Image_PixMap& theImage,
const Graphic3d_BufferType& theBufferType);
- void UseTransparency (const Standard_Boolean theFlag);
Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
Standard_Boolean& UseDepthTest() { return myUseDepthTest; }
Standard_Boolean& UseGLLight() { return myUseGLLight; }
const TEL_COLOUR* HighlightColor;
- const OpenGl_Matrix* SetViewMatrix (const OpenGl_Matrix* );
- const OpenGl_Matrix* SetStructureMatrix (const OpenGl_Matrix*, bool aRevert = false);
-
- //! Updates current model-view matrix
- //! replacing it with StructureMatrixT*ViewMatrix from the workspace.
- const void UpdateModelViewMatrix();
-
const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
OpenGl_RT_uOffsetX,
OpenGl_RT_uOffsetY,
OpenGl_RT_uSamples,
+ OpenGl_RT_uWinSizeX,
+ OpenGl_RT_uWinSizeY,
OpenGl_RT_uTextures,
//! Defines texture samplers.
enum ShaderSamplerNames
{
- OpenGl_RT_SceneNodeInfoTexture = 0,
- OpenGl_RT_SceneMinPointTexture = 1,
- OpenGl_RT_SceneMaxPointTexture = 2,
-
- OpenGl_RT_ObjectNodeInfoTexture = 3,
- OpenGl_RT_ObjectMinPointTexture = 4,
- OpenGl_RT_ObjectMaxPointTexture = 5,
+ OpenGl_RT_SceneNodeInfoTexture = 0,
+ OpenGl_RT_SceneMinPointTexture = 1,
+ OpenGl_RT_SceneMaxPointTexture = 2,
+ OpenGl_RT_SceneTransformTexture = 3,
- OpenGl_RT_GeometryVertexTexture = 6,
- OpenGl_RT_GeometryNormalTexture = 7,
- OpenGl_RT_GeometryTexCrdTexture = 8,
- OpenGl_RT_GeometryTriangTexture = 9,
+ OpenGl_RT_GeometryVertexTexture = 4,
+ OpenGl_RT_GeometryNormalTexture = 5,
+ OpenGl_RT_GeometryTexCrdTexture = 6,
+ OpenGl_RT_GeometryTriangTexture = 7,
- OpenGl_RT_EnvironmentMapTexture = 10,
+ OpenGl_RT_EnvironmentMapTexture = 8,
- OpenGl_RT_RaytraceMaterialTexture = 11,
- OpenGl_RT_RaytraceLightSrcTexture = 12,
+ OpenGl_RT_RaytraceMaterialTexture = 9,
+ OpenGl_RT_RaytraceLightSrcTexture = 10,
- OpenGl_RT_FSAAInputTexture = 13,
+ OpenGl_RT_FSAAInputTexture = 11,
- OpenGl_RT_SceneTransformTexture = 14,
-
- OpenGl_RT_OpenGlColorTexture = 15,
- OpenGl_RT_OpenGlDepthTexture = 16
+ OpenGl_RT_OpenGlColorTexture = 12,
+ OpenGl_RT_OpenGlDepthTexture = 13
};
//! Tool class for management of shader sources.
//! Sets uniform state for the given ray-tracing shader program.
Standard_Boolean SetUniformState (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
const OpenGl_Vec3* theOrigins,
const OpenGl_Vec3* theDirects,
const OpenGl_Mat4& theUnviewMat,
//! OpenGL/GLSL adaptive-AA shader program.
Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
- //! Texture buffer of data records of high-level BVH nodes.
+ //! Texture buffer of data records of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
- //! Texture buffer of minimum points of high-level BVH nodes.
+ //! Texture buffer of minimum points of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
- //! Texture buffer of maximum points of high-level BVH nodes.
+ //! Texture buffer of maximum points of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
//! Texture buffer of transformations of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
- //! Texture buffer of data records of bottom-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) myObjectNodeInfoTexture;
- //! Texture buffer of minimum points of bottom-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) myObjectMinPointTexture;
- //! Texture buffer of maximum points of bottom-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) myObjectMaxPointTexture;
-
//! Texture buffer of vertex coords.
Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
//! Texture buffer of vertex normals.
Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
Standard_Boolean myBackBufferRestored;
Standard_Boolean myIsImmediateDrawn; //!< flag indicates that immediate mode buffer contains some data
- Standard_Boolean myUseTransparency;
Standard_Boolean myUseZBuffer;
Standard_Boolean myUseDepthTest;
Standard_Boolean myUseGLLight;