0025040: Visualization - capping plane is drawn at wrong position when created by...
[occt.git] / src / OpenGl / OpenGl_Workspace.cxx
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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#ifdef HAVE_CONFIG_H
17 #include <config.h>
18#endif
19
20#include <OpenGl_GlCore15.hxx>
21
22#include <InterfaceGraphic.hxx>
23
24#include <OpenGl_AspectLine.hxx>
25#include <OpenGl_AspectFace.hxx>
26#include <OpenGl_AspectMarker.hxx>
27#include <OpenGl_AspectText.hxx>
28#include <OpenGl_Context.hxx>
29#include <OpenGl_Element.hxx>
30#include <OpenGl_FrameBuffer.hxx>
31#include <OpenGl_Structure.hxx>
32#include <OpenGl_Texture.hxx>
33#include <OpenGl_View.hxx>
34#include <OpenGl_Workspace.hxx>
35
36#include <Graphic3d_TextureParams.hxx>
37
38#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
39 #include <OpenGl_AVIWriter.hxx>
40#endif
41
42IMPLEMENT_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
43IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,OpenGl_Window)
44
45namespace
46{
47 static const TEL_COLOUR THE_WHITE_COLOR = { { 1.0f, 1.0f, 1.0f, 1.0f } };
48 static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
49
50 static const OpenGl_AspectLine myDefaultAspectLine;
51 static const OpenGl_AspectFace myDefaultAspectFace;
52 static const OpenGl_AspectMarker myDefaultAspectMarker;
53 static const OpenGl_AspectText myDefaultAspectText;
54
55 static const OpenGl_TextParam myDefaultTextParam =
56 {
57 16, Graphic3d_HTA_LEFT, Graphic3d_VTA_BOTTOM
58 };
59
60 static const OpenGl_Matrix myDefaultMatrix =
61 {
62 {{ 1.0F, 0.0F, 0.0F, 0.0F },
63 { 0.0F, 1.0F, 0.0F, 0.0F },
64 { 0.0F, 0.0F, 1.0F, 0.0F },
65 { 0.0F, 0.0F, 0.0F, 1.0F }}
66 };
67
68};
69
70// =======================================================================
71// function : Init
72// purpose :
73// =======================================================================
74void OpenGl_Material::Init (const OPENGL_SURF_PROP& theProp)
75{
76 // ambient component
77 if (theProp.color_mask & OPENGL_AMBIENT_MASK)
78 {
79 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
80 Ambient = OpenGl_Vec4 (aSrcAmb[0] * theProp.amb,
81 aSrcAmb[1] * theProp.amb,
82 aSrcAmb[2] * theProp.amb,
83 1.0f);
84 }
85 else
86 {
87 Ambient = THE_BLACK_COLOR;
88 }
89
90 // diffusion component
91 if (theProp.color_mask & OPENGL_DIFFUSE_MASK)
92 {
93 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
94 Diffuse = OpenGl_Vec4 (aSrcDif[0] * theProp.diff,
95 aSrcDif[1] * theProp.diff,
96 aSrcDif[2] * theProp.diff,
97 1.0f);
98 }
99 else
100 {
101 Diffuse = THE_BLACK_COLOR;
102 }
103
104 // specular component
105 if (theProp.color_mask & OPENGL_SPECULAR_MASK)
106 {
107 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : THE_WHITE_COLOR.rgb;
108 Specular = OpenGl_Vec4 (aSrcSpe[0] * theProp.spec,
109 aSrcSpe[1] * theProp.spec,
110 aSrcSpe[2] * theProp.spec,
111 1.0f);
112 }
113 else
114 {
115 Specular = THE_BLACK_COLOR;
116 }
117
118 // emission component
119 if (theProp.color_mask & OPENGL_EMISSIVE_MASK)
120 {
121 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
122 Emission = OpenGl_Vec4 (aSrcEms[0] * theProp.emsv,
123 aSrcEms[1] * theProp.emsv,
124 aSrcEms[2] * theProp.emsv,
125 1.0f);
126 }
127 else
128 {
129 Emission = THE_BLACK_COLOR;
130 }
131
132 ChangeShine() = theProp.shine;
133 ChangeTransparency() = theProp.trans;
134}
135
136// =======================================================================
137// function : OpenGl_Workspace
138// purpose :
139// =======================================================================
140OpenGl_Workspace::OpenGl_Workspace (const Handle(Aspect_DisplayConnection)& theDisplayConnection,
141 const CALL_DEF_WINDOW& theCWindow,
142 Aspect_RenderingContext theGContext,
143 const Handle(OpenGl_Caps)& theCaps,
144 const Handle(OpenGl_Context)& theShareCtx)
145: OpenGl_Window (theDisplayConnection, theCWindow, theGContext, theCaps, theShareCtx),
146 NamedStatus (0),
147 HighlightColor (&THE_WHITE_COLOR),
148 //
149 myComputeInitStatus (OpenGl_RT_NONE),
150 myIsRaytraceDataValid (Standard_False),
151 myViewModificationStatus (0),
152 myLayersModificationStatus (0),
153 //
154 myAntiAliasingMode (3),
155 myTransientDrawToFront (Standard_True),
156 myBackBufferRestored (Standard_False),
157 myIsImmediateDrawn (Standard_False),
158 myUseTransparency (Standard_False),
159 myUseZBuffer (Standard_False),
160 myUseDepthTest (Standard_True),
161 myUseGLLight (Standard_True),
162 myIsCullingEnabled (Standard_False),
163 //
164 AspectLine_set (&myDefaultAspectLine),
165 AspectLine_applied (NULL),
166 AspectFace_set (&myDefaultAspectFace),
167 AspectFace_applied (NULL),
168 AspectMarker_set (&myDefaultAspectMarker),
169 AspectMarker_applied (NULL),
170 AspectText_set (&myDefaultAspectText),
171 AspectText_applied (NULL),
172 TextParam_set (&myDefaultTextParam),
173 TextParam_applied (NULL),
174 ViewMatrix_applied (&myDefaultMatrix),
175 StructureMatrix_applied (&myDefaultMatrix),
176 myCullingMode (TelCullUndefined),
177 myModelViewMatrix (myDefaultMatrix),
178 PolygonOffset_applied (THE_DEFAULT_POFFSET)
179{
180 myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
181
182 if (!myGlContext->GetResource ("OpenGl_LineAttributes", myLineAttribs))
183 {
184 // share and register for release once the resource is no longer used
185 myLineAttribs = new OpenGl_LineAttributes();
186 myGlContext->ShareResource ("OpenGl_LineAttributes", myLineAttribs);
187 myLineAttribs->Init (myGlContext);
188 }
189
190 // General initialization of the context
191
192 // Eviter d'avoir les faces mal orientees en noir.
193 // Pourrait etre utiliser pour detecter les problemes d'orientation
194 glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
195
196 // Optimisation pour le Fog et l'antialiasing
197 glHint (GL_FOG_HINT, GL_FASTEST);
198 glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
199 glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
200 glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
201
202 // AA mode
203 const char* anAaEnv = ::getenv ("CALL_OPENGL_ANTIALIASING_MODE");
204 if (anAaEnv != NULL)
205 {
206 int v;
207 if (sscanf (anAaEnv, "%d", &v) > 0) myAntiAliasingMode = v;
208 }
209}
210
211// =======================================================================
212// function : SetImmediateModeDrawToFront
213// purpose :
214// =======================================================================
215Standard_Boolean OpenGl_Workspace::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
216{
217 const Standard_Boolean aPrevMode = myTransientDrawToFront;
218 myTransientDrawToFront = theDrawToFrontBuffer;
219 return aPrevMode;
220}
221
222// =======================================================================
223// function : ~OpenGl_Workspace
224// purpose :
225// =======================================================================
226OpenGl_Workspace::~OpenGl_Workspace()
227{
228 if (!myLineAttribs.IsNull())
229 {
230 myLineAttribs.Nullify();
231 myGlContext->ReleaseResource ("OpenGl_LineAttributes", Standard_True);
232 }
233
234 ReleaseRaytraceResources();
235}
236
237// =======================================================================
238// function : Activate
239// purpose :
240// =======================================================================
241Standard_Boolean OpenGl_Workspace::Activate()
242{
243 if (!OpenGl_Window::Activate())
244 return Standard_False;
245
246 ViewMatrix_applied = &myDefaultMatrix;
247 StructureMatrix_applied = &myDefaultMatrix;
248
249 ResetAppliedAspect();
250
251 return Standard_True;
252}
253
254// =======================================================================
255// function : UseTransparency
256// purpose : call_togl_transparency
257// =======================================================================
258void OpenGl_Workspace::UseTransparency (const Standard_Boolean theFlag)
259{
260 myUseTransparency = theFlag;
261}
262
263//=======================================================================
264//function : ResetAppliedAspect
265//purpose : Sets default values of GL parameters in accordance with default aspects
266//=======================================================================
267void OpenGl_Workspace::ResetAppliedAspect()
268{
269 NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
270 HighlightColor = &THE_WHITE_COLOR;
271 AspectLine_set = &myDefaultAspectLine;
272 AspectLine_applied = NULL;
273 AspectFace_set = &myDefaultAspectFace;
274 AspectFace_applied = NULL;
275 AspectMarker_set = &myDefaultAspectMarker;
276 AspectMarker_applied = NULL;
277 AspectText_set = &myDefaultAspectText;
278 AspectText_applied = NULL;
279 TextParam_set = &myDefaultTextParam;
280 TextParam_applied = NULL;
281 PolygonOffset_applied = THE_DEFAULT_POFFSET;
282 myCullingMode = TelCullUndefined;
283
284 AspectLine(Standard_True);
285 AspectFace(Standard_True);
286 AspectMarker(Standard_True);
287 AspectText(Standard_True);
288}
289
290// =======================================================================
291// function : DisableTexture
292// purpose :
293// =======================================================================
294Handle(OpenGl_Texture) OpenGl_Workspace::DisableTexture()
295{
296 if (myTextureBound.IsNull())
297 {
298 return myTextureBound;
299 }
300
301 // reset texture matrix because some code may expect it is identity
302 GLint aMatrixMode = GL_TEXTURE;
303 glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
304 glMatrixMode (GL_TEXTURE);
305 glLoadIdentity();
306 glMatrixMode (aMatrixMode);
307
308 myTextureBound->Unbind (myGlContext);
309 switch (myTextureBound->GetTarget())
310 {
311 case GL_TEXTURE_1D:
312 {
313 if (myTextureBound->GetParams()->GenMode() != GL_NONE)
314 {
315 glDisable (GL_TEXTURE_GEN_S);
316 }
317 glDisable (GL_TEXTURE_1D);
318 break;
319 }
320 case GL_TEXTURE_2D:
321 {
322 if (myTextureBound->GetParams()->GenMode() != GL_NONE)
323 {
324 glDisable (GL_TEXTURE_GEN_S);
325 glDisable (GL_TEXTURE_GEN_T);
326 if (myTextureBound->GetParams()->GenMode() == Graphic3d_TOTM_SPRITE)
327 {
328 glDisable (GL_POINT_SPRITE);
329 }
330 }
331 glDisable (GL_TEXTURE_2D);
332 break;
333 }
334 default: break;
335 }
336
337 Handle(OpenGl_Texture) aPrevTexture = myTextureBound;
338 myTextureBound.Nullify();
339 return aPrevTexture;
340}
341
342// =======================================================================
343// function : setTextureParams
344// purpose :
345// =======================================================================
346void OpenGl_Workspace::setTextureParams (Handle(OpenGl_Texture)& theTexture,
347 const Handle(Graphic3d_TextureParams)& theParams)
348{
349 const Handle(Graphic3d_TextureParams)& aParams = theParams.IsNull() ? theTexture->GetParams() : theParams;
350 if (aParams.IsNull())
351 {
352 return;
353 }
354
355 GLint aMatrixMode = GL_TEXTURE;
356 glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
357
358 // setup texture matrix
359 glMatrixMode (GL_TEXTURE);
360 glLoadIdentity();
361 const Graphic3d_Vec2& aScale = aParams->Scale();
362 const Graphic3d_Vec2& aTrans = aParams->Translation();
363 glScalef ( aScale.x(), aScale.y(), 1.0f);
364 glTranslatef (-aTrans.x(), -aTrans.y(), 0.0f);
365 glRotatef (-aParams->Rotation(), 0.0f, 0.0f, 1.0f);
366
367 // setup generation of texture coordinates
368 switch (aParams->GenMode())
369 {
370 case Graphic3d_TOTM_OBJECT:
371 {
372 glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
373 glTexGenfv (GL_S, GL_OBJECT_PLANE, aParams->GenPlaneS().GetData());
374 if (theTexture->GetTarget() != GL_TEXTURE_1D)
375 {
376 glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
377 glTexGenfv (GL_T, GL_OBJECT_PLANE, aParams->GenPlaneT().GetData());
378 }
379 break;
380 }
381 case Graphic3d_TOTM_SPHERE:
382 {
383 glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
384 if (theTexture->GetTarget() != GL_TEXTURE_1D)
385 {
386 glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
387 }
388 break;
389 }
390 case Graphic3d_TOTM_EYE:
391 {
392 glMatrixMode (GL_MODELVIEW);
393 glPushMatrix();
394 glLoadIdentity();
395
396 glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
397 glTexGenfv (GL_S, GL_EYE_PLANE, aParams->GenPlaneS().GetData());
398
399 if (theTexture->GetTarget() != GL_TEXTURE_1D)
400 {
401 glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
402 glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
403 }
404 glPopMatrix();
405 break;
406 }
407 case Graphic3d_TOTM_SPRITE:
408 {
409 if (GetGlContext()->core20 != NULL)
410 {
411 glEnable (GL_POINT_SPRITE);
412 glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
413 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
414 GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
415 }
416 break;
417 }
418 case Graphic3d_TOTM_MANUAL:
419 default: break;
420 }
421
422 // setup lighting
423 if (aParams->GenMode() != Graphic3d_TOTM_SPRITE)
424 {
425 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
426 }
427
428 // setup texture filtering and wrapping
429 //if (theTexture->GetParams() != theParams)
430 const GLenum aFilter = (aParams->Filter() == Graphic3d_TOTF_NEAREST) ? GL_NEAREST : GL_LINEAR;
431 const GLenum aWrapMode = aParams->IsRepeat() ? GL_REPEAT : GL_CLAMP;
432 switch (theTexture->GetTarget())
433 {
434 case GL_TEXTURE_1D:
435 {
436 glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, aFilter);
437 glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, aFilter);
438 glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, aWrapMode);
439 break;
440 }
441 case GL_TEXTURE_2D:
442 {
443 GLenum aFilterMin = aFilter;
444 if (theTexture->HasMipmaps())
445 {
446 aFilterMin = GL_NEAREST_MIPMAP_NEAREST;
447 if (aParams->Filter() == Graphic3d_TOTF_BILINEAR)
448 {
449 aFilterMin = GL_LINEAR_MIPMAP_NEAREST;
450 }
451 else if (aParams->Filter() == Graphic3d_TOTF_TRILINEAR)
452 {
453 aFilterMin = GL_LINEAR_MIPMAP_LINEAR;
454 }
455
456 if (myGlContext->extAnis)
457 {
458 // setup degree of anisotropy filter
459 const GLint aMaxDegree = myGlContext->MaxDegreeOfAnisotropy();
460 switch (aParams->AnisoFilter())
461 {
462 case Graphic3d_LOTA_QUALITY:
463 {
464 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aMaxDegree);
465 break;
466 }
467 case Graphic3d_LOTA_MIDDLE:
468 {
469
470 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2));
471 break;
472 }
473 case Graphic3d_LOTA_FAST:
474 {
475 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2);
476 break;
477 }
478 case Graphic3d_LOTA_OFF:
479 default:
480 {
481 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
482 break;
483 }
484 }
485 }
486 }
487 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterMin);
488 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilter);
489 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, aWrapMode);
490 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, aWrapMode);
491 break;
492 }
493 default: break;
494 }
495
496 switch (theTexture->GetTarget())
497 {
498 case GL_TEXTURE_1D:
499 {
500 if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
501 {
502 glEnable (GL_TEXTURE_GEN_S);
503 }
504 glEnable (GL_TEXTURE_1D);
505 break;
506 }
507 case GL_TEXTURE_2D:
508 {
509 if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
510 {
511 glEnable (GL_TEXTURE_GEN_S);
512 glEnable (GL_TEXTURE_GEN_T);
513 }
514 glEnable (GL_TEXTURE_2D);
515 break;
516 }
517 default: break;
518 }
519
520 glMatrixMode (aMatrixMode); // turn back active matrix
521 theTexture->SetParams (aParams);
522}
523
524// =======================================================================
525// function : EnableTexture
526// purpose :
527// =======================================================================
528Handle(OpenGl_Texture) OpenGl_Workspace::EnableTexture (const Handle(OpenGl_Texture)& theTexture,
529 const Handle(Graphic3d_TextureParams)& theParams)
530{
531 if (theTexture.IsNull() || !theTexture->IsValid())
532 {
533 return DisableTexture();
534 }
535
536 if (myTextureBound == theTexture
537 && (theParams.IsNull() || theParams == theTexture->GetParams()))
538 {
539 // already bound
540 return myTextureBound;
541 }
542
543 Handle(OpenGl_Texture) aPrevTexture = DisableTexture();
544 myTextureBound = theTexture;
545 myTextureBound->Bind (myGlContext);
546 setTextureParams (myTextureBound, theParams);
547
548 return aPrevTexture;
549}
550
551// =======================================================================
552// function : Redraw
553// purpose :
554// =======================================================================
555void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
556 const Aspect_CLayer2d& theCUnderLayer,
557 const Aspect_CLayer2d& theCOverLayer)
558{
559 if (!Activate())
560 {
561 return;
562 }
563
564 myIsCullingEnabled = theCView.IsCullingEnabled;
565
566 // release pending GL resources
567 Handle(OpenGl_Context) aGlCtx = GetGlContext();
568 aGlCtx->ReleaseDelayed();
569
570 // fetch OpenGl context state
571 aGlCtx->FetchState();
572
573 Tint toSwap = (aGlCtx->IsRender()); // swap buffers
574 GLint aViewPortBack[4];
575 OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
576 if (aFrameBuffer != NULL)
577 {
578 glGetIntegerv (GL_VIEWPORT, aViewPortBack);
579 aFrameBuffer->SetupViewport (aGlCtx);
580 aFrameBuffer->BindBuffer (aGlCtx);
581 toSwap = 0; // no need to swap buffers
582 }
583
584 if (theCView.RenderParams.Method != Graphic3d_RM_RAYTRACING || myComputeInitStatus == OpenGl_RT_FAIL)
585 {
586 const Standard_Boolean isImmediate = !myView->ImmediateStructures().IsEmpty();
587 redraw1 (theCView, theCUnderLayer, theCOverLayer, isImmediate ? 0 : toSwap);
588 if (isImmediate)
589 {
590 RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True);
591 }
592
593 theCView.WasRedrawnGL = Standard_True;
594 }
595 else
596 {
597 int aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
598 int aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
599
600 Raytrace (theCView, aSizeX, aSizeY, toSwap, aFrameBuffer);
601
602 theCView.WasRedrawnGL = Standard_False;
603 }
604
605 if (aFrameBuffer != NULL)
606 {
607 aFrameBuffer->UnbindBuffer (aGlCtx);
608 // move back original viewport
609 glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
610 }
611
612#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
613 if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
614 {
615 GLint params[4];
616 glGetIntegerv (GL_VIEWPORT, params);
617 int nWidth = params[2] & ~0x7;
618 int nHeight = params[3] & ~0x7;
619
620 const int nBitsPerPixel = 24;
621 GLubyte* aDumpData = new GLubyte[nWidth * nHeight * nBitsPerPixel / 8];
622
623 glPixelStorei (GL_PACK_ALIGNMENT, 1);
624 glReadPixels (0, 0, nWidth, nHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, aDumpData);
625 OpenGl_AVIWriter_AVIWriter (aDumpData, nWidth, nHeight, nBitsPerPixel);
626 delete[] aDumpData;
627 }
628#endif
629
630 // reset render mode state
631 aGlCtx->FetchState();
632}
633
634// =======================================================================
635// function : redraw1
636// purpose :
637// =======================================================================
638void OpenGl_Workspace::redraw1 (const Graphic3d_CView& theCView,
639 const Aspect_CLayer2d& theCUnderLayer,
640 const Aspect_CLayer2d& theCOverLayer,
641 const int theToSwap)
642{
643 if (myView.IsNull())
644 {
645 return;
646 }
647
648 // request reset of material
649 NamedStatus |= OPENGL_NS_RESMAT;
650
651 GLbitfield toClear = GL_COLOR_BUFFER_BIT;
652 if (myUseZBuffer)
653 {
654 glDepthFunc (GL_LEQUAL);
655 glDepthMask (GL_TRUE);
656 if (myUseDepthTest)
657 {
658 glEnable (GL_DEPTH_TEST);
659 }
660 else
661 {
662 glDisable (GL_DEPTH_TEST);
663 }
664
665 glClearDepth (1.0);
666 toClear |= GL_DEPTH_BUFFER_BIT;
667 }
668 else
669 {
670 glDisable (GL_DEPTH_TEST);
671 }
672
673 if (NamedStatus & OPENGL_NS_WHITEBACK)
674 {
675 // set background to white
676 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
677 toClear |= GL_DEPTH_BUFFER_BIT;
678 }
679 else
680 {
681 glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
682 }
683 glClear (toClear);
684
685 Handle(OpenGl_Workspace) aWS (this);
686 myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer);
687
688 // swap the buffers
689 if (theToSwap)
690 {
691 GetGlContext()->SwapBuffers();
692 myBackBufferRestored = Standard_False;
693 myIsImmediateDrawn = Standard_False;
694 }
695 else
696 {
697 glFlush();
698 myBackBufferRestored = Standard_True;
699 myIsImmediateDrawn = Standard_False;
700 }
701}
702
703// =======================================================================
704// function : copyBackToFront
705// purpose :
706// =======================================================================
707void OpenGl_Workspace::copyBackToFront()
708{
709 glMatrixMode (GL_PROJECTION);
710 glPushMatrix();
711 glLoadIdentity();
712 gluOrtho2D (0.0, (GLdouble )myWidth, 0.0, (GLdouble )myHeight);
713 glMatrixMode (GL_MODELVIEW);
714 glPushMatrix();
715 glLoadIdentity();
716
717 DisableFeatures();
718
719 glDrawBuffer (GL_FRONT);
720 glReadBuffer (GL_BACK);
721
722 glRasterPos2i (0, 0);
723 glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
724
725 EnableFeatures();
726
727 glMatrixMode (GL_PROJECTION);
728 glPopMatrix();
729 glMatrixMode (GL_MODELVIEW);
730 glPopMatrix();
731
732 glDrawBuffer (GL_BACK);
733
734 myIsImmediateDrawn = Standard_False;
735}
736
737// =======================================================================
738// function : DisplayCallback
739// purpose :
740// =======================================================================
741void OpenGl_Workspace::DisplayCallback (const Graphic3d_CView& theCView,
742 Standard_Integer theReason)
743{
744 if (theCView.GDisplayCB == NULL)
745 {
746 return;
747 }
748
749 Aspect_GraphicCallbackStruct aCallData;
750 aCallData.reason = theReason;
751 aCallData.glContext = GetGlContext();
752 aCallData.wsID = theCView.WsId;
753 aCallData.viewID = theCView.ViewId;
754 theCView.GDisplayCB (theCView.DefWindow.XWindow, theCView.GClientData, &aCallData);
755}
756
757// =======================================================================
758// function : RedrawImmediate
759// purpose :
760// =======================================================================
761void OpenGl_Workspace::RedrawImmediate (const Graphic3d_CView& theCView,
762 const Aspect_CLayer2d& theCUnderLayer,
763 const Aspect_CLayer2d& theCOverLayer,
764 const Standard_Boolean theToForce)
765{
766 if (!Activate())
767 {
768 return;
769 }
770
771 GLboolean isDoubleBuffer = GL_FALSE;
772 glGetBooleanv (GL_DOUBLEBUFFER, &isDoubleBuffer);
773 if (myView->ImmediateStructures().IsEmpty())
774 {
775 if (theToForce
776 || !myIsImmediateDrawn)
777 {
778 myIsImmediateDrawn = Standard_False;
779 return;
780 }
781
782 if (myBackBufferRestored
783 && isDoubleBuffer)
784 {
785 copyBackToFront();
786 glFlush();
787 }
788 else
789 {
790 Redraw (theCView, theCUnderLayer, theCOverLayer);
791 }
792 return;
793 }
794
795 if (isDoubleBuffer && myTransientDrawToFront)
796 {
797 if (!myBackBufferRestored)
798 {
799 Redraw (theCView, theCUnderLayer, theCOverLayer);
800 return;
801 }
802 copyBackToFront();
803 MakeFrontBufCurrent();
804 }
805 else
806 {
807 myBackBufferRestored = Standard_False;
808 }
809 myIsImmediateDrawn = Standard_True;
810
811 NamedStatus |= OPENGL_NS_IMMEDIATE;
812 ///glDisable (GL_LIGHTING);
813 glDisable (GL_DEPTH_TEST);
814
815 Handle(OpenGl_Workspace) aWS (this);
816 for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
817 anIter.More(); anIter.Next())
818 {
819 const OpenGl_Structure* aStructure = anIter.Value();
820 aStructure->Render (aWS);
821 }
822
823 NamedStatus &= ~OPENGL_NS_IMMEDIATE;
824
825 if (isDoubleBuffer && myTransientDrawToFront)
826 {
827 glFlush();
828 MakeBackBufCurrent();
829 }
830}