0024888: Refactoring of OCCT CMake meta-project
[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
fc73a202 18#include <NCollection_Mat4.hxx>
19#include <OpenGl_ArbFBO.hxx>
20#include <OpenGl_FrameBuffer.hxx>
b7cd4ba7 21#include <OpenGl_PrimitiveArray.hxx>
e276548b 22#include <OpenGl_Texture.hxx>
fc73a202 23#include <OpenGl_VertexBuffer.hxx>
e276548b 24#include <OpenGl_View.hxx>
fc73a202 25#include <OSD_File.hxx>
26#include <OSD_Protection.hxx>
265d4508 27#include <Standard_Assert.hxx>
e276548b 28
29using namespace OpenGl_Raytrace;
30
31//! Use this macro to output ray-tracing debug info
fc73a202 32// #define RAY_TRACE_PRINT_INFO
e276548b 33
34#ifdef RAY_TRACE_PRINT_INFO
35 #include <OSD_Timer.hxx>
36#endif
37
e276548b 38// =======================================================================
39// function : MatVecMult
40// purpose : Multiples 4x4 matrix by 4D vector
41// =======================================================================
265d4508 42template<typename T>
43BVH_Vec4f MatVecMult (const T m[16], const BVH_Vec4f& v)
e276548b 44{
265d4508 45 return BVH_Vec4f (
e276548b 46 static_cast<float> (m[ 0] * v.x() + m[ 4] * v.y() +
47 m[ 8] * v.z() + m[12] * v.w()),
48 static_cast<float> (m[ 1] * v.x() + m[ 5] * v.y() +
49 m[ 9] * v.z() + m[13] * v.w()),
50 static_cast<float> (m[ 2] * v.x() + m[ 6] * v.y() +
51 m[10] * v.z() + m[14] * v.w()),
52 static_cast<float> (m[ 3] * v.x() + m[ 7] * v.y() +
53 m[11] * v.z() + m[15] * v.w()));
54}
55
56// =======================================================================
e276548b 57// function : UpdateRaytraceGeometry
58// purpose : Updates 3D scene geometry for ray tracing
59// =======================================================================
84c71f29 60Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
e276548b 61{
62 if (myView.IsNull())
63 return Standard_False;
64
84c71f29 65 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
e276548b 66 // This is light-weight procedure performed for each frame
67
84c71f29 68 if (theMode == OpenGl_GUM_CHECK)
e276548b 69 {
84c71f29 70 if (myLayersModificationStatus != myView->LayerList().ModificationState())
71 {
72 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
73 }
74 }
75 else if (theMode == OpenGl_GUM_PREPARE)
76 {
77 myRaytraceGeometry.ClearMaterials();
78 myArrayToTrianglesMap.clear();
e276548b 79
80 myIsRaytraceDataValid = Standard_False;
81 }
e276548b 82
83 // The set of processed structures (reflected to ray-tracing)
84 // This set is used to remove out-of-date records from the
85 // hash map of structures
86 std::set<const OpenGl_Structure*> anElements;
87
84c71f29 88 // Set of all currently visible and "raytracable" primitive arrays.
8d3f219f 89 std::set<Standard_Size> anArrayIDs;
84c71f29 90
e276548b 91 const OpenGl_LayerList& aList = myView->LayerList();
92
93 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
94 {
c5751993 95 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
e276548b 96
97 if (aPriorityList.NbStructures() == 0)
98 continue;
99
100 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
101
68333c8f 102 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
e276548b 103 {
104 OpenGl_SequenceOfStructure::Iterator aStructIt;
105
106 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
107 {
108 const OpenGl_Structure* aStructure = aStructIt.Value();
109
84c71f29 110 if (theMode == OpenGl_GUM_CHECK)
e276548b 111 {
112 if (CheckRaytraceStructure (aStructure))
113 {
84c71f29 114 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
e276548b 115 }
84c71f29 116 }
117 else if (theMode == OpenGl_GUM_PREPARE)
118 {
119 if (!aStructure->IsRaytracable()
120 || !aStructure->IsVisible())
121 continue;
122
123 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
124 {
125 // OpenGL elements from group (extract primitives arrays)
126 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
127 {
128 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
129
130 if (aPrimArray != NULL)
131 {
132 // Collect all primitive arrays in scene.
8d3f219f 133 anArrayIDs.insert (aPrimArray->GetUID());
84c71f29 134 }
135 }
136 }
137 }
138 else if (theMode == OpenGl_GUM_UPDATE)
e276548b 139 {
140 if (!aStructure->IsRaytracable())
141 continue;
142
0717ddc1 143 AddRaytraceStructure (aStructure, anElements);
e276548b 144 }
145 }
146 }
147 }
148
84c71f29 149 if (theMode == OpenGl_GUM_PREPARE)
150 {
151 BVH_ObjectSet<Standard_ShortReal, 4>::BVH_ObjectList anUnchangedObjects;
152
153 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
154 // Objects which not in myArrayToTrianglesMap will be built from scratch.
155 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
156 {
157 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
158 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
159
160 // If primitive array of object not in "anArrays" set then it was hided or deleted.
161 // If primitive array present in "anArrays" set but we don't have associated object yet, then
162 // the object is new and still has to be built.
8d3f219f 163 if ((aTriangleSet != NULL) && ((anArrayIDs.find (aTriangleSet->AssociatedPArrayID())) != anArrayIDs.end()))
84c71f29 164 {
165 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
166
8d3f219f 167 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
84c71f29 168 }
169 }
170
171 myRaytraceGeometry.Objects() = anUnchangedObjects;
172
173 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
174 }
175
176 if (theMode == OpenGl_GUM_UPDATE)
e276548b 177 {
178 // Actualize the hash map of structures -- remove out-of-date records
179 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
180
181 while (anIter != myStructureStates.end())
182 {
183 if (anElements.find (anIter->first) == anElements.end())
184 {
185 myStructureStates.erase (anIter++);
186 }
187 else
188 {
189 ++anIter;
190 }
191 }
192
193 // Actualize OpenGL layer list state
194 myLayersModificationStatus = myView->LayerList().ModificationState();
195
265d4508 196 // Rebuild bottom-level and high-level BVHs
197 myRaytraceGeometry.ProcessAcceleration();
e276548b 198
265d4508 199 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
200 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
201 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
202 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
e276548b 203
265d4508 204 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
e276548b 205
fc73a202 206 const BVH_Vec4f aSize = myRaytraceGeometry.Box().Size();
e276548b 207
a89742cf 208 myRaytraceSceneEpsilon = Max (1e-6f, 1e-4f * sqrtf (
fc73a202 209 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
210
211 return UploadRaytraceData();
e276548b 212 }
213
e276548b 214 return Standard_True;
215}
216
217// =======================================================================
218// function : CheckRaytraceStructure
265d4508 219// purpose : Checks to see if the structure is modified
e276548b 220// =======================================================================
221Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
222{
223 if (!theStructure->IsRaytracable())
224 {
225 // Checks to see if all ray-tracable elements were
226 // removed from the structure
227 if (theStructure->ModificationState() > 0)
228 {
229 theStructure->ResetModificationState();
230 return Standard_True;
231 }
232
233 return Standard_False;
234 }
235
236 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
237
238 if (aStructState != myStructureStates.end())
239 return aStructState->second != theStructure->ModificationState();
240
241 return Standard_True;
242}
243
244// =======================================================================
245// function : CreateMaterial
246// purpose : Creates ray-tracing material properties
247// =======================================================================
265d4508 248void CreateMaterial (const OPENGL_SURF_PROP& theProp, OpenGl_RaytraceMaterial& theMaterial)
e276548b 249{
64c759f8 250 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
265d4508 251 theMaterial.Ambient = BVH_Vec4f (aSrcAmb[0] * theProp.amb,
252 aSrcAmb[1] * theProp.amb,
253 aSrcAmb[2] * theProp.amb,
254 1.0f);
64c759f8 255
256 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
265d4508 257 theMaterial.Diffuse = BVH_Vec4f (aSrcDif[0] * theProp.diff,
258 aSrcDif[1] * theProp.diff,
259 aSrcDif[2] * theProp.diff,
260 1.0f);
64c759f8 261
262 const float aDefSpecCol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
263 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : aDefSpecCol;
265d4508 264 theMaterial.Specular = BVH_Vec4f (aSrcSpe[0] * theProp.spec,
265 aSrcSpe[1] * theProp.spec,
266 aSrcSpe[2] * theProp.spec,
267 theProp.shine);
e276548b 268
64c759f8 269 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
265d4508 270 theMaterial.Emission = BVH_Vec4f (aSrcEms[0] * theProp.emsv,
271 aSrcEms[1] * theProp.emsv,
272 aSrcEms[2] * theProp.emsv,
273 1.0f);
e276548b 274
275 // Note: Here we use sub-linear transparency function
276 // to produce realistic-looking transparency effect
265d4508 277 theMaterial.Transparency = BVH_Vec4f (powf (theProp.trans, 0.75f),
278 1.f - theProp.trans,
dc9ef964 279 theProp.index == 0 ? 1.f : theProp.index,
280 theProp.index == 0 ? 1.f : 1.f / theProp.index);
e276548b 281
282 const float aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
283 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
284 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
285
286 const float aReflectionScale = 0.75f / aMaxRefl;
287
fc73a202 288 theMaterial.Reflection = BVH_Vec4f (theProp.speccol.rgb[0] * theProp.spec * aReflectionScale,
289 theProp.speccol.rgb[1] * theProp.spec * aReflectionScale,
290 theProp.speccol.rgb[2] * theProp.spec * aReflectionScale,
291 0.f);
e276548b 292}
293
294// =======================================================================
295// function : AddRaytraceStructure
296// purpose : Adds OpenGL structure to ray-traced scene geometry
297// =======================================================================
0717ddc1 298Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements)
e276548b 299{
e276548b 300 theElements.insert (theStructure);
301
302 if (!theStructure->IsVisible())
303 {
304 myStructureStates[theStructure] = theStructure->ModificationState();
305 return Standard_True;
306 }
307
308 // Get structure material
68333c8f 309 Standard_Integer aStructMatID = -1;
e276548b 310
311 if (theStructure->AspectFace() != NULL)
312 {
265d4508 313 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 314
315 OpenGl_RaytraceMaterial aStructMaterial;
316 CreateMaterial (theStructure->AspectFace()->IntFront(), aStructMaterial);
317
265d4508 318 myRaytraceGeometry.Materials.push_back (aStructMaterial);
e276548b 319 }
320
0717ddc1 321 Standard_ShortReal aStructTransformArr[16];
322 Standard_ShortReal* aStructTransform = NULL;
323 if (theStructure->Transformation()->mat != NULL)
324 {
325 aStructTransform = aStructTransformArr;
326 for (Standard_Integer i = 0; i < 4; ++i)
327 {
328 for (Standard_Integer j = 0; j < 4; ++j)
329 {
330 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
331 }
332 }
333 }
334
335 AddRaytraceGroups (theStructure, aStructMatID, aStructTransform);
336
337 // Process all connected OpenGL structures
338 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
339 {
340 if (anIts.Value()->IsRaytracable())
341 AddRaytraceGroups (anIts.Value(), aStructMatID, aStructTransform);
342 }
343
344 myStructureStates[theStructure] = theStructure->ModificationState();
345 return Standard_True;
346}
347
348// =======================================================================
349// function : AddRaytraceGroups
350// purpose : Adds OpenGL groups to ray-traced scene geometry
351// =======================================================================
352Standard_Boolean OpenGl_Workspace::AddRaytraceGroups (const OpenGl_Structure* theStructure,
353 const Standard_Integer theStructMatId,
354 const Standard_ShortReal* theTransform)
355{
b64d84be 356 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
e276548b 357 {
358 // Get group material
68333c8f 359 Standard_Integer aGroupMatID = -1;
b64d84be 360 if (aGroupIter.Value()->AspectFace() != NULL)
e276548b 361 {
265d4508 362 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 363
364 OpenGl_RaytraceMaterial aGroupMaterial;
b64d84be 365 CreateMaterial (aGroupIter.Value()->AspectFace()->IntFront(), aGroupMaterial);
e276548b 366
265d4508 367 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
e276548b 368 }
369
0717ddc1 370 Standard_Integer aMatID = aGroupMatID < 0 ? theStructMatId : aGroupMatID;
e276548b 371
265d4508 372 if (aMatID < 0)
e276548b 373 {
265d4508 374 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 375
265d4508 376 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
e276548b 377 }
378
265d4508 379 // Add OpenGL elements from group (extract primitives arrays and aspects)
b64d84be 380 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
e276548b 381 {
5322131b 382 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
383 if (anAspect != NULL)
e276548b 384 {
5322131b 385 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
e276548b 386
5322131b 387 OpenGl_RaytraceMaterial aMaterial;
388 CreateMaterial (anAspect->IntFront(), aMaterial);
e276548b 389
5322131b 390 myRaytraceGeometry.Materials.push_back (aMaterial);
e276548b 391 }
5322131b 392 else
e276548b 393 {
394 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
84c71f29 395
e276548b 396 if (aPrimArray != NULL)
397 {
8d3f219f 398 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
399
84c71f29 400 if (aSetIter != myArrayToTrianglesMap.end())
401 {
402 OpenGl_TriangleSet* aSet = aSetIter->second;
403
404 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
405
406 if (theTransform != NULL)
407 {
408 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
409 }
410
411 aSet->SetProperties (aTransform);
412
413 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID )
414 {
415 aSet->SetMaterialIndex (aMatID);
416 }
417 }
418 else
419 {
420 NCollection_Handle<BVH_Object<Standard_ShortReal, 4> > aSet =
421 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
265d4508 422
84c71f29 423 if (!aSet.IsNull())
424 {
425 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
426
427 if (theTransform != NULL)
428 {
429 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
430 }
431
432 aSet->SetProperties (aTransform);
433
434 myRaytraceGeometry.Objects().Append (aSet);
435 }
436 }
e276548b 437 }
438 }
439 }
e276548b 440 }
441
e276548b 442 return Standard_True;
443}
444
445// =======================================================================
446// function : AddRaytracePrimitiveArray
447// purpose : Adds OpenGL primitive array to ray-traced scene geometry
448// =======================================================================
871fa103 449OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
450 Standard_Integer theMatID,
451 const Standard_ShortReal* theTransform)
e276548b 452{
871fa103 453 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
454 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
455 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
456 if (theArray->DrawMode() < GL_TRIANGLES
457 || theArray->DrawMode() > GL_POLYGON
458 || anAttribs.IsNull())
e276548b 459 {
265d4508 460 return NULL;
e276548b 461 }
462
e276548b 463#ifdef RAY_TRACE_PRINT_INFO
bc8c79bb 464 switch (theArray->DrawMode())
e276548b 465 {
871fa103 466 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
467 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
468 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
469 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
470 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
471 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
e276548b 472 }
473#endif
474
8d3f219f 475 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
e276548b 476 {
871fa103 477 aSet->Vertices.reserve (anAttribs->NbElements);
478 aSet->Normals .reserve (anAttribs->NbElements);
479 const size_t aVertFrom = aSet->Vertices.size();
480 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
265d4508 481 {
871fa103 482 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
483 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
484 if (anAttrib.Id == Graphic3d_TOA_POS)
485 {
486 if (anAttrib.DataType == Graphic3d_TOD_VEC3
487 || anAttrib.DataType == Graphic3d_TOD_VEC4)
488 {
489 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
490 {
491 const Graphic3d_Vec3& aVert = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
492 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), aVert.z(), 1.0f));
493 }
494 }
495 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
496 {
497 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
498 {
499 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
500 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), 0.0f, 1.0f));
501 }
502 }
503 }
504 else if (anAttrib.Id == Graphic3d_TOA_NORM)
505 {
506 if (anAttrib.DataType == Graphic3d_TOD_VEC3
507 || anAttrib.DataType == Graphic3d_TOD_VEC4)
508 {
509 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
510 {
511 const Graphic3d_Vec3& aNorm = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
512 aSet->Normals.push_back (BVH_Vec4f (aNorm.x(), aNorm.y(), aNorm.z(), 0.0f));
513 }
514 }
515 }
265d4508 516 }
e276548b 517
871fa103 518 if (aSet->Normals.size() != aSet->Vertices.size())
265d4508 519 {
871fa103 520 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
265d4508 521 {
871fa103 522 aSet->Normals.push_back (BVH_Vec4f());
265d4508 523 }
871fa103 524 }
e276548b 525
871fa103 526 if (theTransform)
527 {
528 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
529 {
530 BVH_Vec4f& aVertex = aSet->Vertices[aVertIter];
531 aVertex = MatVecMult (theTransform, aVertex);
532 }
533 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
534 {
535 BVH_Vec4f& aNorm = aSet->Normals[aVertIter];
536 aNorm = MatVecMult (theTransform, aNorm);
537 }
e276548b 538 }
539
871fa103 540 if (!aBounds.IsNull())
265d4508 541 {
542 #ifdef RAY_TRACE_PRINT_INFO
bc8c79bb 543 std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
265d4508 544 #endif
e276548b 545
265d4508 546 Standard_Integer aBoundStart = 0;
871fa103 547 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
265d4508 548 {
871fa103 549 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
e276548b 550
265d4508 551 #ifdef RAY_TRACE_PRINT_INFO
552 std::cout << "\tAdding indices from bound " << aBound << ": " <<
553 aBoundStart << " .. " << aVertNum << std::endl;
554 #endif
555
871fa103 556 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
265d4508 557 {
558 delete aSet;
559 return NULL;
560 }
561
562 aBoundStart += aVertNum;
563 }
564 }
565 else
e276548b 566 {
871fa103 567 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
e276548b 568
265d4508 569 #ifdef RAY_TRACE_PRINT_INFO
570 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
571 #endif
e276548b 572
871fa103 573 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
e276548b 574 {
265d4508 575 delete aSet;
576 return NULL;
e276548b 577 }
e276548b 578 }
579 }
e276548b 580
265d4508 581 if (aSet->Size() != 0)
582 aSet->MarkDirty();
e276548b 583
265d4508 584 return aSet;
e276548b 585}
586
587// =======================================================================
588// function : AddRaytraceVertexIndices
589// purpose : Adds vertex indices to ray-traced scene geometry
590// =======================================================================
871fa103 591Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
592 const OpenGl_PrimitiveArray& theArray,
593 Standard_Integer theOffset,
594 Standard_Integer theCount,
595 Standard_Integer theMatID)
e276548b 596{
871fa103 597 switch (theArray.DrawMode())
e276548b 598 {
871fa103 599 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
600 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
601 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
602 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
603 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
604 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
e276548b 605 }
871fa103 606 return Standard_False;
e276548b 607}
608
609// =======================================================================
610// function : AddRaytraceTriangleArray
611// purpose : Adds OpenGL triangle array to ray-traced scene geometry
612// =======================================================================
871fa103 613Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
614 const Handle(Graphic3d_IndexBuffer)& theIndices,
615 Standard_Integer theOffset,
616 Standard_Integer theCount,
617 Standard_Integer theMatID)
e276548b 618{
265d4508 619 if (theCount < 3)
e276548b 620 return Standard_True;
621
871fa103 622 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
265d4508 623
871fa103 624 if (!theIndices.IsNull())
e276548b 625 {
265d4508 626 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 627 {
871fa103 628 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
629 theIndices->Index (aVert + 1),
630 theIndices->Index (aVert + 2),
631 theMatID));
e276548b 632 }
633 }
634 else
635 {
265d4508 636 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
e276548b 637 {
871fa103 638 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
639 theMatID));
e276548b 640 }
641 }
642
643 return Standard_True;
644}
645
646// =======================================================================
647// function : AddRaytraceTriangleFanArray
648// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
649// =======================================================================
871fa103 650Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
651 const Handle(Graphic3d_IndexBuffer)& theIndices,
652 Standard_Integer theOffset,
653 Standard_Integer theCount,
654 Standard_Integer theMatID)
e276548b 655{
265d4508 656 if (theCount < 3)
e276548b 657 return Standard_True;
658
871fa103 659 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 660
871fa103 661 if (!theIndices.IsNull())
e276548b 662 {
265d4508 663 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 664 {
871fa103 665 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
666 theIndices->Index (aVert + 1),
667 theIndices->Index (aVert + 2),
668 theMatID));
e276548b 669 }
670 }
671 else
672 {
265d4508 673 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 674 {
871fa103 675 theSet.Elements.push_back (BVH_Vec4i (theOffset,
676 aVert + 1,
677 aVert + 2,
678 theMatID));
e276548b 679 }
680 }
681
682 return Standard_True;
683}
684
685// =======================================================================
686// function : AddRaytraceTriangleStripArray
687// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
688// =======================================================================
871fa103 689Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
690 const Handle(Graphic3d_IndexBuffer)& theIndices,
691 Standard_Integer theOffset,
692 Standard_Integer theCount,
693 Standard_Integer theMatID)
e276548b 694{
265d4508 695 if (theCount < 3)
e276548b 696 return Standard_True;
697
871fa103 698 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 699
871fa103 700 if (!theIndices.IsNull())
e276548b 701 {
265d4508 702 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 703 {
871fa103 704 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
705 theIndices->Index (aVert + aCW ? 0 : 1),
706 theIndices->Index (aVert + 2),
707 theMatID));
e276548b 708 }
709 }
710 else
711 {
265d4508 712 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
e276548b 713 {
871fa103 714 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
715 aVert + aCW ? 0 : 1,
716 aVert + 2,
717 theMatID));
e276548b 718 }
719 }
720
721 return Standard_True;
722}
723
724// =======================================================================
725// function : AddRaytraceQuadrangleArray
726// purpose : Adds OpenGL quad array to ray-traced scene geometry
727// =======================================================================
871fa103 728Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
729 const Handle(Graphic3d_IndexBuffer)& theIndices,
730 Standard_Integer theOffset,
731 Standard_Integer theCount,
732 Standard_Integer theMatID)
e276548b 733{
265d4508 734 if (theCount < 4)
e276548b 735 return Standard_True;
736
871fa103 737 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
265d4508 738
871fa103 739 if (!theIndices.IsNull())
e276548b 740 {
265d4508 741 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 742 {
871fa103 743 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
744 theIndices->Index (aVert + 1),
745 theIndices->Index (aVert + 2),
746 theMatID));
747 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
748 theIndices->Index (aVert + 2),
749 theIndices->Index (aVert + 3),
750 theMatID));
e276548b 751 }
752 }
753 else
754 {
265d4508 755 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
e276548b 756 {
871fa103 757 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
758 theMatID));
759 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
760 theMatID));
e276548b 761 }
762 }
763
764 return Standard_True;
765}
766
767// =======================================================================
768// function : AddRaytraceQuadrangleStripArray
769// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
770// =======================================================================
871fa103 771Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
772 const Handle(Graphic3d_IndexBuffer)& theIndices,
773 Standard_Integer theOffset,
774 Standard_Integer theCount,
775 Standard_Integer theMatID)
e276548b 776{
265d4508 777 if (theCount < 4)
e276548b 778 return Standard_True;
779
871fa103 780 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
265d4508 781
871fa103 782 if (!theIndices.IsNull())
e276548b 783 {
265d4508 784 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 785 {
871fa103 786 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
787 theIndices->Index (aVert + 1),
788 theIndices->Index (aVert + 2),
789 theMatID));
790
791 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
792 theIndices->Index (aVert + 3),
793 theIndices->Index (aVert + 2),
794 theMatID));
e276548b 795 }
796 }
797 else
798 {
265d4508 799 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
e276548b 800 {
871fa103 801 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
802 aVert + 1,
803 aVert + 2,
804 theMatID));
805
806 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
807 aVert + 3,
808 aVert + 2,
809 theMatID));
e276548b 810 }
811 }
812
813 return Standard_True;
814}
815
816// =======================================================================
817// function : AddRaytracePolygonArray
818// purpose : Adds OpenGL polygon array to ray-traced scene geometry
819// =======================================================================
871fa103 820Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
821 const Handle(Graphic3d_IndexBuffer)& theIndices,
822 Standard_Integer theOffset,
823 Standard_Integer theCount,
824 Standard_Integer theMatID)
e276548b 825{
265d4508 826 if (theCount < 3)
e276548b 827 return Standard_True;
828
871fa103 829 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
265d4508 830
871fa103 831 if (!theIndices.IsNull())
e276548b 832 {
265d4508 833 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 834 {
871fa103 835 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
836 theIndices->Index (aVert + 1),
837 theIndices->Index (aVert + 2),
838 theMatID));
e276548b 839 }
840 }
841 else
842 {
265d4508 843 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
e276548b 844 {
871fa103 845 theSet.Elements.push_back (BVH_Vec4i (theOffset,
846 aVert + 1,
847 aVert + 2,
848 theMatID));
e276548b 849 }
850 }
851
852 return Standard_True;
853}
854
855// =======================================================================
856// function : UpdateRaytraceLightSources
857// purpose : Updates 3D scene light sources for ray-tracing
858// =======================================================================
859Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const GLdouble theInvModelView[16])
860{
265d4508 861 myRaytraceGeometry.Sources.clear();
e276548b 862
fc73a202 863 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
265d4508 864
865 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
e276548b 866 {
12381341 867 const OpenGl_Light& aLight = anItl.Value();
265d4508 868
12381341 869 if (aLight.Type == Visual3d_TOLS_AMBIENT)
e276548b 870 {
fc73a202 871 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
872 aLight.Color.g(),
873 aLight.Color.b(),
874 0.0f);
e276548b 875 continue;
876 }
877
265d4508 878 BVH_Vec4f aDiffuse (aLight.Color.r(),
879 aLight.Color.g(),
880 aLight.Color.b(),
881 1.0f);
882
883 BVH_Vec4f aPosition (-aLight.Direction.x(),
884 -aLight.Direction.y(),
885 -aLight.Direction.z(),
886 0.0f);
887
12381341 888 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
e276548b 889 {
265d4508 890 aPosition = BVH_Vec4f (aLight.Position.x(),
891 aLight.Position.y(),
892 aLight.Position.z(),
893 1.0f);
e276548b 894 }
265d4508 895
12381341 896 if (aLight.IsHeadlight)
e276548b 897 aPosition = MatVecMult (theInvModelView, aPosition);
e276548b 898
fc73a202 899
265d4508 900 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
e276548b 901 }
902
fc73a202 903 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
e276548b 904 {
fc73a202 905 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
e276548b 906
fc73a202 907 if (!myRaytraceLightSrcTexture->Create (myGlContext))
908 {
e276548b 909#ifdef RAY_TRACE_PRINT_INFO
fc73a202 910 std::cout << "Error: Failed to create light source buffer" << std::endl;
e276548b 911#endif
fc73a202 912 return Standard_False;
913 }
e276548b 914 }
fc73a202 915
916 if (myRaytraceGeometry.Sources.size() != 0)
e276548b 917 {
fc73a202 918 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
5cff985a 919 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
fc73a202 920 {
921#ifdef RAY_TRACE_PRINT_INFO
922 std::cout << "Error: Failed to upload light source buffer" << std::endl;
e276548b 923#endif
fc73a202 924 return Standard_False;
925 }
926 }
e276548b 927
928 return Standard_True;
929}
930
931// =======================================================================
fc73a202 932// function : UpdateRaytraceEnvironmentMap
933// purpose : Updates environment map for ray-tracing
e276548b 934// =======================================================================
fc73a202 935Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
e276548b 936{
fc73a202 937 if (myView.IsNull())
e276548b 938 return Standard_False;
e276548b 939
fc73a202 940 if (myViewModificationStatus == myView->ModificationState())
941 return Standard_True;
e276548b 942
fc73a202 943 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
e276548b 944 {
fc73a202 945 const Handle(OpenGl_ShaderProgram)& aProgram =
946 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
e276548b 947
fc73a202 948 if (!aProgram.IsNull())
e276548b 949 {
fc73a202 950 aProgram->Bind (myGlContext);
e276548b 951
fc73a202 952 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
e276548b 953 {
fc73a202 954 myView->TextureEnv()->Bind (
955 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
956
84c71f29 957 aProgram->SetUniform (myGlContext,
958 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 1);
e276548b 959 }
960 else
961 {
84c71f29 962 aProgram->SetUniform (myGlContext,
963 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 0);
e276548b 964 }
fc73a202 965 }
e276548b 966 }
967
fc73a202 968 OpenGl_ShaderProgram::Unbind (myGlContext);
e276548b 969
fc73a202 970 myViewModificationStatus = myView->ModificationState();
e276548b 971
e276548b 972 return Standard_True;
973}
974
975// =======================================================================
fc73a202 976// function : Source
977// purpose : Returns shader source combined with prefix
e276548b 978// =======================================================================
fc73a202 979TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
e276548b 980{
fc73a202 981 static const TCollection_AsciiString aVersion = "#version 140";
e276548b 982
fc73a202 983 if (myPrefix.IsEmpty())
e276548b 984 {
fc73a202 985 return aVersion + "\n" + mySource;
e276548b 986 }
987
fc73a202 988 return aVersion + "\n" + myPrefix + "\n" + mySource;
e276548b 989}
990
991// =======================================================================
fc73a202 992// function : Load
993// purpose : Loads shader source from specified files
e276548b 994// =======================================================================
fc73a202 995void OpenGl_Workspace::ShaderSource::Load (
996 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
e276548b 997{
fc73a202 998 mySource.Clear();
e276548b 999
fc73a202 1000 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1001 {
1002 OSD_File aFile (theFileNames[anIndex]);
e276548b 1003
fc73a202 1004 Standard_ASSERT_RETURN (aFile.Exists(),
1005 "Error: Failed to find shader source file", /* none */);
e276548b 1006
fc73a202 1007 aFile.Open (OSD_ReadOnly, OSD_Protection());
265d4508 1008
fc73a202 1009 TCollection_AsciiString aSource;
265d4508 1010
fc73a202 1011 Standard_ASSERT_RETURN (aFile.IsOpen(),
1012 "Error: Failed to open shader source file", /* none */);
e276548b 1013
fc73a202 1014 aFile.Read (aSource, (Standard_Integer) aFile.Size());
e276548b 1015
fc73a202 1016 if (!aSource.IsEmpty())
1017 {
1018 mySource += TCollection_AsciiString ("\n") + aSource;
1019 }
68333c8f 1020
fc73a202 1021 aFile.Close();
68333c8f 1022 }
e276548b 1023}
1024
1025// =======================================================================
fc73a202 1026// function : LoadShader
1027// purpose : Creates new shader object with specified source
e276548b 1028// =======================================================================
fc73a202 1029Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
e276548b 1030{
fc73a202 1031 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
e276548b 1032
fc73a202 1033 if (!aShader->Create (myGlContext))
e276548b 1034 {
fc73a202 1035 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1036
1037 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1038 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
e276548b 1039
fc73a202 1040 aShader->Release (myGlContext.operator->());
e276548b 1041
fc73a202 1042 return Handle(OpenGl_ShaderObject)();
e276548b 1043 }
5322131b 1044
fc73a202 1045 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1046 {
1047 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1048
1049 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1050 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
e276548b 1051
fc73a202 1052 aShader->Release (myGlContext.operator->());
e276548b 1053
fc73a202 1054 return Handle(OpenGl_ShaderObject)();
1055 }
e276548b 1056
fc73a202 1057 TCollection_AsciiString aBuildLog;
e276548b 1058
fc73a202 1059 if (!aShader->Compile (myGlContext))
e276548b 1060 {
fc73a202 1061 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1062 {
1063 const TCollection_ExtendedString aMessage =
1064 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1065
e276548b 1066#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1067 std::cout << aBuildLog << std::endl;
e276548b 1068#endif
e276548b 1069
fc73a202 1070 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1071 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1072 }
1073
1074 aShader->Release (myGlContext.operator->());
1075
1076 return Handle(OpenGl_ShaderObject)();
1077 }
68333c8f 1078
e276548b 1079#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1080 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1081 {
1082 if (!aBuildLog.IsEmpty())
1083 {
1084 std::cout << aBuildLog << std::endl;
1085 }
1086 else
1087 {
1088 std::cout << "Info: shader build log is empty" << std::endl;
1089 }
1090 }
e276548b 1091#endif
e276548b 1092
fc73a202 1093 return aShader;
e276548b 1094}
1095
1096// =======================================================================
fc73a202 1097// function : SafeFailBack
1098// purpose : Performs safe exit when shaders initialization fails
e276548b 1099// =======================================================================
fc73a202 1100Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
e276548b 1101{
fc73a202 1102 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1103 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
265d4508 1104
fc73a202 1105 myComputeInitStatus = OpenGl_RT_FAIL;
265d4508 1106
fc73a202 1107 ReleaseRaytraceResources();
1108
1109 return Standard_False;
1110}
e276548b 1111
fc73a202 1112// =======================================================================
1113// function : InitRaytraceResources
1114// purpose : Initializes OpenGL/GLSL shader programs
1115// =======================================================================
bc8c79bb 1116Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
fc73a202 1117{
1118 Standard_Boolean aToRebuildShaders = Standard_False;
e276548b 1119
fc73a202 1120 if (myComputeInitStatus == OpenGl_RT_INIT)
1121 {
1122 if (!myIsRaytraceDataValid)
1123 return Standard_True;
e276548b 1124
fc73a202 1125 const Standard_Integer aRequiredStackSize =
1126 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
e276548b 1127
bc8c79bb 1128 if (myRaytraceParameters.StackSize < aRequiredStackSize)
fc73a202 1129 {
bc8c79bb 1130 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
e276548b 1131
fc73a202 1132 aToRebuildShaders = Standard_True;
1133 }
1134 else
1135 {
bc8c79bb 1136 if (aRequiredStackSize < myRaytraceParameters.StackSize)
fc73a202 1137 {
bc8c79bb 1138 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
fc73a202 1139 {
bc8c79bb 1140 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
fc73a202 1141 aToRebuildShaders = Standard_True;
1142 }
1143 }
1144 }
e276548b 1145
bc8c79bb 1146 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.TraceDepth)
1147 {
1148 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1149 aToRebuildShaders = Standard_True;
1150 }
1151
1152 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1153 {
1154 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1155 aToRebuildShaders = Standard_True;
1156 }
1157
fc73a202 1158 if (aToRebuildShaders)
1159 {
e276548b 1160#ifdef RAY_TRACE_PRINT_INFO
bc8c79bb 1161 std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
e276548b 1162#endif
e276548b 1163
bc8c79bb 1164 // Change state to force update all uniforms
84c71f29 1165 ++myViewModificationStatus;
1166
bc8c79bb 1167 TCollection_AsciiString aPrefixString =
1168 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1169 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1170
1171 if (myRaytraceParameters.TransparentShadows)
1172 {
1173 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1174 }
1175
1176#ifdef RAY_TRACE_PRINT_INFO
1177 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1178#endif
265d4508 1179
bc8c79bb 1180 myRaytraceShaderSource.SetPrefix (aPrefixString);
1181 myPostFSAAShaderSource.SetPrefix (aPrefixString);
265d4508 1182
fc73a202 1183 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1184 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1185 {
1186 return Standard_False;
1187 }
265d4508 1188
fc73a202 1189 if (!myRaytraceShader->Compile (myGlContext)
1190 || !myPostFSAAShader->Compile (myGlContext))
1191 {
1192 return Standard_False;
1193 }
1194
1195 if (!myRaytraceProgram->Link (myGlContext)
1196 || !myPostFSAAProgram->Link (myGlContext))
1197 {
1198 return Standard_False;
1199 }
1200 }
e276548b 1201 }
1202
fc73a202 1203 if (myComputeInitStatus == OpenGl_RT_NONE)
1204 {
1205 if (!myGlContext->IsGlGreaterEqual (3, 1))
1206 {
1207 const TCollection_ExtendedString aMessage = "Ray-tracing requires OpenGL 3.1 and higher";
265d4508 1208
fc73a202 1209 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1210 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
265d4508 1211
fc73a202 1212 return Standard_False;
1213 }
5322131b 1214
bc8c79bb 1215 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1216
fc73a202 1217 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
265d4508 1218
fc73a202 1219 if (aFolder.IsEmpty())
1220 {
1221 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1222
1223 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1224 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1225
1226 return Standard_False;
1227 }
265d4508 1228
fc73a202 1229 if (myIsRaytraceDataValid)
1230 {
bc8c79bb 1231 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
fc73a202 1232 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1233 }
265d4508 1234
bc8c79bb 1235 TCollection_AsciiString aPrefixString =
1236 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1237 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1238
1239 if (myRaytraceParameters.TransparentShadows)
1240 {
1241 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1242 }
1243
1244#ifdef RAY_TRACE_PRINT_INFO
1245 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1246#endif
1247
fc73a202 1248 {
1249 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1250 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
265d4508 1251
fc73a202 1252 if (aBasicVertShader.IsNull())
1253 {
1254 return SafeFailBack ("Failed to set vertex shader source");
1255 }
265d4508 1256
fc73a202 1257 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
265d4508 1258
fc73a202 1259 myRaytraceShaderSource.Load (aFiles, 2);
e276548b 1260
bc8c79bb 1261 myRaytraceShaderSource.SetPrefix (aPrefixString);
265d4508 1262
fc73a202 1263 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
265d4508 1264
fc73a202 1265 if (myRaytraceShader.IsNull())
1266 {
1267 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1268
fc73a202 1269 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1270 }
265d4508 1271
fc73a202 1272 myRaytraceProgram = new OpenGl_ShaderProgram;
5322131b 1273
fc73a202 1274 if (!myRaytraceProgram->Create (myGlContext))
1275 {
1276 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1277
fc73a202 1278 return SafeFailBack ("Failed to create ray-trace shader program");
1279 }
265d4508 1280
fc73a202 1281 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1282 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1283 {
1284 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1285
fc73a202 1286 return SafeFailBack ("Failed to attach ray-trace shader objects");
1287 }
265d4508 1288
fc73a202 1289 if (!myRaytraceProgram->Link (myGlContext))
1290 {
1291 TCollection_AsciiString aLinkLog;
e276548b 1292
fc73a202 1293 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1294 {
1295 #ifdef RAY_TRACE_PRINT_INFO
1296 std::cout << aLinkLog << std::endl;
1297 #endif
1298 }
265d4508 1299
fc73a202 1300 return SafeFailBack ("Failed to link ray-trace shader program");
1301 }
1302 }
265d4508 1303
fc73a202 1304 {
1305 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1306 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
265d4508 1307
fc73a202 1308 if (aBasicVertShader.IsNull())
1309 {
1310 return SafeFailBack ("Failed to set vertex shader source");
1311 }
265d4508 1312
fc73a202 1313 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
265d4508 1314
fc73a202 1315 myPostFSAAShaderSource.Load (aFiles, 2);
265d4508 1316
bc8c79bb 1317 myPostFSAAShaderSource.SetPrefix (aPrefixString);
fc73a202 1318
1319 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
265d4508 1320
fc73a202 1321 if (myPostFSAAShader.IsNull())
1322 {
1323 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1324
fc73a202 1325 return SafeFailBack ("Failed to set FSAA fragment shader source");
1326 }
265d4508 1327
fc73a202 1328 myPostFSAAProgram = new OpenGl_ShaderProgram;
265d4508 1329
fc73a202 1330 if (!myPostFSAAProgram->Create (myGlContext))
1331 {
1332 aBasicVertShader->Release (myGlContext.operator->());
265d4508 1333
fc73a202 1334 return SafeFailBack ("Failed to create FSAA shader program");
1335 }
1336
1337 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1338 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1339 {
1340 aBasicVertShader->Release (myGlContext.operator->());
1341
1342 return SafeFailBack ("Failed to attach FSAA shader objects");
1343 }
1344
1345 if (!myPostFSAAProgram->Link (myGlContext))
1346 {
1347 TCollection_AsciiString aLinkLog;
1348
1349 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1350 {
1351 #ifdef RAY_TRACE_PRINT_INFO
1352 std::cout << aLinkLog << std::endl;
1353 #endif
1354 }
1355
1356 return SafeFailBack ("Failed to link FSAA shader program");
1357 }
e276548b 1358 }
fc73a202 1359 }
e276548b 1360
fc73a202 1361 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1362 {
1363 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
e276548b 1364 {
fc73a202 1365 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1366 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1367
1368 aShaderProgram->Bind (myGlContext);
1369
1370 aShaderProgram->SetSampler (myGlContext,
1371 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1372 aShaderProgram->SetSampler (myGlContext,
1373 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1374 aShaderProgram->SetSampler (myGlContext,
1375 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1376 aShaderProgram->SetSampler (myGlContext,
1377 "uObjectMinPointTexture", OpenGl_RT_ObjectMinPointTexture);
1378 aShaderProgram->SetSampler (myGlContext,
1379 "uObjectMaxPointTexture", OpenGl_RT_ObjectMaxPointTexture);
1380 aShaderProgram->SetSampler (myGlContext,
1381 "uObjectNodeInfoTexture", OpenGl_RT_ObjectNodeInfoTexture);
1382 aShaderProgram->SetSampler (myGlContext,
1383 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1384 aShaderProgram->SetSampler (myGlContext,
1385 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1386 aShaderProgram->SetSampler (myGlContext,
1387 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1388 aShaderProgram->SetSampler (myGlContext,
1389 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1390 aShaderProgram->SetSampler (myGlContext,
1391 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
84c71f29 1392 aShaderProgram->SetSampler (myGlContext,
1393 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1394 aShaderProgram->SetSampler (myGlContext,
1395 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
fc73a202 1396
a89742cf 1397 aShaderProgram->SetSampler (myGlContext,
1398 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1399 aShaderProgram->SetSampler (myGlContext,
1400 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1401
fc73a202 1402 if (anIndex == 1)
1403 {
1404 aShaderProgram->SetSampler (myGlContext,
1405 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1406 }
265d4508 1407
fc73a202 1408 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1409 aShaderProgram->GetAttributeLocation (myGlContext, "aPosition");
1410
1411 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1412 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1413 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1414 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1415 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1416 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1417 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1418 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1419 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1420 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1421 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1422 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1423 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1424 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1425 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1426 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
a89742cf 1427 myUniformLocations[anIndex][OpenGl_RT_uInvModelProj] =
1428 aShaderProgram->GetUniformLocation (myGlContext, "uInvModelProj");
fc73a202 1429
1430 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1431 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1432 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1433 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
1434
1435 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1436 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1437 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1438 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
1439
1440 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1441 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1442 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1443 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1444
1445 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1446 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1447 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1448 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1449 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1450 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
84c71f29 1451
1452 myUniformLocations[anIndex][OpenGl_RT_uEnvironmentEnable] =
1453 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
fc73a202 1454 }
265d4508 1455
fc73a202 1456 OpenGl_ShaderProgram::Unbind (myGlContext);
1457 }
265d4508 1458
fc73a202 1459 if (myComputeInitStatus != OpenGl_RT_NONE)
1460 {
1461 return myComputeInitStatus == OpenGl_RT_INIT;
1462 }
265d4508 1463
fc73a202 1464 if (myRaytraceFBO1.IsNull())
1465 {
1466 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1467 }
265d4508 1468
fc73a202 1469 if (myRaytraceFBO2.IsNull())
1470 {
1471 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1472 }
265d4508 1473
fc73a202 1474 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1475 -1.f, 1.f, 0.f,
1476 1.f, 1.f, 0.f,
1477 1.f, 1.f, 0.f,
1478 1.f, -1.f, 0.f,
1479 -1.f, -1.f, 0.f };
265d4508 1480
fc73a202 1481 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
265d4508 1482
fc73a202 1483 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
1484
1485 return Standard_True;
1486}
265d4508 1487
fc73a202 1488// =======================================================================
1489// function : NullifyResource
1490// purpose :
1491// =======================================================================
1492inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1493 Handle(OpenGl_Resource)& theResource)
1494{
1495 if (!theResource.IsNull())
1496 {
1497 theResource->Release (theContext.operator->());
1498 theResource.Nullify();
1499 }
1500}
265d4508 1501
fc73a202 1502// =======================================================================
1503// function : ReleaseRaytraceResources
1504// purpose : Releases OpenGL/GLSL shader programs
1505// =======================================================================
1506void OpenGl_Workspace::ReleaseRaytraceResources()
1507{
a89742cf 1508 NullifyResource (myGlContext, myOpenGlFBO);
fc73a202 1509 NullifyResource (myGlContext, myRaytraceFBO1);
1510 NullifyResource (myGlContext, myRaytraceFBO2);
265d4508 1511
fc73a202 1512 NullifyResource (myGlContext, myRaytraceShader);
1513 NullifyResource (myGlContext, myPostFSAAShader);
265d4508 1514
fc73a202 1515 NullifyResource (myGlContext, myRaytraceProgram);
1516 NullifyResource (myGlContext, myPostFSAAProgram);
265d4508 1517
fc73a202 1518 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1519 NullifyResource (myGlContext, mySceneMinPointTexture);
1520 NullifyResource (myGlContext, mySceneMaxPointTexture);
265d4508 1521
fc73a202 1522 NullifyResource (myGlContext, myObjectNodeInfoTexture);
1523 NullifyResource (myGlContext, myObjectMinPointTexture);
1524 NullifyResource (myGlContext, myObjectMaxPointTexture);
265d4508 1525
fc73a202 1526 NullifyResource (myGlContext, myGeometryVertexTexture);
1527 NullifyResource (myGlContext, myGeometryNormalTexture);
1528 NullifyResource (myGlContext, myGeometryTriangTexture);
bc8c79bb 1529 NullifyResource (myGlContext, mySceneTransformTexture);
265d4508 1530
fc73a202 1531 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1532 NullifyResource (myGlContext, myRaytraceMaterialTexture);
265d4508 1533
fc73a202 1534 if (myRaytraceScreenQuad.IsValid())
1535 myRaytraceScreenQuad.Release (myGlContext.operator->());
1536}
265d4508 1537
fc73a202 1538// =======================================================================
1539// function : UploadRaytraceData
1540// purpose : Uploads ray-trace data to the GPU
1541// =======================================================================
1542Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1543{
1544 if (!myGlContext->IsGlGreaterEqual (3, 1))
1545 {
265d4508 1546#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1547 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
265d4508 1548#endif
fc73a202 1549 return Standard_False;
e276548b 1550 }
1551
265d4508 1552 /////////////////////////////////////////////////////////////////////////////
fc73a202 1553 // Create OpenGL texture buffers
265d4508 1554
fc73a202 1555 if (mySceneNodeInfoTexture.IsNull()) // create hight-level BVH buffers
e276548b 1556 {
fc73a202 1557 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1558 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1559 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
84c71f29 1560 mySceneTransformTexture = new OpenGl_TextureBufferArb;
265d4508 1561
fc73a202 1562 if (!mySceneNodeInfoTexture->Create (myGlContext)
84c71f29 1563 || !mySceneMinPointTexture->Create (myGlContext)
1564 || !mySceneMaxPointTexture->Create (myGlContext)
1565 || !mySceneTransformTexture->Create (myGlContext))
e276548b 1566 {
fc73a202 1567#ifdef RAY_TRACE_PRINT_INFO
1568 std::cout << "Error: Failed to create buffers for high-level scene BVH" << std::endl;
1569#endif
e276548b 1570 return Standard_False;
1571 }
1572 }
1573
fc73a202 1574 if (myObjectNodeInfoTexture.IsNull()) // create bottom-level BVH buffers
265d4508 1575 {
fc73a202 1576 myObjectNodeInfoTexture = new OpenGl_TextureBufferArb;
1577 myObjectMinPointTexture = new OpenGl_TextureBufferArb;
1578 myObjectMaxPointTexture = new OpenGl_TextureBufferArb;
e276548b 1579
fc73a202 1580 if (!myObjectNodeInfoTexture->Create (myGlContext)
1581 || !myObjectMinPointTexture->Create (myGlContext)
1582 || !myObjectMaxPointTexture->Create (myGlContext))
1583 {
e276548b 1584#ifdef RAY_TRACE_PRINT_INFO
fc73a202 1585 std::cout << "Error: Failed to create buffers for bottom-level scene BVH" << std::endl;
1586#endif
1587 return Standard_False;
1588 }
1589 }
5322131b 1590
fc73a202 1591 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
265d4508 1592 {
fc73a202 1593 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1594 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1595 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
e276548b 1596
fc73a202 1597 if (!myGeometryVertexTexture->Create (myGlContext)
1598 || !myGeometryNormalTexture->Create (myGlContext)
1599 || !myGeometryTriangTexture->Create (myGlContext))
1600 {
1601#ifdef RAY_TRACE_PRINT_INFO
1602 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1603#endif
1604 return Standard_False;
1605 }
265d4508 1606 }
5322131b 1607
fc73a202 1608 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1609 {
1610 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
e276548b 1611
fc73a202 1612 if (!myRaytraceMaterialTexture->Create (myGlContext))
1613 {
1614#ifdef RAY_TRACE_PRINT_INFO
1615 std::cout << "Error: Failed to create buffers for material data" << std::endl;
e276548b 1616#endif
fc73a202 1617 return Standard_False;
1618 }
1619 }
e276548b 1620
fc73a202 1621 /////////////////////////////////////////////////////////////////////////////
bc8c79bb 1622 // Write top-level BVH buffers
e276548b 1623
fc73a202 1624 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
e276548b 1625
fc73a202 1626 bool aResult = true;
fc73a202 1627 if (!aBVH->NodeInfoBuffer().empty())
1628 {
5cff985a 1629 aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
1630 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1631 aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
1632 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1633 aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
1634 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
fc73a202 1635 }
fc73a202 1636 if (!aResult)
1637 {
1638#ifdef RAY_TRACE_PRINT_INFO
1639 std::cout << "Error: Failed to upload buffers for high-level scene BVH" << std::endl;
1640#endif
e276548b 1641 return Standard_False;
1642 }
1643
84c71f29 1644 /////////////////////////////////////////////////////////////////////////////
1645 // Write transform buffer
1646
1647 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1648 BVH_Mat4f anIdentity;
1649
1650 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1651 {
1652 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1653 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1654
1655 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1656 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1657
1658 Standard_ASSERT_RETURN (aTransform != NULL,
1659 "OpenGl_TriangleSet does not contain transform", Standard_False);
1660
1661 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1662
1663 }
1664
1665 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1666 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1667
1668 delete[] aNodeTransforms;
1669
1670 /////////////////////////////////////////////////////////////////////////////
bc8c79bb 1671 // Write geometry and bottom-level BVH buffers
84c71f29 1672
fc73a202 1673 Standard_Size aTotalVerticesNb = 0;
1674 Standard_Size aTotalElementsNb = 0;
1675 Standard_Size aTotalBVHNodesNb = 0;
265d4508 1676
fc73a202 1677 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1678 {
1679 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1680 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
265d4508 1681
fc73a202 1682 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1683 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1684
1685 aTotalVerticesNb += aTriangleSet->Vertices.size();
1686 aTotalElementsNb += aTriangleSet->Elements.size();
e276548b 1687
fc73a202 1688 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1689 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
265d4508 1690
fc73a202 1691 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1692 }
e276548b 1693
fc73a202 1694 if (aTotalBVHNodesNb != 0)
e276548b 1695 {
5cff985a 1696 aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1697 aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1698 aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
fc73a202 1699 }
265d4508 1700
fc73a202 1701 if (!aResult)
1702 {
1703#ifdef RAY_TRACE_PRINT_INFO
1704 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1705#endif
1706 return Standard_False;
1707 }
e276548b 1708
fc73a202 1709 if (aTotalElementsNb != 0)
1710 {
5cff985a 1711 aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
fc73a202 1712 }
265d4508 1713
fc73a202 1714 if (aTotalVerticesNb != 0)
1715 {
5cff985a 1716 aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1717 aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
fc73a202 1718 }
265d4508 1719
fc73a202 1720 if (!aResult)
1721 {
1722#ifdef RAY_TRACE_PRINT_INFO
1723 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1724#endif
1725 return Standard_False;
1726 }
265d4508 1727
fc73a202 1728 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1729 {
1730 if (!aBVH->IsOuter (aNodeIdx))
1731 continue;
265d4508 1732
fc73a202 1733 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
e276548b 1734
fc73a202 1735 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1736 "Error: Failed to get triangulation of OpenGL element", Standard_False);
e276548b 1737
fc73a202 1738 const Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
e276548b 1739
fc73a202 1740 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1741 "Error: Failed to get offset for bottom-level BVH", Standard_False);
e276548b 1742
fc73a202 1743 const size_t aBVHBuffserSize = aTriangleSet->BVH()->NodeInfoBuffer().size();
265d4508 1744
fc73a202 1745 if (aBVHBuffserSize != 0)
1746 {
5cff985a 1747 aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1748 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1749 aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1750 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1751 aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1752 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
fc73a202 1753 if (!aResult)
e276548b 1754 {
fc73a202 1755#ifdef RAY_TRACE_PRINT_INFO
1756 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1757#endif
e276548b 1758 return Standard_False;
1759 }
1760 }
1761
fc73a202 1762 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
265d4508 1763
fc73a202 1764 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1765 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
265d4508 1766
fc73a202 1767 if (!aTriangleSet->Vertices.empty())
1768 {
5cff985a 1769 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1770 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1771 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1772 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
fc73a202 1773 }
e276548b 1774
fc73a202 1775 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
265d4508 1776
fc73a202 1777 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1778 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
e276548b 1779
fc73a202 1780 if (!aTriangleSet->Elements.empty())
e276548b 1781 {
5cff985a 1782 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1783 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
e276548b 1784 }
265d4508 1785
fc73a202 1786 if (!aResult)
1787 {
1788#ifdef RAY_TRACE_PRINT_INFO
1789 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
e276548b 1790#endif
fc73a202 1791 return Standard_False;
1792 }
e276548b 1793 }
e276548b 1794
fc73a202 1795 if (myRaytraceGeometry.Materials.size() != 0)
1796 {
1797 const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
5cff985a 1798 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
fc73a202 1799 if (!aResult)
1800 {
1801#ifdef RAY_TRACE_PRINT_INFO
1802 std::cout << "Error: Failed to upload material buffer" << std::endl;
1803#endif
1804 return Standard_False;
1805 }
1806 }
e276548b 1807
fc73a202 1808 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
e276548b 1809
fc73a202 1810#ifdef RAY_TRACE_PRINT_INFO
e276548b 1811
fc73a202 1812 Standard_ShortReal aMemUsed = 0.f;
e276548b 1813
fc73a202 1814 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1815 {
1816 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1817 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
e276548b 1818
fc73a202 1819 aMemUsed += static_cast<Standard_ShortReal> (
1820 aTriangleSet->Vertices.size() * sizeof (BVH_Vec4f));
1821 aMemUsed += static_cast<Standard_ShortReal> (
1822 aTriangleSet->Normals.size() * sizeof (BVH_Vec4f));
1823 aMemUsed += static_cast<Standard_ShortReal> (
1824 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
e276548b 1825
fc73a202 1826 aMemUsed += static_cast<Standard_ShortReal> (
1827 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1828 aMemUsed += static_cast<Standard_ShortReal> (
1829 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1830 aMemUsed += static_cast<Standard_ShortReal> (
1831 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1832 }
e276548b 1833
fc73a202 1834 aMemUsed += static_cast<Standard_ShortReal> (
1835 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1836 aMemUsed += static_cast<Standard_ShortReal> (
1837 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1838 aMemUsed += static_cast<Standard_ShortReal> (
1839 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
e276548b 1840
fc73a202 1841 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
e276548b 1842
fc73a202 1843#endif
e276548b 1844
fc73a202 1845 return aResult;
1846}
e276548b 1847
fc73a202 1848// =======================================================================
1849// function : ResizeRaytraceBuffers
1850// purpose : Resizes OpenGL frame buffers
1851// =======================================================================
1852Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1853 const Standard_Integer theSizeY)
1854{
1855 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1856 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1857 {
1858 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1859 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1860 }
e276548b 1861
fc73a202 1862 return Standard_True;
e276548b 1863}
1864
1865// =======================================================================
fc73a202 1866// function : UpdateCamera
1867// purpose : Generates viewing rays for corners of screen quad
e276548b 1868// =======================================================================
fc73a202 1869void OpenGl_Workspace::UpdateCamera (const NCollection_Mat4<GLdouble>& theOrientation,
1870 const NCollection_Mat4<GLdouble>& theViewMapping,
1871 OpenGl_Vec3 theOrigins[4],
a89742cf 1872 OpenGl_Vec3 theDirects[4],
1873 NCollection_Mat4<GLdouble>& theInvModelProj)
e276548b 1874{
bc8c79bb 1875 // compute inverse model-view-projection matrix
a89742cf 1876 (theViewMapping * theOrientation).Inverted (theInvModelProj);
fc73a202 1877
68333c8f 1878 Standard_Integer aOriginIndex = 0;
1879 Standard_Integer aDirectIndex = 0;
e276548b 1880
fc73a202 1881 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
e276548b 1882 {
fc73a202 1883 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
e276548b 1884 {
fc73a202 1885 OpenGl_Vec4d aOrigin (GLdouble(aX),
1886 GLdouble(aY),
1887 -1.0,
1888 1.0);
1889
a89742cf 1890 aOrigin = theInvModelProj * aOrigin;
e276548b 1891
b5ac8292 1892 aOrigin.x() = aOrigin.x() / aOrigin.w();
1893 aOrigin.y() = aOrigin.y() / aOrigin.w();
1894 aOrigin.z() = aOrigin.z() / aOrigin.w();
e276548b 1895
fc73a202 1896 OpenGl_Vec4d aDirect (GLdouble(aX),
1897 GLdouble(aY),
1898 1.0,
1899 1.0);
1900
a89742cf 1901 aDirect = theInvModelProj * aDirect;
e276548b 1902
b5ac8292 1903 aDirect.x() = aDirect.x() / aDirect.w();
1904 aDirect.y() = aDirect.y() / aDirect.w();
1905 aDirect.z() = aDirect.z() / aDirect.w();
b5ac8292 1906
1907 aDirect = aDirect - aOrigin;
e276548b 1908
fc73a202 1909 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
e276548b 1910 aDirect.y() * aDirect.y() +
1911 aDirect.z() * aDirect.z());
1912
fc73a202 1913 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1914 static_cast<GLfloat> (aOrigin.y()),
1915 static_cast<GLfloat> (aOrigin.z()));
1916
1917 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1918 static_cast<GLfloat> (aDirect.y() * aInvLen),
1919 static_cast<GLfloat> (aDirect.z() * aInvLen));
1920 }
1921 }
1922}
1923
1924// =======================================================================
1925// function : RunRaytraceShaders
1926// purpose : Runs ray-tracing shader programs
1927// =======================================================================
1928Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
1929 const Standard_Integer theSizeX,
1930 const Standard_Integer theSizeY,
1931 const OpenGl_Vec3 theOrigins[4],
1932 const OpenGl_Vec3 theDirects[4],
a89742cf 1933 const OpenGl_Matrix& theInvModelProj,
fc73a202 1934 OpenGl_FrameBuffer* theFrameBuffer)
1935{
1936 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
1937 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
1938 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
1939 myObjectMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
1940 myObjectMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
1941 myObjectNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
1942 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
1943 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
1944 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
a89742cf 1945 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
fc73a202 1946 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
1947 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
a89742cf 1948
1949 myOpenGlFBO->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
1950 myOpenGlFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
fc73a202 1951
bc8c79bb 1952 if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
fc73a202 1953 {
1954 myRaytraceFBO1->BindBuffer (myGlContext);
1955
1956 glDisable (GL_BLEND);
1957 }
1958
1959 myRaytraceProgram->Bind (myGlContext);
1960
1961 Standard_Integer aLightSourceBufferSize =
1962 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
1963
1964 myRaytraceProgram->SetUniform (myGlContext,
1965 myUniformLocations[0][OpenGl_RT_uOriginLB], theOrigins[0]);
1966 myRaytraceProgram->SetUniform (myGlContext,
1967 myUniformLocations[0][OpenGl_RT_uOriginRB], theOrigins[1]);
1968 myRaytraceProgram->SetUniform (myGlContext,
1969 myUniformLocations[0][OpenGl_RT_uOriginLT], theOrigins[2]);
1970 myRaytraceProgram->SetUniform (myGlContext,
1971 myUniformLocations[0][OpenGl_RT_uOriginRT], theOrigins[3]);
1972 myRaytraceProgram->SetUniform (myGlContext,
1973 myUniformLocations[0][OpenGl_RT_uDirectLB], theDirects[0]);
1974 myRaytraceProgram->SetUniform (myGlContext,
1975 myUniformLocations[0][OpenGl_RT_uDirectRB], theDirects[1]);
1976 myRaytraceProgram->SetUniform (myGlContext,
1977 myUniformLocations[0][OpenGl_RT_uDirectLT], theDirects[2]);
1978 myRaytraceProgram->SetUniform (myGlContext,
1979 myUniformLocations[0][OpenGl_RT_uDirectRT], theDirects[3]);
1980 myRaytraceProgram->SetUniform (myGlContext,
a89742cf 1981 myUniformLocations[0][OpenGl_RT_uInvModelProj], theInvModelProj);
1982 myRaytraceProgram->SetUniform (myGlContext,
fc73a202 1983 myUniformLocations[0][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
1984 myRaytraceProgram->SetUniform (myGlContext,
1985 myUniformLocations[0][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
1986 myRaytraceProgram->SetUniform (myGlContext,
1987 myUniformLocations[0][OpenGl_RT_uLightCount], aLightSourceBufferSize);
1988 myRaytraceProgram->SetUniform (myGlContext,
1989 myUniformLocations[0][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
1990 myRaytraceProgram->SetUniform (myGlContext,
bc8c79bb 1991 myUniformLocations[0][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
fc73a202 1992 myRaytraceProgram->SetUniform (myGlContext,
bc8c79bb 1993 myUniformLocations[0][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
fc73a202 1994
1995 myGlContext->core20fwd->glEnableVertexAttribArray (
1996 myUniformLocations[0][OpenGl_RT_aPosition]);
1997 {
1998 myGlContext->core20fwd->glVertexAttribPointer (
1999 myUniformLocations[0][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
2000
2001 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2002 }
2003 myGlContext->core20fwd->glDisableVertexAttribArray (
2004 myUniformLocations[0][OpenGl_RT_aPosition]);
2005
bc8c79bb 2006 if (!theCView.RenderParams.IsAntialiasingEnabled)
fc73a202 2007 {
2008 myRaytraceProgram->Unbind (myGlContext);
2009
a89742cf 2010 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2011 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2012 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2013 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2014 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2015 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2016 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2017 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2018 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2019 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2020 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2021 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2022 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2023 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2024
2025 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2026
fc73a202 2027 return Standard_True;
2028 }
2029
945c3529 2030 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
fc73a202 2031
2032 myPostFSAAProgram->Bind (myGlContext);
2033
2034 myPostFSAAProgram->SetUniform (myGlContext,
2035 myUniformLocations[1][OpenGl_RT_uOriginLB], theOrigins[0]);
2036 myPostFSAAProgram->SetUniform (myGlContext,
2037 myUniformLocations[1][OpenGl_RT_uOriginRB], theOrigins[1]);
2038 myPostFSAAProgram->SetUniform (myGlContext,
2039 myUniformLocations[1][OpenGl_RT_uOriginLT], theOrigins[2]);
2040 myPostFSAAProgram->SetUniform (myGlContext,
2041 myUniformLocations[1][OpenGl_RT_uOriginRT], theOrigins[3]);
2042 myPostFSAAProgram->SetUniform (myGlContext,
2043 myUniformLocations[1][OpenGl_RT_uDirectLB], theDirects[0]);
2044 myPostFSAAProgram->SetUniform (myGlContext,
2045 myUniformLocations[1][OpenGl_RT_uDirectRB], theDirects[1]);
2046 myPostFSAAProgram->SetUniform (myGlContext,
2047 myUniformLocations[1][OpenGl_RT_uDirectLT], theDirects[2]);
2048 myPostFSAAProgram->SetUniform (myGlContext,
2049 myUniformLocations[1][OpenGl_RT_uDirectRT], theDirects[3]);
a89742cf 2050 myRaytraceProgram->SetUniform (myGlContext,
2051 myUniformLocations[1][OpenGl_RT_uInvModelProj], theInvModelProj);
fc73a202 2052 myPostFSAAProgram->SetUniform (myGlContext,
2053 myUniformLocations[1][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2054 myPostFSAAProgram->SetUniform (myGlContext,
2055 myUniformLocations[1][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2056 myPostFSAAProgram->SetUniform (myGlContext,
2057 myUniformLocations[1][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2058 myPostFSAAProgram->SetUniform (myGlContext,
2059 myUniformLocations[1][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2060 myPostFSAAProgram->SetUniform (myGlContext,
bc8c79bb 2061 myUniformLocations[1][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
fc73a202 2062 myPostFSAAProgram->SetUniform (myGlContext,
bc8c79bb 2063 myUniformLocations[1][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
fc73a202 2064
2065 const Standard_ShortReal aMaxOffset = 0.559017f;
2066 const Standard_ShortReal aMinOffset = 0.186339f;
2067
2068 myGlContext->core20fwd->glEnableVertexAttribArray (
2069 myUniformLocations[1][OpenGl_RT_aPosition]);
2070
2071 myGlContext->core20fwd->glVertexAttribPointer (
2072 myUniformLocations[1][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
2073
2074 // Perform multi-pass adaptive FSAA using ping-pong technique
84c71f29 2075 // rotated grid AA always uses 4 samples
fc73a202 2076 for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
2077 {
2078 GLfloat aOffsetX = 1.f / theSizeX;
2079 GLfloat aOffsetY = 1.f / theSizeY;
2080
2081 if (anIt < 2)
2082 {
2083 aOffsetX *= anIt < 1 ? aMinOffset : -aMaxOffset;
2084 aOffsetY *= anIt < 1 ? aMaxOffset : aMinOffset;
2085 }
2086 else
2087 {
2088 aOffsetX *= anIt > 2 ? aMaxOffset : -aMinOffset;
2089 aOffsetY *= anIt > 2 ? -aMinOffset : -aMaxOffset;
2090 }
2091
2092 myPostFSAAProgram->SetUniform (myGlContext,
2093 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 2);
2094 myPostFSAAProgram->SetUniform (myGlContext,
2095 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2096 myPostFSAAProgram->SetUniform (myGlContext,
2097 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2098
2099 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2100
2101 if (anIt == 3) // disable FBO on last iteration
2102 {
2103 glEnable (GL_BLEND);
2104
2105 if (theFrameBuffer != NULL)
2106 theFrameBuffer->BindBuffer (myGlContext);
2107 }
2108 else
2109 {
2110 aFramebuffer->BindBuffer (myGlContext);
2111 }
2112
2113 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
e276548b 2114
fc73a202 2115 if (anIt != 3) // set input for the next pass
2116 {
945c3529 2117 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
fc73a202 2118 aFramebuffer->UnbindBuffer (myGlContext);
e276548b 2119 }
2120 }
fc73a202 2121
2122 myGlContext->core20fwd->glDisableVertexAttribArray (
2123 myUniformLocations[1][OpenGl_RT_aPosition]);
2124
2125 myPostFSAAProgram->Unbind (myGlContext);
a89742cf 2126 myRaytraceFBO1->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2127 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2128 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2129 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2130 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2131 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2132 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2133 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2134 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2135 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2136 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2137 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2138 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2139 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2140 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2141
2142 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
fc73a202 2143
2144 return Standard_True;
e276548b 2145}
2146
2147// =======================================================================
2148// function : Raytrace
fc73a202 2149// purpose : Redraws the window using OpenGL/GLSL ray-tracing
e276548b 2150// =======================================================================
2151Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
68333c8f 2152 const Standard_Integer theSizeX,
2153 const Standard_Integer theSizeY,
fc73a202 2154 const Standard_Boolean theToSwap,
a89742cf 2155 const Aspect_CLayer2d& theCOverLayer,
2156 const Aspect_CLayer2d& theCUnderLayer,
fc73a202 2157 OpenGl_FrameBuffer* theFrameBuffer)
e276548b 2158{
bc8c79bb 2159 if (!InitRaytraceResources (theCView))
e276548b 2160 return Standard_False;
2161
fc73a202 2162 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
e276548b 2163 return Standard_False;
2164
fc73a202 2165 if (!UpdateRaytraceEnvironmentMap())
e276548b 2166 return Standard_False;
2167
2168 // Get model-view and projection matrices
2169 TColStd_Array2OfReal theOrientation (0, 3, 0, 3);
2170 TColStd_Array2OfReal theViewMapping (0, 3, 0, 3);
2171
b5ac8292 2172 myView->GetMatrices (theOrientation, theViewMapping);
e276548b 2173
fc73a202 2174 NCollection_Mat4<GLdouble> aOrientationMatrix;
2175 NCollection_Mat4<GLdouble> aViewMappingMatrix;
e276548b 2176
68333c8f 2177 for (Standard_Integer j = 0; j < 4; ++j)
fc73a202 2178 {
68333c8f 2179 for (Standard_Integer i = 0; i < 4; ++i)
e276548b 2180 {
2181 aOrientationMatrix [4 * j + i] = theOrientation (i, j);
2182 aViewMappingMatrix [4 * j + i] = theViewMapping (i, j);
2183 }
fc73a202 2184 }
2185
2186 NCollection_Mat4<GLdouble> aInvOrientationMatrix;
2187 aOrientationMatrix.Inverted (aInvOrientationMatrix);
e276548b 2188
fc73a202 2189 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
e276548b 2190 return Standard_False;
2191
fc73a202 2192 OpenGl_Vec3 aOrigins[4];
2193 OpenGl_Vec3 aDirects[4];
a89742cf 2194 NCollection_Mat4<GLdouble> anInvModelProj;
e276548b 2195
fc73a202 2196 UpdateCamera (aOrientationMatrix,
2197 aViewMappingMatrix,
2198 aOrigins,
a89742cf 2199 aDirects,
2200 anInvModelProj);
2201
2202 OpenGl_Matrix anInvModelProjMatrix;
2203 for (Standard_Integer j = 0; j < 4; ++j)
2204 {
2205 for (Standard_Integer i = 0; i < 4; ++i)
2206 {
2207 anInvModelProjMatrix.mat[j][i] = static_cast<GLfloat>(anInvModelProj.GetValue(i,j));
2208 }
2209 }
e276548b 2210
84c71f29 2211 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2212 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
e276548b 2213
2214 glDisable (GL_DEPTH_TEST);
2215
a89742cf 2216 if (theFrameBuffer != NULL)
2217 {
2218 theFrameBuffer->BindBuffer (myGlContext);
2219 }
2220
e276548b 2221 if (NamedStatus & OPENGL_NS_WHITEBACK)
2222 {
2223 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2224 }
2225 else
2226 {
2227 glClearColor (myBgColor.rgb[0],
2228 myBgColor.rgb[1],
2229 myBgColor.rgb[2],
2230 1.0f);
2231 }
2232
2233 glClear (GL_COLOR_BUFFER_BIT);
2234
fc73a202 2235 myView->DrawBackground (*this);
e276548b 2236
a89742cf 2237 myView->RedrawLayer2d (myPrintContext, theCView, theCUnderLayer);
2238
fc73a202 2239 // Generate ray-traced image
e276548b 2240 glMatrixMode (GL_PROJECTION);
a89742cf 2241 glPushMatrix();
e276548b 2242 glLoadIdentity();
2243
2244 glMatrixMode (GL_MODELVIEW);
a89742cf 2245 glPushMatrix();
e276548b 2246 glLoadIdentity();
2247
fc73a202 2248 glEnable (GL_BLEND);
2249 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
e276548b 2250
2251 if (myIsRaytraceDataValid)
2252 {
fc73a202 2253 myRaytraceScreenQuad.Bind (myGlContext);
2254
2255 RunRaytraceShaders (theCView,
2256 theSizeX,
2257 theSizeY,
2258 aOrigins,
2259 aDirects,
a89742cf 2260 anInvModelProjMatrix,
fc73a202 2261 theFrameBuffer);
2262
2263 myRaytraceScreenQuad.Unbind (myGlContext);
e276548b 2264 }
2265
84c71f29 2266 if (!wasBlendingEnabled)
2267 glDisable (GL_BLEND);
fc73a202 2268
84c71f29 2269 if (wasDepthTestEnabled)
2270 glEnable (GL_DEPTH_TEST);
e276548b 2271
a89742cf 2272 glMatrixMode (GL_PROJECTION);
2273 glPopMatrix();
2274 glMatrixMode (GL_MODELVIEW);
2275 glPopMatrix();
2276
2277 // Redraw trihedron
2278 myView->RedrawTrihedron (this);
2279
2280 // Redraw overlay
2281 const int aMode = 0;
2282 DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
2283 myView->RedrawLayer2d (myPrintContext, theCView, theCOverLayer);
2284 DisplayCallback (theCView, aMode);
2285
e276548b 2286 // Swap the buffers
2287 if (theToSwap)
2288 {
2289 GetGlContext()->SwapBuffers();
2290 myBackBufferRestored = Standard_False;
2291 }
2292 else
fc73a202 2293 {
e276548b 2294 glFlush();
fc73a202 2295 }
e276548b 2296
2297 return Standard_True;
2298}
a89742cf 2299
2300IMPLEMENT_STANDARD_HANDLE(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2301IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2302
2303// =======================================================================
2304// function : CanRender
2305// purpose :
2306// =======================================================================
2307Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
2308{
2309 Standard_Boolean aPrevFilterResult = Standard_True;
2310 if (!myPrevRenderFilter.IsNull())
2311 {
2312 aPrevFilterResult = myPrevRenderFilter->CanRender(theElement);
2313 }
2314 return aPrevFilterResult &&
2315 !OpenGl_Raytrace::IsRaytracedElement (theElement);
2316}