// Created on: 2011-09-20
// Created by: Sergey ZERCHANINOV
-// Copyright (c) 2011-2012 OPEN CASCADE SAS
+// Copyright (c) 2011-2014 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// 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.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
-
-#ifdef HAVE_CONFIG_H
- #include <config.h>
-#endif
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#include <OpenGl_GlCore15.hxx>
+#include <OpenGl_ArbFBO.hxx>
#include <InterfaceGraphic.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Context.hxx>
+#include <OpenGl_Element.hxx>
#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_Structure.hxx>
+#include <OpenGl_Sampler.hxx>
+#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Texture.hxx>
+#include <OpenGl_Utils.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_Workspace.hxx>
-#include <OpenGl_Element.hxx>
#include <Graphic3d_TextureParams.hxx>
// function : OpenGl_Workspace
// purpose :
// =======================================================================
-OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
+OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
const Handle(OpenGl_Context)& theShareCtx)
-: OpenGl_Window (theDisplay, theCWindow, theGContext, theCaps, theShareCtx),
+: OpenGl_Window (theDriver, theCWindow, theGContext, theCaps, theShareCtx),
NamedStatus (0),
HighlightColor (&THE_WHITE_COLOR),
//
- myIsTransientOpen (Standard_False),
- myRetainMode (Standard_False),
+ myComputeInitStatus (OpenGl_RT_NONE),
+ myIsRaytraceDataValid (Standard_False),
+ myIsRaytraceWarnTextures (Standard_False),
+ myHasFboBlit (Standard_True),
+ myViewModificationStatus (0),
+ myLayersModificationStatus (0),
+ //
+ myRaytraceFilter (new OpenGl_RaytraceFilter()),
+ myToRedrawGL (Standard_True),
+ myViewId (-1),
+ myAntiAliasingMode (3),
myTransientDrawToFront (Standard_True),
- myUseTransparency (Standard_False),
+ myBackBufferRestored (Standard_False),
+ myIsImmediateDrawn (Standard_False),
myUseZBuffer (Standard_False),
myUseDepthTest (Standard_True),
myUseGLLight (Standard_True),
- myBackBufferRestored (Standard_False),
+ myIsCullingEnabled (Standard_False),
+ myFrameCounter (0),
//
AspectLine_set (&myDefaultAspectLine),
AspectLine_applied (NULL),
TextParam_applied (NULL),
ViewMatrix_applied (&myDefaultMatrix),
StructureMatrix_applied (&myDefaultMatrix),
+ myCullingMode (TelCullUndefined),
myModelViewMatrix (myDefaultMatrix),
- PolygonOffset_applied (NULL)
+ PolygonOffset_applied (THE_DEFAULT_POFFSET)
{
- theDisplay->InitAttributes();
+ myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+ myResultFBO = new OpenGl_FrameBuffer();
+
+ if (!myGlContext->GetResource ("OpenGl_LineAttributes", myLineAttribs))
+ {
+ // share and register for release once the resource is no longer used
+ myLineAttribs = new OpenGl_LineAttributes();
+ myGlContext->ShareResource ("OpenGl_LineAttributes", myLineAttribs);
+ myLineAttribs->Init (myGlContext);
+ }
// General initialization of the context
- // Eviter d'avoir les faces mal orientees en noir.
- // Pourrait etre utiliser pour detecter les problemes d'orientation
- glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+#if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
+ {
+ // Eviter d'avoir les faces mal orientees en noir.
+ // Pourrait etre utiliser pour detecter les problemes d'orientation
+ glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+
+ // Optimisation pour le Fog et l'antialiasing
+ glHint (GL_FOG_HINT, GL_FASTEST);
+ glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
+ }
- // Optimisation pour le Fog et l'antialiasing
- glHint (GL_FOG_HINT, GL_FASTEST);
- glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
-
- // Polygon Offset
- EnablePolygonOffset();
-
-#ifdef HAVE_OPENCL
-
- myComputeInitStatus = OpenGl_CLIS_NONE;
-
- myViewModificationStatus = 0;
- myLayersModificationStatus = 0;
-
- myRaytraceOutputTexture[0] = 0;
- myRaytraceOutputTexture[1] = 0;
-
- myIsRaytraceDataValid = Standard_False;
- myToUpdateRaytraceData = Standard_False;
-
#endif
+
+ // AA mode
+ const char* anAaEnv = ::getenv ("CALL_OPENGL_ANTIALIASING_MODE");
+ if (anAaEnv != NULL)
+ {
+ int v;
+ if (sscanf (anAaEnv, "%d", &v) > 0) myAntiAliasingMode = v;
+ }
}
// =======================================================================
// =======================================================================
OpenGl_Workspace::~OpenGl_Workspace()
{
-#ifdef HAVE_OPENCL
- ReleaseOpenCL();
-#endif
+ if (!myLineAttribs.IsNull())
+ {
+ myLineAttribs.Nullify();
+ myGlContext->ReleaseResource ("OpenGl_LineAttributes", Standard_True);
+ }
+
+ if (!myResultFBO.IsNull())
+ {
+ myResultFBO->Release (myGlContext.operator->());
+ myResultFBO.Nullify();
+ }
+ if (myFullScreenQuad.IsValid())
+ {
+ myFullScreenQuad.Release (myGlContext.operator->());
+ }
+
+ ReleaseRaytraceResources();
}
// =======================================================================
return Standard_True;
}
-// =======================================================================
-// function : UseTransparency
-// purpose : call_togl_transparency
-// =======================================================================
-void OpenGl_Workspace::UseTransparency (const Standard_Boolean theFlag)
-{
- myUseTransparency = theFlag;
-}
-
//=======================================================================
//function : ResetAppliedAspect
//purpose : Sets default values of GL parameters in accordance with default aspects
//=======================================================================
void OpenGl_Workspace::ResetAppliedAspect()
{
+ myGlContext->BindDefaultVao();
+
NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
HighlightColor = &THE_WHITE_COLOR;
AspectLine_set = &myDefaultAspectLine;
AspectText_applied = NULL;
TextParam_set = &myDefaultTextParam;
TextParam_applied = NULL;
- PolygonOffset_applied = NULL;
+ PolygonOffset_applied = THE_DEFAULT_POFFSET;
+ myCullingMode = TelCullUndefined;
AspectLine(Standard_True);
AspectFace(Standard_True);
return myTextureBound;
}
+ const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
+ if (!aSampler.IsNull())
+ {
+ aSampler->Unbind (*myGlContext);
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
// reset texture matrix because some code may expect it is identity
- GLint aMatrixMode = GL_TEXTURE;
- glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
- glMatrixMode (GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode (aMatrixMode);
+ if (myGlContext->core11 != NULL)
+ {
+ GLint aMatrixMode = GL_TEXTURE;
+ glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode (aMatrixMode);
+ }
+#endif
myTextureBound->Unbind (myGlContext);
switch (myTextureBound->GetTarget())
{
+ #if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
- if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ if (myGlContext->core11 != NULL)
{
- glDisable (GL_TEXTURE_GEN_S);
+ if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ {
+ glDisable (GL_TEXTURE_GEN_S);
+ }
+ glDisable (GL_TEXTURE_1D);
}
- glDisable (GL_TEXTURE_1D);
break;
}
+ #endif
case GL_TEXTURE_2D:
{
- if (myTextureBound->GetParams()->GenMode() != GL_NONE)
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
{
- glDisable (GL_TEXTURE_GEN_S);
- glDisable (GL_TEXTURE_GEN_T);
- if (myTextureBound->GetParams()->GenMode() == Graphic3d_TOTM_SPRITE)
+ if (myTextureBound->GetParams()->GenMode() != GL_NONE)
{
- glDisable (GL_POINT_SPRITE);
+ glDisable (GL_TEXTURE_GEN_S);
+ glDisable (GL_TEXTURE_GEN_T);
+ if (myTextureBound->GetParams()->GenMode() == Graphic3d_TOTM_SPRITE)
+ {
+ glDisable (GL_POINT_SPRITE);
+ }
}
+ glDisable (GL_TEXTURE_2D);
}
- glDisable (GL_TEXTURE_2D);
+ #endif
break;
}
default: break;
return;
}
+#if !defined(GL_ES_VERSION_2_0)
GLint aMatrixMode = GL_TEXTURE;
- glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
-
- // setup texture matrix
- glMatrixMode (GL_TEXTURE);
- glLoadIdentity();
- const Graphic3d_Vec2& aScale = aParams->Scale();
- const Graphic3d_Vec2& aTrans = aParams->Translation();
- glScalef ( aScale.x(), aScale.y(), 1.0f);
- glTranslatef (-aTrans.x(), -aTrans.y(), 0.0f);
- glRotatef (-aParams->Rotation(), 0.0f, 0.0f, 1.0f);
-
- // setup generation of texture coordinates
- switch (aParams->GenMode())
+ if (myGlContext->core11 != NULL)
{
- case Graphic3d_TOTM_OBJECT:
+ glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
+
+ // setup texture matrix
+ glMatrixMode (GL_TEXTURE);
+ OpenGl_Mat4 aTextureMat;
+ const Graphic3d_Vec2& aScale = aParams->Scale();
+ const Graphic3d_Vec2& aTrans = aParams->Translation();
+ OpenGl_Utils::Scale (aTextureMat, aScale.x(), aScale.y(), 1.0f);
+ OpenGl_Utils::Translate (aTextureMat, -aTrans.x(), -aTrans.y(), 0.0f);
+ OpenGl_Utils::Rotate (aTextureMat, -aParams->Rotation(), 0.0f, 0.0f, 1.0f);
+ glLoadMatrixf (aTextureMat);
+
+ GLint anEnvMode = GL_MODULATE; // lighting mode
+ if (!aParams->IsModulate())
{
- glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenfv (GL_S, GL_OBJECT_PLANE, aParams->GenPlaneS().GetData());
- if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ anEnvMode = GL_DECAL;
+ if (theTexture->GetFormat() == GL_ALPHA
+ || theTexture->GetFormat() == GL_LUMINANCE)
{
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenfv (GL_T, GL_OBJECT_PLANE, aParams->GenPlaneT().GetData());
+ anEnvMode = GL_REPLACE;
}
- break;
}
- case Graphic3d_TOTM_SPHERE:
+
+ // setup generation of texture coordinates
+ switch (aParams->GenMode())
{
- glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ case Graphic3d_TOTM_OBJECT:
{
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv (GL_S, GL_OBJECT_PLANE, aParams->GenPlaneS().GetData());
+ if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ {
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv (GL_T, GL_OBJECT_PLANE, aParams->GenPlaneT().GetData());
+ }
+ break;
}
- break;
- }
- case Graphic3d_TOTM_EYE:
- {
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ case Graphic3d_TOTM_SPHERE:
+ {
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ {
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ }
+ break;
+ }
+ case Graphic3d_TOTM_EYE:
+ {
+ myGlContext->WorldViewState.Push();
- glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv (GL_S, GL_EYE_PLANE, aParams->GenPlaneS().GetData());
+ myGlContext->WorldViewState.SetIdentity();
+ myGlContext->ApplyWorldViewMatrix();
- if (theTexture->GetTarget() != GL_TEXTURE_1D)
- {
- glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGenfv (GL_S, GL_EYE_PLANE, aParams->GenPlaneS().GetData());
+
+ if (theTexture->GetTarget() != GL_TEXTURE_1D)
+ {
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
+ }
+
+ myGlContext->WorldViewState.Pop();
+
+ break;
}
- glPopMatrix();
- break;
- }
- case Graphic3d_TOTM_SPRITE:
- {
- if (GetGlContext()->core20 != NULL)
+ case Graphic3d_TOTM_SPRITE:
{
- glEnable (GL_POINT_SPRITE);
- glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
+ if (GetGlContext()->core20fwd != NULL)
+ {
+ glEnable (GL_POINT_SPRITE);
+ glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
+ anEnvMode = GL_REPLACE;
+ GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
+ }
+ break;
}
- break;
+ case Graphic3d_TOTM_MANUAL:
+ default: break;
}
- case Graphic3d_TOTM_MANUAL:
- default: break;
- }
- // setup lighting
- if (aParams->GenMode() != Graphic3d_TOTM_SPRITE)
- {
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
+ // setup lighting
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, anEnvMode);
}
+#endif
+
+ // get active sampler object to override default texture parameters
+ const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
// setup texture filtering and wrapping
//if (theTexture->GetParams() != theParams)
const GLenum aFilter = (aParams->Filter() == Graphic3d_TOTF_NEAREST) ? GL_NEAREST : GL_LINEAR;
- const GLenum aWrapMode = aParams->IsRepeat() ? GL_REPEAT : GL_CLAMP;
+ const GLenum aWrapMode = aParams->IsRepeat() ? GL_REPEAT : myGlContext->TextureWrapClamp();
switch (theTexture->GetTarget())
{
+ #if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
- glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, aFilter);
- glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, aFilter);
- glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, aWrapMode);
+ if (aSampler.IsNull() || !aSampler->IsValid())
+ {
+ glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, aFilter);
+ glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, aFilter);
+ glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, aWrapMode);
+ }
+ else
+ {
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAG_FILTER, aFilter);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MIN_FILTER, aFilter);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_S, aWrapMode);
+ }
+
break;
}
+ #endif
case GL_TEXTURE_2D:
{
GLenum aFilterMin = aFilter;
{
// setup degree of anisotropy filter
const GLint aMaxDegree = myGlContext->MaxDegreeOfAnisotropy();
+ GLint aDegree;
switch (aParams->AnisoFilter())
{
case Graphic3d_LOTA_QUALITY:
{
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aMaxDegree);
+ aDegree = aMaxDegree;
break;
}
case Graphic3d_LOTA_MIDDLE:
{
-
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2));
+ aDegree = (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2);
break;
}
case Graphic3d_LOTA_FAST:
{
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2);
+ aDegree = 2;
break;
}
case Graphic3d_LOTA_OFF:
default:
{
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
+ aDegree = 1;
break;
}
}
+
+ if (aSampler.IsNull() || !aSampler->IsValid())
+ {
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aDegree);
+ }
+ else
+ {
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAX_ANISOTROPY_EXT, aDegree);
+ }
}
}
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterMin);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilter);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, aWrapMode);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, aWrapMode);
+
+ if (aSampler.IsNull() || !aSampler->IsValid())
+ {
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterMin);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilter);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, aWrapMode);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, aWrapMode);
+ }
+ else
+ {
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MIN_FILTER, aFilterMin);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAG_FILTER, aFilter);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_S, aWrapMode);
+ aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_T, aWrapMode);
+ }
+
break;
}
default: break;
switch (theTexture->GetTarget())
{
+ #if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
- if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ if (myGlContext->core11 != NULL)
{
- glEnable (GL_TEXTURE_GEN_S);
+ if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ {
+ glEnable (GL_TEXTURE_GEN_S);
+ }
+ glEnable (GL_TEXTURE_1D);
}
- glEnable (GL_TEXTURE_1D);
break;
}
+ #endif
case GL_TEXTURE_2D:
{
- if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
{
- glEnable (GL_TEXTURE_GEN_S);
- glEnable (GL_TEXTURE_GEN_T);
+ if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
+ {
+ glEnable (GL_TEXTURE_GEN_S);
+ glEnable (GL_TEXTURE_GEN_T);
+ }
+ glEnable (GL_TEXTURE_2D);
}
- glEnable (GL_TEXTURE_2D);
+ #endif
break;
}
default: break;
}
- glMatrixMode (aMatrixMode); // turn back active matrix
+#if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->core11 != NULL)
+ {
+ glMatrixMode (aMatrixMode); // turn back active matrix
+ }
+#endif
theTexture->SetParams (aParams);
}
myTextureBound->Bind (myGlContext);
setTextureParams (myTextureBound, theParams);
+ // If custom sampler object is available it will be
+ // used for overriding default texture parameters
+ const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
+
+ if (!aSampler.IsNull() && aSampler->IsValid())
+ {
+ aSampler->Bind (*myGlContext);
+ }
+
return aPrevTexture;
}
return;
}
+ ++myFrameCounter;
+ myIsCullingEnabled = theCView.IsCullingEnabled;
+
// release pending GL resources
- Handle(OpenGl_Context) aGlCtx = GetGlContext();
- aGlCtx->ReleaseDelayed();
+ myGlContext->ReleaseDelayed();
- // cache render mode state
- GLint aRendMode = GL_RENDER;
- glGetIntegerv (GL_RENDER_MODE, &aRendMode);
- aGlCtx->SetFeedback (aRendMode == GL_FEEDBACK);
+ // fetch OpenGl context state
+ myGlContext->FetchState();
- Tint toSwap = (aRendMode == GL_RENDER); // swap buffers
- GLint aViewPortBack[4];
OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
if (aFrameBuffer != NULL)
{
- glGetIntegerv (GL_VIEWPORT, aViewPortBack);
- aFrameBuffer->SetupViewport (aGlCtx);
- aFrameBuffer->BindBuffer (aGlCtx);
- toSwap = 0; // no need to swap buffers
+ aFrameBuffer->SetupViewport (myGlContext);
}
+ else
+ {
+ myGlContext->core11fwd->glViewport (0, 0, myWidth, myHeight);
+ }
+ bool toSwap = myGlContext->IsRender()
+ && !myGlContext->caps->buffersNoSwap
+ && aFrameBuffer == NULL;
+
+ Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
+ Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
-#ifdef HAVE_OPENCL
- if (!theCView.IsRaytracing || myComputeInitStatus == OpenGl_CLIS_FAIL)
+ if (myHasFboBlit
+ && myTransientDrawToFront)
{
-#endif
- Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
- if (aFrameBuffer == NULL || !myTransientDrawToFront)
+ if (myResultFBO->GetVPSizeX() != aSizeX
+ || myResultFBO->GetVPSizeY() != aSizeY)
{
- RedrawImmediatMode();
+ // prepare FBOs containing main scene
+ // for further blitting and rendering immediate presentations on top
+ if (myGlContext->core20fwd != NULL)
+ {
+ myResultFBO->Init (myGlContext, aSizeX, aSizeY);
+ }
}
- theCView.WasRedrawnGL = Standard_True;
-#ifdef HAVE_OPENCL
+ if (myResultFBO->IsValid())
+ {
+ myResultFBO->SetupViewport (myGlContext);
+ }
}
else
{
- int aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
- int aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
+ myResultFBO->Release (myGlContext.operator->());
+ }
+
+ myToRedrawGL = Standard_True;
+ if (theCView.RenderParams.Method == Graphic3d_RM_RAYTRACING
+ && myComputeInitStatus != OpenGl_RT_FAIL)
+ {
+ if (InitRaytraceResources (theCView) && UpdateRaytraceGeometry (OpenGl_GUM_CHECK) && myIsRaytraceDataValid)
+ {
+ myToRedrawGL = Standard_False;
- Raytrace (theCView, aSizeX, aSizeY, toSwap);
+ // Only non-raytracable structures should be rendered in OpenGL mode.
+ Handle(OpenGl_RenderFilter) aRenderFilter = GetRenderFilter();
+ myRaytraceFilter->SetPrevRenderFilter (aRenderFilter);
+ SetRenderFilter (myRaytraceFilter);
- theCView.WasRedrawnGL = Standard_False;
+ if (myOpenGlFBO.IsNull())
+ {
+ myOpenGlFBO = new OpenGl_FrameBuffer();
+ }
+ if (myOpenGlFBO->GetVPSizeX() != aSizeX
+ || myOpenGlFBO->GetVPSizeY() != aSizeY)
+ {
+ myOpenGlFBO->Init (myGlContext, aSizeX, aSizeY);
+ }
+
+ // OverLayer and UnderLayer shouldn't be drawn by OpenGL.
+ // They will be drawn during ray-tracing.
+ Aspect_CLayer2d anEmptyCLayer;
+ anEmptyCLayer.ptrLayer = NULL;
+
+ myOpenGlFBO->BindBuffer (myGlContext);
+ redraw1 (theCView, anEmptyCLayer, anEmptyCLayer);
+ myOpenGlFBO->UnbindBuffer (myGlContext);
+
+ Raytrace (theCView, aSizeX, aSizeY,
+ theCOverLayer, theCUnderLayer,
+ myResultFBO->IsValid() ? myResultFBO.operator->() : aFrameBuffer);
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aFrameBuffer))
+ {
+ toSwap = false;
+ }
+
+ SetRenderFilter (aRenderFilter);
+
+ theCView.WasRedrawnGL = Standard_False;
+ }
+ }
+
+ if (myToRedrawGL)
+ {
+ // draw entire frame using normal OpenGL pipeline
+ if (myResultFBO->IsValid())
+ {
+ myResultFBO->BindBuffer (myGlContext);
+ }
+ else if (aFrameBuffer != NULL)
+ {
+ aFrameBuffer->BindBuffer (myGlContext);
+ }
+
+ redraw1 (theCView, theCUnderLayer, theCOverLayer);
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aFrameBuffer))
+ {
+ toSwap = false;
+ }
+
+ theCView.WasRedrawnGL = Standard_True;
}
-#endif
if (aFrameBuffer != NULL)
{
- aFrameBuffer->UnbindBuffer (aGlCtx);
+ aFrameBuffer->UnbindBuffer (myGlContext);
// move back original viewport
- glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
+ myGlContext->core11fwd->glViewport (0, 0, myWidth, myHeight);
}
-#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
+#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
{
GLint params[4];
}
#endif
+ // Swap the buffers
+ if (toSwap)
+ {
+ GetGlContext()->SwapBuffers();
+ if (!myResultFBO->IsValid())
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ }
+ else
+ {
+ myGlContext->core11fwd->glFlush();
+ }
+
// reset render mode state
- aGlCtx->SetFeedback (Standard_False);
+ myGlContext->FetchState();
+}
+
+// =======================================================================
+// function : redraw1
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::redraw1 (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer)
+{
+ if (myView.IsNull())
+ {
+ return;
+ }
+
+ // request reset of material
+ NamedStatus |= OPENGL_NS_RESMAT;
+
+ GLbitfield toClear = GL_COLOR_BUFFER_BIT;
+ if (myUseZBuffer)
+ {
+ glDepthFunc (GL_LEQUAL);
+ glDepthMask (GL_TRUE);
+ if (myUseDepthTest)
+ {
+ glEnable (GL_DEPTH_TEST);
+ }
+ else
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ glClearDepth (1.0);
+ #else
+ glClearDepthf (1.0f);
+ #endif
+ toClear |= GL_DEPTH_BUFFER_BIT;
+ }
+ else
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ if (!ToRedrawGL())
+ {
+ // set background to black
+ glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
+ toClear |= GL_DEPTH_BUFFER_BIT; //
+ }
+ else
+ {
+ if (NamedStatus & OPENGL_NS_WHITEBACK)
+ {
+ // set background to white
+ glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
+ toClear |= GL_DEPTH_BUFFER_BIT;
+ }
+ else
+ {
+ glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
+ }
+ }
+ glClear (toClear);
+
+ Handle(OpenGl_Workspace) aWS (this);
+ myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer, Standard_False);
+}
+
+// =======================================================================
+// function : copyBackToFront
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::copyBackToFront()
+{
+#if !defined(GL_ES_VERSION_2_0)
+
+ OpenGl_Mat4 aProjectMat;
+ OpenGl_Utils::Ortho2D<Standard_ShortReal> (aProjectMat,
+ 0.f, static_cast<GLfloat> (myWidth), 0.f, static_cast<GLfloat> (myHeight));
+
+ myGlContext->WorldViewState.Push();
+ myGlContext->ProjectionState.Push();
+
+ myGlContext->WorldViewState.SetIdentity();
+ myGlContext->ProjectionState.SetCurrent (aProjectMat);
+
+ myGlContext->ApplyProjectionMatrix();
+ myGlContext->ApplyWorldViewMatrix();
+
+ DisableFeatures();
+
+ glDrawBuffer (GL_FRONT);
+ glReadBuffer (GL_BACK);
+
+ glRasterPos2i (0, 0);
+ glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
+ //glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
+
+ EnableFeatures();
+
+ myGlContext->WorldViewState.Pop();
+ myGlContext->ProjectionState.Pop();
+ myGlContext->ApplyProjectionMatrix();
+ glDrawBuffer (GL_BACK);
+
+#endif
+ myIsImmediateDrawn = Standard_False;
+}
+
+// =======================================================================
+// function : DisplayCallback
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::DisplayCallback (const Graphic3d_CView& theCView,
+ Standard_Integer theReason)
+{
+ if (theCView.GDisplayCB == NULL)
+ {
+ return;
+ }
+
+ Aspect_GraphicCallbackStruct aCallData;
+ aCallData.reason = theReason;
+ aCallData.glContext = myGlContext;
+ aCallData.wsID = theCView.WsId;
+ aCallData.viewID = theCView.ViewId;
+ aCallData.IsCoreProfile = (myGlContext->core11 == NULL);
+ theCView.GDisplayCB (theCView.DefWindow.XWindow, theCView.GClientData, &aCallData);
+}
+
+// =======================================================================
+// function : RedrawImmediate
+// purpose :
+// =======================================================================
+void OpenGl_Workspace::RedrawImmediate (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer)
+{
+ if (!myTransientDrawToFront
+ || !myBackBufferRestored
+ || (myGlContext->caps->buffersNoSwap && !myResultFBO->IsValid()))
+ {
+ Redraw (theCView, theCUnderLayer, theCOverLayer);
+ return;
+ }
+ else if (!Activate())
+ {
+ return;
+ }
+
+ if (redrawImmediate (theCView, theCUnderLayer, theCOverLayer, NULL, Standard_True)
+ && !myGlContext->caps->buffersNoSwap)
+ {
+ myGlContext->SwapBuffers();
+ }
+ else
+ {
+ myGlContext->core11fwd->glFlush();
+ MakeBackBufCurrent();
+ }
+}
+
+// =======================================================================
+// function : redrawImmediate
+// purpose :
+// =======================================================================
+bool OpenGl_Workspace::redrawImmediate (const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer,
+ OpenGl_FrameBuffer* theTargetFBO,
+ const Standard_Boolean theIsPartialUpdate)
+{
+ GLboolean toCopyBackToFront = GL_FALSE;
+ if (!myTransientDrawToFront)
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ else if (myResultFBO->IsValid()
+ && myGlContext->IsRender())
+ {
+ // clear destination before blitting
+ if (theTargetFBO != NULL)
+ {
+ theTargetFBO->BindBuffer (myGlContext);
+ }
+ else
+ {
+ myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ myGlContext->core20fwd->glClearDepth (1.0);
+ #else
+ myGlContext->core20fwd->glClearDepthf (1.0f);
+ #endif
+ myGlContext->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ /*#if !defined(GL_ES_VERSION_2_0)
+ if (myGlContext->arbFBOBlit != NULL)
+ {
+ myResultFBO->BindReadBuffer (myGlContext);
+ if (theTargetFBO != NULL)
+ {
+ theTargetFBO->BindDrawBuffer (myGlContext);
+ }
+ else
+ {
+ myGlContext->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ // we don't copy stencil buffer here... does it matter for performance?
+ myGlContext->arbFBOBlit->glBlitFramebuffer (0, 0, myResultFBO->GetVPSizeX(), myResultFBO->GetVPSizeY(),
+ 0, 0, myResultFBO->GetVPSizeX(), myResultFBO->GetVPSizeY(),
+ GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ if (theTargetFBO != NULL)
+ {
+ theTargetFBO->BindBuffer (myGlContext);
+ }
+ else
+ {
+ myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
+ }
+ }
+ else
+ #endif*/
+ {
+ myGlContext->core20fwd->glDepthFunc (GL_ALWAYS);
+ myGlContext->core20fwd->glDepthMask (GL_TRUE);
+ myGlContext->core20fwd->glEnable (GL_DEPTH_TEST);
+
+ DisableTexture();
+ if (!myFullScreenQuad.IsValid())
+ {
+ OpenGl_Vec4 aQuad[4] =
+ {
+ OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
+ OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
+ OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
+ OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
+ };
+ myFullScreenQuad.Init (myGlContext, 4, 4, aQuad[0].GetData());
+ }
+
+ const Handle(OpenGl_ShaderManager)& aManager = myGlContext->ShaderManager();
+ if (myFullScreenQuad.IsValid()
+ && aManager->BindFboBlitProgram())
+ {
+ myResultFBO->ColorTexture() ->Bind (myGlContext, GL_TEXTURE0 + 0);
+ myResultFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + 1);
+ myFullScreenQuad.BindVertexAttrib (myGlContext, 0);
+
+ myGlContext->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
+
+ myFullScreenQuad.UnbindVertexAttrib (myGlContext, 0);
+ myResultFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + 1);
+ myResultFBO->ColorTexture() ->Unbind (myGlContext, GL_TEXTURE0 + 0);
+ }
+ else
+ {
+ TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ + "Error! FBO blitting has failed";
+ myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_ERROR_ARB,
+ 0,
+ GL_DEBUG_SEVERITY_HIGH_ARB,
+ aMsg);
+ myHasFboBlit = Standard_False;
+ myResultFBO->Release (myGlContext.operator->());
+ return true;
+ }
+ }
+ }
+ else if (theTargetFBO == NULL)
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ myGlContext->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
+ #endif
+ if (toCopyBackToFront)
+ {
+ if (!myView->HasImmediateStructures()
+ && !theIsPartialUpdate)
+ {
+ // prefer Swap Buffers within Redraw in compatibility mode (without FBO)
+ return true;
+ }
+ copyBackToFront();
+ MakeFrontBufCurrent();
+ }
+ else
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ }
+ else
+ {
+ myBackBufferRestored = Standard_False;
+ }
+ myIsImmediateDrawn = Standard_True;
+
+ Handle(OpenGl_Workspace) aWS (this);
+
+ if (myUseZBuffer)
+ {
+ glDepthFunc (GL_LEQUAL);
+ glDepthMask (GL_TRUE);
+ if (myUseDepthTest)
+ {
+ glEnable (GL_DEPTH_TEST);
+ }
+ else
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ #if !defined(GL_ES_VERSION_2_0)
+ glClearDepth (1.0);
+ #else
+ glClearDepthf (1.0f);
+ #endif
+ }
+ else
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer, Standard_True);
+ if (!myView->ImmediateStructures().IsEmpty())
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+ for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
+ anIter.More(); anIter.Next())
+ {
+ const OpenGl_Structure* aStructure = anIter.Value();
+ if (!aStructure->IsVisible())
+ {
+ continue;
+ }
+
+ aStructure->Render (aWS);
+ }
+
+ if (toCopyBackToFront)
+ {
+ MakeBackBufCurrent();
+ return false;
+ }
+ return true;
}