#ifndef _OpenGl_Workspace_Header
#define _OpenGl_Workspace_Header
-#include <map>
-#include <set>
-
-#include <Handle_OpenGl_Workspace.hxx>
-#include <OpenGl_Window.hxx>
-
-#include <TColStd_Array2OfReal.hxx>
-#include <Quantity_Color.hxx>
-#include <Graphic3d_CView.hxx>
-#include <Graphic3d_TypeOfComposition.hxx>
-#include <Graphic3d_TypeOfTexture.hxx>
-#include <Graphic3d_PtrFrameBuffer.hxx>
#include <Graphic3d_BufferType.hxx>
-#include <Handle_Graphic3d_TextureParams.hxx>
-
-#include <Aspect_CLayer2d.hxx>
-#include <Aspect_Handle.hxx>
-#include <Aspect_PrintAlgo.hxx>
-#include <Aspect_PolygonOffsetMode.hxx>
-
-#include <InterfaceGraphic_Graphic3d.hxx>
-#include <InterfaceGraphic_Visual3d.hxx>
-
-#include <NCollection_Sequence.hxx>
-#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_Aspects.hxx>
+#include <OpenGl_CappingAlgo.hxx>
#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_Material.hxx>
#include <OpenGl_Matrix.hxx>
-#include <OpenGl_NamedStatus.hxx>
-#include <OpenGl_PrinterContext.hxx>
-#include <OpenGl_SceneGeometry.hxx>
-#include <OpenGl_TextParam.hxx>
-#include <OpenGl_RenderFilter.hxx>
-#include <OpenGl_Vec.hxx>
-#include <OpenGl_LineAttributes.hxx>
-#include <OpenGl_CappingAlgo.hxx>
-
-#include <Handle_OpenGl_View.hxx>
-#include <Handle_OpenGl_Texture.hxx>
-
#include <OpenGl_ShaderObject.hxx>
#include <OpenGl_ShaderProgram.hxx>
+#include <OpenGl_TextParam.hxx>
#include <OpenGl_TextureBufferArb.hxx>
+#include <OpenGl_RenderFilter.hxx>
+#include <OpenGl_Vec.hxx>
+#include <OpenGl_Window.hxx>
-class OpenGl_AspectLine;
-class OpenGl_AspectMarker;
-class OpenGl_AspectText;
-class OpenGl_FrameBuffer;
-class OpenGl_Structure;
-class OpenGl_TriangleSet;
-class OpenGl_Element;
+class OpenGl_View;
class Image_PixMap;
-//! OpenGL material definition
-struct OpenGl_Material
-{
-
- OpenGl_Vec4 Ambient; //!< ambient reflection coefficient
- OpenGl_Vec4 Diffuse; //!< diffuse reflection coefficient
- OpenGl_Vec4 Specular; //!< glossy reflection coefficient
- OpenGl_Vec4 Emission; //!< material emission
- OpenGl_Vec4 Params; //!< extra packed parameters
-
- Standard_ShortReal Shine() const { return Params.x(); }
- Standard_ShortReal& ChangeShine() { return Params.x(); }
-
- Standard_ShortReal Transparency() const { return Params.y(); }
- Standard_ShortReal& ChangeTransparency() { return Params.y(); }
-
- //! Initialize material
- void Init (const OPENGL_SURF_PROP& theProps);
-
- //! Returns packed (serialized) representation of material properties
- const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
- static Standard_Integer NbOfVec4() { return 5; }
+class OpenGl_Workspace;
+DEFINE_STANDARD_HANDLE(OpenGl_Workspace,Standard_Transient)
-};
-
-DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-
-//! Graphical ray-tracing filter.
-//! Filters out all raytracable structures.
-class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
-{
-public:
-
- //! Default constructor.
- OpenGl_RaytraceFilter() {}
-
- //! Returns the previously set filter.
- const Handle(OpenGl_RenderFilter)& PrevRenderFilter()
- {
- return myPrevRenderFilter;
- }
-
- //! Remembers the previously set filter.
- void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
- {
- myPrevRenderFilter = theFilter;
- }
-
- //! Checks whether the element can be rendered or not.
- //! @param theElement [in] the element to check.
- //! @return True if element can be rendered.
- virtual Standard_Boolean CanRender (const OpenGl_Element* theElement);
-
-private:
-
- Handle(OpenGl_RenderFilter) myPrevRenderFilter;
-
-public:
-
- DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-};
-
-//! Represents window with GL context.
+//! Rendering workspace.
//! Provides methods to render primitives and maintain GL state.
-class OpenGl_Workspace : public OpenGl_Window
+class OpenGl_Workspace : public Standard_Transient
{
public:
- //! Main constructor - prepare GL context for specified window.
- 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);
+ //! Constructor of rendering workspace.
+ Standard_EXPORT OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow);
//! Destructor
- virtual ~OpenGl_Workspace();
+ virtual ~OpenGl_Workspace() {}
- void SetActiveView (const Handle(OpenGl_View)& theView,
- const Standard_Integer theViewId)
- {
- myView = theView;
- myViewId = theViewId;
- }
-
- const Handle(OpenGl_View)& ActiveView() const { return myView; }
+ //! Activate rendering context.
+ Standard_EXPORT Standard_Boolean Activate();
- Standard_Integer ActiveViewId() const { return myViewId; }
+ OpenGl_View* View() const { return myView; }
- //! Redraw the window.
- void Redraw (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer);
+ const Handle(OpenGl_Context)& GetGlContext() { return myGlContext; }
- Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
- void RedrawImmediate (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer);
+ Standard_EXPORT Handle(OpenGl_FrameBuffer) FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
- void Invalidate (const Graphic3d_CView& /*theCView*/)
- {
- myBackBufferRestored = Standard_False;
- }
+ Standard_EXPORT void FBORelease (Handle(OpenGl_FrameBuffer)& theFbo);
- //! Special method to perform printing.
- //! System-specific and currently only Win platform implemented.
- Standard_Boolean Print (const Handle(OpenGl_PrinterContext)& thePrintContext,
- const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer,
- const Aspect_Handle theHPrintDC,
- const Standard_Boolean theToShowBackground,
- const Standard_CString theFileName,
- const Aspect_PrintAlgo thePrintAlgorithm,
- const Standard_Real theScaleFactor);
-
- const Handle(OpenGl_PrinterContext)& PrinterContext() const
- {
- return myPrintContext;
- }
+ Standard_Boolean BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo,
+ Image_PixMap& theImage,
+ const Graphic3d_BufferType& theBufferType);
- void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
+ Standard_EXPORT Standard_Integer Width() const;
- Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
- void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr);
- Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr,
- Image_PixMap& theImage,
- const Graphic3d_BufferType& theBufferType);
+ Standard_EXPORT Standard_Integer Height() const;
//! Setup Z-buffer usage flag (without affecting GL state!).
//! Returns previously set flag.
return wasUsed;
}
- Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
+ //! @return true if usage of Z buffer is enabled.
+ Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
+
+ //! @return true if depth writing is enabled.
Standard_Boolean& UseDepthWrite() { return myUseDepthWrite; }
- Standard_Boolean& UseGLLight() { return myUseGLLight; }
- Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
+ //! Configure default polygon offset parameters.
+ //! Return previous settings.
+ Standard_EXPORT Graphic3d_PolygonOffset SetDefaultPolygonOffset (const Graphic3d_PolygonOffset& theOffset);
//// RELATED TO STATUS ////
- Standard_Integer NamedStatus;
-
- const TEL_COLOUR* HighlightColor;
-
- const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
- const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
- const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
- const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect);
+ //! Return true if active group might activate face culling (e.g. primitives are closed).
+ bool ToAllowFaceCulling() const { return myToAllowFaceCulling; }
- void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; }
-
- //// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW
- Standard_EXPORT const OpenGl_AspectLine* AspectLine (const Standard_Boolean theWithApply);
- Standard_EXPORT const OpenGl_AspectFace* AspectFace (const Standard_Boolean theWithApply);
- Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply);
- Standard_EXPORT const OpenGl_AspectText* AspectText (const Standard_Boolean theWithApply);
- inline const OpenGl_TextParam* AspectTextParams() const
+ //! Allow or disallow face culling.
+ //! This call does NOT affect current state of back face culling;
+ //! ApplyAspectFace() should be called to update state.
+ bool SetAllowFaceCulling (bool theToAllow)
{
- return TextParam_applied;
+ const bool wasAllowed = myToAllowFaceCulling;
+ myToAllowFaceCulling = theToAllow;
+ return wasAllowed;
}
- //! Clear the applied aspect state.
- void ResetAppliedAspect();
+ //! Return true if following structures should apply highlight color.
+ bool ToHighlight() const { return !myHighlightStyle.IsNull(); }
- Standard_EXPORT Handle(OpenGl_Texture) DisableTexture();
- Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture,
- const Handle(Graphic3d_TextureParams)& theParams = NULL);
- const Handle(OpenGl_Texture)& ActiveTexture() const { return myTextureBound; }
+ //! Return highlight style.
+ const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const { return myHighlightStyle; }
- //! Set filter for restricting rendering of particular elements.
- //! Filter can be applied for rendering passes used by recursive
- //! rendering algorithms for rendering elements of groups.
- //! @param theFilter [in] the filter instance.
- inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
- {
- myRenderFilter = theFilter;
- }
+ //! Set highlight style.
+ void SetHighlightStyle (const Handle(Graphic3d_PresentationAttributes)& theStyle) { myHighlightStyle = theStyle; }
- //! Get rendering filter.
- //! @return filter instance.
- inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
+ //! Return edge color taking into account highlight flag.
+ const OpenGl_Vec4& EdgeColor() const
{
- return myRenderFilter;
+ return !myHighlightStyle.IsNull()
+ ? myHighlightStyle->ColorRGBA()
+ : myAspectsSet->Aspect()->EdgeColorRGBA();
}
- //! @return applied view matrix.
- inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
-
- //! @return applied model structure matrix.
- inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
-
- //! Sets and applies current polygon offset.
- void SetPolygonOffset (int theMode, Standard_ShortReal theFactor, Standard_ShortReal theUnits);
-
- //! Returns currently applied polygon offset params.
- const TEL_POFFSET_PARAM& AppliedPolygonOffset() { return PolygonOffset_applied; }
-
- //! @return true if clipping algorithm enabled
- inline Standard_Boolean IsCullingEnabled() const { return myIsCullingEnabled; }
-
- //! Returns capping algorithm rendering filter.
- const Handle(OpenGl_CappingAlgoFilter)& DefaultCappingAlgoFilter() const
+ //! Return Interior color taking into account highlight flag.
+ const OpenGl_Vec4& InteriorColor() const
{
- return myDefaultCappingAlgoFilter;
+ return !myHighlightStyle.IsNull()
+ ? myHighlightStyle->ColorRGBA()
+ : myAspectsSet->Aspect()->InteriorColorRGBA();
}
- //! Returns face aspect for none culling mode.
- const OpenGl_AspectFace& NoneCulling() const
+ //! Return text color taking into account highlight flag.
+ const OpenGl_Vec4& TextColor() const
{
- return myNoneCulling;
+ return !myHighlightStyle.IsNull()
+ ? myHighlightStyle->ColorRGBA()
+ : myAspectsSet->Aspect()->ColorRGBA();
}
- //! Returns face aspect for front face culling mode.
- const OpenGl_AspectFace& FrontCulling() const
+ //! Return text Subtitle color taking into account highlight flag.
+ const OpenGl_Vec4& TextSubtitleColor() const
{
- return myFrontCulling;
+ return !myHighlightStyle.IsNull()
+ ? myHighlightStyle->ColorRGBA()
+ : myAspectsSet->Aspect()->ColorSubTitleRGBA();
}
-protected:
+ //! Currently set aspects (can differ from applied).
+ const OpenGl_Aspects* Aspects() const { return myAspectsSet; }
+
+ //! Assign new aspects (will be applied within ApplyAspects()).
+ Standard_EXPORT const OpenGl_Aspects* SetAspects (const OpenGl_Aspects* theAspect);
+
+ //! Apply aspects.
+ //! @return aspect set by SetAspects()
+ Standard_EXPORT const OpenGl_Aspects* ApplyAspects();
+
+ //! Clear the applied aspect state to default values.
+ void ResetAppliedAspect();
+
+ //! Get rendering filter.
+ //! @sa ShouldRender()
+ Standard_Integer RenderFilter() const { return myRenderFilter; }
+
+ //! Set filter for restricting rendering of particular elements.
+ //! @sa ShouldRender()
+ void SetRenderFilter (Standard_Integer theFilter) { myRenderFilter = theFilter; }
- //! Copy content of Back buffer to the Front buffer
- void copyBackToFront();
+ //! Checks whether the element can be rendered or not.
+ //! @param theElement [in] the element to check
+ //! @return True if element can be rendered
+ bool ShouldRender (const OpenGl_Element* theElement);
- //! Blit image from/to specified buffers.
- bool blitBuffers (OpenGl_FrameBuffer* theReadFbo,
- OpenGl_FrameBuffer* theDrawFbo);
+ //! Return the number of skipped transparent elements within active OpenGl_RenderFilter_OpaqueOnly filter.
+ //! @sa OpenGl_LayerList::Render()
+ Standard_Integer NbSkippedTransparentElements() { return myNbSkippedTranspElems; }
- virtual Standard_Boolean Activate();
+ //! Reset skipped transparent elements counter.
+ //! @sa OpenGl_LayerList::Render()
+ void ResetSkippedCounter() { myNbSkippedTranspElems = 0; }
- void redraw1 (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer,
- OpenGl_FrameBuffer* theReadDrawFbo,
- const Graphic3d_Camera::Projection theProjection);
+ //! @return applied view matrix.
+ inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
- //! Setup default FBO.
- void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
+ //! @return applied model structure matrix.
+ inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
- //! Blend together views pair into stereo image.
- void drawStereoPair (const Graphic3d_CView& theCView);
+ //! Returns face aspect for none culling mode.
+ const OpenGl_Aspects& NoneCulling() const { return myNoneCulling; }
- //! Blit snapshot containing main scene (myMainSceneFbos or BackBuffer)
- //! into presentation buffer (myMainSceneFbos -> offscreen FBO or myMainSceneFbos -> BackBuffer or BackBuffer -> FrontBuffer),
- //! and redraw immediate structures on top.
- //!
- //! When scene caching is disabled (myTransientDrawToFront, no double buffer in window, etc.),
- //! the first step (blitting) will be skipped.
- //!
- //! @return false if immediate structures has been rendered directly into FrontBuffer and Buffer Swap should not be called.
- bool 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 = Standard_False);
+ //! Returns face aspect for front face culling mode.
+ const OpenGl_Aspects& FrontCulling() const { return myFrontCulling; }
- void updateMaterial (const int theFlag);
+ //! Sets a new environment texture.
+ void SetEnvironmentTexture (const Handle(OpenGl_TextureSet)& theTexture) { myEnvironmentTexture = theTexture; }
- void setTextureParams (Handle(OpenGl_Texture)& theTexture,
- const Handle(Graphic3d_TextureParams)& theParams);
+ //! Returns environment texture.
+ const Handle(OpenGl_TextureSet)& EnvironmentTexture() const { return myEnvironmentTexture; }
protected: //! @name protected fields
- //! Two framebuffers (left and right views) store cached main presentation
- //! of the view (without presentation of immediate layers).
- Handle(OpenGl_FrameBuffer) myMainSceneFbos[2];
- //! Additional buffers for immediate layer in stereo mode.
- Handle(OpenGl_FrameBuffer) myImmediateSceneFbos[2];
- //! Special flag which is invalidated when myMainSceneFbos can not be blitted for some reason (e.g. driver bugs).
- Standard_Boolean myHasFboBlit;
-
- //! Vertices for full-screen quad rendering.
- OpenGl_VertexBuffer myFullScreenQuad;
-
- Handle(OpenGl_PrinterContext) myPrintContext;
- Handle(OpenGl_View) myView;
- Handle(OpenGl_LineAttributes) myLineAttribs;
- Standard_Integer myViewId;
- Standard_Integer myAntiAliasingMode;
- 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
+ OpenGl_View* myView;
+ Handle(OpenGl_Window) myWindow;
+ Handle(OpenGl_Context) myGlContext;
Standard_Boolean myUseZBuffer;
Standard_Boolean myUseDepthWrite;
- Standard_Boolean myUseGLLight;
- Standard_Boolean myIsCullingEnabled; //!< frustum culling flag
-
- unsigned int myFrameCounter; //!< redraw counter, for debugging
-
- Handle(OpenGl_CappingAlgoFilter) myDefaultCappingAlgoFilter;
- OpenGl_AspectFace myNoneCulling;
- OpenGl_AspectFace myFrontCulling;
+ OpenGl_Aspects myNoneCulling;
+ OpenGl_Aspects myFrontCulling;
protected: //! @name fields related to status
- Handle(OpenGl_RenderFilter) myRenderFilter;
- Handle(OpenGl_Texture) myTextureBound; //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture)
- const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied;
- const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied;
- const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied;
- const OpenGl_AspectText *AspectText_set, *AspectText_applied;
+ Standard_Integer myNbSkippedTranspElems; //!< counter of skipped transparent elements for OpenGl_LayerList two rendering passes method
+ Standard_Integer myRenderFilter; //!< active filter for skipping rendering of elements by some criteria (multiple render passes)
+
+ OpenGl_Aspects myDefaultAspects;
+ const OpenGl_Aspects* myAspectsSet;
+ Handle(Graphic3d_Aspects) myAspectsApplied;
- const OpenGl_TextParam *TextParam_set, *TextParam_applied;
+ Handle(Graphic3d_PresentationAttributes) myAspectFaceAppliedWithHL;
const OpenGl_Matrix* ViewMatrix_applied;
const OpenGl_Matrix* StructureMatrix_applied;
- OpenGl_Material myMatFront; //!< current front material state (cached to reduce GL context updates)
- OpenGl_Material myMatBack; //!< current back material state
- OpenGl_Material myMatTmp; //!< temporary variable
- TelCullMode myCullingMode; //!< back face culling mode, applied from face aspect
+ bool myToAllowFaceCulling; //!< allow back face culling
+ Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //!< active highlight style
OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
- TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
+ OpenGl_Aspects myAspectFaceHl; //!< Hiddenline aspect
- OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
+ Handle(OpenGl_TextureSet) myEnvironmentTexture;
public: //! @name type definition
- DEFINE_STANDARD_RTTI(OpenGl_Workspace, OpenGl_Window)
+ DEFINE_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
DEFINE_STANDARD_ALLOC
};