// 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.
-
-
-#include <OpenGl_GlCore11.hxx>
-
-#include <InterfaceGraphic.hxx>
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#include <OpenGl_Workspace.hxx>
+#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
+#include <OpenGl_Context.hxx>
+#include <OpenGl_Element.hxx>
+#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_GlCore15.hxx>
+#include <OpenGl_SceneGeometry.hxx>
+#include <OpenGl_Structure.hxx>
+#include <OpenGl_Sampler.hxx>
+#include <OpenGl_ShaderManager.hxx>
+#include <OpenGl_Texture.hxx>
+#include <OpenGl_View.hxx>
+#include <OpenGl_Window.hxx>
-#include <OpenGl_TextureBox.hxx>
+#include <Graphic3d_TextureParams.hxx>
+#include <Graphic3d_TransformUtils.hxx>
+#include <NCollection_AlignedAllocator.hxx>
-IMPLEMENT_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,OpenGl_Window)
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter,OpenGl_RenderFilter)
+
+#ifdef HAVE_GL2PS
+ #include <gl2ps.h>
+ /* OCC22216 NOTE: linker dependency can be switched off by undefining macro.
+ Pragma comment for gl2ps.lib is defined only here. */
+ #ifdef _MSC_VER
+ #pragma comment( lib, "gl2ps.lib" )
+ #endif
+#endif
namespace
{
- static const TEL_COLOUR myDefaultHighlightColor = { { 1.F, 1.F, 1.F, 1.F } };
+ static const OpenGl_Vec4 THE_WHITE_COLOR (1.0f, 1.0f, 1.0f, 1.0f);
+ static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
static const OpenGl_AspectLine myDefaultAspectLine;
static const OpenGl_AspectFace myDefaultAspectFace;
static const OpenGl_AspectMarker myDefaultAspectMarker;
static const OpenGl_AspectText myDefaultAspectText;
- static const OpenGl_TextParam myDefaultTextParam =
- {
- 16, Graphic3d_HTA_LEFT, Graphic3d_VTA_BOTTOM
- };
-
static const OpenGl_Matrix myDefaultMatrix =
{
{{ 1.0F, 0.0F, 0.0F, 0.0F },
{ 0.0F, 0.0F, 1.0F, 0.0F },
{ 0.0F, 0.0F, 0.0F, 1.0F }}
};
-};
+
+}
// =======================================================================
-// function : OpenGl_Workspace
+// function : Init
// purpose :
// =======================================================================
-OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
- const CALL_DEF_WINDOW& theCWindow,
- Aspect_RenderingContext theGContext)
-: OpenGl_Window (theDisplay, theCWindow, theGContext),
- myIsUpdated (Standard_False),
- myTransientList (0),
- myIsTransientOpen (Standard_False),
- myRetainMode (Standard_False),
- myUseTransparency (Standard_False),
- myUseZBuffer (Standard_False),
- myUseDepthTest (Standard_True),
- myUseGLLight (Standard_True),
- myBackBufferRestored (Standard_False),
- //
- NamedStatus (0),
- DegenerateModel (0),
- SkipRatio (0.F),
- HighlightColor (&myDefaultHighlightColor),
- AspectLine_set (&myDefaultAspectLine),
- AspectLine_applied (NULL),
- AspectFace_set (&myDefaultAspectFace),
- AspectFace_applied (NULL),
- AspectMarker_set (&myDefaultAspectMarker),
- AspectMarker_applied (NULL),
- AspectText_set (&myDefaultAspectText),
- AspectText_applied (NULL),
- TextParam_set (&myDefaultTextParam),
- TextParam_applied (NULL),
- ViewMatrix_applied (&myDefaultMatrix),
- StructureMatrix_applied (&myDefaultMatrix),
- PolygonOffset_applied (NULL)
+void OpenGl_Material::Init (const Graphic3d_MaterialAspect& theMat,
+ const Quantity_Color& theInteriorColor)
{
- theDisplay->InitAttributes();
+ const bool isPhysic = theMat.MaterialType (Graphic3d_MATERIAL_PHYSIC);
+ ChangeShine() = 128.0f * theMat.Shininess();
+ ChangeTransparency() = theMat.Alpha();
- // General initialization of the context
+ // ambient component
+ if (theMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
+ {
+ const OpenGl_Vec3& aSrcAmb = isPhysic ? theMat.AmbientColor() : theInteriorColor;
+ Ambient = OpenGl_Vec4 (aSrcAmb * theMat.Ambient(), 1.0f);
+ }
+ else
+ {
+ Ambient = THE_BLACK_COLOR;
+ }
- // Eviter d'avoir les faces mal orientees en noir.
- // Pourrait etre utiliser pour detecter les problemes d'orientation
- glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ // diffusion component
+ if (theMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
+ {
+ const OpenGl_Vec3& aSrcDif = isPhysic ? theMat.DiffuseColor() : theInteriorColor;
+ Diffuse = OpenGl_Vec4 (aSrcDif * theMat.Diffuse(), 1.0f);
+ }
+ else
+ {
+ Diffuse = THE_BLACK_COLOR;
+ }
- // Optimisation pour le Fog et l'antialiasing
- glHint (GL_FOG_HINT, GL_FASTEST);
- glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
- glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
- glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+ // specular component
+ if (theMat.ReflectionMode (Graphic3d_TOR_SPECULAR))
+ {
+ const OpenGl_Vec3& aSrcSpe = isPhysic ? (const OpenGl_Vec3& )theMat.SpecularColor() : THE_WHITE_COLOR.rgb();
+ Specular = OpenGl_Vec4 (aSrcSpe * theMat.Specular(), 1.0f);
+ }
+ else
+ {
+ Specular = THE_BLACK_COLOR;
+ }
- // Polygon Offset
- EnablePolygonOffset();
+ // emission component
+ if (theMat.ReflectionMode (Graphic3d_TOR_EMISSION))
+ {
+ const OpenGl_Vec3& aSrcEms = isPhysic ? theMat.EmissiveColor() : theInteriorColor;
+ Emission = OpenGl_Vec4 (aSrcEms * theMat.Emissive(), 1.0f);
+ }
+ else
+ {
+ Emission = THE_BLACK_COLOR;
+ }
}
// =======================================================================
-// function : ~OpenGl_Workspace
+// function : OpenGl_Workspace
// purpose :
// =======================================================================
-OpenGl_Workspace::~OpenGl_Workspace()
+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),
+ //
+ myAspectLineSet (&myDefaultAspectLine),
+ myAspectFaceSet (&myDefaultAspectFace),
+ myAspectMarkerSet (&myDefaultAspectMarker),
+ myAspectTextSet (&myDefaultAspectText),
+ //
+ ViewMatrix_applied (&myDefaultMatrix),
+ StructureMatrix_applied (&myDefaultMatrix),
+ myToAllowFaceCulling (false),
+ myModelViewMatrix (myDefaultMatrix)
{
+ if (!myGlContext.IsNull() && myGlContext->MakeCurrent())
+ {
+ myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+
+ // General initialization of the context
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
+ {
+ // Eviter d'avoir les faces mal orientees en noir.
+ // Pourrait etre utiliser pour detecter les problemes d'orientation
+ glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+
+ // Optimisation pour le Fog et l'antialiasing
+ glHint (GL_FOG_HINT, GL_FASTEST);
+ glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
+ }
+
+ glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
+ glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+ #endif
+ }
+
+ myDefaultCappingAlgoFilter = new OpenGl_CappingAlgoFilter();
+
+ myNoneCulling .Aspect()->SetSuppressBackFaces (false);
+ myNoneCulling .Aspect()->SetDrawEdges (false);
+ myFrontCulling.Aspect()->SetSuppressBackFaces (true);
+ myFrontCulling.Aspect()->SetDrawEdges (false);
}
// =======================================================================
// =======================================================================
Standard_Boolean OpenGl_Workspace::Activate()
{
- if (!OpenGl_Window::Activate())
+ if (myWindow.IsNull() || !myWindow->Activate())
+ {
return Standard_False;
+ }
- NamedStatus = IsTextureEnabled() ? OPENGL_NS_TEXTURE : 0;
- DegenerateModel = 0;
- SkipRatio = 0.0f;
- HighlightColor = &myDefaultHighlightColor;
- AspectLine_set = &myDefaultAspectLine;
- AspectLine_applied = NULL;
- AspectFace_set = &myDefaultAspectFace;
- AspectFace_applied = NULL;
- AspectMarker_set = &myDefaultAspectMarker;
- AspectMarker_applied = NULL;
- AspectText_set = &myDefaultAspectText;
- AspectText_applied = NULL;
- TextParam_set = &myDefaultTextParam;
- TextParam_applied = NULL;
ViewMatrix_applied = &myDefaultMatrix;
StructureMatrix_applied = &myDefaultMatrix;
- PolygonOffset_applied = NULL;
- return Standard_True;
+
+ ResetAppliedAspect();
+
+ // reset state for safety
+ myGlContext->BindProgram (Handle(OpenGl_ShaderProgram)());
+ if (myGlContext->core20fwd != NULL)
+ {
+ myGlContext->core20fwd->glUseProgram (OpenGl_ShaderProgram::NO_PROGRAM);
+ }
+ myGlContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
+ return Standard_True;
+}
+
+//=======================================================================
+//function : ResetAppliedAspect
+//purpose : Sets default values of GL parameters in accordance with default aspects
+//=======================================================================
+void OpenGl_Workspace::ResetAppliedAspect()
+{
+ myGlContext->BindDefaultVao();
+
+ myHighlightStyle.Nullify();
+ myToAllowFaceCulling = false;
+ myAspectLineSet = &myDefaultAspectLine;
+ myAspectFaceSet = &myDefaultAspectFace;
+ myAspectFaceApplied.Nullify();
+ myAspectMarkerSet = &myDefaultAspectMarker;
+ myAspectMarkerApplied.Nullify();
+ myAspectTextSet = &myDefaultAspectText;
+ myPolygonOffsetApplied= Graphic3d_PolygonOffset();
+
+ ApplyAspectLine();
+ ApplyAspectFace();
+ ApplyAspectMarker();
+ ApplyAspectText();
+
+ myGlContext->SetTypeOfLine (myDefaultAspectLine.Aspect()->Type());
+ myGlContext->SetLineWidth (myDefaultAspectLine.Aspect()->Width());
+}
+
+// =======================================================================
+// function : SetAspectLine
+// purpose :
+// =======================================================================
+const OpenGl_AspectLine* OpenGl_Workspace::SetAspectLine (const OpenGl_AspectLine* theAspect)
+{
+ const OpenGl_AspectLine* aPrevAspectLine = myAspectLineSet;
+ myAspectLineSet = theAspect;
+ return aPrevAspectLine;
+}
+
+// =======================================================================
+// function : SetAspectFace
+// purpose :
+// =======================================================================
+const OpenGl_AspectFace * OpenGl_Workspace::SetAspectFace (const OpenGl_AspectFace* theAspect)
+{
+ const OpenGl_AspectFace* aPrevAspectFace = myAspectFaceSet;
+ myAspectFaceSet = theAspect;
+ return aPrevAspectFace;
+}
+
+// =======================================================================
+// function : SetAspectMarker
+// purpose :
+// =======================================================================
+const OpenGl_AspectMarker* OpenGl_Workspace::SetAspectMarker (const OpenGl_AspectMarker* theAspect)
+{
+ const OpenGl_AspectMarker* aPrevAspectMarker = myAspectMarkerSet;
+ myAspectMarkerSet = theAspect;
+ return aPrevAspectMarker;
}
// =======================================================================
-// function : UseTransparency
-// purpose : call_togl_transparency
+// function : SetAspectText
+// purpose :
+// =======================================================================
+const OpenGl_AspectText * OpenGl_Workspace::SetAspectText (const OpenGl_AspectText* theAspect)
+{
+ const OpenGl_AspectText* aPrevAspectText = myAspectTextSet;
+ myAspectTextSet = theAspect;
+ return aPrevAspectText;
+}
+
+// =======================================================================
+// function : ApplyAspectFace
+// purpose :
+// =======================================================================
+const OpenGl_AspectFace* OpenGl_Workspace::ApplyAspectFace()
+{
+ if (myView->BackfacingModel() == Graphic3d_TOBM_AUTOMATIC)
+ {
+ // manage back face culling mode, disable culling when clipping is enabled
+ bool toSuppressBackFaces = myToAllowFaceCulling
+ && myAspectFaceSet->Aspect()->ToSuppressBackFaces();
+ if (toSuppressBackFaces)
+ {
+ if (myGlContext->Clipping().IsClippingOrCappingOn()
+ || myAspectFaceSet->Aspect()->InteriorStyle() == Aspect_IS_HATCH)
+ {
+ toSuppressBackFaces = false;
+ }
+ }
+ if (toSuppressBackFaces)
+ {
+ if ((float )myAspectFaceSet->Aspect()->FrontMaterial().Transparency() != 0.0f)
+ {
+ // disable culling in case of translucent shading aspect
+ toSuppressBackFaces = false;
+ }
+ }
+ myGlContext->SetCullBackFaces (toSuppressBackFaces);
+ }
+
+ if (myAspectFaceSet->Aspect() == myAspectFaceApplied
+ && myHighlightStyle == myAspectFaceAppliedWithHL)
+ {
+ return myAspectFaceSet;
+ }
+ myAspectFaceAppliedWithHL = myHighlightStyle;
+
+#if !defined(GL_ES_VERSION_2_0)
+ const Aspect_InteriorStyle anIntstyle = myAspectFaceSet->Aspect()->InteriorStyle();
+ if (myAspectFaceApplied.IsNull()
+ || myAspectFaceApplied->InteriorStyle() != anIntstyle)
+ {
+ switch (anIntstyle)
+ {
+ case Aspect_IS_EMPTY:
+ case Aspect_IS_HOLLOW:
+ {
+ myGlContext->SetPolygonMode (GL_LINE);
+ break;
+ }
+ case Aspect_IS_HATCH:
+ {
+ myGlContext->SetPolygonMode (GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (true);
+ break;
+ }
+ case Aspect_IS_SOLID:
+ case Aspect_IS_HIDDENLINE:
+ {
+ myGlContext->SetPolygonMode (GL_FILL);
+ myGlContext->SetPolygonHatchEnabled (false);
+ break;
+ }
+ case Aspect_IS_POINT:
+ {
+ myGlContext->SetPolygonMode (GL_POINT);
+ break;
+ }
+ }
+ }
+
+ if (anIntstyle == Aspect_IS_HATCH)
+ {
+ myGlContext->SetPolygonHatchStyle (myAspectFaceSet->Aspect()->HatchStyle());
+ }
+#endif
+
+ // Aspect_POM_None means: do not change current settings
+ if ((myAspectFaceSet->Aspect()->PolygonOffset().Mode & Aspect_POM_None) != Aspect_POM_None)
+ {
+ if (myPolygonOffsetApplied.Mode != myAspectFaceSet->Aspect()->PolygonOffset().Mode
+ || myPolygonOffsetApplied.Factor != myAspectFaceSet->Aspect()->PolygonOffset().Factor
+ || myPolygonOffsetApplied.Units != myAspectFaceSet->Aspect()->PolygonOffset().Units)
+ {
+ SetPolygonOffset (myAspectFaceSet->Aspect()->PolygonOffset());
+ }
+ }
+
+ // Case of hidden line
+ if (myAspectFaceSet->Aspect()->InteriorStyle() == Aspect_IS_HIDDENLINE)
+ {
+ // copy all values including line edge aspect
+ *myAspectFaceHl.Aspect().operator->() = *myAspectFaceSet->Aspect();
+ myAspectFaceHl.SetAspectEdge (myAspectFaceSet->AspectEdge());
+ myAspectFaceHl.Aspect()->SetInteriorColor (myView->BackgroundColor().GetRGB());
+ myAspectFaceHl.SetNoLighting (true);
+ myAspectFaceSet = &myAspectFaceHl;
+ }
+ else
+ {
+ myGlContext->SetShadingMaterial (myAspectFaceSet, myHighlightStyle);
+ }
+
+ if (myAspectFaceSet->Aspect()->ToMapTexture())
+ {
+ myGlContext->BindTextures (myAspectFaceSet->TextureSet (myGlContext));
+ }
+ else
+ {
+ myGlContext->BindTextures (myEnvironmentTexture);
+ }
+
+ myAspectFaceApplied = myAspectFaceSet->Aspect();
+ return myAspectFaceSet;
+}
+
+//=======================================================================
+//function : SetPolygonOffset
+//purpose :
+//=======================================================================
+void OpenGl_Workspace::SetPolygonOffset (const Graphic3d_PolygonOffset& theParams)
+{
+ myPolygonOffsetApplied = theParams;
+
+ if ((theParams.Mode & Aspect_POM_Fill) == Aspect_POM_Fill)
+ {
+ glEnable (GL_POLYGON_OFFSET_FILL);
+ }
+ else
+ {
+ glDisable (GL_POLYGON_OFFSET_FILL);
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
+ if ((theParams.Mode & Aspect_POM_Line) == Aspect_POM_Line)
+ {
+ glEnable (GL_POLYGON_OFFSET_LINE);
+ }
+ else
+ {
+ glDisable (GL_POLYGON_OFFSET_LINE);
+ }
+
+ if ((theParams.Mode & Aspect_POM_Point) == Aspect_POM_Point)
+ {
+ glEnable (GL_POLYGON_OFFSET_POINT);
+ }
+ else
+ {
+ glDisable (GL_POLYGON_OFFSET_POINT);
+ }
+#endif
+ glPolygonOffset (theParams.Factor, theParams.Units);
+}
+
+// =======================================================================
+// function : ApplyAspectMarker
+// purpose :
+// =======================================================================
+const OpenGl_AspectMarker* OpenGl_Workspace::ApplyAspectMarker()
+{
+ if (myAspectMarkerSet->Aspect() != myAspectMarkerApplied)
+ {
+ if (myAspectMarkerApplied.IsNull()
+ || (myAspectMarkerSet->Aspect()->Scale() != myAspectMarkerApplied->Scale()))
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ glPointSize (myAspectMarkerSet->Aspect()->Scale());
+ #ifdef HAVE_GL2PS
+ gl2psPointSize (myAspectMarkerSet->Aspect()->Scale());
+ #endif
+ #endif
+ }
+ myAspectMarkerApplied = myAspectMarkerSet->Aspect();
+ }
+ return myAspectMarkerSet;
+}
+
+// =======================================================================
+// function : Width
+// purpose :
+// =======================================================================
+Standard_Integer OpenGl_Workspace::Width() const
+{
+ return !myView->GlWindow().IsNull() ? myView->GlWindow()->Width() : 0;
+}
+
+// =======================================================================
+// function : Height
+// purpose :
+// =======================================================================
+Standard_Integer OpenGl_Workspace::Height() const
+{
+ return !myView->GlWindow().IsNull() ? myView->GlWindow()->Height() : 0;
+}
+
+// =======================================================================
+// function : IsCullingEnabled
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_Workspace::IsCullingEnabled() const
+{
+ return myView->IsCullingEnabled();
+}
+
+// =======================================================================
+// function : FBOCreate
+// purpose :
+// =======================================================================
+Handle(OpenGl_FrameBuffer) OpenGl_Workspace::FBOCreate (const Standard_Integer theWidth,
+ const Standard_Integer theHeight)
+{
+ // activate OpenGL context
+ if (!Activate())
+ return Handle(OpenGl_FrameBuffer)();
+
+ // 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))
+ {
+ aFrameBuffer->Release (aCtx.operator->());
+ return Handle(OpenGl_FrameBuffer)();
+ }
+ return aFrameBuffer;
+}
+
+// =======================================================================
+// function : FBORelease
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::FBORelease (Handle(OpenGl_FrameBuffer)& theFbo)
+{
+ // activate OpenGL context
+ if (!Activate()
+ || theFbo.IsNull())
+ {
+ return;
+ }
+
+ theFbo->Release (GetGlContext().operator->());
+ theFbo.Nullify();
+}
+
+// =======================================================================
+// function : BufferDump
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_Workspace::BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo,
+ Image_PixMap& theImage,
+ const Graphic3d_BufferType& theBufferType)
+{
+ return !theImage.IsEmpty()
+ && Activate()
+ && OpenGl_FrameBuffer::BufferDump (GetGlContext(), theFbo, theImage, theBufferType);
+}
+
+// =======================================================================
+// function : ShouldRender
+// purpose :
// =======================================================================
-void OpenGl_Workspace::UseTransparency (const Standard_Boolean theFlag)
+Standard_Boolean OpenGl_RaytraceFilter::ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace,
+ const OpenGl_Element* theElement)
{
- if ((myUseTransparency ? 1 : 0) != (theFlag ? 1 : 0))
+ Standard_Boolean aPrevFilterResult = Standard_True;
+ if (!myPrevRenderFilter.IsNull())
{
- myUseTransparency = theFlag;
- EraseAnimation();
- myIsUpdated = Standard_False;
+ aPrevFilterResult = myPrevRenderFilter->ShouldRender (theWorkspace, theElement);
}
+ return aPrevFilterResult &&
+ !OpenGl_Raytrace::IsRaytracedElement (theElement);
}