0025722: Wrong implementation of SetFuzzyValue method
[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
b7cd4ba7 16#include <OpenGl_Workspace.hxx>
17
25ef750e 18#include <Graphic3d_TextureParams.hxx>
fc73a202 19#include <OpenGl_FrameBuffer.hxx>
b7cd4ba7 20#include <OpenGl_PrimitiveArray.hxx>
fc73a202 21#include <OpenGl_VertexBuffer.hxx>
e276548b 22#include <OpenGl_View.hxx>
fc73a202 23#include <OSD_File.hxx>
24#include <OSD_Protection.hxx>
e276548b 25
26using namespace OpenGl_Raytrace;
27
28//! Use this macro to output ray-tracing debug info
fc73a202 29// #define RAY_TRACE_PRINT_INFO
e276548b 30
31#ifdef RAY_TRACE_PRINT_INFO
32 #include <OSD_Timer.hxx>
33#endif
34
e276548b 35// =======================================================================
e276548b 36// function : UpdateRaytraceGeometry
37// purpose : Updates 3D scene geometry for ray tracing
38// =======================================================================
84c71f29 39Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
e276548b 40{
41 if (myView.IsNull())
42 return Standard_False;
43
84c71f29 44 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
e276548b 45 // This is light-weight procedure performed for each frame
46
84c71f29 47 if (theMode == OpenGl_GUM_CHECK)
e276548b 48 {
84c71f29 49 if (myLayersModificationStatus != myView->LayerList().ModificationState())
50 {
51 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
52 }
53 }
54 else if (theMode == OpenGl_GUM_PREPARE)
55 {
56 myRaytraceGeometry.ClearMaterials();
57 myArrayToTrianglesMap.clear();
e276548b 58
59 myIsRaytraceDataValid = Standard_False;
60 }
e276548b 61
62 // The set of processed structures (reflected to ray-tracing)
63 // This set is used to remove out-of-date records from the
64 // hash map of structures
65 std::set<const OpenGl_Structure*> anElements;
66
84c71f29 67 // Set of all currently visible and "raytracable" primitive arrays.
8d3f219f 68 std::set<Standard_Size> anArrayIDs;
84c71f29 69
e276548b 70 const OpenGl_LayerList& aList = myView->LayerList();
71
72 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
73 {
c5751993 74 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
e276548b 75
76 if (aPriorityList.NbStructures() == 0)
77 continue;
78
79 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
80
68333c8f 81 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
e276548b 82 {
83 OpenGl_SequenceOfStructure::Iterator aStructIt;
84
85 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
86 {
87 const OpenGl_Structure* aStructure = aStructIt.Value();
88
84c71f29 89 if (theMode == OpenGl_GUM_CHECK)
e276548b 90 {
91 if (CheckRaytraceStructure (aStructure))
92 {
84c71f29 93 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
e276548b 94 }
e2da917a 95 }
84c71f29 96 else if (theMode == OpenGl_GUM_PREPARE)
97 {
98 if (!aStructure->IsRaytracable()
99 || !aStructure->IsVisible())
100 continue;
101
102 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
103 {
104 // OpenGL elements from group (extract primitives arrays)
105 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
106 {
107 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
108
109 if (aPrimArray != NULL)
110 {
111 // Collect all primitive arrays in scene.
8d3f219f 112 anArrayIDs.insert (aPrimArray->GetUID());
84c71f29 113 }
114 }
115 }
e2da917a 116 }
84c71f29 117 else if (theMode == OpenGl_GUM_UPDATE)
e276548b 118 {
119 if (!aStructure->IsRaytracable())
120 continue;
121
0717ddc1 122 AddRaytraceStructure (aStructure, anElements);
e276548b 123 }
124 }
125 }
126 }
127
84c71f29 128 if (theMode == OpenGl_GUM_PREPARE)
129 {
25ef750e 130 BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
84c71f29 131
132 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
133 // Objects which not in myArrayToTrianglesMap will be built from scratch.
134 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
135 {
136 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
137 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
138
139 // If primitive array of object not in "anArrays" set then it was hided or deleted.
140 // If primitive array present in "anArrays" set but we don't have associated object yet, then
141 // the object is new and still has to be built.
8d3f219f 142 if ((aTriangleSet != NULL) && ((anArrayIDs.find (aTriangleSet->AssociatedPArrayID())) != anArrayIDs.end()))
84c71f29 143 {
144 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
145
8d3f219f 146 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
84c71f29 147 }
148 }
149
150 myRaytraceGeometry.Objects() = anUnchangedObjects;
151
152 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
153 }
154
155 if (theMode == OpenGl_GUM_UPDATE)
e276548b 156 {
157 // Actualize the hash map of structures -- remove out-of-date records
158 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
159
160 while (anIter != myStructureStates.end())
161 {
162 if (anElements.find (anIter->first) == anElements.end())
163 {
164 myStructureStates.erase (anIter++);
165 }
166 else
167 {
168 ++anIter;
169 }
170 }
171
172 // Actualize OpenGL layer list state
173 myLayersModificationStatus = myView->LayerList().ModificationState();
174
265d4508 175 // Rebuild bottom-level and high-level BVHs
176 myRaytraceGeometry.ProcessAcceleration();
e276548b 177
265d4508 178 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
179 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
180 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
181 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
e276548b 182
265d4508 183 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
e276548b 184
25ef750e 185 const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
e276548b 186
a89742cf 187 myRaytraceSceneEpsilon = Max (1e-6f, 1e-4f * sqrtf (
fc73a202 188 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
189
190 return UploadRaytraceData();
e276548b 191 }
192
e276548b 193 return Standard_True;
194}
195
196// =======================================================================
197// function : CheckRaytraceStructure
e2da917a 198// purpose : Checks to see if the structure is modified
e276548b 199// =======================================================================
200Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
201{
202 if (!theStructure->IsRaytracable())
203 {
204 // Checks to see if all ray-tracable elements were
205 // removed from the structure
206 if (theStructure->ModificationState() > 0)
207 {
208 theStructure->ResetModificationState();
209 return Standard_True;
210 }
211
212 return Standard_False;
213 }
214
215 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
216
217 if (aStructState != myStructureStates.end())
218 return aStructState->second != theStructure->ModificationState();
219
220 return Standard_True;
221}
222
223// =======================================================================
25ef750e 224// function : BuildTexTransform
225// purpose : Constructs texture transformation matrix
226// =======================================================================
227void BuildTexTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
228{
229 theMatrix.InitIdentity();
230
231 // Apply scaling
232 const Graphic3d_Vec2& aScale = theParams->Scale();
233
234 theMatrix.ChangeValue (0, 0) *= aScale.x();
235 theMatrix.ChangeValue (1, 0) *= aScale.x();
236 theMatrix.ChangeValue (2, 0) *= aScale.x();
237 theMatrix.ChangeValue (3, 0) *= aScale.x();
238
239 theMatrix.ChangeValue (0, 1) *= aScale.y();
240 theMatrix.ChangeValue (1, 1) *= aScale.y();
241 theMatrix.ChangeValue (2, 1) *= aScale.y();
242 theMatrix.ChangeValue (3, 1) *= aScale.y();
243
244 // Apply translation
245 const Graphic3d_Vec2 aTrans = -theParams->Translation();
246
247 theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
248 theMatrix.GetValue (0, 1) * aTrans.y();
249
250 theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
251 theMatrix.GetValue (1, 1) * aTrans.y();
252
253 theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
254 theMatrix.GetValue (2, 1) * aTrans.y();
255
256 // Apply rotation
257 const Standard_ShortReal aSin = std::sin (
258 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
259 const Standard_ShortReal aCos = std::cos (
260 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
261
262 BVH_Mat4f aRotationMat;
263 aRotationMat.SetValue (0, 0, aCos);
264 aRotationMat.SetValue (1, 1, aCos);
265 aRotationMat.SetValue (0, 1, -aSin);
266 aRotationMat.SetValue (1, 0, aSin);
267
268 theMatrix = theMatrix * aRotationMat;
269}
270
271// =======================================================================
e276548b 272// function : CreateMaterial
273// purpose : Creates ray-tracing material properties
274// =======================================================================
25ef750e 275Standard_Boolean OpenGl_Workspace::CreateMaterial (const OpenGl_AspectFace* theAspect, OpenGl_RaytraceMaterial& theMaterial)
e276548b 276{
25ef750e 277 const OPENGL_SURF_PROP& aProperties = theAspect->IntFront();
278
279 const Standard_ShortReal* aSrcAmbient =
280 aProperties.isphysic ? aProperties.ambcol.rgb : aProperties.matcol.rgb;
281
282 theMaterial.Ambient = BVH_Vec4f (aSrcAmbient[0] * aProperties.amb,
283 aSrcAmbient[1] * aProperties.amb,
284 aSrcAmbient[2] * aProperties.amb,
285 1.f);
286
287 const Standard_ShortReal* aSrcDiffuse =
288 aProperties.isphysic ? aProperties.difcol.rgb : aProperties.matcol.rgb;
289
290 theMaterial.Diffuse = BVH_Vec4f (aSrcDiffuse[0] * aProperties.diff,
291 aSrcDiffuse[1] * aProperties.diff,
292 aSrcDiffuse[2] * aProperties.diff,
293 -1.f /* no texture */);
294
295 theMaterial.Specular = BVH_Vec4f (
296 (aProperties.isphysic ? aProperties.speccol.rgb[0] : 1.f) * aProperties.spec,
297 (aProperties.isphysic ? aProperties.speccol.rgb[1] : 1.f) * aProperties.spec,
298 (aProperties.isphysic ? aProperties.speccol.rgb[2] : 1.f) * aProperties.spec,
299 aProperties.shine);
300
301 const Standard_ShortReal* aSrcEmission =
302 aProperties.isphysic ? aProperties.emscol.rgb : aProperties.matcol.rgb;
303
304 theMaterial.Emission = BVH_Vec4f (aSrcEmission[0] * aProperties.emsv,
305 aSrcEmission[1] * aProperties.emsv,
306 aSrcEmission[2] * aProperties.emsv,
307 1.f);
e276548b 308
309 // Note: Here we use sub-linear transparency function
310 // to produce realistic-looking transparency effect
25ef750e 311 theMaterial.Transparency = BVH_Vec4f (powf (aProperties.trans, 0.75f),
312 1.f - aProperties.trans,
313 aProperties.index == 0 ? 1.f : aProperties.index,
314 aProperties.index == 0 ? 1.f : 1.f / aProperties.index);
e276548b 315
25ef750e 316 const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
317 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
318 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
e276548b 319
25ef750e 320 const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
321
322 theMaterial.Reflection = BVH_Vec4f (
323 aProperties.speccol.rgb[0] * aProperties.spec * aReflectionScale,
324 aProperties.speccol.rgb[1] * aProperties.spec * aReflectionScale,
325 aProperties.speccol.rgb[2] * aProperties.spec * aReflectionScale,
326 0.f);
327
328 if (theAspect->DoTextureMap())
329 {
330 if (myGlContext->arbTexBindless != NULL)
331 {
332 BuildTexTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
333 theMaterial.Diffuse.w() = static_cast<Standard_ShortReal> (
334 myRaytraceGeometry.AddTexture (theAspect->TextureRes (myGlContext)));
335 }
336 else if (!myIsRaytraceWarnTextures)
337 {
338 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
339 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB,
340 "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
341 "Textures will be ignored.");
342 myIsRaytraceWarnTextures = Standard_True;
343 }
344 }
e276548b 345
25ef750e 346 return Standard_True;
e276548b 347}
348
349// =======================================================================
350// function : AddRaytraceStructure
351// purpose : Adds OpenGL structure to ray-traced scene geometry
352// =======================================================================
0717ddc1 353Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements)
e276548b 354{
e276548b 355 theElements.insert (theStructure);
356
357 if (!theStructure->IsVisible())
358 {
359 myStructureStates[theStructure] = theStructure->ModificationState();
360 return Standard_True;
361 }
362
363 // Get structure material
68333c8f 364 Standard_Integer aStructMatID = -1;
e276548b 365
366 if (theStructure->AspectFace() != NULL)
367 {
265d4508 368 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 369
370 OpenGl_RaytraceMaterial aStructMaterial;
25ef750e 371 CreateMaterial (theStructure->AspectFace(), aStructMaterial);
e276548b 372
265d4508 373 myRaytraceGeometry.Materials.push_back (aStructMaterial);
e276548b 374 }
375
0717ddc1 376 Standard_ShortReal aStructTransformArr[16];
377 Standard_ShortReal* aStructTransform = NULL;
378 if (theStructure->Transformation()->mat != NULL)
379 {
380 aStructTransform = aStructTransformArr;
381 for (Standard_Integer i = 0; i < 4; ++i)
382 {
383 for (Standard_Integer j = 0; j < 4; ++j)
384 {
385 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
386 }
387 }
388 }
389
390 AddRaytraceGroups (theStructure, aStructMatID, aStructTransform);
391
392 // Process all connected OpenGL structures
393 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
394 {
395 if (anIts.Value()->IsRaytracable())
396 AddRaytraceGroups (anIts.Value(), aStructMatID, aStructTransform);
397 }
398
399 myStructureStates[theStructure] = theStructure->ModificationState();
400 return Standard_True;
401}
402
403// =======================================================================
404// function : AddRaytraceGroups
405// purpose : Adds OpenGL groups to ray-traced scene geometry
406// =======================================================================
407Standard_Boolean OpenGl_Workspace::AddRaytraceGroups (const OpenGl_Structure* theStructure,
408 const Standard_Integer theStructMatId,
409 const Standard_ShortReal* theTransform)
410{
b64d84be 411 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
e276548b 412 {
413 // Get group material
68333c8f 414 Standard_Integer aGroupMatID = -1;
b64d84be 415 if (aGroupIter.Value()->AspectFace() != NULL)
e276548b 416 {
265d4508 417 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 418
419 OpenGl_RaytraceMaterial aGroupMaterial;
25ef750e 420 CreateMaterial (aGroupIter.Value()->AspectFace(), aGroupMaterial);
e276548b 421
265d4508 422 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
e276548b 423 }
424
0717ddc1 425 Standard_Integer aMatID = aGroupMatID < 0 ? theStructMatId : aGroupMatID;
e276548b 426
265d4508 427 if (aMatID < 0)
e276548b 428 {
265d4508 429 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 430
265d4508 431 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
e276548b 432 }
433
265d4508 434 // Add OpenGL elements from group (extract primitives arrays and aspects)
b64d84be 435 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
e276548b 436 {
5322131b 437 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
438 if (anAspect != NULL)
e276548b 439 {
5322131b 440 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 441
5322131b 442 OpenGl_RaytraceMaterial aMaterial;
25ef750e 443 CreateMaterial (anAspect, aMaterial);
e276548b 444
5322131b 445 myRaytraceGeometry.Materials.push_back (aMaterial);
e276548b 446 }
5322131b 447 else
e276548b 448 {
449 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
84c71f29 450
e276548b 451 if (aPrimArray != NULL)
452 {
8d3f219f 453 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
454
84c71f29 455 if (aSetIter != myArrayToTrianglesMap.end())
456 {
457 OpenGl_TriangleSet* aSet = aSetIter->second;
25ef750e 458
84c71f29 459 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
460
461 if (theTransform != NULL)
462 {
463 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
464 }
465
466 aSet->SetProperties (aTransform);
467
25ef750e 468 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
84c71f29 469 {
470 aSet->SetMaterialIndex (aMatID);
471 }
472 }
473 else
474 {
25ef750e 475 NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
84c71f29 476 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
265d4508 477
84c71f29 478 if (!aSet.IsNull())
479 {
480 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
481
482 if (theTransform != NULL)
483 {
484 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
485 }
486
487 aSet->SetProperties (aTransform);
488
489 myRaytraceGeometry.Objects().Append (aSet);
490 }
491 }
e276548b 492 }
493 }
494 }
e276548b 495 }
496
e276548b 497 return Standard_True;
498}
499
500// =======================================================================
501// function : AddRaytracePrimitiveArray
502// purpose : Adds OpenGL primitive array to ray-traced scene geometry
503// =======================================================================
871fa103 504OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
505 Standard_Integer theMatID,
25ef750e 506 const OpenGl_Mat4* theTransform)
e276548b 507{
871fa103 508 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
509 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
510 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
511 if (theArray->DrawMode() < GL_TRIANGLES
ca3c13d1 512 #if !defined(GL_ES_VERSION_2_0)
871fa103 513 || theArray->DrawMode() > GL_POLYGON
ca3c13d1 514 #else
515 || theArray->DrawMode() > GL_TRIANGLE_FAN
516 #endif
871fa103 517 || anAttribs.IsNull())
e276548b 518 {
265d4508 519 return NULL;
e276548b 520 }
521
e276548b 522#ifdef RAY_TRACE_PRINT_INFO
bc8c79bb 523 switch (theArray->DrawMode())
e276548b 524 {
871fa103 525 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
871fa103 526 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
527 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
ca3c13d1 528 #if !defined(GL_ES_VERSION_2_0)
529 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
871fa103 530 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
ca3c13d1 531 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
532 #endif
e276548b 533 }
534#endif
535
25ef750e 536 OpenGl_Mat4 aNormalMatrix;
537
538 if (theTransform != NULL)
539 {
540 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
541 "Error: Failed to compute normal transformation matrix", NULL);
542
543 aNormalMatrix.Transpose();
544 }
545
8d3f219f 546 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
e276548b 547 {
871fa103 548 aSet->Vertices.reserve (anAttribs->NbElements);
549 aSet->Normals .reserve (anAttribs->NbElements);
25ef750e 550 aSet->TexCrds .reserve (anAttribs->NbElements);
551
871fa103 552 const size_t aVertFrom = aSet->Vertices.size();
553 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
265d4508 554 {
871fa103 555 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
556 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
557 if (anAttrib.Id == Graphic3d_TOA_POS)
558 {
559 if (anAttrib.DataType == Graphic3d_TOD_VEC3
560 || anAttrib.DataType == Graphic3d_TOD_VEC4)
561 {
562 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
563 {
25ef750e 564 aSet->Vertices.push_back (
565 *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset));
871fa103 566 }
567 }
568 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
569 {
570 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
571 {
572 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
25ef750e 573 aSet->Vertices.push_back (BVH_Vec3f (aVert.x(), aVert.y(), 0.0f));
871fa103 574 }
575 }
576 }
577 else if (anAttrib.Id == Graphic3d_TOA_NORM)
578 {
579 if (anAttrib.DataType == Graphic3d_TOD_VEC3
580 || anAttrib.DataType == Graphic3d_TOD_VEC4)
581 {
582 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
583 {
25ef750e 584 aSet->Normals.push_back (
585 *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset));
586 }
587 }
588 }
589 else if (anAttrib.Id == Graphic3d_TOA_UV)
590 {
591 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
592 {
593 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
594 {
595 aSet->TexCrds.push_back (
596 *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset));
871fa103 597 }
598 }
599 }
265d4508 600 }
e276548b 601
871fa103 602 if (aSet->Normals.size() != aSet->Vertices.size())
265d4508 603 {
871fa103 604 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
265d4508 605 {
25ef750e 606 aSet->Normals.push_back (BVH_Vec3f());
607 }
608 }
609
610 if (aSet->TexCrds.size() != aSet->Vertices.size())
611 {
612 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
613 {
614 aSet->TexCrds.push_back (BVH_Vec2f());
265d4508 615 }
871fa103 616 }
e276548b 617
25ef750e 618 if (theTransform != NULL)
871fa103 619 {
620 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
621 {
25ef750e 622 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
623
624 BVH_Vec4f aTransVertex =
625 *theTransform * BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
626
627 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
871fa103 628 }
629 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
630 {
25ef750e 631 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
632
633 BVH_Vec4f aTransNormal =
634 aNormalMatrix * BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
635
636 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
871fa103 637 }
e276548b 638 }
639
871fa103 640 if (!aBounds.IsNull())
265d4508 641 {
e2da917a 642#ifdef RAY_TRACE_PRINT_INFO
bc8c79bb 643 std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
e2da917a 644#endif
e276548b 645
265d4508 646 Standard_Integer aBoundStart = 0;
871fa103 647 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
265d4508 648 {
871fa103 649 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
e276548b 650
e2da917a 651#ifdef RAY_TRACE_PRINT_INFO
265d4508 652 std::cout << "\tAdding indices from bound " << aBound << ": " <<
653 aBoundStart << " .. " << aVertNum << std::endl;
e2da917a 654#endif
265d4508 655
871fa103 656 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
265d4508 657 {
658 delete aSet;
659 return NULL;
660 }
661
662 aBoundStart += aVertNum;
663 }
664 }
665 else
e276548b 666 {
871fa103 667 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
e276548b 668
265d4508 669 #ifdef RAY_TRACE_PRINT_INFO
670 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
671 #endif
e276548b 672
871fa103 673 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
e276548b 674 {
265d4508 675 delete aSet;
676 return NULL;
e276548b 677 }
e276548b 678 }
679 }
e276548b 680
265d4508 681 if (aSet->Size() != 0)
682 aSet->MarkDirty();
e276548b 683
265d4508 684 return aSet;
e276548b 685}
686
687// =======================================================================
688// function : AddRaytraceVertexIndices
689// purpose : Adds vertex indices to ray-traced scene geometry
690// =======================================================================
871fa103 691Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
692 const OpenGl_PrimitiveArray& theArray,
693 Standard_Integer theOffset,
694 Standard_Integer theCount,
695 Standard_Integer theMatID)
e276548b 696{
871fa103 697 switch (theArray.DrawMode())
e276548b 698 {
871fa103 699 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
871fa103 700 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
701 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
ca3c13d1 702 #if !defined(GL_ES_VERSION_2_0)
703 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
871fa103 704 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
705 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
ca3c13d1 706 #endif
e276548b 707 }
871fa103 708 return Standard_False;
e276548b 709}
710
711// =======================================================================
712// function : AddRaytraceTriangleArray
713// purpose : Adds OpenGL triangle array to ray-traced scene geometry
714// =======================================================================
871fa103 715Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
716 const Handle(Graphic3d_IndexBuffer)& theIndices,
717 Standard_Integer theOffset,
718 Standard_Integer theCount,
719 Standard_Integer theMatID)
e276548b 720{
265d4508 721 if (theCount < 3)
e276548b 722 return Standard_True;
723
871fa103 724 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
265d4508 725
871fa103 726 if (!theIndices.IsNull())
e276548b 727 {
265d4508 728 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 729 {
871fa103 730 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
731 theIndices->Index (aVert + 1),
732 theIndices->Index (aVert + 2),
733 theMatID));
e276548b 734 }
735 }
736 else
737 {
265d4508 738 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 739 {
871fa103 740 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
741 theMatID));
e276548b 742 }
743 }
744
745 return Standard_True;
746}
747
748// =======================================================================
749// function : AddRaytraceTriangleFanArray
750// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
751// =======================================================================
871fa103 752Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
753 const Handle(Graphic3d_IndexBuffer)& theIndices,
754 Standard_Integer theOffset,
755 Standard_Integer theCount,
756 Standard_Integer theMatID)
e276548b 757{
265d4508 758 if (theCount < 3)
e276548b 759 return Standard_True;
760
871fa103 761 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 762
871fa103 763 if (!theIndices.IsNull())
e276548b 764 {
265d4508 765 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 766 {
871fa103 767 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
768 theIndices->Index (aVert + 1),
769 theIndices->Index (aVert + 2),
770 theMatID));
e276548b 771 }
772 }
773 else
774 {
265d4508 775 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 776 {
871fa103 777 theSet.Elements.push_back (BVH_Vec4i (theOffset,
778 aVert + 1,
779 aVert + 2,
780 theMatID));
e276548b 781 }
782 }
783
784 return Standard_True;
785}
786
787// =======================================================================
788// function : AddRaytraceTriangleStripArray
789// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
790// =======================================================================
871fa103 791Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
792 const Handle(Graphic3d_IndexBuffer)& theIndices,
793 Standard_Integer theOffset,
794 Standard_Integer theCount,
795 Standard_Integer theMatID)
e276548b 796{
265d4508 797 if (theCount < 3)
e276548b 798 return Standard_True;
799
871fa103 800 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 801
871fa103 802 if (!theIndices.IsNull())
e276548b 803 {
265d4508 804 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 805 {
871fa103 806 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
807 theIndices->Index (aVert + aCW ? 0 : 1),
808 theIndices->Index (aVert + 2),
809 theMatID));
e276548b 810 }
811 }
812 else
813 {
265d4508 814 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 815 {
871fa103 816 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
817 aVert + aCW ? 0 : 1,
818 aVert + 2,
819 theMatID));
e276548b 820 }
821 }
822
823 return Standard_True;
824}
825
826// =======================================================================
827// function : AddRaytraceQuadrangleArray
828// purpose : Adds OpenGL quad array to ray-traced scene geometry
829// =======================================================================
871fa103 830Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
831 const Handle(Graphic3d_IndexBuffer)& theIndices,
832 Standard_Integer theOffset,
833 Standard_Integer theCount,
834 Standard_Integer theMatID)
e276548b 835{
265d4508 836 if (theCount < 4)
e276548b 837 return Standard_True;
838
871fa103 839 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
265d4508 840
871fa103 841 if (!theIndices.IsNull())
e276548b 842 {
265d4508 843 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 844 {
871fa103 845 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
846 theIndices->Index (aVert + 1),
847 theIndices->Index (aVert + 2),
848 theMatID));
849 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
850 theIndices->Index (aVert + 2),
851 theIndices->Index (aVert + 3),
852 theMatID));
e276548b 853 }
854 }
855 else
856 {
265d4508 857 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 858 {
871fa103 859 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
860 theMatID));
861 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
862 theMatID));
e276548b 863 }
864 }
865
866 return Standard_True;
867}
868
869// =======================================================================
870// function : AddRaytraceQuadrangleStripArray
871// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
872// =======================================================================
871fa103 873Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
874 const Handle(Graphic3d_IndexBuffer)& theIndices,
875 Standard_Integer theOffset,
876 Standard_Integer theCount,
877 Standard_Integer theMatID)
e276548b 878{
265d4508 879 if (theCount < 4)
e276548b 880 return Standard_True;
881
871fa103 882 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
265d4508 883
871fa103 884 if (!theIndices.IsNull())
e276548b 885 {
265d4508 886 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 887 {
871fa103 888 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
889 theIndices->Index (aVert + 1),
890 theIndices->Index (aVert + 2),
891 theMatID));
892
893 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
894 theIndices->Index (aVert + 3),
895 theIndices->Index (aVert + 2),
896 theMatID));
e276548b 897 }
898 }
899 else
900 {
265d4508 901 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 902 {
871fa103 903 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
904 aVert + 1,
905 aVert + 2,
906 theMatID));
907
908 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
909 aVert + 3,
910 aVert + 2,
911 theMatID));
e276548b 912 }
913 }
914
915 return Standard_True;
916}
917
918// =======================================================================
919// function : AddRaytracePolygonArray
920// purpose : Adds OpenGL polygon array to ray-traced scene geometry
921// =======================================================================
871fa103 922Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
923 const Handle(Graphic3d_IndexBuffer)& theIndices,
924 Standard_Integer theOffset,
925 Standard_Integer theCount,
926 Standard_Integer theMatID)
e276548b 927{
265d4508 928 if (theCount < 3)
e276548b 929 return Standard_True;
930
871fa103 931 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 932
871fa103 933 if (!theIndices.IsNull())
e276548b 934 {
265d4508 935 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 936 {
871fa103 937 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
938 theIndices->Index (aVert + 1),
939 theIndices->Index (aVert + 2),
940 theMatID));
e276548b 941 }
942 }
943 else
944 {
265d4508 945 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 946 {
871fa103 947 theSet.Elements.push_back (BVH_Vec4i (theOffset,
948 aVert + 1,
949 aVert + 2,
950 theMatID));
e276548b 951 }
952 }
953
954 return Standard_True;
955}
956
957// =======================================================================
958// function : UpdateRaytraceLightSources
959// purpose : Updates 3D scene light sources for ray-tracing
960// =======================================================================
25ef750e 961Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const OpenGl_Mat4& theInvModelView)
e276548b 962{
265d4508 963 myRaytraceGeometry.Sources.clear();
e276548b 964
fc73a202 965 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
265d4508 966
967 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
e276548b 968 {
12381341 969 const OpenGl_Light& aLight = anItl.Value();
265d4508 970
12381341 971 if (aLight.Type == Visual3d_TOLS_AMBIENT)
e276548b 972 {
fc73a202 973 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
974 aLight.Color.g(),
975 aLight.Color.b(),
976 0.0f);
e276548b 977 continue;
978 }
979
265d4508 980 BVH_Vec4f aDiffuse (aLight.Color.r(),
981 aLight.Color.g(),
982 aLight.Color.b(),
983 1.0f);
984
985 BVH_Vec4f aPosition (-aLight.Direction.x(),
986 -aLight.Direction.y(),
987 -aLight.Direction.z(),
988 0.0f);
989
12381341 990 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
e276548b 991 {
265d4508 992 aPosition = BVH_Vec4f (aLight.Position.x(),
993 aLight.Position.y(),
994 aLight.Position.z(),
995 1.0f);
e276548b 996 }
265d4508 997
12381341 998 if (aLight.IsHeadlight)
25ef750e 999 {
1000 aPosition = theInvModelView * aPosition;
1001 }
e276548b 1002
265d4508 1003 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
e276548b 1004 }
1005
fc73a202 1006 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
e276548b 1007 {
fc73a202 1008 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
e276548b 1009
fc73a202 1010 if (!myRaytraceLightSrcTexture->Create (myGlContext))
1011 {
e276548b 1012#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1013 std::cout << "Error: Failed to create light source buffer" << std::endl;
e276548b 1014#endif
fc73a202 1015 return Standard_False;
1016 }
e276548b 1017 }
fc73a202 1018
1019 if (myRaytraceGeometry.Sources.size() != 0)
e276548b 1020 {
fc73a202 1021 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
5cff985a 1022 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
fc73a202 1023 {
1024#ifdef RAY_TRACE_PRINT_INFO
1025 std::cout << "Error: Failed to upload light source buffer" << std::endl;
e276548b 1026#endif
fc73a202 1027 return Standard_False;
1028 }
1029 }
e276548b 1030
1031 return Standard_True;
1032}
1033
1034// =======================================================================
fc73a202 1035// function : UpdateRaytraceEnvironmentMap
1036// purpose : Updates environment map for ray-tracing
e276548b 1037// =======================================================================
fc73a202 1038Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
e276548b 1039{
fc73a202 1040 if (myView.IsNull())
e276548b 1041 return Standard_False;
e276548b 1042
fc73a202 1043 if (myViewModificationStatus == myView->ModificationState())
1044 return Standard_True;
e276548b 1045
fc73a202 1046 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
e276548b 1047 {
fc73a202 1048 const Handle(OpenGl_ShaderProgram)& aProgram =
1049 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
e276548b 1050
fc73a202 1051 if (!aProgram.IsNull())
e276548b 1052 {
7d3e64ef 1053 myGlContext->BindProgram (aProgram);
e276548b 1054
fc73a202 1055 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
e276548b 1056 {
fc73a202 1057 myView->TextureEnv()->Bind (
1058 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
1059
84c71f29 1060 aProgram->SetUniform (myGlContext,
25ef750e 1061 myUniformLocations[anIdx][OpenGl_RT_uEnvMapEnable], 1);
e276548b 1062 }
1063 else
1064 {
84c71f29 1065 aProgram->SetUniform (myGlContext,
25ef750e 1066 myUniformLocations[anIdx][OpenGl_RT_uEnvMapEnable], 0);
e276548b 1067 }
fc73a202 1068 }
e276548b 1069 }
1070
7d3e64ef 1071 myGlContext->BindProgram (NULL);
fc73a202 1072 myViewModificationStatus = myView->ModificationState();
e276548b 1073 return Standard_True;
1074}
1075
1076// =======================================================================
fc73a202 1077// function : Source
1078// purpose : Returns shader source combined with prefix
e276548b 1079// =======================================================================
fc73a202 1080TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
e276548b 1081{
fc73a202 1082 static const TCollection_AsciiString aVersion = "#version 140";
e276548b 1083
fc73a202 1084 if (myPrefix.IsEmpty())
e276548b 1085 {
fc73a202 1086 return aVersion + "\n" + mySource;
e276548b 1087 }
1088
fc73a202 1089 return aVersion + "\n" + myPrefix + "\n" + mySource;
e276548b 1090}
1091
1092// =======================================================================
fc73a202 1093// function : Load
1094// purpose : Loads shader source from specified files
e276548b 1095// =======================================================================
fc73a202 1096void OpenGl_Workspace::ShaderSource::Load (
1097 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
e276548b 1098{
fc73a202 1099 mySource.Clear();
e276548b 1100
fc73a202 1101 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1102 {
1103 OSD_File aFile (theFileNames[anIndex]);
e276548b 1104
fc73a202 1105 Standard_ASSERT_RETURN (aFile.Exists(),
1106 "Error: Failed to find shader source file", /* none */);
e276548b 1107
fc73a202 1108 aFile.Open (OSD_ReadOnly, OSD_Protection());
265d4508 1109
fc73a202 1110 TCollection_AsciiString aSource;
265d4508 1111
fc73a202 1112 Standard_ASSERT_RETURN (aFile.IsOpen(),
1113 "Error: Failed to open shader source file", /* none */);
e276548b 1114
fc73a202 1115 aFile.Read (aSource, (Standard_Integer) aFile.Size());
e276548b 1116
fc73a202 1117 if (!aSource.IsEmpty())
1118 {
1119 mySource += TCollection_AsciiString ("\n") + aSource;
1120 }
68333c8f 1121
fc73a202 1122 aFile.Close();
68333c8f 1123 }
e276548b 1124}
1125
1126// =======================================================================
fc73a202 1127// function : LoadShader
1128// purpose : Creates new shader object with specified source
e276548b 1129// =======================================================================
fc73a202 1130Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
e276548b 1131{
fc73a202 1132 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
e276548b 1133
fc73a202 1134 if (!aShader->Create (myGlContext))
e276548b 1135 {
fc73a202 1136 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1137
1138 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1139 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
e276548b 1140
fc73a202 1141 aShader->Release (myGlContext.operator->());
e276548b 1142
fc73a202 1143 return Handle(OpenGl_ShaderObject)();
e276548b 1144 }
5322131b 1145
fc73a202 1146 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1147 {
1148 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1149
1150 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1151 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
e276548b 1152
fc73a202 1153 aShader->Release (myGlContext.operator->());
e276548b 1154
fc73a202 1155 return Handle(OpenGl_ShaderObject)();
1156 }
e276548b 1157
fc73a202 1158 TCollection_AsciiString aBuildLog;
e276548b 1159
fc73a202 1160 if (!aShader->Compile (myGlContext))
e276548b 1161 {
fc73a202 1162 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1163 {
1164 const TCollection_ExtendedString aMessage =
1165 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1166
e276548b 1167#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1168 std::cout << aBuildLog << std::endl;
e276548b 1169#endif
e276548b 1170
fc73a202 1171 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1172 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1173 }
1174
1175 aShader->Release (myGlContext.operator->());
1176
1177 return Handle(OpenGl_ShaderObject)();
1178 }
68333c8f 1179
e276548b 1180#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1181 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1182 {
1183 if (!aBuildLog.IsEmpty())
1184 {
1185 std::cout << aBuildLog << std::endl;
1186 }
1187 else
1188 {
1189 std::cout << "Info: shader build log is empty" << std::endl;
1190 }
1191 }
e276548b 1192#endif
e276548b 1193
fc73a202 1194 return aShader;
e276548b 1195}
1196
1197// =======================================================================
fc73a202 1198// function : SafeFailBack
1199// purpose : Performs safe exit when shaders initialization fails
e276548b 1200// =======================================================================
fc73a202 1201Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
e276548b 1202{
fc73a202 1203 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1204 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
265d4508 1205
fc73a202 1206 myComputeInitStatus = OpenGl_RT_FAIL;
265d4508 1207
fc73a202 1208 ReleaseRaytraceResources();
1209
1210 return Standard_False;
1211}
e276548b 1212
fc73a202 1213// =======================================================================
25ef750e 1214// function : GenerateShaderPrefix
1215// purpose : Generates shader prefix based on current ray-tracing options
1216// =======================================================================
1217TCollection_AsciiString OpenGl_Workspace::GenerateShaderPrefix()
1218{
1219 TCollection_AsciiString aPrefixString =
1220 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1221 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1222
1223 if (myRaytraceParameters.TransparentShadows)
1224 {
1225 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1226 }
1227
1228 // If OpenGL driver supports bindless textures
1229 // activate texturing in ray-tracing mode
1230 if (myGlContext->arbTexBindless != NULL)
1231 {
1232 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1233 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1234 }
1235
1236 return aPrefixString;
1237}
1238
1239// =======================================================================
fc73a202 1240// function : InitRaytraceResources
1241// purpose : Initializes OpenGL/GLSL shader programs
1242// =======================================================================
bc8c79bb 1243Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
fc73a202 1244{
1245 Standard_Boolean aToRebuildShaders = Standard_False;
e276548b 1246
fc73a202 1247 if (myComputeInitStatus == OpenGl_RT_INIT)
1248 {
1249 if (!myIsRaytraceDataValid)
1250 return Standard_True;
e276548b 1251
fc73a202 1252 const Standard_Integer aRequiredStackSize =
1253 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
e276548b 1254
bc8c79bb 1255 if (myRaytraceParameters.StackSize < aRequiredStackSize)
fc73a202 1256 {
bc8c79bb 1257 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
e276548b 1258
fc73a202 1259 aToRebuildShaders = Standard_True;
1260 }
1261 else
1262 {
bc8c79bb 1263 if (aRequiredStackSize < myRaytraceParameters.StackSize)
fc73a202 1264 {
bc8c79bb 1265 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
fc73a202 1266 {
bc8c79bb 1267 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
fc73a202 1268 aToRebuildShaders = Standard_True;
1269 }
1270 }
1271 }
e276548b 1272
25ef750e 1273 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
bc8c79bb 1274 {
25ef750e 1275 myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
bc8c79bb 1276 aToRebuildShaders = Standard_True;
1277 }
1278
1279 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1280 {
1281 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1282 aToRebuildShaders = Standard_True;
1283 }
1284
fc73a202 1285 if (aToRebuildShaders)
1286 {
e276548b 1287#ifdef RAY_TRACE_PRINT_INFO
bc8c79bb 1288 std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
e276548b 1289#endif
e276548b 1290
bc8c79bb 1291 // Change state to force update all uniforms
84c71f29 1292 ++myViewModificationStatus;
1293
25ef750e 1294 TCollection_AsciiString aPrefixString = GenerateShaderPrefix();
bc8c79bb 1295
1296#ifdef RAY_TRACE_PRINT_INFO
1297 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1298#endif
265d4508 1299
bc8c79bb 1300 myRaytraceShaderSource.SetPrefix (aPrefixString);
1301 myPostFSAAShaderSource.SetPrefix (aPrefixString);
265d4508 1302
fc73a202 1303 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1304 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1305 {
1306 return Standard_False;
1307 }
265d4508 1308
fc73a202 1309 if (!myRaytraceShader->Compile (myGlContext)
1310 || !myPostFSAAShader->Compile (myGlContext))
1311 {
1312 return Standard_False;
1313 }
1314
7d3e64ef 1315 myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1316 myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
fc73a202 1317 if (!myRaytraceProgram->Link (myGlContext)
1318 || !myPostFSAAProgram->Link (myGlContext))
1319 {
1320 return Standard_False;
1321 }
1322 }
e276548b 1323 }
1324
fc73a202 1325 if (myComputeInitStatus == OpenGl_RT_NONE)
1326 {
1327 if (!myGlContext->IsGlGreaterEqual (3, 1))
1328 {
fc73a202 1329 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
25ef750e 1330 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB,
1331 "Ray-tracing requires OpenGL 3.1 and higher");
1332 return Standard_False;
1333 }
1334 else if (!myGlContext->arbTboRGB32)
1335 {
1336 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1337 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB,
1338 "Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension");
fc73a202 1339 return Standard_False;
1340 }
5322131b 1341
25ef750e 1342 myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
bc8c79bb 1343
fc73a202 1344 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
265d4508 1345
fc73a202 1346 if (aFolder.IsEmpty())
1347 {
1348 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1349
1350 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1351 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1352
1353 return Standard_False;
1354 }
265d4508 1355
fc73a202 1356 if (myIsRaytraceDataValid)
1357 {
bc8c79bb 1358 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
fc73a202 1359 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1360 }
265d4508 1361
25ef750e 1362 TCollection_AsciiString aPrefixString = GenerateShaderPrefix();
bc8c79bb 1363
1364#ifdef RAY_TRACE_PRINT_INFO
1365 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1366#endif
1367
fc73a202 1368 {
1369 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1370 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
265d4508 1371
fc73a202 1372 if (aBasicVertShader.IsNull())
1373 {
1374 return SafeFailBack ("Failed to set vertex shader source");
1375 }
265d4508 1376
fc73a202 1377 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
265d4508 1378
fc73a202 1379 myRaytraceShaderSource.Load (aFiles, 2);
e276548b 1380
bc8c79bb 1381 myRaytraceShaderSource.SetPrefix (aPrefixString);
265d4508 1382
fc73a202 1383 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
265d4508 1384
fc73a202 1385 if (myRaytraceShader.IsNull())
1386 {
1387 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1388
fc73a202 1389 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1390 }
265d4508 1391
fc73a202 1392 myRaytraceProgram = new OpenGl_ShaderProgram;
5322131b 1393
fc73a202 1394 if (!myRaytraceProgram->Create (myGlContext))
1395 {
1396 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1397
fc73a202 1398 return SafeFailBack ("Failed to create ray-trace shader program");
1399 }
265d4508 1400
fc73a202 1401 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1402 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1403 {
1404 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1405
fc73a202 1406 return SafeFailBack ("Failed to attach ray-trace shader objects");
1407 }
265d4508 1408
7d3e64ef 1409 myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
fc73a202 1410 if (!myRaytraceProgram->Link (myGlContext))
1411 {
1412 TCollection_AsciiString aLinkLog;
e276548b 1413
fc73a202 1414 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1415 {
1416 #ifdef RAY_TRACE_PRINT_INFO
1417 std::cout << aLinkLog << std::endl;
1418 #endif
1419 }
265d4508 1420
fc73a202 1421 return SafeFailBack ("Failed to link ray-trace shader program");
1422 }
1423 }
265d4508 1424
fc73a202 1425 {
1426 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1427 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
265d4508 1428
fc73a202 1429 if (aBasicVertShader.IsNull())
1430 {
1431 return SafeFailBack ("Failed to set vertex shader source");
1432 }
265d4508 1433
fc73a202 1434 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
265d4508 1435
fc73a202 1436 myPostFSAAShaderSource.Load (aFiles, 2);
265d4508 1437
bc8c79bb 1438 myPostFSAAShaderSource.SetPrefix (aPrefixString);
fc73a202 1439
1440 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
265d4508 1441
fc73a202 1442 if (myPostFSAAShader.IsNull())
1443 {
1444 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1445
fc73a202 1446 return SafeFailBack ("Failed to set FSAA fragment shader source");
1447 }
265d4508 1448
fc73a202 1449 myPostFSAAProgram = new OpenGl_ShaderProgram;
265d4508 1450
fc73a202 1451 if (!myPostFSAAProgram->Create (myGlContext))
1452 {
1453 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1454
fc73a202 1455 return SafeFailBack ("Failed to create FSAA shader program");
1456 }
1457
1458 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1459 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1460 {
1461 aBasicVertShader->Release (myGlContext.operator->());
1462
1463 return SafeFailBack ("Failed to attach FSAA shader objects");
1464 }
1465
7d3e64ef 1466 myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
fc73a202 1467 if (!myPostFSAAProgram->Link (myGlContext))
1468 {
1469 TCollection_AsciiString aLinkLog;
1470
1471 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1472 {
1473 #ifdef RAY_TRACE_PRINT_INFO
1474 std::cout << aLinkLog << std::endl;
1475 #endif
1476 }
1477
1478 return SafeFailBack ("Failed to link FSAA shader program");
1479 }
e276548b 1480 }
fc73a202 1481 }
e276548b 1482
fc73a202 1483 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1484 {
1485 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
e276548b 1486 {
fc73a202 1487 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1488 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1489
7d3e64ef 1490 myGlContext->BindProgram (aShaderProgram);
fc73a202 1491
1492 aShaderProgram->SetSampler (myGlContext,
1493 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1494 aShaderProgram->SetSampler (myGlContext,
1495 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1496 aShaderProgram->SetSampler (myGlContext,
1497 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1498 aShaderProgram->SetSampler (myGlContext,
fc73a202 1499 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1500 aShaderProgram->SetSampler (myGlContext,
1501 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1502 aShaderProgram->SetSampler (myGlContext,
25ef750e 1503 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
fc73a202 1504 aShaderProgram->SetSampler (myGlContext,
25ef750e 1505 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
84c71f29 1506 aShaderProgram->SetSampler (myGlContext,
1507 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1508 aShaderProgram->SetSampler (myGlContext,
1509 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
25ef750e 1510 aShaderProgram->SetSampler (myGlContext,
1511 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1512 aShaderProgram->SetSampler (myGlContext,
1513 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
fc73a202 1514
a89742cf 1515 aShaderProgram->SetSampler (myGlContext,
1516 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1517 aShaderProgram->SetSampler (myGlContext,
1518 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1519
fc73a202 1520 if (anIndex == 1)
1521 {
1522 aShaderProgram->SetSampler (myGlContext,
1523 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1524 }
265d4508 1525
fc73a202 1526 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
7d3e64ef 1527 aShaderProgram->GetAttributeLocation (myGlContext, "occVertex");
fc73a202 1528
1529 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1530 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1531 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1532 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1533 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1534 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1535 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1536 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1537 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1538 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1539 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1540 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1541 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1542 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1543 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1544 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
25ef750e 1545 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1546 aShaderProgram->GetUniformLocation (myGlContext, "uUnviewMat");
fc73a202 1547
1548 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1549 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1550 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1551 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
25ef750e 1552 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1553 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1554 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1555 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
fc73a202 1556
1557 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1558 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1559 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1560 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1561 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1562 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
312a4043 1563 myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
1564 aShaderProgram->GetUniformLocation (myGlContext, "uWinSizeX");
1565 myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
1566 aShaderProgram->GetUniformLocation (myGlContext, "uWinSizeY");
84c71f29 1567
25ef750e 1568 myUniformLocations[anIndex][OpenGl_RT_uTextures] =
1569 aShaderProgram->GetUniformLocation (myGlContext, "uTextureSamplers");
1570
1571 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1572 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1573 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1574 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1575 myUniformLocations[anIndex][OpenGl_RT_uEnvMapEnable] =
84c71f29 1576 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
fc73a202 1577 }
265d4508 1578
7d3e64ef 1579 myGlContext->BindProgram (NULL);
fc73a202 1580 }
265d4508 1581
fc73a202 1582 if (myComputeInitStatus != OpenGl_RT_NONE)
1583 {
1584 return myComputeInitStatus == OpenGl_RT_INIT;
1585 }
265d4508 1586
fc73a202 1587 if (myRaytraceFBO1.IsNull())
1588 {
1589 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1590 }
265d4508 1591
fc73a202 1592 if (myRaytraceFBO2.IsNull())
1593 {
1594 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1595 }
265d4508 1596
fc73a202 1597 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1598 -1.f, 1.f, 0.f,
1599 1.f, 1.f, 0.f,
1600 1.f, 1.f, 0.f,
1601 1.f, -1.f, 0.f,
1602 -1.f, -1.f, 0.f };
265d4508 1603
fc73a202 1604 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
265d4508 1605
fc73a202 1606 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
ca3c13d1 1607
fc73a202 1608 return Standard_True;
1609}
265d4508 1610
fc73a202 1611// =======================================================================
1612// function : NullifyResource
1613// purpose :
1614// =======================================================================
1615inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1616 Handle(OpenGl_Resource)& theResource)
1617{
1618 if (!theResource.IsNull())
1619 {
1620 theResource->Release (theContext.operator->());
1621 theResource.Nullify();
1622 }
1623}
265d4508 1624
fc73a202 1625// =======================================================================
1626// function : ReleaseRaytraceResources
1627// purpose : Releases OpenGL/GLSL shader programs
1628// =======================================================================
1629void OpenGl_Workspace::ReleaseRaytraceResources()
1630{
a89742cf 1631 NullifyResource (myGlContext, myOpenGlFBO);
fc73a202 1632 NullifyResource (myGlContext, myRaytraceFBO1);
1633 NullifyResource (myGlContext, myRaytraceFBO2);
265d4508 1634
fc73a202 1635 NullifyResource (myGlContext, myRaytraceShader);
1636 NullifyResource (myGlContext, myPostFSAAShader);
265d4508 1637
fc73a202 1638 NullifyResource (myGlContext, myRaytraceProgram);
1639 NullifyResource (myGlContext, myPostFSAAProgram);
265d4508 1640
fc73a202 1641 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1642 NullifyResource (myGlContext, mySceneMinPointTexture);
1643 NullifyResource (myGlContext, mySceneMaxPointTexture);
265d4508 1644
fc73a202 1645 NullifyResource (myGlContext, myGeometryVertexTexture);
1646 NullifyResource (myGlContext, myGeometryNormalTexture);
25ef750e 1647 NullifyResource (myGlContext, myGeometryTexCrdTexture);
fc73a202 1648 NullifyResource (myGlContext, myGeometryTriangTexture);
bc8c79bb 1649 NullifyResource (myGlContext, mySceneTransformTexture);
265d4508 1650
fc73a202 1651 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1652 NullifyResource (myGlContext, myRaytraceMaterialTexture);
265d4508 1653
fc73a202 1654 if (myRaytraceScreenQuad.IsValid())
1655 myRaytraceScreenQuad.Release (myGlContext.operator->());
1656}
265d4508 1657
fc73a202 1658// =======================================================================
1659// function : UploadRaytraceData
1660// purpose : Uploads ray-trace data to the GPU
1661// =======================================================================
1662Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1663{
1664 if (!myGlContext->IsGlGreaterEqual (3, 1))
1665 {
265d4508 1666#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1667 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
265d4508 1668#endif
fc73a202 1669 return Standard_False;
e276548b 1670 }
1671
265d4508 1672 /////////////////////////////////////////////////////////////////////////////
25ef750e 1673 // Prepare OpenGL textures
1674
1675 if (myGlContext->arbTexBindless != NULL)
1676 {
1677 // If OpenGL driver supports bindless textures we need
1678 // to get unique 64- bit handles for using on the GPU
1679 if (!myRaytraceGeometry.UpdateTextureHandles (myGlContext))
1680 {
1681#ifdef RAY_TRACE_PRINT_INFO
1682 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
1683#endif
1684 return Standard_False;
1685 }
1686 }
1687
1688 /////////////////////////////////////////////////////////////////////////////
e2da917a 1689 // Create OpenGL BVH buffers
265d4508 1690
e2da917a 1691 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
e276548b 1692 {
e2da917a 1693 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1694 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1695 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
84c71f29 1696 mySceneTransformTexture = new OpenGl_TextureBufferArb;
265d4508 1697
e2da917a 1698 if (!mySceneNodeInfoTexture->Create (myGlContext)
1699 || !mySceneMinPointTexture->Create (myGlContext)
1700 || !mySceneMaxPointTexture->Create (myGlContext)
84c71f29 1701 || !mySceneTransformTexture->Create (myGlContext))
e276548b 1702 {
fc73a202 1703#ifdef RAY_TRACE_PRINT_INFO
e2da917a 1704 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
fc73a202 1705#endif
1706 return Standard_False;
1707 }
1708 }
5322131b 1709
e2da917a 1710 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
265d4508 1711 {
fc73a202 1712 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1713 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
25ef750e 1714 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
fc73a202 1715 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
e276548b 1716
fc73a202 1717 if (!myGeometryVertexTexture->Create (myGlContext)
25ef750e 1718 || !myGeometryNormalTexture->Create (myGlContext)
1719 || !myGeometryTexCrdTexture->Create (myGlContext)
1720 || !myGeometryTriangTexture->Create (myGlContext))
fc73a202 1721 {
1722#ifdef RAY_TRACE_PRINT_INFO
1723 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1724#endif
1725 return Standard_False;
1726 }
265d4508 1727 }
5322131b 1728
e2da917a 1729 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
fc73a202 1730 {
1731 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
e276548b 1732
fc73a202 1733 if (!myRaytraceMaterialTexture->Create (myGlContext))
1734 {
1735#ifdef RAY_TRACE_PRINT_INFO
1736 std::cout << "Error: Failed to create buffers for material data" << std::endl;
e276548b 1737#endif
fc73a202 1738 return Standard_False;
1739 }
1740 }
e2da917a 1741
84c71f29 1742 /////////////////////////////////////////////////////////////////////////////
1743 // Write transform buffer
1744
1745 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
84c71f29 1746
e2da917a 1747 bool aResult = true;
1748
84c71f29 1749 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1750 {
1751 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1752 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1753
1754 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1755 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1756
1757 Standard_ASSERT_RETURN (aTransform != NULL,
1758 "OpenGl_TriangleSet does not contain transform", Standard_False);
1759
1760 aNodeTransforms[anElemIndex] = aTransform->Inversed();
84c71f29 1761 }
1762
1763 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1764 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1765
25ef750e 1766 delete [] aNodeTransforms;
84c71f29 1767
1768 /////////////////////////////////////////////////////////////////////////////
bc8c79bb 1769 // Write geometry and bottom-level BVH buffers
84c71f29 1770
fc73a202 1771 Standard_Size aTotalVerticesNb = 0;
1772 Standard_Size aTotalElementsNb = 0;
1773 Standard_Size aTotalBVHNodesNb = 0;
265d4508 1774
fc73a202 1775 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1776 {
1777 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1778 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
265d4508 1779
fc73a202 1780 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1781 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1782
1783 aTotalVerticesNb += aTriangleSet->Vertices.size();
1784 aTotalElementsNb += aTriangleSet->Elements.size();
e276548b 1785
fc73a202 1786 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1787 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
265d4508 1788
fc73a202 1789 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1790 }
e276548b 1791
e2da917a 1792 aTotalBVHNodesNb += myRaytraceGeometry.BVH()->NodeInfoBuffer().size();
1793
fc73a202 1794 if (aTotalBVHNodesNb != 0)
e276548b 1795 {
e2da917a 1796 aResult &= mySceneNodeInfoTexture->Init (
25ef750e 1797 myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
e2da917a 1798 aResult &= mySceneMinPointTexture->Init (
25ef750e 1799 myGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
e2da917a 1800 aResult &= mySceneMaxPointTexture->Init (
25ef750e 1801 myGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
fc73a202 1802 }
265d4508 1803
fc73a202 1804 if (!aResult)
1805 {
1806#ifdef RAY_TRACE_PRINT_INFO
1807 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1808#endif
1809 return Standard_False;
1810 }
e276548b 1811
fc73a202 1812 if (aTotalElementsNb != 0)
1813 {
25ef750e 1814 aResult &= myGeometryTriangTexture->Init (
1815 myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
fc73a202 1816 }
265d4508 1817
fc73a202 1818 if (aTotalVerticesNb != 0)
1819 {
25ef750e 1820 aResult &= myGeometryVertexTexture->Init (
1821 myGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1822 aResult &= myGeometryNormalTexture->Init (
1823 myGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1824 aResult &= myGeometryTexCrdTexture->Init (
1825 myGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
fc73a202 1826 }
265d4508 1827
fc73a202 1828 if (!aResult)
1829 {
1830#ifdef RAY_TRACE_PRINT_INFO
1831 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1832#endif
1833 return Standard_False;
1834 }
265d4508 1835
e2da917a 1836 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 3> >& aBVH = myRaytraceGeometry.BVH();
1837
1838 aResult &= mySceneNodeInfoTexture->SubData (myGlContext, 0, aBVH->Length(),
1839 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1840 aResult &= mySceneMinPointTexture->SubData (myGlContext, 0, aBVH->Length(),
1841 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1842 aResult &= mySceneMaxPointTexture->SubData (myGlContext, 0, aBVH->Length(),
1843 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1844
fc73a202 1845 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1846 {
1847 if (!aBVH->IsOuter (aNodeIdx))
1848 continue;
265d4508 1849
fc73a202 1850 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
e276548b 1851
fc73a202 1852 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1853 "Error: Failed to get triangulation of OpenGL element", Standard_False);
e276548b 1854
e2da917a 1855 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
e276548b 1856
fc73a202 1857 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1858 "Error: Failed to get offset for bottom-level BVH", Standard_False);
e276548b 1859
e2da917a 1860 const Standard_Integer aBvhBuffersSize = aTriangleSet->BVH()->Length();
265d4508 1861
e2da917a 1862 if (aBvhBuffersSize != 0)
fc73a202 1863 {
e2da917a 1864 aResult &= mySceneNodeInfoTexture->SubData (myGlContext, aBVHOffset, aBvhBuffersSize,
5cff985a 1865 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
e2da917a 1866 aResult &= mySceneMinPointTexture->SubData (myGlContext, aBVHOffset, aBvhBuffersSize,
5cff985a 1867 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
e2da917a 1868 aResult &= mySceneMaxPointTexture->SubData (myGlContext, aBVHOffset, aBvhBuffersSize,
5cff985a 1869 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
fc73a202 1870 if (!aResult)
e276548b 1871 {
fc73a202 1872#ifdef RAY_TRACE_PRINT_INFO
1873 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1874#endif
e276548b 1875 return Standard_False;
1876 }
1877 }
1878
fc73a202 1879 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
265d4508 1880
fc73a202 1881 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1882 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
265d4508 1883
fc73a202 1884 if (!aTriangleSet->Vertices.empty())
1885 {
5cff985a 1886 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1887 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
25ef750e 1888 aResult &= myGeometryTexCrdTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->TexCrds.size()),
1889 reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
5cff985a 1890 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1891 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
fc73a202 1892 }
e276548b 1893
fc73a202 1894 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
265d4508 1895
fc73a202 1896 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1897 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
e276548b 1898
fc73a202 1899 if (!aTriangleSet->Elements.empty())
e276548b 1900 {
5cff985a 1901 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1902 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
e276548b 1903 }
265d4508 1904
fc73a202 1905 if (!aResult)
1906 {
1907#ifdef RAY_TRACE_PRINT_INFO
1908 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
e276548b 1909#endif
fc73a202 1910 return Standard_False;
1911 }
e276548b 1912 }
e276548b 1913
25ef750e 1914 /////////////////////////////////////////////////////////////////////////////
1915 // Write material buffer
1916
fc73a202 1917 if (myRaytraceGeometry.Materials.size() != 0)
1918 {
25ef750e 1919 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4,
1920 GLsizei (myRaytraceGeometry.Materials.size() * 11), myRaytraceGeometry.Materials.front().Packed());
1921
fc73a202 1922 if (!aResult)
1923 {
1924#ifdef RAY_TRACE_PRINT_INFO
1925 std::cout << "Error: Failed to upload material buffer" << std::endl;
1926#endif
1927 return Standard_False;
1928 }
1929 }
e276548b 1930
fc73a202 1931 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
e276548b 1932
fc73a202 1933#ifdef RAY_TRACE_PRINT_INFO
e276548b 1934
fc73a202 1935 Standard_ShortReal aMemUsed = 0.f;
e276548b 1936
fc73a202 1937 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1938 {
1939 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1940 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
e276548b 1941
fc73a202 1942 aMemUsed += static_cast<Standard_ShortReal> (
25ef750e 1943 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
fc73a202 1944 aMemUsed += static_cast<Standard_ShortReal> (
25ef750e 1945 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
1946 aMemUsed += static_cast<Standard_ShortReal> (
1947 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
fc73a202 1948 aMemUsed += static_cast<Standard_ShortReal> (
1949 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
e276548b 1950
fc73a202 1951 aMemUsed += static_cast<Standard_ShortReal> (
1952 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1953 aMemUsed += static_cast<Standard_ShortReal> (
25ef750e 1954 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
fc73a202 1955 aMemUsed += static_cast<Standard_ShortReal> (
25ef750e 1956 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
fc73a202 1957 }
e276548b 1958
fc73a202 1959 aMemUsed += static_cast<Standard_ShortReal> (
1960 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1961 aMemUsed += static_cast<Standard_ShortReal> (
25ef750e 1962 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
fc73a202 1963 aMemUsed += static_cast<Standard_ShortReal> (
25ef750e 1964 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
e276548b 1965
fc73a202 1966 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
e276548b 1967
fc73a202 1968#endif
e276548b 1969
fc73a202 1970 return aResult;
1971}
e276548b 1972
fc73a202 1973// =======================================================================
1974// function : ResizeRaytraceBuffers
1975// purpose : Resizes OpenGL frame buffers
1976// =======================================================================
1977Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1978 const Standard_Integer theSizeY)
1979{
1980 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1981 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1982 {
1983 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1984 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1985 }
e276548b 1986
fc73a202 1987 return Standard_True;
e276548b 1988}
1989
1990// =======================================================================
fc73a202 1991// function : UpdateCamera
1992// purpose : Generates viewing rays for corners of screen quad
e276548b 1993// =======================================================================
25ef750e 1994void OpenGl_Workspace::UpdateCamera (const OpenGl_Mat4& theOrientation,
1995 const OpenGl_Mat4& theViewMapping,
1996 OpenGl_Vec3 theOrigins[4],
1997 OpenGl_Vec3 theDirects[4],
1998 OpenGl_Mat4& theInvModelProj)
e276548b 1999{
bc8c79bb 2000 // compute inverse model-view-projection matrix
a89742cf 2001 (theViewMapping * theOrientation).Inverted (theInvModelProj);
fc73a202 2002
68333c8f 2003 Standard_Integer aOriginIndex = 0;
2004 Standard_Integer aDirectIndex = 0;
e276548b 2005
fc73a202 2006 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
e276548b 2007 {
fc73a202 2008 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
e276548b 2009 {
25ef750e 2010 OpenGl_Vec4 aOrigin (GLfloat(aX),
2011 GLfloat(aY),
2012 -1.0f,
2013 1.0f);
fc73a202 2014
a89742cf 2015 aOrigin = theInvModelProj * aOrigin;
e276548b 2016
b5ac8292 2017 aOrigin.x() = aOrigin.x() / aOrigin.w();
2018 aOrigin.y() = aOrigin.y() / aOrigin.w();
2019 aOrigin.z() = aOrigin.z() / aOrigin.w();
e276548b 2020
25ef750e 2021 OpenGl_Vec4 aDirect (GLfloat(aX),
2022 GLfloat(aY),
2023 1.0f,
2024 1.0f);
fc73a202 2025
a89742cf 2026 aDirect = theInvModelProj * aDirect;
e276548b 2027
b5ac8292 2028 aDirect.x() = aDirect.x() / aDirect.w();
2029 aDirect.y() = aDirect.y() / aDirect.w();
2030 aDirect.z() = aDirect.z() / aDirect.w();
b5ac8292 2031
2032 aDirect = aDirect - aOrigin;
e276548b 2033
fc73a202 2034 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
e276548b 2035 aDirect.y() * aDirect.y() +
2036 aDirect.z() * aDirect.z());
2037
fc73a202 2038 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
2039 static_cast<GLfloat> (aOrigin.y()),
2040 static_cast<GLfloat> (aOrigin.z()));
2041
2042 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
2043 static_cast<GLfloat> (aDirect.y() * aInvLen),
2044 static_cast<GLfloat> (aDirect.z() * aInvLen));
2045 }
2046 }
2047}
2048
2049// =======================================================================
25ef750e 2050// function : SetUniformState
2051// purpose : Sets uniform state for the given ray-tracing shader program
2052// =======================================================================
2053Standard_Boolean OpenGl_Workspace::SetUniformState (const Graphic3d_CView& theCView,
312a4043 2054 const Standard_Integer theSizeX,
2055 const Standard_Integer theSizeY,
25ef750e 2056 const OpenGl_Vec3* theOrigins,
2057 const OpenGl_Vec3* theDirects,
2058 const OpenGl_Mat4& theUnviewMat,
2059 const Standard_Integer theProgramIndex,
2060 Handle(OpenGl_ShaderProgram)& theRaytraceProgram)
2061{
2062 if (theRaytraceProgram.IsNull())
2063 {
2064 return Standard_False;
2065 }
2066
2067 Standard_Integer aLightSourceBufferSize =
2068 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2069
2070 Standard_Boolean aResult = Standard_True;
2071
2072 // Set camera state
2073 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2074 myUniformLocations[theProgramIndex][OpenGl_RT_uOriginLB], theOrigins[0]);
2075 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2076 myUniformLocations[theProgramIndex][OpenGl_RT_uOriginRB], theOrigins[1]);
2077 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2078 myUniformLocations[theProgramIndex][OpenGl_RT_uOriginLT], theOrigins[2]);
2079 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2080 myUniformLocations[theProgramIndex][OpenGl_RT_uOriginRT], theOrigins[3]);
2081 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2082 myUniformLocations[theProgramIndex][OpenGl_RT_uDirectLB], theDirects[0]);
2083 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2084 myUniformLocations[theProgramIndex][OpenGl_RT_uDirectRB], theDirects[1]);
2085 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2086 myUniformLocations[theProgramIndex][OpenGl_RT_uDirectLT], theDirects[2]);
2087 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2088 myUniformLocations[theProgramIndex][OpenGl_RT_uDirectRT], theDirects[3]);
2089 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2090 myUniformLocations[theProgramIndex][OpenGl_RT_uUnviewMat], theUnviewMat);
2091
312a4043 2092 // Set window size
2093 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2094 myUniformLocations[theProgramIndex][OpenGl_RT_uWinSizeX], theSizeX);
2095 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2096 myUniformLocations[theProgramIndex][OpenGl_RT_uWinSizeY], theSizeY);
2097
25ef750e 2098 // Set scene parameters
2099 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2100 myUniformLocations[theProgramIndex][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2101 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2102 myUniformLocations[theProgramIndex][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2103 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2104 myUniformLocations[theProgramIndex][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2105 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2106 myUniformLocations[theProgramIndex][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2107
2108 // Set rendering options
2109 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2110 myUniformLocations[theProgramIndex][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2111 aResult &= theRaytraceProgram->SetUniform (myGlContext,
2112 myUniformLocations[theProgramIndex][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2113
2114 // Set array of 64-bit texture handles
2115 if (myGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2116 {
2117 aResult &= theRaytraceProgram->SetUniform (myGlContext, "uTextureSamplers",
2118 static_cast<GLsizei> (myRaytraceGeometry.TextureHandles().size()), &myRaytraceGeometry.TextureHandles()[0]);
2119 }
2120
2121 if (!aResult)
2122 {
2123#ifdef RAY_TRACE_PRINT_INFO
312a4043 2124 std::cout << "Info: Not all uniforms were detected (for program " << theProgramIndex << ")" << std::endl;
25ef750e 2125#endif
2126 }
2127
2128 return aResult;
2129}
2130
2131// =======================================================================
fc73a202 2132// function : RunRaytraceShaders
2133// purpose : Runs ray-tracing shader programs
2134// =======================================================================
2135Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
2136 const Standard_Integer theSizeX,
2137 const Standard_Integer theSizeY,
2138 const OpenGl_Vec3 theOrigins[4],
2139 const OpenGl_Vec3 theDirects[4],
25ef750e 2140 const OpenGl_Mat4& theUnviewMat,
fc73a202 2141 OpenGl_FrameBuffer* theFrameBuffer)
2142{
2143 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2144 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2145 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
fc73a202 2146 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2147 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
25ef750e 2148 myGeometryTexCrdTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
fc73a202 2149 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
a89742cf 2150 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
fc73a202 2151 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2152 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
a89742cf 2153
2154 myOpenGlFBO->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2155 myOpenGlFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
fc73a202 2156
bc8c79bb 2157 if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
fc73a202 2158 {
2159 myRaytraceFBO1->BindBuffer (myGlContext);
2160
2161 glDisable (GL_BLEND);
2162 }
2163
7d3e64ef 2164 myGlContext->BindProgram (myRaytraceProgram);
fc73a202 2165
25ef750e 2166 SetUniformState (theCView,
312a4043 2167 theSizeX,
2168 theSizeY,
25ef750e 2169 theOrigins,
2170 theDirects,
2171 theUnviewMat,
2172 0, // ID of RT program
2173 myRaytraceProgram);
fc73a202 2174
7d3e64ef 2175 myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
fc73a202 2176 {
7d3e64ef 2177 myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
fc73a202 2178 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2179 }
7d3e64ef 2180 myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
25ef750e 2181
bc8c79bb 2182 if (!theCView.RenderParams.IsAntialiasingEnabled)
fc73a202 2183 {
7d3e64ef 2184 myGlContext->BindProgram (NULL);
fc73a202 2185
a89742cf 2186 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2187 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
e2da917a 2188 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2189 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2190 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
a89742cf 2191 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2192 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
25ef750e 2193 myGeometryTexCrdTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
a89742cf 2194 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
25ef750e 2195 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
a89742cf 2196 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2197 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
a89742cf 2198
2199 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2200
fc73a202 2201 return Standard_True;
2202 }
2203
945c3529 2204 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
fc73a202 2205
7d3e64ef 2206 myGlContext->BindProgram (myPostFSAAProgram);
fc73a202 2207
25ef750e 2208 SetUniformState (theCView,
312a4043 2209 theSizeX,
2210 theSizeY,
25ef750e 2211 theOrigins,
2212 theDirects,
2213 theUnviewMat,
2214 1, // ID of FSAA program
2215 myPostFSAAProgram);
fc73a202 2216
7d3e64ef 2217 myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
2218 myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
fc73a202 2219
50d0e1ce 2220 // Perform multi-pass adaptive FSAA using ping-pong technique.
2221 // We use 'FLIPTRI' sampling pattern changing for every pixel
2222 // (3 additional samples per pixel, the 1st sample is already
2223 // available from initial ray-traced image).
2224 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
fc73a202 2225 {
2226 GLfloat aOffsetX = 1.f / theSizeX;
2227 GLfloat aOffsetY = 1.f / theSizeY;
2228
50d0e1ce 2229 if (anIt == 1)
fc73a202 2230 {
50d0e1ce 2231 aOffsetX *= -0.55f;
2232 aOffsetY *= 0.55f;
fc73a202 2233 }
50d0e1ce 2234 else if (anIt == 2)
fc73a202 2235 {
50d0e1ce 2236 aOffsetX *= 0.00f;
2237 aOffsetY *= -0.55f;
fc73a202 2238 }
50d0e1ce 2239 else if (anIt == 3)
2240 {
2241 aOffsetX *= 0.55f;
2242 aOffsetY *= 0.00f;
2243 }
2244
fc73a202 2245 myPostFSAAProgram->SetUniform (myGlContext,
50d0e1ce 2246 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
fc73a202 2247 myPostFSAAProgram->SetUniform (myGlContext,
2248 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2249 myPostFSAAProgram->SetUniform (myGlContext,
2250 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2251
50d0e1ce 2252 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
fc73a202 2253
2254 if (anIt == 3) // disable FBO on last iteration
2255 {
2256 glEnable (GL_BLEND);
2257
2258 if (theFrameBuffer != NULL)
2259 theFrameBuffer->BindBuffer (myGlContext);
2260 }
2261 else
2262 {
2263 aFramebuffer->BindBuffer (myGlContext);
2264 }
50d0e1ce 2265
fc73a202 2266 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
e276548b 2267
fc73a202 2268 if (anIt != 3) // set input for the next pass
2269 {
945c3529 2270 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
fc73a202 2271 aFramebuffer->UnbindBuffer (myGlContext);
e276548b 2272 }
2273 }
fc73a202 2274
7d3e64ef 2275 myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
fc73a202 2276
7d3e64ef 2277 myGlContext->BindProgram (NULL);
a89742cf 2278 myRaytraceFBO1->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2279 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2280 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
e2da917a 2281 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2282 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2283 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
a89742cf 2284 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2285 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
25ef750e 2286 myGeometryTexCrdTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
a89742cf 2287 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
25ef750e 2288 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
a89742cf 2289 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2290 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
a89742cf 2291
2292 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
fc73a202 2293
2294 return Standard_True;
e276548b 2295}
2296
2297// =======================================================================
2298// function : Raytrace
fc73a202 2299// purpose : Redraws the window using OpenGL/GLSL ray-tracing
e276548b 2300// =======================================================================
2301Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
68333c8f 2302 const Standard_Integer theSizeX,
2303 const Standard_Integer theSizeY,
fc73a202 2304 const Standard_Boolean theToSwap,
a89742cf 2305 const Aspect_CLayer2d& theCOverLayer,
2306 const Aspect_CLayer2d& theCUnderLayer,
fc73a202 2307 OpenGl_FrameBuffer* theFrameBuffer)
e276548b 2308{
bc8c79bb 2309 if (!InitRaytraceResources (theCView))
e276548b 2310 return Standard_False;
2311
fc73a202 2312 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
e276548b 2313 return Standard_False;
2314
fc73a202 2315 if (!UpdateRaytraceEnvironmentMap())
e276548b 2316 return Standard_False;
2317
2318 // Get model-view and projection matrices
25ef750e 2319 OpenGl_Mat4 aOrientationMatrix;
2320 OpenGl_Mat4 aViewMappingMatrix;
e276548b 2321
25ef750e 2322 myView->GetMatrices (aOrientationMatrix,
2323 aViewMappingMatrix);
e276548b 2324
25ef750e 2325 OpenGl_Mat4 aInvOrientationMatrix;
fc73a202 2326 aOrientationMatrix.Inverted (aInvOrientationMatrix);
e276548b 2327
fc73a202 2328 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
e276548b 2329 return Standard_False;
2330
fc73a202 2331 OpenGl_Vec3 aOrigins[4];
2332 OpenGl_Vec3 aDirects[4];
25ef750e 2333 OpenGl_Mat4 anUnviewMat;
e276548b 2334
fc73a202 2335 UpdateCamera (aOrientationMatrix,
2336 aViewMappingMatrix,
2337 aOrigins,
a89742cf 2338 aDirects,
25ef750e 2339 anUnviewMat);
e276548b 2340
84c71f29 2341 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2342 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
e276548b 2343
2344 glDisable (GL_DEPTH_TEST);
2345
a89742cf 2346 if (theFrameBuffer != NULL)
2347 {
2348 theFrameBuffer->BindBuffer (myGlContext);
2349 }
2350
e276548b 2351 if (NamedStatus & OPENGL_NS_WHITEBACK)
2352 {
2353 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2354 }
2355 else
2356 {
2357 glClearColor (myBgColor.rgb[0],
2358 myBgColor.rgb[1],
2359 myBgColor.rgb[2],
2360 1.0f);
2361 }
2362
2363 glClear (GL_COLOR_BUFFER_BIT);
2364
fc73a202 2365 myView->DrawBackground (*this);
e276548b 2366
c827ea3a 2367 myView->RedrawLayer2d (myPrintContext, this, theCView, theCUnderLayer);
a89742cf 2368
c827ea3a 2369 myGlContext->WorldViewState.Push();
2370 myGlContext->ProjectionState.Push();
e276548b 2371
c827ea3a 2372 myGlContext->WorldViewState.SetIdentity();
2373 myGlContext->ProjectionState.SetIdentity();
2374
2375 myGlContext->ApplyProjectionMatrix();
2376 myGlContext->ApplyWorldViewMatrix();
e276548b 2377
fc73a202 2378 glEnable (GL_BLEND);
2379 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
e276548b 2380
c827ea3a 2381 // Generate ray-traced image
e276548b 2382 if (myIsRaytraceDataValid)
2383 {
fc73a202 2384 myRaytraceScreenQuad.Bind (myGlContext);
2385
25ef750e 2386 if (!myRaytraceGeometry.AcquireTextures (myGlContext))
2387 {
2388 const TCollection_ExtendedString aMessage = "Error: Failed to acquire OpenGL image textures";
2389
2390 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
2391 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, aMessage);
2392 }
2393
fc73a202 2394 RunRaytraceShaders (theCView,
2395 theSizeX,
2396 theSizeY,
2397 aOrigins,
2398 aDirects,
25ef750e 2399 anUnviewMat,
fc73a202 2400 theFrameBuffer);
2401
25ef750e 2402 if (!myRaytraceGeometry.ReleaseTextures (myGlContext))
2403 {
2404 const TCollection_ExtendedString aMessage = "Error: Failed to release OpenGL image textures";
2405
2406 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
2407 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, aMessage);
2408 }
2409
fc73a202 2410 myRaytraceScreenQuad.Unbind (myGlContext);
e276548b 2411 }
2412
84c71f29 2413 if (!wasBlendingEnabled)
2414 glDisable (GL_BLEND);
fc73a202 2415
84c71f29 2416 if (wasDepthTestEnabled)
2417 glEnable (GL_DEPTH_TEST);
e276548b 2418
c827ea3a 2419 myGlContext->WorldViewState.Pop();
2420 myGlContext->ProjectionState.Pop();
2421
2422 myGlContext->ApplyProjectionMatrix();
a89742cf 2423
2424 // Redraw trihedron
2425 myView->RedrawTrihedron (this);
2426
2427 // Redraw overlay
2428 const int aMode = 0;
2429 DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
c827ea3a 2430 myView->RedrawLayer2d (myPrintContext, this, theCView, theCOverLayer);
a89742cf 2431 DisplayCallback (theCView, aMode);
2432
e276548b 2433 // Swap the buffers
2434 if (theToSwap)
2435 {
2436 GetGlContext()->SwapBuffers();
2437 myBackBufferRestored = Standard_False;
2438 }
2439 else
fc73a202 2440 {
e276548b 2441 glFlush();
fc73a202 2442 }
e276548b 2443
2444 return Standard_True;
2445}
a89742cf 2446
2447IMPLEMENT_STANDARD_HANDLE(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2448IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2449
2450// =======================================================================
2451// function : CanRender
2452// purpose :
2453// =======================================================================
2454Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
2455{
2456 Standard_Boolean aPrevFilterResult = Standard_True;
2457 if (!myPrevRenderFilter.IsNull())
2458 {
2459 aPrevFilterResult = myPrevRenderFilter->CanRender(theElement);
2460 }
2461 return aPrevFilterResult &&
2462 !OpenGl_Raytrace::IsRaytracedElement (theElement);
2463}