// Created on: 2011-07-13 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2013 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include #include #include #include #include #include #include #include namespace { //! Convert index data type from size inline GLenum toGlIndexType (const Standard_Integer theStride) { switch (theStride) { case 2: return GL_UNSIGNED_SHORT; case 4: return GL_UNSIGNED_INT; default: return GL_NONE; } } //! Convert data type to GL info inline GLenum toGlDataType (const Graphic3d_TypeOfData theType, GLint& theNbComp) { switch (theType) { case Graphic3d_TOD_USHORT: theNbComp = 1; return GL_UNSIGNED_SHORT; case Graphic3d_TOD_UINT: theNbComp = 1; return GL_UNSIGNED_INT; case Graphic3d_TOD_VEC2: theNbComp = 2; return GL_FLOAT; case Graphic3d_TOD_VEC3: theNbComp = 3; return GL_FLOAT; case Graphic3d_TOD_VEC4: theNbComp = 4; return GL_FLOAT; case Graphic3d_TOD_VEC4UB: theNbComp = 4; return GL_UNSIGNED_BYTE; } theNbComp = 0; return GL_NONE; } } //! Auxiliary template for VBO with interleaved attributes. template class OpenGl_VertexBufferT : public TheBaseClass { public: //! Create uninitialized VBO. OpenGl_VertexBufferT (const Graphic3d_Attribute* theAttribs, const Standard_Integer theStride) : Stride (theStride) { memcpy (Attribs, theAttribs, sizeof(Graphic3d_Attribute) * NbAttributes); } //! Create uninitialized VBO. OpenGl_VertexBufferT (const Graphic3d_Buffer& theAttribs) : Stride (theAttribs.Stride) { memcpy (Attribs, theAttribs.AttributesArray(), sizeof(Graphic3d_Attribute) * NbAttributes); } virtual bool HasColorAttribute() const { for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; if (anAttrib.Id == Graphic3d_TOA_COLOR) { return true; } } return false; } virtual bool HasNormalAttribute() const { for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; if (anAttrib.Id == Graphic3d_TOA_NORM) { return true; } } return false; } virtual void BindPositionAttribute (const Handle(OpenGl_Context)& theGlCtx) const { if (!TheBaseClass::IsValid()) { return; } TheBaseClass::Bind (theGlCtx); GLint aNbComp; const GLubyte* anOffset = TheBaseClass::myOffset; for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; const GLenum aDataType = toGlDataType (anAttrib.DataType, aNbComp); if (aDataType == GL_NONE) { continue; } else if (anAttrib.Id == Graphic3d_TOA_POS) { TheBaseClass::bindAttribute (theGlCtx, Graphic3d_TOA_POS, aNbComp, aDataType, Stride, anOffset); break; } anOffset += Graphic3d_Attribute::Stride (anAttrib.DataType); } } virtual void BindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const { if (!TheBaseClass::IsValid()) { return; } TheBaseClass::Bind (theGlCtx); GLint aNbComp; const GLubyte* anOffset = TheBaseClass::myOffset; for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; const GLenum aDataType = toGlDataType (anAttrib.DataType, aNbComp); if (aDataType == GL_NONE) { continue; } TheBaseClass::bindAttribute (theGlCtx, anAttrib.Id, aNbComp, aDataType, Stride, anOffset); anOffset += Graphic3d_Attribute::Stride (anAttrib.DataType); } } virtual void UnbindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const { if (!TheBaseClass::IsValid()) { return; } TheBaseClass::Unbind (theGlCtx); for (Standard_Integer anAttribIter = 0; anAttribIter < NbAttributes; ++anAttribIter) { const Graphic3d_Attribute& anAttrib = Attribs[anAttribIter]; TheBaseClass::unbindAttribute (theGlCtx, anAttrib.Id); } } public: Graphic3d_Attribute Attribs[NbAttributes]; Standard_Integer Stride; }; // ======================================================================= // function : clearMemoryGL // purpose : // ======================================================================= void OpenGl_PrimitiveArray::clearMemoryGL (const Handle(OpenGl_Context)& theGlCtx) const { if (!myVboIndices.IsNull()) { myVboIndices->Release (theGlCtx.operator->()); myVboIndices.Nullify(); } if (!myVboAttribs.IsNull()) { myVboAttribs->Release (theGlCtx.operator->()); myVboAttribs.Nullify(); } } // ======================================================================= // function : initNormalVbo // purpose : // ======================================================================= Standard_Boolean OpenGl_PrimitiveArray::initNormalVbo (const Handle(OpenGl_Context)& theCtx) const { switch (myAttribs->NbAttributes) { case 1: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 2: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 3: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 4: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 5: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 6: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 7: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 8: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 9: myVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 10: myVboAttribs = new OpenGl_VertexBufferT(*myAttribs); break; } if (!myVboAttribs->init (theCtx, 0, myAttribs->NbElements, myAttribs->Data(), GL_NONE, myAttribs->Stride)) { TCollection_ExtendedString aMsg; aMsg += "VBO creation for Primitive Array has failed for "; aMsg += myAttribs->NbElements; aMsg += " vertices. Out of memory?"; theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg); clearMemoryGL (theCtx); return Standard_False; } else if (myIndices.IsNull()) { return Standard_True; } myVboIndices = new OpenGl_IndexBuffer(); bool isOk = false; switch (myIndices->Stride) { case 2: { isOk = myVboIndices->Init (theCtx, 1, myIndices->NbElements, reinterpret_cast (myIndices->Data())); break; } case 4: { isOk = myVboIndices->Init (theCtx, 1, myIndices->NbElements, reinterpret_cast (myIndices->Data())); break; } default: { clearMemoryGL (theCtx); return Standard_False; } } if (!isOk) { TCollection_ExtendedString aMsg; aMsg += "VBO creation for Primitive Array has failed for "; aMsg += myIndices->NbElements; aMsg += " indices. Out of memory?"; theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMsg); clearMemoryGL (theCtx); return Standard_False; } return Standard_True; } // ======================================================================= // function : buildVBO // purpose : // ======================================================================= Standard_Boolean OpenGl_PrimitiveArray::buildVBO (const Handle(OpenGl_Context)& theCtx, const Standard_Boolean theToKeepData) const { bool isNormalMode = theCtx->ToUseVbo(); if (myAttribs.IsNull() || myAttribs->IsEmpty() || myAttribs->NbElements < 1 || myAttribs->NbAttributes < 1 || myAttribs->NbAttributes > 10) { // vertices should be always defined - others are optional return Standard_False; } if (isNormalMode && initNormalVbo (theCtx)) { if (!theCtx->caps->keepArrayData && !theToKeepData) { myIndices.Nullify(); myAttribs.Nullify(); } return Standard_True; } Handle(OpenGl_VertexBufferCompat) aVboAttribs; switch (myAttribs->NbAttributes) { case 1: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 2: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 3: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 4: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 5: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 6: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 7: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 8: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 9: aVboAttribs = new OpenGl_VertexBufferT (*myAttribs); break; case 10: aVboAttribs = new OpenGl_VertexBufferT(*myAttribs); break; } aVboAttribs->initLink (myAttribs, 0, myAttribs->NbElements, GL_NONE); if (!myIndices.IsNull()) { Handle(OpenGl_VertexBufferCompat) aVboIndices = new OpenGl_VertexBufferCompat(); switch (myIndices->Stride) { case 2: { aVboIndices->initLink (myIndices, 1, myIndices->NbElements, GL_UNSIGNED_SHORT); break; } case 4: { aVboIndices->initLink (myIndices, 1, myIndices->NbElements, GL_UNSIGNED_INT); break; } default: { return Standard_False; } } myVboIndices = aVboIndices; } myVboAttribs = aVboAttribs; if (!theCtx->caps->keepArrayData && !theToKeepData) { // does not make sense for compatibility mode //myIndices.Nullify(); //myAttribs.Nullify(); } return Standard_True; } // ======================================================================= // function : drawArray // purpose : // ======================================================================= void OpenGl_PrimitiveArray::drawArray (const Handle(OpenGl_Workspace)& theWorkspace, const Graphic3d_Vec4* theFaceColors, const Standard_Boolean theHasVertColor) const { const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext(); const bool toHilight = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) != 0; bool hasVColors = theHasVertColor && !toHilight; if (myVboAttribs.IsNull()) { #if !defined(GL_ES_VERSION_2_0) if (myDrawMode == GL_POINTS) { // extreme compatibility mode - without sprites but with markers drawMarkers (theWorkspace); } #endif return; } myVboAttribs->BindAllAttributes (aGlContext); if (theHasVertColor && toHilight) { // disable per-vertex color OpenGl_VertexBuffer::unbindAttribute (aGlContext, Graphic3d_TOA_COLOR); } if (!myVboIndices.IsNull()) { myVboIndices->Bind (aGlContext); GLubyte* anOffset = myVboIndices->GetDataOffset(); if (!myBounds.IsNull()) { // draw primitives by vertex count with the indices const size_t aStride = myVboIndices->GetDataType() == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]); glDrawElements (myDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset); anOffset += aStride * aNbElemsInGroup; } } else { // draw one (or sequential) primitive by the indices glDrawElements (myDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset); } myVboIndices->Unbind (aGlContext); } else if (!myBounds.IsNull()) { GLint aFirstElem = 0; for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; if (theFaceColors != NULL) aGlContext->SetColor4fv (theFaceColors[aGroupIter]); glDrawArrays (myDrawMode, aFirstElem, aNbElemsInGroup); aFirstElem += aNbElemsInGroup; } } else { if (myDrawMode == GL_POINTS) { drawMarkers (theWorkspace); } else { glDrawArrays (myDrawMode, 0, myVboAttribs->GetElemsNb()); } } // bind with 0 myVboAttribs->UnbindAllAttributes (aGlContext); if (hasVColors) { theWorkspace->NamedStatus |= OPENGL_NS_RESMAT; } } // ======================================================================= // function : drawEdges // purpose : // ======================================================================= void OpenGl_PrimitiveArray::drawEdges (const TEL_COLOUR* theEdgeColour, const Handle(OpenGl_Workspace)& theWorkspace) const { if (myVboAttribs.IsNull()) { return; } #if !defined(GL_ES_VERSION_2_0) glDisable (GL_LIGHTING); #endif const Handle(OpenGl_Context)& aGlContext = theWorkspace->GetGlContext(); const OpenGl_AspectLine* anAspectLineOld = NULL; anAspectLineOld = theWorkspace->SetAspectLine (theWorkspace->AspectFace (Standard_True)->AspectEdge()); const OpenGl_AspectLine* anAspect = theWorkspace->AspectLine (Standard_True); #if !defined(GL_ES_VERSION_2_0) glPushAttrib (GL_POLYGON_BIT); glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); #endif if (aGlContext->IsGlGreaterEqual (2, 0)) { aGlContext->ShaderManager()->BindProgram (anAspect, NULL, Standard_False, Standard_False, anAspect->ShaderProgramRes (aGlContext)); } /// OCC22236 NOTE: draw edges for all situations: /// 1) draw elements with GL_LINE style as edges from myPArray->bufferVBO[VBOEdges] indices array /// 2) draw elements from vertex array, when bounds defines count of primitive's vertices. /// 3) draw primitive's edges by vertexes if no edges and bounds array is specified myVboAttribs->BindPositionAttribute (aGlContext); aGlContext->SetColor4fv (*(const OpenGl_Vec4* )theEdgeColour->rgb); if (!myVboIndices.IsNull()) { myVboIndices->Bind (aGlContext); GLubyte* anOffset = myVboIndices->GetDataOffset(); // draw primitives by vertex count with the indices if (!myBounds.IsNull()) { const size_t aStride = myVboIndices->GetDataType() == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; glDrawElements (myDrawMode, aNbElemsInGroup, myVboIndices->GetDataType(), anOffset); anOffset += aStride * aNbElemsInGroup; } } // draw one (or sequential) primitive by the indices else { glDrawElements (myDrawMode, myVboIndices->GetElemsNb(), myVboIndices->GetDataType(), anOffset); } myVboIndices->Unbind (aGlContext); } else if (!myBounds.IsNull()) { GLint aFirstElem = 0; for (Standard_Integer aGroupIter = 0; aGroupIter < myBounds->NbBounds; ++aGroupIter) { const GLint aNbElemsInGroup = myBounds->Bounds[aGroupIter]; glDrawArrays (myDrawMode, aFirstElem, aNbElemsInGroup); aFirstElem += aNbElemsInGroup; } } else { glDrawArrays (myDrawMode, 0, myAttribs->NbElements); } // unbind buffers myVboAttribs->UnbindAttribute (aGlContext, Graphic3d_TOA_POS); // restore line context #if !defined(GL_ES_VERSION_2_0) glPopAttrib(); #endif theWorkspace->SetAspectLine (anAspectLineOld); } // ======================================================================= // function : drawMarkers // purpose : // ======================================================================= void OpenGl_PrimitiveArray::drawMarkers (const Handle(OpenGl_Workspace)& theWorkspace) const { const OpenGl_AspectMarker* anAspectMarker = theWorkspace->AspectMarker (Standard_True); const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext(); const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx); if (!aSpriteNorm.IsNull() && !aSpriteNorm->IsDisplayList()) { // Textured markers will be drawn with the point sprites aCtx->SetPointSize (anAspectMarker->MarkerSize()); #if !defined(GL_ES_VERSION_2_0) aCtx->core11fwd->glEnable (GL_ALPHA_TEST); aCtx->core11fwd->glAlphaFunc (GL_GEQUAL, 0.1f); #endif aCtx->core11fwd->glEnable (GL_BLEND); aCtx->core11fwd->glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); aCtx->core11fwd->glDrawArrays (myDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements); aCtx->core11fwd->glDisable (GL_BLEND); #if !defined(GL_ES_VERSION_2_0) aCtx->core11fwd->glDisable (GL_ALPHA_TEST); #endif aCtx->SetPointSize (1.0f); return; } else if (anAspectMarker->Type() == Aspect_TOM_POINT) { aCtx->SetPointSize (anAspectMarker->MarkerSize()); aCtx->core11fwd->glDrawArrays (myDrawMode, 0, !myVboAttribs.IsNull() ? myVboAttribs->GetElemsNb() : myAttribs->NbElements); aCtx->SetPointSize (1.0f); } #if !defined(GL_ES_VERSION_2_0) // Textured markers will be drawn with the glBitmap else if (anAspectMarker->Type() != Aspect_TOM_POINT && !aSpriteNorm.IsNull()) { /**if (!isHilight && (myPArray->vcolours != NULL)) { for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++) { glColor4ubv (myPArray->vcolours[anIter].GetData()); glRasterPos3fv (myAttribs->Value (anIter).GetData()); aSpriteNorm->DrawBitmap (theWorkspace->GetGlContext()); } } else*/ { for (Standard_Integer anIter = 0; anIter < myAttribs->NbElements; anIter++) { aCtx->core11->glRasterPos3fv (myAttribs->Value (anIter).GetData()); aSpriteNorm->DrawBitmap (theWorkspace->GetGlContext()); } } } #endif } // ======================================================================= // function : OpenGl_PrimitiveArray // purpose : // ======================================================================= OpenGl_PrimitiveArray::OpenGl_PrimitiveArray (const OpenGl_GraphicDriver* theDriver, const Graphic3d_TypeOfPrimitiveArray theType, const Handle(Graphic3d_IndexBuffer)& theIndices, const Handle(Graphic3d_Buffer)& theAttribs, const Handle(Graphic3d_BoundBuffer)& theBounds) : myIndices (theIndices), myAttribs (theAttribs), myBounds (theBounds), myDrawMode (DRAW_MODE_NONE), myIsVboInit (Standard_False) { if (theDriver != NULL) { myUID = theDriver->GetNextPrimitiveArrayUID(); } if (!myIndices.IsNull() && myIndices->NbElements < 1) { // dummy index buffer? myIndices.Nullify(); } if (myAttribs.IsNull()) { return; } switch (theType) { case Graphic3d_TOPA_POINTS: myDrawMode = GL_POINTS; break; case Graphic3d_TOPA_POLYLINES: myDrawMode = GL_LINE_STRIP; break; case Graphic3d_TOPA_SEGMENTS: myDrawMode = GL_LINES; break; case Graphic3d_TOPA_TRIANGLES: myDrawMode = GL_TRIANGLES; break; case Graphic3d_TOPA_TRIANGLESTRIPS: myDrawMode = GL_TRIANGLE_STRIP; break; case Graphic3d_TOPA_TRIANGLEFANS: myDrawMode = GL_TRIANGLE_FAN; break; #if !defined(GL_ES_VERSION_2_0) case Graphic3d_TOPA_POLYGONS: myDrawMode = GL_POLYGON; break; case Graphic3d_TOPA_QUADRANGLES: myDrawMode = GL_QUADS; break; case Graphic3d_TOPA_QUADRANGLESTRIPS: myDrawMode = GL_QUAD_STRIP; break; #else case Graphic3d_TOPA_POLYGONS: case Graphic3d_TOPA_QUADRANGLES: case Graphic3d_TOPA_QUADRANGLESTRIPS: #endif case Graphic3d_TOPA_UNDEFINED: break; } } // ======================================================================= // function : ~OpenGl_PrimitiveArray // purpose : // ======================================================================= OpenGl_PrimitiveArray::~OpenGl_PrimitiveArray() { // } // ======================================================================= // function : Release // purpose : // ======================================================================= void OpenGl_PrimitiveArray::Release (OpenGl_Context* theContext) { myIsVboInit = Standard_False; if (!myVboIndices.IsNull()) { if (theContext) { theContext->DelayedRelease (myVboIndices); } myVboIndices.Nullify(); } if (!myVboAttribs.IsNull()) { if (theContext) { theContext->DelayedRelease (myVboAttribs); } myVboAttribs.Nullify(); } } // ======================================================================= // function : Render // purpose : // ======================================================================= void OpenGl_PrimitiveArray::Render (const Handle(OpenGl_Workspace)& theWorkspace) const { if (myDrawMode == DRAW_MODE_NONE) { return; } const OpenGl_AspectFace* anAspectFace = theWorkspace->AspectFace (Standard_True); const OpenGl_AspectLine* anAspectLine = theWorkspace->AspectLine (Standard_True); const OpenGl_AspectMarker* anAspectMarker = theWorkspace->AspectMarker (myDrawMode == GL_POINTS); // create VBOs on first render call const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext(); if (!myIsVboInit) { // compatibility - keep data to draw markers using display lists const Standard_Boolean toKeepData = myDrawMode == GL_POINTS && !anAspectMarker->SpriteRes (aCtx).IsNull() && anAspectMarker->SpriteRes (aCtx)->IsDisplayList(); buildVBO (aCtx, toKeepData); myIsVboInit = Standard_True; } Tint aFrontLightingModel = anAspectFace->IntFront().color_mask; const TEL_COLOUR* anInteriorColor = &anAspectFace->IntFront().matcol; const TEL_COLOUR* anEdgeColor = &anAspectFace->AspectEdge()->Color(); const TEL_COLOUR* aLineColor = myDrawMode == GL_POINTS ? &anAspectMarker->Color() : &anAspectLine->Color(); // Use highlight colors if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) { anEdgeColor = anInteriorColor = aLineColor = theWorkspace->HighlightColor; aFrontLightingModel = 0; } const Standard_Boolean hasColorAttrib = !myVboAttribs.IsNull() && myVboAttribs->HasColorAttribute(); const Standard_Boolean isLightOn = aFrontLightingModel != 0 && !myVboAttribs.IsNull() && myVboAttribs->HasNormalAttribute(); #if !defined(GL_ES_VERSION_2_0) // manage FFP lighting if (!isLightOn) { glDisable (GL_LIGHTING); } else { glEnable (GL_LIGHTING); } #endif // Temporarily disable environment mapping Handle(OpenGl_Texture) aTextureBack; if (myDrawMode <= GL_LINE_STRIP) { aTextureBack = theWorkspace->DisableTexture(); } if ((myDrawMode > GL_LINE_STRIP && anAspectFace->InteriorStyle() != Aspect_IS_EMPTY) || (myDrawMode <= GL_LINE_STRIP)) { const bool toHilight = (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT) != 0; const Graphic3d_Vec4* aFaceColors = !myBounds.IsNull() && !toHilight && anAspectFace->InteriorStyle() != Aspect_IS_HIDDENLINE ? myBounds->Colors : NULL; const Standard_Boolean hasVertColor = hasColorAttrib && !toHilight; if (aCtx->IsGlGreaterEqual (2, 0)) { switch (myDrawMode) { case GL_POINTS: { const Handle(OpenGl_PointSprite)& aSpriteNorm = anAspectMarker->SpriteRes (aCtx); if (!aSpriteNorm.IsNull() && !aSpriteNorm->IsDisplayList()) { const Handle(OpenGl_PointSprite)& aSprite = (toHilight && anAspectMarker->SpriteHighlightRes (aCtx)->IsValid()) ? anAspectMarker->SpriteHighlightRes (aCtx) : aSpriteNorm; theWorkspace->EnableTexture (aSprite); aCtx->ShaderManager()->BindProgram (anAspectMarker, aSprite, isLightOn, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx)); } else { aCtx->ShaderManager()->BindProgram (anAspectMarker, NULL, isLightOn, hasVertColor, anAspectMarker->ShaderProgramRes (aCtx)); } break; } case GL_LINES: case GL_LINE_STRIP: { aCtx->ShaderManager()->BindProgram (anAspectLine, NULL, isLightOn, hasVertColor, anAspectLine->ShaderProgramRes (aCtx)); break; } default: { aCtx->ShaderManager()->BindProgram (anAspectFace, theWorkspace->ActiveTexture(), isLightOn, hasVertColor, anAspectFace->ShaderProgramRes (aCtx)); break; } } } aCtx->SetColor4fv (*(const OpenGl_Vec4* )(myDrawMode <= GL_LINE_STRIP ? aLineColor->rgb : anInteriorColor->rgb)); drawArray (theWorkspace, aFaceColors, hasColorAttrib); } if (myDrawMode <= GL_LINE_STRIP) { theWorkspace->EnableTexture (aTextureBack); } else { if (anAspectFace->Edge() || anAspectFace->InteriorStyle() == Aspect_IS_HIDDENLINE) { drawEdges (anEdgeColor, theWorkspace); } } aCtx->BindProgram (NULL); }