0024776: Visualization - inherit OpenGl_View from Graphic3d_CView
[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60 // This set is used to remove out-of-date records from the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_ARB,
383 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, 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_ShortReal aStructTransform[16];
415
416 if (theStructure->Transformation()->mat != NULL)
417 {
418 for (Standard_Integer i = 0; i < 4; ++i)
419 {
420 for (Standard_Integer j = 0; j < 4; ++j)
421 {
422 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
423 }
424 }
425 }
426
427 Standard_Boolean aResult = addRaytraceGroups (theStructure, aStructMaterial,
428 theStructure->Transformation()->mat ? aStructTransform : NULL, theGlContext);
429
430 // Process all connected OpenGL structures
431 const OpenGl_Structure* anInstanced = theStructure->InstancedStructure();
432
433 if (anInstanced != NULL && anInstanced->IsRaytracable())
434 {
435 aResult &= addRaytraceGroups (anInstanced, aStructMaterial,
436 theStructure->Transformation()->mat ? aStructTransform : NULL, theGlContext);
437 }
438
439 myStructureStates[theStructure] = StructState (theStructure);
440
441 return aResult;
442}
443
444// =======================================================================
445// function : addRaytraceGroups
446// purpose : Adds OpenGL groups to ray-traced scene geometry
447// =======================================================================
448Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
449 const OpenGl_RaytraceMaterial& theStructMat,
450 const Standard_ShortReal* theTransform,
451 const Handle(OpenGl_Context)& theGlContext)
452{
453 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
454 {
455 // Get group material
456 OpenGl_RaytraceMaterial aGroupMaterial;
457 if (aGroupIter.Value()->AspectFace() != NULL)
458 {
459 aGroupMaterial = convertMaterial (
460 aGroupIter.Value()->AspectFace(), theGlContext);
461 }
462
463 Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
464
465 // Use group material if available, otherwise use structure material
466 myRaytraceGeometry.Materials.push_back (
467 aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
468
469 // Add OpenGL elements from group (extract primitives arrays and aspects)
470 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
471 {
472 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
473
474 if (anAspect != NULL)
475 {
476 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
477
478 OpenGl_RaytraceMaterial aMaterial = convertMaterial (anAspect, theGlContext);
479
480 myRaytraceGeometry.Materials.push_back (aMaterial);
481 }
482 else
483 {
484 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
485
486 if (aPrimArray != NULL)
487 {
488 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
489
490 if (aSetIter != myArrayToTrianglesMap.end())
491 {
492 OpenGl_TriangleSet* aSet = aSetIter->second;
493
494 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
495
496 if (theTransform != NULL)
497 {
498 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
499 }
500
501 aSet->SetProperties (aTransform);
502
503 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
504 {
505 aSet->SetMaterialIndex (aMatID);
506 }
507 }
508 else
509 {
510 NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
511 addRaytracePrimitiveArray (aPrimArray, aMatID, 0);
512
513 if (!aSet.IsNull())
514 {
515 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
516
517 if (theTransform != NULL)
518 {
519 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
520 }
521
522 aSet->SetProperties (aTransform);
523
524 myRaytraceGeometry.Objects().Append (aSet);
525 }
526 }
527 }
528 }
529 }
530 }
531
532 return Standard_True;
533}
534
535// =======================================================================
536// function : addRaytracePrimitiveArray
537// purpose : Adds OpenGL primitive array to ray-traced scene geometry
538// =======================================================================
539OpenGl_TriangleSet* OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
540 const Standard_Integer theMaterial,
541 const OpenGl_Mat4* theTransform)
542{
543 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
544 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
545 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
546
547 if (theArray->DrawMode() < GL_TRIANGLES
548 #ifndef GL_ES_VERSION_2_0
549 || theArray->DrawMode() > GL_POLYGON
550 #else
551 || theArray->DrawMode() > GL_TRIANGLE_FAN
552 #endif
553 || anAttribs.IsNull())
554 {
555 return NULL;
556 }
557
558 OpenGl_Mat4 aNormalMatrix;
559
560 if (theTransform != NULL)
561 {
562 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
563 "Error: Failed to compute normal transformation matrix", NULL);
564
565 aNormalMatrix.Transpose();
566 }
567
568 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
569 {
570 aSet->Vertices.reserve (anAttribs->NbElements);
571 aSet->Normals.reserve (anAttribs->NbElements);
572 aSet->TexCrds.reserve (anAttribs->NbElements);
573
574 const size_t aVertFrom = aSet->Vertices.size();
575
576 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
577 {
578 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
579 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
580 if (anAttrib.Id == Graphic3d_TOA_POS)
581 {
582 if (anAttrib.DataType == Graphic3d_TOD_VEC3
583 || anAttrib.DataType == Graphic3d_TOD_VEC4)
584 {
585 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
586 {
587 aSet->Vertices.push_back (
588 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
589 }
590 }
591 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
592 {
593 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
594 {
595 const Standard_ShortReal* aCoords =
596 reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
597
598 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 0.0f));
599 }
600 }
601 }
602 else if (anAttrib.Id == Graphic3d_TOA_NORM)
603 {
604 if (anAttrib.DataType == Graphic3d_TOD_VEC3
605 || anAttrib.DataType == Graphic3d_TOD_VEC4)
606 {
607 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
608 {
609 aSet->Normals.push_back (
610 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
611 }
612 }
613 }
614 else if (anAttrib.Id == Graphic3d_TOA_UV)
615 {
616 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
617 {
618 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
619 {
620 aSet->TexCrds.push_back (
621 *reinterpret_cast<const Graphic3d_Vec2*> (anAttribs->value (aVertIter) + anOffset));
622 }
623 }
624 }
625 }
626
627 if (aSet->Normals.size() != aSet->Vertices.size())
628 {
629 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
630 {
631 aSet->Normals.push_back (BVH_Vec3f());
632 }
633 }
634
635 if (aSet->TexCrds.size() != aSet->Vertices.size())
636 {
637 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
638 {
639 aSet->TexCrds.push_back (BVH_Vec2f());
640 }
641 }
642
643 if (theTransform != NULL)
644 {
645 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
646 {
647 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
648
649 BVH_Vec4f aTransVertex = *theTransform *
650 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
651
652 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
653 }
654 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
655 {
656 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
657
658 BVH_Vec4f aTransNormal = aNormalMatrix *
659 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
660
661 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
662 }
663 }
664
665 if (!aBounds.IsNull())
666 {
667 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
668 {
669 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
670
671 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
672 {
673 delete aSet;
674 return NULL;
675 }
676
677 aBoundStart += aVertNum;
678 }
679 }
680 else
681 {
682 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
683
684 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
685 {
686 delete aSet;
687 return NULL;
688 }
689 }
690 }
691
692 if (aSet->Size() != 0)
693 {
694 aSet->MarkDirty();
695 }
696
697 return aSet;
698}
699
700// =======================================================================
701// function : addRaytraceVertexIndices
702// purpose : Adds vertex indices to ray-traced scene geometry
703// =======================================================================
704Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
705 const Standard_Integer theMatID,
706 const Standard_Integer theCount,
707 const Standard_Integer theOffset,
708 const OpenGl_PrimitiveArray& theArray)
709{
710 switch (theArray.DrawMode())
711 {
712 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
713 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
714 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
715 #if !defined(GL_ES_VERSION_2_0)
716 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
717 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
718 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
719 #endif
720 }
721
722 return Standard_False;
723}
724
725// =======================================================================
726// function : addRaytraceTriangleArray
727// purpose : Adds OpenGL triangle array to ray-traced scene geometry
728// =======================================================================
729Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
730 const Standard_Integer theMatID,
731 const Standard_Integer theCount,
732 const Standard_Integer theOffset,
733 const Handle(Graphic3d_IndexBuffer)& theIndices)
734{
735 if (theCount < 3)
736 {
737 return Standard_True;
738 }
739
740 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
741
742 if (!theIndices.IsNull())
743 {
744 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
745 {
746 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
747 theIndices->Index (aVert + 1),
748 theIndices->Index (aVert + 2),
749 theMatID));
750 }
751 }
752 else
753 {
754 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
755 {
756 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
757 }
758 }
759
760 return Standard_True;
761}
762
763// =======================================================================
764// function : addRaytraceTriangleFanArray
765// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
766// =======================================================================
767Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
768 const Standard_Integer theMatID,
769 const Standard_Integer theCount,
770 const Standard_Integer theOffset,
771 const Handle(Graphic3d_IndexBuffer)& theIndices)
772{
773 if (theCount < 3)
774 {
775 return Standard_True;
776 }
777
778 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
779
780 if (!theIndices.IsNull())
781 {
782 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
783 {
784 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
785 theIndices->Index (aVert + 1),
786 theIndices->Index (aVert + 2),
787 theMatID));
788 }
789 }
790 else
791 {
792 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
793 {
794 theSet.Elements.push_back (BVH_Vec4i (theOffset,
795 aVert + 1,
796 aVert + 2,
797 theMatID));
798 }
799 }
800
801 return Standard_True;
802}
803
804// =======================================================================
805// function : addRaytraceTriangleStripArray
806// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
807// =======================================================================
808Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
809 const Standard_Integer theMatID,
810 const Standard_Integer theCount,
811 const Standard_Integer theOffset,
812 const Handle(Graphic3d_IndexBuffer)& theIndices)
813{
814 if (theCount < 3)
815 {
816 return Standard_True;
817 }
818
819 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
820
821 if (!theIndices.IsNull())
822 {
823 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
824 {
825 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
826 theIndices->Index (aVert + aCW ? 0 : 1),
827 theIndices->Index (aVert + 2),
828 theMatID));
829 }
830 }
831 else
832 {
833 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
834 {
835 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
836 aVert + aCW ? 0 : 1,
837 aVert + 2,
838 theMatID));
839 }
840 }
841
842 return Standard_True;
843}
844
845// =======================================================================
846// function : addRaytraceQuadrangleArray
847// purpose : Adds OpenGL quad array to ray-traced scene geometry
848// =======================================================================
849Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
850 const Standard_Integer theMatID,
851 const Standard_Integer theCount,
852 const Standard_Integer theOffset,
853 const Handle(Graphic3d_IndexBuffer)& theIndices)
854{
855 if (theCount < 4)
856 {
857 return Standard_True;
858 }
859
860 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
861
862 if (!theIndices.IsNull())
863 {
864 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
865 {
866 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
867 theIndices->Index (aVert + 1),
868 theIndices->Index (aVert + 2),
869 theMatID));
870 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
871 theIndices->Index (aVert + 2),
872 theIndices->Index (aVert + 3),
873 theMatID));
874 }
875 }
876 else
877 {
878 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
879 {
880 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
881 theMatID));
882 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
883 theMatID));
884 }
885 }
886
887 return Standard_True;
888}
889
890// =======================================================================
891// function : addRaytraceQuadrangleStripArray
892// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
893// =======================================================================
894Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
895 const Standard_Integer theMatID,
896 const Standard_Integer theCount,
897 const Standard_Integer theOffset,
898 const Handle(Graphic3d_IndexBuffer)& theIndices)
899{
900 if (theCount < 4)
901 {
902 return Standard_True;
903 }
904
905 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
906
907 if (!theIndices.IsNull())
908 {
909 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
910 {
911 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
912 theIndices->Index (aVert + 1),
913 theIndices->Index (aVert + 2),
914 theMatID));
915
916 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
917 theIndices->Index (aVert + 3),
918 theIndices->Index (aVert + 2),
919 theMatID));
920 }
921 }
922 else
923 {
924 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
925 {
926 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
927 aVert + 1,
928 aVert + 2,
929 theMatID));
930
931 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
932 aVert + 3,
933 aVert + 2,
934 theMatID));
935 }
936 }
937
938 return Standard_True;
939}
940
941// =======================================================================
942// function : addRaytracePolygonArray
943// purpose : Adds OpenGL polygon array to ray-traced scene geometry
944// =======================================================================
945Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
946 const Standard_Integer theMatID,
947 const Standard_Integer theCount,
948 const Standard_Integer theOffset,
949 const Handle(Graphic3d_IndexBuffer)& theIndices)
950{
951 if (theCount < 3)
952 {
953 return Standard_True;
954 }
955
956 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
957
958 if (!theIndices.IsNull())
959 {
960 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
961 {
962 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
963 theIndices->Index (aVert + 1),
964 theIndices->Index (aVert + 2),
965 theMatID));
966 }
967 }
968 else
969 {
970 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
971 {
972 theSet.Elements.push_back (BVH_Vec4i (theOffset,
973 aVert + 1,
974 aVert + 2,
975 theMatID));
976 }
977 }
978
979 return Standard_True;
980}
981
982const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
983
984// =======================================================================
985// function : Source
986// purpose : Returns shader source combined with prefix
987// =======================================================================
988TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
989{
990 const TCollection_AsciiString aVersion = "#version 140";
991
992 if (myPrefix.IsEmpty())
993 {
994 return aVersion + "\n" + mySource;
995 }
996
997 return aVersion + "\n" + myPrefix + "\n" + mySource;
998}
999
1000// =======================================================================
1001// function : Load
1002// purpose : Loads shader source from specified files
1003// =======================================================================
1004Standard_Boolean OpenGl_View::ShaderSource::Load (const TCollection_AsciiString* theFileNames,
1005 const TCollection_AsciiString& thePrefix)
1006{
1007 myError.Clear();
1008 mySource.Clear();
1009 TCollection_AsciiString aMissingFiles;
1010 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
1011 {
1012 OSD_File aFile (theFileNames[anIndex]);
1013 if (aFile.Exists())
1014 {
1015 aFile.Open (OSD_ReadOnly, OSD_Protection());
1016 }
1017 if (!aFile.IsOpen())
1018 {
1019 if (!aMissingFiles.IsEmpty())
1020 {
1021 aMissingFiles += ", ";
1022 }
1023 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1024 continue;
1025 }
1026 else if (!aMissingFiles.IsEmpty())
1027 {
1028 aFile.Close();
1029 continue;
1030 }
1031
1032 TCollection_AsciiString aSource;
1033 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1034 if (!aSource.IsEmpty())
1035 {
1036 mySource += TCollection_AsciiString ("\n") + aSource;
1037 }
1038 aFile.Close();
1039 }
1040
1041 myPrefix = thePrefix;
1042 if (!aMissingFiles.IsEmpty())
1043 {
1044 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1045 return Standard_False;
1046 }
1047 return Standard_True;
1048}
1049
1050// =======================================================================
1051// function : generateShaderPrefix
1052// purpose : Generates shader prefix based on current ray-tracing options
1053// =======================================================================
1054TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1055{
1056 TCollection_AsciiString aPrefixString =
1057 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1058 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1059
1060 if (myRaytraceParameters.TransparentShadows)
1061 {
1062 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1063 }
1064
1065 // If OpenGL driver supports bindless textures and texturing
1066 // is actually used, activate texturing in ray-tracing mode
1067 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
1068 {
1069 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1070 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1071 }
1072
1073 if (myRaytraceParameters.GlobalIllumination)
1074 {
1075 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
1076 }
1077
1078 return aPrefixString;
1079}
1080
1081// =======================================================================
1082// function : safeFailBack
1083// purpose : Performs safe exit when shaders initialization fails
1084// =======================================================================
1085Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1086 const Handle(OpenGl_Context)& theGlContext)
1087{
1088 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1089 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
1090
1091 myRaytraceInitStatus = OpenGl_RT_FAIL;
1092
1093 releaseRaytraceResources (theGlContext);
1094
1095 return Standard_False;
1096}
1097
1098// =======================================================================
1099// function : initShader
1100// purpose : Creates new shader object with specified source
1101// =======================================================================
1102Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1103 const ShaderSource& theSource,
1104 const Handle(OpenGl_Context)& theGlContext)
1105{
1106 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1107
1108 if (!aShader->Create (theGlContext))
1109 {
1110 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1111 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1112
1113 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1114 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1115
1116 aShader->Release (theGlContext.operator->());
1117
1118 return Handle(OpenGl_ShaderObject)();
1119 }
1120
1121 if (!aShader->LoadSource (theGlContext, theSource.Source()))
1122 {
1123 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1124 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1125
1126 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1127 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1128
1129 aShader->Release (theGlContext.operator->());
1130
1131 return Handle(OpenGl_ShaderObject)();
1132 }
1133
1134 TCollection_AsciiString aBuildLog;
1135
1136 if (!aShader->Compile (theGlContext))
1137 {
1138 aShader->FetchInfoLog (theGlContext, aBuildLog);
1139
1140 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1141 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1142
1143 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1144 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1145
1146 aShader->Release (theGlContext.operator->());
1147
1148 return Handle(OpenGl_ShaderObject)();
1149 }
1150 else if (theGlContext->caps->glslWarnings)
1151 {
1152 aShader->FetchInfoLog (theGlContext, aBuildLog);
1153
1154 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
1155 {
1156 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1157 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1158
1159 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1160 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
1161 }
1162 }
1163
1164 return aShader;
1165}
1166
1167// =======================================================================
1168// function : initProgram
1169// purpose : Creates GLSL program from the given shader objects
1170// =======================================================================
1171Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1172 const Handle(OpenGl_ShaderObject)& theVertShader,
1173 const Handle(OpenGl_ShaderObject)& theFragShader)
1174{
1175 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1176
1177 if (!aProgram->Create (theGlContext))
1178 {
1179 theVertShader->Release (theGlContext.operator->());
1180
1181 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1182 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, "Failed to create shader program");
1183
1184 return Handle(OpenGl_ShaderProgram)();
1185 }
1186
1187 if (!aProgram->AttachShader (theGlContext, theVertShader)
1188 || !aProgram->AttachShader (theGlContext, theFragShader))
1189 {
1190 theVertShader->Release (theGlContext.operator->());
1191
1192 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1193 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, "Failed to attach shader objects");
1194
1195 return Handle(OpenGl_ShaderProgram)();
1196 }
1197
1198 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1199
1200 TCollection_AsciiString aLinkLog;
1201
1202 if (!aProgram->Link (theGlContext))
1203 {
1204 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1205
1206 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1207 "Failed to link shader program:\n") + aLinkLog;
1208
1209 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1210 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1211
1212 return Handle(OpenGl_ShaderProgram)();
1213 }
1214 else if (theGlContext->caps->glslWarnings)
1215 {
1216 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1217 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1218 {
1219 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1220 "Shader program was linked with following warnings:\n") + aLinkLog;
1221
1222 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1223 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
1224 }
1225 }
1226
1227 return aProgram;
1228}
1229
1230// =======================================================================
1231// function : initRaytraceResources
1232// purpose : Initializes OpenGL/GLSL shader programs
1233// =======================================================================
1234Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1235{
1236 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1237 {
1238 return Standard_False;
1239 }
1240
1241 Standard_Boolean aToRebuildShaders = Standard_False;
1242
1243 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1244 {
1245 if (!myIsRaytraceDataValid)
1246 return Standard_True;
1247
1248 const Standard_Integer aRequiredStackSize =
1249 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1250
1251 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1252 {
1253 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1254
1255 aToRebuildShaders = Standard_True;
1256 }
1257 else
1258 {
1259 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1260 {
1261 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1262 {
1263 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1264 aToRebuildShaders = Standard_True;
1265 }
1266 }
1267 }
1268
1269 if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
1270 {
1271 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1272 aToRebuildShaders = Standard_True;
1273 }
1274
1275 if (myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures)
1276 {
1277 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
1278 aToRebuildShaders = Standard_True;
1279 }
1280
1281 if (myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1282 {
1283 myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
1284 aToRebuildShaders = Standard_True;
1285 }
1286
1287 if (myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination)
1288 {
1289 myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
1290 aToRebuildShaders = Standard_True;
1291 }
1292
1293 if (aToRebuildShaders)
1294 {
1295 // Reject accumulated frames
1296 myAccumFrames = 0;
1297
1298 // We need to update environment texture
1299 myToUpdateEnvironmentMap = Standard_True;
1300
1301 TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1302
1303#ifdef RAY_TRACE_PRINT_INFO
1304 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1305#endif
1306
1307 myRaytraceShaderSource.SetPrefix (aPrefixString);
1308 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1309
1310 if (!myRaytraceShader->LoadSource (theGlContext, myRaytraceShaderSource.Source())
1311 || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source()))
1312 {
1313 return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
1314 }
1315
1316 if (!myRaytraceShader->Compile (theGlContext)
1317 || !myPostFSAAShader->Compile (theGlContext))
1318 {
1319 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
1320 }
1321
1322 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1323 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1324 if (!myRaytraceProgram->Link (theGlContext)
1325 || !myPostFSAAProgram->Link (theGlContext))
1326 {
1327 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
1328 }
1329 }
1330 }
1331
1332 if (myRaytraceInitStatus == OpenGl_RT_NONE)
1333 {
1334 if (!theGlContext->IsGlGreaterEqual (3, 1))
1335 {
1336 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
1337 }
1338 else if (!theGlContext->arbTboRGB32)
1339 {
1340 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1341 }
1342 else if (!theGlContext->arbFBOBlit)
1343 {
1344 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
1345 }
1346
1347 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1348
1349 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1350
1351 if (aFolder.IsEmpty())
1352 {
1353 return safeFailBack ("Failed to locate shaders directory", theGlContext);
1354 }
1355
1356 if (myIsRaytraceDataValid)
1357 {
1358 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1359 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1360 }
1361
1362 TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1363
1364#ifdef RAY_TRACE_PRINT_INFO
1365 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1366#endif
1367
1368 ShaderSource aBasicVertShaderSrc;
1369 {
1370 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.vs", "" };
1371 if (!aBasicVertShaderSrc.Load (aFiles))
1372 {
1373 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1374 }
1375 }
1376
1377 {
1378 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1379 aFolder + "/PathtraceBase.fs",
1380 aFolder + "/RaytraceRender.fs",
1381 "" };
1382 if (!myRaytraceShaderSource.Load (aFiles, aPrefixString))
1383 {
1384 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1385 }
1386
1387 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1388 if (aBasicVertShader.IsNull())
1389 {
1390 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1391 }
1392
1393 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
1394 if (myRaytraceShader.IsNull())
1395 {
1396 aBasicVertShader->Release (theGlContext.operator->());
1397 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
1398 }
1399
1400 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
1401 if (myRaytraceProgram.IsNull())
1402 {
1403 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
1404 }
1405 }
1406
1407 {
1408 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1409 aFolder + "/RaytraceSmooth.fs",
1410 "" };
1411 if (!myPostFSAAShaderSource.Load (aFiles, aPrefixString))
1412 {
1413 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1414 }
1415
1416 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1417 if (aBasicVertShader.IsNull())
1418 {
1419 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
1420 }
1421
1422 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
1423 if (myPostFSAAShader.IsNull())
1424 {
1425 aBasicVertShader->Release (theGlContext.operator->());
1426 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
1427 }
1428
1429 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
1430 if (myPostFSAAProgram.IsNull())
1431 {
1432 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
1433 }
1434 }
1435
1436 {
1437 ShaderSource aDispShaderSrc;
1438 TCollection_AsciiString aFiles[] = { aFolder + "/Display.fs", "" };
1439 if (!aDispShaderSrc.Load (aFiles, aPrefixString))
1440 {
1441 return safeFailBack (aDispShaderSrc.ErrorDescription(), theGlContext);
1442 }
1443
1444 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1445 if (aBasicVertShader.IsNull())
1446 {
1447 return safeFailBack ("Failed to set vertex shader source", theGlContext);
1448 }
1449
1450 Handle(OpenGl_ShaderObject) aDisplayShader = initShader (GL_FRAGMENT_SHADER, aDispShaderSrc, theGlContext);
1451 if (aDisplayShader.IsNull())
1452 {
1453 aBasicVertShader->Release (theGlContext.operator->());
1454 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
1455 }
1456
1457 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, aDisplayShader);
1458 if (myOutImageProgram.IsNull())
1459 {
1460 return safeFailBack ("Failed to initialize output shader program", theGlContext);
1461 }
1462 }
1463 }
1464
1465 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1466 {
1467 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1468 {
1469 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1470 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1471
1472 theGlContext->BindProgram (aShaderProgram);
1473
1474 aShaderProgram->SetSampler (theGlContext,
1475 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1476 aShaderProgram->SetSampler (theGlContext,
1477 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1478 aShaderProgram->SetSampler (theGlContext,
1479 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1480 aShaderProgram->SetSampler (theGlContext,
1481 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1482 aShaderProgram->SetSampler (theGlContext,
1483 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1484 aShaderProgram->SetSampler (theGlContext,
1485 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
1486 aShaderProgram->SetSampler (theGlContext,
1487 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1488 aShaderProgram->SetSampler (theGlContext,
1489 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1490 aShaderProgram->SetSampler (theGlContext,
1491 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1492 aShaderProgram->SetSampler (theGlContext,
1493 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1494 aShaderProgram->SetSampler (theGlContext,
1495 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1496
1497 aShaderProgram->SetSampler (theGlContext,
1498 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1499 aShaderProgram->SetSampler (theGlContext,
1500 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1501
1502 if (anIndex == 1)
1503 {
1504 aShaderProgram->SetSampler (theGlContext,
1505 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1506 }
1507 else
1508 {
1509 aShaderProgram->SetSampler (theGlContext,
1510 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
1511 }
1512
1513 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1514 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
1515
1516 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1517 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
1518 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1519 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
1520 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1521 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
1522 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1523 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
1524 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1525 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
1526 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1527 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
1528 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1529 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
1530 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1531 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
1532 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1533 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
1534
1535 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1536 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
1537 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1538 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
1539 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1540 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
1541 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1542 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
1543
1544 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1545 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
1546 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1547 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
1548 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1549 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
1550
1551 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
1552 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
1553
1554 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1555 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1556 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1557 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1558 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1559 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1560 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1561 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
1562 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1563 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
1564
1565 myUniformLocations[anIndex][OpenGl_RT_uSampleWeight] =
1566 aShaderProgram->GetUniformLocation (theGlContext, "uSampleWeight");
1567 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1568 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1569
1570 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1571 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1572 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1573 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
1574 }
1575
1576 theGlContext->BindProgram (myOutImageProgram);
1577
1578 myOutImageProgram->SetSampler (theGlContext,
1579 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1580
1581 theGlContext->BindProgram (NULL);
1582 }
1583
1584 if (myRaytraceInitStatus != OpenGl_RT_NONE)
1585 {
1586 return myRaytraceInitStatus == OpenGl_RT_INIT;
1587 }
1588
1589 if (myRaytraceFBO1.IsNull())
1590 {
1591 myRaytraceFBO1 = new OpenGl_FrameBuffer (GL_RGBA32F);
1592 }
1593
1594 if (myRaytraceFBO2.IsNull())
1595 {
1596 myRaytraceFBO2 = new OpenGl_FrameBuffer (GL_RGBA32F);
1597 }
1598
1599 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1600 -1.f, 1.f, 0.f,
1601 1.f, 1.f, 0.f,
1602 1.f, 1.f, 0.f,
1603 1.f, -1.f, 0.f,
1604 -1.f, -1.f, 0.f };
1605
1606 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
1607
1608 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
1609
1610 return Standard_True;
1611}
1612
1613// =======================================================================
1614// function : nullifyResource
1615// purpose :
1616// =======================================================================
1617inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext,
1618 Handle(OpenGl_Resource)& theResource)
1619{
1620 if (!theResource.IsNull())
1621 {
1622 theResource->Release (theGlContext.operator->());
1623 theResource.Nullify();
1624 }
1625}
1626
1627// =======================================================================
1628// function : releaseRaytraceResources
1629// purpose : Releases OpenGL/GLSL shader programs
1630// =======================================================================
1631void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1632{
1633 nullifyResource (theGlContext, myOpenGlFBO);
1634 nullifyResource (theGlContext, myRaytraceFBO1);
1635 nullifyResource (theGlContext, myRaytraceFBO2);
1636
1637 nullifyResource (theGlContext, myRaytraceShader);
1638 nullifyResource (theGlContext, myPostFSAAShader);
1639
1640 nullifyResource (theGlContext, myRaytraceProgram);
1641 nullifyResource (theGlContext, myPostFSAAProgram);
1642 nullifyResource (theGlContext, myOutImageProgram);
1643
1644 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1645 nullifyResource (theGlContext, mySceneMinPointTexture);
1646 nullifyResource (theGlContext, mySceneMaxPointTexture);
1647
1648 nullifyResource (theGlContext, myGeometryVertexTexture);
1649 nullifyResource (theGlContext, myGeometryNormalTexture);
1650 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1651 nullifyResource (theGlContext, myGeometryTriangTexture);
1652 nullifyResource (theGlContext, mySceneTransformTexture);
1653
1654 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1655 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1656
1657 myRaytraceGeometry.ReleaseResources (theGlContext);
1658
1659 if (myRaytraceScreenQuad.IsValid())
1660 myRaytraceScreenQuad.Release (theGlContext.operator->());
1661}
1662
1663// =======================================================================
1664// function : resizeRaytraceBuffers
1665// purpose : Resizes OpenGL frame buffers
1666// =======================================================================
1667Standard_Boolean OpenGl_View::resizeRaytraceBuffers (const Standard_Integer theSizeX,
1668 const Standard_Integer theSizeY,
1669 const Handle(OpenGl_Context)& theGlContext)
1670{
1671 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1672 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1673 {
1674 myRaytraceFBO1->Init (theGlContext, theSizeX, theSizeY);
1675 myRaytraceFBO2->Init (theGlContext, theSizeX, theSizeY);
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& theUnview)
1690{
1691 // compute inverse model-view-projection matrix
1692 (theViewMapping * theOrientation).Inverted (theUnview);
1693
1694 Standard_Integer aOriginIndex = 0;
1695 Standard_Integer aDirectIndex = 0;
1696
1697 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1698 {
1699 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1700 {
1701 OpenGl_Vec4 aOrigin (GLfloat(aX),
1702 GLfloat(aY),
1703 -1.0f,
1704 1.0f);
1705
1706 aOrigin = theUnview * aOrigin;
1707
1708 aOrigin.x() = aOrigin.x() / aOrigin.w();
1709 aOrigin.y() = aOrigin.y() / aOrigin.w();
1710 aOrigin.z() = aOrigin.z() / aOrigin.w();
1711
1712 OpenGl_Vec4 aDirect (GLfloat(aX),
1713 GLfloat(aY),
1714 1.0f,
1715 1.0f);
1716
1717 aDirect = theUnview * aDirect;
1718
1719 aDirect.x() = aDirect.x() / aDirect.w();
1720 aDirect.y() = aDirect.y() / aDirect.w();
1721 aDirect.z() = aDirect.z() / aDirect.w();
1722
1723 aDirect = aDirect - aOrigin;
1724
1725 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
1726 aDirect.y() * aDirect.y() +
1727 aDirect.z() * aDirect.z());
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() * aInvLen),
1734 static_cast<GLfloat> (aDirect.y() * aInvLen),
1735 static_cast<GLfloat> (aDirect.z() * aInvLen));
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& theUnviewMat,
2199 const Standard_Integer theProgramId,
2200 const Handle(OpenGl_Context)& theGlContext)
2201{
2202 Handle(OpenGl_ShaderProgram)& theProgram =
2203 theProgramId == 0 ? myRaytraceProgram : myPostFSAAProgram;
2204
2205 if (theProgram.IsNull())
2206 {
2207 return Standard_False;
2208 }
2209
2210 const Standard_Integer aLightSourceBufferSize =
2211 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2212
2213 // Set camera state
2214 theProgram->SetUniform (theGlContext,
2215 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], theOrigins[0]);
2216 theProgram->SetUniform (theGlContext,
2217 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], theOrigins[1]);
2218 theProgram->SetUniform (theGlContext,
2219 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], theOrigins[2]);
2220 theProgram->SetUniform (theGlContext,
2221 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], theOrigins[3]);
2222 theProgram->SetUniform (theGlContext,
2223 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], theDirects[0]);
2224 theProgram->SetUniform (theGlContext,
2225 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], theDirects[1]);
2226 theProgram->SetUniform (theGlContext,
2227 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], theDirects[2]);
2228 theProgram->SetUniform (theGlContext,
2229 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], theDirects[3]);
2230 theProgram->SetUniform (theGlContext,
2231 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], theUnviewMat);
2232
2233 // Set scene parameters
2234 theProgram->SetUniform (theGlContext,
2235 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2236 theProgram->SetUniform (theGlContext,
2237 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2238 theProgram->SetUniform (theGlContext,
2239 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2240 theProgram->SetUniform (theGlContext,
2241 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2242
2243 // Set run-time rendering options
2244 theProgram->SetUniform (theGlContext,
2245 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
2246 theProgram->SetUniform (theGlContext,
2247 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
2248
2249 if (myRenderParams.IsGlobalIlluminationEnabled)
2250 {
2251 theProgram->SetUniform (theGlContext,
2252 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
2253 }
2254
2255 // Set array of 64-bit texture handles
2256 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2257 {
2258 const std::vector<GLuint64>& aTextures = myRaytraceGeometry.TextureHandles();
2259
2260 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
2261 static_cast<GLsizei> (aTextures.size()), (OpenGl_Vec2u* )&aTextures.front());
2262 }
2263
2264 // Set background colors (only gradient background supported)
2265 if (myBgGradientArray != NULL
2266 && myBgGradientArray->IsDefined())
2267 {
2268 theProgram->SetUniform (theGlContext,
2269 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2270 theProgram->SetUniform (theGlContext,
2271 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
2272 }
2273 else
2274 {
2275 const OpenGl_Vec4 aBackColor (myBgColor.rgb[0],
2276 myBgColor.rgb[1],
2277 myBgColor.rgb[2],
2278 1.0f);
2279 theProgram->SetUniform (theGlContext,
2280 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2281 theProgram->SetUniform (theGlContext,
2282 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2283 }
2284
2285 theProgram->SetUniform (theGlContext,
2286 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
2287
2288 return Standard_True;
2289}
2290
2291// =======================================================================
2292// function : bindRaytraceTextures
2293// purpose : Binds ray-trace textures to corresponding texture units
2294// =======================================================================
2295void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2296{
2297 mySceneMinPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2298 mySceneMaxPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2299 mySceneNodeInfoTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2300 myGeometryVertexTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2301 myGeometryNormalTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2302 myGeometryTexCrdTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2303 myGeometryTriangTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2304 mySceneTransformTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2305 myRaytraceMaterialTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2306 myRaytraceLightSrcTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2307
2308 if (!myOpenGlFBO.IsNull())
2309 {
2310 myOpenGlFBO->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2311 myOpenGlFBO->DepthStencilTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2312 }
2313}
2314
2315// =======================================================================
2316// function : unbindRaytraceTextures
2317// purpose : Unbinds ray-trace textures from corresponding texture units
2318// =======================================================================
2319void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2320{
2321 mySceneMinPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2322 mySceneMaxPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2323 mySceneNodeInfoTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2324 myGeometryVertexTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2325 myGeometryNormalTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2326 myGeometryTexCrdTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2327 myGeometryTriangTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2328 mySceneTransformTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2329 myRaytraceMaterialTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2330 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2331
2332 if (!myOpenGlFBO.IsNull())
2333 {
2334 myOpenGlFBO->ColorTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2335 myOpenGlFBO->DepthStencilTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2336 }
2337
2338 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2339}
2340
2341// =======================================================================
2342// function : runRaytraceShaders
2343// purpose : Runs ray-tracing shader programs
2344// =======================================================================
2345Standard_Boolean OpenGl_View::runRaytraceShaders (const Standard_Integer theSizeX,
2346 const Standard_Integer theSizeY,
2347 const OpenGl_Vec3* theOrigins,
2348 const OpenGl_Vec3* theDirects,
2349 const OpenGl_Mat4& theUnviewMat,
2350 OpenGl_FrameBuffer* theReadDrawFbo,
2351 const Handle(OpenGl_Context)& theGlContext)
2352{
2353 bindRaytraceTextures (theGlContext);
2354
2355 Handle(OpenGl_FrameBuffer) aRenderFramebuffer;
2356 Handle(OpenGl_FrameBuffer) anAccumFramebuffer;
2357
2358 if (myRaytraceParameters.GlobalIllumination) // if path-tracing is used
2359 {
2360 for (int anIdx = 0; anIdx < 3; ++anIdx)
2361 {
2362 if (fabsf (theOrigins[anIdx].x() - myPreviousOrigins[anIdx].x()) > std::numeric_limits<Standard_ShortReal>::epsilon()
2363 || fabsf (theOrigins[anIdx].y() - myPreviousOrigins[anIdx].y()) > std::numeric_limits<Standard_ShortReal>::epsilon()
2364 || fabsf (theOrigins[anIdx].z() - myPreviousOrigins[anIdx].z()) > std::numeric_limits<Standard_ShortReal>::epsilon())
2365 {
2366 myAccumFrames = 0; // camera has been moved
2367 }
2368
2369 myPreviousOrigins[anIdx] = theOrigins[anIdx];
2370 }
2371
2372 aRenderFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2373 anAccumFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
2374
2375 anAccumFramebuffer->ColorTexture()->Bind (
2376 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2377
2378 aRenderFramebuffer->BindBuffer (theGlContext);
2379 }
2380 else if (myRenderParams.IsAntialiasingEnabled) // if 2-pass ray-tracing is used
2381 {
2382 myRaytraceFBO1->BindBuffer (theGlContext);
2383
2384 glDisable (GL_BLEND);
2385 }
2386
2387 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
2388
2389 aResult &= setUniformState (theOrigins,
2390 theDirects,
2391 theUnviewMat,
2392 0, // ID of RT program
2393 theGlContext);
2394
2395 if (myRaytraceParameters.GlobalIllumination)
2396 {
2397 if (myAccumFrames == 0)
2398 {
2399 myRNG.SetSeed();
2400 }
2401
2402 // Set frame accumulation weight
2403 myRaytraceProgram->SetUniform (theGlContext,
2404 myUniformLocations[0][OpenGl_RT_uSampleWeight], 1.f / (myAccumFrames + 1));
2405
2406 // Set random number generator seed
2407 myRaytraceProgram->SetUniform (theGlContext,
2408 myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
2409 }
2410
2411 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2412
2413 if (myRaytraceParameters.GlobalIllumination)
2414 {
2415 // Output accumulated image
2416 glDisable (GL_BLEND);
2417
2418 theGlContext->BindProgram (myOutImageProgram);
2419
2420 if (theReadDrawFbo != NULL)
2421 {
2422 theReadDrawFbo->BindBuffer (theGlContext);
2423 }
2424 else
2425 {
2426 aRenderFramebuffer->UnbindBuffer (theGlContext);
2427 }
2428
2429 aRenderFramebuffer->ColorTexture()->Bind (
2430 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2431
2432 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2433
2434 ++myAccumFrames;
2435 }
2436 else if (myRenderParams.IsAntialiasingEnabled)
2437 {
2438 myRaytraceFBO1->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2439
2440 aResult &= theGlContext->BindProgram (myPostFSAAProgram);
2441
2442 aResult &= setUniformState (theOrigins,
2443 theDirects,
2444 theUnviewMat,
2445 1, // ID of FSAA program
2446 theGlContext);
2447
2448 // Perform multi-pass adaptive FSAA using ping-pong technique.
2449 // We use 'FLIPTRI' sampling pattern changing for every pixel
2450 // (3 additional samples per pixel, the 1st sample is already
2451 // available from initial ray-traced image).
2452 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
2453 {
2454 GLfloat aOffsetX = 1.f / theSizeX;
2455 GLfloat aOffsetY = 1.f / theSizeY;
2456
2457 if (anIt == 1)
2458 {
2459 aOffsetX *= -0.55f;
2460 aOffsetY *= 0.55f;
2461 }
2462 else if (anIt == 2)
2463 {
2464 aOffsetX *= 0.00f;
2465 aOffsetY *= -0.55f;
2466 }
2467 else if (anIt == 3)
2468 {
2469 aOffsetX *= 0.55f;
2470 aOffsetY *= 0.00f;
2471 }
2472
2473 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2474 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
2475 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2476 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2477 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2478 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2479
2480 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
2481
2482 if (anIt == 3) // disable FBO on last iteration
2483 {
2484 if (theReadDrawFbo != NULL)
2485 {
2486 theReadDrawFbo->BindBuffer (theGlContext);
2487 }
2488 else
2489 {
2490 aFramebuffer->UnbindBuffer (theGlContext);
2491 }
2492 }
2493 else
2494 {
2495 aFramebuffer->BindBuffer (theGlContext);
2496 }
2497
2498 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2499
2500 if (anIt != 3) // set input for the next pass
2501 {
2502 aFramebuffer->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2503 }
2504 }
2505 }
2506
2507 unbindRaytraceTextures (theGlContext);
2508
2509 theGlContext->BindProgram (NULL);
2510
2511 return aResult;
2512}
2513
2514// =======================================================================
2515// function : raytrace
2516// purpose : Redraws the window using OpenGL/GLSL ray-tracing
2517// =======================================================================
2518Standard_Boolean OpenGl_View::raytrace (const Standard_Integer theSizeX,
2519 const Standard_Integer theSizeY,
2520 OpenGl_FrameBuffer* theReadDrawFbo,
2521 const Handle(OpenGl_Context)& theGlContext)
2522{
2523 if (!initRaytraceResources (theGlContext))
2524 {
2525 return Standard_False;
2526 }
2527
2528 if (!resizeRaytraceBuffers (theSizeX, theSizeY, theGlContext))
2529 {
2530 return Standard_False;
2531 }
2532
2533 if (!updateRaytraceEnvironmentMap (theGlContext))
2534 {
2535 return Standard_False;
2536 }
2537
2538 // Get model-view and projection matrices
2539 OpenGl_Mat4 aOrientationMatrix = myCamera->OrientationMatrixF();
2540 OpenGl_Mat4 aViewMappingMatrix = theGlContext->ProjectionState.Current();
2541
2542 OpenGl_Mat4 aInverOrientMatrix;
2543 aOrientationMatrix.Inverted (aInverOrientMatrix);
2544 if (!updateRaytraceLightSources (aInverOrientMatrix, theGlContext))
2545 {
2546 return Standard_False;
2547 }
2548
2549 OpenGl_Vec3 aOrigins[4];
2550 OpenGl_Vec3 aDirects[4];
2551 OpenGl_Mat4 anUnviewMat;
2552
2553 updateCamera (aOrientationMatrix,
2554 aViewMappingMatrix,
2555 aOrigins,
2556 aDirects,
2557 anUnviewMat);
2558
2559 glDisable (GL_BLEND);
2560 glDisable (GL_DEPTH_TEST);
2561
2562 if (theReadDrawFbo != NULL)
2563 {
2564 theReadDrawFbo->BindBuffer (theGlContext);
2565 }
2566
2567 // Generate ray-traced image
2568 if (myIsRaytraceDataValid)
2569 {
2570 myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2571
2572 if (!myRaytraceGeometry.AcquireTextures (theGlContext))
2573 {
2574 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
2575 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to acquire OpenGL image textures");
2576 }
2577
2578 Standard_Boolean aResult = runRaytraceShaders (theSizeX,
2579 theSizeY,
2580 aOrigins,
2581 aDirects,
2582 anUnviewMat,
2583 theReadDrawFbo,
2584 theGlContext);
2585
2586 if (!aResult)
2587 {
2588 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
2589 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to execute ray-tracing shaders");
2590 }
2591
2592 if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
2593 {
2594 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
2595 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to release OpenGL image textures");
2596 }
2597
2598 myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2599 }
2600
2601 glDisable (GL_BLEND);
2602 glEnable (GL_DEPTH_TEST);
2603
2604 return Standard_True;
2605}