/usr/include/oce/OpenGl_Workspace.hxx is in liboce-visualization-dev 0.18.2-2build1.
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// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 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_Workspace_Header
#define _OpenGl_Workspace_Header
#include <map>
#include <set>
#include <Handle_OpenGl_Workspace.hxx>
#include <OpenGl_Window.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <Quantity_Color.hxx>
#include <Graphic3d_CView.hxx>
#include <Graphic3d_TypeOfComposition.hxx>
#include <Graphic3d_TypeOfTexture.hxx>
#include <Graphic3d_PtrFrameBuffer.hxx>
#include <Graphic3d_BufferType.hxx>
#include <Handle_Graphic3d_TextureParams.hxx>
#include <Aspect_CLayer2d.hxx>
#include <Aspect_Handle.hxx>
#include <Aspect_PrintAlgo.hxx>
#include <Aspect_PolygonOffsetMode.hxx>
#include <InterfaceGraphic_Graphic3d.hxx>
#include <InterfaceGraphic_Visual3d.hxx>
#include <NCollection_Sequence.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_Matrix.hxx>
#include <OpenGl_NamedStatus.hxx>
#include <OpenGl_PrinterContext.hxx>
#include <OpenGl_SceneGeometry.hxx>
#include <OpenGl_TextParam.hxx>
#include <OpenGl_RenderFilter.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_LineAttributes.hxx>
#include <OpenGl_CappingAlgo.hxx>
#include <Handle_OpenGl_View.hxx>
#include <Handle_OpenGl_Texture.hxx>
#include <OpenGl_ShaderObject.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_TextureBufferArb.hxx>
class OpenGl_AspectLine;
class OpenGl_AspectMarker;
class OpenGl_AspectText;
class OpenGl_FrameBuffer;
class OpenGl_Structure;
class OpenGl_TriangleSet;
class OpenGl_Element;
class Image_PixMap;
//! OpenGL material definition
struct OpenGl_Material
{
OpenGl_Vec4 Ambient; //!< ambient reflection coefficient
OpenGl_Vec4 Diffuse; //!< diffuse reflection coefficient
OpenGl_Vec4 Specular; //!< glossy reflection coefficient
OpenGl_Vec4 Emission; //!< material emission
OpenGl_Vec4 Params; //!< extra packed parameters
Standard_ShortReal Shine() const { return Params.x(); }
Standard_ShortReal& ChangeShine() { return Params.x(); }
Standard_ShortReal Transparency() const { return Params.y(); }
Standard_ShortReal& ChangeTransparency() { return Params.y(); }
//! Initialize material
void Init (const OPENGL_SURF_PROP& theProps);
//! Returns packed (serialized) representation of material properties
const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
static Standard_Integer NbOfVec4() { return 5; }
};
DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
//! Graphical ray-tracing filter.
//! Filters out all raytracable structures.
class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
{
public:
//! Default constructor.
OpenGl_RaytraceFilter() {}
//! Returns the previously set filter.
const Handle(OpenGl_RenderFilter)& PrevRenderFilter()
{
return myPrevRenderFilter;
}
//! Remembers the previously set filter.
void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
myPrevRenderFilter = theFilter;
}
//! Checks whether the element can be rendered or not.
//! @param theElement [in] the element to check.
//! @return True if element can be rendered.
virtual Standard_Boolean CanRender (const OpenGl_Element* theElement);
private:
Handle(OpenGl_RenderFilter) myPrevRenderFilter;
public:
DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter)
};
//! Represents window with GL context.
//! Provides methods to render primitives and maintain GL state.
class OpenGl_Workspace : public OpenGl_Window
{
public:
//! Main constructor - prepare GL context for specified window.
OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
const Handle(OpenGl_Context)& theShareCtx);
//! Destructor
virtual ~OpenGl_Workspace();
void SetActiveView (const Handle(OpenGl_View)& theView,
const Standard_Integer theViewId)
{
myView = theView;
myViewId = theViewId;
}
const Handle(OpenGl_View)& ActiveView() const { return myView; }
Standard_Integer ActiveViewId() const { return myViewId; }
//! Redraw the window.
void Redraw (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer);
Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
void RedrawImmediate (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer);
void Invalidate (const Graphic3d_CView& /*theCView*/)
{
myBackBufferRestored = Standard_False;
}
//! Special method to perform printing.
//! System-specific and currently only Win platform implemented.
Standard_Boolean Print (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Aspect_Handle theHPrintDC,
const Standard_Boolean theToShowBackground,
const Standard_CString theFileName,
const Aspect_PrintAlgo thePrintAlgorithm,
const Standard_Real theScaleFactor);
const Handle(OpenGl_PrinterContext)& PrinterContext() const
{
return myPrintContext;
}
void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr);
Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr,
Image_PixMap& theImage,
const Graphic3d_BufferType& theBufferType);
Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
Standard_Boolean& UseDepthTest() { return myUseDepthTest; }
Standard_Boolean& UseGLLight() { return myUseGLLight; }
Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
//// RELATED TO STATUS ////
Standard_Integer NamedStatus;
const TEL_COLOUR* HighlightColor;
Standard_EXPORT const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
Standard_EXPORT const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
Standard_EXPORT const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
Standard_EXPORT const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect);
void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; }
//// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW
Standard_EXPORT const OpenGl_AspectLine* AspectLine (const Standard_Boolean theWithApply);
Standard_EXPORT const OpenGl_AspectFace* AspectFace (const Standard_Boolean theWithApply);
Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply);
Standard_EXPORT const OpenGl_AspectText* AspectText (const Standard_Boolean theWithApply);
inline const OpenGl_TextParam* AspectTextParams() const
{
return TextParam_applied;
}
//! Clear the applied aspect state.
void ResetAppliedAspect();
Standard_EXPORT Handle(OpenGl_Texture) DisableTexture();
Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams = NULL);
const Handle(OpenGl_Texture)& ActiveTexture() const { return myTextureBound; }
//! Set filter for restricting rendering of particular elements.
//! Filter can be applied for rendering passes used by recursive
//! rendering algorithms for rendering elements of groups.
//! @param theFilter [in] the filter instance.
inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
myRenderFilter = theFilter;
}
//! Get rendering filter.
//! @return filter instance.
inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
{
return myRenderFilter;
}
//! @return applied view matrix.
inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
//! @return applied model structure matrix.
inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
//! Sets and applies current polygon offset.
void SetPolygonOffset (int theMode, Standard_ShortReal theFactor, Standard_ShortReal theUnits);
//! Returns currently applied polygon offset params.
const TEL_POFFSET_PARAM& AppliedPolygonOffset() { return PolygonOffset_applied; }
//! @return true if clipping algorithm enabled
inline Standard_Boolean IsCullingEnabled() const { return myIsCullingEnabled; }
//! Returns capping algorithm rendering filter.
const Handle(OpenGl_CappingAlgoFilter)& DefaultCappingAlgoFilter() const
{
return myDefaultCappingAlgoFilter;
}
//! Returns face aspect for none culling mode.
const OpenGl_AspectFace& NoneCulling() const
{
return myNoneCulling;
}
//! Returns face aspect for front face culling mode.
const OpenGl_AspectFace& FrontCulling() const
{
return myFrontCulling;
}
protected:
//! Copy content of Back buffer to the Front buffer
void copyBackToFront();
//! Blit image from/to specified buffers.
bool blitBuffers (OpenGl_FrameBuffer* theReadFbo,
OpenGl_FrameBuffer* theDrawFbo);
virtual Standard_Boolean Activate();
void redraw1 (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
OpenGl_FrameBuffer* theReadDrawFbo,
const Graphic3d_Camera::Projection theProjection);
//! Setup default FBO.
void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
//! Blend together views pair into stereo image.
void drawStereoPair (const Graphic3d_CView& theCView);
//! Blit snapshot containing main scene (myMainSceneFbos or BackBuffer)
//! into presentation buffer (myMainSceneFbos -> offscreen FBO or myMainSceneFbos -> BackBuffer or BackBuffer -> FrontBuffer),
//! and redraw immediate structures on top.
//!
//! When scene caching is disabled (myTransientDrawToFront, no double buffer in window, etc.),
//! the first step (blitting) will be skipped.
//!
//! @return false if immediate structures has been rendered directly into FrontBuffer and Buffer Swap should not be called.
bool redrawImmediate (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
OpenGl_FrameBuffer* theReadFbo,
const Graphic3d_Camera::Projection theProjection,
OpenGl_FrameBuffer* theDrawFbo,
const Standard_Boolean theIsPartialUpdate = Standard_False);
void updateMaterial (const int theFlag);
void setTextureParams (Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams);
protected: //! @name protected fields
//! Two framebuffers (left and right views) store cached main presentation
//! of the view (without presentation of immediate layers).
Handle(OpenGl_FrameBuffer) myMainSceneFbos[2];
//! Additional buffers for immediate layer in stereo mode.
Handle(OpenGl_FrameBuffer) myImmediateSceneFbos[2];
//! Special flag which is invalidated when myMainSceneFbos can not be blitted for some reason (e.g. driver bugs).
Standard_Boolean myHasFboBlit;
//! Vertices for full-screen quad rendering.
OpenGl_VertexBuffer myFullScreenQuad;
Handle(OpenGl_PrinterContext) myPrintContext;
Handle(OpenGl_View) myView;
Handle(OpenGl_LineAttributes) myLineAttribs;
Standard_Integer myViewId;
Standard_Integer myAntiAliasingMode;
Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
Standard_Boolean myBackBufferRestored;
Standard_Boolean myIsImmediateDrawn; //!< flag indicates that immediate mode buffer contains some data
Standard_Boolean myUseZBuffer;
Standard_Boolean myUseDepthTest;
Standard_Boolean myUseGLLight;
Standard_Boolean myIsCullingEnabled; //!< frustum culling flag
unsigned int myFrameCounter; //!< redraw counter, for debugging
Handle(OpenGl_CappingAlgoFilter) myDefaultCappingAlgoFilter;
OpenGl_AspectFace myNoneCulling;
OpenGl_AspectFace myFrontCulling;
protected: //! @name fields related to status
Handle(OpenGl_RenderFilter) myRenderFilter;
Handle(OpenGl_Texture) myTextureBound; //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture)
const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied;
const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied;
const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied;
const OpenGl_AspectText *AspectText_set, *AspectText_applied;
const OpenGl_TextParam *TextParam_set, *TextParam_applied;
const OpenGl_Matrix* ViewMatrix_applied;
const OpenGl_Matrix* StructureMatrix_applied;
OpenGl_Material myMatFront; //!< current front material state (cached to reduce GL context updates)
OpenGl_Material myMatBack; //!< current back material state
OpenGl_Material myMatTmp; //!< temporary variable
TelCullMode myCullingMode; //!< back face culling mode, applied from face aspect
OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
public: //! @name type definition
DEFINE_STANDARD_RTTI(OpenGl_Workspace)
DEFINE_STANDARD_ALLOC
};
#endif // _OpenGl_Workspace_Header
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