void MyExaminerViewer::actualRedraw() { // Must set up the OpenGL viewport manually, as upon resize // operations, Coin won't set it up until the SoGLRenderAction is // applied again. And since we need to do glClear() before applying // the action.. const SbViewportRegion vp = this->getViewportRegion(); SbVec2s origin = vp.getViewportOriginPixels(); SbVec2s size = vp.getViewportSizePixels(); glViewport(origin[0], origin[1], size[0], size[1]); const SbColor col = this->getBackgroundColor(); glClearColor(col[0], col[1], col[2], 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Render our scenegraph with the image. SoGLRenderAction * glra = this->getGLRenderAction(); glra->apply(this->bckgroundroot); // Render normal scenegraph. SoQtExaminerViewer::actualRedraw(); // Increase arrow angle with 1/1000 every frame. // arrowrotation->angle = arrowrotation->angle.getValue() + (0.001 / M_PI * 180); // Render overlay front scenegraph. glClear(GL_DEPTH_BUFFER_BIT); glra->apply(this->foregroundroot); }
/*! Empty method in Coin. Can be used by subclasses to be told when status change. */ void SoFCSelection::redrawHighlighted(SoAction * action , SbBool doHighlight ) { //Base::Console().Log("SoFCSelection::redrawHighlighted() (%p) doHigh=%d \n",this,doHighlight?1:0); #ifdef NO_FRONTBUFFER #else // If we are about to highlight, and there is something else highlighted, // that something else needs to unhighlight. if (doHighlight && currenthighlight != NULL && !(*((SoFullPath *)action->getCurPath()) == *currenthighlight)) { SoNode *tail = currenthighlight->getTail(); if (tail->isOfType( SoFCSelection::getClassTypeId())) ((SoFCSelection *)tail)->redrawHighlighted(action, FALSE); else { // Just get rid of the path. It's no longer valid for redraw. currenthighlight->unref(); currenthighlight = NULL; } } SoPath *pathToRender; // save the path to ourself for later de-highlight if (doHighlight) { if (currenthighlight != NULL) currenthighlight->unref(); currenthighlight = (SoFullPath *) action->getCurPath()->copy(); currenthighlight->ref(); // We will be rendering this new path to highlight it pathToRender = currenthighlight; pathToRender->ref(); } // delete our path if we are no longer highlighted else { if (currenthighlight) { // We will be rendering this old path to unhighlight it pathToRender = currenthighlight; pathToRender->ref(); currenthighlight->unref(); currenthighlight = NULL; } } // If highlighting is forced on for this node, we don't need this special render. if (highlightMode.getValue() != AUTO) { pathToRender->unref(); return; } SoState *state = action->getState(); //void* window; //void* context; //void *display; QGLWidget* window; SoGLRenderAction *glAction; //SoWindowElement::get(state, window, context, display, glAction); SoGLWidgetElement::get(state, window); SoGLRenderActionElement::get(state, glAction); // If we don't have a current window, then simply return... if (window == 0 /*|| context == NULL || display == NULL*/ || glAction == NULL) return; window->makeCurrent(); #ifndef WIN32 // set the current window //glXMakeCurrent(display, window, context); #endif // render into the front buffer (save the current buffering type) GLint whichBuffer; glGetIntegerv(GL_DRAW_BUFFER, &whichBuffer); if (whichBuffer != GL_FRONT) glDrawBuffer(GL_FRONT); highlighted = TRUE; glAction->apply(pathToRender); highlighted = FALSE; // restore the buffering type if (whichBuffer != GL_FRONT) glDrawBuffer((GLenum)whichBuffer); glFlush(); pathToRender->unref(); #endif }