1 // Created on: 2013-08-27
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013 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_Workspace.hxx>
18 #include <NCollection_Mat4.hxx>
19 #include <OpenGl_ArbFBO.hxx>
20 #include <OpenGl_FrameBuffer.hxx>
21 #include <OpenGl_PrimitiveArray.hxx>
22 #include <OpenGl_Texture.hxx>
23 #include <OpenGl_VertexBuffer.hxx>
24 #include <OpenGl_View.hxx>
25 #include <OSD_File.hxx>
26 #include <OSD_Protection.hxx>
27 #include <Standard_Assert.hxx>
29 using namespace OpenGl_Raytrace;
31 //! Use this macro to output ray-tracing debug info
32 // #define RAY_TRACE_PRINT_INFO
34 #ifdef RAY_TRACE_PRINT_INFO
35 #include <OSD_Timer.hxx>
38 // =======================================================================
39 // function : MatVecMult
40 // purpose : Multiples 4x4 matrix by 4D vector
41 // =======================================================================
43 BVH_Vec4f MatVecMult (const T m[16], const BVH_Vec4f& v)
46 static_cast<float> (m[ 0] * v.x() + m[ 4] * v.y() +
47 m[ 8] * v.z() + m[12] * v.w()),
48 static_cast<float> (m[ 1] * v.x() + m[ 5] * v.y() +
49 m[ 9] * v.z() + m[13] * v.w()),
50 static_cast<float> (m[ 2] * v.x() + m[ 6] * v.y() +
51 m[10] * v.z() + m[14] * v.w()),
52 static_cast<float> (m[ 3] * v.x() + m[ 7] * v.y() +
53 m[11] * v.z() + m[15] * v.w()));
56 // =======================================================================
57 // function : UpdateRaytraceGeometry
58 // purpose : Updates 3D scene geometry for ray tracing
59 // =======================================================================
60 Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
63 return Standard_False;
65 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
66 // This is light-weight procedure performed for each frame
68 if (theMode == OpenGl_GUM_CHECK)
70 if (myLayersModificationStatus != myView->LayerList().ModificationState())
72 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
75 else if (theMode == OpenGl_GUM_PREPARE)
77 myRaytraceGeometry.ClearMaterials();
78 myArrayToTrianglesMap.clear();
80 myIsRaytraceDataValid = Standard_False;
83 // The set of processed structures (reflected to ray-tracing)
84 // This set is used to remove out-of-date records from the
85 // hash map of structures
86 std::set<const OpenGl_Structure*> anElements;
88 // Set of all currently visible and "raytracable" primitive arrays.
89 std::set<Standard_Size> anArrayIDs;
91 const OpenGl_LayerList& aList = myView->LayerList();
93 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
95 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
97 if (aPriorityList.NbStructures() == 0)
100 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
102 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
104 OpenGl_SequenceOfStructure::Iterator aStructIt;
106 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
108 const OpenGl_Structure* aStructure = aStructIt.Value();
110 if (theMode == OpenGl_GUM_CHECK)
112 if (CheckRaytraceStructure (aStructure))
114 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
117 else if (theMode == OpenGl_GUM_PREPARE)
119 if (!aStructure->IsRaytracable()
120 || !aStructure->IsVisible())
123 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
125 // OpenGL elements from group (extract primitives arrays)
126 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
128 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
130 if (aPrimArray != NULL)
132 // Collect all primitive arrays in scene.
133 anArrayIDs.insert (aPrimArray->GetUID());
138 else if (theMode == OpenGl_GUM_UPDATE)
140 if (!aStructure->IsRaytracable())
143 AddRaytraceStructure (aStructure, anElements);
149 if (theMode == OpenGl_GUM_PREPARE)
151 BVH_ObjectSet<Standard_ShortReal, 4>::BVH_ObjectList anUnchangedObjects;
153 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
154 // Objects which not in myArrayToTrianglesMap will be built from scratch.
155 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
157 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
158 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
160 // If primitive array of object not in "anArrays" set then it was hided or deleted.
161 // If primitive array present in "anArrays" set but we don't have associated object yet, then
162 // the object is new and still has to be built.
163 if ((aTriangleSet != NULL) && ((anArrayIDs.find (aTriangleSet->AssociatedPArrayID())) != anArrayIDs.end()))
165 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
167 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
171 myRaytraceGeometry.Objects() = anUnchangedObjects;
173 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
176 if (theMode == OpenGl_GUM_UPDATE)
178 // Actualize the hash map of structures -- remove out-of-date records
179 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
181 while (anIter != myStructureStates.end())
183 if (anElements.find (anIter->first) == anElements.end())
185 myStructureStates.erase (anIter++);
193 // Actualize OpenGL layer list state
194 myLayersModificationStatus = myView->LayerList().ModificationState();
196 // Rebuild bottom-level and high-level BVHs
197 myRaytraceGeometry.ProcessAcceleration();
199 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
200 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
201 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
202 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
204 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
206 const BVH_Vec4f aSize = myRaytraceGeometry.Box().Size();
208 myRaytraceSceneEpsilon = Max (1e-6f, 1e-4f * sqrtf (
209 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
211 return UploadRaytraceData();
214 return Standard_True;
217 // =======================================================================
218 // function : CheckRaytraceStructure
219 // purpose : Checks to see if the structure is modified
220 // =======================================================================
221 Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
223 if (!theStructure->IsRaytracable())
225 // Checks to see if all ray-tracable elements were
226 // removed from the structure
227 if (theStructure->ModificationState() > 0)
229 theStructure->ResetModificationState();
230 return Standard_True;
233 return Standard_False;
236 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
238 if (aStructState != myStructureStates.end())
239 return aStructState->second != theStructure->ModificationState();
241 return Standard_True;
244 // =======================================================================
245 // function : CreateMaterial
246 // purpose : Creates ray-tracing material properties
247 // =======================================================================
248 void CreateMaterial (const OPENGL_SURF_PROP& theProp, OpenGl_RaytraceMaterial& theMaterial)
250 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
251 theMaterial.Ambient = BVH_Vec4f (aSrcAmb[0] * theProp.amb,
252 aSrcAmb[1] * theProp.amb,
253 aSrcAmb[2] * theProp.amb,
256 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
257 theMaterial.Diffuse = BVH_Vec4f (aSrcDif[0] * theProp.diff,
258 aSrcDif[1] * theProp.diff,
259 aSrcDif[2] * theProp.diff,
262 const float aDefSpecCol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
263 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : aDefSpecCol;
264 theMaterial.Specular = BVH_Vec4f (aSrcSpe[0] * theProp.spec,
265 aSrcSpe[1] * theProp.spec,
266 aSrcSpe[2] * theProp.spec,
269 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
270 theMaterial.Emission = BVH_Vec4f (aSrcEms[0] * theProp.emsv,
271 aSrcEms[1] * theProp.emsv,
272 aSrcEms[2] * theProp.emsv,
275 // Note: Here we use sub-linear transparency function
276 // to produce realistic-looking transparency effect
277 theMaterial.Transparency = BVH_Vec4f (powf (theProp.trans, 0.75f),
279 theProp.index == 0 ? 1.f : theProp.index,
280 theProp.index == 0 ? 1.f : 1.f / theProp.index);
282 const float aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
283 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
284 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
286 const float aReflectionScale = 0.75f / aMaxRefl;
288 theMaterial.Reflection = BVH_Vec4f (theProp.speccol.rgb[0] * theProp.spec * aReflectionScale,
289 theProp.speccol.rgb[1] * theProp.spec * aReflectionScale,
290 theProp.speccol.rgb[2] * theProp.spec * aReflectionScale,
294 // =======================================================================
295 // function : AddRaytraceStructure
296 // purpose : Adds OpenGL structure to ray-traced scene geometry
297 // =======================================================================
298 Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements)
300 theElements.insert (theStructure);
302 if (!theStructure->IsVisible())
304 myStructureStates[theStructure] = theStructure->ModificationState();
305 return Standard_True;
308 // Get structure material
309 Standard_Integer aStructMatID = -1;
311 if (theStructure->AspectFace() != NULL)
313 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
315 OpenGl_RaytraceMaterial aStructMaterial;
316 CreateMaterial (theStructure->AspectFace()->IntFront(), aStructMaterial);
318 myRaytraceGeometry.Materials.push_back (aStructMaterial);
321 Standard_ShortReal aStructTransformArr[16];
322 Standard_ShortReal* aStructTransform = NULL;
323 if (theStructure->Transformation()->mat != NULL)
325 aStructTransform = aStructTransformArr;
326 for (Standard_Integer i = 0; i < 4; ++i)
328 for (Standard_Integer j = 0; j < 4; ++j)
330 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
335 AddRaytraceGroups (theStructure, aStructMatID, aStructTransform);
337 // Process all connected OpenGL structures
338 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
340 if (anIts.Value()->IsRaytracable())
341 AddRaytraceGroups (anIts.Value(), aStructMatID, aStructTransform);
344 myStructureStates[theStructure] = theStructure->ModificationState();
345 return Standard_True;
348 // =======================================================================
349 // function : AddRaytraceGroups
350 // purpose : Adds OpenGL groups to ray-traced scene geometry
351 // =======================================================================
352 Standard_Boolean OpenGl_Workspace::AddRaytraceGroups (const OpenGl_Structure* theStructure,
353 const Standard_Integer theStructMatId,
354 const Standard_ShortReal* theTransform)
356 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
358 // Get group material
359 Standard_Integer aGroupMatID = -1;
360 if (aGroupIter.Value()->AspectFace() != NULL)
362 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
364 OpenGl_RaytraceMaterial aGroupMaterial;
365 CreateMaterial (aGroupIter.Value()->AspectFace()->IntFront(), aGroupMaterial);
367 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
370 Standard_Integer aMatID = aGroupMatID < 0 ? theStructMatId : aGroupMatID;
374 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
376 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
379 // Add OpenGL elements from group (extract primitives arrays and aspects)
380 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
382 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
383 if (anAspect != NULL)
385 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
387 OpenGl_RaytraceMaterial aMaterial;
388 CreateMaterial (anAspect->IntFront(), aMaterial);
390 myRaytraceGeometry.Materials.push_back (aMaterial);
394 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
396 if (aPrimArray != NULL)
398 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
400 if (aSetIter != myArrayToTrianglesMap.end())
402 OpenGl_TriangleSet* aSet = aSetIter->second;
404 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
406 if (theTransform != NULL)
408 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
411 aSet->SetProperties (aTransform);
413 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID )
415 aSet->SetMaterialIndex (aMatID);
420 NCollection_Handle<BVH_Object<Standard_ShortReal, 4> > aSet =
421 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
425 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
427 if (theTransform != NULL)
429 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
432 aSet->SetProperties (aTransform);
434 myRaytraceGeometry.Objects().Append (aSet);
442 return Standard_True;
445 // =======================================================================
446 // function : AddRaytracePrimitiveArray
447 // purpose : Adds OpenGL primitive array to ray-traced scene geometry
448 // =======================================================================
449 OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
450 Standard_Integer theMatID,
451 const Standard_ShortReal* theTransform)
453 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
454 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
455 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
456 if (theArray->DrawMode() < GL_TRIANGLES
457 || theArray->DrawMode() > GL_POLYGON
458 || anAttribs.IsNull())
463 #ifdef RAY_TRACE_PRINT_INFO
464 switch (theArray->DrawMode())
466 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
467 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
468 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
469 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
470 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
471 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
475 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
477 aSet->Vertices.reserve (anAttribs->NbElements);
478 aSet->Normals .reserve (anAttribs->NbElements);
479 const size_t aVertFrom = aSet->Vertices.size();
480 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
482 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
483 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
484 if (anAttrib.Id == Graphic3d_TOA_POS)
486 if (anAttrib.DataType == Graphic3d_TOD_VEC3
487 || anAttrib.DataType == Graphic3d_TOD_VEC4)
489 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
491 const Graphic3d_Vec3& aVert = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
492 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), aVert.z(), 1.0f));
495 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
497 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
499 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
500 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), 0.0f, 1.0f));
504 else if (anAttrib.Id == Graphic3d_TOA_NORM)
506 if (anAttrib.DataType == Graphic3d_TOD_VEC3
507 || anAttrib.DataType == Graphic3d_TOD_VEC4)
509 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
511 const Graphic3d_Vec3& aNorm = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
512 aSet->Normals.push_back (BVH_Vec4f (aNorm.x(), aNorm.y(), aNorm.z(), 0.0f));
518 if (aSet->Normals.size() != aSet->Vertices.size())
520 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
522 aSet->Normals.push_back (BVH_Vec4f());
528 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
530 BVH_Vec4f& aVertex = aSet->Vertices[aVertIter];
531 aVertex = MatVecMult (theTransform, aVertex);
533 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
535 BVH_Vec4f& aNorm = aSet->Normals[aVertIter];
536 aNorm = MatVecMult (theTransform, aNorm);
540 if (!aBounds.IsNull())
542 #ifdef RAY_TRACE_PRINT_INFO
543 std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
546 Standard_Integer aBoundStart = 0;
547 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
549 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
551 #ifdef RAY_TRACE_PRINT_INFO
552 std::cout << "\tAdding indices from bound " << aBound << ": " <<
553 aBoundStart << " .. " << aVertNum << std::endl;
556 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
562 aBoundStart += aVertNum;
567 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
569 #ifdef RAY_TRACE_PRINT_INFO
570 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
573 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
581 if (aSet->Size() != 0)
587 // =======================================================================
588 // function : AddRaytraceVertexIndices
589 // purpose : Adds vertex indices to ray-traced scene geometry
590 // =======================================================================
591 Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
592 const OpenGl_PrimitiveArray& theArray,
593 Standard_Integer theOffset,
594 Standard_Integer theCount,
595 Standard_Integer theMatID)
597 switch (theArray.DrawMode())
599 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
600 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
601 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
602 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
603 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
604 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
606 return Standard_False;
609 // =======================================================================
610 // function : AddRaytraceTriangleArray
611 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
612 // =======================================================================
613 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
614 const Handle(Graphic3d_IndexBuffer)& theIndices,
615 Standard_Integer theOffset,
616 Standard_Integer theCount,
617 Standard_Integer theMatID)
620 return Standard_True;
622 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
624 if (!theIndices.IsNull())
626 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
628 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
629 theIndices->Index (aVert + 1),
630 theIndices->Index (aVert + 2),
636 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
638 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
643 return Standard_True;
646 // =======================================================================
647 // function : AddRaytraceTriangleFanArray
648 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
649 // =======================================================================
650 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
651 const Handle(Graphic3d_IndexBuffer)& theIndices,
652 Standard_Integer theOffset,
653 Standard_Integer theCount,
654 Standard_Integer theMatID)
657 return Standard_True;
659 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
661 if (!theIndices.IsNull())
663 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
665 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
666 theIndices->Index (aVert + 1),
667 theIndices->Index (aVert + 2),
673 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
675 theSet.Elements.push_back (BVH_Vec4i (theOffset,
682 return Standard_True;
685 // =======================================================================
686 // function : AddRaytraceTriangleStripArray
687 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
688 // =======================================================================
689 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
690 const Handle(Graphic3d_IndexBuffer)& theIndices,
691 Standard_Integer theOffset,
692 Standard_Integer theCount,
693 Standard_Integer theMatID)
696 return Standard_True;
698 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
700 if (!theIndices.IsNull())
702 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
704 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
705 theIndices->Index (aVert + aCW ? 0 : 1),
706 theIndices->Index (aVert + 2),
712 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
714 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
721 return Standard_True;
724 // =======================================================================
725 // function : AddRaytraceQuadrangleArray
726 // purpose : Adds OpenGL quad array to ray-traced scene geometry
727 // =======================================================================
728 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
729 const Handle(Graphic3d_IndexBuffer)& theIndices,
730 Standard_Integer theOffset,
731 Standard_Integer theCount,
732 Standard_Integer theMatID)
735 return Standard_True;
737 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
739 if (!theIndices.IsNull())
741 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
743 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
744 theIndices->Index (aVert + 1),
745 theIndices->Index (aVert + 2),
747 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
748 theIndices->Index (aVert + 2),
749 theIndices->Index (aVert + 3),
755 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
757 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
759 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
764 return Standard_True;
767 // =======================================================================
768 // function : AddRaytraceQuadrangleStripArray
769 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
770 // =======================================================================
771 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
772 const Handle(Graphic3d_IndexBuffer)& theIndices,
773 Standard_Integer theOffset,
774 Standard_Integer theCount,
775 Standard_Integer theMatID)
778 return Standard_True;
780 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
782 if (!theIndices.IsNull())
784 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
786 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
787 theIndices->Index (aVert + 1),
788 theIndices->Index (aVert + 2),
791 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
792 theIndices->Index (aVert + 3),
793 theIndices->Index (aVert + 2),
799 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
801 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
806 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
813 return Standard_True;
816 // =======================================================================
817 // function : AddRaytracePolygonArray
818 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
819 // =======================================================================
820 Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
821 const Handle(Graphic3d_IndexBuffer)& theIndices,
822 Standard_Integer theOffset,
823 Standard_Integer theCount,
824 Standard_Integer theMatID)
827 return Standard_True;
829 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
831 if (!theIndices.IsNull())
833 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
835 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
836 theIndices->Index (aVert + 1),
837 theIndices->Index (aVert + 2),
843 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
845 theSet.Elements.push_back (BVH_Vec4i (theOffset,
852 return Standard_True;
855 // =======================================================================
856 // function : UpdateRaytraceLightSources
857 // purpose : Updates 3D scene light sources for ray-tracing
858 // =======================================================================
859 Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const GLdouble theInvModelView[16])
861 myRaytraceGeometry.Sources.clear();
863 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
865 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
867 const OpenGl_Light& aLight = anItl.Value();
869 if (aLight.Type == Visual3d_TOLS_AMBIENT)
871 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
878 BVH_Vec4f aDiffuse (aLight.Color.r(),
883 BVH_Vec4f aPosition (-aLight.Direction.x(),
884 -aLight.Direction.y(),
885 -aLight.Direction.z(),
888 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
890 aPosition = BVH_Vec4f (aLight.Position.x(),
896 if (aLight.IsHeadlight)
897 aPosition = MatVecMult (theInvModelView, aPosition);
900 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
903 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
905 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
907 if (!myRaytraceLightSrcTexture->Create (myGlContext))
909 #ifdef RAY_TRACE_PRINT_INFO
910 std::cout << "Error: Failed to create light source buffer" << std::endl;
912 return Standard_False;
916 if (myRaytraceGeometry.Sources.size() != 0)
918 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
919 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
921 #ifdef RAY_TRACE_PRINT_INFO
922 std::cout << "Error: Failed to upload light source buffer" << std::endl;
924 return Standard_False;
928 return Standard_True;
931 // =======================================================================
932 // function : UpdateRaytraceEnvironmentMap
933 // purpose : Updates environment map for ray-tracing
934 // =======================================================================
935 Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
938 return Standard_False;
940 if (myViewModificationStatus == myView->ModificationState())
941 return Standard_True;
943 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
945 const Handle(OpenGl_ShaderProgram)& aProgram =
946 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
948 if (!aProgram.IsNull())
950 aProgram->Bind (myGlContext);
952 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
954 myView->TextureEnv()->Bind (
955 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
957 aProgram->SetUniform (myGlContext,
958 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 1);
962 aProgram->SetUniform (myGlContext,
963 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 0);
968 OpenGl_ShaderProgram::Unbind (myGlContext);
970 myViewModificationStatus = myView->ModificationState();
972 return Standard_True;
975 // =======================================================================
977 // purpose : Returns shader source combined with prefix
978 // =======================================================================
979 TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
981 static const TCollection_AsciiString aVersion = "#version 140";
983 if (myPrefix.IsEmpty())
985 return aVersion + "\n" + mySource;
988 return aVersion + "\n" + myPrefix + "\n" + mySource;
991 // =======================================================================
993 // purpose : Loads shader source from specified files
994 // =======================================================================
995 void OpenGl_Workspace::ShaderSource::Load (
996 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
1000 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1002 OSD_File aFile (theFileNames[anIndex]);
1004 Standard_ASSERT_RETURN (aFile.Exists(),
1005 "Error: Failed to find shader source file", /* none */);
1007 aFile.Open (OSD_ReadOnly, OSD_Protection());
1009 TCollection_AsciiString aSource;
1011 Standard_ASSERT_RETURN (aFile.IsOpen(),
1012 "Error: Failed to open shader source file", /* none */);
1014 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1016 if (!aSource.IsEmpty())
1018 mySource += TCollection_AsciiString ("\n") + aSource;
1025 // =======================================================================
1026 // function : LoadShader
1027 // purpose : Creates new shader object with specified source
1028 // =======================================================================
1029 Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
1031 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1033 if (!aShader->Create (myGlContext))
1035 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1037 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1038 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1040 aShader->Release (myGlContext.operator->());
1042 return Handle(OpenGl_ShaderObject)();
1045 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1047 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1049 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1050 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1052 aShader->Release (myGlContext.operator->());
1054 return Handle(OpenGl_ShaderObject)();
1057 TCollection_AsciiString aBuildLog;
1059 if (!aShader->Compile (myGlContext))
1061 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1063 const TCollection_ExtendedString aMessage =
1064 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1066 #ifdef RAY_TRACE_PRINT_INFO
1067 std::cout << aBuildLog << std::endl;
1070 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1071 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1074 aShader->Release (myGlContext.operator->());
1076 return Handle(OpenGl_ShaderObject)();
1079 #ifdef RAY_TRACE_PRINT_INFO
1080 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1082 if (!aBuildLog.IsEmpty())
1084 std::cout << aBuildLog << std::endl;
1088 std::cout << "Info: shader build log is empty" << std::endl;
1096 // =======================================================================
1097 // function : SafeFailBack
1098 // purpose : Performs safe exit when shaders initialization fails
1099 // =======================================================================
1100 Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
1102 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1103 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
1105 myComputeInitStatus = OpenGl_RT_FAIL;
1107 ReleaseRaytraceResources();
1109 return Standard_False;
1112 // =======================================================================
1113 // function : InitRaytraceResources
1114 // purpose : Initializes OpenGL/GLSL shader programs
1115 // =======================================================================
1116 Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
1118 Standard_Boolean aToRebuildShaders = Standard_False;
1120 if (myComputeInitStatus == OpenGl_RT_INIT)
1122 if (!myIsRaytraceDataValid)
1123 return Standard_True;
1125 const Standard_Integer aRequiredStackSize =
1126 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1128 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1130 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1132 aToRebuildShaders = Standard_True;
1136 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1138 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1140 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1141 aToRebuildShaders = Standard_True;
1146 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.TraceDepth)
1148 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1149 aToRebuildShaders = Standard_True;
1152 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1154 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1155 aToRebuildShaders = Standard_True;
1158 if (aToRebuildShaders)
1160 #ifdef RAY_TRACE_PRINT_INFO
1161 std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
1164 // Change state to force update all uniforms
1165 ++myViewModificationStatus;
1167 TCollection_AsciiString aPrefixString =
1168 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1169 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1171 if (myRaytraceParameters.TransparentShadows)
1173 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1176 #ifdef RAY_TRACE_PRINT_INFO
1177 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1180 myRaytraceShaderSource.SetPrefix (aPrefixString);
1181 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1183 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1184 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1186 return Standard_False;
1189 if (!myRaytraceShader->Compile (myGlContext)
1190 || !myPostFSAAShader->Compile (myGlContext))
1192 return Standard_False;
1195 if (!myRaytraceProgram->Link (myGlContext)
1196 || !myPostFSAAProgram->Link (myGlContext))
1198 return Standard_False;
1203 if (myComputeInitStatus == OpenGl_RT_NONE)
1205 if (!myGlContext->IsGlGreaterEqual (3, 1))
1207 const TCollection_ExtendedString aMessage = "Ray-tracing requires OpenGL 3.1 and higher";
1209 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1210 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1212 return Standard_False;
1215 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1217 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1219 if (aFolder.IsEmpty())
1221 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1223 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1224 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1226 return Standard_False;
1229 if (myIsRaytraceDataValid)
1231 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1232 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1235 TCollection_AsciiString aPrefixString =
1236 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1237 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1239 if (myRaytraceParameters.TransparentShadows)
1241 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1244 #ifdef RAY_TRACE_PRINT_INFO
1245 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1249 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1250 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1252 if (aBasicVertShader.IsNull())
1254 return SafeFailBack ("Failed to set vertex shader source");
1257 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
1259 myRaytraceShaderSource.Load (aFiles, 2);
1261 myRaytraceShaderSource.SetPrefix (aPrefixString);
1263 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
1265 if (myRaytraceShader.IsNull())
1267 aBasicVertShader->Release (myGlContext.operator->());
1269 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1272 myRaytraceProgram = new OpenGl_ShaderProgram;
1274 if (!myRaytraceProgram->Create (myGlContext))
1276 aBasicVertShader->Release (myGlContext.operator->());
1278 return SafeFailBack ("Failed to create ray-trace shader program");
1281 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1282 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1284 aBasicVertShader->Release (myGlContext.operator->());
1286 return SafeFailBack ("Failed to attach ray-trace shader objects");
1289 if (!myRaytraceProgram->Link (myGlContext))
1291 TCollection_AsciiString aLinkLog;
1293 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1295 #ifdef RAY_TRACE_PRINT_INFO
1296 std::cout << aLinkLog << std::endl;
1300 return SafeFailBack ("Failed to link ray-trace shader program");
1305 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1306 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1308 if (aBasicVertShader.IsNull())
1310 return SafeFailBack ("Failed to set vertex shader source");
1313 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
1315 myPostFSAAShaderSource.Load (aFiles, 2);
1317 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1319 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
1321 if (myPostFSAAShader.IsNull())
1323 aBasicVertShader->Release (myGlContext.operator->());
1325 return SafeFailBack ("Failed to set FSAA fragment shader source");
1328 myPostFSAAProgram = new OpenGl_ShaderProgram;
1330 if (!myPostFSAAProgram->Create (myGlContext))
1332 aBasicVertShader->Release (myGlContext.operator->());
1334 return SafeFailBack ("Failed to create FSAA shader program");
1337 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1338 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1340 aBasicVertShader->Release (myGlContext.operator->());
1342 return SafeFailBack ("Failed to attach FSAA shader objects");
1345 if (!myPostFSAAProgram->Link (myGlContext))
1347 TCollection_AsciiString aLinkLog;
1349 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1351 #ifdef RAY_TRACE_PRINT_INFO
1352 std::cout << aLinkLog << std::endl;
1356 return SafeFailBack ("Failed to link FSAA shader program");
1361 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1363 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1365 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1366 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1368 aShaderProgram->Bind (myGlContext);
1370 aShaderProgram->SetSampler (myGlContext,
1371 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1372 aShaderProgram->SetSampler (myGlContext,
1373 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1374 aShaderProgram->SetSampler (myGlContext,
1375 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1376 aShaderProgram->SetSampler (myGlContext,
1377 "uObjectMinPointTexture", OpenGl_RT_ObjectMinPointTexture);
1378 aShaderProgram->SetSampler (myGlContext,
1379 "uObjectMaxPointTexture", OpenGl_RT_ObjectMaxPointTexture);
1380 aShaderProgram->SetSampler (myGlContext,
1381 "uObjectNodeInfoTexture", OpenGl_RT_ObjectNodeInfoTexture);
1382 aShaderProgram->SetSampler (myGlContext,
1383 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1384 aShaderProgram->SetSampler (myGlContext,
1385 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1386 aShaderProgram->SetSampler (myGlContext,
1387 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1388 aShaderProgram->SetSampler (myGlContext,
1389 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1390 aShaderProgram->SetSampler (myGlContext,
1391 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1392 aShaderProgram->SetSampler (myGlContext,
1393 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1394 aShaderProgram->SetSampler (myGlContext,
1395 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1397 aShaderProgram->SetSampler (myGlContext,
1398 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1399 aShaderProgram->SetSampler (myGlContext,
1400 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1404 aShaderProgram->SetSampler (myGlContext,
1405 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1408 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1409 aShaderProgram->GetAttributeLocation (myGlContext, "aPosition");
1411 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1412 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1413 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1414 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1415 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1416 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1417 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1418 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1419 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1420 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1421 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1422 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1423 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1424 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1425 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1426 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
1427 myUniformLocations[anIndex][OpenGl_RT_uInvModelProj] =
1428 aShaderProgram->GetUniformLocation (myGlContext, "uInvModelProj");
1430 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1431 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1432 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1433 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
1435 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1436 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1437 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1438 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
1440 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1441 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1442 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1443 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1445 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1446 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1447 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1448 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1449 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1450 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
1452 myUniformLocations[anIndex][OpenGl_RT_uEnvironmentEnable] =
1453 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
1456 OpenGl_ShaderProgram::Unbind (myGlContext);
1459 if (myComputeInitStatus != OpenGl_RT_NONE)
1461 return myComputeInitStatus == OpenGl_RT_INIT;
1464 if (myRaytraceFBO1.IsNull())
1466 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1469 if (myRaytraceFBO2.IsNull())
1471 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1474 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1481 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
1483 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
1485 return Standard_True;
1488 // =======================================================================
1489 // function : NullifyResource
1491 // =======================================================================
1492 inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1493 Handle(OpenGl_Resource)& theResource)
1495 if (!theResource.IsNull())
1497 theResource->Release (theContext.operator->());
1498 theResource.Nullify();
1502 // =======================================================================
1503 // function : ReleaseRaytraceResources
1504 // purpose : Releases OpenGL/GLSL shader programs
1505 // =======================================================================
1506 void OpenGl_Workspace::ReleaseRaytraceResources()
1508 NullifyResource (myGlContext, myOpenGlFBO);
1509 NullifyResource (myGlContext, myRaytraceFBO1);
1510 NullifyResource (myGlContext, myRaytraceFBO2);
1512 NullifyResource (myGlContext, myRaytraceShader);
1513 NullifyResource (myGlContext, myPostFSAAShader);
1515 NullifyResource (myGlContext, myRaytraceProgram);
1516 NullifyResource (myGlContext, myPostFSAAProgram);
1518 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1519 NullifyResource (myGlContext, mySceneMinPointTexture);
1520 NullifyResource (myGlContext, mySceneMaxPointTexture);
1522 NullifyResource (myGlContext, myObjectNodeInfoTexture);
1523 NullifyResource (myGlContext, myObjectMinPointTexture);
1524 NullifyResource (myGlContext, myObjectMaxPointTexture);
1526 NullifyResource (myGlContext, myGeometryVertexTexture);
1527 NullifyResource (myGlContext, myGeometryNormalTexture);
1528 NullifyResource (myGlContext, myGeometryTriangTexture);
1529 NullifyResource (myGlContext, mySceneTransformTexture);
1531 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1532 NullifyResource (myGlContext, myRaytraceMaterialTexture);
1534 if (myRaytraceScreenQuad.IsValid())
1535 myRaytraceScreenQuad.Release (myGlContext.operator->());
1538 // =======================================================================
1539 // function : UploadRaytraceData
1540 // purpose : Uploads ray-trace data to the GPU
1541 // =======================================================================
1542 Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1544 if (!myGlContext->IsGlGreaterEqual (3, 1))
1546 #ifdef RAY_TRACE_PRINT_INFO
1547 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1549 return Standard_False;
1552 /////////////////////////////////////////////////////////////////////////////
1553 // Create OpenGL texture buffers
1555 if (mySceneNodeInfoTexture.IsNull()) // create hight-level BVH buffers
1557 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1558 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1559 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1560 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1562 if (!mySceneNodeInfoTexture->Create (myGlContext)
1563 || !mySceneMinPointTexture->Create (myGlContext)
1564 || !mySceneMaxPointTexture->Create (myGlContext)
1565 || !mySceneTransformTexture->Create (myGlContext))
1567 #ifdef RAY_TRACE_PRINT_INFO
1568 std::cout << "Error: Failed to create buffers for high-level scene BVH" << std::endl;
1570 return Standard_False;
1574 if (myObjectNodeInfoTexture.IsNull()) // create bottom-level BVH buffers
1576 myObjectNodeInfoTexture = new OpenGl_TextureBufferArb;
1577 myObjectMinPointTexture = new OpenGl_TextureBufferArb;
1578 myObjectMaxPointTexture = new OpenGl_TextureBufferArb;
1580 if (!myObjectNodeInfoTexture->Create (myGlContext)
1581 || !myObjectMinPointTexture->Create (myGlContext)
1582 || !myObjectMaxPointTexture->Create (myGlContext))
1584 #ifdef RAY_TRACE_PRINT_INFO
1585 std::cout << "Error: Failed to create buffers for bottom-level scene BVH" << std::endl;
1587 return Standard_False;
1591 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1593 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1594 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1595 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1597 if (!myGeometryVertexTexture->Create (myGlContext)
1598 || !myGeometryNormalTexture->Create (myGlContext)
1599 || !myGeometryTriangTexture->Create (myGlContext))
1601 #ifdef RAY_TRACE_PRINT_INFO
1602 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1604 return Standard_False;
1608 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1610 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1612 if (!myRaytraceMaterialTexture->Create (myGlContext))
1614 #ifdef RAY_TRACE_PRINT_INFO
1615 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1617 return Standard_False;
1621 /////////////////////////////////////////////////////////////////////////////
1622 // Write top-level BVH buffers
1624 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
1626 bool aResult = true;
1627 if (!aBVH->NodeInfoBuffer().empty())
1629 aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
1630 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1631 aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
1632 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1633 aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
1634 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1638 #ifdef RAY_TRACE_PRINT_INFO
1639 std::cout << "Error: Failed to upload buffers for high-level scene BVH" << std::endl;
1641 return Standard_False;
1644 /////////////////////////////////////////////////////////////////////////////
1645 // Write transform buffer
1647 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1648 BVH_Mat4f anIdentity;
1650 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1652 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1653 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1655 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1656 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1658 Standard_ASSERT_RETURN (aTransform != NULL,
1659 "OpenGl_TriangleSet does not contain transform", Standard_False);
1661 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1665 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1666 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1668 delete[] aNodeTransforms;
1670 /////////////////////////////////////////////////////////////////////////////
1671 // Write geometry and bottom-level BVH buffers
1673 Standard_Size aTotalVerticesNb = 0;
1674 Standard_Size aTotalElementsNb = 0;
1675 Standard_Size aTotalBVHNodesNb = 0;
1677 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1679 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1680 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1682 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1683 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1685 aTotalVerticesNb += aTriangleSet->Vertices.size();
1686 aTotalElementsNb += aTriangleSet->Elements.size();
1688 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1689 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
1691 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1694 if (aTotalBVHNodesNb != 0)
1696 aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1697 aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1698 aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1703 #ifdef RAY_TRACE_PRINT_INFO
1704 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1706 return Standard_False;
1709 if (aTotalElementsNb != 0)
1711 aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
1714 if (aTotalVerticesNb != 0)
1716 aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1717 aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1722 #ifdef RAY_TRACE_PRINT_INFO
1723 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1725 return Standard_False;
1728 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1730 if (!aBVH->IsOuter (aNodeIdx))
1733 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
1735 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1736 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1738 const Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
1740 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1741 "Error: Failed to get offset for bottom-level BVH", Standard_False);
1743 const size_t aBVHBuffserSize = aTriangleSet->BVH()->NodeInfoBuffer().size();
1745 if (aBVHBuffserSize != 0)
1747 aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1748 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1749 aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1750 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1751 aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1752 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
1755 #ifdef RAY_TRACE_PRINT_INFO
1756 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1758 return Standard_False;
1762 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
1764 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1765 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
1767 if (!aTriangleSet->Vertices.empty())
1769 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1770 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1771 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1772 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
1775 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
1777 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1778 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
1780 if (!aTriangleSet->Elements.empty())
1782 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1783 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
1788 #ifdef RAY_TRACE_PRINT_INFO
1789 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
1791 return Standard_False;
1795 if (myRaytraceGeometry.Materials.size() != 0)
1797 const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
1798 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
1801 #ifdef RAY_TRACE_PRINT_INFO
1802 std::cout << "Error: Failed to upload material buffer" << std::endl;
1804 return Standard_False;
1808 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
1810 #ifdef RAY_TRACE_PRINT_INFO
1812 Standard_ShortReal aMemUsed = 0.f;
1814 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1816 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1817 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
1819 aMemUsed += static_cast<Standard_ShortReal> (
1820 aTriangleSet->Vertices.size() * sizeof (BVH_Vec4f));
1821 aMemUsed += static_cast<Standard_ShortReal> (
1822 aTriangleSet->Normals.size() * sizeof (BVH_Vec4f));
1823 aMemUsed += static_cast<Standard_ShortReal> (
1824 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
1826 aMemUsed += static_cast<Standard_ShortReal> (
1827 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1828 aMemUsed += static_cast<Standard_ShortReal> (
1829 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1830 aMemUsed += static_cast<Standard_ShortReal> (
1831 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1834 aMemUsed += static_cast<Standard_ShortReal> (
1835 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1836 aMemUsed += static_cast<Standard_ShortReal> (
1837 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1838 aMemUsed += static_cast<Standard_ShortReal> (
1839 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1841 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
1848 // =======================================================================
1849 // function : ResizeRaytraceBuffers
1850 // purpose : Resizes OpenGL frame buffers
1851 // =======================================================================
1852 Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1853 const Standard_Integer theSizeY)
1855 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1856 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1858 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1859 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1862 return Standard_True;
1865 // =======================================================================
1866 // function : UpdateCamera
1867 // purpose : Generates viewing rays for corners of screen quad
1868 // =======================================================================
1869 void OpenGl_Workspace::UpdateCamera (const NCollection_Mat4<GLdouble>& theOrientation,
1870 const NCollection_Mat4<GLdouble>& theViewMapping,
1871 OpenGl_Vec3 theOrigins[4],
1872 OpenGl_Vec3 theDirects[4],
1873 NCollection_Mat4<GLdouble>& theInvModelProj)
1875 // compute inverse model-view-projection matrix
1876 (theViewMapping * theOrientation).Inverted (theInvModelProj);
1878 Standard_Integer aOriginIndex = 0;
1879 Standard_Integer aDirectIndex = 0;
1881 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1883 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1885 OpenGl_Vec4d aOrigin (GLdouble(aX),
1890 aOrigin = theInvModelProj * aOrigin;
1892 aOrigin.x() = aOrigin.x() / aOrigin.w();
1893 aOrigin.y() = aOrigin.y() / aOrigin.w();
1894 aOrigin.z() = aOrigin.z() / aOrigin.w();
1896 OpenGl_Vec4d aDirect (GLdouble(aX),
1901 aDirect = theInvModelProj * aDirect;
1903 aDirect.x() = aDirect.x() / aDirect.w();
1904 aDirect.y() = aDirect.y() / aDirect.w();
1905 aDirect.z() = aDirect.z() / aDirect.w();
1907 aDirect = aDirect - aOrigin;
1909 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
1910 aDirect.y() * aDirect.y() +
1911 aDirect.z() * aDirect.z());
1913 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1914 static_cast<GLfloat> (aOrigin.y()),
1915 static_cast<GLfloat> (aOrigin.z()));
1917 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1918 static_cast<GLfloat> (aDirect.y() * aInvLen),
1919 static_cast<GLfloat> (aDirect.z() * aInvLen));
1924 // =======================================================================
1925 // function : RunRaytraceShaders
1926 // purpose : Runs ray-tracing shader programs
1927 // =======================================================================
1928 Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
1929 const Standard_Integer theSizeX,
1930 const Standard_Integer theSizeY,
1931 const OpenGl_Vec3 theOrigins[4],
1932 const OpenGl_Vec3 theDirects[4],
1933 const OpenGl_Matrix& theInvModelProj,
1934 OpenGl_FrameBuffer* theFrameBuffer)
1936 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
1937 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
1938 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
1939 myObjectMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
1940 myObjectMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
1941 myObjectNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
1942 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
1943 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
1944 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
1945 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
1946 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
1947 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
1949 myOpenGlFBO->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
1950 myOpenGlFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
1952 if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
1954 myRaytraceFBO1->BindBuffer (myGlContext);
1956 glDisable (GL_BLEND);
1959 myRaytraceProgram->Bind (myGlContext);
1961 Standard_Integer aLightSourceBufferSize =
1962 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
1964 myRaytraceProgram->SetUniform (myGlContext,
1965 myUniformLocations[0][OpenGl_RT_uOriginLB], theOrigins[0]);
1966 myRaytraceProgram->SetUniform (myGlContext,
1967 myUniformLocations[0][OpenGl_RT_uOriginRB], theOrigins[1]);
1968 myRaytraceProgram->SetUniform (myGlContext,
1969 myUniformLocations[0][OpenGl_RT_uOriginLT], theOrigins[2]);
1970 myRaytraceProgram->SetUniform (myGlContext,
1971 myUniformLocations[0][OpenGl_RT_uOriginRT], theOrigins[3]);
1972 myRaytraceProgram->SetUniform (myGlContext,
1973 myUniformLocations[0][OpenGl_RT_uDirectLB], theDirects[0]);
1974 myRaytraceProgram->SetUniform (myGlContext,
1975 myUniformLocations[0][OpenGl_RT_uDirectRB], theDirects[1]);
1976 myRaytraceProgram->SetUniform (myGlContext,
1977 myUniformLocations[0][OpenGl_RT_uDirectLT], theDirects[2]);
1978 myRaytraceProgram->SetUniform (myGlContext,
1979 myUniformLocations[0][OpenGl_RT_uDirectRT], theDirects[3]);
1980 myRaytraceProgram->SetUniform (myGlContext,
1981 myUniformLocations[0][OpenGl_RT_uInvModelProj], theInvModelProj);
1982 myRaytraceProgram->SetUniform (myGlContext,
1983 myUniformLocations[0][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
1984 myRaytraceProgram->SetUniform (myGlContext,
1985 myUniformLocations[0][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
1986 myRaytraceProgram->SetUniform (myGlContext,
1987 myUniformLocations[0][OpenGl_RT_uLightCount], aLightSourceBufferSize);
1988 myRaytraceProgram->SetUniform (myGlContext,
1989 myUniformLocations[0][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
1990 myRaytraceProgram->SetUniform (myGlContext,
1991 myUniformLocations[0][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
1992 myRaytraceProgram->SetUniform (myGlContext,
1993 myUniformLocations[0][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
1995 myGlContext->core20fwd->glEnableVertexAttribArray (
1996 myUniformLocations[0][OpenGl_RT_aPosition]);
1998 myGlContext->core20fwd->glVertexAttribPointer (
1999 myUniformLocations[0][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
2001 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2003 myGlContext->core20fwd->glDisableVertexAttribArray (
2004 myUniformLocations[0][OpenGl_RT_aPosition]);
2006 if (!theCView.RenderParams.IsAntialiasingEnabled)
2008 myRaytraceProgram->Unbind (myGlContext);
2010 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2011 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2012 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2013 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2014 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2015 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2016 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2017 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2018 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2019 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2020 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2021 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2022 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2023 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2025 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2027 return Standard_True;
2030 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2032 myPostFSAAProgram->Bind (myGlContext);
2034 myPostFSAAProgram->SetUniform (myGlContext,
2035 myUniformLocations[1][OpenGl_RT_uOriginLB], theOrigins[0]);
2036 myPostFSAAProgram->SetUniform (myGlContext,
2037 myUniformLocations[1][OpenGl_RT_uOriginRB], theOrigins[1]);
2038 myPostFSAAProgram->SetUniform (myGlContext,
2039 myUniformLocations[1][OpenGl_RT_uOriginLT], theOrigins[2]);
2040 myPostFSAAProgram->SetUniform (myGlContext,
2041 myUniformLocations[1][OpenGl_RT_uOriginRT], theOrigins[3]);
2042 myPostFSAAProgram->SetUniform (myGlContext,
2043 myUniformLocations[1][OpenGl_RT_uDirectLB], theDirects[0]);
2044 myPostFSAAProgram->SetUniform (myGlContext,
2045 myUniformLocations[1][OpenGl_RT_uDirectRB], theDirects[1]);
2046 myPostFSAAProgram->SetUniform (myGlContext,
2047 myUniformLocations[1][OpenGl_RT_uDirectLT], theDirects[2]);
2048 myPostFSAAProgram->SetUniform (myGlContext,
2049 myUniformLocations[1][OpenGl_RT_uDirectRT], theDirects[3]);
2050 myRaytraceProgram->SetUniform (myGlContext,
2051 myUniformLocations[1][OpenGl_RT_uInvModelProj], theInvModelProj);
2052 myPostFSAAProgram->SetUniform (myGlContext,
2053 myUniformLocations[1][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2054 myPostFSAAProgram->SetUniform (myGlContext,
2055 myUniformLocations[1][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2056 myPostFSAAProgram->SetUniform (myGlContext,
2057 myUniformLocations[1][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2058 myPostFSAAProgram->SetUniform (myGlContext,
2059 myUniformLocations[1][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2060 myPostFSAAProgram->SetUniform (myGlContext,
2061 myUniformLocations[1][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2062 myPostFSAAProgram->SetUniform (myGlContext,
2063 myUniformLocations[1][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2065 const Standard_ShortReal aMaxOffset = 0.559017f;
2066 const Standard_ShortReal aMinOffset = 0.186339f;
2068 myGlContext->core20fwd->glEnableVertexAttribArray (
2069 myUniformLocations[1][OpenGl_RT_aPosition]);
2071 myGlContext->core20fwd->glVertexAttribPointer (
2072 myUniformLocations[1][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
2074 // Perform multi-pass adaptive FSAA using ping-pong technique
2075 // rotated grid AA always uses 4 samples
2076 for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
2078 GLfloat aOffsetX = 1.f / theSizeX;
2079 GLfloat aOffsetY = 1.f / theSizeY;
2083 aOffsetX *= anIt < 1 ? aMinOffset : -aMaxOffset;
2084 aOffsetY *= anIt < 1 ? aMaxOffset : aMinOffset;
2088 aOffsetX *= anIt > 2 ? aMaxOffset : -aMinOffset;
2089 aOffsetY *= anIt > 2 ? -aMinOffset : -aMaxOffset;
2092 myPostFSAAProgram->SetUniform (myGlContext,
2093 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 2);
2094 myPostFSAAProgram->SetUniform (myGlContext,
2095 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2096 myPostFSAAProgram->SetUniform (myGlContext,
2097 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2099 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2101 if (anIt == 3) // disable FBO on last iteration
2103 glEnable (GL_BLEND);
2105 if (theFrameBuffer != NULL)
2106 theFrameBuffer->BindBuffer (myGlContext);
2110 aFramebuffer->BindBuffer (myGlContext);
2113 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2115 if (anIt != 3) // set input for the next pass
2117 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2118 aFramebuffer->UnbindBuffer (myGlContext);
2122 myGlContext->core20fwd->glDisableVertexAttribArray (
2123 myUniformLocations[1][OpenGl_RT_aPosition]);
2125 myPostFSAAProgram->Unbind (myGlContext);
2126 myRaytraceFBO1->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2127 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2128 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2129 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2130 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2131 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2132 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2133 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2134 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2135 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2136 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2137 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2138 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2139 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2140 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2142 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2144 return Standard_True;
2147 // =======================================================================
2148 // function : Raytrace
2149 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
2150 // =======================================================================
2151 Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
2152 const Standard_Integer theSizeX,
2153 const Standard_Integer theSizeY,
2154 const Standard_Boolean theToSwap,
2155 const Aspect_CLayer2d& theCOverLayer,
2156 const Aspect_CLayer2d& theCUnderLayer,
2157 OpenGl_FrameBuffer* theFrameBuffer)
2159 if (!InitRaytraceResources (theCView))
2160 return Standard_False;
2162 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
2163 return Standard_False;
2165 if (!UpdateRaytraceEnvironmentMap())
2166 return Standard_False;
2168 // Get model-view and projection matrices
2169 TColStd_Array2OfReal theOrientation (0, 3, 0, 3);
2170 TColStd_Array2OfReal theViewMapping (0, 3, 0, 3);
2172 myView->GetMatrices (theOrientation, theViewMapping);
2174 NCollection_Mat4<GLdouble> aOrientationMatrix;
2175 NCollection_Mat4<GLdouble> aViewMappingMatrix;
2177 for (Standard_Integer j = 0; j < 4; ++j)
2179 for (Standard_Integer i = 0; i < 4; ++i)
2181 aOrientationMatrix [4 * j + i] = theOrientation (i, j);
2182 aViewMappingMatrix [4 * j + i] = theViewMapping (i, j);
2186 NCollection_Mat4<GLdouble> aInvOrientationMatrix;
2187 aOrientationMatrix.Inverted (aInvOrientationMatrix);
2189 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
2190 return Standard_False;
2192 OpenGl_Vec3 aOrigins[4];
2193 OpenGl_Vec3 aDirects[4];
2194 NCollection_Mat4<GLdouble> anInvModelProj;
2196 UpdateCamera (aOrientationMatrix,
2202 OpenGl_Matrix anInvModelProjMatrix;
2203 for (Standard_Integer j = 0; j < 4; ++j)
2205 for (Standard_Integer i = 0; i < 4; ++i)
2207 anInvModelProjMatrix.mat[j][i] = static_cast<GLfloat>(anInvModelProj.GetValue(i,j));
2211 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2212 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
2214 glDisable (GL_DEPTH_TEST);
2216 if (theFrameBuffer != NULL)
2218 theFrameBuffer->BindBuffer (myGlContext);
2221 if (NamedStatus & OPENGL_NS_WHITEBACK)
2223 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2227 glClearColor (myBgColor.rgb[0],
2233 glClear (GL_COLOR_BUFFER_BIT);
2235 myView->DrawBackground (*this);
2237 myView->RedrawLayer2d (myPrintContext, theCView, theCUnderLayer);
2239 // Generate ray-traced image
2240 glMatrixMode (GL_PROJECTION);
2244 glMatrixMode (GL_MODELVIEW);
2248 glEnable (GL_BLEND);
2249 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
2251 if (myIsRaytraceDataValid)
2253 myRaytraceScreenQuad.Bind (myGlContext);
2255 RunRaytraceShaders (theCView,
2260 anInvModelProjMatrix,
2263 myRaytraceScreenQuad.Unbind (myGlContext);
2266 if (!wasBlendingEnabled)
2267 glDisable (GL_BLEND);
2269 if (wasDepthTestEnabled)
2270 glEnable (GL_DEPTH_TEST);
2272 glMatrixMode (GL_PROJECTION);
2274 glMatrixMode (GL_MODELVIEW);
2278 myView->RedrawTrihedron (this);
2281 const int aMode = 0;
2282 DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
2283 myView->RedrawLayer2d (myPrintContext, theCView, theCOverLayer);
2284 DisplayCallback (theCView, aMode);
2289 GetGlContext()->SwapBuffers();
2290 myBackBufferRestored = Standard_False;
2297 return Standard_True;
2300 IMPLEMENT_STANDARD_HANDLE(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2301 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2303 // =======================================================================
2304 // function : CanRender
2306 // =======================================================================
2307 Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
2309 Standard_Boolean aPrevFilterResult = Standard_True;
2310 if (!myPrevRenderFilter.IsNull())
2312 aPrevFilterResult = myPrevRenderFilter->CanRender(theElement);
2314 return aPrevFilterResult &&
2315 !OpenGl_Raytrace::IsRaytracedElement (theElement);