0028205: Visualization - add functionality for dumping results of detection algorithm...
[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>
c357e426 34#include <OpenGl_GraduatedTrihedron.hxx>
35#include <OpenGl_PrimitiveArray.hxx>
c357e426 36#include <OpenGl_ShaderManager.hxx>
37#include <OpenGl_ShaderProgram.hxx>
38#include <OpenGl_Structure.hxx>
39#include <OpenGl_ArbFBO.hxx>
40
41#define EPSI 0.0001
42
43namespace
44{
45 static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
46 static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
47 static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
48 static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
49}
50
51extern void InitLayerProp (const int theListId); //szvgl: defined in OpenGl_GraphicDriver_Layer.cxx
52
53#if !defined(GL_ES_VERSION_2_0)
54
55//=======================================================================
56//function : bindLight
57//purpose :
58//=======================================================================
59static void bindLight (const OpenGl_Light& theLight,
60 GLenum& theLightGlId,
61 Graphic3d_Vec4& theAmbientColor,
62 const Handle(OpenGl_Workspace)& theWorkspace)
63{
64 // Only 8 lights in OpenGL...
65 if (theLightGlId > GL_LIGHT7)
66 {
67 return;
68 }
69
70 if (theLight.Type == Graphic3d_TOLS_AMBIENT)
71 {
72 // add RGBA intensity of the ambient light
73 theAmbientColor += theLight.Color;
74 return;
75 }
76
77 const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
78
79 // the light is a headlight?
80 if (theLight.IsHeadlight)
81 {
82 aContext->WorldViewState.Push();
83 aContext->WorldViewState.SetIdentity();
84
85 aContext->ApplyWorldViewMatrix();
86 }
87
88 // setup light type
89 switch (theLight.Type)
90 {
91 case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
92 case Graphic3d_TOLS_DIRECTIONAL:
93 {
94 // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
95 const OpenGl_Vec4 anInfDir = -theLight.Direction;
96
97 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
98 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
99 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
100 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
101 glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
102 glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
103 glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
104 glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
105 break;
106 }
107 case Graphic3d_TOLS_POSITIONAL:
108 {
109 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
7c3ef2f7 110 const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position.x()), static_cast<float>(theLight.Position.y()), static_cast<float>(theLight.Position.z()), 1.0f);
c357e426 111 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
112 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
113 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
7c3ef2f7 114 glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
c357e426 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 {
7c3ef2f7 125 const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position.x()), static_cast<float>(theLight.Position.y()), static_cast<float>(theLight.Position.z()), 1.0f);
c357e426 126 glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
127 glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
128 glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
7c3ef2f7 129 glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
c357e426 130 glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.Direction.GetData());
131 glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
132 glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
133 glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
134 glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
135 glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
136 break;
137 }
138 }
139
140 // restore matrix in case of headlight
141 if (theLight.IsHeadlight)
142 {
143 aContext->WorldViewState.Pop();
144 }
145
146 glEnable (theLightGlId++);
147}
148#endif
149
150//=======================================================================
a521d90d 151//function : drawBackground
c357e426 152//purpose :
153//=======================================================================
a521d90d 154void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
c357e426 155{
156 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
157
158 if ((theWorkspace->NamedStatus & OPENGL_NS_WHITEBACK) != 0 // no background
159 || (!myBgTextureArray->IsDefined() // no texture
160 && !myBgGradientArray->IsDefined())) // no gradient
161 {
162 return;
163 }
164
165 const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
166 if (wasUsedZBuffer)
167 {
168 aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
169 }
170
c357e426 171 // Drawing background gradient if:
172 // - gradient fill type is not Aspect_GFM_NONE and
173 // - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
174 if (myBgGradientArray->IsDefined()
b6472664 175 && (!myTextureParams->Aspect()->ToMapTexture()
c357e426 176 || myBgTextureArray->TextureFillMethod() == Aspect_FM_CENTERED
177 || myBgTextureArray->TextureFillMethod() == Aspect_FM_NONE))
178 {
179 #if !defined(GL_ES_VERSION_2_0)
180 GLint aShadingModelOld = GL_SMOOTH;
181 if (aCtx->core11 != NULL)
182 {
183 aCtx->core11fwd->glDisable (GL_LIGHTING);
184 aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
185 aCtx->core11->glShadeModel (GL_SMOOTH);
186 }
187 #endif
188
c357e426 189 myBgGradientArray->Render (theWorkspace);
190
191 #if !defined(GL_ES_VERSION_2_0)
192 if (aCtx->core11 != NULL)
193 {
194 aCtx->core11->glShadeModel (aShadingModelOld);
195 }
196 #endif
197 }
198
199 // Drawing background image if it is defined
200 // (texture is defined and fill type is not Aspect_FM_NONE)
201 if (myBgTextureArray->IsDefined()
b6472664 202 && myTextureParams->Aspect()->ToMapTexture())
c357e426 203 {
204 aCtx->core11fwd->glDisable (GL_BLEND);
205
206 const OpenGl_AspectFace* anOldAspectFace = theWorkspace->SetAspectFace (myTextureParams);
c357e426 207 myBgTextureArray->Render (theWorkspace);
c357e426 208 theWorkspace->SetAspectFace (anOldAspectFace);
209 }
210
c357e426 211 if (wasUsedZBuffer)
212 {
213 theWorkspace->SetUseZBuffer (Standard_True);
214 aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
215 }
216}
217
218//=======================================================================
219//function : Redraw
220//purpose :
221//=======================================================================
222void OpenGl_View::Redraw()
223{
7ccf8676 224 const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
225 const Standard_Boolean hadFboBlit = myHasFboBlit;
c357e426 226 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
227 && !myCaps->vboDisable
228 && !myCaps->keepArrayData)
229 {
230 if (myWasRedrawnGL)
231 {
232 myDeviceLostFlag = Standard_True;
233 }
234
235 myCaps->keepArrayData = Standard_True;
236 }
237
238 if (!myWorkspace->Activate())
239 {
240 return;
241 }
242
243 myWindow->SetSwapInterval();
244
245 ++myFrameCounter;
7c3ef2f7 246 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
247 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
248 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
c357e426 249
250 // release pending GL resources
251 aCtx->ReleaseDelayed();
252
253 // fetch OpenGl context state
254 aCtx->FetchState();
255
75c262a9 256 // set resolution ratio
257 aCtx->SetResolutionRatio (RenderingParams().ResolutionRatio());
258
b128c892 259 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
c357e426 260 bool toSwap = aCtx->IsRender()
261 && !aCtx->caps->buffersNoSwap
262 && aFrameBuffer == NULL;
263
264 Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
265 Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
266
3c4b62a4 267 // determine multisampling parameters
7ccf8676 268 Standard_Integer aNbSamples = !myToDisableMSAA
269 ? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
270 : 0;
3c4b62a4 271 if (aNbSamples != 0)
272 {
273 aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
274 }
275
c357e426 276 if ( aFrameBuffer == NULL
277 && !aCtx->DefaultFrameBuffer().IsNull()
278 && aCtx->DefaultFrameBuffer()->IsValid())
279 {
280 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
281 }
282
283 if (myHasFboBlit
3c4b62a4 284 && (myTransientDrawToFront
285 || aProjectType == Graphic3d_Camera::Projection_Stereo
286 || aNbSamples != 0))
c357e426 287 {
288 if (myMainSceneFbos[0]->GetVPSizeX() != aSizeX
3c4b62a4 289 || myMainSceneFbos[0]->GetVPSizeY() != aSizeY
290 || myMainSceneFbos[0]->NbSamples() != aNbSamples)
c357e426 291 {
521b0d7f 292 if (!myTransientDrawToFront)
293 {
294 myImmediateSceneFbos[0]->Release (aCtx.operator->());
295 myImmediateSceneFbos[1]->Release (aCtx.operator->());
296 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
297 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
298 }
299
c357e426 300 // prepare FBOs containing main scene
301 // for further blitting and rendering immediate presentations on top
302 if (aCtx->core20fwd != NULL)
303 {
3c4b62a4 304 myMainSceneFbos[0]->Init (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples);
c357e426 305 }
521b0d7f 306 if (myTransientDrawToFront
307 && !aCtx->caps->useSystemBuffer
308 && myMainSceneFbos[0]->IsValid())
c357e426 309 {
3c4b62a4 310 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 311 }
312 }
313 }
314 else
315 {
316 myMainSceneFbos [0]->Release (aCtx.operator->());
317 myMainSceneFbos [1]->Release (aCtx.operator->());
318 myImmediateSceneFbos[0]->Release (aCtx.operator->());
319 myImmediateSceneFbos[1]->Release (aCtx.operator->());
320 myMainSceneFbos [0]->ChangeViewport (0, 0);
321 myMainSceneFbos [1]->ChangeViewport (0, 0);
322 myImmediateSceneFbos[0]->ChangeViewport (0, 0);
323 myImmediateSceneFbos[1]->ChangeViewport (0, 0);
324 }
325
326 if (aProjectType == Graphic3d_Camera::Projection_Stereo
327 && myMainSceneFbos[0]->IsValid())
328 {
3c4b62a4 329 myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 330 if (!myMainSceneFbos[1]->IsValid())
331 {
332 // no enough memory?
333 aProjectType = Graphic3d_Camera::Projection_Perspective;
334 }
335 else if (!myTransientDrawToFront)
336 {
337 //
338 }
339 else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
340 {
3c4b62a4 341 myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0]);
342 myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0]);
c357e426 343 if (!myImmediateSceneFbos[0]->IsValid()
344 || !myImmediateSceneFbos[1]->IsValid())
345 {
346 aProjectType = Graphic3d_Camera::Projection_Perspective;
347 }
348 }
349 }
350
351 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
352 {
353 OpenGl_FrameBuffer* aMainFbos[2] =
354 {
355 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
356 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
357 };
358 OpenGl_FrameBuffer* anImmFbos[2] =
359 {
360 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
361 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
362 };
363
364 if (!myTransientDrawToFront)
365 {
366 anImmFbos[0] = aMainFbos[0];
367 anImmFbos[1] = aMainFbos[1];
368 }
369 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
370 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
371 {
372 anImmFbos[0] = NULL;
373 anImmFbos[1] = NULL;
374 }
375
376 #if !defined(GL_ES_VERSION_2_0)
377 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
378 #endif
379 redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0]);
380 myBackBufferRestored = Standard_True;
381 myIsImmediateDrawn = Standard_False;
382 #if !defined(GL_ES_VERSION_2_0)
383 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
384 #endif
b0dc79bc 385 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0]))
c357e426 386 {
387 toSwap = false;
388 }
389 else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
390 {
391 aCtx->SwapBuffers();
392 }
393
394 #if !defined(GL_ES_VERSION_2_0)
395 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
396 #endif
397 redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1]);
398 myBackBufferRestored = Standard_True;
399 myIsImmediateDrawn = Standard_False;
b0dc79bc 400 if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1]))
c357e426 401 {
402 toSwap = false;
403 }
404
405 if (anImmFbos[0] != NULL)
406 {
3c4b62a4 407 drawStereoPair (aFrameBuffer);
c357e426 408 }
409 }
410 else
411 {
3bffef55 412 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
c357e426 413 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
414 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
415 {
416 anImmFbo = myImmediateSceneFbos[0].operator->();
417 }
521b0d7f 418 if (!myTransientDrawToFront)
419 {
420 anImmFbo = aMainFbo;
421 }
c357e426 422
423 #if !defined(GL_ES_VERSION_2_0)
3bffef55 424 if (aMainFbo == NULL)
c357e426 425 {
426 aCtx->SetReadDrawBuffer (GL_BACK);
427 }
428 #endif
3bffef55 429 redraw (aProjectType, aMainFbo);
c357e426 430 myBackBufferRestored = Standard_True;
431 myIsImmediateDrawn = Standard_False;
432 if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo))
433 {
434 toSwap = false;
435 }
436
437 if (anImmFbo != NULL
438 && anImmFbo != aFrameBuffer)
439 {
440 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
441 }
442 }
443
bf02aa7d 444 if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
445 && myRenderParams.IsGlobalIlluminationEnabled)
446 {
447 myAccumFrames++;
448 }
449
c357e426 450 // bind default FBO
451 bindDefaultFbo();
452
7ccf8676 453 if (wasDisabledMSAA != myToDisableMSAA
454 || hadFboBlit != myHasFboBlit)
455 {
456 // retry on error
457 Redraw();
458 }
459
c357e426 460 // Swap the buffers
461 if (toSwap)
462 {
463 aCtx->SwapBuffers();
464 if (!myMainSceneFbos[0]->IsValid())
465 {
466 myBackBufferRestored = Standard_False;
467 }
468 }
469 else
470 {
471 aCtx->core11fwd->glFlush();
472 }
473
474 // reset render mode state
475 aCtx->FetchState();
476
477 myWasRedrawnGL = Standard_True;
478}
479
480// =======================================================================
481// function : RedrawImmediate
482// purpose :
483// =======================================================================
484void OpenGl_View::RedrawImmediate()
485{
486 if (!myWorkspace->Activate())
487 return;
488
489 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
490 if (!myTransientDrawToFront
491 || !myBackBufferRestored
492 || (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
493 {
494 Redraw();
495 return;
496 }
497
498 const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
499 Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
b128c892 500 OpenGl_FrameBuffer* aFrameBuffer = myFBO.operator->();
c357e426 501
502 if ( aFrameBuffer == NULL
503 && !aCtx->DefaultFrameBuffer().IsNull()
504 && aCtx->DefaultFrameBuffer()->IsValid())
505 {
506 aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
507 }
508
509 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
510 {
511 if (myMainSceneFbos[0]->IsValid()
512 && !myMainSceneFbos[1]->IsValid())
513 {
514 aProjectType = Graphic3d_Camera::Projection_Perspective;
515 }
516 }
517
518 bool toSwap = false;
519 if (aProjectType == Graphic3d_Camera::Projection_Stereo)
520 {
521 OpenGl_FrameBuffer* aMainFbos[2] =
522 {
523 myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
524 myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
525 };
526 OpenGl_FrameBuffer* anImmFbos[2] =
527 {
528 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
529 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
530 };
531 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
532 || aStereoMode == Graphic3d_StereoMode_QuadBuffer)
533 {
534 anImmFbos[0] = NULL;
535 anImmFbos[1] = NULL;
536 }
537
538 if (aCtx->arbFBO != NULL)
539 {
540 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
541 }
542 #if !defined(GL_ES_VERSION_2_0)
543 if (anImmFbos[0] == NULL)
544 {
545 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
546 }
547 #endif
548 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
549 aMainFbos[0],
550 anImmFbos[0],
551 Standard_True) || toSwap;
552 if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
553 && toSwap
554 && !aCtx->caps->buffersNoSwap)
555 {
556 aCtx->SwapBuffers();
557 }
558
559 if (aCtx->arbFBO != NULL)
560 {
561 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
562 }
563 #if !defined(GL_ES_VERSION_2_0)
564 if (anImmFbos[1] == NULL)
565 {
566 aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
567 }
568 #endif
569 toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
570 aMainFbos[1],
571 anImmFbos[1],
572 Standard_True) || toSwap;
573 if (anImmFbos[0] != NULL)
574 {
3c4b62a4 575 drawStereoPair (aFrameBuffer);
c357e426 576 }
577 }
578 else
579 {
580 OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
581 OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
582 if (!aCtx->caps->useSystemBuffer && myImmediateSceneFbos[0]->IsValid())
583 {
584 anImmFbo = myImmediateSceneFbos[0].operator->();
585 }
586 #if !defined(GL_ES_VERSION_2_0)
587 if (aMainFbo == NULL)
588 {
589 aCtx->SetReadDrawBuffer (GL_BACK);
590 }
591 #endif
592 toSwap = redrawImmediate (aProjectType,
593 aMainFbo,
594 anImmFbo,
595 Standard_True) || toSwap;
596 if (anImmFbo != NULL
597 && anImmFbo != aFrameBuffer)
598 {
599 blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
600 }
601 }
602
603 // bind default FBO
604 bindDefaultFbo();
605
606 if (toSwap && !aCtx->caps->buffersNoSwap)
607 {
608 aCtx->SwapBuffers();
609 }
610 else
611 {
612 aCtx->core11fwd->glFlush();
613 }
614
615 myWasRedrawnGL = Standard_True;
616}
617
618// =======================================================================
619// function : redraw
620// purpose :
621// =======================================================================
622void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection, OpenGl_FrameBuffer* theReadDrawFbo)
623{
624 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
625 if (theReadDrawFbo != NULL)
626 {
627 theReadDrawFbo->BindBuffer (aCtx);
628 theReadDrawFbo->SetupViewport (aCtx);
629 }
630 else
631 {
3bffef55 632 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
633 aCtx->ResizeViewport (aViewport);
c357e426 634 }
635
636 // request reset of material
637 myWorkspace->NamedStatus |= OPENGL_NS_RESMAT;
638 myWorkspace->UseZBuffer() = Standard_True;
639 myWorkspace->UseDepthWrite() = Standard_True;
640 GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
641 glDepthFunc (GL_LEQUAL);
642 glDepthMask (GL_TRUE);
643 glEnable (GL_DEPTH_TEST);
644
645#if !defined(GL_ES_VERSION_2_0)
646 glClearDepth (1.0);
647#else
648 glClearDepthf (1.0f);
649#endif
650
651 if (myWorkspace->NamedStatus & OPENGL_NS_WHITEBACK)
652 {
653 // set background to white
654 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
655 }
656 else
657 {
b6472664 658 const OpenGl_Vec4& aBgColor = myBgColor;
659 glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
c357e426 660 }
661
662 glClear (toClear);
663
664 render (theProjection, theReadDrawFbo, Standard_False);
665}
666
667// =======================================================================
668// function : redrawMonoImmediate
669// purpose :
670// =======================================================================
671bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
672 OpenGl_FrameBuffer* theReadFbo,
673 OpenGl_FrameBuffer* theDrawFbo,
674 const Standard_Boolean theIsPartialUpdate)
675{
676 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
677 GLboolean toCopyBackToFront = GL_FALSE;
521b0d7f 678 if (theDrawFbo == theReadFbo
679 && theDrawFbo != NULL)
c357e426 680 {
681 myBackBufferRestored = Standard_False;
682 }
683 else if (theReadFbo != NULL
684 && theReadFbo->IsValid()
685 && aCtx->IsRender())
686 {
687 if (!blitBuffers (theReadFbo, theDrawFbo))
688 {
689 return true;
690 }
691 }
692 else if (theDrawFbo == NULL)
693 {
694 #if !defined(GL_ES_VERSION_2_0)
695 aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
696 #endif
697 if (toCopyBackToFront)
698 {
699 if (!HasImmediateStructures()
700 && !theIsPartialUpdate)
701 {
702 // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
703 return true;
704 }
705 copyBackToFront();
706 }
707 else
708 {
709 myBackBufferRestored = Standard_False;
710 }
711 }
712 else
713 {
714 myBackBufferRestored = Standard_False;
715 }
716 myIsImmediateDrawn = Standard_True;
717
718 myWorkspace->UseZBuffer() = Standard_True;
719 myWorkspace->UseDepthWrite() = Standard_True;
720 glDepthFunc (GL_LEQUAL);
721 glDepthMask (GL_TRUE);
722 glEnable (GL_DEPTH_TEST);
723#if !defined(GL_ES_VERSION_2_0)
724 glClearDepth (1.0);
725#else
726 glClearDepthf (1.0f);
727#endif
728
729 render (theProjection, theDrawFbo, Standard_True);
730
731 return !toCopyBackToFront;
732}
733
734//=======================================================================
735//function : Render
736//purpose :
737//=======================================================================
738void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
739 OpenGl_FrameBuffer* theOutputFBO,
740 const Standard_Boolean theToDrawImmediate)
741{
742 // ==================================
743 // Step 1: Prepare for render
744 // ==================================
745
746 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
747
748#if !defined(GL_ES_VERSION_2_0)
749 // Disable current clipping planes
750 if (aContext->core11 != NULL)
751 {
752 const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
753 for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
754 {
755 aContext->core11fwd->glDisable (aClipPlaneId);
756 }
757 }
758#endif
759
760 // Update states of OpenGl_BVHTreeSelector (frustum culling algorithm).
761 myBVHSelector.SetViewVolume (myCamera);
91d96372 762 myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height());
c357e426 763
764 const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
765 if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState)
766 {
016e5959 767 aManager->UpdateLightSourceStateTo (myShadingModel == Graphic3d_TOSM_NONE ? &myNoShadingLight : &myLights);
c357e426 768 myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
769 }
770
771 // Update matrices if camera has changed.
772 Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
7c3ef2f7 773 if (myWorldViewProjState != aWVPState)
c357e426 774 {
bf02aa7d 775 myAccumFrames = 0;
7c3ef2f7 776 myWorldViewProjState = aWVPState;
c357e426 777 }
778
7c3ef2f7 779 myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
780 aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
781 aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
782 aContext->ApplyProjectionMatrix();
783 aContext->ApplyWorldViewMatrix();
c357e426 784 if (aManager->ModelWorldState().Index() == 0)
785 {
786 aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
787 }
788
c357e426 789 // ====================================
790 // Step 2: Redraw background
791 // ====================================
792
793 // Render background
794 if (!theToDrawImmediate)
795 {
a521d90d 796 drawBackground (myWorkspace);
c357e426 797 }
798
799#if !defined(GL_ES_VERSION_2_0)
800 // Switch off lighting by default
801 if (aContext->core11 != NULL)
802 {
803 glDisable(GL_LIGHTING);
804 }
805#endif
806
807 // =================================
808 // Step 3: Redraw main plane
809 // =================================
810
811 // Setup face culling
812 GLboolean isCullFace = GL_FALSE;
813 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
814 {
815 isCullFace = glIsEnabled (GL_CULL_FACE);
816 if (myBackfacing == Graphic3d_TOBM_DISABLE)
817 {
818 glEnable (GL_CULL_FACE);
819 glCullFace (GL_BACK);
820 }
821 else
822 glDisable (GL_CULL_FACE);
823 }
824
825#if !defined(GL_ES_VERSION_2_0)
826 // if the view is scaled normal vectors are scaled to unit
827 // length for correct displaying of shaded objects
828 const gp_Pnt anAxialScale = myCamera->AxialScale();
829 if (anAxialScale.X() != 1.F ||
830 anAxialScale.Y() != 1.F ||
831 anAxialScale.Z() != 1.F)
832 {
833 aContext->SetGlNormalizeEnabled (Standard_True);
834 }
835 else
836 {
837 aContext->SetGlNormalizeEnabled (Standard_False);
838 }
839
c357e426 840 // Apply InteriorShadingMethod
841 if (aContext->core11 != NULL)
842 {
843 aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
844 || myShadingModel == Graphic3d_TOSM_NONE ? GL_FLAT : GL_SMOOTH);
845 }
846#endif
847
848 aManager->SetShadingModel (myShadingModel);
c357e426 849
850 // Redraw 3d scene
851 if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
852 {
853 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
854 aContext->ApplyProjectionMatrix();
855 }
856 else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
857 {
858 aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
859 aContext->ApplyProjectionMatrix();
860 }
83da37b1 861
862 myWorkspace->SetEnvironmentTexture (myTextureEnv);
863
bf02aa7d 864 renderScene (theProjection, theOutputFBO, theToDrawImmediate);
c357e426 865
83da37b1 866 myWorkspace->SetEnvironmentTexture (Handle(OpenGl_Texture)());
867
c357e426 868 // ===============================
869 // Step 4: Trihedron
870 // ===============================
871
872 // Resetting GL parameters according to the default aspects
873 // in order to synchronize GL state with the graphic driver state
874 // before drawing auxiliary stuff (trihedrons, overlayer)
c357e426 875 myWorkspace->ResetAppliedAspect();
876
c357e426 877
deb02f86 878 // We need to disable (unbind) all shaders programs to ensure
879 // that all objects without specified aspect will be drawn
880 // correctly (such as background)
881 aContext->BindProgram (NULL);
c357e426 882
883 // Render trihedron
884 if (!theToDrawImmediate)
885 {
886 renderTrihedron (myWorkspace);
887
888 // Restore face culling
889 if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
890 {
891 if (isCullFace)
892 {
893 glEnable (GL_CULL_FACE);
894 glCullFace (GL_BACK);
895 }
896 else
897 glDisable (GL_CULL_FACE);
898 }
899 }
900
c357e426 901 // ==============================================================
902 // Step 6: Keep shader manager informed about last View
903 // ==============================================================
904
905 if (!aManager.IsNull())
906 {
907 aManager->SetLastView (this);
908 }
909}
910
911// =======================================================================
912// function : InvalidateBVHData
913// purpose :
914// =======================================================================
915void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
916{
917 myZLayers.InvalidateBVHData (theLayerId);
918}
919
920//=======================================================================
921//function : renderStructs
922//purpose :
923//=======================================================================
bf02aa7d 924void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
925 OpenGl_FrameBuffer* theReadDrawFbo,
926 const Standard_Boolean theToDrawImmediate)
c357e426 927{
928 if ( myZLayers.NbStructures() <= 0 )
929 return;
930
931 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
c357e426 932 Standard_Boolean toRenderGL = theToDrawImmediate ||
933 myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
934 myRaytraceInitStatus == OpenGl_RT_FAIL ||
935 aCtx->IsFeedback();
936
937 if (!toRenderGL)
938 {
939 toRenderGL = !initRaytraceResources (aCtx) ||
940 !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
941
942 toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
943
944 if (!toRenderGL)
945 {
946 const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
947 const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
3c4b62a4 948 myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
c357e426 949
950 if (myRaytraceFilter.IsNull())
951 myRaytraceFilter = new OpenGl_RaytraceFilter;
952
953 myRaytraceFilter->SetPrevRenderFilter (myWorkspace->GetRenderFilter());
954
955 if (theReadDrawFbo != NULL)
956 theReadDrawFbo->UnbindBuffer (aCtx);
957
958 // Prepare preliminary OpenGL output
959 if (aCtx->arbFBOBlit != NULL)
960 {
961 // Render bottom OSD layer
962 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom);
963
964 myWorkspace->SetRenderFilter (myRaytraceFilter);
965 {
966 if (theReadDrawFbo != NULL)
967 {
3a9b5dc8 968 theReadDrawFbo->BindDrawBuffer (aCtx);
c357e426 969 }
970 else
971 {
3a9b5dc8 972 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
c357e426 973 }
974
c357e426 975 // Render non-polygonal elements in default layer
976 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Default);
977 }
978 myWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
979 }
980
981 if (theReadDrawFbo != NULL)
982 {
983 theReadDrawFbo->BindBuffer (aCtx);
984 }
985 else
986 {
987 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
988 }
989
f55ba97f 990 // Reset OpenGl aspects state to default to avoid enabling of
991 // backface culling which is not supported in ray-tracing.
992 myWorkspace->ResetAppliedAspect();
993
c357e426 994 // Ray-tracing polygonal primitive arrays
bf02aa7d 995 raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
c357e426 996
997 // Render upper (top and topmost) OpenGL layers
998 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper);
999 }
1000 }
1001
1002 // Redraw 3D scene using OpenGL in standard
1003 // mode or in case of ray-tracing failure
1004 if (toRenderGL)
1005 {
1006 myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All);
1007
1008 // Set flag that scene was redrawn by standard pipeline
1009 myWasRedrawnGL = Standard_True;
1010 }
1011}
1012
1013//=======================================================================
1014//function : renderTrihedron
1015//purpose :
1016//=======================================================================
1017void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
1018{
c357e426 1019 if (myToShowGradTrihedron)
1020 {
1021 myGraduatedTrihedron.Render (theWorkspace);
1022 }
1023}
1024
1025// =======================================================================
1026// function : Invalidate
1027// purpose :
1028// =======================================================================
1029void OpenGl_View::Invalidate()
1030{
1031 myBackBufferRestored = Standard_False;
1032}
1033
1034//=======================================================================
1035//function : renderScene
1036//purpose :
1037//=======================================================================
bf02aa7d 1038void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
1039 OpenGl_FrameBuffer* theReadDrawFbo,
1040 const Standard_Boolean theToDrawImmediate)
c357e426 1041{
1042 const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
1043
c357e426 1044 // Specify clipping planes in view transformation space
3202bf1e 1045 aContext->ChangeClipping().Reset (aContext, myClipPlanes);
1046 if (!myClipPlanes.IsNull()
1047 && !myClipPlanes->IsEmpty())
c357e426 1048 {
deb02f86 1049 aContext->ShaderManager()->UpdateClippingState();
c357e426 1050 }
1051
1052#if !defined(GL_ES_VERSION_2_0)
1053 // Apply Lights
1054 if (aContext->core11 != NULL)
1055 {
1056 // setup lights
1057 Graphic3d_Vec4 anAmbientColor (THE_DEFAULT_AMBIENT[0],
1058 THE_DEFAULT_AMBIENT[1],
1059 THE_DEFAULT_AMBIENT[2],
1060 THE_DEFAULT_AMBIENT[3]);
1061 GLenum aLightGlId = GL_LIGHT0;
1062
016e5959 1063 OpenGl_ListOfLight::Iterator aLightIt (myShadingModel == Graphic3d_TOSM_NONE ? myNoShadingLight : myLights);
c357e426 1064 for (; aLightIt.More(); aLightIt.Next())
1065 {
1066 bindLight (aLightIt.Value(), aLightGlId, anAmbientColor, myWorkspace);
1067 }
1068
1069 // apply accumulated ambient color
1070 anAmbientColor.a() = 1.0f;
1071 glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbientColor.GetData());
1072
1073 if (aLightGlId != GL_LIGHT0)
1074 {
1075 glEnable (GL_LIGHTING);
1076 }
1077 // switch off unused lights
1078 for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
1079 {
1080 glDisable (aLightGlId);
1081 }
1082 }
1083#endif
1084
1085 // Clear status bitfields
1086 myWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
1087
83da37b1 1088 // First pass
1089 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
1090 myWorkspace->DisableTexture();
c357e426 1091
83da37b1 1092 // Second pass
1093 if (myWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
c357e426 1094 {
83da37b1 1095 myWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
c357e426 1096
83da37b1 1097 // Remember OpenGl properties
1098 GLint aSaveBlendDst = GL_ONE_MINUS_SRC_ALPHA, aSaveBlendSrc = GL_SRC_ALPHA;
1099 GLint aSaveZbuffFunc;
1100 GLboolean aSaveZbuffWrite;
1101 glGetBooleanv (GL_DEPTH_WRITEMASK, &aSaveZbuffWrite);
1102 glGetIntegerv (GL_DEPTH_FUNC, &aSaveZbuffFunc);
1103 #if !defined(GL_ES_VERSION_2_0)
1104 glGetIntegerv (GL_BLEND_DST, &aSaveBlendDst);
1105 glGetIntegerv (GL_BLEND_SRC, &aSaveBlendSrc);
1106 #endif
1107 GLboolean wasZbuffEnabled = glIsEnabled (GL_DEPTH_TEST);
1108 GLboolean wasBlendEnabled = glIsEnabled (GL_BLEND);
c357e426 1109
83da37b1 1110 // Change the properties for second rendering pass
1111 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1112 glEnable (GL_BLEND);
c357e426 1113
83da37b1 1114 glDepthFunc (GL_EQUAL);
1115 glDepthMask (GL_FALSE);
1116 glEnable (GL_DEPTH_TEST);
c357e426 1117
83da37b1 1118 // Render the view
1119 renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
1120 myWorkspace->DisableTexture();
1121
1122 // Restore properties back
1123 glBlendFunc (aSaveBlendSrc, aSaveBlendDst);
1124 if (!wasBlendEnabled)
1125 glDisable (GL_BLEND);
1126
1127 glDepthFunc (aSaveZbuffFunc);
1128 glDepthMask (aSaveZbuffWrite);
1129 if (!wasZbuffEnabled)
1130 glDisable (GL_DEPTH_FUNC);
c357e426 1131 }
1132
1133 // Apply restored view matrix.
1134 aContext->ApplyWorldViewMatrix();
1135
3202bf1e 1136 aContext->ChangeClipping().Reset (aContext, Handle(Graphic3d_SequenceOfHClipPlane)());
1137 if (!myClipPlanes.IsNull()
1138 && !myClipPlanes->IsEmpty())
deb02f86 1139 {
1140 aContext->ShaderManager()->RevertClippingState();
deb02f86 1141 }
c357e426 1142}
1143
1144// =======================================================================
1145// function : bindDefaultFbo
1146// purpose :
1147// =======================================================================
1148void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
1149{
1150 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1151 OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
1152 ? theCustomFbo
1153 : (!aCtx->DefaultFrameBuffer().IsNull()
1154 && aCtx->DefaultFrameBuffer()->IsValid()
1155 ? aCtx->DefaultFrameBuffer().operator->()
1156 : NULL);
1157 if (anFbo != NULL)
1158 {
1159 anFbo->BindBuffer (aCtx);
521b0d7f 1160 anFbo->SetupViewport (aCtx);
c357e426 1161 }
1162 else
1163 {
1164 #if !defined(GL_ES_VERSION_2_0)
1165 aCtx->SetReadDrawBuffer (GL_BACK);
1166 #else
1167 if (aCtx->arbFBO != NULL)
1168 {
1169 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1170 }
1171 #endif
3bffef55 1172 const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
1173 aCtx->ResizeViewport (aViewport);
c357e426 1174 }
c357e426 1175}
1176
1177// =======================================================================
1178// function : initBlitQuad
1179// purpose :
1180// =======================================================================
1181OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
1182{
1183 OpenGl_VertexBuffer* aVerts = NULL;
1184 if (!theToFlip)
1185 {
1186 aVerts = &myFullScreenQuad;
1187 if (!aVerts->IsValid())
1188 {
1189 OpenGl_Vec4 aQuad[4] =
1190 {
1191 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
1192 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
1193 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
1194 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
1195 };
1196 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1197 }
1198 }
1199 else
1200 {
1201 aVerts = &myFullScreenQuadFlip;
1202 if (!aVerts->IsValid())
1203 {
1204 OpenGl_Vec4 aQuad[4] =
1205 {
1206 OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
1207 OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
1208 OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
1209 OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
1210 };
1211 aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
1212 }
1213 }
1214 return aVerts;
1215}
1216
1217// =======================================================================
1218// function : blitBuffers
1219// purpose :
1220// =======================================================================
1221bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
1222 OpenGl_FrameBuffer* theDrawFbo,
1223 const Standard_Boolean theToFlip)
1224{
1225 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1226 if (theReadFbo == NULL || aCtx->IsFeedback())
1227 {
1228 return false;
1229 }
1230 else if (theReadFbo == theDrawFbo)
1231 {
1232 return true;
1233 }
1234
1235 // clear destination before blitting
1236 if (theDrawFbo != NULL
1237 && theDrawFbo->IsValid())
1238 {
1239 theDrawFbo->BindBuffer (aCtx);
1240 }
1241 else
1242 {
1243 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1244 }
1245#if !defined(GL_ES_VERSION_2_0)
1246 aCtx->core20fwd->glClearDepth (1.0);
1247#else
1248 aCtx->core20fwd->glClearDepthf (1.0f);
1249#endif
1250 aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1251
3c4b62a4 1252#if !defined(GL_ES_VERSION_2_0)
1253 if (aCtx->arbFBOBlit != NULL
1254 && theReadFbo->NbSamples() != 0)
c357e426 1255 {
3c4b62a4 1256 GLbitfield aCopyMask = 0;
c357e426 1257 theReadFbo->BindReadBuffer (aCtx);
1258 if (theDrawFbo != NULL
1259 && theDrawFbo->IsValid())
1260 {
1261 theDrawFbo->BindDrawBuffer (aCtx);
3c4b62a4 1262 if (theDrawFbo->HasColor()
1263 && theReadFbo->HasColor())
1264 {
1265 aCopyMask |= GL_COLOR_BUFFER_BIT;
1266 }
1267 if (theDrawFbo->HasDepth()
1268 && theReadFbo->HasDepth())
1269 {
1270 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1271 }
c357e426 1272 }
1273 else
1274 {
3c4b62a4 1275 if (theReadFbo->HasColor())
1276 {
1277 aCopyMask |= GL_COLOR_BUFFER_BIT;
1278 }
1279 if (theReadFbo->HasDepth())
1280 {
1281 aCopyMask |= GL_DEPTH_BUFFER_BIT;
1282 }
c357e426 1283 aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1284 }
3c4b62a4 1285
c357e426 1286 // we don't copy stencil buffer here... does it matter for performance?
1287 aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
1288 0, 0, theReadFbo->GetVPSizeX(), theReadFbo->GetVPSizeY(),
3c4b62a4 1289 aCopyMask, GL_NEAREST);
7ccf8676 1290 const int anErr = ::glGetError();
1291 if (anErr != GL_NO_ERROR)
1292 {
1293 // glBlitFramebuffer() might fail in several cases:
1294 // - Both FBOs have MSAA and they are samples number does not match.
1295 // OCCT checks that this does not happen,
1296 // however some graphics drivers provide an option for overriding MSAA.
1297 // In this case window MSAA might be non-zero (and application can not check it)
1298 // and might not match MSAA of our offscreen FBOs.
1299 // - Pixel formats of FBOs do not match.
1300 // This also might happen with window has pixel format,
1301 // e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
1302 TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
1303 + " Please check your graphics driver settings or try updating driver.";
1304 if (theReadFbo->NbSamples() != 0)
1305 {
1306 myToDisableMSAA = true;
1307 aMsg += "\n MSAA settings should not be overridden by driver!";
1308 }
1309 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1310 GL_DEBUG_TYPE_ERROR,
1311 0,
1312 GL_DEBUG_SEVERITY_HIGH,
1313 aMsg);
1314 }
1315
c357e426 1316 if (theDrawFbo != NULL
3c4b62a4 1317 && theDrawFbo->IsValid())
c357e426 1318 {
1319 theDrawFbo->BindBuffer (aCtx);
1320 }
1321 else
1322 {
1323 aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
1324 }
1325 }
1326 else
3c4b62a4 1327#endif
c357e426 1328 {
1329 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1330 aCtx->core20fwd->glDepthMask (GL_TRUE);
1331 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1ce0716b 1332 #if defined(GL_ES_VERSION_2_0)
1333 if (!aCtx->IsGlGreaterEqual (3, 0)
1334 && !aCtx->extFragDepth)
1335 {
1336 aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
1337 }
1338 #endif
c357e426 1339
1340 myWorkspace->DisableTexture();
1341
1342 OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
1343 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1344 if (aVerts->IsValid()
1345 && aManager->BindFboBlitProgram())
1346 {
1347 theReadFbo->ColorTexture() ->Bind (aCtx, GL_TEXTURE0 + 0);
1348 theReadFbo->DepthStencilTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1349 aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1350
1351 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1352
1353 aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
1354 theReadFbo->DepthStencilTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1355 theReadFbo->ColorTexture() ->Unbind (aCtx, GL_TEXTURE0 + 0);
a521d90d 1356 aCtx->BindProgram (NULL);
c357e426 1357 }
1358 else
1359 {
1360 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1361 + "Error! FBO blitting has failed";
3b523c4c 1362 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1363 GL_DEBUG_TYPE_ERROR,
c357e426 1364 0,
3b523c4c 1365 GL_DEBUG_SEVERITY_HIGH,
c357e426 1366 aMsg);
1367 myHasFboBlit = Standard_False;
1368 theReadFbo->Release (aCtx.operator->());
1369 return true;
1370 }
1371 }
1372 return true;
1373}
1374
1375// =======================================================================
1376// function : drawStereoPair
1377// purpose :
1378// =======================================================================
3c4b62a4 1379void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
c357e426 1380{
3c4b62a4 1381 const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
1382 bindDefaultFbo (theDrawFbo);
c357e426 1383 OpenGl_FrameBuffer* aPair[2] =
1384 {
1385 myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
1386 myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
1387 };
1388 if (aPair[0] == NULL
1389 || aPair[1] == NULL
1390 || !myTransientDrawToFront)
1391 {
1392 aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
1393 aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
1394 }
1395
1396 if (aPair[0] == NULL
1397 || aPair[1] == NULL)
1398 {
1399 return;
1400 }
1401
3c4b62a4 1402 if (aPair[0]->NbSamples() != 0)
1403 {
1404 // resolve MSAA buffers before drawing
1405 if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
1406 || !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
1407 {
82f443b6 1408 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1409 GL_DEBUG_TYPE_ERROR,
3c4b62a4 1410 0,
82f443b6 1411 GL_DEBUG_SEVERITY_HIGH,
3c4b62a4 1412 "Error! Unable to allocate FBO for blitting stereo pair");
1413 bindDefaultFbo (theDrawFbo);
1414 return;
1415 }
1416
1417 if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
1418 || !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
1419 {
1420 bindDefaultFbo (theDrawFbo);
1421 return;
1422 }
1423
1424 aPair[0] = myOpenGlFBO .operator->();
1425 aPair[1] = myOpenGlFBO2.operator->();
1426 bindDefaultFbo (theDrawFbo);
1427 }
1428
c357e426 1429 struct
1430 {
1431 Standard_Integer left;
1432 Standard_Integer top;
1433 Standard_Integer right;
1434 Standard_Integer bottom;
1435 Standard_Integer dx() { return right - left; }
1436 Standard_Integer dy() { return bottom - top; }
1437 } aGeom;
1438
1439 myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
1440
1441 Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
1442 const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
1443 const Standard_Boolean isOddX = aGeom.left % 2 == 1;
1444 if (isOddY
1445 && (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
1446 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1447 {
1448 toReverse = !toReverse;
1449 }
1450 if (isOddX
1451 && (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
1452 || myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
1453 {
1454 toReverse = !toReverse;
1455 }
1456
1457 if (toReverse)
1458 {
1459 std::swap (aPair[0], aPair[1]);
1460 }
1461
c357e426 1462 aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
1463 aCtx->core20fwd->glDepthMask (GL_TRUE);
1464 aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
1465
1466 myWorkspace->DisableTexture();
1467 OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
1468
1469 const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
1470 if (aVerts->IsValid()
1471 && aManager->BindStereoProgram (myRenderParams.StereoMode))
1472 {
1473 if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
1474 {
1475 OpenGl_Mat4 aFilterL, aFilterR;
1476 aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1477 aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
1478 switch (myRenderParams.AnaglyphFilter)
1479 {
1480 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
1481 {
1482 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1483 aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1484 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1485 break;
1486 }
1487 case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
1488 {
1489 aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
1490 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
1491 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
1492 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1493 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
1494 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
1495 aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
1496 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1497 break;
1498 }
1499 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
1500 {
1501 aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1502 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1503 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1504 break;
1505 }
1506 case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
1507 {
1508 aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
1509 aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
1510 aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
1511 aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1512 aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
1513 aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
1514 aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
1515 aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
1516 break;
1517 }
1518 case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
1519 {
1520 aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
1521 aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
1522 aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
1523 break;
1524 }
1525 case Graphic3d_RenderingParams::Anaglyph_UserDefined:
1526 {
1527 aFilterL = myRenderParams.AnaglyphLeft;
1528 aFilterR = myRenderParams.AnaglyphRight;
1529 break;
1530 }
1531 }
1532 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
1533 aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
1534 }
1535
1536 aPair[0]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 0);
1537 aPair[1]->ColorTexture()->Bind (aCtx, GL_TEXTURE0 + 1);
1538 aVerts->BindVertexAttrib (aCtx, 0);
1539
1540 aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
1541
1542 aVerts->UnbindVertexAttrib (aCtx, 0);
1543 aPair[1]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 1);
1544 aPair[0]->ColorTexture()->Unbind (aCtx, GL_TEXTURE0 + 0);
1545 }
1546 else
1547 {
1548 TCollection_ExtendedString aMsg = TCollection_ExtendedString()
1549 + "Error! Anaglyph has failed";
3b523c4c 1550 aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1551 GL_DEBUG_TYPE_ERROR,
c357e426 1552 0,
3b523c4c 1553 GL_DEBUG_SEVERITY_HIGH,
c357e426 1554 aMsg);
1555 }
1556}
1557
1558// =======================================================================
1559// function : copyBackToFront
1560// purpose :
1561// =======================================================================
1562void OpenGl_View::copyBackToFront()
1563{
1564#if !defined(GL_ES_VERSION_2_0)
1565
1566 OpenGl_Mat4 aProjectMat;
1567 Graphic3d_TransformUtils::Ortho2D (aProjectMat,
1568 0.f, static_cast<GLfloat> (myWindow->Width()), 0.f, static_cast<GLfloat> (myWindow->Height()));
1569
1570 Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
1571 aCtx->WorldViewState.Push();
1572 aCtx->ProjectionState.Push();
1573
1574 aCtx->WorldViewState.SetIdentity();
1575 aCtx->ProjectionState.SetCurrent (aProjectMat);
1576
1577 aCtx->ApplyProjectionMatrix();
1578 aCtx->ApplyWorldViewMatrix();
1579
1580 aCtx->DisableFeatures();
1581
1582 switch (aCtx->DrawBuffer())
1583 {
1584 case GL_BACK_LEFT:
1585 {
1586 aCtx->SetReadBuffer (GL_BACK_LEFT);
1587 aCtx->SetDrawBuffer (GL_FRONT_LEFT);
1588 break;
1589 }
1590 case GL_BACK_RIGHT:
1591 {
1592 aCtx->SetReadBuffer (GL_BACK_RIGHT);
1593 aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
1594 break;
1595 }
1596 default:
1597 {
1598 aCtx->SetReadBuffer (GL_BACK);
1599 aCtx->SetDrawBuffer (GL_FRONT);
1600 break;
1601 }
1602 }
1603
1604 glRasterPos2i (0, 0);
1605 glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
1606 //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
1607
1608 aCtx->EnableFeatures();
1609
1610 aCtx->WorldViewState.Pop();
1611 aCtx->ProjectionState.Pop();
1612 aCtx->ApplyProjectionMatrix();
1613
1614 // read/write from front buffer now
1615 aCtx->SetReadBuffer (aCtx->DrawBuffer());
1616#endif
1617 myIsImmediateDrawn = Standard_False;
1618}