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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-05-06 10:36:12 +03:00
occt/src/OpenGl/OpenGl_Flipper.cxx
kgv 679ecdeeac 0024637: Visualization - clean up implementation of rendering in immediate mode
Remove unused flag "DoubleBuf".
Remove Visual3d_TransientManager "class" (functionality moved to PrsMgr_PresentationManager).
Remove unused "Add" immediate mode.

V3d_View class - remove methods ::TransientManagerBeginDraw(), ::TransientManagerClearDraw(), ::TransientManagerBeginAddDraw().
Add method ::RedrawImmediate() to redraw only immediate presentations.

OpenGl_GraphicDriver - add methods ::DisplayImmediateStructure(), ::EraseImmediateStructure(), ::RedrawImmediate().
OpenGl_View - manage list of immediate structures.
OpenGl_Workspace - automate rendering workflow of immediate + persistent layers.

Merge PrsMgr_PresentationManager3d class into PrsMgr_PresentationManager.
Mark PrsMgr_PresentationManager3d as alias to PrsMgr_PresentationManager to simplify porting.

Prs3d_Presentation - remove unused field myStruct.
Prs3d_PresentationShadow - shadow link to existing presentation with custom attributes.
Graphic3d_Structure::Highlight() - do not register undisplayed structure in structure manager.

AIS_InteractiveContext, AIS_LocalContext add flag to prevent view update into methods
::MoveTo(), ::HilightNextDetected(), ::HilightPreviousDetected()
to allow update of customized immediate structures before redraw but after ::MoveTo().

Remove unused method AIS_InteractiveContext::Drag().

StdSelect_ViewerSelector3d do not user immediate mode in methods
::DisplayAreas(), ::ClearAreas(), ::ClearSensitive(), ::DisplaySensitive(),

GridEcho - update value in StdSelect_ViewerSelector3d::Pick() instead of V3d_View::Compute().
Do not use global variable for GridEcho vertex.
Redraw immediate mode not within GridEcho but at AIS_InteractiveContext, AIS_LocalContext layer.

V3d_View::ToPixMap() - disable autoupdate during FitAll.
Avoid Redraw() into FBO without ImmediateModeDrawToFront flag.

PrsMgr_PresentationManager stores list of temporary immediate presentations,
automatically cleared within BeginImmediateMode() call.
Methods with ambiguous names have been renamed
(new names now consistent with pre-existed method names in AIS_LocalContext class):
- BeginDraw -> BeginImmediateDraw
- EndDraw -> EndImmediateDraw
Remove now useless Remove() method (and ImmediateRemove() in AIS).

Visual3d_View now stores map of displayed immediate presentations.

ViewerTest_EventManager - eliminate double redraw in selection methods.

Fix warning
2014-03-20 13:54:55 +04:00

202 lines
6.7 KiB
C++
Executable File

// Created on: 2013-11-11
// Created by: Anastasia BORISOVA
// Copyright (c) 2013-2014 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_Flipper.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_Workspace.hxx>
#include <gp_Ax2.hxx>
// =======================================================================
// function : Constructor
// purpose :
// =======================================================================
OpenGl_Flipper::OpenGl_Flipper (const gp_Ax2& theReferenceSystem)
: OpenGl_Element(),
myReferenceOrigin ((Standard_ShortReal )theReferenceSystem.Location().X(),
(Standard_ShortReal )theReferenceSystem.Location().Y(),
(Standard_ShortReal )theReferenceSystem.Location().Z(),
1.0f),
myReferenceX ((Standard_ShortReal )theReferenceSystem.XDirection().X(),
(Standard_ShortReal )theReferenceSystem.XDirection().Y(),
(Standard_ShortReal )theReferenceSystem.XDirection().Z(),
1.0f),
myReferenceY ((Standard_ShortReal )theReferenceSystem.YDirection().X(),
(Standard_ShortReal )theReferenceSystem.YDirection().Y(),
(Standard_ShortReal )theReferenceSystem.YDirection().Z(),
1.0f),
myReferenceZ ((Standard_ShortReal )theReferenceSystem.Axis().Direction().X(),
(Standard_ShortReal )theReferenceSystem.Axis().Direction().Y(),
(Standard_ShortReal )theReferenceSystem.Axis().Direction().Z(),
1.0f),
myIsEnabled (Standard_True)
{
//
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
void OpenGl_Flipper::Release (const Handle(OpenGl_Context)& )
{
//
}
// =======================================================================
// function : Render
// purpose :
// =======================================================================
void OpenGl_Flipper::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
// Check if rendering is to be in immediate mode
const Standard_Boolean isImmediate = (theWorkspace->NamedStatus & OPENGL_NS_IMMEDIATE) != 0;
const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
GLint aCurrMode = GL_MODELVIEW;
glGetIntegerv (GL_MATRIX_MODE, &aCurrMode);
if (!myIsEnabled)
{
// Restore transformation
if (isImmediate)
{
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (GL_MODELVIEW);
}
glPopMatrix();
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (aCurrMode);
}
Tmatrix3 aModelWorldState = { { 1.f, 0.f, 0.f, 0.f },
{ 0.f, 1.f, 0.f, 0.f },
{ 0.f, 0.f, 1.f, 0.f },
{ 0.f, 0.f, 0.f, 1.f } };
aContext->ShaderManager()->RevertModelWorldStateTo (&aModelWorldState);
}
else
{
// Update current model-view matrix in the top of the stack
// replacing it with StructureMatrixT*ViewMatrix from the workspace.
theWorkspace->UpdateModelViewMatrix();
}
return;
}
if (isImmediate)
{
if (!aContext->ShaderManager()->IsEmpty())
{
Tmatrix3 aWorldView;
glGetFloatv (GL_MODELVIEW_MATRIX, *aWorldView);
Tmatrix3 aProjection;
glGetFloatv (GL_PROJECTION_MATRIX, *aProjection);
aContext->ShaderManager()->UpdateWorldViewStateTo (&aWorldView);
aContext->ShaderManager()->UpdateProjectionStateTo (&aProjection);
}
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (GL_MODELVIEW);
}
glPushMatrix();
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (aCurrMode);
}
}
OpenGl_Mat4 aMatrixMV;
glGetFloatv (GL_MODELVIEW_MATRIX, aMatrixMV.ChangeData());
const OpenGl_Vec4 aMVReferenceOrigin = aMatrixMV * myReferenceOrigin;
const OpenGl_Vec4 aMVReferenceX = aMatrixMV * OpenGl_Vec4 (myReferenceX.xyz() + myReferenceOrigin.xyz(), 1.0f);
const OpenGl_Vec4 aMVReferenceY = aMatrixMV * OpenGl_Vec4 (myReferenceY.xyz() + myReferenceOrigin.xyz(), 1.0f);
const OpenGl_Vec4 aMVReferenceZ = aMatrixMV * OpenGl_Vec4 (myReferenceZ.xyz() + myReferenceOrigin.xyz(), 1.0f);
const OpenGl_Vec4 aDirX = aMVReferenceX - aMVReferenceOrigin;
const OpenGl_Vec4 aDirY = aMVReferenceY - aMVReferenceOrigin;
const OpenGl_Vec4 aDirZ = aMVReferenceZ - aMVReferenceOrigin;
Standard_Boolean isReversedX = aDirX.xyz().Dot (OpenGl_Vec3::DX()) < 0.0f;
Standard_Boolean isReversedY = aDirY.xyz().Dot (OpenGl_Vec3::DY()) < 0.0f;
Standard_Boolean isReversedZ = aDirZ.xyz().Dot (OpenGl_Vec3::DZ()) < 0.0f;
// compute flipping (rotational transform)
OpenGl_Mat4 aTransform;
if ((isReversedX || isReversedY) && !isReversedZ)
{
// invert by Z axis: left, up vectors mirrored
aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz());
aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz());
}
else if (isReversedY && isReversedZ)
{
// rotate by X axis: up, forward vectors mirrored
aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz());
aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz());
}
else if (isReversedZ)
{
// rotate by Y axis: left, forward vectors mirrored
aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz());
aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz());
}
else
{
return;
}
// do rotation in origin around reference system "forward" direction
OpenGl_Mat4 aRefAxes;
OpenGl_Mat4 aRefInv;
aRefAxes.SetColumn (0, myReferenceX.xyz());
aRefAxes.SetColumn (1, myReferenceY.xyz());
aRefAxes.SetColumn (2, myReferenceZ.xyz());
aRefAxes.SetColumn (3, myReferenceOrigin.xyz());
aRefAxes.Inverted (aRefInv);
aTransform = aRefAxes * aTransform * aRefInv;
// transform model-view matrix
aMatrixMV = aMatrixMV * aTransform;
// load transformed model-view matrix
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (GL_MODELVIEW);
}
glLoadMatrixf ((GLfloat*) aMatrixMV);
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (aCurrMode);
}
}