// 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_GlCore15.hxx>
+#include <OpenGl_ArbFBO.hxx>
#include <InterfaceGraphic.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Context.hxx>
+#include <OpenGl_Element.hxx>
#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_Structure.hxx>
+#include <OpenGl_Sampler.hxx>
+#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Texture.hxx>
+#include <OpenGl_Utils.hxx>
+#include <OpenGl_View.hxx>
#include <OpenGl_Workspace.hxx>
#include <Graphic3d_TextureParams.hxx>
+#include <Graphic3d_GraphicDriver.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)
namespace
{
- static const TEL_COLOUR myDefaultHighlightColor = { { 1.F, 1.F, 1.F, 1.F } };
+ static const TEL_COLOUR THE_WHITE_COLOR = { { 1.0f, 1.0f, 1.0f, 1.0f } };
+ static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
static const OpenGl_AspectLine myDefaultAspectLine;
static const OpenGl_AspectFace myDefaultAspectFace;
};
+// =======================================================================
+// function : Init
+// purpose :
+// =======================================================================
+void OpenGl_Material::Init (const OPENGL_SURF_PROP& theProp)
+{
+ // ambient component
+ if (theProp.color_mask & OPENGL_AMBIENT_MASK)
+ {
+ const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
+ Ambient = OpenGl_Vec4 (aSrcAmb[0] * theProp.amb,
+ aSrcAmb[1] * theProp.amb,
+ aSrcAmb[2] * theProp.amb,
+ 1.0f);
+ }
+ else
+ {
+ Ambient = THE_BLACK_COLOR;
+ }
+
+ // diffusion component
+ if (theProp.color_mask & OPENGL_DIFFUSE_MASK)
+ {
+ const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
+ Diffuse = OpenGl_Vec4 (aSrcDif[0] * theProp.diff,
+ aSrcDif[1] * theProp.diff,
+ aSrcDif[2] * theProp.diff,
+ 1.0f);
+ }
+ else
+ {
+ Diffuse = THE_BLACK_COLOR;
+ }
+
+ // specular component
+ if (theProp.color_mask & OPENGL_SPECULAR_MASK)
+ {
+ const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : THE_WHITE_COLOR.rgb;
+ Specular = OpenGl_Vec4 (aSrcSpe[0] * theProp.spec,
+ aSrcSpe[1] * theProp.spec,
+ aSrcSpe[2] * theProp.spec,
+ 1.0f);
+ }
+ else
+ {
+ Specular = THE_BLACK_COLOR;
+ }
+
+ // emission component
+ if (theProp.color_mask & OPENGL_EMISSIVE_MASK)
+ {
+ const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
+ Emission = OpenGl_Vec4 (aSrcEms[0] * theProp.emsv,
+ aSrcEms[1] * theProp.emsv,
+ aSrcEms[2] * theProp.emsv,
+ 1.0f);
+ }
+ else
+ {
+ Emission = THE_BLACK_COLOR;
+ }
+
+ ChangeShine() = theProp.shine;
+ ChangeTransparency() = theProp.trans;
+}
+
// =======================================================================
// function : OpenGl_Workspace
// purpose :
// =======================================================================
-OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
+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 (theDisplay, theCWindow, theGContext, theCaps, theShareCtx),
+: OpenGl_Window (theDriver, theCWindow, theGContext, theCaps, theShareCtx),
NamedStatus (0),
- HighlightColor (&myDefaultHighlightColor),
+ HighlightColor (&THE_WHITE_COLOR),
+ //
+ myHasFboBlit (Standard_True),
//
- myIsTransientOpen (Standard_False),
- myRetainMode (Standard_False),
+ myViewId (-1),
+ myAntiAliasingMode (3),
myTransientDrawToFront (Standard_True),
- myUseTransparency (Standard_False),
- myUseZBuffer (Standard_False),
- myUseDepthTest (Standard_True),
+ myBackBufferRestored (Standard_False),
+ myIsImmediateDrawn (Standard_False),
+ myUseZBuffer (Standard_True),
+ myUseDepthWrite (Standard_True),
myUseGLLight (Standard_True),
- myBackBufferRestored (Standard_False),
+ myIsCullingEnabled (Standard_False),
+ myFrameCounter (0),
//
AspectLine_set (&myDefaultAspectLine),
AspectLine_applied (NULL),
TextParam_applied (NULL),
ViewMatrix_applied (&myDefaultMatrix),
StructureMatrix_applied (&myDefaultMatrix),
- PolygonOffset_applied (NULL)
+ myCullingMode (TelCullUndefined),
+ myModelViewMatrix (myDefaultMatrix),
+ PolygonOffset_applied (THE_DEFAULT_POFFSET)
{
- theDisplay->InitAttributes();
+ 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
- // 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);
+#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);
+ }
- // 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)
+ {
+ int v;
+ if (sscanf (anAaEnv, "%d", &v) > 0) myAntiAliasingMode = v;
+ }
- // Polygon Offset
- EnablePolygonOffset();
+ myDefaultCappingAlgoFilter = new OpenGl_CappingAlgoFilter();
+ myNoneCulling.ChangeCullingMode() = TelCullNone;
+ myNoneCulling.ChangeEdge() = 0;
+ myFrontCulling.ChangeCullingMode() = TelCullBack;
+ myFrontCulling.ChangeEdge() = 0;
}
// =======================================================================
return aPrevMode;
}
+inline void nullifyGlResource (Handle(OpenGl_Resource)& theResource,
+ const Handle(OpenGl_Context)& theCtx)
+{
+ if (!theResource.IsNull())
+ {
+ theResource->Release (theCtx.operator->());
+ theResource.Nullify();
+ }
+}
+
// =======================================================================
// function : ~OpenGl_Workspace
// purpose :
// =======================================================================
OpenGl_Workspace::~OpenGl_Workspace()
{
+ if (!myLineAttribs.IsNull())
+ {
+ myLineAttribs.Nullify();
+ myGlContext->ReleaseResource ("OpenGl_LineAttributes", Standard_True);
+ }
+
+ nullifyGlResource (myMainSceneFbos[0], myGlContext);
+ nullifyGlResource (myMainSceneFbos[1], myGlContext);
+ nullifyGlResource (myImmediateSceneFbos[0], myGlContext);
+ nullifyGlResource (myImmediateSceneFbos[1], myGlContext);
+
+ myFullScreenQuad.Release (myGlContext.operator->());
}
// =======================================================================
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;
+ HighlightColor = &THE_WHITE_COLOR;
AspectLine_set = &myDefaultAspectLine;
AspectLine_applied = NULL;
AspectFace_set = &myDefaultAspectFace;
AspectText_applied = NULL;
TextParam_set = &myDefaultTextParam;
TextParam_applied = NULL;
- PolygonOffset_applied = NULL;
+ PolygonOffset_applied = THE_DEFAULT_POFFSET;
+ myCullingMode = TelCullUndefined;
AspectLine(Standard_True);
AspectFace(Standard_True);
AspectMarker(Standard_True);
AspectText(Standard_True);
+
+ myGlContext->SetTypeOfLine (myDefaultAspectLine.Type());
+ myGlContext->SetLineWidth (myDefaultAspectLine.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() == Graphic3d_TOTM_SPRITE)
+ if (myTextureBound->GetParams()->GenMode() != GL_NONE)
{
- glDisable (GL_POINT_SPRITE);
+ 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;
}
+#if !defined(GL_ES_VERSION_2_0)
GLint aMatrixMode = GL_TEXTURE;
- glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
+ if (myGlContext->core11 != NULL)
+ {
+ 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 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);
- // setup generation of texture coordinates
- switch (aParams->GenMode())
- {
- 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_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_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ 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;
}
- break;
- }
- case Graphic3d_TOTM_EYE:
- {
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ 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_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
+ 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;
}
- glPopMatrix();
- break;
- }
- case Graphic3d_TOTM_SPRITE:
- {
- if (GetGlContext()->core20 != NULL)
+ case Graphic3d_TOTM_SPRITE:
{
- glEnable (GL_POINT_SPRITE);
- glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
+ 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;
}
- break;
+ case Graphic3d_TOTM_MANUAL:
+ default: break;
}
- case Graphic3d_TOTM_MANUAL:
- default: break;
- }
- // setup lighting
- if (aParams->GenMode() != Graphic3d_TOTM_SPRITE)
- {
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
+ // 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 : 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
+#if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
+ {
+ glMatrixMode (aMatrixMode); // turn back active matrix
+ }
+#endif
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 : 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
+ {
+ #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);
+ }
+ #endif
+ }
+ myGlContext->core11fwd->glViewport (0, 0, myWidth, myHeight);
+}
+
+// =======================================================================
+// function : blitBuffers
+// purpose :
+// =======================================================================
+bool OpenGl_Workspace::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
+ OpenGl_FrameBuffer* theDrawFbo)
+{
+ if (theReadFbo == NULL)
+ {
+ return false;
+ }
+ else if (theReadFbo == theDrawFbo)
+ {
+ return true;
+ }
+
+ // clear destination before blitting
+ if (theDrawFbo != NULL
+ && theDrawFbo->IsValid())
+ {
+ theDrawFbo->BindBuffer (myGlContext);
+ }
+ else
+ {
+ myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+#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)
+ {
+ 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);
+ }
+ }
+ 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;
+ }
+ }
+ return true;
+}
+
+// =======================================================================
+// function : drawStereoPair
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::drawStereoPair (const Graphic3d_CView& theCView)
+{
+ 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
+ || !myTransientDrawToFront)
+ {
+ 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;
+ }
+
+ Standard_Boolean toReverse = theCView.RenderParams.ToReverseStereo;
+ const Standard_Boolean isOddY = (theCView.DefWindow.top + theCView.DefWindow.dy) % 2 == 1;
+ const Standard_Boolean isOddX = theCView.DefWindow.left % 2 == 1;
+ if (isOddY
+ && (theCView.RenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
+ || theCView.RenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
+ {
+ toReverse = !toReverse;
+ }
+ if (isOddX
+ && (theCView.RenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
+ || theCView.RenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
+ {
+ toReverse = !toReverse;
+ }
+
+ if (toReverse)
+ {
+ std::swap (aPair[0], aPair[1]);
+ }
+
+ 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->BindStereoProgram (theCView.RenderParams.StereoMode))
+ {
+ if (theCView.RenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
+ {
+ OpenGl_Mat4 aFilterL, aFilterR;
+ aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
+ switch (theCView.RenderParams.AnaglyphFilter)
+ {
+ case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
+ aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
+ aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
+ aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
+ aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
+ {
+ aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
+ aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
+ aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
+ aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
+ aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
+ {
+ aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
+ aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
+ aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
+ break;
+ }
+ case Graphic3d_RenderingParams::Anaglyph_UserDefined:
+ {
+ aFilterL = theCView.RenderParams.AnaglyphLeft;
+ aFilterR = theCView.RenderParams.AnaglyphRight;
+ break;
+ }
+ }
+ myGlContext->ActiveProgram()->SetUniform (myGlContext, "uMultL", aFilterL);
+ myGlContext->ActiveProgram()->SetUniform (myGlContext, "uMultR", aFilterR);
+ }
+
+ 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);
+ }
+}
+
// =======================================================================
// function : Redraw
// purpose :
return;
}
+ if (mySwapInterval != myGlContext->caps->swapInterval)
+ {
+ mySwapInterval = myGlContext->caps->swapInterval;
+ myGlContext->SetSwapInterval (mySwapInterval);
+ }
+
+ ++myFrameCounter;
+ myIsCullingEnabled = theCView.IsCullingEnabled;
+ const Graphic3d_StereoMode aStereoMode = theCView.RenderParams.StereoMode;
+ const Handle(Graphic3d_Camera)& aCamera = myView->Camera();
+ Graphic3d_Camera::Projection aProjectType = aCamera->ProjectionType();
+
// release pending GL resources
- Handle(OpenGl_Context) aGlCtx = GetGlContext();
- aGlCtx->ReleaseDelayed();
+ myGlContext->ReleaseDelayed();
- // cache render mode state
- GLint aRendMode = GL_RENDER;
- glGetIntegerv (GL_RENDER_MODE, &aRendMode);
- aGlCtx->SetFeedback (aRendMode == GL_FEEDBACK);
+ // fetch OpenGl context state
+ myGlContext->FetchState();
- Tint toSwap = (aRendMode == GL_RENDER); // swap buffers
- GLint aViewPortBack[4];
OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
- if (aFrameBuffer != NULL)
+ 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 || aProjectType == Graphic3d_Camera::Projection_Stereo))
{
- glGetIntegerv (GL_VIEWPORT, aViewPortBack);
- aFrameBuffer->SetupViewport();
- aFrameBuffer->BindBuffer (aGlCtx);
- toSwap = 0; // no need to swap buffers
+ 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);
}
- Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
- if (aFrameBuffer == NULL || !myTransientDrawToFront)
+ if (aProjectType == Graphic3d_Camera::Projection_Stereo
+ && myMainSceneFbos[0]->IsValid())
{
- RedrawImmediatMode();
+ myMainSceneFbos[1]->InitLazy (myGlContext, aSizeX, aSizeY);
+ if (!myMainSceneFbos[1]->IsValid())
+ {
+ // no enough memory?
+ aProjectType = Graphic3d_Camera::Projection_Perspective;
+ }
+ else if (!myTransientDrawToFront)
+ {
+ //
+ }
+ else if (!myGlContext->HasStereoBuffers()
+ || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
+ {
+ 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 (aFrameBuffer != NULL)
+ if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
- aFrameBuffer->UnbindBuffer (aGlCtx);
- // move back original viewport
- glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
+ 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 (!myTransientDrawToFront)
+ {
+ anImmFbos[0] = aMainFbos[0];
+ anImmFbos[1] = aMainFbos[1];
+ }
+ else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
+ {
+ anImmFbos[0] = NULL;
+ anImmFbos[1] = NULL;
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ myGlContext->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
+ #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 (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
+ #endif
+ if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aMainFbos[0], aProjectType, anImmFbos[0]))
+ {
+ toSwap = false;
+ }
+ else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ && toSwap)
+ {
+ myGlContext->SwapBuffers();
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ myGlContext->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
+ #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 (theCView);
+ }
+ }
+ 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(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
+#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
{
GLint params[4];
}
#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
- aGlCtx->SetFeedback (Standard_False);
+ myGlContext->FetchState();
+}
+
+// =======================================================================
+// function : redraw1
+// 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)
+{
+ 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
+
+ if (NamedStatus & OPENGL_NS_WHITEBACK)
+ {
+ // set background to white
+ glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
+ }
+ else
+ {
+ glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
+ }
+
+ glClear (toClear);
+
+ Handle(OpenGl_Workspace) aWS (this);
+ myView->Render (myPrintContext, aWS, theReadDrawFbo, theProjection, theCView, theCUnderLayer, theCOverLayer, Standard_False);
+}
+
+// =======================================================================
+// function : copyBackToFront
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::copyBackToFront()
+{
+#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())
+ {
+ 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;
+ }
+ }
+
+ 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;
+}
+
+// =======================================================================
+// 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 = myGlContext;
+ aCallData.wsID = theCView.WsId;
+ aCallData.viewID = theCView.ViewId;
+ aCallData.IsCoreProfile = (myGlContext->core11 == NULL);
+ 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 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->();
+ }
+
+ const Graphic3d_StereoMode aStereoMode = theCView.RenderParams.StereoMode;
+ if (aProjectType == Graphic3d_Camera::Projection_Stereo)
+ {
+ if (aFrameBuffer != NULL)
+ {
+ // implicitly switch to mono camera for image dump
+ aProjectType = Graphic3d_Camera::Projection_Perspective;
+ }
+ 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)
+ {
+ 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 (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
+ {
+ anImmFbos[0] = NULL;
+ anImmFbos[1] = 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 (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
+ }
+ #endif
+ toSwap = redrawImmediate (theCView, theCUnderLayer, theCOverLayer,
+ aMainFbos[0],
+ Graphic3d_Camera::Projection_MonoLeftEye,
+ anImmFbos[0],
+ Standard_True) || toSwap;
+ if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
+ && toSwap
+ && !myGlContext->caps->buffersNoSwap)
+ {
+ myGlContext->SwapBuffers();
+ }
+
+ if (myGlContext->arbFBO != NULL)
+ {
+ myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (anImmFbos[1] == NULL)
+ {
+ myGlContext->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
+ }
+ #endif
+ toSwap = redrawImmediate (theCView, theCUnderLayer, theCOverLayer,
+ aMainFbos[1],
+ Graphic3d_Camera::Projection_MonoRightEye,
+ anImmFbos[1],
+ Standard_True) || toSwap;
+ if (anImmFbos[0] != NULL)
+ {
+ bindDefaultFbo (aFrameBuffer);
+ drawStereoPair (theCView);
+ }
+ }
+ else
+ {
+ OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
+ #if !defined(GL_ES_VERSION_2_0)
+ if (aMainFbo == NULL)
+ {
+ myGlContext->SetReadDrawBuffer (GL_BACK);
+ }
+ #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))
+ {
+ return true;
+ }
+ }
+ else if (theDrawFbo == NULL)
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ myGlContext->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
+ #endif
+ if (toCopyBackToFront)
+ {
+ if (!myView->HasImmediateStructures()
+ && !theIsPartialUpdate)
+ {
+ // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
+ return true;
+ }
+ copyBackToFront();
+ }
+ else
+ {
+ myBackBufferRestored = Standard_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;
+}
+
+
+// =======================================================================
+// 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);
}