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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-04 18:06:22 +03:00
occt/src/ViewerTest/ViewerTest_OpenGlCommands.cxx
kgv 8613985b2a 0028180: Visualization, TKOpenGl - Performance of Shaded presentation dropped due to FFP disabled by default
FFP state management (light sources, matrices, clipping planes) has been
moved to OpenGl_ShaderManager for consistency with Programmable Pipeline.

OpenGl_Context::BindProgram() does not re-bind already active Program.
OpenGl_PrimitiveArray::Render() does not reset active Program at the end.

OpenGl_Context::ApplyModelViewMatrix() now checks if matrix differs
from already set one before modifying state in Shader Manager.
This allows avoing redundant state changes, matrix uploads onto GPU
and re-computation of inversed matrices.

NCollection_Mat4 has been extended with equality check operators for proper comparison.

OpenGl_ShaderManager - the tracking Material state has been added.
Removed unreachable states OPENGL_NS_RESMAT, OPENGL_NS_TEXTURE and OPENGL_NS_WHITEBACK.

Fixed resetting FFP material state after displaying GL_COLOR_ARRAY vertices;
the Material state within Shader Manager is now
invalidated within OpenGl_VertexBuffer::unbindFixedColor().

OpenGl_Workspace::ApplyAspectFace() - fixed invalidating Material State
when only Highlighting style is changing.
2016-12-22 17:24:05 +03:00

718 lines
22 KiB
C++

// Created on: 2012-04-09
// Created by: Sergey ANIKIN
// Copyright (c) 2012-2014 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 <ViewerTest.hxx>
#include <AIS_InteractiveContext.hxx>
#include <AIS_InteractiveObject.hxx>
#include <Draw.hxx>
#include <Draw_Interpretor.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_ShaderObject.hxx>
#include <Graphic3d_ShaderProgram.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_Element.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Workspace.hxx>
#include <OSD_Environment.hxx>
#include <OSD_File.hxx>
#include <Prs3d_Drawer.hxx>
#include <Prs3d_Presentation.hxx>
#include <Prs3d_Root.hxx>
#include <Prs3d_LineAspect.hxx>
#include <Prs3d_ShadingAspect.hxx>
#include <Select3D_SensitiveCurve.hxx>
#include <SelectMgr_EntityOwner.hxx>
#include <SelectMgr_Selection.hxx>
#include <TCollection_AsciiString.hxx>
#include <V3d_View.hxx>
#include <V3d_Viewer.hxx>
#include <ViewerTest_DoubleMapOfInteractiveAndName.hxx>
#include <ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName.hxx>
#include <OpenGl_Group.hxx>
extern Standard_Boolean VDisplayAISObject (const TCollection_AsciiString& theName,
const Handle(AIS_InteractiveObject)& theAISObj,
Standard_Boolean theReplaceIfExists = Standard_True);
extern ViewerTest_DoubleMapOfInteractiveAndName& GetMapOfAIS();
namespace {
//=======================================================================
//function : VUserDraw
//purpose : Checks availability and operation of UserDraw feature
//=======================================================================
class VUserDrawObj : public AIS_InteractiveObject
{
public:
// CASCADE RTTI
DEFINE_STANDARD_RTTI_INLINE(VUserDrawObj,AIS_InteractiveObject);
VUserDrawObj()
{
myCoords[0] = -10.;
myCoords[1] = -20.;
myCoords[2] = -30.;
myCoords[3] = 10.;
myCoords[4] = 20.;
myCoords[5] = 30.;
}
public:
class Element : public OpenGl_Element
{
private:
Handle(VUserDrawObj) myIObj;
public:
Element (const Handle(VUserDrawObj)& theIObj) : myIObj (theIObj) {}
virtual ~Element() {}
virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
if (!myIObj.IsNull())
myIObj->Render(theWorkspace);
}
virtual void Release (OpenGl_Context*)
{
//
}
public:
DEFINE_STANDARD_ALLOC
};
private:
// Virtual methods implementation
void Compute (const Handle(PrsMgr_PresentationManager3d)& thePresentationManager,
const Handle(Prs3d_Presentation)& thePresentation,
const Standard_Integer theMode) Standard_OVERRIDE;
void ComputeSelection (const Handle(SelectMgr_Selection)& theSelection,
const Standard_Integer theMode) Standard_OVERRIDE;
// Called by VUserDrawElement
void Render(const Handle(OpenGl_Workspace)& theWorkspace) const;
private:
GLfloat myCoords[6];
friend class Element;
};
void VUserDrawObj::Compute(const Handle(PrsMgr_PresentationManager3d)& thePrsMgr,
const Handle(Prs3d_Presentation)& thePrs,
const Standard_Integer /*theMode*/)
{
thePrs->Clear();
Graphic3d_Vec4 aBndMin (myCoords[0], myCoords[1], myCoords[2], 1.0f);
Graphic3d_Vec4 aBndMax (myCoords[3], myCoords[4], myCoords[5], 1.0f);
Handle(OpenGl_Group) aGroup = Handle(OpenGl_Group)::DownCast (thePrs->NewGroup());
aGroup->SetMinMaxValues (aBndMin.x(), aBndMin.y(), aBndMin.z(),
aBndMax.x(), aBndMax.y(), aBndMax.z());
aGroup->SetGroupPrimitivesAspect (myDrawer->LineAspect()->Aspect());
VUserDrawObj::Element* anElem = new VUserDrawObj::Element (this);
aGroup->AddElement(anElem);
// invalidate bounding box of the scene
thePrsMgr->StructureManager()->Update (thePrsMgr->StructureManager()->UpdateMode());
}
void VUserDrawObj::ComputeSelection (const Handle(SelectMgr_Selection)& theSelection,
const Standard_Integer /*theMode*/)
{
Handle(SelectMgr_EntityOwner) anEntityOwner = new SelectMgr_EntityOwner(this);
Handle(TColgp_HArray1OfPnt) aPnts = new TColgp_HArray1OfPnt(1, 5);
aPnts->SetValue(1, gp_Pnt(myCoords[0], myCoords[1], myCoords[2]));
aPnts->SetValue(2, gp_Pnt(myCoords[3], myCoords[4], myCoords[2]));
aPnts->SetValue(3, gp_Pnt(myCoords[3], myCoords[4], myCoords[5]));
aPnts->SetValue(4, gp_Pnt(myCoords[0], myCoords[1], myCoords[5]));
aPnts->SetValue(5, gp_Pnt(myCoords[0], myCoords[1], myCoords[2]));
Handle(Select3D_SensitiveCurve) aSensitive = new Select3D_SensitiveCurve(anEntityOwner, aPnts);
theSelection->Add(aSensitive);
}
void VUserDrawObj::Render(const Handle(OpenGl_Workspace)& theWorkspace) const
{
// this sample does not use GLSL programs - make sure it is disabled
Handle(OpenGl_Context) aCtx = theWorkspace->GetGlContext();
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
// To test linking against OpenGl_Workspace and all aspect classes
const OpenGl_AspectMarker* aMA = theWorkspace->AspectMarker();
aMA->Aspect()->Type();
const OpenGl_AspectText* aTA = theWorkspace->AspectText();
aTA->Aspect()->Font();
OpenGl_Vec4 aColor = theWorkspace->LineColor();
#if !defined(GL_ES_VERSION_2_0)
// Finally draw something to make sure UserDraw really works
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glColor4fv(aColor.GetData());
glBegin(GL_LINE_LOOP);
glVertex3f(myCoords[0], myCoords[1], myCoords[2]);
glVertex3f(myCoords[3], myCoords[4], myCoords[2]);
glVertex3f(myCoords[3], myCoords[4], myCoords[5]);
glVertex3f(myCoords[0], myCoords[1], myCoords[5]);
glEnd();
glPopAttrib();
#endif
}
} // end of anonymous namespace
static Standard_Integer VUserDraw (Draw_Interpretor& di,
Standard_Integer argc,
const char ** argv)
{
Handle(AIS_InteractiveContext) aContext = ViewerTest::GetAISContext();
if (aContext.IsNull())
{
di << argv[0] << "Call 'vinit' before!\n";
return 1;
}
Handle(OpenGl_GraphicDriver) aDriver = Handle(OpenGl_GraphicDriver)::DownCast (aContext->CurrentViewer()->Driver());
if (aDriver.IsNull())
{
std::cerr << "Graphic driver not available.\n";
return 1;
}
if (argc > 2)
{
di << argv[0] << "Wrong number of arguments, only the object name expected\n";
return 1;
}
TCollection_AsciiString aName (argv[1]);
VDisplayAISObject(aName, Handle(AIS_InteractiveObject)());
Handle(VUserDrawObj) anIObj = new VUserDrawObj();
VDisplayAISObject(aName, anIObj);
return 0;
}
//==============================================================================
//function : VFeedback
//purpose :
//==============================================================================
static int VFeedback (Draw_Interpretor& theDI,
Standard_Integer /*theArgNb*/,
const char** /*theArgVec*/)
{
#if !defined(GL_ES_VERSION_2_0)
// get the active view
Handle(V3d_View) aView = ViewerTest::CurrentView();
if (aView.IsNull())
{
std::cerr << "No active view. Please call vinit.\n";
return 1;
}
unsigned int aBufferSize = 1024 * 1024;
for (;;)
{
size_t aBytes = (size_t )aBufferSize * sizeof(GLfloat);
if (aBytes / sizeof(GLfloat) != (size_t )aBufferSize)
{
// finito la commedia
std::cerr << "Can not allocate buffer - requested size ("
<< (double(aBufferSize / (1024 * 1024)) * double(sizeof(GLfloat)))
<< " MiB) is out of address space\n";
return 1;
}
GLfloat* aBuffer = (GLfloat* )Standard::Allocate (aBytes);
if (aBuffer == NULL)
{
// finito la commedia
std::cerr << "Can not allocate buffer with size ("
<< (double(aBufferSize / (1024 * 1024)) * double(sizeof(GLfloat)))
<< " MiB)\n";
return 1;
}
glFeedbackBuffer ((GLsizei )aBufferSize, GL_2D, aBuffer);
glRenderMode (GL_FEEDBACK);
aView->Redraw();
GLint aResult = glRenderMode (GL_RENDER);
if (aResult < 0)
{
aBufferSize *= 2;
void* aPtr = aBuffer;
Standard::Free (aPtr);
aBuffer = NULL;
continue;
}
std::cout << "FeedBack result= " << aResult << "\n";
GLint aPntNb = 0;
GLint aTriNb = 0;
GLint aQuadsNb = 0;
GLint aPolyNb = 0;
GLint aNodesNb = 0;
GLint aLinesNb = 0;
GLint aBitmapsNb = 0;
GLint aPassThrNb = 0;
GLint aUnknownNb = 0;
const GLint NODE_VALUES = 2; // GL_2D
for (GLint anIter = 0; anIter < aResult;)
{
const GLfloat aPos = aBuffer[anIter];
switch ((GLint )aPos)
{
case GL_POINT_TOKEN:
{
++aPntNb;
++aNodesNb;
anIter += 1 + NODE_VALUES;
break;
}
case GL_LINE_RESET_TOKEN:
case GL_LINE_TOKEN:
{
++aLinesNb;
aNodesNb += 2;
anIter += 1 + 2 * NODE_VALUES;
break;
}
case GL_POLYGON_TOKEN:
{
const GLint aCount = (GLint )aBuffer[++anIter];
aNodesNb += aCount;
anIter += aCount * NODE_VALUES + 1;
if (aCount == 3)
{
++aTriNb;
}
else if (aCount == 4)
{
++aQuadsNb;
}
else
{
++aPolyNb;
}
break;
}
case GL_BITMAP_TOKEN:
case GL_DRAW_PIXEL_TOKEN:
case GL_COPY_PIXEL_TOKEN:
{
++aBitmapsNb;
anIter += 1 + NODE_VALUES;
break;
}
case GL_PASS_THROUGH_TOKEN:
{
++aPassThrNb;
anIter += 2; // header + value
break;
}
default:
{
++anIter;
++aUnknownNb;
break;
}
}
}
void* aPtr = aBuffer;
Standard::Free (aPtr);
// return statistics
theDI << "Total nodes: " << aNodesNb << "\n"
<< "Points: " << aPntNb << "\n"
<< "Line segments: " << aLinesNb << "\n"
<< "Triangles: " << aTriNb << "\n"
<< "Quads: " << aQuadsNb << "\n"
<< "Polygons: " << aPolyNb << "\n"
<< "Bitmap tokens: " << aBitmapsNb << "\n"
<< "Pass through: " << aPassThrNb << "\n"
<< "UNKNOWN: " << aUnknownNb << "\n";
double aLen2D = double(aNodesNb * 2 + aPntNb + aLinesNb * 2 + (aTriNb + aQuadsNb + aPolyNb) * 2 + aBitmapsNb + aPassThrNb);
double aLen3D = double(aNodesNb * 3 + aPntNb + aLinesNb * 2 + (aTriNb + aQuadsNb + aPolyNb) * 2 + aBitmapsNb + aPassThrNb);
double aLen3D_rgba = double(aNodesNb * 7 + aPntNb + aLinesNb * 2 + (aTriNb + aQuadsNb + aPolyNb) * 2 + aBitmapsNb + aPassThrNb);
theDI << "Buffer size GL_2D: " << aLen2D * double(sizeof(GLfloat)) / double(1024 * 1024) << " MiB\n"
<< "Buffer size GL_3D: " << aLen3D * double(sizeof(GLfloat)) / double(1024 * 1024) << " MiB\n"
<< "Buffer size GL_3D_COLOR: " << aLen3D_rgba * double(sizeof(GLfloat)) / double(1024 * 1024) << " MiB\n";
return 0;
}
#else
(void )theDI;
std::cout << "Command is unsupported on current platform.\n";
return 1;
#endif
}
//==============================================================================
//function : VImmediateFront
//purpose :
//==============================================================================
static int VImmediateFront (Draw_Interpretor& /*theDI*/,
Standard_Integer theArgNb,
const char** theArgVec)
{
// get the context
Handle(AIS_InteractiveContext) aContextAIS = ViewerTest::GetAISContext();
if (aContextAIS.IsNull())
{
std::cerr << "No active view. Please call vinit.\n";
return 1;
}
Handle(Graphic3d_GraphicDriver) aDriver = aContextAIS->CurrentViewer()->Driver();
if (aDriver.IsNull())
{
std::cerr << "Graphic driver not available.\n";
return 1;
}
if (theArgNb < 2)
{
std::cerr << "Wrong number of arguments.\n";
return 1;
}
ViewerTest::CurrentView()->View()->SetImmediateModeDrawToFront (atoi(theArgVec[1]) != 0);
return 0;
}
//! Search the info from the key.
inline TCollection_AsciiString searchInfo (const TColStd_IndexedDataMapOfStringString& theDict,
const TCollection_AsciiString& theKey)
{
for (TColStd_IndexedDataMapOfStringString::Iterator anIter (theDict); anIter.More(); anIter.Next())
{
if (TCollection_AsciiString::IsSameString (anIter.Key(), theKey, Standard_False))
{
return anIter.Value();
}
}
return TCollection_AsciiString();
}
//==============================================================================
//function : VGlInfo
//purpose :
//==============================================================================
static int VGlInfo (Draw_Interpretor& theDI,
Standard_Integer theArgNb,
const char** theArgVec)
{
// get the active view
Handle(V3d_View) aView = ViewerTest::CurrentView();
if (aView.IsNull())
{
std::cerr << "No active view. Please call vinit.\n";
return 1;
}
Standard_Integer anArgIter = 1;
Graphic3d_DiagnosticInfo anInfoLevel = Graphic3d_DiagnosticInfo_Basic;
if (theArgNb == 2)
{
TCollection_AsciiString aName (theArgVec[1]);
aName.LowerCase();
if (aName == "-short")
{
++anArgIter;
anInfoLevel = Graphic3d_DiagnosticInfo_Short;
}
else if (aName == "-basic")
{
++anArgIter;
anInfoLevel = Graphic3d_DiagnosticInfo_Basic;
}
else if (aName == "-complete"
|| aName == "-full")
{
++anArgIter;
anInfoLevel = Graphic3d_DiagnosticInfo_Complete;
}
}
TColStd_IndexedDataMapOfStringString aDict;
if (anArgIter >= theArgNb)
{
aView->DiagnosticInformation (aDict, anInfoLevel);
TCollection_AsciiString aText;
for (TColStd_IndexedDataMapOfStringString::Iterator aValueIter (aDict); aValueIter.More(); aValueIter.Next())
{
if (!aText.IsEmpty())
{
aText += "\n";
}
aText += TCollection_AsciiString(" ") + aValueIter.Key() + ": " + aValueIter.Value();
}
theDI << "OpenGL info:\n"
<< aText;
return 0;
}
const Standard_Boolean isList = theArgNb >= 3;
aView->DiagnosticInformation (aDict, Graphic3d_DiagnosticInfo_Complete);
for (; anArgIter < theArgNb; ++anArgIter)
{
TCollection_AsciiString aName (theArgVec[anArgIter]);
aName.UpperCase();
TCollection_AsciiString aValue;
if (aName.Search ("VENDOR") != -1)
{
aValue = searchInfo (aDict, "GLvendor");
}
else if (aName.Search ("RENDERER") != -1)
{
aValue = searchInfo (aDict, "GLdevice");
}
else if (aName.Search ("SHADING_LANGUAGE_VERSION") != -1
|| aName.Search ("GLSL") != -1)
{
aValue = searchInfo (aDict, "GLSLversion");
}
else if (aName.Search ("VERSION") != -1)
{
aValue = searchInfo (aDict, "GLversion");
}
else if (aName.Search ("EXTENSIONS") != -1)
{
aValue = searchInfo (aDict, "GLextensions");
}
else
{
std::cerr << "Unknown key '" << aName.ToCString() << "'\n";
return 1;
}
if (isList)
{
theDI << "{" << aValue << "} ";
}
else
{
theDI << aValue;
}
}
return 0;
}
//==============================================================================
//function : VShaderProg
//purpose : Sets the pair of vertex and fragment shaders for the object
//==============================================================================
static Standard_Integer VShaderProg (Draw_Interpretor& /*theDI*/,
Standard_Integer theArgNb,
const char** theArgVec)
{
Handle(AIS_InteractiveContext) aCtx = ViewerTest::GetAISContext();
if (aCtx.IsNull())
{
std::cerr << "Use 'vinit' command before " << theArgVec[0] << "\n";
return 1;
}
else if (theArgNb < 2)
{
std::cerr << theArgVec[0] << " syntax error: lack of arguments\n";
return 1;
}
TCollection_AsciiString aLastArg (theArgVec[theArgNb - 1]);
aLastArg.LowerCase();
const Standard_Boolean toTurnOff = aLastArg == "off";
Standard_Integer anArgsNb = theArgNb - 1;
Handle(Graphic3d_ShaderProgram) aProgram;
if (!toTurnOff
&& aLastArg == "phong")
{
const TCollection_AsciiString& aShadersRoot = Graphic3d_ShaderProgram::ShadersFolder();
if (aShadersRoot.IsEmpty())
{
std::cerr << "Both environment variables CSF_ShadersDirectory and CASROOT are undefined!\n"
<< "At least one should be defined to load Phong program.\n";
return 1;
}
const TCollection_AsciiString aSrcVert = aShadersRoot + "/PhongShading.vs";
const TCollection_AsciiString aSrcFrag = aShadersRoot + "/PhongShading.fs";
if (!aSrcVert.IsEmpty()
&& !OSD_File (aSrcVert).Exists())
{
std::cerr << "Error: PhongShading.vs is not found\n";
return 1;
}
if (!aSrcFrag.IsEmpty()
&& !OSD_File (aSrcFrag).Exists())
{
std::cerr << "Error: PhongShading.fs is not found\n";
return 1;
}
aProgram = new Graphic3d_ShaderProgram();
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
}
if (!toTurnOff
&& aProgram.IsNull())
{
if (theArgNb < 3)
{
std::cerr << theArgVec[0] << " syntax error: lack of arguments\n";
return 1;
}
const TCollection_AsciiString aSrcVert = theArgVec[theArgNb - 2];
const TCollection_AsciiString aSrcFrag = theArgVec[theArgNb - 1];
if (!aSrcVert.IsEmpty()
&& !OSD_File (aSrcVert).Exists())
{
std::cerr << "Non-existing vertex shader source\n";
return 1;
}
if (!aSrcFrag.IsEmpty()
&& !OSD_File (aSrcFrag).Exists())
{
std::cerr << "Non-existing fragment shader source\n";
return 1;
}
aProgram = new Graphic3d_ShaderProgram();
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
anArgsNb = theArgNb - 2;
}
Handle(AIS_InteractiveObject) anIO;
if (anArgsNb <= 1
|| *theArgVec[1] == '*')
{
for (ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName anIter (GetMapOfAIS());
anIter.More(); anIter.Next())
{
anIO = Handle(AIS_InteractiveObject)::DownCast (anIter.Key1());
if (anIO.IsNull())
{
continue;
}
if (!anIO->Attributes()->HasOwnShadingAspect())
{
Handle(Prs3d_ShadingAspect) aNewAspect = new Prs3d_ShadingAspect();
*aNewAspect->Aspect() = *anIO->Attributes()->ShadingAspect()->Aspect();
aNewAspect->Aspect()->SetShaderProgram (aProgram);
anIO->Attributes()->SetShadingAspect (aNewAspect);
aCtx->Redisplay (anIO, Standard_False);
}
else
{
anIO->Attributes()->SetShaderProgram (aProgram, Graphic3d_ASPECT_FILL_AREA);
anIO->SynchronizeAspects();
}
}
aCtx->UpdateCurrentViewer();
return 0;
}
for (Standard_Integer anArgIter = 1; anArgIter < anArgsNb; ++anArgIter)
{
const TCollection_AsciiString aName (theArgVec[anArgIter]);
if (!GetMapOfAIS().IsBound2 (aName))
{
std::cerr << "Warning: " << aName.ToCString() << " is not displayed\n";
continue;
}
anIO = Handle(AIS_InteractiveObject)::DownCast (GetMapOfAIS().Find2 (aName));
if (anIO.IsNull())
{
std::cerr << "Warning: " << aName.ToCString() << " is not an AIS object\n";
continue;
}
if (!anIO->Attributes()->HasOwnShadingAspect())
{
Handle(Prs3d_ShadingAspect) aNewAspect = new Prs3d_ShadingAspect();
*aNewAspect->Aspect() = *anIO->Attributes()->ShadingAspect()->Aspect();
aNewAspect->Aspect()->SetShaderProgram (aProgram);
anIO->Attributes()->SetShadingAspect (aNewAspect);
aCtx->Redisplay (anIO, Standard_False);
}
else
{
anIO->Attributes()->SetShaderProgram (aProgram, Graphic3d_ASPECT_FILL_AREA);
anIO->SynchronizeAspects();
}
}
aCtx->UpdateCurrentViewer();
return 0;
}
//=======================================================================
//function : OpenGlCommands
//purpose :
//=======================================================================
void ViewerTest::OpenGlCommands(Draw_Interpretor& theCommands)
{
const char* aGroup ="Commands for low-level TKOpenGl features";
theCommands.Add("vuserdraw",
"vuserdraw : name - simulates drawing with help of UserDraw",
__FILE__, VUserDraw, aGroup);
theCommands.Add("vfeedback",
"vfeedback : perform test GL feedback rendering",
__FILE__, VFeedback, aGroup);
theCommands.Add("vimmediatefront",
"vimmediatefront : render immediate mode to front buffer or to back buffer",
__FILE__, VImmediateFront, aGroup);
theCommands.Add("vglinfo",
"vglinfo [-short|-basic|-complete]"
"\n\t\t: [GL_VENDOR] [GL_RENDERER] [GL_VERSION]"
"\n\t\t: [GL_SHADING_LANGUAGE_VERSION] [GL_EXTENSIONS]"
"\n\t\t: print OpenGL info",
__FILE__, VGlInfo, aGroup);
theCommands.Add("vshaderprog",
" 'vshaderprog [name] pathToVertexShader pathToFragmentShader'"
"\n\t\t: or 'vshaderprog [name] off' to disable GLSL program"
"\n\t\t: or 'vshaderprog [name] phong' to enable per-pixel lighting calculations"
"\n\t\t: * might be used to specify all displayed objects",
__FILE__, VShaderProg, aGroup);
}