mirror of
https://git.dev.opencascade.org/repos/occt.git
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Classes Aspect_Clayer2d,OpenGl_GrahpicDriver_Layer, Visual3d_Layer, Visual3d_LayerItem, V3d_LayerMgr, V3d_LayerMgrPointer were deleted. Method OpenGl_GraphicDriver::TextSize() was moved to OpenGl_GraphicDriver.cxx. Update V3d/FILES Documentation updated.
400 lines
15 KiB
C++
400 lines
15 KiB
C++
// Created on: 2011-09-20
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// Created by: Sergey ZERCHANINOV
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// Copyright (c) 2011-2013 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _OpenGl_Workspace_Header
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#define _OpenGl_Workspace_Header
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#include <map>
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#include <set>
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#include <OpenGl_Window.hxx>
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#include <TColStd_Array2OfReal.hxx>
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#include <Quantity_Color.hxx>
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#include <Graphic3d_CView.hxx>
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#include <Graphic3d_TypeOfComposition.hxx>
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#include <Graphic3d_TypeOfTexture.hxx>
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#include <Graphic3d_PtrFrameBuffer.hxx>
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#include <Graphic3d_BufferType.hxx>
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#include <Aspect_Handle.hxx>
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#include <Aspect_PrintAlgo.hxx>
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#include <Aspect_PolygonOffsetMode.hxx>
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#include <InterfaceGraphic_Graphic3d.hxx>
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#include <InterfaceGraphic_Visual3d.hxx>
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#include <NCollection_Sequence.hxx>
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#include <OpenGl_AspectFace.hxx>
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#include <OpenGl_FrameBuffer.hxx>
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#include <OpenGl_Matrix.hxx>
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#include <OpenGl_NamedStatus.hxx>
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#include <OpenGl_PrinterContext.hxx>
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#include <OpenGl_SceneGeometry.hxx>
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#include <OpenGl_TextParam.hxx>
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#include <OpenGl_RenderFilter.hxx>
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#include <OpenGl_Vec.hxx>
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#include <OpenGl_LineAttributes.hxx>
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#include <OpenGl_CappingAlgo.hxx>
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#include <OpenGl_ShaderObject.hxx>
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#include <OpenGl_ShaderProgram.hxx>
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#include <OpenGl_TextureBufferArb.hxx>
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class OpenGl_AspectLine;
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class OpenGl_AspectMarker;
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class OpenGl_AspectText;
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class OpenGl_FrameBuffer;
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class OpenGl_Structure;
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class OpenGl_TriangleSet;
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class OpenGl_Element;
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class OpenGl_View;
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class Image_PixMap;
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//! OpenGL material definition
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struct OpenGl_Material
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{
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OpenGl_Vec4 Ambient; //!< ambient reflection coefficient
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OpenGl_Vec4 Diffuse; //!< diffuse reflection coefficient
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OpenGl_Vec4 Specular; //!< glossy reflection coefficient
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OpenGl_Vec4 Emission; //!< material emission
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OpenGl_Vec4 Params; //!< extra packed parameters
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Standard_ShortReal Shine() const { return Params.x(); }
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Standard_ShortReal& ChangeShine() { return Params.x(); }
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Standard_ShortReal Transparency() const { return Params.y(); }
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Standard_ShortReal& ChangeTransparency() { return Params.y(); }
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//! Initialize material
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void Init (const OPENGL_SURF_PROP& theProps);
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//! Returns packed (serialized) representation of material properties
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const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
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static Standard_Integer NbOfVec4() { return 5; }
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};
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class OpenGl_RaytraceFilter;
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DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
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//! Graphical ray-tracing filter.
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//! Filters out all raytracable structures.
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class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
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{
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public:
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//! Default constructor.
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OpenGl_RaytraceFilter() {}
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//! Returns the previously set filter.
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const Handle(OpenGl_RenderFilter)& PrevRenderFilter()
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{
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return myPrevRenderFilter;
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}
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//! Remembers the previously set filter.
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void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
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{
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myPrevRenderFilter = theFilter;
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}
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//! Checks whether the element can be rendered or not.
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//! @param theElement [in] the element to check.
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//! @return True if element can be rendered.
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virtual Standard_Boolean CanRender (const OpenGl_Element* theElement);
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private:
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Handle(OpenGl_RenderFilter) myPrevRenderFilter;
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public:
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DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
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};
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class OpenGl_Workspace;
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DEFINE_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
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//! Represents window with GL context.
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//! Provides methods to render primitives and maintain GL state.
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class OpenGl_Workspace : public OpenGl_Window
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{
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public:
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//! Main constructor - prepare GL context for specified window.
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Standard_EXPORT OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
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const CALL_DEF_WINDOW& theCWindow,
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Aspect_RenderingContext theGContext,
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const Handle(OpenGl_Caps)& theCaps,
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const Handle(OpenGl_Context)& theShareCtx);
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//! Destructor
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Standard_EXPORT virtual ~OpenGl_Workspace();
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Standard_EXPORT void SetActiveView (const Handle(OpenGl_View)& theView,
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const Standard_Integer theViewId);
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const Handle(OpenGl_View)& ActiveView() const { return myView; }
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Standard_Integer ActiveViewId() const { return myViewId; }
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//! Redraw the window.
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Standard_EXPORT virtual void Redraw (const Graphic3d_CView& theCView);
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Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
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Standard_EXPORT virtual void RedrawImmediate (const Graphic3d_CView& theCView);
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//! Mark cached view content invalid (e.g. complete view redraw should be performed on next frame).
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void Invalidate() { myBackBufferRestored = Standard_False; }
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//! Return true if view content cache has been invalidated.
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Standard_Boolean IsInvalidated() const { return !myBackBufferRestored; }
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//! Special method to perform printing.
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//! System-specific and currently only Win platform implemented.
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Standard_Boolean Print (const Handle(OpenGl_PrinterContext)& thePrintContext,
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const Graphic3d_CView& theCView,
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const Aspect_Handle theHPrintDC,
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const Standard_Boolean theToShowBackground,
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const Standard_CString theFileName,
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const Aspect_PrintAlgo thePrintAlgorithm,
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const Standard_Real theScaleFactor);
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const Handle(OpenGl_PrinterContext)& PrinterContext() const
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{
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return myPrintContext;
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}
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void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
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Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
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void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr);
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Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr,
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Image_PixMap& theImage,
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const Graphic3d_BufferType& theBufferType);
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//! Setup Z-buffer usage flag (without affecting GL state!).
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//! Returns previously set flag.
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Standard_Boolean SetUseZBuffer (const Standard_Boolean theToUse)
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{
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const Standard_Boolean wasUsed = myUseZBuffer;
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myUseZBuffer = theToUse;
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return wasUsed;
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}
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Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
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Standard_Boolean& UseDepthWrite() { return myUseDepthWrite; }
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Standard_Boolean& UseGLLight() { return myUseGLLight; }
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Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
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//// RELATED TO STATUS ////
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Standard_Integer NamedStatus;
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const TEL_COLOUR* HighlightColor;
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const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
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const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
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const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
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const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect);
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void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; }
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//// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW
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Standard_EXPORT const OpenGl_AspectLine* AspectLine (const Standard_Boolean theWithApply);
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Standard_EXPORT const OpenGl_AspectFace* AspectFace (const Standard_Boolean theWithApply);
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Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply);
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Standard_EXPORT const OpenGl_AspectText* AspectText (const Standard_Boolean theWithApply);
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inline const OpenGl_TextParam* AspectTextParams() const
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{
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return TextParam_applied;
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}
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//! Clear the applied aspect state.
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void ResetAppliedAspect();
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Standard_EXPORT Handle(OpenGl_Texture) DisableTexture();
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Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture,
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const Handle(Graphic3d_TextureParams)& theParams = NULL);
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const Handle(OpenGl_Texture)& ActiveTexture() const { return myTextureBound; }
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//! Set filter for restricting rendering of particular elements.
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//! Filter can be applied for rendering passes used by recursive
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//! rendering algorithms for rendering elements of groups.
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//! @param theFilter [in] the filter instance.
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inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
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{
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myRenderFilter = theFilter;
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}
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//! Get rendering filter.
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//! @return filter instance.
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inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
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{
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return myRenderFilter;
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}
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//! @return applied view matrix.
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inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
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//! @return applied model structure matrix.
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inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
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//! Sets and applies current polygon offset.
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void SetPolygonOffset (int theMode, Standard_ShortReal theFactor, Standard_ShortReal theUnits);
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//! Returns currently applied polygon offset params.
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const TEL_POFFSET_PARAM& AppliedPolygonOffset() { return PolygonOffset_applied; }
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//! @return true if clipping algorithm enabled
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inline Standard_Boolean IsCullingEnabled() const { return myIsCullingEnabled; }
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//! Returns capping algorithm rendering filter.
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const Handle(OpenGl_CappingAlgoFilter)& DefaultCappingAlgoFilter() const
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{
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return myDefaultCappingAlgoFilter;
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}
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//! Returns face aspect for none culling mode.
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const OpenGl_AspectFace& NoneCulling() const
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{
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return myNoneCulling;
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}
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//! Returns face aspect for front face culling mode.
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const OpenGl_AspectFace& FrontCulling() const
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{
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return myFrontCulling;
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}
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protected:
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//! Copy content of Back buffer to the Front buffer
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void copyBackToFront();
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//! Initialize blit quad.
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Standard_EXPORT OpenGl_VertexBuffer* initBlitQuad (const Standard_Boolean theToFlip);
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//! Blit image from/to specified buffers.
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Standard_EXPORT bool blitBuffers (OpenGl_FrameBuffer* theReadFbo,
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OpenGl_FrameBuffer* theDrawFbo,
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const Standard_Boolean theToFlip = Standard_False);
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Standard_EXPORT virtual Standard_Boolean Activate();
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void redraw1 (const Graphic3d_CView& theCView,
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OpenGl_FrameBuffer* theReadDrawFbo,
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const Graphic3d_Camera::Projection theProjection);
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//! Setup default FBO.
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void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
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//! Blend together views pair into stereo image.
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void drawStereoPair (const Graphic3d_CView& theCView);
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//! Blit snapshot containing main scene (myMainSceneFbos or BackBuffer)
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//! into presentation buffer (myMainSceneFbos -> offscreen FBO or myMainSceneFbos -> BackBuffer or BackBuffer -> FrontBuffer),
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//! and redraw immediate structures on top.
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//!
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//! When scene caching is disabled (myTransientDrawToFront, no double buffer in window, etc.),
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//! the first step (blitting) will be skipped.
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//!
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//! @return false if immediate structures has been rendered directly into FrontBuffer and Buffer Swap should not be called.
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bool redrawImmediate (const Graphic3d_CView& theCView,
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OpenGl_FrameBuffer* theReadFbo,
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const Graphic3d_Camera::Projection theProjection,
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OpenGl_FrameBuffer* theDrawFbo,
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const Standard_Boolean theIsPartialUpdate = Standard_False);
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void updateMaterial (const int theFlag);
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void setTextureParams (Handle(OpenGl_Texture)& theTexture,
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const Handle(Graphic3d_TextureParams)& theParams);
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protected: //! @name protected fields
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//! Two framebuffers (left and right views) store cached main presentation
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//! of the view (without presentation of immediate layers).
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Handle(OpenGl_FrameBuffer) myMainSceneFbos[2];
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//! Additional buffers for immediate layer in stereo mode.
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Handle(OpenGl_FrameBuffer) myImmediateSceneFbos[2];
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//! Special flag which is invalidated when myMainSceneFbos can not be blitted for some reason (e.g. driver bugs).
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Standard_Boolean myHasFboBlit;
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//! Flag to draw result image upside-down
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Standard_Boolean myToFlipOutput;
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//! Vertices for full-screen quad rendering.
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OpenGl_VertexBuffer myFullScreenQuad;
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OpenGl_VertexBuffer myFullScreenQuadFlip;
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Handle(OpenGl_PrinterContext) myPrintContext;
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Handle(OpenGl_View) myView;
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Handle(OpenGl_LineAttributes) myLineAttribs;
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Standard_Integer myViewId;
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Standard_Integer myAntiAliasingMode;
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Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
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Standard_Boolean myBackBufferRestored;
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Standard_Boolean myIsImmediateDrawn; //!< flag indicates that immediate mode buffer contains some data
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Standard_Boolean myUseZBuffer;
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Standard_Boolean myUseDepthWrite;
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Standard_Boolean myUseGLLight;
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Standard_Boolean myIsCullingEnabled; //!< frustum culling flag
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unsigned int myFrameCounter; //!< redraw counter, for debugging
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Handle(OpenGl_CappingAlgoFilter) myDefaultCappingAlgoFilter;
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OpenGl_AspectFace myNoneCulling;
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OpenGl_AspectFace myFrontCulling;
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protected: //! @name fields related to status
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Handle(OpenGl_RenderFilter) myRenderFilter;
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Handle(OpenGl_Texture) myTextureBound; //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture)
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const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied;
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const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied;
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const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied;
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const OpenGl_AspectText *AspectText_set, *AspectText_applied;
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const OpenGl_TextParam *TextParam_set, *TextParam_applied;
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const OpenGl_Matrix* ViewMatrix_applied;
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const OpenGl_Matrix* StructureMatrix_applied;
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OpenGl_Material myMatFront; //!< current front material state (cached to reduce GL context updates)
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OpenGl_Material myMatBack; //!< current back material state
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OpenGl_Material myMatTmp; //!< temporary variable
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TelCullMode myCullingMode; //!< back face culling mode, applied from face aspect
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OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
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TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
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OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
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public: //! @name type definition
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DEFINE_STANDARD_RTTI(OpenGl_Workspace, OpenGl_Window)
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DEFINE_STANDARD_ALLOC
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};
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#endif // _OpenGl_Workspace_Header
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