-// Copyright (C) 2007-2014 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2023 CEA/DEN, EDF R&D, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
+// to compile, otherwise we get:
+// #error gl.h included before glew.h
+#include <vtkglew/include/GL/glew.h>
+
#include "VTKViewer_OpenGLRenderer.h"
#include "VTKViewer_Texture.h"
#include <vtkOpenGLLight.h>
#include <vtkOpenGLProperty.h>
#include <vtkRenderWindow.h>
+#ifndef VTK_OPENGL2
#include <vtkOpenGLExtensionManager.h>
#include <vtkgl.h> // vtkgl namespace
+#endif
#include <vtkImageImport.h>
#include <vtkPNGWriter.h>
#include <vtkOpenGLTexture.h>
#include <vtkTimerLog.h>
-#include <vtkOpenGL.h>
+#include <vtk_glew.h>
#include <vtkObjectFactory.h>
-vtkStandardNewMacro(VTKViewer_OpenGLRenderer);
+#include <Basics_Utils.hxx>
+
+vtkStandardNewMacro(VTKViewer_OpenGLRenderer)
VTKViewer_OpenGLRenderer::VTKViewer_OpenGLRenderer()
{
this->GradientType = HorizontalGradient;
+
+#ifdef VTK_OPENGL2
+ this->BackgroundProgram = 0;
+ this->BackgroundVertexShader = 0;
+ this->BackgroundFragmentShader = 0;
+ this->VertexArrayObject = 0;
+
+ this->OpenGLHelper.Init();
+#endif
}
VTKViewer_OpenGLRenderer::~VTKViewer_OpenGLRenderer()
this->GradientType = theGradientType;
}
+void VTKViewer_OpenGLRenderer::GetCornersColor(Vec2D& cornersColor)
+{
+ if( this->GradientBackground )
+ {
+ double* corner1 = 0;
+ double* corner2 = 0;
+ double* corner3 = 0;
+ double* corner4 = 0;
+ double dcorner1[3];
+ double dcorner2[3];
+
+ switch( this->GradientType )
+ {
+ case HorizontalGradient:
+ corner1 = this->Background;
+ corner2 = this->Background;
+ corner3 = this->Background2;
+ corner4 = this->Background2;
+ break;
+ case VerticalGradient:
+ corner1 = this->Background;
+ corner2 = this->Background2;
+ corner3 = this->Background2;
+ corner4 = this->Background;
+ break;
+ case FirstDiagonalGradient:
+ corner1 = this->Background;
+ corner3 = this->Background2;
+ dcorner1[0] = dcorner2[0] = 0.5F * ( corner1[0] + corner3[0] );
+ dcorner1[1] = dcorner2[1] = 0.5F * ( corner1[1] + corner3[1] );
+ dcorner1[2] = dcorner2[2] = 0.5F * ( corner1[2] + corner3[2] );
+ corner2 = dcorner1;
+ corner4 = dcorner2;
+ break;
+ case SecondDiagonalGradient:
+ corner2 = this->Background2;
+ corner4 = this->Background;
+ dcorner1[0] = dcorner2[0] = 0.5F * ( corner2[0] + corner4[0] );
+ dcorner1[1] = dcorner2[1] = 0.5F * ( corner2[1] + corner4[1] );
+ dcorner1[2] = dcorner2[2] = 0.5F * ( corner2[2] + corner4[2] );
+ corner1 = dcorner1;
+ corner3 = dcorner2;
+ break;
+ case FirstCornerGradient:
+ corner1 = this->Background2;
+ corner2 = this->Background2;
+ corner3 = this->Background;
+ corner4 = this->Background2;
+ break;
+ case SecondCornerGradient:
+ corner1 = this->Background2;
+ corner2 = this->Background2;
+ corner3 = this->Background2;
+ corner4 = this->Background;
+ break;
+ case ThirdCornerGradient:
+ corner1 = this->Background;
+ corner2 = this->Background2;
+ corner3 = this->Background2;
+ corner4 = this->Background2;
+ break;
+ case FourthCornerGradient:
+ corner1 = this->Background2;
+ corner2 = this->Background;
+ corner3 = this->Background2;
+ corner4 = this->Background2;
+ break;
+ default: // just in case
+ corner1 = this->Background;
+ corner2 = this->Background;
+ corner3 = this->Background;
+ corner4 = this->Background;
+ break;
+ }
+ cornersColor[0][0] = corner1[0]; cornersColor[0][1] = corner1[1]; cornersColor[0][2] = corner1[2];
+ cornersColor[1][0] = corner2[0]; cornersColor[1][1] = corner2[1]; cornersColor[1][2] = corner2[2];
+ cornersColor[2][0] = corner3[0]; cornersColor[2][1] = corner3[1]; cornersColor[2][2] = corner3[2];
+ cornersColor[3][0] = corner4[0]; cornersColor[3][1] = corner4[1]; cornersColor[3][2] = corner4[2];
+ }
+ else
+ {
+ for (int i = 0; i < 4; i++)
+ for(int j = 0; j < 3; j++)
+ cornersColor[i][j] = this->Background[j];
+ }
+}
+
void VTKViewer_OpenGLRenderer::Clear(void)
{
+ vtkOpenGLRenderer::Clear();
+#ifdef VTK_OPENGL2
+ if (this->OpenGLHelper.IsInitialized())
+ {
+ if (this->BackgroundProgram == 0)
+ {
+#if defined(WIN32) && defined(UNICODE)
+ std::wstring wFilePath = std::wstring( _wgetenv(L"GUI_ROOT_DIR") ) + L"/share/salome/resources/gui/Background";
+ std::string filePath = Kernel_Utils::utf8_encode_s( wFilePath );
+#else
+ std::string filePath = std::string(getenv("GUI_ROOT_DIR")) + "/share/salome/resources/gui/Background";
+#endif
+
+ if (!this->OpenGLHelper.CreateShaderProgram (filePath,
+ this->BackgroundProgram,
+ this->BackgroundVertexShader,
+ this->BackgroundFragmentShader))
+ {
+ return;
+ }
+ // Get uniform locations.
+ this->OpenGLHelper.vglUseProgramObjectARB (this->BackgroundProgram);
+
+ this->myLocations.UseTexture = this->OpenGLHelper.vglGetUniformLocationARB (this->BackgroundProgram, "uUseTexture");
+ this->myLocations.BackgroundTexture = this->OpenGLHelper.vglGetUniformLocationARB (this->BackgroundProgram, "uBackgroundTexture");
+
+ this->OpenGLHelper.vglUseProgramObjectARB (0);
+ }
+ }
+#endif
+
GLbitfield clear_mask = 0;
if( !this->Transparent() )
glClearColor( static_cast<GLclampf>(this->Background[0]),
static_cast<GLclampf>(this->Background[1]),
static_cast<GLclampf>(this->Background[2]),
- static_cast<GLclampf>(0.0));
+ static_cast<GLclampf>(this->BackgroundAlpha));
clear_mask |= GL_COLOR_BUFFER_BIT;
}
glDisable( GL_TEXTURE_1D );
glDisable( GL_TEXTURE_2D );
glDisable( GL_BLEND );
+
+ GLint oldShadeModel;
+ glGetIntegerv(GL_SHADE_MODEL, &oldShadeModel);
glShadeModel( GL_SMOOTH ); // color interpolation
glMatrixMode( GL_PROJECTION );
if( this->GradientBackground )
{
- double* corner1 = 0;
- double* corner2 = 0;
- double* corner3 = 0;
- double* corner4 = 0;
- double dcorner1[3];
- double dcorner2[3];
-
- switch( this->GradientType )
+ Vec2D corners = {{0.0f,0.0f,0.0f},
+ {0.0f,0.0f,0.0f},
+ {0.0f,0.0f,0.0f},
+ {0.0f,0.0f,0.0f}};
+ GetCornersColor(corners);
+
+#ifdef VTK_OPENGL2
+ if (this->OpenGLHelper.IsInitialized())
{
- case HorizontalGradient:
- corner1 = this->Background;
- corner2 = this->Background2;
- corner3 = this->Background2;
- corner4 = this->Background;
- break;
- case VerticalGradient:
- corner1 = this->Background2;
- corner2 = this->Background2;
- corner3 = this->Background;
- corner4 = this->Background;
- break;
- case FirstDiagonalGradient:
- corner2 = this->Background2;
- corner4 = this->Background;
- dcorner1[0] = dcorner2[0] = 0.5F * ( corner2[0] + corner4[0] );
- dcorner1[1] = dcorner2[1] = 0.5F * ( corner2[1] + corner4[1] );
- dcorner1[2] = dcorner2[2] = 0.5F * ( corner2[2] + corner4[2] );
- corner1 = dcorner1;
- corner3 = dcorner2;
- break;
- case SecondDiagonalGradient:
- corner1 = this->Background2;
- corner3 = this->Background;
- dcorner1[0] = dcorner2[0] = 0.5F * ( corner1[0] + corner3[0] );
- dcorner1[1] = dcorner2[1] = 0.5F * ( corner1[1] + corner3[1] );
- dcorner1[2] = dcorner2[2] = 0.5F * ( corner1[2] + corner3[2] );
- corner2 = dcorner1;
- corner4 = dcorner2;
- break;
- case FirstCornerGradient:
- corner1 = this->Background2;
- corner2 = this->Background2;
- corner3 = this->Background2;
- corner4 = this->Background;
- break;
- case SecondCornerGradient:
- corner1 = this->Background2;
- corner2 = this->Background2;
- corner3 = this->Background;
- corner4 = this->Background2;
- break;
- case ThirdCornerGradient:
- corner1 = this->Background2;
- corner2 = this->Background;
- corner3 = this->Background2;
- corner4 = this->Background2;
- break;
- case FourthCornerGradient:
- corner1 = this->Background;
- corner2 = this->Background2;
- corner3 = this->Background2;
- corner4 = this->Background2;
- break;
- default: // just in case
- corner1 = this->Background;
- corner2 = this->Background;
- corner3 = this->Background;
- corner4 = this->Background;
- break;
+ if (this->VertexArrayObject == 0)
+ {
+ this->OpenGLHelper.vglGenVertexArraysARB (1, &this->VertexArrayObject);
+ }
+
+ this->OpenGLHelper.vglUseProgramObjectARB (this->BackgroundProgram);
+ this->OpenGLHelper.vglBindVertexArrayARB (this->VertexArrayObject);
+
+ GLfloat data[10 * 4];
+ if( this->GradientType != FirstCornerGradient && this->GradientType != ThirdCornerGradient )
+ {
+ const float tmpData[] = { (float)corners[0][0], (float)corners[0][1], (float)corners[0][2], 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ (float)corners[1][0], (float)corners[1][1], (float)corners[1][2], 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ (float)corners[2][0], (float)corners[2][1], (float)corners[2][2], 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ (float)corners[3][0], (float)corners[3][1], (float)corners[3][2], 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f};
+ memcpy (data, tmpData, sizeof(float) * 10 * 4);
+ }
+ else //if( this->GradientType == FirstCornerGradient || this->GradientType == ThirdCornerGradient )
+ {
+ const float tmpData[] = { (float)corners[1][0], (float)corners[1][1], (float)corners[1][2], 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ (float)corners[2][0], (float)corners[2][1], (float)corners[2][2], 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ (float)corners[3][0], (float)corners[3][1], (float)corners[3][2], 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ (float)corners[0][0], (float)corners[0][1], (float)corners[0][2], 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f};
+ memcpy (data, tmpData, sizeof(float) * 10 * 4);
+ }
+
+ GLuint vertexBuffer;
+ this->OpenGLHelper.vglGenBuffersARB (1, &vertexBuffer);
+ this->OpenGLHelper.vglBindBufferARB (GL_ARRAY_BUFFER_ARB, vertexBuffer);
+ this->OpenGLHelper.vglBufferDataARB (GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB);
+
+ GLint colorAttrib = this->OpenGLHelper.vglGetAttribLocationARB (this->BackgroundProgram, "Color");
+ GLint vertexAttrib = this->OpenGLHelper.vglGetAttribLocationARB (this->BackgroundProgram, "Vertex");
+ GLint bgColorAttrib = this->OpenGLHelper.vglGetAttribLocationARB (this->BackgroundProgram, "ColorBG");
+ GLsizei vertexSize = sizeof(GLfloat) * 10;
+
+ this->OpenGLHelper.vglVertexAttribPointerARB (colorAttrib, 4, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid*)0);
+ this->OpenGLHelper.vglEnableVertexAttribArrayARB (colorAttrib);
+
+ this->OpenGLHelper.vglVertexAttribPointerARB (vertexAttrib, 3, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid*)(sizeof(GLfloat) * 4));
+ this->OpenGLHelper.vglEnableVertexAttribArrayARB (vertexAttrib);
+
+ this->OpenGLHelper.vglVertexAttribPointerARB (bgColorAttrib, 3, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid*)(sizeof(GLfloat) * 7));
+ this->OpenGLHelper.vglEnableVertexAttribArrayARB (bgColorAttrib);
+
+ this->OpenGLHelper.vglUniform1iARB (this->myLocations.UseTexture, 0);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ this->OpenGLHelper.vglDisableVertexAttribArrayARB (0);
+ this->OpenGLHelper.vglBindBufferARB (GL_ARRAY_BUFFER_ARB, 0);
+ this->OpenGLHelper.vglDeleteBuffersARB (1, &vertexBuffer);
+ this->OpenGLHelper.vglBindVertexArrayARB (0);
+ this->OpenGLHelper.vglUseProgramObjectARB (0);
}
+#else
glBegin( GL_TRIANGLE_FAN );
if( this->GradientType != FirstCornerGradient && this->GradientType != ThirdCornerGradient )
{
- glColor3f( corner1[0], corner1[1], corner1[2] ); glVertex2f( 0.F, 0.F );
- glColor3f( corner2[0], corner2[1], corner2[2] ); glVertex2f( 1.F, 0.F );
- glColor3f( corner3[0], corner3[1], corner3[2] ); glVertex2f( 1.F, 1.F );
- glColor3f( corner4[0], corner4[1], corner4[2] ); glVertex2f( 0.F, 1.F );
+ glColor3f( corners[0][0], corners[0][1], corners[0][2] ); glVertex2f( 0.F, 0.F );
+ glColor3f( corners[1][0], corners[1][1], corners[1][2] ); glVertex2f( 1.F, 0.F );
+ glColor3f( corners[2][0], corners[2][1], corners[2][2] ); glVertex2f( 1.F, 1.F );
+ glColor3f( corners[3][0], corners[3][1], corners[3][2] ); glVertex2f( 0.F, 1.F );
}
else //if( this->GradientType == FirstCornerGradient || this->GradientType == ThirdCornerGradient )
{
- glColor3f( corner2[0], corner2[1], corner2[2] ); glVertex2f( 1.F, 0.F );
- glColor3f( corner3[0], corner3[1], corner3[2] ); glVertex2f( 1.F, 1.F );
- glColor3f( corner4[0], corner4[1], corner4[2] ); glVertex2f( 0.F, 1.F );
- glColor3f( corner1[0], corner1[1], corner1[2] ); glVertex2f( 0.F, 0.F );
+ glColor3f( corners[1][0], corners[1][1], corners[1][2] ); glVertex2f( 1.F, 0.F );
+ glColor3f( corners[2][0], corners[2][1], corners[2][2] ); glVertex2f( 1.F, 1.F );
+ glColor3f( corners[3][0], corners[3][1], corners[3][2] ); glVertex2f( 0.F, 1.F );
+ glColor3f( corners[0][0], corners[0][1], corners[0][2] ); glVertex2f( 0.F, 0.F );
}
glEnd();
+#endif
}
if( this->TexturedBackground && this->BackgroundTexture )
GLfloat texX = 1.F; // texture <s> coordinate
GLfloat texY = 1.F; // texture <t> coordinate
- GLfloat x_offset = 0.5, y_offset = 0.5;
- GLfloat coeff = 0.5;
-
- // OCCT issue 0023102: Change the algorithm of rendering the
- // 3d viewer background using tiled texture
- // Setting this coefficient to -1.F allows to tile textures relatively
- // to the top-left corner of the view (value 1.F corresponds to the
- // initial behaviour - tiling from the bottom-left corner)
- GLfloat aCoef = -1.F;
int aPosition = aTexture->GetPosition();
int aWidth = aTexture->GetWidth();
int aHeight = aTexture->GetHeight();
int aViewWidth = this->RenderWindow->GetSize()[0];
- int aViewHeight = this->RenderWindow->GetSize()[1];
+ int aViewHeight = this->RenderWindow->GetSize()[1];
+
+ if( aPosition == VTKViewer_Texture::Tiled )
+ {
+ texX = (GLfloat)aViewWidth / (GLfloat)aWidth;
+ texY = (GLfloat)aViewHeight / (GLfloat)aHeight; texY *= -1;
+ }
+#ifdef VTK_OPENGL2
+ if (this->OpenGLHelper.IsInitialized())
+ {
+ if (this->VertexArrayObject == 0)
+ {
+ this->OpenGLHelper.vglGenVertexArraysARB (1, &this->VertexArrayObject);
+ }
+
+ this->OpenGLHelper.vglUseProgramObjectARB (this->BackgroundProgram);
+ this->OpenGLHelper.vglBindVertexArrayARB (this->VertexArrayObject);
+
+ GLfloat dx = (aPosition == VTKViewer_Texture::Centered) ? (( (GLfloat)aWidth / (GLfloat)aViewWidth )) : 1.0f;
+ GLfloat dy = (aPosition == VTKViewer_Texture::Centered) ? (( (GLfloat)aHeight / (GLfloat)aViewHeight )) : (aPosition == VTKViewer_Texture::Stretched) ? 1.0f : -1.0f;
+
+ // call to get backcolor
+ Vec2D bgColor = {{0.0f,0.0f,0.0f},
+ {0.0f,0.0f,0.0f},
+ {0.0f,0.0f,0.0f},
+ {0.0f,0.0f,0.0f}};
+ GetCornersColor(bgColor);
+ // First 4 components of Vertex is TexCoords now.
+ GLfloat data[10 * 4];
+ if( this->GradientType != FirstCornerGradient && this->GradientType != ThirdCornerGradient )
+ {
+ const float tmpData[] = { 0.0f, texY, 0.0f, 1.0f, -dx, dy, 0.0f, (float)bgColor[0][0], (float)bgColor[0][1], (float)bgColor[0][2],
+ 0.0f, 0.0f, 0.0f, 1.0f, -dx, -dy, 0.0f, (float)bgColor[1][0], (float)bgColor[1][1], (float)bgColor[1][2],
+ texX, 0.0f, 0.0f, 1.0f, dx, -dy, 0.0f, (float)bgColor[2][0], (float)bgColor[2][1], (float)bgColor[2][2],
+ texX, texY, 0.0f, 1.0f, dx, dy, 0.0f, (float)bgColor[3][0], (float)bgColor[3][1], (float)bgColor[3][2] };
+ memcpy (data, tmpData, sizeof(float) * 10 * 4);
+ }
+ else //if( this->GradientType == FirstCornerGradient || this->GradientType == ThirdCornerGradient )
+ {
+ const float tmpData[] = { 0.0f, texY, 0.0f, 1.0f, -dx, dy, 0.0f, (float)bgColor[2][0], (float)bgColor[2][1], (float)bgColor[2][2],
+ 0.0f, 0.0f, 0.0f, 1.0f, -dx, -dy, 0.0f, (float)bgColor[1][0], (float)bgColor[1][1], (float)bgColor[1][2],
+ texX, 0.0f, 0.0f, 1.0f, dx, -dy, 0.0f, (float)bgColor[0][0], (float)bgColor[0][1], (float)bgColor[0][2],
+ texX, texY, 0.0f, 1.0f, dx, dy, 0.0f, (float)bgColor[3][0], (float)bgColor[3][1], (float)bgColor[3][2] };
+ memcpy (data, tmpData, sizeof(float) * 10 * 4);
+ }
+
+ GLuint vertexBuffer;
+ this->OpenGLHelper.vglGenBuffersARB (1, &vertexBuffer);
+ this->OpenGLHelper.vglBindBufferARB (GL_ARRAY_BUFFER_ARB, vertexBuffer);
+ this->OpenGLHelper.vglBufferDataARB (GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB);
+
+ GLint colorAttrib = this->OpenGLHelper.vglGetAttribLocationARB (this->BackgroundProgram, "Color");
+ GLint vertexAttrib = this->OpenGLHelper.vglGetAttribLocationARB (this->BackgroundProgram, "Vertex");
+ GLint bgColorAttrib = this->OpenGLHelper.vglGetAttribLocationARB (this->BackgroundProgram, "ColorBG");
+ GLsizei vertexSize = sizeof(GLfloat) * 10;
+
+ this->OpenGLHelper.vglVertexAttribPointerARB (colorAttrib, 4, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid*)0);
+ this->OpenGLHelper.vglEnableVertexAttribArrayARB (colorAttrib);
+
+ this->OpenGLHelper.vglVertexAttribPointerARB (vertexAttrib, 3, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid*)(sizeof(GLfloat) * 4));
+ this->OpenGLHelper.vglEnableVertexAttribArrayARB (vertexAttrib);
+
+ this->OpenGLHelper.vglVertexAttribPointerARB (bgColorAttrib, 3, GL_FLOAT, GL_FALSE, vertexSize, (const GLvoid*)(sizeof(GLfloat) * 7));
+ this->OpenGLHelper.vglEnableVertexAttribArrayARB (bgColorAttrib);
+
+ this->OpenGLHelper.vglUniform1iARB (this->myLocations.UseTexture, 1);
+ this->OpenGLHelper.vglUniform1iARB (this->myLocations.BackgroundTexture, GL_TEXTURE0);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ this->OpenGLHelper.vglDisableVertexAttribArrayARB (0);
+ this->OpenGLHelper.vglBindBufferARB (GL_ARRAY_BUFFER_ARB, 0);
+ this->OpenGLHelper.vglDeleteBuffersARB (1, &vertexBuffer);
+ this->OpenGLHelper.vglBindVertexArrayARB (0);
+ this->OpenGLHelper.vglUseProgramObjectARB (0);
+ }
+#else
+ GLfloat x_offset = 0.5f, y_offset = 0.5f;
+ GLfloat coeff = 0.5f;
if( aPosition == VTKViewer_Texture::Centered )
{
x_offset = ( (GLfloat)aWidth / (GLfloat)aViewWidth ) / 2.;
y_offset = ( (GLfloat)aHeight / (GLfloat)aViewHeight ) / 2.;
}
- else if( aPosition == VTKViewer_Texture::Tiled )
- {
- texX = (GLfloat)aViewWidth / (GLfloat)aWidth;
- texY = (GLfloat)aViewHeight / (GLfloat)aHeight;
- }
+
+ // OCCT issue 0023102: Change the algorithm of rendering the
+ // 3d viewer background using tiled texture
+ // Setting this coefficient to -1.F allows to tile textures relatively
+ // to the top-left corner of the view (value 1.F corresponds to the
+ // initial behaviour - tiling from the bottom-left corner)
+ GLfloat aCoef = -1.F;
// Note that texture is mapped using GL_REPEAT wrapping mode so integer part
// is simply ignored, and negative multiplier is here for convenience only
glTexCoord2f( texX, aCoef * texY ); glVertex2f( x_offset + coeff, aCoef * y_offset + coeff );
glTexCoord2f( 0.F, aCoef * texY ); glVertex2f( -x_offset + coeff, aCoef * y_offset + coeff );
glEnd();
+#endif
}
}
+ // Restore settings.
+ {
+ glEnable( GL_ALPHA_TEST );
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_TEXTURE_1D );
+ glEnable( GL_TEXTURE_2D );
+ glEnable( GL_BLEND );
+
+ glShadeModel( oldShadeModel ); // color interpolation
+ }
+
glPopMatrix();
glMatrixMode( GL_PROJECTION );
glPopMatrix();