// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-#include <OpenGl_GlCore15.hxx>
-#include <OpenGl_ArbFBO.hxx>
-
-#include <InterfaceGraphic.hxx>
+#include <OpenGl_Workspace.hxx>
-#include <OpenGl_AspectLine.hxx>
-#include <OpenGl_AspectFace.hxx>
-#include <OpenGl_AspectMarker.hxx>
-#include <OpenGl_AspectText.hxx>
+#include <OpenGl_ArbFBO.hxx>
+#include <OpenGl_Aspects.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_ShaderManager.hxx>
#include <OpenGl_Texture.hxx>
-#include <OpenGl_Utils.hxx>
#include <OpenGl_View.hxx>
-#include <OpenGl_Workspace.hxx>
+#include <OpenGl_Window.hxx>
#include <Graphic3d_TextureParams.hxx>
+#include <Graphic3d_TransformUtils.hxx>
+#include <NCollection_AlignedAllocator.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)
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
namespace
{
- 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;
- 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_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_Matrix myDefaultMatrix =
{
{ 0.0F, 0.0F, 0.0F, 1.0F }}
};
-};
+}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
-void OpenGl_Material::Init (const OPENGL_SURF_PROP& theProp)
+void OpenGl_Material::Init (const Graphic3d_MaterialAspect& theMat,
+ const Quantity_Color& theInteriorColor)
{
+ const bool isPhysic = theMat.MaterialType (Graphic3d_MATERIAL_PHYSIC);
+ ChangeShine() = 128.0f * theMat.Shininess();
+ ChangeTransparency() = theMat.Alpha();
+
// ambient component
- if (theProp.color_mask & OPENGL_AMBIENT_MASK)
+ if (theMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
{
- 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);
+ const OpenGl_Vec3& aSrcAmb = isPhysic ? theMat.AmbientColor() : theInteriorColor;
+ Ambient = OpenGl_Vec4 (aSrcAmb * theMat.Ambient(), 1.0f);
}
else
{
}
// diffusion component
- if (theProp.color_mask & OPENGL_DIFFUSE_MASK)
+ if (theMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
{
- 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);
+ const OpenGl_Vec3& aSrcDif = isPhysic ? theMat.DiffuseColor() : theInteriorColor;
+ Diffuse = OpenGl_Vec4 (aSrcDif * theMat.Diffuse(), 1.0f);
}
else
{
}
// specular component
- if (theProp.color_mask & OPENGL_SPECULAR_MASK)
+ if (theMat.ReflectionMode (Graphic3d_TOR_SPECULAR))
{
- 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);
+ const OpenGl_Vec3& aSrcSpe = isPhysic ? (const OpenGl_Vec3& )theMat.SpecularColor() : THE_WHITE_COLOR.rgb();
+ Specular = OpenGl_Vec4 (aSrcSpe * theMat.Specular(), 1.0f);
}
else
{
}
// emission component
- if (theProp.color_mask & OPENGL_EMISSIVE_MASK)
+ if (theMat.ReflectionMode (Graphic3d_TOR_EMISSION))
{
- 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);
+ const OpenGl_Vec3& aSrcEms = isPhysic ? theMat.EmissiveColor() : theInteriorColor;
+ Emission = OpenGl_Vec4 (aSrcEms * theMat.Emissive(), 1.0f);
}
else
{
Emission = THE_BLACK_COLOR;
}
-
- ChangeShine() = theProp.shine;
- ChangeTransparency() = theProp.trans;
}
// =======================================================================
// function : OpenGl_Workspace
// purpose :
// =======================================================================
-OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
- const CALL_DEF_WINDOW& theCWindow,
- Aspect_RenderingContext theGContext,
- const Handle(OpenGl_Caps)& theCaps,
- const Handle(OpenGl_Context)& theShareCtx)
-: OpenGl_Window (theDriver, theCWindow, theGContext, theCaps, theShareCtx),
- NamedStatus (0),
- HighlightColor (&THE_WHITE_COLOR),
- //
- myHasFboBlit (Standard_True),
- //
- myViewId (-1),
- myAntiAliasingMode (3),
- myTransientDrawToFront (Standard_True),
- myBackBufferRestored (Standard_False),
- myIsImmediateDrawn (Standard_False),
+OpenGl_Workspace::OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow)
+: myView (theView),
+ myWindow (theWindow),
+ myGlContext (!theWindow.IsNull() ? theWindow->GetGlContext() : NULL),
myUseZBuffer (Standard_True),
myUseDepthWrite (Standard_True),
- myUseGLLight (Standard_True),
- myIsCullingEnabled (Standard_False),
- myFrameCounter (0),
//
- 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),
+ myNbSkippedTranspElems (0),
+ myRenderFilter (OpenGl_RenderFilter_Empty),
+ //
+ myAspectsSet (&myDefaultAspects),
+ //
ViewMatrix_applied (&myDefaultMatrix),
StructureMatrix_applied (&myDefaultMatrix),
- myCullingMode (TelCullUndefined),
- myModelViewMatrix (myDefaultMatrix),
- PolygonOffset_applied (THE_DEFAULT_POFFSET)
+ myToAllowFaceCulling (false),
+ myModelViewMatrix (myDefaultMatrix)
{
- myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
- myMainSceneFbos[0] = new OpenGl_FrameBuffer();
- myMainSceneFbos[1] = new OpenGl_FrameBuffer();
- myImmediateSceneFbos[0] = new OpenGl_FrameBuffer();
- myImmediateSceneFbos[1] = new OpenGl_FrameBuffer();
-
- 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)
- {
- // 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
-
- // AA mode
- const char* anAaEnv = ::getenv ("CALL_OPENGL_ANTIALIASING_MODE");
- if (anAaEnv != NULL)
+ if (!myGlContext.IsNull() && myGlContext->MakeCurrent())
{
- int v;
- if (sscanf (anAaEnv, "%d", &v) > 0) myAntiAliasingMode = v;
- }
-}
+ myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
-// =======================================================================
-// function : SetImmediateModeDrawToFront
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
-{
- const Standard_Boolean aPrevMode = myTransientDrawToFront;
- myTransientDrawToFront = theDrawToFrontBuffer;
- return aPrevMode;
-}
-
-inline void nullifyGlResource (Handle(OpenGl_Resource)& theResource,
- const Handle(OpenGl_Context)& theCtx)
-{
- if (!theResource.IsNull())
- {
- theResource->Release (theCtx.operator->());
- theResource.Nullify();
- }
-}
+ // General initialization of the context
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
+ {
+ // enable two-side lighting by default
+ glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
+ if (myGlContext->caps->ffpEnable)
+ {
+ glHint (GL_FOG_HINT, GL_FASTEST);
+ }
+ }
-// =======================================================================
-// function : ~OpenGl_Workspace
-// purpose :
-// =======================================================================
-OpenGl_Workspace::~OpenGl_Workspace()
-{
- if (!myLineAttribs.IsNull())
- {
- myLineAttribs.Nullify();
- myGlContext->ReleaseResource ("OpenGl_LineAttributes", Standard_True);
+ glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
+ glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+ #endif
}
- nullifyGlResource (myMainSceneFbos[0], myGlContext);
- nullifyGlResource (myMainSceneFbos[1], myGlContext);
- nullifyGlResource (myImmediateSceneFbos[0], myGlContext);
- nullifyGlResource (myImmediateSceneFbos[1], myGlContext);
+ myNoneCulling .Aspect()->SetSuppressBackFaces (false);
+ myNoneCulling .Aspect()->SetDrawEdges (false);
+ myNoneCulling .Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Opaque);
- myFullScreenQuad.Release (myGlContext.operator->());
+ myFrontCulling.Aspect()->SetSuppressBackFaces (true);
+ myFrontCulling.Aspect()->SetDrawEdges (false);
+ myFrontCulling.Aspect()->SetAlphaMode (Graphic3d_AlphaMode_Opaque);
}
// =======================================================================
// =======================================================================
Standard_Boolean OpenGl_Workspace::Activate()
{
- if (!OpenGl_Window::Activate())
+ if (myWindow.IsNull() || !myWindow->Activate())
+ {
return Standard_False;
+ }
ViewMatrix_applied = &myDefaultMatrix;
StructureMatrix_applied = &myDefaultMatrix;
ResetAppliedAspect();
+ // reset state for safety
+ myGlContext->BindProgram (Handle(OpenGl_ShaderProgram)());
+ if (myGlContext->core20fwd != NULL)
+ {
+ myGlContext->core20fwd->glUseProgram (OpenGl_ShaderProgram::NO_PROGRAM);
+ }
+ if (myGlContext->caps->ffpEnable)
+ {
+ myGlContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
+ }
return Standard_True;
}
{
myGlContext->BindDefaultVao();
- NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
- HighlightColor = &THE_WHITE_COLOR;
- 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 = THE_DEFAULT_POFFSET;
- myCullingMode = TelCullUndefined;
+ myHighlightStyle.Nullify();
+ myToAllowFaceCulling = false;
+ myAspectsSet = &myDefaultAspects;
+ myAspectsApplied.Nullify();
+ myGlContext->SetPolygonOffset (Graphic3d_PolygonOffset());
- AspectLine(Standard_True);
- AspectFace(Standard_True);
- AspectMarker(Standard_True);
- AspectText(Standard_True);
+ ApplyAspects();
+ myGlContext->SetTypeOfLine (myDefaultAspects.Aspect()->LineType());
+ myGlContext->SetLineWidth (myDefaultAspects.Aspect()->LineWidth());
+ if (myGlContext->core15fwd != NULL)
+ {
+ myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
+ }
}
// =======================================================================
-// function : DisableTexture
+// function : SetDefaultPolygonOffset
// purpose :
// =======================================================================
-Handle(OpenGl_Texture) OpenGl_Workspace::DisableTexture()
+Graphic3d_PolygonOffset OpenGl_Workspace::SetDefaultPolygonOffset (const Graphic3d_PolygonOffset& theOffset)
{
- if (myTextureBound.IsNull())
+ Graphic3d_PolygonOffset aPrev = myDefaultAspects.Aspect()->PolygonOffset();
+ myDefaultAspects.Aspect()->SetPolygonOffset (theOffset);
+ if (myAspectsApplied == myDefaultAspects.Aspect()
+ || myAspectsApplied.IsNull()
+ || (myAspectsApplied->PolygonOffset().Mode & Aspect_POM_None) == Aspect_POM_None)
{
- return myTextureBound;
+ myGlContext->SetPolygonOffset (theOffset);
}
-
- 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
- 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 (myGlContext->core11 != NULL)
- {
- if (myTextureBound->GetParams()->GenMode() != GL_NONE)
- {
- glDisable (GL_TEXTURE_GEN_S);
- }
- glDisable (GL_TEXTURE_1D);
- }
- break;
- }
- #endif
- case GL_TEXTURE_2D:
- {
- #if !defined(GL_ES_VERSION_2_0)
- if (myGlContext->core11 != NULL)
- {
- 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);
- }
- #endif
- break;
- }
- default: break;
- }
-
- Handle(OpenGl_Texture) aPrevTexture = myTextureBound;
- myTextureBound.Nullify();
- return aPrevTexture;
+ return aPrev;
}
// =======================================================================
-// function : setTextureParams
+// function : SetAspects
// purpose :
// =======================================================================
-void OpenGl_Workspace::setTextureParams (Handle(OpenGl_Texture)& theTexture,
- const Handle(Graphic3d_TextureParams)& theParams)
+const OpenGl_Aspects* OpenGl_Workspace::SetAspects (const OpenGl_Aspects* theAspect)
{
- const Handle(Graphic3d_TextureParams)& aParams = theParams.IsNull() ? theTexture->GetParams() : theParams;
- if (aParams.IsNull())
- {
- return;
- }
-
-#if !defined(GL_ES_VERSION_2_0)
- GLint aMatrixMode = GL_TEXTURE;
- if (myGlContext->core11 != NULL)
- {
- glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
-
- // setup texture matrix
- glMatrixMode (GL_TEXTURE);
- OpenGl_Mat4 aTextureMat;
- const Graphic3d_Vec2& aScale = aParams->Scale();
- const Graphic3d_Vec2& aTrans = aParams->Translation();
- OpenGl_Utils::Scale (aTextureMat, aScale.x(), aScale.y(), 1.0f);
- OpenGl_Utils::Translate (aTextureMat, -aTrans.x(), -aTrans.y(), 0.0f);
- OpenGl_Utils::Rotate (aTextureMat, -aParams->Rotation(), 0.0f, 0.0f, 1.0f);
- glLoadMatrixf (aTextureMat);
-
- GLint anEnvMode = GL_MODULATE; // lighting mode
- if (!aParams->IsModulate())
- {
- anEnvMode = GL_DECAL;
- if (theTexture->GetFormat() == GL_ALPHA
- || theTexture->GetFormat() == GL_LUMINANCE)
- {
- anEnvMode = GL_REPLACE;
- }
- }
-
- // 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:
- {
- myGlContext->WorldViewState.Push();
-
- myGlContext->WorldViewState.SetIdentity();
- myGlContext->ApplyWorldViewMatrix();
-
- 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:
- {
- if (GetGlContext()->core20fwd != NULL)
- {
- glEnable (GL_POINT_SPRITE);
- glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
- anEnvMode = 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, anEnvMode);
- }
-#endif
-
- // 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 : myGlContext->TextureWrapClamp();
- switch (theTexture->GetTarget())
- {
- #if !defined(GL_ES_VERSION_2_0)
- case GL_TEXTURE_1D:
- {
- 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;
- 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();
- GLint aDegree;
- switch (aParams->AnisoFilter())
- {
- case Graphic3d_LOTA_QUALITY:
- {
- aDegree = aMaxDegree;
- break;
- }
- case Graphic3d_LOTA_MIDDLE:
- {
- aDegree = (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2);
- break;
- }
- case Graphic3d_LOTA_FAST:
- {
- aDegree = 2;
- break;
- }
- case Graphic3d_LOTA_OFF:
- default:
- {
- 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);
- }
- }
- }
-
- 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 (myGlContext->core11 != NULL)
- {
- if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
- {
- glEnable (GL_TEXTURE_GEN_S);
- }
- glEnable (GL_TEXTURE_1D);
- }
- break;
- }
- #endif
- case GL_TEXTURE_2D:
- {
- #if !defined(GL_ES_VERSION_2_0)
- if (myGlContext->core11 != NULL)
- {
- if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
- {
- glEnable (GL_TEXTURE_GEN_S);
- glEnable (GL_TEXTURE_GEN_T);
- }
- glEnable (GL_TEXTURE_2D);
- }
- #endif
- break;
- }
- default: break;
- }
-
-#if !defined(GL_ES_VERSION_2_0)
- if (myGlContext->core11 != NULL)
- {
- glMatrixMode (aMatrixMode); // turn back active matrix
- }
-#endif
- theTexture->SetParams (aParams);
+ const OpenGl_Aspects* aPrevAspects = myAspectsSet;
+ myAspectsSet = theAspect;
+ return aPrevAspects;
}
// =======================================================================
-// function : EnableTexture
+// function : ApplyAspects
// purpose :
// =======================================================================
-Handle(OpenGl_Texture) OpenGl_Workspace::EnableTexture (const Handle(OpenGl_Texture)& theTexture,
- const Handle(Graphic3d_TextureParams)& theParams)
+const OpenGl_Aspects* OpenGl_Workspace::ApplyAspects()
{
- if (theTexture.IsNull() || !theTexture->IsValid())
+ if (myView->BackfacingModel() == Graphic3d_TOBM_AUTOMATIC)
{
- return DisableTexture();
+ bool toSuppressBackFaces = myToAllowFaceCulling
+ && myAspectsSet->Aspect()->ToSuppressBackFaces();
+ if (toSuppressBackFaces)
+ {
+ if (myAspectsSet->Aspect()->InteriorStyle() == Aspect_IS_HATCH
+ || myAspectsSet->Aspect()->AlphaMode() == Graphic3d_AlphaMode_Blend
+ || myAspectsSet->Aspect()->AlphaMode() == Graphic3d_AlphaMode_Mask
+ || (myAspectsSet->Aspect()->AlphaMode() == Graphic3d_AlphaMode_BlendAuto
+ && myAspectsSet->Aspect()->FrontMaterial().Transparency() != 0.0f))
+ {
+ // disable culling in case of translucent shading aspect
+ toSuppressBackFaces = false;
+ }
+ }
+ myGlContext->SetCullBackFaces (toSuppressBackFaces);
}
- if (myTextureBound == theTexture
- && (theParams.IsNull() || theParams == theTexture->GetParams()))
+ if (myAspectsSet->Aspect() == myAspectsApplied
+ && myHighlightStyle == myAspectFaceAppliedWithHL)
{
- // already bound
- return myTextureBound;
+ return myAspectsSet;
}
+ myAspectFaceAppliedWithHL = myHighlightStyle;
- Handle(OpenGl_Texture) aPrevTexture = DisableTexture();
- myTextureBound = theTexture;
- 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())
+ // Aspect_POM_None means: do not change current settings
+ if ((myAspectsSet->Aspect()->PolygonOffset().Mode & Aspect_POM_None) != Aspect_POM_None)
{
- aSampler->Bind (*myGlContext);
+ myGlContext->SetPolygonOffset (myAspectsSet->Aspect()->PolygonOffset());
}
- return aPrevTexture;
-}
-
-// =======================================================================
-// function : bindDefaultFbo
-// purpose :
-// =======================================================================
-void OpenGl_Workspace::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
-{
- OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
- ? theCustomFbo
- : (!myGlContext->DefaultFrameBuffer().IsNull()
- && myGlContext->DefaultFrameBuffer()->IsValid()
- ? myGlContext->DefaultFrameBuffer().operator->()
- : NULL);
- if (anFbo != NULL)
- {
- anFbo->BindBuffer (myGlContext);
- }
- else
+ const Aspect_InteriorStyle anIntstyle = myAspectsSet->Aspect()->InteriorStyle();
+ if (myAspectsApplied.IsNull()
+ || myAspectsApplied->InteriorStyle() != anIntstyle)
{
#if !defined(GL_ES_VERSION_2_0)
- myGlContext->SetReadDrawBuffer (GL_BACK);
- #else
- if (myGlContext->arbFBO != NULL)
- {
- myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
+ myGlContext->SetPolygonMode (anIntstyle == Aspect_IS_POINT ? GL_POINT : GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (anIntstyle == Aspect_IS_HATCH);
#endif
}
- myGlContext->core11fwd->glViewport (0, 0, myWidth, myHeight);
-}
-// =======================================================================
-// function : blitBuffers
-// purpose :
-// =======================================================================
-bool OpenGl_Workspace::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
- OpenGl_FrameBuffer* theDrawFbo)
-{
- if (theReadFbo == NULL)
+#if !defined(GL_ES_VERSION_2_0)
+ if (anIntstyle == Aspect_IS_HATCH)
{
- return false;
+ myGlContext->SetPolygonHatchStyle (myAspectsSet->Aspect()->HatchStyle());
}
+#endif
- // clear destination before blitting
- if (theDrawFbo != NULL
- && theDrawFbo->IsValid())
+ // Case of hidden line
+ if (anIntstyle == Aspect_IS_HIDDENLINE)
{
- theDrawFbo->BindBuffer (myGlContext);
+ // copy all values including line edge aspect
+ *myAspectFaceHl.Aspect() = *myAspectsSet->Aspect();
+ myAspectFaceHl.Aspect()->SetShadingModel (Graphic3d_TOSM_UNLIT);
+ myAspectFaceHl.Aspect()->SetInteriorColor (myView->BackgroundColor().GetRGB());
+ myAspectFaceHl.Aspect()->SetDistinguish (false);
+ myAspectFaceHl.SetNoLighting();
+ myAspectsSet = &myAspectFaceHl;
}
else
{
- myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ myGlContext->SetShadingMaterial (myAspectsSet, myHighlightStyle);
}
-#if !defined(GL_ES_VERSION_2_0)
- myGlContext->core20fwd->glClearDepth (1.0);
-#else
- myGlContext->core20fwd->glClearDepthf (1.0f);
-#endif
- myGlContext->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
-/*#if !defined(GL_ES_VERSION_2_0)
- if (myGlContext->arbFBOBlit != NULL)
+ const Handle(OpenGl_TextureSet)& aTextureSet = myAspectsSet->TextureSet (myGlContext, ToHighlight());
+ if (!aTextureSet.IsNull()
+ || myAspectsSet->Aspect()->ToMapTexture())
{
- theReadFbo->BindReadBuffer (myGlContext);
- if (theDrawFbo != NULL
- && theDrawFbo->IsValid())
- {
- theDrawFbo->BindDrawBuffer (myGlContext);
- }
- else
- {
- myGlContext->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
- // we don't copy stencil buffer here... does it matter for performance?
- myGlContext->arbFBOBlit->glBlitFramebuffer (0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
- 0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
- GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
-
- if (theDrawFbo != NULL
- && theDrawFbo->IsValid())
- {
- theDrawFbo->BindBuffer (myGlContext);
- }
- else
- {
- myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
+ myGlContext->BindTextures (aTextureSet);
}
else
-#endif*/
{
- myGlContext->core20fwd->glDepthFunc (GL_ALWAYS);
- myGlContext->core20fwd->glDepthMask (GL_TRUE);
- myGlContext->core20fwd->glEnable (GL_DEPTH_TEST);
-
- DisableTexture();
- if (!myFullScreenQuad.IsValid())
- {
- OpenGl_Vec4 aQuad[4] =
- {
- OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
- OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
- OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
- OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
- };
- myFullScreenQuad.Init (myGlContext, 4, 4, aQuad[0].GetData());
- }
-
- const Handle(OpenGl_ShaderManager)& aManager = myGlContext->ShaderManager();
- if (myFullScreenQuad.IsValid()
- && aManager->BindFboBlitProgram())
- {
- theReadFbo->ColorTexture() ->Bind (myGlContext, GL_TEXTURE0 + 0);
- theReadFbo->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + 1);
- myFullScreenQuad.BindVertexAttrib (myGlContext, Graphic3d_TOA_POS);
-
- myGlContext->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
-
- myFullScreenQuad.UnbindVertexAttrib (myGlContext, Graphic3d_TOA_POS);
- theReadFbo->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + 1);
- theReadFbo->ColorTexture() ->Unbind (myGlContext, GL_TEXTURE0 + 0);
- }
- else
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString()
- + "Error! FBO blitting has failed";
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
- 0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
- aMsg);
- myHasFboBlit = Standard_False;
- theReadFbo->Release (myGlContext.operator->());
- return true;
- }
+ myGlContext->BindTextures (myEnvironmentTexture);
}
- return true;
+
+ myAspectsApplied = myAspectsSet->Aspect();
+ return myAspectsSet;
}
// =======================================================================
-// function : drawStereoPair
+// function : Width
// purpose :
// =======================================================================
-void OpenGl_Workspace::drawStereoPair()
+Standard_Integer OpenGl_Workspace::Width() const
{
- OpenGl_FrameBuffer* aPair[2] =
- {
- myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
- myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
- };
- if (aPair[0] == NULL
- || aPair[1] == NULL)
- {
- aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
- aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
- }
-
- if (aPair[0] == NULL
- || aPair[1] == NULL)
- {
- return;
- }
-
- myGlContext->core20fwd->glDepthFunc (GL_ALWAYS);
- myGlContext->core20fwd->glDepthMask (GL_TRUE);
- myGlContext->core20fwd->glEnable (GL_DEPTH_TEST);
-
- DisableTexture();
- if (!myFullScreenQuad.IsValid())
- {
- OpenGl_Vec4 aQuad[4] =
- {
- OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
- OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
- OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
- OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
- };
- myFullScreenQuad.Init (myGlContext, 4, 4, aQuad[0].GetData());
- }
-
- const Handle(OpenGl_ShaderManager)& aManager = myGlContext->ShaderManager();
- if (myFullScreenQuad.IsValid()
- && aManager->BindAnaglyphProgram())
- {
- aPair[0]->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + 0);
- aPair[1]->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + 1);
- myFullScreenQuad.BindVertexAttrib (myGlContext, 0);
-
- myGlContext->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
-
- myFullScreenQuad.UnbindVertexAttrib (myGlContext, 0);
- aPair[1]->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + 1);
- aPair[0]->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + 0);
- }
- else
- {
- TCollection_ExtendedString aMsg = TCollection_ExtendedString()
- + "Error! Anaglyph has failed";
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
- 0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
- aMsg);
- }
+ return !myView->GlWindow().IsNull() ? myView->GlWindow()->Width() : 0;
}
// =======================================================================
-// function : Redraw
+// function : Height
// purpose :
// =======================================================================
-void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer)
+Standard_Integer OpenGl_Workspace::Height() const
{
- if (!Activate())
- {
- return;
- }
-
- ++myFrameCounter;
- myIsCullingEnabled = theCView.IsCullingEnabled;
-
- // release pending GL resources
- myGlContext->ReleaseDelayed();
-
- // fetch OpenGl context state
- myGlContext->FetchState();
-
- OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
- bool toSwap = myGlContext->IsRender()
- && !myGlContext->caps->buffersNoSwap
- && aFrameBuffer == NULL;
-
- Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
- Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
-
- if ( aFrameBuffer == NULL
- && !myGlContext->DefaultFrameBuffer().IsNull()
- && myGlContext->DefaultFrameBuffer()->IsValid())
- {
- aFrameBuffer = myGlContext->DefaultFrameBuffer().operator->();
- }
-
- if (myHasFboBlit
- && myTransientDrawToFront)
- {
- if (myMainSceneFbos[0]->GetVPSizeX() != aSizeX
- || myMainSceneFbos[0]->GetVPSizeY() != aSizeY)
- {
- // prepare FBOs containing main scene
- // for further blitting and rendering immediate presentations on top
- if (myGlContext->core20fwd != NULL)
- {
- myMainSceneFbos[0]->Init (myGlContext, aSizeX, aSizeY);
- }
- }
- }
- else
- {
- myMainSceneFbos [0]->Release (myGlContext.operator->());
- myMainSceneFbos [1]->Release (myGlContext.operator->());
- myImmediateSceneFbos[0]->Release (myGlContext.operator->());
- myImmediateSceneFbos[1]->Release (myGlContext.operator->());
- myMainSceneFbos [0]->ChangeViewport (0, 0);
- myMainSceneFbos [1]->ChangeViewport (0, 0);
- myImmediateSceneFbos[0]->ChangeViewport (0, 0);
- myImmediateSceneFbos[1]->ChangeViewport (0, 0);
- }
-
- // draw entire frame using normal OpenGL pipeline
- const Handle(Graphic3d_Camera)& aCamera = myView->Camera();
- Graphic3d_Camera::Projection aProjectType = aCamera->ProjectionType();
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
- {
- if (aFrameBuffer != NULL
- || !myGlContext->IsRender())
- {
- // implicitly switch to mono camera for image dump
- aProjectType = Graphic3d_Camera::Projection_Perspective;
- }
- else if (myMainSceneFbos[0]->IsValid())
- {
- myMainSceneFbos[1]->InitLazy (myGlContext, aSizeX, aSizeY);
- if (!myMainSceneFbos[1]->IsValid())
- {
- // no enough memory?
- aProjectType = Graphic3d_Camera::Projection_Perspective;
- }
- else if (!myGlContext->HasStereoBuffers())
- {
- myImmediateSceneFbos[0]->InitLazy (myGlContext, aSizeX, aSizeY);
- myImmediateSceneFbos[1]->InitLazy (myGlContext, aSizeX, aSizeY);
- if (!myImmediateSceneFbos[0]->IsValid()
- || !myImmediateSceneFbos[1]->IsValid())
- {
- aProjectType = Graphic3d_Camera::Projection_Perspective;
- }
- }
- }
- }
-
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
- {
- OpenGl_FrameBuffer* aMainFbos[2] =
- {
- myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
- myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
- };
- OpenGl_FrameBuffer* anImmFbos[2] =
- {
- myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
- myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
- };
-
- #if !defined(GL_ES_VERSION_2_0)
- myGlContext->SetReadDrawBuffer (GL_BACK_LEFT);
- #endif
- redraw1 (theCView, theCUnderLayer, theCOverLayer,
- aMainFbos[0], Graphic3d_Camera::Projection_MonoLeftEye);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- #if !defined(GL_ES_VERSION_2_0)
- myGlContext->SetReadDrawBuffer (GL_BACK_LEFT);
- #endif
- if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aMainFbos[0], aProjectType, anImmFbos[0]))
- {
- toSwap = false;
- }
-
- #if !defined(GL_ES_VERSION_2_0)
- myGlContext->SetReadDrawBuffer (GL_BACK_RIGHT);
- #endif
- redraw1 (theCView, theCUnderLayer, theCOverLayer,
- aMainFbos[1], Graphic3d_Camera::Projection_MonoRightEye);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aMainFbos[1], aProjectType, anImmFbos[1]))
- {
- toSwap = false;
- }
-
- if (anImmFbos[0] != NULL)
- {
- bindDefaultFbo (aFrameBuffer);
- drawStereoPair();
- }
- }
- else
- {
- OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
- #if !defined(GL_ES_VERSION_2_0)
- if (aMainFbo == NULL
- && aFrameBuffer == NULL)
- {
- myGlContext->SetReadDrawBuffer (GL_BACK);
- }
- #endif
- redraw1 (theCView, theCUnderLayer, theCOverLayer,
- aMainFbo != NULL ? aMainFbo : aFrameBuffer, aProjectType);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aMainFbo, aProjectType, aFrameBuffer))
- {
- toSwap = false;
- }
- }
-
-#if 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
-
- // bind default FBO
- bindDefaultFbo();
-
- // Swap the buffers
- if (toSwap)
- {
- GetGlContext()->SwapBuffers();
- if (!myMainSceneFbos[0]->IsValid())
- {
- myBackBufferRestored = Standard_False;
- }
- }
- else
- {
- myGlContext->core11fwd->glFlush();
- }
-
- // reset render mode state
- myGlContext->FetchState();
+ return !myView->GlWindow().IsNull() ? myView->GlWindow()->Height() : 0;
}
// =======================================================================
-// function : redraw1
+// function : FBOCreate
// purpose :
// =======================================================================
-void OpenGl_Workspace::redraw1 (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer,
- OpenGl_FrameBuffer* theReadDrawFbo,
- const Graphic3d_Camera::Projection theProjection)
+Handle(OpenGl_FrameBuffer) OpenGl_Workspace::FBOCreate (const Standard_Integer theWidth,
+ const Standard_Integer theHeight)
{
- if (myView.IsNull())
- {
- return;
- }
-
- if (theReadDrawFbo != NULL)
- {
- theReadDrawFbo->BindBuffer (myGlContext);
- theReadDrawFbo->SetupViewport (myGlContext);
- }
- else
- {
- myGlContext->core11fwd->glViewport (0, 0, myWidth, myHeight);
- }
-
- // request reset of material
- NamedStatus |= OPENGL_NS_RESMAT;
-
- myUseZBuffer = Standard_True;
- myUseDepthWrite = Standard_True;
- GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
- glDepthFunc (GL_LEQUAL);
- glDepthMask (GL_TRUE);
- glEnable (GL_DEPTH_TEST);
-
-#if !defined(GL_ES_VERSION_2_0)
- glClearDepth (1.0);
-#else
- glClearDepthf (1.0f);
-#endif
+ // activate OpenGL context
+ if (!Activate())
+ return Handle(OpenGl_FrameBuffer)();
- if (NamedStatus & OPENGL_NS_WHITEBACK)
- {
- // set background to white
- glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
- }
- else
+ // create the FBO
+ const Handle(OpenGl_Context)& aCtx = GetGlContext();
+ aCtx->BindTextures (Handle(OpenGl_TextureSet)());
+ Handle(OpenGl_FrameBuffer) aFrameBuffer = new OpenGl_FrameBuffer();
+ if (!aFrameBuffer->Init (aCtx, theWidth, theHeight, GL_RGBA8, GL_DEPTH24_STENCIL8, 0))
{
- glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
+ aFrameBuffer->Release (aCtx.operator->());
+ return Handle(OpenGl_FrameBuffer)();
}
-
- glClear (toClear);
-
- Handle(OpenGl_Workspace) aWS (this);
- myView->Render (myPrintContext, aWS, theReadDrawFbo, theProjection, theCView, theCUnderLayer, theCOverLayer, Standard_False);
+ return aFrameBuffer;
}
// =======================================================================
-// function : copyBackToFront
+// function : FBORelease
// purpose :
// =======================================================================
-void OpenGl_Workspace::copyBackToFront()
+void OpenGl_Workspace::FBORelease (Handle(OpenGl_FrameBuffer)& theFbo)
{
-#if !defined(GL_ES_VERSION_2_0)
-
- OpenGl_Mat4 aProjectMat;
- OpenGl_Utils::Ortho2D<Standard_ShortReal> (aProjectMat,
- 0.f, static_cast<GLfloat> (myWidth), 0.f, static_cast<GLfloat> (myHeight));
-
- myGlContext->WorldViewState.Push();
- myGlContext->ProjectionState.Push();
-
- myGlContext->WorldViewState.SetIdentity();
- myGlContext->ProjectionState.SetCurrent (aProjectMat);
-
- myGlContext->ApplyProjectionMatrix();
- myGlContext->ApplyWorldViewMatrix();
-
- DisableFeatures();
-
- switch (myGlContext->DrawBuffer())
+ // activate OpenGL context
+ if (!Activate()
+ || theFbo.IsNull())
{
- case GL_BACK_LEFT:
- {
- myGlContext->SetReadBuffer (GL_BACK_LEFT);
- myGlContext->SetDrawBuffer (GL_FRONT_LEFT);
- break;
- }
- case GL_BACK_RIGHT:
- {
- myGlContext->SetReadBuffer (GL_BACK_RIGHT);
- myGlContext->SetDrawBuffer (GL_FRONT_RIGHT);
- break;
- }
- default:
- {
- myGlContext->SetReadBuffer (GL_BACK);
- myGlContext->SetDrawBuffer (GL_FRONT);
- break;
- }
+ return;
}
- glRasterPos2i (0, 0);
- glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
- //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
-
- EnableFeatures();
-
- myGlContext->WorldViewState.Pop();
- myGlContext->ProjectionState.Pop();
- myGlContext->ApplyProjectionMatrix();
-
- // read/write from front buffer now
- myGlContext->SetReadBuffer (myGlContext->DrawBuffer());
-#endif
- myIsImmediateDrawn = Standard_False;
+ theFbo->Release (GetGlContext().operator->());
+ theFbo.Nullify();
}
// =======================================================================
-// function : DisplayCallback
+// function : BufferDump
// purpose :
// =======================================================================
-void OpenGl_Workspace::DisplayCallback (const Graphic3d_CView& theCView,
- Standard_Integer theReason)
+Standard_Boolean OpenGl_Workspace::BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo,
+ Image_PixMap& theImage,
+ const Graphic3d_BufferType& theBufferType)
{
- if (theCView.GDisplayCB == NULL)
- {
- return;
- }
-
- Aspect_GraphicCallbackStruct aCallData;
- aCallData.reason = theReason;
- aCallData.glContext = myGlContext;
- aCallData.wsID = theCView.WsId;
- aCallData.viewID = theCView.ViewId;
- aCallData.IsCoreProfile = (myGlContext->core11 == NULL);
- theCView.GDisplayCB (theCView.DefWindow.XWindow, theCView.GClientData, &aCallData);
+ return !theImage.IsEmpty()
+ && Activate()
+ && OpenGl_FrameBuffer::BufferDump (GetGlContext(), theFbo, theImage, theBufferType);
}
// =======================================================================
-// function : RedrawImmediate
+// function : ShouldRender
// purpose :
// =======================================================================
-void OpenGl_Workspace::RedrawImmediate (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer)
+bool OpenGl_Workspace::ShouldRender (const OpenGl_Element* theElement)
{
- const Handle(Graphic3d_Camera)& aCamera = myView->Camera();
- Graphic3d_Camera::Projection aProjectType = aCamera->ProjectionType();
- OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
- if ( aFrameBuffer == NULL
- && !myGlContext->DefaultFrameBuffer().IsNull()
- && myGlContext->DefaultFrameBuffer()->IsValid())
- {
- aFrameBuffer = myGlContext->DefaultFrameBuffer().operator->();
- }
-
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
+ // render only non-raytracable elements when RayTracing is enabled
+ if ((myRenderFilter & OpenGl_RenderFilter_NonRaytraceableOnly) != 0)
{
- if (aFrameBuffer != NULL)
+ if (OpenGl_Raytrace::IsRaytracedElement (theElement))
{
- // implicitly switch to mono camera for image dump
- aProjectType = Graphic3d_Camera::Projection_Perspective;
+ return false;
}
- else if (myMainSceneFbos[0]->IsValid()
- && !myMainSceneFbos[1]->IsValid())
- {
- aProjectType = Graphic3d_Camera::Projection_Perspective;
- }
- }
-
- if (!myTransientDrawToFront
- || !myBackBufferRestored
- || (myGlContext->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
- {
- Redraw (theCView, theCUnderLayer, theCOverLayer);
- return;
}
- else if (!Activate())
- {
- return;
- }
-
- bool toSwap = false;
- if (aProjectType == Graphic3d_Camera::Projection_Stereo)
+ else if ((myRenderFilter & OpenGl_RenderFilter_FillModeOnly) != 0)
{
- OpenGl_FrameBuffer* aMainFbos[2] =
- {
- myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
- myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
- };
- OpenGl_FrameBuffer* anImmFbos[2] =
- {
- myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
- myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
- };
-
- if (myGlContext->arbFBO != NULL)
- {
- myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
- #if !defined(GL_ES_VERSION_2_0)
- if (anImmFbos[0] == NULL)
- {
- myGlContext->SetReadDrawBuffer (GL_BACK_LEFT);
- }
- #endif
- toSwap = redrawImmediate (theCView, theCUnderLayer, theCOverLayer,
- aMainFbos[0],
- Graphic3d_Camera::Projection_MonoLeftEye,
- anImmFbos[0],
- Standard_True) || toSwap;
-
- if (myGlContext->arbFBO != NULL)
- {
- myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
- }
- #if !defined(GL_ES_VERSION_2_0)
- if (anImmFbos[1] == NULL)
+ if (!theElement->IsFillDrawMode())
{
- myGlContext->SetReadDrawBuffer (GL_BACK_RIGHT);
- }
- #endif
- toSwap = redrawImmediate (theCView, theCUnderLayer, theCOverLayer,
- aMainFbos[1],
- Graphic3d_Camera::Projection_MonoRightEye,
- anImmFbos[1],
- Standard_True) || toSwap;
- if (anImmFbos[0] != NULL)
- {
- bindDefaultFbo (aFrameBuffer);
- drawStereoPair();
+ return false;
}
}
- else
+
+ // handle opaque/transparency render passes
+ if ((myRenderFilter & OpenGl_RenderFilter_OpaqueOnly) != 0)
{
- OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
- #if !defined(GL_ES_VERSION_2_0)
- if (aMainFbo == NULL)
+ if (!theElement->IsFillDrawMode())
{
- myGlContext->SetReadDrawBuffer (GL_BACK);
+ return true;
}
- #endif
- toSwap = redrawImmediate (theCView, theCUnderLayer, theCOverLayer,
- aMainFbo,
- aProjectType,
- aFrameBuffer,
- Standard_True) || toSwap;
- }
- // bind default FBO
- bindDefaultFbo();
-
- if (toSwap
- && !myGlContext->caps->buffersNoSwap)
- {
- myGlContext->SwapBuffers();
- }
- else
- {
- myGlContext->core11fwd->glFlush();
- }
-}
-
-// =======================================================================
-// function : redrawImmediate
-// purpose :
-// =======================================================================
-bool OpenGl_Workspace::redrawImmediate (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer,
- OpenGl_FrameBuffer* theReadFbo,
- const Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theDrawFbo,
- const Standard_Boolean theIsPartialUpdate)
-{
- GLboolean toCopyBackToFront = GL_FALSE;
- if (!myTransientDrawToFront)
- {
- myBackBufferRestored = Standard_False;
- }
- else if (theReadFbo != NULL
- && theReadFbo->IsValid()
- && myGlContext->IsRender())
- {
- if (!blitBuffers (theReadFbo, theDrawFbo))
+ if (OpenGl_Context::CheckIsTransparent (myAspectsSet, myHighlightStyle))
{
- return true;
+ ++myNbSkippedTranspElems;
+ return false;
}
}
- else if (theDrawFbo == NULL)
+ else if ((myRenderFilter & OpenGl_RenderFilter_TransparentOnly) != 0)
{
- #if !defined(GL_ES_VERSION_2_0)
- myGlContext->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
- #endif
- if (toCopyBackToFront)
+ if (!theElement->IsFillDrawMode())
{
- if (!myView->HasImmediateStructures()
- && !theIsPartialUpdate)
+ if (dynamic_cast<const OpenGl_Aspects*> (theElement) == NULL)
{
- // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
- return true;
+ return false;
}
- copyBackToFront();
}
- else
+ else if (!OpenGl_Context::CheckIsTransparent (myAspectsSet, myHighlightStyle))
{
- myBackBufferRestored = Standard_False;
+ return false;
}
}
- else
- {
- myBackBufferRestored = Standard_False;
- }
- myIsImmediateDrawn = Standard_True;
-
- Handle(OpenGl_Workspace) aWS (this);
-
- myUseZBuffer = Standard_True;
- myUseDepthWrite = Standard_True;
- glDepthFunc (GL_LEQUAL);
- glDepthMask (GL_TRUE);
- glEnable (GL_DEPTH_TEST);
-#if !defined(GL_ES_VERSION_2_0)
- glClearDepth (1.0);
-#else
- glClearDepthf (1.0f);
-#endif
-
- myView->Render (myPrintContext, aWS, theDrawFbo, theProjection,
- theCView, theCUnderLayer, theCOverLayer, Standard_True);
- if (!myView->ImmediateStructures().IsEmpty())
- {
- myUseZBuffer = Standard_False;
- glDisable (GL_DEPTH_TEST);
- }
- for (OpenGl_IndexedMapOfStructure::Iterator anIter (myView->ImmediateStructures()); anIter.More(); anIter.Next())
- {
- const OpenGl_Structure* aStructure = anIter.Value();
- if (!aStructure->IsVisible())
- {
- continue;
- }
-
- aStructure->Render (aWS);
- }
-
- return !toCopyBackToFront;
-}
-
-IMPLEMENT_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-
-// =======================================================================
-// 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);
+ return true;
}