1 // Created on: 2015-02-20
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2015 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <OpenGl_View.hxx>
18 #include <Graphic3d_TextureParams.hxx>
19 #include <OpenGl_PrimitiveArray.hxx>
20 #include <OpenGl_VertexBuffer.hxx>
21 #include <OpenGl_GlCore44.hxx>
22 #include <OSD_Protection.hxx>
23 #include <OSD_File.hxx>
25 #include "../Shaders/Shaders_RaytraceBase_vs.pxx"
26 #include "../Shaders/Shaders_RaytraceBase_fs.pxx"
27 #include "../Shaders/Shaders_PathtraceBase_fs.pxx"
28 #include "../Shaders/Shaders_RaytraceRender_fs.pxx"
29 #include "../Shaders/Shaders_RaytraceSmooth_fs.pxx"
30 #include "../Shaders/Shaders_Display_fs.pxx"
32 using namespace OpenGl_Raytrace;
34 //! Use this macro to output ray-tracing debug info
35 // #define RAY_TRACE_PRINT_INFO
37 #ifdef RAY_TRACE_PRINT_INFO
38 #include <OSD_Timer.hxx>
43 static const OpenGl_Vec4 THE_WHITE_COLOR (1.0f, 1.0f, 1.0f, 1.0f);
44 static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
49 //! Defines OpenGL texture samplers.
50 static const Graphic3d_TextureUnit OpenGl_RT_EnvironmentMapTexture = Graphic3d_TextureUnit_0;
52 static const Graphic3d_TextureUnit OpenGl_RT_SceneNodeInfoTexture = Graphic3d_TextureUnit_1;
53 static const Graphic3d_TextureUnit OpenGl_RT_SceneMinPointTexture = Graphic3d_TextureUnit_2;
54 static const Graphic3d_TextureUnit OpenGl_RT_SceneMaxPointTexture = Graphic3d_TextureUnit_3;
55 static const Graphic3d_TextureUnit OpenGl_RT_SceneTransformTexture = Graphic3d_TextureUnit_4;
57 static const Graphic3d_TextureUnit OpenGl_RT_GeometryVertexTexture = Graphic3d_TextureUnit_5;
58 static const Graphic3d_TextureUnit OpenGl_RT_GeometryNormalTexture = Graphic3d_TextureUnit_6;
59 static const Graphic3d_TextureUnit OpenGl_RT_GeometryTexCrdTexture = Graphic3d_TextureUnit_7;
60 static const Graphic3d_TextureUnit OpenGl_RT_GeometryTriangTexture = Graphic3d_TextureUnit_8;
62 static const Graphic3d_TextureUnit OpenGl_RT_RaytraceMaterialTexture = Graphic3d_TextureUnit_9;
63 static const Graphic3d_TextureUnit OpenGl_RT_RaytraceLightSrcTexture = Graphic3d_TextureUnit_10;
65 static const Graphic3d_TextureUnit OpenGl_RT_FsaaInputTexture = Graphic3d_TextureUnit_11;
66 static const Graphic3d_TextureUnit OpenGl_RT_PrevAccumTexture = Graphic3d_TextureUnit_12;
68 static const Graphic3d_TextureUnit OpenGl_RT_RaytraceDepthTexture = Graphic3d_TextureUnit_13;
71 // =======================================================================
72 // function : updateRaytraceGeometry
73 // purpose : Updates 3D scene geometry for ray-tracing
74 // =======================================================================
75 Standard_Boolean OpenGl_View::updateRaytraceGeometry (const RaytraceUpdateMode theMode,
76 const Standard_Integer theViewId,
77 const Handle(OpenGl_Context)& theGlContext)
79 // In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for
80 // modifications. This is light-weight procedure performed on each frame
81 if (theMode == OpenGl_GUM_CHECK)
83 if (myRaytraceLayerListState != myZLayers.ModificationStateOfRaytracable())
85 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
88 else if (theMode == OpenGl_GUM_PREPARE)
90 myRaytraceGeometry.ClearMaterials();
92 myArrayToTrianglesMap.clear();
94 myIsRaytraceDataValid = Standard_False;
97 // The set of processed structures (reflected to ray-tracing)
98 // This set is used to remove out-of-date records from the
99 // hash map of structures
100 std::set<const OpenGl_Structure*> anElements;
102 // Set to store all currently visible OpenGL primitive arrays
103 // applicable for ray-tracing
104 std::set<Standard_Size> anArrayIDs;
106 // Set to store all non-raytracable elements allowing tracking
107 // of changes in OpenGL scene (only for path tracing)
108 std::set<Standard_Integer> aNonRaytraceIDs;
110 const OpenGl_Layer& aLayer = myZLayers.Layer (Graphic3d_ZLayerId_Default);
112 if (aLayer.NbStructures() != 0)
114 const OpenGl_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
116 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
118 for (OpenGl_IndexedMapOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
120 const OpenGl_Structure* aStructure = aStructIt.Value();
122 if (theMode == OpenGl_GUM_CHECK)
124 if (toUpdateStructure (aStructure))
126 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
128 else if (aStructure->IsVisible() && myRaytraceParameters.GlobalIllumination)
130 aNonRaytraceIDs.insert (aStructure->highlight ? aStructure->Id : -aStructure->Id);
133 else if (theMode == OpenGl_GUM_PREPARE)
135 if (!aStructure->IsRaytracable() || !aStructure->IsVisible())
139 else if (!aStructure->ViewAffinity.IsNull() && !aStructure->ViewAffinity->IsVisible (theViewId))
144 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->Groups()); aGroupIter.More(); aGroupIter.Next())
146 // Extract OpenGL elements from the group (primitives arrays)
147 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
149 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
151 if (aPrimArray != NULL)
153 anArrayIDs.insert (aPrimArray->GetUID());
158 else if (theMode == OpenGl_GUM_REBUILD)
160 if (!aStructure->IsRaytracable())
164 else if (addRaytraceStructure (aStructure, theGlContext))
166 anElements.insert (aStructure); // structure was processed
173 if (theMode == OpenGl_GUM_PREPARE)
175 BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
177 // Filter out unchanged objects so only their transformations and materials
178 // will be updated (and newly added objects will be processed from scratch)
179 for (Standard_Integer anObjIdx = 0; anObjIdx < myRaytraceGeometry.Size(); ++anObjIdx)
181 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
182 myRaytraceGeometry.Objects().ChangeValue (anObjIdx).operator->());
184 if (aTriangleSet == NULL)
189 if (anArrayIDs.find (aTriangleSet->AssociatedPArrayID()) != anArrayIDs.end())
191 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjIdx));
193 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
197 myRaytraceGeometry.Objects() = anUnchangedObjects;
199 return updateRaytraceGeometry (OpenGl_GUM_REBUILD, theViewId, theGlContext);
201 else if (theMode == OpenGl_GUM_REBUILD)
203 // Actualize the hash map of structures - remove out-of-date records
204 std::map<const OpenGl_Structure*, StructState>::iterator anIter = myStructureStates.begin();
206 while (anIter != myStructureStates.end())
208 if (anElements.find (anIter->first) == anElements.end())
210 myStructureStates.erase (anIter++);
218 // Actualize OpenGL layer list state
219 myRaytraceLayerListState = myZLayers.ModificationStateOfRaytracable();
221 // Rebuild two-level acceleration structure
222 myRaytraceGeometry.ProcessAcceleration();
224 myRaytraceSceneRadius = 2.f /* scale factor */ * std::max (
225 myRaytraceGeometry.Box().CornerMin().cwiseAbs().maxComp(),
226 myRaytraceGeometry.Box().CornerMax().cwiseAbs().maxComp());
228 const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
230 myRaytraceSceneEpsilon = Max (1.0e-6f, 1.0e-4f * aSize.Modulus());
232 return uploadRaytraceData (theGlContext);
235 if (myRaytraceParameters.GlobalIllumination)
237 Standard_Boolean toRestart =
238 aNonRaytraceIDs.size() != myNonRaytraceStructureIDs.size();
240 for (std::set<Standard_Integer>::iterator anID = aNonRaytraceIDs.begin(); anID != aNonRaytraceIDs.end() && !toRestart; ++anID)
242 if (myNonRaytraceStructureIDs.find (*anID) == myNonRaytraceStructureIDs.end())
244 toRestart = Standard_True;
253 myNonRaytraceStructureIDs = aNonRaytraceIDs;
256 return Standard_True;
259 // =======================================================================
260 // function : toUpdateStructure
261 // purpose : Checks to see if the structure is modified
262 // =======================================================================
263 Standard_Boolean OpenGl_View::toUpdateStructure (const OpenGl_Structure* theStructure)
265 if (!theStructure->IsRaytracable())
267 if (theStructure->ModificationState() > 0)
269 theStructure->ResetModificationState();
271 return Standard_True; // ray-trace element was removed - need to rebuild
274 return Standard_False; // did not contain ray-trace elements
277 std::map<const OpenGl_Structure*, StructState>::iterator aStructState = myStructureStates.find (theStructure);
279 if (aStructState == myStructureStates.end() || aStructState->second.StructureState != theStructure->ModificationState())
281 return Standard_True;
283 else if (theStructure->InstancedStructure() != NULL)
285 return aStructState->second.InstancedState != theStructure->InstancedStructure()->ModificationState();
288 return Standard_False;
291 // =======================================================================
292 // function : buildTextureTransform
293 // purpose : Constructs texture transformation matrix
294 // =======================================================================
295 void buildTextureTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
297 theMatrix.InitIdentity();
298 if (theParams.IsNull())
304 const Graphic3d_Vec2& aScale = theParams->Scale();
306 theMatrix.ChangeValue (0, 0) *= aScale.x();
307 theMatrix.ChangeValue (1, 0) *= aScale.x();
308 theMatrix.ChangeValue (2, 0) *= aScale.x();
309 theMatrix.ChangeValue (3, 0) *= aScale.x();
311 theMatrix.ChangeValue (0, 1) *= aScale.y();
312 theMatrix.ChangeValue (1, 1) *= aScale.y();
313 theMatrix.ChangeValue (2, 1) *= aScale.y();
314 theMatrix.ChangeValue (3, 1) *= aScale.y();
317 const Graphic3d_Vec2 aTrans = -theParams->Translation();
319 theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
320 theMatrix.GetValue (0, 1) * aTrans.y();
322 theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
323 theMatrix.GetValue (1, 1) * aTrans.y();
325 theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
326 theMatrix.GetValue (2, 1) * aTrans.y();
329 const Standard_ShortReal aSin = std::sin (
330 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
331 const Standard_ShortReal aCos = std::cos (
332 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
334 BVH_Mat4f aRotationMat;
335 aRotationMat.SetValue (0, 0, aCos);
336 aRotationMat.SetValue (1, 1, aCos);
337 aRotationMat.SetValue (0, 1, -aSin);
338 aRotationMat.SetValue (1, 0, aSin);
340 theMatrix = theMatrix * aRotationMat;
343 // =======================================================================
344 // function : convertMaterial
345 // purpose : Creates ray-tracing material properties
346 // =======================================================================
347 OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
348 const Handle(OpenGl_Context)& theGlContext)
350 OpenGl_RaytraceMaterial theMaterial;
352 const Graphic3d_MaterialAspect& aSrcMat = theAspect->Aspect()->FrontMaterial();
353 const OpenGl_Vec3& aMatCol = theAspect->Aspect()->InteriorColor();
354 const bool isPhysic = aSrcMat.MaterialType (Graphic3d_MATERIAL_PHYSIC);
355 const float aShine = 128.0f * float(aSrcMat.Shininess());
358 if (aSrcMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
360 const OpenGl_Vec3& aSrcAmb = isPhysic ? aSrcMat.AmbientColor() : aMatCol;
361 theMaterial.Ambient = BVH_Vec4f (aSrcAmb * (float )aSrcMat.Ambient(), 1.0f);
365 theMaterial.Ambient = THE_BLACK_COLOR;
368 // diffusion component
369 if (aSrcMat.ReflectionMode (Graphic3d_TOR_DIFFUSE))
371 const OpenGl_Vec3& aSrcDif = isPhysic ? aSrcMat.DiffuseColor() : aMatCol;
372 theMaterial.Diffuse = BVH_Vec4f (aSrcDif * (float )aSrcMat.Diffuse(), -1.0f); // -1 is no texture
376 theMaterial.Diffuse = BVH_Vec4f (THE_BLACK_COLOR.rgb(), -1.0f);
379 // specular component
380 if (aSrcMat.ReflectionMode (Graphic3d_TOR_SPECULAR))
382 const OpenGl_Vec3& aSrcSpe = aSrcMat.SpecularColor();
383 const OpenGl_Vec3& aSrcSpe2 = isPhysic ? aSrcSpe : THE_WHITE_COLOR.rgb();
384 theMaterial.Specular = BVH_Vec4f (aSrcSpe2 * (float )aSrcMat.Specular(), aShine);
386 const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
387 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
388 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
390 const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
392 // ignore isPhysic here
393 theMaterial.Reflection = BVH_Vec4f (aSrcSpe * (float )aSrcMat.Specular() * aReflectionScale, 0.0f);
397 theMaterial.Specular = BVH_Vec4f (THE_BLACK_COLOR.rgb(), aShine);
400 // emission component
401 if (aSrcMat.ReflectionMode (Graphic3d_TOR_EMISSION))
403 const OpenGl_Vec3& aSrcEms = isPhysic ? aSrcMat.EmissiveColor() : aMatCol;
404 theMaterial.Emission = BVH_Vec4f (aSrcEms * (float )aSrcMat.Emissive(), 1.0f);
408 theMaterial.Emission = THE_BLACK_COLOR;
411 const float anIndex = (float )aSrcMat.RefractionIndex();
412 theMaterial.Transparency = BVH_Vec4f (aSrcMat.Alpha(), aSrcMat.Transparency(),
413 anIndex == 0 ? 1.0f : anIndex,
414 anIndex == 0 ? 1.0f : 1.0f / anIndex);
416 // Serialize physically-based material properties
417 const Graphic3d_BSDF& aBSDF = aSrcMat.BSDF();
419 theMaterial.BSDF.Kc = aBSDF.Kc;
420 theMaterial.BSDF.Ks = aBSDF.Ks;
421 theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f); // no texture
422 theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
423 theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
425 theMaterial.BSDF.Absorption = aBSDF.Absorption;
427 theMaterial.BSDF.FresnelCoat = aBSDF.FresnelCoat.Serialize ();
428 theMaterial.BSDF.FresnelBase = aBSDF.FresnelBase.Serialize ();
430 // Handle material textures
431 if (!theAspect->Aspect()->ToMapTexture())
436 const Handle(OpenGl_TextureSet)& aTextureSet = theAspect->TextureSet (theGlContext);
437 if (aTextureSet.IsNull()
438 || aTextureSet->IsEmpty()
439 || aTextureSet->First().IsNull())
444 if (theGlContext->HasRayTracingTextures())
446 const Handle(OpenGl_Texture)& aTexture = aTextureSet->First();
447 buildTextureTransform (aTexture->Sampler()->Parameters(), theMaterial.TextureTransform);
449 // write texture ID to diffuse w-component
450 theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() = static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (aTexture));
452 else if (!myIsRaytraceWarnTextures)
454 const TCollection_ExtendedString aWarnMessage =
455 "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
456 "Please try to update graphics card driver. At the moment textures will be ignored.";
458 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
459 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
461 myIsRaytraceWarnTextures = Standard_True;
467 // =======================================================================
468 // function : addRaytraceStructure
469 // purpose : Adds OpenGL structure to ray-traced scene geometry
470 // =======================================================================
471 Standard_Boolean OpenGl_View::addRaytraceStructure (const OpenGl_Structure* theStructure,
472 const Handle(OpenGl_Context)& theGlContext)
474 if (!theStructure->IsVisible())
476 myStructureStates[theStructure] = StructState (theStructure);
478 return Standard_True;
481 // Get structure material
482 OpenGl_RaytraceMaterial aDefaultMaterial;
483 Standard_Boolean aResult = addRaytraceGroups (theStructure, aDefaultMaterial, theStructure->Transformation(), theGlContext);
485 // Process all connected OpenGL structures
486 const OpenGl_Structure* anInstanced = theStructure->InstancedStructure();
488 if (anInstanced != NULL && anInstanced->IsRaytracable())
490 aResult &= addRaytraceGroups (anInstanced, aDefaultMaterial, theStructure->Transformation(), theGlContext);
493 myStructureStates[theStructure] = StructState (theStructure);
498 // =======================================================================
499 // function : addRaytraceGroups
500 // purpose : Adds OpenGL groups to ray-traced scene geometry
501 // =======================================================================
502 Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
503 const OpenGl_RaytraceMaterial& theStructMat,
504 const Handle(Geom_Transformation)& theTrsf,
505 const Handle(OpenGl_Context)& theGlContext)
508 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->Groups()); aGroupIter.More(); aGroupIter.Next())
510 // Get group material
511 OpenGl_RaytraceMaterial aGroupMaterial;
512 if (aGroupIter.Value()->AspectFace() != NULL)
514 aGroupMaterial = convertMaterial (
515 aGroupIter.Value()->AspectFace(), theGlContext);
518 Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
520 // Use group material if available, otherwise use structure material
521 myRaytraceGeometry.Materials.push_back (
522 aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
524 // Add OpenGL elements from group (extract primitives arrays and aspects)
525 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
527 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
529 if (anAspect != NULL)
531 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
533 OpenGl_RaytraceMaterial aMaterial = convertMaterial (anAspect, theGlContext);
535 myRaytraceGeometry.Materials.push_back (aMaterial);
539 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
541 if (aPrimArray != NULL)
543 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
545 if (aSetIter != myArrayToTrianglesMap.end())
547 OpenGl_TriangleSet* aSet = aSetIter->second;
548 opencascade::handle<BVH_Transform<Standard_ShortReal, 4> > aTransform = new BVH_Transform<Standard_ShortReal, 4>();
549 if (!theTrsf.IsNull())
551 theTrsf->Trsf().GetMat4 (aMat4);
552 aTransform->SetTransform (aMat4);
555 aSet->SetProperties (aTransform);
556 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
558 aSet->SetMaterialIndex (aMatID);
563 if (Handle(OpenGl_TriangleSet) aSet = addRaytracePrimitiveArray (aPrimArray, aMatID, 0))
565 opencascade::handle<BVH_Transform<Standard_ShortReal, 4> > aTransform = new BVH_Transform<Standard_ShortReal, 4>();
566 if (!theTrsf.IsNull())
568 theTrsf->Trsf().GetMat4 (aMat4);
569 aTransform->SetTransform (aMat4);
572 aSet->SetProperties (aTransform);
573 myRaytraceGeometry.Objects().Append (aSet);
581 return Standard_True;
584 // =======================================================================
585 // function : addRaytracePrimitiveArray
586 // purpose : Adds OpenGL primitive array to ray-traced scene geometry
587 // =======================================================================
588 Handle(OpenGl_TriangleSet) OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
589 const Standard_Integer theMaterial,
590 const OpenGl_Mat4* theTransform)
592 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
593 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
594 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
596 if (theArray->DrawMode() < GL_TRIANGLES
597 #ifndef GL_ES_VERSION_2_0
598 || theArray->DrawMode() > GL_POLYGON
600 || theArray->DrawMode() > GL_TRIANGLE_FAN
602 || anAttribs.IsNull())
604 return Handle(OpenGl_TriangleSet)();
607 OpenGl_Mat4 aNormalMatrix;
608 if (theTransform != NULL)
610 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
611 "Error: Failed to compute normal transformation matrix", NULL);
613 aNormalMatrix.Transpose();
616 Handle(OpenGl_TriangleSet) aSet = new OpenGl_TriangleSet (theArray->GetUID(), myRaytraceBVHBuilder);
618 aSet->Vertices.reserve (anAttribs->NbElements);
619 aSet->Normals.reserve (anAttribs->NbElements);
620 aSet->TexCrds.reserve (anAttribs->NbElements);
622 const size_t aVertFrom = aSet->Vertices.size();
624 Standard_Integer anAttribIndex = 0;
625 Standard_Size anAttribStride = 0;
626 if (const Standard_Byte* aPosData = anAttribs->AttributeData (Graphic3d_TOA_POS, anAttribIndex, anAttribStride))
628 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
629 if (anAttrib.DataType == Graphic3d_TOD_VEC2
630 || anAttrib.DataType == Graphic3d_TOD_VEC3
631 || anAttrib.DataType == Graphic3d_TOD_VEC4)
633 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
635 const float* aCoords = reinterpret_cast<const float*> (aPosData + anAttribStride * aVertIter);
636 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], anAttrib.DataType != Graphic3d_TOD_VEC2 ? aCoords[2] : 0.0f));
640 if (const Standard_Byte* aNormData = anAttribs->AttributeData (Graphic3d_TOA_NORM, anAttribIndex, anAttribStride))
642 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
643 if (anAttrib.DataType == Graphic3d_TOD_VEC3
644 || anAttrib.DataType == Graphic3d_TOD_VEC4)
646 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
648 aSet->Normals.push_back (*reinterpret_cast<const Graphic3d_Vec3*> (aNormData + anAttribStride * aVertIter));
652 if (const Standard_Byte* aTexData = anAttribs->AttributeData (Graphic3d_TOA_UV, anAttribIndex, anAttribStride))
654 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
655 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
657 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
659 aSet->TexCrds.push_back (*reinterpret_cast<const Graphic3d_Vec2*> (aTexData + anAttribStride * aVertIter));
664 if (aSet->Normals.size() != aSet->Vertices.size())
666 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
668 aSet->Normals.push_back (BVH_Vec3f());
672 if (aSet->TexCrds.size() != aSet->Vertices.size())
674 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
676 aSet->TexCrds.push_back (BVH_Vec2f());
680 if (theTransform != NULL)
682 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
684 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
686 BVH_Vec4f aTransVertex = *theTransform *
687 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
689 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
691 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
693 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
695 BVH_Vec4f aTransNormal = aNormalMatrix *
696 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
698 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
702 if (!aBounds.IsNull())
704 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
706 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
708 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
711 return Handle(OpenGl_TriangleSet)();
714 aBoundStart += aVertNum;
719 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
721 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
724 return Handle(OpenGl_TriangleSet)();
729 if (aSet->Size() != 0)
737 // =======================================================================
738 // function : addRaytraceVertexIndices
739 // purpose : Adds vertex indices to ray-traced scene geometry
740 // =======================================================================
741 Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
742 const Standard_Integer theMatID,
743 const Standard_Integer theCount,
744 const Standard_Integer theOffset,
745 const OpenGl_PrimitiveArray& theArray)
747 switch (theArray.DrawMode())
749 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
750 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
751 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
752 #if !defined(GL_ES_VERSION_2_0)
753 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
754 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
755 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
759 return Standard_False;
762 // =======================================================================
763 // function : addRaytraceTriangleArray
764 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
765 // =======================================================================
766 Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
767 const Standard_Integer theMatID,
768 const Standard_Integer theCount,
769 const Standard_Integer theOffset,
770 const Handle(Graphic3d_IndexBuffer)& theIndices)
774 return Standard_True;
777 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
779 if (!theIndices.IsNull())
781 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
783 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
784 theIndices->Index (aVert + 1),
785 theIndices->Index (aVert + 2),
791 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
793 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
797 return Standard_True;
800 // =======================================================================
801 // function : addRaytraceTriangleFanArray
802 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
803 // =======================================================================
804 Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
805 const Standard_Integer theMatID,
806 const Standard_Integer theCount,
807 const Standard_Integer theOffset,
808 const Handle(Graphic3d_IndexBuffer)& theIndices)
812 return Standard_True;
815 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
817 if (!theIndices.IsNull())
819 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
821 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
822 theIndices->Index (aVert + 1),
823 theIndices->Index (aVert + 2),
829 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
831 theSet.Elements.push_back (BVH_Vec4i (theOffset,
838 return Standard_True;
841 // =======================================================================
842 // function : addRaytraceTriangleStripArray
843 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
844 // =======================================================================
845 Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
846 const Standard_Integer theMatID,
847 const Standard_Integer theCount,
848 const Standard_Integer theOffset,
849 const Handle(Graphic3d_IndexBuffer)& theIndices)
853 return Standard_True;
856 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
858 if (!theIndices.IsNull())
860 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
862 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + (aCW ? 1 : 0)),
863 theIndices->Index (aVert + (aCW ? 0 : 1)),
864 theIndices->Index (aVert + 2),
870 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
872 theSet.Elements.push_back (BVH_Vec4i (aVert + (aCW ? 1 : 0),
873 aVert + (aCW ? 0 : 1),
879 return Standard_True;
882 // =======================================================================
883 // function : addRaytraceQuadrangleArray
884 // purpose : Adds OpenGL quad array to ray-traced scene geometry
885 // =======================================================================
886 Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
887 const Standard_Integer theMatID,
888 const Standard_Integer theCount,
889 const Standard_Integer theOffset,
890 const Handle(Graphic3d_IndexBuffer)& theIndices)
894 return Standard_True;
897 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
899 if (!theIndices.IsNull())
901 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
903 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
904 theIndices->Index (aVert + 1),
905 theIndices->Index (aVert + 2),
907 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
908 theIndices->Index (aVert + 2),
909 theIndices->Index (aVert + 3),
915 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
917 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
919 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
924 return Standard_True;
927 // =======================================================================
928 // function : addRaytraceQuadrangleStripArray
929 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
930 // =======================================================================
931 Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
932 const Standard_Integer theMatID,
933 const Standard_Integer theCount,
934 const Standard_Integer theOffset,
935 const Handle(Graphic3d_IndexBuffer)& theIndices)
939 return Standard_True;
942 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
944 if (!theIndices.IsNull())
946 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
948 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
949 theIndices->Index (aVert + 1),
950 theIndices->Index (aVert + 2),
953 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
954 theIndices->Index (aVert + 3),
955 theIndices->Index (aVert + 2),
961 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
963 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
968 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
975 return Standard_True;
978 // =======================================================================
979 // function : addRaytracePolygonArray
980 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
981 // =======================================================================
982 Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
983 const Standard_Integer theMatID,
984 const Standard_Integer theCount,
985 const Standard_Integer theOffset,
986 const Handle(Graphic3d_IndexBuffer)& theIndices)
990 return Standard_True;
993 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
995 if (!theIndices.IsNull())
997 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
999 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
1000 theIndices->Index (aVert + 1),
1001 theIndices->Index (aVert + 2),
1007 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
1009 theSet.Elements.push_back (BVH_Vec4i (theOffset,
1016 return Standard_True;
1019 const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
1021 // =======================================================================
1022 // function : Source
1023 // purpose : Returns shader source combined with prefix
1024 // =======================================================================
1025 TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
1027 const TCollection_AsciiString aVersion = "#version 140";
1029 if (myPrefix.IsEmpty())
1031 return aVersion + "\n" + mySource;
1034 return aVersion + "\n" + myPrefix + "\n" + mySource;
1037 // =======================================================================
1038 // function : LoadFromFiles
1039 // purpose : Loads shader source from specified files
1040 // =======================================================================
1041 Standard_Boolean OpenGl_View::ShaderSource::LoadFromFiles (const TCollection_AsciiString* theFileNames,
1042 const TCollection_AsciiString& thePrefix)
1046 myPrefix = thePrefix;
1048 TCollection_AsciiString aMissingFiles;
1049 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
1051 OSD_File aFile (theFileNames[anIndex]);
1054 aFile.Open (OSD_ReadOnly, OSD_Protection());
1056 if (!aFile.IsOpen())
1058 if (!aMissingFiles.IsEmpty())
1060 aMissingFiles += ", ";
1062 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1065 else if (!aMissingFiles.IsEmpty())
1071 TCollection_AsciiString aSource;
1072 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1073 if (!aSource.IsEmpty())
1075 mySource += TCollection_AsciiString ("\n") + aSource;
1080 if (!aMissingFiles.IsEmpty())
1082 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1083 return Standard_False;
1085 return Standard_True;
1088 // =======================================================================
1089 // function : LoadFromStrings
1091 // =======================================================================
1092 Standard_Boolean OpenGl_View::ShaderSource::LoadFromStrings (const TCollection_AsciiString* theStrings,
1093 const TCollection_AsciiString& thePrefix)
1097 myPrefix = thePrefix;
1099 for (Standard_Integer anIndex = 0; !theStrings[anIndex].IsEmpty(); ++anIndex)
1101 TCollection_AsciiString aSource = theStrings[anIndex];
1102 if (!aSource.IsEmpty())
1104 mySource += TCollection_AsciiString ("\n") + aSource;
1107 return Standard_True;
1110 // =======================================================================
1111 // function : generateShaderPrefix
1112 // purpose : Generates shader prefix based on current ray-tracing options
1113 // =======================================================================
1114 TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1116 TCollection_AsciiString aPrefixString =
1117 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1118 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1120 if (myRaytraceParameters.TransparentShadows)
1122 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1125 // If OpenGL driver supports bindless textures and texturing
1126 // is actually used, activate texturing in ray-tracing mode
1127 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
1129 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1130 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1133 if (myRaytraceParameters.GlobalIllumination) // path tracing activated
1135 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
1137 if (myRaytraceParameters.AdaptiveScreenSampling) // adaptive screen sampling requested
1139 // to activate the feature we need OpenGL 4.4 and GL_NV_shader_atomic_float extension
1140 if (theGlContext->IsGlGreaterEqual (4, 4) && theGlContext->CheckExtension ("GL_NV_shader_atomic_float"))
1142 aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING") +
1143 TCollection_AsciiString ("\n#define BLOCK_SIZE ") + TCollection_AsciiString (OpenGl_TileSampler::TileSize());
1147 if (myRaytraceParameters.TwoSidedBsdfModels) // two-sided BSDFs requested
1149 aPrefixString += TCollection_AsciiString ("\n#define TWO_SIDED_BXDF");
1152 switch (myRaytraceParameters.ToneMappingMethod)
1154 case Graphic3d_ToneMappingMethod_Disabled:
1156 case Graphic3d_ToneMappingMethod_Filmic:
1157 aPrefixString += TCollection_AsciiString ("\n#define TONE_MAPPING_FILMIC");
1162 if (myRaytraceParameters.DepthOfField)
1164 aPrefixString += TCollection_AsciiString("\n#define DEPTH_OF_FIELD");
1167 return aPrefixString;
1170 // =======================================================================
1171 // function : safeFailBack
1172 // purpose : Performs safe exit when shaders initialization fails
1173 // =======================================================================
1174 Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1175 const Handle(OpenGl_Context)& theGlContext)
1177 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1178 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, theMessage);
1180 myRaytraceInitStatus = OpenGl_RT_FAIL;
1182 releaseRaytraceResources (theGlContext);
1184 return Standard_False;
1187 // =======================================================================
1188 // function : initShader
1189 // purpose : Creates new shader object with specified source
1190 // =======================================================================
1191 Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1192 const ShaderSource& theSource,
1193 const Handle(OpenGl_Context)& theGlContext)
1195 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1197 if (!aShader->Create (theGlContext))
1199 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1200 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1202 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1203 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1205 aShader->Release (theGlContext.operator->());
1207 return Handle(OpenGl_ShaderObject)();
1210 if (!aShader->LoadSource (theGlContext, theSource.Source()))
1212 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1213 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1215 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1216 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1218 aShader->Release (theGlContext.operator->());
1220 return Handle(OpenGl_ShaderObject)();
1223 TCollection_AsciiString aBuildLog;
1225 if (!aShader->Compile (theGlContext))
1227 aShader->FetchInfoLog (theGlContext, aBuildLog);
1229 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1230 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1232 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1233 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1235 aShader->Release (theGlContext.operator->());
1237 #ifdef RAY_TRACE_PRINT_INFO
1238 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1241 return Handle(OpenGl_ShaderObject)();
1243 else if (theGlContext->caps->glslWarnings)
1245 aShader->FetchInfoLog (theGlContext, aBuildLog);
1247 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
1249 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1250 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1252 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1253 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1256 #ifdef RAY_TRACE_PRINT_INFO
1257 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1264 // =======================================================================
1265 // function : initProgram
1266 // purpose : Creates GLSL program from the given shader objects
1267 // =======================================================================
1268 Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1269 const Handle(OpenGl_ShaderObject)& theVertShader,
1270 const Handle(OpenGl_ShaderObject)& theFragShader)
1272 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1274 if (!aProgram->Create (theGlContext))
1276 theVertShader->Release (theGlContext.operator->());
1278 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1279 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to create shader program");
1281 return Handle(OpenGl_ShaderProgram)();
1284 if (!aProgram->AttachShader (theGlContext, theVertShader)
1285 || !aProgram->AttachShader (theGlContext, theFragShader))
1287 theVertShader->Release (theGlContext.operator->());
1289 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1290 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to attach shader objects");
1292 return Handle(OpenGl_ShaderProgram)();
1295 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1297 TCollection_AsciiString aLinkLog;
1299 if (!aProgram->Link (theGlContext))
1301 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1303 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1304 "Failed to link shader program:\n") + aLinkLog;
1306 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1307 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1309 return Handle(OpenGl_ShaderProgram)();
1311 else if (theGlContext->caps->glslWarnings)
1313 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1314 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1316 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1317 "Shader program was linked with following warnings:\n") + aLinkLog;
1319 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1320 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1327 // =======================================================================
1328 // function : initRaytraceResources
1329 // purpose : Initializes OpenGL/GLSL shader programs
1330 // =======================================================================
1331 Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1333 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1335 return Standard_False;
1338 Standard_Boolean aToRebuildShaders = Standard_False;
1340 if (myRenderParams.RebuildRayTracingShaders) // requires complete re-initialization
1342 myRaytraceInitStatus = OpenGl_RT_NONE;
1343 releaseRaytraceResources (theGlContext, Standard_True);
1344 myRenderParams.RebuildRayTracingShaders = Standard_False; // clear rebuilding flag
1347 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1349 if (!myIsRaytraceDataValid)
1351 return Standard_True;
1354 const Standard_Integer aRequiredStackSize =
1355 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth();
1357 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1359 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1361 aToRebuildShaders = Standard_True;
1365 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1367 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1369 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1370 aToRebuildShaders = Standard_True;
1375 Standard_Integer aNbTilesX = 8;
1376 Standard_Integer aNbTilesY = 8;
1378 for (Standard_Integer anIdx = 0; aNbTilesX * aNbTilesY < myRenderParams.NbRayTracingTiles; ++anIdx)
1380 (anIdx % 2 == 0 ? aNbTilesX : aNbTilesY) <<= 1;
1383 if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces
1384 || myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows
1385 || myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination
1386 || myRenderParams.TwoSidedBsdfModels != myRaytraceParameters.TwoSidedBsdfModels
1387 || myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures
1388 || aNbTilesX != myRaytraceParameters.NbTilesX
1389 || aNbTilesY != myRaytraceParameters.NbTilesY)
1391 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1392 myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
1393 myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
1394 myRaytraceParameters.TwoSidedBsdfModels = myRenderParams.TwoSidedBsdfModels;
1395 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
1397 #ifdef RAY_TRACE_PRINT_INFO
1398 if (aNbTilesX != myRaytraceParameters.NbTilesX
1399 || aNbTilesY != myRaytraceParameters.NbTilesY)
1401 std::cout << "Number of tiles X: " << aNbTilesX << "\n";
1402 std::cout << "Number of tiles Y: " << aNbTilesY << "\n";
1406 myRaytraceParameters.NbTilesX = aNbTilesX;
1407 myRaytraceParameters.NbTilesY = aNbTilesY;
1409 aToRebuildShaders = Standard_True;
1412 if (myRenderParams.AdaptiveScreenSampling != myRaytraceParameters.AdaptiveScreenSampling)
1414 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling;
1415 if (myRenderParams.AdaptiveScreenSampling) // adaptive sampling was requested
1417 if (!theGlContext->HasRayTracingAdaptiveSampling())
1419 // disable the feature if it is not supported
1420 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling = Standard_False;
1421 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
1422 "Adaptive sampling not supported (OpenGL 4.4 or GL_NV_shader_atomic_float is missing)");
1426 aToRebuildShaders = Standard_True;
1429 const bool toEnableDof = !myCamera->IsOrthographic() && myRaytraceParameters.GlobalIllumination;
1430 if (myRaytraceParameters.DepthOfField != toEnableDof)
1432 myRaytraceParameters.DepthOfField = toEnableDof;
1433 aToRebuildShaders = Standard_True;
1436 if (myRenderParams.ToneMappingMethod != myRaytraceParameters.ToneMappingMethod)
1438 myRaytraceParameters.ToneMappingMethod = myRenderParams.ToneMappingMethod;
1439 aToRebuildShaders = true;
1442 if (aToRebuildShaders)
1444 // Reject accumulated frames
1447 // Environment map should be updated
1448 myToUpdateEnvironmentMap = Standard_True;
1450 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1452 #ifdef RAY_TRACE_PRINT_INFO
1453 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1456 myRaytraceShaderSource.SetPrefix (aPrefixString);
1457 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1458 myOutImageShaderSource.SetPrefix (aPrefixString);
1460 if (!myRaytraceShader->LoadAndCompile (theGlContext, myRaytraceShaderSource.Source())
1461 || !myPostFSAAShader->LoadAndCompile (theGlContext, myPostFSAAShaderSource.Source())
1462 || !myOutImageShader->LoadAndCompile (theGlContext, myOutImageShaderSource.Source()))
1464 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
1467 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1468 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1469 myOutImageProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1471 if (!myRaytraceProgram->Link (theGlContext)
1472 || !myPostFSAAProgram->Link (theGlContext)
1473 || !myOutImageProgram->Link (theGlContext))
1475 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
1480 if (myRaytraceInitStatus == OpenGl_RT_NONE)
1482 myAccumFrames = 0; // accumulation should be restarted
1484 if (!theGlContext->IsGlGreaterEqual (3, 1))
1486 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
1488 else if (!theGlContext->arbTboRGB32)
1490 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1492 else if (!theGlContext->arbFBOBlit)
1494 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
1497 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1499 const TCollection_AsciiString aShaderFolder = Graphic3d_ShaderProgram::ShadersFolder();
1500 if (myIsRaytraceDataValid)
1502 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1503 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth());
1506 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1508 #ifdef RAY_TRACE_PRINT_INFO
1509 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1512 ShaderSource aBasicVertShaderSrc;
1514 if (!aShaderFolder.IsEmpty())
1516 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.vs", "" };
1517 if (!aBasicVertShaderSrc.LoadFromFiles (aFiles))
1519 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1524 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_vs, "" };
1525 aBasicVertShaderSrc.LoadFromStrings (aSrcShaders);
1530 if (!aShaderFolder.IsEmpty())
1532 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs",
1533 aShaderFolder + "/PathtraceBase.fs",
1534 aShaderFolder + "/RaytraceRender.fs",
1536 if (!myRaytraceShaderSource.LoadFromFiles (aFiles, aPrefixString))
1538 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1543 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs,
1544 Shaders_PathtraceBase_fs,
1545 Shaders_RaytraceRender_fs,
1547 myRaytraceShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
1550 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1551 if (aBasicVertShader.IsNull())
1553 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1556 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
1557 if (myRaytraceShader.IsNull())
1559 aBasicVertShader->Release (theGlContext.operator->());
1560 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
1563 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
1564 if (myRaytraceProgram.IsNull())
1566 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
1571 if (!aShaderFolder.IsEmpty())
1573 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs", aShaderFolder + "/RaytraceSmooth.fs", "" };
1574 if (!myPostFSAAShaderSource.LoadFromFiles (aFiles, aPrefixString))
1576 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1581 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs, Shaders_RaytraceSmooth_fs, "" };
1582 myPostFSAAShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
1585 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1586 if (aBasicVertShader.IsNull())
1588 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
1591 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
1592 if (myPostFSAAShader.IsNull())
1594 aBasicVertShader->Release (theGlContext.operator->());
1595 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
1598 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
1599 if (myPostFSAAProgram.IsNull())
1601 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
1606 if (!aShaderFolder.IsEmpty())
1608 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/Display.fs", "" };
1609 if (!myOutImageShaderSource.LoadFromFiles (aFiles, aPrefixString))
1611 return safeFailBack (myOutImageShaderSource.ErrorDescription(), theGlContext);
1616 const TCollection_AsciiString aSrcShaders[] = { Shaders_Display_fs, "" };
1617 myOutImageShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
1620 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1621 if (aBasicVertShader.IsNull())
1623 return safeFailBack ("Failed to set vertex shader source", theGlContext);
1626 myOutImageShader = initShader (GL_FRAGMENT_SHADER, myOutImageShaderSource, theGlContext);
1627 if (myOutImageShader.IsNull())
1629 aBasicVertShader->Release (theGlContext.operator->());
1630 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
1633 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, myOutImageShader);
1634 if (myOutImageProgram.IsNull())
1636 return safeFailBack ("Failed to initialize display shader program", theGlContext);
1641 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1643 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1645 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1646 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1648 theGlContext->BindProgram (aShaderProgram);
1650 aShaderProgram->SetSampler (theGlContext,
1651 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1652 aShaderProgram->SetSampler (theGlContext,
1653 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1654 aShaderProgram->SetSampler (theGlContext,
1655 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1656 aShaderProgram->SetSampler (theGlContext,
1657 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1658 aShaderProgram->SetSampler (theGlContext,
1659 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1660 aShaderProgram->SetSampler (theGlContext,
1661 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
1662 aShaderProgram->SetSampler (theGlContext,
1663 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1664 aShaderProgram->SetSampler (theGlContext,
1665 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1666 aShaderProgram->SetSampler (theGlContext,
1667 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1668 aShaderProgram->SetSampler (theGlContext,
1669 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1670 aShaderProgram->SetSampler (theGlContext,
1671 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1675 aShaderProgram->SetSampler (theGlContext,
1676 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1680 aShaderProgram->SetSampler (theGlContext,
1681 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
1684 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1685 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
1687 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1688 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
1689 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1690 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
1691 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1692 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
1693 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1694 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
1695 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1696 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
1697 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1698 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
1699 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1700 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
1701 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1702 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
1703 myUniformLocations[anIndex][OpenGl_RT_uViewPrMat] =
1704 aShaderProgram->GetUniformLocation (theGlContext, "uViewMat");
1705 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1706 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
1708 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1709 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
1710 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1711 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
1712 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1713 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
1714 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1715 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
1717 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1718 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
1719 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1720 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
1721 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1722 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
1724 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
1725 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
1727 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1728 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1729 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1730 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1731 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1732 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1733 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1734 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
1735 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1736 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
1738 myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
1739 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeX");
1740 myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
1741 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeY");
1743 myUniformLocations[anIndex][OpenGl_RT_uAccumSamples] =
1744 aShaderProgram->GetUniformLocation (theGlContext, "uAccumSamples");
1745 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1746 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1748 myUniformLocations[anIndex][OpenGl_RT_uRenderImage] =
1749 aShaderProgram->GetUniformLocation (theGlContext, "uRenderImage");
1750 myUniformLocations[anIndex][OpenGl_RT_uOffsetImage] =
1751 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetImage");
1753 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1754 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1755 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1756 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
1758 myUniformLocations[anIndex][OpenGl_RT_uMaxRadiance] =
1759 aShaderProgram->GetUniformLocation (theGlContext, "uMaxRadiance");
1762 theGlContext->BindProgram (myOutImageProgram);
1764 myOutImageProgram->SetSampler (theGlContext,
1765 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1767 myOutImageProgram->SetSampler (theGlContext,
1768 "uDepthTexture", OpenGl_RT_RaytraceDepthTexture);
1770 theGlContext->BindProgram (NULL);
1773 if (myRaytraceInitStatus != OpenGl_RT_NONE)
1775 return myRaytraceInitStatus == OpenGl_RT_INIT;
1778 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1785 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
1787 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
1789 return Standard_True;
1792 // =======================================================================
1793 // function : nullifyResource
1794 // purpose : Releases OpenGL resource
1795 // =======================================================================
1797 inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext, Handle(T)& theResource)
1799 if (!theResource.IsNull())
1801 theResource->Release (theGlContext.operator->());
1802 theResource.Nullify();
1806 // =======================================================================
1807 // function : releaseRaytraceResources
1808 // purpose : Releases OpenGL/GLSL shader programs
1809 // =======================================================================
1810 void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext, const Standard_Boolean theToRebuild)
1812 // release shader resources
1813 nullifyResource (theGlContext, myRaytraceShader);
1814 nullifyResource (theGlContext, myPostFSAAShader);
1816 nullifyResource (theGlContext, myRaytraceProgram);
1817 nullifyResource (theGlContext, myPostFSAAProgram);
1818 nullifyResource (theGlContext, myOutImageProgram);
1820 if (!theToRebuild) // complete release
1822 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1823 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1824 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1825 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1827 nullifyResource (theGlContext, myRaytraceOutputTexture[0]);
1828 nullifyResource (theGlContext, myRaytraceOutputTexture[1]);
1830 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[0]);
1831 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[1]);
1832 nullifyResource (theGlContext, myRaytraceVisualErrorTexture[0]);
1833 nullifyResource (theGlContext, myRaytraceVisualErrorTexture[1]);
1835 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1836 nullifyResource (theGlContext, mySceneMinPointTexture);
1837 nullifyResource (theGlContext, mySceneMaxPointTexture);
1839 nullifyResource (theGlContext, myGeometryVertexTexture);
1840 nullifyResource (theGlContext, myGeometryNormalTexture);
1841 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1842 nullifyResource (theGlContext, myGeometryTriangTexture);
1843 nullifyResource (theGlContext, mySceneTransformTexture);
1845 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1846 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1848 myRaytraceGeometry.ReleaseResources (theGlContext);
1850 if (myRaytraceScreenQuad.IsValid ())
1852 myRaytraceScreenQuad.Release (theGlContext.operator->());
1857 // =======================================================================
1858 // function : updateRaytraceBuffers
1859 // purpose : Updates auxiliary OpenGL frame buffers.
1860 // =======================================================================
1861 Standard_Boolean OpenGl_View::updateRaytraceBuffers (const Standard_Integer theSizeX,
1862 const Standard_Integer theSizeY,
1863 const Handle(OpenGl_Context)& theGlContext)
1865 // Auxiliary buffers are not used
1866 if (!myRaytraceParameters.GlobalIllumination && !myRenderParams.IsAntialiasingEnabled)
1868 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1869 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1870 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1871 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1873 return Standard_True;
1876 if (myRaytraceParameters.AdaptiveScreenSampling)
1878 const Standard_Integer aSizeX = std::max (myRaytraceParameters.NbTilesX * 64, theSizeX);
1879 const Standard_Integer aSizeY = std::max (myRaytraceParameters.NbTilesY * 64, theSizeY);
1881 myRaytraceFBO1[0]->InitLazy (theGlContext, aSizeX, aSizeY, GL_RGBA32F, myFboDepthFormat);
1882 myRaytraceFBO2[0]->InitLazy (theGlContext, aSizeX, aSizeY, GL_RGBA32F, myFboDepthFormat);
1884 if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
1886 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1887 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1890 else // non-adaptive mode
1892 if (myRaytraceFBO1[0]->GetSizeX() != theSizeX
1893 || myRaytraceFBO1[0]->GetSizeY() != theSizeY)
1895 myAccumFrames = 0; // accumulation should be restarted
1898 myRaytraceFBO1[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1899 myRaytraceFBO2[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1901 // Init second set of buffers for stereographic rendering
1902 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1904 myRaytraceFBO1[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1905 myRaytraceFBO2[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1907 else if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
1909 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1910 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1914 myTileSampler.SetSize (theSizeX, theSizeY);
1916 if (myRaytraceTileOffsetsTexture[0].IsNull()
1917 || myRaytraceTileOffsetsTexture[1].IsNull())
1919 myRaytraceOutputTexture[0] = new OpenGl_Texture();
1920 myRaytraceOutputTexture[1] = new OpenGl_Texture();
1922 myRaytraceTileOffsetsTexture[0] = new OpenGl_Texture();
1923 myRaytraceTileOffsetsTexture[1] = new OpenGl_Texture();
1924 myRaytraceVisualErrorTexture[0] = new OpenGl_Texture();
1925 myRaytraceVisualErrorTexture[1] = new OpenGl_Texture();
1928 if (myRaytraceOutputTexture[0]->SizeX() / 3 != theSizeX
1929 || myRaytraceOutputTexture[0]->SizeY() / 2 != theSizeY)
1933 // Due to limitations of OpenGL image load-store extension
1934 // atomic operations are supported only for single-channel
1935 // images, so we define GL_R32F image. It is used as array
1936 // of 6D floating point vectors:
1937 // 0 - R color channel
1938 // 1 - G color channel
1939 // 2 - B color channel
1940 // 3 - hit time transformed into OpenGL NDC space
1941 // 4 - luminance accumulated for odd samples only
1942 myRaytraceOutputTexture[0]->InitRectangle (theGlContext,
1943 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1945 // workaround for some NVIDIA drivers
1946 myRaytraceVisualErrorTexture[0]->Release (theGlContext.operator->());
1947 myRaytraceTileOffsetsTexture[0]->Release (theGlContext.operator->());
1949 myRaytraceVisualErrorTexture[0]->Init (theGlContext,
1950 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1952 myRaytraceTileOffsetsTexture[0]->Init (theGlContext,
1953 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1956 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1958 if (myRaytraceOutputTexture[1]->SizeX() / 3 != theSizeX
1959 || myRaytraceOutputTexture[1]->SizeY() / 2 != theSizeY)
1961 myRaytraceOutputTexture[1]->InitRectangle (theGlContext,
1962 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1964 myRaytraceVisualErrorTexture[1]->Release (theGlContext.operator->());
1965 myRaytraceTileOffsetsTexture[1]->Release (theGlContext.operator->());
1967 myRaytraceVisualErrorTexture[1]->Init (theGlContext,
1968 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1970 myRaytraceTileOffsetsTexture[1]->Init (theGlContext,
1971 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1976 myRaytraceOutputTexture[1]->Release (theGlContext.operator->());
1979 return Standard_True;
1982 // =======================================================================
1983 // function : updateCamera
1984 // purpose : Generates viewing rays for corners of screen quad
1985 // =======================================================================
1986 void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
1987 const OpenGl_Mat4& theViewMapping,
1988 OpenGl_Vec3* theOrigins,
1989 OpenGl_Vec3* theDirects,
1990 OpenGl_Mat4& theViewPr,
1991 OpenGl_Mat4& theUnview)
1993 // compute view-projection matrix
1994 theViewPr = theViewMapping * theOrientation;
1996 // compute inverse view-projection matrix
1997 theViewPr.Inverted (theUnview);
1999 Standard_Integer aOriginIndex = 0;
2000 Standard_Integer aDirectIndex = 0;
2002 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
2004 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
2006 OpenGl_Vec4 aOrigin (GLfloat(aX),
2011 aOrigin = theUnview * aOrigin;
2013 aOrigin.x() = aOrigin.x() / aOrigin.w();
2014 aOrigin.y() = aOrigin.y() / aOrigin.w();
2015 aOrigin.z() = aOrigin.z() / aOrigin.w();
2017 OpenGl_Vec4 aDirect (GLfloat(aX),
2022 aDirect = theUnview * aDirect;
2024 aDirect.x() = aDirect.x() / aDirect.w();
2025 aDirect.y() = aDirect.y() / aDirect.w();
2026 aDirect.z() = aDirect.z() / aDirect.w();
2028 aDirect = aDirect - aOrigin;
2030 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
2031 static_cast<GLfloat> (aOrigin.y()),
2032 static_cast<GLfloat> (aOrigin.z()));
2034 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x()),
2035 static_cast<GLfloat> (aDirect.y()),
2036 static_cast<GLfloat> (aDirect.z()));
2041 // =======================================================================
2042 // function : updatePerspCameraPT
2043 // purpose : Generates viewing rays (path tracing, perspective camera)
2044 // =======================================================================
2045 void OpenGl_View::updatePerspCameraPT (const OpenGl_Mat4& theOrientation,
2046 const OpenGl_Mat4& theViewMapping,
2047 Graphic3d_Camera::Projection theProjection,
2048 OpenGl_Mat4& theViewPr,
2049 OpenGl_Mat4& theUnview,
2050 const int theWinSizeX,
2051 const int theWinSizeY)
2053 // compute view-projection matrix
2054 theViewPr = theViewMapping * theOrientation;
2056 // compute inverse view-projection matrix
2057 theViewPr.Inverted(theUnview);
2059 // get camera stereo params
2060 float anIOD = myCamera->GetIODType() == Graphic3d_Camera::IODType_Relative
2061 ? static_cast<float> (myCamera->IOD() * myCamera->Distance())
2062 : static_cast<float> (myCamera->IOD());
2064 float aZFocus = myCamera->ZFocusType() == Graphic3d_Camera::FocusType_Relative
2065 ? static_cast<float> (myCamera->ZFocus() * myCamera->Distance())
2066 : static_cast<float> (myCamera->ZFocus());
2068 // get camera view vectors
2069 const gp_Pnt anOrig = myCamera->Eye();
2071 myEyeOrig = OpenGl_Vec3 (static_cast<float> (anOrig.X()),
2072 static_cast<float> (anOrig.Y()),
2073 static_cast<float> (anOrig.Z()));
2075 const gp_Dir aView = myCamera->Direction();
2077 OpenGl_Vec3 anEyeViewMono = OpenGl_Vec3 (static_cast<float> (aView.X()),
2078 static_cast<float> (aView.Y()),
2079 static_cast<float> (aView.Z()));
2081 const gp_Dir anUp = myCamera->Up();
2083 myEyeVert = OpenGl_Vec3 (static_cast<float> (anUp.X()),
2084 static_cast<float> (anUp.Y()),
2085 static_cast<float> (anUp.Z()));
2087 myEyeSide = OpenGl_Vec3::Cross (anEyeViewMono, myEyeVert);
2089 const double aScaleY = tan (myCamera->FOVy() / 360 * M_PI);
2090 const double aScaleX = theWinSizeX * aScaleY / theWinSizeY;
2092 myEyeSize = OpenGl_Vec2 (static_cast<float> (aScaleX),
2093 static_cast<float> (aScaleY));
2095 if (theProjection == Graphic3d_Camera::Projection_Perspective)
2097 myEyeView = anEyeViewMono;
2099 else // stereo camera
2101 // compute z-focus point
2102 OpenGl_Vec3 aZFocusPoint = myEyeOrig + anEyeViewMono * aZFocus;
2104 // compute stereo camera shift
2105 float aDx = theProjection == Graphic3d_Camera::Projection_MonoRightEye ? 0.5f * anIOD : -0.5f * anIOD;
2106 myEyeOrig += myEyeSide.Normalized() * aDx;
2108 // estimate new camera direction vector and correct its length
2109 myEyeView = (aZFocusPoint - myEyeOrig).Normalized();
2110 myEyeView *= 1.f / anEyeViewMono.Dot (myEyeView);
2114 // =======================================================================
2115 // function : uploadRaytraceData
2116 // purpose : Uploads ray-trace data to the GPU
2117 // =======================================================================
2118 Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
2120 if (!theGlContext->IsGlGreaterEqual (3, 1))
2122 #ifdef RAY_TRACE_PRINT_INFO
2123 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
2125 return Standard_False;
2128 myAccumFrames = 0; // accumulation should be restarted
2130 /////////////////////////////////////////////////////////////////////////////
2131 // Prepare OpenGL textures
2133 if (theGlContext->arbTexBindless != NULL)
2135 // If OpenGL driver supports bindless textures we need
2136 // to get unique 64- bit handles for using on the GPU
2137 if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
2139 #ifdef RAY_TRACE_PRINT_INFO
2140 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
2142 return Standard_False;
2146 /////////////////////////////////////////////////////////////////////////////
2147 // Create OpenGL BVH buffers
2149 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
2151 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
2152 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
2153 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
2154 mySceneTransformTexture = new OpenGl_TextureBufferArb;
2156 if (!mySceneNodeInfoTexture->Create (theGlContext)
2157 || !mySceneMinPointTexture->Create (theGlContext)
2158 || !mySceneMaxPointTexture->Create (theGlContext)
2159 || !mySceneTransformTexture->Create (theGlContext))
2161 #ifdef RAY_TRACE_PRINT_INFO
2162 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
2164 return Standard_False;
2168 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
2170 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
2171 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
2172 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
2173 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
2175 if (!myGeometryVertexTexture->Create (theGlContext)
2176 || !myGeometryNormalTexture->Create (theGlContext)
2177 || !myGeometryTexCrdTexture->Create (theGlContext)
2178 || !myGeometryTriangTexture->Create (theGlContext))
2180 #ifdef RAY_TRACE_PRINT_INFO
2181 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
2183 return Standard_False;
2187 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
2189 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
2191 if (!myRaytraceMaterialTexture->Create (theGlContext))
2193 #ifdef RAY_TRACE_PRINT_INFO
2194 std::cout << "Error: Failed to create buffers for material data" << std::endl;
2196 return Standard_False;
2200 /////////////////////////////////////////////////////////////////////////////
2201 // Write transform buffer
2203 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
2205 bool aResult = true;
2207 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2209 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2210 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
2212 const BVH_Transform<Standard_ShortReal, 4>* aTransform = dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().get());
2213 Standard_ASSERT_RETURN (aTransform != NULL,
2214 "OpenGl_TriangleSet does not contain transform", Standard_False);
2216 aNodeTransforms[anElemIndex] = aTransform->Inversed();
2219 aResult &= mySceneTransformTexture->Init (theGlContext, 4,
2220 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
2222 delete [] aNodeTransforms;
2224 /////////////////////////////////////////////////////////////////////////////
2225 // Write geometry and bottom-level BVH buffers
2227 Standard_Size aTotalVerticesNb = 0;
2228 Standard_Size aTotalElementsNb = 0;
2229 Standard_Size aTotalBVHNodesNb = 0;
2231 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2233 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2234 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
2236 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2237 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2239 aTotalVerticesNb += aTriangleSet->Vertices.size();
2240 aTotalElementsNb += aTriangleSet->Elements.size();
2242 Standard_ASSERT_RETURN (!aTriangleSet->QuadBVH().IsNull(),
2243 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
2245 aTotalBVHNodesNb += aTriangleSet->QuadBVH()->NodeInfoBuffer().size();
2248 aTotalBVHNodesNb += myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size();
2250 if (aTotalBVHNodesNb != 0)
2252 aResult &= mySceneNodeInfoTexture->Init (
2253 theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
2254 aResult &= mySceneMinPointTexture->Init (
2255 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
2256 aResult &= mySceneMaxPointTexture->Init (
2257 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
2262 #ifdef RAY_TRACE_PRINT_INFO
2263 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
2265 return Standard_False;
2268 if (aTotalElementsNb != 0)
2270 aResult &= myGeometryTriangTexture->Init (
2271 theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
2274 if (aTotalVerticesNb != 0)
2276 aResult &= myGeometryVertexTexture->Init (
2277 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2278 aResult &= myGeometryNormalTexture->Init (
2279 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2280 aResult &= myGeometryTexCrdTexture->Init (
2281 theGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2286 #ifdef RAY_TRACE_PRINT_INFO
2287 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
2289 return Standard_False;
2292 const QuadBvhHandle& aBVH = myRaytraceGeometry.QuadBVH();
2294 if (aBVH->Length() > 0)
2296 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
2297 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
2298 aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
2299 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
2300 aResult &= mySceneMaxPointTexture->SubData (theGlContext, 0, aBVH->Length(),
2301 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
2304 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
2306 if (!aBVH->IsOuter (aNodeIdx))
2309 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
2311 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2312 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2314 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
2316 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2317 "Error: Failed to get offset for bottom-level BVH", Standard_False);
2319 const Standard_Integer aBvhBuffersSize = aTriangleSet->QuadBVH()->Length();
2321 if (aBvhBuffersSize != 0)
2323 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2324 reinterpret_cast<const GLuint*> (&aTriangleSet->QuadBVH()->NodeInfoBuffer().front()));
2325 aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2326 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MinPointBuffer().front()));
2327 aResult &= mySceneMaxPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2328 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MaxPointBuffer().front()));
2332 #ifdef RAY_TRACE_PRINT_INFO
2333 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
2335 return Standard_False;
2339 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
2341 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2342 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
2344 if (!aTriangleSet->Vertices.empty())
2346 aResult &= myGeometryNormalTexture->SubData (theGlContext, aVerticesOffset,
2347 GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
2348 aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
2349 GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
2350 aResult &= myGeometryVertexTexture->SubData (theGlContext, aVerticesOffset,
2351 GLsizei (aTriangleSet->Vertices.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
2354 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
2356 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2357 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
2359 if (!aTriangleSet->Elements.empty())
2361 aResult &= myGeometryTriangTexture->SubData (theGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
2362 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
2367 #ifdef RAY_TRACE_PRINT_INFO
2368 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
2370 return Standard_False;
2374 /////////////////////////////////////////////////////////////////////////////
2375 // Write material buffer
2377 if (myRaytraceGeometry.Materials.size() != 0)
2379 aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
2380 GLsizei (myRaytraceGeometry.Materials.size() * 19), myRaytraceGeometry.Materials.front().Packed());
2384 #ifdef RAY_TRACE_PRINT_INFO
2385 std::cout << "Error: Failed to upload material buffer" << std::endl;
2387 return Standard_False;
2391 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
2393 #ifdef RAY_TRACE_PRINT_INFO
2395 Standard_ShortReal aMemTrgUsed = 0.f;
2396 Standard_ShortReal aMemBvhUsed = 0.f;
2398 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
2400 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (myRaytraceGeometry.Objects()(anElemIdx).get());
2402 aMemTrgUsed += static_cast<Standard_ShortReal> (
2403 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
2404 aMemTrgUsed += static_cast<Standard_ShortReal> (
2405 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
2406 aMemTrgUsed += static_cast<Standard_ShortReal> (
2407 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
2408 aMemTrgUsed += static_cast<Standard_ShortReal> (
2409 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
2411 aMemBvhUsed += static_cast<Standard_ShortReal> (
2412 aTriangleSet->QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2413 aMemBvhUsed += static_cast<Standard_ShortReal> (
2414 aTriangleSet->QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2415 aMemBvhUsed += static_cast<Standard_ShortReal> (
2416 aTriangleSet->QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2419 aMemBvhUsed += static_cast<Standard_ShortReal> (
2420 myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2421 aMemBvhUsed += static_cast<Standard_ShortReal> (
2422 myRaytraceGeometry.QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2423 aMemBvhUsed += static_cast<Standard_ShortReal> (
2424 myRaytraceGeometry.QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2426 std::cout << "GPU Memory Used (Mb):\n"
2427 << "\tFor mesh: " << aMemTrgUsed / 1048576 << "\n"
2428 << "\tFor BVHs: " << aMemBvhUsed / 1048576 << "\n";
2435 // =======================================================================
2436 // function : updateRaytraceLightSources
2437 // purpose : Updates 3D scene light sources for ray-tracing
2438 // =======================================================================
2439 Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
2441 std::vector<Handle(Graphic3d_CLight)> aLightSources;
2442 myRaytraceGeometry.Ambient = BVH_Vec4f (0.f, 0.f, 0.f, 0.f);
2443 if (myShadingModel != Graphic3d_TOSM_UNLIT
2444 && !myLights.IsNull())
2446 const Graphic3d_Vec4& anAmbient = myLights->AmbientColor();
2447 myRaytraceGeometry.Ambient = BVH_Vec4f (anAmbient.r(), anAmbient.g(), anAmbient.b(), 0.0f);
2449 // move positional light sources at the front of the list
2450 aLightSources.reserve (myLights->Extent());
2451 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2452 aLightIter.More(); aLightIter.Next())
2454 const Graphic3d_CLight& aLight = *aLightIter.Value();
2455 if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
2457 aLightSources.push_back (aLightIter.Value());
2461 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2462 aLightIter.More(); aLightIter.Next())
2464 if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL)
2466 aLightSources.push_back (aLightIter.Value());
2471 // get number of 'real' (not ambient) light sources
2472 const size_t aNbLights = aLightSources.size();
2473 Standard_Boolean wasUpdated = myRaytraceGeometry.Sources.size () != aNbLights;
2476 myRaytraceGeometry.Sources.resize (aNbLights);
2479 for (size_t aLightIdx = 0, aRealIdx = 0; aLightIdx < aLightSources.size(); ++aLightIdx)
2481 const Graphic3d_CLight& aLight = *aLightSources[aLightIdx];
2482 const Graphic3d_Vec4& aLightColor = aLight.PackedColor();
2483 BVH_Vec4f aEmission (aLightColor.r() * aLight.Intensity(),
2484 aLightColor.g() * aLight.Intensity(),
2485 aLightColor.b() * aLight.Intensity(),
2488 BVH_Vec4f aPosition (-aLight.PackedDirection().x(),
2489 -aLight.PackedDirection().y(),
2490 -aLight.PackedDirection().z(),
2493 if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
2495 aPosition = BVH_Vec4f (static_cast<float>(aLight.Position().X()),
2496 static_cast<float>(aLight.Position().Y()),
2497 static_cast<float>(aLight.Position().Z()),
2500 // store smoothing radius in W-component
2501 aEmission.w() = Max (aLight.Smoothness(), 0.f);
2505 // store cosine of smoothing angle in W-component
2506 aEmission.w() = cosf (Min (Max (aLight.Smoothness(), 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
2509 if (aLight.IsHeadlight())
2511 aPosition = theInvModelView * aPosition;
2514 for (int aK = 0; aK < 4; ++aK)
2516 wasUpdated |= (aEmission[aK] != myRaytraceGeometry.Sources[aRealIdx].Emission[aK])
2517 || (aPosition[aK] != myRaytraceGeometry.Sources[aRealIdx].Position[aK]);
2522 myRaytraceGeometry.Sources[aRealIdx] = OpenGl_RaytraceLight (aEmission, aPosition);
2528 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
2530 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
2533 if (myRaytraceGeometry.Sources.size() != 0 && wasUpdated)
2535 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
2536 if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
2538 #ifdef RAY_TRACE_PRINT_INFO
2539 std::cout << "Error: Failed to upload light source buffer" << std::endl;
2541 return Standard_False;
2544 myAccumFrames = 0; // accumulation should be restarted
2547 return Standard_True;
2550 // =======================================================================
2551 // function : setUniformState
2552 // purpose : Sets uniform state for the given ray-tracing shader program
2553 // =======================================================================
2554 Standard_Boolean OpenGl_View::setUniformState (const Standard_Integer theProgramId,
2555 const Standard_Integer theWinSizeX,
2556 const Standard_Integer theWinSizeY,
2557 Graphic3d_Camera::Projection theProjection,
2558 const Handle(OpenGl_Context)& theGlContext)
2560 // Get projection state
2561 OpenGl_MatrixState<Standard_ShortReal>& aCntxProjectionState = theGlContext->ProjectionState;
2563 OpenGl_Mat4 aViewPrjMat;
2564 OpenGl_Mat4 anUnviewMat;
2565 OpenGl_Vec3 aOrigins[4];
2566 OpenGl_Vec3 aDirects[4];
2568 if (myCamera->IsOrthographic()
2569 || !myRenderParams.IsGlobalIlluminationEnabled)
2571 updateCamera (myCamera->OrientationMatrixF(),
2572 aCntxProjectionState.Current(),
2580 updatePerspCameraPT (myCamera->OrientationMatrixF(),
2581 aCntxProjectionState.Current(),
2589 Handle(OpenGl_ShaderProgram)& theProgram = theProgramId == 0
2591 : myPostFSAAProgram;
2593 if (theProgram.IsNull())
2595 return Standard_False;
2598 theProgram->SetUniform(theGlContext, "uEyeOrig", myEyeOrig);
2599 theProgram->SetUniform(theGlContext, "uEyeView", myEyeView);
2600 theProgram->SetUniform(theGlContext, "uEyeVert", myEyeVert);
2601 theProgram->SetUniform(theGlContext, "uEyeSide", myEyeSide);
2602 theProgram->SetUniform(theGlContext, "uEyeSize", myEyeSize);
2604 theProgram->SetUniform(theGlContext, "uApertureRadius", myRenderParams.CameraApertureRadius);
2605 theProgram->SetUniform(theGlContext, "uFocalPlaneDist", myRenderParams.CameraFocalPlaneDist);
2608 theProgram->SetUniform (theGlContext,
2609 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], aOrigins[0]);
2610 theProgram->SetUniform (theGlContext,
2611 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], aOrigins[1]);
2612 theProgram->SetUniform (theGlContext,
2613 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], aOrigins[2]);
2614 theProgram->SetUniform (theGlContext,
2615 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], aOrigins[3]);
2616 theProgram->SetUniform (theGlContext,
2617 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], aDirects[0]);
2618 theProgram->SetUniform (theGlContext,
2619 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], aDirects[1]);
2620 theProgram->SetUniform (theGlContext,
2621 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], aDirects[2]);
2622 theProgram->SetUniform (theGlContext,
2623 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], aDirects[3]);
2624 theProgram->SetUniform (theGlContext,
2625 myUniformLocations[theProgramId][OpenGl_RT_uViewPrMat], aViewPrjMat);
2626 theProgram->SetUniform (theGlContext,
2627 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], anUnviewMat);
2629 // Set screen dimensions
2630 myRaytraceProgram->SetUniform (theGlContext,
2631 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeX], theWinSizeX);
2632 myRaytraceProgram->SetUniform (theGlContext,
2633 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeY], theWinSizeY);
2635 // Set 3D scene parameters
2636 theProgram->SetUniform (theGlContext,
2637 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2638 theProgram->SetUniform (theGlContext,
2639 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2641 // Set light source parameters
2642 const Standard_Integer aLightSourceBufferSize =
2643 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2645 theProgram->SetUniform (theGlContext,
2646 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2648 // Set array of 64-bit texture handles
2649 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2651 const std::vector<GLuint64>& aTextures = myRaytraceGeometry.TextureHandles();
2653 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
2654 static_cast<GLsizei> (aTextures.size()), reinterpret_cast<const OpenGl_Vec2u*> (&aTextures.front()));
2657 // Set background colors (only gradient background supported)
2658 if (myBgGradientArray != NULL && myBgGradientArray->IsDefined())
2660 theProgram->SetUniform (theGlContext,
2661 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2662 theProgram->SetUniform (theGlContext,
2663 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
2667 const OpenGl_Vec4& aBackColor = myBgColor;
2669 theProgram->SetUniform (theGlContext,
2670 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2671 theProgram->SetUniform (theGlContext,
2672 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2675 // Set environment map parameters
2676 const Standard_Boolean toDisableEnvironmentMap = myTextureEnv.IsNull()
2677 || myTextureEnv->IsEmpty()
2678 || !myTextureEnv->First()->IsValid();
2680 theProgram->SetUniform (theGlContext,
2681 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapEnabled], toDisableEnvironmentMap ? 0 : 1);
2683 theProgram->SetUniform (theGlContext,
2684 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
2686 if (myRenderParams.IsGlobalIlluminationEnabled) // GI parameters
2688 theProgram->SetUniform (theGlContext,
2689 myUniformLocations[theProgramId][OpenGl_RT_uMaxRadiance], myRenderParams.RadianceClampingValue);
2691 theProgram->SetUniform (theGlContext,
2692 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
2694 // Check whether we should restart accumulation for run-time parameters
2695 if (myRenderParams.RadianceClampingValue != myRaytraceParameters.RadianceClampingValue
2696 || myRenderParams.UseEnvironmentMapBackground != myRaytraceParameters.UseEnvMapForBackground)
2698 myAccumFrames = 0; // accumulation should be restarted
2700 myRaytraceParameters.RadianceClampingValue = myRenderParams.RadianceClampingValue;
2701 myRaytraceParameters.UseEnvMapForBackground = myRenderParams.UseEnvironmentMapBackground;
2704 else // RT parameters
2706 // Set ambient light source
2707 theProgram->SetUniform (theGlContext,
2708 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2710 // Enable/disable run-time ray-tracing effects
2711 theProgram->SetUniform (theGlContext,
2712 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
2713 theProgram->SetUniform (theGlContext,
2714 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
2717 return Standard_True;
2720 // =======================================================================
2721 // function : bindRaytraceTextures
2722 // purpose : Binds ray-trace textures to corresponding texture units
2723 // =======================================================================
2724 void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2726 if (myRaytraceParameters.AdaptiveScreenSampling)
2728 #if !defined(GL_ES_VERSION_2_0)
2729 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageLft,
2730 myRaytraceOutputTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2731 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageRgh,
2732 myRaytraceOutputTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2734 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImageLft,
2735 myRaytraceVisualErrorTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2736 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImageRgh,
2737 myRaytraceVisualErrorTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2738 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImageLft,
2739 myRaytraceTileOffsetsTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2740 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImageRgh,
2741 myRaytraceTileOffsetsTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2745 if (!myTextureEnv.IsNull()
2746 && !myTextureEnv->IsEmpty()
2747 && myTextureEnv->First()->IsValid())
2749 myTextureEnv->First()->Bind (theGlContext, OpenGl_RT_EnvironmentMapTexture);
2752 mySceneMinPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
2753 mySceneMaxPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
2754 mySceneNodeInfoTexture ->BindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
2755 myGeometryVertexTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
2756 myGeometryNormalTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
2757 myGeometryTexCrdTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
2758 myGeometryTriangTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
2759 mySceneTransformTexture ->BindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
2760 myRaytraceMaterialTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
2761 myRaytraceLightSrcTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
2764 // =======================================================================
2765 // function : unbindRaytraceTextures
2766 // purpose : Unbinds ray-trace textures from corresponding texture units
2767 // =======================================================================
2768 void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2770 mySceneMinPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
2771 mySceneMaxPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
2772 mySceneNodeInfoTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
2773 myGeometryVertexTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
2774 myGeometryNormalTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
2775 myGeometryTexCrdTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
2776 myGeometryTriangTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
2777 mySceneTransformTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
2778 myRaytraceMaterialTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
2779 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
2781 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2784 // =======================================================================
2785 // function : runRaytraceShaders
2786 // purpose : Runs ray-tracing shader programs
2787 // =======================================================================
2788 Standard_Boolean OpenGl_View::runRaytraceShaders (const Standard_Integer theSizeX,
2789 const Standard_Integer theSizeY,
2790 Graphic3d_Camera::Projection theProjection,
2791 OpenGl_FrameBuffer* theReadDrawFbo,
2792 const Handle(OpenGl_Context)& theGlContext)
2794 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
2796 aResult &= setUniformState (0,
2802 if (myRaytraceParameters.GlobalIllumination) // path tracing
2804 aResult &= runPathtrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
2806 else // Whitted-style ray-tracing
2808 aResult &= runRaytrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
2814 // =======================================================================
2815 // function : runRaytrace
2816 // purpose : Runs Whitted-style ray-tracing
2817 // =======================================================================
2818 Standard_Boolean OpenGl_View::runRaytrace (const Standard_Integer theSizeX,
2819 const Standard_Integer theSizeY,
2820 Graphic3d_Camera::Projection theProjection,
2821 OpenGl_FrameBuffer* theReadDrawFbo,
2822 const Handle(OpenGl_Context)& theGlContext)
2824 Standard_Boolean aResult = Standard_True;
2826 bindRaytraceTextures (theGlContext);
2828 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
2829 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
2831 // Choose proper set of frame buffers for stereo rendering
2832 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
2834 if (myRenderParams.IsAntialiasingEnabled) // if second FSAA pass is used
2836 myRaytraceFBO1[aFBOIdx]->BindBuffer (theGlContext);
2838 glClear (GL_DEPTH_BUFFER_BIT); // render the image with depth
2841 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2843 if (myRenderParams.IsAntialiasingEnabled)
2845 glDisable (GL_DEPTH_TEST); // improve jagged edges without depth buffer
2847 // bind ray-tracing output image as input
2848 myRaytraceFBO1[aFBOIdx]->ColorTexture()->Bind (theGlContext, OpenGl_RT_FsaaInputTexture);
2850 aResult &= theGlContext->BindProgram (myPostFSAAProgram);
2852 aResult &= setUniformState (1 /* FSAA ID */,
2858 // Perform multi-pass adaptive FSAA using ping-pong technique.
2859 // We use 'FLIPTRI' sampling pattern changing for every pixel
2860 // (3 additional samples per pixel, the 1st sample is already
2861 // available from initial ray-traced image).
2862 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
2864 GLfloat aOffsetX = 1.f / theSizeX;
2865 GLfloat aOffsetY = 1.f / theSizeY;
2883 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2884 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
2885 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2886 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2887 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2888 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2890 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2
2891 ? myRaytraceFBO2[aFBOIdx]
2892 : myRaytraceFBO1[aFBOIdx];
2894 aFramebuffer->BindBuffer (theGlContext);
2896 // perform adaptive FSAA pass
2897 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2899 aFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_FsaaInputTexture);
2902 aRenderImageFramebuffer = myRaytraceFBO2[aFBOIdx];
2903 aDepthSourceFramebuffer = myRaytraceFBO1[aFBOIdx];
2905 glEnable (GL_DEPTH_TEST);
2907 // Display filtered image
2908 theGlContext->BindProgram (myOutImageProgram);
2910 if (theReadDrawFbo != NULL)
2912 theReadDrawFbo->BindBuffer (theGlContext);
2916 aRenderImageFramebuffer->UnbindBuffer (theGlContext);
2919 aRenderImageFramebuffer->ColorTexture() ->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
2920 aDepthSourceFramebuffer->DepthStencilTexture()->Bind (theGlContext, OpenGl_RT_RaytraceDepthTexture);
2922 // copy the output image with depth values
2923 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2925 aDepthSourceFramebuffer->DepthStencilTexture()->Unbind (theGlContext, OpenGl_RT_RaytraceDepthTexture);
2926 aRenderImageFramebuffer->ColorTexture() ->Unbind (theGlContext, OpenGl_RT_PrevAccumTexture);
2929 unbindRaytraceTextures (theGlContext);
2931 theGlContext->BindProgram (NULL);
2936 // =======================================================================
2937 // function : runPathtrace
2938 // purpose : Runs path tracing shader
2939 // =======================================================================
2940 Standard_Boolean OpenGl_View::runPathtrace (const Standard_Integer theSizeX,
2941 const Standard_Integer theSizeY,
2942 const Graphic3d_Camera::Projection theProjection,
2943 OpenGl_FrameBuffer* theReadDrawFbo,
2944 const Handle(OpenGl_Context)& theGlContext)
2946 Standard_Boolean aResult = Standard_True;
2948 if (myToUpdateEnvironmentMap) // check whether the map was changed
2950 myAccumFrames = myToUpdateEnvironmentMap = 0;
2953 if (myRenderParams.CameraApertureRadius != myPrevCameraApertureRadius
2954 || myRenderParams.CameraFocalPlaneDist != myPrevCameraFocalPlaneDist)
2957 myPrevCameraApertureRadius = myRenderParams.CameraApertureRadius;
2958 myPrevCameraFocalPlaneDist = myRenderParams.CameraFocalPlaneDist;
2963 // Choose proper set of frame buffers for stereo rendering
2964 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
2966 if (myRaytraceParameters.AdaptiveScreenSampling)
2968 if (myAccumFrames == 0)
2970 myTileSampler.Reset(); // reset tile sampler to its initial state
2972 // Adaptive sampling is starting at the second frame
2973 myTileSampler.Upload (theGlContext,
2974 myRaytraceTileOffsetsTexture[aFBOIdx],
2975 myRaytraceParameters.NbTilesX,
2976 myRaytraceParameters.NbTilesY,
2981 bindRaytraceTextures (theGlContext);
2983 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
2984 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
2985 Handle(OpenGl_FrameBuffer) anAccumImageFramebuffer;
2987 const Standard_Integer anImageId = (aFBOIdx != 0)
2988 ? OpenGl_RT_OutputImageRgh
2989 : OpenGl_RT_OutputImageLft;
2991 const Standard_Integer anErrorId = (aFBOIdx != 0)
2992 ? OpenGl_RT_VisualErrorImageRgh
2993 : OpenGl_RT_VisualErrorImageLft;
2995 const Standard_Integer anOffsetId = (aFBOIdx != 0)
2996 ? OpenGl_RT_TileOffsetsImageRgh
2997 : OpenGl_RT_TileOffsetsImageLft;
2999 aRenderImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
3000 anAccumImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
3002 aDepthSourceFramebuffer = aRenderImageFramebuffer;
3004 anAccumImageFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
3006 aRenderImageFramebuffer->BindBuffer (theGlContext);
3008 if (myAccumFrames == 0)
3010 myRNG.SetSeed(); // start RNG from beginning
3013 // Clear adaptive screen sampling images
3014 if (myRaytraceParameters.AdaptiveScreenSampling)
3016 #if !defined(GL_ES_VERSION_2_0)
3017 if (myAccumFrames == 0 || (myAccumFrames == 1 && myCamera->IsStereo()))
3019 theGlContext->core44->glClearTexImage (myRaytraceOutputTexture[aFBOIdx]->TextureId(), 0, GL_RED, GL_FLOAT, NULL);
3022 theGlContext->core44->glClearTexImage (myRaytraceVisualErrorTexture[aFBOIdx]->TextureId(), 0, GL_RED_INTEGER, GL_INT, NULL);
3026 // Set frame accumulation weight
3027 myRaytraceProgram->SetUniform (theGlContext,
3028 myUniformLocations[0][OpenGl_RT_uAccumSamples], myAccumFrames);
3030 // Set random number generator seed
3031 myRaytraceProgram->SetUniform (theGlContext,
3032 myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
3034 // Set image uniforms for render program
3035 myRaytraceProgram->SetUniform (theGlContext,
3036 myUniformLocations[0][OpenGl_RT_uRenderImage], anImageId);
3037 myRaytraceProgram->SetUniform (theGlContext,
3038 myUniformLocations[0][OpenGl_RT_uOffsetImage], anOffsetId);
3040 glDisable (GL_DEPTH_TEST);
3042 if (myRaytraceParameters.AdaptiveScreenSampling
3043 && ((myAccumFrames > 0 && !myCamera->IsStereo()) || myAccumFrames > 1))
3047 myTileSampler.TileSize() * myRaytraceParameters.NbTilesX,
3048 myTileSampler.TileSize() * myRaytraceParameters.NbTilesY);
3051 // Generate for the given RNG seed
3052 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
3054 if (myRaytraceParameters.AdaptiveScreenSampling
3055 && ((myAccumFrames > 0 && !myCamera->IsStereo()) || myAccumFrames > 1))
3063 // Output accumulated path traced image
3064 theGlContext->BindProgram (myOutImageProgram);
3066 if (myRaytraceParameters.AdaptiveScreenSampling)
3068 // Set uniforms for display program
3069 myOutImageProgram->SetUniform (theGlContext, "uRenderImage", anImageId);
3070 myOutImageProgram->SetUniform (theGlContext, "uAccumFrames", myAccumFrames);
3071 myOutImageProgram->SetUniform (theGlContext, "uVarianceImage", anErrorId);
3072 myOutImageProgram->SetUniform (theGlContext, "uDebugAdaptive", myRenderParams.ShowSamplingTiles ? 1 : 0);
3075 if (myRaytraceParameters.GlobalIllumination)
3077 myOutImageProgram->SetUniform(theGlContext, "uExposure", myRenderParams.Exposure);
3078 switch (myRaytraceParameters.ToneMappingMethod)
3080 case Graphic3d_ToneMappingMethod_Disabled:
3082 case Graphic3d_ToneMappingMethod_Filmic:
3083 myOutImageProgram->SetUniform (theGlContext, "uWhitePoint", myRenderParams.WhitePoint);
3088 if (theReadDrawFbo != NULL)
3090 theReadDrawFbo->BindBuffer (theGlContext);
3094 aRenderImageFramebuffer->UnbindBuffer (theGlContext);
3097 aRenderImageFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
3099 glEnable (GL_DEPTH_TEST);
3101 // Copy accumulated image with correct depth values
3102 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
3104 aRenderImageFramebuffer->ColorTexture()->Unbind (theGlContext, OpenGl_RT_PrevAccumTexture);
3106 if (myRaytraceParameters.AdaptiveScreenSampling)
3108 myRaytraceVisualErrorTexture[aFBOIdx]->Bind (theGlContext);
3110 // Download visual error map from the GPU and build
3111 // adjusted tile offsets for optimal image sampling
3112 myTileSampler.GrabVarianceMap (theGlContext);
3114 myTileSampler.Upload (theGlContext,
3115 myRaytraceTileOffsetsTexture[aFBOIdx],
3116 myRaytraceParameters.NbTilesX,
3117 myRaytraceParameters.NbTilesY,
3121 unbindRaytraceTextures (theGlContext);
3123 theGlContext->BindProgram (NULL);
3128 // =======================================================================
3129 // function : raytrace
3130 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
3131 // =======================================================================
3132 Standard_Boolean OpenGl_View::raytrace (const Standard_Integer theSizeX,
3133 const Standard_Integer theSizeY,
3134 Graphic3d_Camera::Projection theProjection,
3135 OpenGl_FrameBuffer* theReadDrawFbo,
3136 const Handle(OpenGl_Context)& theGlContext)
3138 if (!initRaytraceResources (theGlContext))
3140 return Standard_False;
3143 if (!updateRaytraceBuffers (theSizeX, theSizeY, theGlContext))
3145 return Standard_False;
3148 OpenGl_Mat4 aLightSourceMatrix;
3150 // Get inversed model-view matrix for transforming lights
3151 myCamera->OrientationMatrixF().Inverted (aLightSourceMatrix);
3153 if (!updateRaytraceLightSources (aLightSourceMatrix, theGlContext))
3155 return Standard_False;
3158 // Generate image using Whitted-style ray-tracing or path tracing
3159 if (myIsRaytraceDataValid)
3161 myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
3163 if (!myRaytraceGeometry.AcquireTextures (theGlContext))
3165 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
3166 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to acquire OpenGL image textures");
3169 glDisable (GL_BLEND);
3171 const Standard_Boolean aResult = runRaytraceShaders (theSizeX,
3179 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
3180 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to execute ray-tracing shaders");
3183 if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
3185 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
3186 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to release OpenGL image textures");
3189 myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
3192 return Standard_True;