mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-08-19 13:40:49 +03:00
0024637: Visualization - clean up implementation of rendering in immediate mode
Remove unused flag "DoubleBuf". Remove Visual3d_TransientManager "class" (functionality moved to PrsMgr_PresentationManager). Remove unused "Add" immediate mode. V3d_View class - remove methods ::TransientManagerBeginDraw(), ::TransientManagerClearDraw(), ::TransientManagerBeginAddDraw(). Add method ::RedrawImmediate() to redraw only immediate presentations. OpenGl_GraphicDriver - add methods ::DisplayImmediateStructure(), ::EraseImmediateStructure(), ::RedrawImmediate(). OpenGl_View - manage list of immediate structures. OpenGl_Workspace - automate rendering workflow of immediate + persistent layers. Merge PrsMgr_PresentationManager3d class into PrsMgr_PresentationManager. Mark PrsMgr_PresentationManager3d as alias to PrsMgr_PresentationManager to simplify porting. Prs3d_Presentation - remove unused field myStruct. Prs3d_PresentationShadow - shadow link to existing presentation with custom attributes. Graphic3d_Structure::Highlight() - do not register undisplayed structure in structure manager. AIS_InteractiveContext, AIS_LocalContext add flag to prevent view update into methods ::MoveTo(), ::HilightNextDetected(), ::HilightPreviousDetected() to allow update of customized immediate structures before redraw but after ::MoveTo(). Remove unused method AIS_InteractiveContext::Drag(). StdSelect_ViewerSelector3d do not user immediate mode in methods ::DisplayAreas(), ::ClearAreas(), ::ClearSensitive(), ::DisplaySensitive(), GridEcho - update value in StdSelect_ViewerSelector3d::Pick() instead of V3d_View::Compute(). Do not use global variable for GridEcho vertex. Redraw immediate mode not within GridEcho but at AIS_InteractiveContext, AIS_LocalContext layer. V3d_View::ToPixMap() - disable autoupdate during FitAll. Avoid Redraw() into FBO without ImmediateModeDrawToFront flag. PrsMgr_PresentationManager stores list of temporary immediate presentations, automatically cleared within BeginImmediateMode() call. Methods with ambiguous names have been renamed (new names now consistent with pre-existed method names in AIS_LocalContext class): - BeginDraw -> BeginImmediateDraw - EndDraw -> EndImmediateDraw Remove now useless Remove() method (and ImmediateRemove() in AIS). Visual3d_View now stores map of displayed immediate presentations. ViewerTest_EventManager - eliminate double redraw in selection methods. Fix warning
This commit is contained in:
@@ -26,11 +26,12 @@
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#include <OpenGl_AspectMarker.hxx>
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#include <OpenGl_AspectText.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_Element.hxx>
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#include <OpenGl_FrameBuffer.hxx>
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#include <OpenGl_Structure.hxx>
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#include <OpenGl_Texture.hxx>
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#include <OpenGl_View.hxx>
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#include <OpenGl_Workspace.hxx>
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#include <OpenGl_Element.hxx>
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#include <Graphic3d_TextureParams.hxx>
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@@ -145,14 +146,13 @@ OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
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NamedStatus (0),
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HighlightColor (&THE_WHITE_COLOR),
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//
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myIsTransientOpen (Standard_False),
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myRetainMode (Standard_False),
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myTransientDrawToFront (Standard_True),
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myBackBufferRestored (Standard_False),
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myIsImmediateDrawn (Standard_False),
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myUseTransparency (Standard_False),
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myUseZBuffer (Standard_False),
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myUseDepthTest (Standard_True),
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myUseGLLight (Standard_True),
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myBackBufferRestored (Standard_False),
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//
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AspectLine_set (&myDefaultAspectLine),
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AspectLine_applied (NULL),
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@@ -571,10 +571,11 @@ void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
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if (!theCView.IsRaytracing || myComputeInitStatus == OpenGl_CLIS_FAIL)
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{
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#endif
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Redraw1 (theCView, theCUnderLayer, theCOverLayer, toSwap);
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if (aFrameBuffer == NULL || !myTransientDrawToFront)
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const Standard_Boolean isImmediate = !myView->ImmediateStructures().IsEmpty();
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redraw1 (theCView, theCUnderLayer, theCOverLayer, isImmediate ? 0 : toSwap);
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if (isImmediate)
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{
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RedrawImmediatMode();
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RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True);
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}
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theCView.WasRedrawnGL = Standard_True;
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@@ -598,7 +599,7 @@ void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
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glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
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}
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#if (defined(_WIN32) || defined(__WIN32__)) && defined(HAVE_VIDEOCAPTURE)
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#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
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if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
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{
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GLint params[4];
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@@ -619,3 +620,210 @@ void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
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// reset render mode state
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aGlCtx->FetchState();
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}
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// =======================================================================
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// function : redraw1
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// purpose :
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// =======================================================================
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void OpenGl_Workspace::redraw1 (const Graphic3d_CView& theCView,
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const Aspect_CLayer2d& theCUnderLayer,
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const Aspect_CLayer2d& theCOverLayer,
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const int theToSwap)
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{
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if (myDisplay.IsNull() || myView.IsNull())
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{
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return;
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}
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// request reset of material
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NamedStatus |= OPENGL_NS_RESMAT;
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// GL_DITHER on/off pour le background
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if (myBackDither)
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{
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glEnable (GL_DITHER);
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}
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else
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{
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glDisable (GL_DITHER);
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}
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GLbitfield toClear = GL_COLOR_BUFFER_BIT;
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if (myUseZBuffer)
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{
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glDepthFunc (GL_LEQUAL);
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glDepthMask (GL_TRUE);
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if (myUseDepthTest)
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{
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glEnable (GL_DEPTH_TEST);
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}
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else
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{
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glDisable (GL_DEPTH_TEST);
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}
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glClearDepth (1.0);
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toClear |= GL_DEPTH_BUFFER_BIT;
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}
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else
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{
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glDisable (GL_DEPTH_TEST);
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}
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if (NamedStatus & OPENGL_NS_WHITEBACK)
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{
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// set background to white
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glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
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toClear |= GL_DEPTH_BUFFER_BIT;
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}
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else
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{
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glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
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}
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glClear (toClear);
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Handle(OpenGl_Workspace) aWS (this);
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myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer);
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// swap the buffers
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if (theToSwap)
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{
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GetGlContext()->SwapBuffers();
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myBackBufferRestored = Standard_False;
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myIsImmediateDrawn = Standard_False;
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}
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else
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{
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glFlush();
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myBackBufferRestored = Standard_True;
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myIsImmediateDrawn = Standard_False;
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}
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}
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// =======================================================================
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// function : copyBackToFront
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// purpose :
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// =======================================================================
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void OpenGl_Workspace::copyBackToFront()
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{
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D (0.0, (GLdouble )myWidth, 0.0, (GLdouble )myHeight);
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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DisableFeatures();
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glDrawBuffer (GL_FRONT);
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glReadBuffer (GL_BACK);
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glRasterPos2i (0, 0);
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glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
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EnableFeatures();
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glMatrixMode (GL_PROJECTION);
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glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix();
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glDrawBuffer (GL_BACK);
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myIsImmediateDrawn = Standard_False;
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}
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// =======================================================================
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// function : DisplayCallback
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// purpose :
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// =======================================================================
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void OpenGl_Workspace::DisplayCallback (const Graphic3d_CView& theCView,
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Standard_Integer theReason)
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{
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if (theCView.GDisplayCB == NULL)
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{
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return;
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}
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Aspect_GraphicCallbackStruct aCallData;
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aCallData.reason = theReason;
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aCallData.glContext = GetGlContext();
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aCallData.wsID = theCView.WsId;
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aCallData.viewID = theCView.ViewId;
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theCView.GDisplayCB (theCView.DefWindow.XWindow, theCView.GClientData, &aCallData);
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}
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// =======================================================================
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// function : RedrawImmediate
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// purpose :
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// =======================================================================
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void OpenGl_Workspace::RedrawImmediate (const Graphic3d_CView& theCView,
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const Aspect_CLayer2d& theCUnderLayer,
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const Aspect_CLayer2d& theCOverLayer,
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const Standard_Boolean theToForce)
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{
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if (!Activate())
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{
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return;
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}
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GLboolean isDoubleBuffer = GL_FALSE;
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glGetBooleanv (GL_DOUBLEBUFFER, &isDoubleBuffer);
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if (myView->ImmediateStructures().IsEmpty())
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{
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if (theToForce
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|| !myIsImmediateDrawn)
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{
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myIsImmediateDrawn = Standard_False;
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return;
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}
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if (myBackBufferRestored
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&& isDoubleBuffer)
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{
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copyBackToFront();
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}
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else
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{
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Redraw (theCView, theCUnderLayer, theCOverLayer);
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}
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return;
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}
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if (isDoubleBuffer && myTransientDrawToFront)
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{
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if (!myBackBufferRestored)
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{
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Redraw (theCView, theCUnderLayer, theCOverLayer);
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return;
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}
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copyBackToFront();
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MakeFrontBufCurrent();
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}
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else
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{
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myBackBufferRestored = Standard_False;
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}
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myIsImmediateDrawn = Standard_True;
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NamedStatus |= OPENGL_NS_IMMEDIATE;
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///glDisable (GL_LIGHTING);
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glDisable (GL_DEPTH_TEST);
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Handle(OpenGl_Workspace) aWS (this);
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for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
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anIter.More(); anIter.Next())
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{
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const OpenGl_Structure* aStructure = anIter.Value();
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aStructure->Render (aWS);
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}
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NamedStatus &= ~OPENGL_NS_IMMEDIATE;
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if (isDoubleBuffer && myTransientDrawToFront)
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{
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glFlush();
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MakeBackBufCurrent();
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}
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}
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