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 | |
43 | namespace |
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 | |
51 | extern 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 | //======================================================================= |
59 | static 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 |
154 | void 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 | //======================================================================= |
222 | void 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 | // ======================================================================= |
484 | void 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 | // ======================================================================= |
622 | void 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 | // ======================================================================= |
671 | bool 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 | //======================================================================= |
738 | void 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 | // ======================================================================= |
915 | void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId) |
916 | { |
917 | myZLayers.InvalidateBVHData (theLayerId); |
918 | } |
919 | |
920 | //======================================================================= |
921 | //function : renderStructs |
922 | //purpose : |
923 | //======================================================================= |
bf02aa7d |
924 | void 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 | //======================================================================= |
1017 | void 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 | // ======================================================================= |
1029 | void OpenGl_View::Invalidate() |
1030 | { |
1031 | myBackBufferRestored = Standard_False; |
1032 | } |
1033 | |
1034 | //======================================================================= |
1035 | //function : renderScene |
1036 | //purpose : |
1037 | //======================================================================= |
bf02aa7d |
1038 | void 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 | // ======================================================================= |
1148 | void 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 | // ======================================================================= |
1181 | OpenGl_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 | // ======================================================================= |
1221 | bool 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 |
1379 | void 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 | // ======================================================================= |
1562 | void 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 | } |