0030488: Visualization, Ray Tracing - empty error message on GLSL program compilation
[occt.git] / src / OpenGl / OpenGl_View_Raytrace.cxx
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91c60b57 1// Created on: 2015-02-20
e276548b 2// Created by: Denis BOGOLEPOV
91c60b57 3// Copyright (c) 2015 OPEN CASCADE SAS
e276548b 4//
973c2be1 5// This file is part of Open CASCADE Technology software library.
e276548b 6//
d5f74e42 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
973c2be1 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.
e276548b 12//
973c2be1 13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
e276548b 15
c357e426 16#include <OpenGl_View.hxx>
91c60b57 17
c357e426 18#include <Graphic3d_TextureParams.hxx>
b7cd4ba7 19#include <OpenGl_PrimitiveArray.hxx>
fc73a202 20#include <OpenGl_VertexBuffer.hxx>
3a9b5dc8 21#include <OpenGl_GlCore44.hxx>
fc73a202 22#include <OSD_Protection.hxx>
91c60b57 23#include <OSD_File.hxx>
e276548b 24
ee5befae 25#include "../Shaders/Shaders_RaytraceBase_vs.pxx"
26#include "../Shaders/Shaders_RaytraceBase_fs.pxx"
27#include "../Shaders/Shaders_PathtraceBase_fs.pxx"
28#include "../Shaders/Shaders_RaytraceRender_fs.pxx"
29#include "../Shaders/Shaders_RaytraceSmooth_fs.pxx"
30#include "../Shaders/Shaders_Display_fs.pxx"
31
e276548b 32using namespace OpenGl_Raytrace;
33
34//! Use this macro to output ray-tracing debug info
fc73a202 35// #define RAY_TRACE_PRINT_INFO
e276548b 36
37#ifdef RAY_TRACE_PRINT_INFO
38 #include <OSD_Timer.hxx>
39#endif
40
b6472664 41namespace
42{
43 static const OpenGl_Vec4 THE_WHITE_COLOR (1.0f, 1.0f, 1.0f, 1.0f);
44 static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
45}
46
cc8cbabe 47namespace
48{
49 //! Defines OpenGL texture samplers.
50 static const Graphic3d_TextureUnit OpenGl_RT_EnvironmentMapTexture = Graphic3d_TextureUnit_0;
51
52 static const Graphic3d_TextureUnit OpenGl_RT_SceneNodeInfoTexture = Graphic3d_TextureUnit_1;
53 static const Graphic3d_TextureUnit OpenGl_RT_SceneMinPointTexture = Graphic3d_TextureUnit_2;
54 static const Graphic3d_TextureUnit OpenGl_RT_SceneMaxPointTexture = Graphic3d_TextureUnit_3;
55 static const Graphic3d_TextureUnit OpenGl_RT_SceneTransformTexture = Graphic3d_TextureUnit_4;
56
57 static const Graphic3d_TextureUnit OpenGl_RT_GeometryVertexTexture = Graphic3d_TextureUnit_5;
58 static const Graphic3d_TextureUnit OpenGl_RT_GeometryNormalTexture = Graphic3d_TextureUnit_6;
59 static const Graphic3d_TextureUnit OpenGl_RT_GeometryTexCrdTexture = Graphic3d_TextureUnit_7;
60 static const Graphic3d_TextureUnit OpenGl_RT_GeometryTriangTexture = Graphic3d_TextureUnit_8;
61
62 static const Graphic3d_TextureUnit OpenGl_RT_RaytraceMaterialTexture = Graphic3d_TextureUnit_9;
63 static const Graphic3d_TextureUnit OpenGl_RT_RaytraceLightSrcTexture = Graphic3d_TextureUnit_10;
64
65 static const Graphic3d_TextureUnit OpenGl_RT_FsaaInputTexture = Graphic3d_TextureUnit_11;
66 static const Graphic3d_TextureUnit OpenGl_RT_PrevAccumTexture = Graphic3d_TextureUnit_12;
67
68 static const Graphic3d_TextureUnit OpenGl_RT_RaytraceDepthTexture = Graphic3d_TextureUnit_13;
69}
70
e276548b 71// =======================================================================
189f85a3 72// function : updateRaytraceGeometry
91c60b57 73// purpose : Updates 3D scene geometry for ray-tracing
e276548b 74// =======================================================================
91c60b57 75Standard_Boolean OpenGl_View::updateRaytraceGeometry (const RaytraceUpdateMode theMode,
76 const Standard_Integer theViewId,
77 const Handle(OpenGl_Context)& theGlContext)
e276548b 78{
91c60b57 79 // In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for
80 // modifications. This is light-weight procedure performed on each frame
84c71f29 81 if (theMode == OpenGl_GUM_CHECK)
e276548b 82 {
bd6a8454 83 if (myRaytraceLayerListState != myZLayers.ModificationStateOfRaytracable())
91c60b57 84 {
85 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
86 }
87 }
84c71f29 88 else if (theMode == OpenGl_GUM_PREPARE)
89 {
90 myRaytraceGeometry.ClearMaterials();
91c60b57 91
84c71f29 92 myArrayToTrianglesMap.clear();
e276548b 93
94 myIsRaytraceDataValid = Standard_False;
95 }
e276548b 96
97 // The set of processed structures (reflected to ray-tracing)
98 // This set is used to remove out-of-date records from the
99 // hash map of structures
100 std::set<const OpenGl_Structure*> anElements;
101
91c60b57 102 // Set to store all currently visible OpenGL primitive arrays
103 // applicable for ray-tracing
8d3f219f 104 std::set<Standard_Size> anArrayIDs;
84c71f29 105
189f85a3 106 // Set to store all non-raytracable elements allowing tracking
107 // of changes in OpenGL scene (only for path tracing)
108 std::set<Standard_Integer> aNonRaytraceIDs;
109
91c60b57 110 const OpenGl_Layer& aLayer = myZLayers.Layer (Graphic3d_ZLayerId_Default);
e276548b 111
91c60b57 112 if (aLayer.NbStructures() != 0)
e276548b 113 {
9f112210 114 const OpenGl_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
91c60b57 115
68333c8f 116 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
e276548b 117 {
9f112210 118 for (OpenGl_IndexedMapOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
e276548b 119 {
120 const OpenGl_Structure* aStructure = aStructIt.Value();
121
84c71f29 122 if (theMode == OpenGl_GUM_CHECK)
e276548b 123 {
91c60b57 124 if (toUpdateStructure (aStructure))
e276548b 125 {
91c60b57 126 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
e276548b 127 }
189f85a3 128 else if (aStructure->IsVisible() && myRaytraceParameters.GlobalIllumination)
129 {
130 aNonRaytraceIDs.insert (aStructure->highlight ? aStructure->Id : -aStructure->Id);
131 }
e2da917a 132 }
84c71f29 133 else if (theMode == OpenGl_GUM_PREPARE)
134 {
91c60b57 135 if (!aStructure->IsRaytracable() || !aStructure->IsVisible())
a1954302 136 {
a272ed94 137 continue;
138 }
91c60b57 139 else if (!aStructure->ViewAffinity.IsNull() && !aStructure->ViewAffinity->IsVisible (theViewId))
a272ed94 140 {
84c71f29 141 continue;
a1954302 142 }
84c71f29 143
3e05329c 144 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->Groups()); aGroupIter.More(); aGroupIter.Next())
84c71f29 145 {
91c60b57 146 // Extract OpenGL elements from the group (primitives arrays)
84c71f29 147 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
148 {
149 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
150
151 if (aPrimArray != NULL)
152 {
8d3f219f 153 anArrayIDs.insert (aPrimArray->GetUID());
84c71f29 154 }
155 }
156 }
e2da917a 157 }
91c60b57 158 else if (theMode == OpenGl_GUM_REBUILD)
e276548b 159 {
160 if (!aStructure->IsRaytracable())
91c60b57 161 {
e276548b 162 continue;
91c60b57 163 }
164 else if (addRaytraceStructure (aStructure, theGlContext))
165 {
166 anElements.insert (aStructure); // structure was processed
167 }
e276548b 168 }
169 }
170 }
171 }
172
84c71f29 173 if (theMode == OpenGl_GUM_PREPARE)
174 {
25ef750e 175 BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
84c71f29 176
91c60b57 177 // Filter out unchanged objects so only their transformations and materials
178 // will be updated (and newly added objects will be processed from scratch)
179 for (Standard_Integer anObjIdx = 0; anObjIdx < myRaytraceGeometry.Size(); ++anObjIdx)
84c71f29 180 {
181 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
91c60b57 182 myRaytraceGeometry.Objects().ChangeValue (anObjIdx).operator->());
84c71f29 183
91c60b57 184 if (aTriangleSet == NULL)
84c71f29 185 {
91c60b57 186 continue;
187 }
188
189 if (anArrayIDs.find (aTriangleSet->AssociatedPArrayID()) != anArrayIDs.end())
190 {
191 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjIdx));
84c71f29 192
8d3f219f 193 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
84c71f29 194 }
195 }
196
197 myRaytraceGeometry.Objects() = anUnchangedObjects;
198
91c60b57 199 return updateRaytraceGeometry (OpenGl_GUM_REBUILD, theViewId, theGlContext);
84c71f29 200 }
91c60b57 201 else if (theMode == OpenGl_GUM_REBUILD)
e276548b 202 {
91c60b57 203 // Actualize the hash map of structures - remove out-of-date records
d4aaad5b 204 std::map<const OpenGl_Structure*, StructState>::iterator anIter = myStructureStates.begin();
e276548b 205
206 while (anIter != myStructureStates.end())
207 {
208 if (anElements.find (anIter->first) == anElements.end())
209 {
210 myStructureStates.erase (anIter++);
211 }
212 else
213 {
214 ++anIter;
215 }
216 }
217
218 // Actualize OpenGL layer list state
bd6a8454 219 myRaytraceLayerListState = myZLayers.ModificationStateOfRaytracable();
e276548b 220
91c60b57 221 // Rebuild two-level acceleration structure
265d4508 222 myRaytraceGeometry.ProcessAcceleration();
e276548b 223
91c60b57 224 myRaytraceSceneRadius = 2.f /* scale factor */ * std::max (
225 myRaytraceGeometry.Box().CornerMin().cwiseAbs().maxComp(),
226 myRaytraceGeometry.Box().CornerMax().cwiseAbs().maxComp());
e276548b 227
25ef750e 228 const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
e276548b 229
91c60b57 230 myRaytraceSceneEpsilon = Max (1.0e-6f, 1.0e-4f * aSize.Modulus());
fc73a202 231
91c60b57 232 return uploadRaytraceData (theGlContext);
e276548b 233 }
234
189f85a3 235 if (myRaytraceParameters.GlobalIllumination)
236 {
237 Standard_Boolean toRestart =
238 aNonRaytraceIDs.size() != myNonRaytraceStructureIDs.size();
239
240 for (std::set<Standard_Integer>::iterator anID = aNonRaytraceIDs.begin(); anID != aNonRaytraceIDs.end() && !toRestart; ++anID)
241 {
242 if (myNonRaytraceStructureIDs.find (*anID) == myNonRaytraceStructureIDs.end())
243 {
244 toRestart = Standard_True;
245 }
246 }
247
248 if (toRestart)
3a9b5dc8 249 {
189f85a3 250 myAccumFrames = 0;
3a9b5dc8 251 }
189f85a3 252
253 myNonRaytraceStructureIDs = aNonRaytraceIDs;
254 }
255
e276548b 256 return Standard_True;
257}
258
259// =======================================================================
189f85a3 260// function : toUpdateStructure
e2da917a 261// purpose : Checks to see if the structure is modified
e276548b 262// =======================================================================
91c60b57 263Standard_Boolean OpenGl_View::toUpdateStructure (const OpenGl_Structure* theStructure)
e276548b 264{
265 if (!theStructure->IsRaytracable())
266 {
e276548b 267 if (theStructure->ModificationState() > 0)
268 {
269 theStructure->ResetModificationState();
91c60b57 270
271 return Standard_True; // ray-trace element was removed - need to rebuild
e276548b 272 }
273
91c60b57 274 return Standard_False; // did not contain ray-trace elements
e276548b 275 }
276
d4aaad5b 277 std::map<const OpenGl_Structure*, StructState>::iterator aStructState = myStructureStates.find (theStructure);
e276548b 278
d4aaad5b 279 if (aStructState == myStructureStates.end() || aStructState->second.StructureState != theStructure->ModificationState())
91c60b57 280 {
d4aaad5b 281 return Standard_True;
282 }
283 else if (theStructure->InstancedStructure() != NULL)
284 {
285 return aStructState->second.InstancedState != theStructure->InstancedStructure()->ModificationState();
91c60b57 286 }
e276548b 287
d4aaad5b 288 return Standard_False;
e276548b 289}
290
291// =======================================================================
189f85a3 292// function : buildTextureTransform
25ef750e 293// purpose : Constructs texture transformation matrix
294// =======================================================================
189f85a3 295void buildTextureTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
25ef750e 296{
297 theMatrix.InitIdentity();
cc8cbabe 298 if (theParams.IsNull())
299 {
300 return;
301 }
25ef750e 302
303 // Apply scaling
304 const Graphic3d_Vec2& aScale = theParams->Scale();
305
306 theMatrix.ChangeValue (0, 0) *= aScale.x();
307 theMatrix.ChangeValue (1, 0) *= aScale.x();
308 theMatrix.ChangeValue (2, 0) *= aScale.x();
309 theMatrix.ChangeValue (3, 0) *= aScale.x();
310
311 theMatrix.ChangeValue (0, 1) *= aScale.y();
312 theMatrix.ChangeValue (1, 1) *= aScale.y();
313 theMatrix.ChangeValue (2, 1) *= aScale.y();
314 theMatrix.ChangeValue (3, 1) *= aScale.y();
315
316 // Apply translation
317 const Graphic3d_Vec2 aTrans = -theParams->Translation();
318
319 theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
320 theMatrix.GetValue (0, 1) * aTrans.y();
321
322 theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
323 theMatrix.GetValue (1, 1) * aTrans.y();
324
325 theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
326 theMatrix.GetValue (2, 1) * aTrans.y();
327
328 // Apply rotation
329 const Standard_ShortReal aSin = std::sin (
330 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
331 const Standard_ShortReal aCos = std::cos (
332 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
333
334 BVH_Mat4f aRotationMat;
335 aRotationMat.SetValue (0, 0, aCos);
336 aRotationMat.SetValue (1, 1, aCos);
337 aRotationMat.SetValue (0, 1, -aSin);
338 aRotationMat.SetValue (1, 0, aSin);
339
340 theMatrix = theMatrix * aRotationMat;
341}
342
343// =======================================================================
189f85a3 344// function : convertMaterial
e276548b 345// purpose : Creates ray-tracing material properties
346// =======================================================================
91c60b57 347OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
348 const Handle(OpenGl_Context)& theGlContext)
e276548b 349{
91c60b57 350 OpenGl_RaytraceMaterial theMaterial;
25ef750e 351
b6472664 352 const Graphic3d_MaterialAspect& aSrcMat = theAspect->Aspect()->FrontMaterial();
353 const OpenGl_Vec3& aMatCol = theAspect->Aspect()->InteriorColor();
a71a71de 354 const bool isPhysic = aSrcMat.MaterialType (Graphic3d_MATERIAL_PHYSIC);
b6472664 355 const float aShine = 128.0f * float(aSrcMat.Shininess());
b6472664 356
357 // ambient component
358 if (aSrcMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
359 {
360 const OpenGl_Vec3& aSrcAmb = isPhysic ? aSrcMat.AmbientColor() : aMatCol;
361 theMaterial.Ambient = BVH_Vec4f (aSrcAmb * (float )aSrcMat.Ambient(), 1.0f);
362 }
363 else
364 {
365 theMaterial.Ambient = THE_BLACK_COLOR;
366 }
367
368 // diffusion component
369 if (aSrcMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
370 {
371 const OpenGl_Vec3& aSrcDif = isPhysic ? aSrcMat.DiffuseColor() : aMatCol;
372 theMaterial.Diffuse = BVH_Vec4f (aSrcDif * (float )aSrcMat.Diffuse(), -1.0f); // -1 is no texture
373 }
374 else
375 {
376 theMaterial.Diffuse = BVH_Vec4f (THE_BLACK_COLOR.rgb(), -1.0f);
377 }
378
379 // specular component
380 if (aSrcMat.ReflectionMode (Graphic3d_TOR_SPECULAR))
381 {
382 const OpenGl_Vec3& aSrcSpe = aSrcMat.SpecularColor();
383 const OpenGl_Vec3& aSrcSpe2 = isPhysic ? aSrcSpe : THE_WHITE_COLOR.rgb();
384 theMaterial.Specular = BVH_Vec4f (aSrcSpe2 * (float )aSrcMat.Specular(), aShine);
385
386 const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
387 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
388 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
389
390 const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
391
392 // ignore isPhysic here
393 theMaterial.Reflection = BVH_Vec4f (aSrcSpe * (float )aSrcMat.Specular() * aReflectionScale, 0.0f);
394 }
395 else
396 {
397 theMaterial.Specular = BVH_Vec4f (THE_BLACK_COLOR.rgb(), aShine);
398 }
399
400 // emission component
401 if (aSrcMat.ReflectionMode (Graphic3d_TOR_EMISSION))
402 {
403 const OpenGl_Vec3& aSrcEms = isPhysic ? aSrcMat.EmissiveColor() : aMatCol;
404 theMaterial.Emission = BVH_Vec4f (aSrcEms * (float )aSrcMat.Emissive(), 1.0f);
405 }
406 else
407 {
408 theMaterial.Emission = THE_BLACK_COLOR;
409 }
410
411 const float anIndex = (float )aSrcMat.RefractionIndex();
a71a71de 412 theMaterial.Transparency = BVH_Vec4f (aSrcMat.Alpha(), aSrcMat.Transparency(),
b6472664 413 anIndex == 0 ? 1.0f : anIndex,
414 anIndex == 0 ? 1.0f : 1.0f / anIndex);
25ef750e 415
189f85a3 416 // Serialize physically-based material properties
b6472664 417 const Graphic3d_BSDF& aBSDF = aSrcMat.BSDF();
189f85a3 418
05aa616d 419 theMaterial.BSDF.Kc = aBSDF.Kc;
420 theMaterial.BSDF.Ks = aBSDF.Ks;
421 theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f); // no texture
422 theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
423 theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
189f85a3 424
05aa616d 425 theMaterial.BSDF.Absorption = aBSDF.Absorption;
189f85a3 426
05aa616d 427 theMaterial.BSDF.FresnelCoat = aBSDF.FresnelCoat.Serialize ();
428 theMaterial.BSDF.FresnelBase = aBSDF.FresnelBase.Serialize ();
189f85a3 429
430 // Handle material textures
cc8cbabe 431 if (!theAspect->Aspect()->ToMapTexture())
25ef750e 432 {
cc8cbabe 433 return theMaterial;
434 }
91c60b57 435
cc8cbabe 436 const Handle(OpenGl_TextureSet)& aTextureSet = theAspect->TextureSet (theGlContext);
437 if (aTextureSet.IsNull()
438 || aTextureSet->IsEmpty()
439 || aTextureSet->First().IsNull())
440 {
441 return theMaterial;
442 }
91c60b57 443
cc8cbabe 444 if (theGlContext->HasRayTracingTextures())
445 {
446 const Handle(OpenGl_Texture)& aTexture = aTextureSet->First();
447 buildTextureTransform (aTexture->Sampler()->Parameters(), theMaterial.TextureTransform);
91c60b57 448
cc8cbabe 449 // write texture ID to diffuse w-component
450 theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() = static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (aTexture));
451 }
452 else if (!myIsRaytraceWarnTextures)
453 {
454 const TCollection_ExtendedString aWarnMessage =
455 "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
456 "Please try to update graphics card driver. At the moment textures will be ignored.";
457
458 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
459 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
460
461 myIsRaytraceWarnTextures = Standard_True;
25ef750e 462 }
e276548b 463
91c60b57 464 return theMaterial;
e276548b 465}
466
467// =======================================================================
189f85a3 468// function : addRaytraceStructure
e276548b 469// purpose : Adds OpenGL structure to ray-traced scene geometry
470// =======================================================================
91c60b57 471Standard_Boolean OpenGl_View::addRaytraceStructure (const OpenGl_Structure* theStructure,
472 const Handle(OpenGl_Context)& theGlContext)
e276548b 473{
e276548b 474 if (!theStructure->IsVisible())
475 {
d4aaad5b 476 myStructureStates[theStructure] = StructState (theStructure);
91c60b57 477
e276548b 478 return Standard_True;
479 }
480
481 // Get structure material
2831708b 482 OpenGl_RaytraceMaterial aDefaultMaterial;
1f7f5a90 483 Standard_Boolean aResult = addRaytraceGroups (theStructure, aDefaultMaterial, theStructure->Transformation(), theGlContext);
0717ddc1 484
485 // Process all connected OpenGL structures
d4aaad5b 486 const OpenGl_Structure* anInstanced = theStructure->InstancedStructure();
487
488 if (anInstanced != NULL && anInstanced->IsRaytracable())
0717ddc1 489 {
1f7f5a90 490 aResult &= addRaytraceGroups (anInstanced, aDefaultMaterial, theStructure->Transformation(), theGlContext);
0717ddc1 491 }
492
d4aaad5b 493 myStructureStates[theStructure] = StructState (theStructure);
91c60b57 494
495 return aResult;
0717ddc1 496}
497
498// =======================================================================
189f85a3 499// function : addRaytraceGroups
0717ddc1 500// purpose : Adds OpenGL groups to ray-traced scene geometry
501// =======================================================================
8c820969 502Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
503 const OpenGl_RaytraceMaterial& theStructMat,
1f7f5a90 504 const Handle(Geom_Transformation)& theTrsf,
8c820969 505 const Handle(OpenGl_Context)& theGlContext)
0717ddc1 506{
1f7f5a90 507 OpenGl_Mat4 aMat4;
3e05329c 508 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->Groups()); aGroupIter.More(); aGroupIter.Next())
e276548b 509 {
510 // Get group material
8c820969 511 OpenGl_RaytraceMaterial aGroupMaterial;
b64d84be 512 if (aGroupIter.Value()->AspectFace() != NULL)
e276548b 513 {
8c820969 514 aGroupMaterial = convertMaterial (
91c60b57 515 aGroupIter.Value()->AspectFace(), theGlContext);
e276548b 516 }
517
8c820969 518 Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 519
8c820969 520 // Use group material if available, otherwise use structure material
521 myRaytraceGeometry.Materials.push_back (
522 aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
e276548b 523
265d4508 524 // Add OpenGL elements from group (extract primitives arrays and aspects)
b64d84be 525 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
e276548b 526 {
5322131b 527 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
91c60b57 528
5322131b 529 if (anAspect != NULL)
e276548b 530 {
5322131b 531 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 532
91c60b57 533 OpenGl_RaytraceMaterial aMaterial = convertMaterial (anAspect, theGlContext);
e276548b 534
5322131b 535 myRaytraceGeometry.Materials.push_back (aMaterial);
e276548b 536 }
5322131b 537 else
e276548b 538 {
539 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
84c71f29 540
e276548b 541 if (aPrimArray != NULL)
542 {
8d3f219f 543 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
544
84c71f29 545 if (aSetIter != myArrayToTrianglesMap.end())
546 {
547 OpenGl_TriangleSet* aSet = aSetIter->second;
f5b72419 548 opencascade::handle<BVH_Transform<Standard_ShortReal, 4> > aTransform = new BVH_Transform<Standard_ShortReal, 4>();
1f7f5a90 549 if (!theTrsf.IsNull())
84c71f29 550 {
1f7f5a90 551 theTrsf->Trsf().GetMat4 (aMat4);
552 aTransform->SetTransform (aMat4);
84c71f29 553 }
91c60b57 554
84c71f29 555 aSet->SetProperties (aTransform);
25ef750e 556 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
84c71f29 557 {
558 aSet->SetMaterialIndex (aMatID);
559 }
560 }
561 else
562 {
f5b72419 563 if (Handle(OpenGl_TriangleSet) aSet = addRaytracePrimitiveArray (aPrimArray, aMatID, 0))
84c71f29 564 {
f5b72419 565 opencascade::handle<BVH_Transform<Standard_ShortReal, 4> > aTransform = new BVH_Transform<Standard_ShortReal, 4>();
1f7f5a90 566 if (!theTrsf.IsNull())
84c71f29 567 {
1f7f5a90 568 theTrsf->Trsf().GetMat4 (aMat4);
569 aTransform->SetTransform (aMat4);
84c71f29 570 }
571
572 aSet->SetProperties (aTransform);
84c71f29 573 myRaytraceGeometry.Objects().Append (aSet);
574 }
575 }
e276548b 576 }
577 }
578 }
e276548b 579 }
580
e276548b 581 return Standard_True;
582}
583
584// =======================================================================
189f85a3 585// function : addRaytracePrimitiveArray
e276548b 586// purpose : Adds OpenGL primitive array to ray-traced scene geometry
587// =======================================================================
f5b72419 588Handle(OpenGl_TriangleSet) OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
589 const Standard_Integer theMaterial,
590 const OpenGl_Mat4* theTransform)
e276548b 591{
91c60b57 592 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
871fa103 593 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
594 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
91c60b57 595
871fa103 596 if (theArray->DrawMode() < GL_TRIANGLES
91c60b57 597 #ifndef GL_ES_VERSION_2_0
871fa103 598 || theArray->DrawMode() > GL_POLYGON
ca3c13d1 599 #else
600 || theArray->DrawMode() > GL_TRIANGLE_FAN
601 #endif
871fa103 602 || anAttribs.IsNull())
e276548b 603 {
f5b72419 604 return Handle(OpenGl_TriangleSet)();
e276548b 605 }
606
25ef750e 607 OpenGl_Mat4 aNormalMatrix;
25ef750e 608 if (theTransform != NULL)
609 {
610 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
611 "Error: Failed to compute normal transformation matrix", NULL);
612
613 aNormalMatrix.Transpose();
614 }
615
f5b72419 616 Handle(OpenGl_TriangleSet) aSet = new OpenGl_TriangleSet (theArray->GetUID(), myRaytraceBVHBuilder);
e276548b 617 {
871fa103 618 aSet->Vertices.reserve (anAttribs->NbElements);
91c60b57 619 aSet->Normals.reserve (anAttribs->NbElements);
620 aSet->TexCrds.reserve (anAttribs->NbElements);
25ef750e 621
871fa103 622 const size_t aVertFrom = aSet->Vertices.size();
da87ddc3 623
624 Standard_Integer anAttribIndex = 0;
625 Standard_Size anAttribStride = 0;
626 if (const Standard_Byte* aPosData = anAttribs->AttributeData (Graphic3d_TOA_POS, anAttribIndex, anAttribStride))
265d4508 627 {
da87ddc3 628 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
629 if (anAttrib.DataType == Graphic3d_TOD_VEC2
630 || anAttrib.DataType == Graphic3d_TOD_VEC3
631 || anAttrib.DataType == Graphic3d_TOD_VEC4)
871fa103 632 {
da87ddc3 633 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
871fa103 634 {
da87ddc3 635 const float* aCoords = reinterpret_cast<const float*> (aPosData + anAttribStride * aVertIter);
636 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], anAttrib.DataType != Graphic3d_TOD_VEC2 ? aCoords[2] : 0.0f));
871fa103 637 }
638 }
da87ddc3 639 }
640 if (const Standard_Byte* aNormData = anAttribs->AttributeData (Graphic3d_TOA_NORM, anAttribIndex, anAttribStride))
641 {
642 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
643 if (anAttrib.DataType == Graphic3d_TOD_VEC3
644 || anAttrib.DataType == Graphic3d_TOD_VEC4)
871fa103 645 {
da87ddc3 646 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
871fa103 647 {
da87ddc3 648 aSet->Normals.push_back (*reinterpret_cast<const Graphic3d_Vec3*> (aNormData + anAttribStride * aVertIter));
25ef750e 649 }
650 }
da87ddc3 651 }
652 if (const Standard_Byte* aTexData = anAttribs->AttributeData (Graphic3d_TOA_UV, anAttribIndex, anAttribStride))
653 {
654 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
655 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
25ef750e 656 {
da87ddc3 657 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
25ef750e 658 {
da87ddc3 659 aSet->TexCrds.push_back (*reinterpret_cast<const Graphic3d_Vec2*> (aTexData + anAttribStride * aVertIter));
871fa103 660 }
661 }
265d4508 662 }
e276548b 663
871fa103 664 if (aSet->Normals.size() != aSet->Vertices.size())
265d4508 665 {
871fa103 666 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
265d4508 667 {
25ef750e 668 aSet->Normals.push_back (BVH_Vec3f());
669 }
670 }
671
672 if (aSet->TexCrds.size() != aSet->Vertices.size())
673 {
674 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
675 {
676 aSet->TexCrds.push_back (BVH_Vec2f());
265d4508 677 }
871fa103 678 }
e276548b 679
25ef750e 680 if (theTransform != NULL)
871fa103 681 {
682 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
683 {
25ef750e 684 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
685
91c60b57 686 BVH_Vec4f aTransVertex = *theTransform *
687 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
25ef750e 688
689 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
871fa103 690 }
691 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
692 {
25ef750e 693 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
694
91c60b57 695 BVH_Vec4f aTransNormal = aNormalMatrix *
696 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
25ef750e 697
698 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
871fa103 699 }
e276548b 700 }
701
871fa103 702 if (!aBounds.IsNull())
265d4508 703 {
91c60b57 704 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
265d4508 705 {
871fa103 706 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
e276548b 707
91c60b57 708 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
265d4508 709 {
f5b72419 710 aSet.Nullify();
711 return Handle(OpenGl_TriangleSet)();
265d4508 712 }
713
714 aBoundStart += aVertNum;
715 }
716 }
717 else
e276548b 718 {
871fa103 719 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
e276548b 720
91c60b57 721 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
e276548b 722 {
f5b72419 723 aSet.Nullify();
724 return Handle(OpenGl_TriangleSet)();
e276548b 725 }
e276548b 726 }
727 }
e276548b 728
265d4508 729 if (aSet->Size() != 0)
91c60b57 730 {
265d4508 731 aSet->MarkDirty();
91c60b57 732 }
e276548b 733
265d4508 734 return aSet;
e276548b 735}
736
737// =======================================================================
189f85a3 738// function : addRaytraceVertexIndices
e276548b 739// purpose : Adds vertex indices to ray-traced scene geometry
740// =======================================================================
91c60b57 741Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
742 const Standard_Integer theMatID,
743 const Standard_Integer theCount,
744 const Standard_Integer theOffset,
745 const OpenGl_PrimitiveArray& theArray)
e276548b 746{
871fa103 747 switch (theArray.DrawMode())
e276548b 748 {
91c60b57 749 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
750 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
751 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
ca3c13d1 752 #if !defined(GL_ES_VERSION_2_0)
91c60b57 753 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
754 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
755 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
ca3c13d1 756 #endif
e276548b 757 }
91c60b57 758
871fa103 759 return Standard_False;
e276548b 760}
761
762// =======================================================================
189f85a3 763// function : addRaytraceTriangleArray
e276548b 764// purpose : Adds OpenGL triangle array to ray-traced scene geometry
765// =======================================================================
91c60b57 766Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
767 const Standard_Integer theMatID,
768 const Standard_Integer theCount,
769 const Standard_Integer theOffset,
770 const Handle(Graphic3d_IndexBuffer)& theIndices)
e276548b 771{
265d4508 772 if (theCount < 3)
91c60b57 773 {
e276548b 774 return Standard_True;
91c60b57 775 }
e276548b 776
871fa103 777 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
265d4508 778
871fa103 779 if (!theIndices.IsNull())
e276548b 780 {
265d4508 781 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 782 {
871fa103 783 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
784 theIndices->Index (aVert + 1),
785 theIndices->Index (aVert + 2),
786 theMatID));
e276548b 787 }
788 }
789 else
790 {
265d4508 791 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 792 {
91c60b57 793 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
e276548b 794 }
795 }
796
797 return Standard_True;
798}
799
800// =======================================================================
189f85a3 801// function : addRaytraceTriangleFanArray
e276548b 802// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
803// =======================================================================
91c60b57 804Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
805 const Standard_Integer theMatID,
806 const Standard_Integer theCount,
807 const Standard_Integer theOffset,
808 const Handle(Graphic3d_IndexBuffer)& theIndices)
e276548b 809{
265d4508 810 if (theCount < 3)
91c60b57 811 {
e276548b 812 return Standard_True;
91c60b57 813 }
e276548b 814
871fa103 815 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 816
871fa103 817 if (!theIndices.IsNull())
e276548b 818 {
265d4508 819 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 820 {
871fa103 821 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
822 theIndices->Index (aVert + 1),
823 theIndices->Index (aVert + 2),
824 theMatID));
e276548b 825 }
826 }
827 else
828 {
265d4508 829 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 830 {
871fa103 831 theSet.Elements.push_back (BVH_Vec4i (theOffset,
832 aVert + 1,
833 aVert + 2,
834 theMatID));
e276548b 835 }
836 }
837
838 return Standard_True;
839}
840
841// =======================================================================
189f85a3 842// function : addRaytraceTriangleStripArray
e276548b 843// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
844// =======================================================================
91c60b57 845Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
846 const Standard_Integer theMatID,
847 const Standard_Integer theCount,
848 const Standard_Integer theOffset,
849 const Handle(Graphic3d_IndexBuffer)& theIndices)
e276548b 850{
265d4508 851 if (theCount < 3)
91c60b57 852 {
e276548b 853 return Standard_True;
91c60b57 854 }
e276548b 855
871fa103 856 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 857
871fa103 858 if (!theIndices.IsNull())
e276548b 859 {
265d4508 860 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 861 {
ad2a55b2 862 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + (aCW ? 1 : 0)),
863 theIndices->Index (aVert + (aCW ? 0 : 1)),
871fa103 864 theIndices->Index (aVert + 2),
865 theMatID));
e276548b 866 }
867 }
868 else
869 {
265d4508 870 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 871 {
ad2a55b2 872 theSet.Elements.push_back (BVH_Vec4i (aVert + (aCW ? 1 : 0),
873 aVert + (aCW ? 0 : 1),
871fa103 874 aVert + 2,
875 theMatID));
e276548b 876 }
877 }
878
879 return Standard_True;
880}
881
882// =======================================================================
189f85a3 883// function : addRaytraceQuadrangleArray
e276548b 884// purpose : Adds OpenGL quad array to ray-traced scene geometry
885// =======================================================================
91c60b57 886Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
887 const Standard_Integer theMatID,
888 const Standard_Integer theCount,
889 const Standard_Integer theOffset,
890 const Handle(Graphic3d_IndexBuffer)& theIndices)
e276548b 891{
265d4508 892 if (theCount < 4)
91c60b57 893 {
e276548b 894 return Standard_True;
91c60b57 895 }
e276548b 896
871fa103 897 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
265d4508 898
871fa103 899 if (!theIndices.IsNull())
e276548b 900 {
265d4508 901 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 902 {
871fa103 903 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
904 theIndices->Index (aVert + 1),
905 theIndices->Index (aVert + 2),
906 theMatID));
907 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
908 theIndices->Index (aVert + 2),
909 theIndices->Index (aVert + 3),
910 theMatID));
e276548b 911 }
912 }
913 else
914 {
265d4508 915 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 916 {
871fa103 917 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
918 theMatID));
919 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
920 theMatID));
e276548b 921 }
922 }
923
924 return Standard_True;
925}
926
927// =======================================================================
189f85a3 928// function : addRaytraceQuadrangleStripArray
e276548b 929// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
930// =======================================================================
91c60b57 931Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
932 const Standard_Integer theMatID,
933 const Standard_Integer theCount,
934 const Standard_Integer theOffset,
935 const Handle(Graphic3d_IndexBuffer)& theIndices)
e276548b 936{
265d4508 937 if (theCount < 4)
91c60b57 938 {
e276548b 939 return Standard_True;
91c60b57 940 }
e276548b 941
871fa103 942 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
265d4508 943
871fa103 944 if (!theIndices.IsNull())
e276548b 945 {
265d4508 946 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 947 {
871fa103 948 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
949 theIndices->Index (aVert + 1),
950 theIndices->Index (aVert + 2),
951 theMatID));
952
953 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
954 theIndices->Index (aVert + 3),
955 theIndices->Index (aVert + 2),
956 theMatID));
e276548b 957 }
958 }
959 else
960 {
265d4508 961 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 962 {
871fa103 963 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
964 aVert + 1,
965 aVert + 2,
966 theMatID));
967
968 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
969 aVert + 3,
970 aVert + 2,
971 theMatID));
e276548b 972 }
973 }
974
975 return Standard_True;
976}
977
978// =======================================================================
189f85a3 979// function : addRaytracePolygonArray
e276548b 980// purpose : Adds OpenGL polygon array to ray-traced scene geometry
981// =======================================================================
91c60b57 982Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
983 const Standard_Integer theMatID,
984 const Standard_Integer theCount,
985 const Standard_Integer theOffset,
986 const Handle(Graphic3d_IndexBuffer)& theIndices)
e276548b 987{
265d4508 988 if (theCount < 3)
91c60b57 989 {
e276548b 990 return Standard_True;
91c60b57 991 }
e276548b 992
871fa103 993 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 994
871fa103 995 if (!theIndices.IsNull())
e276548b 996 {
265d4508 997 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 998 {
871fa103 999 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
1000 theIndices->Index (aVert + 1),
1001 theIndices->Index (aVert + 2),
1002 theMatID));
e276548b 1003 }
1004 }
1005 else
1006 {
265d4508 1007 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 1008 {
871fa103 1009 theSet.Elements.push_back (BVH_Vec4i (theOffset,
1010 aVert + 1,
1011 aVert + 2,
1012 theMatID));
e276548b 1013 }
1014 }
1015
1016 return Standard_True;
1017}
1018
189f85a3 1019const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
1020
e276548b 1021// =======================================================================
fc73a202 1022// function : Source
1023// purpose : Returns shader source combined with prefix
e276548b 1024// =======================================================================
91c60b57 1025TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
e276548b 1026{
f8ae3605 1027 const TCollection_AsciiString aVersion = "#version 140";
e276548b 1028
fc73a202 1029 if (myPrefix.IsEmpty())
e276548b 1030 {
fc73a202 1031 return aVersion + "\n" + mySource;
e276548b 1032 }
1033
fc73a202 1034 return aVersion + "\n" + myPrefix + "\n" + mySource;
e276548b 1035}
1036
1037// =======================================================================
ee5befae 1038// function : LoadFromFiles
fc73a202 1039// purpose : Loads shader source from specified files
e276548b 1040// =======================================================================
ee5befae 1041Standard_Boolean OpenGl_View::ShaderSource::LoadFromFiles (const TCollection_AsciiString* theFileNames,
1042 const TCollection_AsciiString& thePrefix)
e276548b 1043{
73722cc9 1044 myError.Clear();
fc73a202 1045 mySource.Clear();
ee5befae 1046 myPrefix = thePrefix;
1047
73722cc9 1048 TCollection_AsciiString aMissingFiles;
189f85a3 1049 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
fc73a202 1050 {
1051 OSD_File aFile (theFileNames[anIndex]);
73722cc9 1052 if (aFile.Exists())
1053 {
1054 aFile.Open (OSD_ReadOnly, OSD_Protection());
1055 }
1056 if (!aFile.IsOpen())
1057 {
1058 if (!aMissingFiles.IsEmpty())
1059 {
1060 aMissingFiles += ", ";
1061 }
1062 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1063 continue;
1064 }
1065 else if (!aMissingFiles.IsEmpty())
1066 {
1067 aFile.Close();
1068 continue;
1069 }
265d4508 1070
fc73a202 1071 TCollection_AsciiString aSource;
fc73a202 1072 aFile.Read (aSource, (Standard_Integer) aFile.Size());
fc73a202 1073 if (!aSource.IsEmpty())
1074 {
1075 mySource += TCollection_AsciiString ("\n") + aSource;
1076 }
fc73a202 1077 aFile.Close();
68333c8f 1078 }
189f85a3 1079
73722cc9 1080 if (!aMissingFiles.IsEmpty())
1081 {
1082 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1083 return Standard_False;
1084 }
1085 return Standard_True;
e276548b 1086}
1087
1088// =======================================================================
ee5befae 1089// function : LoadFromStrings
1090// purpose :
1091// =======================================================================
1092Standard_Boolean OpenGl_View::ShaderSource::LoadFromStrings (const TCollection_AsciiString* theStrings,
1093 const TCollection_AsciiString& thePrefix)
1094{
1095 myError.Clear();
1096 mySource.Clear();
1097 myPrefix = thePrefix;
1098
1099 for (Standard_Integer anIndex = 0; !theStrings[anIndex].IsEmpty(); ++anIndex)
1100 {
1101 TCollection_AsciiString aSource = theStrings[anIndex];
1102 if (!aSource.IsEmpty())
1103 {
1104 mySource += TCollection_AsciiString ("\n") + aSource;
1105 }
1106 }
1107 return Standard_True;
1108}
1109
1110// =======================================================================
189f85a3 1111// function : generateShaderPrefix
91c60b57 1112// purpose : Generates shader prefix based on current ray-tracing options
1113// =======================================================================
1114TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1115{
1116 TCollection_AsciiString aPrefixString =
1117 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1118 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1119
1120 if (myRaytraceParameters.TransparentShadows)
1121 {
1122 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1123 }
1124
f483f2ed 1125 // If OpenGL driver supports bindless textures and texturing
1126 // is actually used, activate texturing in ray-tracing mode
1127 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
91c60b57 1128 {
1129 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1130 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1131 }
1132
3a9b5dc8 1133 if (myRaytraceParameters.GlobalIllumination) // path tracing activated
189f85a3 1134 {
1135 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
3a9b5dc8 1136
1137 if (myRaytraceParameters.AdaptiveScreenSampling) // adaptive screen sampling requested
1138 {
1139 // to activate the feature we need OpenGL 4.4 and GL_NV_shader_atomic_float extension
1140 if (theGlContext->IsGlGreaterEqual (4, 4) && theGlContext->CheckExtension ("GL_NV_shader_atomic_float"))
1141 {
1142 aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING") +
1143 TCollection_AsciiString ("\n#define BLOCK_SIZE ") + TCollection_AsciiString (OpenGl_TileSampler::TileSize());
1144 }
1145 }
b4327ba8 1146
1147 if (myRaytraceParameters.TwoSidedBsdfModels) // two-sided BSDFs requested
1148 {
1149 aPrefixString += TCollection_AsciiString ("\n#define TWO_SIDED_BXDF");
1150 }
eb85ed36 1151
1152 switch (myRaytraceParameters.ToneMappingMethod)
1153 {
1154 case Graphic3d_ToneMappingMethod_Disabled:
1155 break;
1156 case Graphic3d_ToneMappingMethod_Filmic:
1157 aPrefixString += TCollection_AsciiString ("\n#define TONE_MAPPING_FILMIC");
1158 break;
1159 }
189f85a3 1160 }
1161
b27ab03d 1162 if (myRaytraceParameters.DepthOfField)
1163 {
1164 aPrefixString += TCollection_AsciiString("\n#define DEPTH_OF_FIELD");
1165 }
1166
91c60b57 1167 return aPrefixString;
1168}
1169
1170// =======================================================================
189f85a3 1171// function : safeFailBack
91c60b57 1172// purpose : Performs safe exit when shaders initialization fails
1173// =======================================================================
1174Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1175 const Handle(OpenGl_Context)& theGlContext)
1176{
3b523c4c 1177 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1178 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, theMessage);
91c60b57 1179
1180 myRaytraceInitStatus = OpenGl_RT_FAIL;
1181
1182 releaseRaytraceResources (theGlContext);
1183
1184 return Standard_False;
1185}
1186
1187// =======================================================================
189f85a3 1188// function : initShader
fc73a202 1189// purpose : Creates new shader object with specified source
e276548b 1190// =======================================================================
91c60b57 1191Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1192 const ShaderSource& theSource,
1193 const Handle(OpenGl_Context)& theGlContext)
e276548b 1194{
fc73a202 1195 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
e276548b 1196
91c60b57 1197 if (!aShader->Create (theGlContext))
e276548b 1198 {
07039714 1199 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1200 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1201
3b523c4c 1202 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1203 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
e276548b 1204
91c60b57 1205 aShader->Release (theGlContext.operator->());
e276548b 1206
fc73a202 1207 return Handle(OpenGl_ShaderObject)();
e276548b 1208 }
5322131b 1209
91c60b57 1210 if (!aShader->LoadSource (theGlContext, theSource.Source()))
fc73a202 1211 {
07039714 1212 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1213 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1214
3b523c4c 1215 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1216 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
e276548b 1217
91c60b57 1218 aShader->Release (theGlContext.operator->());
e276548b 1219
fc73a202 1220 return Handle(OpenGl_ShaderObject)();
1221 }
e276548b 1222
fc73a202 1223 TCollection_AsciiString aBuildLog;
e276548b 1224
91c60b57 1225 if (!aShader->Compile (theGlContext))
e276548b 1226 {
91c60b57 1227 aShader->FetchInfoLog (theGlContext, aBuildLog);
fc73a202 1228
07039714 1229 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1230 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1231
3b523c4c 1232 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1233 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
e276548b 1234
91c60b57 1235 aShader->Release (theGlContext.operator->());
fc73a202 1236
3a9b5dc8 1237#ifdef RAY_TRACE_PRINT_INFO
1238 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1239#endif
1240
fc73a202 1241 return Handle(OpenGl_ShaderObject)();
1242 }
91c60b57 1243 else if (theGlContext->caps->glslWarnings)
fc73a202 1244 {
91c60b57 1245 aShader->FetchInfoLog (theGlContext, aBuildLog);
07039714 1246
1247 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
fc73a202 1248 {
07039714 1249 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1250 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1251
3b523c4c 1252 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1253 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
fc73a202 1254 }
3a9b5dc8 1255
1256#ifdef RAY_TRACE_PRINT_INFO
1257 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1258#endif
07039714 1259 }
e276548b 1260
fc73a202 1261 return aShader;
e276548b 1262}
1263
1264// =======================================================================
189f85a3 1265// function : initProgram
1266// purpose : Creates GLSL program from the given shader objects
1267// =======================================================================
1268Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1269 const Handle(OpenGl_ShaderObject)& theVertShader,
1270 const Handle(OpenGl_ShaderObject)& theFragShader)
1271{
1272 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1273
1274 if (!aProgram->Create (theGlContext))
1275 {
1276 theVertShader->Release (theGlContext.operator->());
1277
3b523c4c 1278 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1279 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to create shader program");
189f85a3 1280
1281 return Handle(OpenGl_ShaderProgram)();
1282 }
1283
1284 if (!aProgram->AttachShader (theGlContext, theVertShader)
1285 || !aProgram->AttachShader (theGlContext, theFragShader))
1286 {
1287 theVertShader->Release (theGlContext.operator->());
1288
3b523c4c 1289 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1290 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to attach shader objects");
189f85a3 1291
1292 return Handle(OpenGl_ShaderProgram)();
1293 }
1294
1295 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1296
1297 TCollection_AsciiString aLinkLog;
1298
1299 if (!aProgram->Link (theGlContext))
1300 {
1301 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1302
1303 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1304 "Failed to link shader program:\n") + aLinkLog;
1305
3b523c4c 1306 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1307 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
189f85a3 1308
1309 return Handle(OpenGl_ShaderProgram)();
1310 }
1311 else if (theGlContext->caps->glslWarnings)
1312 {
47e9c178 1313 aProgram->FetchInfoLog (theGlContext, aLinkLog);
189f85a3 1314 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1315 {
1316 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1317 "Shader program was linked with following warnings:\n") + aLinkLog;
1318
3b523c4c 1319 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1320 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
189f85a3 1321 }
1322 }
1323
1324 return aProgram;
1325}
1326
1327// =======================================================================
1328// function : initRaytraceResources
91c60b57 1329// purpose : Initializes OpenGL/GLSL shader programs
e276548b 1330// =======================================================================
c357e426 1331Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
e276548b 1332{
91c60b57 1333 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1334 {
1335 return Standard_False;
1336 }
265d4508 1337
91c60b57 1338 Standard_Boolean aToRebuildShaders = Standard_False;
265d4508 1339
d877e610 1340 if (myRenderParams.RebuildRayTracingShaders) // requires complete re-initialization
1341 {
1342 myRaytraceInitStatus = OpenGl_RT_NONE;
1343 releaseRaytraceResources (theGlContext, Standard_True);
1344 myRenderParams.RebuildRayTracingShaders = Standard_False; // clear rebuilding flag
1345 }
1346
91c60b57 1347 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1348 {
1349 if (!myIsRaytraceDataValid)
d877e610 1350 {
91c60b57 1351 return Standard_True;
d877e610 1352 }
07039714 1353
91c60b57 1354 const Standard_Integer aRequiredStackSize =
f2474958 1355 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth();
e276548b 1356
91c60b57 1357 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1358 {
1359 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
e276548b 1360
fc73a202 1361 aToRebuildShaders = Standard_True;
1362 }
1363 else
1364 {
bc8c79bb 1365 if (aRequiredStackSize < myRaytraceParameters.StackSize)
fc73a202 1366 {
bc8c79bb 1367 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
fc73a202 1368 {
bc8c79bb 1369 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
fc73a202 1370 aToRebuildShaders = Standard_True;
1371 }
1372 }
1373 }
e276548b 1374
4eaaf9d8 1375 Standard_Integer aNbTilesX = 8;
1376 Standard_Integer aNbTilesY = 8;
1377
1378 for (Standard_Integer anIdx = 0; aNbTilesX * aNbTilesY < myRenderParams.NbRayTracingTiles; ++anIdx)
1379 {
1380 (anIdx % 2 == 0 ? aNbTilesX : aNbTilesY) <<= 1;
1381 }
1382
b4327ba8 1383 if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces
1384 || myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows
1385 || myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination
1386 || myRenderParams.TwoSidedBsdfModels != myRaytraceParameters.TwoSidedBsdfModels
4eaaf9d8 1387 || myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures
1388 || aNbTilesX != myRaytraceParameters.NbTilesX
1389 || aNbTilesY != myRaytraceParameters.NbTilesY)
f483f2ed 1390 {
b4327ba8 1391 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1392 myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
1393 myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
1394 myRaytraceParameters.TwoSidedBsdfModels = myRenderParams.TwoSidedBsdfModels;
f483f2ed 1395 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
f483f2ed 1396
4eaaf9d8 1397#ifdef RAY_TRACE_PRINT_INFO
1398 if (aNbTilesX != myRaytraceParameters.NbTilesX
1399 || aNbTilesY != myRaytraceParameters.NbTilesY)
1400 {
1401 std::cout << "Number of tiles X: " << aNbTilesX << "\n";
1402 std::cout << "Number of tiles Y: " << aNbTilesY << "\n";
1403 }
1404#endif
1405
1406 myRaytraceParameters.NbTilesX = aNbTilesX;
1407 myRaytraceParameters.NbTilesY = aNbTilesY;
1408
189f85a3 1409 aToRebuildShaders = Standard_True;
1410 }
1411
3a9b5dc8 1412 if (myRenderParams.AdaptiveScreenSampling != myRaytraceParameters.AdaptiveScreenSampling)
1413 {
1414 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling;
1415 if (myRenderParams.AdaptiveScreenSampling) // adaptive sampling was requested
1416 {
1417 if (!theGlContext->HasRayTracingAdaptiveSampling())
1418 {
1419 // disable the feature if it is not supported
1420 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling = Standard_False;
1421 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
1422 "Adaptive sampling not supported (OpenGL 4.4 or GL_NV_shader_atomic_float is missing)");
1423 }
1424 }
1425
1426 aToRebuildShaders = Standard_True;
1427 }
1428
b27ab03d 1429 const bool toEnableDof = !myCamera->IsOrthographic() && myRaytraceParameters.GlobalIllumination;
1430 if (myRaytraceParameters.DepthOfField != toEnableDof)
1431 {
1432 myRaytraceParameters.DepthOfField = toEnableDof;
1433 aToRebuildShaders = Standard_True;
1434 }
1435
eb85ed36 1436 if (myRenderParams.ToneMappingMethod != myRaytraceParameters.ToneMappingMethod)
1437 {
1438 myRaytraceParameters.ToneMappingMethod = myRenderParams.ToneMappingMethod;
1439 aToRebuildShaders = true;
1440 }
1441
fc73a202 1442 if (aToRebuildShaders)
1443 {
189f85a3 1444 // Reject accumulated frames
1445 myAccumFrames = 0;
e276548b 1446
3a9b5dc8 1447 // Environment map should be updated
91c60b57 1448 myToUpdateEnvironmentMap = Standard_True;
84c71f29 1449
3a9b5dc8 1450 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
bc8c79bb 1451
1452#ifdef RAY_TRACE_PRINT_INFO
1453 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1454#endif
265d4508 1455
bc8c79bb 1456 myRaytraceShaderSource.SetPrefix (aPrefixString);
1457 myPostFSAAShaderSource.SetPrefix (aPrefixString);
3a9b5dc8 1458 myOutImageShaderSource.SetPrefix (aPrefixString);
265d4508 1459
2bda8346 1460 if (!myRaytraceShader->LoadAndCompile (theGlContext, myRaytraceShaderSource.Source())
1461 || !myPostFSAAShader->LoadAndCompile (theGlContext, myPostFSAAShaderSource.Source())
1462 || !myOutImageShader->LoadAndCompile (theGlContext, myOutImageShaderSource.Source()))
fc73a202 1463 {
91c60b57 1464 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
fc73a202 1465 }
1466
91c60b57 1467 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1468 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
3a9b5dc8 1469 myOutImageProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1470
91c60b57 1471 if (!myRaytraceProgram->Link (theGlContext)
3a9b5dc8 1472 || !myPostFSAAProgram->Link (theGlContext)
1473 || !myOutImageProgram->Link (theGlContext))
fc73a202 1474 {
91c60b57 1475 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
fc73a202 1476 }
1477 }
e276548b 1478 }
1479
91c60b57 1480 if (myRaytraceInitStatus == OpenGl_RT_NONE)
fc73a202 1481 {
6e728f3b 1482 myAccumFrames = 0; // accumulation should be restarted
d877e610 1483
91c60b57 1484 if (!theGlContext->IsGlGreaterEqual (3, 1))
fc73a202 1485 {
91c60b57 1486 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
25ef750e 1487 }
91c60b57 1488 else if (!theGlContext->arbTboRGB32)
25ef750e 1489 {
91c60b57 1490 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1491 }
1492 else if (!theGlContext->arbFBOBlit)
1493 {
1494 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
fc73a202 1495 }
5322131b 1496
c357e426 1497 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
bc8c79bb 1498
ee5befae 1499 const TCollection_AsciiString aShaderFolder = Graphic3d_ShaderProgram::ShadersFolder();
fc73a202 1500 if (myIsRaytraceDataValid)
1501 {
bc8c79bb 1502 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
f2474958 1503 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth());
fc73a202 1504 }
265d4508 1505
3a9b5dc8 1506 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
bc8c79bb 1507
1508#ifdef RAY_TRACE_PRINT_INFO
1509 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1510#endif
1511
73722cc9 1512 ShaderSource aBasicVertShaderSrc;
fc73a202 1513 {
ee5befae 1514 if (!aShaderFolder.IsEmpty())
fc73a202 1515 {
ee5befae 1516 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.vs", "" };
1517 if (!aBasicVertShaderSrc.LoadFromFiles (aFiles))
1518 {
1519 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1520 }
1521 }
1522 else
1523 {
1524 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_vs, "" };
1525 aBasicVertShaderSrc.LoadFromStrings (aSrcShaders);
fc73a202 1526 }
73722cc9 1527 }
265d4508 1528
73722cc9 1529 {
ee5befae 1530 if (!aShaderFolder.IsEmpty())
1531 {
1532 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs",
1533 aShaderFolder + "/PathtraceBase.fs",
1534 aShaderFolder + "/RaytraceRender.fs",
1535 "" };
1536 if (!myRaytraceShaderSource.LoadFromFiles (aFiles, aPrefixString))
1537 {
1538 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1539 }
1540 }
1541 else
73722cc9 1542 {
ee5befae 1543 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs,
1544 Shaders_PathtraceBase_fs,
1545 Shaders_RaytraceRender_fs,
1546 "" };
1547 myRaytraceShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
73722cc9 1548 }
e276548b 1549
73722cc9 1550 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1551 if (aBasicVertShader.IsNull())
1552 {
1553 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1554 }
265d4508 1555
91c60b57 1556 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
fc73a202 1557 if (myRaytraceShader.IsNull())
1558 {
91c60b57 1559 aBasicVertShader->Release (theGlContext.operator->());
91c60b57 1560 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
fc73a202 1561 }
265d4508 1562
189f85a3 1563 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
189f85a3 1564 if (myRaytraceProgram.IsNull())
fc73a202 1565 {
189f85a3 1566 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
fc73a202 1567 }
1568 }
265d4508 1569
fc73a202 1570 {
ee5befae 1571 if (!aShaderFolder.IsEmpty())
1572 {
1573 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs", aShaderFolder + "/RaytraceSmooth.fs", "" };
1574 if (!myPostFSAAShaderSource.LoadFromFiles (aFiles, aPrefixString))
1575 {
1576 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1577 }
1578 }
1579 else
73722cc9 1580 {
ee5befae 1581 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs, Shaders_RaytraceSmooth_fs, "" };
1582 myPostFSAAShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
73722cc9 1583 }
265d4508 1584
73722cc9 1585 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
fc73a202 1586 if (aBasicVertShader.IsNull())
1587 {
91c60b57 1588 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
fc73a202 1589 }
265d4508 1590
91c60b57 1591 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
fc73a202 1592 if (myPostFSAAShader.IsNull())
1593 {
91c60b57 1594 aBasicVertShader->Release (theGlContext.operator->());
91c60b57 1595 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
fc73a202 1596 }
265d4508 1597
189f85a3 1598 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
189f85a3 1599 if (myPostFSAAProgram.IsNull())
fc73a202 1600 {
189f85a3 1601 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
fc73a202 1602 }
189f85a3 1603 }
fc73a202 1604
189f85a3 1605 {
ee5befae 1606 if (!aShaderFolder.IsEmpty())
1607 {
1608 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/Display.fs", "" };
1609 if (!myOutImageShaderSource.LoadFromFiles (aFiles, aPrefixString))
1610 {
1611 return safeFailBack (myOutImageShaderSource.ErrorDescription(), theGlContext);
1612 }
1613 }
1614 else
73722cc9 1615 {
ee5befae 1616 const TCollection_AsciiString aSrcShaders[] = { Shaders_Display_fs, "" };
1617 myOutImageShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
73722cc9 1618 }
fc73a202 1619
73722cc9 1620 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
189f85a3 1621 if (aBasicVertShader.IsNull())
1622 {
1623 return safeFailBack ("Failed to set vertex shader source", theGlContext);
fc73a202 1624 }
1625
3a9b5dc8 1626 myOutImageShader = initShader (GL_FRAGMENT_SHADER, myOutImageShaderSource, theGlContext);
1627 if (myOutImageShader.IsNull())
fc73a202 1628 {
189f85a3 1629 aBasicVertShader->Release (theGlContext.operator->());
189f85a3 1630 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
07039714 1631 }
fc73a202 1632
3a9b5dc8 1633 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, myOutImageShader);
189f85a3 1634 if (myOutImageProgram.IsNull())
1635 {
3a9b5dc8 1636 return safeFailBack ("Failed to initialize display shader program", theGlContext);
fc73a202 1637 }
e276548b 1638 }
fc73a202 1639 }
e276548b 1640
91c60b57 1641 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
fc73a202 1642 {
1643 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
e276548b 1644 {
fc73a202 1645 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1646 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1647
91c60b57 1648 theGlContext->BindProgram (aShaderProgram);
fc73a202 1649
91c60b57 1650 aShaderProgram->SetSampler (theGlContext,
fc73a202 1651 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
91c60b57 1652 aShaderProgram->SetSampler (theGlContext,
fc73a202 1653 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
91c60b57 1654 aShaderProgram->SetSampler (theGlContext,
fc73a202 1655 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
91c60b57 1656 aShaderProgram->SetSampler (theGlContext,
fc73a202 1657 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
91c60b57 1658 aShaderProgram->SetSampler (theGlContext,
fc73a202 1659 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
91c60b57 1660 aShaderProgram->SetSampler (theGlContext,
25ef750e 1661 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
91c60b57 1662 aShaderProgram->SetSampler (theGlContext,
25ef750e 1663 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
91c60b57 1664 aShaderProgram->SetSampler (theGlContext,
84c71f29 1665 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
91c60b57 1666 aShaderProgram->SetSampler (theGlContext,
84c71f29 1667 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
91c60b57 1668 aShaderProgram->SetSampler (theGlContext,
25ef750e 1669 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
91c60b57 1670 aShaderProgram->SetSampler (theGlContext,
25ef750e 1671 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
fc73a202 1672
1673 if (anIndex == 1)
1674 {
91c60b57 1675 aShaderProgram->SetSampler (theGlContext,
189f85a3 1676 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1677 }
1678 else
1679 {
1680 aShaderProgram->SetSampler (theGlContext,
1681 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
fc73a202 1682 }
265d4508 1683
fc73a202 1684 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
91c60b57 1685 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
fc73a202 1686
1687 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
91c60b57 1688 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
fc73a202 1689 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
91c60b57 1690 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
fc73a202 1691 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
91c60b57 1692 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
fc73a202 1693 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
91c60b57 1694 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
fc73a202 1695 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
91c60b57 1696 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
fc73a202 1697 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
91c60b57 1698 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
fc73a202 1699 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
91c60b57 1700 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
fc73a202 1701 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
91c60b57 1702 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
3a9b5dc8 1703 myUniformLocations[anIndex][OpenGl_RT_uViewPrMat] =
1d865689 1704 aShaderProgram->GetUniformLocation (theGlContext, "uViewMat");
25ef750e 1705 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
91c60b57 1706 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
fc73a202 1707
1708 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
91c60b57 1709 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
fc73a202 1710 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
91c60b57 1711 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
25ef750e 1712 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
91c60b57 1713 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
25ef750e 1714 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
91c60b57 1715 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
fc73a202 1716
1717 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
91c60b57 1718 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
fc73a202 1719 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
91c60b57 1720 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
fc73a202 1721 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
91c60b57 1722 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
84c71f29 1723
189f85a3 1724 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
91c60b57 1725 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
25ef750e 1726
189f85a3 1727 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1728 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1729 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1730 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1731 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1732 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1733 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1734 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
8c820969 1735 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1736 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
189f85a3 1737
3a9b5dc8 1738 myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
1739 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeX");
1740 myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
1741 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeY");
1742
383c6c9f 1743 myUniformLocations[anIndex][OpenGl_RT_uAccumSamples] =
1744 aShaderProgram->GetUniformLocation (theGlContext, "uAccumSamples");
189f85a3 1745 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1746 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1747
3a9b5dc8 1748 myUniformLocations[anIndex][OpenGl_RT_uRenderImage] =
1749 aShaderProgram->GetUniformLocation (theGlContext, "uRenderImage");
1750 myUniformLocations[anIndex][OpenGl_RT_uOffsetImage] =
1751 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetImage");
1752
189f85a3 1753 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1754 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1755 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1756 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
b09447ed 1757
1758 myUniformLocations[anIndex][OpenGl_RT_uMaxRadiance] =
1759 aShaderProgram->GetUniformLocation (theGlContext, "uMaxRadiance");
fc73a202 1760 }
265d4508 1761
189f85a3 1762 theGlContext->BindProgram (myOutImageProgram);
1763
1764 myOutImageProgram->SetSampler (theGlContext,
1765 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1766
1d865689 1767 myOutImageProgram->SetSampler (theGlContext,
3a9b5dc8 1768 "uDepthTexture", OpenGl_RT_RaytraceDepthTexture);
1d865689 1769
91c60b57 1770 theGlContext->BindProgram (NULL);
fc73a202 1771 }
265d4508 1772
91c60b57 1773 if (myRaytraceInitStatus != OpenGl_RT_NONE)
fc73a202 1774 {
91c60b57 1775 return myRaytraceInitStatus == OpenGl_RT_INIT;
fc73a202 1776 }
265d4508 1777
fc73a202 1778 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1779 -1.f, 1.f, 0.f,
1780 1.f, 1.f, 0.f,
1781 1.f, 1.f, 0.f,
1782 1.f, -1.f, 0.f,
1783 -1.f, -1.f, 0.f };
265d4508 1784
91c60b57 1785 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
265d4508 1786
91c60b57 1787 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
ca3c13d1 1788
fc73a202 1789 return Standard_True;
1790}
265d4508 1791
fc73a202 1792// =======================================================================
189f85a3 1793// function : nullifyResource
3a9b5dc8 1794// purpose : Releases OpenGL resource
fc73a202 1795// =======================================================================
aa00364d 1796template <class T>
3a9b5dc8 1797inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext, Handle(T)& theResource)
fc73a202 1798{
1799 if (!theResource.IsNull())
1800 {
91c60b57 1801 theResource->Release (theGlContext.operator->());
fc73a202 1802 theResource.Nullify();
1803 }
1804}
265d4508 1805
fc73a202 1806// =======================================================================
189f85a3 1807// function : releaseRaytraceResources
fc73a202 1808// purpose : Releases OpenGL/GLSL shader programs
1809// =======================================================================
d877e610 1810void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext, const Standard_Boolean theToRebuild)
fc73a202 1811{
d877e610 1812 // release shader resources
189f85a3 1813 nullifyResource (theGlContext, myRaytraceShader);
1814 nullifyResource (theGlContext, myPostFSAAShader);
265d4508 1815
189f85a3 1816 nullifyResource (theGlContext, myRaytraceProgram);
1817 nullifyResource (theGlContext, myPostFSAAProgram);
1818 nullifyResource (theGlContext, myOutImageProgram);
265d4508 1819
d877e610 1820 if (!theToRebuild) // complete release
1821 {
1822 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1823 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1824 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1825 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1826
1827 nullifyResource (theGlContext, myRaytraceOutputTexture[0]);
1828 nullifyResource (theGlContext, myRaytraceOutputTexture[1]);
265d4508 1829
b27ab03d 1830 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[0]);
1831 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[1]);
1832 nullifyResource (theGlContext, myRaytraceVisualErrorTexture[0]);
1833 nullifyResource (theGlContext, myRaytraceVisualErrorTexture[1]);
265d4508 1834
d877e610 1835 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1836 nullifyResource (theGlContext, mySceneMinPointTexture);
1837 nullifyResource (theGlContext, mySceneMaxPointTexture);
265d4508 1838
d877e610 1839 nullifyResource (theGlContext, myGeometryVertexTexture);
1840 nullifyResource (theGlContext, myGeometryNormalTexture);
1841 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1842 nullifyResource (theGlContext, myGeometryTriangTexture);
1843 nullifyResource (theGlContext, mySceneTransformTexture);
47e9c178 1844
d877e610 1845 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1846 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1847
1848 myRaytraceGeometry.ReleaseResources (theGlContext);
1849
1850 if (myRaytraceScreenQuad.IsValid ())
1851 {
1852 myRaytraceScreenQuad.Release (theGlContext.operator->());
1853 }
3a9b5dc8 1854 }
91c60b57 1855}
1856
1857// =======================================================================
bf02aa7d 1858// function : updateRaytraceBuffers
1859// purpose : Updates auxiliary OpenGL frame buffers.
91c60b57 1860// =======================================================================
bf02aa7d 1861Standard_Boolean OpenGl_View::updateRaytraceBuffers (const Standard_Integer theSizeX,
91c60b57 1862 const Standard_Integer theSizeY,
1863 const Handle(OpenGl_Context)& theGlContext)
1864{
6dd6e5c7 1865 // Auxiliary buffers are not used
bf02aa7d 1866 if (!myRaytraceParameters.GlobalIllumination && !myRenderParams.IsAntialiasingEnabled)
91c60b57 1867 {
bf02aa7d 1868 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1869 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1870 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1871 myRaytraceFBO2[1]->Release (theGlContext.operator->());
3a9b5dc8 1872
bf02aa7d 1873 return Standard_True;
1874 }
1875
4eaaf9d8 1876 if (myRaytraceParameters.AdaptiveScreenSampling)
6dd6e5c7 1877 {
4eaaf9d8 1878 const Standard_Integer aSizeX = std::max (myRaytraceParameters.NbTilesX * 64, theSizeX);
1879 const Standard_Integer aSizeY = std::max (myRaytraceParameters.NbTilesY * 64, theSizeY);
6dd6e5c7 1880
4eaaf9d8 1881 myRaytraceFBO1[0]->InitLazy (theGlContext, aSizeX, aSizeY, GL_RGBA32F, myFboDepthFormat);
1882 myRaytraceFBO2[0]->InitLazy (theGlContext, aSizeX, aSizeY, GL_RGBA32F, myFboDepthFormat);
bf02aa7d 1883
4eaaf9d8 1884 if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
1885 {
1886 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1887 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1888 }
bf02aa7d 1889 }
4eaaf9d8 1890 else // non-adaptive mode
bf02aa7d 1891 {
4eaaf9d8 1892 if (myRaytraceFBO1[0]->GetSizeX() != theSizeX
1893 || myRaytraceFBO1[0]->GetSizeY() != theSizeY)
1894 {
1895 myAccumFrames = 0; // accumulation should be restarted
1896 }
1897
1898 myRaytraceFBO1[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1899 myRaytraceFBO2[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1900
1901 // Init second set of buffers for stereographic rendering
1902 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1903 {
1904 myRaytraceFBO1[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1905 myRaytraceFBO2[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1906 }
1907 else if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
1908 {
1909 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1910 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1911 }
91c60b57 1912 }
1913
3a9b5dc8 1914 myTileSampler.SetSize (theSizeX, theSizeY);
1915
b27ab03d 1916 if (myRaytraceTileOffsetsTexture[0].IsNull()
1917 || myRaytraceTileOffsetsTexture[1].IsNull())
3a9b5dc8 1918 {
1919 myRaytraceOutputTexture[0] = new OpenGl_Texture();
1920 myRaytraceOutputTexture[1] = new OpenGl_Texture();
1921
b27ab03d 1922 myRaytraceTileOffsetsTexture[0] = new OpenGl_Texture();
1923 myRaytraceTileOffsetsTexture[1] = new OpenGl_Texture();
1924 myRaytraceVisualErrorTexture[0] = new OpenGl_Texture();
1925 myRaytraceVisualErrorTexture[1] = new OpenGl_Texture();
3a9b5dc8 1926 }
1927
1928 if (myRaytraceOutputTexture[0]->SizeX() / 3 != theSizeX
1929 || myRaytraceOutputTexture[0]->SizeY() / 2 != theSizeY)
1930 {
4eaaf9d8 1931 myAccumFrames = 0;
1932
3a9b5dc8 1933 // Due to limitations of OpenGL image load-store extension
1934 // atomic operations are supported only for single-channel
1935 // images, so we define GL_R32F image. It is used as array
1936 // of 6D floating point vectors:
1937 // 0 - R color channel
1938 // 1 - G color channel
1939 // 2 - B color channel
1940 // 3 - hit time transformed into OpenGL NDC space
1941 // 4 - luminance accumulated for odd samples only
1942 myRaytraceOutputTexture[0]->InitRectangle (theGlContext,
1943 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1944
6dd6e5c7 1945 // workaround for some NVIDIA drivers
b27ab03d 1946 myRaytraceVisualErrorTexture[0]->Release (theGlContext.operator->());
1947 myRaytraceTileOffsetsTexture[0]->Release (theGlContext.operator->());
6dd6e5c7 1948
b27ab03d 1949 myRaytraceVisualErrorTexture[0]->Init (theGlContext,
3a9b5dc8 1950 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1951
b27ab03d 1952 myRaytraceTileOffsetsTexture[0]->Init (theGlContext,
3a9b5dc8 1953 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1954 }
1955
1956 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1957 {
1958 if (myRaytraceOutputTexture[1]->SizeX() / 3 != theSizeX
1959 || myRaytraceOutputTexture[1]->SizeY() / 2 != theSizeY)
1960 {
1961 myRaytraceOutputTexture[1]->InitRectangle (theGlContext,
1962 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
b27ab03d 1963
1964 myRaytraceVisualErrorTexture[1]->Release (theGlContext.operator->());
1965 myRaytraceTileOffsetsTexture[1]->Release (theGlContext.operator->());
1966
1967 myRaytraceVisualErrorTexture[1]->Init (theGlContext,
1968 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1969
1970 myRaytraceTileOffsetsTexture[1]->Init (theGlContext,
1971 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
3a9b5dc8 1972 }
1973 }
1974 else
1975 {
1976 myRaytraceOutputTexture[1]->Release (theGlContext.operator->());
1977 }
1978
91c60b57 1979 return Standard_True;
1980}
1981
1982// =======================================================================
189f85a3 1983// function : updateCamera
91c60b57 1984// purpose : Generates viewing rays for corners of screen quad
1985// =======================================================================
1986void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
1987 const OpenGl_Mat4& theViewMapping,
1988 OpenGl_Vec3* theOrigins,
1989 OpenGl_Vec3* theDirects,
3a9b5dc8 1990 OpenGl_Mat4& theViewPr,
91c60b57 1991 OpenGl_Mat4& theUnview)
1992{
1d865689 1993 // compute view-projection matrix
3a9b5dc8 1994 theViewPr = theViewMapping * theOrientation;
1d865689 1995
1996 // compute inverse view-projection matrix
3a9b5dc8 1997 theViewPr.Inverted (theUnview);
91c60b57 1998
1999 Standard_Integer aOriginIndex = 0;
2000 Standard_Integer aDirectIndex = 0;
2001
2002 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
2003 {
2004 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
2005 {
2006 OpenGl_Vec4 aOrigin (GLfloat(aX),
2007 GLfloat(aY),
b27ab03d 2008 -1.0f,
91c60b57 2009 1.0f);
2010
2011 aOrigin = theUnview * aOrigin;
2012
2013 aOrigin.x() = aOrigin.x() / aOrigin.w();
2014 aOrigin.y() = aOrigin.y() / aOrigin.w();
2015 aOrigin.z() = aOrigin.z() / aOrigin.w();
2016
2017 OpenGl_Vec4 aDirect (GLfloat(aX),
2018 GLfloat(aY),
2019 1.0f,
2020 1.0f);
2021
2022 aDirect = theUnview * aDirect;
2023
2024 aDirect.x() = aDirect.x() / aDirect.w();
2025 aDirect.y() = aDirect.y() / aDirect.w();
2026 aDirect.z() = aDirect.z() / aDirect.w();
2027
2028 aDirect = aDirect - aOrigin;
2029
91c60b57 2030 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
2031 static_cast<GLfloat> (aOrigin.y()),
2032 static_cast<GLfloat> (aOrigin.z()));
2033
b0dc79bc 2034 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x()),
2035 static_cast<GLfloat> (aDirect.y()),
2036 static_cast<GLfloat> (aDirect.z()));
91c60b57 2037 }
2038 }
fc73a202 2039}
265d4508 2040
fc73a202 2041// =======================================================================
b27ab03d 2042// function : updatePerspCameraPT
2043// purpose : Generates viewing rays (path tracing, perspective camera)
2044// =======================================================================
2045void OpenGl_View::updatePerspCameraPT (const OpenGl_Mat4& theOrientation,
2046 const OpenGl_Mat4& theViewMapping,
2047 Graphic3d_Camera::Projection theProjection,
2048 OpenGl_Mat4& theViewPr,
2049 OpenGl_Mat4& theUnview,
2050 const int theWinSizeX,
2051 const int theWinSizeY)
2052{
2053 // compute view-projection matrix
2054 theViewPr = theViewMapping * theOrientation;
2055
2056 // compute inverse view-projection matrix
2057 theViewPr.Inverted(theUnview);
2058
2059 // get camera stereo params
2060 float anIOD = myCamera->GetIODType() == Graphic3d_Camera::IODType_Relative
2061 ? static_cast<float> (myCamera->IOD() * myCamera->Distance())
2062 : static_cast<float> (myCamera->IOD());
2063
2064 float aZFocus = myCamera->ZFocusType() == Graphic3d_Camera::FocusType_Relative
2065 ? static_cast<float> (myCamera->ZFocus() * myCamera->Distance())
2066 : static_cast<float> (myCamera->ZFocus());
2067
2068 // get camera view vectors
2069 const gp_Pnt anOrig = myCamera->Eye();
2070
2071 myEyeOrig = OpenGl_Vec3 (static_cast<float> (anOrig.X()),
2072 static_cast<float> (anOrig.Y()),
2073 static_cast<float> (anOrig.Z()));
2074
2075 const gp_Dir aView = myCamera->Direction();
2076
2077 OpenGl_Vec3 anEyeViewMono = OpenGl_Vec3 (static_cast<float> (aView.X()),
2078 static_cast<float> (aView.Y()),
2079 static_cast<float> (aView.Z()));
2080
2081 const gp_Dir anUp = myCamera->Up();
2082
2083 myEyeVert = OpenGl_Vec3 (static_cast<float> (anUp.X()),
2084 static_cast<float> (anUp.Y()),
2085 static_cast<float> (anUp.Z()));
2086
2087 myEyeSide = OpenGl_Vec3::Cross (anEyeViewMono, myEyeVert);
2088
2089 const double aScaleY = tan (myCamera->FOVy() / 360 * M_PI);
2090 const double aScaleX = theWinSizeX * aScaleY / theWinSizeY;
2091
2092 myEyeSize = OpenGl_Vec2 (static_cast<float> (aScaleX),
2093 static_cast<float> (aScaleY));
2094
2095 if (theProjection == Graphic3d_Camera::Projection_Perspective)
2096 {
2097 myEyeView = anEyeViewMono;
2098 }
2099 else // stereo camera
2100 {
2101 // compute z-focus point
2102 OpenGl_Vec3 aZFocusPoint = myEyeOrig + anEyeViewMono * aZFocus;
2103
2104 // compute stereo camera shift
2105 float aDx = theProjection == Graphic3d_Camera::Projection_MonoRightEye ? 0.5f * anIOD : -0.5f * anIOD;
2106 myEyeOrig += myEyeSide.Normalized() * aDx;
2107
2108 // estimate new camera direction vector and correct its length
2109 myEyeView = (aZFocusPoint - myEyeOrig).Normalized();
2110 myEyeView *= 1.f / anEyeViewMono.Dot (myEyeView);
2111 }
2112}
2113
2114// =======================================================================
189f85a3 2115// function : uploadRaytraceData
fc73a202 2116// purpose : Uploads ray-trace data to the GPU
2117// =======================================================================
91c60b57 2118Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
fc73a202 2119{
91c60b57 2120 if (!theGlContext->IsGlGreaterEqual (3, 1))
fc73a202 2121 {
265d4508 2122#ifdef RAY_TRACE_PRINT_INFO
fc73a202 2123 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
265d4508 2124#endif
fc73a202 2125 return Standard_False;
e276548b 2126 }
2127
189f85a3 2128 myAccumFrames = 0; // accumulation should be restarted
2129
265d4508 2130 /////////////////////////////////////////////////////////////////////////////
25ef750e 2131 // Prepare OpenGL textures
2132
91c60b57 2133 if (theGlContext->arbTexBindless != NULL)
25ef750e 2134 {
2135 // If OpenGL driver supports bindless textures we need
2136 // to get unique 64- bit handles for using on the GPU
91c60b57 2137 if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
25ef750e 2138 {
2139#ifdef RAY_TRACE_PRINT_INFO
2140 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
2141#endif
2142 return Standard_False;
2143 }
2144 }
2145
2146 /////////////////////////////////////////////////////////////////////////////
e2da917a 2147 // Create OpenGL BVH buffers
265d4508 2148
3a9b5dc8 2149 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
e276548b 2150 {
e2da917a 2151 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
2152 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
2153 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
84c71f29 2154 mySceneTransformTexture = new OpenGl_TextureBufferArb;
265d4508 2155
91c60b57 2156 if (!mySceneNodeInfoTexture->Create (theGlContext)
2157 || !mySceneMinPointTexture->Create (theGlContext)
2158 || !mySceneMaxPointTexture->Create (theGlContext)
2159 || !mySceneTransformTexture->Create (theGlContext))
e276548b 2160 {
fc73a202 2161#ifdef RAY_TRACE_PRINT_INFO
e2da917a 2162 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
fc73a202 2163#endif
2164 return Standard_False;
2165 }
2166 }
5322131b 2167
3a9b5dc8 2168 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
265d4508 2169 {
fc73a202 2170 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
2171 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
25ef750e 2172 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
fc73a202 2173 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
e276548b 2174
91c60b57 2175 if (!myGeometryVertexTexture->Create (theGlContext)
2176 || !myGeometryNormalTexture->Create (theGlContext)
2177 || !myGeometryTexCrdTexture->Create (theGlContext)
2178 || !myGeometryTriangTexture->Create (theGlContext))
fc73a202 2179 {
2180#ifdef RAY_TRACE_PRINT_INFO
2181 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
2182#endif
2183 return Standard_False;
2184 }
265d4508 2185 }
5322131b 2186
e2da917a 2187 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
fc73a202 2188 {
2189 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
e276548b 2190
91c60b57 2191 if (!myRaytraceMaterialTexture->Create (theGlContext))
fc73a202 2192 {
2193#ifdef RAY_TRACE_PRINT_INFO
2194 std::cout << "Error: Failed to create buffers for material data" << std::endl;
e276548b 2195#endif
fc73a202 2196 return Standard_False;
2197 }
2198 }
e2da917a 2199
84c71f29 2200 /////////////////////////////////////////////////////////////////////////////
2201 // Write transform buffer
2202
2203 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
84c71f29 2204
e2da917a 2205 bool aResult = true;
2206
84c71f29 2207 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2208 {
2209 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2210 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
2211
f5b72419 2212 const BVH_Transform<Standard_ShortReal, 4>* aTransform = dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().get());
84c71f29 2213 Standard_ASSERT_RETURN (aTransform != NULL,
2214 "OpenGl_TriangleSet does not contain transform", Standard_False);
2215
2216 aNodeTransforms[anElemIndex] = aTransform->Inversed();
84c71f29 2217 }
2218
91c60b57 2219 aResult &= mySceneTransformTexture->Init (theGlContext, 4,
84c71f29 2220 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
2221
25ef750e 2222 delete [] aNodeTransforms;
84c71f29 2223
2224 /////////////////////////////////////////////////////////////////////////////
bc8c79bb 2225 // Write geometry and bottom-level BVH buffers
84c71f29 2226
fc73a202 2227 Standard_Size aTotalVerticesNb = 0;
2228 Standard_Size aTotalElementsNb = 0;
2229 Standard_Size aTotalBVHNodesNb = 0;
265d4508 2230
fc73a202 2231 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2232 {
2233 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2234 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
265d4508 2235
fc73a202 2236 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2237 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2238
2239 aTotalVerticesNb += aTriangleSet->Vertices.size();
2240 aTotalElementsNb += aTriangleSet->Elements.size();
e276548b 2241
f2474958 2242 Standard_ASSERT_RETURN (!aTriangleSet->QuadBVH().IsNull(),
fc73a202 2243 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
265d4508 2244
f2474958 2245 aTotalBVHNodesNb += aTriangleSet->QuadBVH()->NodeInfoBuffer().size();
fc73a202 2246 }
e276548b 2247
f2474958 2248 aTotalBVHNodesNb += myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size();
e2da917a 2249
fc73a202 2250 if (aTotalBVHNodesNb != 0)
e276548b 2251 {
e2da917a 2252 aResult &= mySceneNodeInfoTexture->Init (
91c60b57 2253 theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
e2da917a 2254 aResult &= mySceneMinPointTexture->Init (
91c60b57 2255 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
e2da917a 2256 aResult &= mySceneMaxPointTexture->Init (
91c60b57 2257 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
fc73a202 2258 }
265d4508 2259
fc73a202 2260 if (!aResult)
2261 {
2262#ifdef RAY_TRACE_PRINT_INFO
2263 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
2264#endif
2265 return Standard_False;
2266 }
e276548b 2267
fc73a202 2268 if (aTotalElementsNb != 0)
2269 {
25ef750e 2270 aResult &= myGeometryTriangTexture->Init (
91c60b57 2271 theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
fc73a202 2272 }
265d4508 2273
fc73a202 2274 if (aTotalVerticesNb != 0)
2275 {
25ef750e 2276 aResult &= myGeometryVertexTexture->Init (
91c60b57 2277 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
25ef750e 2278 aResult &= myGeometryNormalTexture->Init (
91c60b57 2279 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
25ef750e 2280 aResult &= myGeometryTexCrdTexture->Init (
91c60b57 2281 theGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
fc73a202 2282 }
265d4508 2283
fc73a202 2284 if (!aResult)
2285 {
2286#ifdef RAY_TRACE_PRINT_INFO
2287 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
2288#endif
2289 return Standard_False;
2290 }
265d4508 2291
f2474958 2292 const QuadBvhHandle& aBVH = myRaytraceGeometry.QuadBVH();
91c60b57 2293
2294 if (aBVH->Length() > 0)
1e99558f 2295 {
91c60b57 2296 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
1e99558f 2297 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
91c60b57 2298 aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
1e99558f 2299 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
91c60b57 2300 aResult &= mySceneMaxPointTexture->SubData (theGlContext, 0, aBVH->Length(),
1e99558f 2301 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
2302 }
e2da917a 2303
fc73a202 2304 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
2305 {
2306 if (!aBVH->IsOuter (aNodeIdx))
2307 continue;
265d4508 2308
fc73a202 2309 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
e276548b 2310
fc73a202 2311 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2312 "Error: Failed to get triangulation of OpenGL element", Standard_False);
e276548b 2313
e2da917a 2314 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
e276548b 2315
fc73a202 2316 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2317 "Error: Failed to get offset for bottom-level BVH", Standard_False);
e276548b 2318
f2474958 2319 const Standard_Integer aBvhBuffersSize = aTriangleSet->QuadBVH()->Length();
265d4508 2320
e2da917a 2321 if (aBvhBuffersSize != 0)
fc73a202 2322 {
91c60b57 2323 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
f2474958 2324 reinterpret_cast<const GLuint*> (&aTriangleSet->QuadBVH()->NodeInfoBuffer().front()));
91c60b57 2325 aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
f2474958 2326 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MinPointBuffer().front()));
91c60b57 2327 aResult &= mySceneMaxPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
f2474958 2328 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MaxPointBuffer().front()));
91c60b57 2329
fc73a202 2330 if (!aResult)
e276548b 2331 {
fc73a202 2332#ifdef RAY_TRACE_PRINT_INFO
2333 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
2334#endif
e276548b 2335 return Standard_False;
2336 }
2337 }
2338
fc73a202 2339 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
265d4508 2340
fc73a202 2341 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2342 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
265d4508 2343
fc73a202 2344 if (!aTriangleSet->Vertices.empty())
2345 {
91c60b57 2346 aResult &= myGeometryNormalTexture->SubData (theGlContext, aVerticesOffset,
2347 GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
2348 aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
2349 GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
2350 aResult &= myGeometryVertexTexture->SubData (theGlContext, aVerticesOffset,
2351 GLsizei (aTriangleSet->Vertices.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
fc73a202 2352 }
e276548b 2353
fc73a202 2354 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
265d4508 2355
fc73a202 2356 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2357 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
e276548b 2358
fc73a202 2359 if (!aTriangleSet->Elements.empty())
e276548b 2360 {
91c60b57 2361 aResult &= myGeometryTriangTexture->SubData (theGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
5cff985a 2362 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
e276548b 2363 }
265d4508 2364
fc73a202 2365 if (!aResult)
2366 {
2367#ifdef RAY_TRACE_PRINT_INFO
2368 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
e276548b 2369#endif
fc73a202 2370 return Standard_False;
2371 }
e276548b 2372 }
e276548b 2373
25ef750e 2374 /////////////////////////////////////////////////////////////////////////////
2375 // Write material buffer
2376
fc73a202 2377 if (myRaytraceGeometry.Materials.size() != 0)
2378 {
91c60b57 2379 aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
05aa616d 2380 GLsizei (myRaytraceGeometry.Materials.size() * 19), myRaytraceGeometry.Materials.front().Packed());
25ef750e 2381
fc73a202 2382 if (!aResult)
2383 {
2384#ifdef RAY_TRACE_PRINT_INFO
2385 std::cout << "Error: Failed to upload material buffer" << std::endl;
2386#endif
2387 return Standard_False;
2388 }
2389 }
e276548b 2390
fc73a202 2391 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
e276548b 2392
fc73a202 2393#ifdef RAY_TRACE_PRINT_INFO
e276548b 2394
f2474958 2395 Standard_ShortReal aMemTrgUsed = 0.f;
2396 Standard_ShortReal aMemBvhUsed = 0.f;
e276548b 2397
fc73a202 2398 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
2399 {
f2474958 2400 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (myRaytraceGeometry.Objects()(anElemIdx).get());
e276548b 2401
f2474958 2402 aMemTrgUsed += static_cast<Standard_ShortReal> (
25ef750e 2403 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
f2474958 2404 aMemTrgUsed += static_cast<Standard_ShortReal> (
25ef750e 2405 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
f2474958 2406 aMemTrgUsed += static_cast<Standard_ShortReal> (
25ef750e 2407 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
f2474958 2408 aMemTrgUsed += static_cast<Standard_ShortReal> (
fc73a202 2409 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
e276548b 2410
f2474958 2411 aMemBvhUsed += static_cast<Standard_ShortReal> (
2412 aTriangleSet->QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2413 aMemBvhUsed += static_cast<Standard_ShortReal> (
2414 aTriangleSet->QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2415 aMemBvhUsed += static_cast<Standard_ShortReal> (
2416 aTriangleSet->QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
fc73a202 2417 }
e276548b 2418
f2474958 2419 aMemBvhUsed += static_cast<Standard_ShortReal> (
2420 myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2421 aMemBvhUsed += static_cast<Standard_ShortReal> (
2422 myRaytraceGeometry.QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2423 aMemBvhUsed += static_cast<Standard_ShortReal> (
2424 myRaytraceGeometry.QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
e276548b 2425
f2474958 2426 std::cout << "GPU Memory Used (Mb):\n"
2427 << "\tFor mesh: " << aMemTrgUsed / 1048576 << "\n"
2428 << "\tFor BVHs: " << aMemBvhUsed / 1048576 << "\n";
e276548b 2429
fc73a202 2430#endif
e276548b 2431
fc73a202 2432 return aResult;
2433}
e276548b 2434
fc73a202 2435// =======================================================================
189f85a3 2436// function : updateRaytraceLightSources
91c60b57 2437// purpose : Updates 3D scene light sources for ray-tracing
fc73a202 2438// =======================================================================
91c60b57 2439Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
fc73a202 2440{
992ed6b3 2441 std::vector<Handle(Graphic3d_CLight)> aLightSources;
2442 myRaytraceGeometry.Ambient = BVH_Vec4f (0.f, 0.f, 0.f, 0.f);
dc89236f 2443 if (myShadingModel != Graphic3d_TOSM_UNLIT
992ed6b3 2444 && !myLights.IsNull())
6e728f3b 2445 {
992ed6b3 2446 const Graphic3d_Vec4& anAmbient = myLights->AmbientColor();
2447 myRaytraceGeometry.Ambient = BVH_Vec4f (anAmbient.r(), anAmbient.g(), anAmbient.b(), 0.0f);
91c60b57 2448
6e728f3b 2449 // move positional light sources at the front of the list
992ed6b3 2450 aLightSources.reserve (myLights->Extent());
2451 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2452 aLightIter.More(); aLightIter.Next())
2453 {
2454 const Graphic3d_CLight& aLight = *aLightIter.Value();
2455 if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
2456 {
2457 aLightSources.push_back (aLightIter.Value());
2458 }
2459 }
2460
2461 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2462 aLightIter.More(); aLightIter.Next())
2463 {
2464 if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL)
2465 {
2466 aLightSources.push_back (aLightIter.Value());
2467 }
2468 }
6e728f3b 2469 }
2470
2471 // get number of 'real' (not ambient) light sources
992ed6b3 2472 const size_t aNbLights = aLightSources.size();
6e728f3b 2473 Standard_Boolean wasUpdated = myRaytraceGeometry.Sources.size () != aNbLights;
6e728f3b 2474 if (wasUpdated)
2475 {
2476 myRaytraceGeometry.Sources.resize (aNbLights);
2477 }
2478
6e728f3b 2479 for (size_t aLightIdx = 0, aRealIdx = 0; aLightIdx < aLightSources.size(); ++aLightIdx)
91c60b57 2480 {
992ed6b3 2481 const Graphic3d_CLight& aLight = *aLightSources[aLightIdx];
2482 const Graphic3d_Vec4& aLightColor = aLight.PackedColor();
2483 BVH_Vec4f aEmission (aLightColor.r() * aLight.Intensity(),
2484 aLightColor.g() * aLight.Intensity(),
2485 aLightColor.b() * aLight.Intensity(),
6e728f3b 2486 1.0f);
91c60b57 2487
992ed6b3 2488 BVH_Vec4f aPosition (-aLight.PackedDirection().x(),
2489 -aLight.PackedDirection().y(),
2490 -aLight.PackedDirection().z(),
91c60b57 2491 0.0f);
2492
992ed6b3 2493 if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
91c60b57 2494 {
992ed6b3 2495 aPosition = BVH_Vec4f (static_cast<float>(aLight.Position().X()),
2496 static_cast<float>(aLight.Position().Y()),
2497 static_cast<float>(aLight.Position().Z()),
91c60b57 2498 1.0f);
189f85a3 2499
6e728f3b 2500 // store smoothing radius in W-component
992ed6b3 2501 aEmission.w() = Max (aLight.Smoothness(), 0.f);
189f85a3 2502 }
2503 else
2504 {
6e728f3b 2505 // store cosine of smoothing angle in W-component
992ed6b3 2506 aEmission.w() = cosf (Min (Max (aLight.Smoothness(), 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
91c60b57 2507 }
2508
992ed6b3 2509 if (aLight.IsHeadlight())
91c60b57 2510 {
2511 aPosition = theInvModelView * aPosition;
2512 }
2513
6e728f3b 2514 for (int aK = 0; aK < 4; ++aK)
2515 {
2516 wasUpdated |= (aEmission[aK] != myRaytraceGeometry.Sources[aRealIdx].Emission[aK])
2517 || (aPosition[aK] != myRaytraceGeometry.Sources[aRealIdx].Position[aK]);
2518 }
2519
2520 if (wasUpdated)
2521 {
2522 myRaytraceGeometry.Sources[aRealIdx] = OpenGl_RaytraceLight (aEmission, aPosition);
2523 }
2524
2525 ++aRealIdx;
91c60b57 2526 }
2527
6e728f3b 2528 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
91c60b57 2529 {
2530 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
91c60b57 2531 }
189f85a3 2532
6e728f3b 2533 if (myRaytraceGeometry.Sources.size() != 0 && wasUpdated)
fc73a202 2534 {
91c60b57 2535 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
2536 if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
2537 {
2538#ifdef RAY_TRACE_PRINT_INFO
2539 std::cout << "Error: Failed to upload light source buffer" << std::endl;
2540#endif
2541 return Standard_False;
2542 }
e276548b 2543
6e728f3b 2544 myAccumFrames = 0; // accumulation should be restarted
91c60b57 2545 }
e276548b 2546
6e728f3b 2547 return Standard_True;
fc73a202 2548}
2549
2550// =======================================================================
189f85a3 2551// function : setUniformState
25ef750e 2552// purpose : Sets uniform state for the given ray-tracing shader program
2553// =======================================================================
3a9b5dc8 2554Standard_Boolean OpenGl_View::setUniformState (const Standard_Integer theProgramId,
2555 const Standard_Integer theWinSizeX,
2556 const Standard_Integer theWinSizeY,
b27ab03d 2557 Graphic3d_Camera::Projection theProjection,
91c60b57 2558 const Handle(OpenGl_Context)& theGlContext)
25ef750e 2559{
3a9b5dc8 2560 // Get projection state
2561 OpenGl_MatrixState<Standard_ShortReal>& aCntxProjectionState = theGlContext->ProjectionState;
2562
2563 OpenGl_Mat4 aViewPrjMat;
2564 OpenGl_Mat4 anUnviewMat;
2565 OpenGl_Vec3 aOrigins[4];
2566 OpenGl_Vec3 aDirects[4];
2567
b27ab03d 2568 if (myCamera->IsOrthographic()
2569 || !myRenderParams.IsGlobalIlluminationEnabled)
2570 {
2571 updateCamera (myCamera->OrientationMatrixF(),
2572 aCntxProjectionState.Current(),
2573 aOrigins,
2574 aDirects,
2575 aViewPrjMat,
2576 anUnviewMat);
2577 }
2578 else
2579 {
2580 updatePerspCameraPT (myCamera->OrientationMatrixF(),
2581 aCntxProjectionState.Current(),
2582 theProjection,
2583 aViewPrjMat,
2584 anUnviewMat,
2585 theWinSizeX,
2586 theWinSizeY);
2587 }
3a9b5dc8 2588
2589 Handle(OpenGl_ShaderProgram)& theProgram = theProgramId == 0
2590 ? myRaytraceProgram
2591 : myPostFSAAProgram;
91c60b57 2592
2593 if (theProgram.IsNull())
25ef750e 2594 {
2595 return Standard_False;
2596 }
b27ab03d 2597
2598 theProgram->SetUniform(theGlContext, "uEyeOrig", myEyeOrig);
2599 theProgram->SetUniform(theGlContext, "uEyeView", myEyeView);
2600 theProgram->SetUniform(theGlContext, "uEyeVert", myEyeVert);
2601 theProgram->SetUniform(theGlContext, "uEyeSide", myEyeSide);
2602 theProgram->SetUniform(theGlContext, "uEyeSize", myEyeSize);
2603
2604 theProgram->SetUniform(theGlContext, "uApertureRadius", myRenderParams.CameraApertureRadius);
2605 theProgram->SetUniform(theGlContext, "uFocalPlaneDist", myRenderParams.CameraFocalPlaneDist);
2606
25ef750e 2607 // Set camera state
189f85a3 2608 theProgram->SetUniform (theGlContext,
3a9b5dc8 2609 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], aOrigins[0]);
189f85a3 2610 theProgram->SetUniform (theGlContext,
3a9b5dc8 2611 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], aOrigins[1]);
189f85a3 2612 theProgram->SetUniform (theGlContext,
3a9b5dc8 2613 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], aOrigins[2]);
189f85a3 2614 theProgram->SetUniform (theGlContext,
3a9b5dc8 2615 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], aOrigins[3]);
189f85a3 2616 theProgram->SetUniform (theGlContext,
3a9b5dc8 2617 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], aDirects[0]);
189f85a3 2618 theProgram->SetUniform (theGlContext,
3a9b5dc8 2619 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], aDirects[1]);
189f85a3 2620 theProgram->SetUniform (theGlContext,
3a9b5dc8 2621 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], aDirects[2]);
189f85a3 2622 theProgram->SetUniform (theGlContext,
3a9b5dc8 2623 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], aDirects[3]);
189f85a3 2624 theProgram->SetUniform (theGlContext,
3a9b5dc8 2625 myUniformLocations[theProgramId][OpenGl_RT_uViewPrMat], aViewPrjMat);
1d865689 2626 theProgram->SetUniform (theGlContext,
3a9b5dc8 2627 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], anUnviewMat);
312a4043 2628
b09447ed 2629 // Set screen dimensions
2630 myRaytraceProgram->SetUniform (theGlContext,
2631 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeX], theWinSizeX);
2632 myRaytraceProgram->SetUniform (theGlContext,
2633 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeY], theWinSizeY);
2634
2635 // Set 3D scene parameters
189f85a3 2636 theProgram->SetUniform (theGlContext,
91c60b57 2637 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
189f85a3 2638 theProgram->SetUniform (theGlContext,
91c60b57 2639 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
3a9b5dc8 2640
b09447ed 2641 // Set light source parameters
3a9b5dc8 2642 const Standard_Integer aLightSourceBufferSize =
2643 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
b09447ed 2644
189f85a3 2645 theProgram->SetUniform (theGlContext,
91c60b57 2646 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
8c820969 2647
25ef750e 2648 // Set array of 64-bit texture handles
91c60b57 2649 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
25ef750e 2650 {
47e9c178 2651 const std::vector<GLuint64>& aTextures = myRaytraceGeometry.TextureHandles();
2652
189f85a3 2653 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
3a9b5dc8 2654 static_cast<GLsizei> (aTextures.size()), reinterpret_cast<const OpenGl_Vec2u*> (&aTextures.front()));
25ef750e 2655 }
2656
189f85a3 2657 // Set background colors (only gradient background supported)
3a9b5dc8 2658 if (myBgGradientArray != NULL && myBgGradientArray->IsDefined())
25ef750e 2659 {
189f85a3 2660 theProgram->SetUniform (theGlContext,
2661 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2662 theProgram->SetUniform (theGlContext,
2663 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
25ef750e 2664 }
67c12d80 2665 else
2666 {
b6472664 2667 const OpenGl_Vec4& aBackColor = myBgColor;
3a9b5dc8 2668
67c12d80 2669 theProgram->SetUniform (theGlContext,
2670 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2671 theProgram->SetUniform (theGlContext,
2672 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2673 }
25ef750e 2674
b09447ed 2675 // Set environment map parameters
cc8cbabe 2676 const Standard_Boolean toDisableEnvironmentMap = myTextureEnv.IsNull()
2677 || myTextureEnv->IsEmpty()
2678 || !myTextureEnv->First()->IsValid();
2679
6e728f3b 2680 theProgram->SetUniform (theGlContext,
2681 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapEnabled], toDisableEnvironmentMap ? 0 : 1);
2682
189f85a3 2683 theProgram->SetUniform (theGlContext,
c357e426 2684 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
189f85a3 2685
b09447ed 2686 if (myRenderParams.IsGlobalIlluminationEnabled) // GI parameters
2687 {
2688 theProgram->SetUniform (theGlContext,
2689 myUniformLocations[theProgramId][OpenGl_RT_uMaxRadiance], myRenderParams.RadianceClampingValue);
2690
2691 theProgram->SetUniform (theGlContext,
2692 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
2693
2694 // Check whether we should restart accumulation for run-time parameters
2695 if (myRenderParams.RadianceClampingValue != myRaytraceParameters.RadianceClampingValue
2696 || myRenderParams.UseEnvironmentMapBackground != myRaytraceParameters.UseEnvMapForBackground)
2697 {
2698 myAccumFrames = 0; // accumulation should be restarted
2699
2700 myRaytraceParameters.RadianceClampingValue = myRenderParams.RadianceClampingValue;
2701 myRaytraceParameters.UseEnvMapForBackground = myRenderParams.UseEnvironmentMapBackground;
2702 }
2703 }
2704 else // RT parameters
2705 {
2706 // Set ambient light source
2707 theProgram->SetUniform (theGlContext,
2708 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2709
2710 // Enable/disable run-time ray-tracing effects
2711 theProgram->SetUniform (theGlContext,
2712 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
2713 theProgram->SetUniform (theGlContext,
2714 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
2715 }
2716
189f85a3 2717 return Standard_True;
25ef750e 2718}
2719
2720// =======================================================================
189f85a3 2721// function : bindRaytraceTextures
91c60b57 2722// purpose : Binds ray-trace textures to corresponding texture units
2723// =======================================================================
2724void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2725{
3a9b5dc8 2726 if (myRaytraceParameters.AdaptiveScreenSampling)
2727 {
2728 #if !defined(GL_ES_VERSION_2_0)
2729 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageLft,
2730 myRaytraceOutputTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2731 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageRgh,
2732 myRaytraceOutputTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2733
b27ab03d 2734 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImageLft,
2735 myRaytraceVisualErrorTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2736 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImageRgh,
2737 myRaytraceVisualErrorTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2738 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImageLft,
2739 myRaytraceTileOffsetsTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2740 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImageRgh,
2741 myRaytraceTileOffsetsTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2742#endif
3a9b5dc8 2743 }
2744
cc8cbabe 2745 if (!myTextureEnv.IsNull()
2746 && !myTextureEnv->IsEmpty()
2747 && myTextureEnv->First()->IsValid())
6e728f3b 2748 {
cc8cbabe 2749 myTextureEnv->First()->Bind (theGlContext, OpenGl_RT_EnvironmentMapTexture);
6e728f3b 2750 }
2751
cc8cbabe 2752 mySceneMinPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
2753 mySceneMaxPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
2754 mySceneNodeInfoTexture ->BindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
2755 myGeometryVertexTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
2756 myGeometryNormalTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
2757 myGeometryTexCrdTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
2758 myGeometryTriangTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
2759 mySceneTransformTexture ->BindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
2760 myRaytraceMaterialTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
2761 myRaytraceLightSrcTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
91c60b57 2762}
2763
2764// =======================================================================
189f85a3 2765// function : unbindRaytraceTextures
91c60b57 2766// purpose : Unbinds ray-trace textures from corresponding texture units
2767// =======================================================================
2768void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2769{
cc8cbabe 2770 mySceneMinPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
2771 mySceneMaxPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
2772 mySceneNodeInfoTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
2773 myGeometryVertexTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
2774 myGeometryNormalTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
2775 myGeometryTexCrdTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
2776 myGeometryTriangTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
2777 mySceneTransformTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
2778 myRaytraceMaterialTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
2779 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
91c60b57 2780
91c60b57 2781 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2782}
2783
2784// =======================================================================
189f85a3 2785// function : runRaytraceShaders
fc73a202 2786// purpose : Runs ray-tracing shader programs
2787// =======================================================================
c357e426 2788Standard_Boolean OpenGl_View::runRaytraceShaders (const Standard_Integer theSizeX,
91c60b57 2789 const Standard_Integer theSizeY,
bf02aa7d 2790 Graphic3d_Camera::Projection theProjection,
38a0206f 2791 OpenGl_FrameBuffer* theReadDrawFbo,
91c60b57 2792 const Handle(OpenGl_Context)& theGlContext)
fc73a202 2793{
3a9b5dc8 2794 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
189f85a3 2795
3a9b5dc8 2796 aResult &= setUniformState (0,
2797 theSizeX,
2798 theSizeY,
b27ab03d 2799 theProjection,
3a9b5dc8 2800 theGlContext);
bf02aa7d 2801
3a9b5dc8 2802 if (myRaytraceParameters.GlobalIllumination) // path tracing
189f85a3 2803 {
4eaaf9d8 2804 aResult &= runPathtrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
189f85a3 2805 }
3a9b5dc8 2806 else // Whitted-style ray-tracing
fc73a202 2807 {
3a9b5dc8 2808 aResult &= runRaytrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
fc73a202 2809 }
2810
3a9b5dc8 2811 return aResult;
2812}
fc73a202 2813
3a9b5dc8 2814// =======================================================================
2815// function : runRaytrace
2816// purpose : Runs Whitted-style ray-tracing
2817// =======================================================================
2818Standard_Boolean OpenGl_View::runRaytrace (const Standard_Integer theSizeX,
2819 const Standard_Integer theSizeY,
2820 Graphic3d_Camera::Projection theProjection,
2821 OpenGl_FrameBuffer* theReadDrawFbo,
2822 const Handle(OpenGl_Context)& theGlContext)
2823{
2824 Standard_Boolean aResult = Standard_True;
fc73a202 2825
3a9b5dc8 2826 bindRaytraceTextures (theGlContext);
1bd2fee4 2827
3a9b5dc8 2828 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
2829 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
189f85a3 2830
3a9b5dc8 2831 // Choose proper set of frame buffers for stereo rendering
2832 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
2833
2834 if (myRenderParams.IsAntialiasingEnabled) // if second FSAA pass is used
2835 {
2836 myRaytraceFBO1[aFBOIdx]->BindBuffer (theGlContext);
2837
2838 glClear (GL_DEPTH_BUFFER_BIT); // render the image with depth
fc73a202 2839 }
25ef750e 2840
189f85a3 2841 theGlContext->core20fwd->glDrawArray