// 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>
-
-#include <InterfaceGraphic.hxx>
+#include <OpenGl_Workspace.hxx>
+#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Context.hxx>
+#include <OpenGl_Element.hxx>
#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_GlCore15.hxx>
+#include <OpenGl_SceneGeometry.hxx>
+#include <OpenGl_Structure.hxx>
+#include <OpenGl_Sampler.hxx>
#include <OpenGl_Texture.hxx>
-#include <OpenGl_Workspace.hxx>
+#include <OpenGl_View.hxx>
+#include <OpenGl_Window.hxx>
#include <Graphic3d_TextureParams.hxx>
+#include <Graphic3d_TransformUtils.hxx>
-#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
- #include <OpenGl_AVIWriter.hxx>
-#endif
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter,OpenGl_RenderFilter)
-IMPLEMENT_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,OpenGl_Window)
+#ifdef HAVE_GL2PS
+ #include <gl2ps.h>
+ /* OCC22216 NOTE: linker dependency can be switched off by undefining macro.
+ Pragma comment for gl2ps.lib is defined only here. */
+ #ifdef _MSC_VER
+ #pragma comment( lib, "gl2ps.lib" )
+ #endif
+#endif
namespace
{
- static const TEL_COLOUR myDefaultHighlightColor = { { 1.F, 1.F, 1.F, 1.F } };
+ static const OpenGl_Vec4 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;
static const OpenGl_AspectMarker myDefaultAspectMarker;
static const OpenGl_AspectText myDefaultAspectText;
- static const OpenGl_TextParam myDefaultTextParam =
- {
- 16, Graphic3d_HTA_LEFT, Graphic3d_VTA_BOTTOM
- };
-
static const OpenGl_Matrix myDefaultMatrix =
{
{{ 1.0F, 0.0F, 0.0F, 0.0F },
{ 0.0F, 0.0F, 0.0F, 1.0F }}
};
-};
+}
// =======================================================================
-// function : OpenGl_Workspace
+// function : Init
// purpose :
// =======================================================================
-OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
- const CALL_DEF_WINDOW& theCWindow,
- Aspect_RenderingContext theGContext,
- const Handle(OpenGl_Context)& theShareCtx)
-: OpenGl_Window (theDisplay, theCWindow, theGContext, 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),
- //
- 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)
+void OpenGl_Material::Init (const Graphic3d_MaterialAspect& theMat,
+ const Quantity_Color& theInteriorColor)
{
- theDisplay->InitAttributes();
+ const bool isPhysic = theMat.MaterialType (Graphic3d_MATERIAL_PHYSIC) == Standard_True;
+
+ // 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);
+ }
+ else
+ {
+ Ambient = THE_BLACK_COLOR;
+ }
- // General initialization of the context
+ // diffusion component
+ if (theMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
+ {
+ const OpenGl_Vec3& aSrcDif = isPhysic ? theMat.DiffuseColor() : theInteriorColor;
+ Diffuse = OpenGl_Vec4 (aSrcDif * (float )theMat.Diffuse(), 1.0f);
+ }
+ else
+ {
+ Diffuse = THE_BLACK_COLOR;
+ }
- // 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);
+ // specular component
+ 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);
+ }
+ else
+ {
+ Specular = THE_BLACK_COLOR;
+ }
- // Optimisation pour le Fog et l'antialiasing
- glHint (GL_FOG_HINT, GL_FASTEST);
- glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
- glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
- glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+ // emission component
+ if (theMat.ReflectionMode (Graphic3d_TOR_EMISSION))
+ {
+ const OpenGl_Vec3& aSrcEms = isPhysic ? theMat.EmissiveColor() : theInteriorColor;
+ Emission = OpenGl_Vec4 (aSrcEms * (float )theMat.Emissive(), 1.0f);
+ }
+ else
+ {
+ Emission = THE_BLACK_COLOR;
+ }
- // Polygon Offset
- EnablePolygonOffset();
+ ChangeShine() = 128.0f * float(theMat.Shininess());
+ ChangeTransparency() = 1.0f - (float )theMat.Transparency();
}
// =======================================================================
-// function : SetImmediateModeDrawToFront
+// function : OpenGl_Workspace
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_Workspace::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
+OpenGl_Workspace::OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow)
+: NamedStatus (0),
+ HighlightColor (&THE_WHITE_COLOR),
+ 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)
{
- const Standard_Boolean aPrevMode = myTransientDrawToFront;
- myTransientDrawToFront = theDrawToFrontBuffer;
- return aPrevMode;
-}
+ if (!myGlContext.IsNull() && myGlContext->MakeCurrent())
+ {
+ myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
-// =======================================================================
-// function : ~OpenGl_Workspace
-// purpose :
-// =======================================================================
-OpenGl_Workspace::~OpenGl_Workspace()
-{
+ // General initialization of the context
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
+ {
+ // 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);
+
+ // Optimisation pour le Fog et l'antialiasing
+ glHint (GL_FOG_HINT, GL_FASTEST);
+ glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
+ }
+
+ glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
+ glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+ #endif
+ }
+
+ myDefaultCappingAlgoFilter = new OpenGl_CappingAlgoFilter();
+
+ myNoneCulling .Aspect()->SetSuppressBackFaces (false);
+ myNoneCulling .Aspect()->SetDrawEdges (false);
+ myFrontCulling.Aspect()->SetSuppressBackFaces (true);
+ myFrontCulling.Aspect()->SetDrawEdges (false);
}
// =======================================================================
// =======================================================================
Standard_Boolean OpenGl_Workspace::Activate()
{
- if (!OpenGl_Window::Activate())
+ if (myWindow.IsNull() || !myWindow->Activate())
+ {
return Standard_False;
+ }
ViewMatrix_applied = &myDefaultMatrix;
StructureMatrix_applied = &myDefaultMatrix;
return Standard_True;
}
-// =======================================================================
-// function : UseTransparency
-// purpose : call_togl_transparency
-// =======================================================================
-void OpenGl_Workspace::UseTransparency (const Standard_Boolean theFlag)
-{
- myUseTransparency = theFlag;
-}
-
//=======================================================================
//function : ResetAppliedAspect
//purpose : Sets default values of GL parameters in accordance with default aspects
//=======================================================================
void OpenGl_Workspace::ResetAppliedAspect()
{
+ myGlContext->BindDefaultVao();
+
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);
+ HighlightColor = &THE_WHITE_COLOR;
+ myToAllowFaceCulling = false;
+ myAspectLineSet = &myDefaultAspectLine;
+ myAspectFaceSet = &myDefaultAspectFace;
+ myAspectFaceApplied.Nullify();
+ myAspectMarkerSet = &myDefaultAspectMarker;
+ myAspectMarkerApplied.Nullify();
+ myAspectTextSet = &myDefaultAspectText;
+ myPolygonOffsetApplied= Graphic3d_PolygonOffset();
+
+ ApplyAspectLine();
+ ApplyAspectFace();
+ ApplyAspectMarker();
+ ApplyAspectText();
+
+ myGlContext->SetTypeOfLine (myDefaultAspectLine.Aspect()->Type());
+ myGlContext->SetLineWidth (myDefaultAspectLine.Aspect()->Width());
}
// =======================================================================
return myTextureBound;
}
+ const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
+ if (!aSampler.IsNull())
+ {
+ aSampler->Unbind (*myGlContext);
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
// 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);
+ if (myGlContext->core11 != NULL)
+ {
+ GLint aMatrixMode = GL_TEXTURE;
+ glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode (aMatrixMode);
+ }
+#endif
myTextureBound->Unbind (myGlContext);
switch (myTextureBound->GetTarget())
{
+ #if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
- if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ if (myGlContext->core11 != NULL)
{
- glDisable (GL_TEXTURE_GEN_S);
+ if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ {
+ glDisable (GL_TEXTURE_GEN_S);
+ }
+ glDisable (GL_TEXTURE_1D);
}
- glDisable (GL_TEXTURE_1D);
break;
}
+ #endif
case GL_TEXTURE_2D:
{
- if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
{
- glDisable (GL_TEXTURE_GEN_S);
- glDisable (GL_TEXTURE_GEN_T);
+ 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);
}
- glDisable (GL_TEXTURE_2D);
+ #endif
break;
}
default: break;
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())
+#if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
{
- case Graphic3d_TOTM_OBJECT:
+ GLint anEnvMode = GL_MODULATE; // lighting mode
+ if (!aParams->IsModulate())
{
- 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)
+ anEnvMode = GL_DECAL;
+ if (theTexture->GetFormat() == GL_ALPHA
+ || theTexture->GetFormat() == GL_LUMINANCE)
{
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenfv (GL_T, GL_OBJECT_PLANE, aParams->GenPlaneT().GetData());
+ anEnvMode = GL_REPLACE;
}
- break;
}
- case Graphic3d_TOTM_SPHERE:
+
+ // setup generation of texture coordinates
+ switch (aParams->GenMode())
{
- glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ case Graphic3d_TOTM_OBJECT:
{
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ 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;
}
- break;
- }
- case Graphic3d_TOTM_EYE:
- {
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ 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:
+ {
+ myGlContext->WorldViewState.Push();
- glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv (GL_S, GL_EYE_PLANE, aParams->GenPlaneS().GetData());
+ myGlContext->WorldViewState.SetIdentity();
+ myGlContext->ApplyWorldViewMatrix();
- if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ 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());
+ }
+
+ myGlContext->WorldViewState.Pop();
+
+ break;
+ }
+ case Graphic3d_TOTM_SPRITE:
{
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
+ if (myGlContext->core20fwd != NULL)
+ {
+ glEnable (GL_POINT_SPRITE);
+ glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
+ anEnvMode = GL_REPLACE;
+ }
+ break;
}
- glPopMatrix();
- break;
+ case Graphic3d_TOTM_MANUAL:
+ default: break;
}
- case Graphic3d_TOTM_MANUAL:
- default: break;
+
+ // setup lighting
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, anEnvMode);
}
+#endif
- // setup lighting
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
+ // get active sampler object to override default texture parameters
+ const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
// 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;
+ const GLenum aWrapMode = aParams->IsRepeat() ? GL_REPEAT : myGlContext->TextureWrapClamp();
switch (theTexture->GetTarget())
{
+ #if !defined(GL_ES_VERSION_2_0)
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);
+ if (aSampler.IsNull() || !aSampler->IsValid())
+ {
+ 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);
+ }
+ else
+ {
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAG_FILTER, aFilter);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MIN_FILTER, aFilter);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_S, aWrapMode);
+ }
+
break;
}
+ #endif
case GL_TEXTURE_2D:
{
GLenum aFilterMin = aFilter;
{
// setup degree of anisotropy filter
const GLint aMaxDegree = myGlContext->MaxDegreeOfAnisotropy();
+ GLint aDegree;
switch (aParams->AnisoFilter())
{
case Graphic3d_LOTA_QUALITY:
{
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aMaxDegree);
+ aDegree = aMaxDegree;
break;
}
case Graphic3d_LOTA_MIDDLE:
{
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2));
+ aDegree = (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2);
break;
}
case Graphic3d_LOTA_FAST:
{
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2);
+ aDegree = 2;
break;
}
case Graphic3d_LOTA_OFF:
default:
{
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
+ aDegree = 1;
break;
}
}
+
+ if (aSampler.IsNull() || !aSampler->IsValid())
+ {
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aDegree);
+ }
+ else
+ {
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAX_ANISOTROPY_EXT, aDegree);
+ }
}
}
- 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);
+
+ if (aSampler.IsNull() || !aSampler->IsValid())
+ {
+ 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);
+ }
+ else
+ {
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MIN_FILTER, aFilterMin);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAG_FILTER, aFilter);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_S, aWrapMode);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_T, aWrapMode);
+ }
+
break;
}
default: break;
switch (theTexture->GetTarget())
{
+ #if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
- if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ if (myGlContext->core11 != NULL)
{
- glEnable (GL_TEXTURE_GEN_S);
+ if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ {
+ glEnable (GL_TEXTURE_GEN_S);
+ }
+ glEnable (GL_TEXTURE_1D);
}
- glEnable (GL_TEXTURE_1D);
break;
}
+ #endif
case GL_TEXTURE_2D:
{
- if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
{
- glEnable (GL_TEXTURE_GEN_S);
- glEnable (GL_TEXTURE_GEN_T);
+ if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ {
+ glEnable (GL_TEXTURE_GEN_S);
+ glEnable (GL_TEXTURE_GEN_T);
+ }
+ glEnable (GL_TEXTURE_2D);
}
- glEnable (GL_TEXTURE_2D);
+ #endif
break;
}
default: break;
}
- glMatrixMode (aMatrixMode); // turn back active matrix
theTexture->SetParams (aParams);
}
myTextureBound->Bind (myGlContext);
setTextureParams (myTextureBound, theParams);
+ // If custom sampler object is available it will be
+ // used for overriding default texture parameters
+ const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
+
+ if (!aSampler.IsNull() && aSampler->IsValid())
+ {
+ aSampler->Bind (*myGlContext);
+ }
+
return aPrevTexture;
}
// =======================================================================
-// function : Redraw
+// function : updateMaterial
// purpose :
// =======================================================================
-void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer)
+void OpenGl_Workspace::updateMaterial (const int theFlag)
{
- if (!Activate())
+ // 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
+ 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;
}
- // release pending GL resources
- Handle(OpenGl_Context) aGlCtx = GetGlContext();
- aGlCtx->ReleaseDelayed();
+ // 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 :
+// =======================================================================
+const OpenGl_AspectLine* OpenGl_Workspace::SetAspectLine (const OpenGl_AspectLine* theAspect)
+{
+ const OpenGl_AspectLine* aPrevAspectLine = myAspectLineSet;
+ myAspectLineSet = theAspect;
+ return aPrevAspectLine;
+}
+
+// =======================================================================
+// function : SetAspectFace
+// purpose :
+// =======================================================================
+const OpenGl_AspectFace * OpenGl_Workspace::SetAspectFace (const OpenGl_AspectFace* theAspect)
+{
+ const OpenGl_AspectFace* aPrevAspectFace = myAspectFaceSet;
+ myAspectFaceSet = theAspect;
+ return aPrevAspectFace;
+}
+
+// =======================================================================
+// function : SetAspectMarker
+// purpose :
+// =======================================================================
+const OpenGl_AspectMarker* OpenGl_Workspace::SetAspectMarker (const OpenGl_AspectMarker* theAspect)
+{
+ const OpenGl_AspectMarker* aPrevAspectMarker = myAspectMarkerSet;
+ myAspectMarkerSet = theAspect;
+ return aPrevAspectMarker;
+}
+
+// =======================================================================
+// function : SetAspectText
+// purpose :
+// =======================================================================
+const OpenGl_AspectText * OpenGl_Workspace::SetAspectText (const OpenGl_AspectText* theAspect)
+{
+ const OpenGl_AspectText* aPrevAspectText = myAspectTextSet;
+ myAspectTextSet = theAspect;
+ return aPrevAspectText;
+}
+
+// =======================================================================
+// function : ApplyAspectFace
+// purpose :
+// =======================================================================
+const OpenGl_AspectFace* OpenGl_Workspace::ApplyAspectFace()
+{
+ if (myView->BackfacingModel() == Graphic3d_TOBM_AUTOMATIC)
+ {
+ // manage back face culling mode, disable culling when clipping is enabled
+ bool toSuppressBackFaces = myToAllowFaceCulling
+ && myAspectFaceSet->Aspect()->ToSuppressBackFaces();
+ if (toSuppressBackFaces)
+ {
+ if (myGlContext->Clipping().IsClippingOrCappingOn()
+ || myAspectFaceSet->Aspect()->InteriorStyle() == Aspect_IS_HATCH)
+ {
+ toSuppressBackFaces = false;
+ }
+ }
+ if (toSuppressBackFaces)
+ {
+ if (!(NamedStatus & OPENGL_NS_2NDPASSDO)
+ && (float )myAspectFaceSet->Aspect()->FrontMaterial().Transparency() != 0.0f)
+ {
+ // disable culling in case of translucent shading aspect
+ toSuppressBackFaces = false;
+ }
+ }
+ myGlContext->SetCullBackFaces (toSuppressBackFaces);
+ }
+
+ if (myAspectFaceSet->Aspect() == myAspectFaceApplied
+ && myToHighlight == myAspectFaceAppliedWithHL)
+ {
+ return myAspectFaceSet;
+ }
+ myAspectFaceAppliedWithHL = myToHighlight;
- // cache render mode state
- GLint aRendMode = GL_RENDER;
- glGetIntegerv (GL_RENDER_MODE, &aRendMode);
- aGlCtx->SetFeedback (aRendMode == GL_FEEDBACK);
+#if !defined(GL_ES_VERSION_2_0)
+ const Aspect_InteriorStyle anIntstyle = myAspectFaceSet->Aspect()->InteriorStyle();
+ if (myAspectFaceApplied.IsNull()
+ || myAspectFaceApplied->InteriorStyle() != anIntstyle)
+ {
+ switch (anIntstyle)
+ {
+ case Aspect_IS_EMPTY:
+ case Aspect_IS_HOLLOW:
+ {
+ myGlContext->SetPolygonMode (GL_LINE);
+ break;
+ }
+ case Aspect_IS_HATCH:
+ {
+ myGlContext->SetPolygonMode (GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (true);
+ break;
+ }
+ case Aspect_IS_SOLID:
+ case Aspect_IS_HIDDENLINE:
+ {
+ myGlContext->SetPolygonMode (GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (false);
+ break;
+ }
+ case Aspect_IS_POINT:
+ {
+ myGlContext->SetPolygonMode (GL_POINT);
+ break;
+ }
+ }
+ }
- Tint toSwap = (aRendMode == GL_RENDER); // swap buffers
- GLint aViewPortBack[4];
- OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
- if (aFrameBuffer != NULL)
+ if (anIntstyle == Aspect_IS_HATCH)
{
- glGetIntegerv (GL_VIEWPORT, aViewPortBack);
- aFrameBuffer->SetupViewport();
- aFrameBuffer->BindBuffer (aGlCtx);
- toSwap = 0; // no need to swap buffers
+ myGlContext->SetPolygonHatchStyle (myAspectFaceSet->Aspect()->HatchStyle());
}
+#endif
- Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
- if (aFrameBuffer == NULL || !myTransientDrawToFront)
+ // Aspect_POM_None means: do not change current settings
+ if ((myAspectFaceSet->Aspect()->PolygonOffset().Mode & Aspect_POM_None) != Aspect_POM_None)
{
- RedrawImmediatMode();
+ if (myPolygonOffsetApplied.Mode != myAspectFaceSet->Aspect()->PolygonOffset().Mode
+ || myPolygonOffsetApplied.Factor != myAspectFaceSet->Aspect()->PolygonOffset().Factor
+ || myPolygonOffsetApplied.Units != myAspectFaceSet->Aspect()->PolygonOffset().Units)
+ {
+ SetPolygonOffset (myAspectFaceSet->Aspect()->PolygonOffset());
+ }
+ }
+
+ updateMaterial (TEL_FRONT_MATERIAL);
+ if (myAspectFaceSet->Aspect()->Distinguish())
+ {
+ updateMaterial (TEL_BACK_MATERIAL);
}
- if (aFrameBuffer != NULL)
+ if (myAspectFaceSet->Aspect()->ToMapTexture())
+ {
+ EnableTexture (myAspectFaceSet->TextureRes (myGlContext),
+ myAspectFaceSet->TextureParams());
+ }
+ else
{
- aFrameBuffer->UnbindBuffer (aGlCtx);
- // move back original viewport
- glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
+ if (!myEnvironmentTexture.IsNull())
+ {
+ EnableTexture (myEnvironmentTexture,
+ myEnvironmentTexture->GetParams());
+ }
+ else
+ {
+ DisableTexture();
+ }
}
-#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
- if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
+ myAspectFaceApplied = myAspectFaceSet->Aspect();
+ return myAspectFaceSet;
+}
+
+//=======================================================================
+//function : SetPolygonOffset
+//purpose :
+//=======================================================================
+void OpenGl_Workspace::SetPolygonOffset (const Graphic3d_PolygonOffset& theParams)
+{
+ myPolygonOffsetApplied = theParams;
+
+ if ((theParams.Mode & Aspect_POM_Fill) == Aspect_POM_Fill)
+ {
+ glEnable (GL_POLYGON_OFFSET_FILL);
+ }
+ else
{
- GLint params[4];
- glGetIntegerv (GL_VIEWPORT, params);
- int nWidth = params[2] & ~0x7;
- int nHeight = params[3] & ~0x7;
+ glDisable (GL_POLYGON_OFFSET_FILL);
+ }
- const int nBitsPerPixel = 24;
- GLubyte* aDumpData = new GLubyte[nWidth * nHeight * nBitsPerPixel / 8];
+#if !defined(GL_ES_VERSION_2_0)
+ if ((theParams.Mode & Aspect_POM_Line) == Aspect_POM_Line)
+ {
+ glEnable (GL_POLYGON_OFFSET_LINE);
+ }
+ else
+ {
+ glDisable (GL_POLYGON_OFFSET_LINE);
+ }
- 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;
+ if ((theParams.Mode & Aspect_POM_Point) == Aspect_POM_Point)
+ {
+ glEnable (GL_POLYGON_OFFSET_POINT);
+ }
+ else
+ {
+ glDisable (GL_POLYGON_OFFSET_POINT);
}
#endif
+ glPolygonOffset (theParams.Factor, theParams.Units);
+}
- // reset render mode state
- aGlCtx->SetFeedback (Standard_False);
+// =======================================================================
+// function : ApplyAspectMarker
+// purpose :
+// =======================================================================
+const OpenGl_AspectMarker* OpenGl_Workspace::ApplyAspectMarker()
+{
+ if (myAspectMarkerSet->Aspect() != myAspectMarkerApplied)
+ {
+ if (myAspectMarkerApplied.IsNull()
+ || (myAspectMarkerSet->Aspect()->Scale() != myAspectMarkerApplied->Scale()))
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ glPointSize (myAspectMarkerSet->Aspect()->Scale());
+ #ifdef HAVE_GL2PS
+ gl2psPointSize (myAspectMarkerSet->Aspect()->Scale());
+ #endif
+ #endif
+ }
+ myAspectMarkerApplied = myAspectMarkerSet->Aspect();
+ }
+ return myAspectMarkerSet;
+}
+
+// =======================================================================
+// function : Width
+// purpose :
+// =======================================================================
+Standard_Integer OpenGl_Workspace::Width() const
+{
+ return !myView->GlWindow().IsNull() ? myView->GlWindow()->Width() : 0;
+}
+
+// =======================================================================
+// function : Height
+// purpose :
+// =======================================================================
+Standard_Integer OpenGl_Workspace::Height() const
+{
+ return !myView->GlWindow().IsNull() ? myView->GlWindow()->Height() : 0;
+}
+
+// =======================================================================
+// function : UseGLLight
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_Workspace::UseGLLight() const
+{
+ return myView->IsGLLightEnabled();
+}
+
+// =======================================================================
+// function : IsCullingEnabled
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_Workspace::IsCullingEnabled() const
+{
+ return myView->IsCullingEnabled();
+}
+
+// =======================================================================
+// function : FBOCreate
+// purpose :
+// =======================================================================
+Handle(OpenGl_FrameBuffer) OpenGl_Workspace::FBOCreate (const Standard_Integer theWidth,
+ const Standard_Integer theHeight)
+{
+ // activate OpenGL context
+ if (!Activate())
+ return Handle(OpenGl_FrameBuffer)();
+
+ DisableTexture();
+
+ // create the FBO
+ const Handle(OpenGl_Context)& aCtx = GetGlContext();
+ Handle(OpenGl_FrameBuffer) aFrameBuffer = new OpenGl_FrameBuffer();
+ if (!aFrameBuffer->Init (aCtx, theWidth, theHeight, GL_RGBA8, GL_DEPTH24_STENCIL8, 0))
+ {
+ aFrameBuffer->Release (aCtx.operator->());
+ return Handle(OpenGl_FrameBuffer)();
+ }
+ return aFrameBuffer;
+}
+
+// =======================================================================
+// function : FBORelease
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::FBORelease (Handle(OpenGl_FrameBuffer)& theFbo)
+{
+ // activate OpenGL context
+ if (!Activate()
+ || theFbo.IsNull())
+ {
+ return;
+ }
+
+ theFbo->Release (GetGlContext().operator->());
+ 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 :
+// =======================================================================
+inline Standard_Size getAligned (const Standard_Size theNumber,
+ const Standard_Size theAlignment)
+{
+ return theNumber + theAlignment - 1 - (theNumber - 1) % theAlignment;
+}
+
+// =======================================================================
+// function : BufferDump
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_Workspace::BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo,
+ Image_PixMap& theImage,
+ const Graphic3d_BufferType& theBufferType)
+{
+ GLenum aFormat, aType;
+ if (theImage.IsEmpty()
+ || !getDataFormat (theImage, aFormat, aType)
+ || !Activate())
+ {
+ return Standard_False;
+ }
+#if !defined(GL_ES_VERSION_2_0)
+ GLint aReadBufferPrev = GL_BACK;
+ if (theBufferType == Graphic3d_BT_Depth
+ && aFormat != GL_DEPTH_COMPONENT)
+ {
+ return Standard_False;
+ }
+#else
+ (void )theBufferType;
+#endif
+
+ // bind FBO if used
+ if (!theFbo.IsNull() && theFbo->IsValid())
+ {
+ theFbo->BindBuffer (GetGlContext());
+ }
+ else
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ glGetIntegerv (GL_READ_BUFFER, &aReadBufferPrev);
+ GLint aDrawBufferPrev = GL_BACK;
+ glGetIntegerv (GL_DRAW_BUFFER, &aDrawBufferPrev);
+ glReadBuffer (aDrawBufferPrev);
+ #endif
+ }
+
+ // setup alignment
+ const GLint anAligment = Min (GLint(theImage.MaxRowAligmentBytes()), 8); // limit to 8 bytes for OpenGL
+ glPixelStorei (GL_PACK_ALIGNMENT, anAligment);
+ bool isBatchCopy = !theImage.IsTopDown();
+
+ const GLint anExtraBytes = GLint(theImage.RowExtraBytes());
+ GLint aPixelsWidth = GLint(theImage.SizeRowBytes() / theImage.SizePixelBytes());
+ Standard_Size aSizeRowBytesEstim = getAligned (theImage.SizePixelBytes() * aPixelsWidth, anAligment);
+ if (anExtraBytes < anAligment)
+ {
+ aPixelsWidth = 0;
+ }
+ else if (aSizeRowBytesEstim != theImage.SizeRowBytes())
+ {
+ aPixelsWidth = 0;
+ isBatchCopy = false;
+ }
+#if !defined(GL_ES_VERSION_2_0)
+ glPixelStorei (GL_PACK_ROW_LENGTH, aPixelsWidth);
+#else
+ if (aPixelsWidth != 0)
+ {
+ isBatchCopy = false;
+ }
+#endif
+
+ if (!isBatchCopy)
+ {
+ // copy row by row
+ 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, theImage.ChangeRow (aRow));
+ }
+ }
+ else
+ {
+ glReadPixels (0, 0, GLsizei (theImage.SizeX()), GLsizei (theImage.SizeY()), aFormat, aType, theImage.ChangeData());
+ }
+
+ glPixelStorei (GL_PACK_ALIGNMENT, 1);
+#if !defined(GL_ES_VERSION_2_0)
+ glPixelStorei (GL_PACK_ROW_LENGTH, 0);
+#endif
+
+ if (!theFbo.IsNull() && theFbo->IsValid())
+ {
+ theFbo->UnbindBuffer (GetGlContext());
+ }
+ else
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ glReadBuffer (aReadBufferPrev);
+ #endif
+ }
+ return Standard_True;
+}
+
+// =======================================================================
+// function : CanRender
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
+{
+ Standard_Boolean aPrevFilterResult = Standard_True;
+ if (!myPrevRenderFilter.IsNull())
+ {
+ aPrevFilterResult = myPrevRenderFilter->CanRender (theElement);
+ }
+ return aPrevFilterResult &&
+ !OpenGl_Raytrace::IsRaytracedElement (theElement);
}