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occt/src/OpenGl/OpenGl_View.cxx

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113 KiB
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// 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_View.hxx>
#include <Aspect_RenderingContext.hxx>
#include <Aspect_Window.hxx>
#include <Aspect_XRSession.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_Texture2Dmanual.hxx>
#include <Graphic3d_TextureEnv.hxx>
#include <Graphic3d_Mat4d.hxx>
#include <Image_AlienPixMap.hxx>
#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_DepthPeeling.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_GlCore11.hxx>
#include <OpenGl_GraduatedTrihedron.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_Texture.hxx>
#include <OpenGl_Window.hxx>
#include <OpenGl_Workspace.hxx>
#include <OSD_Parallel.hxx>
#include <Standard_CLocaleSentry.hxx>
#include "../Graphic3d/Graphic3d_Structure.pxx"
#include "../Textures/Textures_EnvLUT.pxx"
namespace
{
//! Format Frame Buffer format for logging messages.
static TCollection_AsciiString printFboFormat (const Handle(OpenGl_FrameBuffer)& theFbo)
{
return TCollection_AsciiString() + theFbo->GetInitVPSizeX() + "x" + theFbo->GetInitVPSizeY() + "@" + theFbo->NbSamples();
}
//! Return TRUE if Frame Buffer initialized has failed with the same parameters.
static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
Standard_Integer theSizeX,
Standard_Integer theSizeY,
Standard_Integer theNbSamples)
{
return !theFboToCheck->IsValid()
&& theFboToCheck->GetInitVPSizeX() == theSizeX
&& theFboToCheck->GetInitVPSizeY() == theSizeY
&& theFboToCheck->NbSamples() == theNbSamples;
}
//! Return TRUE if Frame Buffer initialized has failed with the same parameters.
static bool checkWasFailedFbo (const Handle(OpenGl_FrameBuffer)& theFboToCheck,
const Handle(OpenGl_FrameBuffer)& theFboRef)
{
return checkWasFailedFbo (theFboToCheck, theFboRef->GetVPSizeX(), theFboRef->GetVPSizeY(), theFboRef->NbSamples());
}
}
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_View,Graphic3d_CView)
// =======================================================================
// function : Constructor
// purpose :
// =======================================================================
OpenGl_View::OpenGl_View (const Handle(Graphic3d_StructureManager)& theMgr,
const Handle(OpenGl_GraphicDriver)& theDriver,
const Handle(OpenGl_Caps)& theCaps,
OpenGl_StateCounter* theCounter)
: Graphic3d_CView (theMgr),
myDriver (theDriver.operator->()),
myCaps (theCaps),
myWasRedrawnGL (Standard_False),
myBackfacing (Graphic3d_TOBM_AUTOMATIC),
myToShowGradTrihedron (false),
myZLayers (Structure_MAX_PRIORITY - Structure_MIN_PRIORITY + 1),
myStateCounter (theCounter),
myCurrLightSourceState (theCounter->Increment()),
myLightsRevision (0),
myLastLightSourceState (0, 0),
mySRgbState (-1),
myFboColorFormat (GL_SRGB8_ALPHA8), // note that GL_SRGB8 is not required to be renderable, unlike GL_RGB8, GL_RGBA8, GL_SRGB8_ALPHA8
myFboDepthFormat (GL_DEPTH24_STENCIL8),
myToFlipOutput (Standard_False),
//
myFrameCounter (0),
myHasFboBlit (Standard_True),
myToDisableOIT (Standard_False),
myToDisableOITMSAA (Standard_False),
myToDisableMSAA (Standard_False),
myTransientDrawToFront (Standard_True),
myBackBufferRestored (Standard_False),
myIsImmediateDrawn (Standard_False),
myTextureParams (new OpenGl_Aspects()),
myCubeMapParams (new OpenGl_Aspects()),
myBackgroundType (Graphic3d_TOB_NONE),
myPBREnvState (OpenGl_PBREnvState_NONEXISTENT),
myPBREnvRequest (OpenGl_PBREnvRequest_NONE),
// ray-tracing fields initialization
myRaytraceInitStatus (OpenGl_RT_NONE),
myIsRaytraceDataValid (Standard_False),
myIsRaytraceWarnTextures (Standard_False),
myRaytraceBVHBuilder (new BVH_BinnedBuilder<Standard_ShortReal, 3, BVH_Constants_NbBinsBest> (BVH_Constants_LeafNodeSizeAverage,
BVH_Constants_MaxTreeDepth,
Standard_False,
OSD_Parallel::NbLogicalProcessors() + 1)),
myRaytraceSceneRadius (0.0f),
myRaytraceSceneEpsilon (1.0e-6f),
myToUpdateEnvironmentMap (Standard_False),
myRaytraceLayerListState (0),
myPrevCameraApertureRadius(0.f),
myPrevCameraFocalPlaneDist(0.f)
{
for (int i = 0; i < Graphic3d_TypeOfBackground_NB; ++i)
{
myBackgrounds[i] = new OpenGl_BackgroundArray(Graphic3d_TypeOfBackground(i));
}
myWorkspace = new OpenGl_Workspace (this, NULL);
Handle(Graphic3d_CLight) aLight = new Graphic3d_CLight (Graphic3d_TOLS_AMBIENT);
aLight->SetColor (Quantity_NOC_WHITE);
myLights = new Graphic3d_LightSet();
myNoShadingLight = new Graphic3d_LightSet();
myNoShadingLight->Add (aLight);
myMainSceneFbos[0] = new OpenGl_FrameBuffer();
myMainSceneFbos[1] = new OpenGl_FrameBuffer();
myMainSceneFbosOit[0] = new OpenGl_FrameBuffer();
myMainSceneFbosOit[1] = new OpenGl_FrameBuffer();
myImmediateSceneFbos[0] = new OpenGl_FrameBuffer();
myImmediateSceneFbos[1] = new OpenGl_FrameBuffer();
myImmediateSceneFbosOit[0] = new OpenGl_FrameBuffer();
myImmediateSceneFbosOit[1] = new OpenGl_FrameBuffer();
myXrSceneFbo = new OpenGl_FrameBuffer();
myOpenGlFBO = new OpenGl_FrameBuffer();
myOpenGlFBO2 = new OpenGl_FrameBuffer();
myRaytraceFBO1[0] = new OpenGl_FrameBuffer();
myRaytraceFBO1[1] = new OpenGl_FrameBuffer();
myRaytraceFBO2[0] = new OpenGl_FrameBuffer();
myRaytraceFBO2[1] = new OpenGl_FrameBuffer();
myDepthPeelingFbos = new OpenGl_DepthPeeling();
myShadowMaps = new OpenGl_ShadowMapArray();
}
// =======================================================================
// function : Destructor
// purpose :
// =======================================================================
OpenGl_View::~OpenGl_View()
{
ReleaseGlResources (NULL); // ensure ReleaseGlResources() was called within valid context
for (int i = 0; i < Graphic3d_TypeOfBackground_NB; ++i)
{
OpenGl_Element::Destroy(NULL, myBackgrounds[i]);
}
OpenGl_Element::Destroy (NULL, myTextureParams);
OpenGl_Element::Destroy (NULL, myCubeMapParams);
}
// =======================================================================
// function : releaseSrgbResources
// purpose :
// =======================================================================
void OpenGl_View::releaseSrgbResources (const Handle(OpenGl_Context)& theCtx)
{
myRenderParams.RebuildRayTracingShaders = true;
if (!myTextureEnv.IsNull())
{
if (!theCtx.IsNull())
{
for (OpenGl_TextureSet::Iterator aTextureIter (myTextureEnv); aTextureIter.More(); aTextureIter.Next())
{
theCtx->DelayedRelease (aTextureIter.ChangeValue());
aTextureIter.ChangeValue().Nullify();
}
}
myTextureEnv.Nullify();
}
if (myTextureParams != NULL)
{
myTextureParams->Release (theCtx.get());
}
if (myCubeMapParams != NULL)
{
myCubeMapParams->Release (theCtx.get());
}
for (int i = 0; i < Graphic3d_TypeOfBackground_NB; ++i)
{
if (myBackgrounds[i] != NULL)
{
myBackgrounds[i]->Release (theCtx.get());
}
}
myMainSceneFbos[0] ->Release (theCtx.get());
myMainSceneFbos[1] ->Release (theCtx.get());
myMainSceneFbosOit[0] ->Release (theCtx.get());
myMainSceneFbosOit[1] ->Release (theCtx.get());
myImmediateSceneFbos[0] ->Release (theCtx.get());
myImmediateSceneFbos[1] ->Release (theCtx.get());
myImmediateSceneFbosOit[0]->Release (theCtx.get());
myImmediateSceneFbosOit[1]->Release (theCtx.get());
myXrSceneFbo ->Release (theCtx.get());
myDepthPeelingFbos ->Release (theCtx.get());
myOpenGlFBO ->Release (theCtx.get());
myOpenGlFBO2 ->Release (theCtx.get());
myFullScreenQuad .Release (theCtx.get());
myFullScreenQuadFlip .Release (theCtx.get());
myShadowMaps->Release (theCtx.get());
// Technically we should also re-initialize all sRGB/RGB8 color textures.
// But for now consider this sRGB disabling/enabling to be done at application start-up
// and re-create dynamically only frame buffers.
}
// =======================================================================
// function : ReleaseGlResources
// purpose :
// =======================================================================
void OpenGl_View::ReleaseGlResources (const Handle(OpenGl_Context)& theCtx)
{
myGraduatedTrihedron.Release (theCtx.get());
myFrameStatsPrs.Release (theCtx.get());
releaseSrgbResources (theCtx);
releaseRaytraceResources (theCtx);
if (!myPBREnvironment.IsNull())
{
myPBREnvironment->Release (theCtx.get());
}
ReleaseXR();
}
// =======================================================================
// function : Remove
// purpose :
// =======================================================================
void OpenGl_View::Remove()
{
if (IsRemoved())
{
return;
}
myDriver->RemoveView (this);
myWindow.Nullify();
Graphic3d_CView::Remove();
}
// =======================================================================
// function : SetLocalOrigin
// purpose :
// =======================================================================
void OpenGl_View::SetLocalOrigin (const gp_XYZ& theOrigin)
{
myLocalOrigin = theOrigin;
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
if (!aCtx.IsNull())
{
aCtx->ShaderManager()->SetLocalOrigin (theOrigin);
}
}
// =======================================================================
// function : SetTextureEnv
// purpose :
// =======================================================================
void OpenGl_View::SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
if (!aCtx.IsNull() && !myTextureEnv.IsNull())
{
for (OpenGl_TextureSet::Iterator aTextureIter (myTextureEnv); aTextureIter.More(); aTextureIter.Next())
{
aCtx->DelayedRelease (aTextureIter.ChangeValue());
aTextureIter.ChangeValue().Nullify();
}
}
myToUpdateEnvironmentMap = Standard_True;
myTextureEnvData = theTextureEnv;
myTextureEnv.Nullify();
initTextureEnv (aCtx);
}
// =======================================================================
// function : initTextureEnv
// purpose :
// =======================================================================
void OpenGl_View::initTextureEnv (const Handle(OpenGl_Context)& theContext)
{
if (myTextureEnvData.IsNull()
|| theContext.IsNull()
|| !theContext->MakeCurrent())
{
return;
}
Handle(OpenGl_Texture) aTextureEnv = new OpenGl_Texture (myTextureEnvData->GetId(), myTextureEnvData->GetParams());
if (Handle(Image_PixMap) anImage = myTextureEnvData->GetImage (theContext->SupportedTextureFormats()))
{
aTextureEnv->Init (theContext, *anImage, myTextureEnvData->Type(), true);
}
myTextureEnv = new OpenGl_TextureSet (aTextureEnv);
myTextureEnv->ChangeTextureSetBits() = Graphic3d_TextureSetBits_BaseColor;
}
// =======================================================================
// function : SetImmediateModeDrawToFront
// purpose :
// =======================================================================
Standard_Boolean OpenGl_View::SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer)
{
const Standard_Boolean aPrevMode = myTransientDrawToFront;
myTransientDrawToFront = theDrawToFrontBuffer;
return aPrevMode;
}
// =======================================================================
// function : SetWindow
// purpose :
// =======================================================================
void OpenGl_View::SetWindow (const Handle(Aspect_Window)& theWindow,
const Aspect_RenderingContext theContext)
{
myWindow = myDriver->CreateRenderWindow (theWindow, theContext);
Standard_ASSERT_RAISE (!myWindow.IsNull(),
"OpenGl_View::SetWindow, "
"Failed to create OpenGl window.");
myWorkspace = new OpenGl_Workspace (this, myWindow);
myWorldViewProjState.Reset();
myToUpdateEnvironmentMap = Standard_True;
myHasFboBlit = Standard_True;
Invalidate();
// Environment texture resource does not support lazy initialization.
initTextureEnv (myWorkspace->GetGlContext());
}
// =======================================================================
// function : Resized
// purpose :
// =======================================================================
void OpenGl_View::Resized()
{
if (myWindow.IsNull())
return;
myWindow->Resize();
}
// =======================================================================
// function : SetMinMaxValuesCallback
// purpose :
// =======================================================================
static void SetMinMaxValuesCallback (Graphic3d_CView* theView)
{
OpenGl_View* aView = dynamic_cast<OpenGl_View*>(theView);
if (aView == NULL)
return;
Bnd_Box aBox = theView->MinMaxValues();
if (!aBox.IsVoid())
{
gp_Pnt aMin = aBox.CornerMin();
gp_Pnt aMax = aBox.CornerMax();
Graphic3d_Vec3 aMinVec ((Standard_ShortReal )aMin.X(), (Standard_ShortReal )aMin.Y(), (Standard_ShortReal )aMin.Z());
Graphic3d_Vec3 aMaxVec ((Standard_ShortReal )aMax.X(), (Standard_ShortReal )aMax.Y(), (Standard_ShortReal )aMax.Z());
aView->GraduatedTrihedronMinMaxValues (aMinVec, aMaxVec);
}
}
// =======================================================================
// function : GraduatedTrihedronDisplay
// purpose :
// =======================================================================
void OpenGl_View::GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData)
{
myGTrihedronData = theTrihedronData;
myGTrihedronData.PtrView = this;
myGTrihedronData.CubicAxesCallback = SetMinMaxValuesCallback;
myGraduatedTrihedron.SetValues (myGTrihedronData);
myToShowGradTrihedron = true;
}
// =======================================================================
// function : GraduatedTrihedronErase
// purpose :
// =======================================================================
void OpenGl_View::GraduatedTrihedronErase()
{
myGTrihedronData.PtrView = NULL;
myGraduatedTrihedron.Release (myWorkspace->GetGlContext().operator->());
myToShowGradTrihedron = false;
}
// =======================================================================
// function : GraduatedTrihedronMinMaxValues
// purpose :
// =======================================================================
void OpenGl_View::GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax)
{
myGraduatedTrihedron.SetMinMax (theMin, theMax);
}
// =======================================================================
// function : BufferDump
// purpose :
// =======================================================================
Standard_Boolean OpenGl_View::BufferDump (Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType)
{
if (theBufferType != Graphic3d_BT_RGB_RayTraceHdrLeft)
{
return myWorkspace->BufferDump(myFBO, theImage, theBufferType);
}
if (!myRaytraceParameters.AdaptiveScreenSampling)
{
return myWorkspace->BufferDump(myAccumFrames % 2 ? myRaytraceFBO2[0] : myRaytraceFBO1[0], theImage, theBufferType);
}
#if defined(GL_ES_VERSION_2_0)
return false;
#else
if (theImage.Format() != Image_Format_RGBF)
{
return false;
}
const GLuint aW = myRaytraceOutputTexture[0]->SizeX();
const GLuint aH = myRaytraceOutputTexture[0]->SizeY();
if (aW / 3 != theImage.SizeX() || aH / 2 != theImage.SizeY())
{
return false;
}
std::vector<GLfloat> aValues;
try
{
aValues.resize (aW * aH);
}
catch (const std::bad_alloc&)
{
return false;
}
glBindTexture (GL_TEXTURE_RECTANGLE, myRaytraceOutputTexture[0]->TextureId());
glGetTexImage (GL_TEXTURE_RECTANGLE, 0, OpenGl_TextureFormat::Create<GLfloat, 1>().Format(), GL_FLOAT, &aValues[0]);
glBindTexture (GL_TEXTURE_RECTANGLE, 0);
for (unsigned int aRow = 0; aRow < aH; aRow += 2)
{
for (unsigned int aCol = 0; aCol < aW; aCol += 3)
{
float* anImageValue = theImage.ChangeValue<float[3]> ((aH - aRow) / 2 - 1, aCol / 3);
float aInvNbSamples = 1.f / aValues[aRow * aW + aCol + aW];
anImageValue[0] = aValues[aRow * aW + aCol] * aInvNbSamples;
anImageValue[1] = aValues[aRow * aW + aCol + 1] * aInvNbSamples;
anImageValue[2] = aValues[aRow * aW + aCol + 1 + aW] * aInvNbSamples;
}
}
return true;
#endif
}
// =======================================================================
// function : GradientBackground
// purpose :
// =======================================================================
Aspect_GradientBackground OpenGl_View::GradientBackground() const
{
Quantity_Color aColor1, aColor2;
aColor1.SetValues (myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (0).r(),
myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (0).g(),
myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (0).b(), Quantity_TOC_RGB);
aColor2.SetValues (myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (1).r(),
myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (1).g(),
myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientColor (1).b(), Quantity_TOC_RGB);
return Aspect_GradientBackground (aColor1, aColor2, myBackgrounds[Graphic3d_TOB_GRADIENT]->GradientFillMethod());
}
// =======================================================================
// function : SetGradientBackground
// purpose :
// =======================================================================
void OpenGl_View::SetGradientBackground (const Aspect_GradientBackground& theBackground)
{
Quantity_Color aColor1, aColor2;
theBackground.Colors (aColor1, aColor2);
myBackgrounds[Graphic3d_TOB_GRADIENT]->SetGradientParameters (aColor1, aColor2, theBackground.BgGradientFillMethod());
myBackgroundType = Graphic3d_TOB_GRADIENT;
}
// =======================================================================
// function : SetBackgroundImage
// purpose :
// =======================================================================
void OpenGl_View::SetBackgroundImage (const Handle(Graphic3d_TextureMap)& theTextureMap,
Standard_Boolean theToUpdatePBREnv)
{
if (theTextureMap.IsNull()
|| !theTextureMap->IsDone())
{
if (myBackgroundType == Graphic3d_TOB_TEXTURE
|| myBackgroundType == Graphic3d_TOB_CUBEMAP)
{
myBackgroundType = Graphic3d_TOB_NONE;
if (theToUpdatePBREnv)
{
myPBREnvRequest = OpenGl_PBREnvRequest_CLEAR;
}
}
return;
}
Handle(Graphic3d_AspectFillArea3d) anAspect = new Graphic3d_AspectFillArea3d();
Handle(Graphic3d_TextureSet) aTextureSet = new Graphic3d_TextureSet (theTextureMap);
anAspect->SetInteriorStyle (Aspect_IS_SOLID);
anAspect->SetSuppressBackFaces (false);
anAspect->SetShadingModel (Graphic3d_TOSM_UNLIT);
anAspect->SetTextureSet (aTextureSet);
anAspect->SetTextureMapOn (true);
if (Handle(Graphic3d_Texture2D) aTextureMap = Handle(Graphic3d_Texture2D)::DownCast (theTextureMap))
{
if (theToUpdatePBREnv && myBackgroundType == Graphic3d_TOB_CUBEMAP)
{
myPBREnvRequest = OpenGl_PBREnvRequest_CLEAR;
}
myTextureParams->SetAspect (anAspect);
myBackgroundType = Graphic3d_TOB_TEXTURE;
myBackgroundImage = aTextureMap;
return;
}
if (Handle(Graphic3d_CubeMap) aCubeMap = Handle(Graphic3d_CubeMap)::DownCast (theTextureMap))
{
if (theToUpdatePBREnv)
{
myPBREnvRequest = OpenGl_PBREnvRequest_BAKE;
}
aCubeMap->SetMipmapsGeneration (Standard_True);
if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
{
anAspect->SetShaderProgram (aCtx->ShaderManager()->GetBgCubeMapProgram());
}
myCubeMapParams->SetAspect (anAspect);
const OpenGl_Aspects* anAspectsBackup = myWorkspace->SetAspects (myCubeMapParams);
myWorkspace->ApplyAspects();
myWorkspace->SetAspects (anAspectsBackup);
myWorkspace->ApplyAspects();
myBackgroundType = Graphic3d_TOB_CUBEMAP;
myBackgroundCubeMap = aCubeMap;
return;
}
throw Standard_ProgramError ("OpenGl_View::SetBackgroundImage() - invalid texture map set for background");
}
// =======================================================================
// function : BackgroundImageStyle
// purpose :
// =======================================================================
Aspect_FillMethod OpenGl_View::BackgroundImageStyle() const
{
return myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod();
}
// =======================================================================
// function : SetBackgroundImageStyle
// purpose :
// =======================================================================
void OpenGl_View::SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle)
{
myBackgrounds[Graphic3d_TOB_TEXTURE]->SetTextureFillMethod (theFillStyle);
}
// =======================================================================
// function : BackgroundCubeMap
// purpose :
// =======================================================================
Handle(Graphic3d_CubeMap) OpenGl_View::BackgroundCubeMap() const
{
return myBackgroundCubeMap;
}
// =======================================================================
// function : SpecIBLMapLevels
// purpose :
// =======================================================================
unsigned int OpenGl_View::SpecIBLMapLevels() const
{
return myPBREnvironment.IsNull() ? 0 : myPBREnvironment->SpecMapLevelsNumber();
}
//=======================================================================
//function : InsertLayerBefore
//purpose :
//=======================================================================
void OpenGl_View::InsertLayerBefore (const Graphic3d_ZLayerId theLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerAfter)
{
myZLayers.InsertLayerBefore (theLayerId, theSettings, theLayerAfter);
}
//=======================================================================
//function : InsertLayerAfter
//purpose :
//=======================================================================
void OpenGl_View::InsertLayerAfter (const Graphic3d_ZLayerId theLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerBefore)
{
myZLayers.InsertLayerAfter (theLayerId, theSettings, theLayerBefore);
}
//=======================================================================
//function : RemoveZLayer
//purpose :
//=======================================================================
void OpenGl_View::RemoveZLayer (const Graphic3d_ZLayerId theLayerId)
{
myZLayers.RemoveLayer (theLayerId);
}
//=======================================================================
//function : SetZLayerSettings
//purpose :
//=======================================================================
void OpenGl_View::SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
const Graphic3d_ZLayerSettings& theSettings)
{
myZLayers.SetLayerSettings (theLayerId, theSettings);
}
//=======================================================================
//function : ZLayerMax
//purpose :
//=======================================================================
Standard_Integer OpenGl_View::ZLayerMax() const
{
Standard_Integer aLayerMax = Graphic3d_ZLayerId_Default;
for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myZLayers.Layers()); aLayerIter.More(); aLayerIter.Next())
{
aLayerMax = Max (aLayerMax, aLayerIter.Value()->LayerId());
}
return aLayerMax;
}
//=======================================================================
//function : Layers
//purpose :
//=======================================================================
const NCollection_List<Handle(Graphic3d_Layer)>& OpenGl_View::Layers() const
{
return myZLayers.Layers();
}
//=======================================================================
//function : Layer
//purpose :
//=======================================================================
Handle(Graphic3d_Layer) OpenGl_View::Layer (const Graphic3d_ZLayerId theLayerId) const
{
Handle(Graphic3d_Layer) aLayer;
if (theLayerId != Graphic3d_ZLayerId_UNKNOWN)
{
myZLayers.LayerIDs().Find (theLayerId, aLayer);
}
return aLayer;
}
//=======================================================================
//function : MinMaxValues
//purpose :
//=======================================================================
Bnd_Box OpenGl_View::MinMaxValues (const Standard_Boolean theToIncludeAuxiliary) const
{
if (!IsDefined())
{
return Bnd_Box();
}
Bnd_Box aBox = base_type::MinMaxValues (theToIncludeAuxiliary);
return aBox;
}
//=======================================================================
//function : FBO
//purpose :
//=======================================================================
Handle(Standard_Transient) OpenGl_View::FBO() const
{
return Handle(Standard_Transient)(myFBO);
}
//=======================================================================
//function : SetFBO
//purpose :
//=======================================================================
void OpenGl_View::SetFBO (const Handle(Standard_Transient)& theFbo)
{
myFBO = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
}
//=======================================================================
//function : FBOCreate
//purpose :
//=======================================================================
Handle(Standard_Transient) OpenGl_View::FBOCreate (const Standard_Integer theWidth,
const Standard_Integer theHeight)
{
return myWorkspace->FBOCreate (theWidth, theHeight);
}
//=======================================================================
//function : FBORelease
//purpose :
//=======================================================================
void OpenGl_View::FBORelease (Handle(Standard_Transient)& theFbo)
{
Handle(OpenGl_FrameBuffer) aFrameBuffer = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
if (aFrameBuffer.IsNull())
{
return;
}
myWorkspace->FBORelease (aFrameBuffer);
theFbo.Nullify();
}
//=======================================================================
//function : FBOGetDimensions
//purpose :
//=======================================================================
void OpenGl_View::FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
Standard_Integer& theWidth,
Standard_Integer& theHeight,
Standard_Integer& theWidthMax,
Standard_Integer& theHeightMax)
{
const Handle(OpenGl_FrameBuffer) aFrameBuffer = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
if (aFrameBuffer.IsNull())
{
return;
}
theWidth = aFrameBuffer->GetVPSizeX(); // current viewport size
theHeight = aFrameBuffer->GetVPSizeY();
theWidthMax = aFrameBuffer->GetSizeX(); // texture size
theHeightMax = aFrameBuffer->GetSizeY();
}
//=======================================================================
//function : FBOChangeViewport
//purpose :
//=======================================================================
void OpenGl_View::FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
const Standard_Integer theWidth,
const Standard_Integer theHeight)
{
const Handle(OpenGl_FrameBuffer) aFrameBuffer = Handle(OpenGl_FrameBuffer)::DownCast (theFbo);
if (aFrameBuffer.IsNull())
{
return;
}
aFrameBuffer->ChangeViewport (theWidth, theHeight);
}
//=======================================================================
//function : displayStructure
//purpose :
//=======================================================================
void OpenGl_View::displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
const Standard_Integer thePriority)
{
const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
const Graphic3d_ZLayerId aZLayer = aStruct->ZLayer();
myZLayers.AddStructure (aStruct, aZLayer, thePriority);
}
//=======================================================================
//function : eraseStructure
//purpose :
//=======================================================================
void OpenGl_View::eraseStructure (const Handle(Graphic3d_CStructure)& theStructure)
{
const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
myZLayers.RemoveStructure (aStruct);
}
//=======================================================================
//function : changeZLayer
//purpose :
//=======================================================================
void OpenGl_View::changeZLayer (const Handle(Graphic3d_CStructure)& theStructure,
const Graphic3d_ZLayerId theNewLayerId)
{
const Graphic3d_ZLayerId anOldLayer = theStructure->ZLayer();
const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
myZLayers.ChangeLayer (aStruct, anOldLayer, theNewLayerId);
Update (anOldLayer);
Update (theNewLayerId);
}
//=======================================================================
//function : changePriority
//purpose :
//=======================================================================
void OpenGl_View::changePriority (const Handle(Graphic3d_CStructure)& theStructure,
const Standard_Integer theNewPriority)
{
const Graphic3d_ZLayerId aLayerId = theStructure->ZLayer();
const OpenGl_Structure* aStruct = static_cast<const OpenGl_Structure*> (theStructure.get());
myZLayers.ChangePriority (aStruct, aLayerId, theNewPriority);
}
//=======================================================================
//function : DiagnosticInformation
//purpose :
//=======================================================================
void OpenGl_View::DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
Graphic3d_DiagnosticInfo theFlags) const
{
base_type::DiagnosticInformation (theDict, theFlags);
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
if (!myWorkspace->Activate()
|| aCtx.IsNull())
{
return;
}
aCtx->DiagnosticInformation (theDict, theFlags);
if ((theFlags & Graphic3d_DiagnosticInfo_FrameBuffer) != 0)
{
TCollection_AsciiString aResRatio (myRenderParams.ResolutionRatio());
theDict.ChangeFromIndex (theDict.Add ("ResolutionRatio", aResRatio)) = aResRatio;
}
}
//=======================================================================
//function : StatisticInformation
//purpose :
//=======================================================================
void OpenGl_View::StatisticInformation (TColStd_IndexedDataMapOfStringString& theDict) const
{
if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
{
const Handle(OpenGl_FrameStats)& aStats = aCtx->FrameStats();
const Graphic3d_RenderingParams& aRendParams = myWorkspace->View()->RenderingParams();
aStats->FormatStats (theDict, aRendParams.CollectedStats);
}
}
//=======================================================================
//function : StatisticInformation
//purpose :
//=======================================================================
TCollection_AsciiString OpenGl_View::StatisticInformation() const
{
if (const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext())
{
const Handle(OpenGl_FrameStats)& aStats = aCtx->FrameStats();
const Graphic3d_RenderingParams& aRendParams = myWorkspace->View()->RenderingParams();
return aStats->FormatStats (aRendParams.CollectedStats);
}
return TCollection_AsciiString();
}
//=======================================================================
//function : drawBackground
//purpose :
//=======================================================================
void OpenGl_View::drawBackground (const Handle(OpenGl_Workspace)& theWorkspace,
Graphic3d_Camera::Projection theProjection)
{
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
const bool wasUsedZBuffer = theWorkspace->SetUseZBuffer (false);
if (wasUsedZBuffer)
{
aCtx->core11fwd->glDisable (GL_DEPTH_TEST);
}
#ifdef GL_DEPTH_CLAMP
const bool wasDepthClamped = aCtx->arbDepthClamp && glIsEnabled (GL_DEPTH_CLAMP);
if (aCtx->arbDepthClamp && !wasDepthClamped)
{
// make sure background is always drawn (workaround skybox rendering on some hardware)
aCtx->core11fwd->glEnable (GL_DEPTH_CLAMP);
}
#endif
if (myBackgroundType == Graphic3d_TOB_CUBEMAP)
{
myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uZCoeff", myBackgroundCubeMap->ZIsInverted() ? -1 : 1);
myCubeMapParams->Aspect()->ShaderProgram()->PushVariableInt ("uYCoeff", myBackgroundCubeMap->IsTopDown() ? 1 : -1);
const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myCubeMapParams);
myBackgrounds[Graphic3d_TOB_CUBEMAP]->Render (theWorkspace, theProjection);
theWorkspace->SetAspects (anOldAspectFace);
}
else if (myBackgroundType == Graphic3d_TOB_GRADIENT
|| myBackgroundType == Graphic3d_TOB_TEXTURE)
{
// Drawing background gradient if:
// - gradient fill type is not Aspect_GFM_NONE and
// - either background texture is no specified or it is drawn in Aspect_FM_CENTERED mode
if (myBackgrounds[Graphic3d_TOB_GRADIENT]->IsDefined()
&& (!myTextureParams->Aspect()->ToMapTexture()
|| myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_CENTERED
|| myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_NONE))
{
myBackgrounds[Graphic3d_TOB_GRADIENT]->Render(theWorkspace, theProjection);
}
// Drawing background image if it is defined
// (texture is defined and fill type is not Aspect_FM_NONE)
if (myBackgrounds[Graphic3d_TOB_TEXTURE]->IsDefined()
&& myTextureParams->Aspect()->ToMapTexture())
{
aCtx->core11fwd->glDisable (GL_BLEND);
const OpenGl_Aspects* anOldAspectFace = theWorkspace->SetAspects (myTextureParams);
myBackgrounds[Graphic3d_TOB_TEXTURE]->Render (theWorkspace, theProjection);
theWorkspace->SetAspects (anOldAspectFace);
}
}
if (wasUsedZBuffer)
{
theWorkspace->SetUseZBuffer (Standard_True);
aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
}
#ifdef GL_DEPTH_CLAMP
if (aCtx->arbDepthClamp && !wasDepthClamped)
{
aCtx->core11fwd->glDisable (GL_DEPTH_CLAMP);
}
#endif
}
//=======================================================================
//function : prepareFrameBuffers
//purpose :
//=======================================================================
bool OpenGl_View::prepareFrameBuffers (Graphic3d_Camera::Projection& theProj)
{
theProj = myCamera->ProjectionType();
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
Standard_Integer aSizeX = 0, aSizeY = 0;
OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
if (aFrameBuffer != NULL)
{
aSizeX = aFrameBuffer->GetVPSizeX();
aSizeY = aFrameBuffer->GetVPSizeY();
}
else if (IsActiveXR())
{
aSizeX = myXRSession->RecommendedViewport().x();
aSizeY = myXRSession->RecommendedViewport().y();
}
else
{
aSizeX = myWindow->Width();
aSizeY = myWindow->Height();
}
const Standard_Integer aRendSizeX = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeX + 0.5f);
const Standard_Integer aRendSizeY = Standard_Integer(myRenderParams.RenderResolutionScale * aSizeY + 0.5f);
if (aSizeX < 1
|| aSizeY < 1
|| aRendSizeX < 1
|| aRendSizeY < 1)
{
myBackBufferRestored = Standard_False;
myIsImmediateDrawn = Standard_False;
return false;
}
// determine multisampling parameters
Standard_Integer aNbSamples = !myToDisableMSAA && aSizeX == aRendSizeX
? Max (Min (myRenderParams.NbMsaaSamples, aCtx->MaxMsaaSamples()), 0)
: 0;
if (aNbSamples != 0)
{
aNbSamples = OpenGl_Context::GetPowerOfTwo (aNbSamples, aCtx->MaxMsaaSamples());
}
bool toUseOit = myRenderParams.TransparencyMethod != Graphic3d_RTM_BLEND_UNORDERED
&& checkOitCompatibility (aCtx, aNbSamples > 0);
const bool toInitImmediateFbo = myTransientDrawToFront
&& (!aCtx->caps->useSystemBuffer || (toUseOit && HasImmediateStructures()));
if ( aFrameBuffer == NULL
&& !aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid())
{
aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
}
if (myHasFboBlit
&& (myTransientDrawToFront
|| theProj == Graphic3d_Camera::Projection_Stereo
|| aNbSamples != 0
|| toUseOit
|| aSizeX != aRendSizeX))
{
if (myMainSceneFbos[0]->GetVPSizeX() != aRendSizeX
|| myMainSceneFbos[0]->GetVPSizeY() != aRendSizeY
|| myMainSceneFbos[0]->NbSamples() != aNbSamples)
{
if (!myTransientDrawToFront)
{
myImmediateSceneFbos[0]->Release (aCtx.operator->());
myImmediateSceneFbos[1]->Release (aCtx.operator->());
myImmediateSceneFbos[0]->ChangeViewport (0, 0);
myImmediateSceneFbos[1]->ChangeViewport (0, 0);
}
// prepare FBOs containing main scene
// for further blitting and rendering immediate presentations on top
if (aCtx->core20fwd != NULL)
{
const bool wasFailedMain0 = checkWasFailedFbo (myMainSceneFbos[0], aRendSizeX, aRendSizeY, aNbSamples);
if (!myMainSceneFbos[0]->Init (aCtx, aRendSizeX, aRendSizeY, myFboColorFormat, myFboDepthFormat, aNbSamples)
&& !wasFailedMain0)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO "
+ printFboFormat (myMainSceneFbos[0]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
}
}
if (myMainSceneFbos[0]->IsValid() && (toInitImmediateFbo || myImmediateSceneFbos[0]->IsValid()))
{
const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedImm0)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO "
+ printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
}
}
else
{
myMainSceneFbos [0]->Release (aCtx.operator->());
myMainSceneFbos [1]->Release (aCtx.operator->());
myImmediateSceneFbos[0]->Release (aCtx.operator->());
myImmediateSceneFbos[1]->Release (aCtx.operator->());
myXrSceneFbo ->Release (aCtx.operator->());
myMainSceneFbos [0]->ChangeViewport (0, 0);
myMainSceneFbos [1]->ChangeViewport (0, 0);
myImmediateSceneFbos[0]->ChangeViewport (0, 0);
myImmediateSceneFbos[1]->ChangeViewport (0, 0);
myXrSceneFbo ->ChangeViewport (0, 0);
}
bool hasXRBlitFbo = false;
if (theProj == Graphic3d_Camera::Projection_Stereo
&& IsActiveXR()
&& myMainSceneFbos[0]->IsValid())
{
if (aNbSamples != 0
|| aSizeX != aRendSizeX)
{
hasXRBlitFbo = myXrSceneFbo->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
if (!hasXRBlitFbo)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! VR FBO "
+ printFboFormat (myXrSceneFbo) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
}
}
else if (theProj == Graphic3d_Camera::Projection_Stereo
&& myMainSceneFbos[0]->IsValid())
{
const bool wasFailedMain1 = checkWasFailedFbo (myMainSceneFbos[1], myMainSceneFbos[0]);
if (!myMainSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedMain1)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Main FBO (second) "
+ printFboFormat (myMainSceneFbos[1]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (!myMainSceneFbos[1]->IsValid())
{
// no enough memory?
theProj = Graphic3d_Camera::Projection_Perspective;
}
else if (!myTransientDrawToFront)
{
//
}
else if (!aCtx->HasStereoBuffers()
|| myRenderParams.StereoMode != Graphic3d_StereoMode_QuadBuffer)
{
const bool wasFailedImm0 = checkWasFailedFbo (myImmediateSceneFbos[0], myMainSceneFbos[0]);
const bool wasFailedImm1 = checkWasFailedFbo (myImmediateSceneFbos[1], myMainSceneFbos[0]);
if (!myImmediateSceneFbos[0]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedImm0)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
+ printFboFormat (myImmediateSceneFbos[0]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (!myImmediateSceneFbos[1]->InitLazy (aCtx, *myMainSceneFbos[0])
&& !wasFailedImm1)
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "Error! Immediate FBO (first) "
+ printFboFormat (myImmediateSceneFbos[1]) + " initialization has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (!myImmediateSceneFbos[0]->IsValid()
|| !myImmediateSceneFbos[1]->IsValid())
{
theProj = Graphic3d_Camera::Projection_Perspective;
}
}
}
if (!hasXRBlitFbo)
{
myXrSceneFbo->Release (aCtx.get());
myXrSceneFbo->ChangeViewport (0, 0);
}
// process PBR environment
if (myShadingModel == Graphic3d_TOSM_PBR
|| myShadingModel == Graphic3d_TOSM_PBR_FACET)
{
if (!myPBREnvironment.IsNull()
&& myPBREnvironment->SizesAreDifferent (myRenderParams.PbrEnvPow2Size,
myRenderParams.PbrEnvSpecMapNbLevels))
{
myPBREnvironment->Release (aCtx.get());
myPBREnvironment.Nullify();
myPBREnvState = OpenGl_PBREnvState_NONEXISTENT;
myPBREnvRequest = OpenGl_PBREnvRequest_BAKE;
++myLightsRevision;
}
if (myPBREnvState == OpenGl_PBREnvState_NONEXISTENT
&& aCtx->HasPBR())
{
myPBREnvironment = OpenGl_PBREnvironment::Create (aCtx, myRenderParams.PbrEnvPow2Size, myRenderParams.PbrEnvSpecMapNbLevels);
myPBREnvState = myPBREnvironment.IsNull() ? OpenGl_PBREnvState_UNAVAILABLE : OpenGl_PBREnvState_CREATED;
if (myPBREnvState == OpenGl_PBREnvState_CREATED)
{
Handle(OpenGl_Texture) anEnvLUT;
static const TCollection_AsciiString THE_SHARED_ENV_LUT_KEY("EnvLUT");
if (!aCtx->GetResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT))
{
bool toConvertHalfFloat = false;
#if defined(GL_ES_VERSION_2_0)
// GL_RG32F is not texture-filterable format in OpenGL ES without OES_texture_float_linear extension.
// GL_RG16F is texture-filterable since OpenGL ES 3.0 or OpenGL ES 2.0 + OES_texture_half_float_linear.
// OpenGL ES 3.0 allows initialization of GL_RG16F from 32-bit float data, but OpenGL ES 2.0 + OES_texture_half_float does not.
// Note that it is expected that GL_RG16F has enough precision for this table, so that it can be used also on desktop OpenGL.
const bool hasHalfFloat = aCtx->IsGlGreaterEqual (3, 0) || aCtx->CheckExtension ("GL_OES_texture_half_float_linear");
toConvertHalfFloat = !aCtx->IsGlGreaterEqual (3, 0) && hasHalfFloat;
#endif
Image_Format anImgFormat = Image_Format_UNKNOWN;
if (aCtx->arbTexRG)
{
anImgFormat = toConvertHalfFloat ? Image_Format_RGF_half : Image_Format_RGF;
}
else
{
anImgFormat = toConvertHalfFloat ? Image_Format_RGBAF_half : Image_Format_RGBAF;
}
Handle(Image_PixMap) aPixMap = new Image_PixMap();
if (anImgFormat == Image_Format_RGF)
{
aPixMap->InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
}
else
{
aPixMap->InitZero (anImgFormat, Textures_EnvLUTSize, Textures_EnvLUTSize);
Image_PixMap aPixMapRG;
aPixMapRG.InitWrapper (Image_Format_RGF, (Standard_Byte*)Textures_EnvLUT, Textures_EnvLUTSize, Textures_EnvLUTSize);
for (Standard_Size aRowIter = 0; aRowIter < aPixMapRG.SizeY(); ++aRowIter)
{
for (Standard_Size aColIter = 0; aColIter < aPixMapRG.SizeX(); ++aColIter)
{
const Image_ColorRGF& aPixelRG = aPixMapRG.Value<Image_ColorRGF> (aRowIter, aColIter);
if (toConvertHalfFloat)
{
NCollection_Vec2<uint16_t>& aPixelRGBA = aPixMap->ChangeValue<NCollection_Vec2<uint16_t>> (aRowIter, aColIter);
aPixelRGBA.x() = Image_PixMap::ConvertToHalfFloat (aPixelRG.r());
aPixelRGBA.y() = Image_PixMap::ConvertToHalfFloat (aPixelRG.g());
}
else
{
Image_ColorRGBAF& aPixelRGBA = aPixMap->ChangeValue<Image_ColorRGBAF> (aRowIter, aColIter);
aPixelRGBA.r() = aPixelRG.r();
aPixelRGBA.g() = aPixelRG.g();
}
}
}
}
OpenGl_TextureFormat aTexFormat = OpenGl_TextureFormat::FindFormat (aCtx, aPixMap->Format(), false);
#if defined(GL_ES_VERSION_2_0)
if (aTexFormat.IsValid()
&& hasHalfFloat)
{
aTexFormat.SetInternalFormat (aCtx->arbTexRG ? GL_RG16F : GL_RGBA16F);
}
#endif
Handle(Graphic3d_TextureParams) aParams = new Graphic3d_TextureParams();
aParams->SetFilter (Graphic3d_TOTF_BILINEAR);
aParams->SetRepeat (Standard_False);
aParams->SetTextureUnit (aCtx->PBREnvLUTTexUnit());
anEnvLUT = new OpenGl_Texture(THE_SHARED_ENV_LUT_KEY, aParams);
if (!aTexFormat.IsValid()
|| !anEnvLUT->Init (aCtx, aTexFormat, Graphic3d_Vec2i((Standard_Integer)Textures_EnvLUTSize), Graphic3d_TOT_2D, aPixMap.get()))
{
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed allocation of LUT for PBR");
anEnvLUT.Nullify();
}
aCtx->ShareResource (THE_SHARED_ENV_LUT_KEY, anEnvLUT);
}
if (!anEnvLUT.IsNull())
{
anEnvLUT->Bind (aCtx);
}
myWorkspace->ApplyAspects();
}
}
processPBREnvRequest (aCtx);
}
// create color and coverage accumulation buffers required for OIT algorithm
if (toUseOit
&& myRenderParams.TransparencyMethod == Graphic3d_RTM_DEPTH_PEELING_OIT)
{
if (myDepthPeelingFbos->BlendBackFboOit()->GetSizeX() != aRendSizeX
|| myDepthPeelingFbos->BlendBackFboOit()->GetSizeY() != aRendSizeY)
{
if (myDepthPeelingFbos->BlendBackFboOit()->Init (aCtx, aRendSizeX, aRendSizeY, GL_RGBA16F, 0))
{
for (int aPairIter = 0; aPairIter < 2; ++aPairIter)
{
OpenGl_ColorFormats aColorFormats;
aColorFormats.Append (GL_RG32F);
aColorFormats.Append (GL_RGBA16F);
aColorFormats.Append (GL_RGBA16F);
myDepthPeelingFbos->DepthPeelFbosOit()[aPairIter]->Init (aCtx, aRendSizeX, aRendSizeY, aColorFormats, 0);
NCollection_Sequence<Handle(OpenGl_Texture)> anAttachments;
anAttachments.Append (myDepthPeelingFbos->DepthPeelFbosOit()[aPairIter]->ColorTexture (1));
anAttachments.Append (myDepthPeelingFbos->DepthPeelFbosOit()[aPairIter]->ColorTexture (2));
myDepthPeelingFbos->FrontBackColorFbosOit()[aPairIter]->InitWrapper (aCtx, anAttachments);
}
}
else
{
toUseOit = false;
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Initialization of float texture framebuffer for use with\n"
" Depth-Peeling order-independent transparency rendering algorithm has failed.");
}
}
}
if (!toUseOit)
{
myDepthPeelingFbos->Release (aCtx.operator->());
}
if (toUseOit
&& myRenderParams.TransparencyMethod == Graphic3d_RTM_BLEND_OIT)
{
Standard_Integer anFboIt = 0;
for (; anFboIt < 2; ++anFboIt)
{
Handle(OpenGl_FrameBuffer)& aMainSceneFbo = myMainSceneFbos [anFboIt];
Handle(OpenGl_FrameBuffer)& aMainSceneFboOit = myMainSceneFbosOit [anFboIt];
Handle(OpenGl_FrameBuffer)& anImmediateSceneFbo = myImmediateSceneFbos [anFboIt];
Handle(OpenGl_FrameBuffer)& anImmediateSceneFboOit = myImmediateSceneFbosOit[anFboIt];
if (aMainSceneFbo->IsValid()
&& (aMainSceneFboOit->GetVPSizeX() != aRendSizeX
|| aMainSceneFboOit->GetVPSizeY() != aRendSizeY
|| aMainSceneFboOit->NbSamples() != aNbSamples))
{
Standard_Integer aColorConfig = 0;
for (;;) // seemly responding to driver limitation (GL_FRAMEBUFFER_UNSUPPORTED)
{
if (myFboOitColorConfig.IsEmpty())
{
if (!chooseOitColorConfiguration (aCtx, aColorConfig++, myFboOitColorConfig))
{
break;
}
}
if (aMainSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig, aMainSceneFbo->DepthStencilTexture(), aNbSamples))
{
break;
}
myFboOitColorConfig.Clear();
}
if (!aMainSceneFboOit->IsValid())
{
break;
}
}
else if (!aMainSceneFbo->IsValid())
{
aMainSceneFboOit->Release (aCtx.operator->());
aMainSceneFboOit->ChangeViewport (0, 0);
}
if (anImmediateSceneFbo->IsValid()
&& (anImmediateSceneFboOit->GetVPSizeX() != aRendSizeX
|| anImmediateSceneFboOit->GetVPSizeY() != aRendSizeY
|| anImmediateSceneFboOit->NbSamples() != aNbSamples))
{
if (!anImmediateSceneFboOit->Init (aCtx, aRendSizeX, aRendSizeY, myFboOitColorConfig,
anImmediateSceneFbo->DepthStencilTexture(), aNbSamples))
{
break;
}
}
else if (!anImmediateSceneFbo->IsValid())
{
anImmediateSceneFboOit->Release (aCtx.operator->());
anImmediateSceneFboOit->ChangeViewport (0, 0);
}
}
if (anFboIt == 0) // only the first OIT framebuffer is mandatory
{
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Initialization of float texture framebuffer for use with\n"
" blended order-independent transparency rendering algorithm has failed.\n"
" Blended order-independent transparency will not be available.\n");
if (aNbSamples > 0)
{
myToDisableOITMSAA = Standard_True;
}
else
{
myToDisableOIT = Standard_True;
}
toUseOit = false;
}
}
if (!toUseOit && myMainSceneFbosOit[0]->IsValid())
{
myDepthPeelingFbos->Release (aCtx.operator->());
myMainSceneFbosOit [0]->Release (aCtx.operator->());
myMainSceneFbosOit [1]->Release (aCtx.operator->());
myImmediateSceneFbosOit[0]->Release (aCtx.operator->());
myImmediateSceneFbosOit[1]->Release (aCtx.operator->());
myMainSceneFbosOit [0]->ChangeViewport (0, 0);
myMainSceneFbosOit [1]->ChangeViewport (0, 0);
myImmediateSceneFbosOit[0]->ChangeViewport (0, 0);
myImmediateSceneFbosOit[1]->ChangeViewport (0, 0);
}
// allocate shadow maps
const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
if (!aLights.IsNull())
{
aLights->UpdateRevision();
}
bool toUseShadowMap = myRenderParams.IsShadowEnabled
&& myRenderParams.ShadowMapResolution > 0
&& !myLights.IsNull()
&& myLights->NbCastShadows() > 0
&& myRenderParams.Method != Graphic3d_RM_RAYTRACING;
if (toUseShadowMap)
{
if (myShadowMaps->Size() != myLights->NbCastShadows())
{
myShadowMaps->Release (aCtx.get());
myShadowMaps->Resize (0, myLights->NbCastShadows() - 1, true);
}
const GLint aSamplFrom = GLint(aCtx->ShadowMapTexUnit()) - myLights->NbCastShadows() + 1;
for (Standard_Integer aShadowIter = 0; aShadowIter < myShadowMaps->Size(); ++aShadowIter)
{
Handle(OpenGl_ShadowMap)& aShadow = myShadowMaps->ChangeValue (aShadowIter);
if (aShadow.IsNull())
{
aShadow = new OpenGl_ShadowMap();
}
aShadow->SetShadowMapBias (myRenderParams.ShadowMapBias);
aShadow->Texture()->Sampler()->Parameters()->SetTextureUnit ((Graphic3d_TextureUnit )(aSamplFrom + aShadowIter));
const Handle(OpenGl_FrameBuffer)& aShadowFbo = aShadow->FrameBuffer();
if (aShadowFbo->GetVPSizeX() != myRenderParams.ShadowMapResolution
&& toUseShadowMap)
{
OpenGl_ColorFormats aDummy;
if (!aShadowFbo->Init (aCtx, myRenderParams.ShadowMapResolution, myRenderParams.ShadowMapResolution, aDummy, myFboDepthFormat, 0))
{
toUseShadowMap = false;
}
}
}
}
if (!toUseShadowMap && myShadowMaps->IsValid())
{
myShadowMaps->Release (aCtx.get());
}
return true;
}
//=======================================================================
//function : Redraw
//purpose :
//=======================================================================
void OpenGl_View::Redraw()
{
const Standard_Boolean wasDisabledMSAA = myToDisableMSAA;
const Standard_Boolean hadFboBlit = myHasFboBlit;
if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
&& !myCaps->vboDisable
&& !myCaps->keepArrayData)
{
// caps are shared across all views, thus we need to invalidate all of them
// if (myWasRedrawnGL) { myStructureManager->SetDeviceLost(); }
myDriver->setDeviceLost();
myCaps->keepArrayData = Standard_True;
}
if (!myWorkspace->Activate())
{
return;
}
// implicitly disable VSync when using HMD composer (can be mirrored in window for debugging)
myWindow->SetSwapInterval (IsActiveXR());
++myFrameCounter;
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
aCtx->FrameStats()->FrameStart (myWorkspace->View(), false);
aCtx->SetLineFeather (myRenderParams.LineFeather);
const Standard_Integer anSRgbState = aCtx->ToRenderSRGB() ? 1 : 0;
if (mySRgbState != -1
&& mySRgbState != anSRgbState)
{
releaseSrgbResources (aCtx);
initTextureEnv (aCtx);
}
mySRgbState = anSRgbState;
aCtx->ShaderManager()->UpdateSRgbState();
// release pending GL resources
aCtx->ReleaseDelayed();
// fetch OpenGl context state
aCtx->FetchState();
const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
if (!prepareFrameBuffers (aProjectType))
{
myBackBufferRestored = Standard_False;
myIsImmediateDrawn = Standard_False;
return;
}
// draw shadow maps
if (myShadowMaps->IsValid())
{
Standard_Integer aShadowIndex = myShadowMaps->Lower();
for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ActiveShadowCasters);
aLightIter.More(); aLightIter.Next())
{
const Handle(Graphic3d_CLight)& aLight = aLightIter.Value();
if (aLight->ToCastShadows())
{
const Handle(OpenGl_ShadowMap)& aShadowMap = myShadowMaps->ChangeValue (aShadowIndex);
aShadowMap->SetLightSource (aLight);
renderShadowMap (aShadowMap);
++aShadowIndex;
}
}
for (; aShadowIndex <= myShadowMaps->Upper(); ++aShadowIndex)
{
myShadowMaps->ChangeValue (aShadowIndex)->SetLightSource (Handle(Graphic3d_CLight)());
}
}
OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
bool toSwap = aCtx->IsRender()
&& !aCtx->caps->buffersNoSwap
&& aFrameBuffer == NULL
&& (!IsActiveXR() || myRenderParams.ToMirrorComposer);
if ( aFrameBuffer == NULL
&& !aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid())
{
aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
}
if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
OpenGl_FrameBuffer* aMainFbos[2] =
{
myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* aMainFbosOit[2] =
{
myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL,
myMainSceneFbosOit[1]->IsValid() ? myMainSceneFbosOit[1].operator->() :
myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbos[2] =
{
myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbosOit[2] =
{
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
};
if (IsActiveXR())
{
// use single frame for both views - caching main scene content makes no sense
// when head position is expected to be updated each frame redraw with high accuracy
aMainFbos[1] = aMainFbos[0];
aMainFbosOit[1] = aMainFbosOit[0];
anImmFbos[0] = aMainFbos[0];
anImmFbos[1] = aMainFbos[1];
anImmFbosOit[0] = aMainFbosOit[0];
anImmFbosOit[1] = aMainFbosOit[1];
}
else if (!myTransientDrawToFront)
{
anImmFbos [0] = aMainFbos [0];
anImmFbos [1] = aMainFbos [1];
anImmFbosOit[0] = aMainFbosOit[0];
anImmFbosOit[1] = aMainFbosOit[1];
}
else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
|| aStereoMode == Graphic3d_StereoMode_QuadBuffer)
{
anImmFbos [0] = NULL;
anImmFbos [1] = NULL;
anImmFbosOit[0] = NULL;
anImmFbosOit[1] = NULL;
}
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
aMainFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
redraw (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], aMainFbosOit[0]);
myBackBufferRestored = Standard_True;
myIsImmediateDrawn = Standard_False;
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
if (!redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye, aMainFbos[0], anImmFbos[0], anImmFbosOit[0]))
{
toSwap = false;
}
else if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip && toSwap)
{
aCtx->SwapBuffers();
}
if (IsActiveXR())
{
// push Left frame to HMD display composer
OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[0];
if (anXRFbo != aMainFbos[0])
{
blitBuffers (aMainFbos[0], anXRFbo); // resize or resolve MSAA samples
}
#if !defined(GL_ES_VERSION_2_0)
const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
#else
const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
#endif
myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Left);
}
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
aMainFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
redraw (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], aMainFbosOit[1]);
myBackBufferRestored = Standard_True;
myIsImmediateDrawn = Standard_False;
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
if (!redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye, aMainFbos[1], anImmFbos[1], anImmFbosOit[1]))
{
toSwap = false;
}
if (IsActiveXR())
{
// push Right frame to HMD display composer
OpenGl_FrameBuffer* anXRFbo = myXrSceneFbo->IsValid() ? myXrSceneFbo.get() : aMainFbos[1];
if (anXRFbo != aMainFbos[1])
{
blitBuffers (aMainFbos[1], anXRFbo); // resize or resolve MSAA samples
}
#if !defined(GL_ES_VERSION_2_0)
const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGL;
#else
const Aspect_GraphicsLibrary aGraphicsLib = Aspect_GraphicsLibrary_OpenGLES;
#endif
myXRSession->SubmitEye ((void* )(size_t )anXRFbo->ColorTexture()->TextureId(),
aGraphicsLib, Aspect_ColorSpace_sRGB, Aspect_Eye_Right);
::glFinish();
if (myRenderParams.ToMirrorComposer)
{
blitBuffers (anXRFbo, aFrameBuffer, myToFlipOutput);
}
}
else if (anImmFbos[0] != NULL)
{
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(), 1.0f);
drawStereoPair (aFrameBuffer);
}
}
else
{
OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : aFrameBuffer;
OpenGl_FrameBuffer* aMainFboOit = myMainSceneFbosOit[0]->IsValid() ? myMainSceneFbosOit[0].operator->() : NULL;
OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
OpenGl_FrameBuffer* anImmFboOit = NULL;
if (!myTransientDrawToFront)
{
anImmFbo = aMainFbo;
anImmFboOit = aMainFboOit;
}
else if (myImmediateSceneFbos[0]->IsValid())
{
anImmFbo = myImmediateSceneFbos[0].operator->();
anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
}
#if !defined(GL_ES_VERSION_2_0)
if (aMainFbo == NULL)
{
aCtx->SetReadDrawBuffer (GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
aMainFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
redraw (aProjectType, aMainFbo, aMainFboOit);
myBackBufferRestored = Standard_True;
myIsImmediateDrawn = Standard_False;
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
if (!redrawImmediate (aProjectType, aMainFbo, anImmFbo, anImmFboOit))
{
toSwap = false;
}
if (anImmFbo != NULL
&& anImmFbo != aFrameBuffer)
{
blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
}
}
if (myRenderParams.Method == Graphic3d_RM_RAYTRACING
&& myRenderParams.IsGlobalIlluminationEnabled)
{
myAccumFrames++;
}
// bind default FBO
bindDefaultFbo();
if (wasDisabledMSAA != myToDisableMSAA
|| hadFboBlit != myHasFboBlit)
{
// retry on error
Redraw();
}
// reset state for safety
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
if (aCtx->caps->ffpEnable)
{
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
}
// Swap the buffers
if (toSwap)
{
aCtx->SwapBuffers();
if (!myMainSceneFbos[0]->IsValid())
{
myBackBufferRestored = Standard_False;
}
}
else
{
aCtx->core11fwd->glFlush();
}
// reset render mode state
aCtx->FetchState();
aCtx->FrameStats()->FrameEnd (myWorkspace->View(), false);
myWasRedrawnGL = Standard_True;
}
// =======================================================================
// function : RedrawImmediate
// purpose :
// =======================================================================
void OpenGl_View::RedrawImmediate()
{
if (!myWorkspace->Activate())
return;
// no special handling of HMD display, since it will force full Redraw() due to no frame caching (myBackBufferRestored)
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
if (!myTransientDrawToFront
|| !myBackBufferRestored
|| (aCtx->caps->buffersNoSwap && !myMainSceneFbos[0]->IsValid()))
{
Redraw();
return;
}
const Graphic3d_StereoMode aStereoMode = myRenderParams.StereoMode;
Graphic3d_Camera::Projection aProjectType = myCamera->ProjectionType();
OpenGl_FrameBuffer* aFrameBuffer = myFBO.get();
aCtx->FrameStats()->FrameStart (myWorkspace->View(), true);
if ( aFrameBuffer == NULL
&& !aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid())
{
aFrameBuffer = aCtx->DefaultFrameBuffer().operator->();
}
if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
if (myMainSceneFbos[0]->IsValid()
&& !myMainSceneFbos[1]->IsValid())
{
aProjectType = Graphic3d_Camera::Projection_Perspective;
}
}
bool toSwap = false;
if (aProjectType == Graphic3d_Camera::Projection_Stereo)
{
OpenGl_FrameBuffer* aMainFbos[2] =
{
myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL,
myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbos[2] =
{
myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
};
OpenGl_FrameBuffer* anImmFbosOit[2] =
{
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL,
myImmediateSceneFbosOit[1]->IsValid() ? myImmediateSceneFbosOit[1].operator->() :
myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL
};
if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
|| aStereoMode == Graphic3d_StereoMode_QuadBuffer)
{
anImmFbos[0] = NULL;
anImmFbos[1] = NULL;
anImmFbosOit[0] = NULL;
anImmFbosOit[1] = NULL;
}
if (aCtx->arbFBO != NULL)
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#if !defined(GL_ES_VERSION_2_0)
if (anImmFbos[0] == NULL)
{
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_LEFT : GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[0] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoLeftEye,
aMainFbos[0],
anImmFbos[0],
anImmFbosOit[0],
Standard_True) || toSwap;
if (aStereoMode == Graphic3d_StereoMode_SoftPageFlip
&& toSwap
&& !aCtx->caps->buffersNoSwap)
{
aCtx->SwapBuffers();
}
if (aCtx->arbFBO != NULL)
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#if !defined(GL_ES_VERSION_2_0)
if (anImmFbos[1] == NULL)
{
aCtx->SetReadDrawBuffer (aStereoMode == Graphic3d_StereoMode_QuadBuffer ? GL_BACK_RIGHT : GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbos[1] != NULL ? myRenderParams.RenderResolutionScale : 1.0f);
toSwap = redrawImmediate (Graphic3d_Camera::Projection_MonoRightEye,
aMainFbos[1],
anImmFbos[1],
anImmFbosOit[1],
Standard_True) || toSwap;
if (anImmFbos[0] != NULL)
{
drawStereoPair (aFrameBuffer);
}
}
else
{
OpenGl_FrameBuffer* aMainFbo = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
OpenGl_FrameBuffer* anImmFbo = aFrameBuffer;
OpenGl_FrameBuffer* anImmFboOit = NULL;
if (myImmediateSceneFbos[0]->IsValid())
{
anImmFbo = myImmediateSceneFbos[0].operator->();
anImmFboOit = myImmediateSceneFbosOit[0]->IsValid() ? myImmediateSceneFbosOit[0].operator->() : NULL;
}
#if !defined(GL_ES_VERSION_2_0)
if (aMainFbo == NULL)
{
aCtx->SetReadDrawBuffer (GL_BACK);
}
#endif
aCtx->SetResolution (myRenderParams.Resolution, myRenderParams.ResolutionRatio(),
anImmFbo != aFrameBuffer ? myRenderParams.RenderResolutionScale : 1.0f);
toSwap = redrawImmediate (aProjectType,
aMainFbo,
anImmFbo,
anImmFboOit,
Standard_True) || toSwap;
if (anImmFbo != NULL
&& anImmFbo != aFrameBuffer)
{
blitBuffers (anImmFbo, aFrameBuffer, myToFlipOutput);
}
}
// bind default FBO
bindDefaultFbo();
// reset state for safety
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
if (aCtx->caps->ffpEnable)
{
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
}
if (toSwap && !aCtx->caps->buffersNoSwap)
{
aCtx->SwapBuffers();
}
else
{
aCtx->core11fwd->glFlush();
}
aCtx->FrameStats()->FrameEnd (myWorkspace->View(), true);
myWasRedrawnGL = Standard_True;
}
// =======================================================================
// function : redraw
// purpose :
// =======================================================================
void OpenGl_View::redraw (const Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
if (theReadDrawFbo != NULL)
{
theReadDrawFbo->BindBuffer (aCtx);
theReadDrawFbo->SetupViewport (aCtx);
}
else
{
const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
aCtx->ResizeViewport (aViewport);
}
// request reset of material
aCtx->ShaderManager()->UpdateMaterialState();
myWorkspace->UseZBuffer() = Standard_True;
myWorkspace->UseDepthWrite() = Standard_True;
GLbitfield toClear = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
aCtx->core11fwd->glDepthMask (GL_TRUE);
aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
aCtx->core11fwd->glClearDepth (1.0);
const OpenGl_Vec4 aBgColor = aCtx->Vec4FromQuantityColor (myBgColor);
aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
aCtx->core11fwd->glClearColor (aBgColor.r(), aBgColor.g(), aBgColor.b(), aCtx->caps->buffersOpaqueAlpha ? 1.0f : 0.0f);
aCtx->core11fwd->glClear (toClear);
aCtx->SetColorMask (true); // restore default alpha component write state
render (theProjection, theReadDrawFbo, theOitAccumFbo, Standard_False);
}
// =======================================================================
// function : redrawImmediate
// purpose :
// =======================================================================
bool OpenGl_View::redrawImmediate (const Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadFbo,
OpenGl_FrameBuffer* theDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theIsPartialUpdate)
{
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
GLboolean toCopyBackToFront = GL_FALSE;
if (theDrawFbo == theReadFbo
&& theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
myBackBufferRestored = Standard_False;
theDrawFbo->BindBuffer (aCtx);
}
else if (theReadFbo != NULL
&& theReadFbo->IsValid()
&& aCtx->IsRender())
{
if (!blitBuffers (theReadFbo, theDrawFbo))
{
return true;
}
}
else if (theDrawFbo == NULL)
{
#if !defined(GL_ES_VERSION_2_0)
aCtx->core11fwd->glGetBooleanv (GL_DOUBLEBUFFER, &toCopyBackToFront);
#endif
if (toCopyBackToFront
&& myTransientDrawToFront)
{
if (!HasImmediateStructures()
&& !theIsPartialUpdate)
{
// prefer Swap Buffers within Redraw in compatibility mode (without FBO)
return true;
}
if (!copyBackToFront())
{
toCopyBackToFront = GL_FALSE;
myBackBufferRestored = Standard_False;
}
}
else
{
toCopyBackToFront = GL_FALSE;
myBackBufferRestored = Standard_False;
}
}
else
{
myBackBufferRestored = Standard_False;
}
myIsImmediateDrawn = Standard_True;
myWorkspace->UseZBuffer() = Standard_True;
myWorkspace->UseDepthWrite() = Standard_True;
glDepthFunc (GL_LEQUAL);
glDepthMask (GL_TRUE);
glEnable (GL_DEPTH_TEST);
#if !defined(GL_ES_VERSION_2_0)
glClearDepth (1.0);
#else
glClearDepthf (1.0f);
#endif
render (theProjection, theDrawFbo, theOitAccumFbo, Standard_True);
return !toCopyBackToFront;
}
//=======================================================================
//function : renderShadowMap
//purpose :
//=======================================================================
void OpenGl_View::renderShadowMap (const Handle(OpenGl_ShadowMap)& theShadowMap)
{
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
if (!theShadowMap->UpdateCamera (*this))
{
return;
}
myBVHSelector.SetViewVolume (theShadowMap->Camera());
myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
myBVHSelector.CacheClipPtsProjections();
myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
aCtx->SetCamera (theShadowMap->Camera());
aCtx->ProjectionState.SetCurrent (theShadowMap->Camera()->ProjectionMatrixF());
aCtx->ApplyProjectionMatrix();
aCtx->ShaderManager()->UpdateMaterialState();
aCtx->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
aCtx->ShaderManager()->SetShadingModel (Graphic3d_TOSM_UNLIT);
const Handle(OpenGl_FrameBuffer)& aShadowBuffer = theShadowMap->FrameBuffer();
aShadowBuffer->BindBuffer (aCtx);
aShadowBuffer->SetupViewport (aCtx);
aCtx->SetColorMask (false);
aCtx->SetAllowSampleAlphaToCoverage (false);
aCtx->SetSampleAlphaToCoverage (false);
myWorkspace->UseZBuffer() = true;
myWorkspace->UseDepthWrite() = true;
aCtx->core11fwd->glDepthFunc (GL_LEQUAL);
aCtx->core11fwd->glDepthMask (GL_TRUE);
aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
aCtx->core11fwd->glClearDepth (1.0);
aCtx->core11fwd->glClear (GL_DEPTH_BUFFER_BIT);
renderScene (Graphic3d_Camera::Projection_Orthographic, aShadowBuffer.get(), NULL, false);
aCtx->SetColorMask (true);
myWorkspace->ResetAppliedAspect();
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
//Image_AlienPixMap anImage; anImage.InitZero (Image_Format_Gray, aShadowBuffer->GetVPSizeX(), aShadowBuffer->GetVPSizeY());
//OpenGl_FrameBuffer::BufferDump (aCtx, aShadowBuffer, anImage, Graphic3d_BT_Depth);
//anImage.Save (TCollection_AsciiString ("shadow") + theShadowMap->Texture()->Sampler()->Parameters()->TextureUnit() + ".png");
bindDefaultFbo();
}
//=======================================================================
//function : Render
//purpose :
//=======================================================================
void OpenGl_View::render (Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theOutputFBO,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theToDrawImmediate)
{
// ==================================
// Step 1: Prepare for render
// ==================================
const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
aContext->SetAllowSampleAlphaToCoverage (myRenderParams.ToEnableAlphaToCoverage
&& theOutputFBO != NULL
&& theOutputFBO->NbSamples() != 0);
#if !defined(GL_ES_VERSION_2_0)
// Disable current clipping planes
if (aContext->core11 != NULL)
{
const Standard_Integer aMaxPlanes = aContext->MaxClipPlanes();
for (Standard_Integer aClipPlaneId = GL_CLIP_PLANE0; aClipPlaneId < GL_CLIP_PLANE0 + aMaxPlanes; ++aClipPlaneId)
{
aContext->core11fwd->glDisable (aClipPlaneId);
}
}
#endif
// update states of OpenGl_BVHTreeSelector (frustum culling algorithm);
// note that we pass here window dimensions ignoring Graphic3d_RenderingParams::RenderResolutionScale
myBVHSelector.SetViewVolume (myCamera);
myBVHSelector.SetViewportSize (myWindow->Width(), myWindow->Height(), myRenderParams.ResolutionRatio());
myBVHSelector.CacheClipPtsProjections();
const Handle(OpenGl_ShaderManager)& aManager = aContext->ShaderManager();
const Handle(Graphic3d_LightSet)& aLights = myShadingModel == Graphic3d_TOSM_UNLIT ? myNoShadingLight : myLights;
Standard_Size aLightsRevision = 0;
if (!aLights.IsNull())
{
aLightsRevision = aLights->UpdateRevision();
}
if (StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index()) != myLastLightSourceState
|| aLightsRevision != myLightsRevision)
{
myLightsRevision = aLightsRevision;
aManager->UpdateLightSourceStateTo (aLights, SpecIBLMapLevels(), myShadowMaps->IsValid() ? myShadowMaps : Handle(OpenGl_ShadowMapArray)());
myLastLightSourceState = StateInfo (myCurrLightSourceState, aManager->LightSourceState().Index());
}
// Update matrices if camera has changed.
Graphic3d_WorldViewProjState aWVPState = myCamera->WorldViewProjState();
if (myWorldViewProjState != aWVPState)
{
myAccumFrames = 0;
myWorldViewProjState = aWVPState;
}
myLocalOrigin.SetCoord (0.0, 0.0, 0.0);
aContext->SetCamera (myCamera);
if (aManager->ModelWorldState().Index() == 0)
{
aContext->ShaderManager()->UpdateModelWorldStateTo (OpenGl_Mat4());
}
// ====================================
// Step 2: Redraw background
// ====================================
// Render background
if (!theToDrawImmediate)
{
drawBackground (myWorkspace, theProjection);
}
#if !defined(GL_ES_VERSION_2_0)
// Switch off lighting by default
if (aContext->core11 != NULL
&& aContext->caps->ffpEnable)
{
glDisable(GL_LIGHTING);
}
#endif
// =================================
// Step 3: Redraw main plane
// =================================
// Setup face culling
GLboolean isCullFace = GL_FALSE;
if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
{
isCullFace = glIsEnabled (GL_CULL_FACE);
if (myBackfacing == Graphic3d_TOBM_DISABLE)
{
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
}
else
glDisable (GL_CULL_FACE);
}
#if !defined(GL_ES_VERSION_2_0)
// if the view is scaled normal vectors are scaled to unit
// length for correct displaying of shaded objects
const gp_Pnt anAxialScale = aContext->Camera()->AxialScale();
if (anAxialScale.X() != 1.F ||
anAxialScale.Y() != 1.F ||
anAxialScale.Z() != 1.F)
{
aContext->SetGlNormalizeEnabled (Standard_True);
}
else
{
aContext->SetGlNormalizeEnabled (Standard_False);
}
#endif
aManager->SetShadingModel (OpenGl_ShaderManager::PBRShadingModelFallback (myShadingModel, checkPBRAvailability()));
// Redraw 3d scene
if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
{
aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoLeftF());
aContext->ApplyProjectionMatrix();
}
else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
{
aContext->ProjectionState.SetCurrent (aContext->Camera()->ProjectionStereoRightF());
aContext->ApplyProjectionMatrix();
}
myWorkspace->SetEnvironmentTexture (myTextureEnv);
const bool hasShadowMap = aContext->ShaderManager()->LightSourceState().HasShadowMaps();
if (hasShadowMap)
{
for (Standard_Integer aShadowIter = myShadowMaps->Lower(); aShadowIter <= myShadowMaps->Upper(); ++aShadowIter)
{
const Handle(OpenGl_ShadowMap)& aShadow = myShadowMaps->Value (aShadowIter);
aShadow->Texture()->Bind (aContext);
}
}
renderScene (theProjection, theOutputFBO, theOitAccumFbo, theToDrawImmediate);
if (hasShadowMap)
{
for (Standard_Integer aShadowIter = myShadowMaps->Lower(); aShadowIter <= myShadowMaps->Upper(); ++aShadowIter)
{
const Handle(OpenGl_ShadowMap)& aShadow = myShadowMaps->Value (aShadowIter);
aShadow->Texture()->Unbind (aContext);
}
if (aContext->core15fwd != NULL)
{
aContext->core15fwd->glActiveTexture (GL_TEXTURE0);
}
}
myWorkspace->SetEnvironmentTexture (Handle(OpenGl_TextureSet)());
// ===============================
// Step 4: Trihedron
// ===============================
// Resetting GL parameters according to the default aspects
// in order to synchronize GL state with the graphic driver state
// before drawing auxiliary stuff (trihedrons, overlayer)
myWorkspace->ResetAppliedAspect();
// Render trihedron
if (!theToDrawImmediate)
{
renderTrihedron (myWorkspace);
// Restore face culling
if (myBackfacing != Graphic3d_TOBM_AUTOMATIC)
{
if (isCullFace)
{
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
}
else
glDisable (GL_CULL_FACE);
}
}
else
{
renderFrameStats();
}
myWorkspace->ResetAppliedAspect();
aContext->SetAllowSampleAlphaToCoverage (false);
aContext->SetSampleAlphaToCoverage (false);
// reset FFP state for safety
aContext->BindProgram (Handle(OpenGl_ShaderProgram)());
if (aContext->caps->ffpEnable)
{
aContext->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
}
}
// =======================================================================
// function : InvalidateBVHData
// purpose :
// =======================================================================
void OpenGl_View::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
{
myZLayers.InvalidateBVHData (theLayerId);
}
//=======================================================================
//function : renderStructs
//purpose :
//=======================================================================
void OpenGl_View::renderStructs (Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theToDrawImmediate)
{
myZLayers.UpdateCulling (myWorkspace, theToDrawImmediate);
if ( myZLayers.NbStructures() <= 0 )
return;
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
Standard_Boolean toRenderGL = theToDrawImmediate ||
myRenderParams.Method != Graphic3d_RM_RAYTRACING ||
myRaytraceInitStatus == OpenGl_RT_FAIL ||
aCtx->IsFeedback();
if (!toRenderGL)
{
const Standard_Integer aSizeX = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeX() : myWindow->Width();
const Standard_Integer aSizeY = theReadDrawFbo != NULL ? theReadDrawFbo->GetVPSizeY() : myWindow->Height();
toRenderGL = !initRaytraceResources (aSizeX, aSizeY, aCtx)
|| !updateRaytraceGeometry (OpenGl_GUM_CHECK, myId, aCtx);
toRenderGL |= !myIsRaytraceDataValid; // if no ray-trace data use OpenGL
if (!toRenderGL)
{
myOpenGlFBO ->InitLazy (aCtx, aSizeX, aSizeY, myFboColorFormat, myFboDepthFormat, 0);
if (theReadDrawFbo != NULL)
theReadDrawFbo->UnbindBuffer (aCtx);
// Prepare preliminary OpenGL output
if (aCtx->arbFBOBlit != NULL)
{
// Render bottom OSD layer
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Bottom, theReadDrawFbo, theOitAccumFbo);
const Standard_Integer aPrevFilter = myWorkspace->RenderFilter() & ~(Standard_Integer )(OpenGl_RenderFilter_NonRaytraceableOnly);
myWorkspace->SetRenderFilter (aPrevFilter | OpenGl_RenderFilter_NonRaytraceableOnly);
{
if (theReadDrawFbo != NULL)
{
theReadDrawFbo->BindDrawBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
aCtx->SetFrameBufferSRGB (false);
}
// Render non-polygonal elements in default layer
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_RayTracable, theReadDrawFbo, theOitAccumFbo);
}
myWorkspace->SetRenderFilter (aPrevFilter);
}
if (theReadDrawFbo != NULL)
{
theReadDrawFbo->BindBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
aCtx->SetFrameBufferSRGB (false);
}
// Reset OpenGl aspects state to default to avoid enabling of
// backface culling which is not supported in ray-tracing.
myWorkspace->ResetAppliedAspect();
// Ray-tracing polygonal primitive arrays
raytrace (aSizeX, aSizeY, theProjection, theReadDrawFbo, aCtx);
// Render upper (top and topmost) OpenGL layers
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_Upper, theReadDrawFbo, theOitAccumFbo);
}
}
// Redraw 3D scene using OpenGL in standard
// mode or in case of ray-tracing failure
if (toRenderGL)
{
myZLayers.Render (myWorkspace, theToDrawImmediate, OpenGl_LF_All, theReadDrawFbo, theOitAccumFbo);
// Set flag that scene was redrawn by standard pipeline
myWasRedrawnGL = Standard_True;
}
}
//=======================================================================
//function : renderTrihedron
//purpose :
//=======================================================================
void OpenGl_View::renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace)
{
if (myToShowGradTrihedron)
{
myGraduatedTrihedron.Render (theWorkspace);
}
}
//=======================================================================
//function : renderFrameStats
//purpose :
//=======================================================================
void OpenGl_View::renderFrameStats()
{
if (myRenderParams.ToShowStats
&& myRenderParams.CollectedStats != Graphic3d_RenderingParams::PerfCounters_NONE)
{
myFrameStatsPrs.Update (myWorkspace);
myFrameStatsPrs.Render (myWorkspace);
}
}
// =======================================================================
// function : Invalidate
// purpose :
// =======================================================================
void OpenGl_View::Invalidate()
{
myBackBufferRestored = Standard_False;
}
//=======================================================================
//function : renderScene
//purpose :
//=======================================================================
void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo,
const Standard_Boolean theToDrawImmediate)
{
const Handle(OpenGl_Context)& aContext = myWorkspace->GetGlContext();
// Specify clipping planes in view transformation space
aContext->ChangeClipping().Reset (myClipPlanes);
if (!myClipPlanes.IsNull()
&& !myClipPlanes->IsEmpty())
{
aContext->ShaderManager()->UpdateClippingState();
}
renderStructs (theProjection, theReadDrawFbo, theOitAccumFbo, theToDrawImmediate);
aContext->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
// Apply restored view matrix.
aContext->ApplyWorldViewMatrix();
aContext->ChangeClipping().Reset (Handle(Graphic3d_SequenceOfHClipPlane)());
if (!myClipPlanes.IsNull()
&& !myClipPlanes->IsEmpty())
{
aContext->ShaderManager()->RevertClippingState();
}
}
// =======================================================================
// function : bindDefaultFbo
// purpose :
// =======================================================================
void OpenGl_View::bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
OpenGl_FrameBuffer* anFbo = (theCustomFbo != NULL && theCustomFbo->IsValid())
? theCustomFbo
: (!aCtx->DefaultFrameBuffer().IsNull()
&& aCtx->DefaultFrameBuffer()->IsValid()
? aCtx->DefaultFrameBuffer().operator->()
: NULL);
if (anFbo != NULL)
{
anFbo->BindBuffer (aCtx);
anFbo->SetupViewport (aCtx);
}
else
{
#if !defined(GL_ES_VERSION_2_0)
aCtx->SetReadDrawBuffer (GL_BACK);
#else
if (aCtx->arbFBO != NULL)
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
}
#endif
const Standard_Integer aViewport[4] = { 0, 0, myWindow->Width(), myWindow->Height() };
aCtx->ResizeViewport (aViewport);
}
}
// =======================================================================
// function : initBlitQuad
// purpose :
// =======================================================================
OpenGl_VertexBuffer* OpenGl_View::initBlitQuad (const Standard_Boolean theToFlip)
{
OpenGl_VertexBuffer* aVerts = NULL;
if (!theToFlip)
{
aVerts = &myFullScreenQuad;
if (!aVerts->IsValid())
{
OpenGl_Vec4 aQuad[4] =
{
OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 0.0f),
OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 1.0f),
OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 0.0f),
OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 1.0f)
};
aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
}
}
else
{
aVerts = &myFullScreenQuadFlip;
if (!aVerts->IsValid())
{
OpenGl_Vec4 aQuad[4] =
{
OpenGl_Vec4( 1.0f, -1.0f, 1.0f, 1.0f),
OpenGl_Vec4( 1.0f, 1.0f, 1.0f, 0.0f),
OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
OpenGl_Vec4(-1.0f, 1.0f, 0.0f, 0.0f)
};
aVerts->Init (myWorkspace->GetGlContext(), 4, 4, aQuad[0].GetData());
}
}
return aVerts;
}
// =======================================================================
// function : blitBuffers
// purpose :
// =======================================================================
bool OpenGl_View::blitBuffers (OpenGl_FrameBuffer* theReadFbo,
OpenGl_FrameBuffer* theDrawFbo,
const Standard_Boolean theToFlip)
{
Handle(OpenGl_Context) aCtx = myWorkspace->GetGlContext();
const Standard_Integer aReadSizeX = theReadFbo != NULL ? theReadFbo->GetVPSizeX() : myWindow->Width();
const Standard_Integer aReadSizeY = theReadFbo != NULL ? theReadFbo->GetVPSizeY() : myWindow->Height();
const Standard_Integer aDrawSizeX = theDrawFbo != NULL ? theDrawFbo->GetVPSizeX() : myWindow->Width();
const Standard_Integer aDrawSizeY = theDrawFbo != NULL ? theDrawFbo->GetVPSizeY() : myWindow->Height();
if (theReadFbo == NULL || aCtx->IsFeedback())
{
return false;
}
else if (theReadFbo == theDrawFbo)
{
return true;
}
// clear destination before blitting
if (theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
theDrawFbo->BindBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
aCtx->SetFrameBufferSRGB (false);
}
const Standard_Integer aViewport[4] = { 0, 0, aDrawSizeX, aDrawSizeY };
aCtx->ResizeViewport (aViewport);
aCtx->SetColorMaskRGBA (NCollection_Vec4<bool> (true)); // force writes into all components, including alpha
aCtx->core20fwd->glClearDepth (1.0);
aCtx->core20fwd->glClear (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
aCtx->SetColorMask (true); // restore default alpha component write state
const bool toApplyGamma = aCtx->ToRenderSRGB() != aCtx->IsFrameBufferSRGB();
if (aCtx->arbFBOBlit != NULL
&& !toApplyGamma
&& theReadFbo->NbSamples() != 0)
{
GLbitfield aCopyMask = 0;
theReadFbo->BindReadBuffer (aCtx);
if (theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
theDrawFbo->BindDrawBuffer (aCtx);
if (theDrawFbo->HasColor()
&& theReadFbo->HasColor())
{
aCopyMask |= GL_COLOR_BUFFER_BIT;
}
if (theDrawFbo->HasDepth()
&& theReadFbo->HasDepth())
{
aCopyMask |= GL_DEPTH_BUFFER_BIT;
}
}
else
{
if (theReadFbo->HasColor())
{
aCopyMask |= GL_COLOR_BUFFER_BIT;
}
if (theReadFbo->HasDepth())
{
aCopyMask |= GL_DEPTH_BUFFER_BIT;
}
aCtx->arbFBO->glBindFramebuffer (GL_DRAW_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
aCtx->SetFrameBufferSRGB (false);
}
// we don't copy stencil buffer here... does it matter for performance?
aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aReadSizeX, aReadSizeY,
0, 0, aDrawSizeX, aDrawSizeY,
aCopyMask, GL_NEAREST);
const int anErr = aCtx->core11fwd->glGetError();
if (anErr != GL_NO_ERROR)
{
// glBlitFramebuffer() might fail in several cases:
// - Both FBOs have MSAA and they are samples number does not match.
// OCCT checks that this does not happen,
// however some graphics drivers provide an option for overriding MSAA.
// In this case window MSAA might be non-zero (and application can not check it)
// and might not match MSAA of our offscreen FBOs.
// - Pixel formats of FBOs do not match.
// This also might happen with window has pixel format,
// e.g. Mesa fails blitting RGBA8 -> RGB8 while other drivers support this conversion.
TCollection_ExtendedString aMsg = TCollection_ExtendedString() + "FBO blitting has failed [Error " + OpenGl_Context::FormatGlError (anErr) + "]\n"
+ " Please check your graphics driver settings or try updating driver.";
if (theReadFbo->NbSamples() != 0)
{
myToDisableMSAA = true;
aMsg += "\n MSAA settings should not be overridden by driver!";
}
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
}
if (theDrawFbo != NULL
&& theDrawFbo->IsValid())
{
theDrawFbo->BindBuffer (aCtx);
}
else
{
aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, OpenGl_FrameBuffer::NO_FRAMEBUFFER);
aCtx->SetFrameBufferSRGB (false);
}
}
else
{
aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
aCtx->core20fwd->glDepthMask (GL_TRUE);
aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
#if defined(GL_ES_VERSION_2_0)
if (!aCtx->IsGlGreaterEqual (3, 0)
&& !aCtx->extFragDepth)
{
aCtx->core20fwd->glDisable (GL_DEPTH_TEST);
}
#endif
aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
const Graphic3d_TypeOfTextureFilter aFilter = (aDrawSizeX == aReadSizeX && aDrawSizeY == aReadSizeY) ? Graphic3d_TOTF_NEAREST : Graphic3d_TOTF_BILINEAR;
const GLint aFilterGl = aFilter == Graphic3d_TOTF_NEAREST ? GL_NEAREST : GL_LINEAR;
OpenGl_VertexBuffer* aVerts = initBlitQuad (theToFlip);
const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
if (aVerts->IsValid()
&& aManager->BindFboBlitProgram (theReadFbo != NULL ? theReadFbo->NbSamples() : 0, toApplyGamma))
{
aCtx->SetSampleAlphaToCoverage (false);
theReadFbo->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
if (theReadFbo->ColorTexture()->Sampler()->Parameters()->Filter() != aFilter)
{
theReadFbo->ColorTexture()->Sampler()->Parameters()->SetFilter (aFilter);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
}
theReadFbo->DepthStencilTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
if (theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->Filter() != aFilter)
{
theReadFbo->DepthStencilTexture()->Sampler()->Parameters()->SetFilter (aFilter);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, aFilterGl);
aCtx->core20fwd->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, aFilterGl);
}
aVerts->BindVertexAttrib (aCtx, Graphic3d_TOA_POS);
aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
aVerts->UnbindVertexAttrib (aCtx, Graphic3d_TOA_POS);
theReadFbo->DepthStencilTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
theReadFbo->ColorTexture() ->Unbind (aCtx, Graphic3d_TextureUnit_0);
aCtx->BindProgram (NULL);
}
else
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ "Error! FBO blitting has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
myHasFboBlit = Standard_False;
theReadFbo->Release (aCtx.operator->());
return true;
}
}
return true;
}
// =======================================================================
// function : drawStereoPair
// purpose :
// =======================================================================
void OpenGl_View::drawStereoPair (OpenGl_FrameBuffer* theDrawFbo)
{
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
bindDefaultFbo (theDrawFbo);
OpenGl_FrameBuffer* aPair[2] =
{
myImmediateSceneFbos[0]->IsValid() ? myImmediateSceneFbos[0].operator->() : NULL,
myImmediateSceneFbos[1]->IsValid() ? myImmediateSceneFbos[1].operator->() : NULL
};
if (aPair[0] == NULL
|| aPair[1] == NULL
|| !myTransientDrawToFront)
{
aPair[0] = myMainSceneFbos[0]->IsValid() ? myMainSceneFbos[0].operator->() : NULL;
aPair[1] = myMainSceneFbos[1]->IsValid() ? myMainSceneFbos[1].operator->() : NULL;
}
if (aPair[0] == NULL
|| aPair[1] == NULL)
{
return;
}
if (aPair[0]->NbSamples() != 0)
{
// resolve MSAA buffers before drawing
if (!myOpenGlFBO ->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, myFboDepthFormat, 0)
|| !myOpenGlFBO2->InitLazy (aCtx, aPair[0]->GetVPSizeX(), aPair[0]->GetVPSizeY(), myFboColorFormat, 0, 0))
{
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
"Error! Unable to allocate FBO for blitting stereo pair");
bindDefaultFbo (theDrawFbo);
return;
}
if (!blitBuffers (aPair[0], myOpenGlFBO .operator->(), Standard_False)
|| !blitBuffers (aPair[1], myOpenGlFBO2.operator->(), Standard_False))
{
bindDefaultFbo (theDrawFbo);
return;
}
aPair[0] = myOpenGlFBO .operator->();
aPair[1] = myOpenGlFBO2.operator->();
bindDefaultFbo (theDrawFbo);
}
struct
{
Standard_Integer left;
Standard_Integer top;
Standard_Integer right;
Standard_Integer bottom;
Standard_Integer dx() { return right - left; }
Standard_Integer dy() { return bottom - top; }
} aGeom;
myWindow->PlatformWindow()->Position (aGeom.left, aGeom.top, aGeom.right, aGeom.bottom);
Standard_Boolean toReverse = myRenderParams.ToReverseStereo;
const Standard_Boolean isOddY = (aGeom.top + aGeom.dy()) % 2 == 1;
const Standard_Boolean isOddX = aGeom.left % 2 == 1;
if (isOddY
&& (myRenderParams.StereoMode == Graphic3d_StereoMode_RowInterlaced
|| myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
{
toReverse = !toReverse;
}
if (isOddX
&& (myRenderParams.StereoMode == Graphic3d_StereoMode_ColumnInterlaced
|| myRenderParams.StereoMode == Graphic3d_StereoMode_ChessBoard))
{
toReverse = !toReverse;
}
if (toReverse)
{
std::swap (aPair[0], aPair[1]);
}
aCtx->core20fwd->glDepthFunc (GL_ALWAYS);
aCtx->core20fwd->glDepthMask (GL_TRUE);
aCtx->core20fwd->glEnable (GL_DEPTH_TEST);
aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
OpenGl_VertexBuffer* aVerts = initBlitQuad (myToFlipOutput);
const Handle(OpenGl_ShaderManager)& aManager = aCtx->ShaderManager();
if (aVerts->IsValid()
&& aManager->BindStereoProgram (myRenderParams.StereoMode))
{
if (myRenderParams.StereoMode == Graphic3d_StereoMode_Anaglyph)
{
OpenGl_Mat4 aFilterL, aFilterR;
aFilterL.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetDiagonal (Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
switch (myRenderParams.AnaglyphFilter)
{
case Graphic3d_RenderingParams::Anaglyph_RedCyan_Simple:
{
aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_RedCyan_Optimized:
{
aFilterL.SetRow (0, Graphic3d_Vec4 ( 0.4154f, 0.4710f, 0.16666667f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (-0.0458f, -0.0484f, -0.0257f, 0.0f));
aFilterL.SetRow (2, Graphic3d_Vec4 (-0.0547f, -0.0615f, 0.0128f, 0.0f));
aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetRow (0, Graphic3d_Vec4 (-0.01090909f, -0.03636364f, -0.00606061f, 0.0f));
aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.37560000f, 0.73333333f, 0.01111111f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (-0.06510000f, -0.12870000f, 1.29710000f, 0.0f));
aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Simple:
{
aFilterL.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_YellowBlue_Optimized:
{
aFilterL.SetRow (0, Graphic3d_Vec4 ( 1.062f, -0.205f, 0.299f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (-0.026f, 0.908f, 0.068f, 0.0f));
aFilterL.SetRow (2, Graphic3d_Vec4 (-0.038f, -0.173f, 0.022f, 0.0f));
aFilterL.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
aFilterR.SetRow (0, Graphic3d_Vec4 (-0.016f, -0.123f, -0.017f, 0.0f));
aFilterR.SetRow (1, Graphic3d_Vec4 ( 0.006f, 0.062f, -0.017f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 ( 0.094f, 0.185f, 0.911f, 0.0f));
aFilterR.SetRow (3, Graphic3d_Vec4 ( 0.0f, 0.0f, 0.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_GreenMagenta_Simple:
{
aFilterR.SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
aFilterL.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
aFilterR.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
break;
}
case Graphic3d_RenderingParams::Anaglyph_UserDefined:
{
aFilterL = myRenderParams.AnaglyphLeft;
aFilterR = myRenderParams.AnaglyphRight;
break;
}
}
aCtx->ActiveProgram()->SetUniform (aCtx, "uMultL", aFilterL);
aCtx->ActiveProgram()->SetUniform (aCtx, "uMultR", aFilterR);
}
aPair[0]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_0);
aPair[1]->ColorTexture()->Bind (aCtx, Graphic3d_TextureUnit_1);
aVerts->BindVertexAttrib (aCtx, 0);
aCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
aVerts->UnbindVertexAttrib (aCtx, 0);
aPair[1]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_1);
aPair[0]->ColorTexture()->Unbind (aCtx, Graphic3d_TextureUnit_0);
}
else
{
TCollection_ExtendedString aMsg = TCollection_ExtendedString()
+ "Error! Anaglyph has failed";
aCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aMsg);
}
}
// =======================================================================
// function : copyBackToFront
// purpose :
// =======================================================================
bool OpenGl_View::copyBackToFront()
{
myIsImmediateDrawn = Standard_False;
#if !defined(GL_ES_VERSION_2_0)
const Handle(OpenGl_Context)& aCtx = myWorkspace->GetGlContext();
if (aCtx->core11 == NULL)
{
return false;
}
OpenGl_Mat4 aProjectMat;
Graphic3d_TransformUtils::Ortho2D (aProjectMat,
0.0f, static_cast<GLfloat> (myWindow->Width()),
0.0f, static_cast<GLfloat> (myWindow->Height()));
aCtx->WorldViewState.Push();
aCtx->ProjectionState.Push();
aCtx->WorldViewState.SetIdentity();
aCtx->ProjectionState.SetCurrent (aProjectMat);
aCtx->ApplyProjectionMatrix();
aCtx->ApplyWorldViewMatrix();
// synchronize FFP state before copying pixels
aCtx->BindProgram (Handle(OpenGl_ShaderProgram)());
aCtx->ShaderManager()->PushState (Handle(OpenGl_ShaderProgram)());
aCtx->DisableFeatures();
switch (aCtx->DrawBuffer())
{
case GL_BACK_LEFT:
{
aCtx->SetReadBuffer (GL_BACK_LEFT);
aCtx->SetDrawBuffer (GL_FRONT_LEFT);
break;
}
case GL_BACK_RIGHT:
{
aCtx->SetReadBuffer (GL_BACK_RIGHT);
aCtx->SetDrawBuffer (GL_FRONT_RIGHT);
break;
}
default:
{
aCtx->SetReadBuffer (GL_BACK);
aCtx->SetDrawBuffer (GL_FRONT);
break;
}
}
aCtx->core11->glRasterPos2i (0, 0);
aCtx->core11->glCopyPixels (0, 0, myWindow->Width() + 1, myWindow->Height() + 1, GL_COLOR);
//aCtx->core11->glCopyPixels (0, 0, myWidth + 1, myHeight + 1, GL_DEPTH);
aCtx->EnableFeatures();
aCtx->WorldViewState.Pop();
aCtx->ProjectionState.Pop();
aCtx->ApplyProjectionMatrix();
// read/write from front buffer now
aCtx->SetReadBuffer (aCtx->DrawBuffer());
return true;
#else
return false;
#endif
}
// =======================================================================
// function : checkOitCompatibility
// purpose :
// =======================================================================
Standard_Boolean OpenGl_View::checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
const Standard_Boolean theMSAA)
{
// determine if OIT is supported by current OpenGl context
Standard_Boolean& aToDisableOIT = theMSAA ? myToDisableMSAA : myToDisableOIT;
if (aToDisableOIT)
{
return Standard_False;
}
TCollection_ExtendedString aCompatibilityMsg;
if (theGlContext->hasFloatBuffer == OpenGl_FeatureNotAvailable
&& theGlContext->hasHalfFloatBuffer == OpenGl_FeatureNotAvailable)
{
aCompatibilityMsg += "OpenGL context does not support floating-point RGBA color buffer format.\n";
}
if (theMSAA && theGlContext->hasSampleVariables == OpenGl_FeatureNotAvailable)
{
aCompatibilityMsg += "Current version of GLSL does not support built-in sample variables.\n";
}
if (theGlContext->hasDrawBuffers == OpenGl_FeatureNotAvailable)
{
aCompatibilityMsg += "OpenGL context does not support multiple draw buffers.\n";
}
if (aCompatibilityMsg.IsEmpty())
{
return Standard_True;
}
aCompatibilityMsg += " Blended order-independent transparency will not be available.\n";
theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_ERROR,
0,
GL_DEBUG_SEVERITY_HIGH,
aCompatibilityMsg);
aToDisableOIT = Standard_True;
return Standard_False;
}
// =======================================================================
// function : chooseOitColorConfiguration
// purpose :
// =======================================================================
bool OpenGl_View::chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
const Standard_Integer theConfigIndex,
OpenGl_ColorFormats& theFormats)
{
theFormats.Clear();
switch (theConfigIndex)
{
case 0: // choose best applicable color format combination
{
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_R16F : GL_R32F);
return true;
}
case 1: // choose non-optimal applicable color format combination
{
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
theFormats.Append (theGlContext->hasHalfFloatBuffer != OpenGl_FeatureNotAvailable ? GL_RGBA16F : GL_RGBA32F);
return true;
}
}
return false; // color combination does not exist
}
// =======================================================================
// function : checkPBRAvailability
// purpose :
// =======================================================================
Standard_Boolean OpenGl_View::checkPBRAvailability() const
{
return myWorkspace->GetGlContext()->HasPBR()
&& !myPBREnvironment.IsNull();
}
// =======================================================================
// function : bakePBREnvironment
// purpose :
// =======================================================================
void OpenGl_View::bakePBREnvironment (const Handle(OpenGl_Context)& theCtx)
{
const Handle(OpenGl_TextureSet)& aTextureSet = myCubeMapParams->TextureSet (theCtx);
if (!aTextureSet.IsNull()
&& !aTextureSet->IsEmpty())
{
myPBREnvironment->Bake (theCtx,
aTextureSet->First(),
myBackgroundCubeMap->ZIsInverted(),
myBackgroundCubeMap->IsTopDown(),
myRenderParams.PbrEnvBakingDiffNbSamples,
myRenderParams.PbrEnvBakingSpecNbSamples,
myRenderParams.PbrEnvBakingProbability);
}
else
{
myPBREnvironment->Clear (theCtx);
}
}
// =======================================================================
// function : clearPBREnvironment
// purpose :
// =======================================================================
void OpenGl_View::clearPBREnvironment (const Handle(OpenGl_Context)& theCtx)
{
myPBREnvironment->Clear (theCtx);
}
// =======================================================================
// function : clearPBREnvironment
// purpose :
// =======================================================================
void OpenGl_View::processPBREnvRequest (const Handle(OpenGl_Context)& theCtx)
{
if (myPBREnvState == OpenGl_PBREnvState_CREATED)
{
switch (myPBREnvRequest)
{
case OpenGl_PBREnvRequest_NONE: return;
case OpenGl_PBREnvRequest_BAKE: bakePBREnvironment (theCtx); break;
case OpenGl_PBREnvRequest_CLEAR: clearPBREnvironment (theCtx); break;
}
}
myPBREnvRequest = OpenGl_PBREnvRequest_NONE;
}