#include <OpenGl_Workspace.hxx>
-#include <InterfaceGraphic.hxx>
-
#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_SceneGeometry.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_Sampler.hxx>
+#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Texture.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_Window.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <Graphic3d_TransformUtils.hxx>
+#include <NCollection_AlignedAllocator.hxx>
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter,OpenGl_RenderFilter)
void OpenGl_Material::Init (const Graphic3d_MaterialAspect& theMat,
const Quantity_Color& theInteriorColor)
{
- const bool isPhysic = theMat.MaterialType (Graphic3d_MATERIAL_PHYSIC) == Standard_True;
+ const bool isPhysic = theMat.MaterialType (Graphic3d_MATERIAL_PHYSIC);
// ambient component
if (theMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
{
const OpenGl_Vec3& aSrcAmb = isPhysic ? theMat.AmbientColor() : theInteriorColor;
- Ambient = OpenGl_Vec4 (aSrcAmb * (float )theMat.Ambient(), 1.0f);
+ Ambient = OpenGl_Vec4 (aSrcAmb * theMat.Ambient(), 1.0f);
}
else
{
if (theMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
{
const OpenGl_Vec3& aSrcDif = isPhysic ? theMat.DiffuseColor() : theInteriorColor;
- Diffuse = OpenGl_Vec4 (aSrcDif * (float )theMat.Diffuse(), 1.0f);
+ Diffuse = OpenGl_Vec4 (aSrcDif * theMat.Diffuse(), 1.0f);
}
else
{
if (theMat.ReflectionMode (Graphic3d_TOR_SPECULAR))
{
const OpenGl_Vec3& aSrcSpe = isPhysic ? (const OpenGl_Vec3& )theMat.SpecularColor() : THE_WHITE_COLOR.rgb();
- Specular = OpenGl_Vec4 (aSrcSpe * (float )theMat.Specular(), 1.0f);
+ Specular = OpenGl_Vec4 (aSrcSpe * theMat.Specular(), 1.0f);
}
else
{
if (theMat.ReflectionMode (Graphic3d_TOR_EMISSION))
{
const OpenGl_Vec3& aSrcEms = isPhysic ? theMat.EmissiveColor() : theInteriorColor;
- Emission = OpenGl_Vec4 (aSrcEms * (float )theMat.Emissive(), 1.0f);
+ Emission = OpenGl_Vec4 (aSrcEms * theMat.Emissive(), 1.0f);
}
else
{
Emission = THE_BLACK_COLOR;
}
- ChangeShine() = 128.0f * float(theMat.Shininess());
- ChangeTransparency() = 1.0f - (float )theMat.Transparency();
+ ChangeShine() = 128.0f * theMat.Shininess();
+ ChangeTransparency() = 1.0f - theMat.Transparency();
}
// =======================================================================
// purpose :
// =======================================================================
OpenGl_Workspace::OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow)
-: NamedStatus (0),
- HighlightColor (&THE_WHITE_COLOR),
- myView (theView),
+: myView (theView),
myWindow (theWindow),
myGlContext (!theWindow.IsNull() ? theWindow->GetGlContext() : NULL),
myUseZBuffer (Standard_True),
myUseDepthWrite (Standard_True),
- myUseGLLight (Standard_True),
//
myAspectLineSet (&myDefaultAspectLine),
myAspectFaceSet (&myDefaultAspectFace),
myAspectMarkerSet (&myDefaultAspectMarker),
myAspectTextSet (&myDefaultAspectText),
- myAspectFaceAppliedWithHL (false),
//
ViewMatrix_applied (&myDefaultMatrix),
StructureMatrix_applied (&myDefaultMatrix),
myToAllowFaceCulling (false),
- myToHighlight (false),
myModelViewMatrix (myDefaultMatrix)
{
if (!myGlContext.IsNull() && myGlContext->MakeCurrent())
{
myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
- if (!myGlContext->GetResource ("OpenGl_LineAttributes", myLineAttribs))
- {
- // share and register for release once the resource is no longer used
- myLineAttribs = new OpenGl_LineAttributes();
- myGlContext->ShareResource ("OpenGl_LineAttributes", myLineAttribs);
- myLineAttribs->Init (myGlContext);
- }
-
// General initialization of the context
-
#if !defined(GL_ES_VERSION_2_0)
if (myGlContext->core11 != NULL)
{
myFrontCulling.Aspect()->SetDrawEdges (false);
}
-// =======================================================================
-// function : ~OpenGl_Workspace
-// purpose :
-// =======================================================================
-OpenGl_Workspace::~OpenGl_Workspace()
-{
- if (!myLineAttribs.IsNull())
- {
- myLineAttribs.Nullify();
- myGlContext->ReleaseResource ("OpenGl_LineAttributes", Standard_True);
- }
-}
-
// =======================================================================
// function : Activate
// purpose :
ResetAppliedAspect();
+ // reset state for safety
+ myGlContext->BindProgram (Handle(OpenGl_ShaderProgram)());
+ if (myGlContext->core20fwd != NULL)
+ {
+ myGlContext->core20fwd->glUseProgram (OpenGl_ShaderProgram::NO_PROGRAM);
+ }
+ myGlContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
return Standard_True;
}
{
myGlContext->BindDefaultVao();
- NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
- HighlightColor = &THE_WHITE_COLOR;
+ myHighlightStyle.Nullify();
myToAllowFaceCulling = false;
myAspectLineSet = &myDefaultAspectLine;
myAspectFaceSet = &myDefaultAspectFace;
return aPrevTexture;
}
-// =======================================================================
-// function : updateMaterial
-// purpose :
-// =======================================================================
-void OpenGl_Workspace::updateMaterial (const int theFlag)
-{
- // Case of hidden line
- if (myAspectFaceSet->Aspect()->InteriorStyle() == Aspect_IS_HIDDENLINE)
- {
- // copy all values including line edge aspect
- *myAspectFaceHl.Aspect().operator->() = *myAspectFaceSet->Aspect();
- myAspectFaceHl.SetAspectEdge (myAspectFaceSet->AspectEdge());
- myAspectFaceHl.Aspect()->SetInteriorColor (myView->BackgroundColor().GetRGB());
- myAspectFaceHl.SetNoLighting (true);
- myAspectFaceSet = &myAspectFaceHl;
- return;
- }
-
- const Graphic3d_MaterialAspect* aSrcMat = &myAspectFaceSet->Aspect()->FrontMaterial();
- const Quantity_Color* aSrcIntColor = &myAspectFaceSet->Aspect()->InteriorColor();
- GLenum aFace = GL_FRONT_AND_BACK;
- if (theFlag == TEL_BACK_MATERIAL)
- {
- aFace = GL_BACK;
- aSrcMat = &myAspectFaceSet->Aspect()->BackMaterial();
- aSrcIntColor = &myAspectFaceSet->Aspect()->BackInteriorColor();
- }
- else if (myAspectFaceSet->Aspect()->Distinguish()
- && !(NamedStatus & OPENGL_NS_RESMAT))
- {
- aFace = GL_FRONT;
- }
-
- myMatTmp.Init (*aSrcMat, *aSrcIntColor);
- if (myToHighlight)
- {
- myMatTmp.SetColor (*HighlightColor);
- }
-
- // handling transparency
- if (NamedStatus & OPENGL_NS_2NDPASSDO)
- {
- // second pass
- myMatTmp.Diffuse.a() = aSrcMat->EnvReflexion();
- }
- else
- {
- if (aSrcMat->EnvReflexion() != 0.0f)
- {
- // if the material reflects the environment scene, the second pass is needed
- NamedStatus |= OPENGL_NS_2NDPASSNEED;
- }
-
- const float aTransp = (float )aSrcMat->Transparency();
- if (aTransp != 0.0f)
- {
- // render transparent
- myMatTmp.Diffuse.a() = 1.0f - aTransp;
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- if (myUseDepthWrite)
- {
- glDepthMask (GL_FALSE);
- }
- }
- else
- {
- // render opaque
- if ((NamedStatus & OPENGL_NS_ANTIALIASING) == 0)
- {
- glBlendFunc (GL_ONE, GL_ZERO);
- glDisable (GL_BLEND);
- }
- if (myUseDepthWrite)
- {
- glDepthMask (GL_TRUE);
- }
- }
- }
-
- // do not update material properties in case of zero reflection mode,
- // because GL lighting will be disabled by OpenGl_PrimitiveArray::DrawArray() anyway.
- if (myAspectFaceSet->IsNoLighting())
- {
- return;
- }
-
- // reset material
- if (NamedStatus & OPENGL_NS_RESMAT)
- {
- #if !defined(GL_ES_VERSION_2_0)
- if (myGlContext->core11 != NULL)
- {
- myGlContext->core11->glMaterialfv (aFace, GL_AMBIENT, myMatTmp.Ambient.GetData());
- myGlContext->core11->glMaterialfv (aFace, GL_DIFFUSE, myMatTmp.Diffuse.GetData());
- myGlContext->core11->glMaterialfv (aFace, GL_SPECULAR, myMatTmp.Specular.GetData());
- myGlContext->core11->glMaterialfv (aFace, GL_EMISSION, myMatTmp.Emission.GetData());
- myGlContext->core11->glMaterialf (aFace, GL_SHININESS, myMatTmp.Shine());
- }
- #endif
-
- if (theFlag == TEL_FRONT_MATERIAL)
- {
- myMatFront = myMatTmp;
- myMatBack = myMatTmp;
- }
- else
- {
- myMatBack = myMatTmp;
- }
-
- NamedStatus &= ~OPENGL_NS_RESMAT;
- return;
- }
-
- // reduce updates
- OpenGl_Material& anOld = (theFlag == TEL_FRONT_MATERIAL)
- ? myMatFront
- : myMatBack;
-#if !defined(GL_ES_VERSION_2_0)
- if (myGlContext->core11 != NULL)
- {
- if (myMatTmp.Ambient.r() != anOld.Ambient.r()
- || myMatTmp.Ambient.g() != anOld.Ambient.g()
- || myMatTmp.Ambient.b() != anOld.Ambient.b())
- {
- myGlContext->core11->glMaterialfv (aFace, GL_AMBIENT, myMatTmp.Ambient.GetData());
- }
- if (myMatTmp.Diffuse.r() != anOld.Diffuse.r()
- || myMatTmp.Diffuse.g() != anOld.Diffuse.g()
- || myMatTmp.Diffuse.b() != anOld.Diffuse.b()
- || fabs (myMatTmp.Diffuse.a() - anOld.Diffuse.a()) > 0.01f)
- {
- myGlContext->core11->glMaterialfv (aFace, GL_DIFFUSE, myMatTmp.Diffuse.GetData());
- }
- if (myMatTmp.Specular.r() != anOld.Specular.r()
- || myMatTmp.Specular.g() != anOld.Specular.g()
- || myMatTmp.Specular.b() != anOld.Specular.b())
- {
- myGlContext->core11->glMaterialfv (aFace, GL_SPECULAR, myMatTmp.Specular.GetData());
- }
- if (myMatTmp.Emission.r() != anOld.Emission.r()
- || myMatTmp.Emission.g() != anOld.Emission.g()
- || myMatTmp.Emission.b() != anOld.Emission.b())
- {
- myGlContext->core11->glMaterialfv (aFace, GL_EMISSION, myMatTmp.Emission.GetData());
- }
- if (myMatTmp.Shine() != anOld.Shine())
- {
- myGlContext->core11->glMaterialf (aFace, GL_SHININESS, myMatTmp.Shine());
- }
- }
-#endif
- anOld = myMatTmp;
- if (aFace == GL_FRONT_AND_BACK)
- {
- myMatBack = myMatTmp;
- }
-}
-
// =======================================================================
// function : SetAspectLine
// purpose :
}
if (toSuppressBackFaces)
{
- if (!(NamedStatus & OPENGL_NS_2NDPASSDO)
- && (float )myAspectFaceSet->Aspect()->FrontMaterial().Transparency() != 0.0f)
+ if ((float )myAspectFaceSet->Aspect()->FrontMaterial().Transparency() != 0.0f)
{
// disable culling in case of translucent shading aspect
toSuppressBackFaces = false;
}
if (myAspectFaceSet->Aspect() == myAspectFaceApplied
- && myToHighlight == myAspectFaceAppliedWithHL)
+ && myHighlightStyle == myAspectFaceAppliedWithHL)
{
return myAspectFaceSet;
}
- myAspectFaceAppliedWithHL = myToHighlight;
+ myAspectFaceAppliedWithHL = myHighlightStyle;
#if !defined(GL_ES_VERSION_2_0)
const Aspect_InteriorStyle anIntstyle = myAspectFaceSet->Aspect()->InteriorStyle();
case Aspect_IS_EMPTY:
case Aspect_IS_HOLLOW:
{
- glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+ myGlContext->SetPolygonMode (GL_LINE);
break;
}
case Aspect_IS_HATCH:
{
- glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- myLineAttribs->SetTypeOfHatch (!myAspectFaceApplied.IsNull() ? myAspectFaceApplied->HatchStyle() : Aspect_HS_SOLID);
+ myGlContext->SetPolygonMode (GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (true);
break;
}
case Aspect_IS_SOLID:
case Aspect_IS_HIDDENLINE:
{
- glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- if (myGlContext->core11 != NULL)
- {
- glDisable (GL_POLYGON_STIPPLE);
- }
+ myGlContext->SetPolygonMode (GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (false);
break;
}
case Aspect_IS_POINT:
{
- glPolygonMode (GL_FRONT_AND_BACK, GL_POINT);
+ myGlContext->SetPolygonMode (GL_POINT);
break;
}
}
if (anIntstyle == Aspect_IS_HATCH)
{
- const Aspect_HatchStyle hatchstyle = myAspectFaceSet->Aspect()->HatchStyle();
- if (myAspectFaceApplied.IsNull()
- || myAspectFaceApplied->HatchStyle() != hatchstyle)
- {
- myLineAttribs->SetTypeOfHatch (hatchstyle);
- }
+ myGlContext->SetPolygonHatchStyle (myAspectFaceSet->Aspect()->HatchStyle());
}
#endif
}
}
- updateMaterial (TEL_FRONT_MATERIAL);
- if (myAspectFaceSet->Aspect()->Distinguish())
+ // Case of hidden line
+ if (myAspectFaceSet->Aspect()->InteriorStyle() == Aspect_IS_HIDDENLINE)
+ {
+ // copy all values including line edge aspect
+ *myAspectFaceHl.Aspect().operator->() = *myAspectFaceSet->Aspect();
+ myAspectFaceHl.SetAspectEdge (myAspectFaceSet->AspectEdge());
+ myAspectFaceHl.Aspect()->SetInteriorColor (myView->BackgroundColor().GetRGB());
+ myAspectFaceHl.SetNoLighting (true);
+ myAspectFaceSet = &myAspectFaceHl;
+ }
+ else
{
- updateMaterial (TEL_BACK_MATERIAL);
+ myGlContext->SetShadingMaterial (myAspectFaceSet, myHighlightStyle);
}
if (myAspectFaceSet->Aspect()->ToMapTexture())
return !myView->GlWindow().IsNull() ? myView->GlWindow()->Height() : 0;
}
-// =======================================================================
-// function : UseGLLight
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::UseGLLight() const
-{
- return myView->IsGLLightEnabled();
-}
-
-// =======================================================================
-// function : AntiAliasingMode
-// purpose :
-// =======================================================================
-Standard_Integer OpenGl_Workspace::AntiAliasingMode() const
-{
- return myView->IsAntialiasingEnabled();
-}
-
// =======================================================================
// function : IsCullingEnabled
// purpose :
theFbo.Nullify();
}
-inline bool getDataFormat (const Image_PixMap& theData,
- GLenum& thePixelFormat,
- GLenum& theDataType)
-{
- thePixelFormat = GL_RGB;
- theDataType = GL_UNSIGNED_BYTE;
- switch (theData.Format())
- {
- #if !defined(GL_ES_VERSION_2_0)
- case Image_PixMap::ImgGray:
- thePixelFormat = GL_DEPTH_COMPONENT;
- theDataType = GL_UNSIGNED_BYTE;
- return true;
- case Image_PixMap::ImgGrayF:
- thePixelFormat = GL_DEPTH_COMPONENT;
- theDataType = GL_FLOAT;
- return true;
- case Image_PixMap::ImgBGR:
- thePixelFormat = GL_BGR;
- theDataType = GL_UNSIGNED_BYTE;
- return true;
- case Image_PixMap::ImgBGRA:
- case Image_PixMap::ImgBGR32:
- thePixelFormat = GL_BGRA;
- theDataType = GL_UNSIGNED_BYTE;
- return true;
- case Image_PixMap::ImgBGRF:
- thePixelFormat = GL_BGR;
- theDataType = GL_FLOAT;
- return true;
- case Image_PixMap::ImgBGRAF:
- thePixelFormat = GL_BGRA;
- theDataType = GL_FLOAT;
- return true;
- #else
- case Image_PixMap::ImgGray:
- case Image_PixMap::ImgGrayF:
- case Image_PixMap::ImgBGR:
- case Image_PixMap::ImgBGRA:
- case Image_PixMap::ImgBGR32:
- case Image_PixMap::ImgBGRF:
- case Image_PixMap::ImgBGRAF:
- return false;
- #endif
- case Image_PixMap::ImgRGB:
- thePixelFormat = GL_RGB;
- theDataType = GL_UNSIGNED_BYTE;
- return true;
- case Image_PixMap::ImgRGBA:
- case Image_PixMap::ImgRGB32:
- thePixelFormat = GL_RGBA;
- theDataType = GL_UNSIGNED_BYTE;
- return true;
- case Image_PixMap::ImgRGBF:
- thePixelFormat = GL_RGB;
- theDataType = GL_FLOAT;
- return true;
- case Image_PixMap::ImgRGBAF:
- thePixelFormat = GL_RGBA;
- theDataType = GL_FLOAT;
- return true;
- case Image_PixMap::ImgAlpha:
- case Image_PixMap::ImgAlphaF:
- return false; // GL_ALPHA is no more supported in core context
- case Image_PixMap::ImgUNKNOWN:
- return false;
- }
- return false;
-}
-
// =======================================================================
// function : getAligned
// purpose :
return theNumber + theAlignment - 1 - (theNumber - 1) % theAlignment;
}
+template<typename T>
+inline void convertRowFromRgba (T* theRgbRow,
+ const Image_ColorRGBA* theRgbaRow,
+ const Standard_Size theWidth)
+{
+ for (Standard_Size aCol = 0; aCol < theWidth; ++aCol)
+ {
+ const Image_ColorRGBA& anRgba = theRgbaRow[aCol];
+ T& anRgb = theRgbRow[aCol];
+ anRgb.r() = anRgba.r();
+ anRgb.g() = anRgba.g();
+ anRgb.b() = anRgba.b();
+ }
+}
+
// =======================================================================
// function : BufferDump
// purpose :
Image_PixMap& theImage,
const Graphic3d_BufferType& theBufferType)
{
- GLenum aFormat, aType;
if (theImage.IsEmpty()
- || !getDataFormat (theImage, aFormat, aType)
- || !Activate())
+ || !Activate())
{
return Standard_False;
}
+
+ GLenum aFormat = 0;
+ GLenum aType = 0;
+ bool toSwapRgbaBgra = false;
+ bool toConvRgba2Rgb = false;
+ switch (theImage.Format())
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ case Image_Format_Gray:
+ aFormat = GL_DEPTH_COMPONENT;
+ aType = GL_UNSIGNED_BYTE;
+ break;
+ case Image_Format_GrayF:
+ aFormat = GL_DEPTH_COMPONENT;
+ aType = GL_FLOAT;
+ break;
+ case Image_Format_RGB:
+ aFormat = GL_RGB;
+ aType = GL_UNSIGNED_BYTE;
+ break;
+ case Image_Format_BGR:
+ aFormat = GL_BGR;
+ aType = GL_UNSIGNED_BYTE;
+ break;
+ case Image_Format_BGRA:
+ case Image_Format_BGR32:
+ aFormat = GL_BGRA;
+ aType = GL_UNSIGNED_BYTE;
+ break;
+ case Image_Format_BGRF:
+ aFormat = GL_BGR;
+ aType = GL_FLOAT;
+ break;
+ case Image_Format_BGRAF:
+ aFormat = GL_BGRA;
+ aType = GL_FLOAT;
+ break;
+ #else
+ case Image_Format_Gray:
+ case Image_Format_GrayF:
+ case Image_Format_BGRF:
+ case Image_Format_BGRAF:
+ return Standard_False;
+ case Image_Format_BGRA:
+ case Image_Format_BGR32:
+ aFormat = GL_RGBA;
+ aType = GL_UNSIGNED_BYTE;
+ toSwapRgbaBgra = true;
+ break;
+ case Image_Format_BGR:
+ case Image_Format_RGB:
+ aFormat = GL_RGBA;
+ aType = GL_UNSIGNED_BYTE;
+ toConvRgba2Rgb = true;
+ break;
+ #endif
+ case Image_Format_RGBA:
+ case Image_Format_RGB32:
+ aFormat = GL_RGBA;
+ aType = GL_UNSIGNED_BYTE;
+ break;
+ case Image_Format_RGBF:
+ aFormat = GL_RGB;
+ aType = GL_FLOAT;
+ break;
+ case Image_Format_RGBAF:
+ aFormat = GL_RGBA;
+ aType = GL_FLOAT;
+ break;
+ case Image_Format_Alpha:
+ case Image_Format_AlphaF:
+ return Standard_False; // GL_ALPHA is no more supported in core context
+ case Image_Format_UNKNOWN:
+ return Standard_False;
+ }
+
+ if (aFormat == 0)
+ {
+ return Standard_False;
+ }
+
#if !defined(GL_ES_VERSION_2_0)
GLint aReadBufferPrev = GL_BACK;
if (theBufferType == Graphic3d_BT_Depth
isBatchCopy = false;
}
#endif
+ if (toConvRgba2Rgb)
+ {
+ Handle(NCollection_BaseAllocator) anAlloc = new NCollection_AlignedAllocator (16);
+ const Standard_Size aRowSize = theImage.SizeX() * 4;
+ NCollection_Buffer aRowBuffer (anAlloc);
+ if (!aRowBuffer.Allocate (aRowSize))
+ {
+ return Standard_False;
+ }
- if (!isBatchCopy)
+ for (Standard_Size aRow = 0; aRow < theImage.SizeY(); ++aRow)
+ {
+ // Image_PixMap rows indexation always starts from the upper corner
+ // while order in memory depends on the flag and processed by ChangeRow() method
+ glReadPixels (0, GLint(theImage.SizeY() - aRow - 1), GLsizei (theImage.SizeX()), 1, aFormat, aType, aRowBuffer.ChangeData());
+ const Image_ColorRGBA* aRowDataRgba = (const Image_ColorRGBA* )aRowBuffer.Data();
+ if (theImage.Format() == Image_Format_BGR)
+ {
+ convertRowFromRgba ((Image_ColorBGR* )theImage.ChangeRow (aRow), aRowDataRgba, theImage.SizeX());
+ }
+ else
+ {
+ convertRowFromRgba ((Image_ColorRGB* )theImage.ChangeRow (aRow), aRowDataRgba, theImage.SizeX());
+ }
+ }
+ }
+ else if (!isBatchCopy)
{
// copy row by row
for (Standard_Size aRow = 0; aRow < theImage.SizeY(); ++aRow)
{
glReadPixels (0, 0, GLsizei (theImage.SizeX()), GLsizei (theImage.SizeY()), aFormat, aType, theImage.ChangeData());
}
+ const bool hasErrors = myGlContext->ResetErrors (true);
glPixelStorei (GL_PACK_ALIGNMENT, 1);
#if !defined(GL_ES_VERSION_2_0)
glReadBuffer (aReadBufferPrev);
#endif
}
- return Standard_True;
+
+ if (toSwapRgbaBgra)
+ {
+ Image_PixMap::SwapRgbaBgra (theImage);
+ }
+
+ return !hasErrors;
}
// =======================================================================
-// function : CanRender
+// function : ShouldRender
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
+Standard_Boolean OpenGl_RaytraceFilter::ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace,
+ const OpenGl_Element* theElement)
{
Standard_Boolean aPrevFilterResult = Standard_True;
if (!myPrevRenderFilter.IsNull())
{
- aPrevFilterResult = myPrevRenderFilter->CanRender (theElement);
+ aPrevFilterResult = myPrevRenderFilter->ShouldRender (theWorkspace, theElement);
}
return aPrevFilterResult &&
!OpenGl_Raytrace::IsRaytracedElement (theElement);