// Created on: 2012-01-26 // Created by: Kirill GAVRILOV // Copyright (c) 2012-2014 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_Context_HeaderFile #define OpenGl_Context_HeaderFile #include "Aspect_Drawable.hxx" #include "Aspect_Display.hxx" #include "Aspect_GraphicsLibrary.hxx" #include "Aspect_RenderingContext.hxx" #include "Graphic3d_DiagnosticInfo.hxx" #include "Message.hxx" #include "OpenGl_Caps.hxx" #include "OpenGl_LineAttributes.hxx" #include "OpenGl_Material.hxx" #include "OpenGl_MatrixState.hxx" #include "OpenGl_Vec.hxx" #include "OpenGl_Resource.hxx" #include "OpenGl_TextureSet.hxx" #include "Standard_Transient.hxx" #include "TCollection_AsciiString.hxx" #include "NCollection_IndexedDataMap.hxx" #include "TColStd_PackedMapOfInteger.hxx" #include "OpenGl_Clipping.hxx" #include "NCollection_Shared.hxx" #include //! Forward declarations #if defined(__APPLE__) #import #if defined(TARGET_OS_IPHONE) && TARGET_OS_IPHONE #ifdef __OBJC__ @class EAGLContext; #else struct EAGLContext; #endif #else #ifdef __OBJC__ @class NSOpenGLContext; #else struct NSOpenGLContext; #endif #endif #endif struct OpenGl_GlFunctions; struct OpenGl_ArbTBO; struct OpenGl_ArbIns; struct OpenGl_ArbDbg; struct OpenGl_ArbFBO; struct OpenGl_ArbFBOBlit; struct OpenGl_ArbSamplerObject; struct OpenGl_ArbTexBindless; struct OpenGl_ExtGS; struct OpenGl_GlCore11Fwd; struct OpenGl_GlCore11; struct OpenGl_GlCore12; struct OpenGl_GlCore13; struct OpenGl_GlCore14; struct OpenGl_GlCore15; struct OpenGl_GlCore20; struct OpenGl_GlCore21; struct OpenGl_GlCore30; struct OpenGl_GlCore31; struct OpenGl_GlCore32; struct OpenGl_GlCore33; struct OpenGl_GlCore40; struct OpenGl_GlCore41; struct OpenGl_GlCore42; struct OpenGl_GlCore43; struct OpenGl_GlCore44; struct OpenGl_GlCore45; struct OpenGl_GlCore46; class Graphic3d_Camera; class Graphic3d_PresentationAttributes; class OpenGl_Aspects; class OpenGl_FrameBuffer; class OpenGl_ShaderProgram; class OpenGl_ShaderManager; class OpenGl_FrameStats; enum OpenGl_FeatureFlag { OpenGl_FeatureNotAvailable = 0, //!< Feature is not supported by OpenGl implementation. OpenGl_FeatureInExtensions = 1, //!< Feature is supported as extension. OpenGl_FeatureInCore = 2 //!< Feature is supported as part of core profile. }; //! This class generalize access to the GL context and available extensions. //! //! Functions related to specific OpenGL version or extension are grouped into structures which can //! be accessed as fields of this class. The most simple way to check that required functionality is //! available - is NULL check for the group: //! @code //! if (myContext->core20 != NULL) //! { //! myGlProgram = myContext->core20->glCreateProgram(); //! .. do more stuff .. //! } //! else //! { //! .. compatibility with outdated configurations .. //! } //! @endcode //! //! Current implementation provide access to OpenGL core functionality up to 4.6 version (core12, //! core13, core14, etc.) as well as several extensions (arbTBO, arbFBO, etc.). //! //! OpenGL context might be initialized in Core Profile. In this case deprecated functionality //! become unavailable. To select which core** function set should be used in specific case: //! - Determine the minimal OpenGL version required for implemented functionality and use it to //! access all functions. //! For example, if algorithm requires OpenGL 2.1+, it is better to write core20fwd->glEnable() //! rather than core11fwd->glEnable() for uniformity. //! - Validate minimal requirements at initialization/creation time and omit checks within code //! where algorithm should be already initialized. //! Properly escape code incompatible with Core Profile. The simplest way to check Core Profile //! is "if (core11ffp == NULL)". //! //! Simplified extensions classification: //! - prefixed with NV, AMD, ATI are vendor-specific (however may be provided by other vendors in //! some cases); //! - prefixed with EXT are accepted by 2+ vendors; //! - prefixed with ARB are accepted by Architecture Review Board and are candidates //! for inclusion into GL core functionality. //! Some functionality can be represented in several extensions simultaneously. //! In this case developer should be careful because different specification may differ //! in aspects (like enumeration values and error-handling). //! //! Notice that some systems provide mechanisms to simultaneously incorporate with GL contexts with //! different capabilities. For this reason OpenGl_Context should be initialized and used for each //! GL context independently. //! //! Matrices of OpenGl transformations: //! model -> world -> view -> projection //! These matrices might be changed for local transformation, transform persistent using direct //! access to current matrix of ModelWorldState, WorldViewState and ProjectionState After, these //! matrices should be applied using ApplyModelWorldMatrix, ApplyWorldViewMatrix, //! ApplyModelViewMatrix or ApplyProjectionMatrix. class OpenGl_Context : public Standard_Transient { DEFINE_STANDARD_RTTIEXT(OpenGl_Context, Standard_Transient) friend class OpenGl_Window; friend struct OpenGl_GlFunctions; public: typedef NCollection_Shared< NCollection_DataMap>> OpenGl_ResourcesMap; //! Function for getting power of to number larger or equal to input number. //! @param theNumber number to 'power of two' //! @param theThreshold upper threshold //! @return power of two number inline static int GetPowerOfTwo(const int theNumber, const int theThreshold) { for (int p2 = 2; p2 <= theThreshold; p2 <<= 1) { if (theNumber <= p2) { return p2; } } return theThreshold; } //! Format GL constant as hex value 0xABCD. Standard_EXPORT static TCollection_AsciiString FormatGlEnumHex(int theGlEnum); //! Format pointer as hex value 0xABCD. Standard_EXPORT static TCollection_AsciiString FormatPointer(const void* thePtr); //! Format size value. Standard_EXPORT static TCollection_AsciiString FormatSize(size_t theSize); //! Return text description of GL error. Standard_EXPORT static TCollection_AsciiString FormatGlError(int theGlError); public: //! Empty constructor. You should call Init() to perform initialization with bound GL context. Standard_EXPORT OpenGl_Context(const occ::handle& theCaps = nullptr); //! Destructor. Standard_EXPORT ~OpenGl_Context() override; //! Release all resources, including shared ones Standard_EXPORT void forcedRelease(); //! Share GL context resources. //! theShareCtx - handle to context to retrieve handles to shared resources. Standard_EXPORT void Share(const occ::handle& theShareCtx); //! Initialize class from currently bound OpenGL context. Method should be called only once. //! @return false if no GL context is bound to the current thread Standard_EXPORT bool Init(const bool theIsCoreProfile = false); //! @return true if this context is valid (has been initialized) inline bool IsValid() const { return myIsInitialized; } //! Initialize class from specified surface and rendering context. Method should be called only //! once. The meaning of parameters is platform-specific. //! //! EGL: //! @code //! occ::handle theAspWin; //! EGLSurface theEglSurf = eglCreateWindowSurface (theEglDisp, anEglConfig, //! (EGLNativeWindowType )theAspWin->NativeHandle(), NULL); EGLDisplay theEglDisp = //! eglGetDisplay (EGL_DEFAULT_DISPLAY); EGLContext theEglCtx = eglCreateContext ((EGLDisplay //! )theEglDisp, anEglConfig, EGL_NO_CONTEXT, anEglCtxAttribs); occ::handle //! aGlCtx = new OpenGl_Context(); aGlCtx->Init ((Aspect_Drawable )theEglSurf, (Aspect_Display //! )theEglDisp, (Aspect_RenderingContext )theEglCtx); //! @endcode //! //! Windows (Win32): //! @code //! occ::handle theAspWin; //! HWND theWindow = (HWND )theAspWin->NativeHandle(); //! HDC theDevCtx = GetDC(theWindow); //! HGLRC theGContext = wglCreateContext (theDevCtx); //! occ::handle aGlCtx = new OpenGl_Context(); //! aGlCtx->Init ((Aspect_Drawable )theWindow, (Aspect_Display )theDevCtx, //! (Aspect_RenderingContext )theGContext); //! @endcode //! //! Linux (Xlib): //! @code //! occ::handle theAspWin; //! Window theXWindow = (Window )theAspWin->NativeHandle(); //! Display* theXDisp = (Display* )theAspWin->DisplayConnection()->GetDisplayAspect(); //! GLXContext theGlxCtx = glXCreateContext (theXDisp, aVis.get(), NULL, GL_TRUE); //! occ::handle aGlCtx = new OpenGl_Context(); //! aGlCtx->Init ((Aspect_Drawable )theXWindow, (Aspect_Display )theXDisp, //! (Aspect_RenderingContext )theGlxCtx); //! @endcode //! //! @param[in] theSurface surface / window (EGLSurface | HWND | GLXDrawable/Window) //! @param[in] theDisplay display or device context (EGLDisplay | HDC | Display*) //! @param[in] theContext rendering context (EGLContext | HGLRC | GLXContext | //! EAGLContext* | NSOpenGLContext*) //! @param[in] theIsCoreProfile flag indicating that passed GL rendering context has been created //! with Core Profile //! @return false if OpenGL context can not be bound to specified surface Standard_EXPORT bool Init(const Aspect_Drawable theSurface, const Aspect_Display theDisplay, const Aspect_RenderingContext theContext, const bool theIsCoreProfile = false); //! Return window handle currently bound to this OpenGL context (EGLSurface | HWND | GLXDrawable). Aspect_Drawable Window() const { return myWindow; } //! Return display / window device context (EGLDisplay | HDC | Display*). Aspect_Display GetDisplay() const { return myDisplay; } //! Return rendering context (EGLContext | HGLRC | GLXContext | EAGLContext* | NSOpenGLContext*). Aspect_RenderingContext RenderingContext() const { return myGContext; } #if defined(__APPLE__) && !defined(HAVE_XLIB) #if defined(TARGET_OS_IPHONE) && TARGET_OS_IPHONE //! Initialize class from specified OpenGL ES context (EAGLContext). Method should be called only //! once. bool Init(EAGLContext* theGContext, const bool theIsCoreProfile = false) { return Init((Aspect_Drawable)0, (Aspect_Display) nullptr, (Aspect_RenderingContext)theGContext, theIsCoreProfile); } #else //! Initialize class from specified OpenGL context (NSOpenGLContext). Method should be called only //! once. bool Init(NSOpenGLContext* theGContext, const bool theIsCoreProfile = false) { return Init((Aspect_Drawable)0, (Aspect_Display) nullptr, (Aspect_RenderingContext)theGContext, theIsCoreProfile); } #endif #endif //! Read OpenGL version information from active context. Standard_EXPORT static void ReadGlVersion(int& theGlVerMajor, int& theGlVerMinor); //! Check if theExtName extension is supported by active GL context. Standard_EXPORT bool CheckExtension(const char* theExtName) const; //! Check if theExtName extension is in extensions string. Standard_EXPORT static bool CheckExtension(const char* theExtString, const char* theExtName); //! Auxiliary template to retrieve GL function pointer. //! Pointer to function retrieved from library is statically casted //! to requested type - there no way to check real signature of exported function. //! The context should be bound before call. //! @param[out] theLastFailFuncName set to theFuncName in case of failure, unmodified on success //! @param[in] theFuncName function name to find //! @param[out] theFuncPtr retrieved function pointer //! @return TRUE on success template bool FindProcVerbose(const char*& theLastFailFuncName, const char* theFuncName, FuncType_t& theFuncPtr) { theFuncPtr = (FuncType_t)findProc(theFuncName); if (theFuncPtr == nullptr) { theLastFailFuncName = theFuncName; return false; } return true; } //! Auxiliary template to retrieve GL function pointer. //! Same as FindProcVerbose() but without auxiliary last function name argument. template bool FindProc(const char* theFuncName, FuncType_t& theFuncPtr) { theFuncPtr = (FuncType_t)findProc(theFuncName); return (theFuncPtr != nullptr); } //! Return active graphics library. Aspect_GraphicsLibrary GraphicsLibrary() const { return myGapi; } //! @return true if detected GL version is greater or equal to requested one. inline bool IsGlGreaterEqual(const int theVerMajor, const int theVerMinor) const { return (myGlVerMajor > theVerMajor) || (myGlVerMajor == theVerMajor && myGlVerMinor >= theVerMinor); } //! Return cached GL version major number. int VersionMajor() const { return myGlVerMajor; } //! Return cached GL version minor number. int VersionMinor() const { return myGlVerMinor; } //! Access entire map of loaded OpenGL functions. const OpenGl_GlFunctions* Functions() const { return myFuncs.get(); } //! Clean up errors stack for this GL context (glGetError() in loop). //! @return true if some error has been cleared Standard_EXPORT bool ResetErrors(const bool theToPrintErrors = false); //! This method uses system-dependent API to retrieve information //! about GL context bound to the current thread. //! @return true if current thread is bound to this GL context Standard_EXPORT bool IsCurrent() const; //! Activates current context. //! Class should be initialized with appropriate info. Standard_EXPORT bool MakeCurrent(); //! Swap front/back buffers for this GL context (should be activated before!). Standard_EXPORT void SwapBuffers(); //! Setup swap interval (VSync). Standard_EXPORT bool SetSwapInterval(const int theInterval); //! Return true if active mode is GL_RENDER (cached state) Standard_EXPORT bool IsRender() const; //! Return true if active mode is GL_FEEDBACK (cached state) Standard_EXPORT bool IsFeedback() const; //! This function retrieves information from GL about free GPU memory that is: //! - OS-dependent. On some OS it is per-process and on others - for entire system. //! - Vendor-dependent. Currently available only on NVIDIA and AMD/ATi drivers only. //! - Numbers meaning may vary. //! You should use this info only for diagnostics purposes. //! @return free GPU dedicated memory in bytes. Standard_EXPORT size_t AvailableMemory() const; //! This function retrieves information from GL about GPU memory //! and contains more vendor-specific values than AvailableMemory(). Standard_EXPORT TCollection_AsciiString MemoryInfo() const; //! This function retrieves information from GL about GPU memory. Standard_EXPORT void MemoryInfo( NCollection_IndexedDataMap& theDict) const; //! Fill in the dictionary with OpenGL info. //! Should be called with bound context. Standard_EXPORT void DiagnosticInformation( NCollection_IndexedDataMap& theDict, Graphic3d_DiagnosticInfo theFlags) const; //! Fetches information about window buffer pixel format. Standard_EXPORT void WindowBufferBits(NCollection_Vec4& theColorBits, NCollection_Vec2& theDepthStencilBits) const; //! Access shared resource by its name. //! @param theKey - unique identifier; //! @return handle to shared resource or NULL. Standard_EXPORT const occ::handle& GetResource( const TCollection_AsciiString& theKey) const; //! Access shared resource by its name. //! @param theKey - unique identifier; //! @param theValue - handle to fill; //! @return true if resource was shared. template bool GetResource(const TCollection_AsciiString& theKey, TheHandleType& theValue) const { const occ::handle& aResource = GetResource(theKey); if (aResource.IsNull()) { return false; } theValue = TheHandleType::DownCast(aResource); return !theValue.IsNull(); } //! Register shared resource. //! Notice that after registration caller shouldn't release it by himself - //! it will be automatically released on context destruction. //! @param theKey - unique identifier, shouldn't be empty; //! @param theResource - new resource to register, shouldn't be NULL. Standard_EXPORT bool ShareResource(const TCollection_AsciiString& theKey, const occ::handle& theResource); //! Release shared resource. //! If there are more than one reference to this resource //! (also used by some other existing object) then call will be ignored. //! This means that current object itself should nullify handle before this call. //! Notice that this is unrecommended operation at all and should be used //! only in case of fat resources to release memory for other needs. //! @param theKey unique identifier //! @param theToDelay postpone release until next redraw call Standard_EXPORT void ReleaseResource(const TCollection_AsciiString& theKey, const bool theToDelay = false); //! Append resource to queue for delayed clean up. //! Resources in this queue will be released at next redraw call. template void DelayedRelease(occ::handle& theResource) { myUnusedResources->Prepend(theResource); theResource.Nullify(); } //! Clean up the delayed release queue. Standard_EXPORT void ReleaseDelayed(); //! Return map of shared resources. const OpenGl_ResourcesMap& SharedResources() const { return *mySharedResources; } //! @return tool for management of clippings within this context. inline OpenGl_Clipping& ChangeClipping() { return myClippingState; } //! @return tool for management of clippings within this context. inline const OpenGl_Clipping& Clipping() const { return myClippingState; } //! @return tool for management of shader programs within this context. inline const occ::handle& ShaderManager() const { return myShaderManager; } public: //! Either GL_CLAMP_TO_EDGE (1.2+) or GL_CLAMP (1.1). int TextureWrapClamp() const { return myTexClamp; } //! @return true if texture parameters GL_TEXTURE_BASE_LEVEL/GL_TEXTURE_MAX_LEVEL are supported. bool HasTextureBaseLevel() const { return myGapi == Aspect_GraphicsLibrary_OpenGLES ? IsGlGreaterEqual(3, 0) : IsGlGreaterEqual(1, 2); } //! Return map of supported texture formats. const occ::handle& SupportedTextureFormats() const { return mySupportedFormats; } //! @return maximum degree of anisotropy texture filter int MaxDegreeOfAnisotropy() const { return myAnisoMax; } //! @return value for GL_MAX_TEXTURE_SIZE int MaxTextureSize() const { return myMaxTexDim; } //! @return value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS int MaxCombinedTextureUnits() const { return myMaxTexCombined; } //! This method returns the multi-texture limit for obsolete fixed-function pipeline. //! Use MaxCombinedTextureUnits() instead for limits for using programmable pipeline. //! @return value for GL_MAX_TEXTURE_UNITS int MaxTextureUnitsFFP() const { return myMaxTexUnitsFFP; } //! Return texture unit to be used for sprites (Graphic3d_TextureUnit_PointSprite by default). Graphic3d_TextureUnit SpriteTextureUnit() const { return mySpriteTexUnit; } //! @return true if MSAA textures are supported. bool HasTextureMultisampling() const { return myHasMsaaTextures; } //! @return value for GL_MAX_SAMPLES int MaxMsaaSamples() const { return myMaxMsaaSamples; } //! @return maximum FBO width for image dump int MaxDumpSizeX() const { return myMaxDumpSizeX; } //! @return maximum FBO height for image dump int MaxDumpSizeY() const { return myMaxDumpSizeY; } //! @return value for GL_MAX_DRAW_BUFFERS int MaxDrawBuffers() const { return myMaxDrawBuffers; } //! @return value for GL_MAX_COLOR_ATTACHMENTS int MaxColorAttachments() const { return myMaxColorAttachments; } //! Get maximum number of clip planes supported by OpenGl. //! This value is implementation dependent. At least 6 //! planes should be supported by OpenGl (see specs). //! @return value for GL_MAX_CLIP_PLANES int MaxClipPlanes() const { return myMaxClipPlanes; } //! @return TRUE if ray tracing mode is supported bool HasRayTracing() const { return myHasRayTracing; } //! @return TRUE if textures in ray tracing mode are supported bool HasRayTracingTextures() const { return myHasRayTracingTextures; } //! @return TRUE if adaptive screen sampling in ray tracing mode is supported bool HasRayTracingAdaptiveSampling() const { return myHasRayTracingAdaptiveSampling; } //! @return TRUE if atomic adaptive screen sampling in ray tracing mode is supported bool HasRayTracingAdaptiveSamplingAtomic() const { return myHasRayTracingAdaptiveSamplingAtomic; } //! Returns TRUE if sRGB rendering is supported. bool HasSRGB() const { return hasTexSRGB && hasFboSRGB; } //! Returns TRUE if sRGB rendering is supported and permitted. bool ToRenderSRGB() const { return HasSRGB() && !caps->sRGBDisable && !caps->ffpEnable; } //! Returns TRUE if window/surface buffer is sRGB-ready. //! //! When offscreen FBOs are created in sRGB, but window is not sRGB-ready, //! blitting into window should be done with manual gamma correction. //! //! In desktop OpenGL, window buffer can be considered as sRGB-ready by default, //! even when application has NOT requested sRGB-ready pixel format, //! and rendering is managed via GL_FRAMEBUFFER_SRGB state. //! //! In OpenGL ES, sRGB-ready window surface should be explicitly requested on construction, //! and cannot be disabled/enabled without GL_EXT_sRGB_write_control extension afterwards //! (GL_FRAMEBUFFER_SRGB can be considered as always tuned ON). bool IsWindowSRGB() const { return myIsSRgbWindow; } //! Overrides if window/surface buffer is sRGB-ready or not (initialized with the context). void SetWindowSRGB(bool theIsSRgb) { myIsSRgbWindow = theIsSRgb; } //! Returns TRUE if window/surface buffer has deep color (10bit per component / 30bit RGB) or //! better precision. bool IsWindowDeepColor() const { return myIsWindowDeepColor; } //! Convert Quantity_ColorRGBA into vec4 //! with conversion or no conversion into non-linear sRGB //! basing on ToRenderSRGB() flag. NCollection_Vec4 Vec4FromQuantityColor(const NCollection_Vec4& theColor) const { return myIsSRgbActive ? Vec4LinearFromQuantityColor(theColor) : Vec4sRGBFromQuantityColor(theColor); } //! Convert Quantity_ColorRGBA into vec4. //! Quantity_Color is expected to be linear RGB, hence conversion is NOT required const NCollection_Vec4& Vec4LinearFromQuantityColor( const NCollection_Vec4& theColor) const { return theColor; } //! Convert Quantity_ColorRGBA (linear RGB) into non-linear sRGB vec4. NCollection_Vec4 Vec4sRGBFromQuantityColor(const NCollection_Vec4& theColor) const { return Quantity_ColorRGBA::Convert_LinearRGB_To_sRGB(theColor); } //! Returns TRUE if PBR shading model is supported. //! Basically, feature requires OpenGL 3.0+ / OpenGL ES 3.0+ hardware; more precisely: //! - Graphics hardware with moderate capabilities for compiling long enough GLSL program. //! - FBO (e.g. for baking environment). //! - Multi-texturing with >= 4 units (LUT and IBL textures). //! - GL_RG32F texture format (arbTexRG + arbTexFloat) //! - Cubemap texture lookup textureCubeLod()/textureLod() with LOD index within Fragment Shader, //! which requires GLSL OpenGL 3.0+ / OpenGL ES 3.0+ or OpenGL 2.1 + GL_EXT_gpu_shader4 //! extension. bool HasPBR() const { return myHasPBR; } //! Returns texture unit where Environment Lookup Table is expected to be bound, or 0 if PBR is //! unavailable. Graphic3d_TextureUnit PBREnvLUTTexUnit() const { return myPBREnvLUTTexUnit; } //! Returns texture unit where Diffuse (irradiance) IBL map's spherical harmonics coefficients is //! expected to be bound, or 0 if PBR is unavailable. Graphic3d_TextureUnit PBRDiffIBLMapSHTexUnit() const { return myPBRDiffIBLMapSHTexUnit; } //! Returns texture unit where Specular IBL map is expected to be bound, or 0 if PBR is //! unavailable. Graphic3d_TextureUnit PBRSpecIBLMapTexUnit() const { return myPBRSpecIBLMapTexUnit; } //! Returns texture unit where shadow map is expected to be bound, or 0 if unavailable. Graphic3d_TextureUnit ShadowMapTexUnit() const { return myShadowMapTexUnit; } //! Returns texture unit for occDepthPeelingDepth within enabled Depth Peeling. Graphic3d_TextureUnit DepthPeelingDepthTexUnit() const { return myDepthPeelingDepthTexUnit; } //! Returns texture unit for occDepthPeelingFrontColor within enabled Depth Peeling. Graphic3d_TextureUnit DepthPeelingFrontColorTexUnit() const { return myDepthPeelingFrontColorTexUnit; } //! Returns true if VBO is supported and permitted. inline bool ToUseVbo() const { return core15fwd != nullptr && !caps->vboDisable; } //! @return cached state of GL_NORMALIZE. bool IsGlNormalizeEnabled() const { return myIsGlNormalizeEnabled; } //! Sets GL_NORMALIZE enabled or disabled. //! @return old value of the flag Standard_EXPORT bool SetGlNormalizeEnabled(bool isEnabled); //! @return cached state of polygon rasterization mode (glPolygonMode()). int PolygonMode() const { return myPolygonMode; } //! Sets polygon rasterization mode (glPolygonMode() function). //! @return old value of the rasterization mode. Standard_EXPORT int SetPolygonMode(const int theMode); //! @return cached enabled state of polygon hatching rasterization. bool IsPolygonHatchEnabled() const { return myHatchIsEnabled; } //! Sets enabled state of polygon hatching rasterization //! without affecting currently selected hatching pattern. //! @return previous state of polygon hatching mode. Standard_EXPORT bool SetPolygonHatchEnabled(const bool theIsEnabled); //! @return cached state of polygon hatch type. int PolygonHatchStyle() const { return myActiveHatchType; } //! Sets polygon hatch pattern. //! Zero-index value is a default alias for solid filling. //! @param theStyle type of hatch supported by base implementation of //! OpenGl_LineAttributes (Aspect_HatchStyle) or the type supported by custom //! implementation derived from OpenGl_LineAttributes class. //! @return old type of hatch. Standard_EXPORT int SetPolygonHatchStyle(const occ::handle& theStyle); //! Sets and applies current polygon offset. Standard_EXPORT void SetPolygonOffset(const Graphic3d_PolygonOffset& theOffset); //! Returns currently applied polygon offset parameters. const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; } //! Returns camera object. const occ::handle& Camera() const { return myCamera; } //! Sets camera object to the context and update matrices. Standard_EXPORT void SetCamera(const occ::handle& theCamera); //! Applies matrix into shader manager stored in ModelWorldState to OpenGl. //! In "model -> world -> view -> projection" it performs: //! model -> world Standard_EXPORT void ApplyModelWorldMatrix(); //! Applies matrix stored in WorldViewState to OpenGl. //! In "model -> world -> view -> projection" it performs: //! model -> world -> view, //! where model -> world is identical matrix Standard_EXPORT void ApplyWorldViewMatrix(); //! Applies combination of matrices stored in ModelWorldState and WorldViewState to OpenGl. //! In "model -> world -> view -> projection" it performs: //! model -> world -> view Standard_EXPORT void ApplyModelViewMatrix(); //! Applies matrix stored in ProjectionState to OpenGl. //! In "model -> world -> view -> projection" it performs: //! view -> projection Standard_EXPORT void ApplyProjectionMatrix(); public: //! @return messenger instance inline const occ::handle& Messenger() const { return ::Message::DefaultMessenger(); } //! Callback for GL_ARB_debug_output extension //! @param theSource message source within GL_DEBUG_SOURCE_ enumeration //! @param theType message type within GL_DEBUG_TYPE_ enumeration //! @param theId message ID within source //! @param theSeverity message severity within GL_DEBUG_SEVERITY_ enumeration //! @param theMessage the message itself Standard_EXPORT void PushMessage(const unsigned int theSource, const unsigned int theType, const unsigned int theId, const unsigned int theSeverity, const TCollection_ExtendedString& theMessage); //! Adds a filter for messages with theId and theSource (GL_DEBUG_SOURCE_) Standard_EXPORT bool ExcludeMessage(const unsigned int theSource, const unsigned int theId); //! Removes a filter for messages with theId and theSource (GL_DEBUG_SOURCE_) Standard_EXPORT bool IncludeMessage(const unsigned int theSource, const unsigned int theId); //! @return true if OpenGl context supports left and right rendering buffers. bool HasStereoBuffers() const { return myIsStereoBuffers; } public: //! @name methods to alter or retrieve current state //! Return structure holding frame statistics. const occ::handle& FrameStats() const { return myFrameStats; } //! Set structure holding frame statistics. //! This call makes sense only if application defines OpenGl_FrameStats sub-class. void SetFrameStats(const occ::handle& theStats) { myFrameStats = theStats; } //! Return cached viewport definition (x, y, width, height). const int* Viewport() const { return myViewport; } //! Resize the viewport (alias for glViewport). //! @param theRect viewport definition (x, y, width, height) Standard_EXPORT void ResizeViewport(const int theRect[4]); //! Return virtual viewport definition (x, y, width, height). const int* VirtualViewport() const { return myViewportVirt; } //! Return active read buffer. int ReadBuffer() { return myReadBuffer; } //! Switch read buffer, wrapper for ::glReadBuffer(). Standard_EXPORT void SetReadBuffer(const int theReadBuffer); //! Return active draw buffer attached to a render target referred by index (layout location). int DrawBuffer(int theIndex = 0) const { return theIndex >= myDrawBuffers.Lower() && theIndex <= myDrawBuffers.Upper() ? myDrawBuffers.Value(theIndex) : 0; // GL_NONE } //! Switch draw buffer, wrapper for ::glDrawBuffer(). Standard_EXPORT void SetDrawBuffer(const int theDrawBuffer); //! Switch draw buffer, wrapper for ::glDrawBuffers (GLsizei, const GLenum*). Standard_EXPORT void SetDrawBuffers(const int theNb, const int* theDrawBuffers); //! Switch read/draw buffers. void SetReadDrawBuffer(const int theBuffer) { SetReadBuffer(theBuffer); SetDrawBuffer(theBuffer); } //! Returns cached GL_FRAMEBUFFER_SRGB state. //! If TRUE, GLSL program is expected to write linear RGB color. //! Otherwise, GLSL program might need manually converting result color into sRGB color space. bool IsFrameBufferSRGB() const { return myIsSRgbActive; } //! Enables/disables GL_FRAMEBUFFER_SRGB flag. //! This flag can be set to: //! - TRUE when writing into offscreen FBO (always expected to be in sRGB or RGBF formats). //! - TRUE when writing into sRGB-ready window buffer (might require choosing proper pixel format //! on window creation). //! - FALSE if sRGB rendering is not supported or sRGB-not-ready window buffer is used for //! drawing. //! @param[in] theIsFbo flag indicating writing into offscreen FBO (always expected sRGB-ready //! when sRGB FBO is supported) //! or into window buffer (FALSE, sRGB-readiness might vary). //! @param[in] theIsFboSRgb flag indicating off-screen FBO is sRGB-ready Standard_EXPORT void SetFrameBufferSRGB(bool theIsFbo, bool theIsFboSRgb = true); //! Return cached flag indicating writing into color buffer is enabled or disabled (glColorMask). const NCollection_Vec4& ColorMaskRGBA() const { return myColorMask; } //! Enable/disable writing into color buffer (wrapper for glColorMask). Standard_EXPORT void SetColorMaskRGBA(const NCollection_Vec4& theToWriteColor); //! Return cached flag indicating writing into color buffer is enabled or disabled (glColorMask). bool ColorMask() const { return myColorMask.r(); } //! Enable/disable writing into color buffer (wrapper for glColorMask). //! Alpha component writes will be disabled unconditionally in case of caps->buffersOpaqueAlpha. Standard_EXPORT bool SetColorMask(bool theToWriteColor); //! Return TRUE if GL_SAMPLE_ALPHA_TO_COVERAGE usage is allowed. bool AllowSampleAlphaToCoverage() const { return myAllowAlphaToCov; } //! Allow GL_SAMPLE_ALPHA_TO_COVERAGE usage. void SetAllowSampleAlphaToCoverage(bool theToEnable) { myAllowAlphaToCov = theToEnable; } //! Return GL_SAMPLE_ALPHA_TO_COVERAGE state. bool SampleAlphaToCoverage() const { return myAlphaToCoverage; } //! Enable/disable GL_SAMPLE_ALPHA_TO_COVERAGE. Standard_EXPORT bool SetSampleAlphaToCoverage(bool theToEnable); //! Return back face culling state. Graphic3d_TypeOfBackfacingModel FaceCulling() const { return myFaceCulling; } //! Enable or disable back face culling (glEnable (GL_CULL_FACE)). Standard_EXPORT void SetFaceCulling(Graphic3d_TypeOfBackfacingModel theMode); //! Return back face culling state. bool ToCullBackFaces() const { return myFaceCulling == Graphic3d_TypeOfBackfacingModel_BackCulled; } //! Enable or disable back face culling (glCullFace() + glEnable(GL_CULL_FACE)). void SetCullBackFaces(bool theToEnable) { SetFaceCulling(theToEnable ? Graphic3d_TypeOfBackfacingModel_BackCulled : Graphic3d_TypeOfBackfacingModel_DoubleSided); } //! Fetch OpenGl context state. This class tracks value of several OpenGl //! state variables. Consulting the cached values is quicker than //! doing the same via OpenGl API. Call this method if any of the controlled //! OpenGl state variables has a possibility of being out-of-date. Standard_EXPORT void FetchState(); //! @return active textures const occ::handle& ActiveTextures() const { return myActiveTextures; } //! Bind specified texture set to current context taking into account active GLSL program. Standard_DEPRECATED("BindTextures() with explicit GLSL program should be used instead") occ::handle BindTextures(const occ::handle& theTextures) { return BindTextures(theTextures, myActiveProgram); } //! Bind specified texture set to current context, or unbind previous one when NULL specified. //! @param[in] theTextures texture set to bind //! @param[in] theProgram program attributes; when not NULL, //! mock textures will be bound to texture units expected by GLSL program, //! but undefined by texture set //! @return previous texture set Standard_EXPORT occ::handle BindTextures( const occ::handle& theTextures, const occ::handle& theProgram); //! @return active GLSL program const occ::handle& ActiveProgram() const { return myActiveProgram; } //! Bind specified program to current context, //! or unbind previous one when NULL specified. //! @return true if some program is bound to context Standard_EXPORT bool BindProgram(const occ::handle& theProgram); //! Setup current shading material. Standard_EXPORT void SetShadingMaterial( const OpenGl_Aspects* theAspect, const occ::handle& theHighlight); //! Checks if transparency is required for the given aspect and highlight style. Standard_EXPORT static bool CheckIsTransparent( const OpenGl_Aspects* theAspect, const occ::handle& theHighlight, float& theAlphaFront, float& theAlphaBack); //! Checks if transparency is required for the given aspect and highlight style. static bool CheckIsTransparent(const OpenGl_Aspects* theAspect, const occ::handle& theHighlight) { float anAlphaFront = 1.0f, anAlphaBack = 1.0f; return CheckIsTransparent(theAspect, theHighlight, anAlphaFront, anAlphaBack); } //! Setup current color. Standard_EXPORT void SetColor4fv(const NCollection_Vec4& theColor); //! Setup current front and back colors. Standard_EXPORT void SetColor4fv(const NCollection_Vec4& theFrontColor, const NCollection_Vec4& theBackColor); //! Setup type of line. Standard_EXPORT void SetTypeOfLine(const Aspect_TypeOfLine theType, const float theFactor = 1.0f); //! Setup stipple line pattern with 1.0f factor; wrapper for glLineStipple(). void SetLineStipple(const uint16_t thePattern) { SetLineStipple(1.0f, thePattern); } //! Setup type of line; wrapper for glLineStipple(). Standard_EXPORT void SetLineStipple(const float theFactor, const uint16_t thePattern); //! Setup width of line. Standard_EXPORT void SetLineWidth(const float theWidth); //! Setup point size. Standard_EXPORT void SetPointSize(const float theSize); //! Setup point sprite origin using GL_POINT_SPRITE_COORD_ORIGIN state: //! - GL_UPPER_LEFT when GLSL program is active; //! flipping should be handled in GLSL program for compatibility with OpenGL ES //! - GL_LOWER_LEFT for FFP Standard_EXPORT void SetPointSpriteOrigin(); //! Setup texture matrix to active GLSL program or to FFP global state using glMatrixMode //! (GL_TEXTURE). //! @param[in] theParams texture parameters //! @param[in] theIsTopDown texture top-down flag Standard_EXPORT void SetTextureMatrix(const occ::handle& theParams, const bool theIsTopDown); //! Bind default Vertex Array Object Standard_EXPORT void BindDefaultVao(); //! Default Frame Buffer Object. const occ::handle& DefaultFrameBuffer() const { return myDefaultFbo; } //! Setup new Default Frame Buffer Object and return previously set. //! This call doesn't change Active FBO! Standard_EXPORT occ::handle SetDefaultFrameBuffer( const occ::handle& theFbo); //! Return debug context initialization state. bool IsDebugContext() const { return myIsGlDebugCtx; } Standard_EXPORT void EnableFeatures() const; Standard_EXPORT void DisableFeatures() const; //! Return resolution for rendering text. unsigned int Resolution() const { return myResolution; } //! Resolution scale factor (rendered resolution to standard resolution). //! This scaling factor for parameters like text size to be properly displayed on device (screen / //! printer). float ResolutionRatio() const { return myResolutionRatio; } //! Rendering scale factor (rendering viewport height to real window buffer height). float RenderScale() const { return myRenderScale; } //! Return TRUE if rendering scale factor is not 1. bool HasRenderScale() const { return std::abs(myRenderScale - 1.0f) > 0.0001f; } //! Rendering scale factor (inverted value). float RenderScaleInv() const { return myRenderScaleInv; } //! Return scale factor for line width. float LineWidthScale() const { return myLineWidthScale; } //! Set resolution ratio. //! Note that this method rounds @theRatio to nearest integer. void SetResolution(unsigned int theResolution, float theRatio, float theScale) { myResolution = (unsigned int)(theScale * theResolution + 0.5f); myRenderScale = theScale; myRenderScaleInv = 1.0f / theScale; SetResolutionRatio(theRatio * theScale); } //! Set resolution ratio. //! Note that this method rounds @theRatio to nearest integer. void SetResolutionRatio(const float theRatio) { myResolutionRatio = theRatio; myLineWidthScale = (std::max)(1.0f, std::floor(theRatio + 0.5f)); } //! Return line feater width in pixels. float LineFeather() const { return myLineFeather; } //! Set line feater width. void SetLineFeather(float theValue) { myLineFeather = theValue; } //! Wrapper over glGetBufferSubData(), implemented as: //! - OpenGL 1.5+ (desktop) via glGetBufferSubData(); //! - OpenGL ES 3.0+ via glMapBufferRange(); //! - WebGL 2.0+ via gl.getBufferSubData(). //! @param[in] theTarget target buffer to map {GLenum} //! @param[in] theOffset offset to the beginning of sub-data {GLintptr} //! @param[in] theSize number of bytes to read {GLsizeiptr} //! @param[out] theData destination pointer to fill //! @return FALSE if functionality is unavailable Standard_EXPORT bool GetBufferSubData(unsigned int theTarget, intptr_t theOffset, intptr_t theSize, void* theData); //! Return Graphics Driver's vendor. const TCollection_AsciiString& Vendor() const { return myVendor; } //! Dumps the content of me into the stream Standard_EXPORT void DumpJson(Standard_OStream& theOStream, int theDepth = -1) const; //! Dumps the content of openGL state into the stream Standard_EXPORT void DumpJsonOpenGlState(Standard_OStream& theOStream, int theDepth = -1); //! Set GL_SHADE_MODEL value. Standard_EXPORT void SetShadeModel(Graphic3d_TypeOfShadingModel theModel); private: //! Wrapper to system function to retrieve GL function pointer by name. Standard_EXPORT void* findProc(const char* theFuncName); //! Print error if not all functions have been exported by context for reported version. //! Note that this will never happen when using GLX, since returned functions can not be //! validated. //! @param theGlVerMajor the OpenGL major version with missing functions //! @param theGlVerMinor the OpenGL minor version with missing functions //! @param theLastFailedProc function name which cannot be found Standard_EXPORT void checkWrongVersion(int theGlVerMajor, int theGlVerMinor, const char* theLastFailedProc); //! Private initialization function that should be called only once. Standard_EXPORT void init(const bool theIsCoreProfile); public: //! @name core profiles OpenGl_GlCore11* core11ffp; //!< OpenGL 1.1 core functionality OpenGl_GlCore11Fwd* core11fwd; //!< OpenGL 1.1 without deprecated entry points OpenGl_GlCore15* core15; //!< OpenGL 1.5 without deprecated entry points OpenGl_GlCore20* core20; //!< OpenGL 2.0 without deprecated entry points OpenGl_GlCore30* core30; //!< OpenGL 3.0 without deprecated entry points OpenGl_GlCore32* core32; //!< OpenGL 3.2 core profile OpenGl_GlCore33* core33; //!< OpenGL 3.3 core profile OpenGl_GlCore41* core41; //!< OpenGL 4.1 core profile OpenGl_GlCore42* core42; //!< OpenGL 4.2 core profile OpenGl_GlCore43* core43; //!< OpenGL 4.3 core profile OpenGl_GlCore44* core44; //!< OpenGL 4.4 core profile OpenGl_GlCore45* core45; //!< OpenGL 4.5 core profile OpenGl_GlCore46* core46; //!< OpenGL 4.6 core profile // clang-format off OpenGl_GlCore15* core15fwd; //!< obsolete entry left for code portability; core15 should be used instead OpenGl_GlCore20* core20fwd; //!< obsolete entry left for code portability; core20 should be used instead occ::handle caps; //!< context options public: //! @name extensions bool hasGetBufferData; //!< flag indicating if GetBufferSubData() is supported bool hasPackRowLength; //!< supporting of GL_PACK_ROW_LENGTH parameters (any desktop OpenGL; OpenGL ES 3.0) bool hasUnpackRowLength; //!< supporting of GL_UNPACK_ROW_LENGTH parameters (any desktop OpenGL; OpenGL ES 3.0) bool hasHighp; //!< highp in GLSL ES fragment shader is supported bool hasUintIndex; //!< GLuint for index buffer is supported (always available on desktop; on OpenGL ES - since 3.0 or as extension GL_OES_element_index_uint) bool hasTexRGBA8; //!< always available on desktop; on OpenGL ES - since 3.0 or as extension GL_OES_rgb8_rgba8 bool hasTexFloatLinear; //!< texture-filterable state for 32-bit floating texture formats (always on desktop, GL_OES_texture_float_linear within OpenGL ES) bool hasTexSRGB; //!< sRGB texture formats (desktop OpenGL 2.1, OpenGL ES 3.0 or OpenGL ES 2.0 + GL_EXT_sRGB) bool hasFboSRGB; //!< sRGB FBO render targets (desktop OpenGL 2.1, OpenGL ES 3.0) bool hasSRGBControl; //!< sRGB write control (any desktop OpenGL, OpenGL ES + GL_EXT_sRGB_write_control extension) bool hasFboRenderMipmap; //!< FBO render target could be non-zero mipmap level of texture OpenGl_FeatureFlag hasFlatShading; //!< Complex flag indicating support of Flat shading (Graphic3d_TypeOfShadingModel_Phong) (always available on desktop; on OpenGL ES - since 3.0 or as extension GL_OES_standard_derivatives) OpenGl_FeatureFlag hasGlslBitwiseOps; //!< GLSL supports bitwise operations; OpenGL 3.0 / OpenGL ES 3.0 (GLSL 130 / GLSL ES 300) or OpenGL 2.1 + GL_EXT_gpu_shader4 OpenGl_FeatureFlag hasDrawBuffers; //!< Complex flag indicating support of multiple draw buffers (desktop OpenGL 2.0, OpenGL ES 3.0, GL_ARB_draw_buffers, GL_EXT_draw_buffers) OpenGl_FeatureFlag hasFloatBuffer; //!< Complex flag indicating support of float color buffer format (desktop OpenGL 3.0, GL_ARB_color_buffer_float, GL_EXT_color_buffer_float) OpenGl_FeatureFlag hasHalfFloatBuffer; //!< Complex flag indicating support of half-float color buffer format (desktop OpenGL 3.0, GL_ARB_color_buffer_float, GL_EXT_color_buffer_half_float) OpenGl_FeatureFlag hasSampleVariables; //!< Complex flag indicating support of MSAA variables in GLSL shader (desktop OpenGL 4.0, GL_ARB_sample_shading) OpenGl_FeatureFlag hasGeometryStage; //!< Complex flag indicating support of Geometry shader (desktop OpenGL 3.2, OpenGL ES 3.2, GL_EXT_geometry_shader) bool arbDrawBuffers; //!< GL_ARB_draw_buffers bool arbNPTW; //!< GL_ARB_texture_non_power_of_two bool arbTexRG; //!< GL_ARB_texture_rg bool arbTexFloat; //!< GL_ARB_texture_float (on desktop OpenGL - since 3.0 or as extension GL_ARB_texture_float; on OpenGL ES - since 3.0); @sa hasTexFloatLinear for linear filtering support OpenGl_ArbSamplerObject* arbSamplerObject; //!< GL_ARB_sampler_objects (on desktop OpenGL - since 3.3 or as extension GL_ARB_sampler_objects; on OpenGL ES - since 3.0) OpenGl_ArbTexBindless* arbTexBindless; //!< GL_ARB_bindless_texture OpenGl_ArbTBO* arbTBO; //!< GL_ARB_texture_buffer_object (on desktop OpenGL - since 3.1 or as extension GL_ARB_texture_buffer_object; on OpenGL ES - since 3.2) bool arbTboRGB32; //!< GL_ARB_texture_buffer_object_rgb32 (3-component TBO), in core since 4.0 (on OpenGL ES - since 3.2) bool arbClipControl; //!< GL_ARB_clip_control, in core since 4.5 OpenGl_ArbIns* arbIns; //!< GL_ARB_draw_instanced (on desktop OpenGL - since 3.1 or as extension GL_ARB_draw_instanced; on OpenGL ES - since 3.0 or as extension GL_ANGLE_instanced_arrays to WebGL 1.0) OpenGl_ArbDbg* arbDbg; //!< GL_ARB_debug_output (on desktop OpenGL - since 4.3 or as extension GL_ARB_debug_output; on OpenGL ES - since 3.2 or as extension GL_KHR_debug) OpenGl_ArbFBO* arbFBO; //!< GL_ARB_framebuffer_object OpenGl_ArbFBOBlit* arbFBOBlit; //!< glBlitFramebuffer function, moved out from OpenGl_ArbFBO structure for compatibility with OpenGL ES 2.0 bool arbSampleShading; //!< GL_ARB_sample_shading bool arbDepthClamp; //!< GL_ARB_depth_clamp (on desktop OpenGL - since 3.2 or as extensions GL_ARB_depth_clamp,NV_depth_clamp; unavailable on OpenGL ES) bool extFragDepth; //!< GL_EXT_frag_depth on OpenGL ES 2.0 (gl_FragDepthEXT built-in variable, before OpenGL ES 3.0) bool extDrawBuffers; //!< GL_EXT_draw_buffers OpenGl_ExtGS* extGS; //!< GL_EXT_geometry_shader4 bool extBgra; //!< GL_EXT_bgra or GL_EXT_texture_format_BGRA8888 on OpenGL ES bool extTexR16; //!< GL_EXT_texture_norm16 on OpenGL ES; always available on desktop // clang-format on bool extAnis; //!< GL_EXT_texture_filter_anisotropic bool extPDS; //!< GL_EXT_packed_depth_stencil bool atiMem; //!< GL_ATI_meminfo bool nvxMem; //!< GL_NVX_gpu_memory_info bool oesSampleVariables; //!< GL_OES_sample_variables bool oesStdDerivatives; //!< GL_OES_standard_derivatives public: //! @name public properties tracking current state OpenGl_MatrixState ModelWorldState; //!< state of orientation matrix OpenGl_MatrixState WorldViewState; //!< state of orientation matrix OpenGl_MatrixState ProjectionState; //!< state of projection matrix private: // system-dependent fields Aspect_Drawable myWindow; //!< surface EGLSurface | HWND | GLXDrawable Aspect_Display myDisplay; //!< display EGLDisplay | HDC | Display* // clang-format off Aspect_RenderingContext myGContext; //!< rendering context EGLContext | HGLRC | GLXContext | EAGLContext* | NSOpenGLContext* private: // context info typedef NCollection_Shared< NCollection_DataMap > OpenGl_DelayReleaseMap; typedef NCollection_Shared< NCollection_List> > OpenGl_ResourcesStack; occ::handle mySharedResources; //!< shared resources with unique identification key // clang-format on occ::handle myDelayed; //!< shared resources for delayed release occ::handle myUnusedResources; //!< stack of resources for delayed clean up OpenGl_Clipping myClippingState; //!< state of clip planes void* myGlLibHandle; //!< optional handle to GL library std::unique_ptr myFuncs; //!< mega structure for all GL functions Aspect_GraphicsLibrary myGapi; //!< GAPI name occ::handle mySupportedFormats; //!< map of supported texture formats int myAnisoMax; //!< maximum level of anisotropy texture filter int myTexClamp; //!< either GL_CLAMP_TO_EDGE (1.2+) or GL_CLAMP (1.1) int myMaxTexDim; //!< value for GL_MAX_TEXTURE_SIZE int myMaxTexCombined; //!< value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS // clang-format off int myMaxTexUnitsFFP; //!< value for GL_MAX_TEXTURE_UNITS (fixed-function pipeline only) // clang-format on int myMaxDumpSizeX; //!< maximum FBO width for image dump int myMaxDumpSizeY; //!< maximum FBO height for image dump int myMaxClipPlanes; //!< value for GL_MAX_CLIP_PLANES int myMaxMsaaSamples; //!< value for GL_MAX_SAMPLES int myMaxDrawBuffers; //!< value for GL_MAX_DRAW_BUFFERS int myMaxColorAttachments; //!< value for GL_MAX_COLOR_ATTACHMENTS int myGlVerMajor; //!< cached GL version major number int myGlVerMinor; //!< cached GL version minor number bool myIsInitialized; //!< flag indicates initialization state bool myIsStereoBuffers; //!< context supports stereo buffering bool myHasMsaaTextures; //!< context supports MSAA textures bool myIsGlNormalizeEnabled; //!< GL_NORMALIZE flag //!< Used to tell OpenGl that normals should be normalized // clang-format off Graphic3d_TextureUnit mySpriteTexUnit; //!< sampler2D occSamplerPointSprite, texture unit for point sprite texture bool myHasRayTracing; //! indicates whether ray tracing mode is supported bool myHasRayTracingTextures; //! indicates whether textures in ray tracing mode are supported bool myHasRayTracingAdaptiveSampling; //! indicates whether adaptive screen sampling in ray tracing mode is supported bool myHasRayTracingAdaptiveSamplingAtomic; //! indicates whether atomic adaptive screen sampling in ray tracing mode is supported bool myHasPBR; //!< indicates whether PBR shading model is supported Graphic3d_TextureUnit myPBREnvLUTTexUnit; //!< sampler2D occEnvLUT, texture unit where environment lookup table is expected to be binded (0 if PBR is not supported) Graphic3d_TextureUnit myPBRDiffIBLMapSHTexUnit; //!< sampler2D occDiffIBLMapSHCoeffs, texture unit where diffuse (irradiance) IBL map's spherical harmonics coefficients is expected to be binded //! (0 if PBR is not supported) Graphic3d_TextureUnit myPBRSpecIBLMapTexUnit; //!< samplerCube occSpecIBLMap, texture unit where specular IBL map is expected to be binded (0 if PBR is not supported) Graphic3d_TextureUnit myShadowMapTexUnit; //!< sampler2D occShadowMapSampler Graphic3d_TextureUnit myDepthPeelingDepthTexUnit; //!< sampler2D occDepthPeelingDepth, texture unit for Depth Peeling lookups Graphic3d_TextureUnit myDepthPeelingFrontColorTexUnit; //!< sampler2D occDepthPeelingFrontColor, texture unit for Depth Peeling lookups // clang-format on occ::handle myShaderManager; //! support object for managing shader programs private: //! @name fields tracking current state occ::handle myCamera; //!< active camera object occ::handle myFrameStats; //!< structure accumulating frame statistics occ::handle myActiveProgram; //!< currently active GLSL program occ::handle myActiveTextures; //!< currently bound textures //!< currently active sampler objects int myActiveMockTextures; //!< currently active mock sampler objects occ::handle myDefaultFbo; //!< default Frame Buffer Object // clang-format off occ::handle myHatchStyles; //!< resource holding predefined hatch styles patterns int myActiveHatchType; //!< currently activated type of polygon hatch bool myHatchIsEnabled; //!< current enabled state of polygon hatching rasterization occ::handle myTextureRgbaBlack;//!< mock black texture returning (0, 0, 0, 0) occ::handle myTextureRgbaWhite;//!< mock white texture returning (1, 1, 1, 1) int myViewport[4]; //!< current viewport int myViewportVirt[4]; //!< virtual viewport int myPointSpriteOrig; //!< GL_POINT_SPRITE_COORD_ORIGIN state (GL_UPPER_LEFT by default) int myRenderMode; //!< value for active rendering mode int myShadeModel; //!< currently used shade model (glShadeModel) int myPolygonMode; //!< currently used polygon rasterization mode (glPolygonMode) Graphic3d_PolygonOffset myPolygonOffset; //!< currently applied polygon offset Graphic3d_TypeOfBackfacingModel myFaceCulling; //!< back face culling mode enabled state (glIsEnabled (GL_CULL_FACE)) int myReadBuffer; //!< current read buffer NCollection_Array1 myDrawBuffers; //!< current draw buffers unsigned int myDefaultVao; //!< default Vertex Array Object NCollection_Vec4 myColorMask; //!< flag indicating writing into color buffer is enabled or disabled (glColorMask) bool myAllowAlphaToCov; //!< flag allowing GL_SAMPLE_ALPHA_TO_COVERAGE usage bool myAlphaToCoverage; //!< flag indicating GL_SAMPLE_ALPHA_TO_COVERAGE state bool myIsGlDebugCtx; //!< debug context initialization state bool myIsWindowDeepColor; //!< indicates that window buffer is has deep color pixel format bool myIsSRgbWindow; //!< indicates that window buffer is sRGB-ready bool myIsSRgbActive; //!< flag indicating GL_FRAMEBUFFER_SRGB state TCollection_AsciiString myVendor; //!< Graphics Driver's vendor TColStd_PackedMapOfInteger myFilters[6]; //!< messages suppressing filter (for sources from GL_DEBUG_SOURCE_API_ARB to GL_DEBUG_SOURCE_OTHER_ARB) unsigned int myResolution; //!< Pixels density (PPI), defines scaling factor for parameters like text size float myResolutionRatio; //!< scaling factor for parameters like text size //! to be properly displayed on device (screen / printer) float myLineWidthScale; //!< scaling factor for line width float myLineFeather; //!< line feater width in pixels float myRenderScale; //!< scaling factor for rendering resolution float myRenderScaleInv; //!< scaling factor for rendering resolution (inverted value) OpenGl_Material myMaterial; //!< current front/back material state (cached to reduce GL context updates) // clang-format on private: //! Copying allowed only within Handles OpenGl_Context(const OpenGl_Context&) = delete; OpenGl_Context& operator=(const OpenGl_Context&) = delete; }; #endif // _OpenGl_Context_H__