0024936: Remove unused package IncludeLibrary
[occt.git] / src / OpenGl / OpenGl_Workspace_Raytrace.cxx
CommitLineData
e276548b 1// Created on: 2013-08-27
2// Created by: Denis BOGOLEPOV
3// Copyright (c) 2013 OPEN CASCADE SAS
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
fc73a202 16#include <NCollection_Mat4.hxx>
17#include <OpenGl_ArbFBO.hxx>
18#include <OpenGl_FrameBuffer.hxx>
e276548b 19#include <OpenGl_Texture.hxx>
fc73a202 20#include <OpenGl_VertexBuffer.hxx>
e276548b 21#include <OpenGl_View.hxx>
22#include <OpenGl_Workspace.hxx>
fc73a202 23#include <OSD_File.hxx>
24#include <OSD_Protection.hxx>
265d4508 25#include <Standard_Assert.hxx>
e276548b 26
27using namespace OpenGl_Raytrace;
28
29//! Use this macro to output ray-tracing debug info
fc73a202 30// #define RAY_TRACE_PRINT_INFO
e276548b 31
32#ifdef RAY_TRACE_PRINT_INFO
33 #include <OSD_Timer.hxx>
34#endif
35
e276548b 36// =======================================================================
37// function : MatVecMult
38// purpose : Multiples 4x4 matrix by 4D vector
39// =======================================================================
265d4508 40template<typename T>
41BVH_Vec4f MatVecMult (const T m[16], const BVH_Vec4f& v)
e276548b 42{
265d4508 43 return BVH_Vec4f (
e276548b 44 static_cast<float> (m[ 0] * v.x() + m[ 4] * v.y() +
45 m[ 8] * v.z() + m[12] * v.w()),
46 static_cast<float> (m[ 1] * v.x() + m[ 5] * v.y() +
47 m[ 9] * v.z() + m[13] * v.w()),
48 static_cast<float> (m[ 2] * v.x() + m[ 6] * v.y() +
49 m[10] * v.z() + m[14] * v.w()),
50 static_cast<float> (m[ 3] * v.x() + m[ 7] * v.y() +
51 m[11] * v.z() + m[15] * v.w()));
52}
53
54// =======================================================================
e276548b 55// function : UpdateRaytraceGeometry
56// purpose : Updates 3D scene geometry for ray tracing
57// =======================================================================
84c71f29 58Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
e276548b 59{
60 if (myView.IsNull())
61 return Standard_False;
62
84c71f29 63 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
e276548b 64 // This is light-weight procedure performed for each frame
65
84c71f29 66 if (theMode == OpenGl_GUM_CHECK)
e276548b 67 {
84c71f29 68 if (myLayersModificationStatus != myView->LayerList().ModificationState())
69 {
70 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
71 }
72 }
73 else if (theMode == OpenGl_GUM_PREPARE)
74 {
75 myRaytraceGeometry.ClearMaterials();
76 myArrayToTrianglesMap.clear();
e276548b 77
78 myIsRaytraceDataValid = Standard_False;
79 }
e276548b 80
81 // The set of processed structures (reflected to ray-tracing)
82 // This set is used to remove out-of-date records from the
83 // hash map of structures
84 std::set<const OpenGl_Structure*> anElements;
85
84c71f29 86 // Set of all currently visible and "raytracable" primitive arrays.
87 std::set<const OpenGl_PrimitiveArray*> anArrays;
88
e276548b 89 const OpenGl_LayerList& aList = myView->LayerList();
90
91 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
92 {
c5751993 93 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
e276548b 94
95 if (aPriorityList.NbStructures() == 0)
96 continue;
97
98 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
99
68333c8f 100 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
e276548b 101 {
102 OpenGl_SequenceOfStructure::Iterator aStructIt;
103
104 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
105 {
84c71f29 106 Standard_ShortReal* aTransform (NULL);
107
e276548b 108 const OpenGl_Structure* aStructure = aStructIt.Value();
109
84c71f29 110 if (theMode == OpenGl_GUM_CHECK)
e276548b 111 {
112 if (CheckRaytraceStructure (aStructure))
113 {
84c71f29 114 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
e276548b 115 }
84c71f29 116 }
117 else if (theMode == OpenGl_GUM_PREPARE)
118 {
119 if (!aStructure->IsRaytracable()
120 || !aStructure->IsVisible())
121 continue;
122
123 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
124 {
125 // OpenGL elements from group (extract primitives arrays)
126 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
127 {
128 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
129
130 if (aPrimArray != NULL)
131 {
132 // Collect all primitive arrays in scene.
133 anArrays.insert (aPrimArray);
134 }
135 }
136 }
137 }
138 else if (theMode == OpenGl_GUM_UPDATE)
e276548b 139 {
140 if (!aStructure->IsRaytracable())
141 continue;
142
143 if (aStructure->Transformation()->mat != NULL)
144 {
145 if (aTransform == NULL)
265d4508 146 aTransform = new Standard_ShortReal[16];
e276548b 147
68333c8f 148 for (Standard_Integer i = 0; i < 4; ++i)
149 for (Standard_Integer j = 0; j < 4; ++j)
e276548b 150 {
151 aTransform[j * 4 + i] = aStructure->Transformation()->mat[i][j];
152 }
153 }
154
155 AddRaytraceStructure (aStructure, aTransform, anElements);
156 }
84c71f29 157
158 delete [] aTransform;
e276548b 159 }
160 }
161 }
162
84c71f29 163 if (theMode == OpenGl_GUM_PREPARE)
164 {
165 BVH_ObjectSet<Standard_ShortReal, 4>::BVH_ObjectList anUnchangedObjects;
166
167 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
168 // Objects which not in myArrayToTrianglesMap will be built from scratch.
169 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
170 {
171 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
172 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
173
174 // If primitive array of object not in "anArrays" set then it was hided or deleted.
175 // If primitive array present in "anArrays" set but we don't have associated object yet, then
176 // the object is new and still has to be built.
177 if ((aTriangleSet != NULL) && ((anArrays.find (aTriangleSet->AssociatedPArray())) != anArrays.end()))
178 {
179 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
180
181 myArrayToTrianglesMap[aTriangleSet->AssociatedPArray()] = aTriangleSet;
182 }
183 }
184
185 myRaytraceGeometry.Objects() = anUnchangedObjects;
186
187 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
188 }
189
190 if (theMode == OpenGl_GUM_UPDATE)
e276548b 191 {
192 // Actualize the hash map of structures -- remove out-of-date records
193 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
194
195 while (anIter != myStructureStates.end())
196 {
197 if (anElements.find (anIter->first) == anElements.end())
198 {
199 myStructureStates.erase (anIter++);
200 }
201 else
202 {
203 ++anIter;
204 }
205 }
206
207 // Actualize OpenGL layer list state
208 myLayersModificationStatus = myView->LayerList().ModificationState();
209
265d4508 210 // Rebuild bottom-level and high-level BVHs
211 myRaytraceGeometry.ProcessAcceleration();
e276548b 212
265d4508 213 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
214 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
215 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
216 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
e276548b 217
265d4508 218 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
e276548b 219
fc73a202 220 const BVH_Vec4f aSize = myRaytraceGeometry.Box().Size();
e276548b 221
fc73a202 222 myRaytraceSceneEpsilon = Max (1e-4f, 1e-4f * sqrtf (
223 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
224
225 return UploadRaytraceData();
e276548b 226 }
227
e276548b 228 return Standard_True;
229}
230
231// =======================================================================
232// function : CheckRaytraceStructure
265d4508 233// purpose : Checks to see if the structure is modified
e276548b 234// =======================================================================
235Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
236{
237 if (!theStructure->IsRaytracable())
238 {
239 // Checks to see if all ray-tracable elements were
240 // removed from the structure
241 if (theStructure->ModificationState() > 0)
242 {
243 theStructure->ResetModificationState();
244 return Standard_True;
245 }
246
247 return Standard_False;
248 }
249
250 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
251
252 if (aStructState != myStructureStates.end())
253 return aStructState->second != theStructure->ModificationState();
254
255 return Standard_True;
256}
257
258// =======================================================================
259// function : CreateMaterial
260// purpose : Creates ray-tracing material properties
261// =======================================================================
265d4508 262void CreateMaterial (const OPENGL_SURF_PROP& theProp, OpenGl_RaytraceMaterial& theMaterial)
e276548b 263{
64c759f8 264 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
265d4508 265 theMaterial.Ambient = BVH_Vec4f (aSrcAmb[0] * theProp.amb,
266 aSrcAmb[1] * theProp.amb,
267 aSrcAmb[2] * theProp.amb,
268 1.0f);
64c759f8 269
270 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
265d4508 271 theMaterial.Diffuse = BVH_Vec4f (aSrcDif[0] * theProp.diff,
272 aSrcDif[1] * theProp.diff,
273 aSrcDif[2] * theProp.diff,
274 1.0f);
64c759f8 275
276 const float aDefSpecCol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
277 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : aDefSpecCol;
265d4508 278 theMaterial.Specular = BVH_Vec4f (aSrcSpe[0] * theProp.spec,
279 aSrcSpe[1] * theProp.spec,
280 aSrcSpe[2] * theProp.spec,
281 theProp.shine);
e276548b 282
64c759f8 283 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
265d4508 284 theMaterial.Emission = BVH_Vec4f (aSrcEms[0] * theProp.emsv,
285 aSrcEms[1] * theProp.emsv,
286 aSrcEms[2] * theProp.emsv,
287 1.0f);
e276548b 288
289 // Note: Here we use sub-linear transparency function
290 // to produce realistic-looking transparency effect
265d4508 291 theMaterial.Transparency = BVH_Vec4f (powf (theProp.trans, 0.75f),
292 1.f - theProp.trans,
293 1.f,
294 1.f);
e276548b 295
296 const float aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
297 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
298 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
299
300 const float aReflectionScale = 0.75f / aMaxRefl;
301
fc73a202 302 theMaterial.Reflection = BVH_Vec4f (theProp.speccol.rgb[0] * theProp.spec * aReflectionScale,
303 theProp.speccol.rgb[1] * theProp.spec * aReflectionScale,
304 theProp.speccol.rgb[2] * theProp.spec * aReflectionScale,
305 0.f);
e276548b 306}
307
308// =======================================================================
309// function : AddRaytraceStructure
310// purpose : Adds OpenGL structure to ray-traced scene geometry
311// =======================================================================
265d4508 312Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure,
313 const Standard_ShortReal* theTransform, std::set<const OpenGl_Structure*>& theElements)
e276548b 314{
e276548b 315 theElements.insert (theStructure);
316
317 if (!theStructure->IsVisible())
318 {
319 myStructureStates[theStructure] = theStructure->ModificationState();
320 return Standard_True;
321 }
322
323 // Get structure material
68333c8f 324 Standard_Integer aStructMatID = -1;
e276548b 325
326 if (theStructure->AspectFace() != NULL)
327 {
265d4508 328 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 329
330 OpenGl_RaytraceMaterial aStructMaterial;
331 CreateMaterial (theStructure->AspectFace()->IntFront(), aStructMaterial);
332
265d4508 333 myRaytraceGeometry.Materials.push_back (aStructMaterial);
e276548b 334 }
335
b64d84be 336 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
e276548b 337 {
338 // Get group material
68333c8f 339 Standard_Integer aGroupMatID = -1;
b64d84be 340 if (aGroupIter.Value()->AspectFace() != NULL)
e276548b 341 {
265d4508 342 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 343
344 OpenGl_RaytraceMaterial aGroupMaterial;
b64d84be 345 CreateMaterial (aGroupIter.Value()->AspectFace()->IntFront(), aGroupMaterial);
e276548b 346
265d4508 347 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
e276548b 348 }
349
68333c8f 350 Standard_Integer aMatID = aGroupMatID < 0 ? aStructMatID : aGroupMatID;
e276548b 351
265d4508 352 if (aMatID < 0)
e276548b 353 {
265d4508 354 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 355
265d4508 356 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
e276548b 357 }
358
265d4508 359 // Add OpenGL elements from group (extract primitives arrays and aspects)
b64d84be 360 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
e276548b 361 {
5322131b 362 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
363 if (anAspect != NULL)
e276548b 364 {
5322131b 365 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 366
5322131b 367 OpenGl_RaytraceMaterial aMaterial;
368 CreateMaterial (anAspect->IntFront(), aMaterial);
e276548b 369
5322131b 370 myRaytraceGeometry.Materials.push_back (aMaterial);
e276548b 371 }
5322131b 372 else
e276548b 373 {
374 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
84c71f29 375
376 std::map<const OpenGl_PrimitiveArray*, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray);
377
e276548b 378 if (aPrimArray != NULL)
379 {
84c71f29 380 if (aSetIter != myArrayToTrianglesMap.end())
381 {
382 OpenGl_TriangleSet* aSet = aSetIter->second;
383
384 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
385
386 if (theTransform != NULL)
387 {
388 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
389 }
390
391 aSet->SetProperties (aTransform);
392
393 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID )
394 {
395 aSet->SetMaterialIndex (aMatID);
396 }
397 }
398 else
399 {
400 NCollection_Handle<BVH_Object<Standard_ShortReal, 4> > aSet =
401 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
265d4508 402
84c71f29 403 if (!aSet.IsNull())
404 {
405 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
406
407 if (theTransform != NULL)
408 {
409 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
410 }
411
412 aSet->SetProperties (aTransform);
413
414 myRaytraceGeometry.Objects().Append (aSet);
415 }
416 }
e276548b 417 }
418 }
419 }
e276548b 420 }
421
84c71f29 422 Standard_ShortReal* aTransform = NULL;
e276548b 423
424 // Process all connected OpenGL structures
265d4508 425 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
e276548b 426 {
427 if (anIts.Value()->Transformation()->mat != NULL)
428 {
84c71f29 429 if (aTransform == NULL)
430 aTransform = new Standard_ShortReal[16];
e276548b 431
68333c8f 432 for (Standard_Integer i = 0; i < 4; ++i)
433 for (Standard_Integer j = 0; j < 4; ++j)
e276548b 434 {
435 aTransform[j * 4 + i] =
436 anIts.Value()->Transformation()->mat[i][j];
437 }
438 }
439
440 if (anIts.Value()->IsRaytracable())
441 AddRaytraceStructure (anIts.Value(), aTransform != NULL ? aTransform : theTransform, theElements);
e276548b 442 }
443
444 delete[] aTransform;
445
446 myStructureStates[theStructure] = theStructure->ModificationState();
447
448 return Standard_True;
449}
450
451// =======================================================================
452// function : AddRaytracePrimitiveArray
453// purpose : Adds OpenGL primitive array to ray-traced scene geometry
454// =======================================================================
871fa103 455OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
456 Standard_Integer theMatID,
457 const Standard_ShortReal* theTransform)
e276548b 458{
871fa103 459 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
460 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
461 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
462 if (theArray->DrawMode() < GL_TRIANGLES
463 || theArray->DrawMode() > GL_POLYGON
464 || anAttribs.IsNull())
e276548b 465 {
265d4508 466 return NULL;
e276548b 467 }
468
e276548b 469#ifdef RAY_TRACE_PRINT_INFO
871fa103 470 switch (aPArray->DrawMode())
e276548b 471 {
871fa103 472 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
473 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
474 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
475 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
476 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
477 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
e276548b 478 }
479#endif
480
84c71f29 481 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray);
e276548b 482 {
871fa103 483 aSet->Vertices.reserve (anAttribs->NbElements);
484 aSet->Normals .reserve (anAttribs->NbElements);
485 const size_t aVertFrom = aSet->Vertices.size();
486 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
265d4508 487 {
871fa103 488 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
489 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
490 if (anAttrib.Id == Graphic3d_TOA_POS)
491 {
492 if (anAttrib.DataType == Graphic3d_TOD_VEC3
493 || anAttrib.DataType == Graphic3d_TOD_VEC4)
494 {
495 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
496 {
497 const Graphic3d_Vec3& aVert = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
498 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), aVert.z(), 1.0f));
499 }
500 }
501 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
502 {
503 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
504 {
505 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
506 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), 0.0f, 1.0f));
507 }
508 }
509 }
510 else if (anAttrib.Id == Graphic3d_TOA_NORM)
511 {
512 if (anAttrib.DataType == Graphic3d_TOD_VEC3
513 || anAttrib.DataType == Graphic3d_TOD_VEC4)
514 {
515 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
516 {
517 const Graphic3d_Vec3& aNorm = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
518 aSet->Normals.push_back (BVH_Vec4f (aNorm.x(), aNorm.y(), aNorm.z(), 0.0f));
519 }
520 }
521 }
265d4508 522 }
e276548b 523
871fa103 524 if (aSet->Normals.size() != aSet->Vertices.size())
265d4508 525 {
871fa103 526 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
265d4508 527 {
871fa103 528 aSet->Normals.push_back (BVH_Vec4f());
265d4508 529 }
871fa103 530 }
e276548b 531
871fa103 532 if (theTransform)
533 {
534 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
535 {
536 BVH_Vec4f& aVertex = aSet->Vertices[aVertIter];
537 aVertex = MatVecMult (theTransform, aVertex);
538 }
539 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
540 {
541 BVH_Vec4f& aNorm = aSet->Normals[aVertIter];
542 aNorm = MatVecMult (theTransform, aNorm);
543 }
e276548b 544 }
545
871fa103 546 if (!aBounds.IsNull())
265d4508 547 {
548 #ifdef RAY_TRACE_PRINT_INFO
84c71f29 549 std::cout << "\tNumber of bounds = " << aPArray->num_bounds << std::endl;
265d4508 550 #endif
e276548b 551
265d4508 552 Standard_Integer aBoundStart = 0;
871fa103 553 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
265d4508 554 {
871fa103 555 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
e276548b 556
265d4508 557 #ifdef RAY_TRACE_PRINT_INFO
558 std::cout << "\tAdding indices from bound " << aBound << ": " <<
559 aBoundStart << " .. " << aVertNum << std::endl;
560 #endif
561
871fa103 562 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
265d4508 563 {
564 delete aSet;
565 return NULL;
566 }
567
568 aBoundStart += aVertNum;
569 }
570 }
571 else
e276548b 572 {
871fa103 573 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
e276548b 574
265d4508 575 #ifdef RAY_TRACE_PRINT_INFO
576 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
577 #endif
e276548b 578
871fa103 579 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
e276548b 580 {
265d4508 581 delete aSet;
582 return NULL;
e276548b 583 }
e276548b 584 }
585 }
e276548b 586
265d4508 587 if (aSet->Size() != 0)
588 aSet->MarkDirty();
e276548b 589
265d4508 590 return aSet;
e276548b 591}
592
593// =======================================================================
594// function : AddRaytraceVertexIndices
595// purpose : Adds vertex indices to ray-traced scene geometry
596// =======================================================================
871fa103 597Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
598 const OpenGl_PrimitiveArray& theArray,
599 Standard_Integer theOffset,
600 Standard_Integer theCount,
601 Standard_Integer theMatID)
e276548b 602{
871fa103 603 switch (theArray.DrawMode())
e276548b 604 {
871fa103 605 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
606 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
607 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
608 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
609 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
610 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
e276548b 611 }
871fa103 612 return Standard_False;
e276548b 613}
614
615// =======================================================================
616// function : AddRaytraceTriangleArray
617// purpose : Adds OpenGL triangle array to ray-traced scene geometry
618// =======================================================================
871fa103 619Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
620 const Handle(Graphic3d_IndexBuffer)& theIndices,
621 Standard_Integer theOffset,
622 Standard_Integer theCount,
623 Standard_Integer theMatID)
e276548b 624{
265d4508 625 if (theCount < 3)
e276548b 626 return Standard_True;
627
871fa103 628 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
265d4508 629
871fa103 630 if (!theIndices.IsNull())
e276548b 631 {
265d4508 632 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 633 {
871fa103 634 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
635 theIndices->Index (aVert + 1),
636 theIndices->Index (aVert + 2),
637 theMatID));
e276548b 638 }
639 }
640 else
641 {
265d4508 642 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 643 {
871fa103 644 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
645 theMatID));
e276548b 646 }
647 }
648
649 return Standard_True;
650}
651
652// =======================================================================
653// function : AddRaytraceTriangleFanArray
654// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
655// =======================================================================
871fa103 656Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
657 const Handle(Graphic3d_IndexBuffer)& theIndices,
658 Standard_Integer theOffset,
659 Standard_Integer theCount,
660 Standard_Integer theMatID)
e276548b 661{
265d4508 662 if (theCount < 3)
e276548b 663 return Standard_True;
664
871fa103 665 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 666
871fa103 667 if (!theIndices.IsNull())
e276548b 668 {
265d4508 669 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 670 {
871fa103 671 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
672 theIndices->Index (aVert + 1),
673 theIndices->Index (aVert + 2),
674 theMatID));
e276548b 675 }
676 }
677 else
678 {
265d4508 679 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 680 {
871fa103 681 theSet.Elements.push_back (BVH_Vec4i (theOffset,
682 aVert + 1,
683 aVert + 2,
684 theMatID));
e276548b 685 }
686 }
687
688 return Standard_True;
689}
690
691// =======================================================================
692// function : AddRaytraceTriangleStripArray
693// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
694// =======================================================================
871fa103 695Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
696 const Handle(Graphic3d_IndexBuffer)& theIndices,
697 Standard_Integer theOffset,
698 Standard_Integer theCount,
699 Standard_Integer theMatID)
e276548b 700{
265d4508 701 if (theCount < 3)
e276548b 702 return Standard_True;
703
871fa103 704 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 705
871fa103 706 if (!theIndices.IsNull())
e276548b 707 {
265d4508 708 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 709 {
871fa103 710 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
711 theIndices->Index (aVert + aCW ? 0 : 1),
712 theIndices->Index (aVert + 2),
713 theMatID));
e276548b 714 }
715 }
716 else
717 {
265d4508 718 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 719 {
871fa103 720 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
721 aVert + aCW ? 0 : 1,
722 aVert + 2,
723 theMatID));
e276548b 724 }
725 }
726
727 return Standard_True;
728}
729
730// =======================================================================
731// function : AddRaytraceQuadrangleArray
732// purpose : Adds OpenGL quad array to ray-traced scene geometry
733// =======================================================================
871fa103 734Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
735 const Handle(Graphic3d_IndexBuffer)& theIndices,
736 Standard_Integer theOffset,
737 Standard_Integer theCount,
738 Standard_Integer theMatID)
e276548b 739{
265d4508 740 if (theCount < 4)
e276548b 741 return Standard_True;
742
871fa103 743 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
265d4508 744
871fa103 745 if (!theIndices.IsNull())
e276548b 746 {
265d4508 747 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 748 {
871fa103 749 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
750 theIndices->Index (aVert + 1),
751 theIndices->Index (aVert + 2),
752 theMatID));
753 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
754 theIndices->Index (aVert + 2),
755 theIndices->Index (aVert + 3),
756 theMatID));
e276548b 757 }
758 }
759 else
760 {
265d4508 761 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 762 {
871fa103 763 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
764 theMatID));
765 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
766 theMatID));
e276548b 767 }
768 }
769
770 return Standard_True;
771}
772
773// =======================================================================
774// function : AddRaytraceQuadrangleStripArray
775// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
776// =======================================================================
871fa103 777Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
778 const Handle(Graphic3d_IndexBuffer)& theIndices,
779 Standard_Integer theOffset,
780 Standard_Integer theCount,
781 Standard_Integer theMatID)
e276548b 782{
265d4508 783 if (theCount < 4)
e276548b 784 return Standard_True;
785
871fa103 786 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
265d4508 787
871fa103 788 if (!theIndices.IsNull())
e276548b 789 {
265d4508 790 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 791 {
871fa103 792 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
793 theIndices->Index (aVert + 1),
794 theIndices->Index (aVert + 2),
795 theMatID));
796
797 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
798 theIndices->Index (aVert + 3),
799 theIndices->Index (aVert + 2),
800 theMatID));
e276548b 801 }
802 }
803 else
804 {
265d4508 805 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 806 {
871fa103 807 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
808 aVert + 1,
809 aVert + 2,
810 theMatID));
811
812 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
813 aVert + 3,
814 aVert + 2,
815 theMatID));
e276548b 816 }
817 }
818
819 return Standard_True;
820}
821
822// =======================================================================
823// function : AddRaytracePolygonArray
824// purpose : Adds OpenGL polygon array to ray-traced scene geometry
825// =======================================================================
871fa103 826Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
827 const Handle(Graphic3d_IndexBuffer)& theIndices,
828 Standard_Integer theOffset,
829 Standard_Integer theCount,
830 Standard_Integer theMatID)
e276548b 831{
265d4508 832 if (theCount < 3)
e276548b 833 return Standard_True;
834
871fa103 835 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 836
871fa103 837 if (!theIndices.IsNull())
e276548b 838 {
265d4508 839 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 840 {
871fa103 841 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
842 theIndices->Index (aVert + 1),
843 theIndices->Index (aVert + 2),
844 theMatID));
e276548b 845 }
846 }
847 else
848 {
265d4508 849 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 850 {
871fa103 851 theSet.Elements.push_back (BVH_Vec4i (theOffset,
852 aVert + 1,
853 aVert + 2,
854 theMatID));
e276548b 855 }
856 }
857
858 return Standard_True;
859}
860
861// =======================================================================
862// function : UpdateRaytraceLightSources
863// purpose : Updates 3D scene light sources for ray-tracing
864// =======================================================================
865Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const GLdouble theInvModelView[16])
866{
265d4508 867 myRaytraceGeometry.Sources.clear();
e276548b 868
fc73a202 869 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
265d4508 870
871 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
e276548b 872 {
12381341 873 const OpenGl_Light& aLight = anItl.Value();
265d4508 874
12381341 875 if (aLight.Type == Visual3d_TOLS_AMBIENT)
e276548b 876 {
fc73a202 877 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
878 aLight.Color.g(),
879 aLight.Color.b(),
880 0.0f);
e276548b 881 continue;
882 }
883
265d4508 884 BVH_Vec4f aDiffuse (aLight.Color.r(),
885 aLight.Color.g(),
886 aLight.Color.b(),
887 1.0f);
888
889 BVH_Vec4f aPosition (-aLight.Direction.x(),
890 -aLight.Direction.y(),
891 -aLight.Direction.z(),
892 0.0f);
893
12381341 894 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
e276548b 895 {
265d4508 896 aPosition = BVH_Vec4f (aLight.Position.x(),
897 aLight.Position.y(),
898 aLight.Position.z(),
899 1.0f);
e276548b 900 }
265d4508 901
12381341 902 if (aLight.IsHeadlight)
e276548b 903 aPosition = MatVecMult (theInvModelView, aPosition);
e276548b 904
fc73a202 905
265d4508 906 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
e276548b 907 }
908
fc73a202 909 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
e276548b 910 {
fc73a202 911 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
e276548b 912
fc73a202 913 if (!myRaytraceLightSrcTexture->Create (myGlContext))
914 {
e276548b 915#ifdef RAY_TRACE_PRINT_INFO
fc73a202 916 std::cout << "Error: Failed to create light source buffer" << std::endl;
e276548b 917#endif
fc73a202 918 return Standard_False;
919 }
e276548b 920 }
fc73a202 921
922 if (myRaytraceGeometry.Sources.size() != 0)
e276548b 923 {
fc73a202 924 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
5cff985a 925 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
fc73a202 926 {
927#ifdef RAY_TRACE_PRINT_INFO
928 std::cout << "Error: Failed to upload light source buffer" << std::endl;
e276548b 929#endif
fc73a202 930 return Standard_False;
931 }
932 }
e276548b 933
934 return Standard_True;
935}
936
937// =======================================================================
fc73a202 938// function : UpdateRaytraceEnvironmentMap
939// purpose : Updates environment map for ray-tracing
e276548b 940// =======================================================================
fc73a202 941Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
e276548b 942{
fc73a202 943 if (myView.IsNull())
e276548b 944 return Standard_False;
e276548b 945
fc73a202 946 if (myViewModificationStatus == myView->ModificationState())
947 return Standard_True;
e276548b 948
fc73a202 949 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
e276548b 950 {
fc73a202 951 const Handle(OpenGl_ShaderProgram)& aProgram =
952 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
e276548b 953
fc73a202 954 if (!aProgram.IsNull())
e276548b 955 {
fc73a202 956 aProgram->Bind (myGlContext);
e276548b 957
fc73a202 958 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
e276548b 959 {
fc73a202 960 myView->TextureEnv()->Bind (
961 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
962
84c71f29 963 aProgram->SetUniform (myGlContext,
964 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 1);
e276548b 965 }
966 else
967 {
84c71f29 968 aProgram->SetUniform (myGlContext,
969 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 0);
e276548b 970 }
fc73a202 971 }
e276548b 972 }
973
fc73a202 974 OpenGl_ShaderProgram::Unbind (myGlContext);
e276548b 975
fc73a202 976 myViewModificationStatus = myView->ModificationState();
e276548b 977
e276548b 978 return Standard_True;
979}
980
981// =======================================================================
fc73a202 982// function : Source
983// purpose : Returns shader source combined with prefix
e276548b 984// =======================================================================
fc73a202 985TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
e276548b 986{
fc73a202 987 static const TCollection_AsciiString aVersion = "#version 140";
e276548b 988
fc73a202 989 if (myPrefix.IsEmpty())
e276548b 990 {
fc73a202 991 return aVersion + "\n" + mySource;
e276548b 992 }
993
fc73a202 994 return aVersion + "\n" + myPrefix + "\n" + mySource;
e276548b 995}
996
997// =======================================================================
fc73a202 998// function : Load
999// purpose : Loads shader source from specified files
e276548b 1000// =======================================================================
fc73a202 1001void OpenGl_Workspace::ShaderSource::Load (
1002 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
e276548b 1003{
fc73a202 1004 mySource.Clear();
e276548b 1005
fc73a202 1006 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1007 {
1008 OSD_File aFile (theFileNames[anIndex]);
e276548b 1009
fc73a202 1010 Standard_ASSERT_RETURN (aFile.Exists(),
1011 "Error: Failed to find shader source file", /* none */);
e276548b 1012
fc73a202 1013 aFile.Open (OSD_ReadOnly, OSD_Protection());
265d4508 1014
fc73a202 1015 TCollection_AsciiString aSource;
265d4508 1016
fc73a202 1017 Standard_ASSERT_RETURN (aFile.IsOpen(),
1018 "Error: Failed to open shader source file", /* none */);
e276548b 1019
fc73a202 1020 aFile.Read (aSource, (Standard_Integer) aFile.Size());
e276548b 1021
fc73a202 1022 if (!aSource.IsEmpty())
1023 {
1024 mySource += TCollection_AsciiString ("\n") + aSource;
1025 }
68333c8f 1026
fc73a202 1027 aFile.Close();
68333c8f 1028 }
e276548b 1029}
1030
1031// =======================================================================
fc73a202 1032// function : LoadShader
1033// purpose : Creates new shader object with specified source
e276548b 1034// =======================================================================
fc73a202 1035Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
e276548b 1036{
fc73a202 1037 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
e276548b 1038
fc73a202 1039 if (!aShader->Create (myGlContext))
e276548b 1040 {
fc73a202 1041 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1042
1043 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1044 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
e276548b 1045
fc73a202 1046 aShader->Release (myGlContext.operator->());
e276548b 1047
fc73a202 1048 return Handle(OpenGl_ShaderObject)();
e276548b 1049 }
5322131b 1050
fc73a202 1051 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1052 {
1053 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1054
1055 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1056 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
e276548b 1057
fc73a202 1058 aShader->Release (myGlContext.operator->());
e276548b 1059
fc73a202 1060 return Handle(OpenGl_ShaderObject)();
1061 }
e276548b 1062
fc73a202 1063 TCollection_AsciiString aBuildLog;
e276548b 1064
fc73a202 1065 if (!aShader->Compile (myGlContext))
e276548b 1066 {
fc73a202 1067 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1068 {
1069 const TCollection_ExtendedString aMessage =
1070 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1071
e276548b 1072#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1073 std::cout << aBuildLog << std::endl;
e276548b 1074#endif
e276548b 1075
fc73a202 1076 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1077 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1078 }
1079
1080 aShader->Release (myGlContext.operator->());
1081
1082 return Handle(OpenGl_ShaderObject)();
1083 }
68333c8f 1084
e276548b 1085#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1086 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1087 {
1088 if (!aBuildLog.IsEmpty())
1089 {
1090 std::cout << aBuildLog << std::endl;
1091 }
1092 else
1093 {
1094 std::cout << "Info: shader build log is empty" << std::endl;
1095 }
1096 }
e276548b 1097#endif
e276548b 1098
fc73a202 1099 return aShader;
e276548b 1100}
1101
1102// =======================================================================
fc73a202 1103// function : SafeFailBack
1104// purpose : Performs safe exit when shaders initialization fails
e276548b 1105// =======================================================================
fc73a202 1106Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
e276548b 1107{
fc73a202 1108 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1109 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
265d4508 1110
fc73a202 1111 myComputeInitStatus = OpenGl_RT_FAIL;
265d4508 1112
fc73a202 1113 ReleaseRaytraceResources();
1114
1115 return Standard_False;
1116}
e276548b 1117
fc73a202 1118// =======================================================================
1119// function : InitRaytraceResources
1120// purpose : Initializes OpenGL/GLSL shader programs
1121// =======================================================================
1122Standard_Boolean OpenGl_Workspace::InitRaytraceResources()
1123{
1124 Standard_Boolean aToRebuildShaders = Standard_False;
e276548b 1125
fc73a202 1126 if (myComputeInitStatus == OpenGl_RT_INIT)
1127 {
1128 if (!myIsRaytraceDataValid)
1129 return Standard_True;
e276548b 1130
fc73a202 1131 const Standard_Integer aRequiredStackSize =
1132 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
e276548b 1133
fc73a202 1134 if (myTraversalStackSize < aRequiredStackSize)
1135 {
1136 myTraversalStackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
e276548b 1137
fc73a202 1138 aToRebuildShaders = Standard_True;
1139 }
1140 else
1141 {
1142 if (aRequiredStackSize < myTraversalStackSize)
1143 {
1144 if (myTraversalStackSize > THE_DEFAULT_STACK_SIZE)
1145 {
1146 myTraversalStackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
e276548b 1147
fc73a202 1148 aToRebuildShaders = Standard_True;
1149 }
1150 }
1151 }
e276548b 1152
fc73a202 1153 if (aToRebuildShaders)
1154 {
e276548b 1155#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1156 std::cout << "Info: Rebuild shaders with stack size: " << myTraversalStackSize << std::endl;
e276548b 1157#endif
e276548b 1158
84c71f29 1159 // Change state to force update all uniforms.
1160 ++myViewModificationStatus;
1161
fc73a202 1162 TCollection_AsciiString aStackSizeStr =
1163 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myTraversalStackSize);
265d4508 1164
fc73a202 1165 myRaytraceShaderSource.SetPrefix (aStackSizeStr);
1166 myPostFSAAShaderSource.SetPrefix (aStackSizeStr);
265d4508 1167
fc73a202 1168 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1169 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1170 {
1171 return Standard_False;
1172 }
265d4508 1173
fc73a202 1174 if (!myRaytraceShader->Compile (myGlContext)
1175 || !myPostFSAAShader->Compile (myGlContext))
1176 {
1177 return Standard_False;
1178 }
1179
1180 if (!myRaytraceProgram->Link (myGlContext)
1181 || !myPostFSAAProgram->Link (myGlContext))
1182 {
1183 return Standard_False;
1184 }
1185 }
e276548b 1186 }
1187
fc73a202 1188 if (myComputeInitStatus == OpenGl_RT_NONE)
1189 {
1190 if (!myGlContext->IsGlGreaterEqual (3, 1))
1191 {
1192 const TCollection_ExtendedString aMessage = "Ray-tracing requires OpenGL 3.1 and higher";
265d4508 1193
fc73a202 1194 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1195 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
265d4508 1196
fc73a202 1197 return Standard_False;
1198 }
5322131b 1199
fc73a202 1200 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
265d4508 1201
fc73a202 1202 if (aFolder.IsEmpty())
1203 {
1204 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1205
1206 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1207 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1208
1209 return Standard_False;
1210 }
265d4508 1211
fc73a202 1212 if (myIsRaytraceDataValid)
1213 {
1214 myTraversalStackSize = Max (THE_DEFAULT_STACK_SIZE,
1215 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1216 }
265d4508 1217
fc73a202 1218 {
1219 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1220 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
265d4508 1221
fc73a202 1222 if (aBasicVertShader.IsNull())
1223 {
1224 return SafeFailBack ("Failed to set vertex shader source");
1225 }
265d4508 1226
fc73a202 1227 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
265d4508 1228
fc73a202 1229 myRaytraceShaderSource.Load (aFiles, 2);
e276548b 1230
fc73a202 1231 TCollection_AsciiString aStackSizeStr =
1232 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myTraversalStackSize);
265d4508 1233
fc73a202 1234 myRaytraceShaderSource.SetPrefix (aStackSizeStr);
265d4508 1235
fc73a202 1236 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
265d4508 1237
fc73a202 1238 if (myRaytraceShader.IsNull())
1239 {
1240 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1241
fc73a202 1242 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1243 }
265d4508 1244
fc73a202 1245 myRaytraceProgram = new OpenGl_ShaderProgram;
5322131b 1246
fc73a202 1247 if (!myRaytraceProgram->Create (myGlContext))
1248 {
1249 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1250
fc73a202 1251 return SafeFailBack ("Failed to create ray-trace shader program");
1252 }
265d4508 1253
fc73a202 1254 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1255 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1256 {
1257 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1258
fc73a202 1259 return SafeFailBack ("Failed to attach ray-trace shader objects");
1260 }
265d4508 1261
fc73a202 1262 if (!myRaytraceProgram->Link (myGlContext))
1263 {
1264 TCollection_AsciiString aLinkLog;
e276548b 1265
fc73a202 1266 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1267 {
1268 #ifdef RAY_TRACE_PRINT_INFO
1269 std::cout << aLinkLog << std::endl;
1270 #endif
1271 }
265d4508 1272
fc73a202 1273 return SafeFailBack ("Failed to link ray-trace shader program");
1274 }
1275 }
265d4508 1276
fc73a202 1277 {
1278 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1279 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
265d4508 1280
fc73a202 1281 if (aBasicVertShader.IsNull())
1282 {
1283 return SafeFailBack ("Failed to set vertex shader source");
1284 }
265d4508 1285
fc73a202 1286 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
265d4508 1287
fc73a202 1288 myPostFSAAShaderSource.Load (aFiles, 2);
265d4508 1289
fc73a202 1290 TCollection_AsciiString aStackSizeStr =
1291 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myTraversalStackSize);
265d4508 1292
fc73a202 1293 myPostFSAAShaderSource.SetPrefix (aStackSizeStr);
1294
1295 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
265d4508 1296
fc73a202 1297 if (myPostFSAAShader.IsNull())
1298 {
1299 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1300
fc73a202 1301 return SafeFailBack ("Failed to set FSAA fragment shader source");
1302 }
265d4508 1303
fc73a202 1304 myPostFSAAProgram = new OpenGl_ShaderProgram;
265d4508 1305
fc73a202 1306 if (!myPostFSAAProgram->Create (myGlContext))
1307 {
1308 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1309
fc73a202 1310 return SafeFailBack ("Failed to create FSAA shader program");
1311 }
1312
1313 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1314 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1315 {
1316 aBasicVertShader->Release (myGlContext.operator->());
1317
1318 return SafeFailBack ("Failed to attach FSAA shader objects");
1319 }
1320
1321 if (!myPostFSAAProgram->Link (myGlContext))
1322 {
1323 TCollection_AsciiString aLinkLog;
1324
1325 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1326 {
1327 #ifdef RAY_TRACE_PRINT_INFO
1328 std::cout << aLinkLog << std::endl;
1329 #endif
1330 }
1331
1332 return SafeFailBack ("Failed to link FSAA shader program");
1333 }
e276548b 1334 }
fc73a202 1335 }
e276548b 1336
fc73a202 1337 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1338 {
1339 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
e276548b 1340 {
fc73a202 1341 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1342 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1343
1344 aShaderProgram->Bind (myGlContext);
1345
1346 aShaderProgram->SetSampler (myGlContext,
1347 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1348 aShaderProgram->SetSampler (myGlContext,
1349 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1350 aShaderProgram->SetSampler (myGlContext,
1351 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1352 aShaderProgram->SetSampler (myGlContext,
1353 "uObjectMinPointTexture", OpenGl_RT_ObjectMinPointTexture);
1354 aShaderProgram->SetSampler (myGlContext,
1355 "uObjectMaxPointTexture", OpenGl_RT_ObjectMaxPointTexture);
1356 aShaderProgram->SetSampler (myGlContext,
1357 "uObjectNodeInfoTexture", OpenGl_RT_ObjectNodeInfoTexture);
1358 aShaderProgram->SetSampler (myGlContext,
1359 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1360 aShaderProgram->SetSampler (myGlContext,
1361 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1362 aShaderProgram->SetSampler (myGlContext,
1363 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1364 aShaderProgram->SetSampler (myGlContext,
1365 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1366 aShaderProgram->SetSampler (myGlContext,
1367 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
84c71f29 1368 aShaderProgram->SetSampler (myGlContext,
1369 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1370 aShaderProgram->SetSampler (myGlContext,
1371 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
fc73a202 1372
1373 if (anIndex == 1)
1374 {
1375 aShaderProgram->SetSampler (myGlContext,
1376 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1377 }
265d4508 1378
fc73a202 1379 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1380 aShaderProgram->GetAttributeLocation (myGlContext, "aPosition");
1381
1382 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1383 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1384 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1385 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1386 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1387 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1388 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1389 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1390 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1391 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1392 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1393 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1394 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1395 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1396 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1397 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
1398
1399 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1400 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1401 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1402 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
1403
1404 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1405 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1406 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1407 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
1408
1409 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1410 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1411 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1412 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1413
1414 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1415 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1416 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1417 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1418 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1419 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
84c71f29 1420
1421 myUniformLocations[anIndex][OpenGl_RT_uEnvironmentEnable] =
1422 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
fc73a202 1423 }
265d4508 1424
fc73a202 1425 OpenGl_ShaderProgram::Unbind (myGlContext);
1426 }
265d4508 1427
fc73a202 1428 if (myComputeInitStatus != OpenGl_RT_NONE)
1429 {
1430 return myComputeInitStatus == OpenGl_RT_INIT;
1431 }
265d4508 1432
fc73a202 1433 if (myRaytraceFBO1.IsNull())
1434 {
1435 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1436 }
265d4508 1437
fc73a202 1438 if (myRaytraceFBO2.IsNull())
1439 {
1440 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1441 }
265d4508 1442
fc73a202 1443 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1444 -1.f, 1.f, 0.f,
1445 1.f, 1.f, 0.f,
1446 1.f, 1.f, 0.f,
1447 1.f, -1.f, 0.f,
1448 -1.f, -1.f, 0.f };
265d4508 1449
fc73a202 1450 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
265d4508 1451
fc73a202 1452 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
1453
1454 return Standard_True;
1455}
265d4508 1456
fc73a202 1457// =======================================================================
1458// function : NullifyResource
1459// purpose :
1460// =======================================================================
1461inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1462 Handle(OpenGl_Resource)& theResource)
1463{
1464 if (!theResource.IsNull())
1465 {
1466 theResource->Release (theContext.operator->());
1467 theResource.Nullify();
1468 }
1469}
265d4508 1470
fc73a202 1471// =======================================================================
1472// function : ReleaseRaytraceResources
1473// purpose : Releases OpenGL/GLSL shader programs
1474// =======================================================================
1475void OpenGl_Workspace::ReleaseRaytraceResources()
1476{
1477 NullifyResource (myGlContext, myRaytraceFBO1);
1478 NullifyResource (myGlContext, myRaytraceFBO2);
265d4508 1479
fc73a202 1480 NullifyResource (myGlContext, myRaytraceShader);
1481 NullifyResource (myGlContext, myPostFSAAShader);
265d4508 1482
fc73a202 1483 NullifyResource (myGlContext, myRaytraceProgram);
1484 NullifyResource (myGlContext, myPostFSAAProgram);
265d4508 1485
fc73a202 1486 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1487 NullifyResource (myGlContext, mySceneMinPointTexture);
1488 NullifyResource (myGlContext, mySceneMaxPointTexture);
265d4508 1489
84c71f29 1490 NullifyResource (myGlContext, mySceneTransformTexture);
1491
fc73a202 1492 NullifyResource (myGlContext, myObjectNodeInfoTexture);
1493 NullifyResource (myGlContext, myObjectMinPointTexture);
1494 NullifyResource (myGlContext, myObjectMaxPointTexture);
265d4508 1495
fc73a202 1496 NullifyResource (myGlContext, myGeometryVertexTexture);
1497 NullifyResource (myGlContext, myGeometryNormalTexture);
1498 NullifyResource (myGlContext, myGeometryTriangTexture);
265d4508 1499
fc73a202 1500 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1501 NullifyResource (myGlContext, myRaytraceMaterialTexture);
265d4508 1502
fc73a202 1503 if (myRaytraceScreenQuad.IsValid())
1504 myRaytraceScreenQuad.Release (myGlContext.operator->());
1505}
265d4508 1506
fc73a202 1507// =======================================================================
1508// function : UploadRaytraceData
1509// purpose : Uploads ray-trace data to the GPU
1510// =======================================================================
1511Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1512{
1513 if (!myGlContext->IsGlGreaterEqual (3, 1))
1514 {
265d4508 1515#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1516 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
265d4508 1517#endif
fc73a202 1518 return Standard_False;
e276548b 1519 }
1520
265d4508 1521 /////////////////////////////////////////////////////////////////////////////
fc73a202 1522 // Create OpenGL texture buffers
265d4508 1523
fc73a202 1524 if (mySceneNodeInfoTexture.IsNull()) // create hight-level BVH buffers
e276548b 1525 {
fc73a202 1526 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1527 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1528 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
84c71f29 1529 mySceneTransformTexture = new OpenGl_TextureBufferArb;
265d4508 1530
fc73a202 1531 if (!mySceneNodeInfoTexture->Create (myGlContext)
84c71f29 1532 || !mySceneMinPointTexture->Create (myGlContext)
1533 || !mySceneMaxPointTexture->Create (myGlContext)
1534 || !mySceneTransformTexture->Create (myGlContext))
e276548b 1535 {
fc73a202 1536#ifdef RAY_TRACE_PRINT_INFO
1537 std::cout << "Error: Failed to create buffers for high-level scene BVH" << std::endl;
1538#endif
e276548b 1539 return Standard_False;
1540 }
1541 }
1542
fc73a202 1543 if (myObjectNodeInfoTexture.IsNull()) // create bottom-level BVH buffers
265d4508 1544 {
fc73a202 1545 myObjectNodeInfoTexture = new OpenGl_TextureBufferArb;
1546 myObjectMinPointTexture = new OpenGl_TextureBufferArb;
1547 myObjectMaxPointTexture = new OpenGl_TextureBufferArb;
e276548b 1548
fc73a202 1549 if (!myObjectNodeInfoTexture->Create (myGlContext)
1550 || !myObjectMinPointTexture->Create (myGlContext)
1551 || !myObjectMaxPointTexture->Create (myGlContext))
1552 {
e276548b 1553#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1554 std::cout << "Error: Failed to create buffers for bottom-level scene BVH" << std::endl;
1555#endif
1556 return Standard_False;
1557 }
1558 }
5322131b 1559
fc73a202 1560 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
265d4508 1561 {
fc73a202 1562 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1563 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1564 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
e276548b 1565
fc73a202 1566 if (!myGeometryVertexTexture->Create (myGlContext)
1567 || !myGeometryNormalTexture->Create (myGlContext)
1568 || !myGeometryTriangTexture->Create (myGlContext))
1569 {
1570#ifdef RAY_TRACE_PRINT_INFO
1571 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1572#endif
1573 return Standard_False;
1574 }
265d4508 1575 }
5322131b 1576
fc73a202 1577 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1578 {
1579 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
e276548b 1580
fc73a202 1581 if (!myRaytraceMaterialTexture->Create (myGlContext))
1582 {
1583#ifdef RAY_TRACE_PRINT_INFO
1584 std::cout << "Error: Failed to create buffers for material data" << std::endl;
e276548b 1585#endif
fc73a202 1586 return Standard_False;
1587 }
1588 }
e276548b 1589
fc73a202 1590 /////////////////////////////////////////////////////////////////////////////
1591 // Write OpenGL texture buffers
e276548b 1592
fc73a202 1593 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
e276548b 1594
fc73a202 1595 bool aResult = true;
fc73a202 1596 if (!aBVH->NodeInfoBuffer().empty())
1597 {
5cff985a 1598 aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
1599 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1600 aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
1601 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1602 aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
1603 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
fc73a202 1604 }
fc73a202 1605 if (!aResult)
1606 {
1607#ifdef RAY_TRACE_PRINT_INFO
1608 std::cout << "Error: Failed to upload buffers for high-level scene BVH" << std::endl;
1609#endif
e276548b 1610 return Standard_False;
1611 }
1612
84c71f29 1613 /////////////////////////////////////////////////////////////////////////////
1614 // Write transform buffer
1615
1616 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1617 BVH_Mat4f anIdentity;
1618
1619 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1620 {
1621 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1622 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1623
1624 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1625 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1626
1627 Standard_ASSERT_RETURN (aTransform != NULL,
1628 "OpenGl_TriangleSet does not contain transform", Standard_False);
1629
1630 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1631
1632 }
1633
1634 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1635 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1636
1637 delete[] aNodeTransforms;
1638
1639 /////////////////////////////////////////////////////////////////////////////
1640
fc73a202 1641 Standard_Size aTotalVerticesNb = 0;
1642 Standard_Size aTotalElementsNb = 0;
1643 Standard_Size aTotalBVHNodesNb = 0;
265d4508 1644
fc73a202 1645 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1646 {
1647 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1648 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
265d4508 1649
fc73a202 1650 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1651 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1652
1653 aTotalVerticesNb += aTriangleSet->Vertices.size();
1654 aTotalElementsNb += aTriangleSet->Elements.size();
e276548b 1655
fc73a202 1656 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1657 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
265d4508 1658
fc73a202 1659 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1660 }
e276548b 1661
fc73a202 1662 if (aTotalBVHNodesNb != 0)
e276548b 1663 {
5cff985a 1664 aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1665 aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1666 aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
fc73a202 1667 }
265d4508 1668
fc73a202 1669 if (!aResult)
1670 {
1671#ifdef RAY_TRACE_PRINT_INFO
1672 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1673#endif
1674 return Standard_False;
1675 }
e276548b 1676
fc73a202 1677 if (aTotalElementsNb != 0)
1678 {
5cff985a 1679 aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
fc73a202 1680 }
265d4508 1681
fc73a202 1682 if (aTotalVerticesNb != 0)
1683 {
5cff985a 1684 aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1685 aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
fc73a202 1686 }
265d4508 1687
fc73a202 1688 if (!aResult)
1689 {
1690#ifdef RAY_TRACE_PRINT_INFO
1691 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1692#endif
1693 return Standard_False;
1694 }
265d4508 1695
fc73a202 1696 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1697 {
1698 if (!aBVH->IsOuter (aNodeIdx))
1699 continue;
265d4508 1700
fc73a202 1701 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
e276548b 1702
fc73a202 1703 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1704 "Error: Failed to get triangulation of OpenGL element", Standard_False);
e276548b 1705
fc73a202 1706 const Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
e276548b 1707
fc73a202 1708 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1709 "Error: Failed to get offset for bottom-level BVH", Standard_False);
e276548b 1710
fc73a202 1711 const size_t aBVHBuffserSize = aTriangleSet->BVH()->NodeInfoBuffer().size();
265d4508 1712
fc73a202 1713 if (aBVHBuffserSize != 0)
1714 {
5cff985a 1715 aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1716 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1717 aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1718 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1719 aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1720 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
fc73a202 1721 if (!aResult)
e276548b 1722 {
fc73a202 1723#ifdef RAY_TRACE_PRINT_INFO
1724 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1725#endif
e276548b 1726 return Standard_False;
1727 }
1728 }
1729
fc73a202 1730 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
265d4508 1731
fc73a202 1732 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1733 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
265d4508 1734
fc73a202 1735 if (!aTriangleSet->Vertices.empty())
1736 {
5cff985a 1737 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1738 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1739 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1740 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
fc73a202 1741 }
e276548b 1742
fc73a202 1743 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
265d4508 1744
fc73a202 1745 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1746 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
e276548b 1747
fc73a202 1748 if (!aTriangleSet->Elements.empty())
e276548b 1749 {
5cff985a 1750 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1751 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
e276548b 1752 }
265d4508 1753
fc73a202 1754 if (!aResult)
1755 {
1756#ifdef RAY_TRACE_PRINT_INFO
1757 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
e276548b 1758#endif
fc73a202 1759 return Standard_False;
1760 }
e276548b 1761 }
e276548b 1762
fc73a202 1763 if (myRaytraceGeometry.Materials.size() != 0)
1764 {
1765 const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
5cff985a 1766 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
fc73a202 1767 if (!aResult)
1768 {
1769#ifdef RAY_TRACE_PRINT_INFO
1770 std::cout << "Error: Failed to upload material buffer" << std::endl;
1771#endif
1772 return Standard_False;
1773 }
1774 }
e276548b 1775
fc73a202 1776 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
e276548b 1777
fc73a202 1778#ifdef RAY_TRACE_PRINT_INFO
e276548b 1779
fc73a202 1780 Standard_ShortReal aMemUsed = 0.f;
e276548b 1781
fc73a202 1782 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1783 {
1784 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1785 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
e276548b 1786
fc73a202 1787 aMemUsed += static_cast<Standard_ShortReal> (
1788 aTriangleSet->Vertices.size() * sizeof (BVH_Vec4f));
1789 aMemUsed += static_cast<Standard_ShortReal> (
1790 aTriangleSet->Normals.size() * sizeof (BVH_Vec4f));
1791 aMemUsed += static_cast<Standard_ShortReal> (
1792 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
e276548b 1793
fc73a202 1794 aMemUsed += static_cast<Standard_ShortReal> (
1795 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1796 aMemUsed += static_cast<Standard_ShortReal> (
1797 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1798 aMemUsed += static_cast<Standard_ShortReal> (
1799 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1800 }
e276548b 1801
fc73a202 1802 aMemUsed += static_cast<Standard_ShortReal> (
1803 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1804 aMemUsed += static_cast<Standard_ShortReal> (
1805 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1806 aMemUsed += static_cast<Standard_ShortReal> (
1807 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
e276548b 1808
84c71f29 1809 aMemUsed += static_cast<Standard_ShortReal> (
1810 aTransformsNb * sizeof (BVH_Vec4f) * 4);
1811
fc73a202 1812 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
e276548b 1813
fc73a202 1814#endif
e276548b 1815
fc73a202 1816 return aResult;
1817}
e276548b 1818
fc73a202 1819// =======================================================================
1820// function : ResizeRaytraceBuffers
1821// purpose : Resizes OpenGL frame buffers
1822// =======================================================================
1823Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1824 const Standard_Integer theSizeY)
1825{
1826 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1827 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1828 {
1829 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1830 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1831 }
e276548b 1832
fc73a202 1833 return Standard_True;
e276548b 1834}
1835
1836// =======================================================================
fc73a202 1837// function : UpdateCamera
1838// purpose : Generates viewing rays for corners of screen quad
e276548b 1839// =======================================================================
fc73a202 1840void OpenGl_Workspace::UpdateCamera (const NCollection_Mat4<GLdouble>& theOrientation,
1841 const NCollection_Mat4<GLdouble>& theViewMapping,
1842 OpenGl_Vec3 theOrigins[4],
1843 OpenGl_Vec3 theDirects[4])
e276548b 1844{
fc73a202 1845 NCollection_Mat4<GLdouble> aInvModelProj;
1846
1847 // compute invserse model-view-projection matrix
1848 (theViewMapping * theOrientation).Inverted (aInvModelProj);
1849
68333c8f 1850 Standard_Integer aOriginIndex = 0;
1851 Standard_Integer aDirectIndex = 0;
e276548b 1852
fc73a202 1853 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
e276548b 1854 {
fc73a202 1855 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
e276548b 1856 {
fc73a202 1857 OpenGl_Vec4d aOrigin (GLdouble(aX),
1858 GLdouble(aY),
1859 -1.0,
1860 1.0);
1861
1862 aOrigin = aInvModelProj * aOrigin;
e276548b 1863
b5ac8292 1864 aOrigin.x() = aOrigin.x() / aOrigin.w();
1865 aOrigin.y() = aOrigin.y() / aOrigin.w();
1866 aOrigin.z() = aOrigin.z() / aOrigin.w();
e276548b 1867
fc73a202 1868 OpenGl_Vec4d aDirect (GLdouble(aX),
1869 GLdouble(aY),
1870 1.0,
1871 1.0);
1872
1873 aDirect = aInvModelProj * aDirect;
e276548b 1874
b5ac8292 1875 aDirect.x() = aDirect.x() / aDirect.w();
1876 aDirect.y() = aDirect.y() / aDirect.w();
1877 aDirect.z() = aDirect.z() / aDirect.w();
b5ac8292 1878
1879 aDirect = aDirect - aOrigin;
e276548b 1880
fc73a202 1881 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
e276548b 1882 aDirect.y() * aDirect.y() +
1883 aDirect.z() * aDirect.z());
1884
fc73a202 1885 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1886 static_cast<GLfloat> (aOrigin.y()),
1887 static_cast<GLfloat> (aOrigin.z()));
1888
1889 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1890 static_cast<GLfloat> (aDirect.y() * aInvLen),
1891 static_cast<GLfloat> (aDirect.z() * aInvLen));
1892 }
1893 }
1894}
1895
1896// =======================================================================
1897// function : RunRaytraceShaders
1898// purpose : Runs ray-tracing shader programs
1899// =======================================================================
1900Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
1901 const Standard_Integer theSizeX,
1902 const Standard_Integer theSizeY,
1903 const OpenGl_Vec3 theOrigins[4],
1904 const OpenGl_Vec3 theDirects[4],
1905 OpenGl_FrameBuffer* theFrameBuffer)
1906{
1907 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
1908 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
1909 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
1910 myObjectMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
1911 myObjectMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
1912 myObjectNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
1913 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
1914 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
1915 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
1916 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
1917 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
84c71f29 1918 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
fc73a202 1919
1920 if (theCView.IsAntialiasingEnabled) // render source image to FBO
1921 {
1922 myRaytraceFBO1->BindBuffer (myGlContext);
1923
1924 glDisable (GL_BLEND);
1925 }
1926
1927 myRaytraceProgram->Bind (myGlContext);
1928
1929 Standard_Integer aLightSourceBufferSize =
1930 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
1931
1932 myRaytraceProgram->SetUniform (myGlContext,
1933 myUniformLocations[0][OpenGl_RT_uOriginLB], theOrigins[0]);
1934 myRaytraceProgram->SetUniform (myGlContext,
1935 myUniformLocations[0][OpenGl_RT_uOriginRB], theOrigins[1]);
1936 myRaytraceProgram->SetUniform (myGlContext,
1937 myUniformLocations[0][OpenGl_RT_uOriginLT], theOrigins[2]);
1938 myRaytraceProgram->SetUniform (myGlContext,
1939 myUniformLocations[0][OpenGl_RT_uOriginRT], theOrigins[3]);
1940 myRaytraceProgram->SetUniform (myGlContext,
1941 myUniformLocations[0][OpenGl_RT_uDirectLB], theDirects[0]);
1942 myRaytraceProgram->SetUniform (myGlContext,
1943 myUniformLocations[0][OpenGl_RT_uDirectRB], theDirects[1]);
1944 myRaytraceProgram->SetUniform (myGlContext,
1945 myUniformLocations[0][OpenGl_RT_uDirectLT], theDirects[2]);
1946 myRaytraceProgram->SetUniform (myGlContext,
1947 myUniformLocations[0][OpenGl_RT_uDirectRT], theDirects[3]);
1948 myRaytraceProgram->SetUniform (myGlContext,
1949 myUniformLocations[0][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
1950 myRaytraceProgram->SetUniform (myGlContext,
1951 myUniformLocations[0][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
1952 myRaytraceProgram->SetUniform (myGlContext,
1953 myUniformLocations[0][OpenGl_RT_uLightCount], aLightSourceBufferSize);
1954 myRaytraceProgram->SetUniform (myGlContext,
1955 myUniformLocations[0][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
1956 myRaytraceProgram->SetUniform (myGlContext,
1957 myUniformLocations[0][OpenGl_RT_uShadEnabled], theCView.IsShadowsEnabled);
1958 myRaytraceProgram->SetUniform (myGlContext,
1959 myUniformLocations[0][OpenGl_RT_uReflEnabled], theCView.IsReflectionsEnabled);
1960
1961 myGlContext->core20fwd->glEnableVertexAttribArray (
1962 myUniformLocations[0][OpenGl_RT_aPosition]);
1963 {
1964 myGlContext->core20fwd->glVertexAttribPointer (
1965 myUniformLocations[0][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
1966
1967 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
1968 }
1969 myGlContext->core20fwd->glDisableVertexAttribArray (
1970 myUniformLocations[0][OpenGl_RT_aPosition]);
1971
1972 if (!theCView.IsAntialiasingEnabled)
1973 {
1974 myRaytraceProgram->Unbind (myGlContext);
1975
1976 return Standard_True;
1977 }
1978
945c3529 1979 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
fc73a202 1980
1981 myPostFSAAProgram->Bind (myGlContext);
1982
1983 myPostFSAAProgram->SetUniform (myGlContext,
1984 myUniformLocations[1][OpenGl_RT_uOriginLB], theOrigins[0]);
1985 myPostFSAAProgram->SetUniform (myGlContext,
1986 myUniformLocations[1][OpenGl_RT_uOriginRB], theOrigins[1]);
1987 myPostFSAAProgram->SetUniform (myGlContext,
1988 myUniformLocations[1][OpenGl_RT_uOriginLT], theOrigins[2]);
1989 myPostFSAAProgram->SetUniform (myGlContext,
1990 myUniformLocations[1][OpenGl_RT_uOriginRT], theOrigins[3]);
1991 myPostFSAAProgram->SetUniform (myGlContext,
1992 myUniformLocations[1][OpenGl_RT_uDirectLB], theDirects[0]);
1993 myPostFSAAProgram->SetUniform (myGlContext,
1994 myUniformLocations[1][OpenGl_RT_uDirectRB], theDirects[1]);
1995 myPostFSAAProgram->SetUniform (myGlContext,
1996 myUniformLocations[1][OpenGl_RT_uDirectLT], theDirects[2]);
1997 myPostFSAAProgram->SetUniform (myGlContext,
1998 myUniformLocations[1][OpenGl_RT_uDirectRT], theDirects[3]);
1999 myPostFSAAProgram->SetUniform (myGlContext,
2000 myUniformLocations[1][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2001 myPostFSAAProgram->SetUniform (myGlContext,
2002 myUniformLocations[1][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2003 myPostFSAAProgram->SetUniform (myGlContext,
2004 myUniformLocations[1][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2005 myPostFSAAProgram->SetUniform (myGlContext,
2006 myUniformLocations[1][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2007 myPostFSAAProgram->SetUniform (myGlContext,
2008 myUniformLocations[1][OpenGl_RT_uShadEnabled], theCView.IsShadowsEnabled);
2009 myPostFSAAProgram->SetUniform (myGlContext,
2010 myUniformLocations[1][OpenGl_RT_uReflEnabled], theCView.IsReflectionsEnabled);
2011
2012 const Standard_ShortReal aMaxOffset = 0.559017f;
2013 const Standard_ShortReal aMinOffset = 0.186339f;
2014
2015 myGlContext->core20fwd->glEnableVertexAttribArray (
2016 myUniformLocations[1][OpenGl_RT_aPosition]);
2017
2018 myGlContext->core20fwd->glVertexAttribPointer (
2019 myUniformLocations[1][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
2020
2021 // Perform multi-pass adaptive FSAA using ping-pong technique
84c71f29 2022 // rotated grid AA always uses 4 samples
fc73a202 2023 for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
2024 {
2025 GLfloat aOffsetX = 1.f / theSizeX;
2026 GLfloat aOffsetY = 1.f / theSizeY;
2027
2028 if (anIt < 2)
2029 {
2030 aOffsetX *= anIt < 1 ? aMinOffset : -aMaxOffset;
2031 aOffsetY *= anIt < 1 ? aMaxOffset : aMinOffset;
2032 }
2033 else
2034 {
2035 aOffsetX *= anIt > 2 ? aMaxOffset : -aMinOffset;
2036 aOffsetY *= anIt > 2 ? -aMinOffset : -aMaxOffset;
2037 }
2038
2039 myPostFSAAProgram->SetUniform (myGlContext,
2040 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 2);
2041 myPostFSAAProgram->SetUniform (myGlContext,
2042 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2043 myPostFSAAProgram->SetUniform (myGlContext,
2044 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2045
2046 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2047
2048 if (anIt == 3) // disable FBO on last iteration
2049 {
2050 glEnable (GL_BLEND);
2051
2052 if (theFrameBuffer != NULL)
2053 theFrameBuffer->BindBuffer (myGlContext);
2054 }
2055 else
2056 {
2057 aFramebuffer->BindBuffer (myGlContext);
2058 }
2059
2060 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
e276548b 2061
fc73a202 2062 if (anIt != 3) // set input for the next pass
2063 {
945c3529 2064 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
fc73a202 2065 aFramebuffer->UnbindBuffer (myGlContext);
e276548b 2066 }
2067 }
fc73a202 2068
2069 myGlContext->core20fwd->glDisableVertexAttribArray (
2070 myUniformLocations[1][OpenGl_RT_aPosition]);
2071
2072 myPostFSAAProgram->Unbind (myGlContext);
2073
2074 return Standard_True;
e276548b 2075}
2076
2077// =======================================================================
2078// function : Raytrace
fc73a202 2079// purpose : Redraws the window using OpenGL/GLSL ray-tracing
e276548b 2080// =======================================================================
2081Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
68333c8f 2082 const Standard_Integer theSizeX,
2083 const Standard_Integer theSizeY,
fc73a202 2084 const Standard_Boolean theToSwap,
2085 OpenGl_FrameBuffer* theFrameBuffer)
e276548b 2086{
84c71f29 2087 if (!UpdateRaytraceGeometry (OpenGl_GUM_CHECK))
e276548b 2088 return Standard_False;
2089
fc73a202 2090 if (!InitRaytraceResources())
e276548b 2091 return Standard_False;
2092
fc73a202 2093 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
e276548b 2094 return Standard_False;
2095
fc73a202 2096 if (!UpdateRaytraceEnvironmentMap())
e276548b 2097 return Standard_False;
2098
2099 // Get model-view and projection matrices
2100 TColStd_Array2OfReal theOrientation (0, 3, 0, 3);
2101 TColStd_Array2OfReal theViewMapping (0, 3, 0, 3);
2102
b5ac8292 2103 myView->GetMatrices (theOrientation, theViewMapping);
e276548b 2104
fc73a202 2105 NCollection_Mat4<GLdouble> aOrientationMatrix;
2106 NCollection_Mat4<GLdouble> aViewMappingMatrix;
e276548b 2107
68333c8f 2108 for (Standard_Integer j = 0; j < 4; ++j)
fc73a202 2109 {
68333c8f 2110 for (Standard_Integer i = 0; i < 4; ++i)
e276548b 2111 {
2112 aOrientationMatrix [4 * j + i] = theOrientation (i, j);
2113 aViewMappingMatrix [4 * j + i] = theViewMapping (i, j);
2114 }
fc73a202 2115 }
2116
2117 NCollection_Mat4<GLdouble> aInvOrientationMatrix;
2118 aOrientationMatrix.Inverted (aInvOrientationMatrix);
e276548b 2119
fc73a202 2120 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
e276548b 2121 return Standard_False;
2122
fc73a202 2123 OpenGl_Vec3 aOrigins[4];
2124 OpenGl_Vec3 aDirects[4];
e276548b 2125
fc73a202 2126 UpdateCamera (aOrientationMatrix,
2127 aViewMappingMatrix,
2128 aOrigins,
2129 aDirects);
e276548b 2130
84c71f29 2131 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2132 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
e276548b 2133
2134 glDisable (GL_DEPTH_TEST);
2135
2136 if (NamedStatus & OPENGL_NS_WHITEBACK)
2137 {
2138 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2139 }
2140 else
2141 {
2142 glClearColor (myBgColor.rgb[0],
2143 myBgColor.rgb[1],
2144 myBgColor.rgb[2],
2145 1.0f);
2146 }
2147
2148 glClear (GL_COLOR_BUFFER_BIT);
2149
fc73a202 2150 if (theFrameBuffer != NULL)
2151 theFrameBuffer->BindBuffer (myGlContext);
e276548b 2152
fc73a202 2153 myView->DrawBackground (*this);
e276548b 2154
fc73a202 2155 // Generate ray-traced image
e276548b 2156 glMatrixMode (GL_PROJECTION);
2157 glLoadIdentity();
2158
2159 glMatrixMode (GL_MODELVIEW);
2160 glLoadIdentity();
2161
fc73a202 2162 glEnable (GL_BLEND);
2163 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
e276548b 2164
2165 if (myIsRaytraceDataValid)
2166 {
fc73a202 2167 myRaytraceScreenQuad.Bind (myGlContext);
2168
2169 RunRaytraceShaders (theCView,
2170 theSizeX,
2171 theSizeY,
2172 aOrigins,
2173 aDirects,
2174 theFrameBuffer);
2175
2176 myRaytraceScreenQuad.Unbind (myGlContext);
e276548b 2177 }
2178
84c71f29 2179 if (!wasBlendingEnabled)
2180 glDisable (GL_BLEND);
fc73a202 2181
84c71f29 2182 if (wasDepthTestEnabled)
2183 glEnable (GL_DEPTH_TEST);
e276548b 2184
2185 // Swap the buffers
2186 if (theToSwap)
2187 {
2188 GetGlContext()->SwapBuffers();
2189 myBackBufferRestored = Standard_False;
2190 }
2191 else
fc73a202 2192 {
e276548b 2193 glFlush();
fc73a202 2194 }
e276548b 2195
2196 return Standard_True;
2197}