0028126: Visualization, Path tracing - Provide ability to use two-sided scattering...
[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 <MMgt_TShared.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_TypeOfShadingModel.hxx>
34 #include <Graphic3d_WorldViewProjState.hxx>
35 #include <Graphic3d_ZLayerSettings.hxx>
36
37 #include <OpenGl_AspectFace.hxx>
38 #include <OpenGl_BackgroundArray.hxx>
39 #include <OpenGl_BVHTreeSelector.hxx>
40 #include <OpenGl_Context.hxx>
41 #include <OpenGl_FrameBuffer.hxx>
42 #include <OpenGl_GraduatedTrihedron.hxx>
43 #include <OpenGl_LayerList.hxx>
44 #include <OpenGl_Light.hxx>
45 #include <OpenGl_LineAttributes.hxx>
46 #include <OpenGl_SceneGeometry.hxx>
47 #include <OpenGl_Structure.hxx>
48 #include <OpenGl_Window.hxx>
49 #include <OpenGl_Workspace.hxx>
50 #include <OpenGl_TileSampler.hxx>
51
52 #include <map>
53 #include <set>
54
55 struct OpenGl_Matrix;
56
57 class Graphic3d_StructureManager;
58 class OpenGl_GraphicDriver;
59 class OpenGl_StateCounter;
60 class OpenGl_RaytraceMaterial;
61 class OpenGl_TriangleSet;
62 class OpenGl_Workspace;
63 class OpenGl_View;
64 DEFINE_STANDARD_HANDLE(OpenGl_View,Graphic3d_CView)
65
66 //! Implementation of OpenGl view.
67 class OpenGl_View : public Graphic3d_CView
68 {
69
70 public:
71
72   //! Constructor.
73   Standard_EXPORT OpenGl_View (const Handle(Graphic3d_StructureManager)& theMgr,
74                                const Handle(OpenGl_GraphicDriver)& theDriver,
75                                const Handle(OpenGl_Caps)& theCaps,
76                                Standard_Boolean& theDeviceLostFlag,
77                                OpenGl_StateCounter* theCounter);
78
79   //! Default destructor.
80   Standard_EXPORT virtual ~OpenGl_View();
81
82   Standard_EXPORT void ReleaseGlResources (const Handle(OpenGl_Context)& theCtx);
83
84   //! Deletes and erases the view.
85   Standard_EXPORT virtual void Remove() Standard_OVERRIDE;
86
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;
100
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;
106
107   //! Returns window associated with the view.
108   virtual Handle(Aspect_Window) Window() const Standard_OVERRIDE
109   { return myWindow->PlatformWindow(); }
110
111   //! Returns True if the window associated to the view is defined.
112   virtual Standard_Boolean IsDefined() const Standard_OVERRIDE
113   { return !myWindow.IsNull(); }
114
115   //! Handle changing size of the rendering window.
116   Standard_EXPORT virtual void Resized() Standard_OVERRIDE;
117
118   //! Redraw content of the view.
119   Standard_EXPORT virtual void Redraw() Standard_OVERRIDE;
120
121   //! Redraw immediate content of the view.
122   Standard_EXPORT virtual void RedrawImmediate() Standard_OVERRIDE;
123
124   //! Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.
125   Standard_EXPORT virtual void Invalidate() Standard_OVERRIDE;
126
127   //! Return true if view content cache has been invalidated.
128   virtual Standard_Boolean IsInvalidated() Standard_OVERRIDE { return !myBackBufferRestored; }
129
130   //! Returns data of a graduated trihedron
131   const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() Standard_OVERRIDE
132   { return myGTrihedronData; }
133
134   //! Displays Graduated Trihedron.
135   Standard_EXPORT virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) Standard_OVERRIDE;
136
137   //! Erases Graduated Trihedron.
138   Standard_EXPORT virtual void GraduatedTrihedronErase() Standard_OVERRIDE;
139
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;
144
145   //! Dump active rendering buffer into specified memory buffer.
146   Standard_EXPORT virtual Standard_Boolean BufferDump (Image_PixMap& theImage,
147                                                        const Graphic3d_BufferType& theBufferType) Standard_OVERRIDE;
148
149   //! Export scene into the one of the Vector graphics formats (SVG, PS, PDF...).
150   //! In contrast to Bitmaps, Vector graphics is scalable (so you may got quality benefits
151   //! on printing to laser printer). Notice however that results may differ a lot and
152   //! do not contain some elements.
153   Standard_EXPORT virtual Standard_Boolean Export (const Standard_CString theFileName,
154                                                    const Graphic3d_ExportFormat theFormat,
155                                                    const Graphic3d_SortType theSortType = Graphic3d_ST_BSP_Tree) Standard_OVERRIDE;
156
157   //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated.
158   Standard_EXPORT virtual void InvalidateBVHData (const Standard_Integer theLayerId) Standard_OVERRIDE;
159
160   //! Insert a new top-level z layer with the given ID.
161   Standard_EXPORT virtual void AddZLayer (const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;
162
163   //! Remove a z layer with the given ID.
164   Standard_EXPORT virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;
165
166   //! Sets the settings for a single Z layer of specified view.
167   Standard_EXPORT virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
168                                                   const Graphic3d_ZLayerSettings& theSettings) Standard_OVERRIDE;
169
170   //! Returns the maximum Z layer ID.
171   //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax().
172   Standard_EXPORT virtual Standard_Integer ZLayerMax() const Standard_OVERRIDE;
173
174   //! Returns the bounding box of all structures displayed in the Z layer.
175   //! Never fails. If Z layer does not exist nothing happens.
176   Standard_EXPORT virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId) const Standard_OVERRIDE;
177
178   //! Returns the bounding box of all structures displayed in the Z layer.
179   //! If Z layer does not exist the empty box is returned.
180   //! @param theLayerId            layer identifier
181   //! @param theCamera             camera definition
182   //! @param theWindowWidth        viewport width  (for applying transformation-persistence)
183   //! @param theWindowHeight       viewport height (for applying transformation-persistence)
184   //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
185   //! @return computed bounding box
186   Standard_EXPORT virtual Bnd_Box ZLayerBoundingBox (const Graphic3d_ZLayerId        theLayerId,
187                                                      const Handle(Graphic3d_Camera)& theCamera,
188                                                      const Standard_Integer          theWindowWidth,
189                                                      const Standard_Integer          theWindowHeight,
190                                                      const Standard_Boolean          theToIncludeAuxiliary) const Standard_OVERRIDE;
191
192   //! Returns pointer to an assigned framebuffer object.
193   Standard_EXPORT virtual Handle(Standard_Transient) FBO() const Standard_OVERRIDE;
194
195   //! Sets framebuffer object for offscreen rendering.
196   Standard_EXPORT virtual void SetFBO (const Handle(Standard_Transient)& theFbo) Standard_OVERRIDE;
197
198   //! Generate offscreen FBO in the graphic library.
199   //! If not supported on hardware returns NULL.
200   Standard_EXPORT virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth,
201                                                                 const Standard_Integer theHeight) Standard_OVERRIDE;
202
203   //! Remove offscreen FBO from the graphic library
204   Standard_EXPORT virtual void FBORelease (Handle(Standard_Transient)& theFbo) Standard_OVERRIDE;
205
206   //! Read offscreen FBO configuration.
207   Standard_EXPORT virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
208                                                  Standard_Integer& theWidth,
209                                                  Standard_Integer& theHeight,
210                                                  Standard_Integer& theWidthMax,
211                                                  Standard_Integer& theHeightMax) Standard_OVERRIDE;
212
213   //! Change offscreen FBO viewport.
214   Standard_EXPORT virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
215                                                   const Standard_Integer theWidth,
216                                                   const Standard_Integer theHeight) Standard_OVERRIDE;
217
218 public:
219
220   //! Returns background  fill color.
221   Standard_EXPORT virtual Aspect_Background Background() const Standard_OVERRIDE;
222
223   //! Sets background fill color.
224   Standard_EXPORT virtual void SetBackground (const Aspect_Background& theBackground) Standard_OVERRIDE;
225
226   //! Returns gradient background fill colors.
227   Standard_EXPORT virtual Aspect_GradientBackground GradientBackground() const Standard_OVERRIDE;
228
229   //! Sets gradient background fill colors.
230   Standard_EXPORT virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) Standard_OVERRIDE;
231
232   //! Returns background image texture file path.
233   Standard_EXPORT virtual TCollection_AsciiString BackgroundImage() Standard_OVERRIDE { return myBackgroundImagePath; }
234
235   //! Sets background image texture file path.
236   Standard_EXPORT virtual void SetBackgroundImage (const TCollection_AsciiString& theFilePath) Standard_OVERRIDE;
237
238   //! Returns background image fill style.
239   Standard_EXPORT virtual Aspect_FillMethod BackgroundImageStyle() const Standard_OVERRIDE;
240
241   //! Sets background image fill style.
242   Standard_EXPORT virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) Standard_OVERRIDE;
243
244   //! Returns environment texture set for the view.
245   Standard_EXPORT virtual Handle(Graphic3d_TextureEnv) TextureEnv() const Standard_OVERRIDE { return myTextureEnvData; }
246
247   //! Sets environment texture for the view.
248   Standard_EXPORT virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) Standard_OVERRIDE;
249
250   //! Returns the state of frustum culling optimization.
251   virtual Standard_Boolean IsCullingEnabled() const Standard_OVERRIDE { return myCulling; }
252
253   //! Enables or disables frustum culling optimization.
254   virtual void SetCullingEnabled (const Standard_Boolean theIsEnabled) Standard_OVERRIDE { myCulling = theIsEnabled; }
255
256   //! Returns shading model of the view.
257   virtual Graphic3d_TypeOfShadingModel ShadingModel() const Standard_OVERRIDE { return myShadingModel; }
258
259   //! Sets shading model of the view.
260   virtual void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel) Standard_OVERRIDE { myShadingModel = theModel; }
261
262   //! Return backfacing model used for the view.
263   virtual Graphic3d_TypeOfBackfacingModel BackfacingModel() const Standard_OVERRIDE { return myBackfacing; }
264
265   //! Sets backfacing model for the view.
266   virtual void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) Standard_OVERRIDE { myBackfacing = theModel; }
267
268   //! Returns camera object of the view.
269   virtual const Handle(Graphic3d_Camera)& Camera() const Standard_OVERRIDE { return myCamera; }
270
271   //! Returns local camera origin currently set for rendering, might be modified during rendering.
272   const gp_XYZ& LocalOrigin() const { return myLocalOrigin; }
273
274   //! Setup local camera origin currently set for rendering.
275   Standard_EXPORT void SetLocalOrigin (const gp_XYZ& theOrigin);
276
277   //! Sets camera used by the view.
278   Standard_EXPORT virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) Standard_OVERRIDE;
279
280   //! Returns list of lights of the view.
281   virtual const Graphic3d_ListOfCLight& Lights() const Standard_OVERRIDE { return myLights; }
282
283   //! Sets list of lights for the view.
284   virtual void SetLights (const Graphic3d_ListOfCLight& theLights) Standard_OVERRIDE
285   {
286     myLights = theLights;
287     myCurrLightSourceState = myStateCounter->Increment();
288   }
289
290   //! Returns list of clip planes set for the view.
291   virtual const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const Standard_OVERRIDE { return myClipPlanes; }
292
293   //! Sets list of clip planes for the view.
294   virtual void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) Standard_OVERRIDE { myClipPlanes = thePlanes; }
295
296   //! Fill in the dictionary with diagnostic info.
297   //! Should be called within rendering thread.
298   //!
299   //! This API should be used only for user output or for creating automated reports.
300   //! The format of returned information (e.g. key-value layout)
301   //! is NOT part of this API and can be changed at any time.
302   //! Thus application should not parse returned information to weed out specific parameters.
303   Standard_EXPORT virtual void DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
304                                                       Graphic3d_DiagnosticInfo theFlags) const Standard_OVERRIDE;
305
306 public:
307
308   //! Returns background color.
309   const Quantity_ColorRGBA& BackgroundColor() const { return myBgColor; }
310
311   //! Change graduated trihedron.
312   OpenGl_GraduatedTrihedron& ChangeGraduatedTrihedron() { return myGraduatedTrihedron; }
313
314   void SetTextureEnv (const Handle(OpenGl_Context)&       theCtx,
315                       const Handle(Graphic3d_TextureEnv)& theTexture);
316
317   void SetBackgroundTextureStyle (const Aspect_FillMethod FillStyle);
318
319   void SetBackgroundGradient (const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod AType);
320
321   void SetBackgroundGradientType (const Aspect_GradientFillMethod AType);
322
323   //! Returns list of OpenGL Z-layers.
324   const OpenGl_LayerList& LayerList() const { return myZLayers; }
325
326   //! Returns list of openGL light sources.
327   const OpenGl_ListOfLight& LightList() const { return myLights; }
328
329   //! Returns OpenGL window implementation.
330   const Handle(OpenGl_Window) GlWindow() const { return myWindow; }
331
332   //! Returns OpenGL environment map.
333   const Handle(OpenGl_Texture)& GlTextureEnv() const { return myTextureEnv; }
334
335   //! Returns selector for BVH tree, providing a possibility to store information
336   //! about current view volume and to detect which objects are overlapping it.
337   OpenGl_BVHTreeSelector& BVHTreeSelector() { return myBVHSelector; }
338
339   //! Returns true if there are immediate structures to display
340   bool HasImmediateStructures() const
341   {
342     return myZLayers.NbImmediateStructures() != 0;
343   }
344
345 protected: //! @name Internal methods for managing GL resources
346
347   //! Initializes OpenGl resource for environment texture.
348   void initTextureEnv (const Handle(OpenGl_Context)& theContext);
349
350 protected: //! @name low-level redrawing sub-routines
351
352   //! Redraws view for the given monographic camera projection, or left/right eye.
353   Standard_EXPORT virtual void redraw (const Graphic3d_Camera::Projection theProjection,
354                                        OpenGl_FrameBuffer*                theReadDrawFbo);
355
356   //! Redraws view for the given monographic camera projection, or left/right eye.
357   //!
358   //! Method will blit snapshot containing main scene (myMainSceneFbos or BackBuffer)
359   //! into presentation buffer (myMainSceneFbos -> offscreen FBO or
360   //! myMainSceneFbos -> BackBuffer or BackBuffer -> FrontBuffer),
361   //! and redraw immediate structures on top.
362   //!
363   //! When scene caching is disabled (myTransientDrawToFront, no double buffer in window, etc.),
364   //! the first step (blitting) will be skipped.
365   //!
366   //! @return false if immediate structures has been rendered directly into FrontBuffer
367   //! and Buffer Swap should not be called.
368   Standard_EXPORT virtual bool redrawImmediate (const Graphic3d_Camera::Projection theProjection,
369                                                 OpenGl_FrameBuffer* theReadFbo,
370                                                 OpenGl_FrameBuffer* theDrawFbo,
371                                                 const Standard_Boolean theIsPartialUpdate = Standard_False);
372
373   //! Blit image from/to specified buffers.
374   Standard_EXPORT bool blitBuffers (OpenGl_FrameBuffer*    theReadFbo,
375                                     OpenGl_FrameBuffer*    theDrawFbo,
376                                     const Standard_Boolean theToFlip = Standard_False);
377
378   //! Setup default FBO.
379   Standard_EXPORT void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
380
381 protected: //! @name Rendering of GL graphics (with prepared drawing buffer).
382
383   //! Renders the graphical contents of the view into the preprepared window or framebuffer.
384   //! @param theProjection [in] the projection that should be used for rendering.
385   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
386   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
387   Standard_EXPORT virtual void render (Graphic3d_Camera::Projection theProjection,
388                                        OpenGl_FrameBuffer*          theReadDrawFbo,
389                                        const Standard_Boolean       theToDrawImmediate);
390
391   //! Renders the graphical scene.
392   //! @param theProjection [in] the projection that is used for rendering.
393   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
394   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
395   Standard_EXPORT virtual void renderScene (Graphic3d_Camera::Projection theProjection,
396                                             OpenGl_FrameBuffer*    theReadDrawFbo,
397                                             const Standard_Boolean theToDrawImmediate);
398
399   //! Draw background (gradient / image)
400   Standard_EXPORT virtual void drawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
401
402   //! Render set of structures presented in the view.
403   //! @param theProjection [in] the projection that is used for rendering.
404   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
405   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
406   Standard_EXPORT virtual void renderStructs (Graphic3d_Camera::Projection theProjection,
407                                               OpenGl_FrameBuffer*    theReadDrawFbo,
408                                               const Standard_Boolean theToDrawImmediate);
409
410   //! Renders trihedron.
411   void renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
412
413 private:
414
415   //! Adds the structure to display lists of the view.
416   Standard_EXPORT virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
417                                                  const Standard_Integer thePriority) Standard_OVERRIDE;
418
419   //! Erases the structure from display lists of the view.
420   Standard_EXPORT virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) Standard_OVERRIDE;
421
422   //! Change Z layer of a structure already presented in view.
423   Standard_EXPORT virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure,
424                                              const Graphic3d_ZLayerId theNewLayerId) Standard_OVERRIDE;
425
426   //! Changes the priority of a structure within its Z layer in the specified view.
427   Standard_EXPORT virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure,
428                                                const Standard_Integer theNewPriority) Standard_OVERRIDE;
429
430   //! Returns zoom-scale factor.
431   Standard_EXPORT virtual Standard_Real considerZoomPersistenceObjects (const Graphic3d_ZLayerId        theLayerId,
432                                                                         const Handle(Graphic3d_Camera)& theCamera,
433                                                                         const Standard_Integer          theWindowWidth,
434                                                                         const Standard_Integer          theWindowHeight) const Standard_OVERRIDE;
435
436 private:
437
438   //! Copy content of Back buffer to the Front buffer.
439   void copyBackToFront();
440
441   //! Initialize blit quad.
442   OpenGl_VertexBuffer* initBlitQuad (const Standard_Boolean theToFlip);
443
444   //! Blend together views pair into stereo image.
445   void drawStereoPair (OpenGl_FrameBuffer* theDrawFbo);
446
447 protected:
448
449   OpenGl_GraphicDriver*    myDriver;
450   Handle(OpenGl_Window)    myWindow;
451   Handle(OpenGl_Workspace) myWorkspace;
452   Handle(OpenGl_Caps)      myCaps;
453   Standard_Boolean&        myDeviceLostFlag;
454   Standard_Boolean         myWasRedrawnGL;
455
456   Standard_Boolean                myCulling;
457   Graphic3d_TypeOfShadingModel    myShadingModel;
458   Graphic3d_TypeOfBackfacingModel myBackfacing;
459   Quantity_ColorRGBA              myBgColor;
460   Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
461   Handle(Graphic3d_Camera)        myCamera;
462   gp_XYZ                          myLocalOrigin;
463   Handle(OpenGl_FrameBuffer)      myFBO;
464   Standard_Boolean                myToShowGradTrihedron;
465   TCollection_AsciiString         myBackgroundImagePath;
466   Handle(Graphic3d_TextureEnv)    myTextureEnvData;
467   Graphic3d_GraduatedTrihedron    myGTrihedronData;
468
469   OpenGl_ListOfLight              myNoShadingLight;
470   OpenGl_ListOfLight              myLights;
471   OpenGl_LayerList                myZLayers; //!< main list of displayed structure, sorted by layers
472
473   Graphic3d_WorldViewProjState    myWorldViewProjState; //!< camera modification state
474   OpenGl_StateCounter*            myStateCounter;
475   Standard_Size                   myCurrLightSourceState;
476
477   typedef std::pair<Standard_Size, Standard_Size> StateInfo;
478
479   StateInfo myLastOrientationState;
480   StateInfo myLastViewMappingState;
481   StateInfo myLastLightSourceState;
482
483   //! Is needed for selection of overlapping objects and storage of the current view volume
484   OpenGl_BVHTreeSelector myBVHSelector;
485
486   OpenGl_GraduatedTrihedron myGraduatedTrihedron;
487
488   Handle(OpenGl_Texture) myTextureEnv;
489
490   //! Framebuffers for OpenGL output.
491   Handle(OpenGl_FrameBuffer) myOpenGlFBO;
492   Handle(OpenGl_FrameBuffer) myOpenGlFBO2;
493
494 protected: //! @name Rendering properties
495
496   //! Two framebuffers (left and right views) store cached main presentation
497   //! of the view (without presentation of immediate layers).
498   GLint                      myFboColorFormat;        //!< sized format for color attachments
499   GLint                      myFboDepthFormat;        //!< sized format for depth-stencil attachments
500   Handle(OpenGl_FrameBuffer) myMainSceneFbos[2];
501   Handle(OpenGl_FrameBuffer) myImmediateSceneFbos[2]; //!< Additional buffers for immediate layer in stereo mode.
502   OpenGl_VertexBuffer        myFullScreenQuad;        //!< Vertices for full-screen quad rendering.
503   OpenGl_VertexBuffer        myFullScreenQuadFlip;
504   Standard_Boolean           myToFlipOutput;          //!< Flag to draw result image upside-down
505   unsigned int               myFrameCounter;          //!< redraw counter, for debugging
506   Standard_Boolean           myHasFboBlit;            //!< disable FBOs on failure
507   Standard_Boolean           myToDisableMSAA;         //!< disable MSAA after failure
508   Standard_Boolean           myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
509   Standard_Boolean           myBackBufferRestored;
510   Standard_Boolean           myIsImmediateDrawn;     //!< flag indicates that immediate mode buffer contains some data
511
512 protected: //! @name Background parameters
513
514   OpenGl_AspectFace*      myTextureParams;   //!< Stores texture and its parameters for textured background
515   OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
516   OpenGl_BackgroundArray* myBgTextureArray;  //!< Primitive array for texture  background
517
518 protected: //! @name data types related to ray-tracing
519
520   //! Result of OpenGL shaders initialization.
521   enum RaytraceInitStatus
522   {
523     OpenGl_RT_NONE,
524     OpenGl_RT_INIT,
525     OpenGl_RT_FAIL
526   };
527
528   //! Describes update mode (state).
529   enum RaytraceUpdateMode
530   {
531     OpenGl_GUM_CHECK,   //!< check geometry state
532     OpenGl_GUM_PREPARE, //!< collect unchanged objects
533     OpenGl_GUM_REBUILD  //!< rebuild changed and new objects
534   };
535
536   //! Defines frequently used shader variables.
537   enum ShaderVariableIndex
538   {
539     OpenGl_RT_aPosition,
540
541     // camera position
542     OpenGl_RT_uOriginLT,
543     OpenGl_RT_uOriginLB,
544     OpenGl_RT_uOriginRT,
545     OpenGl_RT_uOriginRB,
546     OpenGl_RT_uDirectLT,
547     OpenGl_RT_uDirectLB,
548     OpenGl_RT_uDirectRT,
549     OpenGl_RT_uDirectRB,
550     OpenGl_RT_uViewPrMat,
551     OpenGl_RT_uUnviewMat,
552
553     // 3D scene params
554     OpenGl_RT_uSceneRad,
555     OpenGl_RT_uSceneEps,
556     OpenGl_RT_uLightAmbnt,
557     OpenGl_RT_uLightCount,
558
559     // background params
560     OpenGl_RT_uBackColorTop,
561     OpenGl_RT_uBackColorBot,
562
563     // ray-tracing params
564     OpenGl_RT_uShadowsEnabled,
565     OpenGl_RT_uReflectEnabled,
566     OpenGl_RT_uSphereMapEnabled,
567     OpenGl_RT_uSphereMapForBack,
568     OpenGl_RT_uTexSamplersArray,
569     OpenGl_RT_uBlockedRngEnabled,
570
571     // size of render window
572     OpenGl_RT_uWinSizeX,
573     OpenGl_RT_uWinSizeY,
574
575     // sampled frame params
576     OpenGl_RT_uAccumSamples,
577     OpenGl_RT_uFrameRndSeed,
578
579     // adaptive FSAA params
580     OpenGl_RT_uOffsetX,
581     OpenGl_RT_uOffsetY,
582     OpenGl_RT_uSamples,
583
584     // adaptive path tracing images
585     OpenGl_RT_uRenderImage,
586     OpenGl_RT_uOffsetImage,
587
588     OpenGl_RT_NbVariables // special field
589   };
590
591   //! Defines OpenGL texture samplers.
592   enum ShaderSamplerNames
593   {
594     OpenGl_RT_EnvironmentMapTexture = 0,
595
596     OpenGl_RT_SceneNodeInfoTexture  = 1,
597     OpenGl_RT_SceneMinPointTexture  = 2,
598     OpenGl_RT_SceneMaxPointTexture  = 3,
599     OpenGl_RT_SceneTransformTexture = 4,
600
601     OpenGl_RT_GeometryVertexTexture = 5,
602     OpenGl_RT_GeometryNormalTexture = 6,
603     OpenGl_RT_GeometryTexCrdTexture = 7,
604     OpenGl_RT_GeometryTriangTexture = 8,
605
606     OpenGl_RT_RaytraceMaterialTexture = 9,
607     OpenGl_RT_RaytraceLightSrcTexture = 10,
608
609     OpenGl_RT_FsaaInputTexture = 11,
610     OpenGl_RT_PrevAccumTexture = 12,
611
612     OpenGl_RT_RaytraceDepthTexture = 13
613   };
614
615   //! Defines OpenGL image samplers.
616   enum ShaderImageNames
617   {
618     OpenGl_RT_OutputImageLft = 0,
619     OpenGl_RT_OutputImageRgh = 1,
620     OpenGl_RT_VisualErrorImage = 2,
621     OpenGl_RT_TileOffsetsImage = 3
622   };
623
624   //! Tool class for management of shader sources.
625   class ShaderSource
626   {
627   public:
628
629     //! Default shader prefix - empty string.
630     static const TCollection_AsciiString EMPTY_PREFIX;
631
632     //! Creates new uninitialized shader source.
633     ShaderSource()
634     {
635       //
636     }
637
638   public:
639
640     //! Returns error description in case of load fail.
641     const TCollection_AsciiString& ErrorDescription() const
642     {
643       return myError;
644     }
645
646     //! Returns prefix to insert before the source.
647     const TCollection_AsciiString& Prefix() const
648     {
649       return myPrefix;
650     }
651
652     //! Sets prefix to insert before the source.
653     void SetPrefix (const TCollection_AsciiString& thePrefix)
654     {
655       myPrefix = thePrefix;
656     }
657
658     //! Returns shader source combined with prefix.
659     TCollection_AsciiString Source() const;
660
661     //! Loads shader source from specified files.
662     Standard_Boolean LoadFromFiles (const TCollection_AsciiString* theFileNames, const TCollection_AsciiString& thePrefix = EMPTY_PREFIX);
663
664     //! Loads shader source from specified strings.
665     Standard_Boolean LoadFromStrings (const TCollection_AsciiString* theStrings, const TCollection_AsciiString& thePrefix = EMPTY_PREFIX);
666
667   private:
668
669     TCollection_AsciiString mySource; //!< Source string of the shader object
670     TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
671     TCollection_AsciiString myError;  //!< error state
672
673   };
674
675   //! Default ray-tracing depth.
676   static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
677
678   //! Default size of traversal stack.
679   static const Standard_Integer THE_DEFAULT_STACK_SIZE = 10;
680
681   //! Compile-time ray-tracing parameters.
682   struct RaytracingParams
683   {
684     //! Actual size of traversal stack in shader program.
685     Standard_Integer StackSize;
686
687     //! Actual ray-tracing depth (number of ray bounces).
688     Standard_Integer NbBounces;
689
690     //! Enables/disables light propagation through transparent media.
691     Standard_Boolean TransparentShadows;
692
693     //! Enables/disables global illumination (GI) effects.
694     Standard_Boolean GlobalIllumination;
695
696     //! Enables/disables the use of OpenGL bindless textures.
697     Standard_Boolean UseBindlessTextures;
698
699     //! Enables/disables two-sided BSDF models instead of one-sided.
700     Standard_Boolean TwoSidedBsdfModels;
701
702     //! Enables/disables adaptive screen sampling for path tracing.
703     Standard_Boolean AdaptiveScreenSampling;
704
705     //! Creates default compile-time ray-tracing parameters.
706     RaytracingParams()
707     : StackSize (THE_DEFAULT_STACK_SIZE),
708       NbBounces (THE_DEFAULT_NB_BOUNCES),
709       TransparentShadows     (Standard_False),
710       GlobalIllumination     (Standard_False),
711       UseBindlessTextures    (Standard_False),
712       TwoSidedBsdfModels     (Standard_False),
713       AdaptiveScreenSampling (Standard_False) { }
714   };
715
716   //! Describes state of OpenGL structure.
717   struct StructState
718   {
719     Standard_Size StructureState;
720     Standard_Size InstancedState;
721
722     //! Creates new structure state.
723     StructState (const Standard_Size theStructureState = 0,
724                  const Standard_Size theInstancedState = 0)
725     : StructureState (theStructureState),
726       InstancedState (theInstancedState)
727     {
728       //
729     }
730
731     //! Creates new structure state.
732     StructState (const OpenGl_Structure* theStructure)
733     {
734       StructureState = theStructure->ModificationState();
735
736       InstancedState = theStructure->InstancedStructure() != NULL ?
737         theStructure->InstancedStructure()->ModificationState() : 0;
738     }
739   };
740
741 protected: //! @name methods related to ray-tracing
742
743   //! Updates 3D scene geometry for ray-tracing.
744   Standard_Boolean updateRaytraceGeometry (const RaytraceUpdateMode      theMode,
745                                            const Standard_Integer        theViewId,
746                                            const Handle(OpenGl_Context)& theGlContext);
747
748   //! Updates 3D scene light sources for ray-tracing.
749   Standard_Boolean updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext);
750
751   //! Checks to see if the OpenGL structure is modified.
752   Standard_Boolean toUpdateStructure (const OpenGl_Structure* theStructure);
753
754   //! Adds OpenGL structure to ray-traced scene geometry.
755   Standard_Boolean addRaytraceStructure (const OpenGl_Structure*       theStructure,
756                                          const Handle(OpenGl_Context)& theGlContext);
757
758   //! Adds OpenGL groups to ray-traced scene geometry.
759   Standard_Boolean addRaytraceGroups (const OpenGl_Structure*        theStructure,
760                                       const OpenGl_RaytraceMaterial& theStructMat,
761                                       const Handle(Geom_Transformation)& theTrsf,
762                                       const Handle(OpenGl_Context)&  theGlContext);
763
764   //! Creates ray-tracing material properties.
765   OpenGl_RaytraceMaterial convertMaterial (const OpenGl_AspectFace*      theAspect,
766                                            const Handle(OpenGl_Context)& theGlContext);
767
768   //! Adds OpenGL primitive array to ray-traced scene geometry.
769   OpenGl_TriangleSet* addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
770                                                  const Standard_Integer       theMatID,
771                                                  const OpenGl_Mat4*           theTrans);
772
773   //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
774   Standard_Boolean addRaytraceVertexIndices (OpenGl_TriangleSet&                  theSet,
775                                              const Standard_Integer               theMatID,
776                                              const Standard_Integer               theCount,
777                                              const Standard_Integer               theOffset,
778                                              const OpenGl_PrimitiveArray&         theArray);
779
780   //! Adds OpenGL triangle array to ray-traced scene geometry.
781   Standard_Boolean addRaytraceTriangleArray (OpenGl_TriangleSet&                  theSet,
782                                              const Standard_Integer               theMatID,
783                                              const Standard_Integer               theCount,
784                                              const Standard_Integer               theOffset,
785                                              const Handle(Graphic3d_IndexBuffer)& theIndices);
786
787   //! Adds OpenGL triangle fan array to ray-traced scene geometry.
788   Standard_Boolean addRaytraceTriangleFanArray (OpenGl_TriangleSet&                  theSet,
789                                                 const Standard_Integer               theMatID,
790                                                 const Standard_Integer               theCount,
791                                                 const Standard_Integer               theOffset,
792                                                 const Handle(Graphic3d_IndexBuffer)& theIndices);
793
794   //! Adds OpenGL triangle strip array to ray-traced scene geometry.
795   Standard_Boolean addRaytraceTriangleStripArray (OpenGl_TriangleSet&                  theSet,
796                                                   const Standard_Integer               theMatID,
797                                                   const Standard_Integer               theCount,
798                                                   const Standard_Integer               theOffset,
799                                                   const Handle(Graphic3d_IndexBuffer)& theIndices);
800
801   //! Adds OpenGL quadrangle array to ray-traced scene geometry.
802   Standard_Boolean addRaytraceQuadrangleArray (OpenGl_TriangleSet&                  theSet,
803                                                const Standard_Integer               theMatID,
804                                                const Standard_Integer               theCount,
805                                                const Standard_Integer               theOffset,
806                                                const Handle(Graphic3d_IndexBuffer)& theIndices);
807
808   //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
809   Standard_Boolean addRaytraceQuadrangleStripArray (OpenGl_TriangleSet&                  theSet,
810                                                     const Standard_Integer               theMatID,
811                                                     const Standard_Integer               theCount,
812                                                     const Standard_Integer               theOffset,
813                                                     const Handle(Graphic3d_IndexBuffer)& theIndices);
814
815   //! Adds OpenGL polygon array to ray-traced scene geometry.
816   Standard_Boolean addRaytracePolygonArray (OpenGl_TriangleSet&                  theSet,
817                                             const Standard_Integer               theMatID,
818                                             const Standard_Integer               theCount,
819                                             const Standard_Integer               theOffset,
820                                             const Handle(Graphic3d_IndexBuffer)& theIndices);
821
822   //! Uploads ray-trace data to the GPU.
823   Standard_Boolean uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext);
824
825   //! Generates shader prefix based on current ray-tracing options.
826   TCollection_AsciiString generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const;
827
828   //! Performs safe exit when shaders initialization fails.
829   Standard_Boolean safeFailBack (const TCollection_ExtendedString& theMessage,
830                                  const Handle(OpenGl_Context)&     theGlContext);
831
832   //! Loads and compiles shader object from specified source.
833   Handle(OpenGl_ShaderObject) initShader (const GLenum                  theType,
834                                           const ShaderSource&           theSource,
835                                           const Handle(OpenGl_Context)& theGlContext);
836
837   //! Creates shader program from the given vertex and fragment shaders.
838   Handle(OpenGl_ShaderProgram) initProgram (const Handle(OpenGl_Context)&      theGlContext,
839                                             const Handle(OpenGl_ShaderObject)& theVertShader,
840                                             const Handle(OpenGl_ShaderObject)& theFragShader);
841
842   //! Initializes OpenGL/GLSL shader programs.
843   Standard_Boolean initRaytraceResources (const Handle(OpenGl_Context)& theGlContext);
844
845   //! Releases OpenGL/GLSL shader programs.
846   void releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext,
847                                  const Standard_Boolean        theToRebuild = Standard_False);
848
849   //! Updates auxiliary OpenGL frame buffers.
850   Standard_Boolean updateRaytraceBuffers (const Standard_Integer        theSizeX,
851                                           const Standard_Integer        theSizeY,
852                                           const Handle(OpenGl_Context)& theGlContext);
853
854   //! Generates viewing rays for corners of screen quad.
855   void updateCamera (const OpenGl_Mat4& theOrientation,
856                      const OpenGl_Mat4& theViewMapping,
857                      OpenGl_Vec3*       theOrigins,
858                      OpenGl_Vec3*       theDirects,
859                      OpenGl_Mat4&       theView,
860                      OpenGl_Mat4&       theUnView);
861
862   //! Binds ray-trace textures to corresponding texture units.
863   void bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
864
865   //! Unbinds ray-trace textures from corresponding texture unit.
866   void unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
867
868   //! Sets uniform state for the given ray-tracing shader program.
869   Standard_Boolean setUniformState (const Standard_Integer        theProgramId,
870                                     const Standard_Integer        theSizeX,
871                                     const Standard_Integer        theSizeY,
872                                     const Handle(OpenGl_Context)& theGlContext);
873
874   //! Runs ray-tracing shader programs.
875   Standard_Boolean runRaytraceShaders (const Standard_Integer        theSizeX,
876                                        const Standard_Integer        theSizeY,
877                                        Graphic3d_Camera::Projection  theProjection,
878                                        OpenGl_FrameBuffer*           theReadDrawFbo,
879                                        const Handle(OpenGl_Context)& theGlContext);
880
881   //! Runs classical (Whitted-style) ray-tracing kernel.
882   Standard_Boolean runRaytrace (const Standard_Integer        theSizeX,
883                                 const Standard_Integer        theSizeY,
884                                 Graphic3d_Camera::Projection  theProjection,
885                                 OpenGl_FrameBuffer*           theReadDrawFbo,
886                                 const Handle(OpenGl_Context)& theGlContext);
887
888   //! Runs path tracing (global illumination) kernel.
889   Standard_Boolean runPathtrace (const Graphic3d_Camera::Projection theProjection,
890                                  OpenGl_FrameBuffer*                theReadDrawFbo,
891                                  const Handle(OpenGl_Context)&      theGlContext);
892
893   //! Redraws the window using OpenGL/GLSL ray-tracing or path tracing.
894   Standard_Boolean raytrace (const Standard_Integer        theSizeX,
895                              const Standard_Integer        theSizeY,
896                              Graphic3d_Camera::Projection  theProjection,
897                              OpenGl_FrameBuffer*           theReadDrawFbo,
898                              const Handle(OpenGl_Context)& theGlContext);
899
900 protected: //! @name fields related to ray-tracing
901
902   //! Result of RT/PT shaders initialization.
903   RaytraceInitStatus myRaytraceInitStatus;
904
905   //! Is ray-tracing geometry data valid?
906   Standard_Boolean myIsRaytraceDataValid;
907
908   //! True if warning about missing extension GL_ARB_bindless_texture has been displayed.
909   Standard_Boolean myIsRaytraceWarnTextures;
910
911   //! 3D scene geometry data for ray-tracing.
912   OpenGl_RaytraceGeometry myRaytraceGeometry;
913
914   //! Compile-time ray-tracing parameters.
915   RaytracingParams myRaytraceParameters;
916
917   //! Radius of bounding sphere of the scene.
918   Standard_ShortReal myRaytraceSceneRadius;
919   //! Scene epsilon to prevent self-intersections.
920   Standard_ShortReal myRaytraceSceneEpsilon;
921
922   //! OpenGL/GLSL source of ray-tracing fragment shader.
923   ShaderSource myRaytraceShaderSource;
924   //! OpenGL/GLSL source of adaptive-AA fragment shader.
925   ShaderSource myPostFSAAShaderSource;
926   //! OpenGL/GLSL source of RT/PT display fragment shader.
927   ShaderSource myOutImageShaderSource;
928
929   //! OpenGL/GLSL ray-tracing fragment shader.
930   Handle(OpenGl_ShaderObject) myRaytraceShader;
931   //! OpenGL/GLSL adaptive-AA fragment shader.
932   Handle(OpenGl_ShaderObject) myPostFSAAShader;
933   //! OpenGL/GLSL ray-tracing display fragment shader.
934   Handle(OpenGl_ShaderObject) myOutImageShader;
935
936   //! OpenGL/GLSL ray-tracing shader program.
937   Handle(OpenGl_ShaderProgram) myRaytraceProgram;
938   //! OpenGL/GLSL adaptive-AA shader program.
939   Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
940   //! OpenGL/GLSL program for displaying texture.
941   Handle(OpenGl_ShaderProgram) myOutImageProgram;
942
943   //! Texture buffer of data records of bottom-level BVH nodes.
944   Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
945   //! Texture buffer of minimum points of bottom-level BVH nodes.
946   Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
947   //! Texture buffer of maximum points of bottom-level BVH nodes.
948   Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
949   //! Texture buffer of transformations of high-level BVH nodes.
950   Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
951
952   //! Texture buffer of vertex coords.
953   Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
954   //! Texture buffer of vertex normals.
955   Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
956   //! Texture buffer of vertex UV coords.
957   Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
958   //! Texture buffer of triangle indices.
959   Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
960
961   //! Texture buffer of material properties.
962   Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture;
963   //! Texture buffer of light source properties.
964   Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture;
965
966   //! 1st framebuffer (FBO) to perform adaptive FSAA.
967   //! Used in compatibility mode (no adaptive sampling).
968   Handle(OpenGl_FrameBuffer) myRaytraceFBO1[2];
969   //! 2nd framebuffer (FBO) to perform adaptive FSAA.
970   //! Used in compatibility mode (no adaptive sampling).
971   Handle(OpenGl_FrameBuffer) myRaytraceFBO2[2];
972
973   //! Output textures (2 textures are used in stereo mode).
974   //! Used if adaptive screen sampling is activated.
975   Handle(OpenGl_Texture) myRaytraceOutputTexture[2];
976
977   //! Texture containing per-tile visual error estimation.
978   //! Used if adaptive screen sampling is activated.
979   Handle(OpenGl_Texture) myRaytraceVisualErrorTexture;
980   //! Texture containing offsets of sampled screen tiles.
981   //! Used if adaptive screen sampling is activated.
982   Handle(OpenGl_Texture) myRaytraceTileOffsetsTexture;
983
984   //! Vertex buffer (VBO) for drawing dummy quad.
985   OpenGl_VertexBuffer myRaytraceScreenQuad;
986
987   //! Cached locations of frequently used uniform variables.
988   Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
989
990   //! State of OpenGL structures reflected to ray-tracing.
991   std::map<const OpenGl_Structure*, StructState> myStructureStates;
992
993   //! PrimitiveArray to TriangleSet map for scene partial update.
994   std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
995
996   //! Set of IDs of non-raytracable elements (to detect updates).
997   std::set<Standard_Integer> myNonRaytraceStructureIDs;
998
999   //! Render filter to filter out all raytracable structures.
1000   Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
1001
1002   //! Marks if environment map should be updated.
1003   Standard_Boolean myToUpdateEnvironmentMap;
1004
1005   //! State of OpenGL layer list.
1006   Standard_Size myRaytraceLayerListState;
1007
1008   //! Number of accumulated frames (for progressive rendering).
1009   Standard_Integer myAccumFrames;
1010
1011   //! Stored ray origins used for detection of camera movements.
1012   OpenGl_Vec3 myPreviousOrigins[3];
1013
1014   //! Bullard RNG to produce random sequence.
1015   math_BullardGenerator myRNG;
1016
1017   //! Tool object for sampling screen tiles in PT mode.
1018   OpenGl_TileSampler myTileSampler;
1019
1020 public:
1021
1022   DEFINE_STANDARD_ALLOC
1023   DEFINE_STANDARD_RTTIEXT(OpenGl_View,Graphic3d_CView) // Type definition
1024
1025   friend class OpenGl_GraphicDriver;
1026   friend class OpenGl_Workspace;
1027 };
1028
1029 #endif // _OpenGl_View_Header