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