1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-10 18:51:21 +03:00
occt/src/OpenGl/OpenGl_Workspace.cxx

1135 lines
33 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 <OpenGl_GlCore15.hxx>
#include <OpenGl_ArbFBO.hxx>
#include <InterfaceGraphic.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_Element.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_Sampler.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Texture.hxx>
#include <OpenGl_Utils.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_Workspace.hxx>
#include <Graphic3d_TextureParams.hxx>
#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
#include <OpenGl_AVIWriter.hxx>
#endif
IMPLEMENT_STANDARD_HANDLE(OpenGl_Workspace,OpenGl_Window)
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_Workspace,OpenGl_Window)
namespace
{
static const TEL_COLOUR THE_WHITE_COLOR = { { 1.0f, 1.0f, 1.0f, 1.0f } };
static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
static const OpenGl_AspectLine myDefaultAspectLine;
static const OpenGl_AspectFace myDefaultAspectFace;
static const OpenGl_AspectMarker myDefaultAspectMarker;
static const OpenGl_AspectText myDefaultAspectText;
static const OpenGl_TextParam myDefaultTextParam =
{
16, Graphic3d_HTA_LEFT, Graphic3d_VTA_BOTTOM
};
static const OpenGl_Matrix myDefaultMatrix =
{
{{ 1.0F, 0.0F, 0.0F, 0.0F },
{ 0.0F, 1.0F, 0.0F, 0.0F },
{ 0.0F, 0.0F, 1.0F, 0.0F },
{ 0.0F, 0.0F, 0.0F, 1.0F }}
};
};
// =======================================================================
// function : Init
// purpose :
// =======================================================================
void OpenGl_Material::Init (const OPENGL_SURF_PROP& theProp)
{
// ambient component
if (theProp.color_mask & OPENGL_AMBIENT_MASK)
{
const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
Ambient = OpenGl_Vec4 (aSrcAmb[0] * theProp.amb,
aSrcAmb[1] * theProp.amb,
aSrcAmb[2] * theProp.amb,
1.0f);
}
else
{
Ambient = THE_BLACK_COLOR;
}
// diffusion component
if (theProp.color_mask & OPENGL_DIFFUSE_MASK)
{
const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
Diffuse = OpenGl_Vec4 (aSrcDif[0] * theProp.diff,
aSrcDif[1] * theProp.diff,
aSrcDif[2] * theProp.diff,
1.0f);
}
else
{
Diffuse = THE_BLACK_COLOR;
}
// specular component
if (theProp.color_mask & OPENGL_SPECULAR_MASK)
{
const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : THE_WHITE_COLOR.rgb;
Specular = OpenGl_Vec4 (aSrcSpe[0] * theProp.spec,
aSrcSpe[1] * theProp.spec,
aSrcSpe[2] * theProp.spec,
1.0f);
}
else
{
Specular = THE_BLACK_COLOR;
}
// emission component
if (theProp.color_mask & OPENGL_EMISSIVE_MASK)
{
const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
Emission = OpenGl_Vec4 (aSrcEms[0] * theProp.emsv,
aSrcEms[1] * theProp.emsv,
aSrcEms[2] * theProp.emsv,
1.0f);
}
else
{
Emission = THE_BLACK_COLOR;
}
ChangeShine() = theProp.shine;
ChangeTransparency() = theProp.trans;
}
// =======================================================================
// function : OpenGl_Workspace
// purpose :
// =======================================================================
OpenGl_Workspace::OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
const Handle(OpenGl_Context)& theShareCtx)
: OpenGl_Window (theDriver, theCWindow, theGContext, theCaps, theShareCtx),
NamedStatus (0),
HighlightColor (&THE_WHITE_COLOR),
//
myComputeInitStatus (OpenGl_RT_NONE),
myIsRaytraceDataValid (Standard_False),
myIsRaytraceWarnTextures (Standard_False),
myViewModificationStatus (0),
myLayersModificationStatus (0),
//
myRaytraceFilter (new OpenGl_RaytraceFilter()),
myToRedrawGL (Standard_True),
myAntiAliasingMode (3),
myTransientDrawToFront (Standard_True),
myBackBufferRestored (Standard_False),
myIsImmediateDrawn (Standard_False),
myUseZBuffer (Standard_False),
myUseDepthTest (Standard_True),
myUseGLLight (Standard_True),
myIsCullingEnabled (Standard_False),
myFrameCounter (0),
//
AspectLine_set (&myDefaultAspectLine),
AspectLine_applied (NULL),
AspectFace_set (&myDefaultAspectFace),
AspectFace_applied (NULL),
AspectMarker_set (&myDefaultAspectMarker),
AspectMarker_applied (NULL),
AspectText_set (&myDefaultAspectText),
AspectText_applied (NULL),
TextParam_set (&myDefaultTextParam),
TextParam_applied (NULL),
ViewMatrix_applied (&myDefaultMatrix),
StructureMatrix_applied (&myDefaultMatrix),
myCullingMode (TelCullUndefined),
myModelViewMatrix (myDefaultMatrix),
PolygonOffset_applied (THE_DEFAULT_POFFSET)
{
myGlContext->core11fwd->glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
myResultFBO = new OpenGl_FrameBuffer();
if (!myGlContext->GetResource ("OpenGl_LineAttributes", myLineAttribs))
{
// share and register for release once the resource is no longer used
myLineAttribs = new OpenGl_LineAttributes();
myGlContext->ShareResource ("OpenGl_LineAttributes", myLineAttribs);
myLineAttribs->Init (myGlContext);
}
// General initialization of the context
#if !defined(GL_ES_VERSION_2_0)
// Eviter d'avoir les faces mal orientees en noir.
// Pourrait etre utiliser pour detecter les problemes d'orientation
glLightModeli ((GLenum )GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
// Optimisation pour le Fog et l'antialiasing
glHint (GL_FOG_HINT, GL_FASTEST);
glHint (GL_POINT_SMOOTH_HINT, GL_FASTEST);
glHint (GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint (GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
#endif
// AA mode
const char* anAaEnv = ::getenv ("CALL_OPENGL_ANTIALIASING_MODE");
if (anAaEnv != NULL)
{
int v;
if (sscanf (anAaEnv, "%d", &v) > 0) myAntiAliasingMode = v;
}
}
// =======================================================================
// function : SetImmediateModeDrawToFront
// purpose :
// =======================================================================
Standard_Boolean OpenGl_Workspace::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
{
const Standard_Boolean aPrevMode = myTransientDrawToFront;
myTransientDrawToFront = theDrawToFrontBuffer;
return aPrevMode;
}
// =======================================================================
// function : ~OpenGl_Workspace
// purpose :
// =======================================================================
OpenGl_Workspace::~OpenGl_Workspace()
{
if (!myLineAttribs.IsNull())
{
myLineAttribs.Nullify();
myGlContext->ReleaseResource ("OpenGl_LineAttributes", Standard_True);
}
if (!myResultFBO.IsNull())
{
myResultFBO->Release (myGlContext.operator->());
myResultFBO.Nullify();
}
if (myFullScreenQuad.IsValid())
{
myFullScreenQuad.Release (myGlContext.operator->());
}
ReleaseRaytraceResources();
}
// =======================================================================
// function : Activate
// purpose :
// =======================================================================
Standard_Boolean OpenGl_Workspace::Activate()
{
if (!OpenGl_Window::Activate())
return Standard_False;
ViewMatrix_applied = &myDefaultMatrix;
StructureMatrix_applied = &myDefaultMatrix;
ResetAppliedAspect();
return Standard_True;
}
//=======================================================================
//function : ResetAppliedAspect
//purpose : Sets default values of GL parameters in accordance with default aspects
//=======================================================================
void OpenGl_Workspace::ResetAppliedAspect()
{
NamedStatus = !myTextureBound.IsNull() ? OPENGL_NS_TEXTURE : 0;
HighlightColor = &THE_WHITE_COLOR;
AspectLine_set = &myDefaultAspectLine;
AspectLine_applied = NULL;
AspectFace_set = &myDefaultAspectFace;
AspectFace_applied = NULL;
AspectMarker_set = &myDefaultAspectMarker;
AspectMarker_applied = NULL;
AspectText_set = &myDefaultAspectText;
AspectText_applied = NULL;
TextParam_set = &myDefaultTextParam;
TextParam_applied = NULL;
PolygonOffset_applied = THE_DEFAULT_POFFSET;
myCullingMode = TelCullUndefined;
AspectLine(Standard_True);
AspectFace(Standard_True);
AspectMarker(Standard_True);
AspectText(Standard_True);
}
// =======================================================================
// function : DisableTexture
// purpose :
// =======================================================================
Handle(OpenGl_Texture) OpenGl_Workspace::DisableTexture()
{
if (myTextureBound.IsNull())
{
return myTextureBound;
}
const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
if (!aSampler.IsNull())
{
aSampler->Unbind (*myGlContext);
}
#if !defined(GL_ES_VERSION_2_0)
// reset texture matrix because some code may expect it is identity
GLint aMatrixMode = GL_TEXTURE;
glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
glMatrixMode (GL_TEXTURE);
glLoadIdentity();
glMatrixMode (aMatrixMode);
#endif
myTextureBound->Unbind (myGlContext);
switch (myTextureBound->GetTarget())
{
#if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
if (myTextureBound->GetParams()->GenMode() != GL_NONE)
{
glDisable (GL_TEXTURE_GEN_S);
}
glDisable (GL_TEXTURE_1D);
break;
}
#endif
case GL_TEXTURE_2D:
{
#if !defined(GL_ES_VERSION_2_0)
if (myTextureBound->GetParams()->GenMode() != GL_NONE)
{
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
if (myTextureBound->GetParams()->GenMode() == Graphic3d_TOTM_SPRITE)
{
glDisable (GL_POINT_SPRITE);
}
}
glDisable (GL_TEXTURE_2D);
#endif
break;
}
default: break;
}
Handle(OpenGl_Texture) aPrevTexture = myTextureBound;
myTextureBound.Nullify();
return aPrevTexture;
}
// =======================================================================
// function : setTextureParams
// purpose :
// =======================================================================
void OpenGl_Workspace::setTextureParams (Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams)
{
const Handle(Graphic3d_TextureParams)& aParams = theParams.IsNull() ? theTexture->GetParams() : theParams;
if (aParams.IsNull())
{
return;
}
#if !defined(GL_ES_VERSION_2_0)
GLint aMatrixMode = GL_TEXTURE;
glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
// setup texture matrix
glMatrixMode (GL_TEXTURE);
OpenGl_Mat4 aTextureMat;
const Graphic3d_Vec2& aScale = aParams->Scale();
const Graphic3d_Vec2& aTrans = aParams->Translation();
OpenGl_Utils::Scale (aTextureMat, aScale.x(), aScale.y(), 1.0f);
OpenGl_Utils::Translate (aTextureMat, -aTrans.x(), -aTrans.y(), 0.0f);
OpenGl_Utils::Rotate (aTextureMat, -aParams->Rotation(), 0.0f, 0.0f, 1.0f);
glLoadMatrixf (aTextureMat);
GLint anEnvMode = GL_MODULATE; // lighting mode
if (!aParams->IsModulate())
{
anEnvMode = GL_DECAL;
if (theTexture->GetFormat() == GL_ALPHA
|| theTexture->GetFormat() == GL_LUMINANCE)
{
anEnvMode = GL_REPLACE;
}
}
// setup generation of texture coordinates
switch (aParams->GenMode())
{
case Graphic3d_TOTM_OBJECT:
{
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv (GL_S, GL_OBJECT_PLANE, aParams->GenPlaneS().GetData());
if (theTexture->GetTarget() != GL_TEXTURE_1D)
{
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv (GL_T, GL_OBJECT_PLANE, aParams->GenPlaneT().GetData());
}
break;
}
case Graphic3d_TOTM_SPHERE:
{
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
if (theTexture->GetTarget() != GL_TEXTURE_1D)
{
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
}
break;
}
case Graphic3d_TOTM_EYE:
{
myGlContext->WorldViewState.Push();
myGlContext->WorldViewState.SetIdentity();
myGlContext->ApplyWorldViewMatrix();
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv (GL_S, GL_EYE_PLANE, aParams->GenPlaneS().GetData());
if (theTexture->GetTarget() != GL_TEXTURE_1D)
{
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv (GL_T, GL_EYE_PLANE, aParams->GenPlaneT().GetData());
}
myGlContext->WorldViewState.Pop();
break;
}
case Graphic3d_TOTM_SPRITE:
{
if (GetGlContext()->core20 != NULL)
{
glEnable (GL_POINT_SPRITE);
glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
anEnvMode = GL_REPLACE;
GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
}
break;
}
case Graphic3d_TOTM_MANUAL:
default: break;
}
// setup lighting
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, anEnvMode);
#endif
// get active sampler object to override default texture parameters
const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
// setup texture filtering and wrapping
//if (theTexture->GetParams() != theParams)
const GLenum aFilter = (aParams->Filter() == Graphic3d_TOTF_NEAREST) ? GL_NEAREST : GL_LINEAR;
const GLenum aWrapMode = aParams->IsRepeat() ? GL_REPEAT : myGlContext->TextureWrapClamp();
switch (theTexture->GetTarget())
{
#if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
if (aSampler.IsNull() || !aSampler->IsValid())
{
glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, aFilter);
glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, aFilter);
glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, aWrapMode);
}
else
{
aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAG_FILTER, aFilter);
aSampler->SetParameter (*myGlContext, GL_TEXTURE_MIN_FILTER, aFilter);
aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_S, aWrapMode);
}
break;
}
#endif
case GL_TEXTURE_2D:
{
GLenum aFilterMin = aFilter;
if (theTexture->HasMipmaps())
{
aFilterMin = GL_NEAREST_MIPMAP_NEAREST;
if (aParams->Filter() == Graphic3d_TOTF_BILINEAR)
{
aFilterMin = GL_LINEAR_MIPMAP_NEAREST;
}
else if (aParams->Filter() == Graphic3d_TOTF_TRILINEAR)
{
aFilterMin = GL_LINEAR_MIPMAP_LINEAR;
}
if (myGlContext->extAnis)
{
// setup degree of anisotropy filter
const GLint aMaxDegree = myGlContext->MaxDegreeOfAnisotropy();
GLint aDegree;
switch (aParams->AnisoFilter())
{
case Graphic3d_LOTA_QUALITY:
{
aDegree = aMaxDegree;
break;
}
case Graphic3d_LOTA_MIDDLE:
{
aDegree = (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2);
break;
}
case Graphic3d_LOTA_FAST:
{
aDegree = 2;
break;
}
case Graphic3d_LOTA_OFF:
default:
{
aDegree = 1;
break;
}
}
if (aSampler.IsNull() || !aSampler->IsValid())
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aDegree);
}
else
{
aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAX_ANISOTROPY_EXT, aDegree);
}
}
}
if (aSampler.IsNull() || !aSampler->IsValid())
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterMin);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilter);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, aWrapMode);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, aWrapMode);
}
else
{
aSampler->SetParameter (*myGlContext, GL_TEXTURE_MIN_FILTER, aFilterMin);
aSampler->SetParameter (*myGlContext, GL_TEXTURE_MAG_FILTER, aFilter);
aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_S, aWrapMode);
aSampler->SetParameter (*myGlContext, GL_TEXTURE_WRAP_T, aWrapMode);
}
break;
}
default: break;
}
switch (theTexture->GetTarget())
{
#if !defined(GL_ES_VERSION_2_0)
case GL_TEXTURE_1D:
{
if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
{
glEnable (GL_TEXTURE_GEN_S);
}
glEnable (GL_TEXTURE_1D);
break;
}
#endif
case GL_TEXTURE_2D:
{
#if !defined(GL_ES_VERSION_2_0)
if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
{
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
}
glEnable (GL_TEXTURE_2D);
#endif
break;
}
default: break;
}
#if !defined(GL_ES_VERSION_2_0)
glMatrixMode (aMatrixMode); // turn back active matrix
#endif
theTexture->SetParams (aParams);
}
// =======================================================================
// function : EnableTexture
// purpose :
// =======================================================================
Handle(OpenGl_Texture) OpenGl_Workspace::EnableTexture (const Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams)
{
if (theTexture.IsNull() || !theTexture->IsValid())
{
return DisableTexture();
}
if (myTextureBound == theTexture
&& (theParams.IsNull() || theParams == theTexture->GetParams()))
{
// already bound
return myTextureBound;
}
Handle(OpenGl_Texture) aPrevTexture = DisableTexture();
myTextureBound = theTexture;
myTextureBound->Bind (myGlContext);
setTextureParams (myTextureBound, theParams);
// If custom sampler object is available it will be
// used for overriding default texture parameters
const Handle(OpenGl_Sampler)& aSampler = myGlContext->TextureSampler();
if (!aSampler.IsNull() && aSampler->IsValid())
{
aSampler->Bind (*myGlContext);
}
return aPrevTexture;
}
// =======================================================================
// function : Redraw
// purpose :
// =======================================================================
void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer)
{
if (!Activate())
{
return;
}
++myFrameCounter;
myIsCullingEnabled = theCView.IsCullingEnabled;
// release pending GL resources
Handle(OpenGl_Context) aGlCtx = GetGlContext();
aGlCtx->ReleaseDelayed();
// fetch OpenGl context state
aGlCtx->FetchState();
Tint toSwap = (aGlCtx->IsRender() && !aGlCtx->caps->buffersNoSwap) ? 1 : 0; // swap buffers
OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
if (aFrameBuffer != NULL)
{
aFrameBuffer->SetupViewport (aGlCtx);
toSwap = 0; // no need to swap buffers
}
else
{
aGlCtx->core11fwd->glViewport (0, 0, myWidth, myHeight);
}
Standard_Integer aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
Standard_Integer aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
if (myResultFBO->GetVPSizeX() != aSizeX
|| myResultFBO->GetVPSizeY() != aSizeY)
{
// prepare FBOs containing main scene
// for further blitting and rendering immediate presentations on top
if (aGlCtx->core20fwd != NULL)
{
myResultFBO->Init (aGlCtx, aSizeX, aSizeY);
}
}
if (myResultFBO->IsValid())
{
myResultFBO->SetupViewport (aGlCtx);
}
const Standard_Boolean isImmediate = myView->HasImmediateStructures()
|| myResultFBO->IsValid();
myToRedrawGL = Standard_True;
if (theCView.RenderParams.Method == Graphic3d_RM_RAYTRACING
&& myComputeInitStatus != OpenGl_RT_FAIL)
{
if (UpdateRaytraceGeometry (OpenGl_GUM_CHECK) && myIsRaytraceDataValid)
{
myToRedrawGL = Standard_False;
// Only non-raytracable structures should be rendered in OpenGL mode.
Handle(OpenGl_RenderFilter) aRenderFilter = GetRenderFilter();
myRaytraceFilter->SetPrevRenderFilter (aRenderFilter);
SetRenderFilter (myRaytraceFilter);
if (myOpenGlFBO.IsNull())
{
myOpenGlFBO = new OpenGl_FrameBuffer();
}
if (myOpenGlFBO->GetVPSizeX() != aSizeX
|| myOpenGlFBO->GetVPSizeY() != aSizeY)
{
myOpenGlFBO->Init (aGlCtx, aSizeX, aSizeY);
}
// OverLayer and UnderLayer shouldn't be drawn by OpenGL.
// They will be drawn during ray-tracing.
Aspect_CLayer2d anEmptyCLayer;
anEmptyCLayer.ptrLayer = NULL;
myOpenGlFBO->BindBuffer (aGlCtx);
redraw1 (theCView, anEmptyCLayer, anEmptyCLayer, 0);
myOpenGlFBO->UnbindBuffer (aGlCtx);
Raytrace (theCView, aSizeX, aSizeY, isImmediate ? 0 : toSwap,
theCOverLayer, theCUnderLayer,
myResultFBO->IsValid() ? myResultFBO.operator->() : aFrameBuffer);
if (isImmediate)
{
RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True, aFrameBuffer);
}
SetRenderFilter (aRenderFilter);
theCView.WasRedrawnGL = Standard_False;
}
}
if (myToRedrawGL)
{
// draw entire frame using normal OpenGL pipeline
if (myResultFBO->IsValid())
{
myResultFBO->BindBuffer (aGlCtx);
}
else if (aFrameBuffer != NULL)
{
aFrameBuffer->BindBuffer (aGlCtx);
}
redraw1 (theCView, theCUnderLayer, theCOverLayer, isImmediate ? 0 : toSwap);
if (isImmediate)
{
RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True, aFrameBuffer);
}
theCView.WasRedrawnGL = Standard_True;
}
if (aFrameBuffer != NULL)
{
aFrameBuffer->UnbindBuffer (aGlCtx);
// move back original viewport
aGlCtx->core11fwd->glViewport (0, 0, myWidth, myHeight);
}
#if defined(_WIN32) && defined(HAVE_VIDEOCAPTURE)
if (OpenGl_AVIWriter_AllowWriting (theCView.DefWindow.XWindow))
{
GLint params[4];
glGetIntegerv (GL_VIEWPORT, params);
int nWidth = params[2] & ~0x7;
int nHeight = params[3] & ~0x7;
const int nBitsPerPixel = 24;
GLubyte* aDumpData = new GLubyte[nWidth * nHeight * nBitsPerPixel / 8];
glPixelStorei (GL_PACK_ALIGNMENT, 1);
glReadPixels (0, 0, nWidth, nHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, aDumpData);
OpenGl_AVIWriter_AVIWriter (aDumpData, nWidth, nHeight, nBitsPerPixel);
delete[] aDumpData;
}
#endif
// reset render mode state
aGlCtx->FetchState();
}
// =======================================================================
// function : redraw1
// purpose :
// =======================================================================
void OpenGl_Workspace::redraw1 (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const int theToSwap)
{
if (myView.IsNull())
{
return;
}
// request reset of material
NamedStatus |= OPENGL_NS_RESMAT;
GLbitfield toClear = GL_COLOR_BUFFER_BIT;
if (myUseZBuffer)
{
glDepthFunc (GL_LEQUAL);
glDepthMask (GL_TRUE);
if (myUseDepthTest)
{
glEnable (GL_DEPTH_TEST);
}
else
{
glDisable (GL_DEPTH_TEST);
}
#if !defined(GL_ES_VERSION_2_0)
glClearDepth (1.0);
#else
glClearDepthf (1.0f);
#endif
toClear |= GL_DEPTH_BUFFER_BIT;
}
else
{
glDisable (GL_DEPTH_TEST);
}
if (!ToRedrawGL())
{
// set background to black
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
toClear |= GL_DEPTH_BUFFER_BIT; //
}
else
{
if (NamedStatus & OPENGL_NS_WHITEBACK)
{
// set background to white
glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
toClear |= GL_DEPTH_BUFFER_BIT;
}
else
{
glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
}
}
glClear (toClear);
Handle(OpenGl_Workspace) aWS (this);
myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer, Standard_False);
// swap the buffers
if (theToSwap)
{
GetGlContext()->SwapBuffers();
myBackBufferRestored = Standard_False;
myIsImmediateDrawn = Standard_False;
}
else
{
glFlush(); //
myBackBufferRestored = Standard_True;//
myIsImmediateDrawn = Standard_False;//
}
}
// =======================================================================
// function : copyBackToFront
// purpose :
// =======================================================================
void OpenGl_Workspace::copyBackToFront()
{
#if !defined(GL_ES_VERSION_2_0)
OpenGl_Mat4 aProjectMat;
OpenGl_Utils::Ortho2D<Standard_ShortReal> (aProjectMat,
0.f, static_cast<GLfloat> (myWidth), 0.f, static_cast<GLfloat> (myHeight));
myGlContext->WorldViewState.Push();
myGlContext->ProjectionState.Push();
myGlContext->WorldViewState.SetIdentity();
myGlContext->ProjectionState.SetCurrent (aProjectMat);
myGlContext->ApplyProjectionMatrix();
myGlContext->ApplyWorldViewMatrix();
DisableFeatures();
glDrawBuffer (GL_FRONT);
glReadBuffer (GL_BACK);
glRasterPos2i (0, 0);
glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
//glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
EnableFeatures();
myGlContext->WorldViewState.Pop();
myGlContext->ProjectionState.Pop();
myGlContext->ApplyProjectionMatrix();
glDrawBuffer (GL_BACK);
#endif
myIsImmediateDrawn = Standard_False;
}
// =======================================================================
// function : DisplayCallback
// purpose :
// =======================================================================
void OpenGl_Workspace::DisplayCallback (const Graphic3d_CView& theCView,
Standard_Integer theReason)
{
if (theCView.GDisplayCB == NULL)
{
return;
}
Aspect_GraphicCallbackStruct aCallData;
aCallData.reason = theReason;
aCallData.glContext = GetGlContext();
aCallData.wsID = theCView.WsId;
aCallData.viewID = theCView.ViewId;
theCView.GDisplayCB (theCView.DefWindow.XWindow, theCView.GClientData, &aCallData);
}
// =======================================================================
// function : RedrawImmediate
// purpose :
// =======================================================================
void OpenGl_Workspace::RedrawImmediate (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Standard_Boolean theToForce,
OpenGl_FrameBuffer* theTargetFBO)
{
if (!Activate())
{
return;
}
GLboolean isDoubleBuffer = GL_FALSE;
#if !defined(GL_ES_VERSION_2_0)
glGetBooleanv (GL_DOUBLEBUFFER, &isDoubleBuffer);
#endif
if (!myView->HasImmediateStructures()
&& !myResultFBO->IsValid())
{
if (theToForce
|| !myIsImmediateDrawn)
{
myIsImmediateDrawn = Standard_False;
return;
}
if (myBackBufferRestored
&& isDoubleBuffer)
{
copyBackToFront();
glFlush();
}
else
{
Redraw (theCView, theCUnderLayer, theCOverLayer);
}
return;
}
if (myResultFBO->IsValid()
&& myGlContext->IsRender())
{
if (!myBackBufferRestored)
{
Redraw (theCView, theCUnderLayer, theCOverLayer);
return;
}
// clear destination before blitting
if (theTargetFBO != NULL)
{
theTargetFBO->BindBuffer (myGlContext);
}
else
{
myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#if !defined(GL_ES_VERSION_2_0)
myGlContext->core20fwd->glClearDepth (1.0);
#else
myGlContext->core20fwd->glClearDepthf (1.0f);
#endif
myGlContext->core20fwd->glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
/*#if !defined(GL_ES_VERSION_2_0)
if (myGlContext->arbFBOBlit != NULL)
{
myResultFBO->BindReadBuffer (myGlContext);
if (theTargetFBO != NULL)
{
theTargetFBO->BindDrawBuffer (myGlContext);
}
else
{
myGlContext->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
// we don't copy stencil buffer here... does it matter for performance?
myGlContext->arbFBOBlit->glBlitFramebuffer (0, 0, myResultFBO->GetVPSizeX(), myResultFBO->GetVPSizeY(),
0, 0, myResultFBO->GetVPSizeX(), myResultFBO->GetVPSizeY(),
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
if (theTargetFBO != NULL)
{
theTargetFBO->BindBuffer (myGlContext);
}
else
{
myGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
}
else
#endif*/
{
myGlContext->core20fwd->glDepthFunc (GL_ALWAYS);
myGlContext->core20fwd->glDepthMask (GL_TRUE);
myGlContext->core20fwd->glEnable (GL_DEPTH_TEST);
DisableTexture();
if (!myFullScreenQuad.IsValid())
{
OpenGl_Vec4 aQuad[4] =
{
OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
};
myFullScreenQuad.Init (myGlContext, 4, 4, aQuad[0].GetData());
}
const Handle(OpenGl_ShaderManager)& aManager = myGlContext->ShaderManager();
if (myFullScreenQuad.IsValid()
&& aManager->BindFboBlitProgram())
{
myResultFBO->ColorTexture() ->Bind (myGlContext, GL_TEXTURE0 + 0);
myResultFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + 1);
myFullScreenQuad.BindVertexAttrib (myGlContext, 0);
myGlContext->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
myFullScreenQuad.UnbindVertexAttrib (myGlContext, 0);
myResultFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + 1);
myResultFBO->ColorTexture() ->Unbind (myGlContext, GL_TEXTURE0 + 0);
}
}
}
else if (isDoubleBuffer && myTransientDrawToFront)
{
if (!myBackBufferRestored)
{
Redraw (theCView, theCUnderLayer, theCOverLayer);
return;
}
copyBackToFront();
MakeFrontBufCurrent();
}
else
{
myBackBufferRestored = Standard_False;
}
myIsImmediateDrawn = Standard_True;
Handle(OpenGl_Workspace) aWS (this);
if (myUseZBuffer)
{
glDepthFunc (GL_LEQUAL);
glDepthMask (GL_TRUE);
if (myUseDepthTest)
{
glEnable (GL_DEPTH_TEST);
}
else
{
glDisable (GL_DEPTH_TEST);
}
#if !defined(GL_ES_VERSION_2_0)
glClearDepth (1.0);
#else
glClearDepthf (1.0f);
#endif
}
else
{
glDisable (GL_DEPTH_TEST);
}
myView->Render (myPrintContext, aWS, theCView, theCUnderLayer, theCOverLayer, Standard_True);
if (!myView->ImmediateStructures().IsEmpty())
{
glDisable (GL_DEPTH_TEST);
}
for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
anIter.More(); anIter.Next())
{
const OpenGl_Structure* aStructure = anIter.Value();
if (!aStructure->IsVisible())
{
continue;
}
aStructure->Render (aWS);
}
if (myResultFBO->IsValid())
{
if (theTargetFBO == NULL
&& myGlContext->IsRender()
&& !myGlContext->caps->buffersNoSwap)
{
myGlContext->SwapBuffers();
}
}
else if (isDoubleBuffer && myTransientDrawToFront)
{
glFlush();
MakeBackBufCurrent();
}
}