// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 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.
#ifndef _OpenGl_Workspace_Header
#define _OpenGl_Workspace_Header
-#include <Handle_OpenGl_Workspace.hxx>
+#include <map>
+#include <set>
+
#include <OpenGl_Window.hxx>
#include <TColStd_Array2OfReal.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_tsm.hxx>
-
#include <OpenGl_AspectFace.hxx>
-#include <OpenGl_Display.hxx>
+#include <OpenGl_FrameBuffer.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_TextureBufferArb.hxx>
class OpenGl_AspectLine;
class OpenGl_AspectMarker;
class OpenGl_AspectText;
class OpenGl_FrameBuffer;
class OpenGl_Structure;
+class OpenGl_TriangleSet;
class OpenGl_Element;
class Image_PixMap;
-//! Reprepsents window with GL context.
-//! Provides methods to render primitives and maintan GL state.
+//! 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_RaytraceFilter;
+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)
+};
+
+class OpenGl_Workspace;
+DEFINE_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
+
+//! Represents window with GL context.
+//! Provides methods to render primitives and maintain GL state.
class OpenGl_Workspace : public OpenGl_Window
{
public:
//! Main constructor - prepare GL context for specified window.
- OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
+ OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
//! Destructor
virtual ~OpenGl_Workspace();
- void SetActiveView (const Handle(OpenGl_View)& theView) { myView = theView; }
- const Handle(OpenGl_View)& ActiveView () const { return myView; }
+ void SetActiveView (const Handle(OpenGl_View)& theView,
+ const Standard_Integer theViewId)
+ {
+ myView = theView;
+ myViewId = theViewId;
+ }
+
+ const Handle(OpenGl_View)& ActiveView() const { return myView; }
+
+ Standard_Integer ActiveViewId() const { return myViewId; }
//! Redraw the window.
void Redraw (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer);
- //! Deprecated. Simply calls Redraw().
- void Update (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer)
+ Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
+ void RedrawImmediate (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer);
+
+ void Invalidate (const Graphic3d_CView& /*theCView*/)
{
- Redraw (theCView, theCUnderLayer, theCOverLayer);
+ myBackBufferRestored = Standard_False;
}
//! Special method to perform printing.
void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
- Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
- Standard_Boolean BeginAddMode();
- void EndAddMode();
- void ClearImmediatMode (const Graphic3d_CView& theCView,
- const Standard_Boolean theToFlush);
- void RedrawImmediatMode();
- Standard_Boolean BeginImmediatMode (const Graphic3d_CView& theCView,
- const Standard_Boolean theUseDepthTest,
- const Standard_Boolean theRetainMode);
- void EndImmediatMode();
- void DrawStructure (const OpenGl_Structure* theStructure);
-
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);
- void UseTransparency (const Standard_Boolean theFlag);
- Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
- Standard_Boolean& UseDepthTest() { return myUseDepthTest; }
- Standard_Boolean& UseGLLight() { return myUseGLLight; }
+ //! Setup Z-buffer usage flag (without affecting GL state!).
+ //! Returns previously set flag.
+ Standard_Boolean SetUseZBuffer (const Standard_Boolean theToUse)
+ {
+ const Standard_Boolean wasUsed = myUseZBuffer;
+ myUseZBuffer = theToUse;
+ return wasUsed;
+ }
+
+ Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
+ Standard_Boolean& UseDepthWrite() { return myUseDepthWrite; }
+ Standard_Boolean& UseGLLight() { return myUseGLLight; }
+
+ Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
//// RELATED TO STATUS ////
const TEL_COLOUR* HighlightColor;
- const OpenGl_Matrix* SetViewMatrix (const OpenGl_Matrix* );
- const OpenGl_Matrix* SetStructureMatrix (const OpenGl_Matrix*, bool aRevert = false);
-
const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
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; }
//! Set filter for restricting rendering of particular elements.
//! Filter can be applied for rendering passes used by recursive
//! @param theFilter [in] the filter instance.
inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
- myRenderFilter = theFilter;
+ myRenderFilter = theFilter;
}
//! Get rendering filter.
//! @return filter instance.
- inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
- {
- return myRenderFilter;
+ inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
+ {
+ return myRenderFilter;
}
//! @return applied view matrix.
//! @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 myDefaultCappingAlgoFilter;
+ }
+
+ //! Returns face aspect for none culling mode.
+ const OpenGl_AspectFace& NoneCulling() const
+ {
+ return myNoneCulling;
+ }
+
+ //! Returns face aspect for front face culling mode.
+ const OpenGl_AspectFace& FrontCulling() const
+ {
+ return myFrontCulling;
+ }
+
protected:
- void CopyBuffers (const Standard_Boolean theFrontToBack);
+ //! Copy content of Back buffer to the Front buffer
+ void copyBackToFront();
- virtual Standard_Boolean Activate();
+ //! Blit image from/to specified buffers.
+ bool blitBuffers (OpenGl_FrameBuffer* theReadFbo,
+ OpenGl_FrameBuffer* theDrawFbo);
- // TEMPORARY!!!
- void Redraw1 (const Graphic3d_CView& theCView,
- const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer,
- const int theToSwap);
+ virtual Standard_Boolean Activate();
- void UpdateMaterial (const int flag);
+ void redraw1 (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer,
+ OpenGl_FrameBuffer* theReadDrawFbo,
+ const Graphic3d_Camera::Projection theProjection);
+
+ //! Setup default FBO.
+ void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
+
+ //! Blend together views pair into stereo image.
+ void drawStereoPair (const Graphic3d_CView& theCView);
+
+ //! 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);
+
+ void updateMaterial (const int theFlag);
void setTextureParams (Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams);
protected: //! @name protected fields
- Handle(OpenGl_PrinterContext) myPrintContext;
- Handle(OpenGl_View) myView; // WSViews - now just one view is supported
- Standard_Boolean myIsTransientOpen; // transientOpen
- Standard_Boolean myRetainMode;
- Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
+ //! 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;
- NCollection_Sequence<const OpenGl_Structure*> myTransientList;
+ //! Vertices for full-screen quad rendering.
+ OpenGl_VertexBuffer myFullScreenQuad;
- Standard_Boolean myUseTransparency;
+ 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
Standard_Boolean myUseZBuffer;
- Standard_Boolean myUseDepthTest;
+ Standard_Boolean myUseDepthWrite;
Standard_Boolean myUseGLLight;
- Standard_Boolean myBackBufferRestored;
+ Standard_Boolean myIsCullingEnabled; //!< frustum culling flag
+
+ unsigned int myFrameCounter; //!< redraw counter, for debugging
+
+ Handle(OpenGl_CappingAlgoFilter) myDefaultCappingAlgoFilter;
+ OpenGl_AspectFace myNoneCulling;
+ OpenGl_AspectFace myFrontCulling;
protected: //! @name fields related to status
const OpenGl_Matrix* ViewMatrix_applied;
const OpenGl_Matrix* StructureMatrix_applied;
- const TEL_POFFSET_PARAM* PolygonOffset_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
+
+ OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
+
+ TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
- OpenGl_AspectFace myAspectFaceHl; // Hiddenline aspect
+ OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
public: //! @name type definition
- DEFINE_STANDARD_RTTI(OpenGl_Workspace)
+ DEFINE_STANDARD_RTTI(OpenGl_Workspace, OpenGl_Window)
DEFINE_STANDARD_ALLOC
};