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();
623 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
625 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
626 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
627 if (anAttrib.Id == Graphic3d_TOA_POS)
629 if (anAttrib.DataType == Graphic3d_TOD_VEC3
630 || anAttrib.DataType == Graphic3d_TOD_VEC4)
632 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
634 aSet->Vertices.push_back (
635 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
638 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
640 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
642 const Standard_ShortReal* aCoords =
643 reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
645 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 0.0f));
649 else if (anAttrib.Id == Graphic3d_TOA_NORM)
651 if (anAttrib.DataType == Graphic3d_TOD_VEC3
652 || anAttrib.DataType == Graphic3d_TOD_VEC4)
654 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
656 aSet->Normals.push_back (
657 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
661 else if (anAttrib.Id == Graphic3d_TOA_UV)
663 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
665 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
667 aSet->TexCrds.push_back (
668 *reinterpret_cast<const Graphic3d_Vec2*> (anAttribs->value (aVertIter) + anOffset));
674 if (aSet->Normals.size() != aSet->Vertices.size())
676 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
678 aSet->Normals.push_back (BVH_Vec3f());
682 if (aSet->TexCrds.size() != aSet->Vertices.size())
684 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
686 aSet->TexCrds.push_back (BVH_Vec2f());
690 if (theTransform != NULL)
692 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
694 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
696 BVH_Vec4f aTransVertex = *theTransform *
697 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
699 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
701 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
703 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
705 BVH_Vec4f aTransNormal = aNormalMatrix *
706 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
708 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
712 if (!aBounds.IsNull())
714 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
716 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
718 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
721 return Handle(OpenGl_TriangleSet)();
724 aBoundStart += aVertNum;
729 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
731 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
734 return Handle(OpenGl_TriangleSet)();
739 if (aSet->Size() != 0)
747 // =======================================================================
748 // function : addRaytraceVertexIndices
749 // purpose : Adds vertex indices to ray-traced scene geometry
750 // =======================================================================
751 Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
752 const Standard_Integer theMatID,
753 const Standard_Integer theCount,
754 const Standard_Integer theOffset,
755 const OpenGl_PrimitiveArray& theArray)
757 switch (theArray.DrawMode())
759 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
760 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
761 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
762 #if !defined(GL_ES_VERSION_2_0)
763 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
764 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
765 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
769 return Standard_False;
772 // =======================================================================
773 // function : addRaytraceTriangleArray
774 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
775 // =======================================================================
776 Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
777 const Standard_Integer theMatID,
778 const Standard_Integer theCount,
779 const Standard_Integer theOffset,
780 const Handle(Graphic3d_IndexBuffer)& theIndices)
784 return Standard_True;
787 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
789 if (!theIndices.IsNull())
791 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
793 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
794 theIndices->Index (aVert + 1),
795 theIndices->Index (aVert + 2),
801 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
803 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
807 return Standard_True;
810 // =======================================================================
811 // function : addRaytraceTriangleFanArray
812 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
813 // =======================================================================
814 Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
815 const Standard_Integer theMatID,
816 const Standard_Integer theCount,
817 const Standard_Integer theOffset,
818 const Handle(Graphic3d_IndexBuffer)& theIndices)
822 return Standard_True;
825 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
827 if (!theIndices.IsNull())
829 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
831 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
832 theIndices->Index (aVert + 1),
833 theIndices->Index (aVert + 2),
839 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
841 theSet.Elements.push_back (BVH_Vec4i (theOffset,
848 return Standard_True;
851 // =======================================================================
852 // function : addRaytraceTriangleStripArray
853 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
854 // =======================================================================
855 Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
856 const Standard_Integer theMatID,
857 const Standard_Integer theCount,
858 const Standard_Integer theOffset,
859 const Handle(Graphic3d_IndexBuffer)& theIndices)
863 return Standard_True;
866 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
868 if (!theIndices.IsNull())
870 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
872 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + (aCW ? 1 : 0)),
873 theIndices->Index (aVert + (aCW ? 0 : 1)),
874 theIndices->Index (aVert + 2),
880 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
882 theSet.Elements.push_back (BVH_Vec4i (aVert + (aCW ? 1 : 0),
883 aVert + (aCW ? 0 : 1),
889 return Standard_True;
892 // =======================================================================
893 // function : addRaytraceQuadrangleArray
894 // purpose : Adds OpenGL quad array to ray-traced scene geometry
895 // =======================================================================
896 Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
897 const Standard_Integer theMatID,
898 const Standard_Integer theCount,
899 const Standard_Integer theOffset,
900 const Handle(Graphic3d_IndexBuffer)& theIndices)
904 return Standard_True;
907 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
909 if (!theIndices.IsNull())
911 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
913 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
914 theIndices->Index (aVert + 1),
915 theIndices->Index (aVert + 2),
917 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
918 theIndices->Index (aVert + 2),
919 theIndices->Index (aVert + 3),
925 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
927 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
929 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
934 return Standard_True;
937 // =======================================================================
938 // function : addRaytraceQuadrangleStripArray
939 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
940 // =======================================================================
941 Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
942 const Standard_Integer theMatID,
943 const Standard_Integer theCount,
944 const Standard_Integer theOffset,
945 const Handle(Graphic3d_IndexBuffer)& theIndices)
949 return Standard_True;
952 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
954 if (!theIndices.IsNull())
956 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
958 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
959 theIndices->Index (aVert + 1),
960 theIndices->Index (aVert + 2),
963 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
964 theIndices->Index (aVert + 3),
965 theIndices->Index (aVert + 2),
971 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
973 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
978 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
985 return Standard_True;
988 // =======================================================================
989 // function : addRaytracePolygonArray
990 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
991 // =======================================================================
992 Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
993 const Standard_Integer theMatID,
994 const Standard_Integer theCount,
995 const Standard_Integer theOffset,
996 const Handle(Graphic3d_IndexBuffer)& theIndices)
1000 return Standard_True;
1003 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
1005 if (!theIndices.IsNull())
1007 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
1009 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
1010 theIndices->Index (aVert + 1),
1011 theIndices->Index (aVert + 2),
1017 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
1019 theSet.Elements.push_back (BVH_Vec4i (theOffset,
1026 return Standard_True;
1029 const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
1031 // =======================================================================
1032 // function : Source
1033 // purpose : Returns shader source combined with prefix
1034 // =======================================================================
1035 TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
1037 const TCollection_AsciiString aVersion = "#version 140";
1039 if (myPrefix.IsEmpty())
1041 return aVersion + "\n" + mySource;
1044 return aVersion + "\n" + myPrefix + "\n" + mySource;
1047 // =======================================================================
1048 // function : LoadFromFiles
1049 // purpose : Loads shader source from specified files
1050 // =======================================================================
1051 Standard_Boolean OpenGl_View::ShaderSource::LoadFromFiles (const TCollection_AsciiString* theFileNames,
1052 const TCollection_AsciiString& thePrefix)
1056 myPrefix = thePrefix;
1058 TCollection_AsciiString aMissingFiles;
1059 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
1061 OSD_File aFile (theFileNames[anIndex]);
1064 aFile.Open (OSD_ReadOnly, OSD_Protection());
1066 if (!aFile.IsOpen())
1068 if (!aMissingFiles.IsEmpty())
1070 aMissingFiles += ", ";
1072 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1075 else if (!aMissingFiles.IsEmpty())
1081 TCollection_AsciiString aSource;
1082 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1083 if (!aSource.IsEmpty())
1085 mySource += TCollection_AsciiString ("\n") + aSource;
1090 if (!aMissingFiles.IsEmpty())
1092 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1093 return Standard_False;
1095 return Standard_True;
1098 // =======================================================================
1099 // function : LoadFromStrings
1101 // =======================================================================
1102 Standard_Boolean OpenGl_View::ShaderSource::LoadFromStrings (const TCollection_AsciiString* theStrings,
1103 const TCollection_AsciiString& thePrefix)
1107 myPrefix = thePrefix;
1109 for (Standard_Integer anIndex = 0; !theStrings[anIndex].IsEmpty(); ++anIndex)
1111 TCollection_AsciiString aSource = theStrings[anIndex];
1112 if (!aSource.IsEmpty())
1114 mySource += TCollection_AsciiString ("\n") + aSource;
1117 return Standard_True;
1120 // =======================================================================
1121 // function : generateShaderPrefix
1122 // purpose : Generates shader prefix based on current ray-tracing options
1123 // =======================================================================
1124 TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1126 TCollection_AsciiString aPrefixString =
1127 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1128 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1130 if (myRaytraceParameters.TransparentShadows)
1132 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1135 // If OpenGL driver supports bindless textures and texturing
1136 // is actually used, activate texturing in ray-tracing mode
1137 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
1139 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1140 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1143 if (myRaytraceParameters.GlobalIllumination) // path tracing activated
1145 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
1147 if (myRaytraceParameters.AdaptiveScreenSampling) // adaptive screen sampling requested
1149 // to activate the feature we need OpenGL 4.4 and GL_NV_shader_atomic_float extension
1150 if (theGlContext->IsGlGreaterEqual (4, 4) && theGlContext->CheckExtension ("GL_NV_shader_atomic_float"))
1152 aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING") +
1153 TCollection_AsciiString ("\n#define BLOCK_SIZE ") + TCollection_AsciiString (OpenGl_TileSampler::TileSize());
1157 if (myRaytraceParameters.TwoSidedBsdfModels) // two-sided BSDFs requested
1159 aPrefixString += TCollection_AsciiString ("\n#define TWO_SIDED_BXDF");
1162 switch (myRaytraceParameters.ToneMappingMethod)
1164 case Graphic3d_ToneMappingMethod_Disabled:
1166 case Graphic3d_ToneMappingMethod_Filmic:
1167 aPrefixString += TCollection_AsciiString ("\n#define TONE_MAPPING_FILMIC");
1172 if (myRaytraceParameters.DepthOfField)
1174 aPrefixString += TCollection_AsciiString("\n#define DEPTH_OF_FIELD");
1177 return aPrefixString;
1180 // =======================================================================
1181 // function : safeFailBack
1182 // purpose : Performs safe exit when shaders initialization fails
1183 // =======================================================================
1184 Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1185 const Handle(OpenGl_Context)& theGlContext)
1187 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1188 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, theMessage);
1190 myRaytraceInitStatus = OpenGl_RT_FAIL;
1192 releaseRaytraceResources (theGlContext);
1194 return Standard_False;
1197 // =======================================================================
1198 // function : initShader
1199 // purpose : Creates new shader object with specified source
1200 // =======================================================================
1201 Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1202 const ShaderSource& theSource,
1203 const Handle(OpenGl_Context)& theGlContext)
1205 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1207 if (!aShader->Create (theGlContext))
1209 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1210 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1212 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1213 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1215 aShader->Release (theGlContext.operator->());
1217 return Handle(OpenGl_ShaderObject)();
1220 if (!aShader->LoadSource (theGlContext, theSource.Source()))
1222 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1223 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1225 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1226 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1228 aShader->Release (theGlContext.operator->());
1230 return Handle(OpenGl_ShaderObject)();
1233 TCollection_AsciiString aBuildLog;
1235 if (!aShader->Compile (theGlContext))
1237 aShader->FetchInfoLog (theGlContext, aBuildLog);
1239 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1240 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1242 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1243 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1245 aShader->Release (theGlContext.operator->());
1247 #ifdef RAY_TRACE_PRINT_INFO
1248 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1251 return Handle(OpenGl_ShaderObject)();
1253 else if (theGlContext->caps->glslWarnings)
1255 aShader->FetchInfoLog (theGlContext, aBuildLog);
1257 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
1259 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1260 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1262 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1263 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1266 #ifdef RAY_TRACE_PRINT_INFO
1267 std::cout << "Shader build log:\n" << aBuildLog << "\n";
1274 // =======================================================================
1275 // function : initProgram
1276 // purpose : Creates GLSL program from the given shader objects
1277 // =======================================================================
1278 Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1279 const Handle(OpenGl_ShaderObject)& theVertShader,
1280 const Handle(OpenGl_ShaderObject)& theFragShader)
1282 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1284 if (!aProgram->Create (theGlContext))
1286 theVertShader->Release (theGlContext.operator->());
1288 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1289 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to create shader program");
1291 return Handle(OpenGl_ShaderProgram)();
1294 if (!aProgram->AttachShader (theGlContext, theVertShader)
1295 || !aProgram->AttachShader (theGlContext, theFragShader))
1297 theVertShader->Release (theGlContext.operator->());
1299 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1300 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Failed to attach shader objects");
1302 return Handle(OpenGl_ShaderProgram)();
1305 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1307 TCollection_AsciiString aLinkLog;
1309 if (!aProgram->Link (theGlContext))
1311 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1313 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1314 "Failed to link shader program:\n") + aLinkLog;
1316 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1317 GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
1319 return Handle(OpenGl_ShaderProgram)();
1321 else if (theGlContext->caps->glslWarnings)
1323 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1324 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1326 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1327 "Shader program was linked with following warnings:\n") + aLinkLog;
1329 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1330 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
1337 // =======================================================================
1338 // function : initRaytraceResources
1339 // purpose : Initializes OpenGL/GLSL shader programs
1340 // =======================================================================
1341 Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1343 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1345 return Standard_False;
1348 Standard_Boolean aToRebuildShaders = Standard_False;
1350 if (myRenderParams.RebuildRayTracingShaders) // requires complete re-initialization
1352 myRaytraceInitStatus = OpenGl_RT_NONE;
1353 releaseRaytraceResources (theGlContext, Standard_True);
1354 myRenderParams.RebuildRayTracingShaders = Standard_False; // clear rebuilding flag
1357 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1359 if (!myIsRaytraceDataValid)
1361 return Standard_True;
1364 const Standard_Integer aRequiredStackSize =
1365 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth();
1367 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1369 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1371 aToRebuildShaders = Standard_True;
1375 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1377 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1379 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1380 aToRebuildShaders = Standard_True;
1385 Standard_Integer aNbTilesX = 8;
1386 Standard_Integer aNbTilesY = 8;
1388 for (Standard_Integer anIdx = 0; aNbTilesX * aNbTilesY < myRenderParams.NbRayTracingTiles; ++anIdx)
1390 (anIdx % 2 == 0 ? aNbTilesX : aNbTilesY) <<= 1;
1393 if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces
1394 || myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows
1395 || myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination
1396 || myRenderParams.TwoSidedBsdfModels != myRaytraceParameters.TwoSidedBsdfModels
1397 || myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures
1398 || aNbTilesX != myRaytraceParameters.NbTilesX
1399 || aNbTilesY != myRaytraceParameters.NbTilesY)
1401 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1402 myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
1403 myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
1404 myRaytraceParameters.TwoSidedBsdfModels = myRenderParams.TwoSidedBsdfModels;
1405 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
1407 #ifdef RAY_TRACE_PRINT_INFO
1408 if (aNbTilesX != myRaytraceParameters.NbTilesX
1409 || aNbTilesY != myRaytraceParameters.NbTilesY)
1411 std::cout << "Number of tiles X: " << aNbTilesX << "\n";
1412 std::cout << "Number of tiles Y: " << aNbTilesY << "\n";
1416 myRaytraceParameters.NbTilesX = aNbTilesX;
1417 myRaytraceParameters.NbTilesY = aNbTilesY;
1419 aToRebuildShaders = Standard_True;
1422 if (myRenderParams.AdaptiveScreenSampling != myRaytraceParameters.AdaptiveScreenSampling)
1424 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling;
1425 if (myRenderParams.AdaptiveScreenSampling) // adaptive sampling was requested
1427 if (!theGlContext->HasRayTracingAdaptiveSampling())
1429 // disable the feature if it is not supported
1430 myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling = Standard_False;
1431 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
1432 "Adaptive sampling not supported (OpenGL 4.4 or GL_NV_shader_atomic_float is missing)");
1436 aToRebuildShaders = Standard_True;
1439 const bool toEnableDof = !myCamera->IsOrthographic() && myRaytraceParameters.GlobalIllumination;
1440 if (myRaytraceParameters.DepthOfField != toEnableDof)
1442 myRaytraceParameters.DepthOfField = toEnableDof;
1443 aToRebuildShaders = Standard_True;
1446 if (myRenderParams.ToneMappingMethod != myRaytraceParameters.ToneMappingMethod)
1448 myRaytraceParameters.ToneMappingMethod = myRenderParams.ToneMappingMethod;
1449 aToRebuildShaders = true;
1452 if (aToRebuildShaders)
1454 // Reject accumulated frames
1457 // Environment map should be updated
1458 myToUpdateEnvironmentMap = Standard_True;
1460 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1462 #ifdef RAY_TRACE_PRINT_INFO
1463 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1466 myRaytraceShaderSource.SetPrefix (aPrefixString);
1467 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1468 myOutImageShaderSource.SetPrefix (aPrefixString);
1470 if (!myRaytraceShader->LoadSource (theGlContext, myRaytraceShaderSource.Source())
1471 || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source())
1472 || !myOutImageShader->LoadSource (theGlContext, myOutImageShaderSource.Source()))
1474 return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
1477 TCollection_AsciiString aLog;
1479 if (!myRaytraceShader->Compile (theGlContext)
1480 || !myPostFSAAShader->Compile (theGlContext)
1481 || !myOutImageShader->Compile (theGlContext))
1483 #ifdef RAY_TRACE_PRINT_INFO
1484 myRaytraceShader->FetchInfoLog (theGlContext, aLog);
1486 if (!aLog.IsEmpty())
1488 std::cout << "Failed to compile ray-tracing shader: " << aLog << "\n";
1491 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
1494 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1495 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1496 myOutImageProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1498 if (!myRaytraceProgram->Link (theGlContext)
1499 || !myPostFSAAProgram->Link (theGlContext)
1500 || !myOutImageProgram->Link (theGlContext))
1502 #ifdef RAY_TRACE_PRINT_INFO
1503 myRaytraceProgram->FetchInfoLog (theGlContext, aLog);
1505 if (!aLog.IsEmpty())
1507 std::cout << "Failed to compile ray-tracing shader: " << aLog << "\n";
1510 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
1515 if (myRaytraceInitStatus == OpenGl_RT_NONE)
1517 myAccumFrames = 0; // accumulation should be restarted
1519 if (!theGlContext->IsGlGreaterEqual (3, 1))
1521 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
1523 else if (!theGlContext->arbTboRGB32)
1525 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1527 else if (!theGlContext->arbFBOBlit)
1529 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
1532 myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
1534 const TCollection_AsciiString aShaderFolder = Graphic3d_ShaderProgram::ShadersFolder();
1535 if (myIsRaytraceDataValid)
1537 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1538 myRaytraceGeometry.TopLevelTreeDepth() + myRaytraceGeometry.BotLevelTreeDepth());
1541 const TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1543 #ifdef RAY_TRACE_PRINT_INFO
1544 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1547 ShaderSource aBasicVertShaderSrc;
1549 if (!aShaderFolder.IsEmpty())
1551 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.vs", "" };
1552 if (!aBasicVertShaderSrc.LoadFromFiles (aFiles))
1554 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1559 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_vs, "" };
1560 aBasicVertShaderSrc.LoadFromStrings (aSrcShaders);
1565 if (!aShaderFolder.IsEmpty())
1567 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs",
1568 aShaderFolder + "/PathtraceBase.fs",
1569 aShaderFolder + "/RaytraceRender.fs",
1571 if (!myRaytraceShaderSource.LoadFromFiles (aFiles, aPrefixString))
1573 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1578 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs,
1579 Shaders_PathtraceBase_fs,
1580 Shaders_RaytraceRender_fs,
1582 myRaytraceShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
1585 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1586 if (aBasicVertShader.IsNull())
1588 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1591 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
1592 if (myRaytraceShader.IsNull())
1594 aBasicVertShader->Release (theGlContext.operator->());
1595 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
1598 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
1599 if (myRaytraceProgram.IsNull())
1601 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
1606 if (!aShaderFolder.IsEmpty())
1608 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs", aShaderFolder + "/RaytraceSmooth.fs", "" };
1609 if (!myPostFSAAShaderSource.LoadFromFiles (aFiles, aPrefixString))
1611 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1616 const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs, Shaders_RaytraceSmooth_fs, "" };
1617 myPostFSAAShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
1620 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1621 if (aBasicVertShader.IsNull())
1623 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
1626 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
1627 if (myPostFSAAShader.IsNull())
1629 aBasicVertShader->Release (theGlContext.operator->());
1630 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
1633 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
1634 if (myPostFSAAProgram.IsNull())
1636 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
1641 if (!aShaderFolder.IsEmpty())
1643 const TCollection_AsciiString aFiles[] = { aShaderFolder + "/Display.fs", "" };
1644 if (!myOutImageShaderSource.LoadFromFiles (aFiles, aPrefixString))
1646 return safeFailBack (myOutImageShaderSource.ErrorDescription(), theGlContext);
1651 const TCollection_AsciiString aSrcShaders[] = { Shaders_Display_fs, "" };
1652 myOutImageShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
1655 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1656 if (aBasicVertShader.IsNull())
1658 return safeFailBack ("Failed to set vertex shader source", theGlContext);
1661 myOutImageShader = initShader (GL_FRAGMENT_SHADER, myOutImageShaderSource, theGlContext);
1662 if (myOutImageShader.IsNull())
1664 aBasicVertShader->Release (theGlContext.operator->());
1665 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
1668 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, myOutImageShader);
1669 if (myOutImageProgram.IsNull())
1671 return safeFailBack ("Failed to initialize display shader program", theGlContext);
1676 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1678 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1680 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1681 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1683 theGlContext->BindProgram (aShaderProgram);
1685 aShaderProgram->SetSampler (theGlContext,
1686 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1687 aShaderProgram->SetSampler (theGlContext,
1688 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1689 aShaderProgram->SetSampler (theGlContext,
1690 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1691 aShaderProgram->SetSampler (theGlContext,
1692 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1693 aShaderProgram->SetSampler (theGlContext,
1694 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1695 aShaderProgram->SetSampler (theGlContext,
1696 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
1697 aShaderProgram->SetSampler (theGlContext,
1698 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1699 aShaderProgram->SetSampler (theGlContext,
1700 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1701 aShaderProgram->SetSampler (theGlContext,
1702 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1703 aShaderProgram->SetSampler (theGlContext,
1704 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1705 aShaderProgram->SetSampler (theGlContext,
1706 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1710 aShaderProgram->SetSampler (theGlContext,
1711 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1715 aShaderProgram->SetSampler (theGlContext,
1716 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
1719 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1720 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
1722 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1723 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
1724 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1725 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
1726 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1727 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
1728 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1729 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
1730 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1731 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
1732 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1733 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
1734 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1735 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
1736 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1737 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
1738 myUniformLocations[anIndex][OpenGl_RT_uViewPrMat] =
1739 aShaderProgram->GetUniformLocation (theGlContext, "uViewMat");
1740 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1741 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
1743 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1744 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
1745 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1746 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
1747 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1748 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
1749 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1750 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
1752 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1753 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
1754 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1755 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
1756 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1757 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
1759 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
1760 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
1762 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1763 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1764 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1765 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1766 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1767 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1768 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1769 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
1770 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1771 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
1773 myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
1774 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeX");
1775 myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
1776 aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeY");
1778 myUniformLocations[anIndex][OpenGl_RT_uAccumSamples] =
1779 aShaderProgram->GetUniformLocation (theGlContext, "uAccumSamples");
1780 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1781 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1783 myUniformLocations[anIndex][OpenGl_RT_uRenderImage] =
1784 aShaderProgram->GetUniformLocation (theGlContext, "uRenderImage");
1785 myUniformLocations[anIndex][OpenGl_RT_uOffsetImage] =
1786 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetImage");
1788 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1789 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1790 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1791 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
1793 myUniformLocations[anIndex][OpenGl_RT_uMaxRadiance] =
1794 aShaderProgram->GetUniformLocation (theGlContext, "uMaxRadiance");
1797 theGlContext->BindProgram (myOutImageProgram);
1799 myOutImageProgram->SetSampler (theGlContext,
1800 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1802 myOutImageProgram->SetSampler (theGlContext,
1803 "uDepthTexture", OpenGl_RT_RaytraceDepthTexture);
1805 theGlContext->BindProgram (NULL);
1808 if (myRaytraceInitStatus != OpenGl_RT_NONE)
1810 return myRaytraceInitStatus == OpenGl_RT_INIT;
1813 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1820 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
1822 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
1824 return Standard_True;
1827 // =======================================================================
1828 // function : nullifyResource
1829 // purpose : Releases OpenGL resource
1830 // =======================================================================
1832 inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext, Handle(T)& theResource)
1834 if (!theResource.IsNull())
1836 theResource->Release (theGlContext.operator->());
1837 theResource.Nullify();
1841 // =======================================================================
1842 // function : releaseRaytraceResources
1843 // purpose : Releases OpenGL/GLSL shader programs
1844 // =======================================================================
1845 void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext, const Standard_Boolean theToRebuild)
1847 // release shader resources
1848 nullifyResource (theGlContext, myRaytraceShader);
1849 nullifyResource (theGlContext, myPostFSAAShader);
1851 nullifyResource (theGlContext, myRaytraceProgram);
1852 nullifyResource (theGlContext, myPostFSAAProgram);
1853 nullifyResource (theGlContext, myOutImageProgram);
1855 if (!theToRebuild) // complete release
1857 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1858 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1859 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1860 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1862 nullifyResource (theGlContext, myRaytraceOutputTexture[0]);
1863 nullifyResource (theGlContext, myRaytraceOutputTexture[1]);
1865 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[0]);
1866 nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[1]);
1867 nullifyResource (theGlContext, myRaytraceVisualErrorTexture[0]);
1868 nullifyResource (theGlContext, myRaytraceVisualErrorTexture[1]);
1870 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1871 nullifyResource (theGlContext, mySceneMinPointTexture);
1872 nullifyResource (theGlContext, mySceneMaxPointTexture);
1874 nullifyResource (theGlContext, myGeometryVertexTexture);
1875 nullifyResource (theGlContext, myGeometryNormalTexture);
1876 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1877 nullifyResource (theGlContext, myGeometryTriangTexture);
1878 nullifyResource (theGlContext, mySceneTransformTexture);
1880 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1881 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1883 myRaytraceGeometry.ReleaseResources (theGlContext);
1885 if (myRaytraceScreenQuad.IsValid ())
1887 myRaytraceScreenQuad.Release (theGlContext.operator->());
1892 // =======================================================================
1893 // function : updateRaytraceBuffers
1894 // purpose : Updates auxiliary OpenGL frame buffers.
1895 // =======================================================================
1896 Standard_Boolean OpenGl_View::updateRaytraceBuffers (const Standard_Integer theSizeX,
1897 const Standard_Integer theSizeY,
1898 const Handle(OpenGl_Context)& theGlContext)
1900 // Auxiliary buffers are not used
1901 if (!myRaytraceParameters.GlobalIllumination && !myRenderParams.IsAntialiasingEnabled)
1903 myRaytraceFBO1[0]->Release (theGlContext.operator->());
1904 myRaytraceFBO2[0]->Release (theGlContext.operator->());
1905 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1906 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1908 return Standard_True;
1911 if (myRaytraceParameters.AdaptiveScreenSampling)
1913 const Standard_Integer aSizeX = std::max (myRaytraceParameters.NbTilesX * 64, theSizeX);
1914 const Standard_Integer aSizeY = std::max (myRaytraceParameters.NbTilesY * 64, theSizeY);
1916 myRaytraceFBO1[0]->InitLazy (theGlContext, aSizeX, aSizeY, GL_RGBA32F, myFboDepthFormat);
1917 myRaytraceFBO2[0]->InitLazy (theGlContext, aSizeX, aSizeY, GL_RGBA32F, myFboDepthFormat);
1919 if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
1921 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1922 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1925 else // non-adaptive mode
1927 if (myRaytraceFBO1[0]->GetSizeX() != theSizeX
1928 || myRaytraceFBO1[0]->GetSizeY() != theSizeY)
1930 myAccumFrames = 0; // accumulation should be restarted
1933 myRaytraceFBO1[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1934 myRaytraceFBO2[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1936 // Init second set of buffers for stereographic rendering
1937 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1939 myRaytraceFBO1[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1940 myRaytraceFBO2[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
1942 else if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
1944 myRaytraceFBO1[1]->Release (theGlContext.operator->());
1945 myRaytraceFBO2[1]->Release (theGlContext.operator->());
1949 myTileSampler.SetSize (theSizeX, theSizeY);
1951 if (myRaytraceTileOffsetsTexture[0].IsNull()
1952 || myRaytraceTileOffsetsTexture[1].IsNull())
1954 myRaytraceOutputTexture[0] = new OpenGl_Texture();
1955 myRaytraceOutputTexture[1] = new OpenGl_Texture();
1957 myRaytraceTileOffsetsTexture[0] = new OpenGl_Texture();
1958 myRaytraceTileOffsetsTexture[1] = new OpenGl_Texture();
1959 myRaytraceVisualErrorTexture[0] = new OpenGl_Texture();
1960 myRaytraceVisualErrorTexture[1] = new OpenGl_Texture();
1963 if (myRaytraceOutputTexture[0]->SizeX() / 3 != theSizeX
1964 || myRaytraceOutputTexture[0]->SizeY() / 2 != theSizeY)
1968 // Due to limitations of OpenGL image load-store extension
1969 // atomic operations are supported only for single-channel
1970 // images, so we define GL_R32F image. It is used as array
1971 // of 6D floating point vectors:
1972 // 0 - R color channel
1973 // 1 - G color channel
1974 // 2 - B color channel
1975 // 3 - hit time transformed into OpenGL NDC space
1976 // 4 - luminance accumulated for odd samples only
1977 myRaytraceOutputTexture[0]->InitRectangle (theGlContext,
1978 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1980 // workaround for some NVIDIA drivers
1981 myRaytraceVisualErrorTexture[0]->Release (theGlContext.operator->());
1982 myRaytraceTileOffsetsTexture[0]->Release (theGlContext.operator->());
1984 myRaytraceVisualErrorTexture[0]->Init (theGlContext,
1985 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1987 myRaytraceTileOffsetsTexture[0]->Init (theGlContext,
1988 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
1991 if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
1993 if (myRaytraceOutputTexture[1]->SizeX() / 3 != theSizeX
1994 || myRaytraceOutputTexture[1]->SizeY() / 2 != theSizeY)
1996 myRaytraceOutputTexture[1]->InitRectangle (theGlContext,
1997 theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
1999 myRaytraceVisualErrorTexture[1]->Release (theGlContext.operator->());
2000 myRaytraceTileOffsetsTexture[1]->Release (theGlContext.operator->());
2002 myRaytraceVisualErrorTexture[1]->Init (theGlContext,
2003 GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
2005 myRaytraceTileOffsetsTexture[1]->Init (theGlContext,
2006 GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
2011 myRaytraceOutputTexture[1]->Release (theGlContext.operator->());
2014 return Standard_True;
2017 // =======================================================================
2018 // function : updateCamera
2019 // purpose : Generates viewing rays for corners of screen quad
2020 // =======================================================================
2021 void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
2022 const OpenGl_Mat4& theViewMapping,
2023 OpenGl_Vec3* theOrigins,
2024 OpenGl_Vec3* theDirects,
2025 OpenGl_Mat4& theViewPr,
2026 OpenGl_Mat4& theUnview)
2028 // compute view-projection matrix
2029 theViewPr = theViewMapping * theOrientation;
2031 // compute inverse view-projection matrix
2032 theViewPr.Inverted (theUnview);
2034 Standard_Integer aOriginIndex = 0;
2035 Standard_Integer aDirectIndex = 0;
2037 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
2039 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
2041 OpenGl_Vec4 aOrigin (GLfloat(aX),
2046 aOrigin = theUnview * aOrigin;
2048 aOrigin.x() = aOrigin.x() / aOrigin.w();
2049 aOrigin.y() = aOrigin.y() / aOrigin.w();
2050 aOrigin.z() = aOrigin.z() / aOrigin.w();
2052 OpenGl_Vec4 aDirect (GLfloat(aX),
2057 aDirect = theUnview * aDirect;
2059 aDirect.x() = aDirect.x() / aDirect.w();
2060 aDirect.y() = aDirect.y() / aDirect.w();
2061 aDirect.z() = aDirect.z() / aDirect.w();
2063 aDirect = aDirect - aOrigin;
2065 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
2066 static_cast<GLfloat> (aOrigin.y()),
2067 static_cast<GLfloat> (aOrigin.z()));
2069 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x()),
2070 static_cast<GLfloat> (aDirect.y()),
2071 static_cast<GLfloat> (aDirect.z()));
2076 // =======================================================================
2077 // function : updatePerspCameraPT
2078 // purpose : Generates viewing rays (path tracing, perspective camera)
2079 // =======================================================================
2080 void OpenGl_View::updatePerspCameraPT (const OpenGl_Mat4& theOrientation,
2081 const OpenGl_Mat4& theViewMapping,
2082 Graphic3d_Camera::Projection theProjection,
2083 OpenGl_Mat4& theViewPr,
2084 OpenGl_Mat4& theUnview,
2085 const int theWinSizeX,
2086 const int theWinSizeY)
2088 // compute view-projection matrix
2089 theViewPr = theViewMapping * theOrientation;
2091 // compute inverse view-projection matrix
2092 theViewPr.Inverted(theUnview);
2094 // get camera stereo params
2095 float anIOD = myCamera->GetIODType() == Graphic3d_Camera::IODType_Relative
2096 ? static_cast<float> (myCamera->IOD() * myCamera->Distance())
2097 : static_cast<float> (myCamera->IOD());
2099 float aZFocus = myCamera->ZFocusType() == Graphic3d_Camera::FocusType_Relative
2100 ? static_cast<float> (myCamera->ZFocus() * myCamera->Distance())
2101 : static_cast<float> (myCamera->ZFocus());
2103 // get camera view vectors
2104 const gp_Pnt anOrig = myCamera->Eye();
2106 myEyeOrig = OpenGl_Vec3 (static_cast<float> (anOrig.X()),
2107 static_cast<float> (anOrig.Y()),
2108 static_cast<float> (anOrig.Z()));
2110 const gp_Dir aView = myCamera->Direction();
2112 OpenGl_Vec3 anEyeViewMono = OpenGl_Vec3 (static_cast<float> (aView.X()),
2113 static_cast<float> (aView.Y()),
2114 static_cast<float> (aView.Z()));
2116 const gp_Dir anUp = myCamera->Up();
2118 myEyeVert = OpenGl_Vec3 (static_cast<float> (anUp.X()),
2119 static_cast<float> (anUp.Y()),
2120 static_cast<float> (anUp.Z()));
2122 myEyeSide = OpenGl_Vec3::Cross (anEyeViewMono, myEyeVert);
2124 const double aScaleY = tan (myCamera->FOVy() / 360 * M_PI);
2125 const double aScaleX = theWinSizeX * aScaleY / theWinSizeY;
2127 myEyeSize = OpenGl_Vec2 (static_cast<float> (aScaleX),
2128 static_cast<float> (aScaleY));
2130 if (theProjection == Graphic3d_Camera::Projection_Perspective)
2132 myEyeView = anEyeViewMono;
2134 else // stereo camera
2136 // compute z-focus point
2137 OpenGl_Vec3 aZFocusPoint = myEyeOrig + anEyeViewMono * aZFocus;
2139 // compute stereo camera shift
2140 float aDx = theProjection == Graphic3d_Camera::Projection_MonoRightEye ? 0.5f * anIOD : -0.5f * anIOD;
2141 myEyeOrig += myEyeSide.Normalized() * aDx;
2143 // estimate new camera direction vector and correct its length
2144 myEyeView = (aZFocusPoint - myEyeOrig).Normalized();
2145 myEyeView *= 1.f / anEyeViewMono.Dot (myEyeView);
2149 // =======================================================================
2150 // function : uploadRaytraceData
2151 // purpose : Uploads ray-trace data to the GPU
2152 // =======================================================================
2153 Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
2155 if (!theGlContext->IsGlGreaterEqual (3, 1))
2157 #ifdef RAY_TRACE_PRINT_INFO
2158 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
2160 return Standard_False;
2163 myAccumFrames = 0; // accumulation should be restarted
2165 /////////////////////////////////////////////////////////////////////////////
2166 // Prepare OpenGL textures
2168 if (theGlContext->arbTexBindless != NULL)
2170 // If OpenGL driver supports bindless textures we need
2171 // to get unique 64- bit handles for using on the GPU
2172 if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
2174 #ifdef RAY_TRACE_PRINT_INFO
2175 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
2177 return Standard_False;
2181 /////////////////////////////////////////////////////////////////////////////
2182 // Create OpenGL BVH buffers
2184 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
2186 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
2187 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
2188 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
2189 mySceneTransformTexture = new OpenGl_TextureBufferArb;
2191 if (!mySceneNodeInfoTexture->Create (theGlContext)
2192 || !mySceneMinPointTexture->Create (theGlContext)
2193 || !mySceneMaxPointTexture->Create (theGlContext)
2194 || !mySceneTransformTexture->Create (theGlContext))
2196 #ifdef RAY_TRACE_PRINT_INFO
2197 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
2199 return Standard_False;
2203 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
2205 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
2206 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
2207 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
2208 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
2210 if (!myGeometryVertexTexture->Create (theGlContext)
2211 || !myGeometryNormalTexture->Create (theGlContext)
2212 || !myGeometryTexCrdTexture->Create (theGlContext)
2213 || !myGeometryTriangTexture->Create (theGlContext))
2215 #ifdef RAY_TRACE_PRINT_INFO
2216 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
2218 return Standard_False;
2222 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
2224 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
2226 if (!myRaytraceMaterialTexture->Create (theGlContext))
2228 #ifdef RAY_TRACE_PRINT_INFO
2229 std::cout << "Error: Failed to create buffers for material data" << std::endl;
2231 return Standard_False;
2235 /////////////////////////////////////////////////////////////////////////////
2236 // Write transform buffer
2238 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
2240 bool aResult = true;
2242 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2244 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2245 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
2247 const BVH_Transform<Standard_ShortReal, 4>* aTransform = dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().get());
2248 Standard_ASSERT_RETURN (aTransform != NULL,
2249 "OpenGl_TriangleSet does not contain transform", Standard_False);
2251 aNodeTransforms[anElemIndex] = aTransform->Inversed();
2254 aResult &= mySceneTransformTexture->Init (theGlContext, 4,
2255 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
2257 delete [] aNodeTransforms;
2259 /////////////////////////////////////////////////////////////////////////////
2260 // Write geometry and bottom-level BVH buffers
2262 Standard_Size aTotalVerticesNb = 0;
2263 Standard_Size aTotalElementsNb = 0;
2264 Standard_Size aTotalBVHNodesNb = 0;
2266 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
2268 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2269 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
2271 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2272 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2274 aTotalVerticesNb += aTriangleSet->Vertices.size();
2275 aTotalElementsNb += aTriangleSet->Elements.size();
2277 Standard_ASSERT_RETURN (!aTriangleSet->QuadBVH().IsNull(),
2278 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
2280 aTotalBVHNodesNb += aTriangleSet->QuadBVH()->NodeInfoBuffer().size();
2283 aTotalBVHNodesNb += myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size();
2285 if (aTotalBVHNodesNb != 0)
2287 aResult &= mySceneNodeInfoTexture->Init (
2288 theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
2289 aResult &= mySceneMinPointTexture->Init (
2290 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
2291 aResult &= mySceneMaxPointTexture->Init (
2292 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
2297 #ifdef RAY_TRACE_PRINT_INFO
2298 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
2300 return Standard_False;
2303 if (aTotalElementsNb != 0)
2305 aResult &= myGeometryTriangTexture->Init (
2306 theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
2309 if (aTotalVerticesNb != 0)
2311 aResult &= myGeometryVertexTexture->Init (
2312 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2313 aResult &= myGeometryNormalTexture->Init (
2314 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2315 aResult &= myGeometryTexCrdTexture->Init (
2316 theGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
2321 #ifdef RAY_TRACE_PRINT_INFO
2322 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
2324 return Standard_False;
2327 const QuadBvhHandle& aBVH = myRaytraceGeometry.QuadBVH();
2329 if (aBVH->Length() > 0)
2331 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
2332 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
2333 aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
2334 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
2335 aResult &= mySceneMaxPointTexture->SubData (theGlContext, 0, aBVH->Length(),
2336 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
2339 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
2341 if (!aBVH->IsOuter (aNodeIdx))
2344 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
2346 Standard_ASSERT_RETURN (aTriangleSet != NULL,
2347 "Error: Failed to get triangulation of OpenGL element", Standard_False);
2349 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
2351 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2352 "Error: Failed to get offset for bottom-level BVH", Standard_False);
2354 const Standard_Integer aBvhBuffersSize = aTriangleSet->QuadBVH()->Length();
2356 if (aBvhBuffersSize != 0)
2358 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2359 reinterpret_cast<const GLuint*> (&aTriangleSet->QuadBVH()->NodeInfoBuffer().front()));
2360 aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2361 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MinPointBuffer().front()));
2362 aResult &= mySceneMaxPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
2363 reinterpret_cast<const GLfloat*> (&aTriangleSet->QuadBVH()->MaxPointBuffer().front()));
2367 #ifdef RAY_TRACE_PRINT_INFO
2368 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
2370 return Standard_False;
2374 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
2376 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2377 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
2379 if (!aTriangleSet->Vertices.empty())
2381 aResult &= myGeometryNormalTexture->SubData (theGlContext, aVerticesOffset,
2382 GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
2383 aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
2384 GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
2385 aResult &= myGeometryVertexTexture->SubData (theGlContext, aVerticesOffset,
2386 GLsizei (aTriangleSet->Vertices.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
2389 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
2391 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
2392 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
2394 if (!aTriangleSet->Elements.empty())
2396 aResult &= myGeometryTriangTexture->SubData (theGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
2397 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
2402 #ifdef RAY_TRACE_PRINT_INFO
2403 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
2405 return Standard_False;
2409 /////////////////////////////////////////////////////////////////////////////
2410 // Write material buffer
2412 if (myRaytraceGeometry.Materials.size() != 0)
2414 aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
2415 GLsizei (myRaytraceGeometry.Materials.size() * 19), myRaytraceGeometry.Materials.front().Packed());
2419 #ifdef RAY_TRACE_PRINT_INFO
2420 std::cout << "Error: Failed to upload material buffer" << std::endl;
2422 return Standard_False;
2426 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
2428 #ifdef RAY_TRACE_PRINT_INFO
2430 Standard_ShortReal aMemTrgUsed = 0.f;
2431 Standard_ShortReal aMemBvhUsed = 0.f;
2433 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
2435 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (myRaytraceGeometry.Objects()(anElemIdx).get());
2437 aMemTrgUsed += static_cast<Standard_ShortReal> (
2438 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
2439 aMemTrgUsed += static_cast<Standard_ShortReal> (
2440 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
2441 aMemTrgUsed += static_cast<Standard_ShortReal> (
2442 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
2443 aMemTrgUsed += static_cast<Standard_ShortReal> (
2444 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
2446 aMemBvhUsed += static_cast<Standard_ShortReal> (
2447 aTriangleSet->QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2448 aMemBvhUsed += static_cast<Standard_ShortReal> (
2449 aTriangleSet->QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2450 aMemBvhUsed += static_cast<Standard_ShortReal> (
2451 aTriangleSet->QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2454 aMemBvhUsed += static_cast<Standard_ShortReal> (
2455 myRaytraceGeometry.QuadBVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2456 aMemBvhUsed += static_cast<Standard_ShortReal> (
2457 myRaytraceGeometry.QuadBVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2458 aMemBvhUsed += static_cast<Standard_ShortReal> (
2459 myRaytraceGeometry.QuadBVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2461 std::cout << "GPU Memory Used (Mb):\n"
2462 << "\tFor mesh: " << aMemTrgUsed / 1048576 << "\n"
2463 << "\tFor BVHs: " << aMemBvhUsed / 1048576 << "\n";
2470 // =======================================================================
2471 // function : updateRaytraceLightSources
2472 // purpose : Updates 3D scene light sources for ray-tracing
2473 // =======================================================================
2474 Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
2476 std::vector<Handle(Graphic3d_CLight)> aLightSources;
2477 myRaytraceGeometry.Ambient = BVH_Vec4f (0.f, 0.f, 0.f, 0.f);
2478 if (myShadingModel != Graphic3d_TOSM_NONE
2479 && !myLights.IsNull())
2481 const Graphic3d_Vec4& anAmbient = myLights->AmbientColor();
2482 myRaytraceGeometry.Ambient = BVH_Vec4f (anAmbient.r(), anAmbient.g(), anAmbient.b(), 0.0f);
2484 // move positional light sources at the front of the list
2485 aLightSources.reserve (myLights->Extent());
2486 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2487 aLightIter.More(); aLightIter.Next())
2489 const Graphic3d_CLight& aLight = *aLightIter.Value();
2490 if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
2492 aLightSources.push_back (aLightIter.Value());
2496 for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2497 aLightIter.More(); aLightIter.Next())
2499 if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL)
2501 aLightSources.push_back (aLightIter.Value());
2506 // get number of 'real' (not ambient) light sources
2507 const size_t aNbLights = aLightSources.size();
2508 Standard_Boolean wasUpdated = myRaytraceGeometry.Sources.size () != aNbLights;
2511 myRaytraceGeometry.Sources.resize (aNbLights);
2514 for (size_t aLightIdx = 0, aRealIdx = 0; aLightIdx < aLightSources.size(); ++aLightIdx)
2516 const Graphic3d_CLight& aLight = *aLightSources[aLightIdx];
2517 const Graphic3d_Vec4& aLightColor = aLight.PackedColor();
2518 BVH_Vec4f aEmission (aLightColor.r() * aLight.Intensity(),
2519 aLightColor.g() * aLight.Intensity(),
2520 aLightColor.b() * aLight.Intensity(),
2523 BVH_Vec4f aPosition (-aLight.PackedDirection().x(),
2524 -aLight.PackedDirection().y(),
2525 -aLight.PackedDirection().z(),
2528 if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
2530 aPosition = BVH_Vec4f (static_cast<float>(aLight.Position().X()),
2531 static_cast<float>(aLight.Position().Y()),
2532 static_cast<float>(aLight.Position().Z()),
2535 // store smoothing radius in W-component
2536 aEmission.w() = Max (aLight.Smoothness(), 0.f);
2540 // store cosine of smoothing angle in W-component
2541 aEmission.w() = cosf (Min (Max (aLight.Smoothness(), 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
2544 if (aLight.IsHeadlight())
2546 aPosition = theInvModelView * aPosition;
2549 for (int aK = 0; aK < 4; ++aK)
2551 wasUpdated |= (aEmission[aK] != myRaytraceGeometry.Sources[aRealIdx].Emission[aK])
2552 || (aPosition[aK] != myRaytraceGeometry.Sources[aRealIdx].Position[aK]);
2557 myRaytraceGeometry.Sources[aRealIdx] = OpenGl_RaytraceLight (aEmission, aPosition);
2563 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
2565 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
2568 if (myRaytraceGeometry.Sources.size() != 0 && wasUpdated)
2570 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
2571 if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
2573 #ifdef RAY_TRACE_PRINT_INFO
2574 std::cout << "Error: Failed to upload light source buffer" << std::endl;
2576 return Standard_False;
2579 myAccumFrames = 0; // accumulation should be restarted
2582 return Standard_True;
2585 // =======================================================================
2586 // function : setUniformState
2587 // purpose : Sets uniform state for the given ray-tracing shader program
2588 // =======================================================================
2589 Standard_Boolean OpenGl_View::setUniformState (const Standard_Integer theProgramId,
2590 const Standard_Integer theWinSizeX,
2591 const Standard_Integer theWinSizeY,
2592 Graphic3d_Camera::Projection theProjection,
2593 const Handle(OpenGl_Context)& theGlContext)
2595 // Get projection state
2596 OpenGl_MatrixState<Standard_ShortReal>& aCntxProjectionState = theGlContext->ProjectionState;
2598 OpenGl_Mat4 aViewPrjMat;
2599 OpenGl_Mat4 anUnviewMat;
2600 OpenGl_Vec3 aOrigins[4];
2601 OpenGl_Vec3 aDirects[4];
2603 if (myCamera->IsOrthographic()
2604 || !myRenderParams.IsGlobalIlluminationEnabled)
2606 updateCamera (myCamera->OrientationMatrixF(),
2607 aCntxProjectionState.Current(),
2615 updatePerspCameraPT (myCamera->OrientationMatrixF(),
2616 aCntxProjectionState.Current(),
2624 Handle(OpenGl_ShaderProgram)& theProgram = theProgramId == 0
2626 : myPostFSAAProgram;
2628 if (theProgram.IsNull())
2630 return Standard_False;
2633 theProgram->SetUniform(theGlContext, "uEyeOrig", myEyeOrig);
2634 theProgram->SetUniform(theGlContext, "uEyeView", myEyeView);
2635 theProgram->SetUniform(theGlContext, "uEyeVert", myEyeVert);
2636 theProgram->SetUniform(theGlContext, "uEyeSide", myEyeSide);
2637 theProgram->SetUniform(theGlContext, "uEyeSize", myEyeSize);
2639 theProgram->SetUniform(theGlContext, "uApertureRadius", myRenderParams.CameraApertureRadius);
2640 theProgram->SetUniform(theGlContext, "uFocalPlaneDist", myRenderParams.CameraFocalPlaneDist);
2643 theProgram->SetUniform (theGlContext,
2644 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], aOrigins[0]);
2645 theProgram->SetUniform (theGlContext,
2646 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], aOrigins[1]);
2647 theProgram->SetUniform (theGlContext,
2648 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], aOrigins[2]);
2649 theProgram->SetUniform (theGlContext,
2650 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], aOrigins[3]);
2651 theProgram->SetUniform (theGlContext,
2652 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], aDirects[0]);
2653 theProgram->SetUniform (theGlContext,
2654 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], aDirects[1]);
2655 theProgram->SetUniform (theGlContext,
2656 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], aDirects[2]);
2657 theProgram->SetUniform (theGlContext,
2658 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], aDirects[3]);
2659 theProgram->SetUniform (theGlContext,
2660 myUniformLocations[theProgramId][OpenGl_RT_uViewPrMat], aViewPrjMat);
2661 theProgram->SetUniform (theGlContext,
2662 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], anUnviewMat);
2664 // Set screen dimensions
2665 myRaytraceProgram->SetUniform (theGlContext,
2666 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeX], theWinSizeX);
2667 myRaytraceProgram->SetUniform (theGlContext,
2668 myUniformLocations[theProgramId][OpenGl_RT_uWinSizeY], theWinSizeY);
2670 // Set 3D scene parameters
2671 theProgram->SetUniform (theGlContext,
2672 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2673 theProgram->SetUniform (theGlContext,
2674 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2676 // Set light source parameters
2677 const Standard_Integer aLightSourceBufferSize =
2678 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2680 theProgram->SetUniform (theGlContext,
2681 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2683 // Set array of 64-bit texture handles
2684 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2686 const std::vector<GLuint64>& aTextures = myRaytraceGeometry.TextureHandles();
2688 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
2689 static_cast<GLsizei> (aTextures.size()), reinterpret_cast<const OpenGl_Vec2u*> (&aTextures.front()));
2692 // Set background colors (only gradient background supported)
2693 if (myBgGradientArray != NULL && myBgGradientArray->IsDefined())
2695 theProgram->SetUniform (theGlContext,
2696 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2697 theProgram->SetUniform (theGlContext,
2698 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
2702 const OpenGl_Vec4& aBackColor = myBgColor;
2704 theProgram->SetUniform (theGlContext,
2705 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2706 theProgram->SetUniform (theGlContext,
2707 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2710 // Set environment map parameters
2711 const Standard_Boolean toDisableEnvironmentMap = myTextureEnv.IsNull()
2712 || myTextureEnv->IsEmpty()
2713 || !myTextureEnv->First()->IsValid();
2715 theProgram->SetUniform (theGlContext,
2716 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapEnabled], toDisableEnvironmentMap ? 0 : 1);
2718 theProgram->SetUniform (theGlContext,
2719 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
2721 if (myRenderParams.IsGlobalIlluminationEnabled) // GI parameters
2723 theProgram->SetUniform (theGlContext,
2724 myUniformLocations[theProgramId][OpenGl_RT_uMaxRadiance], myRenderParams.RadianceClampingValue);
2726 theProgram->SetUniform (theGlContext,
2727 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
2729 // Check whether we should restart accumulation for run-time parameters
2730 if (myRenderParams.RadianceClampingValue != myRaytraceParameters.RadianceClampingValue
2731 || myRenderParams.UseEnvironmentMapBackground != myRaytraceParameters.UseEnvMapForBackground)
2733 myAccumFrames = 0; // accumulation should be restarted
2735 myRaytraceParameters.RadianceClampingValue = myRenderParams.RadianceClampingValue;
2736 myRaytraceParameters.UseEnvMapForBackground = myRenderParams.UseEnvironmentMapBackground;
2739 else // RT parameters
2741 // Set ambient light source
2742 theProgram->SetUniform (theGlContext,
2743 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2745 // Enable/disable run-time ray-tracing effects
2746 theProgram->SetUniform (theGlContext,
2747 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
2748 theProgram->SetUniform (theGlContext,
2749 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
2752 return Standard_True;
2755 // =======================================================================
2756 // function : bindRaytraceTextures
2757 // purpose : Binds ray-trace textures to corresponding texture units
2758 // =======================================================================
2759 void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2761 if (myRaytraceParameters.AdaptiveScreenSampling)
2763 #if !defined(GL_ES_VERSION_2_0)
2764 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageLft,
2765 myRaytraceOutputTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2766 theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageRgh,
2767 myRaytraceOutputTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
2769 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImageLft,
2770 myRaytraceVisualErrorTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2771 theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImageRgh,
2772 myRaytraceVisualErrorTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
2773 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImageLft,
2774 myRaytraceTileOffsetsTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2775 theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImageRgh,
2776 myRaytraceTileOffsetsTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
2780 if (!myTextureEnv.IsNull()
2781 && !myTextureEnv->IsEmpty()
2782 && myTextureEnv->First()->IsValid())
2784 myTextureEnv->First()->Bind (theGlContext, OpenGl_RT_EnvironmentMapTexture);
2787 mySceneMinPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
2788 mySceneMaxPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
2789 mySceneNodeInfoTexture ->BindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
2790 myGeometryVertexTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
2791 myGeometryNormalTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
2792 myGeometryTexCrdTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
2793 myGeometryTriangTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
2794 mySceneTransformTexture ->BindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
2795 myRaytraceMaterialTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
2796 myRaytraceLightSrcTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
2799 // =======================================================================
2800 // function : unbindRaytraceTextures
2801 // purpose : Unbinds ray-trace textures from corresponding texture units
2802 // =======================================================================
2803 void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2805 mySceneMinPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
2806 mySceneMaxPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
2807 mySceneNodeInfoTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
2808 myGeometryVertexTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
2809 myGeometryNormalTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
2810 myGeometryTexCrdTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
2811 myGeometryTriangTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
2812 mySceneTransformTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
2813 myRaytraceMaterialTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
2814 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
2816 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2819 // =======================================================================
2820 // function : runRaytraceShaders
2821 // purpose : Runs ray-tracing shader programs
2822 // =======================================================================
2823 Standard_Boolean OpenGl_View::runRaytraceShaders (const Standard_Integer theSizeX,
2824 const Standard_Integer theSizeY,
2825 Graphic3d_Camera::Projection theProjection,
2826 OpenGl_FrameBuffer* theReadDrawFbo,
2827 const Handle(OpenGl_Context)& theGlContext)
2829 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
2831 aResult &= setUniformState (0,
2837 if (myRaytraceParameters.GlobalIllumination) // path tracing
2839 aResult &= runPathtrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
2841 else // Whitted-style ray-tracing
2843 aResult &= runRaytrace (theSizeX, theSizeY, theProjection, theReadDrawFbo, theGlContext);
2849 // =======================================================================
2850 // function : runRaytrace
2851 // purpose : Runs Whitted-style ray-tracing
2852 // =======================================================================
2853 Standard_Boolean OpenGl_View::runRaytrace (const Standard_Integer theSizeX,
2854 const Standard_Integer theSizeY,
2855 Graphic3d_Camera::Projection theProjection,
2856 OpenGl_FrameBuffer* theReadDrawFbo,
2857 const Handle(OpenGl_Context)& theGlContext)
2859 Standard_Boolean aResult = Standard_True;
2861 bindRaytraceTextures (theGlContext);
2863 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
2864 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
2866 // Choose proper set of frame buffers for stereo rendering
2867 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
2869 if (myRenderParams.IsAntialiasingEnabled) // if second FSAA pass is used
2871 myRaytraceFBO1[aFBOIdx]->BindBuffer (theGlContext);
2873 glClear (GL_DEPTH_BUFFER_BIT); // render the image with depth
2876 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2878 if (myRenderParams.IsAntialiasingEnabled)
2880 glDisable (GL_DEPTH_TEST); // improve jagged edges without depth buffer
2882 // bind ray-tracing output image as input
2883 myRaytraceFBO1[aFBOIdx]->ColorTexture()->Bind (theGlContext, OpenGl_RT_FsaaInputTexture);
2885 aResult &= theGlContext->BindProgram (myPostFSAAProgram);
2887 aResult &= setUniformState (1 /* FSAA ID */,
2893 // Perform multi-pass adaptive FSAA using ping-pong technique.
2894 // We use 'FLIPTRI' sampling pattern changing for every pixel
2895 // (3 additional samples per pixel, the 1st sample is already
2896 // available from initial ray-traced image).
2897 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
2899 GLfloat aOffsetX = 1.f / theSizeX;
2900 GLfloat aOffsetY = 1.f / theSizeY;
2918 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2919 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
2920 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2921 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2922 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2923 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2925 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2
2926 ? myRaytraceFBO2[aFBOIdx]
2927 : myRaytraceFBO1[aFBOIdx];
2929 aFramebuffer->BindBuffer (theGlContext);
2931 // perform adaptive FSAA pass
2932 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2934 aFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_FsaaInputTexture);
2937 aRenderImageFramebuffer = myRaytraceFBO2[aFBOIdx];
2938 aDepthSourceFramebuffer = myRaytraceFBO1[aFBOIdx];
2940 glEnable (GL_DEPTH_TEST);
2942 // Display filtered image
2943 theGlContext->BindProgram (myOutImageProgram);
2945 if (theReadDrawFbo != NULL)
2947 theReadDrawFbo->BindBuffer (theGlContext);
2951 aRenderImageFramebuffer->UnbindBuffer (theGlContext);
2954 aRenderImageFramebuffer->ColorTexture() ->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
2955 aDepthSourceFramebuffer->DepthStencilTexture()->Bind (theGlContext, OpenGl_RT_RaytraceDepthTexture);
2957 // copy the output image with depth values
2958 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2960 aDepthSourceFramebuffer->DepthStencilTexture()->Unbind (theGlContext, OpenGl_RT_RaytraceDepthTexture);
2961 aRenderImageFramebuffer->ColorTexture() ->Unbind (theGlContext, OpenGl_RT_PrevAccumTexture);
2964 unbindRaytraceTextures (theGlContext);
2966 theGlContext->BindProgram (NULL);
2971 // =======================================================================
2972 // function : runPathtrace
2973 // purpose : Runs path tracing shader
2974 // =======================================================================
2975 Standard_Boolean OpenGl_View::runPathtrace (const Standard_Integer theSizeX,
2976 const Standard_Integer theSizeY,
2977 const Graphic3d_Camera::Projection theProjection,
2978 OpenGl_FrameBuffer* theReadDrawFbo,
2979 const Handle(OpenGl_Context)& theGlContext)
2981 Standard_Boolean aResult = Standard_True;
2983 if (myToUpdateEnvironmentMap) // check whether the map was changed
2985 myAccumFrames = myToUpdateEnvironmentMap = 0;
2988 if (myRenderParams.CameraApertureRadius != myPrevCameraApertureRadius
2989 || myRenderParams.CameraFocalPlaneDist != myPrevCameraFocalPlaneDist)
2992 myPrevCameraApertureRadius = myRenderParams.CameraApertureRadius;
2993 myPrevCameraFocalPlaneDist = myRenderParams.CameraFocalPlaneDist;
2998 // Choose proper set of frame buffers for stereo rendering
2999 const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
3001 if (myRaytraceParameters.AdaptiveScreenSampling)
3003 if (myAccumFrames == 0)
3005 myTileSampler.Reset(); // reset tile sampler to its initial state
3007 // Adaptive sampling is starting at the second frame
3008 myTileSampler.Upload (theGlContext,
3009 myRaytraceTileOffsetsTexture[aFBOIdx],
3010 myRaytraceParameters.NbTilesX,
3011 myRaytraceParameters.NbTilesY,
3016 bindRaytraceTextures (theGlContext);
3018 Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
3019 Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
3020 Handle(OpenGl_FrameBuffer) anAccumImageFramebuffer;
3022 const Standard_Integer anImageId = (aFBOIdx != 0)
3023 ? OpenGl_RT_OutputImageRgh
3024 : OpenGl_RT_OutputImageLft;
3026 const Standard_Integer anErrorId = (aFBOIdx != 0)
3027 ? OpenGl_RT_VisualErrorImageRgh
3028 : OpenGl_RT_VisualErrorImageLft;
3030 const Standard_Integer anOffsetId = (aFBOIdx != 0)
3031 ? OpenGl_RT_TileOffsetsImageRgh
3032 : OpenGl_RT_TileOffsetsImageLft;
3034 aRenderImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
3035 anAccumImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
3037 aDepthSourceFramebuffer = aRenderImageFramebuffer;
3039 anAccumImageFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
3041 aRenderImageFramebuffer->BindBuffer (theGlContext);
3043 if (myAccumFrames == 0)
3045 myRNG.SetSeed(); // start RNG from beginning
3048 // Clear adaptive screen sampling images
3049 if (myRaytraceParameters.AdaptiveScreenSampling)
3051 #if !defined(GL_ES_VERSION_2_0)
3052 if (myAccumFrames == 0 || (myAccumFrames == 1 && myCamera->IsStereo()))
3054 theGlContext->core44->glClearTexImage (myRaytraceOutputTexture[aFBOIdx]->TextureId(), 0, GL_RED, GL_FLOAT, NULL);
3057 theGlContext->core44->glClearTexImage (myRaytraceVisualErrorTexture[aFBOIdx]->TextureId(), 0, GL_RED_INTEGER, GL_INT, NULL);
3061 // Set frame accumulation weight
3062 myRaytraceProgram->SetUniform (theGlContext,
3063 myUniformLocations[0][OpenGl_RT_uAccumSamples], myAccumFrames);
3065 // Set random number generator seed
3066 myRaytraceProgram->SetUniform (theGlContext,
3067 myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
3069 // Set image uniforms for render program
3070 myRaytraceProgram->SetUniform (theGlContext,
3071 myUniformLocations[0][OpenGl_RT_uRenderImage], anImageId);
3072 myRaytraceProgram->SetUniform (theGlContext,
3073 myUniformLocations[0][OpenGl_RT_uOffsetImage], anOffsetId);
3075 glDisable (GL_DEPTH_TEST);
3077 if (myRaytraceParameters.AdaptiveScreenSampling
3078 && ((myAccumFrames > 0 && !myCamera->IsStereo()) || myAccumFrames > 1))
3082 myTileSampler.TileSize() * myRaytraceParameters.NbTilesX,
3083 myTileSampler.TileSize() * myRaytraceParameters.NbTilesY);
3086 // Generate for the given RNG seed
3087 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
3089 if (myRaytraceParameters.AdaptiveScreenSampling
3090 && ((myAccumFrames > 0 && !myCamera->IsStereo()) || myAccumFrames > 1))
3098 // Output accumulated path traced image
3099 theGlContext->BindProgram (myOutImageProgram);
3101 if (myRaytraceParameters.AdaptiveScreenSampling)
3103 // Set uniforms for display program
3104 myOutImageProgram->SetUniform (theGlContext, "uRenderImage", anImageId);
3105 myOutImageProgram->SetUniform (theGlContext, "uAccumFrames", myAccumFrames);
3106 myOutImageProgram->SetUniform (theGlContext, "uVarianceImage", anErrorId);
3107 myOutImageProgram->SetUniform (theGlContext, "uDebugAdaptive", myRenderParams.ShowSamplingTiles ? 1 : 0);
3110 if (myRaytraceParameters.GlobalIllumination)
3112 myOutImageProgram->SetUniform(theGlContext, "uExposure", myRenderParams.Exposure);
3113 switch (myRaytraceParameters.ToneMappingMethod)
3115 case Graphic3d_ToneMappingMethod_Disabled:
3117 case Graphic3d_ToneMappingMethod_Filmic:
3118 myOutImageProgram->SetUniform (theGlContext, "uWhitePoint", myRenderParams.WhitePoint);
3123 if (theReadDrawFbo != NULL)
3125 theReadDrawFbo->BindBuffer (theGlContext);
3129 aRenderImageFramebuffer->UnbindBuffer (theGlContext);
3132 aRenderImageFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
3134 glEnable (GL_DEPTH_TEST);
3136 // Copy accumulated image with correct depth values
3137 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
3139 aRenderImageFramebuffer->ColorTexture()->Unbind (theGlContext, OpenGl_RT_PrevAccumTexture);
3141 if (myRaytraceParameters.AdaptiveScreenSampling)
3143 myRaytraceVisualErrorTexture[aFBOIdx]->Bind (theGlContext);
3145 // Download visual error map from the GPU and build
3146 // adjusted tile offsets for optimal image sampling
3147 myTileSampler.GrabVarianceMap (theGlContext);
3149 myTileSampler.Upload (theGlContext,
3150 myRaytraceTileOffsetsTexture[aFBOIdx],
3151 myRaytraceParameters.NbTilesX,
3152 myRaytraceParameters.NbTilesY,
3156 unbindRaytraceTextures (theGlContext);
3158 theGlContext->BindProgram (NULL);
3163 // =======================================================================
3164 // function : raytrace
3165 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
3166 // =======================================================================
3167 Standard_Boolean OpenGl_View::raytrace (const Standard_Integer theSizeX,
3168 const Standard_Integer theSizeY,
3169 Graphic3d_Camera::Projection theProjection,
3170 OpenGl_FrameBuffer* theReadDrawFbo,
3171 const Handle(OpenGl_Context)& theGlContext)
3173 if (!initRaytraceResources (theGlContext))
3175 return Standard_False;
3178 if (!updateRaytraceBuffers (theSizeX, theSizeY, theGlContext))
3180 return Standard_False;
3183 OpenGl_Mat4 aLightSourceMatrix;
3185 // Get inversed model-view matrix for transforming lights
3186 myCamera->OrientationMatrixF().Inverted (aLightSourceMatrix);
3188 if (!updateRaytraceLightSources (aLightSourceMatrix, theGlContext))
3190 return Standard_False;
3193 // Generate image using Whitted-style ray-tracing or path tracing
3194 if (myIsRaytraceDataValid)
3196 myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
3198 if (!myRaytraceGeometry.AcquireTextures (theGlContext))
3200 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
3201 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to acquire OpenGL image textures");
3204 glDisable (GL_BLEND);
3206 const Standard_Boolean aResult = runRaytraceShaders (theSizeX,
3214 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
3215 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to execute ray-tracing shaders");
3218 if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
3220 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR,
3221 0, GL_DEBUG_SEVERITY_MEDIUM, "Error: Failed to release OpenGL image textures");
3224 myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
3227 return Standard_True;