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OCCT/src/OpenGl/OpenGl_BackgroundArray.cxx
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// Created on: 2015-01-16
// Created by: Anastasia BORISOVA
// Copyright (c) 2015 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_BackgroundArray.hxx>
#include <Aspect_FillMethod.hxx>
#include <OpenGl_Texture.hxx>
#include <OpenGl_View.hxx>
// =======================================================================
// method : Constructor
// purpose :
// =======================================================================
OpenGl_BackgroundArray::OpenGl_BackgroundArray(const Graphic3d_TypeOfBackground theType)
: OpenGl_PrimitiveArray(NULL, Graphic3d_TOPA_TRIANGLES, NULL, NULL, NULL),
myType(theType),
myFillMethod(Aspect_FM_NONE),
myViewWidth(0),
myViewHeight(0),
myToUpdate(Standard_False)
{
myDrawMode = GL_TRIANGLES;
myIsFillType = true;
myGradientParams.color1 = OpenGl_Vec4(0.0f, 0.0f, 0.0f, 1.0f);
myGradientParams.color2 = OpenGl_Vec4(0.0f, 0.0f, 0.0f, 1.0f);
myGradientParams.type = Aspect_GradientFillMethod_None;
}
// =======================================================================
// method : SetTextureParameters
// purpose :
// =======================================================================
void OpenGl_BackgroundArray::SetTextureParameters(const Aspect_FillMethod theFillMethod)
{
if (myType != Graphic3d_TOB_TEXTURE)
{
return;
}
myFillMethod = theFillMethod;
invalidateData();
}
// =======================================================================
// method : SetTextureFillMethod
// purpose :
// =======================================================================
void OpenGl_BackgroundArray::SetTextureFillMethod(const Aspect_FillMethod theFillMethod)
{
myFillMethod = theFillMethod;
invalidateData();
}
// =======================================================================
// method : SetGradientParameters
// purpose :
// =======================================================================
void OpenGl_BackgroundArray::SetGradientParameters(const Quantity_Color& theColor1,
const Quantity_Color& theColor2,
const Aspect_GradientFillMethod theType)
{
if (myType != Graphic3d_TOB_GRADIENT)
{
return;
}
Standard_Real anR, aG, aB;
theColor1.Values(anR, aG, aB, Quantity_TOC_RGB);
myGradientParams.color1 = OpenGl_Vec4((float)anR, (float)aG, (float)aB, 0.0f);
theColor2.Values(anR, aG, aB, Quantity_TOC_RGB);
myGradientParams.color2 = OpenGl_Vec4((float)anR, (float)aG, (float)aB, 0.0f);
myGradientParams.type = theType;
invalidateData();
}
// =======================================================================
// method : SetGradientFillMethod
// purpose :
// =======================================================================
void OpenGl_BackgroundArray::SetGradientFillMethod(const Aspect_GradientFillMethod theType)
{
if (myType != Graphic3d_TOB_GRADIENT)
{
return;
}
myGradientParams.type = theType;
invalidateData();
}
// =======================================================================
// method : IsDefined
// purpose :
// =======================================================================
bool OpenGl_BackgroundArray::IsDefined() const
{
switch (myType)
{
case Graphic3d_TOB_GRADIENT:
return myGradientParams.type != Aspect_GradientFillMethod_None;
case Graphic3d_TOB_TEXTURE:
return myFillMethod != Aspect_FM_NONE;
case Graphic3d_TOB_CUBEMAP:
return Standard_True;
case Graphic3d_TOB_NONE:
return Standard_False;
}
return Standard_False;
}
// =======================================================================
// method : invalidateData
// purpose :
// =======================================================================
void OpenGl_BackgroundArray::invalidateData()
{
myToUpdate = Standard_True;
}
// =======================================================================
// method : init
// purpose :
// =======================================================================
Standard_Boolean OpenGl_BackgroundArray::init(const Handle(OpenGl_Workspace)& theWorkspace) const
{
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
if (myIndices.IsNull())
{
myIndices = new Graphic3d_IndexBuffer(Graphic3d_Buffer::DefaultAllocator());
}
if (myAttribs.IsNull())
{
myAttribs = new Graphic3d_Buffer(Graphic3d_Buffer::DefaultAllocator());
}
switch (myType)
{
case Graphic3d_TOB_GRADIENT: {
if (!createGradientArray(aCtx))
{
return Standard_False;
}
break;
}
case Graphic3d_TOB_TEXTURE: {
if (!createTextureArray(theWorkspace))
{
return Standard_False;
}
break;
}
case Graphic3d_TOB_CUBEMAP: {
if (!createCubeMapArray())
{
return Standard_False;
}
break;
}
case Graphic3d_TOB_NONE:
default: {
return Standard_False;
}
}
// Init VBO
if (myIsVboInit)
{
clearMemoryGL(aCtx);
}
buildVBO(aCtx, Standard_True);
myIsVboInit = Standard_True;
// Data is up-to-date
myToUpdate = Standard_False;
return Standard_True;
}
// =======================================================================
// method : createGradientArray
// purpose :
// =======================================================================
Standard_Boolean OpenGl_BackgroundArray::createGradientArray(
const Handle(OpenGl_Context)& theCtx) const
{
// Initialize data for primitive array
Graphic3d_Attribute aGragientAttribInfo[] = {{Graphic3d_TOA_POS, Graphic3d_TOD_VEC2},
{Graphic3d_TOA_COLOR, Graphic3d_TOD_VEC3}};
if (!myAttribs->Init(4, aGragientAttribInfo, 2))
{
return Standard_False;
}
if (!myIndices->Init<unsigned short>(6))
{
return Standard_False;
}
const unsigned short THE_FS_QUAD_TRIS[6] = {0, 1, 3, 1, 2, 3};
for (unsigned int aVertIter = 0; aVertIter < 6; ++aVertIter)
{
myIndices->SetIndex(aVertIter, THE_FS_QUAD_TRIS[aVertIter]);
}
OpenGl_Vec2 aVertices[4] = {OpenGl_Vec2(float(myViewWidth), 0.0f),
OpenGl_Vec2(float(myViewWidth), float(myViewHeight)),
OpenGl_Vec2(0.0f, float(myViewHeight)),
OpenGl_Vec2(0.0f, 0.0f)};
float* aCorners[4] = {};
float aDiagCorner1[3] = {};
float aDiagCorner2[3] = {};
switch (myGradientParams.type)
{
case Aspect_GradientFillMethod_Horizontal: {
aCorners[0] = myGradientParams.color2.ChangeData();
aCorners[1] = myGradientParams.color2.ChangeData();
aCorners[2] = myGradientParams.color1.ChangeData();
aCorners[3] = myGradientParams.color1.ChangeData();
break;
}
case Aspect_GradientFillMethod_Vertical: {
aCorners[0] = myGradientParams.color2.ChangeData();
aCorners[1] = myGradientParams.color1.ChangeData();
aCorners[2] = myGradientParams.color1.ChangeData();
aCorners[3] = myGradientParams.color2.ChangeData();
break;
}
case Aspect_GradientFillMethod_Diagonal1: {
aCorners[0] = myGradientParams.color2.ChangeData();
aCorners[2] = myGradientParams.color1.ChangeData();
aDiagCorner1[0] = aDiagCorner2[0] = 0.5f * (aCorners[0][0] + aCorners[2][0]);
aDiagCorner1[1] = aDiagCorner2[1] = 0.5f * (aCorners[0][1] + aCorners[2][1]);
aDiagCorner1[2] = aDiagCorner2[2] = 0.5f * (aCorners[0][2] + aCorners[2][2]);
aCorners[1] = aDiagCorner1;
aCorners[3] = aDiagCorner2;
break;
}
case Aspect_GradientFillMethod_Diagonal2: {
aCorners[1] = myGradientParams.color1.ChangeData();
aCorners[3] = myGradientParams.color2.ChangeData();
aDiagCorner1[0] = aDiagCorner2[0] = 0.5f * (aCorners[1][0] + aCorners[3][0]);
aDiagCorner1[1] = aDiagCorner2[1] = 0.5f * (aCorners[1][1] + aCorners[3][1]);
aDiagCorner1[2] = aDiagCorner2[2] = 0.5f * (aCorners[1][2] + aCorners[3][2]);
aCorners[0] = aDiagCorner1;
aCorners[2] = aDiagCorner2;
break;
}
case Aspect_GradientFillMethod_Corner1:
case Aspect_GradientFillMethod_Corner2:
case Aspect_GradientFillMethod_Corner3:
case Aspect_GradientFillMethod_Corner4: {
Graphic3d_Attribute aCornerAttribInfo[] = {{Graphic3d_TOA_POS, Graphic3d_TOD_VEC2},
{Graphic3d_TOA_UV, Graphic3d_TOD_VEC2}};
OpenGl_Vec2 anUVs[4] = {OpenGl_Vec2(1.0f, 0.0f),
OpenGl_Vec2(1.0f, 1.0f),
OpenGl_Vec2(0.0f, 1.0f),
OpenGl_Vec2(0.0f, 0.0f)};
if (!myAttribs->Init(4, aCornerAttribInfo, 2))
{
return Standard_False;
}
for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
{
OpenGl_Vec2* aVertData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(anIt));
*aVertData = aVertices[anIt];
OpenGl_Vec2* anUvData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(anIt)
+ myAttribs->AttributeOffset(1));
// cyclically move highlighted corner depending on myGradientParams.type
*anUvData = anUVs[(anIt + myGradientParams.type - Aspect_GradientFillMethod_Corner1) % 4];
}
return Standard_True;
}
case Aspect_GradientFillMethod_Elliptical: {
// construction of a circle circumscribed about a view rectangle
// using parametric equation (scaled by aspect ratio and centered)
const Standard_Integer aSubdiv = 64;
if (!myAttribs->Init(aSubdiv + 2, aGragientAttribInfo, 2))
{
return Standard_False;
}
OpenGl_Vec2 anEllipVerts[aSubdiv + 2];
anEllipVerts[0] = OpenGl_Vec2(float(myViewWidth) / 2.0f, float(myViewHeight) / 2.0f);
Standard_Real aTetta = (M_PI * 2.0) / aSubdiv;
Standard_Real aParam = 0.0;
for (Standard_Integer anIt = 1; anIt < aSubdiv + 2; ++anIt)
{
anEllipVerts[anIt] =
OpenGl_Vec2(float(Cos(aParam) * Sqrt(2.0) * myViewWidth / 2.0 + myViewWidth / 2.0f),
float(Sin(aParam) * Sqrt(2.0) * myViewHeight / 2.0 + myViewHeight / 2.0f));
aParam += aTetta;
}
for (Standard_Integer anIt = 0; anIt < aSubdiv + 2; ++anIt)
{
OpenGl_Vec2* aVertData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(anIt));
*aVertData = anEllipVerts[anIt];
OpenGl_Vec3* aColorData = reinterpret_cast<OpenGl_Vec3*>(myAttribs->changeValue(anIt)
+ myAttribs->AttributeOffset(1));
*aColorData = myGradientParams.color2.rgb();
}
// the central vertex is colored in different way
OpenGl_Vec3* aColorData =
reinterpret_cast<OpenGl_Vec3*>(myAttribs->changeValue(0) + myAttribs->AttributeOffset(1));
*aColorData = myGradientParams.color1.rgb();
if (!myIndices->Init<unsigned short>(3 * aSubdiv))
{
return Standard_False;
}
for (Standard_Integer aCurTri = 0; aCurTri < aSubdiv; aCurTri++)
{
myIndices->SetIndex(aCurTri * 3 + 0, 0);
myIndices->SetIndex(aCurTri * 3 + 1, aCurTri + 1);
myIndices->SetIndex(aCurTri * 3 + 2, aCurTri + 2);
}
return Standard_True;
}
case Aspect_GradientFillMethod_None: {
break;
}
}
for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
{
OpenGl_Vec2* aVertData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(anIt));
*aVertData = aVertices[anIt];
OpenGl_Vec3* aColorData =
reinterpret_cast<OpenGl_Vec3*>(myAttribs->changeValue(anIt) + myAttribs->AttributeOffset(1));
*aColorData = theCtx
->Vec4FromQuantityColor(
OpenGl_Vec4(aCorners[anIt][0], aCorners[anIt][1], aCorners[anIt][2], 1.0f))
.rgb();
}
return Standard_True;
}
// =======================================================================
// method : createTextureArray
// purpose :
// =======================================================================
Standard_Boolean OpenGl_BackgroundArray::createTextureArray(
const Handle(OpenGl_Workspace)& theWorkspace) const
{
Graphic3d_Attribute aTextureAttribInfo[] = {{Graphic3d_TOA_POS, Graphic3d_TOD_VEC2},
{Graphic3d_TOA_UV, Graphic3d_TOD_VEC2}};
if (!myAttribs->Init(4, aTextureAttribInfo, 2))
{
return Standard_False;
}
GLfloat aTexRangeX = 1.0f; // texture <s> coordinate
GLfloat aTexRangeY = 1.0f; // texture <t> coordinate
// Set up for stretching or tiling
GLfloat anOffsetX = 0.5f * (float)myViewWidth;
GLfloat anOffsetY = 0.5f * (float)myViewHeight;
// Setting this coefficient to -1.0f allows to tile textures relatively to the top-left corner of
// the view (value 1.0f corresponds to the initial behavior - tiling from the bottom-left corner)
GLfloat aCoef = -1.0f;
// Get texture parameters
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
const OpenGl_Aspects* anAspectFace = theWorkspace->Aspects();
GLfloat aTextureWidth = (GLfloat)anAspectFace->TextureSet(aCtx)->First()->SizeX();
GLfloat aTextureHeight = (GLfloat)anAspectFace->TextureSet(aCtx)->First()->SizeY();
if (myFillMethod == Aspect_FM_CENTERED)
{
anOffsetX = 0.5f * aTextureWidth;
anOffsetY = 0.5f * aTextureHeight;
}
else if (myFillMethod == Aspect_FM_TILED)
{
aTexRangeX = (GLfloat)myViewWidth / aTextureWidth;
aTexRangeY = (GLfloat)myViewHeight / aTextureHeight;
}
// NOTE: texture is mapped using GL_REPEAT wrapping mode so integer part
// is simply ignored, and negative multiplier is here for convenience only
// and does not result e.g. in texture mirroring
OpenGl_Vec2* aData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(0));
aData[0] = OpenGl_Vec2(anOffsetX, -aCoef * anOffsetY);
aData[1] = OpenGl_Vec2(aTexRangeX, 0.0f);
aData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(1));
aData[0] = OpenGl_Vec2(anOffsetX, aCoef * anOffsetY);
aData[1] = OpenGl_Vec2(aTexRangeX, aCoef * aTexRangeY);
aData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(2));
aData[0] = OpenGl_Vec2(-anOffsetX, -aCoef * anOffsetY);
aData[1] = OpenGl_Vec2(0.0f, 0.0f);
aData = reinterpret_cast<OpenGl_Vec2*>(myAttribs->changeValue(3));
aData[0] = OpenGl_Vec2(-anOffsetX, aCoef * anOffsetY);
aData[1] = OpenGl_Vec2(0.0f, aCoef * aTexRangeY);
if (!myIndices->Init<unsigned short>(6))
{
return Standard_False;
}
const unsigned short THE_FS_QUAD_TRIS[6] = {0, 1, 2, 1, 3, 2};
for (unsigned int aVertIter = 0; aVertIter < 6; ++aVertIter)
{
myIndices->SetIndex(aVertIter, THE_FS_QUAD_TRIS[aVertIter]);
}
return Standard_True;
}
// =======================================================================
// method : createCubeMapArray
// purpose :
// =======================================================================
Standard_Boolean OpenGl_BackgroundArray::createCubeMapArray() const
{
const Graphic3d_Attribute aCubeMapAttribInfo[] = {{Graphic3d_TOA_POS, Graphic3d_TOD_VEC3}};
if (myAttribs.IsNull())
{
myAttribs = new Graphic3d_Buffer(Graphic3d_Buffer::DefaultAllocator());
myIndices = new Graphic3d_IndexBuffer(Graphic3d_Buffer::DefaultAllocator());
}
if (!myAttribs->Init(8, aCubeMapAttribInfo, 1) || !myIndices->Init<unsigned short>(6 * 3 * 2))
{
return Standard_False;
}
{
OpenGl_Vec3* aData = reinterpret_cast<OpenGl_Vec3*>(myAttribs->changeValue(0));
aData[0].SetValues(-1.0, -1.0, 1.0);
aData[1].SetValues(1.0, -1.0, 1.0);
aData[2].SetValues(-1.0, 1.0, 1.0);
aData[3].SetValues(1.0, 1.0, 1.0);
aData[4].SetValues(-1.0, -1.0, -1.0);
aData[5].SetValues(1.0, -1.0, -1.0);
aData[6].SetValues(-1.0, 1.0, -1.0);
aData[7].SetValues(1.0, 1.0, -1.0);
}
{
const unsigned short THE_BOX_TRIS[] = {
0, 1, 2, 2, 1, 3, // top face
1, 5, 7, 1, 7, 3, // right face
0, 6, 4, 0, 2, 6, // left face
4, 6, 5, 6, 7, 5, // bottom face
0, 5, 1, 0, 4, 5, // front face
2, 7, 6, 2, 3, 7 // back face
};
for (unsigned int aVertIter = 0; aVertIter < 6 * 3 * 2; ++aVertIter)
{
myIndices->SetIndex(aVertIter, THE_BOX_TRIS[aVertIter]);
}
}
return Standard_True;
}
// =======================================================================
// method : Render
// purpose :
// =======================================================================
void OpenGl_BackgroundArray::Render(const Handle(OpenGl_Workspace)& theWorkspace,
Graphic3d_Camera::Projection theProjection) const
{
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
Standard_Integer aViewSizeX = aCtx->Viewport()[2];
Standard_Integer aViewSizeY = aCtx->Viewport()[3];
Graphic3d_Vec2i aTileOffset, aTileSize;
if (aCtx->Camera()->Tile().IsValid())
{
aViewSizeX = aCtx->Camera()->Tile().TotalSize.x();
aViewSizeY = aCtx->Camera()->Tile().TotalSize.y();
aTileOffset = aCtx->Camera()->Tile().OffsetLowerLeft();
aTileSize = aCtx->Camera()->Tile().TileSize;
}
if (myToUpdate || myViewWidth != aViewSizeX || myViewHeight != aViewSizeY || myAttribs.IsNull()
|| myVboAttribs.IsNull())
{
myViewWidth = aViewSizeX;
myViewHeight = aViewSizeY;
init(theWorkspace);
}
OpenGl_Mat4 aProjection = aCtx->ProjectionState.Current();
OpenGl_Mat4 aWorldView = aCtx->WorldViewState.Current();
if (myType == Graphic3d_TOB_CUBEMAP)
{
Graphic3d_Camera aCamera(aCtx->Camera());
aCamera.SetZRange(0.01, 1.0); // is needed to avoid perspective camera exception
// cancel translation
aCamera.MoveEyeTo(gp_Pnt(0.0, 0.0, 0.0));
// Handle projection matrix:
// - Cancel any head-to-eye translation for HMD display;
// - Ignore stereoscopic projection in case of non-HMD 3D display
// (ideally, we would need a stereoscopic cubemap image; adding a parallax makes no sense);
// - Force perspective projection when orthographic camera is active
// (orthographic projection makes no sense for cubemap).
const bool isCustomProj = aCamera.IsCustomStereoFrustum() || aCamera.IsCustomStereoProjection();
aCamera.SetProjectionType(theProjection == Graphic3d_Camera::Projection_Orthographic
|| !isCustomProj
? Graphic3d_Camera::Projection_Perspective
: theProjection);
aProjection = aCamera.ProjectionMatrixF();
aWorldView = aCamera.OrientationMatrixF();
if (isCustomProj)
{
// get projection matrix without pre-multiplied stereoscopic head-to-eye translation
if (theProjection == Graphic3d_Camera::Projection_MonoLeftEye)
{
Graphic3d_Mat4 aMatProjL, aMatHeadToEyeL, aMatProjR, aMatHeadToEyeR;
aCamera.StereoProjectionF(aMatProjL, aMatHeadToEyeL, aMatProjR, aMatHeadToEyeR);
aProjection = aMatProjL;
}
else if (theProjection == Graphic3d_Camera::Projection_MonoRightEye)
{
Graphic3d_Mat4 aMatProjL, aMatHeadToEyeL, aMatProjR, aMatHeadToEyeR;
aCamera.StereoProjectionF(aMatProjL, aMatHeadToEyeL, aMatProjR, aMatHeadToEyeR);
aProjection = aMatProjR;
}
}
}
else
{
aProjection.InitIdentity();
aWorldView.InitIdentity();
if (aCtx->Camera()->Tile().IsValid())
{
aWorldView.SetDiagonal(OpenGl_Vec4(2.0f / aTileSize.x(), 2.0f / aTileSize.y(), 1.0f, 1.0f));
if (myType == Graphic3d_TOB_GRADIENT)
{
aWorldView.SetColumn(3,
OpenGl_Vec4(-1.0f - 2.0f * aTileOffset.x() / aTileSize.x(),
-1.0f - 2.0f * aTileOffset.y() / aTileSize.y(),
0.0f,
1.0f));
}
else
{
aWorldView.SetColumn(
3,
OpenGl_Vec4(
-1.0f + (float)aViewSizeX / aTileSize.x() - 2.0f * aTileOffset.x() / aTileSize.x(),
-1.0f + (float)aViewSizeY / aTileSize.y() - 2.0f * aTileOffset.y() / aTileSize.y(),
0.0f,
1.0f));
}
}
else
{
aWorldView.SetDiagonal(OpenGl_Vec4(2.0f / myViewWidth, 2.0f / myViewHeight, 1.0f, 1.0f));
if (myType == Graphic3d_TOB_GRADIENT)
{
aWorldView.SetColumn(3, OpenGl_Vec4(-1.0f, -1.0f, 0.0f, 1.0f));
}
}
}
aCtx->ProjectionState.Push();
aCtx->WorldViewState.Push();
aCtx->ProjectionState.SetCurrent(aProjection);
aCtx->WorldViewState.SetCurrent(aWorldView);
aCtx->ApplyProjectionMatrix();
aCtx->ApplyModelViewMatrix();
OpenGl_PrimitiveArray::Render(theWorkspace);
aCtx->ProjectionState.Pop();
aCtx->WorldViewState.Pop();
aCtx->ApplyProjectionMatrix();
}