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);
44 //! Checks to see if the structure contains ray-trace geometry.
45 Standard_Boolean IsRaytracedStructure (const OpenGl_Structure* theStructure);
48 //! Stores properties of surface material.
49 class OpenGl_RaytraceMaterial
53 //! Ambient reflection coefficient.
56 //! Diffuse reflection coefficient.
59 //! Glossy reflection coefficient.
62 //! Material emission.
65 //! Specular reflection coefficient.
68 //! Specular refraction coefficient.
71 //! Material transparency.
72 BVH_Vec4f Transparency;
74 //! Texture transformation matrix.
75 BVH_Mat4f TextureTransform;
77 //! Physically-based material properties (used in path tracing engine).
80 //! Weight of the diffuse BRDF.
83 //! Weight of the reflection BRDF.
86 //! Weight of the transmission BTDF.
89 //! Weight of the Blinn's glossy BRDF.
92 //! Self-emitted radiance.
95 //! Fresnel coefficients.
98 //! Absorption color for the transmission BSDF.
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 (const BVH_Vec4f& theDiffuse,
151 const BVH_Vec4f& thePosition);
153 //! Returns packed (serialized) representation of light source.
154 const Standard_ShortReal* Packed()
156 return reinterpret_cast<Standard_ShortReal*> (this);
160 //! Triangulation of single OpenGL primitive array.
161 class OpenGl_TriangleSet : public BVH_Triangulation<Standard_ShortReal, 3>
165 //! Value of invalid material index to return in case of errors.
166 static const Standard_Integer INVALID_MATERIAL = -1;
170 //! Creates new OpenGL element triangulation.
171 OpenGl_TriangleSet (const Standard_Size theArrayID);
173 //! Releases resources of OpenGL element triangulation.
174 ~OpenGl_TriangleSet()
179 //! Returns Id of associated primitive array.
180 Standard_Size AssociatedPArrayID() const
185 //! Returns material index of triangle set.
186 Standard_Integer MaterialIndex() const
188 if (Elements.size() == 0)
190 return INVALID_MATERIAL;
193 return Elements.front().w();
196 //! Sets material index for entire triangle set.
197 void SetMaterialIndex (Standard_Integer theMatID)
199 for (Standard_Size anIdx = 0; anIdx < Elements.size(); ++anIdx)
201 Elements[anIdx].w() = theMatID;
205 //! Returns AABB of the given object.
206 using BVH_Triangulation<Standard_ShortReal, 3>::Box;
208 //! Returns AABB of primitive set.
209 BVH_BoxNt Box() const;
211 //! Returns centroid position along the given axis.
212 Standard_ShortReal Center (const Standard_Integer theIndex, const Standard_Integer theAxis) const;
216 BVH_Array3f Normals; //!< Array of vertex normals.
218 BVH_Array2f TexCrds; //!< Array of vertex UV coords.
222 Standard_Size myArrayID; //!< ID of associated primitive array.
226 //! Stores geometry of ray-tracing scene.
227 class OpenGl_RaytraceGeometry : public BVH_Geometry<Standard_ShortReal, 3>
231 //! Value of invalid offset to return in case of errors.
232 static const Standard_Integer INVALID_OFFSET = -1;
234 //! Maximum number of textures used in ray-tracing shaders.
235 //! This is not restriction of the solution implemented, but
236 //! rather the reasonable limit of the number of textures in
237 //! various applications (can be increased if needed).
238 static const Standard_Integer MAX_TEX_NUMBER = 32;
242 //! Array of properties of light sources.
243 std::vector<OpenGl_RaytraceLight,
244 NCollection_StdAllocator<OpenGl_RaytraceLight> > Sources;
246 //! Array of 'front' material properties.
247 std::vector<OpenGl_RaytraceMaterial,
248 NCollection_StdAllocator<OpenGl_RaytraceMaterial> > Materials;
250 //! Global ambient from all light sources.
255 //! Creates uninitialized ray-tracing geometry.
256 OpenGl_RaytraceGeometry()
257 : BVH_Geometry<Standard_ShortReal, 3>(),
258 myHighLevelTreeDepth (0),
259 myBottomLevelTreeDepth (0)
264 //! Releases resources of ray-tracing geometry.
265 ~OpenGl_RaytraceGeometry()
270 //! Clears only ray-tracing materials.
271 void ClearMaterials()
273 std::vector<OpenGl_RaytraceMaterial,
274 NCollection_StdAllocator<OpenGl_RaytraceMaterial> > anEmptyMaterials;
276 Materials.swap (anEmptyMaterials);
281 //! Clears ray-tracing geometry.
284 public: //! @name methods related to acceleration structure
286 //! Performs post-processing of high-level scene BVH.
287 Standard_Boolean ProcessAcceleration();
289 //! Returns offset of bottom-level BVH for given leaf node.
290 //! If the node index is not valid the function returns -1.
291 //! @note Can be used after processing acceleration structure.
292 Standard_Integer AccelerationOffset (Standard_Integer theNodeIdx);
294 //! Returns offset of triangulation vertices for given leaf node.
295 //! If the node index is not valid the function returns -1.
296 //! @note Can be used after processing acceleration structure.
297 Standard_Integer VerticesOffset (Standard_Integer theNodeIdx);
299 //! Returns offset of triangulation elements for given leaf node.
300 //! If the node index is not valid the function returns -1.
301 //! @note Can be used after processing acceleration structure.
302 Standard_Integer ElementsOffset (Standard_Integer theNodeIdx);
304 //! Returns triangulation data for given leaf node.
305 //! If the node index is not valid the function returns NULL.
306 //! @note Can be used after processing acceleration structure.
307 OpenGl_TriangleSet* TriangleSet (Standard_Integer theNodeIdx);
309 public: //! @name methods related to texture management
311 //! Adds new OpenGL texture to the scene and returns its index.
312 Standard_Integer AddTexture (const Handle(OpenGl_Texture)& theTexture);
314 //! Updates unique 64-bit texture handles to use in shaders.
315 Standard_Boolean UpdateTextureHandles (const Handle(OpenGl_Context)& theContext);
317 //! Makes the OpenGL texture handles resident (must be called before using).
318 Standard_Boolean AcquireTextures (const Handle(OpenGl_Context)& theContext) const;
320 //! Makes the OpenGL texture handles non-resident (must be called after using).
321 Standard_Boolean ReleaseTextures (const Handle(OpenGl_Context)& theContext) const;
323 //! Returns array of texture handles.
324 const std::vector<GLuint64>& TextureHandles() const
326 return myTextureHandles;
329 //! Checks if scene contains textured objects.
330 Standard_Boolean HasTextures() const
332 return !myTextures.IsEmpty();
335 //! Releases OpenGL resources.
336 void ReleaseResources (const Handle(OpenGl_Context)& theContext)
338 if (!myTextureSampler.IsNull())
340 myTextureSampler->Release (theContext.operator->());
341 myTextureSampler.Nullify();
345 public: //! @name auxiliary methods
347 //! Returns depth of high-level scene BVH from last build.
348 Standard_Integer HighLevelTreeDepth() const
350 return myHighLevelTreeDepth;
353 //! Returns maximum depth of bottom-level scene BVHs from last build.
354 Standard_Integer BottomLevelTreeDepth() const
356 return myBottomLevelTreeDepth;
361 NCollection_Vector<Handle(OpenGl_Texture)> myTextures; //!< Array of texture maps shared between rendered objects
362 Handle(OpenGl_Sampler) myTextureSampler; //!< Sampler object providing fixed sampling params for texures
363 std::vector<GLuint64> myTextureHandles; //!< Array of unique 64-bit texture handles obtained from OpenGL
364 Standard_Integer myHighLevelTreeDepth; //!< Depth of high-level scene BVH from last build
365 Standard_Integer myBottomLevelTreeDepth; //!< Maximum depth of bottom-level scene BVHs from last build