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_HeaderFile
17 #define OpenGl_SceneGeometry_HeaderFile
19 #include <BVH_Geometry.hxx>
20 #include <BVH_Triangulation.hxx>
21 #include <BVH_BinnedBuilder.hxx>
22 #include <NCollection_OccAllocator.hxx>
23 #include <OpenGl_Texture.hxx>
24 #include <OpenGl_Sampler.hxx>
27 struct OpenGl_ElementNode;
30 namespace OpenGl_Raytrace
32 //! Checks to see if the group contains ray-trace geometry.
33 Standard_EXPORT Standard_Boolean IsRaytracedGroup (const OpenGl_Group* theGroup);
35 //! Checks to see if the element contains ray-trace geometry.
36 Standard_EXPORT Standard_Boolean IsRaytracedElement (const OpenGl_ElementNode* theNode);
38 //! Checks to see if the element contains ray-trace geometry.
39 Standard_EXPORT Standard_Boolean IsRaytracedElement (const OpenGl_Element* theElement);
42 //! Stores properties of surface material.
43 struct OpenGl_RaytraceMaterial
45 BVH_Vec4f Ambient; //!< Ambient reflection coefficient
46 BVH_Vec4f Diffuse; //!< Diffuse reflection coefficient
47 BVH_Vec4f Specular; //!< Glossy reflection coefficient
48 BVH_Vec4f Emission; //!< Material emission
49 BVH_Vec4f Reflection; //!< Specular reflection coefficient
50 BVH_Vec4f Refraction; //!< Specular refraction coefficient
51 BVH_Vec4f Transparency; //!< Material transparency
52 BVH_Mat4f TextureTransform; //!< Texture transformation matrix
54 //! Physically-based material properties (used in path tracing engine).
57 BVH_Vec4f Kc; //!< Weight of coat specular/glossy BRDF
58 BVH_Vec4f Kd; //!< Weight of base diffuse BRDF
59 BVH_Vec4f Ks; //!< Weight of base specular/glossy BRDF
60 BVH_Vec4f Kt; //!< Weight of base specular/glossy BTDF
61 BVH_Vec4f Le; //!< Radiance emitted by the surface
62 BVH_Vec4f FresnelCoat; //!< Fresnel coefficients of coat layer
63 BVH_Vec4f FresnelBase; //!< Fresnel coefficients of base layer
64 BVH_Vec4f Absorption; //!< Absorption color/intensity
69 //! Empty constructor.
70 Standard_EXPORT OpenGl_RaytraceMaterial();
72 //! Returns packed (serialized) representation of material.
73 const Standard_ShortReal* Packed()
75 return reinterpret_cast<Standard_ShortReal*> (this);
79 //! Stores properties of OpenGL light source.
80 struct OpenGl_RaytraceLight
83 BVH_Vec4f Emission; //!< Diffuse intensity (in terms of OpenGL)
84 BVH_Vec4f Position; //!< Position of light source (in terms of OpenGL)
88 //! Creates new light source.
89 OpenGl_RaytraceLight() { }
91 //! Creates new light source.
92 Standard_EXPORT OpenGl_RaytraceLight (const BVH_Vec4f& theEmission,
93 const BVH_Vec4f& thePosition);
95 //! Returns packed (serialized) representation of light source.
96 const Standard_ShortReal* Packed()
98 return reinterpret_cast<Standard_ShortReal*> (this);
102 //! Shared pointer to quad BVH (QBVH) tree.
103 typedef opencascade::handle<BVH_Tree<Standard_ShortReal, 3, BVH_QuadTree> > QuadBvhHandle;
104 typedef BVH_Triangulation<Standard_ShortReal, 3> OpenGl_BVHTriangulation3f;
106 //! Triangulation of single OpenGL primitive array.
107 class OpenGl_TriangleSet : public OpenGl_BVHTriangulation3f
109 DEFINE_STANDARD_RTTIEXT(OpenGl_TriangleSet, OpenGl_BVHTriangulation3f)
112 //! Value of invalid material index to return in case of errors.
113 static const Standard_Integer INVALID_MATERIAL = -1;
117 //! Creates new OpenGL element triangulation.
118 Standard_EXPORT OpenGl_TriangleSet (const Standard_Size theArrayID,
119 const opencascade::handle<BVH_Builder<Standard_ShortReal, 3> >& theBuilder);
121 //! Returns ID of associated primitive array.
122 Standard_Size AssociatedPArrayID() const
127 //! Returns material index of triangle set.
128 Standard_Integer MaterialIndex() const
130 if (Elements.size() == 0)
132 return INVALID_MATERIAL;
135 return Elements.front().w();
138 //! Sets material index for entire triangle set.
139 void SetMaterialIndex (Standard_Integer theMatID)
141 for (Standard_Size anIdx = 0; anIdx < Elements.size(); ++anIdx)
143 Elements[anIdx].w() = theMatID;
147 //! Returns AABB of primitive set.
148 virtual BVH_BoxNt Box() const Standard_OVERRIDE;
150 //! Returns AABB of the given object.
151 using BVH_Triangulation<Standard_ShortReal, 3>::Box;
153 //! Returns centroid position along the given axis.
154 Standard_EXPORT virtual Standard_ShortReal Center (const Standard_Integer theIndex, const Standard_Integer theAxis) const Standard_OVERRIDE;
156 //! Returns quad BVH (QBVH) tree produced from binary BVH.
157 Standard_EXPORT const QuadBvhHandle& QuadBVH();
161 BVH_Array3f Normals; //!< Array of vertex normals.
162 BVH_Array2f TexCrds; //!< Array of texture coords.
166 Standard_Size myArrayID; //!< ID of associated primitive array.
168 QuadBvhHandle myQuadBVH; //!< QBVH produced from binary BVH tree.
172 //! Stores geometry of ray-tracing scene.
173 class OpenGl_RaytraceGeometry : public BVH_Geometry<Standard_ShortReal, 3>
177 //! Value of invalid offset to return in case of errors.
178 static const Standard_Integer INVALID_OFFSET = -1;
180 //! Maximum number of textures used in ray-tracing shaders.
181 //! This is not restriction of the solution implemented, but
182 //! rather the reasonable limit of the number of textures in
183 //! various applications (can be increased if needed).
184 static const Standard_Integer MAX_TEX_NUMBER = 32;
188 //! Array of properties of light sources.
189 std::vector<OpenGl_RaytraceLight,
190 NCollection_OccAllocator<OpenGl_RaytraceLight> > Sources;
192 //! Array of 'front' material properties.
193 std::vector<OpenGl_RaytraceMaterial,
194 NCollection_OccAllocator<OpenGl_RaytraceMaterial> > Materials;
196 //! Global ambient from all light sources.
201 //! Creates uninitialized ray-tracing geometry.
202 OpenGl_RaytraceGeometry()
203 : BVH_Geometry<Standard_ShortReal, 3>(),
204 myTopLevelTreeDepth (0),
205 myBotLevelTreeDepth (0)
210 //! Releases resources of ray-tracing geometry.
211 ~OpenGl_RaytraceGeometry()
216 //! Clears only ray-tracing materials.
217 void ClearMaterials()
219 std::vector<OpenGl_RaytraceMaterial,
220 NCollection_OccAllocator<OpenGl_RaytraceMaterial> > anEmptyMaterials;
222 Materials.swap (anEmptyMaterials);
227 //! Clears ray-tracing geometry.
228 Standard_EXPORT virtual void Clear() Standard_OVERRIDE;
230 public: //! @name methods related to acceleration structure
232 //! Performs post-processing of high-level scene BVH.
233 Standard_EXPORT Standard_Boolean ProcessAcceleration();
235 //! Returns offset of bottom-level BVH for given leaf node.
236 //! If the node index is not valid the function returns -1.
237 //! @note Can be used after processing acceleration structure.
238 Standard_EXPORT Standard_Integer AccelerationOffset (Standard_Integer theNodeIdx);
240 //! Returns offset of triangulation vertices for given leaf node.
241 //! If the node index is not valid the function returns -1.
242 //! @note Can be used after processing acceleration structure.
243 Standard_EXPORT Standard_Integer VerticesOffset (Standard_Integer theNodeIdx);
245 //! Returns offset of triangulation elements for given leaf node.
246 //! If the node index is not valid the function returns -1.
247 //! @note Can be used after processing acceleration structure.
248 Standard_EXPORT Standard_Integer ElementsOffset (Standard_Integer theNodeIdx);
250 //! Returns triangulation data for given leaf node.
251 //! If the node index is not valid the function returns NULL.
252 //! @note Can be used after processing acceleration structure.
253 Standard_EXPORT OpenGl_TriangleSet* TriangleSet (Standard_Integer theNodeIdx);
255 //! Returns quad BVH (QBVH) tree produced from binary BVH.
256 Standard_EXPORT const QuadBvhHandle& QuadBVH();
258 public: //! @name methods related to texture management
260 //! Checks if scene contains textured objects.
261 Standard_Boolean HasTextures() const
263 return !myTextures.IsEmpty();
266 //! Adds new OpenGL texture to the scene and returns its index.
267 Standard_EXPORT Standard_Integer AddTexture (const Handle(OpenGl_Texture)& theTexture);
269 //! Updates unique 64-bit texture handles to use in shaders.
270 Standard_EXPORT Standard_Boolean UpdateTextureHandles (const Handle(OpenGl_Context)& theContext);
272 //! Makes the OpenGL texture handles resident (must be called before using).
273 Standard_EXPORT Standard_Boolean AcquireTextures (const Handle(OpenGl_Context)& theContext);
275 //! Makes the OpenGL texture handles non-resident (must be called after using).
276 Standard_EXPORT Standard_Boolean ReleaseTextures (const Handle(OpenGl_Context)& theContext) const;
278 //! Returns array of texture handles.
279 const std::vector<GLuint64>& TextureHandles() const
281 return myTextureHandles;
284 //! Releases OpenGL resources.
285 void ReleaseResources (const Handle(OpenGl_Context)& )
290 public: //! @name auxiliary methods
292 //! Returns depth of top-level scene BVH from last build.
293 Standard_Integer TopLevelTreeDepth() const
295 return myTopLevelTreeDepth;
298 //! Returns maximum depth of bottom-level scene BVHs from last build.
299 Standard_Integer BotLevelTreeDepth() const
301 return myBotLevelTreeDepth;
306 NCollection_Vector<Handle(OpenGl_Texture)> myTextures; //!< Array of texture maps shared between rendered objects
307 std::vector<GLuint64> myTextureHandles; //!< Array of unique 64-bit texture handles obtained from OpenGL
308 Standard_Integer myTopLevelTreeDepth; //!< Depth of high-level scene BVH from last build
309 Standard_Integer myBotLevelTreeDepth; //!< Maximum depth of bottom-level scene BVHs from last build
311 QuadBvhHandle myQuadBVH; //!< QBVH produced from binary BVH tree.