/usr/include/oce/OpenGl_GraphicDriver.hxx is in liboce-visualization-dev 0.17.2-2.
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// 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.
#ifndef _OpenGl_GraphicDriver_HeaderFile
#define _OpenGl_GraphicDriver_HeaderFile
#include <Graphic3d_GraphicDriver.hxx>
#include <Handle_OpenGl_GraphicDriver.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_PrinterContext.hxx>
#include <Standard_CString.hxx>
#include <Handle_TColStd_HArray1OfByte.hxx>
#include <Handle_TColStd_HArray1OfReal.hxx>
#include <Quantity_PlaneAngle.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Handle_OpenGl_View.hxx>
#include <Handle_OpenGl_Workspace.hxx>
#include <Aspect_Display.hxx>
#include <Aspect_DisplayConnection.hxx>
#include <Aspect_GradientFillMethod.hxx>
#include <Aspect_FillMethod.hxx>
#include <Aspect_CLayer2d.hxx>
#include <Aspect_TypeOfTriedronPosition.hxx>
#include <Aspect_TypeOfTriedronEcho.hxx>
#include <Aspect_Handle.hxx>
#include <Aspect_PrintAlgo.hxx>
#include <gp_Ax2.hxx>
#include <Graphic3d_CView.hxx>
#include <Graphic3d_CStructure.hxx>
#include <Graphic3d_CPick.hxx>
#include <Graphic3d_TextPath.hxx>
#include <Graphic3d_HorizontalTextAlignment.hxx>
#include <Graphic3d_VerticalTextAlignment.hxx>
#include <Graphic3d_CUserDraw.hxx>
#include <Graphic3d_CGraduatedTrihedron.hxx>
#include <Graphic3d_TypeOfComposition.hxx>
#include <Graphic3d_ExportFormat.hxx>
#include <Graphic3d_SortType.hxx>
#include <Graphic3d_PtrFrameBuffer.hxx>
#include <Graphic3d_Array1OfVertex.hxx>
#include <Graphic3d_Array2OfVertex.hxx>
#include <Graphic3d_BufferType.hxx>
#include <NCollection_DataMap.hxx>
class TColStd_Array1OfInteger;
class TColStd_Array1OfReal;
class TColStd_Array2OfReal;
class TColStd_HArray1OfByte;
class Graphic3d_Vector;
class Quantity_Color;
class Graphic3d_Vertex;
class Aspect_Array1OfEdge;
class TCollection_ExtendedString;
class Image_PixMap;
class TColStd_HArray1OfReal;
class Handle(OpenGl_Workspace);
class OpenGl_Element;
class OpenGl_Structure;
class OpenGl_Text;
//! Tool class to implement consistent state counter
//! for objects inside the same driver instance.
class OpenGl_StateCounter
{
public:
OpenGl_StateCounter() : myCounter (0) { }
Standard_Size Increment() { return ++myCounter; }
private:
Standard_Size myCounter;
};
//! This class defines an OpenGl graphic driver
class OpenGl_GraphicDriver : public Graphic3d_GraphicDriver
{
public:
//! Constructor.
//! @param theDisp connection to display, required on Linux but optional on other systems
//! @param theToInitialize perform initialization of default OpenGL context on construction
Standard_EXPORT OpenGl_GraphicDriver (const Handle(Aspect_DisplayConnection)& theDisp,
const Standard_Boolean theToInitialize = Standard_True);
//! Destructor.
Standard_EXPORT virtual ~OpenGl_GraphicDriver();
//! Release default context.
Standard_EXPORT void ReleaseContext();
//! Perform initialization of default OpenGL context.
Standard_EXPORT Standard_Boolean InitContext();
#if defined(HAVE_EGL) || defined(__ANDROID__)
//! Initialize default OpenGL context using existing one.
//! @param theEglDisplay EGL connection to the Display
//! @param theEglContext EGL rendering context
//! @param theEglConfig EGL configuration
Standard_EXPORT Standard_Boolean InitEglContext (Aspect_Display theEglDisplay,
Aspect_RenderingContext theEglContext,
void* theEglConfig);
#endif
Standard_EXPORT Standard_Integer InquireLightLimit ();
Standard_EXPORT Standard_Integer InquireViewLimit ();
public: // Methods for graphical structures
Standard_EXPORT void DisplayStructure (const Graphic3d_CView& theCView,
Graphic3d_CStructure& theCStructure,
const Standard_Integer thePriority);
Standard_EXPORT void EraseStructure (const Graphic3d_CView& theCView,
Graphic3d_CStructure& theCStructure);
Standard_EXPORT void RemoveStructure (Handle(Graphic3d_CStructure)& theCStructure);
Standard_EXPORT Handle(Graphic3d_CStructure) Structure (const Handle(Graphic3d_StructureManager)& theManager);
Standard_EXPORT Standard_Boolean SetImmediateModeDrawToFront (const Graphic3d_CView& theCView,
const Standard_Boolean theDrawToFrontBuffer);
Standard_EXPORT void DisplayImmediateStructure (const Graphic3d_CView& theCView,
const Graphic3d_CStructure& theCStructure);
Standard_EXPORT void EraseImmediateStructure (const Graphic3d_CView& theCView,
const Graphic3d_CStructure& theCStructure);
public:
Standard_EXPORT void ActivateView (const Graphic3d_CView& ACView);
Standard_EXPORT void AntiAliasing (const Graphic3d_CView& ACView, const Standard_Boolean AFlag);
Standard_EXPORT void Background (const Graphic3d_CView& ACView);
Standard_EXPORT void GradientBackground (const Graphic3d_CView& ACView, const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod FillStyle);
Standard_EXPORT void BackgroundImage (const Standard_CString FileName, const Graphic3d_CView& ACView, const Aspect_FillMethod FillStyle);
Standard_EXPORT void SetBgImageStyle (const Graphic3d_CView& ACView, const Aspect_FillMethod FillStyle);
Standard_EXPORT void SetBgGradientStyle (const Graphic3d_CView& ACView, const Aspect_GradientFillMethod FillStyle);
Standard_EXPORT void ClipLimit (const Graphic3d_CView& ACView, const Standard_Boolean AWait);
Standard_EXPORT void DeactivateView (const Graphic3d_CView& ACView);
Standard_EXPORT void DepthCueing (const Graphic3d_CView& ACView, const Standard_Boolean AFlag);
Standard_EXPORT void RatioWindow (const Graphic3d_CView& ACView);
Standard_EXPORT void Redraw (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Standard_Integer theX = 0,
const Standard_Integer theY = 0,
const Standard_Integer theWidth = 0,
const Standard_Integer theHeight = 0);
Standard_EXPORT void RedrawImmediate (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer);
Standard_EXPORT void Invalidate (const Graphic3d_CView& theCView);
Standard_EXPORT void RemoveView (const Graphic3d_CView& ACView);
Standard_EXPORT void SetLight (const Graphic3d_CView& ACView);
Standard_EXPORT void SetClipPlanes (const Graphic3d_CView& theCView);
Standard_EXPORT void SetCamera (const Graphic3d_CView& theCView);
Standard_EXPORT void SetVisualisation (const Graphic3d_CView& ACView);
Standard_EXPORT void Transparency (const Graphic3d_CView& ACView, const Standard_Boolean AFlag);
Standard_EXPORT Standard_Boolean View (Graphic3d_CView& ACView);
Standard_EXPORT void Environment (const Graphic3d_CView& ACView);
Standard_EXPORT void ZBufferTriedronSetup (const Quantity_NameOfColor XColor = Quantity_NOC_RED, const Quantity_NameOfColor YColor = Quantity_NOC_GREEN, const Quantity_NameOfColor ZColor = Quantity_NOC_BLUE1, const Standard_Real SizeRatio = 0.8, const Standard_Real AxisDiametr = 0.05, const Standard_Integer NbFacettes = 12);
Standard_EXPORT void TriedronDisplay (const Graphic3d_CView& ACView, const Aspect_TypeOfTriedronPosition APosition = Aspect_TOTP_CENTER, const Quantity_NameOfColor AColor = Quantity_NOC_WHITE, const Standard_Real AScale = 0.02, const Standard_Boolean AsWireframe = Standard_True);
Standard_EXPORT void TriedronErase (const Graphic3d_CView& ACView);
Standard_EXPORT void TriedronEcho (const Graphic3d_CView& ACView, const Aspect_TypeOfTriedronEcho AType = Aspect_TOTE_NONE);
Standard_EXPORT void GraduatedTrihedronDisplay (const Graphic3d_CView& view, const Graphic3d_CGraduatedTrihedron& cubic);
Standard_EXPORT void GraduatedTrihedronErase (const Graphic3d_CView& view);
Standard_EXPORT void GraduatedTrihedronMinMaxValues (const Standard_ShortReal xmin, const Standard_ShortReal ymin, const Standard_ShortReal zmin, const Standard_ShortReal xmax, const Standard_ShortReal ymax, const Standard_ShortReal zmax);
Standard_EXPORT void Layer (Aspect_CLayer2d& ACLayer);
Standard_EXPORT void RemoveLayer (const Aspect_CLayer2d& ACLayer);
Standard_EXPORT void BeginLayer (const Aspect_CLayer2d& ACLayer);
Standard_EXPORT void BeginPolygon2d ();
Standard_EXPORT void BeginPolyline2d ();
Standard_EXPORT void ClearLayer (const Aspect_CLayer2d& ACLayer);
Standard_EXPORT void Draw (const Standard_ShortReal X,const Standard_ShortReal Y);
Standard_EXPORT void Edge (const Standard_ShortReal X,const Standard_ShortReal Y);
Standard_EXPORT void EndLayer ();
Standard_EXPORT void EndPolygon2d ();
Standard_EXPORT void EndPolyline2d ();
Standard_EXPORT void Move (const Standard_ShortReal X,const Standard_ShortReal Y);
Standard_EXPORT void Rectangle (const Standard_ShortReal X,const Standard_ShortReal Y,const Standard_ShortReal Width,const Standard_ShortReal Height);
Standard_EXPORT void SetColor (const Standard_ShortReal R,const Standard_ShortReal G,const Standard_ShortReal B);
Standard_EXPORT void SetTransparency (const Standard_ShortReal ATransparency);
Standard_EXPORT void UnsetTransparency ();
Standard_EXPORT void SetLineAttributes (const Standard_Integer Type,const Standard_ShortReal Width);
//! Set text attributes for under-/overlayer.
//! @param theFontName the name of the font to be used
//! @param theType the display type of the text
//! theR theG theB values define the color of decal or subtitle background
//! To set the color of the text you can use the SetColor method.
Standard_EXPORT void SetTextAttributes (const Standard_CString theFontName,
const Standard_Integer theType,
const Standard_ShortReal theR,
const Standard_ShortReal theG,
const Standard_ShortReal theB);
Standard_EXPORT void Text (const Standard_CString AText,const Standard_ShortReal X,const Standard_ShortReal Y,const Standard_ShortReal AHeight);
Standard_EXPORT void TextSize (const Standard_CString AText,const Standard_ShortReal AHeight,Standard_ShortReal& AWidth,Standard_ShortReal& AnAscent,Standard_ShortReal& ADescent) const;
Standard_EXPORT void SetBackFacingModel (const Graphic3d_CView& aView);
//! Print the contents of all layers of the view to the printer.
//! @param thePrinterDC pass the PrinterDeviceContext (HDC)
//! @param theToShowBackground when set to FALSE then print the view without background color (background is white) else set to TRUE for printing with current background color
//! @param theFileName if != NULL, then the view will be printed to a file
//! @param thePrintAlgorithm select print algorithm: stretch, tile
//! @param theScaleFactor scaling coefficient, used internally to scale the printings accordingly to the scale factor selected in the printer properties dialog
//! @return Standard_True if the data is passed to the printer, otherwise Standard_False if the print operation failed due to the printer errors,
//! or lack of system memory. This might be related to insufficient memory or some internal errors.
//! All this errors are indicated by the message boxes (on level of OpenGl_GraphicDriver).
//! Warning: This function can reuse FBO assigned to the view, please take it into account if you use it for your purposes.
Standard_EXPORT Standard_Boolean Print (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Aspect_Handle thePrinterDC,
const Standard_Boolean theToShowBackground,
const Standard_CString theFileName,
const Aspect_PrintAlgo thePrintAlgorithm = Aspect_PA_STRETCH,
const Standard_Real theScaleFactor = 1.0) const;
Standard_EXPORT void SetDepthTestEnabled (const Graphic3d_CView& view,const Standard_Boolean isEnabled) const;
Standard_EXPORT Standard_Boolean IsDepthTestEnabled (const Graphic3d_CView& view) const;
//! Reads depths of shown pixels of the given rectangle (glReadPixels with GL_DEPTH_COMPONENT)
Standard_EXPORT void ReadDepths (const Graphic3d_CView& view,const Standard_Integer x,const Standard_Integer y,const Standard_Integer width,const Standard_Integer height,const Standard_Address buffer) const;
//! Generate offscreen FBO (needs OpenGL2+ hardware).
//! If not supported on hardware returns NULL.
Standard_EXPORT Graphic3d_PtrFrameBuffer FBOCreate (const Graphic3d_CView& view, const Standard_Integer width, const Standard_Integer height);
//! Remove offscreen FBO
Standard_EXPORT void FBORelease (const Graphic3d_CView& view, Graphic3d_PtrFrameBuffer& fboPtr);
//! Dump active rendering buffer into specified memory buffer.
Standard_EXPORT Standard_Boolean BufferDump (const Graphic3d_CView& theCView,
Image_PixMap& theImage,
const Graphic3d_BufferType& theBufferType);
Standard_EXPORT void SetGLLightEnabled (const Graphic3d_CView& view,const Standard_Boolean isEnabled) const;
Standard_EXPORT Standard_Boolean IsGLLightEnabled (const Graphic3d_CView& view) const;
Standard_EXPORT Standard_Integer InquirePlaneLimit();
Standard_EXPORT Standard_ShortReal DefaultTextHeight() const;
Standard_EXPORT void FBOGetDimensions(const Graphic3d_CView& view,const Graphic3d_PtrFrameBuffer fboPtr,Standard_Integer& width,Standard_Integer& height,Standard_Integer& widthMax,Standard_Integer& heightMax);
Standard_EXPORT void FBOChangeViewport(const Graphic3d_CView& view,Graphic3d_PtrFrameBuffer& fboPtr,const Standard_Integer width,const Standard_Integer height);
Standard_EXPORT Standard_Boolean Export(const Standard_CString theFileName,const Graphic3d_ExportFormat theFormat,const Graphic3d_SortType theSortType,const Standard_Integer theWidth,const Standard_Integer theHeight,const Graphic3d_CView& theView,const Aspect_CLayer2d& theLayerUnder,const Aspect_CLayer2d& theLayerOver,const Standard_Real thePrecision = 0.005,const Standard_Address theProgressBarFunc = NULL,const Standard_Address theProgressObject = NULL);
//! Add a new top-level z layer with ID theLayerId for the view. Z layers allow drawing structures in higher layers in foreground of structures in lower layers.
//! To add a structure to desired layer on display it is necessary to set the layer index for the structure.
Standard_EXPORT void AddZLayer (const Graphic3d_CView& theCView,
const Standard_Integer theLayerId);
//! Remove Z layer from the specified view.
//! All structures displayed at the moment in layer will be displayed in default layer (the bottom-level z layer).
//! To unset layer index from associated structures use method UnsetZLayer (...).
Standard_EXPORT void RemoveZLayer (const Graphic3d_CView& theCView,
const Standard_Integer theLayerId);
//! Unset Z layer ID for all structures.
//! The structure indexes will be set to default layer (the bottom-level z layer with ID = 0).
Standard_EXPORT void UnsetZLayer (const Standard_Integer theLayerId);
//! Change Z layer of a structure.
//! The new z layer ID will be used to define the associated layer for structure on display.
//! It is recommended to take care of redisplaying the structures already presented in view with previously set layer index.
//! This is usually done by viewer manager. Z layers allow drawing structures in higher layers in foreground of structures in lower layers.
Standard_EXPORT void ChangeZLayer (const Graphic3d_CStructure& theCStructure,
const Standard_Integer theLayerId);
//! Change Z layer of a structure already presented in view.
//! It is recommended to update z layer of already displayed structures with this method before setting new z layer index to the structure.
//! This is usually done by viewer manager.
Standard_EXPORT void ChangeZLayer (const Graphic3d_CStructure& theCStructure,
const Graphic3d_CView& theCView,
const Standard_Integer theNewLayerId);
//! Get Z layer ID of the structure. If the structure doesn't exists in graphic driver, the method returns -1.
Standard_EXPORT Standard_Integer GetZLayer (const Graphic3d_CStructure& theCStructure) const;
//! Sets the settings for a single Z layer of specified view.
Standard_EXPORT void SetZLayerSettings (const Graphic3d_CView& theCView,
const Standard_Integer theLayerId,
const Graphic3d_ZLayerSettings& theSettings);
//! Changes priority of a structure within its Z layer for the specified view.
Standard_EXPORT void ChangePriority (const Graphic3d_CStructure& theCStructure,
const Graphic3d_CView& theCView,
const Standard_Integer theNewPriority);
public:
//! @return the visualization options
inline const OpenGl_Caps& Options() const
{
return *myCaps.operator->();
}
//! @return the visualization options
inline OpenGl_Caps& ChangeOptions()
{
return *myCaps.operator->();
}
//! VBO usage can be forbidden by this method even if it is supported by GL driver.
//! Notice that disabling of VBO will cause rendering performance degradation.
//! Warning! This method should be called only before any primitives are displayed in GL scene!
Standard_EXPORT void EnableVBO (const Standard_Boolean theToTurnOn);
//! Returns information about GPU memory usage.
//! Please read OpenGl_Context::MemoryInfo() for more description.
Standard_EXPORT Standard_Boolean MemoryInfo (Standard_Size& theFreeBytes,
TCollection_AsciiString& theInfo) const;
//! UserDraw function prototype
typedef OpenGl_Element* (*OpenGl_UserDrawCallback_t )(const CALL_DEF_USERDRAW* );
//! Method to setup UserDraw callback
Standard_EXPORT OpenGl_UserDrawCallback_t& UserDrawCallback();
public:
//! Method to retrieve valid GL context.
//! Could return NULL-handle if no window created by this driver.
Standard_EXPORT const Handle(OpenGl_Context)& GetSharedContext() const;
//! Marks BVH tree for given priority list as dirty and
//! marks primitive set for rebuild.
Standard_EXPORT void InvalidateBVHData (Graphic3d_CView& theCView, const Standard_Integer theLayerId);
#if defined(HAVE_EGL) || defined(__ANDROID__)
Aspect_Display getRawGlDisplay() const { return myEglDisplay; }
Aspect_RenderingContext getRawGlContext() const { return myEglContext; }
void* getRawGlConfig() const { return myEglConfig; }
#endif
public:
DEFINE_STANDARD_RTTI(OpenGl_GraphicDriver)
private:
Standard_Boolean myIsOwnContext; //!< indicates that shared context has been created within OpenGl_GraphicDriver
#if defined(HAVE_EGL) || defined(__ANDROID__)
Aspect_Display myEglDisplay; //!< EGL connection to the Display : EGLDisplay
Aspect_RenderingContext myEglContext; //!< EGL rendering context : EGLContext
void* myEglConfig; //!< EGL configuration : EGLConfig
#endif
Handle(OpenGl_Caps) myCaps;
NCollection_DataMap<Standard_Integer, Handle(OpenGl_View)> myMapOfView;
NCollection_DataMap<Standard_Integer, Handle(OpenGl_Workspace)> myMapOfWS;
NCollection_DataMap<Standard_Integer, OpenGl_Structure*> myMapOfStructure;
mutable Handle(OpenGl_PrinterContext) myPrintContext;
OpenGl_UserDrawCallback_t myUserDrawCallback;
OpenGl_Text* myTempText; //!< variable for compatibility (drawing text in layers)
public:
//! State counter for OpenGl structures.
OpenGl_StateCounter* GetStateCounter() const { return &myStateCounter; }
//! Returns unique ID for primitive arrays.
const Standard_Size GetNextPrimitiveArrayUID() const { return myUIDGenerator.Increment(); }
private:
mutable OpenGl_StateCounter myStateCounter; //!< State counter for OpenGl structures.
mutable OpenGl_StateCounter myUIDGenerator; //!< Unique ID counter for primitive arrays.
};
#endif //_OpenGl_GraphicDriver_HeaderFile
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