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
dbp bc8c79bbd5 0024887: Visualization - revise and extend Raytracing controls
Fix material test case.
Fix ray-tracing test case and sample.
2014-05-22 19:00:18 +04:00

828 lines
24 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.
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <OpenGl_GlCore15.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_Texture.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(Aspect_DisplayConnection)& theDisplayConnection,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
const Handle(OpenGl_Context)& theShareCtx)
: OpenGl_Window (theDisplayConnection, theCWindow, theGContext, theCaps, theShareCtx),
NamedStatus (0),
HighlightColor (&THE_WHITE_COLOR),
//
myComputeInitStatus (OpenGl_RT_NONE),
myIsRaytraceDataValid (Standard_False),
myViewModificationStatus (0),
myLayersModificationStatus (0),
//
myAntiAliasingMode (3),
myTransientDrawToFront (Standard_True),
myBackBufferRestored (Standard_False),
myIsImmediateDrawn (Standard_False),
myUseTransparency (Standard_False),
myUseZBuffer (Standard_False),
myUseDepthTest (Standard_True),
myUseGLLight (Standard_True),
//
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);
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
// 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);
// 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);
}
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 : UseTransparency
// purpose : call_togl_transparency
// =======================================================================
void OpenGl_Workspace::UseTransparency (const Standard_Boolean theFlag)
{
myUseTransparency = theFlag;
}
//=======================================================================
//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;
}
// 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);
myTextureBound->Unbind (myGlContext);
switch (myTextureBound->GetTarget())
{
case GL_TEXTURE_1D:
{
if (myTextureBound->GetParams()->GenMode() != GL_NONE)
{
glDisable (GL_TEXTURE_GEN_S);
}
glDisable (GL_TEXTURE_1D);
break;
}
case GL_TEXTURE_2D:
{
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);
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;
}
GLint aMatrixMode = GL_TEXTURE;
glGetIntegerv (GL_MATRIX_MODE, &aMatrixMode);
// setup texture matrix
glMatrixMode (GL_TEXTURE);
glLoadIdentity();
const Graphic3d_Vec2& aScale = aParams->Scale();
const Graphic3d_Vec2& aTrans = aParams->Translation();
glScalef ( aScale.x(), aScale.y(), 1.0f);
glTranslatef (-aTrans.x(), -aTrans.y(), 0.0f);
glRotatef (-aParams->Rotation(), 0.0f, 0.0f, 1.0f);
// 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:
{
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
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());
}
glPopMatrix();
break;
}
case Graphic3d_TOTM_SPRITE:
{
if (GetGlContext()->core20 != NULL)
{
glEnable (GL_POINT_SPRITE);
glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GetGlContext()->core15->glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
}
break;
}
case Graphic3d_TOTM_MANUAL:
default: break;
}
// setup lighting
if (aParams->GenMode() != Graphic3d_TOTM_SPRITE)
{
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aParams->IsModulate() ? GL_MODULATE : GL_DECAL);
}
// 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 : GL_CLAMP;
switch (theTexture->GetTarget())
{
case GL_TEXTURE_1D:
{
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);
break;
}
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();
switch (aParams->AnisoFilter())
{
case Graphic3d_LOTA_QUALITY:
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aMaxDegree);
break;
}
case Graphic3d_LOTA_MIDDLE:
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (aMaxDegree <= 4) ? 2 : (aMaxDegree / 2));
break;
}
case Graphic3d_LOTA_FAST:
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2);
break;
}
case Graphic3d_LOTA_OFF:
default:
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
break;
}
}
}
}
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);
break;
}
default: break;
}
switch (theTexture->GetTarget())
{
case GL_TEXTURE_1D:
{
if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
{
glEnable (GL_TEXTURE_GEN_S);
}
glEnable (GL_TEXTURE_1D);
break;
}
case GL_TEXTURE_2D:
{
if (aParams->GenMode() != Graphic3d_TOTM_MANUAL)
{
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
}
glEnable (GL_TEXTURE_2D);
break;
}
default: break;
}
glMatrixMode (aMatrixMode); // turn back active matrix
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);
return aPrevTexture;
}
// =======================================================================
// function : Redraw
// purpose :
// =======================================================================
void OpenGl_Workspace::Redraw (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer)
{
if (!Activate())
{
return;
}
// release pending GL resources
Handle(OpenGl_Context) aGlCtx = GetGlContext();
aGlCtx->ReleaseDelayed();
// fetch OpenGl context state
aGlCtx->FetchState();
Tint toSwap = (aGlCtx->IsRender()); // swap buffers
GLint aViewPortBack[4];
OpenGl_FrameBuffer* aFrameBuffer = (OpenGl_FrameBuffer* )theCView.ptrFBO;
if (aFrameBuffer != NULL)
{
glGetIntegerv (GL_VIEWPORT, aViewPortBack);
aFrameBuffer->SetupViewport (aGlCtx);
aFrameBuffer->BindBuffer (aGlCtx);
toSwap = 0; // no need to swap buffers
}
if (theCView.RenderParams.Method != Graphic3d_RM_RAYTRACING || myComputeInitStatus == OpenGl_RT_FAIL)
{
const Standard_Boolean isImmediate = !myView->ImmediateStructures().IsEmpty();
redraw1 (theCView, theCUnderLayer, theCOverLayer, isImmediate ? 0 : toSwap);
if (isImmediate)
{
RedrawImmediate (theCView, theCUnderLayer, theCOverLayer, Standard_True);
}
theCView.WasRedrawnGL = Standard_True;
}
else
{
int aSizeX = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeX() : myWidth;
int aSizeY = aFrameBuffer != NULL ? aFrameBuffer->GetVPSizeY() : myHeight;
Raytrace (theCView, aSizeX, aSizeY, toSwap, aFrameBuffer);
theCView.WasRedrawnGL = Standard_False;
}
if (aFrameBuffer != NULL)
{
aFrameBuffer->UnbindBuffer (aGlCtx);
// move back original viewport
glViewport (aViewPortBack[0], aViewPortBack[1], aViewPortBack[2], aViewPortBack[3]);
}
#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);
}
glClearDepth (1.0);
toClear |= GL_DEPTH_BUFFER_BIT;
}
else
{
glDisable (GL_DEPTH_TEST);
}
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);
// 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()
{
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D (0.0, (GLdouble )myWidth, 0.0, (GLdouble )myHeight);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
DisableFeatures();
glDrawBuffer (GL_FRONT);
glReadBuffer (GL_BACK);
glRasterPos2i (0, 0);
glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_COLOR);
EnableFeatures();
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
glDrawBuffer (GL_BACK);
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)
{
if (!Activate())
{
return;
}
GLboolean isDoubleBuffer = GL_FALSE;
glGetBooleanv (GL_DOUBLEBUFFER, &isDoubleBuffer);
if (myView->ImmediateStructures().IsEmpty())
{
if (theToForce
|| !myIsImmediateDrawn)
{
myIsImmediateDrawn = Standard_False;
return;
}
if (myBackBufferRestored
&& isDoubleBuffer)
{
copyBackToFront();
glFlush();
}
else
{
Redraw (theCView, theCUnderLayer, theCOverLayer);
}
return;
}
if (isDoubleBuffer && myTransientDrawToFront)
{
if (!myBackBufferRestored)
{
Redraw (theCView, theCUnderLayer, theCOverLayer);
return;
}
copyBackToFront();
MakeFrontBufCurrent();
}
else
{
myBackBufferRestored = Standard_False;
}
myIsImmediateDrawn = Standard_True;
NamedStatus |= OPENGL_NS_IMMEDIATE;
///glDisable (GL_LIGHTING);
glDisable (GL_DEPTH_TEST);
Handle(OpenGl_Workspace) aWS (this);
for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
anIter.More(); anIter.Next())
{
const OpenGl_Structure* aStructure = anIter.Value();
aStructure->Render (aWS);
}
NamedStatus &= ~OPENGL_NS_IMMEDIATE;
if (isDoubleBuffer && myTransientDrawToFront)
{
glFlush();
MakeBackBufCurrent();
}
}