0027899: Visualization, Ray Tracing - Provide ability to rebuild GLSL shaders on...
[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 #include <Aspect_TypeOfTriedronPosition.hxx>
30
31 #include <Graphic3d_CView.hxx>
32 #include <Graphic3d_GraduatedTrihedron.hxx>
33 #include <Graphic3d_SequenceOfHClipPlane.hxx>
34 #include <Graphic3d_TypeOfShadingModel.hxx>
35 #include <Graphic3d_WorldViewProjState.hxx>
36 #include <Graphic3d_ZLayerSettings.hxx>
37
38 #include <OpenGl_AspectFace.hxx>
39 #include <OpenGl_BackgroundArray.hxx>
40 #include <OpenGl_BVHTreeSelector.hxx>
41 #include <OpenGl_Context.hxx>
42 #include <OpenGl_FrameBuffer.hxx>
43 #include <OpenGl_GraduatedTrihedron.hxx>
44 #include <OpenGl_LayerList.hxx>
45 #include <OpenGl_Light.hxx>
46 #include <OpenGl_LineAttributes.hxx>
47 #include <OpenGl_SceneGeometry.hxx>
48 #include <OpenGl_Structure.hxx>
49 #include <OpenGl_Trihedron.hxx>
50 #include <OpenGl_Window.hxx>
51 #include <OpenGl_Workspace.hxx>
52 #include <OpenGl_TileSampler.hxx>
53
54 #include <map>
55 #include <set>
56
57 struct OpenGl_Matrix;
58
59 class Graphic3d_StructureManager;
60 class OpenGl_GraphicDriver;
61 class OpenGl_StateCounter;
62 class OpenGl_RaytraceMaterial;
63 class OpenGl_TriangleSet;
64 class OpenGl_Workspace;
65 class OpenGl_View;
66 DEFINE_STANDARD_HANDLE(OpenGl_View,Graphic3d_CView)
67
68 //! Implementation of OpenGl view.
69 class OpenGl_View : public Graphic3d_CView
70 {
71
72 public:
73
74   //! Constructor.
75   Standard_EXPORT OpenGl_View (const Handle(Graphic3d_StructureManager)& theMgr,
76                                const Handle(OpenGl_GraphicDriver)& theDriver,
77                                const Handle(OpenGl_Caps)& theCaps,
78                                Standard_Boolean& theDeviceLostFlag,
79                                OpenGl_StateCounter* theCounter);
80
81   //! Default destructor.
82   Standard_EXPORT virtual ~OpenGl_View();
83
84   Standard_EXPORT void ReleaseGlResources (const Handle(OpenGl_Context)& theCtx);
85
86   //! Deletes and erases the view.
87   Standard_EXPORT virtual void Remove() Standard_OVERRIDE;
88
89   //! @param theDrawToFrontBuffer Advanced option to modify rendering mode:
90   //! 1. TRUE.  Drawing immediate mode structures directly to the front buffer over the scene image.
91   //! Fast, so preferred for interactive work (used by default).
92   //! However these extra drawings will be missed in image dump since it is performed from back buffer.
93   //! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen
94   //! in run-time (in case of slow hardware) and/or tearing may appear.
95   //! So this is strongly recommended to draw only simple (fast) structures.
96   //! 2. FALSE. Drawing immediate mode structures to the back buffer.
97   //! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync
98   //! is turned on. But it works in any case and is especially useful for view dump because the dump image is read
99   //! from the back buffer.
100   //! @return previous mode.
101   Standard_EXPORT Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer) Standard_OVERRIDE;
102
103   //! Creates and maps rendering window to the view.
104   //! @param theWindow [in] the window.
105   //! @param theContext [in] the rendering context. If NULL the context will be created internally.
106   Standard_EXPORT virtual void SetWindow (const Handle(Aspect_Window)&  theWindow,
107                                           const Aspect_RenderingContext theContext) Standard_OVERRIDE;
108
109   //! Returns window associated with the view.
110   virtual Handle(Aspect_Window) Window() const Standard_OVERRIDE
111   { return myWindow->PlatformWindow(); }
112
113   //! Returns True if the window associated to the view is defined.
114   virtual Standard_Boolean IsDefined() const Standard_OVERRIDE
115   { return !myWindow.IsNull(); }
116
117   //! Handle changing size of the rendering window.
118   Standard_EXPORT virtual void Resized() Standard_OVERRIDE;
119
120   //! Redraw content of the view.
121   Standard_EXPORT virtual void Redraw() Standard_OVERRIDE;
122
123   //! Redraw immediate content of the view.
124   Standard_EXPORT virtual void RedrawImmediate() Standard_OVERRIDE;
125
126   //! Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.
127   Standard_EXPORT virtual void Invalidate() Standard_OVERRIDE;
128
129   //! Return true if view content cache has been invalidated.
130   virtual Standard_Boolean IsInvalidated() Standard_OVERRIDE { return !myBackBufferRestored; }
131
132   //! Displays z-buffer trihedron.
133   Standard_EXPORT virtual void TriedronDisplay (const Aspect_TypeOfTriedronPosition thePosition = Aspect_TOTP_CENTER,
134                                                 const Quantity_NameOfColor theColor = Quantity_NOC_WHITE,
135                                                 const Standard_Real theScale = 0.02,
136                                                 const Standard_Boolean theAsWireframe = Standard_True) Standard_OVERRIDE;
137
138   //! Erases z-buffer trihedron.
139   Standard_EXPORT virtual void TriedronErase() Standard_OVERRIDE;
140
141   //! Setup parameters of z-buffer trihedron.
142   Standard_EXPORT virtual void ZBufferTriedronSetup (const Quantity_NameOfColor theXColor = Quantity_NOC_RED,
143                                                      const Quantity_NameOfColor theYColor = Quantity_NOC_GREEN,
144                                                      const Quantity_NameOfColor theZColor = Quantity_NOC_BLUE1,
145                                                      const Standard_Real theSizeRatio = 0.8,
146                                                      const Standard_Real theAxisDiametr = 0.05,
147                                                      const Standard_Integer theNbFacettes = 12) Standard_OVERRIDE;
148
149   //! Displays trihedron echo.
150   Standard_EXPORT virtual void TriedronEcho (const Aspect_TypeOfTriedronEcho theType = Aspect_TOTE_NONE) Standard_OVERRIDE;
151
152   //! Returns data of a graduated trihedron
153   const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() Standard_OVERRIDE
154   { return myGTrihedronData; }
155
156   //! Displays Graduated Trihedron.
157   Standard_EXPORT virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) Standard_OVERRIDE;
158
159   //! Erases Graduated Trihedron.
160   Standard_EXPORT virtual void GraduatedTrihedronErase() Standard_OVERRIDE;
161
162   //! Sets minimum and maximum points of scene bounding box for Graduated Trihedron stored in graphic view object.
163   //! @param theMin [in] the minimum point of scene.
164   //! @param theMax [in] the maximum point of scene.
165   Standard_EXPORT virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax) Standard_OVERRIDE;
166
167   //! Dump active rendering buffer into specified memory buffer.
168   Standard_EXPORT virtual Standard_Boolean BufferDump (Image_PixMap& theImage,
169                                                        const Graphic3d_BufferType& theBufferType) Standard_OVERRIDE;
170
171   //! Export scene into the one of the Vector graphics formats (SVG, PS, PDF...).
172   //! In contrast to Bitmaps, Vector graphics is scalable (so you may got quality benefits
173   //! on printing to laser printer). Notice however that results may differ a lot and
174   //! do not contain some elements.
175   Standard_EXPORT virtual Standard_Boolean Export (const Standard_CString theFileName,
176                                                    const Graphic3d_ExportFormat theFormat,
177                                                    const Graphic3d_SortType theSortType = Graphic3d_ST_BSP_Tree) Standard_OVERRIDE;
178
179   //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated.
180   Standard_EXPORT virtual void InvalidateBVHData (const Standard_Integer theLayerId) Standard_OVERRIDE;
181
182   //! Insert a new top-level z layer with the given ID.
183   Standard_EXPORT virtual void AddZLayer (const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;
184
185   //! Remove a z layer with the given ID.
186   Standard_EXPORT virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;
187
188   //! Sets the settings for a single Z layer of specified view.
189   Standard_EXPORT virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
190                                                   const Graphic3d_ZLayerSettings& theSettings) Standard_OVERRIDE;
191
192   //! Returns the maximum Z layer ID.
193   //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax().
194   Standard_EXPORT virtual Standard_Integer ZLayerMax() const Standard_OVERRIDE;
195
196   //! Returns the bounding box of all structures displayed in the Z layer.
197   //! Never fails. If Z layer does not exist nothing happens.
198   Standard_EXPORT virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId) const Standard_OVERRIDE;
199
200   //! Returns the bounding box of all structures displayed in the Z layer.
201   //! If Z layer does not exist the empty box is returned.
202   //! @param theLayerId            layer identifier
203   //! @param theCamera             camera definition
204   //! @param theWindowWidth        viewport width  (for applying transformation-persistence)
205   //! @param theWindowHeight       viewport height (for applying transformation-persistence)
206   //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
207   //! @return computed bounding box
208   Standard_EXPORT virtual Graphic3d_BndBox4f ZLayerBoundingBox (const Graphic3d_ZLayerId        theLayerId,
209                                                                 const Handle(Graphic3d_Camera)& theCamera,
210                                                                 const Standard_Integer          theWindowWidth,
211                                                                 const Standard_Integer          theWindowHeight,
212                                                                 const Standard_Boolean          theToIncludeAuxiliary) const Standard_OVERRIDE;
213
214   //! Returns pointer to an assigned framebuffer object.
215   Standard_EXPORT virtual Handle(Standard_Transient) FBO() const Standard_OVERRIDE;
216
217   //! Sets framebuffer object for offscreen rendering.
218   Standard_EXPORT virtual void SetFBO (const Handle(Standard_Transient)& theFbo) Standard_OVERRIDE;
219
220   //! Generate offscreen FBO in the graphic library.
221   //! If not supported on hardware returns NULL.
222   Standard_EXPORT virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth,
223                                                                 const Standard_Integer theHeight) Standard_OVERRIDE;
224
225   //! Remove offscreen FBO from the graphic library
226   Standard_EXPORT virtual void FBORelease (Handle(Standard_Transient)& theFbo) Standard_OVERRIDE;
227
228   //! Read offscreen FBO configuration.
229   Standard_EXPORT virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
230                                                  Standard_Integer& theWidth,
231                                                  Standard_Integer& theHeight,
232                                                  Standard_Integer& theWidthMax,
233                                                  Standard_Integer& theHeightMax) Standard_OVERRIDE;
234
235   //! Change offscreen FBO viewport.
236   Standard_EXPORT virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
237                                                   const Standard_Integer theWidth,
238                                                   const Standard_Integer theHeight) Standard_OVERRIDE;
239
240 public:
241
242   //! Returns background  fill color.
243   Standard_EXPORT virtual Aspect_Background Background() const Standard_OVERRIDE;
244
245   //! Sets background fill color.
246   Standard_EXPORT virtual void SetBackground (const Aspect_Background& theBackground) Standard_OVERRIDE;
247
248   //! Returns gradient background fill colors.
249   Standard_EXPORT virtual Aspect_GradientBackground GradientBackground() const Standard_OVERRIDE;
250
251   //! Sets gradient background fill colors.
252   Standard_EXPORT virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) Standard_OVERRIDE;
253
254   //! Returns background image texture file path.
255   Standard_EXPORT virtual TCollection_AsciiString BackgroundImage() Standard_OVERRIDE { return myBackgroundImagePath; }
256
257   //! Sets background image texture file path.
258   Standard_EXPORT virtual void SetBackgroundImage (const TCollection_AsciiString& theFilePath) Standard_OVERRIDE;
259
260   //! Returns background image fill style.
261   Standard_EXPORT virtual Aspect_FillMethod BackgroundImageStyle() const Standard_OVERRIDE;
262
263   //! Sets background image fill style.
264   Standard_EXPORT virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) Standard_OVERRIDE;
265
266   //! Returns environment texture set for the view.
267   Standard_EXPORT virtual Handle(Graphic3d_TextureEnv) TextureEnv() const Standard_OVERRIDE { return myTextureEnvData; }
268
269   //! Sets environment texture for the view.
270   Standard_EXPORT virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) Standard_OVERRIDE;
271
272   //! Returns the state of frustum culling optimization.
273   virtual Standard_Boolean IsCullingEnabled() const Standard_OVERRIDE { return myCulling; }
274
275   //! Enables or disables frustum culling optimization.
276   virtual void SetCullingEnabled (const Standard_Boolean theIsEnabled) Standard_OVERRIDE { myCulling = theIsEnabled; }
277
278   //! Returns shading model of the view.
279   virtual Graphic3d_TypeOfShadingModel ShadingModel() const Standard_OVERRIDE { return myShadingModel; }
280
281   //! Sets shading model of the view.
282   virtual void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel) Standard_OVERRIDE { myShadingModel = theModel; }
283
284   //! Return backfacing model used for the view.
285   virtual Graphic3d_TypeOfBackfacingModel BackfacingModel() const Standard_OVERRIDE { return myBackfacing; }
286
287   //! Sets backfacing model for the view.
288   virtual void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) Standard_OVERRIDE { myBackfacing = theModel; }
289
290   //! Returns camera object of the view.
291   virtual const Handle(Graphic3d_Camera)& Camera() const Standard_OVERRIDE { return myCamera; }
292
293   //! Sets camera used by the view.
294   virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) Standard_OVERRIDE { myCamera = theCamera; }
295
296   //! Returns true if GL lighting is enabled.
297   virtual Standard_Boolean IsGLLightEnabled() const Standard_OVERRIDE { return myUseGLLight; }
298
299   //! Sets GL lighting enabled or disable state.
300   virtual void SetGLLightEnabled (const Standard_Boolean theIsEnabled) Standard_OVERRIDE { myUseGLLight = theIsEnabled; }
301
302   //! Returns list of lights of the view.
303   virtual const Graphic3d_ListOfCLight& Lights() const Standard_OVERRIDE { return myLights; }
304
305   //! Sets list of lights for the view.
306   virtual void SetLights (const Graphic3d_ListOfCLight& theLights) Standard_OVERRIDE
307   {
308     myLights = theLights;
309     myCurrLightSourceState = myStateCounter->Increment();
310   }
311
312   //! Returns list of clip planes set for the view.
313   virtual const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const Standard_OVERRIDE { return myClipPlanes; }
314
315   //! Sets list of clip planes for the view.
316   virtual void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) Standard_OVERRIDE { myClipPlanes = thePlanes; }
317
318   //! Fill in the dictionary with diagnostic info.
319   //! Should be called within rendering thread.
320   //!
321   //! This API should be used only for user output or for creating automated reports.
322   //! The format of returned information (e.g. key-value layout)
323   //! is NOT part of this API and can be changed at any time.
324   //! Thus application should not parse returned information to weed out specific parameters.
325   Standard_EXPORT virtual void DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
326                                                       Graphic3d_DiagnosticInfo theFlags) const Standard_OVERRIDE;
327
328 public:
329
330   //! Returns background color.
331   const Quantity_ColorRGBA& BackgroundColor() const { return myBgColor; }
332
333   //! Change trihedron.
334   OpenGl_Trihedron& ChangeTrihedron() { return myTrihedron; }
335
336   //! Change graduated trihedron.
337   OpenGl_GraduatedTrihedron& ChangeGraduatedTrihedron() { return myGraduatedTrihedron; }
338
339   void SetTextureEnv (const Handle(OpenGl_Context)&       theCtx,
340                       const Handle(Graphic3d_TextureEnv)& theTexture);
341
342   void SetBackgroundTextureStyle (const Aspect_FillMethod FillStyle);
343
344   void SetBackgroundGradient (const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod AType);
345
346   void SetBackgroundGradientType (const Aspect_GradientFillMethod AType);
347
348   //! Returns list of OpenGL Z-layers.
349   const OpenGl_LayerList& LayerList() const { return myZLayers; }
350
351   //! Returns list of openGL light sources.
352   const OpenGl_ListOfLight& LightList() const { return myLights; }
353
354   //! Returns OpenGL window implementation.
355   const Handle(OpenGl_Window) GlWindow() const { return myWindow; }
356
357   //! Returns OpenGL environment map.
358   const Handle(OpenGl_Texture)& GlTextureEnv() const { return myTextureEnv; }
359
360   //! Returns selector for BVH tree, providing a possibility to store information
361   //! about current view volume and to detect which objects are overlapping it.
362   OpenGl_BVHTreeSelector& BVHTreeSelector() { return myBVHSelector; }
363
364   //! Returns true if there are immediate structures to display
365   bool HasImmediateStructures() const
366   {
367     return myZLayers.NbImmediateStructures() != 0;
368   }
369
370 protected: //! @name Internal methods for managing GL resources
371
372   //! Initializes OpenGl resource for environment texture.
373   void initTextureEnv (const Handle(OpenGl_Context)& theContext);
374
375 protected: //! @name low-level redrawing sub-routines
376
377   //! Redraws view for the given monographic camera projection, or left/right eye.
378   Standard_EXPORT virtual void redraw (const Graphic3d_Camera::Projection theProjection,
379                                        OpenGl_FrameBuffer*                theReadDrawFbo);
380
381   //! Redraws view for the given monographic camera projection, or left/right eye.
382   //!
383   //! Method will blit snapshot containing main scene (myMainSceneFbos or BackBuffer)
384   //! into presentation buffer (myMainSceneFbos -> offscreen FBO or
385   //! myMainSceneFbos -> BackBuffer or BackBuffer -> FrontBuffer),
386   //! and redraw immediate structures on top.
387   //!
388   //! When scene caching is disabled (myTransientDrawToFront, no double buffer in window, etc.),
389   //! the first step (blitting) will be skipped.
390   //!
391   //! @return false if immediate structures has been rendered directly into FrontBuffer
392   //! and Buffer Swap should not be called.
393   Standard_EXPORT virtual bool redrawImmediate (const Graphic3d_Camera::Projection theProjection,
394                                                 OpenGl_FrameBuffer* theReadFbo,
395                                                 OpenGl_FrameBuffer* theDrawFbo,
396                                                 const Standard_Boolean theIsPartialUpdate = Standard_False);
397
398   //! Blit image from/to specified buffers.
399   Standard_EXPORT bool blitBuffers (OpenGl_FrameBuffer*    theReadFbo,
400                                     OpenGl_FrameBuffer*    theDrawFbo,
401                                     const Standard_Boolean theToFlip = Standard_False);
402
403   //! Setup default FBO.
404   Standard_EXPORT void bindDefaultFbo (OpenGl_FrameBuffer* theCustomFbo = NULL);
405
406 protected: //! @name Rendering of GL graphics (with prepared drawing buffer).
407
408   //! Renders the graphical contents of the view into the preprepared window or framebuffer.
409   //! @param theProjection [in] the projection that should be used for rendering.
410   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
411   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
412   Standard_EXPORT virtual void render (Graphic3d_Camera::Projection theProjection,
413                                        OpenGl_FrameBuffer*          theReadDrawFbo,
414                                        const Standard_Boolean       theToDrawImmediate);
415
416   //! Renders the graphical scene.
417   //! @param theProjection [in] the projection that is used for rendering.
418   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
419   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
420   Standard_EXPORT virtual void renderScene (Graphic3d_Camera::Projection theProjection,
421                                             OpenGl_FrameBuffer*    theReadDrawFbo,
422                                             const Standard_Boolean theToDrawImmediate);
423
424   //! Draw background (gradient / image)
425   Standard_EXPORT virtual void drawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
426
427   //! Render set of structures presented in the view.
428   //! @param theProjection [in] the projection that is used for rendering.
429   //! @param theReadDrawFbo [in] the framebuffer for rendering graphics.
430   //! @param theToDrawImmediate [in] the flag indicates whether the rendering performs in immediate mode.
431   Standard_EXPORT virtual void renderStructs (Graphic3d_Camera::Projection theProjection,
432                                               OpenGl_FrameBuffer*    theReadDrawFbo,
433                                               const Standard_Boolean theToDrawImmediate);
434
435   //! Renders trihedron.
436   void renderTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
437
438 private:
439
440   //! Adds the structure to display lists of the view.
441   Standard_EXPORT virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
442                                                  const Standard_Integer thePriority) Standard_OVERRIDE;
443
444   //! Erases the structure from display lists of the view.
445   Standard_EXPORT virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) Standard_OVERRIDE;
446
447   //! Change Z layer of a structure already presented in view.
448   Standard_EXPORT virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure,
449                                              const Graphic3d_ZLayerId theNewLayerId) Standard_OVERRIDE;
450
451   //! Changes the priority of a structure within its Z layer in the specified view.
452   Standard_EXPORT virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure,
453                                                const Standard_Integer theNewPriority) Standard_OVERRIDE;
454
455   //! Returns zoom-scale factor.
456   Standard_EXPORT virtual Standard_Real considerZoomPersistenceObjects (const Graphic3d_ZLayerId        theLayerId,
457                                                                         const Handle(Graphic3d_Camera)& theCamera,
458                                                                         const Standard_Integer          theWindowWidth,
459                                                                         const Standard_Integer          theWindowHeight) const Standard_OVERRIDE;
460
461 private:
462
463   //! Copy content of Back buffer to the Front buffer.
464   void copyBackToFront();
465
466   //! Initialize blit quad.
467   OpenGl_VertexBuffer* initBlitQuad (const Standard_Boolean theToFlip);
468
469   //! Blend together views pair into stereo image.
470   void drawStereoPair (OpenGl_FrameBuffer* theDrawFbo);
471
472 protected:
473
474   OpenGl_GraphicDriver*    myDriver;
475   Handle(OpenGl_Window)    myWindow;
476   Handle(OpenGl_Workspace) myWorkspace;
477   Handle(OpenGl_Caps)      myCaps;
478   Standard_Boolean&        myDeviceLostFlag;
479   Standard_Boolean         myWasRedrawnGL;
480
481   Standard_Boolean                myCulling;
482   Graphic3d_TypeOfShadingModel    myShadingModel;
483   Graphic3d_TypeOfBackfacingModel myBackfacing;
484   Quantity_ColorRGBA              myBgColor;
485   Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
486   Handle(Graphic3d_Camera)        myCamera;
487   Handle(OpenGl_FrameBuffer)      myFBO;
488   Standard_Boolean                myUseGLLight;
489   Standard_Boolean                myToShowTrihedron;
490   Standard_Boolean                myToShowGradTrihedron;
491   TCollection_AsciiString         myBackgroundImagePath;
492   Handle(Graphic3d_TextureEnv)    myTextureEnvData;
493   Graphic3d_GraduatedTrihedron    myGTrihedronData;
494
495   OpenGl_ListOfLight              myNoShadingLight;
496   OpenGl_ListOfLight              myLights;
497   OpenGl_LayerList                myZLayers; //!< main list of displayed structure, sorted by layers
498
499   Graphic3d_WorldViewProjState    myWorldViewProjState; //!< camera modification state
500   OpenGl_StateCounter*            myStateCounter;
501   Standard_Size                   myCurrLightSourceState;
502
503   typedef std::pair<Standard_Size, Standard_Size> StateInfo;
504
505   StateInfo myLastOrientationState;
506   StateInfo myLastViewMappingState;
507   StateInfo myLastLightSourceState;
508
509   //! Is needed for selection of overlapping objects and storage of the current view volume
510   OpenGl_BVHTreeSelector myBVHSelector;
511
512   OpenGl_Trihedron          myTrihedron;
513   OpenGl_GraduatedTrihedron myGraduatedTrihedron;
514
515   Handle(OpenGl_Texture) myTextureEnv;
516
517   //! Framebuffers for OpenGL output.
518   Handle(OpenGl_FrameBuffer) myOpenGlFBO;
519   Handle(OpenGl_FrameBuffer) myOpenGlFBO2;
520
521 protected: //! @name Rendering properties
522
523   //! Two framebuffers (left and right views) store cached main presentation
524   //! of the view (without presentation of immediate layers).
525   GLint                      myFboColorFormat;        //!< sized format for color attachments
526   GLint                      myFboDepthFormat;        //!< sized format for depth-stencil attachments
527   Handle(OpenGl_FrameBuffer) myMainSceneFbos[2];
528   Handle(OpenGl_FrameBuffer) myImmediateSceneFbos[2]; //!< Additional buffers for immediate layer in stereo mode.
529   OpenGl_VertexBuffer        myFullScreenQuad;        //!< Vertices for full-screen quad rendering.
530   OpenGl_VertexBuffer        myFullScreenQuadFlip;
531   Standard_Boolean           myToFlipOutput;          //!< Flag to draw result image upside-down
532   unsigned int               myFrameCounter;          //!< redraw counter, for debugging
533   Standard_Boolean           myHasFboBlit;            //!< disable FBOs on failure
534   Standard_Boolean           myToDisableMSAA;         //!< disable MSAA after failure
535   Standard_Boolean           myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
536   Standard_Boolean           myBackBufferRestored;
537   Standard_Boolean           myIsImmediateDrawn;     //!< flag indicates that immediate mode buffer contains some data
538
539 protected: //! @name Background parameters
540
541   OpenGl_AspectFace*      myTextureParams;   //!< Stores texture and its parameters for textured background
542   OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
543   OpenGl_BackgroundArray* myBgTextureArray;  //!< Primitive array for texture  background
544
545 protected: //! @name data types related to ray-tracing
546
547   //! Result of OpenGL shaders initialization.
548   enum RaytraceInitStatus
549   {
550     OpenGl_RT_NONE,
551     OpenGl_RT_INIT,
552     OpenGl_RT_FAIL
553   };
554
555   //! Describes update mode (state).
556   enum RaytraceUpdateMode
557   {
558     OpenGl_GUM_CHECK,   //!< check geometry state
559     OpenGl_GUM_PREPARE, //!< collect unchanged objects
560     OpenGl_GUM_REBUILD  //!< rebuild changed and new objects
561   };
562
563   //! Defines frequently used shader variables.
564   enum ShaderVariableIndex
565   {
566     OpenGl_RT_aPosition,
567
568     // camera position
569     OpenGl_RT_uOriginLT,
570     OpenGl_RT_uOriginLB,
571     OpenGl_RT_uOriginRT,
572     OpenGl_RT_uOriginRB,
573     OpenGl_RT_uDirectLT,
574     OpenGl_RT_uDirectLB,
575     OpenGl_RT_uDirectRT,
576     OpenGl_RT_uDirectRB,
577     OpenGl_RT_uViewPrMat,
578     OpenGl_RT_uUnviewMat,
579
580     // 3D scene params
581     OpenGl_RT_uSceneRad,
582     OpenGl_RT_uSceneEps,
583     OpenGl_RT_uLightAmbnt,
584     OpenGl_RT_uLightCount,
585
586     // background params
587     OpenGl_RT_uBackColorTop,
588     OpenGl_RT_uBackColorBot,
589
590     // ray-tracing params
591     OpenGl_RT_uShadowsEnabled,
592     OpenGl_RT_uReflectEnabled,
593     OpenGl_RT_uSphereMapEnabled,
594     OpenGl_RT_uSphereMapForBack,
595     OpenGl_RT_uTexSamplersArray,
596     OpenGl_RT_uBlockedRngEnabled,
597
598     // size of render window
599     OpenGl_RT_uWinSizeX,
600     OpenGl_RT_uWinSizeY,
601
602     // sampled frame params
603     OpenGl_RT_uSampleWeight,
604     OpenGl_RT_uFrameRndSeed,
605
606     // adaptive FSAA params
607     OpenGl_RT_uOffsetX,
608     OpenGl_RT_uOffsetY,
609     OpenGl_RT_uSamples,
610
611     // adaptive path tracing images
612     OpenGl_RT_uRenderImage,
613     OpenGl_RT_uOffsetImage,
614
615     OpenGl_RT_NbVariables // special field
616   };
617
618   //! Defines OpenGL texture samplers.
619   enum ShaderSamplerNames
620   {
621     OpenGl_RT_SceneNodeInfoTexture  = 0,
622     OpenGl_RT_SceneMinPointTexture  = 1,
623     OpenGl_RT_SceneMaxPointTexture  = 2,
624     OpenGl_RT_SceneTransformTexture = 3,
625
626     OpenGl_RT_GeometryVertexTexture = 4,
627     OpenGl_RT_GeometryNormalTexture = 5,
628     OpenGl_RT_GeometryTexCrdTexture = 6,
629     OpenGl_RT_GeometryTriangTexture = 7,
630
631     OpenGl_RT_EnvironmentMapTexture = 8,
632
633     OpenGl_RT_RaytraceMaterialTexture = 9,
634     OpenGl_RT_RaytraceLightSrcTexture = 10,
635
636     OpenGl_RT_FsaaInputTexture = 11,
637     OpenGl_RT_PrevAccumTexture = 12,
638
639     OpenGl_RT_RaytraceDepthTexture = 13
640   };
641
642   //! Defines OpenGL image samplers.
643   enum ShaderImageNames
644   {
645     OpenGl_RT_OutputImageLft = 0,
646     OpenGl_RT_OutputImageRgh = 1,
647     OpenGl_RT_VisualErrorImage = 2,
648     OpenGl_RT_TileOffsetsImage = 3
649   };
650
651   //! Tool class for management of shader sources.
652   class ShaderSource
653   {
654   public:
655
656     //! Default shader prefix - empty string.
657     static const TCollection_AsciiString EMPTY_PREFIX;
658
659     //! Creates new uninitialized shader source.
660     ShaderSource()
661     {
662       //
663     }
664
665   public:
666
667     //! Returns error description in case of load fail.
668     const TCollection_AsciiString& ErrorDescription() const
669     {
670       return myError;
671     }
672
673     //! Returns prefix to insert before the source.
674     const TCollection_AsciiString& Prefix() const
675     {
676       return myPrefix;
677     }
678
679     //! Sets prefix to insert before the source.
680     void SetPrefix (const TCollection_AsciiString& thePrefix)
681     {
682       myPrefix = thePrefix;
683     }
684
685     //! Returns shader source combined with prefix.
686     TCollection_AsciiString Source() const;
687
688     //! Loads shader source from specified files.
689     Standard_Boolean Load (const TCollection_AsciiString* theFileNames, const TCollection_AsciiString& thePrefix = EMPTY_PREFIX);
690
691   private:
692
693     TCollection_AsciiString mySource; //!< Source string of the shader object
694     TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
695     TCollection_AsciiString myError;  //!< error state
696
697   };
698
699   //! Default ray-tracing depth.
700   static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
701
702   //! Default size of traversal stack.
703   static const Standard_Integer THE_DEFAULT_STACK_SIZE = 10;
704
705   //! Compile-time ray-tracing parameters.
706   struct RaytracingParams
707   {
708     //! Actual size of traversal stack in shader program.
709     Standard_Integer StackSize;
710
711     //! Actual ray-tracing depth (number of ray bounces).
712     Standard_Integer NbBounces;
713
714     //! Enables/disables light propagation through transparent media.
715     Standard_Boolean TransparentShadows;
716
717     //! Enables/disables global illumination (GI) effects.
718     Standard_Boolean GlobalIllumination;
719
720     //! Enables/disables the use of OpenGL bindless textures.
721     Standard_Boolean UseBindlessTextures;
722
723     //! Enables/disables adaptive screen sampling for path tracing.
724     Standard_Boolean AdaptiveScreenSampling;
725
726     //! Creates default compile-time ray-tracing parameters.
727     RaytracingParams()
728     : StackSize (THE_DEFAULT_STACK_SIZE),
729       NbBounces (THE_DEFAULT_NB_BOUNCES),
730       TransparentShadows (Standard_False),
731       GlobalIllumination  (Standard_False),
732       UseBindlessTextures (Standard_False),
733       AdaptiveScreenSampling (Standard_False)
734     {
735       //
736     }
737   };
738
739   //! Describes state of OpenGL structure.
740   struct StructState
741   {
742     Standard_Size StructureState;
743     Standard_Size InstancedState;
744
745     //! Creates new structure state.
746     StructState (const Standard_Size theStructureState = 0,
747                  const Standard_Size theInstancedState = 0)
748     : StructureState (theStructureState),
749       InstancedState (theInstancedState)
750     {
751       //
752     }
753
754     //! Creates new structure state.
755     StructState (const OpenGl_Structure* theStructure)
756     {
757       StructureState = theStructure->ModificationState();
758
759       InstancedState = theStructure->InstancedStructure() != NULL ?
760         theStructure->InstancedStructure()->ModificationState() : 0;
761     }
762   };
763
764 protected: //! @name methods related to ray-tracing
765
766   //! Updates 3D scene geometry for ray-tracing.
767   Standard_Boolean updateRaytraceGeometry (const RaytraceUpdateMode      theMode,
768                                            const Standard_Integer        theViewId,
769                                            const Handle(OpenGl_Context)& theGlContext);
770
771   //! Updates 3D scene light sources for ray-tracing.
772   Standard_Boolean updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext);
773
774   //! Updates environment map for ray-tracing.
775   Standard_Boolean updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext);
776
777   //! Checks to see if the OpenGL structure is modified.
778   Standard_Boolean toUpdateStructure (const OpenGl_Structure* theStructure);
779
780   //! Adds OpenGL structure to ray-traced scene geometry.
781   Standard_Boolean addRaytraceStructure (const OpenGl_Structure*       theStructure,
782                                          const Handle(OpenGl_Context)& theGlContext);
783
784   //! Adds OpenGL groups to ray-traced scene geometry.
785   Standard_Boolean addRaytraceGroups (const OpenGl_Structure*        theStructure,
786                                       const OpenGl_RaytraceMaterial& theStructMat,
787                                       const Handle(Geom_Transformation)& theTrsf,
788                                       const Handle(OpenGl_Context)&  theGlContext);
789
790   //! Creates ray-tracing material properties.
791   OpenGl_RaytraceMaterial convertMaterial (const OpenGl_AspectFace*      theAspect,
792                                            const Handle(OpenGl_Context)& theGlContext);
793
794   //! Adds OpenGL primitive array to ray-traced scene geometry.
795   OpenGl_TriangleSet* addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
796                                                  const Standard_Integer       theMatID,
797                                                  const OpenGl_Mat4*           theTrans);
798
799   //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
800   Standard_Boolean addRaytraceVertexIndices (OpenGl_TriangleSet&                  theSet,
801                                              const Standard_Integer               theMatID,
802                                              const Standard_Integer               theCount,
803                                              const Standard_Integer               theOffset,
804                                              const OpenGl_PrimitiveArray&         theArray);
805
806   //! Adds OpenGL triangle array to ray-traced scene geometry.
807   Standard_Boolean addRaytraceTriangleArray (OpenGl_TriangleSet&                  theSet,
808                                              const Standard_Integer               theMatID,
809                                              const Standard_Integer               theCount,
810                                              const Standard_Integer               theOffset,
811                                              const Handle(Graphic3d_IndexBuffer)& theIndices);
812
813   //! Adds OpenGL triangle fan array to ray-traced scene geometry.
814   Standard_Boolean addRaytraceTriangleFanArray (OpenGl_TriangleSet&                  theSet,
815                                                 const Standard_Integer               theMatID,
816                                                 const Standard_Integer               theCount,
817                                                 const Standard_Integer               theOffset,
818                                                 const Handle(Graphic3d_IndexBuffer)& theIndices);
819
820   //! Adds OpenGL triangle strip array to ray-traced scene geometry.
821   Standard_Boolean addRaytraceTriangleStripArray (OpenGl_TriangleSet&                  theSet,
822                                                   const Standard_Integer               theMatID,
823                                                   const Standard_Integer               theCount,
824                                                   const Standard_Integer               theOffset,
825                                                   const Handle(Graphic3d_IndexBuffer)& theIndices);
826
827   //! Adds OpenGL quadrangle array to ray-traced scene geometry.
828   Standard_Boolean addRaytraceQuadrangleArray (OpenGl_TriangleSet&                  theSet,
829                                                const Standard_Integer               theMatID,
830                                                const Standard_Integer               theCount,
831                                                const Standard_Integer               theOffset,
832                                                const Handle(Graphic3d_IndexBuffer)& theIndices);
833
834   //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
835   Standard_Boolean addRaytraceQuadrangleStripArray (OpenGl_TriangleSet&                  theSet,
836                                                     const Standard_Integer               theMatID,
837                                                     const Standard_Integer               theCount,
838                                                     const Standard_Integer               theOffset,
839                                                     const Handle(Graphic3d_IndexBuffer)& theIndices);
840
841   //! Adds OpenGL polygon array to ray-traced scene geometry.
842   Standard_Boolean addRaytracePolygonArray (OpenGl_TriangleSet&                  theSet,
843                                             const Standard_Integer               theMatID,
844                                             const Standard_Integer               theCount,
845                                             const Standard_Integer               theOffset,
846                                             const Handle(Graphic3d_IndexBuffer)& theIndices);
847
848   //! Uploads ray-trace data to the GPU.
849   Standard_Boolean uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext);
850
851   //! Generates shader prefix based on current ray-tracing options.
852   TCollection_AsciiString generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const;
853
854   //! Performs safe exit when shaders initialization fails.
855   Standard_Boolean safeFailBack (const TCollection_ExtendedString& theMessage,
856                                  const Handle(OpenGl_Context)&     theGlContext);
857
858   //! Loads and compiles shader object from specified source.
859   Handle(OpenGl_ShaderObject) initShader (const GLenum                  theType,
860                                           const ShaderSource&           theSource,
861                                           const Handle(OpenGl_Context)& theGlContext);
862
863   //! Creates shader program from the given vertex and fragment shaders.
864   Handle(OpenGl_ShaderProgram) initProgram (const Handle(OpenGl_Context)&      theGlContext,
865                                             const Handle(OpenGl_ShaderObject)& theVertShader,
866                                             const Handle(OpenGl_ShaderObject)& theFragShader);
867
868   //! Initializes OpenGL/GLSL shader programs.
869   Standard_Boolean initRaytraceResources (const Handle(OpenGl_Context)& theGlContext);
870
871   //! Releases OpenGL/GLSL shader programs.
872   void releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext,
873                                  const Standard_Boolean        theToRebuild = Standard_False);
874
875   //! Updates auxiliary OpenGL frame buffers.
876   Standard_Boolean updateRaytraceBuffers (const Standard_Integer        theSizeX,
877                                           const Standard_Integer        theSizeY,
878                                           const Handle(OpenGl_Context)& theGlContext);
879
880   //! Generates viewing rays for corners of screen quad.
881   void updateCamera (const OpenGl_Mat4& theOrientation,
882                      const OpenGl_Mat4& theViewMapping,
883                      OpenGl_Vec3*       theOrigins,
884                      OpenGl_Vec3*       theDirects,
885                      OpenGl_Mat4&       theView,
886                      OpenGl_Mat4&       theUnView);
887
888   //! Binds ray-trace textures to corresponding texture units.
889   void bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
890
891   //! Unbinds ray-trace textures from corresponding texture unit.
892   void unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
893
894   //! Sets uniform state for the given ray-tracing shader program.
895   Standard_Boolean setUniformState (const Standard_Integer        theProgramId,
896                                     const Standard_Integer        theSizeX,
897                                     const Standard_Integer        theSizeY,
898                                     const Handle(OpenGl_Context)& theGlContext);
899
900   //! Runs ray-tracing shader programs.
901   Standard_Boolean runRaytraceShaders (const Standard_Integer        theSizeX,
902                                        const Standard_Integer        theSizeY,
903                                        Graphic3d_Camera::Projection  theProjection,
904                                        OpenGl_FrameBuffer*           theReadDrawFbo,
905                                        const Handle(OpenGl_Context)& theGlContext);
906
907   //! Runs classical (Whitted-style) ray-tracing kernel.
908   Standard_Boolean runRaytrace (const Standard_Integer        theSizeX,
909                                 const Standard_Integer        theSizeY,
910                                 Graphic3d_Camera::Projection  theProjection,
911                                 OpenGl_FrameBuffer*           theReadDrawFbo,
912                                 const Handle(OpenGl_Context)& theGlContext);
913
914   //! Runs path tracing (global illumination) kernel.
915   Standard_Boolean runPathtrace (const Graphic3d_Camera::Projection theProjection,
916                                  OpenGl_FrameBuffer*                theReadDrawFbo,
917                                  const Handle(OpenGl_Context)&      theGlContext);
918
919   //! Redraws the window using OpenGL/GLSL ray-tracing or path tracing.
920   Standard_Boolean raytrace (const Standard_Integer        theSizeX,
921                              const Standard_Integer        theSizeY,
922                              Graphic3d_Camera::Projection  theProjection,
923                              OpenGl_FrameBuffer*           theReadDrawFbo,
924                              const Handle(OpenGl_Context)& theGlContext);
925
926 protected: //! @name fields related to ray-tracing
927
928   //! Result of RT/PT shaders initialization.
929   RaytraceInitStatus myRaytraceInitStatus;
930
931   //! Is ray-tracing geometry data valid?
932   Standard_Boolean myIsRaytraceDataValid;
933
934   //! True if warning about missing extension GL_ARB_bindless_texture has been displayed.
935   Standard_Boolean myIsRaytraceWarnTextures;
936
937   //! 3D scene geometry data for ray-tracing.
938   OpenGl_RaytraceGeometry myRaytraceGeometry;
939
940   //! Compile-time ray-tracing parameters.
941   RaytracingParams myRaytraceParameters;
942
943   //! Radius of bounding sphere of the scene.
944   Standard_ShortReal myRaytraceSceneRadius;
945   //! Scene epsilon to prevent self-intersections.
946   Standard_ShortReal myRaytraceSceneEpsilon;
947
948   //! OpenGL/GLSL source of ray-tracing fragment shader.
949   ShaderSource myRaytraceShaderSource;
950   //! OpenGL/GLSL source of adaptive-AA fragment shader.
951   ShaderSource myPostFSAAShaderSource;
952   //! OpenGL/GLSL source of RT/PT display fragment shader.
953   ShaderSource myOutImageShaderSource;
954
955   //! OpenGL/GLSL ray-tracing fragment shader.
956   Handle(OpenGl_ShaderObject) myRaytraceShader;
957   //! OpenGL/GLSL adaptive-AA fragment shader.
958   Handle(OpenGl_ShaderObject) myPostFSAAShader;
959   //! OpenGL/GLSL ray-tracing display fragment shader.
960   Handle(OpenGl_ShaderObject) myOutImageShader;
961
962   //! OpenGL/GLSL ray-tracing shader program.
963   Handle(OpenGl_ShaderProgram) myRaytraceProgram;
964   //! OpenGL/GLSL adaptive-AA shader program.
965   Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
966   //! OpenGL/GLSL program for displaying texture.
967   Handle(OpenGl_ShaderProgram) myOutImageProgram;
968
969   //! Texture buffer of data records of bottom-level BVH nodes.
970   Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
971   //! Texture buffer of minimum points of bottom-level BVH nodes.
972   Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
973   //! Texture buffer of maximum points of bottom-level BVH nodes.
974   Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
975   //! Texture buffer of transformations of high-level BVH nodes.
976   Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
977
978   //! Texture buffer of vertex coords.
979   Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
980   //! Texture buffer of vertex normals.
981   Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
982   //! Texture buffer of vertex UV coords.
983   Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
984   //! Texture buffer of triangle indices.
985   Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
986
987   //! Texture buffer of material properties.
988   Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture;
989   //! Texture buffer of light source properties.
990   Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture;
991
992   //! 1st framebuffer (FBO) to perform adaptive FSAA.
993   //! Used in compatibility mode (no adaptive sampling).
994   Handle(OpenGl_FrameBuffer) myRaytraceFBO1[2];
995   //! 2nd framebuffer (FBO) to perform adaptive FSAA.
996   //! Used in compatibility mode (no adaptive sampling).
997   Handle(OpenGl_FrameBuffer) myRaytraceFBO2[2];
998
999   //! Output textures (2 textures are used in stereo mode).
1000   //! Used if adaptive screen sampling is activated.
1001   Handle(OpenGl_Texture) myRaytraceOutputTexture[2];
1002
1003   //! Texture containing per-tile visual error estimation.
1004   //! Used if adaptive screen sampling is activated.
1005   Handle(OpenGl_Texture) myRaytraceVisualErrorTexture;
1006   //! Texture containing offsets of sampled screen tiles.
1007   //! Used if adaptive screen sampling is activated.
1008   Handle(OpenGl_Texture) myRaytraceTileOffsetsTexture;
1009
1010   //! Vertex buffer (VBO) for drawing dummy quad.
1011   OpenGl_VertexBuffer myRaytraceScreenQuad;
1012
1013   //! Cached locations of frequently used uniform variables.
1014   Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
1015
1016   //! State of OpenGL structures reflected to ray-tracing.
1017   std::map<const OpenGl_Structure*, StructState> myStructureStates;
1018
1019   //! PrimitiveArray to TriangleSet map for scene partial update.
1020   std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
1021
1022   //! Set of IDs of non-raytracable elements (to detect updates).
1023   std::set<Standard_Integer> myNonRaytraceStructureIDs;
1024
1025   //! Render filter to filter out all raytracable structures.
1026   Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
1027
1028   //! Marks if environment map should be updated.
1029   Standard_Boolean myToUpdateEnvironmentMap;
1030
1031   //! State of OpenGL layer list.
1032   Standard_Size myLayerListState;
1033
1034   //! Number of accumulated frames (for progressive rendering).
1035   Standard_Integer myAccumFrames;
1036
1037   //! Stored ray origins used for detection of camera movements.
1038   OpenGl_Vec3 myPreviousOrigins[3];
1039
1040   //! Bullard RNG to produce random sequence.
1041   math_BullardGenerator myRNG;
1042
1043   //! Tool object for sampling screen tiles in PT mode.
1044   OpenGl_TileSampler myTileSampler;
1045
1046 public:
1047
1048   DEFINE_STANDARD_ALLOC
1049   DEFINE_STANDARD_RTTIEXT(OpenGl_View,Graphic3d_CView) // Type definition
1050
1051   friend class OpenGl_GraphicDriver;
1052   friend class OpenGl_Workspace;
1053 };
1054
1055 #endif // _OpenGl_View_Header