// Created on: 2011-09-20
// Created by: Sergey ZERCHANINOV
-// Copyright (c) 2011-2012 OPEN CASCADE SAS
+// Copyright (c) 2011-2014 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_GlCore12.hxx>
+#ifdef HAVE_CONFIG_H
+ #include <config.h>
+#endif
+
+#include <OpenGl_GlCore15.hxx>
#include <InterfaceGraphic.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Context.hxx>
+#include <OpenGl_Element.hxx>
#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_Structure.hxx>
#include <OpenGl_Texture.hxx>
+#include <OpenGl_View.hxx>
#include <OpenGl_Workspace.hxx>
#include <Graphic3d_TextureParams.hxx>
-#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
+#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
#include <OpenGl_AVIWriter.hxx>
#endif
namespace
{
- static const TEL_COLOUR myDefaultHighlightColor = { { 1.F, 1.F, 1.F, 1.F } };
+ static const TEL_COLOUR THE_WHITE_COLOR = { { 1.0f, 1.0f, 1.0f, 1.0f } };
+ static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
static const OpenGl_AspectLine myDefaultAspectLine;
static const OpenGl_AspectFace myDefaultAspectFace;
};
+// =======================================================================
+// function : Init
+// purpose :
+// =======================================================================
+void OpenGl_Material::Init (const OPENGL_SURF_PROP& theProp)
+{
+ // ambient component
+ if (theProp.color_mask & OPENGL_AMBIENT_MASK)
+ {
+ const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
+ Ambient = OpenGl_Vec4 (aSrcAmb[0] * theProp.amb,
+ aSrcAmb[1] * theProp.amb,
+ aSrcAmb[2] * theProp.amb,
+ 1.0f);
+ }
+ else
+ {
+ Ambient = THE_BLACK_COLOR;
+ }
+
+ // diffusion component
+ if (theProp.color_mask & OPENGL_DIFFUSE_MASK)
+ {
+ const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
+ Diffuse = OpenGl_Vec4 (aSrcDif[0] * theProp.diff,
+ aSrcDif[1] * theProp.diff,
+ aSrcDif[2] * theProp.diff,
+ 1.0f);
+ }
+ else
+ {
+ Diffuse = THE_BLACK_COLOR;
+ }
+
+ // specular component
+ if (theProp.color_mask & OPENGL_SPECULAR_MASK)
+ {
+ const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : THE_WHITE_COLOR.rgb;
+ Specular = OpenGl_Vec4 (aSrcSpe[0] * theProp.spec,
+ aSrcSpe[1] * theProp.spec,
+ aSrcSpe[2] * theProp.spec,
+ 1.0f);
+ }
+ else
+ {
+ Specular = THE_BLACK_COLOR;
+ }
+
+ // emission component
+ if (theProp.color_mask & OPENGL_EMISSIVE_MASK)
+ {
+ const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
+ Emission = OpenGl_Vec4 (aSrcEms[0] * theProp.emsv,
+ aSrcEms[1] * theProp.emsv,
+ aSrcEms[2] * theProp.emsv,
+ 1.0f);
+ }
+ else
+ {
+ Emission = THE_BLACK_COLOR;
+ }
+
+ ChangeShine() = theProp.shine;
+ ChangeTransparency() = theProp.trans;
+}
+
// =======================================================================
// function : OpenGl_Workspace
// purpose :
OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
+ const Handle(OpenGl_Caps)& theCaps,
const Handle(OpenGl_Context)& theShareCtx)
-: OpenGl_Window (theDisplay, theCWindow, theGContext, theShareCtx),
+: OpenGl_Window (theDisplay, theCWindow, theGContext, theCaps, theShareCtx),
NamedStatus (0),
- HighlightColor (&myDefaultHighlightColor),
+ HighlightColor (&THE_WHITE_COLOR),
+ //
+ myComputeInitStatus (OpenGl_RT_NONE),
+ myIsRaytraceDataValid (Standard_False),
+ myTraversalStackSize (THE_DEFAULT_STACK_SIZE),
+ myViewModificationStatus (0),
+ myLayersModificationStatus (0),
//
- myIsTransientOpen (Standard_False),
- myRetainMode (Standard_False),
myTransientDrawToFront (Standard_True),
+ myBackBufferRestored (Standard_False),
+ myIsImmediateDrawn (Standard_False),
myUseTransparency (Standard_False),
myUseZBuffer (Standard_False),
myUseDepthTest (Standard_True),
myUseGLLight (Standard_True),
- myBackBufferRestored (Standard_False),
//
AspectLine_set (&myDefaultAspectLine),
AspectLine_applied (NULL),
TextParam_applied (NULL),
ViewMatrix_applied (&myDefaultMatrix),
StructureMatrix_applied (&myDefaultMatrix),
+ myCullingMode (TelCullUndefined),
+ myModelViewMatrix (myDefaultMatrix),
PolygonOffset_applied (NULL)
{
theDisplay->InitAttributes();
// =======================================================================
OpenGl_Workspace::~OpenGl_Workspace()
{
+ ReleaseRaytraceResources();
}
// =======================================================================
void OpenGl_Workspace::ResetAppliedAspect()
{
NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
- HighlightColor = &myDefaultHighlightColor;
+ HighlightColor = &THE_WHITE_COLOR;
AspectLine_set = &myDefaultAspectLine;
AspectLine_applied = NULL;
AspectFace_set = &myDefaultAspectFace;
TextParam_set = &myDefaultTextParam;
TextParam_applied = NULL;
PolygonOffset_applied = NULL;
+ myCullingMode = TelCullUndefined;
AspectLine(Standard_True);
AspectFace(Standard_True);
{
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;
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
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
+ 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)
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);
+ // fetch OpenGl context state
+ aGlCtx->FetchState();
- Tint toSwap = (aRendMode == GL_RENDER); // swap buffers
+ Tint toSwap = (aGlCtx->IsRender()); // swap buffers
GLint aViewPortBack[4];
OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
if (aFrameBuffer != NULL)
{
glGetIntegerv (GL_VIEWPORT, aViewPortBack);
- aFrameBuffer->SetupViewport();
- aFrameBuffer->BindBuffer (aGlCtx);
+ aFrameBuffer->SetupViewport (aGlCtx);
+ aFrameBuffer->BindBuffer (aGlCtx);
toSwap = 0; // no need to swap buffers
}
- Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
- if (aFrameBuffer == NULL || !myTransientDrawToFront)
+ if (!theCView.IsRaytracing || myComputeInitStatus == OpenGl_RT_FAIL)
{
- RedrawImmediatMode();
+ const Standard_Boolean isImmediate = !myView->ImmediateStructures().IsEmpty();
+ redraw1 (theCView, theCUnderLayer, theCOverLayer, isImmediate ? 0 : toSwap);
+ if (isImmediate)
+ {
+ RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True);
+ }
+
+ theCView.WasRedrawnGL = Standard_True;
+ }
+ else
+ {
+ int aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
+ int aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
+
+ Raytrace (theCView, aSizeX, aSizeY, toSwap, aFrameBuffer);
+
+ theCView.WasRedrawnGL = Standard_False;
}
if (aFrameBuffer != NULL)
glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
}
-#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
+#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
{
GLint params[4];
#endif
// reset render mode state
- aGlCtx->SetFeedback (Standard_False);
+ aGlCtx->FetchState();
+}
+
+// =======================================================================
+// function : redraw1
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::redraw1 (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer,
+ const int theToSwap)
+{
+ if (myDisplay.IsNull() || myView.IsNull())
+ {
+ return;
+ }
+
+ // request reset of material
+ NamedStatus |= OPENGL_NS_RESMAT;
+
+ // GL_DITHER on/off pour le background
+ if (myBackDither)
+ {
+ glEnable (GL_DITHER);
+ }
+ else
+ {
+ glDisable (GL_DITHER);
+ }
+
+ GLbitfield toClear = GL_COLOR_BUFFER_BIT;
+ if (myUseZBuffer)
+ {
+ glDepthFunc (GL_LEQUAL);
+ glDepthMask (GL_TRUE);
+ if (myUseDepthTest)
+ {
+ glEnable (GL_DEPTH_TEST);
+ }
+ else
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ glClearDepth (1.0);
+ toClear |= GL_DEPTH_BUFFER_BIT;
+ }
+ else
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ if (NamedStatus & OPENGL_NS_WHITEBACK)
+ {
+ // set background to white
+ glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
+ toClear |= GL_DEPTH_BUFFER_BIT;
+ }
+ else
+ {
+ glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
+ }
+ glClear (toClear);
+
+ Handle(OpenGl_Workspace) aWS (this);
+ myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer);
+
+ // swap the buffers
+ if (theToSwap)
+ {
+ GetGlContext()->SwapBuffers();
+ myBackBufferRestored = Standard_False;
+ myIsImmediateDrawn = Standard_False;
+ }
+ else
+ {
+ glFlush();
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ }
+}
+
+// =======================================================================
+// function : copyBackToFront
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::copyBackToFront()
+{
+ glMatrixMode (GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D (0.0, (GLdouble )myWidth, 0.0, (GLdouble )myHeight);
+ glMatrixMode (GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ DisableFeatures();
+
+ glDrawBuffer (GL_FRONT);
+ glReadBuffer (GL_BACK);
+
+ glRasterPos2i (0, 0);
+ glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
+
+ EnableFeatures();
+
+ glMatrixMode (GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode (GL_MODELVIEW);
+ glPopMatrix();
+
+ glDrawBuffer (GL_BACK);
+
+ myIsImmediateDrawn = Standard_False;
+}
+
+// =======================================================================
+// function : DisplayCallback
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::DisplayCallback (const Graphic3d_CView& theCView,
+ Standard_Integer theReason)
+{
+ if (theCView.GDisplayCB == NULL)
+ {
+ return;
+ }
+
+ Aspect_GraphicCallbackStruct aCallData;
+ aCallData.reason = theReason;
+ aCallData.glContext = GetGlContext();
+ aCallData.wsID = theCView.WsId;
+ aCallData.viewID = theCView.ViewId;
+ theCView.GDisplayCB (theCView.DefWindow.XWindow, theCView.GClientData, &aCallData);
+}
+
+// =======================================================================
+// function : RedrawImmediate
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::RedrawImmediate (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer,
+ const Standard_Boolean theToForce)
+{
+ if (!Activate())
+ {
+ return;
+ }
+
+ GLboolean isDoubleBuffer = GL_FALSE;
+ glGetBooleanv (GL_DOUBLEBUFFER, &isDoubleBuffer);
+ if (myView->ImmediateStructures().IsEmpty())
+ {
+ if (theToForce
+ || !myIsImmediateDrawn)
+ {
+ myIsImmediateDrawn = Standard_False;
+ return;
+ }
+
+ if (myBackBufferRestored
+ && isDoubleBuffer)
+ {
+ copyBackToFront();
+ }
+ else
+ {
+ Redraw (theCView, theCUnderLayer, theCOverLayer);
+ }
+ return;
+ }
+
+ if (isDoubleBuffer && myTransientDrawToFront)
+ {
+ if (!myBackBufferRestored)
+ {
+ Redraw (theCView, theCUnderLayer, theCOverLayer);
+ return;
+ }
+ copyBackToFront();
+ MakeFrontBufCurrent();
+ }
+ else
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ myIsImmediateDrawn = Standard_True;
+
+ NamedStatus |= OPENGL_NS_IMMEDIATE;
+ ///glDisable (GL_LIGHTING);
+ glDisable (GL_DEPTH_TEST);
+
+ Handle(OpenGl_Workspace) aWS (this);
+ for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
+ anIter.More(); anIter.Next())
+ {
+ const OpenGl_Structure* aStructure = anIter.Value();
+ aStructure->Render (aWS);
+ }
+
+ NamedStatus &= ~OPENGL_NS_IMMEDIATE;
+
+ if (isDoubleBuffer && myTransientDrawToFront)
+ {
+ glFlush();
+ MakeBackBufCurrent();
+ }
}