspectText_applied = NULL;
+ TextParam_set = &myDefaultTextParam;
+ TextParam_applied = NULL;
+ PolygonOffset_applied = NULL;
+
+ AspectLine(Standard_True);
+ AspectFace(Standard_True);
+ AspectMarker(Standard_True);
+ AspectText(Standard_True);
+}
+
+// =======================================================================
+// function : DisableTexture
+// purpose :
+// =======================================================================
+Handle(OpenGl_Texture) OpenGl_Workspace::DisableTexture()
+{
+ if (myTextureBound.IsNull())
{
- myUseTransparency = theFlag;
- EraseAnimation();
- myIsUpdated = Standard_False;
+ return myTextureBound;
}
+
+ // reset texture matrix because some code may expect it is identity
+ GLint aMatrixMode = GL_TEXTURE;
+ glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode (aMatrixMode);
+
+ myTextureBound->Unbind (myGlContext);
+ switch (myTextureBound->GetTarget())
+ {
+ case GL_TEXTURE_1D:
+ {
+ if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ {
+ glDisable (GL_TEXTURE_GEN_S);
+ }
+ glDisable (GL_TEXTURE_1D);
+ break;
+ }
+ case GL_TEXTURE_2D:
+ {
+ if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ {
+ glDisable (GL_TEXTURE_GEN_S);
+ glDisable (GL_TEXTURE_GEN_T);
+ if (myTextureBound->GetParams()->GenMode() == Graphic3d_TOTM_SPRITE)
+ {
+ glDisable (GL_POINT_SPRITE);
+ }
+ }
+ glDisable (GL_TEXTURE_2D);
+ break;
+ }
+ default: break;
+ }
+
+ Handle(OpenGl_Texture) aPrevTexture = myTextureBound;
+ myTextureBound.Nullify();
+ return aPrevTexture;
+}
+
+// =======================================================================
+// function : setTextureParams
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::setTextureParams (Handle(OpenGl_Texture)& theTexture,
+ const Handle(Graphic3d_TextureParams)& theParams)
+{
+ const Handle(Graphic3d_TextureParams)& aParams = theParams.IsNull() ? theTexture->GetParams() : theParams;
+ if (aParams.IsNull())
+ {
+ return;
+ }
+
+ GLint aMatrixMode = GL_TEXTURE;
+ glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
+
+ // setup texture matrix
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ const Graphic3d_Vec2& aScale = aParams->Scale();
+ const Graphic3d_Vec2& aTrans = aParams->Translation();
+ glScalef ( aScale.x(), aScale.y(), 1.0f);
+ glTranslatef (-aTrans.x(), -aTrans.y(), 0.0f);
+ glRotatef (-aParams->Rotation(), 0.0f, 0.0f, 1.0f);
+
+ // setup generation of texture coordinates
+ switch (aParams->GenMode())
+ {
+ case Graphic3d_TOTM_OBJECT:
+ {
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv (GL_S, GL_OBJECT_PLANE, aParams->GenPlaneS().GetData());
+ if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ {
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv (GL_T, GL_OBJECT_PLANE, aParams->GenPlaneT().GetData());
+ }
+ break;
+ }
+ case Graphic3d_TOTM_SPHERE:
+ {
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ {
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ }
+ break;
+ }
+ case Graphic3d_TOTM_EYE:
+ {
+ glMatrixMode (GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGenfv (GL_S, GL_EYE_PLANE, aParams->GenPlaneS().GetData());
+
+ if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ {
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
+ }
+ glPopMatrix();
+ break;
+ }
+ case Graphic3d_TOTM_SPRITE:
+ {
+ if (GetGlContext()->core20 != NULL)
+ {
+ glEnable (GL_POINT_SPRITE);
+ glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
+ }
+ break;
+ }
+ case Graphic3d_TOTM_MANUAL:
+ default: break;
+ }
+
+ // setup lighting
+ if (aParams->GenMode() != Graphic3d_TOTM_SPRITE)
+ {
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
+ }
+
+ // setup texture filtering and wrapping
+ //if (theTexture->GetParams() != theParams)
+ const GLenum aFilter = (aParams->Filter() == Graphic3d_TOTF_NEAREST) ? GL_NEAREST : GL_LINEAR;
+ const GLenum aWrapMode = aParams->IsRepeat() ? GL_REPEAT : GL_CLAMP;
+ switch (theTexture->GetTarget())
+ {
+ case GL_TEXTURE_1D:
+ {
+ glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, aFilter);
+ glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, aFilter);
+ glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, aWrapMode);
+ break;
+ }
+ case GL_TEXTURE_2D:
+ {
+ GLenum aFilterMin = aFilter;
+ if (theTexture->HasMipmaps())
+ {
+ aFilterMin = GL_NEAREST_MIPMAP_NEAREST;
+ if (aParams->Filter() == Graphic3d_TOTF_BILINEAR)
+ {
+ aFilterMin = GL_LINEAR_MIPMAP_NEAREST;
+ }
+ else if (aParams->Filter() == Graphic3d_TOTF_TRILINEAR)
+ {
+ aFilterMin = GL_LINEAR_MIPMAP_LINEAR;
+ }
+
+ if (myGlContext->extAnis)
+ {
+ // setup degree of anisotropy filter
+ const GLint aMaxDegree = myGlContext->MaxDegreeOfAnisotropy();
+ switch (aParams->AnisoFilter())
+ {
+ case Graphic3d_LOTA_QUALITY:
+ {
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aMaxDegree);
+ break;
+ }
+ case Graphic3d_LOTA_MIDDLE:
+ {
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2));
+ break;
+ }
+ case Graphic3d_LOTA_FAST:
+ {
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2);
+ break;
+ }
+ case Graphic3d_LOTA_OFF:
+ default:
+ {
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
+ break;
+ }
+ }
+ }
+ }
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterMin);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilter);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, aWrapMode);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, aWrapMode);
+ break;
+ }
+ default: break;
+ }
+
+ switch (theTexture->GetTarget())
+ {
+ case GL_TEXTURE_1D:
+ {
+ if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ {
+ glEnable (GL_TEXTURE_GEN_S);
+ }
+ glEnable (GL_TEXTURE_1D);
+ break;
+ }
+ case GL_TEXTURE_2D:
+ {
+ if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ {
+ glEnable (GL_TEXTURE_GEN_S);
+ glEnable (GL_TEXTURE_GEN_T);
+ }
+ glEnable (GL_TEXTURE_2D);
+ break;
+ }
+ default: break;
+ }
+
+ glMatrixMode (aMatrixMode); // turn back active matrix
+ theTexture->SetParams (aParams);
+}
+
+// =======================================================================
+// function : EnableTexture
+// purpose :
+// =======================================================================
+Handle(OpenGl_Texture) OpenGl_Workspace::EnableTexture (const Handle(OpenGl_Texture)& theTexture,
+ const Handle(Graphic3d_TextureParams)& theParams)
+{
+ if (theTexture.IsNull() || !theTexture->IsValid())
+ {
+ return DisableTexture();
+ }
+
+ if (myTextureBound == theTexture
+ && (theParams.IsNull() || theParams == theTexture->GetParams()))
+ {
+ // already bound
+ return myTextureBound;
+ }
+
+ Handle(OpenGl_Texture) aPrevTexture = DisableTexture();
+ myTextureBound = theTexture;
+ myTextureBound->Bind (myGlContext);
+ setTextureParams (myTextureBound, theParams);
+
+ return aPrevTexture;
+}
+
+// =======================================================================
+// function : Redraw
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer)
+{
+ if (!Activate())
+ {
+ return;
+ }
+
+ // release pending GL resources
+ Handle(OpenGl_Context) aGlCtx = GetGlContext();
+ aGlCtx->ReleaseDelayed();
+
+ // cache render mode state
+ GLint aRendMode = GL_RENDER;
+ glGetIntegerv (GL_RENDER_MODE, &aRendMode);
+ aGlCtx->SetFeedback (aRendMode == GL_FEEDBACK);
+
+ Tint toSwap = (aRendMode == GL_RENDER); // swap buffers
+ GLint aViewPortBack[4];
+ OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
+ if (aFrameBuffer != NULL)
+ {
+ glGetIntegerv (GL_VIEWPORT, aViewPortBack);
+ aFrameBuffer->SetupViewport();
+ aFrameBuffer->BindBuffer (aGlCtx);
+ toSwap = 0; // no need to swap buffers
+ }
+
+ Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
+ if (aFrameBuffer == NULL || !myTransientDrawToFront)
+ {
+ RedrawImmediatMode();
+ }
+
+ if (aFrameBuffer != NULL)
+ {
+ aFrameBuffer->UnbindBuffer (aGlCtx);
+ // move back original viewport
+ glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
+ }
+
+#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
+ if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
+ {
+ GLint params[4];
+ glGetIntegerv (GL_VIEWPORT, params);
+ int nWidth = params[2] & ~0x7;
+ int nHeight = params[3] & ~0x7;
+
+ const int nBitsPerPixel = 24;
+ GLubyte* aDumpData = new GLubyte[nWidth * nHeight * nBitsPerPixel / 8];
+
+ glPixelStorei (GL_PACK_ALIGNMENT, 1);
+ glReadPixels (0, 0, nWidth, nHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, aDumpData);
+ OpenGl_AVIWriter_AVIWriter (aDumpData, nWidth, nHeight, nBitsPerPixel);
+ delete[] aDumpData;
+ }
+#endif
+
+ // reset render mode state
+ aGlCtx->SetFeedback (Standard_False);
}