//
// This file is part of Open CASCADE Technology software library.
//
-// This library is free software; you can redistribute it and / or modify it
-// under the terms of the GNU Lesser General Public version 2.1 as published
+// 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.
#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 <OpenGl_Element.hxx>
#include <Graphic3d_TextureParams.hxx>
NamedStatus (0),
HighlightColor (&THE_WHITE_COLOR),
//
- 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),
if (!theCView.IsRaytracing || myComputeInitStatus == OpenGl_CLIS_FAIL)
{
#endif
- Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
- if (aFrameBuffer == NULL || !myTransientDrawToFront)
+ const Standard_Boolean isImmediate = !myView->ImmediateStructures().IsEmpty();
+ redraw1 (theCView, theCUnderLayer, theCOverLayer, isImmediate ? 0 : toSwap);
+ if (isImmediate)
{
- RedrawImmediatMode();
+ RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True);
}
theCView.WasRedrawnGL = Standard_True;
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];
// reset render mode state
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();
+ }
+}