0027338: Minor corrections in Tcl samples and documentation
[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 <OSD_Protection.hxx>
22#include <OSD_File.hxx>
23
24using namespace OpenGl_Raytrace;
25
26//! Use this macro to output ray-tracing debug info
27// #define RAY_TRACE_PRINT_INFO
28
29#ifdef RAY_TRACE_PRINT_INFO
30 #include <OSD_Timer.hxx>
31#endif
32
33// =======================================================================
34// function : updateRaytraceGeometry
35// purpose : Updates 3D scene geometry for ray-tracing
36// =======================================================================
37Standard_Boolean OpenGl_View::updateRaytraceGeometry (const RaytraceUpdateMode theMode,
38 const Standard_Integer theViewId,
39 const Handle(OpenGl_Context)& theGlContext)
40{
41 // In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for
42 // modifications. This is light-weight procedure performed on each frame
43 if (theMode == OpenGl_GUM_CHECK)
44 {
45 if (myLayerListState != myZLayers.ModificationState())
46 {
47 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
48 }
49 }
50 else if (theMode == OpenGl_GUM_PREPARE)
51 {
52 myRaytraceGeometry.ClearMaterials();
53
54 myArrayToTrianglesMap.clear();
55
56 myIsRaytraceDataValid = Standard_False;
57 }
58
59 // The set of processed structures (reflected to ray-tracing)
60 // This set is used to remove out-of-date records from the
61 // hash map of structures
62 std::set<const OpenGl_Structure*> anElements;
63
64 // Set to store all currently visible OpenGL primitive arrays
65 // applicable for ray-tracing
66 std::set<Standard_Size> anArrayIDs;
67
68 // Set to store all non-raytracable elements allowing tracking
69 // of changes in OpenGL scene (only for path tracing)
70 std::set<Standard_Integer> aNonRaytraceIDs;
71
72 const OpenGl_Layer& aLayer = myZLayers.Layer (Graphic3d_ZLayerId_Default);
73
74 if (aLayer.NbStructures() != 0)
75 {
76 const OpenGl_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
77
78 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
79 {
80 for (OpenGl_IndexedMapOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
81 {
82 const OpenGl_Structure* aStructure = aStructIt.Value();
83
84 if (theMode == OpenGl_GUM_CHECK)
85 {
86 if (toUpdateStructure (aStructure))
87 {
88 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
89 }
90 else if (aStructure->IsVisible() && myRaytraceParameters.GlobalIllumination)
91 {
92 aNonRaytraceIDs.insert (aStructure->highlight ? aStructure->Id : -aStructure->Id);
93 }
94 }
95 else if (theMode == OpenGl_GUM_PREPARE)
96 {
97 if (!aStructure->IsRaytracable() || !aStructure->IsVisible())
98 {
99 continue;
100 }
101 else if (!aStructure->ViewAffinity.IsNull() && !aStructure->ViewAffinity->IsVisible (theViewId))
102 {
103 continue;
104 }
105
106 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
107 {
108 // Extract OpenGL elements from the group (primitives arrays)
109 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
110 {
111 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
112
113 if (aPrimArray != NULL)
114 {
115 anArrayIDs.insert (aPrimArray->GetUID());
116 }
117 }
118 }
119 }
120 else if (theMode == OpenGl_GUM_REBUILD)
121 {
122 if (!aStructure->IsRaytracable())
123 {
124 continue;
125 }
126 else if (addRaytraceStructure (aStructure, theGlContext))
127 {
128 anElements.insert (aStructure); // structure was processed
129 }
130 }
131 }
132 }
133 }
134
135 if (theMode == OpenGl_GUM_PREPARE)
136 {
137 BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
138
139 // Filter out unchanged objects so only their transformations and materials
140 // will be updated (and newly added objects will be processed from scratch)
141 for (Standard_Integer anObjIdx = 0; anObjIdx < myRaytraceGeometry.Size(); ++anObjIdx)
142 {
143 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
144 myRaytraceGeometry.Objects().ChangeValue (anObjIdx).operator->());
145
146 if (aTriangleSet == NULL)
147 {
148 continue;
149 }
150
151 if (anArrayIDs.find (aTriangleSet->AssociatedPArrayID()) != anArrayIDs.end())
152 {
153 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjIdx));
154
155 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
156 }
157 }
158
159 myRaytraceGeometry.Objects() = anUnchangedObjects;
160
161 return updateRaytraceGeometry (OpenGl_GUM_REBUILD, theViewId, theGlContext);
162 }
163 else if (theMode == OpenGl_GUM_REBUILD)
164 {
165 // Actualize the hash map of structures - remove out-of-date records
166 std::map<const OpenGl_Structure*, StructState>::iterator anIter = myStructureStates.begin();
167
168 while (anIter != myStructureStates.end())
169 {
170 if (anElements.find (anIter->first) == anElements.end())
171 {
172 myStructureStates.erase (anIter++);
173 }
174 else
175 {
176 ++anIter;
177 }
178 }
179
180 // Actualize OpenGL layer list state
181 myLayerListState = myZLayers.ModificationState();
182
183 // Rebuild two-level acceleration structure
184 myRaytraceGeometry.ProcessAcceleration();
185
186 myRaytraceSceneRadius = 2.f /* scale factor */ * std::max (
187 myRaytraceGeometry.Box().CornerMin().cwiseAbs().maxComp(),
188 myRaytraceGeometry.Box().CornerMax().cwiseAbs().maxComp());
189
190 const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
191
192 myRaytraceSceneEpsilon = Max (1.0e-6f, 1.0e-4f * aSize.Modulus());
193
194 return uploadRaytraceData (theGlContext);
195 }
196
197 if (myRaytraceParameters.GlobalIllumination)
198 {
199 Standard_Boolean toRestart =
200 aNonRaytraceIDs.size() != myNonRaytraceStructureIDs.size();
201
202 for (std::set<Standard_Integer>::iterator anID = aNonRaytraceIDs.begin(); anID != aNonRaytraceIDs.end() && !toRestart; ++anID)
203 {
204 if (myNonRaytraceStructureIDs.find (*anID) == myNonRaytraceStructureIDs.end())
205 {
206 toRestart = Standard_True;
207 }
208 }
209
210 if (toRestart)
211 myAccumFrames = 0;
212
213 myNonRaytraceStructureIDs = aNonRaytraceIDs;
214 }
215
216 return Standard_True;
217}
218
219// =======================================================================
220// function : toUpdateStructure
221// purpose : Checks to see if the structure is modified
222// =======================================================================
223Standard_Boolean OpenGl_View::toUpdateStructure (const OpenGl_Structure* theStructure)
224{
225 if (!theStructure->IsRaytracable())
226 {
227 if (theStructure->ModificationState() > 0)
228 {
229 theStructure->ResetModificationState();
230
231 return Standard_True; // ray-trace element was removed - need to rebuild
232 }
233
234 return Standard_False; // did not contain ray-trace elements
235 }
236
237 std::map<const OpenGl_Structure*, StructState>::iterator aStructState = myStructureStates.find (theStructure);
238
239 if (aStructState == myStructureStates.end() || aStructState->second.StructureState != theStructure->ModificationState())
240 {
241 return Standard_True;
242 }
243 else if (theStructure->InstancedStructure() != NULL)
244 {
245 return aStructState->second.InstancedState != theStructure->InstancedStructure()->ModificationState();
246 }
247
248 return Standard_False;
249}
250
251// =======================================================================
252// function : buildTextureTransform
253// purpose : Constructs texture transformation matrix
254// =======================================================================
255void buildTextureTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
256{
257 theMatrix.InitIdentity();
258
259 // Apply scaling
260 const Graphic3d_Vec2& aScale = theParams->Scale();
261
262 theMatrix.ChangeValue (0, 0) *= aScale.x();
263 theMatrix.ChangeValue (1, 0) *= aScale.x();
264 theMatrix.ChangeValue (2, 0) *= aScale.x();
265 theMatrix.ChangeValue (3, 0) *= aScale.x();
266
267 theMatrix.ChangeValue (0, 1) *= aScale.y();
268 theMatrix.ChangeValue (1, 1) *= aScale.y();
269 theMatrix.ChangeValue (2, 1) *= aScale.y();
270 theMatrix.ChangeValue (3, 1) *= aScale.y();
271
272 // Apply translation
273 const Graphic3d_Vec2 aTrans = -theParams->Translation();
274
275 theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
276 theMatrix.GetValue (0, 1) * aTrans.y();
277
278 theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
279 theMatrix.GetValue (1, 1) * aTrans.y();
280
281 theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
282 theMatrix.GetValue (2, 1) * aTrans.y();
283
284 // Apply rotation
285 const Standard_ShortReal aSin = std::sin (
286 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
287 const Standard_ShortReal aCos = std::cos (
288 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
289
290 BVH_Mat4f aRotationMat;
291 aRotationMat.SetValue (0, 0, aCos);
292 aRotationMat.SetValue (1, 1, aCos);
293 aRotationMat.SetValue (0, 1, -aSin);
294 aRotationMat.SetValue (1, 0, aSin);
295
296 theMatrix = theMatrix * aRotationMat;
297}
298
299// =======================================================================
300// function : convertMaterial
301// purpose : Creates ray-tracing material properties
302// =======================================================================
303OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
304 const Handle(OpenGl_Context)& theGlContext)
305{
306 OpenGl_RaytraceMaterial theMaterial;
307
308 const OPENGL_SURF_PROP& aProperties = theAspect->IntFront();
309
310 theMaterial.Ambient = BVH_Vec4f (
311 (aProperties.isphysic ? aProperties.ambcol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.amb,
312 (aProperties.isphysic ? aProperties.ambcol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.amb,
313 (aProperties.isphysic ? aProperties.ambcol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.amb,
314 1.f);
315
316 theMaterial.Diffuse = BVH_Vec4f (
317 (aProperties.isphysic ? aProperties.difcol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.diff,
318 (aProperties.isphysic ? aProperties.difcol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.diff,
319 (aProperties.isphysic ? aProperties.difcol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.diff,
320 -1.f /* no texture */);
321
322 theMaterial.Specular = BVH_Vec4f (
323 (aProperties.isphysic ? aProperties.speccol.rgb[0] : 1.f) * aProperties.spec,
324 (aProperties.isphysic ? aProperties.speccol.rgb[1] : 1.f) * aProperties.spec,
325 (aProperties.isphysic ? aProperties.speccol.rgb[2] : 1.f) * aProperties.spec,
326 aProperties.shine);
327
328 theMaterial.Emission = BVH_Vec4f (
329 (aProperties.isphysic ? aProperties.emscol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.emsv,
330 (aProperties.isphysic ? aProperties.emscol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.emsv,
331 (aProperties.isphysic ? aProperties.emscol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.emsv,
332 1.f);
333
334 theMaterial.Transparency = BVH_Vec4f (aProperties.trans,
335 1.f - aProperties.trans,
336 aProperties.index == 0 ? 1.f : aProperties.index,
337 aProperties.index == 0 ? 1.f : 1.f / aProperties.index);
338
339 const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
340 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
341 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
342
343 const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
344
345 theMaterial.Reflection = BVH_Vec4f (
346 aProperties.speccol.rgb[0] * aProperties.spec * aReflectionScale,
347 aProperties.speccol.rgb[1] * aProperties.spec * aReflectionScale,
348 aProperties.speccol.rgb[2] * aProperties.spec * aReflectionScale,
349 0.f);
350
351 // Serialize physically-based material properties
352 const Graphic3d_BSDF& aBSDF = aProperties.BSDF;
353
354 theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
355 theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f /* no tex */);
356 theMaterial.BSDF.Kr = BVH_Vec4f (aBSDF.Kr, 0.f);
357 theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
358 theMaterial.BSDF.Ks = BVH_Vec4f (aBSDF.Ks, aBSDF.Roughness);
359
360 theMaterial.BSDF.Fresnel = aBSDF.Fresnel.Serialize();
361
362 theMaterial.BSDF.Absorption = BVH_Vec4f (aBSDF.AbsorptionColor,
363 aBSDF.AbsorptionCoeff);
364
365 // Handle material textures
366 if (theAspect->DoTextureMap())
367 {
368 if (theGlContext->arbTexBindless != NULL)
369 {
370 buildTextureTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
371
372 // write texture ID to diffuse w-component
373 theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() =
374 static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (theAspect->TextureRes (theGlContext)));
375 }
376 else if (!myIsRaytraceWarnTextures)
377 {
378 const TCollection_ExtendedString aWarnMessage =
379 "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
380 "Please try to update graphics card driver. At the moment textures will be ignored.";
381
382 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
383 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
384
385 myIsRaytraceWarnTextures = Standard_True;
386 }
387 }
388
389 return theMaterial;
390}
391
392// =======================================================================
393// function : addRaytraceStructure
394// purpose : Adds OpenGL structure to ray-traced scene geometry
395// =======================================================================
396Standard_Boolean OpenGl_View::addRaytraceStructure (const OpenGl_Structure* theStructure,
397 const Handle(OpenGl_Context)& theGlContext)
398{
399 if (!theStructure->IsVisible())
400 {
401 myStructureStates[theStructure] = StructState (theStructure);
402
403 return Standard_True;
404 }
405
406 // Get structure material
407 OpenGl_RaytraceMaterial aStructMaterial;
408
409 if (theStructure->AspectFace() != NULL)
410 {
411 aStructMaterial = convertMaterial (theStructure->AspectFace(), theGlContext);
412 }
413
414 Standard_Boolean aResult = addRaytraceGroups (theStructure, aStructMaterial, &theStructure->Transformation, theGlContext);
415
416 // Process all connected OpenGL structures
417 const OpenGl_Structure* anInstanced = theStructure->InstancedStructure();
418
419 if (anInstanced != NULL && anInstanced->IsRaytracable())
420 {
421 aResult &= addRaytraceGroups (anInstanced, aStructMaterial, &theStructure->Transformation, theGlContext);
422 }
423
424 myStructureStates[theStructure] = StructState (theStructure);
425
426 return aResult;
427}
428
429// =======================================================================
430// function : addRaytraceGroups
431// purpose : Adds OpenGL groups to ray-traced scene geometry
432// =======================================================================
433Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
434 const OpenGl_RaytraceMaterial& theStructMat,
435 const Graphic3d_Mat4* theTransform,
436 const Handle(OpenGl_Context)& theGlContext)
437{
438 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
439 {
440 // Get group material
441 OpenGl_RaytraceMaterial aGroupMaterial;
442 if (aGroupIter.Value()->AspectFace() != NULL)
443 {
444 aGroupMaterial = convertMaterial (
445 aGroupIter.Value()->AspectFace(), theGlContext);
446 }
447
448 Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
449
450 // Use group material if available, otherwise use structure material
451 myRaytraceGeometry.Materials.push_back (
452 aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
453
454 // Add OpenGL elements from group (extract primitives arrays and aspects)
455 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
456 {
457 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
458
459 if (anAspect != NULL)
460 {
461 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
462
463 OpenGl_RaytraceMaterial aMaterial = convertMaterial (anAspect, theGlContext);
464
465 myRaytraceGeometry.Materials.push_back (aMaterial);
466 }
467 else
468 {
469 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
470
471 if (aPrimArray != NULL)
472 {
473 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
474
475 if (aSetIter != myArrayToTrianglesMap.end())
476 {
477 OpenGl_TriangleSet* aSet = aSetIter->second;
478
479 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
480
481 if (theTransform != NULL)
482 {
483 aTransform->SetTransform (*theTransform);
484 }
485
486 aSet->SetProperties (aTransform);
487
488 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
489 {
490 aSet->SetMaterialIndex (aMatID);
491 }
492 }
493 else
494 {
495 NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
496 addRaytracePrimitiveArray (aPrimArray, aMatID, 0);
497
498 if (!aSet.IsNull())
499 {
500 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
501
502 if (theTransform != NULL)
503 {
504 aTransform->SetTransform (*theTransform);
505 }
506
507 aSet->SetProperties (aTransform);
508
509 myRaytraceGeometry.Objects().Append (aSet);
510 }
511 }
512 }
513 }
514 }
515 }
516
517 return Standard_True;
518}
519
520// =======================================================================
521// function : addRaytracePrimitiveArray
522// purpose : Adds OpenGL primitive array to ray-traced scene geometry
523// =======================================================================
524OpenGl_TriangleSet* OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
525 const Standard_Integer theMaterial,
526 const OpenGl_Mat4* theTransform)
527{
528 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
529 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
530 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
531
532 if (theArray->DrawMode() < GL_TRIANGLES
533 #ifndef GL_ES_VERSION_2_0
534 || theArray->DrawMode() > GL_POLYGON
535 #else
536 || theArray->DrawMode() > GL_TRIANGLE_FAN
537 #endif
538 || anAttribs.IsNull())
539 {
540 return NULL;
541 }
542
543 OpenGl_Mat4 aNormalMatrix;
544
545 if (theTransform != NULL)
546 {
547 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
548 "Error: Failed to compute normal transformation matrix", NULL);
549
550 aNormalMatrix.Transpose();
551 }
552
553 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
554 {
555 aSet->Vertices.reserve (anAttribs->NbElements);
556 aSet->Normals.reserve (anAttribs->NbElements);
557 aSet->TexCrds.reserve (anAttribs->NbElements);
558
559 const size_t aVertFrom = aSet->Vertices.size();
560
561 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
562 {
563 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
564 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
565 if (anAttrib.Id == Graphic3d_TOA_POS)
566 {
567 if (anAttrib.DataType == Graphic3d_TOD_VEC3
568 || anAttrib.DataType == Graphic3d_TOD_VEC4)
569 {
570 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
571 {
572 aSet->Vertices.push_back (
573 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
574 }
575 }
576 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
577 {
578 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
579 {
580 const Standard_ShortReal* aCoords =
581 reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
582
583 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 0.0f));
584 }
585 }
586 }
587 else if (anAttrib.Id == Graphic3d_TOA_NORM)
588 {
589 if (anAttrib.DataType == Graphic3d_TOD_VEC3
590 || anAttrib.DataType == Graphic3d_TOD_VEC4)
591 {
592 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
593 {
594 aSet->Normals.push_back (
595 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
596 }
597 }
598 }
599 else if (anAttrib.Id == Graphic3d_TOA_UV)
600 {
601 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
602 {
603 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
604 {
605 aSet->TexCrds.push_back (
606 *reinterpret_cast<const Graphic3d_Vec2*> (anAttribs->value (aVertIter) + anOffset));
607 }
608 }
609 }
610 }
611
612 if (aSet->Normals.size() != aSet->Vertices.size())
613 {
614 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
615 {
616 aSet->Normals.push_back (BVH_Vec3f());
617 }
618 }
619
620 if (aSet->TexCrds.size() != aSet->Vertices.size())
621 {
622 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
623 {
624 aSet->TexCrds.push_back (BVH_Vec2f());
625 }
626 }
627
628 if (theTransform != NULL)
629 {
630 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
631 {
632 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
633
634 BVH_Vec4f aTransVertex = *theTransform *
635 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
636
637 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
638 }
639 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
640 {
641 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
642
643 BVH_Vec4f aTransNormal = aNormalMatrix *
644 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
645
646 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
647 }
648 }
649
650 if (!aBounds.IsNull())
651 {
652 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
653 {
654 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
655
656 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
657 {
658 delete aSet;
659 return NULL;
660 }
661
662 aBoundStart += aVertNum;
663 }
664 }
665 else
666 {
667 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
668
669 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
670 {
671 delete aSet;
672 return NULL;
673 }
674 }
675 }
676
677 if (aSet->Size() != 0)
678 {
679 aSet->MarkDirty();
680 }
681
682 return aSet;
683}
684
685// =======================================================================
686// function : addRaytraceVertexIndices
687// purpose : Adds vertex indices to ray-traced scene geometry
688// =======================================================================
689Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
690 const Standard_Integer theMatID,
691 const Standard_Integer theCount,
692 const Standard_Integer theOffset,
693 const OpenGl_PrimitiveArray& theArray)
694{
695 switch (theArray.DrawMode())
696 {
697 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
698 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
699 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
700 #if !defined(GL_ES_VERSION_2_0)
701 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
702 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
703 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
704 #endif
705 }
706
707 return Standard_False;
708}
709
710// =======================================================================
711// function : addRaytraceTriangleArray
712// purpose : Adds OpenGL triangle array to ray-traced scene geometry
713// =======================================================================
714Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
715 const Standard_Integer theMatID,
716 const Standard_Integer theCount,
717 const Standard_Integer theOffset,
718 const Handle(Graphic3d_IndexBuffer)& theIndices)
719{
720 if (theCount < 3)
721 {
722 return Standard_True;
723 }
724
725 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
726
727 if (!theIndices.IsNull())
728 {
729 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
730 {
731 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
732 theIndices->Index (aVert + 1),
733 theIndices->Index (aVert + 2),
734 theMatID));
735 }
736 }
737 else
738 {
739 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
740 {
741 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
742 }
743 }
744
745 return Standard_True;
746}
747
748// =======================================================================
749// function : addRaytraceTriangleFanArray
750// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
751// =======================================================================
752Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
753 const Standard_Integer theMatID,
754 const Standard_Integer theCount,
755 const Standard_Integer theOffset,
756 const Handle(Graphic3d_IndexBuffer)& theIndices)
757{
758 if (theCount < 3)
759 {
760 return Standard_True;
761 }
762
763 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
764
765 if (!theIndices.IsNull())
766 {
767 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
768 {
769 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
770 theIndices->Index (aVert + 1),
771 theIndices->Index (aVert + 2),
772 theMatID));
773 }
774 }
775 else
776 {
777 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
778 {
779 theSet.Elements.push_back (BVH_Vec4i (theOffset,
780 aVert + 1,
781 aVert + 2,
782 theMatID));
783 }
784 }
785
786 return Standard_True;
787}
788
789// =======================================================================
790// function : addRaytraceTriangleStripArray
791// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
792// =======================================================================
793Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
794 const Standard_Integer theMatID,
795 const Standard_Integer theCount,
796 const Standard_Integer theOffset,
797 const Handle(Graphic3d_IndexBuffer)& theIndices)
798{
799 if (theCount < 3)
800 {
801 return Standard_True;
802 }
803
804 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
805
806 if (!theIndices.IsNull())
807 {
808 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
809 {
810 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + (aCW ? 1 : 0)),
811 theIndices->Index (aVert + (aCW ? 0 : 1)),
812 theIndices->Index (aVert + 2),
813 theMatID));
814 }
815 }
816 else
817 {
818 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
819 {
820 theSet.Elements.push_back (BVH_Vec4i (aVert + (aCW ? 1 : 0),
821 aVert + (aCW ? 0 : 1),
822 aVert + 2,
823 theMatID));
824 }
825 }
826
827 return Standard_True;
828}
829
830// =======================================================================
831// function : addRaytraceQuadrangleArray
832// purpose : Adds OpenGL quad array to ray-traced scene geometry
833// =======================================================================
834Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
835 const Standard_Integer theMatID,
836 const Standard_Integer theCount,
837 const Standard_Integer theOffset,
838 const Handle(Graphic3d_IndexBuffer)& theIndices)
839{
840 if (theCount < 4)
841 {
842 return Standard_True;
843 }
844
845 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
846
847 if (!theIndices.IsNull())
848 {
849 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
850 {
851 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
852 theIndices->Index (aVert + 1),
853 theIndices->Index (aVert + 2),
854 theMatID));
855 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
856 theIndices->Index (aVert + 2),
857 theIndices->Index (aVert + 3),
858 theMatID));
859 }
860 }
861 else
862 {
863 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
864 {
865 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
866 theMatID));
867 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
868 theMatID));
869 }
870 }
871
872 return Standard_True;
873}
874
875// =======================================================================
876// function : addRaytraceQuadrangleStripArray
877// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
878// =======================================================================
879Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
880 const Standard_Integer theMatID,
881 const Standard_Integer theCount,
882 const Standard_Integer theOffset,
883 const Handle(Graphic3d_IndexBuffer)& theIndices)
884{
885 if (theCount < 4)
886 {
887 return Standard_True;
888 }
889
890 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
891
892 if (!theIndices.IsNull())
893 {
894 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
895 {
896 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
897 theIndices->Index (aVert + 1),
898 theIndices->Index (aVert + 2),
899 theMatID));
900
901 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
902 theIndices->Index (aVert + 3),
903 theIndices->Index (aVert + 2),
904 theMatID));
905 }
906 }
907 else
908 {
909 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
910 {
911 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
912 aVert + 1,
913 aVert + 2,
914 theMatID));
915
916 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
917 aVert + 3,
918 aVert + 2,
919 theMatID));
920 }
921 }
922
923 return Standard_True;
924}
925
926// =======================================================================
927// function : addRaytracePolygonArray
928// purpose : Adds OpenGL polygon array to ray-traced scene geometry
929// =======================================================================
930Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
931 const Standard_Integer theMatID,
932 const Standard_Integer theCount,
933 const Standard_Integer theOffset,
934 const Handle(Graphic3d_IndexBuffer)& theIndices)
935{
936 if (theCount < 3)
937 {
938 return Standard_True;
939 }
940
941 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
942
943 if (!theIndices.IsNull())
944 {
945 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
946 {
947 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
948 theIndices->Index (aVert + 1),
949 theIndices->Index (aVert + 2),
950 theMatID));
951 }
952 }
953 else
954 {
955 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
956 {
957 theSet.Elements.push_back (BVH_Vec4i (theOffset,
958 aVert + 1,
959 aVert + 2,
960 theMatID));
961 }
962 }
963
964 return Standard_True;
965}
966
967const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
968
969// =======================================================================
970// function : Source
971// purpose : Returns shader source combined with prefix
972// =======================================================================
973TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
974{
975 const TCollection_AsciiString aVersion = "#version 140";
976
977 if (myPrefix.IsEmpty())
978 {
979 return aVersion + "\n" + mySource;
980 }
981
982 return aVersion + "\n" + myPrefix + "\n" + mySource;
983}
984
985// =======================================================================
986// function : Load
987// purpose : Loads shader source from specified files
988// =======================================================================
989Standard_Boolean OpenGl_View::ShaderSource::Load (const TCollection_AsciiString* theFileNames,
990 const TCollection_AsciiString& thePrefix)
991{
992 myError.Clear();
993 mySource.Clear();
994 TCollection_AsciiString aMissingFiles;
995 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
996 {
997 OSD_File aFile (theFileNames[anIndex]);
998 if (aFile.Exists())
999 {
1000 aFile.Open (OSD_ReadOnly, OSD_Protection());
1001 }
1002 if (!aFile.IsOpen())
1003 {
1004 if (!aMissingFiles.IsEmpty())
1005 {
1006 aMissingFiles += ", ";
1007 }
1008 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1009 continue;
1010 }
1011 else if (!aMissingFiles.IsEmpty())
1012 {
1013 aFile.Close();
1014 continue;
1015 }
1016
1017 TCollection_AsciiString aSource;
1018 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1019 if (!aSource.IsEmpty())
1020 {
1021 mySource += TCollection_AsciiString ("\n") + aSource;
1022 }
1023 aFile.Close();
1024 }
1025
1026 myPrefix = thePrefix;
1027 if (!aMissingFiles.IsEmpty())
1028 {
1029 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1030 return Standard_False;
1031 }
1032 return Standard_True;
1033}
1034
1035// =======================================================================
1036// function : generateShaderPrefix
1037// purpose : Generates shader prefix based on current ray-tracing options
1038// =======================================================================
1039TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1040{
1041 TCollection_AsciiString aPrefixString =
1042 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1043 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1044
1045 if (myRaytraceParameters.TransparentShadows)
1046 {
1047 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1048 }
1049
1050 // If OpenGL driver supports bindless textures and texturing
1051 // is actually used, activate texturing in ray-tracing mode
1052 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
1053 {
1054 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1055 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1056 }
1057
1058 if (myRaytraceParameters.GlobalIllumination)
1059 {
1060 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
1061 }
1062
1063 return aPrefixString;
1064}
1065
1066// =======================================================================
1067// function : safeFailBack
1068// purpose : Performs safe exit when shaders initialization fails
1069// =======================================================================
1070Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1071 const Handle(OpenGl_Context)& theGlContext)
1072{
1073 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1074 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, theMessage);
1075
1076 myRaytraceInitStatus = OpenGl_RT_FAIL;
1077
1078 releaseRaytraceResources (theGlContext);
1079
1080 return Standard_False;
1081}
1082
1083// =======================================================================
1084// function : initShader
1085// purpose : Creates new shader object with specified source
1086// =======================================================================
1087Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1088 const ShaderSource& theSource,
1089 const Handle(OpenGl_Context)& theGlContext)
1090{
1091 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1092
1093 if (!aShader->Create (theGlContext))
1094 {
1095 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1096 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1097
1098 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1099 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1100
1101 aShader->Release (theGlContext.operator->());
1102
1103 return Handle(OpenGl_ShaderObject)();
1104 }
1105
1106 if (!aShader->LoadSource (theGlContext, theSource.Source()))
1107 {
1108 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1109 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1110
1111 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1112 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1113
1114 aShader->Release (theGlContext.operator->());
1115
1116 return Handle(OpenGl_ShaderObject)();
1117 }
1118
1119 TCollection_AsciiString aBuildLog;
1120
1121 if (!aShader->Compile (theGlContext))
1122 {
1123 aShader->FetchInfoLog (theGlContext, aBuildLog);
1124
1125 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1126 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1127
1128 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1129 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1130
1131 aShader->Release (theGlContext.operator->());
1132
1133 return Handle(OpenGl_ShaderObject)();
1134 }
1135 else if (theGlContext->caps->glslWarnings)
1136 {
1137 aShader->FetchInfoLog (theGlContext, aBuildLog);
1138
1139 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
1140 {
1141 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1142 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1143
1144 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1145 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1146 }
1147 }
1148
1149 return aShader;
1150}
1151
1152// =======================================================================
1153// function : initProgram
1154// purpose : Creates GLSL program from the given shader objects
1155// =======================================================================
1156Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1157 const Handle(OpenGl_ShaderObject)& theVertShader,
1158 const Handle(OpenGl_ShaderObject)& theFragShader)
1159{
1160 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1161
1162 if (!aProgram->Create (theGlContext))
1163 {
1164 theVertShader->Release (theGlContext.operator->());
1165
1166 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1167 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to create shader program");
1168
1169 return Handle(OpenGl_ShaderProgram)();
1170 }
1171
1172 if (!aProgram->AttachShader (theGlContext, theVertShader)
1173 || !aProgram->AttachShader (theGlContext, theFragShader))
1174 {
1175 theVertShader->Release (theGlContext.operator->());
1176
1177 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1178 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to attach shader objects");
1179
1180 return Handle(OpenGl_ShaderProgram)();
1181 }
1182
1183 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1184
1185 TCollection_AsciiString aLinkLog;
1186
1187 if (!aProgram->Link (theGlContext))
1188 {
1189 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1190
1191 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1192 "Failed to link shader program:\n") + aLinkLog;
1193
1194 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1195 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1196
1197 return Handle(OpenGl_ShaderProgram)();
1198 }
1199 else if (theGlContext->caps->glslWarnings)
1200 {
1201 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1202 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1203 {
1204 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1205 "Shader program was linked with following warnings:\n") + aLinkLog;
1206
1207 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1208 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1209 }
1210 }
1211
1212 return aProgram;
1213}
1214
1215// =======================================================================
1216// function : initRaytraceResources
1217// purpose : Initializes OpenGL/GLSL shader programs
1218// =======================================================================
1219Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1220{
1221 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1222 {
1223 return Standard_False;
1224 }
1225
1226 Standard_Boolean aToRebuildShaders = Standard_False;
1227
1228 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1229 {
1230 if (!myIsRaytraceDataValid)
1231 return Standard_True;
1232
1233 const Standard_Integer aRequiredStackSize =
1234 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1235
1236 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1237 {
1238 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1239
1240 aToRebuildShaders = Standard_True;
1241 }
1242 else
1243 {
1244 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1245 {
1246 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1247 {
1248 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1249 aToRebuildShaders = Standard_True;
1250 }
1251 }
1252 }
1253
1254 if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
1255 {
1256 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1257 aToRebuildShaders = Standard_True;
1258 }
1259
1260 if (myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures)
1261 {
1262 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
1263 aToRebuildShaders = Standard_True;
1264 }
1265
1266 if (myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1267 {
1268 myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
1269 aToRebuildShaders = Standard_True;
1270 }
1271
1272 if (myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination)
1273 {
1274 myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
1275 aToRebuildShaders = Standard_True;
1276 }
1277
1278 if (aToRebuildShaders)
1279 {
1280 // Reject accumulated frames
1281 myAccumFrames = 0;
1282
1283 // We need to update environment texture
1284 myToUpdateEnvironmentMap = Standard_True;
1285
1286 TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1287
1288#ifdef RAY_TRACE_PRINT_INFO
1289 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1290#endif
1291
1292 myRaytraceShaderSource.SetPrefix (aPrefixString);
1293 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1294
1295 if (!myRaytraceShader->LoadSource (theGlContext, myRaytraceShaderSource.Source())
1296 || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source()))
1297 {
1298 return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
1299 }
1300
1301 if (!myRaytraceShader->Compile (theGlContext)
1302 || !myPostFSAAShader->Compile (theGlContext))
1303 {
1304 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
1305 }
1306
1307 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1308 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1309 if (!myRaytraceProgram->Link (theGlContext)
1310 || !myPostFSAAProgram->Link (theGlContext))
1311 {
1312 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
1313 }
1314 }
1315 }
1316
1317 if (myRaytraceInitStatus == OpenGl_RT_NONE)
1318 {
1319 if (!theGlContext->IsGlGreaterEqual (3, 1))
1320 {
1321 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
1322 }
1323 else if (!theGlContext->arbTboRGB32)
1324 {
1325 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1326 }
1327 else if (!theGlContext->arbFBOBlit)
1328 {
1329 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
1330 }
1331
1332 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1333
1334 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1335
1336 if (aFolder.IsEmpty())
1337 {
1338 return safeFailBack ("Failed to locate shaders directory", theGlContext);
1339 }
1340
1341 if (myIsRaytraceDataValid)
1342 {
1343 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1344 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1345 }
1346
1347 TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1348
1349#ifdef RAY_TRACE_PRINT_INFO
1350 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1351#endif
1352
1353 ShaderSource aBasicVertShaderSrc;
1354 {
1355 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.vs", "" };
1356 if (!aBasicVertShaderSrc.Load (aFiles))
1357 {
1358 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1359 }
1360 }
1361
1362 {
1363 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1364 aFolder + "/PathtraceBase.fs",
1365 aFolder + "/RaytraceRender.fs",
1366 "" };
1367 if (!myRaytraceShaderSource.Load (aFiles, aPrefixString))
1368 {
1369 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1370 }
1371
1372 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1373 if (aBasicVertShader.IsNull())
1374 {
1375 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1376 }
1377
1378 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
1379 if (myRaytraceShader.IsNull())
1380 {
1381 aBasicVertShader->Release (theGlContext.operator->());
1382 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
1383 }
1384
1385 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
1386 if (myRaytraceProgram.IsNull())
1387 {
1388 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
1389 }
1390 }
1391
1392 {
1393 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1394 aFolder + "/RaytraceSmooth.fs",
1395 "" };
1396 if (!myPostFSAAShaderSource.Load (aFiles, aPrefixString))
1397 {
1398 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1399 }
1400
1401 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1402 if (aBasicVertShader.IsNull())
1403 {
1404 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
1405 }
1406
1407 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
1408 if (myPostFSAAShader.IsNull())
1409 {
1410 aBasicVertShader->Release (theGlContext.operator->());
1411 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
1412 }
1413
1414 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
1415 if (myPostFSAAProgram.IsNull())
1416 {
1417 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
1418 }
1419 }
1420
1421 {
1422 ShaderSource aDispShaderSrc;
1423 TCollection_AsciiString aFiles[] = { aFolder + "/Display.fs", "" };
1424 if (!aDispShaderSrc.Load (aFiles, aPrefixString))
1425 {
1426 return safeFailBack (aDispShaderSrc.ErrorDescription(), theGlContext);
1427 }
1428
1429 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1430 if (aBasicVertShader.IsNull())
1431 {
1432 return safeFailBack ("Failed to set vertex shader source", theGlContext);
1433 }
1434
1435 Handle(OpenGl_ShaderObject) aDisplayShader = initShader (GL_FRAGMENT_SHADER, aDispShaderSrc, theGlContext);
1436 if (aDisplayShader.IsNull())
1437 {
1438 aBasicVertShader->Release (theGlContext.operator->());
1439 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
1440 }
1441
1442 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, aDisplayShader);
1443 if (myOutImageProgram.IsNull())
1444 {
1445 return safeFailBack ("Failed to initialize output shader program", theGlContext);
1446 }
1447 }
1448 }
1449
1450 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1451 {
1452 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1453 {
1454 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1455 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1456
1457 theGlContext->BindProgram (aShaderProgram);
1458
1459 aShaderProgram->SetSampler (theGlContext,
1460 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1461 aShaderProgram->SetSampler (theGlContext,
1462 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1463 aShaderProgram->SetSampler (theGlContext,
1464 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1465 aShaderProgram->SetSampler (theGlContext,
1466 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1467 aShaderProgram->SetSampler (theGlContext,
1468 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1469 aShaderProgram->SetSampler (theGlContext,
1470 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
1471 aShaderProgram->SetSampler (theGlContext,
1472 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1473 aShaderProgram->SetSampler (theGlContext,
1474 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1475 aShaderProgram->SetSampler (theGlContext,
1476 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1477 aShaderProgram->SetSampler (theGlContext,
1478 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1479 aShaderProgram->SetSampler (theGlContext,
1480 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1481
1482 aShaderProgram->SetSampler (theGlContext,
1483 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1484 aShaderProgram->SetSampler (theGlContext,
1485 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1486
1487 if (anIndex == 1)
1488 {
1489 aShaderProgram->SetSampler (theGlContext,
1490 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1491 }
1492 else
1493 {
1494 aShaderProgram->SetSampler (theGlContext,
1495 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
1496 }
1497
1498 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1499 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
1500
1501 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1502 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
1503 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1504 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
1505 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1506 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
1507 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1508 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
1509 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1510 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
1511 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1512 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
1513 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1514 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
1515 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1516 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
1517 myUniformLocations[anIndex][OpenGl_RT_uViewMat] =
1518 aShaderProgram->GetUniformLocation (theGlContext, "uViewMat");
1519 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1520 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
1521
1522 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1523 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
1524 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1525 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
1526 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1527 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
1528 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1529 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
1530
1531 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1532 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
1533 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1534 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
1535 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1536 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
1537
1538 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
1539 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
1540
1541 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1542 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1543 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1544 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1545 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1546 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1547 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1548 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
1549 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1550 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
1551
1552 myUniformLocations[anIndex][OpenGl_RT_uSampleWeight] =
1553 aShaderProgram->GetUniformLocation (theGlContext, "uSampleWeight");
1554 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1555 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1556
1557 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1558 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1559 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1560 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
1561 }
1562
1563 theGlContext->BindProgram (myOutImageProgram);
1564
1565 myOutImageProgram->SetSampler (theGlContext,
1566 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1567
1568 myOutImageProgram->SetSampler (theGlContext,
1569 "uDepthTexture", OpenGl_RT_DepthTexture);
1570
1571 theGlContext->BindProgram (NULL);
1572 }
1573
1574 if (myRaytraceInitStatus != OpenGl_RT_NONE)
1575 {
1576 return myRaytraceInitStatus == OpenGl_RT_INIT;
1577 }
1578
1579 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1580 -1.f, 1.f, 0.f,
1581 1.f, 1.f, 0.f,
1582 1.f, 1.f, 0.f,
1583 1.f, -1.f, 0.f,
1584 -1.f, -1.f, 0.f };
1585
1586 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
1587
1588 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
1589
1590 return Standard_True;
1591}
1592
1593// =======================================================================
1594// function : nullifyResource
1595// purpose :
1596// =======================================================================
1597template <class T>
1598inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext,
1599 Handle(T)& theResource)
1600{
1601 if (!theResource.IsNull())
1602 {
1603 theResource->Release (theGlContext.operator->());
1604 theResource.Nullify();
1605 }
1606}
1607
1608// =======================================================================
1609// function : releaseRaytraceResources
1610// purpose : Releases OpenGL/GLSL shader programs
1611// =======================================================================
1612void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1613{
1614 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1615 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1616 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1617 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1618
1619 nullifyResource (theGlContext, myRaytraceShader);
1620 nullifyResource (theGlContext, myPostFSAAShader);
1621
1622 nullifyResource (theGlContext, myRaytraceProgram);
1623 nullifyResource (theGlContext, myPostFSAAProgram);
1624 nullifyResource (theGlContext, myOutImageProgram);
1625
1626 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1627 nullifyResource (theGlContext, mySceneMinPointTexture);
1628 nullifyResource (theGlContext, mySceneMaxPointTexture);
1629
1630 nullifyResource (theGlContext, myGeometryVertexTexture);
1631 nullifyResource (theGlContext, myGeometryNormalTexture);
1632 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1633 nullifyResource (theGlContext, myGeometryTriangTexture);
1634 nullifyResource (theGlContext, mySceneTransformTexture);
1635
1636 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1637 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1638
1639 myRaytraceGeometry.ReleaseResources (theGlContext);
1640
1641 if (myRaytraceScreenQuad.IsValid())
1642 myRaytraceScreenQuad.Release (theGlContext.operator->());
1643}
1644
1645// =======================================================================
1646// function : updateRaytraceBuffers
1647// purpose : Updates auxiliary OpenGL frame buffers.
1648// =======================================================================
1649Standard_Boolean OpenGl_View::updateRaytraceBuffers (const Standard_Integer theSizeX,
1650 const Standard_Integer theSizeY,
1651 const Handle(OpenGl_Context)& theGlContext)
1652{
1653 // Auxiliary buffers are not used.
1654 if (!myRaytraceParameters.GlobalIllumination && !myRenderParams.IsAntialiasingEnabled)
1655 {
1656 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1657 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1658 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1659 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1660 return Standard_True;
1661 }
1662
1663 myRaytraceFBO1[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1664 myRaytraceFBO2[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1665
1666 // Init second set of buffers for stereographic rendering.
1667 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1668 {
1669 myRaytraceFBO1[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1670 myRaytraceFBO2[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1671 }
1672 else
1673 {
1674 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1675 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1676 }
1677
1678 return Standard_True;
1679}
1680
1681// =======================================================================
1682// function : updateCamera
1683// purpose : Generates viewing rays for corners of screen quad
1684// =======================================================================
1685void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
1686 const OpenGl_Mat4& theViewMapping,
1687 OpenGl_Vec3* theOrigins,
1688 OpenGl_Vec3* theDirects,
1689 OpenGl_Mat4& theView,
1690 OpenGl_Mat4& theUnview)
1691{
1692 // compute view-projection matrix
1693 theView = theViewMapping * theOrientation;
1694
1695 // compute inverse view-projection matrix
1696 theView.Inverted (theUnview);
1697
1698 Standard_Integer aOriginIndex = 0;
1699 Standard_Integer aDirectIndex = 0;
1700
1701 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1702 {
1703 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1704 {
1705 OpenGl_Vec4 aOrigin (GLfloat(aX),
1706 GLfloat(aY),
1707 -1.0f,
1708 1.0f);
1709
1710 aOrigin = theUnview * aOrigin;
1711
1712 aOrigin.x() = aOrigin.x() / aOrigin.w();
1713 aOrigin.y() = aOrigin.y() / aOrigin.w();
1714 aOrigin.z() = aOrigin.z() / aOrigin.w();
1715
1716 OpenGl_Vec4 aDirect (GLfloat(aX),
1717 GLfloat(aY),
1718 1.0f,
1719 1.0f);
1720
1721 aDirect = theUnview * aDirect;
1722
1723 aDirect.x() = aDirect.x() / aDirect.w();
1724 aDirect.y() = aDirect.y() / aDirect.w();
1725 aDirect.z() = aDirect.z() / aDirect.w();
1726
1727 aDirect = aDirect - aOrigin;
1728
1729 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1730 static_cast<GLfloat> (aOrigin.y()),
1731 static_cast<GLfloat> (aOrigin.z()));
1732
1733 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x()),
1734 static_cast<GLfloat> (aDirect.y()),
1735 static_cast<GLfloat> (aDirect.z()));
1736 }
1737 }
1738}
1739
1740// =======================================================================
1741// function : uploadRaytraceData
1742// purpose : Uploads ray-trace data to the GPU
1743// =======================================================================
1744Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
1745{
1746 if (!theGlContext->IsGlGreaterEqual (3, 1))
1747 {
1748#ifdef RAY_TRACE_PRINT_INFO
1749 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1750#endif
1751 return Standard_False;
1752 }
1753
1754 myAccumFrames = 0; // accumulation should be restarted
1755
1756 /////////////////////////////////////////////////////////////////////////////
1757 // Prepare OpenGL textures
1758
1759 if (theGlContext->arbTexBindless != NULL)
1760 {
1761 // If OpenGL driver supports bindless textures we need
1762 // to get unique 64- bit handles for using on the GPU
1763 if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
1764 {
1765#ifdef RAY_TRACE_PRINT_INFO
1766 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
1767#endif
1768 return Standard_False;
1769 }
1770 }
1771
1772 /////////////////////////////////////////////////////////////////////////////
1773 // Create OpenGL BVH buffers
1774
1775 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
1776 {
1777 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1778 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1779 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1780 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1781
1782 if (!mySceneNodeInfoTexture->Create (theGlContext)
1783 || !mySceneMinPointTexture->Create (theGlContext)
1784 || !mySceneMaxPointTexture->Create (theGlContext)
1785 || !mySceneTransformTexture->Create (theGlContext))
1786 {
1787#ifdef RAY_TRACE_PRINT_INFO
1788 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
1789#endif
1790 return Standard_False;
1791 }
1792 }
1793
1794 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1795 {
1796 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1797 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1798 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
1799 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1800
1801 if (!myGeometryVertexTexture->Create (theGlContext)
1802 || !myGeometryNormalTexture->Create (theGlContext)
1803 || !myGeometryTexCrdTexture->Create (theGlContext)
1804 || !myGeometryTriangTexture->Create (theGlContext))
1805 {
1806#ifdef RAY_TRACE_PRINT_INFO
1807 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1808#endif
1809 return Standard_False;
1810 }
1811 }
1812
1813 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1814 {
1815 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1816
1817 if (!myRaytraceMaterialTexture->Create (theGlContext))
1818 {
1819#ifdef RAY_TRACE_PRINT_INFO
1820 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1821#endif
1822 return Standard_False;
1823 }
1824 }
1825
1826 /////////////////////////////////////////////////////////////////////////////
1827 // Write transform buffer
1828
1829 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1830
1831 bool aResult = true;
1832
1833 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1834 {
1835 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1836 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1837
1838 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1839 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1840
1841 Standard_ASSERT_RETURN (aTransform != NULL,
1842 "OpenGl_TriangleSet does not contain transform", Standard_False);
1843
1844 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1845 }
1846
1847 aResult &= mySceneTransformTexture->Init (theGlContext, 4,
1848 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1849
1850 delete [] aNodeTransforms;
1851
1852 /////////////////////////////////////////////////////////////////////////////
1853 // Write geometry and bottom-level BVH buffers
1854
1855 Standard_Size aTotalVerticesNb = 0;
1856 Standard_Size aTotalElementsNb = 0;
1857 Standard_Size aTotalBVHNodesNb = 0;
1858
1859 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1860 {
1861 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1862 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1863
1864 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1865 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1866
1867 aTotalVerticesNb += aTriangleSet->Vertices.size();
1868 aTotalElementsNb += aTriangleSet->Elements.size();
1869
1870 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1871 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
1872
1873 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1874 }
1875
1876 aTotalBVHNodesNb += myRaytraceGeometry.BVH()->NodeInfoBuffer().size();
1877
1878 if (aTotalBVHNodesNb != 0)
1879 {
1880 aResult &= mySceneNodeInfoTexture->Init (
1881 theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1882 aResult &= mySceneMinPointTexture->Init (
1883 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1884 aResult &= mySceneMaxPointTexture->Init (
1885 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1886 }
1887
1888 if (!aResult)
1889 {
1890#ifdef RAY_TRACE_PRINT_INFO
1891 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1892#endif
1893 return Standard_False;
1894 }
1895
1896 if (aTotalElementsNb != 0)
1897 {
1898 aResult &= myGeometryTriangTexture->Init (
1899 theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
1900 }
1901
1902 if (aTotalVerticesNb != 0)
1903 {
1904 aResult &= myGeometryVertexTexture->Init (
1905 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1906 aResult &= myGeometryNormalTexture->Init (
1907 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1908 aResult &= myGeometryTexCrdTexture->Init (
1909 theGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1910 }
1911
1912 if (!aResult)
1913 {
1914#ifdef RAY_TRACE_PRINT_INFO
1915 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1916#endif
1917 return Standard_False;
1918 }
1919
1920 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 3> >& aBVH = myRaytraceGeometry.BVH();
1921
1922 if (aBVH->Length() > 0)
1923 {
1924 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
1925 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1926 aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
1927 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1928 aResult &= mySceneMaxPointTexture->SubData (theGlContext, 0, aBVH->Length(),
1929 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1930 }
1931
1932 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1933 {
1934 if (!aBVH->IsOuter (aNodeIdx))
1935 continue;
1936
1937 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
1938
1939 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1940 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1941
1942 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
1943
1944 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1945 "Error: Failed to get offset for bottom-level BVH", Standard_False);
1946
1947 const Standard_Integer aBvhBuffersSize = aTriangleSet->BVH()->Length();
1948
1949 if (aBvhBuffersSize != 0)
1950 {
1951 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
1952 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1953 aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
1954 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1955 aResult &= mySceneMaxPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
1956 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
1957
1958 if (!aResult)
1959 {
1960#ifdef RAY_TRACE_PRINT_INFO
1961 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1962#endif
1963 return Standard_False;
1964 }
1965 }
1966
1967 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
1968
1969 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1970 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
1971
1972 if (!aTriangleSet->Vertices.empty())
1973 {
1974 aResult &= myGeometryNormalTexture->SubData (theGlContext, aVerticesOffset,
1975 GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1976 aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
1977 GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
1978 aResult &= myGeometryVertexTexture->SubData (theGlContext, aVerticesOffset,
1979 GLsizei (aTriangleSet->Vertices.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
1980 }
1981
1982 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
1983
1984 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1985 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
1986
1987 if (!aTriangleSet->Elements.empty())
1988 {
1989 aResult &= myGeometryTriangTexture->SubData (theGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1990 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
1991 }
1992
1993 if (!aResult)
1994 {
1995#ifdef RAY_TRACE_PRINT_INFO
1996 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
1997#endif
1998 return Standard_False;
1999 }
2000 }
2001
2002 /////////////////////////////////////////////////////////////////////////////
2003 // Write material buffer
2004
2005 if (myRaytraceGeometry.Materials.size() != 0)
2006 {
2007 aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
2008 GLsizei (myRaytraceGeometry.Materials.size() * 18), myRaytraceGeometry.Materials.front().Packed());
2009
2010 if (!aResult)
2011 {
2012#ifdef RAY_TRACE_PRINT_INFO
2013 std::cout << "Error: Failed to upload material buffer" << std::endl;
2014#endif
2015 return Standard_False;
2016 }
2017 }
2018
2019 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
2020
2021#ifdef RAY_TRACE_PRINT_INFO
2022
2023 Standard_ShortReal aMemUsed = 0.f;
2024
2025 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
2026 {
2027 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2028 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
2029
2030 aMemUsed += static_cast<Standard_ShortReal> (
2031 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
2032 aMemUsed += static_cast<Standard_ShortReal> (
2033 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
2034 aMemUsed += static_cast<Standard_ShortReal> (
2035 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
2036 aMemUsed += static_cast<Standard_ShortReal> (
2037 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
2038
2039 aMemUsed += static_cast<Standard_ShortReal> (
2040 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2041 aMemUsed += static_cast<Standard_ShortReal> (
2042 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2043 aMemUsed += static_cast<Standard_ShortReal> (
2044 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2045 }
2046
2047 aMemUsed += static_cast<Standard_ShortReal> (
2048 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2049 aMemUsed += static_cast<Standard_ShortReal> (
2050 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2051 aMemUsed += static_cast<Standard_ShortReal> (
2052 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2053
2054 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
2055
2056#endif
2057
2058 return aResult;
2059}
2060
2061// =======================================================================
2062// function : updateRaytraceLightSources
2063// purpose : Updates 3D scene light sources for ray-tracing
2064// =======================================================================
2065Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
2066{
2067 myRaytraceGeometry.Sources.clear();
2068
2069 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
2070
2071 OpenGl_ListOfLight::Iterator aLightIter (myShadingModel == Graphic3d_TOSM_NONE ? OpenGl_NoShadingLight() : myLights);
2072 for (; aLightIter.More(); aLightIter.Next())
2073 {
2074 const OpenGl_Light& aLight = aLightIter.Value();
2075
2076 if (aLight.Type == Graphic3d_TOLS_AMBIENT)
2077 {
2078 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r() * aLight.Intensity,
2079 aLight.Color.g() * aLight.Intensity,
2080 aLight.Color.b() * aLight.Intensity,
2081 0.0f);
2082 continue;
2083 }
2084
2085 BVH_Vec4f aDiffuse (aLight.Color.r() * aLight.Intensity,
2086 aLight.Color.g() * aLight.Intensity,
2087 aLight.Color.b() * aLight.Intensity,
2088 1.0f);
2089
2090 BVH_Vec4f aPosition (-aLight.Direction.x(),
2091 -aLight.Direction.y(),
2092 -aLight.Direction.z(),
2093 0.0f);
2094
2095 if (aLight.Type != Graphic3d_TOLS_DIRECTIONAL)
2096 {
2097 aPosition = BVH_Vec4f (aLight.Position.x(),
2098 aLight.Position.y(),
2099 aLight.Position.z(),
2100 1.0f);
2101
2102 // store smoothing radius in w-component
2103 aDiffuse.w() = Max (aLight.Smoothness, 0.f);
2104 }
2105 else
2106 {
2107 // store cosine of smoothing angle in w-component
2108 aDiffuse.w() = cosf (Min (Max (aLight.Smoothness, 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
2109 }
2110
2111 if (aLight.IsHeadlight)
2112 {
2113 aPosition = theInvModelView * aPosition;
2114 }
2115
2116 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
2117 }
2118
2119 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
2120 {
2121 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
2122
2123 if (!myRaytraceLightSrcTexture->Create (theGlContext))
2124 {
2125#ifdef RAY_TRACE_PRINT_INFO
2126 std::cout << "Error: Failed to create light source buffer" << std::endl;
2127#endif
2128 return Standard_False;
2129 }
2130 }
2131
2132 if (myRaytraceGeometry.Sources.size() != 0)
2133 {
2134 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
2135 if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
2136 {
2137#ifdef RAY_TRACE_PRINT_INFO
2138 std::cout << "Error: Failed to upload light source buffer" << std::endl;
2139#endif
2140 return Standard_False;
2141 }
2142 }
2143
2144 return Standard_True;
2145}
2146
2147// =======================================================================
2148// function : updateRaytraceEnvironmentMap
2149// purpose : Updates environment map for ray-tracing
2150// =======================================================================
2151Standard_Boolean OpenGl_View::updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext)
2152{
2153 Standard_Boolean aResult = Standard_True;
2154
2155 if (!myToUpdateEnvironmentMap)
2156 {
2157 return aResult;
2158 }
2159
2160 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
2161 {
2162 const Handle(OpenGl_ShaderProgram)& aProgram =
2163 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
2164
2165 if (!aProgram.IsNull())
2166 {
2167 aResult &= theGlContext->BindProgram (aProgram);
2168
2169 if (!myTextureEnv.IsNull() && mySurfaceDetail != Graphic3d_TOD_NONE)
2170 {
2171 myTextureEnv->Bind (theGlContext,
2172 GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
2173
2174 aResult &= aProgram->SetUniform (theGlContext,
2175 myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 1);
2176 }
2177 else
2178 {
2179 aResult &= aProgram->SetUniform (theGlContext,
2180 myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 0);
2181 }
2182 }
2183 }
2184
2185 myToUpdateEnvironmentMap = Standard_False;
2186
2187 theGlContext->BindProgram (NULL);
2188
2189 return aResult;
2190}
2191
2192// =======================================================================
2193// function : setUniformState
2194// purpose : Sets uniform state for the given ray-tracing shader program
2195// =======================================================================
2196Standard_Boolean OpenGl_View::setUniformState (const OpenGl_Vec3* theOrigins,
2197 const OpenGl_Vec3* theDirects,
2198 const OpenGl_Mat4& theViewMat,
2199 const OpenGl_Mat4& theUnviewMat,
2200 const Standard_Integer theProgramId,
2201 const Handle(OpenGl_Context)& theGlContext)
2202{
2203 Handle(OpenGl_ShaderProgram)& theProgram =
2204 theProgramId == 0 ? myRaytraceProgram : myPostFSAAProgram;
2205
2206 if (theProgram.IsNull())
2207 {
2208 return Standard_False;
2209 }
2210
2211 const Standard_Integer aLightSourceBufferSize =
2212 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2213
2214 // Set camera state
2215 theProgram->SetUniform (theGlContext,
2216 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], theOrigins[0]);
2217 theProgram->SetUniform (theGlContext,
2218 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], theOrigins[1]);
2219 theProgram->SetUniform (theGlContext,
2220 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], theOrigins[2]);
2221 theProgram->SetUniform (theGlContext,
2222 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], theOrigins[3]);
2223 theProgram->SetUniform (theGlContext,
2224 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], theDirects[0]);
2225 theProgram->SetUniform (theGlContext,
2226 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], theDirects[1]);
2227 theProgram->SetUniform (theGlContext,
2228 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], theDirects[2]);
2229 theProgram->SetUniform (theGlContext,
2230 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], theDirects[3]);
2231 theProgram->SetUniform (theGlContext,
2232 myUniformLocations[theProgramId][OpenGl_RT_uViewMat], theViewMat);
2233 theProgram->SetUniform (theGlContext,
2234 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], theUnviewMat);
2235
2236 // Set scene parameters
2237 theProgram->SetUniform (theGlContext,
2238 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2239 theProgram->SetUniform (theGlContext,
2240 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2241 theProgram->SetUniform (theGlContext,
2242 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2243 theProgram->SetUniform (theGlContext,
2244 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2245
2246 // Set run-time rendering options
2247 theProgram->SetUniform (theGlContext,
2248 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
2249 theProgram->SetUniform (theGlContext,
2250 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
2251
2252 if (myRenderParams.IsGlobalIlluminationEnabled)
2253 {
2254 theProgram->SetUniform (theGlContext,
2255 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
2256 }
2257
2258 // Set array of 64-bit texture handles
2259 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2260 {
2261 const std::vector<GLuint64>& aTextures = myRaytraceGeometry.TextureHandles();
2262
2263 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
2264 static_cast<GLsizei> (aTextures.size()), (OpenGl_Vec2u* )&aTextures.front());
2265 }
2266
2267 // Set background colors (only gradient background supported)
2268 if (myBgGradientArray != NULL
2269 && myBgGradientArray->IsDefined())
2270 {
2271 theProgram->SetUniform (theGlContext,
2272 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2273 theProgram->SetUniform (theGlContext,
2274 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
2275 }
2276 else
2277 {
2278 const OpenGl_Vec4 aBackColor (myBgColor.rgb[0],
2279 myBgColor.rgb[1],
2280 myBgColor.rgb[2],
2281 1.0f);
2282 theProgram->SetUniform (theGlContext,
2283 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2284 theProgram->SetUniform (theGlContext,
2285 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2286 }
2287
2288 theProgram->SetUniform (theGlContext,
2289 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
2290
2291 return Standard_True;
2292}
2293
2294// =======================================================================
2295// function : bindRaytraceTextures
2296// purpose : Binds ray-trace textures to corresponding texture units
2297// =======================================================================
2298void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2299{
2300 mySceneMinPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2301 mySceneMaxPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2302 mySceneNodeInfoTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2303 myGeometryVertexTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2304 myGeometryNormalTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2305 myGeometryTexCrdTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2306 myGeometryTriangTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2307 mySceneTransformTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2308 myRaytraceMaterialTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2309 myRaytraceLightSrcTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2310
2311 if (!myOpenGlFBO.IsNull())
2312 {
2313 myOpenGlFBO->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2314 myOpenGlFBO->DepthStencilTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2315 }
2316}
2317
2318// =======================================================================
2319// function : unbindRaytraceTextures
2320// purpose : Unbinds ray-trace textures from corresponding texture units
2321// =======================================================================
2322void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2323{
2324 mySceneMinPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2325 mySceneMaxPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2326 mySceneNodeInfoTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2327 myGeometryVertexTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2328 myGeometryNormalTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2329 myGeometryTexCrdTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2330 myGeometryTriangTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2331 mySceneTransformTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2332 myRaytraceMaterialTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2333 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2334
2335 if (!myOpenGlFBO.IsNull())
2336 {
2337 myOpenGlFBO->ColorTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2338 myOpenGlFBO->DepthStencilTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2339 }
2340
2341 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2342}
2343
2344// =======================================================================
2345// function : runRaytraceShaders
2346// purpose : Runs ray-tracing shader programs
2347// =======================================================================
2348Standard_Boolean OpenGl_View::runRaytraceShaders (const Standard_Integer theSizeX,
2349 const Standard_Integer theSizeY,
2350 const OpenGl_Vec3* theOrigins,
2351 const OpenGl_Vec3* theDirects,
2352 const OpenGl_Mat4& theViewMat,
2353 const OpenGl_Mat4& theUnviewMat,
2354 Graphic3d_Camera::Projection theProjection,
2355 OpenGl_FrameBuffer* theReadDrawFbo,
2356 const Handle(OpenGl_Context)& theGlContext)
2357{
2358 bindRaytraceTextures (theGlContext);
2359
2360 Handle(OpenGl_FrameBuffer) aRenderFramebuffer;
2361 Handle(OpenGl_FrameBuffer) anAccumFramebuffer;
2362
2363 // Choose proper set of framebuffers for stereo rendering
2364 Standard_Boolean isStereo = myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo;
2365 Standard_Boolean isRightEye = theProjection == Graphic3d_Camera::Projection_MonoRightEye;
2366 Standard_Integer aFBOIdx = (isStereo && isRightEye) ? 1 : 0;
2367
2368 if (myRaytraceParameters.GlobalIllumination) // if path-tracing is used
2369 {
2370 aRenderFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
2371 anAccumFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
2372
2373 anAccumFramebuffer->ColorTexture()->Bind (
2374 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2375
2376 aRenderFramebuffer->BindBuffer (theGlContext);
2377 }
2378 else if (myRenderParams.IsAntialiasingEnabled) // if 2-pass ray-tracing is used
2379 {
2380 myRaytraceFBO1[aFBOIdx]->BindBuffer (theGlContext);
2381 }
2382
2383 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
2384
2385 aResult &= setUniformState (theOrigins,
2386 theDirects,
2387 theViewMat,
2388 theUnviewMat,
2389 0, // ID of RT program
2390 theGlContext);
2391
2392 if (myRaytraceParameters.GlobalIllumination)
2393 {
2394 if (myAccumFrames == 0)
2395 {
2396 myRNG.SetSeed();
2397 }
2398
2399 // Set frame accumulation weight
2400 myRaytraceProgram->SetUniform (theGlContext,
2401 myUniformLocations[0][OpenGl_RT_uSampleWeight], 1.f / (myAccumFrames + 1));
2402
2403 // Set random number generator seed
2404 myRaytraceProgram->SetUniform (theGlContext,
2405 myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
2406 }
2407
2408 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2409
2410 if (myRaytraceParameters.GlobalIllumination)
2411 {
2412 // Output accumulated image
2413 theGlContext->BindProgram (myOutImageProgram);
2414
2415 if (theReadDrawFbo != NULL)
2416 {
2417 theReadDrawFbo->BindBuffer (theGlContext);
2418 }
2419 else
2420 {
2421 aRenderFramebuffer->UnbindBuffer (theGlContext);
2422 }
2423
2424 aRenderFramebuffer->ColorTexture()->Bind (
2425 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2426
2427 aRenderFramebuffer->DepthStencilTexture()->Bind (
2428 theGlContext, GL_TEXTURE0 + OpenGl_RT_DepthTexture);
2429
2430 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2431
2432 aRenderFramebuffer->DepthStencilTexture()->Unbind (
2433 theGlContext, GL_TEXTURE0 + OpenGl_RT_DepthTexture);
2434
2435 aRenderFramebuffer->ColorTexture()->Unbind (
2436 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2437 }
2438 else if (myRenderParams.IsAntialiasingEnabled)
2439 {
2440 myRaytraceFBO1[aFBOIdx]->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2441
2442 aResult &= theGlContext->BindProgram (myPostFSAAProgram);
2443
2444 aResult &= setUniformState (theOrigins,
2445 theDirects,
2446 theViewMat,
2447 theUnviewMat,
2448 1, // ID of FSAA program
2449 theGlContext);
2450
2451 // Perform multi-pass adaptive FSAA using ping-pong technique.
2452 // We use 'FLIPTRI' sampling pattern changing for every pixel
2453 // (3 additional samples per pixel, the 1st sample is already
2454 // available from initial ray-traced image).
2455 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
2456 {
2457 GLfloat aOffsetX = 1.f / theSizeX;
2458 GLfloat aOffsetY = 1.f / theSizeY;
2459
2460 if (anIt == 1)
2461 {
2462 aOffsetX *= -0.55f;
2463 aOffsetY *= 0.55f;
2464 }
2465 else if (anIt == 2)
2466 {
2467 aOffsetX *= 0.00f;
2468 aOffsetY *= -0.55f;
2469 }
2470 else if (anIt == 3)
2471 {
2472 aOffsetX *= 0.55f;
2473 aOffsetY *= 0.00f;
2474 }
2475
2476 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2477 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
2478 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2479 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2480 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2481 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2482
2483 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
2484
2485 if (anIt == 3) // disable FBO on last iteration
2486 {
2487 if (theReadDrawFbo != NULL)
2488 {
2489 theReadDrawFbo->BindBuffer (theGlContext);
2490 }
2491 else
2492 {
2493 aFramebuffer->UnbindBuffer (theGlContext);
2494 }
2495 }
2496 else
2497 {
2498 aFramebuffer->BindBuffer (theGlContext);
2499 }
2500
2501 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2502
2503 if (anIt != 3) // set input for the next pass
2504 {
2505 aFramebuffer->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2506 }
2507 }
2508 }
2509
2510 unbindRaytraceTextures (theGlContext);
2511
2512 theGlContext->BindProgram (NULL);
2513
2514 return aResult;
2515}
2516
2517// =======================================================================
2518// function : raytrace
2519// purpose : Redraws the window using OpenGL/GLSL ray-tracing
2520// =======================================================================
2521Standard_Boolean OpenGl_View::raytrace (const Standard_Integer theSizeX,
2522 const Standard_Integer theSizeY,
2523 Graphic3d_Camera::Projection theProjection,
2524 OpenGl_FrameBuffer* theReadDrawFbo,
2525 const Handle(OpenGl_Context)& theGlContext)
2526{
2527 if (!initRaytraceResources (theGlContext))
2528 {
2529 return Standard_False;
2530 }
2531
2532 if (!updateRaytraceBuffers (theSizeX, theSizeY, theGlContext))
2533 {
2534 return Standard_False;
2535 }
2536
2537 if (!updateRaytraceEnvironmentMap (theGlContext))
2538 {
2539 return Standard_False;
2540 }
2541
2542 // Get model-view and projection matrices
2543 OpenGl_Mat4 aOrientationMatrix = myCamera->OrientationMatrixF();
2544 OpenGl_Mat4 aViewMappingMatrix = theGlContext->ProjectionState.Current();
2545
2546 OpenGl_Mat4 aInverOrientMatrix;
2547 aOrientationMatrix.Inverted (aInverOrientMatrix);
2548 if (!updateRaytraceLightSources (aInverOrientMatrix, theGlContext))
2549 {
2550 return Standard_False;
2551 }
2552
2553 OpenGl_Vec3 aOrigins[4];
2554 OpenGl_Vec3 aDirects[4];
2555 OpenGl_Mat4 aViewMat;
2556 OpenGl_Mat4 anUnviewMat;
2557
2558 updateCamera (aOrientationMatrix,
2559 aViewMappingMatrix,
2560 aOrigins,
2561 aDirects,
2562 aViewMat,
2563 anUnviewMat);
2564
2565 if (theReadDrawFbo != NULL)
2566 {
2567 theReadDrawFbo->BindBuffer (theGlContext);
2568 }
2569
2570 // Generate ray-traced image
2571 if (myIsRaytraceDataValid)
2572 {
2573 myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2574
2575 if (!myRaytraceGeometry.AcquireTextures (theGlContext))
2576 {
2577 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
2578 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to acquire OpenGL image textures");
2579 }
2580
2581 // Remember the old depth function
2582 GLint aDepthFunc;
2583 theGlContext->core11fwd->glGetIntegerv (GL_DEPTH_FUNC, &aDepthFunc);
2584
2585 glDisable (GL_BLEND);
2586 glDepthFunc (GL_ALWAYS);
2587
2588 Standard_Boolean aResult = runRaytraceShaders (theSizeX,
2589 theSizeY,
2590 aOrigins,
2591 aDirects,
2592 aViewMat,
2593 anUnviewMat,
2594 theProjection,
2595 theReadDrawFbo,
2596 theGlContext);
2597
2598 // Restore depth function
2599 glDepthFunc (aDepthFunc);
2600
2601 if (!aResult)
2602 {
2603 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
2604 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to execute ray-tracing shaders");
2605 }
2606
2607 if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
2608 {
2609 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
2610 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to release OpenGL image textures");
2611 }
2612
2613 myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2614 }
2615
2616 return Standard_True;
2617}