1 // Created on: 2013-08-27
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
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.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #ifndef _OpenGl_SceneGeometry_Header
17 #define _OpenGl_SceneGeometry_Header
19 #include <BVH_Geometry.hxx>
20 #include <BVH_Triangulation.hxx>
21 #include <BVH_BinnedBuilder.hxx>
22 #include <NCollection_StdAllocator.hxx>
23 #include <OpenGl_TextureBufferArb.hxx>
24 #include <OpenGl_Texture.hxx>
25 #include <OpenGl_Sampler.hxx>
28 struct OpenGl_ElementNode;
30 class OpenGl_Structure;
31 class OpenGl_PrimitiveArray;
33 namespace OpenGl_Raytrace
35 //! Checks to see if the group contains ray-trace geometry.
36 Standard_Boolean IsRaytracedGroup (const OpenGl_Group* theGroup);
38 //! Checks to see if the element contains ray-trace geometry.
39 Standard_Boolean IsRaytracedElement (const OpenGl_ElementNode* theNode);
41 //! Checks to see if the element contains ray-trace geometry.
42 Standard_Boolean IsRaytracedElement (const OpenGl_Element* theElement);
45 //! Stores properties of surface material.
46 class OpenGl_RaytraceMaterial
50 //! Ambient reflection coefficient.
53 //! Diffuse reflection coefficient.
56 //! Glossy reflection coefficient.
59 //! Material emission.
62 //! Specular reflection coefficient.
65 //! Specular refraction coefficient.
68 //! Material transparency.
69 BVH_Vec4f Transparency;
71 //! Texture transformation matrix.
72 BVH_Mat4f TextureTransform;
74 //! Physically-based material properties (used in path tracing engine).
77 //! Weight of coat specular/glossy BRDF.
80 //! Weight of base diffuse BRDF.
83 //! Weight of base specular/glossy BRDF.
86 //! Weight of base specular/glossy BTDF.
89 //! Radiance emitted by the surface.
92 //! Fresnel coefficients of coat layer.
93 BVH_Vec4f FresnelCoat;
95 //! Fresnel coefficients of base layer.
96 BVH_Vec4f FresnelBase;
98 //! Absorption color/intensity.
105 //! Creates new default material.
106 OpenGl_RaytraceMaterial();
108 //! Creates new material with specified properties.
109 OpenGl_RaytraceMaterial (const BVH_Vec4f& theAmbient,
110 const BVH_Vec4f& theDiffuse,
111 const BVH_Vec4f& theSpecular);
113 //! Creates new material with specified properties.
114 OpenGl_RaytraceMaterial (const BVH_Vec4f& theAmbient,
115 const BVH_Vec4f& theDiffuse,
116 const BVH_Vec4f& theSpecular,
117 const BVH_Vec4f& theEmission,
118 const BVH_Vec4f& theTranspar);
120 //! Creates new material with specified properties.
121 OpenGl_RaytraceMaterial (const BVH_Vec4f& theAmbient,
122 const BVH_Vec4f& theDiffuse,
123 const BVH_Vec4f& theSpecular,
124 const BVH_Vec4f& theEmission,
125 const BVH_Vec4f& theTranspar,
126 const BVH_Vec4f& theReflection,
127 const BVH_Vec4f& theRefraction);
129 //! Returns packed (serialized) representation of material.
130 const Standard_ShortReal* Packed()
132 return reinterpret_cast<Standard_ShortReal*> (this);
136 //! Stores properties of OpenGL light source.
137 class OpenGl_RaytraceLight
141 //! Diffuse intensity (in terms of OpenGL).
144 //! Position of light source (in terms of OpenGL).
149 //! Creates new light source.
150 OpenGl_RaytraceLight() { }
152 //! Creates new light source.
153 OpenGl_RaytraceLight (const BVH_Vec4f& theEmission,
154 const BVH_Vec4f& thePosition);
156 //! Returns packed (serialized) representation of light source.
157 const Standard_ShortReal* Packed()
159 return reinterpret_cast<Standard_ShortReal*> (this);
163 //! Shared pointer to quad BVH (QBVH) tree.
164 typedef opencascade::handle<BVH_Tree<Standard_ShortReal, 3, BVH_QuadTree> > QuadBvhHandle;
165 typedef BVH_Triangulation<Standard_ShortReal, 3> OpenGl_BVHTriangulation3f;
167 //! Triangulation of single OpenGL primitive array.
168 class OpenGl_TriangleSet : public OpenGl_BVHTriangulation3f
170 DEFINE_STANDARD_RTTIEXT(OpenGl_TriangleSet, OpenGl_BVHTriangulation3f)
173 //! Value of invalid material index to return in case of errors.
174 static const Standard_Integer INVALID_MATERIAL = -1;
178 //! Creates new OpenGL element triangulation.
179 OpenGl_TriangleSet (const Standard_Size theArrayID,
180 const opencascade::handle<BVH_Builder<Standard_ShortReal, 3> >& theBuilder);
182 //! Returns ID of associated primitive array.
183 Standard_Size AssociatedPArrayID() const
188 //! Returns material index of triangle set.
189 Standard_Integer MaterialIndex() const
191 if (Elements.size() == 0)
193 return INVALID_MATERIAL;
196 return Elements.front().w();
199 //! Sets material index for entire triangle set.
200 void SetMaterialIndex (Standard_Integer theMatID)
202 for (Standard_Size anIdx = 0; anIdx < Elements.size(); ++anIdx)
204 Elements[anIdx].w() = theMatID;
208 //! Returns AABB of primitive set.
209 virtual BVH_BoxNt Box() const Standard_OVERRIDE;
211 //! Returns AABB of the given object.
212 using BVH_Triangulation<Standard_ShortReal, 3>::Box;
214 //! Returns centroid position along the given axis.
215 virtual Standard_ShortReal Center (const Standard_Integer theIndex, const Standard_Integer theAxis) const Standard_OVERRIDE;
217 //! Returns quad BVH (QBVH) tree produced from binary BVH.
218 const QuadBvhHandle& QuadBVH();
222 BVH_Array3f Normals; //!< Array of vertex normals.
223 BVH_Array2f TexCrds; //!< Array of texture coords.
227 Standard_Size myArrayID; //!< ID of associated primitive array.
229 QuadBvhHandle myQuadBVH; //!< QBVH produced from binary BVH tree.
233 //! Stores geometry of ray-tracing scene.
234 class OpenGl_RaytraceGeometry : public BVH_Geometry<Standard_ShortReal, 3>
238 //! Value of invalid offset to return in case of errors.
239 static const Standard_Integer INVALID_OFFSET = -1;
241 //! Maximum number of textures used in ray-tracing shaders.
242 //! This is not restriction of the solution implemented, but
243 //! rather the reasonable limit of the number of textures in
244 //! various applications (can be increased if needed).
245 static const Standard_Integer MAX_TEX_NUMBER = 32;
249 //! Array of properties of light sources.
250 std::vector<OpenGl_RaytraceLight,
251 NCollection_StdAllocator<OpenGl_RaytraceLight> > Sources;
253 //! Array of 'front' material properties.
254 std::vector<OpenGl_RaytraceMaterial,
255 NCollection_StdAllocator<OpenGl_RaytraceMaterial> > Materials;
257 //! Global ambient from all light sources.
262 //! Creates uninitialized ray-tracing geometry.
263 OpenGl_RaytraceGeometry()
264 : BVH_Geometry<Standard_ShortReal, 3>(),
265 myTopLevelTreeDepth (0),
266 myBotLevelTreeDepth (0)
271 //! Releases resources of ray-tracing geometry.
272 ~OpenGl_RaytraceGeometry()
277 //! Clears only ray-tracing materials.
278 void ClearMaterials()
280 std::vector<OpenGl_RaytraceMaterial,
281 NCollection_StdAllocator<OpenGl_RaytraceMaterial> > anEmptyMaterials;
283 Materials.swap (anEmptyMaterials);
288 //! Clears ray-tracing geometry.
289 virtual void Clear() Standard_OVERRIDE;
291 public: //! @name methods related to acceleration structure
293 //! Performs post-processing of high-level scene BVH.
294 Standard_Boolean ProcessAcceleration();
296 //! Returns offset of bottom-level BVH for given leaf node.
297 //! If the node index is not valid the function returns -1.
298 //! @note Can be used after processing acceleration structure.
299 Standard_Integer AccelerationOffset (Standard_Integer theNodeIdx);
301 //! Returns offset of triangulation vertices for given leaf node.
302 //! If the node index is not valid the function returns -1.
303 //! @note Can be used after processing acceleration structure.
304 Standard_Integer VerticesOffset (Standard_Integer theNodeIdx);
306 //! Returns offset of triangulation elements for given leaf node.
307 //! If the node index is not valid the function returns -1.
308 //! @note Can be used after processing acceleration structure.
309 Standard_Integer ElementsOffset (Standard_Integer theNodeIdx);
311 //! Returns triangulation data for given leaf node.
312 //! If the node index is not valid the function returns NULL.
313 //! @note Can be used after processing acceleration structure.
314 OpenGl_TriangleSet* TriangleSet (Standard_Integer theNodeIdx);
316 //! Returns quad BVH (QBVH) tree produced from binary BVH.
317 const QuadBvhHandle& QuadBVH();
319 public: //! @name methods related to texture management
321 //! Checks if scene contains textured objects.
322 Standard_Boolean HasTextures() const
324 return !myTextures.IsEmpty();
327 //! Adds new OpenGL texture to the scene and returns its index.
328 Standard_Integer AddTexture (const Handle(OpenGl_Texture)& theTexture);
330 //! Updates unique 64-bit texture handles to use in shaders.
331 Standard_Boolean UpdateTextureHandles (const Handle(OpenGl_Context)& theContext);
333 //! Makes the OpenGL texture handles resident (must be called before using).
334 Standard_Boolean AcquireTextures (const Handle(OpenGl_Context)& theContext);
336 //! Makes the OpenGL texture handles non-resident (must be called after using).
337 Standard_Boolean ReleaseTextures (const Handle(OpenGl_Context)& theContext) const;
339 //! Returns array of texture handles.
340 const std::vector<GLuint64>& TextureHandles() const
342 return myTextureHandles;
345 //! Releases OpenGL resources.
346 void ReleaseResources (const Handle(OpenGl_Context)& )
351 public: //! @name auxiliary methods
353 //! Returns depth of top-level scene BVH from last build.
354 Standard_Integer TopLevelTreeDepth() const
356 return myTopLevelTreeDepth;
359 //! Returns maximum depth of bottom-level scene BVHs from last build.
360 Standard_Integer BotLevelTreeDepth() const
362 return myBotLevelTreeDepth;
367 NCollection_Vector<Handle(OpenGl_Texture)> myTextures; //!< Array of texture maps shared between rendered objects
368 std::vector<GLuint64> myTextureHandles; //!< Array of unique 64-bit texture handles obtained from OpenGL
369 Standard_Integer myTopLevelTreeDepth; //!< Depth of high-level scene BVH from last build
370 Standard_Integer myBotLevelTreeDepth; //!< Maximum depth of bottom-level scene BVHs from last build
372 QuadBvhHandle myQuadBVH; //!< QBVH produced from binary BVH tree.