0028762: Visualization, Ray tracing - Implement depth-of-field effect
[occt.git] / src / OpenGl / OpenGl_View.hxx
1 // Created on: 2011-09-20
2 // Created by: Sergey ZERCHANINOV
3 // Copyright (c) 2011-2014 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 #ifndef _OpenGl_View_Header
17 #define _OpenGl_View_Header
18
19 #include <Standard_Transient.hxx>
20 #include <Standard_Type.hxx>
21
22 #include <TColStd_Array2OfReal.hxx>
23 #include <NCollection_List.hxx>
24 #include <math_BullardGenerator.hxx>
25
26 #include <Quantity_NameOfColor.hxx>
27 #include <Aspect_FillMethod.hxx>
28 #include <Aspect_GradientFillMethod.hxx>
29
30 #include <Graphic3d_CView.hxx>
31 #include <Graphic3d_GraduatedTrihedron.hxx>
32 #include <Graphic3d_SequenceOfHClipPlane.hxx>
33 #include <Graphic3d_ToneMappingMethod.hxx>
34 #include <Graphic3d_TypeOfShadingModel.hxx>
35 #include <Graphic3d_WorldViewProjState.hxx>
36 #include <Graphic3d_ZLayerSettings.hxx>
37
38 #include <OpenGl_AspectFace.hxx>
39 #include <OpenGl_BackgroundArray.hxx>
40 #include <OpenGl_BVHTreeSelector.hxx>
41 #include <OpenGl_Context.hxx>
42 #include <OpenGl_FrameBuffer.hxx>
43 #include <OpenGl_GraduatedTrihedron.hxx>
44 #include <OpenGl_LayerList.hxx>
45 #include <OpenGl_Light.hxx>
46 #include <OpenGl_LineAttributes.hxx>
47 #include <OpenGl_SceneGeometry.hxx>
48 #include <OpenGl_Structure.hxx>
49 #include <OpenGl_Window.hxx>
50 #include <OpenGl_Workspace.hxx>
51 #include <OpenGl_TileSampler.hxx>
52
53 #include <map>
54 #include <set>
55
56 struct OpenGl_Matrix;
57
58 class Graphic3d_StructureManager;
59 class OpenGl_GraphicDriver;
60 class OpenGl_StateCounter;
61 class OpenGl_RaytraceMaterial;
62 class OpenGl_TriangleSet;
63 class OpenGl_Workspace;
64 class OpenGl_View;
65 DEFINE_STANDARD_HANDLE(OpenGl_View,Graphic3d_CView)
66
67 //! Implementation of OpenGl view.
68 class OpenGl_View : public Graphic3d_CView
69 {
70
71 public:
72
73   //! Constructor.
74   Standard_EXPORT OpenGl_View (const Handle(Graphic3d_StructureManager)& theMgr,
75                                const Handle(OpenGl_GraphicDriver)& theDriver,
76                                const Handle(OpenGl_Caps)& theCaps,
77                                Standard_Boolean& theDeviceLostFlag,
78                                OpenGl_StateCounter* theCounter);
79
80   //! Default destructor.
81   Standard_EXPORT virtual ~OpenGl_View();
82
83   Standard_EXPORT void ReleaseGlResources (const Handle(OpenGl_Context)& theCtx);
84
85   //! Deletes and erases the view.
86   Standard_EXPORT virtual void Remove() Standard_OVERRIDE;
87
88   //! @param theDrawToFrontBuffer Advanced option to modify rendering mode:
89   //! 1. TRUE.  Drawing immediate mode structures directly to the front buffer over the scene image.
90   //! Fast, so preferred for interactive work (used by default).
91   //! However these extra drawings will be missed in image dump since it is performed from back buffer.
92   //! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen
93   //! in run-time (in case of slow hardware) and/or tearing may appear.
94   //! So this is strongly recommended to draw only simple (fast) structures.
95   //! 2. FALSE. Drawing immediate mode structures to the back buffer.
96   //! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync
97   //! is turned on. But it works in any case and is especially useful for view dump because the dump image is read
98   //! from the back buffer.
99   //! @return previous mode.
100   Standard_EXPORT Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer) Standard_OVERRIDE;
101
102   //! Creates and maps rendering window to the view.
103   //! @param theWindow [in] the window.
104   //! @param theContext [in] the rendering context. If NULL the context will be created internally.
105   Standard_EXPORT virtual void SetWindow (const Handle(Aspect_Window)&  theWindow,
106                                           const Aspect_RenderingContext theContext) Standard_OVERRIDE;
107
108   //! Returns window associated with the view.
109   virtual Handle(Aspect_Window) Window() const Standard_OVERRIDE
110   { return myWindow->PlatformWindow(); }
111
112   //! Returns True if the window associated to the view is defined.
113   virtual Standard_Boolean IsDefined() const Standard_OVERRIDE
114   { return !myWindow.IsNull(); }
115
116   //! Handle changing size of the rendering window.
117   Standard_EXPORT virtual void Resized() Standard_OVERRIDE;
118
119   //! Redraw content of the view.
120   Standard_EXPORT virtual void Redraw() Standard_OVERRIDE;
121
122   //! Redraw immediate content of the view.
123   Standard_EXPORT virtual void RedrawImmediate() Standard_OVERRIDE;
124
125   //! Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.
126   Standard_EXPORT virtual void Invalidate() Standard_OVERRIDE;
127
128   //! Return true if view content cache has been invalidated.
129   virtual Standard_Boolean IsInvalidated() Standard_OVERRIDE { return !myBackBufferRestored; }
130
131   //! Returns data of a graduated trihedron
132   const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() Standard_OVERRIDE
133   { return myGTrihedronData; }
134
135   //! Displays Graduated Trihedron.
136   Standard_EXPORT virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) Standard_OVERRIDE;
137
138   //! Erases Graduated Trihedron.
139   Standard_EXPORT virtual void GraduatedTrihedronErase() Standard_OVERRIDE;
140
141   //! Sets minimum and maximum points of scene bounding box for Graduated Trihedron stored in graphic view object.
142   //! @param theMin [in] the minimum point of scene.
143   //! @param theMax [in] the maximum point of scene.
144   Standard_EXPORT virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax) Standard_OVERRIDE;
145
146   //! Dump active rendering buffer into specified memory buffer.
147   //! In Ray-Tracing allow to get a raw HDR buffer using Graphic3d_BT_RGB_RayTraceHdrLeft buffer type,
148   //! only Left view will be dumped ignoring stereoscopic parameter.
149   Standard_EXPORT virtual Standard_Boolean BufferDump (Image_PixMap& theImage,
150                                                        const Graphic3d_BufferType& theBufferType) Standard_OVERRIDE;
151
152   //! Export scene into the one of the Vector graphics formats (SVG, PS, PDF...).
153   //! In contrast to Bitmaps, Vector graphics is scalable (so you may got quality benefits
154   //! on printing to laser printer). Notice however that results may differ a lot and
155   //! do not contain some elements.
156   Standard_EXPORT virtual Standard_Boolean Export (const Standard_CString theFileName,
157                                                    const Graphic3d_ExportFormat theFormat,
158                                                    const Graphic3d_SortType theSortType = Graphic3d_ST_BSP_Tree) Standard_OVERRIDE;
159
160   //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated.
161   Standard_EXPORT virtual void InvalidateBVHData (const Standard_Integer theLayerId) Standard_OVERRIDE;
162
163   //! Insert a new top-level z layer with the given ID.
164   Standard_EXPORT virtual void AddZLayer (const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;
165
166   //! Remove a z layer with the given ID.
167   Standard_EXPORT virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;
168
169   //! Sets the settings for a single Z layer of specified view.
170   Standard_EXPORT virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
171                                                   const Graphic3d_ZLayerSettings& theSettings) Standard_OVERRIDE;
172
173   //! Returns the maximum Z layer ID.
174   //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax().
175   Standard_EXPORT virtual Standard_Integer ZLayerMax() const Standard_OVERRIDE;
176
177   //! Returns the bounding box of all structures displayed in the Z layer.
178   //! Never fails. If Z layer does not exist nothing happens.
179   Standard_EXPORT virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId) const Standard_OVERRIDE;
180
181   //! Returns the bounding box of all structures displayed in the Z layer.
182   //! If Z layer does not exist the empty box is returned.
183   //! @param theLayerId            layer identifier
184   //! @param theCamera             camera definition
185   //! @param theWindowWidth        viewport width  (for applying transformation-persistence)
186   //! @param theWindowHeight       viewport height (for applying transformation-persistence)
187   //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
188   //! @return computed bounding box
189   Standard_EXPORT virtual Bnd_Box ZLayerBoundingBox (const Graphic3d_ZLayerId        theLayerId,
190                                                      const Handle(Graphic3d_Camera)& theCamera,
191                                                      const Standard_Integer          theWindowWidth,
192                                                      const Standard_Integer          theWindowHeight,
193                                                      const Standard_Boolean          theToIncludeAuxiliary) const Standard_OVERRIDE;
194
195   //! Returns pointer to an assigned framebuffer object.
196   Standard_EXPORT virtual Handle(Standard_Transient) FBO() const Standard_OVERRIDE;
197
198   //! Sets framebuffer object for offscreen rendering.
199   Standard_EXPORT virtual void SetFBO (const Handle(Standard_Transient)& theFbo) Standard_OVERRIDE;
200
201   //! Generate offscreen FBO in the graphic library.
202   //! If not supported on hardware returns NULL.
203   Standard_EXPORT virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth,
204                                                                 const Standard_Integer theHeight) Standard_OVERRIDE;
205
206   //! Remove offscreen FBO from the graphic library
207   Standard_EXPORT virtual void FBORelease (Handle(Standard_Transient)& theFbo) Standard_OVERRIDE;
208
209   //! Read offscreen FBO configuration.
210   Standard_EXPORT virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
211                                                  Standard_Integer& theWidth,
212                                                  Standard_Integer& theHeight,
213                                                  Standard_Integer& theWidthMax,
214                                                  Standard_Integer& theHeightMax) Standard_OVERRIDE;
215
216   //! Change offscreen FBO viewport.
217   Standard_EXPORT virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
218                                                   const Standard_Integer theWidth,
219                                                   const Standard_Integer theHeight) Standard_OVERRIDE;
220
221 public:
222
223   //! Returns background  fill color.
224   Standard_EXPORT virtual Aspect_Background Background() const Standard_OVERRIDE;
225
226   //! Sets background fill color.
227   Standard_EXPORT virtual void SetBackground (const Aspect_Background& theBackground) Standard_OVERRIDE;
228
229   //! Returns gradient background fill colors.
230   Standard_EXPORT virtual Aspect_GradientBackground GradientBackground() const Standard_OVERRIDE;
231
232   //! Sets gradient background fill colors.
233   Standard_EXPORT virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) Standard_OVERRIDE;
234
235   //! Returns background image texture file path.
236   Standard_EXPORT virtual TCollection_AsciiString BackgroundImage() Standard_OVERRIDE { return myBackgroundImagePath; }
237
238   //! Sets background image texture file path.
239   Standard_EXPORT virtual void SetBackgroundImage (const TCollection_AsciiString& theFilePath) Standard_OVERRIDE;
240
241   //! Returns background image fill style.
242   Standard_EXPORT virtual Aspect_FillMethod BackgroundImageStyle() const Standard_OVERRIDE;
243
244   //! Sets background image fill style.
245   Standard_EXPORT virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) Standard_OVERRIDE;
246
247   //! Returns environment texture set for the view.
248   Standard_EXPORT virtual Handle(Graphic3d_TextureEnv) TextureEnv() const Standard_OVERRIDE { return myTextureEnvData; }
249
250   //! Sets environment texture for the view.
251   Standard_EXPORT virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) Standard_OVERRIDE;
252
253   //! Returns the state of frustum culling optimization.
254   virtual Standard_Boolean IsCullingEnabled() const Standard_OVERRIDE { return myCulling; }
255
256   //! Enables or disables frustum culling optimization.
257   virtual void SetCullingEnabled (const Standard_Boolean theIsEnabled) Standard_OVERRIDE { myCulling = theIsEnabled; }
258
259   //! Returns shading model of the view.
260   virtual Graphic3d_TypeOfShadingModel ShadingModel() const Standard_OVERRIDE { return myShadingModel; }
261
262   //! Sets shading model of the view.
263   virtual void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel) Standard_OVERRIDE { myShadingModel = theModel; }
264
265   //! Return backfacing model used for the view.
266   virtual Graphic3d_TypeOfBackfacingModel BackfacingModel() const Standard_OVERRIDE { return myBackfacing; }
267
268   //! Sets backfacing model for the view.
269   virtual void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) Standard_OVERRIDE { myBackfacing = theModel; }
270
271   //! Returns camera object of the view.
272   virtual const Handle(Graphic3d_Camera)& Camera() const Standard_OVERRIDE { return myCamera; }
273
274   //! Returns local camera origin currently set for rendering, might be modified during rendering.
275   const gp_XYZ& LocalOrigin() const { return myLocalOrigin; }
276
277   //! Setup local camera origin currently set for rendering.
278   Standard_EXPORT void SetLocalOrigin (const gp_XYZ& theOrigin);
279
280   //! Sets camera used by the view.
281   Standard_EXPORT virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) Standard_OVERRIDE;
282
283   //! Returns list of lights of the view.
284   virtual const Graphic3d_ListOfCLight& Lights() const Standard_OVERRIDE { return myLights; }
285
286   //! Sets list of lights for the view.
287   virtual void SetLights (const Graphic3d_ListOfCLight& theLights) Standard_OVERRIDE
288   {
289     myLights = theLights;
290     myCurrLightSourceState = myStateCounter->Increment();
291   }
292
293   //! Returns list of clip planes set for the view.
294   virtual const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const Standard_OVERRIDE { return myClipPlanes; }
295
296   //! Sets list of clip planes for the view.
297   virtual void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) Standard_OVERRIDE { myClipPlanes = thePlanes; }
298
299   //! Fill in the dictionary with diagnostic info.
300   //! Should be called within rendering thread.
301   //!
302   //! This API should be used only for user output or for creating automated reports.
303   //! The format of returned information (e.g. key-value layout)
304   //! is NOT part of this API and can be changed at any time.
305   //! Thus application should not parse returned information to weed out specific parameters.
306   Standard_EXPORT virtual void DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
307                                                       Graphic3d_DiagnosticInfo theFlags) const Standard_OVERRIDE;
308
309 public:
310
311   //! Returns background color.
312   const Quantity_ColorRGBA& BackgroundColor() const { return myBgColor; }
313
314   //! Change graduated trihedron.
315   OpenGl_GraduatedTrihedron& ChangeGraduatedTrihedron() { return myGraduatedTrihedron; }
316
317   void SetTextureEnv (const Handle(OpenGl_Context)&       theCtx,
318                       const Handle(Graphic3d_TextureEnv)& theTexture);
319
320   void SetBackgroundTextureStyle (const Aspect_FillMethod FillStyle);
321
322   void SetBackgroundGradient (const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod AType);
323
324   void SetBackgroundGradientType (const Aspect_GradientFillMethod AType);
325
326   //! Returns list of OpenGL Z-layers.
327   const OpenGl_LayerList& LayerList() const { return myZLayers; }
328
329   //! Returns list of openGL light sources.
330   const OpenGl_ListOfLight& LightList() const { return myLights; }
331
332   //! Returns OpenGL window implementation.
333   const Handle(OpenGl_Window) GlWindow() const { return myWindow; }
334
335   //! Returns OpenGL environment map.
336   const Handle(OpenGl_Texture)& GlTextureEnv() const { return myTextureEnv; }
337
338   //! Returns selector for BVH tree, providing a possibility to store information
339   //! about current view volume and to detect which objects are overlapping it.
340   OpenGl_BVHTreeSelector& BVHTreeSelector() { return myBVHSelector; }
341
342   //! Returns true if there are immediate structures to display
343   bool HasImmediateStructures() const
344   {
345     return myZLayers.NbImmediateStructures() != 0;
346   }
347
348 protected: //! @name Internal methods for managing GL resources
349
350   //! Initializes OpenGl resource for environment texture.
351   void initTextureEnv (const Handle(OpenGl_Context)& theContext);
352
353 protected: //! @name low-level redrawing sub-routines
354
355   //! Redraws view for the given monographic camera projection, or left/right eye.
356   Standard_EXPORT virtual void redraw (const Graphic3d_Camera::Projection theProjection,
357                                        OpenGl_FrameBuffer*                theReadDrawFbo,
358                                        OpenGl_FrameBuffer*                theOitAccumFbo);
359
360   //! Redraws view for the given monographic camera projection, or left/right eye.
361   //!
362   //! Method will blit snapshot containing main scene (myMainSceneFbos or BackBuffer)
363   //! into presentation buffer (myMainSceneFbos -> offscreen FBO or
364   //! myMainSceneFbos -> BackBuffer or BackBuffer -> FrontBuffer),
365   //! and redraw immediate structures on top.
366   //!
367   //! When scene caching is disabled (myTransientDrawToFront, no double buffer in window, etc.),
368   //! the first step (blitting) will be skipped.
369   //!
370   //! @return false if immediate structures has been rendered directly into FrontBuffer
371   //! and Buffer Swap should not be called.
372   Standard_EXPORT virtual bool redrawImmediate (const Graphic3d_Camera::Projection theProjection,
373                                                 OpenGl_FrameBuffer* theReadFbo,
374                                                 OpenGl_FrameBuffer* theDrawFbo,
375                                                 OpenGl_FrameBuffer* theOitAccumFbo,
376                                                 const Standard_Boolean theIsPartialUpdate = Standard_False);
377
378   //! Blit image from/to specified buffers.
379   Standard_EXPORT bool blitBuffers (OpenGl_FrameBuffer*    theReadFbo,
380                                     OpenGl_FrameBuffer*    theDrawFbo,
381                                     const Standard_Boolean theToFlip = Standard_False);
382
383   //! Setup default FBO.
384   Standard_EXPORT void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
385
386 protected: //! @name Rendering of GL graphics (with prepared drawing buffer).
387
388   //! Renders the graphical contents of the view into the preprepared window or framebuffer.
389   //! @param theProjection [in] the projection that should be used for rendering.
390   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
391   //! @param theOitAccumFbo [in] the framebuffer for accumulating color and coverage for OIT process.
392   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
393   Standard_EXPORT virtual void render (Graphic3d_Camera::Projection theProjection,
394                                        OpenGl_FrameBuffer*          theReadDrawFbo,
395                                        OpenGl_FrameBuffer*          theOitAccumFbo,
396                                        const Standard_Boolean       theToDrawImmediate);
397
398   //! Renders the graphical scene.
399   //! @param theProjection [in] the projection that is used for rendering.
400   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
401   //! @param theOitAccumFbo [in] the framebuffer for accumulating color and coverage for OIT process.
402   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
403   Standard_EXPORT virtual void renderScene (Graphic3d_Camera::Projection theProjection,
404                                             OpenGl_FrameBuffer*    theReadDrawFbo,
405                                             OpenGl_FrameBuffer*    theOitAccumFbo,
406                                             const Standard_Boolean theToDrawImmediate);
407
408   //! Draw background (gradient / image)
409   Standard_EXPORT virtual void drawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
410
411   //! Render set of structures presented in the view.
412   //! @param theProjection [in] the projection that is used for rendering.
413   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
414   //! @param theOitAccumFbo [in] the framebuffer for accumulating color and coverage for OIT process.
415   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
416   Standard_EXPORT virtual void renderStructs (Graphic3d_Camera::Projection theProjection,
417                                               OpenGl_FrameBuffer*    theReadDrawFbo,
418                                               OpenGl_FrameBuffer*    theOitAccumFbo,
419                                               const Standard_Boolean theToDrawImmediate);
420
421   //! Renders trihedron.
422   void renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
423
424 private:
425
426   //! Adds the structure to display lists of the view.
427   Standard_EXPORT virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
428                                                  const Standard_Integer thePriority) Standard_OVERRIDE;
429
430   //! Erases the structure from display lists of the view.
431   Standard_EXPORT virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) Standard_OVERRIDE;
432
433   //! Change Z layer of a structure already presented in view.
434   Standard_EXPORT virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure,
435                                              const Graphic3d_ZLayerId theNewLayerId) Standard_OVERRIDE;
436
437   //! Changes the priority of a structure within its Z layer in the specified view.
438   Standard_EXPORT virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure,
439                                                const Standard_Integer theNewPriority) Standard_OVERRIDE;
440
441   //! Returns zoom-scale factor.
442   Standard_EXPORT virtual Standard_Real considerZoomPersistenceObjects (const Graphic3d_ZLayerId        theLayerId,
443                                                                         const Handle(Graphic3d_Camera)& theCamera,
444                                                                         const Standard_Integer          theWindowWidth,
445                                                                         const Standard_Integer          theWindowHeight) const Standard_OVERRIDE;
446
447 private:
448
449   //! Copy content of Back buffer to the Front buffer.
450   bool copyBackToFront();
451
452   //! Initialize blit quad.
453   OpenGl_VertexBuffer* initBlitQuad (const Standard_Boolean theToFlip);
454
455   //! Blend together views pair into stereo image.
456   void drawStereoPair (OpenGl_FrameBuffer* theDrawFbo);
457
458   //! Check and update OIT compatibility with current OpenGL context's state.
459   bool checkOitCompatibility (const Handle(OpenGl_Context)& theGlContext,
460                               const Standard_Boolean theMSAA);
461
462   //! Chooses compatible internal color format for OIT frame buffer.
463   bool chooseOitColorConfiguration (const Handle(OpenGl_Context)& theGlContext,
464                                     const Standard_Integer theConfigIndex,
465                                     OpenGl_ColorFormats& theFormats);
466
467 protected:
468
469   OpenGl_GraphicDriver*    myDriver;
470   Handle(OpenGl_Window)    myWindow;
471   Handle(OpenGl_Workspace) myWorkspace;
472   Handle(OpenGl_Caps)      myCaps;
473   Standard_Boolean&        myDeviceLostFlag;
474   Standard_Boolean         myWasRedrawnGL;
475
476   Standard_Boolean                myCulling;
477   Graphic3d_TypeOfShadingModel    myShadingModel;
478   Graphic3d_TypeOfBackfacingModel myBackfacing;
479   Quantity_ColorRGBA              myBgColor;
480   Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
481   Handle(Graphic3d_Camera)        myCamera;
482   gp_XYZ                          myLocalOrigin;
483   Handle(OpenGl_FrameBuffer)      myFBO;
484   Standard_Boolean                myToShowGradTrihedron;
485   TCollection_AsciiString         myBackgroundImagePath;
486   Handle(Graphic3d_TextureEnv)    myTextureEnvData;
487   Graphic3d_GraduatedTrihedron    myGTrihedronData;
488
489   OpenGl_ListOfLight              myNoShadingLight;
490   OpenGl_ListOfLight              myLights;
491   OpenGl_LayerList                myZLayers; //!< main list of displayed structure, sorted by layers
492
493   Graphic3d_WorldViewProjState    myWorldViewProjState; //!< camera modification state
494   OpenGl_StateCounter*            myStateCounter;
495   Standard_Size                   myCurrLightSourceState;
496
497   typedef std::pair<Standard_Size, Standard_Size> StateInfo;
498
499   StateInfo myLastOrientationState;
500   StateInfo myLastViewMappingState;
501   StateInfo myLastLightSourceState;
502
503   //! Is needed for selection of overlapping objects and storage of the current view volume
504   OpenGl_BVHTreeSelector myBVHSelector;
505
506   OpenGl_GraduatedTrihedron myGraduatedTrihedron;
507
508   Handle(OpenGl_Texture) myTextureEnv;
509
510   //! Framebuffers for OpenGL output.
511   Handle(OpenGl_FrameBuffer) myOpenGlFBO;
512   Handle(OpenGl_FrameBuffer) myOpenGlFBO2;
513
514 protected: //! @name Rendering properties
515
516   //! Two framebuffers (left and right views) store cached main presentation
517   //! of the view (without presentation of immediate layers).
518   GLint                      myFboColorFormat;        //!< sized format for color attachments
519   GLint                      myFboDepthFormat;        //!< sized format for depth-stencil attachments
520   OpenGl_ColorFormats        myFboOitColorConfig;     //!< selected color format configuration for OIT color attachments
521   Handle(OpenGl_FrameBuffer) myMainSceneFbos[2];
522   Handle(OpenGl_FrameBuffer) myMainSceneFbosOit[2];      //!< Additional buffers for transparent draw of main layer.
523   Handle(OpenGl_FrameBuffer) myImmediateSceneFbos[2];    //!< Additional buffers for immediate layer in stereo mode.
524   Handle(OpenGl_FrameBuffer) myImmediateSceneFbosOit[2]; //!< Additional buffers for transparency draw of immediate layer.
525   OpenGl_VertexBuffer        myFullScreenQuad;        //!< Vertices for full-screen quad rendering.
526   OpenGl_VertexBuffer        myFullScreenQuadFlip;
527   Standard_Boolean           myToFlipOutput;          //!< Flag to draw result image upside-down
528   unsigned int               myFrameCounter;          //!< redraw counter, for debugging
529   Standard_Boolean           myHasFboBlit;            //!< disable FBOs on failure
530   Standard_Boolean           myToDisableOIT;          //!< disable OIT on failure
531   Standard_Boolean           myToDisableOITMSAA;      //!< disable OIT with MSAA on failure
532   Standard_Boolean           myToDisableMSAA;         //!< disable MSAA after failure
533   Standard_Boolean           myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
534   Standard_Boolean           myBackBufferRestored;
535   Standard_Boolean           myIsImmediateDrawn;     //!< flag indicates that immediate mode buffer contains some data
536
537 protected: //! @name Background parameters
538
539   OpenGl_AspectFace*      myTextureParams;   //!< Stores texture and its parameters for textured background
540   OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
541   OpenGl_BackgroundArray* myBgTextureArray;  //!< Primitive array for texture  background
542
543 protected: //! @name data types related to ray-tracing
544
545   //! Result of OpenGL shaders initialization.
546   enum RaytraceInitStatus
547   {
548     OpenGl_RT_NONE,
549     OpenGl_RT_INIT,
550     OpenGl_RT_FAIL
551   };
552
553   //! Describes update mode (state).
554   enum RaytraceUpdateMode
555   {
556     OpenGl_GUM_CHECK,   //!< check geometry state
557     OpenGl_GUM_PREPARE, //!< collect unchanged objects
558     OpenGl_GUM_REBUILD  //!< rebuild changed and new objects
559   };
560
561   //! Defines frequently used shader variables.
562   enum ShaderVariableIndex
563   {
564     OpenGl_RT_aPosition,
565
566     // camera position
567     OpenGl_RT_uOriginLT,
568     OpenGl_RT_uOriginLB,
569     OpenGl_RT_uOriginRT,
570     OpenGl_RT_uOriginRB,
571     OpenGl_RT_uDirectLT,
572     OpenGl_RT_uDirectLB,
573     OpenGl_RT_uDirectRT,
574     OpenGl_RT_uDirectRB,
575     OpenGl_RT_uViewPrMat,
576     OpenGl_RT_uUnviewMat,
577
578     // 3D scene params
579     OpenGl_RT_uSceneRad,
580     OpenGl_RT_uSceneEps,
581     OpenGl_RT_uLightAmbnt,
582     OpenGl_RT_uLightCount,
583
584     // background params
585     OpenGl_RT_uBackColorTop,
586     OpenGl_RT_uBackColorBot,
587
588     // ray-tracing params
589     OpenGl_RT_uShadowsEnabled,
590     OpenGl_RT_uReflectEnabled,
591     OpenGl_RT_uSphereMapEnabled,
592     OpenGl_RT_uSphereMapForBack,
593     OpenGl_RT_uTexSamplersArray,
594     OpenGl_RT_uBlockedRngEnabled,
595
596     // size of render window
597     OpenGl_RT_uWinSizeX,
598     OpenGl_RT_uWinSizeY,
599
600     // sampled frame params
601     OpenGl_RT_uAccumSamples,
602     OpenGl_RT_uFrameRndSeed,
603
604     // adaptive FSAA params
605     OpenGl_RT_uOffsetX,
606     OpenGl_RT_uOffsetY,
607     OpenGl_RT_uSamples,
608
609     // images used by ISS mode
610     OpenGl_RT_uRenderImage,
611     OpenGl_RT_uOffsetImage,
612
613     // maximum radiance value
614     OpenGl_RT_uMaxRadiance,
615
616     OpenGl_RT_NbVariables // special field
617   };
618
619   //! Defines OpenGL texture samplers.
620   enum ShaderSamplerNames
621   {
622     OpenGl_RT_EnvironmentMapTexture = 0,
623
624     OpenGl_RT_SceneNodeInfoTexture  = 1,
625     OpenGl_RT_SceneMinPointTexture  = 2,
626     OpenGl_RT_SceneMaxPointTexture  = 3,
627     OpenGl_RT_SceneTransformTexture = 4,
628
629     OpenGl_RT_GeometryVertexTexture = 5,
630     OpenGl_RT_GeometryNormalTexture = 6,
631     OpenGl_RT_GeometryTexCrdTexture = 7,
632     OpenGl_RT_GeometryTriangTexture = 8,
633
634     OpenGl_RT_RaytraceMaterialTexture = 9,
635     OpenGl_RT_RaytraceLightSrcTexture = 10,
636
637     OpenGl_RT_FsaaInputTexture = 11,
638     OpenGl_RT_PrevAccumTexture = 12,
639
640     OpenGl_RT_RaytraceDepthTexture = 13
641   };
642
643   //! Defines OpenGL image samplers.
644   enum ShaderImageNames
645   {
646     OpenGl_RT_OutputImageLft = 0,
647     OpenGl_RT_OutputImageRgh = 1,
648     OpenGl_RT_VisualErrorImageLft = 2,
649     OpenGl_RT_VisualErrorImageRgh = 3,
650     OpenGl_RT_TileOffsetsImageLft = 4,
651     OpenGl_RT_TileOffsetsImageRgh = 5
652   };
653
654   //! Tool class for management of shader sources.
655   class ShaderSource
656   {
657   public:
658
659     //! Default shader prefix - empty string.
660     static const TCollection_AsciiString EMPTY_PREFIX;
661
662     //! Creates new uninitialized shader source.
663     ShaderSource()
664     {
665       //
666     }
667
668   public:
669
670     //! Returns error description in case of load fail.
671     const TCollection_AsciiString& ErrorDescription() const
672     {
673       return myError;
674     }
675
676     //! Returns prefix to insert before the source.
677     const TCollection_AsciiString& Prefix() const
678     {
679       return myPrefix;
680     }
681
682     //! Sets prefix to insert before the source.
683     void SetPrefix (const TCollection_AsciiString& thePrefix)
684     {
685       myPrefix = thePrefix;
686     }
687
688     //! Returns shader source combined with prefix.
689     TCollection_AsciiString Source() const;
690
691     //! Loads shader source from specified files.
692     Standard_Boolean LoadFromFiles (const TCollection_AsciiString* theFileNames, const TCollection_AsciiString& thePrefix = EMPTY_PREFIX);
693
694     //! Loads shader source from specified strings.
695     Standard_Boolean LoadFromStrings (const TCollection_AsciiString* theStrings, const TCollection_AsciiString& thePrefix = EMPTY_PREFIX);
696
697   private:
698
699     TCollection_AsciiString mySource; //!< Source string of the shader object
700     TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
701     TCollection_AsciiString myError;  //!< error state
702
703   };
704
705   //! Default ray-tracing depth.
706   static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
707
708   //! Default size of traversal stack.
709   static const Standard_Integer THE_DEFAULT_STACK_SIZE = 10;
710
711   //! Compile-time ray-tracing parameters.
712   struct RaytracingParams
713   {
714     //! Actual size of traversal stack in shader program.
715     Standard_Integer StackSize;
716
717     //! Actual ray-tracing depth (number of ray bounces).
718     Standard_Integer NbBounces;
719
720     //! Enables/disables light propagation through transparent media.
721     Standard_Boolean TransparentShadows;
722
723     //! Enables/disables global illumination (GI) effects.
724     Standard_Boolean GlobalIllumination;
725
726     //! Enables/disables the use of OpenGL bindless textures.
727     Standard_Boolean UseBindlessTextures;
728
729     //! Enables/disables two-sided BSDF models instead of one-sided.
730     Standard_Boolean TwoSidedBsdfModels;
731
732     //! Enables/disables adaptive screen sampling for path tracing.
733     Standard_Boolean AdaptiveScreenSampling;
734
735     //! Enables/disables environment map for background.
736     Standard_Boolean UseEnvMapForBackground;
737
738     //! Maximum radiance value used for clamping radiance estimation.
739     Standard_ShortReal RadianceClampingValue;
740
741     //! Number of tiles in X dimension (in adaptive sampling mode).
742     Standard_Integer NbTilesX;
743     
744     //! Number of tiles in Y dimension (in adaptive sampling mode).
745     Standard_Integer NbTilesY;
746     
747     //! Enables/disables depth-of-field effect (path tracing, perspective camera).
748     Standard_Boolean DepthOfField;
749
750     //! Tone mapping method for path tracing.
751     Graphic3d_ToneMappingMethod ToneMappingMethod;
752
753     //! Creates default compile-time ray-tracing parameters.
754     RaytracingParams()
755     : StackSize              (THE_DEFAULT_STACK_SIZE),
756       NbBounces              (THE_DEFAULT_NB_BOUNCES),
757       TransparentShadows     (Standard_False),
758       GlobalIllumination     (Standard_False),
759       UseBindlessTextures    (Standard_False),
760       TwoSidedBsdfModels     (Standard_False),
761       AdaptiveScreenSampling (Standard_False),
762       UseEnvMapForBackground (Standard_False),
763       RadianceClampingValue  (30.0),
764       NbTilesX               (16),
765       NbTilesY               (16),
766       DepthOfField           (Standard_False),
767       ToneMappingMethod      (Graphic3d_ToneMappingMethod_Disabled) { }
768   };
769
770   //! Describes state of OpenGL structure.
771   struct StructState
772   {
773     Standard_Size StructureState;
774     Standard_Size InstancedState;
775
776     //! Creates new structure state.
777     StructState (const Standard_Size theStructureState = 0,
778                  const Standard_Size theInstancedState = 0)
779     : StructureState (theStructureState),
780       InstancedState (theInstancedState)
781     {
782       //
783     }
784
785     //! Creates new structure state.
786     StructState (const OpenGl_Structure* theStructure)
787     {
788       StructureState = theStructure->ModificationState();
789
790       InstancedState = theStructure->InstancedStructure() != NULL ?
791         theStructure->InstancedStructure()->ModificationState() : 0;
792     }
793   };
794
795 protected: //! @name methods related to ray-tracing
796
797   //! Updates 3D scene geometry for ray-tracing.
798   Standard_Boolean updateRaytraceGeometry (const RaytraceUpdateMode      theMode,
799                                            const Standard_Integer        theViewId,
800                                            const Handle(OpenGl_Context)& theGlContext);
801
802   //! Updates 3D scene light sources for ray-tracing.
803   Standard_Boolean updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext);
804
805   //! Checks to see if the OpenGL structure is modified.
806   Standard_Boolean toUpdateStructure (const OpenGl_Structure* theStructure);
807
808   //! Adds OpenGL structure to ray-traced scene geometry.
809   Standard_Boolean addRaytraceStructure (const OpenGl_Structure*       theStructure,
810                                          const Handle(OpenGl_Context)& theGlContext);
811
812   //! Adds OpenGL groups to ray-traced scene geometry.
813   Standard_Boolean addRaytraceGroups (const OpenGl_Structure*        theStructure,
814                                       const OpenGl_RaytraceMaterial& theStructMat,
815                                       const Handle(Geom_Transformation)& theTrsf,
816                                       const Handle(OpenGl_Context)&  theGlContext);
817
818   //! Creates ray-tracing material properties.
819   OpenGl_RaytraceMaterial convertMaterial (const OpenGl_AspectFace*      theAspect,
820                                            const Handle(OpenGl_Context)& theGlContext);
821
822   //! Adds OpenGL primitive array to ray-traced scene geometry.
823   Handle(OpenGl_TriangleSet) addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
824                                                         const Standard_Integer       theMatID,
825                                                         const OpenGl_Mat4*           theTrans);
826
827   //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
828   Standard_Boolean addRaytraceVertexIndices (OpenGl_TriangleSet&                  theSet,
829                                              const Standard_Integer               theMatID,
830                                              const Standard_Integer               theCount,
831                                              const Standard_Integer               theOffset,
832                                              const OpenGl_PrimitiveArray&         theArray);
833
834   //! Adds OpenGL triangle array to ray-traced scene geometry.
835   Standard_Boolean addRaytraceTriangleArray (OpenGl_TriangleSet&                  theSet,
836                                              const Standard_Integer               theMatID,
837                                              const Standard_Integer               theCount,
838                                              const Standard_Integer               theOffset,
839                                              const Handle(Graphic3d_IndexBuffer)& theIndices);
840
841   //! Adds OpenGL triangle fan array to ray-traced scene geometry.
842   Standard_Boolean addRaytraceTriangleFanArray (OpenGl_TriangleSet&                  theSet,
843                                                 const Standard_Integer               theMatID,
844                                                 const Standard_Integer               theCount,
845                                                 const Standard_Integer               theOffset,
846                                                 const Handle(Graphic3d_IndexBuffer)& theIndices);
847
848   //! Adds OpenGL triangle strip array to ray-traced scene geometry.
849   Standard_Boolean addRaytraceTriangleStripArray (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   //! Adds OpenGL quadrangle array to ray-traced scene geometry.
856   Standard_Boolean addRaytraceQuadrangleArray (OpenGl_TriangleSet&                  theSet,
857                                                const Standard_Integer               theMatID,
858                                                const Standard_Integer               theCount,
859                                                const Standard_Integer               theOffset,
860                                                const Handle(Graphic3d_IndexBuffer)& theIndices);
861
862   //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
863   Standard_Boolean addRaytraceQuadrangleStripArray (OpenGl_TriangleSet&                  theSet,
864                                                     const Standard_Integer               theMatID,
865                                                     const Standard_Integer               theCount,
866                                                     const Standard_Integer               theOffset,
867                                                     const Handle(Graphic3d_IndexBuffer)& theIndices);
868
869   //! Adds OpenGL polygon array to ray-traced scene geometry.
870   Standard_Boolean addRaytracePolygonArray (OpenGl_TriangleSet&                  theSet,
871                                             const Standard_Integer               theMatID,
872                                             const Standard_Integer               theCount,
873                                             const Standard_Integer               theOffset,
874                                             const Handle(Graphic3d_IndexBuffer)& theIndices);
875
876   //! Uploads ray-trace data to the GPU.
877   Standard_Boolean uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext);
878
879   //! Generates shader prefix based on current ray-tracing options.
880   TCollection_AsciiString generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const;
881
882   //! Performs safe exit when shaders initialization fails.
883   Standard_Boolean safeFailBack (const TCollection_ExtendedString& theMessage,
884                                  const Handle(OpenGl_Context)&     theGlContext);
885
886   //! Loads and compiles shader object from specified source.
887   Handle(OpenGl_ShaderObject) initShader (const GLenum                  theType,
888                                           const ShaderSource&           theSource,
889                                           const Handle(OpenGl_Context)& theGlContext);
890
891   //! Creates shader program from the given vertex and fragment shaders.
892   Handle(OpenGl_ShaderProgram) initProgram (const Handle(OpenGl_Context)&      theGlContext,
893                                             const Handle(OpenGl_ShaderObject)& theVertShader,
894                                             const Handle(OpenGl_ShaderObject)& theFragShader);
895
896   //! Initializes OpenGL/GLSL shader programs.
897   Standard_Boolean initRaytraceResources (const Handle(OpenGl_Context)& theGlContext);
898
899   //! Releases OpenGL/GLSL shader programs.
900   void releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext,
901                                  const Standard_Boolean        theToRebuild = Standard_False);
902
903   //! Updates auxiliary OpenGL frame buffers.
904   Standard_Boolean updateRaytraceBuffers (const Standard_Integer        theSizeX,
905                                           const Standard_Integer        theSizeY,
906                                           const Handle(OpenGl_Context)& theGlContext);
907
908   //! Generates viewing rays for corners of screen quad.
909   //! (ray tracing; path tracing for orthographic camera)
910   void updateCamera (const OpenGl_Mat4& theOrientation,
911                      const OpenGl_Mat4& theViewMapping,
912                      OpenGl_Vec3*       theOrigins,
913                      OpenGl_Vec3*       theDirects,
914                      OpenGl_Mat4&       theView,
915                      OpenGl_Mat4&       theUnView);
916
917   //! Generate viewing rays (path tracing, perspective camera).
918   void updatePerspCameraPT(const OpenGl_Mat4&           theOrientation,
919                            const OpenGl_Mat4&           theViewMapping,
920                            Graphic3d_Camera::Projection theProjection,
921                            OpenGl_Mat4&                 theViewPr,
922                            OpenGl_Mat4&                 theUnview,
923                            const int                    theWinSizeX,
924                            const int                    theWinSizeY);
925
926   //! Binds ray-trace textures to corresponding texture units.
927   void bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
928
929   //! Unbinds ray-trace textures from corresponding texture unit.
930   void unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
931
932   //! Sets uniform state for the given ray-tracing shader program.
933   Standard_Boolean setUniformState (const Standard_Integer        theProgramId,
934                                     const Standard_Integer        theSizeX,
935                                     const Standard_Integer        theSizeY,
936                                     Graphic3d_Camera::Projection  theProjection,
937                                     const Handle(OpenGl_Context)& theGlContext);
938
939   //! Runs ray-tracing shader programs.
940   Standard_Boolean runRaytraceShaders (const Standard_Integer        theSizeX,
941                                        const Standard_Integer        theSizeY,
942                                        Graphic3d_Camera::Projection  theProjection,
943                                        OpenGl_FrameBuffer*           theReadDrawFbo,
944                                        const Handle(OpenGl_Context)& theGlContext);
945
946   //! Runs classical (Whitted-style) ray-tracing kernel.
947   Standard_Boolean runRaytrace (const Standard_Integer        theSizeX,
948                                 const Standard_Integer        theSizeY,
949                                 Graphic3d_Camera::Projection  theProjection,
950                                 OpenGl_FrameBuffer*           theReadDrawFbo,
951                                 const Handle(OpenGl_Context)& theGlContext);
952
953   //! Runs path tracing (global illumination) kernel.
954   Standard_Boolean runPathtrace (const Standard_Integer        theSizeX,
955                                  const Standard_Integer        theSizeY,
956                                  Graphic3d_Camera::Projection  theProjection,
957                                  OpenGl_FrameBuffer*           theReadDrawFbo,
958                                  const Handle(OpenGl_Context)& theGlContext);
959
960   //! Redraws the window using OpenGL/GLSL ray-tracing or path tracing.
961   Standard_Boolean raytrace (const Standard_Integer        theSizeX,
962                              const Standard_Integer        theSizeY,
963                              Graphic3d_Camera::Projection  theProjection,
964                              OpenGl_FrameBuffer*           theReadDrawFbo,
965                              const Handle(OpenGl_Context)& theGlContext);
966
967 protected: //! @name fields related to ray-tracing
968
969   //! Result of RT/PT shaders initialization.
970   RaytraceInitStatus myRaytraceInitStatus;
971
972   //! Is ray-tracing geometry data valid?
973   Standard_Boolean myIsRaytraceDataValid;
974
975   //! True if warning about missing extension GL_ARB_bindless_texture has been displayed.
976   Standard_Boolean myIsRaytraceWarnTextures;
977
978   //! 3D scene geometry data for ray-tracing.
979   OpenGl_RaytraceGeometry myRaytraceGeometry;
980
981   //! Builder for triangle set.
982   opencascade::handle<BVH_Builder<Standard_ShortReal, 3> > myRaytraceBVHBuilder;
983
984   //! Compile-time ray-tracing parameters.
985   RaytracingParams myRaytraceParameters;
986
987   //! Radius of bounding sphere of the scene.
988   Standard_ShortReal myRaytraceSceneRadius;
989   //! Scene epsilon to prevent self-intersections.
990   Standard_ShortReal myRaytraceSceneEpsilon;
991
992   //! OpenGL/GLSL source of ray-tracing fragment shader.
993   ShaderSource myRaytraceShaderSource;
994   //! OpenGL/GLSL source of adaptive-AA fragment shader.
995   ShaderSource myPostFSAAShaderSource;
996   //! OpenGL/GLSL source of RT/PT display fragment shader.
997   ShaderSource myOutImageShaderSource;
998
999   //! OpenGL/GLSL ray-tracing fragment shader.
1000   Handle(OpenGl_ShaderObject) myRaytraceShader;
1001   //! OpenGL/GLSL adaptive-AA fragment shader.
1002   Handle(OpenGl_ShaderObject) myPostFSAAShader;
1003   //! OpenGL/GLSL ray-tracing display fragment shader.
1004   Handle(OpenGl_ShaderObject) myOutImageShader;
1005
1006   //! OpenGL/GLSL ray-tracing shader program.
1007   Handle(OpenGl_ShaderProgram) myRaytraceProgram;
1008   //! OpenGL/GLSL adaptive-AA shader program.
1009   Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
1010   //! OpenGL/GLSL program for displaying texture.
1011   Handle(OpenGl_ShaderProgram) myOutImageProgram;
1012
1013   //! Texture buffer of data records of bottom-level BVH nodes.
1014   Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
1015   //! Texture buffer of minimum points of bottom-level BVH nodes.
1016   Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
1017   //! Texture buffer of maximum points of bottom-level BVH nodes.
1018   Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
1019   //! Texture buffer of transformations of high-level BVH nodes.
1020   Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
1021
1022   //! Texture buffer of vertex coords.
1023   Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
1024   //! Texture buffer of vertex normals.
1025   Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
1026   //! Texture buffer of vertex UV coords.
1027   Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
1028   //! Texture buffer of triangle indices.
1029   Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
1030
1031   //! Texture buffer of material properties.
1032   Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture;
1033   //! Texture buffer of light source properties.
1034   Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture;
1035
1036   //! 1st framebuffer (FBO) to perform adaptive FSAA.
1037   //! Used in compatibility mode (no adaptive sampling).
1038   Handle(OpenGl_FrameBuffer) myRaytraceFBO1[2];
1039   //! 2nd framebuffer (FBO) to perform adaptive FSAA.
1040   //! Used in compatibility mode (no adaptive sampling).
1041   Handle(OpenGl_FrameBuffer) myRaytraceFBO2[2];
1042
1043   //! Output textures (2 textures are used in stereo mode).
1044   //! Used if adaptive screen sampling is activated.
1045   Handle(OpenGl_Texture) myRaytraceOutputTexture[2];
1046
1047   //! Texture containing per-tile visual error estimation (2 textures are used in stereo mode).
1048   //! Used if adaptive screen sampling is activated.
1049   Handle(OpenGl_Texture) myRaytraceVisualErrorTexture[2];
1050   //! Texture containing offsets of sampled screen tiles (2 textures are used in stereo mode).
1051   //! Used if adaptive screen sampling is activated.
1052   Handle(OpenGl_Texture) myRaytraceTileOffsetsTexture[2];
1053
1054   //! Vertex buffer (VBO) for drawing dummy quad.
1055   OpenGl_VertexBuffer myRaytraceScreenQuad;
1056
1057   //! Cached locations of frequently used uniform variables.
1058   Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
1059
1060   //! State of OpenGL structures reflected to ray-tracing.
1061   std::map<const OpenGl_Structure*, StructState> myStructureStates;
1062
1063   //! PrimitiveArray to TriangleSet map for scene partial update.
1064   std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
1065
1066   //! Set of IDs of non-raytracable elements (to detect updates).
1067   std::set<Standard_Integer> myNonRaytraceStructureIDs;
1068
1069   //! Render filter to filter out all raytracable structures.
1070   Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
1071
1072   //! Marks if environment map should be updated.
1073   Standard_Boolean myToUpdateEnvironmentMap;
1074
1075   //! State of OpenGL layer list.
1076   Standard_Size myRaytraceLayerListState;
1077
1078   //! Number of accumulated frames (for progressive rendering).
1079   Standard_Integer myAccumFrames;
1080
1081   //! Stored ray origins used for detection of camera movements.
1082   OpenGl_Vec3 myPreviousOrigins[3];
1083
1084   //! Bullard RNG to produce random sequence.
1085   math_BullardGenerator myRNG;
1086
1087   //! Tool object for sampling screen tiles in PT mode.
1088   OpenGl_TileSampler myTileSampler;
1089
1090   //! Camera position used for projective mode
1091   OpenGl_Vec3 myEyeOrig;
1092
1093   //! Camera view direction used for projective mode
1094   OpenGl_Vec3 myEyeView;
1095
1096   //! Camera's screen vertical direction used for projective mode
1097   OpenGl_Vec3 myEyeVert;
1098
1099   //! Camera's screen horizontal direction used for projective mode
1100   OpenGl_Vec3 myEyeSide;
1101
1102   //! Camera's screen size used for projective mode
1103   OpenGl_Vec2 myEyeSize;
1104
1105   //! Aperture radius of camera on previous frame used for depth-of-field (path tracing)
1106   float myPrevCameraApertureRadius;
1107
1108   //! Focal distance of camera on previous frame used for depth-of-field (path tracing)
1109   float myPrevCameraFocalPlaneDist;
1110
1111 public:
1112
1113   DEFINE_STANDARD_ALLOC
1114   DEFINE_STANDARD_RTTIEXT(OpenGl_View,Graphic3d_CView) // Type definition
1115
1116   friend class OpenGl_GraphicDriver;
1117   friend class OpenGl_Workspace;
1118   friend class OpenGl_LayerList;
1119 };
1120
1121 #endif // _OpenGl_View_Header