Modify test case v3d/raytrace/bug25221 according to new draw commands.
[occt.git] / src / OpenGl / OpenGl_View_Raytrace.cxx
... / ...
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1// Created on: 2015-02-20
2// Created by: Denis BOGOLEPOV
3// Copyright (c) 2015 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
12//
13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
15
16#include <OpenGl_View.hxx>
17
18#include <Graphic3d_TextureParams.hxx>
19#include <OpenGl_PrimitiveArray.hxx>
20#include <OpenGl_VertexBuffer.hxx>
21#include <OpenGl_GlCore44.hxx>
22#include <OSD_Protection.hxx>
23#include <OSD_File.hxx>
24
25using namespace OpenGl_Raytrace;
26
27//! Use this macro to output ray-tracing debug info
28// #define RAY_TRACE_PRINT_INFO
29
30#ifdef RAY_TRACE_PRINT_INFO
31 #include <OSD_Timer.hxx>
32#endif
33
34namespace
35{
36 static const OpenGl_Vec4 THE_WHITE_COLOR (1.0f, 1.0f, 1.0f, 1.0f);
37 static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
38}
39
40// =======================================================================
41// function : updateRaytraceGeometry
42// purpose : Updates 3D scene geometry for ray-tracing
43// =======================================================================
44Standard_Boolean OpenGl_View::updateRaytraceGeometry (const RaytraceUpdateMode theMode,
45 const Standard_Integer theViewId,
46 const Handle(OpenGl_Context)& theGlContext)
47{
48 // In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for
49 // modifications. This is light-weight procedure performed on each frame
50 if (theMode == OpenGl_GUM_CHECK)
51 {
52 if (myRaytraceLayerListState != myZLayers.ModificationStateOfRaytracable())
53 {
54 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
55 }
56 }
57 else if (theMode == OpenGl_GUM_PREPARE)
58 {
59 myRaytraceGeometry.ClearMaterials();
60
61 myArrayToTrianglesMap.clear();
62
63 myIsRaytraceDataValid = Standard_False;
64 }
65
66 // The set of processed structures (reflected to ray-tracing)
67 // This set is used to remove out-of-date records from the
68 // hash map of structures
69 std::set<const OpenGl_Structure*> anElements;
70
71 // Set to store all currently visible OpenGL primitive arrays
72 // applicable for ray-tracing
73 std::set<Standard_Size> anArrayIDs;
74
75 // Set to store all non-raytracable elements allowing tracking
76 // of changes in OpenGL scene (only for path tracing)
77 std::set<Standard_Integer> aNonRaytraceIDs;
78
79 const OpenGl_Layer& aLayer = myZLayers.Layer (Graphic3d_ZLayerId_Default);
80
81 if (aLayer.NbStructures() != 0)
82 {
83 const OpenGl_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
84
85 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
86 {
87 for (OpenGl_IndexedMapOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
88 {
89 const OpenGl_Structure* aStructure = aStructIt.Value();
90
91 if (theMode == OpenGl_GUM_CHECK)
92 {
93 if (toUpdateStructure (aStructure))
94 {
95 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
96 }
97 else if (aStructure->IsVisible() && myRaytraceParameters.GlobalIllumination)
98 {
99 aNonRaytraceIDs.insert (aStructure->highlight ? aStructure->Id : -aStructure->Id);
100 }
101 }
102 else if (theMode == OpenGl_GUM_PREPARE)
103 {
104 if (!aStructure->IsRaytracable() || !aStructure->IsVisible())
105 {
106 continue;
107 }
108 else if (!aStructure->ViewAffinity.IsNull() && !aStructure->ViewAffinity->IsVisible (theViewId))
109 {
110 continue;
111 }
112
113 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->Groups()); aGroupIter.More(); aGroupIter.Next())
114 {
115 // Extract OpenGL elements from the group (primitives arrays)
116 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
117 {
118 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
119
120 if (aPrimArray != NULL)
121 {
122 anArrayIDs.insert (aPrimArray->GetUID());
123 }
124 }
125 }
126 }
127 else if (theMode == OpenGl_GUM_REBUILD)
128 {
129 if (!aStructure->IsRaytracable())
130 {
131 continue;
132 }
133 else if (addRaytraceStructure (aStructure, theGlContext))
134 {
135 anElements.insert (aStructure); // structure was processed
136 }
137 }
138 }
139 }
140 }
141
142 if (theMode == OpenGl_GUM_PREPARE)
143 {
144 BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
145
146 // Filter out unchanged objects so only their transformations and materials
147 // will be updated (and newly added objects will be processed from scratch)
148 for (Standard_Integer anObjIdx = 0; anObjIdx < myRaytraceGeometry.Size(); ++anObjIdx)
149 {
150 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
151 myRaytraceGeometry.Objects().ChangeValue (anObjIdx).operator->());
152
153 if (aTriangleSet == NULL)
154 {
155 continue;
156 }
157
158 if (anArrayIDs.find (aTriangleSet->AssociatedPArrayID()) != anArrayIDs.end())
159 {
160 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjIdx));
161
162 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
163 }
164 }
165
166 myRaytraceGeometry.Objects() = anUnchangedObjects;
167
168 return updateRaytraceGeometry (OpenGl_GUM_REBUILD, theViewId, theGlContext);
169 }
170 else if (theMode == OpenGl_GUM_REBUILD)
171 {
172 // Actualize the hash map of structures - remove out-of-date records
173 std::map<const OpenGl_Structure*, StructState>::iterator anIter = myStructureStates.begin();
174
175 while (anIter != myStructureStates.end())
176 {
177 if (anElements.find (anIter->first) == anElements.end())
178 {
179 myStructureStates.erase (anIter++);
180 }
181 else
182 {
183 ++anIter;
184 }
185 }
186
187 // Actualize OpenGL layer list state
188 myRaytraceLayerListState = myZLayers.ModificationStateOfRaytracable();
189
190 // Rebuild two-level acceleration structure
191 myRaytraceGeometry.ProcessAcceleration();
192
193 myRaytraceSceneRadius = 2.f /* scale factor */ * std::max (
194 myRaytraceGeometry.Box().CornerMin().cwiseAbs().maxComp(),
195 myRaytraceGeometry.Box().CornerMax().cwiseAbs().maxComp());
196
197 const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
198
199 myRaytraceSceneEpsilon = Max (1.0e-6f, 1.0e-4f * aSize.Modulus());
200
201 return uploadRaytraceData (theGlContext);
202 }
203
204 if (myRaytraceParameters.GlobalIllumination)
205 {
206 Standard_Boolean toRestart =
207 aNonRaytraceIDs.size() != myNonRaytraceStructureIDs.size();
208
209 for (std::set<Standard_Integer>::iterator anID = aNonRaytraceIDs.begin(); anID != aNonRaytraceIDs.end() && !toRestart; ++anID)
210 {
211 if (myNonRaytraceStructureIDs.find (*anID) == myNonRaytraceStructureIDs.end())
212 {
213 toRestart = Standard_True;
214 }
215 }
216
217 if (toRestart)
218 {
219 myAccumFrames = 0;
220 }
221
222 myNonRaytraceStructureIDs = aNonRaytraceIDs;
223 }
224
225 return Standard_True;
226}
227
228// =======================================================================
229// function : toUpdateStructure
230// purpose : Checks to see if the structure is modified
231// =======================================================================
232Standard_Boolean OpenGl_View::toUpdateStructure (const OpenGl_Structure* theStructure)
233{
234 if (!theStructure->IsRaytracable())
235 {
236 if (theStructure->ModificationState() > 0)
237 {
238 theStructure->ResetModificationState();
239
240 return Standard_True; // ray-trace element was removed - need to rebuild
241 }
242
243 return Standard_False; // did not contain ray-trace elements
244 }
245
246 std::map<const OpenGl_Structure*, StructState>::iterator aStructState = myStructureStates.find (theStructure);
247
248 if (aStructState == myStructureStates.end() || aStructState->second.StructureState != theStructure->ModificationState())
249 {
250 return Standard_True;
251 }
252 else if (theStructure->InstancedStructure() != NULL)
253 {
254 return aStructState->second.InstancedState != theStructure->InstancedStructure()->ModificationState();
255 }
256
257 return Standard_False;
258}
259
260// =======================================================================
261// function : buildTextureTransform
262// purpose : Constructs texture transformation matrix
263// =======================================================================
264void buildTextureTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
265{
266 theMatrix.InitIdentity();
267
268 // Apply scaling
269 const Graphic3d_Vec2& aScale = theParams->Scale();
270
271 theMatrix.ChangeValue (0, 0) *= aScale.x();
272 theMatrix.ChangeValue (1, 0) *= aScale.x();
273 theMatrix.ChangeValue (2, 0) *= aScale.x();
274 theMatrix.ChangeValue (3, 0) *= aScale.x();
275
276 theMatrix.ChangeValue (0, 1) *= aScale.y();
277 theMatrix.ChangeValue (1, 1) *= aScale.y();
278 theMatrix.ChangeValue (2, 1) *= aScale.y();
279 theMatrix.ChangeValue (3, 1) *= aScale.y();
280
281 // Apply translation
282 const Graphic3d_Vec2 aTrans = -theParams->Translation();
283
284 theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
285 theMatrix.GetValue (0, 1) * aTrans.y();
286
287 theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
288 theMatrix.GetValue (1, 1) * aTrans.y();
289
290 theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
291 theMatrix.GetValue (2, 1) * aTrans.y();
292
293 // Apply rotation
294 const Standard_ShortReal aSin = std::sin (
295 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
296 const Standard_ShortReal aCos = std::cos (
297 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
298
299 BVH_Mat4f aRotationMat;
300 aRotationMat.SetValue (0, 0, aCos);
301 aRotationMat.SetValue (1, 1, aCos);
302 aRotationMat.SetValue (0, 1, -aSin);
303 aRotationMat.SetValue (1, 0, aSin);
304
305 theMatrix = theMatrix * aRotationMat;
306}
307
308// =======================================================================
309// function : convertMaterial
310// purpose : Creates ray-tracing material properties
311// =======================================================================
312OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
313 const Handle(OpenGl_Context)& theGlContext)
314{
315 OpenGl_RaytraceMaterial theMaterial;
316
317 const Graphic3d_MaterialAspect& aSrcMat = theAspect->Aspect()->FrontMaterial();
318 const OpenGl_Vec3& aMatCol = theAspect->Aspect()->InteriorColor();
319 const float aShine = 128.0f * float(aSrcMat.Shininess());
320 const bool isPhysic = aSrcMat.MaterialType (Graphic3d_MATERIAL_PHYSIC) == Standard_True;
321
322 // ambient component
323 if (aSrcMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
324 {
325 const OpenGl_Vec3& aSrcAmb = isPhysic ? aSrcMat.AmbientColor() : aMatCol;
326 theMaterial.Ambient = BVH_Vec4f (aSrcAmb * (float )aSrcMat.Ambient(), 1.0f);
327 }
328 else
329 {
330 theMaterial.Ambient = THE_BLACK_COLOR;
331 }
332
333 // diffusion component
334 if (aSrcMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
335 {
336 const OpenGl_Vec3& aSrcDif = isPhysic ? aSrcMat.DiffuseColor() : aMatCol;
337 theMaterial.Diffuse = BVH_Vec4f (aSrcDif * (float )aSrcMat.Diffuse(), -1.0f); // -1 is no texture
338 }
339 else
340 {
341 theMaterial.Diffuse = BVH_Vec4f (THE_BLACK_COLOR.rgb(), -1.0f);
342 }
343
344 // specular component
345 if (aSrcMat.ReflectionMode (Graphic3d_TOR_SPECULAR))
346 {
347 const OpenGl_Vec3& aSrcSpe = aSrcMat.SpecularColor();
348 const OpenGl_Vec3& aSrcSpe2 = isPhysic ? aSrcSpe : THE_WHITE_COLOR.rgb();
349 theMaterial.Specular = BVH_Vec4f (aSrcSpe2 * (float )aSrcMat.Specular(), aShine);
350
351 const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
352 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
353 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
354
355 const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
356
357 // ignore isPhysic here
358 theMaterial.Reflection = BVH_Vec4f (aSrcSpe * (float )aSrcMat.Specular() * aReflectionScale, 0.0f);
359 }
360 else
361 {
362 theMaterial.Specular = BVH_Vec4f (THE_BLACK_COLOR.rgb(), aShine);
363 }
364
365 // emission component
366 if (aSrcMat.ReflectionMode (Graphic3d_TOR_EMISSION))
367 {
368 const OpenGl_Vec3& aSrcEms = isPhysic ? aSrcMat.EmissiveColor() : aMatCol;
369 theMaterial.Emission = BVH_Vec4f (aSrcEms * (float )aSrcMat.Emissive(), 1.0f);
370 }
371 else
372 {
373 theMaterial.Emission = THE_BLACK_COLOR;
374 }
375
376 const float anIndex = (float )aSrcMat.RefractionIndex();
377 theMaterial.Transparency = BVH_Vec4f (1.0f - (float )aSrcMat.Transparency(),
378 (float )aSrcMat.Transparency(),
379 anIndex == 0 ? 1.0f : anIndex,
380 anIndex == 0 ? 1.0f : 1.0f / anIndex);
381
382 // Serialize physically-based material properties
383 const Graphic3d_BSDF& aBSDF = aSrcMat.BSDF();
384
385 theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
386 theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f /* no tex */);
387 theMaterial.BSDF.Kr = BVH_Vec4f (aBSDF.Kr, 0.f);
388 theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
389 theMaterial.BSDF.Ks = BVH_Vec4f (aBSDF.Ks, aBSDF.Roughness);
390
391 theMaterial.BSDF.Fresnel = aBSDF.Fresnel.Serialize();
392
393 theMaterial.BSDF.Absorption = BVH_Vec4f (aBSDF.AbsorptionColor,
394 aBSDF.AbsorptionCoeff);
395
396 // Handle material textures
397 if (theAspect->Aspect()->ToMapTexture())
398 {
399 if (theGlContext->HasRayTracingTextures())
400 {
401 buildTextureTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
402
403 // write texture ID to diffuse w-component
404 theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() =
405 static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (theAspect->TextureRes (theGlContext)));
406 }
407 else if (!myIsRaytraceWarnTextures)
408 {
409 const TCollection_ExtendedString aWarnMessage =
410 "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
411 "Please try to update graphics card driver. At the moment textures will be ignored.";
412
413 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
414 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
415
416 myIsRaytraceWarnTextures = Standard_True;
417 }
418 }
419
420 return theMaterial;
421}
422
423// =======================================================================
424// function : addRaytraceStructure
425// purpose : Adds OpenGL structure to ray-traced scene geometry
426// =======================================================================
427Standard_Boolean OpenGl_View::addRaytraceStructure (const OpenGl_Structure* theStructure,
428 const Handle(OpenGl_Context)& theGlContext)
429{
430 if (!theStructure->IsVisible())
431 {
432 myStructureStates[theStructure] = StructState (theStructure);
433
434 return Standard_True;
435 }
436
437 // Get structure material
438 OpenGl_RaytraceMaterial aDefaultMaterial;
439 Standard_Boolean aResult = addRaytraceGroups (theStructure, aDefaultMaterial, theStructure->Transformation(), theGlContext);
440
441 // Process all connected OpenGL structures
442 const OpenGl_Structure* anInstanced = theStructure->InstancedStructure();
443
444 if (anInstanced != NULL && anInstanced->IsRaytracable())
445 {
446 aResult &= addRaytraceGroups (anInstanced, aDefaultMaterial, theStructure->Transformation(), theGlContext);
447 }
448
449 myStructureStates[theStructure] = StructState (theStructure);
450
451 return aResult;
452}
453
454// =======================================================================
455// function : addRaytraceGroups
456// purpose : Adds OpenGL groups to ray-traced scene geometry
457// =======================================================================
458Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
459 const OpenGl_RaytraceMaterial& theStructMat,
460 const Handle(Geom_Transformation)& theTrsf,
461 const Handle(OpenGl_Context)& theGlContext)
462{
463 OpenGl_Mat4 aMat4;
464 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->Groups()); aGroupIter.More(); aGroupIter.Next())
465 {
466 // Get group material
467 OpenGl_RaytraceMaterial aGroupMaterial;
468 if (aGroupIter.Value()->AspectFace() != NULL)
469 {
470 aGroupMaterial = convertMaterial (
471 aGroupIter.Value()->AspectFace(), theGlContext);
472 }
473
474 Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
475
476 // Use group material if available, otherwise use structure material
477 myRaytraceGeometry.Materials.push_back (
478 aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
479
480 // Add OpenGL elements from group (extract primitives arrays and aspects)
481 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
482 {
483 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
484
485 if (anAspect != NULL)
486 {
487 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
488
489 OpenGl_RaytraceMaterial aMaterial = convertMaterial (anAspect, theGlContext);
490
491 myRaytraceGeometry.Materials.push_back (aMaterial);
492 }
493 else
494 {
495 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
496
497 if (aPrimArray != NULL)
498 {
499 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
500
501 if (aSetIter != myArrayToTrianglesMap.end())
502 {
503 OpenGl_TriangleSet* aSet = aSetIter->second;
504
505 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
506
507 if (!theTrsf.IsNull())
508 {
509 theTrsf->Trsf().GetMat4 (aMat4);
510 aTransform->SetTransform (aMat4);
511 }
512
513 aSet->SetProperties (aTransform);
514
515 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
516 {
517 aSet->SetMaterialIndex (aMatID);
518 }
519 }
520 else
521 {
522 NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
523 addRaytracePrimitiveArray (aPrimArray, aMatID, 0);
524
525 if (!aSet.IsNull())
526 {
527 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
528
529 if (!theTrsf.IsNull())
530 {
531 theTrsf->Trsf().GetMat4 (aMat4);
532 aTransform->SetTransform (aMat4);
533 }
534
535 aSet->SetProperties (aTransform);
536
537 myRaytraceGeometry.Objects().Append (aSet);
538 }
539 }
540 }
541 }
542 }
543 }
544
545 return Standard_True;
546}
547
548// =======================================================================
549// function : addRaytracePrimitiveArray
550// purpose : Adds OpenGL primitive array to ray-traced scene geometry
551// =======================================================================
552OpenGl_TriangleSet* OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
553 const Standard_Integer theMaterial,
554 const OpenGl_Mat4* theTransform)
555{
556 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
557 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
558 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
559
560 if (theArray->DrawMode() < GL_TRIANGLES
561 #ifndef GL_ES_VERSION_2_0
562 || theArray->DrawMode() > GL_POLYGON
563 #else
564 || theArray->DrawMode() > GL_TRIANGLE_FAN
565 #endif
566 || anAttribs.IsNull())
567 {
568 return NULL;
569 }
570
571 OpenGl_Mat4 aNormalMatrix;
572
573 if (theTransform != NULL)
574 {
575 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
576 "Error: Failed to compute normal transformation matrix", NULL);
577
578 aNormalMatrix.Transpose();
579 }
580
581 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
582 {
583 aSet->Vertices.reserve (anAttribs->NbElements);
584 aSet->Normals.reserve (anAttribs->NbElements);
585 aSet->TexCrds.reserve (anAttribs->NbElements);
586
587 const size_t aVertFrom = aSet->Vertices.size();
588
589 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
590 {
591 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
592 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
593 if (anAttrib.Id == Graphic3d_TOA_POS)
594 {
595 if (anAttrib.DataType == Graphic3d_TOD_VEC3
596 || anAttrib.DataType == Graphic3d_TOD_VEC4)
597 {
598 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
599 {
600 aSet->Vertices.push_back (
601 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
602 }
603 }
604 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
605 {
606 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
607 {
608 const Standard_ShortReal* aCoords =
609 reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
610
611 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 0.0f));
612 }
613 }
614 }
615 else if (anAttrib.Id == Graphic3d_TOA_NORM)
616 {
617 if (anAttrib.DataType == Graphic3d_TOD_VEC3
618 || anAttrib.DataType == Graphic3d_TOD_VEC4)
619 {
620 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
621 {
622 aSet->Normals.push_back (
623 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
624 }
625 }
626 }
627 else if (anAttrib.Id == Graphic3d_TOA_UV)
628 {
629 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
630 {
631 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
632 {
633 aSet->TexCrds.push_back (
634 *reinterpret_cast<const Graphic3d_Vec2*> (anAttribs->value (aVertIter) + anOffset));
635 }
636 }
637 }
638 }
639
640 if (aSet->Normals.size() != aSet->Vertices.size())
641 {
642 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
643 {
644 aSet->Normals.push_back (BVH_Vec3f());
645 }
646 }
647
648 if (aSet->TexCrds.size() != aSet->Vertices.size())
649 {
650 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
651 {
652 aSet->TexCrds.push_back (BVH_Vec2f());
653 }
654 }
655
656 if (theTransform != NULL)
657 {
658 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
659 {
660 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
661
662 BVH_Vec4f aTransVertex = *theTransform *
663 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
664
665 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
666 }
667 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
668 {
669 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
670
671 BVH_Vec4f aTransNormal = aNormalMatrix *
672 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
673
674 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
675 }
676 }
677
678 if (!aBounds.IsNull())
679 {
680 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
681 {
682 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
683
684 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
685 {
686 delete aSet;
687 return NULL;
688 }
689
690 aBoundStart += aVertNum;
691 }
692 }
693 else
694 {
695 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
696
697 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
698 {
699 delete aSet;
700 return NULL;
701 }
702 }
703 }
704
705 if (aSet->Size() != 0)
706 {
707 aSet->MarkDirty();
708 }
709
710 return aSet;
711}
712
713// =======================================================================
714// function : addRaytraceVertexIndices
715// purpose : Adds vertex indices to ray-traced scene geometry
716// =======================================================================
717Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
718 const Standard_Integer theMatID,
719 const Standard_Integer theCount,
720 const Standard_Integer theOffset,
721 const OpenGl_PrimitiveArray& theArray)
722{
723 switch (theArray.DrawMode())
724 {
725 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
726 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
727 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
728 #if !defined(GL_ES_VERSION_2_0)
729 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
730 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
731 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
732 #endif
733 }
734
735 return Standard_False;
736}
737
738// =======================================================================
739// function : addRaytraceTriangleArray
740// purpose : Adds OpenGL triangle array to ray-traced scene geometry
741// =======================================================================
742Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
743 const Standard_Integer theMatID,
744 const Standard_Integer theCount,
745 const Standard_Integer theOffset,
746 const Handle(Graphic3d_IndexBuffer)& theIndices)
747{
748 if (theCount < 3)
749 {
750 return Standard_True;
751 }
752
753 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
754
755 if (!theIndices.IsNull())
756 {
757 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
758 {
759 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
760 theIndices->Index (aVert + 1),
761 theIndices->Index (aVert + 2),
762 theMatID));
763 }
764 }
765 else
766 {
767 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
768 {
769 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
770 }
771 }
772
773 return Standard_True;
774}
775
776// =======================================================================
777// function : addRaytraceTriangleFanArray
778// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
779// =======================================================================
780Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
781 const Standard_Integer theMatID,
782 const Standard_Integer theCount,
783 const Standard_Integer theOffset,
784 const Handle(Graphic3d_IndexBuffer)& theIndices)
785{
786 if (theCount < 3)
787 {
788 return Standard_True;
789 }
790
791 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
792
793 if (!theIndices.IsNull())
794 {
795 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
796 {
797 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
798 theIndices->Index (aVert + 1),
799 theIndices->Index (aVert + 2),
800 theMatID));
801 }
802 }
803 else
804 {
805 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
806 {
807 theSet.Elements.push_back (BVH_Vec4i (theOffset,
808 aVert + 1,
809 aVert + 2,
810 theMatID));
811 }
812 }
813
814 return Standard_True;
815}
816
817// =======================================================================
818// function : addRaytraceTriangleStripArray
819// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
820// =======================================================================
821Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
822 const Standard_Integer theMatID,
823 const Standard_Integer theCount,
824 const Standard_Integer theOffset,
825 const Handle(Graphic3d_IndexBuffer)& theIndices)
826{
827 if (theCount < 3)
828 {
829 return Standard_True;
830 }
831
832 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
833
834 if (!theIndices.IsNull())
835 {
836 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
837 {
838 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + (aCW ? 1 : 0)),
839 theIndices->Index (aVert + (aCW ? 0 : 1)),
840 theIndices->Index (aVert + 2),
841 theMatID));
842 }
843 }
844 else
845 {
846 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
847 {
848 theSet.Elements.push_back (BVH_Vec4i (aVert + (aCW ? 1 : 0),
849 aVert + (aCW ? 0 : 1),
850 aVert + 2,
851 theMatID));
852 }
853 }
854
855 return Standard_True;
856}
857
858// =======================================================================
859// function : addRaytraceQuadrangleArray
860// purpose : Adds OpenGL quad array to ray-traced scene geometry
861// =======================================================================
862Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
863 const Standard_Integer theMatID,
864 const Standard_Integer theCount,
865 const Standard_Integer theOffset,
866 const Handle(Graphic3d_IndexBuffer)& theIndices)
867{
868 if (theCount < 4)
869 {
870 return Standard_True;
871 }
872
873 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
874
875 if (!theIndices.IsNull())
876 {
877 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
878 {
879 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
880 theIndices->Index (aVert + 1),
881 theIndices->Index (aVert + 2),
882 theMatID));
883 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
884 theIndices->Index (aVert + 2),
885 theIndices->Index (aVert + 3),
886 theMatID));
887 }
888 }
889 else
890 {
891 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
892 {
893 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
894 theMatID));
895 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
896 theMatID));
897 }
898 }
899
900 return Standard_True;
901}
902
903// =======================================================================
904// function : addRaytraceQuadrangleStripArray
905// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
906// =======================================================================
907Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
908 const Standard_Integer theMatID,
909 const Standard_Integer theCount,
910 const Standard_Integer theOffset,
911 const Handle(Graphic3d_IndexBuffer)& theIndices)
912{
913 if (theCount < 4)
914 {
915 return Standard_True;
916 }
917
918 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
919
920 if (!theIndices.IsNull())
921 {
922 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
923 {
924 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
925 theIndices->Index (aVert + 1),
926 theIndices->Index (aVert + 2),
927 theMatID));
928
929 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
930 theIndices->Index (aVert + 3),
931 theIndices->Index (aVert + 2),
932 theMatID));
933 }
934 }
935 else
936 {
937 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
938 {
939 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
940 aVert + 1,
941 aVert + 2,
942 theMatID));
943
944 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
945 aVert + 3,
946 aVert + 2,
947 theMatID));
948 }
949 }
950
951 return Standard_True;
952}
953
954// =======================================================================
955// function : addRaytracePolygonArray
956// purpose : Adds OpenGL polygon array to ray-traced scene geometry
957// =======================================================================
958Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
959 const Standard_Integer theMatID,
960 const Standard_Integer theCount,
961 const Standard_Integer theOffset,
962 const Handle(Graphic3d_IndexBuffer)& theIndices)
963{
964 if (theCount < 3)
965 {
966 return Standard_True;
967 }
968
969 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
970
971 if (!theIndices.IsNull())
972 {
973 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
974 {
975 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
976 theIndices->Index (aVert + 1),
977 theIndices->Index (aVert + 2),
978 theMatID));
979 }
980 }
981 else
982 {
983 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
984 {
985 theSet.Elements.push_back (BVH_Vec4i (theOffset,
986 aVert + 1,
987 aVert + 2,
988 theMatID));
989 }
990 }
991
992 return Standard_True;
993}
994
995const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
996
997// =======================================================================
998// function : Source
999// purpose : Returns shader source combined with prefix
1000// =======================================================================
1001TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
1002{
1003 const TCollection_AsciiString aVersion = "#version 140";
1004
1005 if (myPrefix.IsEmpty())
1006 {
1007 return aVersion + "\n" + mySource;
1008 }
1009
1010 return aVersion + "\n" + myPrefix + "\n" + mySource;
1011}
1012
1013// =======================================================================
1014// function : Load
1015// purpose : Loads shader source from specified files
1016// =======================================================================
1017Standard_Boolean OpenGl_View::ShaderSource::Load (const TCollection_AsciiString* theFileNames,
1018 const TCollection_AsciiString& thePrefix)
1019{
1020 myError.Clear();
1021 mySource.Clear();
1022 TCollection_AsciiString aMissingFiles;
1023 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
1024 {
1025 OSD_File aFile (theFileNames[anIndex]);
1026 if (aFile.Exists())
1027 {
1028 aFile.Open (OSD_ReadOnly, OSD_Protection());
1029 }
1030 if (!aFile.IsOpen())
1031 {
1032 if (!aMissingFiles.IsEmpty())
1033 {
1034 aMissingFiles += ", ";
1035 }
1036 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1037 continue;
1038 }
1039 else if (!aMissingFiles.IsEmpty())
1040 {
1041 aFile.Close();
1042 continue;
1043 }
1044
1045 TCollection_AsciiString aSource;
1046 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1047 if (!aSource.IsEmpty())
1048 {
1049 mySource += TCollection_AsciiString ("\n") + aSource;
1050 }
1051 aFile.Close();
1052 }
1053
1054 myPrefix = thePrefix;
1055 if (!aMissingFiles.IsEmpty())
1056 {
1057 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1058 return Standard_False;
1059 }
1060 return Standard_True;
1061}
1062
1063// =======================================================================
1064// function : generateShaderPrefix
1065// purpose : Generates shader prefix based on current ray-tracing options
1066// =======================================================================
1067TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1068{
1069 TCollection_AsciiString aPrefixString =
1070 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1071 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1072
1073 if (myRaytraceParameters.TransparentShadows)
1074 {
1075 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1076 }
1077
1078 // If OpenGL driver supports bindless textures and texturing
1079 // is actually used, activate texturing in ray-tracing mode
1080 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
1081 {
1082 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1083 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1084 }
1085
1086 if (myRaytraceParameters.GlobalIllumination) // path tracing activated
1087 {
1088 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
1089
1090 if (myRaytraceParameters.AdaptiveScreenSampling) // adaptive screen sampling requested
1091 {
1092 // to activate the feature we need OpenGL 4.4 and GL_NV_shader_atomic_float extension
1093 if (theGlContext->IsGlGreaterEqual (4, 4) && theGlContext->CheckExtension ("GL_NV_shader_atomic_float"))
1094 {
1095 aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING") +
1096 TCollection_AsciiString ("\n#define BLOCK_SIZE ") + TCollection_AsciiString (OpenGl_TileSampler::TileSize());
1097 }
1098 }
1099 }
1100
1101 return aPrefixString;
1102}
1103
1104// =======================================================================
1105// function : safeFailBack
1106// purpose : Performs safe exit when shaders initialization fails
1107// =======================================================================
1108Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1109 const Handle(OpenGl_Context)& theGlContext)
1110{
1111 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1112 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, theMessage);
1113
1114 myRaytraceInitStatus = OpenGl_RT_FAIL;
1115
1116 releaseRaytraceResources (theGlContext);
1117
1118 return Standard_False;
1119}
1120
1121// =======================================================================
1122// function : initShader
1123// purpose : Creates new shader object with specified source
1124// =======================================================================
1125Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1126 const ShaderSource& theSource,
1127 const Handle(OpenGl_Context)& theGlContext)
1128{
1129 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1130
1131 if (!aShader->Create (theGlContext))
1132 {
1133 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1134 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1135
1136 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1137 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1138
1139 aShader->Release (theGlContext.operator->());
1140
1141 return Handle(OpenGl_ShaderObject)();
1142 }
1143
1144 if (!aShader->LoadSource (theGlContext, theSource.Source()))
1145 {
1146 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1147 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1148
1149 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1150 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1151
1152 aShader->Release (theGlContext.operator->());
1153
1154 return Handle(OpenGl_ShaderObject)();
1155 }
1156
1157 TCollection_AsciiString aBuildLog;
1158
1159 if (!aShader->Compile (theGlContext))
1160 {
1161 aShader->FetchInfoLog (theGlContext, aBuildLog);
1162
1163 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1164 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1165
1166 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1167 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1168
1169 aShader->Release (theGlContext.operator->());
1170
1171#ifdef RAY_TRACE_PRINT_INFO
1172 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1173#endif
1174
1175 return Handle(OpenGl_ShaderObject)();
1176 }
1177 else if (theGlContext->caps->glslWarnings)
1178 {
1179 aShader->FetchInfoLog (theGlContext, aBuildLog);
1180
1181 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
1182 {
1183 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1184 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1185
1186 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1187 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1188 }
1189
1190#ifdef RAY_TRACE_PRINT_INFO
1191 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1192#endif
1193 }
1194
1195 return aShader;
1196}
1197
1198// =======================================================================
1199// function : initProgram
1200// purpose : Creates GLSL program from the given shader objects
1201// =======================================================================
1202Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1203 const Handle(OpenGl_ShaderObject)& theVertShader,
1204 const Handle(OpenGl_ShaderObject)& theFragShader)
1205{
1206 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1207
1208 if (!aProgram->Create (theGlContext))
1209 {
1210 theVertShader->Release (theGlContext.operator->());
1211
1212 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1213 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to create shader program");
1214
1215 return Handle(OpenGl_ShaderProgram)();
1216 }
1217
1218 if (!aProgram->AttachShader (theGlContext, theVertShader)
1219 || !aProgram->AttachShader (theGlContext, theFragShader))
1220 {
1221 theVertShader->Release (theGlContext.operator->());
1222
1223 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1224 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to attach shader objects");
1225
1226 return Handle(OpenGl_ShaderProgram)();
1227 }
1228
1229 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1230
1231 TCollection_AsciiString aLinkLog;
1232
1233 if (!aProgram->Link (theGlContext))
1234 {
1235 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1236
1237 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1238 "Failed to link shader program:\n") + aLinkLog;
1239
1240 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1241 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1242
1243 return Handle(OpenGl_ShaderProgram)();
1244 }
1245 else if (theGlContext->caps->glslWarnings)
1246 {
1247 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1248 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1249 {
1250 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1251 "Shader program was linked with following warnings:\n") + aLinkLog;
1252
1253 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1254 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1255 }
1256 }
1257
1258 return aProgram;
1259}
1260
1261// =======================================================================
1262// function : initRaytraceResources
1263// purpose : Initializes OpenGL/GLSL shader programs
1264// =======================================================================
1265Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1266{
1267 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1268 {
1269 return Standard_False;
1270 }
1271
1272 Standard_Boolean aToRebuildShaders = Standard_False;
1273
1274 if (myRenderParams.RebuildRayTracingShaders) // requires complete re-initialization
1275 {
1276 myRaytraceInitStatus = OpenGl_RT_NONE;
1277 releaseRaytraceResources (theGlContext, Standard_True);
1278 myRenderParams.RebuildRayTracingShaders = Standard_False; // clear rebuilding flag
1279 }
1280
1281 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1282 {
1283 if (!myIsRaytraceDataValid)
1284 {
1285 return Standard_True;
1286 }
1287
1288 const Standard_Integer aRequiredStackSize =
1289 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth();
1290
1291 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1292 {
1293 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1294
1295 aToRebuildShaders = Standard_True;
1296 }
1297 else
1298 {
1299 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1300 {
1301 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1302 {
1303 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1304 aToRebuildShaders = Standard_True;
1305 }
1306 }
1307 }
1308
1309 if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
1310 {
1311 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1312 aToRebuildShaders = Standard_True;
1313 }
1314
1315 if (myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures)
1316 {
1317 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
1318 aToRebuildShaders = Standard_True;
1319 }
1320
1321 if (myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1322 {
1323 myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
1324 aToRebuildShaders = Standard_True;
1325 }
1326
1327 if (myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination)
1328 {
1329 myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
1330 aToRebuildShaders = Standard_True;
1331 }
1332
1333 if (myRenderParams.AdaptiveScreenSampling != myRaytraceParameters.AdaptiveScreenSampling)
1334 {
1335 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling;
1336 if (myRenderParams.AdaptiveScreenSampling) // adaptive sampling was requested
1337 {
1338 if (!theGlContext->HasRayTracingAdaptiveSampling())
1339 {
1340 // disable the feature if it is not supported
1341 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling = Standard_False;
1342 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
1343 "Adaptive sampling not supported (OpenGL 4.4 or GL_NV_shader_atomic_float is missing)");
1344 }
1345 }
1346
1347 aToRebuildShaders = Standard_True;
1348 }
1349
1350 if (aToRebuildShaders)
1351 {
1352 // Reject accumulated frames
1353 myAccumFrames = 0;
1354
1355 // Environment map should be updated
1356 myToUpdateEnvironmentMap = Standard_True;
1357
1358 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1359
1360#ifdef RAY_TRACE_PRINT_INFO
1361 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1362#endif
1363
1364 myRaytraceShaderSource.SetPrefix (aPrefixString);
1365 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1366 myOutImageShaderSource.SetPrefix (aPrefixString);
1367
1368 if (!myRaytraceShader->LoadSource (theGlContext, myRaytraceShaderSource.Source())
1369 || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source())
1370 || !myOutImageShader->LoadSource (theGlContext, myOutImageShaderSource.Source()))
1371 {
1372 return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
1373 }
1374
1375 if (!myRaytraceShader->Compile (theGlContext)
1376 || !myPostFSAAShader->Compile (theGlContext)
1377 || !myOutImageShader->Compile (theGlContext))
1378 {
1379 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
1380 }
1381
1382 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1383 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1384 myOutImageProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1385
1386 if (!myRaytraceProgram->Link (theGlContext)
1387 || !myPostFSAAProgram->Link (theGlContext)
1388 || !myOutImageProgram->Link (theGlContext))
1389 {
1390 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
1391 }
1392 }
1393 }
1394
1395 if (myRaytraceInitStatus == OpenGl_RT_NONE)
1396 {
1397 myAccumFrames = 0; // reject accumulated frames
1398
1399 if (!theGlContext->IsGlGreaterEqual (3, 1))
1400 {
1401 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
1402 }
1403 else if (!theGlContext->arbTboRGB32)
1404 {
1405 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1406 }
1407 else if (!theGlContext->arbFBOBlit)
1408 {
1409 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
1410 }
1411
1412 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1413
1414 const TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1415
1416 if (aFolder.IsEmpty())
1417 {
1418 return safeFailBack ("Failed to locate shaders directory", theGlContext);
1419 }
1420
1421 if (myIsRaytraceDataValid)
1422 {
1423 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1424 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth());
1425 }
1426
1427 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1428
1429#ifdef RAY_TRACE_PRINT_INFO
1430 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1431#endif
1432
1433 ShaderSource aBasicVertShaderSrc;
1434 {
1435 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.vs", "" };
1436 if (!aBasicVertShaderSrc.Load (aFiles))
1437 {
1438 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1439 }
1440 }
1441
1442 {
1443 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1444 aFolder + "/PathtraceBase.fs",
1445 aFolder + "/RaytraceRender.fs",
1446 "" };
1447 if (!myRaytraceShaderSource.Load (aFiles, aPrefixString))
1448 {
1449 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1450 }
1451
1452 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1453 if (aBasicVertShader.IsNull())
1454 {
1455 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1456 }
1457
1458 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
1459 if (myRaytraceShader.IsNull())
1460 {
1461 aBasicVertShader->Release (theGlContext.operator->());
1462 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
1463 }
1464
1465 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
1466 if (myRaytraceProgram.IsNull())
1467 {
1468 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
1469 }
1470 }
1471
1472 {
1473 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1474 aFolder + "/RaytraceSmooth.fs",
1475 "" };
1476 if (!myPostFSAAShaderSource.Load (aFiles, aPrefixString))
1477 {
1478 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1479 }
1480
1481 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1482 if (aBasicVertShader.IsNull())
1483 {
1484 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
1485 }
1486
1487 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
1488 if (myPostFSAAShader.IsNull())
1489 {
1490 aBasicVertShader->Release (theGlContext.operator->());
1491 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
1492 }
1493
1494 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
1495 if (myPostFSAAProgram.IsNull())
1496 {
1497 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
1498 }
1499 }
1500
1501 {
1502 TCollection_AsciiString aFiles[] = { aFolder + "/Display.fs", "" };
1503 if (!myOutImageShaderSource.Load (aFiles, aPrefixString))
1504 {
1505 return safeFailBack (myOutImageShaderSource.ErrorDescription(), theGlContext);
1506 }
1507
1508 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1509 if (aBasicVertShader.IsNull())
1510 {
1511 return safeFailBack ("Failed to set vertex shader source", theGlContext);
1512 }
1513
1514 myOutImageShader = initShader (GL_FRAGMENT_SHADER, myOutImageShaderSource, theGlContext);
1515 if (myOutImageShader.IsNull())
1516 {
1517 aBasicVertShader->Release (theGlContext.operator->());
1518 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
1519 }
1520
1521 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, myOutImageShader);
1522 if (myOutImageProgram.IsNull())
1523 {
1524 return safeFailBack ("Failed to initialize display shader program", theGlContext);
1525 }
1526 }
1527 }
1528
1529 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1530 {
1531 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1532 {
1533 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1534 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1535
1536 theGlContext->BindProgram (aShaderProgram);
1537
1538 aShaderProgram->SetSampler (theGlContext,
1539 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1540 aShaderProgram->SetSampler (theGlContext,
1541 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1542 aShaderProgram->SetSampler (theGlContext,
1543 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1544 aShaderProgram->SetSampler (theGlContext,
1545 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1546 aShaderProgram->SetSampler (theGlContext,
1547 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1548 aShaderProgram->SetSampler (theGlContext,
1549 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
1550 aShaderProgram->SetSampler (theGlContext,
1551 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1552 aShaderProgram->SetSampler (theGlContext,
1553 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1554 aShaderProgram->SetSampler (theGlContext,
1555 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1556 aShaderProgram->SetSampler (theGlContext,
1557 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1558 aShaderProgram->SetSampler (theGlContext,
1559 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1560
1561 if (anIndex == 1)
1562 {
1563 aShaderProgram->SetSampler (theGlContext,
1564 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1565 }
1566 else
1567 {
1568 aShaderProgram->SetSampler (theGlContext,
1569 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
1570 }
1571
1572 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1573 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
1574
1575 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1576 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
1577 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1578 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
1579 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1580 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
1581 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1582 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
1583 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1584 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
1585 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1586 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
1587 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1588 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
1589 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1590 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
1591 myUniformLocations[anIndex][OpenGl_RT_uViewPrMat] =
1592 aShaderProgram->GetUniformLocation (theGlContext, "uViewMat");
1593 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1594 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
1595
1596 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1597 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
1598 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1599 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
1600 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1601 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
1602 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1603 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
1604
1605 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1606 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
1607 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1608 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
1609 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1610 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
1611
1612 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
1613 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
1614
1615 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1616 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1617 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1618 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1619 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1620 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1621 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1622 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
1623 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1624 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
1625
1626 myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
1627 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeX");
1628 myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
1629 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeY");
1630
1631 myUniformLocations[anIndex][OpenGl_RT_uSampleWeight] =
1632 aShaderProgram->GetUniformLocation (theGlContext, "uSampleWeight");
1633 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1634 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1635
1636 myUniformLocations[anIndex][OpenGl_RT_uRenderImage] =
1637 aShaderProgram->GetUniformLocation (theGlContext, "uRenderImage");
1638 myUniformLocations[anIndex][OpenGl_RT_uOffsetImage] =
1639 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetImage");
1640
1641 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1642 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1643 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1644 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
1645 }
1646
1647 theGlContext->BindProgram (myOutImageProgram);
1648
1649 myOutImageProgram->SetSampler (theGlContext,
1650 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1651
1652 myOutImageProgram->SetSampler (theGlContext,
1653 "uDepthTexture", OpenGl_RT_RaytraceDepthTexture);
1654
1655 theGlContext->BindProgram (NULL);
1656 }
1657
1658 if (myRaytraceInitStatus != OpenGl_RT_NONE)
1659 {
1660 return myRaytraceInitStatus == OpenGl_RT_INIT;
1661 }
1662
1663 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1664 -1.f, 1.f, 0.f,
1665 1.f, 1.f, 0.f,
1666 1.f, 1.f, 0.f,
1667 1.f, -1.f, 0.f,
1668 -1.f, -1.f, 0.f };
1669
1670 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
1671
1672 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
1673
1674 return Standard_True;
1675}
1676
1677// =======================================================================
1678// function : nullifyResource
1679// purpose : Releases OpenGL resource
1680// =======================================================================
1681template <class T>
1682inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext, Handle(T)& theResource)
1683{
1684 if (!theResource.IsNull())
1685 {
1686 theResource->Release (theGlContext.operator->());
1687 theResource.Nullify();
1688 }
1689}
1690
1691// =======================================================================
1692// function : releaseRaytraceResources
1693// purpose : Releases OpenGL/GLSL shader programs
1694// =======================================================================
1695void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext, const Standard_Boolean theToRebuild)
1696{
1697 // release shader resources
1698 nullifyResource (theGlContext, myRaytraceShader);
1699 nullifyResource (theGlContext, myPostFSAAShader);
1700
1701 nullifyResource (theGlContext, myRaytraceProgram);
1702 nullifyResource (theGlContext, myPostFSAAProgram);
1703 nullifyResource (theGlContext, myOutImageProgram);
1704
1705 if (!theToRebuild) // complete release
1706 {
1707 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1708 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1709 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1710 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1711
1712 nullifyResource (theGlContext, myRaytraceOutputTexture[0]);
1713 nullifyResource (theGlContext, myRaytraceOutputTexture[1]);
1714
1715 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture);
1716 nullifyResource (theGlContext, myRaytraceVisualErrorTexture);
1717
1718 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1719 nullifyResource (theGlContext, mySceneMinPointTexture);
1720 nullifyResource (theGlContext, mySceneMaxPointTexture);
1721
1722 nullifyResource (theGlContext, myGeometryVertexTexture);
1723 nullifyResource (theGlContext, myGeometryNormalTexture);
1724 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1725 nullifyResource (theGlContext, myGeometryTriangTexture);
1726 nullifyResource (theGlContext, mySceneTransformTexture);
1727
1728 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1729 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1730
1731 myRaytraceGeometry.ReleaseResources (theGlContext);
1732
1733 if (myRaytraceScreenQuad.IsValid ())
1734 {
1735 myRaytraceScreenQuad.Release (theGlContext.operator->());
1736 }
1737 }
1738}
1739
1740// =======================================================================
1741// function : updateRaytraceBuffers
1742// purpose : Updates auxiliary OpenGL frame buffers.
1743// =======================================================================
1744Standard_Boolean OpenGl_View::updateRaytraceBuffers (const Standard_Integer theSizeX,
1745 const Standard_Integer theSizeY,
1746 const Handle(OpenGl_Context)& theGlContext)
1747{
1748 // Auxiliary buffers are not used.
1749 if (!myRaytraceParameters.GlobalIllumination && !myRenderParams.IsAntialiasingEnabled)
1750 {
1751 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1752 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1753 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1754 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1755
1756 return Standard_True;
1757 }
1758
1759 myRaytraceFBO1[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1760 myRaytraceFBO2[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1761
1762 // Init second set of buffers for stereographic rendering.
1763 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1764 {
1765 myRaytraceFBO1[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1766 myRaytraceFBO2[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1767 }
1768 else
1769 {
1770 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1771 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1772 }
1773
1774 myTileSampler.SetSize (theSizeX, theSizeY);
1775
1776 if (myRaytraceTileOffsetsTexture.IsNull())
1777 {
1778 myRaytraceOutputTexture[0] = new OpenGl_Texture();
1779 myRaytraceOutputTexture[1] = new OpenGl_Texture();
1780
1781 myRaytraceTileOffsetsTexture = new OpenGl_Texture();
1782 myRaytraceVisualErrorTexture = new OpenGl_Texture();
1783 }
1784
1785 if (myRaytraceOutputTexture[0]->SizeX() / 3 != theSizeX
1786 || myRaytraceOutputTexture[0]->SizeY() / 2 != theSizeY)
1787 {
1788 // Due to limitations of OpenGL image load-store extension
1789 // atomic operations are supported only for single-channel
1790 // images, so we define GL_R32F image. It is used as array
1791 // of 6D floating point vectors:
1792 // 0 - R color channel
1793 // 1 - G color channel
1794 // 2 - B color channel
1795 // 3 - hit time transformed into OpenGL NDC space
1796 // 4 - luminance accumulated for odd samples only
1797 myRaytraceOutputTexture[0]->InitRectangle (theGlContext,
1798 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1799
1800 myRaytraceVisualErrorTexture->Init (theGlContext,
1801 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1802
1803 myRaytraceTileOffsetsTexture->Init (theGlContext,
1804 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1805 }
1806
1807 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1808 {
1809 if (myRaytraceOutputTexture[1]->SizeX() / 3 != theSizeX
1810 || myRaytraceOutputTexture[1]->SizeY() / 2 != theSizeY)
1811 {
1812 myRaytraceOutputTexture[1]->InitRectangle (theGlContext,
1813 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1814 }
1815 }
1816 else
1817 {
1818 myRaytraceOutputTexture[1]->Release (theGlContext.operator->());
1819 }
1820
1821 return Standard_True;
1822}
1823
1824// =======================================================================
1825// function : updateCamera
1826// purpose : Generates viewing rays for corners of screen quad
1827// =======================================================================
1828void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
1829 const OpenGl_Mat4& theViewMapping,
1830 OpenGl_Vec3* theOrigins,
1831 OpenGl_Vec3* theDirects,
1832 OpenGl_Mat4& theViewPr,
1833 OpenGl_Mat4& theUnview)
1834{
1835 // compute view-projection matrix
1836 theViewPr = theViewMapping * theOrientation;
1837
1838 // compute inverse view-projection matrix
1839 theViewPr.Inverted (theUnview);
1840
1841 Standard_Integer aOriginIndex = 0;
1842 Standard_Integer aDirectIndex = 0;
1843
1844 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1845 {
1846 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1847 {
1848 OpenGl_Vec4 aOrigin (GLfloat(aX),
1849 GLfloat(aY),
1850 -1.0f,
1851 1.0f);
1852
1853 aOrigin = theUnview * aOrigin;
1854
1855 aOrigin.x() = aOrigin.x() / aOrigin.w();
1856 aOrigin.y() = aOrigin.y() / aOrigin.w();
1857 aOrigin.z() = aOrigin.z() / aOrigin.w();
1858
1859 OpenGl_Vec4 aDirect (GLfloat(aX),
1860 GLfloat(aY),
1861 1.0f,
1862 1.0f);
1863
1864 aDirect = theUnview * aDirect;
1865
1866 aDirect.x() = aDirect.x() / aDirect.w();
1867 aDirect.y() = aDirect.y() / aDirect.w();
1868 aDirect.z() = aDirect.z() / aDirect.w();
1869
1870 aDirect = aDirect - aOrigin;
1871
1872 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1873 static_cast<GLfloat> (aOrigin.y()),
1874 static_cast<GLfloat> (aOrigin.z()));
1875
1876 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x()),
1877 static_cast<GLfloat> (aDirect.y()),
1878 static_cast<GLfloat> (aDirect.z()));
1879 }
1880 }
1881}
1882
1883// =======================================================================
1884// function : uploadRaytraceData
1885// purpose : Uploads ray-trace data to the GPU
1886// =======================================================================
1887Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
1888{
1889 if (!theGlContext->IsGlGreaterEqual (3, 1))
1890 {
1891#ifdef RAY_TRACE_PRINT_INFO
1892 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1893#endif
1894 return Standard_False;
1895 }
1896
1897 myAccumFrames = 0; // accumulation should be restarted
1898
1899 /////////////////////////////////////////////////////////////////////////////
1900 // Prepare OpenGL textures
1901
1902 if (theGlContext->arbTexBindless != NULL)
1903 {
1904 // If OpenGL driver supports bindless textures we need
1905 // to get unique 64- bit handles for using on the GPU
1906 if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
1907 {
1908#ifdef RAY_TRACE_PRINT_INFO
1909 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
1910#endif
1911 return Standard_False;
1912 }
1913 }
1914
1915 /////////////////////////////////////////////////////////////////////////////
1916 // Create OpenGL BVH buffers
1917
1918 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
1919 {
1920 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1921 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1922 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1923 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1924
1925 if (!mySceneNodeInfoTexture->Create (theGlContext)
1926 || !mySceneMinPointTexture->Create (theGlContext)
1927 || !mySceneMaxPointTexture->Create (theGlContext)
1928 || !mySceneTransformTexture->Create (theGlContext))
1929 {
1930#ifdef RAY_TRACE_PRINT_INFO
1931 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
1932#endif
1933 return Standard_False;
1934 }
1935 }
1936
1937 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1938 {
1939 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1940 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1941 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
1942 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1943
1944 if (!myGeometryVertexTexture->Create (theGlContext)
1945 || !myGeometryNormalTexture->Create (theGlContext)
1946 || !myGeometryTexCrdTexture->Create (theGlContext)
1947 || !myGeometryTriangTexture->Create (theGlContext))
1948 {
1949#ifdef RAY_TRACE_PRINT_INFO
1950 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1951#endif
1952 return Standard_False;
1953 }
1954 }
1955
1956 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1957 {
1958 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1959
1960 if (!myRaytraceMaterialTexture->Create (theGlContext))
1961 {
1962#ifdef RAY_TRACE_PRINT_INFO
1963 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1964#endif
1965 return Standard_False;
1966 }
1967 }
1968
1969 /////////////////////////////////////////////////////////////////////////////
1970 // Write transform buffer
1971
1972 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1973
1974 bool aResult = true;
1975
1976 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1977 {
1978 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1979 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1980
1981 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1982 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1983
1984 Standard_ASSERT_RETURN (aTransform != NULL,
1985 "OpenGl_TriangleSet does not contain transform", Standard_False);
1986
1987 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1988 }
1989
1990 aResult &= mySceneTransformTexture->Init (theGlContext, 4,
1991 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1992
1993 delete [] aNodeTransforms;
1994
1995 /////////////////////////////////////////////////////////////////////////////
1996 // Write geometry and bottom-level BVH buffers
1997
1998 Standard_Size aTotalVerticesNb = 0;
1999 Standard_Size aTotalElementsNb = 0;
2000 Standard_Size aTotalBVHNodesNb = 0;
2001
2002 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2003 {
2004 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2005 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
2006
2007 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2008 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2009
2010 aTotalVerticesNb += aTriangleSet->Vertices.size();
2011 aTotalElementsNb += aTriangleSet->Elements.size();
2012
2013 Standard_ASSERT_RETURN (!aTriangleSet->QuadBVH().IsNull(),
2014 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
2015
2016 aTotalBVHNodesNb += aTriangleSet->QuadBVH()->NodeInfoBuffer().size();
2017 }
2018
2019 aTotalBVHNodesNb += myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size();
2020
2021 if (aTotalBVHNodesNb != 0)
2022 {
2023 aResult &= mySceneNodeInfoTexture->Init (
2024 theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
2025 aResult &= mySceneMinPointTexture->Init (
2026 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
2027 aResult &= mySceneMaxPointTexture->Init (
2028 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
2029 }
2030
2031 if (!aResult)
2032 {
2033#ifdef RAY_TRACE_PRINT_INFO
2034 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
2035#endif
2036 return Standard_False;
2037 }
2038
2039 if (aTotalElementsNb != 0)
2040 {
2041 aResult &= myGeometryTriangTexture->Init (
2042 theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
2043 }
2044
2045 if (aTotalVerticesNb != 0)
2046 {
2047 aResult &= myGeometryVertexTexture->Init (
2048 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2049 aResult &= myGeometryNormalTexture->Init (
2050 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2051 aResult &= myGeometryTexCrdTexture->Init (
2052 theGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2053 }
2054
2055 if (!aResult)
2056 {
2057#ifdef RAY_TRACE_PRINT_INFO
2058 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
2059#endif
2060 return Standard_False;
2061 }
2062
2063 const QuadBvhHandle& aBVH = myRaytraceGeometry.QuadBVH();
2064
2065 if (aBVH->Length() > 0)
2066 {
2067 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
2068 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
2069 aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
2070 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
2071 aResult &= mySceneMaxPointTexture->SubData (theGlContext, 0, aBVH->Length(),
2072 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
2073 }
2074
2075 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
2076 {
2077 if (!aBVH->IsOuter (aNodeIdx))
2078 continue;
2079
2080 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
2081
2082 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2083 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2084
2085 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
2086
2087 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2088 "Error: Failed to get offset for bottom-level BVH", Standard_False);
2089
2090 const Standard_Integer aBvhBuffersSize = aTriangleSet->QuadBVH()->Length();
2091
2092 if (aBvhBuffersSize != 0)
2093 {
2094 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2095 reinterpret_cast<const GLuint*> (&aTriangleSet->QuadBVH()->NodeInfoBuffer().front()));
2096 aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2097 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MinPointBuffer().front()));
2098 aResult &= mySceneMaxPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2099 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MaxPointBuffer().front()));
2100
2101 if (!aResult)
2102 {
2103#ifdef RAY_TRACE_PRINT_INFO
2104 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
2105#endif
2106 return Standard_False;
2107 }
2108 }
2109
2110 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
2111
2112 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2113 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
2114
2115 if (!aTriangleSet->Vertices.empty())
2116 {
2117 aResult &= myGeometryNormalTexture->SubData (theGlContext, aVerticesOffset,
2118 GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
2119 aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
2120 GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
2121 aResult &= myGeometryVertexTexture->SubData (theGlContext, aVerticesOffset,
2122 GLsizei (aTriangleSet->Vertices.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
2123 }
2124
2125 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
2126
2127 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2128 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
2129
2130 if (!aTriangleSet->Elements.empty())
2131 {
2132 aResult &= myGeometryTriangTexture->SubData (theGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
2133 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
2134 }
2135
2136 if (!aResult)
2137 {
2138#ifdef RAY_TRACE_PRINT_INFO
2139 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
2140#endif
2141 return Standard_False;
2142 }
2143 }
2144
2145 /////////////////////////////////////////////////////////////////////////////
2146 // Write material buffer
2147
2148 if (myRaytraceGeometry.Materials.size() != 0)
2149 {
2150 aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
2151 GLsizei (myRaytraceGeometry.Materials.size() * 18), myRaytraceGeometry.Materials.front().Packed());
2152
2153 if (!aResult)
2154 {
2155#ifdef RAY_TRACE_PRINT_INFO
2156 std::cout << "Error: Failed to upload material buffer" << std::endl;
2157#endif
2158 return Standard_False;
2159 }
2160 }
2161
2162 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
2163
2164#ifdef RAY_TRACE_PRINT_INFO
2165
2166 Standard_ShortReal aMemTrgUsed = 0.f;
2167 Standard_ShortReal aMemBvhUsed = 0.f;
2168
2169 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
2170 {
2171 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (myRaytraceGeometry.Objects()(anElemIdx).get());
2172
2173 aMemTrgUsed += static_cast<Standard_ShortReal> (
2174 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
2175 aMemTrgUsed += static_cast<Standard_ShortReal> (
2176 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
2177 aMemTrgUsed += static_cast<Standard_ShortReal> (
2178 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
2179 aMemTrgUsed += static_cast<Standard_ShortReal> (
2180 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
2181
2182 aMemBvhUsed += static_cast<Standard_ShortReal> (
2183 aTriangleSet->QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2184 aMemBvhUsed += static_cast<Standard_ShortReal> (
2185 aTriangleSet->QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2186 aMemBvhUsed += static_cast<Standard_ShortReal> (
2187 aTriangleSet->QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2188 }
2189
2190 aMemBvhUsed += static_cast<Standard_ShortReal> (
2191 myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2192 aMemBvhUsed += static_cast<Standard_ShortReal> (
2193 myRaytraceGeometry.QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2194 aMemBvhUsed += static_cast<Standard_ShortReal> (
2195 myRaytraceGeometry.QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2196
2197 std::cout << "GPU Memory Used (Mb):\n"
2198 << "\tFor mesh: " << aMemTrgUsed / 1048576 << "\n"
2199 << "\tFor BVHs: " << aMemBvhUsed / 1048576 << "\n";
2200
2201#endif
2202
2203 return aResult;
2204}
2205
2206// =======================================================================
2207// function : updateRaytraceLightSources
2208// purpose : Updates 3D scene light sources for ray-tracing
2209// =======================================================================
2210Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
2211{
2212 myRaytraceGeometry.Sources.clear();
2213
2214 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
2215
2216 OpenGl_ListOfLight::Iterator aLightIter (myShadingModel == Graphic3d_TOSM_NONE ? myNoShadingLight : myLights);
2217 for (; aLightIter.More(); aLightIter.Next())
2218 {
2219 const OpenGl_Light& aLight = aLightIter.Value();
2220
2221 if (aLight.Type == Graphic3d_TOLS_AMBIENT)
2222 {
2223 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r() * aLight.Intensity,
2224 aLight.Color.g() * aLight.Intensity,
2225 aLight.Color.b() * aLight.Intensity,
2226 0.0f);
2227 continue;
2228 }
2229
2230 BVH_Vec4f aDiffuse (aLight.Color.r() * aLight.Intensity,
2231 aLight.Color.g() * aLight.Intensity,
2232 aLight.Color.b() * aLight.Intensity,
2233 1.0f);
2234
2235 BVH_Vec4f aPosition (-aLight.Direction.x(),
2236 -aLight.Direction.y(),
2237 -aLight.Direction.z(),
2238 0.0f);
2239
2240 if (aLight.Type != Graphic3d_TOLS_DIRECTIONAL)
2241 {
2242 aPosition = BVH_Vec4f (static_cast<float>(aLight.Position.x()),
2243 static_cast<float>(aLight.Position.y()),
2244 static_cast<float>(aLight.Position.z()),
2245 1.0f);
2246
2247 // store smoothing radius in w-component
2248 aDiffuse.w() = Max (aLight.Smoothness, 0.f);
2249 }
2250 else
2251 {
2252 // store cosine of smoothing angle in w-component
2253 aDiffuse.w() = cosf (Min (Max (aLight.Smoothness, 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
2254 }
2255
2256 if (aLight.IsHeadlight)
2257 {
2258 aPosition = theInvModelView * aPosition;
2259 }
2260
2261 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
2262 }
2263
2264 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
2265 {
2266 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
2267
2268 if (!myRaytraceLightSrcTexture->Create (theGlContext))
2269 {
2270#ifdef RAY_TRACE_PRINT_INFO
2271 std::cout << "Error: Failed to create light source buffer" << std::endl;
2272#endif
2273 return Standard_False;
2274 }
2275 }
2276
2277 if (myRaytraceGeometry.Sources.size() != 0)
2278 {
2279 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
2280 if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
2281 {
2282#ifdef RAY_TRACE_PRINT_INFO
2283 std::cout << "Error: Failed to upload light source buffer" << std::endl;
2284#endif
2285 return Standard_False;
2286 }
2287 }
2288
2289 return Standard_True;
2290}
2291
2292// =======================================================================
2293// function : updateRaytraceEnvironmentMap
2294// purpose : Updates environment map for ray-tracing
2295// =======================================================================
2296Standard_Boolean OpenGl_View::updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext)
2297{
2298 Standard_Boolean aResult = Standard_True;
2299
2300 if (!myToUpdateEnvironmentMap)
2301 {
2302 return aResult;
2303 }
2304
2305 Handle(OpenGl_ShaderProgram) aPrograms[] = { myRaytraceProgram,
2306 myPostFSAAProgram };
2307
2308 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
2309 {
2310 if (!aPrograms[anIdx].IsNull())
2311 {
2312 aResult &= theGlContext->BindProgram (aPrograms[anIdx]);
2313
2314 if (!myTextureEnv.IsNull())
2315 {
2316 myTextureEnv->Bind (theGlContext,
2317 GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
2318
2319 aResult &= aPrograms[anIdx]->SetUniform (theGlContext,
2320 myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 1);
2321 }
2322 else
2323 {
2324 aResult &= aPrograms[anIdx]->SetUniform (theGlContext,
2325 myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 0);
2326 }
2327 }
2328 }
2329
2330 myToUpdateEnvironmentMap = Standard_False;
2331
2332 theGlContext->BindProgram (NULL);
2333
2334 return aResult;
2335}
2336
2337// =======================================================================
2338// function : setUniformState
2339// purpose : Sets uniform state for the given ray-tracing shader program
2340// =======================================================================
2341Standard_Boolean OpenGl_View::setUniformState (const Standard_Integer theProgramId,
2342 const Standard_Integer theWinSizeX,
2343 const Standard_Integer theWinSizeY,
2344 const Handle(OpenGl_Context)& theGlContext)
2345{
2346 // Get projection state
2347 OpenGl_MatrixState<Standard_ShortReal>& aCntxProjectionState = theGlContext->ProjectionState;
2348
2349 OpenGl_Mat4 aViewPrjMat;
2350 OpenGl_Mat4 anUnviewMat;
2351 OpenGl_Vec3 aOrigins[4];
2352 OpenGl_Vec3 aDirects[4];
2353
2354 updateCamera (myCamera->OrientationMatrixF(),
2355 aCntxProjectionState.Current(),
2356 aOrigins,
2357 aDirects,
2358 aViewPrjMat,
2359 anUnviewMat);
2360
2361 Handle(OpenGl_ShaderProgram)& theProgram = theProgramId == 0
2362 ? myRaytraceProgram
2363 : myPostFSAAProgram;
2364
2365 if (theProgram.IsNull())
2366 {
2367 return Standard_False;
2368 }
2369
2370 // Set camera state
2371 theProgram->SetUniform (theGlContext,
2372 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], aOrigins[0]);
2373 theProgram->SetUniform (theGlContext,
2374 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], aOrigins[1]);
2375 theProgram->SetUniform (theGlContext,
2376 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], aOrigins[2]);
2377 theProgram->SetUniform (theGlContext,
2378 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], aOrigins[3]);
2379 theProgram->SetUniform (theGlContext,
2380 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], aDirects[0]);
2381 theProgram->SetUniform (theGlContext,
2382 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], aDirects[1]);
2383 theProgram->SetUniform (theGlContext,
2384 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], aDirects[2]);
2385 theProgram->SetUniform (theGlContext,
2386 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], aDirects[3]);
2387 theProgram->SetUniform (theGlContext,
2388 myUniformLocations[theProgramId][OpenGl_RT_uViewPrMat], aViewPrjMat);
2389 theProgram->SetUniform (theGlContext,
2390 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], anUnviewMat);
2391
2392 // Set ray-tracing intersection parameters
2393 theProgram->SetUniform (theGlContext,
2394 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2395 theProgram->SetUniform (theGlContext,
2396 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2397
2398 const Standard_Integer aLightSourceBufferSize =
2399 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2400
2401 // Set ray-tracing light source parameters
2402 theProgram->SetUniform (theGlContext,
2403 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2404 theProgram->SetUniform (theGlContext,
2405 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2406
2407 // Enable/disable run time rendering effects
2408 theProgram->SetUniform (theGlContext,
2409 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
2410 theProgram->SetUniform (theGlContext,
2411 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
2412
2413 // Set screen dimensions
2414 myRaytraceProgram->SetUniform (theGlContext,
2415 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeX], theWinSizeX);
2416 myRaytraceProgram->SetUniform (theGlContext,
2417 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeY], theWinSizeY);
2418
2419 if (myRenderParams.IsGlobalIlluminationEnabled) // if Monte-Carlo sampling enabled
2420 {
2421 theProgram->SetUniform (theGlContext,
2422 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
2423 }
2424
2425 // Set array of 64-bit texture handles
2426 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2427 {
2428 const std::vector<GLuint64>& aTextures = myRaytraceGeometry.TextureHandles();
2429
2430 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
2431 static_cast<GLsizei> (aTextures.size()), reinterpret_cast<const OpenGl_Vec2u*> (&aTextures.front()));
2432 }
2433
2434 // Set background colors (only gradient background supported)
2435 if (myBgGradientArray != NULL && myBgGradientArray->IsDefined())
2436 {
2437 theProgram->SetUniform (theGlContext,
2438 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2439 theProgram->SetUniform (theGlContext,
2440 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
2441 }
2442 else
2443 {
2444 const OpenGl_Vec4& aBackColor = myBgColor;
2445
2446 theProgram->SetUniform (theGlContext,
2447 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2448 theProgram->SetUniform (theGlContext,
2449 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2450 }
2451
2452 theProgram->SetUniform (theGlContext,
2453 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
2454
2455 return Standard_True;
2456}
2457
2458// =======================================================================
2459// function : bindRaytraceTextures
2460// purpose : Binds ray-trace textures to corresponding texture units
2461// =======================================================================
2462void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2463{
2464 if (myRaytraceParameters.AdaptiveScreenSampling)
2465 {
2466 #if !defined(GL_ES_VERSION_2_0)
2467 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageLft,
2468 myRaytraceOutputTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2469 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageRgh,
2470 myRaytraceOutputTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2471
2472 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImage,
2473 myRaytraceVisualErrorTexture->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2474 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImage,
2475 myRaytraceTileOffsetsTexture->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2476 #endif
2477 }
2478
2479 mySceneMinPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2480 mySceneMaxPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2481 mySceneNodeInfoTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2482 myGeometryVertexTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2483 myGeometryNormalTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2484 myGeometryTexCrdTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2485 myGeometryTriangTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2486 mySceneTransformTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2487 myRaytraceMaterialTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2488 myRaytraceLightSrcTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2489}
2490
2491// =======================================================================
2492// function : unbindRaytraceTextures
2493// purpose : Unbinds ray-trace textures from corresponding texture units
2494// =======================================================================
2495void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2496{
2497 mySceneMinPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2498 mySceneMaxPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2499 mySceneNodeInfoTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2500 myGeometryVertexTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2501 myGeometryNormalTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2502 myGeometryTexCrdTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2503 myGeometryTriangTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2504 mySceneTransformTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2505 myRaytraceMaterialTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2506 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2507
2508 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2509}
2510
2511// =======================================================================
2512// function : runRaytraceShaders
2513// purpose : Runs ray-tracing shader programs
2514// =======================================================================
2515Standard_Boolean OpenGl_View::runRaytraceShaders (const Standard_Integer theSizeX,
2516 const Standard_Integer theSizeY,
2517 Graphic3d_Camera::Projection theProjection,
2518 OpenGl_FrameBuffer* theReadDrawFbo,
2519 const Handle(OpenGl_Context)& theGlContext)
2520{
2521 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
2522
2523 aResult &= setUniformState (0,
2524 theSizeX,
2525 theSizeY,
2526 theGlContext);
2527
2528 if (myRaytraceParameters.GlobalIllumination) // path tracing
2529 {
2530 aResult &= runPathtrace (theProjection, theReadDrawFbo, theGlContext);
2531 }
2532 else // Whitted-style ray-tracing
2533 {
2534 aResult &= runRaytrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
2535 }
2536
2537 return aResult;
2538}
2539
2540// =======================================================================
2541// function : runRaytrace
2542// purpose : Runs Whitted-style ray-tracing
2543// =======================================================================
2544Standard_Boolean OpenGl_View::runRaytrace (const Standard_Integer theSizeX,
2545 const Standard_Integer theSizeY,
2546 Graphic3d_Camera::Projection theProjection,
2547 OpenGl_FrameBuffer* theReadDrawFbo,
2548 const Handle(OpenGl_Context)& theGlContext)
2549{
2550 Standard_Boolean aResult = Standard_True;
2551
2552 bindRaytraceTextures (theGlContext);
2553
2554 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
2555 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
2556
2557 // Choose proper set of frame buffers for stereo rendering
2558 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
2559
2560 if (myRenderParams.IsAntialiasingEnabled) // if second FSAA pass is used
2561 {
2562 myRaytraceFBO1[aFBOIdx]->BindBuffer (theGlContext);
2563
2564 glClear (GL_DEPTH_BUFFER_BIT); // render the image with depth
2565 }
2566
2567 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2568
2569 if (myRenderParams.IsAntialiasingEnabled)
2570 {
2571 glDisable (GL_DEPTH_TEST); // improve jagged edges without depth buffer
2572
2573 // bind ray-tracing output image as input
2574 myRaytraceFBO1[aFBOIdx]->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2575
2576 aResult &= theGlContext->BindProgram (myPostFSAAProgram);
2577
2578 aResult &= setUniformState (1 /* FSAA ID */,
2579 theSizeX,
2580 theSizeY,
2581 theGlContext);
2582
2583 // Perform multi-pass adaptive FSAA using ping-pong technique.
2584 // We use 'FLIPTRI' sampling pattern changing for every pixel
2585 // (3 additional samples per pixel, the 1st sample is already
2586 // available from initial ray-traced image).
2587 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
2588 {
2589 GLfloat aOffsetX = 1.f / theSizeX;
2590 GLfloat aOffsetY = 1.f / theSizeY;
2591
2592 if (anIt == 1)
2593 {
2594 aOffsetX *= -0.55f;
2595 aOffsetY *= 0.55f;
2596 }
2597 else if (anIt == 2)
2598 {
2599 aOffsetX *= 0.00f;
2600 aOffsetY *= -0.55f;
2601 }
2602 else if (anIt == 3)
2603 {
2604 aOffsetX *= 0.55f;
2605 aOffsetY *= 0.00f;
2606 }
2607
2608 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2609 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
2610 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2611 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2612 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2613 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2614
2615 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2
2616 ? myRaytraceFBO2[aFBOIdx]
2617 : myRaytraceFBO1[aFBOIdx];
2618
2619 aFramebuffer->BindBuffer (theGlContext);
2620
2621 // perform adaptive FSAA pass
2622 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2623
2624 aFramebuffer->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2625 }
2626
2627 aRenderImageFramebuffer = myRaytraceFBO2[aFBOIdx];
2628 aDepthSourceFramebuffer = myRaytraceFBO1[aFBOIdx];
2629
2630 glEnable (GL_DEPTH_TEST);
2631
2632 // Display filtered image
2633 theGlContext->BindProgram (myOutImageProgram);
2634
2635 if (theReadDrawFbo != NULL)
2636 {
2637 theReadDrawFbo->BindBuffer (theGlContext);
2638 }
2639 else
2640 {
2641 aRenderImageFramebuffer->UnbindBuffer (theGlContext);
2642 }
2643
2644 aRenderImageFramebuffer->ColorTexture()->Bind (
2645 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2646
2647 aDepthSourceFramebuffer->DepthStencilTexture()->Bind (
2648 theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceDepthTexture);
2649
2650 // copy the output image with depth values
2651 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2652
2653 aDepthSourceFramebuffer->DepthStencilTexture()->Unbind (
2654 theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceDepthTexture);
2655
2656 aRenderImageFramebuffer->ColorTexture()->Unbind (
2657 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2658 }
2659
2660 unbindRaytraceTextures (theGlContext);
2661
2662 theGlContext->BindProgram (NULL);
2663
2664 return aResult;
2665}
2666
2667// =======================================================================
2668// function : runPathtrace
2669// purpose : Runs path tracing shader
2670// =======================================================================
2671Standard_Boolean OpenGl_View::runPathtrace (const Graphic3d_Camera::Projection theProjection,
2672 OpenGl_FrameBuffer* theReadDrawFbo,
2673 const Handle(OpenGl_Context)& theGlContext)
2674{
2675 Standard_Boolean aResult = Standard_True;
2676
2677 if (myRaytraceParameters.AdaptiveScreenSampling)
2678 {
2679 if (myAccumFrames == 0)
2680 {
2681 myTileSampler.Reset(); // reset tile sampler to its initial state
2682 }
2683
2684 // We upload tile offset texture each 4 frames in order
2685 // to minimize overhead of additional memory bandwidth.
2686 // Adaptive sampling is starting after first 10 frames.
2687 if (myAccumFrames % 4 == 0)
2688 {
2689 myTileSampler.Upload (theGlContext, myRaytraceTileOffsetsTexture, myAccumFrames > 10);
2690 }
2691 }
2692
2693 bindRaytraceTextures (theGlContext);
2694
2695 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
2696 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
2697 Handle(OpenGl_FrameBuffer) anAccumImageFramebuffer;
2698
2699 // Choose proper set of frame buffers for stereo rendering
2700 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
2701
2702 const Standard_Integer anImageId = (aFBOIdx != 0)
2703 ? OpenGl_RT_OutputImageRgh
2704 : OpenGl_RT_OutputImageLft;
2705
2706 aRenderImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
2707 anAccumImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
2708
2709 aDepthSourceFramebuffer = aRenderImageFramebuffer;
2710
2711 anAccumImageFramebuffer->ColorTexture()->Bind (
2712 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2713
2714 aRenderImageFramebuffer->BindBuffer (theGlContext);
2715
2716 if (myAccumFrames == 0)
2717 {
2718 myRNG.SetSeed(); // start RNG from beginning
2719 }
2720
2721 // Clear adaptive screen sampling images
2722 if (myRaytraceParameters.AdaptiveScreenSampling)
2723 {
2724 #if !defined(GL_ES_VERSION_2_0)
2725 if (myAccumFrames == 0)
2726 {
2727 theGlContext->core44->glClearTexImage (myRaytraceOutputTexture[aFBOIdx]->TextureId(), 0, GL_RED, GL_FLOAT, NULL);
2728 }
2729
2730 theGlContext->core44->glClearTexImage (myRaytraceVisualErrorTexture->TextureId(), 0, GL_RED_INTEGER, GL_INT, NULL);
2731 #endif
2732 }
2733
2734 // Set frame accumulation weight
2735 myRaytraceProgram->SetUniform (theGlContext,
2736 myUniformLocations[0][OpenGl_RT_uSampleWeight], 1.f / (myAccumFrames + 1));
2737
2738 // Set random number generator seed
2739 myRaytraceProgram->SetUniform (theGlContext,
2740 myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
2741
2742 // Set image uniforms for render program
2743 myRaytraceProgram->SetUniform (theGlContext,
2744 myUniformLocations[0][OpenGl_RT_uRenderImage], anImageId);
2745 myRaytraceProgram->SetUniform (theGlContext,
2746 myUniformLocations[0][OpenGl_RT_uOffsetImage], OpenGl_RT_TileOffsetsImage);
2747
2748 glDisable (GL_DEPTH_TEST);
2749
2750 // Generate for the given RNG seed
2751 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2752
2753 // Output accumulated path traced image
2754 theGlContext->BindProgram (myOutImageProgram);
2755
2756 if (myRaytraceParameters.AdaptiveScreenSampling)
2757 {
2758 // Set uniforms for display program
2759 myOutImageProgram->SetUniform (theGlContext, "uRenderImage", anImageId);
2760 myOutImageProgram->SetUniform (theGlContext, "uAccumFrames", myAccumFrames);
2761 myOutImageProgram->SetUniform (theGlContext, "uVarianceImage", OpenGl_RT_VisualErrorImage);
2762 myOutImageProgram->SetUniform (theGlContext, "uDebugAdaptive", myRenderParams.ShowSamplingTiles ? 1 : 0);
2763 }
2764
2765 if (theReadDrawFbo != NULL)
2766 {
2767 theReadDrawFbo->BindBuffer (theGlContext);
2768 }
2769 else
2770 {
2771 aRenderImageFramebuffer->UnbindBuffer (theGlContext);
2772 }
2773
2774 aRenderImageFramebuffer->ColorTexture()->Bind (
2775 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2776
2777 glEnable (GL_DEPTH_TEST);
2778
2779 // Copy accumulated image with correct depth values
2780 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2781
2782 aRenderImageFramebuffer->ColorTexture()->Unbind (
2783 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2784
2785 if (myRaytraceParameters.AdaptiveScreenSampling)
2786 {
2787 myRaytraceVisualErrorTexture->Bind (theGlContext);
2788
2789 // Download visual error map from the GPU and build
2790 // adjusted tile offsets for optimal image sampling
2791 myTileSampler.GrabVarianceMap (theGlContext);
2792 }
2793
2794 unbindRaytraceTextures (theGlContext);
2795
2796 theGlContext->BindProgram (NULL);
2797
2798 return aResult;
2799}
2800
2801// =======================================================================
2802// function : raytrace
2803// purpose : Redraws the window using OpenGL/GLSL ray-tracing
2804// =======================================================================
2805Standard_Boolean OpenGl_View::raytrace (const Standard_Integer theSizeX,
2806 const Standard_Integer theSizeY,
2807 Graphic3d_Camera::Projection theProjection,
2808 OpenGl_FrameBuffer* theReadDrawFbo,
2809 const Handle(OpenGl_Context)& theGlContext)
2810{
2811 if (!initRaytraceResources (theGlContext))
2812 {
2813 return Standard_False;
2814 }
2815
2816 if (!updateRaytraceBuffers (theSizeX, theSizeY, theGlContext))
2817 {
2818 return Standard_False;
2819 }
2820
2821 if (!updateRaytraceEnvironmentMap (theGlContext))
2822 {
2823 return Standard_False;
2824 }
2825
2826 OpenGl_Mat4 aLightSourceMatrix;
2827
2828 // Get inversed model-view matrix for transforming lights
2829 myCamera->OrientationMatrixF().Inverted (aLightSourceMatrix);
2830
2831 if (!updateRaytraceLightSources (aLightSourceMatrix, theGlContext))
2832 {
2833 return Standard_False;
2834 }
2835
2836 // Generate image using Whitted-style ray-tracing or path tracing
2837 if (myIsRaytraceDataValid)
2838 {
2839 myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2840
2841 if (!myRaytraceGeometry.AcquireTextures (theGlContext))
2842 {
2843 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
2844 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to acquire OpenGL image textures");
2845 }
2846
2847 glDisable (GL_BLEND);
2848
2849 const Standard_Boolean aResult = runRaytraceShaders (theSizeX,
2850 theSizeY,
2851 theProjection,
2852 theReadDrawFbo,
2853 theGlContext);
2854
2855 if (!aResult)
2856 {
2857 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
2858 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to execute ray-tracing shaders");
2859 }
2860
2861 if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
2862 {
2863 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
2864 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to release OpenGL image textures");
2865 }
2866
2867 myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2868 }
2869
2870 return Standard_True;
2871}