1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-04 18:06:22 +03:00
occt/src/OpenGl/OpenGl_View_Redraw.cxx
kgv 08669adf1b 0031419: Visualization, TKOpenGl - per-object Graphic3d_TOSM_FACET is ignored within obsolete FFP
OpenGl_ShaderManager::PushState() now sets GL_SHADE_MODEL within FFP.
OpenGl_Context::SetShadeModel(), added property holding cached GL_SHADE_MODEL state.
2020-03-11 18:37:12 +03:00

1947 lines
69 KiB
C++

// Created on: 2011-09-20
// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2014 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 <stdio.h>
#include <stdlib.h>
#include <OpenGl_GlCore11.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <Graphic3d_Texture2Dmanual.hxx>
#include <Graphic3d_TransformUtils.hxx>
#include <Image_AlienPixMap.hxx>
#include <NCollection_Mat4.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_FrameStats.hxx>
#include <OpenGl_Matrix.hxx>
#include <OpenGl_Workspace.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_GraduatedTrihedron.hxx>
#include <OpenGl_PrimitiveArray.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_ArbFBO.hxx>
#include "../Textures/Textures_EnvLUT.pxx"
namespace
{
//! Format Frame Buffer format for logging messages.
static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
{
return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
}
//! Return TRUE if Frame Buffer initialized has failed with the same parameters.
static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
Standard_Integer theSizeX,
Standard_Integer theSizeY,
Standard_Integer theNbSamples)
{
return !theFboToCheck->IsValid()
&& theFboToCheck->GetInitVPSizeX() == theSizeX
&& theFboToCheck->GetInitVPSizeY() == theSizeY
&& theFboToCheck->NbSamples() == theNbSamples;
}
//! Return TRUE if Frame Buffer initialized has failed with the same parameters.
static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
const Handle(OpenGl_FrameBuffer)& theFboRef)
{
return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
}
}
//=======================================================================
//function : drawBackground
//purpose :
//=======================================================================
void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace)
{
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
const Standard_Boolean wasUsedZBuffer = theWorkspace->SetUseZBuffer (Standard_False);
if (wasUsedZBuffer)
{
aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
}
if (myBackgroundType == Graphic3d_TOB_CUBEMAP)
{
Graphic3d_Camera aCamera (theWorkspace->View()->Camera());
aCamera.SetZRange (0.01, 1.0); // is needed to avoid perspective camera exception
aCamera.SetProjectionType (Graphic3d_Camera::Projection_Perspective);
aCtx->ProjectionState.Push();
aCtx->ProjectionState.SetCurrent (aCamera.ProjectionMatrixF());
myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uZCoeff", myBackgroundCubeMap->ZIsInverted() ? -1 : 1);
myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uYCoeff", myBackgroundCubeMap->IsTopDown() ? 1 : -1);
const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myCubeMapParams);
myBackgrounds[Graphic3d_TOB_CUBEMAP]->Render (theWorkspace);
aCtx->ProjectionState.Pop();
aCtx->ApplyProjectionMatrix();
theWorkspace->SetAspects (anOldAspectFace);
}
else if (myBackgroundType == Graphic3d_TOB_GRADIENT
|| myBackgroundType == Graphic3d_TOB_TEXTURE)
{
// Drawing background gradient if:
// - gradient fill type is not Aspect_GFM_NONE and
// - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
if (myBackgrounds[Graphic3d_TOB_GRADIENT]->IsDefined()
&& (!myTextureParams->Aspect()->ToMapTexture()
|| myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_CENTERED
|| myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_NONE))
{
myBackgrounds[Graphic3d_TOB_GRADIENT]->Render(theWorkspace);
}
// Drawing background image if it is defined
// (texture is defined and fill type is not Aspect_FM_NONE)
if (myBackgrounds[Graphic3d_TOB_TEXTURE]->IsDefined()
&& myTextureParams->Aspect()->ToMapTexture())
{
aCtx->core11fwd->glDisable (GL_BLEND);
const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
myBackgrounds[Graphic3d_TOB_TEXTURE]->Render (theWorkspace);
theWorkspace->SetAspects (anOldAspectFace);
}
}
if (wasUsedZBuffer)
{
theWorkspace->SetUseZBuffer (Standard_True);
aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
}
}
//=======================================================================
//function : Redraw
//purpose :
//=======================================================================
void OpenGl_View::Redraw()
{
const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
const Standard_Boolean hadFboBlit = myHasFboBlit;
if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
&& !myCaps->vboDisable
&& !myCaps->keepArrayData)
{
// caps are shared across all views, thus we need to invalidate all of them
// if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
myDriver->setDeviceLost();
myCaps->keepArrayData = Standard_True;
}
if (!myWorkspace->Activate())
{
return;
}
myWindow->SetSwapInterval();
++myFrameCounter;
const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
aCtx->SetLineFeather (myRenderParams.LineFeather);
const Standard_Integer anSRgbState = aCtx->ToRenderSRGB() ? 1 : 0;
if (mySRgbState != -1
&& mySRgbState != anSRgbState)
{
releaseSrgbResources (aCtx);
initTextureEnv (aCtx);
}
mySRgbState = anSRgbState;
aCtx->ShaderManager()->UpdateSRgbState();
// release pending GL resources
aCtx->ReleaseDelayed();
// fetch OpenGl context state
aCtx->FetchState();
OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
bool toSwap = aCtx->IsRender()
&& !aCtx->caps->buffersNoSwap
&& aFrameBuffer == NULL;
const Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWindow->Width();
const Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myWindow->Height();
const Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
const Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
if (aSizeX < 1
|| aSizeY < 1
|| aRendSizeX < 1
|| aRendSizeY < 1)
{
myBackBufferRestored = Standard_False;
myIsImmediateDrawn = Standard_False;
return;
}
// determine multisampling parameters
Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
: 0;
if (aNbSamples != 0)
{
aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
}
bool toUseOit = myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT
&& checkOitCompatibility (aCtx, aNbSamples > 0);
const bool toInitImmediateFbo = myTransientDrawToFront
&& (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
if ( aFrameBuffer == NULL
&& !aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid())
{
aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
}
if (myHasFboBlit
&& (myTransientDrawToFront
|| aProjectType == Graphic3d_Camera::Projection_Stereo
|| aNbSamples != 0
|| toUseOit
|| aSizeX != aRendSizeX))
{
if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
|| myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
|| myMainSceneFbos[0]->NbSamples() != aNbSamples)
{
if (!myTransientDrawToFront)
{
myImmediateSceneFbos[0]->Release (aCtx.operator->());
myImmediateSceneFbos[1]->Release (aCtx.operator->());
myImmediateSceneFbos[0]->ChangeViewport (0, 0);
myImmediateSceneFbos[1]->ChangeViewport (0, 0);
}
// prepare FBOs containing main scene
// for further blitting and rendering immediate presentations on top
if (aCtx->core20fwd != NULL)
{
const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSizeX, aRendSizeY, aNbSamples);
if (!myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples)
&& !wasFailedMain0)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
+ printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
}
}
if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
{
const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedImm0)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
+ printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
}
}
else
{
myMainSceneFbos [0]->Release (aCtx.operator->());
myMainSceneFbos [1]->Release (aCtx.operator->());
myImmediateSceneFbos[0]->Release (aCtx.operator->());
myImmediateSceneFbos[1]->Release (aCtx.operator->());
myMainSceneFbos [0]->ChangeViewport (0, 0);
myMainSceneFbos [1]->ChangeViewport (0, 0);
myImmediateSceneFbos[0]->ChangeViewport (0, 0);
myImmediateSceneFbos[1]->ChangeViewport (0, 0);
}
if (aProjectType == Graphic3d_Camera::Projection_Stereo
&& myMainSceneFbos[0]->IsValid())
{
const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedMain1)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
+ printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (!myMainSceneFbos[1]->IsValid())
{
// no enough memory?
aProjectType = Graphic3d_Camera::Projection_Perspective;
}
else if (!myTransientDrawToFront)
{
//
}
else if (!aCtx->HasStereoBuffers() || aStereoMode != Graphic3d_StereoMode_QuadBuffer)
{
const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedImm0)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
+ printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedImm1)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
+ printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (!myImmediateSceneFbos[0]->IsValid()
|| !myImmediateSceneFbos[1]->IsValid())
{
aProjectType = Graphic3d_Camera::Projection_Perspective;
}
}
}
// process PBR environment
if (myShadingModel == Graphic3d_TOSM_PBR
|| myShadingModel == Graphic3d_TOSM_PBR_FACET)
{
if (!myPBREnvironment.IsNull()
&& myPBREnvironment->SizesAreDifferent (myRenderParams.PbrEnvPow2Size,
myRenderParams.PbrEnvSpecMapNbLevels))
{
myPBREnvironment->Release (aCtx.get());
myPBREnvironment.Nullify();
myPBREnvState = OpenGl_PBREnvState_NONEXISTENT;
myPBREnvRequest = OpenGl_PBREnvRequest_BAKE;
++myLightsRevision;
}
if (myPBREnvState == OpenGl_PBREnvState_NONEXISTENT
&& aCtx->HasPBR())
{
myPBREnvironment = OpenGl_PBREnvironment::Create (aCtx, myRenderParams.PbrEnvPow2Size, myRenderParams.PbrEnvSpecMapNbLevels);
myPBREnvState = myPBREnvironment.IsNull() ? OpenGl_PBREnvState_UNAVAILABLE : OpenGl_PBREnvState_CREATED;
if (myPBREnvState == OpenGl_PBREnvState_CREATED)
{
Handle(OpenGl_Texture) anEnvLUT;
static const TCollection_AsciiString THE_SHARED_ENV_LUT_KEY("EnvLUT");
if (!aCtx->GetResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT))
{
Handle(Graphic3d_TextureParams) aParams = new Graphic3d_TextureParams();
aParams->SetFilter (Graphic3d_TOTF_BILINEAR);
aParams->SetRepeat (Standard_False);
aParams->SetTextureUnit (aCtx->PBREnvLUTTexUnit());
anEnvLUT = new OpenGl_Texture(THE_SHARED_ENV_LUT_KEY, aParams);
Handle(Image_PixMap) aPixMap = new Image_PixMap();
aPixMap->InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
OpenGl_TextureFormat aTexFormat = OpenGl_TextureFormat::FindFormat (aCtx, aPixMap->Format(), false);
#if defined(GL_ES_VERSION_2_0)
// GL_RG32F is not texture-filterable format on OpenGL ES without OES_texture_float_linear extension.
// GL_RG16F is texture-filterable since OpenGL ES 3.0 and can be initialized from 32-bit floats.
// Note that it is expected that GL_RG16F has enough precision for this table, so that it can be used also on desktop OpenGL.
//if (!aCtx->hasTexFloatLinear)
aTexFormat.SetInternalFormat (GL_RG16F);
#endif
if (!aTexFormat.IsValid()
|| !anEnvLUT->Init (aCtx, aTexFormat, Graphic3d_Vec2i((Standard_Integer)Textures_EnvLUTSize), Graphic3d_TOT_2D, aPixMap.get()))
{
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed allocation of LUT for PBR");
anEnvLUT.Nullify();
}
aCtx->ShareResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT);
}
if (!anEnvLUT.IsNull())
{
anEnvLUT->Bind (aCtx);
}
myWorkspace->ApplyAspects();
}
}
processPBREnvRequest (aCtx);
}
// create color and coverage accumulation buffers required for OIT algorithm
if (toUseOit)
{
Standard_Integer anFboIt = 0;
for (; anFboIt < 2; ++anFboIt)
{
Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
if (aMainSceneFbo->IsValid()
&& (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
|| aMainSceneFboOit->GetVPSizeY() != aRendSizeY
|| aMainSceneFboOit->NbSamples() != aNbSamples))
{
Standard_Integer aColorConfig = 0;
for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
{
if (myFboOitColorConfig.IsEmpty())
{
if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
{
break;
}
}
if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
{
break;
}
myFboOitColorConfig.Clear();
}
if (!aMainSceneFboOit->IsValid())
{
break;
}
}
else if (!aMainSceneFbo->IsValid())
{
aMainSceneFboOit->Release (aCtx.operator->());
aMainSceneFboOit->ChangeViewport (0, 0);
}
if (anImmediateSceneFbo->IsValid()
&& (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
|| anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
|| anImmediateSceneFboOit->NbSamples() != aNbSamples))
{
if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
{
break;
}
}
else if (!anImmediateSceneFbo->IsValid())
{
anImmediateSceneFboOit->Release (aCtx.operator->());
anImmediateSceneFboOit->ChangeViewport (0, 0);
}
}
if (anFboIt == 0) // only the first OIT framebuffer is mandatory
{
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Initialization of float texture framebuffer for use with\n"
" blended order-independent transparency rendering algorithm has failed.\n"
" Blended order-independent transparency will not be available.\n");
if (aNbSamples > 0)
{
myToDisableOITMSAA = Standard_True;
}
else
{
myToDisableOIT = Standard_True;
}
toUseOit = false;
}
}
if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
{
myMainSceneFbosOit [0]->Release (aCtx.operator->());
myMainSceneFbosOit [1]->Release (aCtx.operator->());
myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
myMainSceneFbosOit [0]->ChangeViewport (0, 0);
myMainSceneFbosOit [1]->ChangeViewport (0, 0);
myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
}
if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
OpenGl_FrameBuffer* aMainFbos[2] =
{
myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* aMainFbosOit[2] =
{
myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbos[2] =
{
myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbosOit[2] =
{
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
};
if (!myTransientDrawToFront)
{
anImmFbos [0] = aMainFbos [0];
anImmFbos [1] = aMainFbos [1];
anImmFbosOit[0] = aMainFbosOit[0];
anImmFbosOit[1] = aMainFbosOit[1];
}
else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
|| aStereoMode == Graphic3d_StereoMode_QuadBuffer)
{
anImmFbos [0] = NULL;
anImmFbos [1] = NULL;
anImmFbosOit[0] = NULL;
anImmFbosOit[1] = NULL;
}
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
myBackBufferRestored = Standard_True;
myIsImmediateDrawn = Standard_False;
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
{
toSwap = false;
}
else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
{
aCtx->SwapBuffers();
}
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
myBackBufferRestored = Standard_True;
myIsImmediateDrawn = Standard_False;
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
{
toSwap = false;
}
if (anImmFbos[0] != NULL)
{
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
drawStereoPair (aFrameBuffer);
}
}
else
{
OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
OpenGl_FrameBuffer* anImmFboOit = NULL;
if (!myTransientDrawToFront)
{
anImmFbo = aMainFbo;
anImmFboOit = aMainFboOit;
}
else if (myImmediateSceneFbos[0]->IsValid())
{
anImmFbo = myImmediateSceneFbos[0].operator->();
anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
}
#if !defined(GL_ES_VERSION_2_0)
if (aMainFbo == NULL)
{
aCtx->SetReadDrawBuffer (GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
redraw (aProjectType, aMainFbo, aMainFboOit);
myBackBufferRestored = Standard_True;
myIsImmediateDrawn = Standard_False;
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
{
toSwap = false;
}
if (anImmFbo != NULL
&& anImmFbo != aFrameBuffer)
{
blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
}
}
if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
&& myRenderParams.IsGlobalIlluminationEnabled)
{
myAccumFrames++;
}
// bind default FBO
bindDefaultFbo();
if (wasDisabledMSAA != myToDisableMSAA
|| hadFboBlit != myHasFboBlit)
{
// retry on error
Redraw();
}
// reset state for safety
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
if (aCtx->caps->ffpEnable)
{
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
}
// Swap the buffers
if (toSwap)
{
aCtx->SwapBuffers();
if (!myMainSceneFbos[0]->IsValid())
{
myBackBufferRestored = Standard_False;
}
}
else
{
aCtx->core11fwd->glFlush();
}
// reset render mode state
aCtx->FetchState();
aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
myWasRedrawnGL = Standard_True;
}
// =======================================================================
// function : RedrawImmediate
// purpose :
// =======================================================================
void OpenGl_View::RedrawImmediate()
{
if (!myWorkspace->Activate())
return;
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
if (!myTransientDrawToFront
|| !myBackBufferRestored
|| (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
{
Redraw();
return;
}
const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
if ( aFrameBuffer == NULL
&& !aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid())
{
aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
}
if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
if (myMainSceneFbos[0]->IsValid()
&& !myMainSceneFbos[1]->IsValid())
{
aProjectType = Graphic3d_Camera::Projection_Perspective;
}
}
bool toSwap = false;
if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
OpenGl_FrameBuffer* aMainFbos[2] =
{
myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbos[2] =
{
myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbosOit[2] =
{
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
};
if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
|| aStereoMode == Graphic3d_StereoMode_QuadBuffer)
{
anImmFbos[0] = NULL;
anImmFbos[1] = NULL;
anImmFbosOit[0] = NULL;
anImmFbosOit[1] = NULL;
}
if (aCtx->arbFBO != NULL)
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#if !defined(GL_ES_VERSION_2_0)
if (anImmFbos[0] == NULL)
{
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
aMainFbos[0],
anImmFbos[0],
anImmFbosOit[0],
Standard_True) || toSwap;
if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
&& toSwap
&& !aCtx->caps->buffersNoSwap)
{
aCtx->SwapBuffers();
}
if (aCtx->arbFBO != NULL)
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#if !defined(GL_ES_VERSION_2_0)
if (anImmFbos[1] == NULL)
{
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
aMainFbos[1],
anImmFbos[1],
anImmFbosOit[1],
Standard_True) || toSwap;
if (anImmFbos[0] != NULL)
{
drawStereoPair (aFrameBuffer);
}
}
else
{
OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
OpenGl_FrameBuffer* anImmFboOit = NULL;
if (myImmediateSceneFbos[0]->IsValid())
{
anImmFbo = myImmediateSceneFbos[0].operator->();
anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
}
#if !defined(GL_ES_VERSION_2_0)
if (aMainFbo == NULL)
{
aCtx->SetReadDrawBuffer (GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
toSwap = redrawImmediate (aProjectType,
aMainFbo,
anImmFbo,
anImmFboOit,
Standard_True) || toSwap;
if (anImmFbo != NULL
&& anImmFbo != aFrameBuffer)
{
blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
}
}
// bind default FBO
bindDefaultFbo();
// reset state for safety
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
if (aCtx->caps->ffpEnable)
{
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
}
if (toSwap && !aCtx->caps->buffersNoSwap)
{
aCtx->SwapBuffers();
}
else
{
aCtx->core11fwd->glFlush();
}
aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
myWasRedrawnGL = Standard_True;
}
// =======================================================================
// function : redraw
// purpose :
// =======================================================================
void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
if (theReadDrawFbo != NULL)
{
theReadDrawFbo->BindBuffer (aCtx);
theReadDrawFbo->SetupViewport (aCtx);
}
else
{
const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
aCtx->ResizeViewport (aViewport);
}
// request reset of material
aCtx->ShaderManager()->UpdateMaterialState();
myWorkspace->UseZBuffer() = Standard_True;
myWorkspace->UseDepthWrite() = Standard_True;
GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
glDepthFunc (GL_LEQUAL);
glDepthMask (GL_TRUE);
glEnable (GL_DEPTH_TEST);
#if !defined(GL_ES_VERSION_2_0)
glClearDepth (1.0);
#else
glClearDepthf (1.0f);
#endif
const OpenGl_Vec4 aBgColor = aCtx->Vec4FromQuantityColor (myBgColor);
glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), 0.0f);
glClear (toClear);
render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
}
// =======================================================================
// function : redrawMonoImmediate
// purpose :
// =======================================================================
bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadFbo,
OpenGl_FrameBuffer* theDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theIsPartialUpdate)
{
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
GLboolean toCopyBackToFront = GL_FALSE;
if (theDrawFbo == theReadFbo
&& theDrawFbo != NULL)
{
myBackBufferRestored = Standard_False;
}
else if (theReadFbo != NULL
&& theReadFbo->IsValid()
&& aCtx->IsRender())
{
if (!blitBuffers (theReadFbo, theDrawFbo))
{
return true;
}
}
else if (theDrawFbo == NULL)
{
#if !defined(GL_ES_VERSION_2_0)
aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
#endif
if (toCopyBackToFront
&& myTransientDrawToFront)
{
if (!HasImmediateStructures()
&& !theIsPartialUpdate)
{
// prefer Swap Buffers within Redraw in compatibility mode (without FBO)
return true;
}
if (!copyBackToFront())
{
toCopyBackToFront = GL_FALSE;
myBackBufferRestored = Standard_False;
}
}
else
{
toCopyBackToFront = GL_FALSE;
myBackBufferRestored = Standard_False;
}
}
else
{
myBackBufferRestored = Standard_False;
}
myIsImmediateDrawn = Standard_True;
myWorkspace->UseZBuffer() = Standard_True;
myWorkspace->UseDepthWrite() = Standard_True;
glDepthFunc (GL_LEQUAL);
glDepthMask (GL_TRUE);
glEnable (GL_DEPTH_TEST);
#if !defined(GL_ES_VERSION_2_0)
glClearDepth (1.0);
#else
glClearDepthf (1.0f);
#endif
render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
return !toCopyBackToFront;
}
//=======================================================================
//function : Render
//purpose :
//=======================================================================
void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theOutputFBO,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theToDrawImmediate)
{
// ==================================
// Step 1: Prepare for render
// ==================================
const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
&& theOutputFBO != NULL
&& theOutputFBO->NbSamples() != 0);
#if !defined(GL_ES_VERSION_2_0)
// Disable current clipping planes
if (aContext->core11 != NULL)
{
const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
{
aContext->core11fwd->glDisable (aClipPlaneId);
}
}
#endif
// update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
// note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
myBVHSelector.SetViewVolume (myCamera);
myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
myBVHSelector.CacheClipPtsProjections();
const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
Standard_Size aLightsRevision = 0;
if (!aLights.IsNull())
{
aLightsRevision = aLights->UpdateRevision();
}
if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
|| aLightsRevision != myLightsRevision)
{
myLightsRevision = aLightsRevision;
aManager->UpdateLightSourceStateTo (aLights, SpecIBLMapLevels());
myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
}
// Update matrices if camera has changed.
Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
if (myWorldViewProjState != aWVPState)
{
myAccumFrames = 0;
myWorldViewProjState = aWVPState;
}
myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
aContext->ProjectionState.SetCurrent (myCamera->ProjectionMatrixF());
aContext->WorldViewState .SetCurrent (myCamera->OrientationMatrixF());
aContext->ApplyProjectionMatrix();
aContext->ApplyWorldViewMatrix();
if (aManager->ModelWorldState().Index() == 0)
{
aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
}
// ====================================
// Step 2: Redraw background
// ====================================
// Render background
if (!theToDrawImmediate)
{
drawBackground (myWorkspace);
}
#if !defined(GL_ES_VERSION_2_0)
// Switch off lighting by default
if (aContext->core11 != NULL
&& aContext->caps->ffpEnable)
{
glDisable(GL_LIGHTING);
}
#endif
// =================================
// Step 3: Redraw main plane
// =================================
// Setup face culling
GLboolean isCullFace = GL_FALSE;
if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
{
isCullFace = glIsEnabled (GL_CULL_FACE);
if (myBackfacing == Graphic3d_TOBM_DISABLE)
{
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
}
else
glDisable (GL_CULL_FACE);
}
#if !defined(GL_ES_VERSION_2_0)
// if the view is scaled normal vectors are scaled to unit
// length for correct displaying of shaded objects
const gp_Pnt anAxialScale = myCamera->AxialScale();
if (anAxialScale.X() != 1.F ||
anAxialScale.Y() != 1.F ||
anAxialScale.Z() != 1.F)
{
aContext->SetGlNormalizeEnabled (Standard_True);
}
else
{
aContext->SetGlNormalizeEnabled (Standard_False);
}
#endif
aManager->SetShadingModel (OpenGl_ShaderManager::PBRShadingModelFallback (myShadingModel, checkPBRAvailability()));
// Redraw 3d scene
if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
{
aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoLeftF());
aContext->ApplyProjectionMatrix();
}
else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
{
aContext->ProjectionState.SetCurrent (myCamera->ProjectionStereoRightF());
aContext->ApplyProjectionMatrix();
}
myWorkspace->SetEnvironmentTexture (myTextureEnv);
renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
// ===============================
// Step 4: Trihedron
// ===============================
// Resetting GL parameters according to the default aspects
// in order to synchronize GL state with the graphic driver state
// before drawing auxiliary stuff (trihedrons, overlayer)
myWorkspace->ResetAppliedAspect();
// Render trihedron
if (!theToDrawImmediate)
{
renderTrihedron (myWorkspace);
// Restore face culling
if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
{
if (isCullFace)
{
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
}
else
glDisable (GL_CULL_FACE);
}
}
else
{
renderFrameStats();
}
myWorkspace->ResetAppliedAspect();
aContext->SetAllowSampleAlphaToCoverage (false);
aContext->SetSampleAlphaToCoverage (false);
// reset FFP state for safety
aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
if (aContext->caps->ffpEnable)
{
aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
}
// ==============================================================
// Step 6: Keep shader manager informed about last View
// ==============================================================
if (!aManager.IsNull())
{
aManager->SetLastView (this);
}
}
// =======================================================================
// function : InvalidateBVHData
// purpose :
// =======================================================================
void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
{
myZLayers.InvalidateBVHData (theLayerId);
}
//=======================================================================
//function : renderStructs
//purpose :
//=======================================================================
void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theToDrawImmediate)
{
myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
if ( myZLayers.NbStructures() <= 0 )
return;
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
Standard_Boolean toRenderGL = theToDrawImmediate ||
myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
myRaytraceInitStatus == OpenGl_RT_FAIL ||
aCtx->IsFeedback();
if (!toRenderGL)
{
const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
toRenderGL = !initRaytraceResources (aSizeX, aSizeY, aCtx)
|| !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
if (!toRenderGL)
{
myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
if (theReadDrawFbo != NULL)
theReadDrawFbo->UnbindBuffer (aCtx);
// Prepare preliminary OpenGL output
if (aCtx->arbFBOBlit != NULL)
{
// Render bottom OSD layer
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
{
if (theReadDrawFbo != NULL)
{
theReadDrawFbo->BindDrawBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
aCtx->SetFrameBufferSRGB (false);
}
// Render non-polygonal elements in default layer
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_RayTracable, theReadDrawFbo, theOitAccumFbo);
}
myWorkspace->SetRenderFilter (aPrevFilter);
}
if (theReadDrawFbo != NULL)
{
theReadDrawFbo->BindBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
aCtx->SetFrameBufferSRGB (false);
}
// Reset OpenGl aspects state to default to avoid enabling of
// backface culling which is not supported in ray-tracing.
myWorkspace->ResetAppliedAspect();
// Ray-tracing polygonal primitive arrays
raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
// Render upper (top and topmost) OpenGL layers
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
}
}
// Redraw 3D scene using OpenGL in standard
// mode or in case of ray-tracing failure
if (toRenderGL)
{
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
// Set flag that scene was redrawn by standard pipeline
myWasRedrawnGL = Standard_True;
}
}
//=======================================================================
//function : renderTrihedron
//purpose :
//=======================================================================
void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
{
if (myToShowGradTrihedron)
{
myGraduatedTrihedron.Render (theWorkspace);
}
}
//=======================================================================
//function : renderFrameStats
//purpose :
//=======================================================================
void OpenGl_View::renderFrameStats()
{
if (myRenderParams.ToShowStats
&& myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
{
myFrameStatsPrs.Update (myWorkspace);
myFrameStatsPrs.Render (myWorkspace);
}
}
// =======================================================================
// function : Invalidate
// purpose :
// =======================================================================
void OpenGl_View::Invalidate()
{
myBackBufferRestored = Standard_False;
}
//=======================================================================
//function : renderScene
//purpose :
//=======================================================================
void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theToDrawImmediate)
{
const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
// Specify clipping planes in view transformation space
aContext->ChangeClipping().Reset (myClipPlanes);
if (!myClipPlanes.IsNull()
&& !myClipPlanes->IsEmpty())
{
aContext->ShaderManager()->UpdateClippingState();
}
renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
aContext->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
// Apply restored view matrix.
aContext->ApplyWorldViewMatrix();
aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
if (!myClipPlanes.IsNull()
&& !myClipPlanes->IsEmpty())
{
aContext->ShaderManager()->RevertClippingState();
}
}
// =======================================================================
// function : bindDefaultFbo
// purpose :
// =======================================================================
void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
? theCustomFbo
: (!aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid()
? aCtx->DefaultFrameBuffer().operator->()
: NULL);
if (anFbo != NULL)
{
anFbo->BindBuffer (aCtx);
anFbo->SetupViewport (aCtx);
}
else
{
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (GL_BACK);
#else
if (aCtx->arbFBO != NULL)
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#endif
const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
aCtx->ResizeViewport (aViewport);
}
}
// =======================================================================
// function : initBlitQuad
// purpose :
// =======================================================================
OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
{
OpenGl_VertexBuffer* aVerts = NULL;
if (!theToFlip)
{
aVerts = &myFullScreenQuad;
if (!aVerts->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)
};
aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
}
}
else
{
aVerts = &myFullScreenQuadFlip;
if (!aVerts->IsValid())
{
OpenGl_Vec4 aQuad[4] =
{
OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
};
aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
}
}
return aVerts;
}
// =======================================================================
// function : blitBuffers
// purpose :
// =======================================================================
bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
OpenGl_FrameBuffer* theDrawFbo,
const Standard_Boolean theToFlip)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
if (theReadFbo == NULL || aCtx->IsFeedback())
{
return false;
}
else if (theReadFbo == theDrawFbo)
{
return true;
}
// clear destination before blitting
if (theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
theDrawFbo->BindBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
aCtx->SetFrameBufferSRGB (false);
}
const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
aCtx->ResizeViewport (aViewport);
#if !defined(GL_ES_VERSION_2_0)
aCtx->core20fwd->glClearDepth (1.0);
#else
aCtx->core20fwd->glClearDepthf (1.0f);
#endif
aCtx->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const bool toApplyGamma = aCtx->ToRenderSRGB() != aCtx->IsFrameBufferSRGB();
if (aCtx->arbFBOBlit != NULL
&& !toApplyGamma
&& theReadFbo->NbSamples() != 0)
{
GLbitfield aCopyMask = 0;
theReadFbo->BindReadBuffer (aCtx);
if (theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
theDrawFbo->BindDrawBuffer (aCtx);
if (theDrawFbo->HasColor()
&& theReadFbo->HasColor())
{
aCopyMask |= GL_COLOR_BUFFER_BIT;
}
if (theDrawFbo->HasDepth()
&& theReadFbo->HasDepth())
{
aCopyMask |= GL_DEPTH_BUFFER_BIT;
}
}
else
{
if (theReadFbo->HasColor())
{
aCopyMask |= GL_COLOR_BUFFER_BIT;
}
if (theReadFbo->HasDepth())
{
aCopyMask |= GL_DEPTH_BUFFER_BIT;
}
aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
aCtx->SetFrameBufferSRGB (false);
}
// we don't copy stencil buffer here... does it matter for performance?
aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
0, 0, aDrawSizeX, aDrawSizeY,
aCopyMask, GL_NEAREST);
const int anErr = ::glGetError();
if (anErr != GL_NO_ERROR)
{
// glBlitFramebuffer() might fail in several cases:
// - Both FBOs have MSAA and they are samples number does not match.
// OCCT checks that this does not happen,
// however some graphics drivers provide an option for overriding MSAA.
// In this case window MSAA might be non-zero (and application can not check it)
// and might not match MSAA of our offscreen FBOs.
// - Pixel formats of FBOs do not match.
// This also might happen with window has pixel format,
// e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error #" + anErr + "]\n"
+ " Please check your graphics driver settings or try updating driver.";
if (theReadFbo->NbSamples() != 0)
{
myToDisableMSAA = true;
aMsg += "\n MSAA settings should not be overridden by driver!";
}
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
}
if (theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
theDrawFbo->BindBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
aCtx->SetFrameBufferSRGB (false);
}
}
else
{
aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
aCtx->core20fwd->glDepthMask (GL_TRUE);
aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
#if defined(GL_ES_VERSION_2_0)
if (!aCtx->IsGlGreaterEqual (3, 0)
&& !aCtx->extFragDepth)
{
aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
}
#endif
aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
if (aVerts->IsValid()
&& aManager->BindFboBlitProgram (theReadFbo != NULL ? theReadFbo->NbSamples() : 0, toApplyGamma))
{
aCtx->SetSampleAlphaToCoverage (false);
theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
{
theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
}
theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
{
theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
}
aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
aCtx->BindProgram (NULL);
}
else
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ "Error! FBO blitting has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
myHasFboBlit = Standard_False;
theReadFbo->Release (aCtx.operator->());
return true;
}
}
return true;
}
// =======================================================================
// function : drawStereoPair
// purpose :
// =======================================================================
void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
{
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
bindDefaultFbo (theDrawFbo);
OpenGl_FrameBuffer* aPair[2] =
{
myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
};
if (aPair[0] == NULL
|| aPair[1] == NULL
|| !myTransientDrawToFront)
{
aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
}
if (aPair[0] == NULL
|| aPair[1] == NULL)
{
return;
}
if (aPair[0]->NbSamples() != 0)
{
// resolve MSAA buffers before drawing
if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
|| !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
{
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
"Error! Unable to allocate FBO for blitting stereo pair");
bindDefaultFbo (theDrawFbo);
return;
}
if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
|| !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
{
bindDefaultFbo (theDrawFbo);
return;
}
aPair[0] = myOpenGlFBO .operator->();
aPair[1] = myOpenGlFBO2.operator->();
bindDefaultFbo (theDrawFbo);
}
struct
{
Standard_Integer left;
Standard_Integer top;
Standard_Integer right;
Standard_Integer bottom;
Standard_Integer dx() { return right - left; }
Standard_Integer dy() { return bottom - top; }
} aGeom;
myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
const Standard_Boolean isOddX = aGeom.left % 2 == 1;
if (isOddY
&& (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
|| myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
{
toReverse = !toReverse;
}
if (isOddX
&& (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
|| myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
{
toReverse = !toReverse;
}
if (toReverse)
{
std::swap (aPair[0], aPair[1]);
}
aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
aCtx->core20fwd->glDepthMask (GL_TRUE);
aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
if (aVerts->IsValid()
&& aManager->BindStereoProgram (myRenderParams.StereoMode))
{
if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
{
OpenGl_Mat4 aFilterL, aFilterR;
aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
switch (myRenderParams.AnaglyphFilter)
{
case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
{
aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
{
aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
{
aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
{
aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
{
aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_UserDefined:
{
aFilterL = myRenderParams.AnaglyphLeft;
aFilterR = myRenderParams.AnaglyphRight;
break;
}
}
aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
}
aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
aVerts->BindVertexAttrib (aCtx, 0);
aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
aVerts->UnbindVertexAttrib (aCtx, 0);
aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
}
else
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ "Error! Anaglyph has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
}
}
// =======================================================================
// function : copyBackToFront
// purpose :
// =======================================================================
bool OpenGl_View::copyBackToFront()
{
myIsImmediateDrawn = Standard_False;
#if !defined(GL_ES_VERSION_2_0)
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
if (aCtx->core11 == NULL)
{
return false;
}
OpenGl_Mat4 aProjectMat;
Graphic3d_TransformUtils::Ortho2D (aProjectMat,
0.0f, static_cast<GLfloat> (myWindow->Width()),
0.0f, static_cast<GLfloat> (myWindow->Height()));
aCtx->WorldViewState.Push();
aCtx->ProjectionState.Push();
aCtx->WorldViewState.SetIdentity();
aCtx->ProjectionState.SetCurrent (aProjectMat);
aCtx->ApplyProjectionMatrix();
aCtx->ApplyWorldViewMatrix();
// synchronize FFP state before copying pixels
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
aCtx->DisableFeatures();
switch (aCtx->DrawBuffer())
{
case GL_BACK_LEFT:
{
aCtx->SetReadBuffer (GL_BACK_LEFT);
aCtx->SetDrawBuffer (GL_FRONT_LEFT);
break;
}
case GL_BACK_RIGHT:
{
aCtx->SetReadBuffer (GL_BACK_RIGHT);
aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
break;
}
default:
{
aCtx->SetReadBuffer (GL_BACK);
aCtx->SetDrawBuffer (GL_FRONT);
break;
}
}
aCtx->core11->glRasterPos2i (0, 0);
aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
//aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
aCtx->EnableFeatures();
aCtx->WorldViewState.Pop();
aCtx->ProjectionState.Pop();
aCtx->ApplyProjectionMatrix();
// read/write from front buffer now
aCtx->SetReadBuffer (aCtx->DrawBuffer());
return true;
#else
return false;
#endif
}
// =======================================================================
// function : checkOitCompatibility
// purpose :
// =======================================================================
Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
const Standard_Boolean theMSAA)
{
// determine if OIT is supported by current OpenGl context
Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
if (aToDisableOIT)
{
return Standard_False;
}
TCollection_ExtendedString aCompatibilityMsg;
if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
&& theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
{
aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
}
if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
{
aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
}
if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
{
aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
}
if (aCompatibilityMsg.IsEmpty())
{
return Standard_True;
}
aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aCompatibilityMsg);
aToDisableOIT = Standard_True;
return Standard_False;
}
// =======================================================================
// function : chooseOitColorConfiguration
// purpose :
// =======================================================================
bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
const Standard_Integer theConfigIndex,
OpenGl_ColorFormats& theFormats)
{
theFormats.Clear();
switch (theConfigIndex)
{
case 0: // choose best applicable color format combination
{
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
return true;
}
case 1: // choose non-optimal applicable color format combination
{
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
return true;
}
}
return false; // color combination does not exist
}
// =======================================================================
// function : checkPBRAvailability
// purpose :
// =======================================================================
Standard_Boolean OpenGl_View::checkPBRAvailability() const
{
return myWorkspace->GetGlContext()->HasPBR()
&& !myPBREnvironment.IsNull();
}
// =======================================================================
// function : bakePBREnvironment
// purpose :
// =======================================================================
void OpenGl_View::bakePBREnvironment (const Handle(OpenGl_Context)& theCtx)
{
const Handle(OpenGl_TextureSet)& aTextureSet = myCubeMapParams->TextureSet (theCtx);
if (!aTextureSet.IsNull()
&& !aTextureSet->IsEmpty())
{
myPBREnvironment->Bake (theCtx,
aTextureSet->First(),
myBackgroundCubeMap->ZIsInverted(),
myBackgroundCubeMap->IsTopDown(),
myRenderParams.PbrEnvBakingDiffNbSamples,
myRenderParams.PbrEnvBakingSpecNbSamples,
myRenderParams.PbrEnvBakingProbability);
}
else
{
myPBREnvironment->Clear (theCtx);
}
}
// =======================================================================
// function : clearPBREnvironment
// purpose :
// =======================================================================
void OpenGl_View::clearPBREnvironment (const Handle(OpenGl_Context)& theCtx)
{
myPBREnvironment->Clear (theCtx);
}
// =======================================================================
// function : clearPBREnvironment
// purpose :
// =======================================================================
void OpenGl_View::processPBREnvRequest (const Handle(OpenGl_Context)& theCtx)
{
if (myPBREnvState == OpenGl_PBREnvState_CREATED)
{
switch (myPBREnvRequest)
{
case OpenGl_PBREnvRequest_NONE: return;
case OpenGl_PBREnvRequest_BAKE: bakePBREnvironment (theCtx); break;
case OpenGl_PBREnvRequest_CLEAR: clearPBREnvironment (theCtx); break;
}
}
myPBREnvRequest = OpenGl_PBREnvRequest_NONE;
}