0027925: Visualization - implement order-independent transparency algorithm within...
[occt.git] / src / Graphic3d / Graphic3d_RenderingParams.hxx
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bc8c79bb 1// Created on: 2014-05-14
2// Created by: Denis BOGOLEPOV
3// Copyright (c) 2014 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
12//
13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
15
16#ifndef _Graphic3d_RenderingParams_HeaderFile
17#define _Graphic3d_RenderingParams_HeaderFile
18
a1073ae2 19#include <Graphic3d_Mat4.hxx>
20#include <Graphic3d_RenderTransparentMethod.hxx>
bc8c79bb 21#include <Graphic3d_RenderingMode.hxx>
f978241f 22#include <Graphic3d_StereoMode.hxx>
f978241f 23#include <Graphic3d_Vec4.hxx>
bc8c79bb 24
25//! Helper class to store rendering parameters.
26class Graphic3d_RenderingParams
27{
28public:
4b1c8733 29 //! Default pixels density.
30 static const unsigned int THE_DEFAULT_RESOLUTION = 72u;
bc8c79bb 31
32 //! Default ray-tracing depth.
33 static const Standard_Integer THE_DEFAULT_DEPTH = 3;
34
f978241f 35 //! Anaglyph filter presets.
36 enum Anaglyph
37 {
38 Anaglyph_RedCyan_Simple, //!< simple filter for Red-Cyan glasses (R+GB)
39 Anaglyph_RedCyan_Optimized, //!< optimized filter for Red-Cyan glasses (R+GB)
40 Anaglyph_YellowBlue_Simple, //!< simple filter for Yellow-Blue glasses (RG+B)
41 Anaglyph_YellowBlue_Optimized, //!< optimized filter for Yellow-Blue glasses (RG+B)
42 Anaglyph_GreenMagenta_Simple, //!< simple filter for Green-Magenta glasses (G+RB)
43 Anaglyph_UserDefined //!< use externally specified matrices
44 };
45
bc8c79bb 46public:
47
48 //! Creates default rendering parameters.
49 Graphic3d_RenderingParams()
189f85a3 50 : Method (Graphic3d_RM_RASTERIZATION),
a1073ae2 51 TransparencyMethod (Graphic3d_RTM_BLEND_UNORDERED),
52 OitDepthFactor (0.0f),
3c4b62a4 53 NbMsaaSamples (0),
56689b27 54 RenderResolutionScale (1.0f),
3c4b62a4 55 // ray tracing parameters
f978241f 56 IsGlobalIlluminationEnabled (Standard_False),
f978241f 57 RaytracingDepth (THE_DEFAULT_DEPTH),
189f85a3 58 IsShadowEnabled (Standard_True),
59 IsReflectionEnabled (Standard_False),
60 IsAntialiasingEnabled (Standard_False),
61 IsTransparentShadowEnabled (Standard_False),
f978241f 62 UseEnvironmentMapBackground (Standard_False),
8c820969 63 CoherentPathTracingMode (Standard_False),
3a9b5dc8 64 AdaptiveScreenSampling (Standard_False),
65 ShowSamplingTiles (Standard_False),
b4327ba8 66 TwoSidedBsdfModels (Standard_False),
b09447ed 67 RadianceClampingValue (30.0),
d877e610 68 RebuildRayTracingShaders (Standard_False),
4eaaf9d8 69 NbRayTracingTiles (16 * 16),
3c4b62a4 70 // stereoscopic parameters
f978241f 71 StereoMode (Graphic3d_StereoMode_QuadBuffer),
72 AnaglyphFilter (Anaglyph_RedCyan_Optimized),
4b1c8733 73 ToReverseStereo (Standard_False),
74
75 Resolution (THE_DEFAULT_RESOLUTION)
bc8c79bb 76 {
f978241f 77 const Graphic3d_Vec4 aZero (0.0f, 0.0f, 0.0f, 0.0f);
78 AnaglyphLeft .SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
79 AnaglyphLeft .SetRow (1, aZero);
80 AnaglyphLeft .SetRow (2, aZero);
81 AnaglyphLeft .SetRow (3, aZero);
82 AnaglyphRight.SetRow (0, aZero);
83 AnaglyphRight.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
84 AnaglyphRight.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
85 AnaglyphRight.SetRow (3, aZero);
bc8c79bb 86 }
87
75c262a9 88 //! Returns resolution ratio.
89 Standard_ShortReal ResolutionRatio() const
90 {
91 return Resolution / static_cast<Standard_ShortReal> (THE_DEFAULT_RESOLUTION);
92 }
93
bc8c79bb 94public:
95
a1073ae2 96 Graphic3d_RenderingMode Method; //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default
97 Graphic3d_RenderTransparentMethod TransparencyMethod; //!< specifies rendering method for transparent graphics
98 Standard_ShortReal OitDepthFactor; //!< scalar factor [0-1] controlling influence of depth of a fragment to its final coverage
99 Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default
100 Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default;
101 //! incompatible with MSAA (e.g. NbMsaaSamples should be set to 0)
102
103 Standard_Boolean IsGlobalIlluminationEnabled; //!< enables/disables global illumination effects (path tracing)
104 Standard_Integer SamplesPerPixel; //!< number of samples per pixel (SPP)
105 Standard_Integer RaytracingDepth; //!< maximum ray-tracing depth, 3 by default
106 Standard_Boolean IsShadowEnabled; //!< enables/disables shadows rendering, True by default
107 Standard_Boolean IsReflectionEnabled; //!< enables/disables specular reflections, False by default
108 Standard_Boolean IsAntialiasingEnabled; //!< enables/disables adaptive anti-aliasing, False by default
109 Standard_Boolean IsTransparentShadowEnabled; //!< enables/disables light propagation through transparent media, False by default
110 Standard_Boolean UseEnvironmentMapBackground; //!< enables/disables environment map background
111 Standard_Boolean CoherentPathTracingMode; //!< enables/disables 'coherent' tracing mode (single RNG seed within 16x16 image blocks)
112 Standard_Boolean AdaptiveScreenSampling; //!< enables/disables adaptive screen sampling mode for path tracing, FALSE by default
113 Standard_Boolean ShowSamplingTiles; //!< enables/disables debug mode for adaptive screen sampling, FALSE by default
114 Standard_Boolean TwoSidedBsdfModels; //!< forces path tracing to use two-sided versions of original one-sided scattering models
115 Standard_ShortReal RadianceClampingValue; //!< maximum radiance value used for clamping radiance estimation.
116 Standard_Boolean RebuildRayTracingShaders; //!< forces rebuilding ray tracing shaders at the next frame
117 Standard_Integer NbRayTracingTiles; //!< total number of screen tiles used in adaptive sampling mode (PT only)
118
119 Graphic3d_StereoMode StereoMode; //!< stereoscopic output mode, Graphic3d_StereoMode_QuadBuffer by default
120 Anaglyph AnaglyphFilter; //!< filter for anaglyph output, Anaglyph_RedCyan_Optimized by default
121 Graphic3d_Mat4 AnaglyphLeft; //!< left anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
122 Graphic3d_Mat4 AnaglyphRight; //!< right anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
123 Standard_Boolean ToReverseStereo; //!< flag to reverse stereo pair, FALSE by default
124
125 unsigned int Resolution; //!< Pixels density (PPI), defines scaling factor for parameters like text size
126 //! (when defined in screen-space units rather than in 3D) to be properly displayed
127 //! on device (screen / printer). 72 is default value.
128 //! Note that using difference resolution in different Views in same Viewer
129 //! will lead to performance regression (for example, text will be recreated every time).
bc8c79bb 130};
131
132#endif // _Graphic3d_RenderingParams_HeaderFile