0027810: Compilation error on NCollection_UBTree::Kill()
[occt.git] / src / OpenGl / OpenGl_View_Redraw.cxx
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c357e426 1// Created on: 2011-09-20
2// Created by: Sergey ZERCHANINOV
3// Copyright (c) 2011-2014 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
12//
13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
15
16#include <stdio.h>
17#include <stdlib.h>
18
19#include <OpenGl_GlCore11.hxx>
c357e426 20
21#include <Graphic3d_GraphicDriver.hxx>
22#include <Graphic3d_TextureParams.hxx>
23#include <Graphic3d_Texture2Dmanual.hxx>
24#include <Graphic3d_TransformUtils.hxx>
25#include <Image_AlienPixMap.hxx>
26
27#include <NCollection_Mat4.hxx>
28
29#include <OpenGl_AspectLine.hxx>
30#include <OpenGl_Context.hxx>
31#include <OpenGl_Matrix.hxx>
32#include <OpenGl_Workspace.hxx>
33#include <OpenGl_View.hxx>
34#include <OpenGl_Trihedron.hxx>
35#include <OpenGl_GraduatedTrihedron.hxx>
36#include <OpenGl_PrimitiveArray.hxx>
c357e426 37#include <OpenGl_ShaderManager.hxx>
38#include <OpenGl_ShaderProgram.hxx>
39#include <OpenGl_Structure.hxx>
40#include <OpenGl_ArbFBO.hxx>
41
42#define EPSI 0.0001
43
44namespace
45{
46 static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
47 static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
48 static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
49 static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
50}
51
52extern void InitLayerProp (const int theListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
53
54#if !defined(GL_ES_VERSION_2_0)
55
56//=======================================================================
57//function : bindLight
58//purpose :
59//=======================================================================
60static void bindLight (const OpenGl_Light& theLight,
61 GLenum& theLightGlId,
62 Graphic3d_Vec4& theAmbientColor,
63 const Handle(OpenGl_Workspace)& theWorkspace)
64{
65 // Only 8 lights in OpenGL...
66 if (theLightGlId > GL_LIGHT7)
67 {
68 return;
69 }
70
71 if (theLight.Type == Graphic3d_TOLS_AMBIENT)
72 {
73 // add RGBA intensity of the ambient light
74 theAmbientColor += theLight.Color;
75 return;
76 }
77
78 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
79
80 // the light is a headlight?
81 if (theLight.IsHeadlight)
82 {
83 aContext->WorldViewState.Push();
84 aContext->WorldViewState.SetIdentity();
85
86 aContext->ApplyWorldViewMatrix();
87 }
88
89 // setup light type
90 switch (theLight.Type)
91 {
92 case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
93 case Graphic3d_TOLS_DIRECTIONAL:
94 {
95 // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
96 const OpenGl_Vec4 anInfDir = -theLight.Direction;
97
98 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
99 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
100 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
101 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
102 glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
103 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
104 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
105 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
106 break;
107 }
108 case Graphic3d_TOLS_POSITIONAL:
109 {
110 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
111 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
112 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
113 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
114 glLightfv (theLightGlId, GL_POSITION, theLight.Position.GetData());
115 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
116 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
117 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
118 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
119 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
120 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0);
121 break;
122 }
123 case Graphic3d_TOLS_SPOT:
124 {
125 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
126 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
127 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
128 glLightfv (theLightGlId, GL_POSITION, theLight.Position.GetData());
129 glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.Direction.GetData());
130 glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
131 glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
132 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
133 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
134 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
135 break;
136 }
137 }
138
139 // restore matrix in case of headlight
140 if (theLight.IsHeadlight)
141 {
142 aContext->WorldViewState.Pop();
143 }
144
145 glEnable (theLightGlId++);
146}
147#endif
148
149//=======================================================================
a521d90d 150//function : drawBackground
c357e426 151//purpose :
152//=======================================================================
a521d90d 153void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
c357e426 154{
155 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
156
157 if ((theWorkspace->NamedStatus & OPENGL_NS_WHITEBACK) != 0 // no background
158 || (!myBgTextureArray->IsDefined() // no texture
159 && !myBgGradientArray->IsDefined())) // no gradient
160 {
161 return;
162 }
163
164 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
165 if (wasUsedZBuffer)
166 {
167 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
168 }
169
170 aCtx->ProjectionState.Push();
171 aCtx->WorldViewState.Push();
172 aCtx->ModelWorldState.Push();
173 aCtx->ProjectionState.SetIdentity();
174 aCtx->WorldViewState.SetIdentity();
175 aCtx->ModelWorldState.SetIdentity();
176 aCtx->ApplyProjectionMatrix();
177 aCtx->ApplyModelViewMatrix();
178
179 // Drawing background gradient if:
180 // - gradient fill type is not Aspect_GFM_NONE and
181 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
182 if (myBgGradientArray->IsDefined()
b6472664 183 && (!myTextureParams->Aspect()->ToMapTexture()
c357e426 184 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
185 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
186 {
187 #if !defined(GL_ES_VERSION_2_0)
188 GLint aShadingModelOld = GL_SMOOTH;
189 if (aCtx->core11 != NULL)
190 {
191 aCtx->core11fwd->glDisable (GL_LIGHTING);
192 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
193 aCtx->core11->glShadeModel (GL_SMOOTH);
194 }
195 #endif
196
197 if (myBgGradientArray->IsDataChanged())
198 {
199 myBgGradientArray->Init (theWorkspace);
200 }
201
202 myBgGradientArray->Render (theWorkspace);
203
204 #if !defined(GL_ES_VERSION_2_0)
205 if (aCtx->core11 != NULL)
206 {
207 aCtx->core11->glShadeModel (aShadingModelOld);
208 }
209 #endif
210 }
211
212 // Drawing background image if it is defined
213 // (texture is defined and fill type is not Aspect_FM_NONE)
214 if (myBgTextureArray->IsDefined()
b6472664 215 && myTextureParams->Aspect()->ToMapTexture())
c357e426 216 {
217 aCtx->core11fwd->glDisable (GL_BLEND);
218
219 const OpenGl_AspectFace* anOldAspectFace = theWorkspace->SetAspectFace (myTextureParams);
220
221 if (myBgTextureArray->IsDataChanged()
222 || myBgTextureArray->IsViewSizeChanged (theWorkspace))
223 {
224 myBgTextureArray->Init (theWorkspace);
225 }
226
227 myBgTextureArray->Render (theWorkspace);
228
229 // restore aspects
230 theWorkspace->SetAspectFace (anOldAspectFace);
231 }
232
233 aCtx->ModelWorldState.Pop();
234 aCtx->WorldViewState.Pop();
235 aCtx->ProjectionState.Pop();
236 aCtx->ApplyProjectionMatrix();
237 aCtx->ApplyModelViewMatrix();
238
239 if (wasUsedZBuffer)
240 {
241 theWorkspace->SetUseZBuffer (Standard_True);
242 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
243 }
244}
245
246//=======================================================================
247//function : Redraw
248//purpose :
249//=======================================================================
250void OpenGl_View::Redraw()
251{
7ccf8676 252 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
253 const Standard_Boolean hadFboBlit = myHasFboBlit;
c357e426 254 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
255 && !myCaps->vboDisable
256 && !myCaps->keepArrayData)
257 {
258 if (myWasRedrawnGL)
259 {
260 myDeviceLostFlag = Standard_True;
261 }
262
263 myCaps->keepArrayData = Standard_True;
264 }
265
266 if (!myWorkspace->Activate())
267 {
268 return;
269 }
270
271 myWindow->SetSwapInterval();
272
273 ++myFrameCounter;
274 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
275 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
276 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
277
278 // release pending GL resources
279 aCtx->ReleaseDelayed();
280
281 // fetch OpenGl context state
282 aCtx->FetchState();
283
75c262a9 284 // set resolution ratio
285 aCtx->SetResolutionRatio (RenderingParams().ResolutionRatio());
286
b128c892 287 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
c357e426 288 bool toSwap = aCtx->IsRender()
289 && !aCtx->caps->buffersNoSwap
290 && aFrameBuffer == NULL;
291
292 Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
293 Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
294
3c4b62a4 295 // determine multisampling parameters
7ccf8676 296 Standard_Integer aNbSamples = !myToDisableMSAA
297 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
298 : 0;
3c4b62a4 299 if (aNbSamples != 0)
300 {
301 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
302 }
303
c357e426 304 if ( aFrameBuffer == NULL
305 && !aCtx->DefaultFrameBuffer().IsNull()
306 && aCtx->DefaultFrameBuffer()->IsValid())
307 {
308 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
309 }
310
311 if (myHasFboBlit
3c4b62a4 312 && (myTransientDrawToFront
313 || aProjectType == Graphic3d_Camera::Projection_Stereo
314 || aNbSamples != 0))
c357e426 315 {
316 if (myMainSceneFbos[0]->GetVPSizeX() != aSizeX
3c4b62a4 317 || myMainSceneFbos[0]->GetVPSizeY() != aSizeY
318 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
c357e426 319 {
521b0d7f 320 if (!myTransientDrawToFront)
321 {
322 myImmediateSceneFbos[0]->Release (aCtx.operator->());
323 myImmediateSceneFbos[1]->Release (aCtx.operator->());
324 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
325 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
326 }
327
c357e426 328 // prepare FBOs containing main scene
329 // for further blitting and rendering immediate presentations on top
330 if (aCtx->core20fwd != NULL)
331 {
3c4b62a4 332 myMainSceneFbos[0]->Init (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples);
c357e426 333 }
521b0d7f 334 if (myTransientDrawToFront
335 && !aCtx->caps->useSystemBuffer
336 && myMainSceneFbos[0]->IsValid())
c357e426 337 {
3c4b62a4 338 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 339 }
340 }
341 }
342 else
343 {
344 myMainSceneFbos [0]->Release (aCtx.operator->());
345 myMainSceneFbos [1]->Release (aCtx.operator->());
346 myImmediateSceneFbos[0]->Release (aCtx.operator->());
347 myImmediateSceneFbos[1]->Release (aCtx.operator->());
348 myMainSceneFbos [0]->ChangeViewport (0, 0);
349 myMainSceneFbos [1]->ChangeViewport (0, 0);
350 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
351 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
352 }
353
354 if (aProjectType == Graphic3d_Camera::Projection_Stereo
355 && myMainSceneFbos[0]->IsValid())
356 {
3c4b62a4 357 myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 358 if (!myMainSceneFbos[1]->IsValid())
359 {
360 // no enough memory?
361 aProjectType = Graphic3d_Camera::Projection_Perspective;
362 }
363 else if (!myTransientDrawToFront)
364 {
365 //
366 }
367 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
368 {
3c4b62a4 369 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
370 myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 371 if (!myImmediateSceneFbos[0]->IsValid()
372 || !myImmediateSceneFbos[1]->IsValid())
373 {
374 aProjectType = Graphic3d_Camera::Projection_Perspective;
375 }
376 }
377 }
378
379 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
380 {
381 OpenGl_FrameBuffer* aMainFbos[2] =
382 {
383 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
384 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
385 };
386 OpenGl_FrameBuffer* anImmFbos[2] =
387 {
388 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
389 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
390 };
391
392 if (!myTransientDrawToFront)
393 {
394 anImmFbos[0] = aMainFbos[0];
395 anImmFbos[1] = aMainFbos[1];
396 }
397 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
398 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
399 {
400 anImmFbos[0] = NULL;
401 anImmFbos[1] = NULL;
402 }
403
404 #if !defined(GL_ES_VERSION_2_0)
405 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
406 #endif
407 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0]);
408 myBackBufferRestored = Standard_True;
409 myIsImmediateDrawn = Standard_False;
410 #if !defined(GL_ES_VERSION_2_0)
411 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
412 #endif
b0dc79bc 413 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0]))
c357e426 414 {
415 toSwap = false;
416 }
417 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
418 {
419 aCtx->SwapBuffers();
420 }
421
422 #if !defined(GL_ES_VERSION_2_0)
423 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
424 #endif
425 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1]);
426 myBackBufferRestored = Standard_True;
427 myIsImmediateDrawn = Standard_False;
b0dc79bc 428 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1]))
c357e426 429 {
430 toSwap = false;
431 }
432
433 if (anImmFbos[0] != NULL)
434 {
3c4b62a4 435 drawStereoPair (aFrameBuffer);
c357e426 436 }
437 }
438 else
439 {
440 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
441 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
442 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
443 {
444 anImmFbo = myImmediateSceneFbos[0].operator->();
445 }
521b0d7f 446 if (!myTransientDrawToFront)
447 {
448 anImmFbo = aMainFbo;
449 }
c357e426 450
451 #if !defined(GL_ES_VERSION_2_0)
452 if (aMainFbo == NULL
453 && aFrameBuffer == NULL)
454 {
455 aCtx->SetReadDrawBuffer (GL_BACK);
456 }
457 #endif
458 redraw (aProjectType, aMainFbo != NULL ? aMainFbo : aFrameBuffer);
459 myBackBufferRestored = Standard_True;
460 myIsImmediateDrawn = Standard_False;
461 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo))
462 {
463 toSwap = false;
464 }
465
466 if (anImmFbo != NULL
467 && anImmFbo != aFrameBuffer)
468 {
469 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
470 }
471 }
472
473#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
474 if (OpenGl_AVIWriter_AllowWriting (myWindow->PlatformWindow()->NativeHandle()))
475 {
476 GLint params[4];
477 glGetIntegerv (GL_VIEWPORT, params);
478 int nWidth = params[2] & ~0x7;
479 int nHeight = params[3] & ~0x7;
480
481 const int nBitsPerPixel = 24;
482 GLubyte* aDumpData = new GLubyte[nWidth * nHeight * nBitsPerPixel / 8];
483
484 glPixelStorei (GL_PACK_ALIGNMENT, 1);
485 glReadPixels (0, 0, nWidth, nHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, aDumpData);
486 OpenGl_AVIWriter_AVIWriter (aDumpData, nWidth, nHeight, nBitsPerPixel);
487 delete[] aDumpData;
488 }
489#endif
490
bf02aa7d 491 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
492 && myRenderParams.IsGlobalIlluminationEnabled)
493 {
494 myAccumFrames++;
495 }
496
c357e426 497 // bind default FBO
498 bindDefaultFbo();
499
7ccf8676 500 if (wasDisabledMSAA != myToDisableMSAA
501 || hadFboBlit != myHasFboBlit)
502 {
503 // retry on error
504 Redraw();
505 }
506
c357e426 507 // Swap the buffers
508 if (toSwap)
509 {
510 aCtx->SwapBuffers();
511 if (!myMainSceneFbos[0]->IsValid())
512 {
513 myBackBufferRestored = Standard_False;
514 }
515 }
516 else
517 {
518 aCtx->core11fwd->glFlush();
519 }
520
521 // reset render mode state
522 aCtx->FetchState();
523
524 myWasRedrawnGL = Standard_True;
525}
526
527// =======================================================================
528// function : RedrawImmediate
529// purpose :
530// =======================================================================
531void OpenGl_View::RedrawImmediate()
532{
533 if (!myWorkspace->Activate())
534 return;
535
536 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
537 if (!myTransientDrawToFront
538 || !myBackBufferRestored
539 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
540 {
541 Redraw();
542 return;
543 }
544
545 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
546 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
b128c892 547 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
c357e426 548
549 if ( aFrameBuffer == NULL
550 && !aCtx->DefaultFrameBuffer().IsNull()
551 && aCtx->DefaultFrameBuffer()->IsValid())
552 {
553 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
554 }
555
556 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
557 {
558 if (myMainSceneFbos[0]->IsValid()
559 && !myMainSceneFbos[1]->IsValid())
560 {
561 aProjectType = Graphic3d_Camera::Projection_Perspective;
562 }
563 }
564
565 bool toSwap = false;
566 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
567 {
568 OpenGl_FrameBuffer* aMainFbos[2] =
569 {
570 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
571 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
572 };
573 OpenGl_FrameBuffer* anImmFbos[2] =
574 {
575 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
576 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
577 };
578 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
579 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
580 {
581 anImmFbos[0] = NULL;
582 anImmFbos[1] = NULL;
583 }
584
585 if (aCtx->arbFBO != NULL)
586 {
587 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
588 }
589 #if !defined(GL_ES_VERSION_2_0)
590 if (anImmFbos[0] == NULL)
591 {
592 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
593 }
594 #endif
595 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
596 aMainFbos[0],
597 anImmFbos[0],
598 Standard_True) || toSwap;
599 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
600 && toSwap
601 && !aCtx->caps->buffersNoSwap)
602 {
603 aCtx->SwapBuffers();
604 }
605
606 if (aCtx->arbFBO != NULL)
607 {
608 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
609 }
610 #if !defined(GL_ES_VERSION_2_0)
611 if (anImmFbos[1] == NULL)
612 {
613 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
614 }
615 #endif
616 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
617 aMainFbos[1],
618 anImmFbos[1],
619 Standard_True) || toSwap;
620 if (anImmFbos[0] != NULL)
621 {
3c4b62a4 622 drawStereoPair (aFrameBuffer);
c357e426 623 }
624 }
625 else
626 {
627 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
628 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
629 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
630 {
631 anImmFbo = myImmediateSceneFbos[0].operator->();
632 }
633 #if !defined(GL_ES_VERSION_2_0)
634 if (aMainFbo == NULL)
635 {
636 aCtx->SetReadDrawBuffer (GL_BACK);
637 }
638 #endif
639 toSwap = redrawImmediate (aProjectType,
640 aMainFbo,
641 anImmFbo,
642 Standard_True) || toSwap;
643 if (anImmFbo != NULL
644 && anImmFbo != aFrameBuffer)
645 {
646 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
647 }
648 }
649
650 // bind default FBO
651 bindDefaultFbo();
652
653 if (toSwap && !aCtx->caps->buffersNoSwap)
654 {
655 aCtx->SwapBuffers();
656 }
657 else
658 {
659 aCtx->core11fwd->glFlush();
660 }
661
662 myWasRedrawnGL = Standard_True;
663}
664
665// =======================================================================
666// function : redraw
667// purpose :
668// =======================================================================
669void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection, OpenGl_FrameBuffer* theReadDrawFbo)
670{
671 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
672 if (theReadDrawFbo != NULL)
673 {
674 theReadDrawFbo->BindBuffer (aCtx);
675 theReadDrawFbo->SetupViewport (aCtx);
676 }
677 else
678 {
679 aCtx->core11fwd->glViewport (0, 0, myWindow->Width(), myWindow->Height());
680 }
681
682 // request reset of material
683 myWorkspace->NamedStatus |= OPENGL_NS_RESMAT;
684 myWorkspace->UseZBuffer() = Standard_True;
685 myWorkspace->UseDepthWrite() = Standard_True;
686 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
687 glDepthFunc (GL_LEQUAL);
688 glDepthMask (GL_TRUE);
689 glEnable (GL_DEPTH_TEST);
690
691#if !defined(GL_ES_VERSION_2_0)
692 glClearDepth (1.0);
693#else
694 glClearDepthf (1.0f);
695#endif
696
697 if (myWorkspace->NamedStatus & OPENGL_NS_WHITEBACK)
698 {
699 // set background to white
700 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
701 }
702 else
703 {
b6472664 704 const OpenGl_Vec4& aBgColor = myBgColor;
705 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
c357e426 706 }
707
708 glClear (toClear);
709
710 render (theProjection, theReadDrawFbo, Standard_False);
711}
712
713// =======================================================================
714// function : redrawMonoImmediate
715// purpose :
716// =======================================================================
717bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
718 OpenGl_FrameBuffer* theReadFbo,
719 OpenGl_FrameBuffer* theDrawFbo,
720 const Standard_Boolean theIsPartialUpdate)
721{
722 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
723 GLboolean toCopyBackToFront = GL_FALSE;
521b0d7f 724 if (theDrawFbo == theReadFbo
725 && theDrawFbo != NULL)
c357e426 726 {
727 myBackBufferRestored = Standard_False;
728 }
729 else if (theReadFbo != NULL
730 && theReadFbo->IsValid()
731 && aCtx->IsRender())
732 {
733 if (!blitBuffers (theReadFbo, theDrawFbo))
734 {
735 return true;
736 }
737 }
738 else if (theDrawFbo == NULL)
739 {
740 #if !defined(GL_ES_VERSION_2_0)
741 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
742 #endif
743 if (toCopyBackToFront)
744 {
745 if (!HasImmediateStructures()
746 && !theIsPartialUpdate)
747 {
748 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
749 return true;
750 }
751 copyBackToFront();
752 }
753 else
754 {
755 myBackBufferRestored = Standard_False;
756 }
757 }
758 else
759 {
760 myBackBufferRestored = Standard_False;
761 }
762 myIsImmediateDrawn = Standard_True;
763
764 myWorkspace->UseZBuffer() = Standard_True;
765 myWorkspace->UseDepthWrite() = Standard_True;
766 glDepthFunc (GL_LEQUAL);
767 glDepthMask (GL_TRUE);
768 glEnable (GL_DEPTH_TEST);
769#if !defined(GL_ES_VERSION_2_0)
770 glClearDepth (1.0);
771#else
772 glClearDepthf (1.0f);
773#endif
774
775 render (theProjection, theDrawFbo, Standard_True);
776
777 return !toCopyBackToFront;
778}
779
780//=======================================================================
781//function : Render
782//purpose :
783//=======================================================================
784void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
785 OpenGl_FrameBuffer* theOutputFBO,
786 const Standard_Boolean theToDrawImmediate)
787{
788 // ==================================
789 // Step 1: Prepare for render
790 // ==================================
791
792 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
793
794#if !defined(GL_ES_VERSION_2_0)
795 // Disable current clipping planes
796 if (aContext->core11 != NULL)
797 {
798 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
799 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
800 {
801 aContext->core11fwd->glDisable (aClipPlaneId);
802 }
803 }
804#endif
805
806 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
807 myBVHSelector.SetViewVolume (myCamera);
91d96372 808 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height());
c357e426 809
810 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
811 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
812 {
016e5959 813 aManager->UpdateLightSourceStateTo (myShadingModel == Graphic3d_TOSM_NONE ? &myNoShadingLight : &myLights);
c357e426 814 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
815 }
816
817 // Update matrices if camera has changed.
818 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
819 const Standard_Boolean isCameraChanged = myWorldViewProjState != aWVPState;
820 const Standard_Boolean isSameView = aManager->IsSameView (this);
821 if (isCameraChanged)
822 {
823 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
824 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
bf02aa7d 825 myAccumFrames = 0;
c357e426 826 }
827
828 // Apply new matrix state if camera has changed or this view differs from the one
829 // that was previously used for configuring matrices of shader manager
830 // (ApplyProjectionMatrix and ApplyWorldViewMatrix will affect the manager).
831 if (isCameraChanged || !isSameView)
832 {
833 aContext->ApplyProjectionMatrix();
834 aContext->ApplyWorldViewMatrix();
835 }
836
837 if (aManager->ModelWorldState().Index() == 0)
838 {
839 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
840 }
841
842 myWorldViewProjState = aWVPState;
843
844 // ====================================
845 // Step 2: Redraw background
846 // ====================================
847
848 // Render background
849 if (!theToDrawImmediate)
850 {
a521d90d 851 drawBackground (myWorkspace);
c357e426 852 }
853
854#if !defined(GL_ES_VERSION_2_0)
855 // Switch off lighting by default
856 if (aContext->core11 != NULL)
857 {
858 glDisable(GL_LIGHTING);
859 }
860#endif
861
862 // =================================
863 // Step 3: Redraw main plane
864 // =================================
865
866 // Setup face culling
867 GLboolean isCullFace = GL_FALSE;
868 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
869 {
870 isCullFace = glIsEnabled (GL_CULL_FACE);
871 if (myBackfacing == Graphic3d_TOBM_DISABLE)
872 {
873 glEnable (GL_CULL_FACE);
874 glCullFace (GL_BACK);
875 }
876 else
877 glDisable (GL_CULL_FACE);
878 }
879
880#if !defined(GL_ES_VERSION_2_0)
881 // if the view is scaled normal vectors are scaled to unit
882 // length for correct displaying of shaded objects
883 const gp_Pnt anAxialScale = myCamera->AxialScale();
884 if (anAxialScale.X() != 1.F ||
885 anAxialScale.Y() != 1.F ||
886 anAxialScale.Z() != 1.F)
887 {
888 aContext->SetGlNormalizeEnabled (Standard_True);
889 }
890 else
891 {
892 aContext->SetGlNormalizeEnabled (Standard_False);
893 }
894
c357e426 895 // Apply InteriorShadingMethod
896 if (aContext->core11 != NULL)
897 {
898 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
899 || myShadingModel == Graphic3d_TOSM_NONE ? GL_FLAT : GL_SMOOTH);
900 }
901#endif
902
903 aManager->SetShadingModel (myShadingModel);
c357e426 904
905 // Redraw 3d scene
906 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
907 {
908 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
909 aContext->ApplyProjectionMatrix();
910 }
911 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
912 {
913 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
914 aContext->ApplyProjectionMatrix();
915 }
83da37b1 916
917 myWorkspace->SetEnvironmentTexture (myTextureEnv);
918
bf02aa7d 919 renderScene (theProjection, theOutputFBO, theToDrawImmediate);
c357e426 920
83da37b1 921 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
922
c357e426 923 // ===============================
924 // Step 4: Trihedron
925 // ===============================
926
927 // Resetting GL parameters according to the default aspects
928 // in order to synchronize GL state with the graphic driver state
929 // before drawing auxiliary stuff (trihedrons, overlayer)
c357e426 930 myWorkspace->ResetAppliedAspect();
931
c357e426 932
deb02f86 933 // We need to disable (unbind) all shaders programs to ensure
934 // that all objects without specified aspect will be drawn
935 // correctly (such as background)
936 aContext->BindProgram (NULL);
c357e426 937
938 // Render trihedron
939 if (!theToDrawImmediate)
940 {
941 renderTrihedron (myWorkspace);
942
943 // Restore face culling
944 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
945 {
946 if (isCullFace)
947 {
948 glEnable (GL_CULL_FACE);
949 glCullFace (GL_BACK);
950 }
951 else
952 glDisable (GL_CULL_FACE);
953 }
954 }
955
c357e426 956 // ==============================================================
957 // Step 6: Keep shader manager informed about last View
958 // ==============================================================
959
960 if (!aManager.IsNull())
961 {
962 aManager->SetLastView (this);
963 }
964}
965
966// =======================================================================
967// function : InvalidateBVHData
968// purpose :
969// =======================================================================
970void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
971{
972 myZLayers.InvalidateBVHData (theLayerId);
973}
974
975//=======================================================================
976//function : renderStructs
977//purpose :
978//=======================================================================
bf02aa7d 979void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
980 OpenGl_FrameBuffer* theReadDrawFbo,
981 const Standard_Boolean theToDrawImmediate)
c357e426 982{
983 if ( myZLayers.NbStructures() <= 0 )
984 return;
985
986 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
c357e426 987 Standard_Boolean toRenderGL = theToDrawImmediate ||
988 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
989 myRaytraceInitStatus == OpenGl_RT_FAIL ||
990 aCtx->IsFeedback();
991
992 if (!toRenderGL)
993 {
994 toRenderGL = !initRaytraceResources (aCtx) ||
995 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
996
997 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
998
999 if (!toRenderGL)
1000 {
1001 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
1002 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
3c4b62a4 1003 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
c357e426 1004
1005 if (myRaytraceFilter.IsNull())
1006 myRaytraceFilter = new OpenGl_RaytraceFilter;
1007
1008 myRaytraceFilter->SetPrevRenderFilter (myWorkspace->GetRenderFilter());
1009
1010 if (theReadDrawFbo != NULL)
1011 theReadDrawFbo->UnbindBuffer (aCtx);
1012
1013 // Prepare preliminary OpenGL output
1014 if (aCtx->arbFBOBlit != NULL)
1015 {
1016 // Render bottom OSD layer
1017 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom);
1018
1019 myWorkspace->SetRenderFilter (myRaytraceFilter);
1020 {
1021 if (theReadDrawFbo != NULL)
1022 {
1023 theReadDrawFbo->BindReadBuffer (aCtx);
1024 }
1025 else
1026 {
1027 aCtx->arbFBO->glBindFramebuffer (GL_READ_FRAMEBUFFER, 0);
1028 }
1029
1030 myOpenGlFBO->BindDrawBuffer (aCtx);
1031
1032 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aSizeX, aSizeY,
1033 0, 0, aSizeX, aSizeY,
1034 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
1035 GL_NEAREST);
1036
1037 // Render non-polygonal elements in default layer
1038 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default);
1039 }
1040 myWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
1041 }
1042
1043 if (theReadDrawFbo != NULL)
1044 {
1045 theReadDrawFbo->BindBuffer (aCtx);
1046 }
1047 else
1048 {
1049 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
1050 }
1051
f55ba97f 1052 // Reset OpenGl aspects state to default to avoid enabling of
1053 // backface culling which is not supported in ray-tracing.
1054 myWorkspace->ResetAppliedAspect();
1055
c357e426 1056 // Ray-tracing polygonal primitive arrays
bf02aa7d 1057 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
c357e426 1058
1059 // Render upper (top and topmost) OpenGL layers
1060 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper);
1061 }
1062 }
1063
1064 // Redraw 3D scene using OpenGL in standard
1065 // mode or in case of ray-tracing failure
1066 if (toRenderGL)
1067 {
1068 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All);
1069
1070 // Set flag that scene was redrawn by standard pipeline
1071 myWasRedrawnGL = Standard_True;
1072 }
1073}
1074
1075//=======================================================================
1076//function : renderTrihedron
1077//purpose :
1078//=======================================================================
1079void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1080{
1081 // display global trihedron
1082 if (myToShowTrihedron)
1083 {
83da37b1 1084 // disable environment texture
1085 Handle(OpenGl_Texture) anEnvironmentTexture = theWorkspace->EnvironmentTexture();
1086 theWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
1087
c357e426 1088 myTrihedron.Render (theWorkspace);
83da37b1 1089
1090 // restore environment texture
1091 theWorkspace->SetEnvironmentTexture (anEnvironmentTexture);
c357e426 1092 }
1093 if (myToShowGradTrihedron)
1094 {
1095 myGraduatedTrihedron.Render (theWorkspace);
1096 }
1097}
1098
1099// =======================================================================
1100// function : Invalidate
1101// purpose :
1102// =======================================================================
1103void OpenGl_View::Invalidate()
1104{
1105 myBackBufferRestored = Standard_False;
1106}
1107
1108//=======================================================================
1109//function : renderScene
1110//purpose :
1111//=======================================================================
bf02aa7d 1112void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1113 OpenGl_FrameBuffer* theReadDrawFbo,
1114 const Standard_Boolean theToDrawImmediate)
c357e426 1115{
1116 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1117
c357e426 1118 // Specify clipping planes in view transformation space
89a929ea 1119 aContext->ChangeClipping().RemoveAll (aContext);
c357e426 1120 if (!myClipPlanes.IsEmpty())
1121 {
1122 Graphic3d_SequenceOfHClipPlane aUserPlanes;
1123 Graphic3d_SequenceOfHClipPlane::Iterator aClippingIt (myClipPlanes);
1124 for (; aClippingIt.More(); aClippingIt.Next())
1125 {
1126 const Handle(Graphic3d_ClipPlane)& aClipPlane = aClippingIt.Value();
1127 if (aClipPlane->IsOn())
1128 {
1129 aUserPlanes.Append (aClipPlane);
1130 }
1131 }
1132
1133 if (!aUserPlanes.IsEmpty())
1134 {
deb02f86 1135 aContext->ChangeClipping().AddWorld (aContext, aUserPlanes);
c357e426 1136 }
1137
deb02f86 1138 aContext->ShaderManager()->UpdateClippingState();
c357e426 1139 }
1140
1141#if !defined(GL_ES_VERSION_2_0)
1142 // Apply Lights
1143 if (aContext->core11 != NULL)
1144 {
1145 // setup lights
1146 Graphic3d_Vec4 anAmbientColor (THE_DEFAULT_AMBIENT[0],
1147 THE_DEFAULT_AMBIENT[1],
1148 THE_DEFAULT_AMBIENT[2],
1149 THE_DEFAULT_AMBIENT[3]);
1150 GLenum aLightGlId = GL_LIGHT0;
1151
016e5959 1152 OpenGl_ListOfLight::Iterator aLightIt (myShadingModel == Graphic3d_TOSM_NONE ? myNoShadingLight : myLights);
c357e426 1153 for (; aLightIt.More(); aLightIt.Next())
1154 {
1155 bindLight (aLightIt.Value(), aLightGlId, anAmbientColor, myWorkspace);
1156 }
1157
1158 // apply accumulated ambient color
1159 anAmbientColor.a() = 1.0f;
1160 glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbientColor.GetData());
1161
1162 if (aLightGlId != GL_LIGHT0)
1163 {
1164 glEnable (GL_LIGHTING);
1165 }
1166 // switch off unused lights
1167 for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
1168 {
1169 glDisable (aLightGlId);
1170 }
1171 }
1172#endif
1173
1174 // Clear status bitfields
1175 myWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
1176
83da37b1 1177 // First pass
1178 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
1179 myWorkspace->DisableTexture();
c357e426 1180
83da37b1 1181 // Second pass
1182 if (myWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
c357e426 1183 {
83da37b1 1184 myWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
c357e426 1185
83da37b1 1186 // Remember OpenGl properties
1187 GLint aSaveBlendDst = GL_ONE_MINUS_SRC_ALPHA, aSaveBlendSrc = GL_SRC_ALPHA;
1188 GLint aSaveZbuffFunc;
1189 GLboolean aSaveZbuffWrite;
1190 glGetBooleanv (GL_DEPTH_WRITEMASK, &aSaveZbuffWrite);
1191 glGetIntegerv (GL_DEPTH_FUNC, &aSaveZbuffFunc);
1192 #if !defined(GL_ES_VERSION_2_0)
1193 glGetIntegerv (GL_BLEND_DST, &aSaveBlendDst);
1194 glGetIntegerv (GL_BLEND_SRC, &aSaveBlendSrc);
1195 #endif
1196 GLboolean wasZbuffEnabled = glIsEnabled (GL_DEPTH_TEST);
1197 GLboolean wasBlendEnabled = glIsEnabled (GL_BLEND);
c357e426 1198
83da37b1 1199 // Change the properties for second rendering pass
1200 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1201 glEnable (GL_BLEND);
c357e426 1202
83da37b1 1203 glDepthFunc (GL_EQUAL);
1204 glDepthMask (GL_FALSE);
1205 glEnable (GL_DEPTH_TEST);
c357e426 1206
83da37b1 1207 // Render the view
1208 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
1209 myWorkspace->DisableTexture();
1210
1211 // Restore properties back
1212 glBlendFunc (aSaveBlendSrc, aSaveBlendDst);
1213 if (!wasBlendEnabled)
1214 glDisable (GL_BLEND);
1215
1216 glDepthFunc (aSaveZbuffFunc);
1217 glDepthMask (aSaveZbuffWrite);
1218 if (!wasZbuffEnabled)
1219 glDisable (GL_DEPTH_FUNC);
c357e426 1220 }
1221
1222 // Apply restored view matrix.
1223 aContext->ApplyWorldViewMatrix();
1224
deb02f86 1225 aContext->ChangeClipping().RemoveAll (aContext);
1226 if (!myClipPlanes.IsEmpty())
1227 {
1228 aContext->ShaderManager()->RevertClippingState();
deb02f86 1229 }
c357e426 1230}
1231
1232// =======================================================================
1233// function : bindDefaultFbo
1234// purpose :
1235// =======================================================================
1236void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1237{
1238 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1239 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1240 ? theCustomFbo
1241 : (!aCtx->DefaultFrameBuffer().IsNull()
1242 && aCtx->DefaultFrameBuffer()->IsValid()
1243 ? aCtx->DefaultFrameBuffer().operator->()
1244 : NULL);
1245 if (anFbo != NULL)
1246 {
1247 anFbo->BindBuffer (aCtx);
521b0d7f 1248 anFbo->SetupViewport (aCtx);
c357e426 1249 }
1250 else
1251 {
1252 #if !defined(GL_ES_VERSION_2_0)
1253 aCtx->SetReadDrawBuffer (GL_BACK);
1254 #else
1255 if (aCtx->arbFBO != NULL)
1256 {
1257 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1258 }
1259 #endif
521b0d7f 1260 aCtx->core11fwd->glViewport (0, 0, myWindow->Width(), myWindow->Height());
c357e426 1261 }
c357e426 1262}
1263
1264// =======================================================================
1265// function : initBlitQuad
1266// purpose :
1267// =======================================================================
1268OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1269{
1270 OpenGl_VertexBuffer* aVerts = NULL;
1271 if (!theToFlip)
1272 {
1273 aVerts = &myFullScreenQuad;
1274 if (!aVerts->IsValid())
1275 {
1276 OpenGl_Vec4 aQuad[4] =
1277 {
1278 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1279 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1280 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1281 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1282 };
1283 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1284 }
1285 }
1286 else
1287 {
1288 aVerts = &myFullScreenQuadFlip;
1289 if (!aVerts->IsValid())
1290 {
1291 OpenGl_Vec4 aQuad[4] =
1292 {
1293 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1294 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1295 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1296 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1297 };
1298 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1299 }
1300 }
1301 return aVerts;
1302}
1303
1304// =======================================================================
1305// function : blitBuffers
1306// purpose :
1307// =======================================================================
1308bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1309 OpenGl_FrameBuffer* theDrawFbo,
1310 const Standard_Boolean theToFlip)
1311{
1312 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1313 if (theReadFbo == NULL || aCtx->IsFeedback())
1314 {
1315 return false;
1316 }
1317 else if (theReadFbo == theDrawFbo)
1318 {
1319 return true;
1320 }
1321
1322 // clear destination before blitting
1323 if (theDrawFbo != NULL
1324 && theDrawFbo->IsValid())
1325 {
1326 theDrawFbo->BindBuffer (aCtx);
1327 }
1328 else
1329 {
1330 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1331 }
1332#if !defined(GL_ES_VERSION_2_0)
1333 aCtx->core20fwd->glClearDepth (1.0);
1334#else
1335 aCtx->core20fwd->glClearDepthf (1.0f);
1336#endif
1337 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1338
3c4b62a4 1339#if !defined(GL_ES_VERSION_2_0)
1340 if (aCtx->arbFBOBlit != NULL
1341 && theReadFbo->NbSamples() != 0)
c357e426 1342 {
3c4b62a4 1343 GLbitfield aCopyMask = 0;
c357e426 1344 theReadFbo->BindReadBuffer (aCtx);
1345 if (theDrawFbo != NULL
1346 && theDrawFbo->IsValid())
1347 {
1348 theDrawFbo->BindDrawBuffer (aCtx);
3c4b62a4 1349 if (theDrawFbo->HasColor()
1350 && theReadFbo->HasColor())
1351 {
1352 aCopyMask |= GL_COLOR_BUFFER_BIT;
1353 }
1354 if (theDrawFbo->HasDepth()
1355 && theReadFbo->HasDepth())
1356 {
1357 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1358 }
c357e426 1359 }
1360 else
1361 {
3c4b62a4 1362 if (theReadFbo->HasColor())
1363 {
1364 aCopyMask |= GL_COLOR_BUFFER_BIT;
1365 }
1366 if (theReadFbo->HasDepth())
1367 {
1368 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1369 }
c357e426 1370 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1371 }
3c4b62a4 1372
c357e426 1373 // we don't copy stencil buffer here... does it matter for performance?
1374 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
1375 0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
3c4b62a4 1376 aCopyMask, GL_NEAREST);
7ccf8676 1377 const int anErr = ::glGetError();
1378 if (anErr != GL_NO_ERROR)
1379 {
1380 // glBlitFramebuffer() might fail in several cases:
1381 // - Both FBOs have MSAA and they are samples number does not match.
1382 // OCCT checks that this does not happen,
1383 // however some graphics drivers provide an option for overriding MSAA.
1384 // In this case window MSAA might be non-zero (and application can not check it)
1385 // and might not match MSAA of our offscreen FBOs.
1386 // - Pixel formats of FBOs do not match.
1387 // This also might happen with window has pixel format,
1388 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1389 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1390 + " Please check your graphics driver settings or try updating driver.";
1391 if (theReadFbo->NbSamples() != 0)
1392 {
1393 myToDisableMSAA = true;
1394 aMsg += "\n MSAA settings should not be overridden by driver!";
1395 }
1396 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1397 GL_DEBUG_TYPE_ERROR,
1398 0,
1399 GL_DEBUG_SEVERITY_HIGH,
1400 aMsg);
1401 }
1402
c357e426 1403 if (theDrawFbo != NULL
3c4b62a4 1404 && theDrawFbo->IsValid())
c357e426 1405 {
1406 theDrawFbo->BindBuffer (aCtx);
1407 }
1408 else
1409 {
1410 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1411 }
1412 }
1413 else
3c4b62a4 1414#endif
c357e426 1415 {
1416 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1417 aCtx->core20fwd->glDepthMask (GL_TRUE);
1418 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1419
1420 myWorkspace->DisableTexture();
1421
1422 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1423 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1424 if (aVerts->IsValid()
1425 && aManager->BindFboBlitProgram())
1426 {
1427 theReadFbo->ColorTexture() ->Bind (aCtx, GL_TEXTURE0 + 0);
1428 theReadFbo->DepthStencilTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1429 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1430
1431 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1432
1433 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1434 theReadFbo->DepthStencilTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1435 theReadFbo->ColorTexture() ->Unbind (aCtx, GL_TEXTURE0 + 0);
a521d90d 1436 aCtx->BindProgram (NULL);
c357e426 1437 }
1438 else
1439 {
1440 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1441 + "Error! FBO blitting has failed";
3b523c4c 1442 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1443 GL_DEBUG_TYPE_ERROR,
c357e426 1444 0,
3b523c4c 1445 GL_DEBUG_SEVERITY_HIGH,
c357e426 1446 aMsg);
1447 myHasFboBlit = Standard_False;
1448 theReadFbo->Release (aCtx.operator->());
1449 return true;
1450 }
1451 }
1452 return true;
1453}
1454
1455// =======================================================================
1456// function : drawStereoPair
1457// purpose :
1458// =======================================================================
3c4b62a4 1459void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
c357e426 1460{
3c4b62a4 1461 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1462 bindDefaultFbo (theDrawFbo);
c357e426 1463 OpenGl_FrameBuffer* aPair[2] =
1464 {
1465 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1466 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1467 };
1468 if (aPair[0] == NULL
1469 || aPair[1] == NULL
1470 || !myTransientDrawToFront)
1471 {
1472 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1473 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1474 }
1475
1476 if (aPair[0] == NULL
1477 || aPair[1] == NULL)
1478 {
1479 return;
1480 }
1481
3c4b62a4 1482 if (aPair[0]->NbSamples() != 0)
1483 {
1484 // resolve MSAA buffers before drawing
1485 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1486 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1487 {
82f443b6 1488 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1489 GL_DEBUG_TYPE_ERROR,
3c4b62a4 1490 0,
82f443b6 1491 GL_DEBUG_SEVERITY_HIGH,
3c4b62a4 1492 "Error! Unable to allocate FBO for blitting stereo pair");
1493 bindDefaultFbo (theDrawFbo);
1494 return;
1495 }
1496
1497 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1498 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1499 {
1500 bindDefaultFbo (theDrawFbo);
1501 return;
1502 }
1503
1504 aPair[0] = myOpenGlFBO .operator->();
1505 aPair[1] = myOpenGlFBO2.operator->();
1506 bindDefaultFbo (theDrawFbo);
1507 }
1508
c357e426 1509 struct
1510 {
1511 Standard_Integer left;
1512 Standard_Integer top;
1513 Standard_Integer right;
1514 Standard_Integer bottom;
1515 Standard_Integer dx() { return right - left; }
1516 Standard_Integer dy() { return bottom - top; }
1517 } aGeom;
1518
1519 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1520
1521 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1522 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1523 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1524 if (isOddY
1525 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1526 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1527 {
1528 toReverse = !toReverse;
1529 }
1530 if (isOddX
1531 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1532 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1533 {
1534 toReverse = !toReverse;
1535 }
1536
1537 if (toReverse)
1538 {
1539 std::swap (aPair[0], aPair[1]);
1540 }
1541
c357e426 1542 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1543 aCtx->core20fwd->glDepthMask (GL_TRUE);
1544 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1545
1546 myWorkspace->DisableTexture();
1547 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1548
1549 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1550 if (aVerts->IsValid()
1551 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1552 {
1553 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1554 {
1555 OpenGl_Mat4 aFilterL, aFilterR;
1556 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1557 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1558 switch (myRenderParams.AnaglyphFilter)
1559 {
1560 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1561 {
1562 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1563 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1564 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1565 break;
1566 }
1567 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1568 {
1569 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1570 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1571 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1572 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1573 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1574 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1575 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1576 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1577 break;
1578 }
1579 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1580 {
1581 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1582 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1583 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1584 break;
1585 }
1586 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1587 {
1588 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1589 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1590 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1591 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1592 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1593 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1594 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1595 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1596 break;
1597 }
1598 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1599 {
1600 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1601 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1602 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1603 break;
1604 }
1605 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1606 {
1607 aFilterL = myRenderParams.AnaglyphLeft;
1608 aFilterR = myRenderParams.AnaglyphRight;
1609 break;
1610 }
1611 }
1612 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1613 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1614 }
1615
1616 aPair[0]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1617 aPair[1]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1618 aVerts->BindVertexAttrib (aCtx, 0);
1619
1620 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1621
1622 aVerts->UnbindVertexAttrib (aCtx, 0);
1623 aPair[1]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1624 aPair[0]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 0);
1625 }
1626 else
1627 {
1628 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1629 + "Error! Anaglyph has failed";
3b523c4c 1630 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1631 GL_DEBUG_TYPE_ERROR,
c357e426 1632 0,
3b523c4c 1633 GL_DEBUG_SEVERITY_HIGH,
c357e426 1634 aMsg);
1635 }
1636}
1637
1638// =======================================================================
1639// function : copyBackToFront
1640// purpose :
1641// =======================================================================
1642void OpenGl_View::copyBackToFront()
1643{
1644#if !defined(GL_ES_VERSION_2_0)
1645
1646 OpenGl_Mat4 aProjectMat;
1647 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1648 0.f, static_cast<GLfloat> (myWindow->Width()), 0.f, static_cast<GLfloat> (myWindow->Height()));
1649
1650 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1651 aCtx->WorldViewState.Push();
1652 aCtx->ProjectionState.Push();
1653
1654 aCtx->WorldViewState.SetIdentity();
1655 aCtx->ProjectionState.SetCurrent (aProjectMat);
1656
1657 aCtx->ApplyProjectionMatrix();
1658 aCtx->ApplyWorldViewMatrix();
1659
1660 aCtx->DisableFeatures();
1661
1662 switch (aCtx->DrawBuffer())
1663 {
1664 case GL_BACK_LEFT:
1665 {
1666 aCtx->SetReadBuffer (GL_BACK_LEFT);
1667 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1668 break;
1669 }
1670 case GL_BACK_RIGHT:
1671 {
1672 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1673 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1674 break;
1675 }
1676 default:
1677 {
1678 aCtx->SetReadBuffer (GL_BACK);
1679 aCtx->SetDrawBuffer (GL_FRONT);
1680 break;
1681 }
1682 }
1683
1684 glRasterPos2i (0, 0);
1685 glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1686 //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1687
1688 aCtx->EnableFeatures();
1689
1690 aCtx->WorldViewState.Pop();
1691 aCtx->ProjectionState.Pop();
1692 aCtx->ApplyProjectionMatrix();
1693
1694 // read/write from front buffer now
1695 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1696#endif
1697 myIsImmediateDrawn = Standard_False;
1698}