0028794: Visualization, Ray tracing - Implement tone mapping
[occt.git] / src / Graphic3d / Graphic3d_RenderingParams.hxx
CommitLineData
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>
eb85ed36 23#include <Graphic3d_ToneMappingMethod.hxx>
f978241f 24#include <Graphic3d_Vec4.hxx>
bc8c79bb 25
26//! Helper class to store rendering parameters.
27class Graphic3d_RenderingParams
28{
29public:
4b1c8733 30 //! Default pixels density.
31 static const unsigned int THE_DEFAULT_RESOLUTION = 72u;
bc8c79bb 32
33 //! Default ray-tracing depth.
34 static const Standard_Integer THE_DEFAULT_DEPTH = 3;
35
f978241f 36 //! Anaglyph filter presets.
37 enum Anaglyph
38 {
39 Anaglyph_RedCyan_Simple, //!< simple filter for Red-Cyan glasses (R+GB)
40 Anaglyph_RedCyan_Optimized, //!< optimized filter for Red-Cyan glasses (R+GB)
41 Anaglyph_YellowBlue_Simple, //!< simple filter for Yellow-Blue glasses (RG+B)
42 Anaglyph_YellowBlue_Optimized, //!< optimized filter for Yellow-Blue glasses (RG+B)
43 Anaglyph_GreenMagenta_Simple, //!< simple filter for Green-Magenta glasses (G+RB)
44 Anaglyph_UserDefined //!< use externally specified matrices
45 };
46
bc8c79bb 47public:
48
49 //! Creates default rendering parameters.
50 Graphic3d_RenderingParams()
189f85a3 51 : Method (Graphic3d_RM_RASTERIZATION),
a1073ae2 52 TransparencyMethod (Graphic3d_RTM_BLEND_UNORDERED),
53 OitDepthFactor (0.0f),
3c4b62a4 54 NbMsaaSamples (0),
56689b27 55 RenderResolutionScale (1.0f),
3c4b62a4 56 // ray tracing parameters
f978241f 57 IsGlobalIlluminationEnabled (Standard_False),
f978241f 58 RaytracingDepth (THE_DEFAULT_DEPTH),
189f85a3 59 IsShadowEnabled (Standard_True),
60 IsReflectionEnabled (Standard_False),
61 IsAntialiasingEnabled (Standard_False),
62 IsTransparentShadowEnabled (Standard_False),
f978241f 63 UseEnvironmentMapBackground (Standard_False),
8c820969 64 CoherentPathTracingMode (Standard_False),
3a9b5dc8 65 AdaptiveScreenSampling (Standard_False),
66 ShowSamplingTiles (Standard_False),
b4327ba8 67 TwoSidedBsdfModels (Standard_False),
b09447ed 68 RadianceClampingValue (30.0),
d877e610 69 RebuildRayTracingShaders (Standard_False),
4eaaf9d8 70 NbRayTracingTiles (16 * 16),
eb85ed36 71 ToneMappingMethod (Graphic3d_ToneMappingMethod_Disabled),
72 Exposure (0.f),
73 WhitePoint (1.f),
3c4b62a4 74 // stereoscopic parameters
f978241f 75 StereoMode (Graphic3d_StereoMode_QuadBuffer),
76 AnaglyphFilter (Anaglyph_RedCyan_Optimized),
4b1c8733 77 ToReverseStereo (Standard_False),
78
79 Resolution (THE_DEFAULT_RESOLUTION)
bc8c79bb 80 {
f978241f 81 const Graphic3d_Vec4 aZero (0.0f, 0.0f, 0.0f, 0.0f);
82 AnaglyphLeft .SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
83 AnaglyphLeft .SetRow (1, aZero);
84 AnaglyphLeft .SetRow (2, aZero);
85 AnaglyphLeft .SetRow (3, aZero);
86 AnaglyphRight.SetRow (0, aZero);
87 AnaglyphRight.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
88 AnaglyphRight.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
89 AnaglyphRight.SetRow (3, aZero);
bc8c79bb 90 }
91
75c262a9 92 //! Returns resolution ratio.
93 Standard_ShortReal ResolutionRatio() const
94 {
95 return Resolution / static_cast<Standard_ShortReal> (THE_DEFAULT_RESOLUTION);
96 }
97
bc8c79bb 98public:
99
a1073ae2 100 Graphic3d_RenderingMode Method; //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default
101 Graphic3d_RenderTransparentMethod TransparencyMethod; //!< specifies rendering method for transparent graphics
102 Standard_ShortReal OitDepthFactor; //!< scalar factor [0-1] controlling influence of depth of a fragment to its final coverage
103 Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default
104 Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default;
105 //! incompatible with MSAA (e.g. NbMsaaSamples should be set to 0)
106
107 Standard_Boolean IsGlobalIlluminationEnabled; //!< enables/disables global illumination effects (path tracing)
108 Standard_Integer SamplesPerPixel; //!< number of samples per pixel (SPP)
109 Standard_Integer RaytracingDepth; //!< maximum ray-tracing depth, 3 by default
110 Standard_Boolean IsShadowEnabled; //!< enables/disables shadows rendering, True by default
111 Standard_Boolean IsReflectionEnabled; //!< enables/disables specular reflections, False by default
112 Standard_Boolean IsAntialiasingEnabled; //!< enables/disables adaptive anti-aliasing, False by default
113 Standard_Boolean IsTransparentShadowEnabled; //!< enables/disables light propagation through transparent media, False by default
114 Standard_Boolean UseEnvironmentMapBackground; //!< enables/disables environment map background
115 Standard_Boolean CoherentPathTracingMode; //!< enables/disables 'coherent' tracing mode (single RNG seed within 16x16 image blocks)
116 Standard_Boolean AdaptiveScreenSampling; //!< enables/disables adaptive screen sampling mode for path tracing, FALSE by default
117 Standard_Boolean ShowSamplingTiles; //!< enables/disables debug mode for adaptive screen sampling, FALSE by default
118 Standard_Boolean TwoSidedBsdfModels; //!< forces path tracing to use two-sided versions of original one-sided scattering models
119 Standard_ShortReal RadianceClampingValue; //!< maximum radiance value used for clamping radiance estimation.
120 Standard_Boolean RebuildRayTracingShaders; //!< forces rebuilding ray tracing shaders at the next frame
121 Standard_Integer NbRayTracingTiles; //!< total number of screen tiles used in adaptive sampling mode (PT only)
122
eb85ed36 123 Graphic3d_ToneMappingMethod ToneMappingMethod; //!< specifies tone mapping method for path tracing, Graphic3d_ToneMappingMethod_Disabled by default
124 Standard_ShortReal Exposure; //!< exposure value used for tone mapping (path tracing), 0.0 by default
125 Standard_ShortReal WhitePoint; //!< white point value used in filmic tone mapping (path tracing), 1.0 by default
126
a1073ae2 127 Graphic3d_StereoMode StereoMode; //!< stereoscopic output mode, Graphic3d_StereoMode_QuadBuffer by default
128 Anaglyph AnaglyphFilter; //!< filter for anaglyph output, Anaglyph_RedCyan_Optimized by default
129 Graphic3d_Mat4 AnaglyphLeft; //!< left anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
130 Graphic3d_Mat4 AnaglyphRight; //!< right anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
131 Standard_Boolean ToReverseStereo; //!< flag to reverse stereo pair, FALSE by default
132
133 unsigned int Resolution; //!< Pixels density (PPI), defines scaling factor for parameters like text size
134 //! (when defined in screen-space units rather than in 3D) to be properly displayed
135 //! on device (screen / printer). 72 is default value.
136 //! Note that using difference resolution in different Views in same Viewer
137 //! will lead to performance regression (for example, text will be recreated every time).
bc8c79bb 138};
139
140#endif // _Graphic3d_RenderingParams_HeaderFile