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 <NCollection_Mat4.hxx>
17 #include <OpenGl_ArbFBO.hxx>
18 #include <OpenGl_FrameBuffer.hxx>
19 #include <OpenGl_Texture.hxx>
20 #include <OpenGl_VertexBuffer.hxx>
21 #include <OpenGl_View.hxx>
22 #include <OpenGl_Workspace.hxx>
23 #include <OSD_File.hxx>
24 #include <OSD_Protection.hxx>
25 #include <Standard_Assert.hxx>
27 using namespace OpenGl_Raytrace;
29 //! Use this macro to output ray-tracing debug info
30 // #define RAY_TRACE_PRINT_INFO
32 #ifdef RAY_TRACE_PRINT_INFO
33 #include <OSD_Timer.hxx>
36 // =======================================================================
37 // function : MatVecMult
38 // purpose : Multiples 4x4 matrix by 4D vector
39 // =======================================================================
41 BVH_Vec4f MatVecMult (const T m[16], const BVH_Vec4f& v)
44 static_cast<float> (m[ 0] * v.x() + m[ 4] * v.y() +
45 m[ 8] * v.z() + m[12] * v.w()),
46 static_cast<float> (m[ 1] * v.x() + m[ 5] * v.y() +
47 m[ 9] * v.z() + m[13] * v.w()),
48 static_cast<float> (m[ 2] * v.x() + m[ 6] * v.y() +
49 m[10] * v.z() + m[14] * v.w()),
50 static_cast<float> (m[ 3] * v.x() + m[ 7] * v.y() +
51 m[11] * v.z() + m[15] * v.w()));
54 // =======================================================================
55 // function : UpdateRaytraceGeometry
56 // purpose : Updates 3D scene geometry for ray tracing
57 // =======================================================================
58 Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
61 return Standard_False;
63 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
64 // This is light-weight procedure performed for each frame
66 if (theMode == OpenGl_GUM_CHECK)
68 if (myLayersModificationStatus != myView->LayerList().ModificationState())
70 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
73 else if (theMode == OpenGl_GUM_PREPARE)
75 myRaytraceGeometry.ClearMaterials();
76 myArrayToTrianglesMap.clear();
78 myIsRaytraceDataValid = Standard_False;
81 // The set of processed structures (reflected to ray-tracing)
82 // This set is used to remove out-of-date records from the
83 // hash map of structures
84 std::set<const OpenGl_Structure*> anElements;
86 // Set of all currently visible and "raytracable" primitive arrays.
87 std::set<const OpenGl_PrimitiveArray*> anArrays;
89 const OpenGl_LayerList& aList = myView->LayerList();
91 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
93 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
95 if (aPriorityList.NbStructures() == 0)
98 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
100 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
102 OpenGl_SequenceOfStructure::Iterator aStructIt;
104 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
106 Standard_ShortReal* aTransform (NULL);
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 anArrays.insert (aPrimArray);
138 else if (theMode == OpenGl_GUM_UPDATE)
140 if (!aStructure->IsRaytracable())
143 if (aStructure->Transformation()->mat != NULL)
145 if (aTransform == NULL)
146 aTransform = new Standard_ShortReal[16];
148 for (Standard_Integer i = 0; i < 4; ++i)
149 for (Standard_Integer j = 0; j < 4; ++j)
151 aTransform[j * 4 + i] = aStructure->Transformation()->mat[i][j];
155 AddRaytraceStructure (aStructure, aTransform, anElements);
158 delete [] aTransform;
163 if (theMode == OpenGl_GUM_PREPARE)
165 BVH_ObjectSet<Standard_ShortReal, 4>::BVH_ObjectList anUnchangedObjects;
167 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
168 // Objects which not in myArrayToTrianglesMap will be built from scratch.
169 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
171 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
172 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
174 // If primitive array of object not in "anArrays" set then it was hided or deleted.
175 // If primitive array present in "anArrays" set but we don't have associated object yet, then
176 // the object is new and still has to be built.
177 if ((aTriangleSet != NULL) && ((anArrays.find (aTriangleSet->AssociatedPArray())) != anArrays.end()))
179 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
181 myArrayToTrianglesMap[aTriangleSet->AssociatedPArray()] = aTriangleSet;
185 myRaytraceGeometry.Objects() = anUnchangedObjects;
187 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
190 if (theMode == OpenGl_GUM_UPDATE)
192 // Actualize the hash map of structures -- remove out-of-date records
193 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
195 while (anIter != myStructureStates.end())
197 if (anElements.find (anIter->first) == anElements.end())
199 myStructureStates.erase (anIter++);
207 // Actualize OpenGL layer list state
208 myLayersModificationStatus = myView->LayerList().ModificationState();
210 // Rebuild bottom-level and high-level BVHs
211 myRaytraceGeometry.ProcessAcceleration();
213 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
214 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
215 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
216 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
218 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
220 const BVH_Vec4f aSize = myRaytraceGeometry.Box().Size();
222 myRaytraceSceneEpsilon = Max (1e-7f, 1e-4f * sqrtf (
223 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
225 return UploadRaytraceData();
228 return Standard_True;
231 // =======================================================================
232 // function : CheckRaytraceStructure
233 // purpose : Checks to see if the structure is modified
234 // =======================================================================
235 Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
237 if (!theStructure->IsRaytracable())
239 // Checks to see if all ray-tracable elements were
240 // removed from the structure
241 if (theStructure->ModificationState() > 0)
243 theStructure->ResetModificationState();
244 return Standard_True;
247 return Standard_False;
250 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
252 if (aStructState != myStructureStates.end())
253 return aStructState->second != theStructure->ModificationState();
255 return Standard_True;
258 // =======================================================================
259 // function : CreateMaterial
260 // purpose : Creates ray-tracing material properties
261 // =======================================================================
262 void CreateMaterial (const OPENGL_SURF_PROP& theProp, OpenGl_RaytraceMaterial& theMaterial)
264 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
265 theMaterial.Ambient = BVH_Vec4f (aSrcAmb[0] * theProp.amb,
266 aSrcAmb[1] * theProp.amb,
267 aSrcAmb[2] * theProp.amb,
270 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
271 theMaterial.Diffuse = BVH_Vec4f (aSrcDif[0] * theProp.diff,
272 aSrcDif[1] * theProp.diff,
273 aSrcDif[2] * theProp.diff,
276 const float aDefSpecCol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
277 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : aDefSpecCol;
278 theMaterial.Specular = BVH_Vec4f (aSrcSpe[0] * theProp.spec,
279 aSrcSpe[1] * theProp.spec,
280 aSrcSpe[2] * theProp.spec,
283 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
284 theMaterial.Emission = BVH_Vec4f (aSrcEms[0] * theProp.emsv,
285 aSrcEms[1] * theProp.emsv,
286 aSrcEms[2] * theProp.emsv,
289 // Note: Here we use sub-linear transparency function
290 // to produce realistic-looking transparency effect
291 theMaterial.Transparency = BVH_Vec4f (powf (theProp.trans, 0.75f),
293 theProp.index == 0 ? 1.f : theProp.index,
294 theProp.index == 0 ? 1.f : 1.f / theProp.index);
296 const float aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
297 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
298 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
300 const float aReflectionScale = 0.75f / aMaxRefl;
302 theMaterial.Reflection = BVH_Vec4f (theProp.speccol.rgb[0] * theProp.spec * aReflectionScale,
303 theProp.speccol.rgb[1] * theProp.spec * aReflectionScale,
304 theProp.speccol.rgb[2] * theProp.spec * aReflectionScale,
308 // =======================================================================
309 // function : AddRaytraceStructure
310 // purpose : Adds OpenGL structure to ray-traced scene geometry
311 // =======================================================================
312 Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure,
313 const Standard_ShortReal* theTransform, std::set<const OpenGl_Structure*>& theElements)
315 theElements.insert (theStructure);
317 if (!theStructure->IsVisible())
319 myStructureStates[theStructure] = theStructure->ModificationState();
320 return Standard_True;
323 // Get structure material
324 Standard_Integer aStructMatID = -1;
326 if (theStructure->AspectFace() != NULL)
328 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
330 OpenGl_RaytraceMaterial aStructMaterial;
331 CreateMaterial (theStructure->AspectFace()->IntFront(), aStructMaterial);
333 myRaytraceGeometry.Materials.push_back (aStructMaterial);
336 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
338 // Get group material
339 Standard_Integer aGroupMatID = -1;
340 if (aGroupIter.Value()->AspectFace() != NULL)
342 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
344 OpenGl_RaytraceMaterial aGroupMaterial;
345 CreateMaterial (aGroupIter.Value()->AspectFace()->IntFront(), aGroupMaterial);
347 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
350 Standard_Integer aMatID = aGroupMatID < 0 ? aStructMatID : aGroupMatID;
354 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
356 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
359 // Add OpenGL elements from group (extract primitives arrays and aspects)
360 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
362 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
363 if (anAspect != NULL)
365 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
367 OpenGl_RaytraceMaterial aMaterial;
368 CreateMaterial (anAspect->IntFront(), aMaterial);
370 myRaytraceGeometry.Materials.push_back (aMaterial);
374 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
376 std::map<const OpenGl_PrimitiveArray*, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray);
378 if (aPrimArray != NULL)
380 if (aSetIter != myArrayToTrianglesMap.end())
382 OpenGl_TriangleSet* aSet = aSetIter->second;
384 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
386 if (theTransform != NULL)
388 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
391 aSet->SetProperties (aTransform);
393 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID )
395 aSet->SetMaterialIndex (aMatID);
400 NCollection_Handle<BVH_Object<Standard_ShortReal, 4> > aSet =
401 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
405 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
407 if (theTransform != NULL)
409 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
412 aSet->SetProperties (aTransform);
414 myRaytraceGeometry.Objects().Append (aSet);
422 Standard_ShortReal* aTransform = NULL;
424 // Process all connected OpenGL structures
425 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
427 if (anIts.Value()->Transformation()->mat != NULL)
429 if (aTransform == NULL)
430 aTransform = new Standard_ShortReal[16];
432 for (Standard_Integer i = 0; i < 4; ++i)
433 for (Standard_Integer j = 0; j < 4; ++j)
435 aTransform[j * 4 + i] =
436 anIts.Value()->Transformation()->mat[i][j];
440 if (anIts.Value()->IsRaytracable())
441 AddRaytraceStructure (anIts.Value(), aTransform != NULL ? aTransform : theTransform, theElements);
446 myStructureStates[theStructure] = theStructure->ModificationState();
448 return Standard_True;
451 // =======================================================================
452 // function : AddRaytracePrimitiveArray
453 // purpose : Adds OpenGL primitive array to ray-traced scene geometry
454 // =======================================================================
455 OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
456 Standard_Integer theMatID,
457 const Standard_ShortReal* theTransform)
459 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
460 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
461 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
462 if (theArray->DrawMode() < GL_TRIANGLES
463 || theArray->DrawMode() > GL_POLYGON
464 || anAttribs.IsNull())
469 #ifdef RAY_TRACE_PRINT_INFO
470 switch (theArray->DrawMode())
472 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
473 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
474 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
475 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
476 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
477 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
481 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray);
483 aSet->Vertices.reserve (anAttribs->NbElements);
484 aSet->Normals .reserve (anAttribs->NbElements);
485 const size_t aVertFrom = aSet->Vertices.size();
486 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
488 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
489 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
490 if (anAttrib.Id == Graphic3d_TOA_POS)
492 if (anAttrib.DataType == Graphic3d_TOD_VEC3
493 || anAttrib.DataType == Graphic3d_TOD_VEC4)
495 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
497 const Graphic3d_Vec3& aVert = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
498 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), aVert.z(), 1.0f));
501 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
503 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
505 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
506 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), 0.0f, 1.0f));
510 else if (anAttrib.Id == Graphic3d_TOA_NORM)
512 if (anAttrib.DataType == Graphic3d_TOD_VEC3
513 || anAttrib.DataType == Graphic3d_TOD_VEC4)
515 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
517 const Graphic3d_Vec3& aNorm = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
518 aSet->Normals.push_back (BVH_Vec4f (aNorm.x(), aNorm.y(), aNorm.z(), 0.0f));
524 if (aSet->Normals.size() != aSet->Vertices.size())
526 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
528 aSet->Normals.push_back (BVH_Vec4f());
534 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
536 BVH_Vec4f& aVertex = aSet->Vertices[aVertIter];
537 aVertex = MatVecMult (theTransform, aVertex);
539 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
541 BVH_Vec4f& aNorm = aSet->Normals[aVertIter];
542 aNorm = MatVecMult (theTransform, aNorm);
546 if (!aBounds.IsNull())
548 #ifdef RAY_TRACE_PRINT_INFO
549 std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
552 Standard_Integer aBoundStart = 0;
553 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
555 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
557 #ifdef RAY_TRACE_PRINT_INFO
558 std::cout << "\tAdding indices from bound " << aBound << ": " <<
559 aBoundStart << " .. " << aVertNum << std::endl;
562 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
568 aBoundStart += aVertNum;
573 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
575 #ifdef RAY_TRACE_PRINT_INFO
576 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
579 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
587 if (aSet->Size() != 0)
593 // =======================================================================
594 // function : AddRaytraceVertexIndices
595 // purpose : Adds vertex indices to ray-traced scene geometry
596 // =======================================================================
597 Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
598 const OpenGl_PrimitiveArray& theArray,
599 Standard_Integer theOffset,
600 Standard_Integer theCount,
601 Standard_Integer theMatID)
603 switch (theArray.DrawMode())
605 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
606 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
607 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
608 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
609 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
610 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
612 return Standard_False;
615 // =======================================================================
616 // function : AddRaytraceTriangleArray
617 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
618 // =======================================================================
619 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
620 const Handle(Graphic3d_IndexBuffer)& theIndices,
621 Standard_Integer theOffset,
622 Standard_Integer theCount,
623 Standard_Integer theMatID)
626 return Standard_True;
628 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
630 if (!theIndices.IsNull())
632 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
634 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
635 theIndices->Index (aVert + 1),
636 theIndices->Index (aVert + 2),
642 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
644 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
649 return Standard_True;
652 // =======================================================================
653 // function : AddRaytraceTriangleFanArray
654 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
655 // =======================================================================
656 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
657 const Handle(Graphic3d_IndexBuffer)& theIndices,
658 Standard_Integer theOffset,
659 Standard_Integer theCount,
660 Standard_Integer theMatID)
663 return Standard_True;
665 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
667 if (!theIndices.IsNull())
669 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
671 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
672 theIndices->Index (aVert + 1),
673 theIndices->Index (aVert + 2),
679 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
681 theSet.Elements.push_back (BVH_Vec4i (theOffset,
688 return Standard_True;
691 // =======================================================================
692 // function : AddRaytraceTriangleStripArray
693 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
694 // =======================================================================
695 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
696 const Handle(Graphic3d_IndexBuffer)& theIndices,
697 Standard_Integer theOffset,
698 Standard_Integer theCount,
699 Standard_Integer theMatID)
702 return Standard_True;
704 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
706 if (!theIndices.IsNull())
708 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
710 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
711 theIndices->Index (aVert + aCW ? 0 : 1),
712 theIndices->Index (aVert + 2),
718 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
720 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
727 return Standard_True;
730 // =======================================================================
731 // function : AddRaytraceQuadrangleArray
732 // purpose : Adds OpenGL quad array to ray-traced scene geometry
733 // =======================================================================
734 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
735 const Handle(Graphic3d_IndexBuffer)& theIndices,
736 Standard_Integer theOffset,
737 Standard_Integer theCount,
738 Standard_Integer theMatID)
741 return Standard_True;
743 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
745 if (!theIndices.IsNull())
747 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
749 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
750 theIndices->Index (aVert + 1),
751 theIndices->Index (aVert + 2),
753 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
754 theIndices->Index (aVert + 2),
755 theIndices->Index (aVert + 3),
761 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
763 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
765 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
770 return Standard_True;
773 // =======================================================================
774 // function : AddRaytraceQuadrangleStripArray
775 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
776 // =======================================================================
777 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
778 const Handle(Graphic3d_IndexBuffer)& theIndices,
779 Standard_Integer theOffset,
780 Standard_Integer theCount,
781 Standard_Integer theMatID)
784 return Standard_True;
786 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
788 if (!theIndices.IsNull())
790 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
792 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
793 theIndices->Index (aVert + 1),
794 theIndices->Index (aVert + 2),
797 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
798 theIndices->Index (aVert + 3),
799 theIndices->Index (aVert + 2),
805 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
807 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
812 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
819 return Standard_True;
822 // =======================================================================
823 // function : AddRaytracePolygonArray
824 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
825 // =======================================================================
826 Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
827 const Handle(Graphic3d_IndexBuffer)& theIndices,
828 Standard_Integer theOffset,
829 Standard_Integer theCount,
830 Standard_Integer theMatID)
833 return Standard_True;
835 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
837 if (!theIndices.IsNull())
839 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
841 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
842 theIndices->Index (aVert + 1),
843 theIndices->Index (aVert + 2),
849 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
851 theSet.Elements.push_back (BVH_Vec4i (theOffset,
858 return Standard_True;
861 // =======================================================================
862 // function : UpdateRaytraceLightSources
863 // purpose : Updates 3D scene light sources for ray-tracing
864 // =======================================================================
865 Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const GLdouble theInvModelView[16])
867 myRaytraceGeometry.Sources.clear();
869 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
871 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
873 const OpenGl_Light& aLight = anItl.Value();
875 if (aLight.Type == Visual3d_TOLS_AMBIENT)
877 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
884 BVH_Vec4f aDiffuse (aLight.Color.r(),
889 BVH_Vec4f aPosition (-aLight.Direction.x(),
890 -aLight.Direction.y(),
891 -aLight.Direction.z(),
894 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
896 aPosition = BVH_Vec4f (aLight.Position.x(),
902 if (aLight.IsHeadlight)
903 aPosition = MatVecMult (theInvModelView, aPosition);
906 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
909 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
911 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
913 if (!myRaytraceLightSrcTexture->Create (myGlContext))
915 #ifdef RAY_TRACE_PRINT_INFO
916 std::cout << "Error: Failed to create light source buffer" << std::endl;
918 return Standard_False;
922 if (myRaytraceGeometry.Sources.size() != 0)
924 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
925 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
927 #ifdef RAY_TRACE_PRINT_INFO
928 std::cout << "Error: Failed to upload light source buffer" << std::endl;
930 return Standard_False;
934 return Standard_True;
937 // =======================================================================
938 // function : UpdateRaytraceEnvironmentMap
939 // purpose : Updates environment map for ray-tracing
940 // =======================================================================
941 Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
944 return Standard_False;
946 if (myViewModificationStatus == myView->ModificationState())
947 return Standard_True;
949 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
951 const Handle(OpenGl_ShaderProgram)& aProgram =
952 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
954 if (!aProgram.IsNull())
956 aProgram->Bind (myGlContext);
958 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
960 myView->TextureEnv()->Bind (
961 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
963 aProgram->SetUniform (myGlContext,
964 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 1);
968 aProgram->SetUniform (myGlContext,
969 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 0);
974 OpenGl_ShaderProgram::Unbind (myGlContext);
976 myViewModificationStatus = myView->ModificationState();
978 return Standard_True;
981 // =======================================================================
983 // purpose : Returns shader source combined with prefix
984 // =======================================================================
985 TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
987 static const TCollection_AsciiString aVersion = "#version 140";
989 if (myPrefix.IsEmpty())
991 return aVersion + "\n" + mySource;
994 return aVersion + "\n" + myPrefix + "\n" + mySource;
997 // =======================================================================
999 // purpose : Loads shader source from specified files
1000 // =======================================================================
1001 void OpenGl_Workspace::ShaderSource::Load (
1002 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
1006 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1008 OSD_File aFile (theFileNames[anIndex]);
1010 Standard_ASSERT_RETURN (aFile.Exists(),
1011 "Error: Failed to find shader source file", /* none */);
1013 aFile.Open (OSD_ReadOnly, OSD_Protection());
1015 TCollection_AsciiString aSource;
1017 Standard_ASSERT_RETURN (aFile.IsOpen(),
1018 "Error: Failed to open shader source file", /* none */);
1020 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1022 if (!aSource.IsEmpty())
1024 mySource += TCollection_AsciiString ("\n") + aSource;
1031 // =======================================================================
1032 // function : LoadShader
1033 // purpose : Creates new shader object with specified source
1034 // =======================================================================
1035 Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
1037 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1039 if (!aShader->Create (myGlContext))
1041 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1043 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1044 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1046 aShader->Release (myGlContext.operator->());
1048 return Handle(OpenGl_ShaderObject)();
1051 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1053 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1055 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1056 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1058 aShader->Release (myGlContext.operator->());
1060 return Handle(OpenGl_ShaderObject)();
1063 TCollection_AsciiString aBuildLog;
1065 if (!aShader->Compile (myGlContext))
1067 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1069 const TCollection_ExtendedString aMessage =
1070 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1072 #ifdef RAY_TRACE_PRINT_INFO
1073 std::cout << aBuildLog << std::endl;
1076 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1077 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1080 aShader->Release (myGlContext.operator->());
1082 return Handle(OpenGl_ShaderObject)();
1085 #ifdef RAY_TRACE_PRINT_INFO
1086 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1088 if (!aBuildLog.IsEmpty())
1090 std::cout << aBuildLog << std::endl;
1094 std::cout << "Info: shader build log is empty" << std::endl;
1102 // =======================================================================
1103 // function : SafeFailBack
1104 // purpose : Performs safe exit when shaders initialization fails
1105 // =======================================================================
1106 Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
1108 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1109 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
1111 myComputeInitStatus = OpenGl_RT_FAIL;
1113 ReleaseRaytraceResources();
1115 return Standard_False;
1118 // =======================================================================
1119 // function : InitRaytraceResources
1120 // purpose : Initializes OpenGL/GLSL shader programs
1121 // =======================================================================
1122 Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
1124 Standard_Boolean aToRebuildShaders = Standard_False;
1126 if (myComputeInitStatus == OpenGl_RT_INIT)
1128 if (!myIsRaytraceDataValid)
1129 return Standard_True;
1131 const Standard_Integer aRequiredStackSize =
1132 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1134 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1136 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1138 aToRebuildShaders = Standard_True;
1142 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1144 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1146 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1147 aToRebuildShaders = Standard_True;
1152 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.TraceDepth)
1154 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1155 aToRebuildShaders = Standard_True;
1158 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1160 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1161 aToRebuildShaders = Standard_True;
1164 if (aToRebuildShaders)
1166 #ifdef RAY_TRACE_PRINT_INFO
1167 std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
1170 // Change state to force update all uniforms
1171 ++myViewModificationStatus;
1173 TCollection_AsciiString aPrefixString =
1174 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1175 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1177 if (myRaytraceParameters.TransparentShadows)
1179 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1182 #ifdef RAY_TRACE_PRINT_INFO
1183 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1186 myRaytraceShaderSource.SetPrefix (aPrefixString);
1187 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1189 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1190 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1192 return Standard_False;
1195 if (!myRaytraceShader->Compile (myGlContext)
1196 || !myPostFSAAShader->Compile (myGlContext))
1198 return Standard_False;
1201 if (!myRaytraceProgram->Link (myGlContext)
1202 || !myPostFSAAProgram->Link (myGlContext))
1204 return Standard_False;
1209 if (myComputeInitStatus == OpenGl_RT_NONE)
1211 if (!myGlContext->IsGlGreaterEqual (3, 1))
1213 const TCollection_ExtendedString aMessage = "Ray-tracing requires OpenGL 3.1 and higher";
1215 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1216 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1218 return Standard_False;
1221 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1223 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1225 if (aFolder.IsEmpty())
1227 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1229 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1230 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1232 return Standard_False;
1235 if (myIsRaytraceDataValid)
1237 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1238 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1241 TCollection_AsciiString aPrefixString =
1242 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1243 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1245 if (myRaytraceParameters.TransparentShadows)
1247 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1250 #ifdef RAY_TRACE_PRINT_INFO
1251 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1255 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1256 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1258 if (aBasicVertShader.IsNull())
1260 return SafeFailBack ("Failed to set vertex shader source");
1263 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
1265 myRaytraceShaderSource.Load (aFiles, 2);
1267 myRaytraceShaderSource.SetPrefix (aPrefixString);
1269 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
1271 if (myRaytraceShader.IsNull())
1273 aBasicVertShader->Release (myGlContext.operator->());
1275 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1278 myRaytraceProgram = new OpenGl_ShaderProgram;
1280 if (!myRaytraceProgram->Create (myGlContext))
1282 aBasicVertShader->Release (myGlContext.operator->());
1284 return SafeFailBack ("Failed to create ray-trace shader program");
1287 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1288 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1290 aBasicVertShader->Release (myGlContext.operator->());
1292 return SafeFailBack ("Failed to attach ray-trace shader objects");
1295 if (!myRaytraceProgram->Link (myGlContext))
1297 TCollection_AsciiString aLinkLog;
1299 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1301 #ifdef RAY_TRACE_PRINT_INFO
1302 std::cout << aLinkLog << std::endl;
1306 return SafeFailBack ("Failed to link ray-trace shader program");
1311 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1312 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1314 if (aBasicVertShader.IsNull())
1316 return SafeFailBack ("Failed to set vertex shader source");
1319 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
1321 myPostFSAAShaderSource.Load (aFiles, 2);
1323 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1325 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
1327 if (myPostFSAAShader.IsNull())
1329 aBasicVertShader->Release (myGlContext.operator->());
1331 return SafeFailBack ("Failed to set FSAA fragment shader source");
1334 myPostFSAAProgram = new OpenGl_ShaderProgram;
1336 if (!myPostFSAAProgram->Create (myGlContext))
1338 aBasicVertShader->Release (myGlContext.operator->());
1340 return SafeFailBack ("Failed to create FSAA shader program");
1343 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1344 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1346 aBasicVertShader->Release (myGlContext.operator->());
1348 return SafeFailBack ("Failed to attach FSAA shader objects");
1351 if (!myPostFSAAProgram->Link (myGlContext))
1353 TCollection_AsciiString aLinkLog;
1355 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1357 #ifdef RAY_TRACE_PRINT_INFO
1358 std::cout << aLinkLog << std::endl;
1362 return SafeFailBack ("Failed to link FSAA shader program");
1367 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1369 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1371 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1372 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1374 aShaderProgram->Bind (myGlContext);
1376 aShaderProgram->SetSampler (myGlContext,
1377 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1378 aShaderProgram->SetSampler (myGlContext,
1379 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1380 aShaderProgram->SetSampler (myGlContext,
1381 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1382 aShaderProgram->SetSampler (myGlContext,
1383 "uObjectMinPointTexture", OpenGl_RT_ObjectMinPointTexture);
1384 aShaderProgram->SetSampler (myGlContext,
1385 "uObjectMaxPointTexture", OpenGl_RT_ObjectMaxPointTexture);
1386 aShaderProgram->SetSampler (myGlContext,
1387 "uObjectNodeInfoTexture", OpenGl_RT_ObjectNodeInfoTexture);
1388 aShaderProgram->SetSampler (myGlContext,
1389 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1390 aShaderProgram->SetSampler (myGlContext,
1391 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1392 aShaderProgram->SetSampler (myGlContext,
1393 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1394 aShaderProgram->SetSampler (myGlContext,
1395 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1396 aShaderProgram->SetSampler (myGlContext,
1397 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1398 aShaderProgram->SetSampler (myGlContext,
1399 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1400 aShaderProgram->SetSampler (myGlContext,
1401 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1405 aShaderProgram->SetSampler (myGlContext,
1406 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1409 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1410 aShaderProgram->GetAttributeLocation (myGlContext, "aPosition");
1412 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1413 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1414 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1415 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1416 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1417 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1418 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1419 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1420 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1421 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1422 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1423 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1424 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1425 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1426 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1427 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
1429 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1430 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1431 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1432 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
1434 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1435 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1436 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1437 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
1439 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1440 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1441 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1442 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1444 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1445 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1446 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1447 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1448 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1449 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
1451 myUniformLocations[anIndex][OpenGl_RT_uEnvironmentEnable] =
1452 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
1455 OpenGl_ShaderProgram::Unbind (myGlContext);
1458 if (myComputeInitStatus != OpenGl_RT_NONE)
1460 return myComputeInitStatus == OpenGl_RT_INIT;
1463 if (myRaytraceFBO1.IsNull())
1465 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1468 if (myRaytraceFBO2.IsNull())
1470 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1473 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1480 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
1482 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
1484 return Standard_True;
1487 // =======================================================================
1488 // function : NullifyResource
1490 // =======================================================================
1491 inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1492 Handle(OpenGl_Resource)& theResource)
1494 if (!theResource.IsNull())
1496 theResource->Release (theContext.operator->());
1497 theResource.Nullify();
1501 // =======================================================================
1502 // function : ReleaseRaytraceResources
1503 // purpose : Releases OpenGL/GLSL shader programs
1504 // =======================================================================
1505 void OpenGl_Workspace::ReleaseRaytraceResources()
1507 NullifyResource (myGlContext, myRaytraceFBO1);
1508 NullifyResource (myGlContext, myRaytraceFBO2);
1510 NullifyResource (myGlContext, myRaytraceShader);
1511 NullifyResource (myGlContext, myPostFSAAShader);
1513 NullifyResource (myGlContext, myRaytraceProgram);
1514 NullifyResource (myGlContext, myPostFSAAProgram);
1516 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1517 NullifyResource (myGlContext, mySceneMinPointTexture);
1518 NullifyResource (myGlContext, mySceneMaxPointTexture);
1520 NullifyResource (myGlContext, myObjectNodeInfoTexture);
1521 NullifyResource (myGlContext, myObjectMinPointTexture);
1522 NullifyResource (myGlContext, myObjectMaxPointTexture);
1524 NullifyResource (myGlContext, myGeometryVertexTexture);
1525 NullifyResource (myGlContext, myGeometryNormalTexture);
1526 NullifyResource (myGlContext, myGeometryTriangTexture);
1527 NullifyResource (myGlContext, mySceneTransformTexture);
1529 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1530 NullifyResource (myGlContext, myRaytraceMaterialTexture);
1532 if (myRaytraceScreenQuad.IsValid())
1533 myRaytraceScreenQuad.Release (myGlContext.operator->());
1536 // =======================================================================
1537 // function : UploadRaytraceData
1538 // purpose : Uploads ray-trace data to the GPU
1539 // =======================================================================
1540 Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1542 if (!myGlContext->IsGlGreaterEqual (3, 1))
1544 #ifdef RAY_TRACE_PRINT_INFO
1545 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1547 return Standard_False;
1550 /////////////////////////////////////////////////////////////////////////////
1551 // Create OpenGL texture buffers
1553 if (mySceneNodeInfoTexture.IsNull()) // create hight-level BVH buffers
1555 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1556 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1557 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1558 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1560 if (!mySceneNodeInfoTexture->Create (myGlContext)
1561 || !mySceneMinPointTexture->Create (myGlContext)
1562 || !mySceneMaxPointTexture->Create (myGlContext)
1563 || !mySceneTransformTexture->Create (myGlContext))
1565 #ifdef RAY_TRACE_PRINT_INFO
1566 std::cout << "Error: Failed to create buffers for high-level scene BVH" << std::endl;
1568 return Standard_False;
1572 if (myObjectNodeInfoTexture.IsNull()) // create bottom-level BVH buffers
1574 myObjectNodeInfoTexture = new OpenGl_TextureBufferArb;
1575 myObjectMinPointTexture = new OpenGl_TextureBufferArb;
1576 myObjectMaxPointTexture = new OpenGl_TextureBufferArb;
1578 if (!myObjectNodeInfoTexture->Create (myGlContext)
1579 || !myObjectMinPointTexture->Create (myGlContext)
1580 || !myObjectMaxPointTexture->Create (myGlContext))
1582 #ifdef RAY_TRACE_PRINT_INFO
1583 std::cout << "Error: Failed to create buffers for bottom-level scene BVH" << std::endl;
1585 return Standard_False;
1589 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1591 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1592 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1593 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1595 if (!myGeometryVertexTexture->Create (myGlContext)
1596 || !myGeometryNormalTexture->Create (myGlContext)
1597 || !myGeometryTriangTexture->Create (myGlContext))
1599 #ifdef RAY_TRACE_PRINT_INFO
1600 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1602 return Standard_False;
1606 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1608 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1610 if (!myRaytraceMaterialTexture->Create (myGlContext))
1612 #ifdef RAY_TRACE_PRINT_INFO
1613 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1615 return Standard_False;
1619 /////////////////////////////////////////////////////////////////////////////
1620 // Write top-level BVH buffers
1622 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
1624 bool aResult = true;
1625 if (!aBVH->NodeInfoBuffer().empty())
1627 aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
1628 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1629 aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
1630 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1631 aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
1632 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1636 #ifdef RAY_TRACE_PRINT_INFO
1637 std::cout << "Error: Failed to upload buffers for high-level scene BVH" << std::endl;
1639 return Standard_False;
1642 /////////////////////////////////////////////////////////////////////////////
1643 // Write transform buffer
1645 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1646 BVH_Mat4f anIdentity;
1648 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1650 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1651 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1653 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1654 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1656 Standard_ASSERT_RETURN (aTransform != NULL,
1657 "OpenGl_TriangleSet does not contain transform", Standard_False);
1659 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1663 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1664 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1666 delete[] aNodeTransforms;
1668 /////////////////////////////////////////////////////////////////////////////
1669 // Write geometry and bottom-level BVH buffers
1671 Standard_Size aTotalVerticesNb = 0;
1672 Standard_Size aTotalElementsNb = 0;
1673 Standard_Size aTotalBVHNodesNb = 0;
1675 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1677 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1678 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1680 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1681 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1683 aTotalVerticesNb += aTriangleSet->Vertices.size();
1684 aTotalElementsNb += aTriangleSet->Elements.size();
1686 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1687 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
1689 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1692 if (aTotalBVHNodesNb != 0)
1694 aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1695 aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1696 aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1701 #ifdef RAY_TRACE_PRINT_INFO
1702 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1704 return Standard_False;
1707 if (aTotalElementsNb != 0)
1709 aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
1712 if (aTotalVerticesNb != 0)
1714 aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1715 aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1720 #ifdef RAY_TRACE_PRINT_INFO
1721 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1723 return Standard_False;
1726 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1728 if (!aBVH->IsOuter (aNodeIdx))
1731 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
1733 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1734 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1736 const Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
1738 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1739 "Error: Failed to get offset for bottom-level BVH", Standard_False);
1741 const size_t aBVHBuffserSize = aTriangleSet->BVH()->NodeInfoBuffer().size();
1743 if (aBVHBuffserSize != 0)
1745 aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1746 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1747 aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1748 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1749 aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1750 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
1753 #ifdef RAY_TRACE_PRINT_INFO
1754 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1756 return Standard_False;
1760 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
1762 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1763 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
1765 if (!aTriangleSet->Vertices.empty())
1767 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1768 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1769 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1770 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
1773 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
1775 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1776 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
1778 if (!aTriangleSet->Elements.empty())
1780 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1781 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
1786 #ifdef RAY_TRACE_PRINT_INFO
1787 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
1789 return Standard_False;
1793 if (myRaytraceGeometry.Materials.size() != 0)
1795 const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
1796 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
1799 #ifdef RAY_TRACE_PRINT_INFO
1800 std::cout << "Error: Failed to upload material buffer" << std::endl;
1802 return Standard_False;
1806 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
1808 #ifdef RAY_TRACE_PRINT_INFO
1810 Standard_ShortReal aMemUsed = 0.f;
1812 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1814 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1815 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
1817 aMemUsed += static_cast<Standard_ShortReal> (
1818 aTriangleSet->Vertices.size() * sizeof (BVH_Vec4f));
1819 aMemUsed += static_cast<Standard_ShortReal> (
1820 aTriangleSet->Normals.size() * sizeof (BVH_Vec4f));
1821 aMemUsed += static_cast<Standard_ShortReal> (
1822 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
1824 aMemUsed += static_cast<Standard_ShortReal> (
1825 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1826 aMemUsed += static_cast<Standard_ShortReal> (
1827 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1828 aMemUsed += static_cast<Standard_ShortReal> (
1829 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1832 aMemUsed += static_cast<Standard_ShortReal> (
1833 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1834 aMemUsed += static_cast<Standard_ShortReal> (
1835 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1836 aMemUsed += static_cast<Standard_ShortReal> (
1837 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1839 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
1846 // =======================================================================
1847 // function : ResizeRaytraceBuffers
1848 // purpose : Resizes OpenGL frame buffers
1849 // =======================================================================
1850 Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1851 const Standard_Integer theSizeY)
1853 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1854 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1856 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1857 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1860 return Standard_True;
1863 // =======================================================================
1864 // function : UpdateCamera
1865 // purpose : Generates viewing rays for corners of screen quad
1866 // =======================================================================
1867 void OpenGl_Workspace::UpdateCamera (const NCollection_Mat4<GLdouble>& theOrientation,
1868 const NCollection_Mat4<GLdouble>& theViewMapping,
1869 OpenGl_Vec3 theOrigins[4],
1870 OpenGl_Vec3 theDirects[4])
1872 NCollection_Mat4<GLdouble> aInvModelProj;
1874 // compute inverse model-view-projection matrix
1875 (theViewMapping * theOrientation).Inverted (aInvModelProj);
1877 Standard_Integer aOriginIndex = 0;
1878 Standard_Integer aDirectIndex = 0;
1880 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1882 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1884 OpenGl_Vec4d aOrigin (GLdouble(aX),
1889 aOrigin = aInvModelProj * aOrigin;
1891 aOrigin.x() = aOrigin.x() / aOrigin.w();
1892 aOrigin.y() = aOrigin.y() / aOrigin.w();
1893 aOrigin.z() = aOrigin.z() / aOrigin.w();
1895 OpenGl_Vec4d aDirect (GLdouble(aX),
1900 aDirect = aInvModelProj * aDirect;
1902 aDirect.x() = aDirect.x() / aDirect.w();
1903 aDirect.y() = aDirect.y() / aDirect.w();
1904 aDirect.z() = aDirect.z() / aDirect.w();
1906 aDirect = aDirect - aOrigin;
1908 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
1909 aDirect.y() * aDirect.y() +
1910 aDirect.z() * aDirect.z());
1912 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1913 static_cast<GLfloat> (aOrigin.y()),
1914 static_cast<GLfloat> (aOrigin.z()));
1916 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1917 static_cast<GLfloat> (aDirect.y() * aInvLen),
1918 static_cast<GLfloat> (aDirect.z() * aInvLen));
1923 // =======================================================================
1924 // function : RunRaytraceShaders
1925 // purpose : Runs ray-tracing shader programs
1926 // =======================================================================
1927 Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
1928 const Standard_Integer theSizeX,
1929 const Standard_Integer theSizeY,
1930 const OpenGl_Vec3 theOrigins[4],
1931 const OpenGl_Vec3 theDirects[4],
1932 OpenGl_FrameBuffer* theFrameBuffer)
1934 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
1935 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
1936 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
1937 myObjectMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
1938 myObjectMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
1939 myObjectNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
1940 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
1941 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
1942 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
1943 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
1944 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
1945 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
1947 if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
1949 myRaytraceFBO1->BindBuffer (myGlContext);
1951 glDisable (GL_BLEND);
1954 myRaytraceProgram->Bind (myGlContext);
1956 Standard_Integer aLightSourceBufferSize =
1957 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
1959 myRaytraceProgram->SetUniform (myGlContext,
1960 myUniformLocations[0][OpenGl_RT_uOriginLB], theOrigins[0]);
1961 myRaytraceProgram->SetUniform (myGlContext,
1962 myUniformLocations[0][OpenGl_RT_uOriginRB], theOrigins[1]);
1963 myRaytraceProgram->SetUniform (myGlContext,
1964 myUniformLocations[0][OpenGl_RT_uOriginLT], theOrigins[2]);
1965 myRaytraceProgram->SetUniform (myGlContext,
1966 myUniformLocations[0][OpenGl_RT_uOriginRT], theOrigins[3]);
1967 myRaytraceProgram->SetUniform (myGlContext,
1968 myUniformLocations[0][OpenGl_RT_uDirectLB], theDirects[0]);
1969 myRaytraceProgram->SetUniform (myGlContext,
1970 myUniformLocations[0][OpenGl_RT_uDirectRB], theDirects[1]);
1971 myRaytraceProgram->SetUniform (myGlContext,
1972 myUniformLocations[0][OpenGl_RT_uDirectLT], theDirects[2]);
1973 myRaytraceProgram->SetUniform (myGlContext,
1974 myUniformLocations[0][OpenGl_RT_uDirectRT], theDirects[3]);
1975 myRaytraceProgram->SetUniform (myGlContext,
1976 myUniformLocations[0][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
1977 myRaytraceProgram->SetUniform (myGlContext,
1978 myUniformLocations[0][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
1979 myRaytraceProgram->SetUniform (myGlContext,
1980 myUniformLocations[0][OpenGl_RT_uLightCount], aLightSourceBufferSize);
1981 myRaytraceProgram->SetUniform (myGlContext,
1982 myUniformLocations[0][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
1983 myRaytraceProgram->SetUniform (myGlContext,
1984 myUniformLocations[0][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
1985 myRaytraceProgram->SetUniform (myGlContext,
1986 myUniformLocations[0][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
1988 myGlContext->core20fwd->glEnableVertexAttribArray (
1989 myUniformLocations[0][OpenGl_RT_aPosition]);
1991 myGlContext->core20fwd->glVertexAttribPointer (
1992 myUniformLocations[0][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
1994 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
1996 myGlContext->core20fwd->glDisableVertexAttribArray (
1997 myUniformLocations[0][OpenGl_RT_aPosition]);
1999 if (!theCView.RenderParams.IsAntialiasingEnabled)
2001 myRaytraceProgram->Unbind (myGlContext);
2003 return Standard_True;
2006 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2008 myPostFSAAProgram->Bind (myGlContext);
2010 myPostFSAAProgram->SetUniform (myGlContext,
2011 myUniformLocations[1][OpenGl_RT_uOriginLB], theOrigins[0]);
2012 myPostFSAAProgram->SetUniform (myGlContext,
2013 myUniformLocations[1][OpenGl_RT_uOriginRB], theOrigins[1]);
2014 myPostFSAAProgram->SetUniform (myGlContext,
2015 myUniformLocations[1][OpenGl_RT_uOriginLT], theOrigins[2]);
2016 myPostFSAAProgram->SetUniform (myGlContext,
2017 myUniformLocations[1][OpenGl_RT_uOriginRT], theOrigins[3]);
2018 myPostFSAAProgram->SetUniform (myGlContext,
2019 myUniformLocations[1][OpenGl_RT_uDirectLB], theDirects[0]);
2020 myPostFSAAProgram->SetUniform (myGlContext,
2021 myUniformLocations[1][OpenGl_RT_uDirectRB], theDirects[1]);
2022 myPostFSAAProgram->SetUniform (myGlContext,
2023 myUniformLocations[1][OpenGl_RT_uDirectLT], theDirects[2]);
2024 myPostFSAAProgram->SetUniform (myGlContext,
2025 myUniformLocations[1][OpenGl_RT_uDirectRT], theDirects[3]);
2026 myPostFSAAProgram->SetUniform (myGlContext,
2027 myUniformLocations[1][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2028 myPostFSAAProgram->SetUniform (myGlContext,
2029 myUniformLocations[1][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2030 myPostFSAAProgram->SetUniform (myGlContext,
2031 myUniformLocations[1][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2032 myPostFSAAProgram->SetUniform (myGlContext,
2033 myUniformLocations[1][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2034 myPostFSAAProgram->SetUniform (myGlContext,
2035 myUniformLocations[1][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2036 myPostFSAAProgram->SetUniform (myGlContext,
2037 myUniformLocations[1][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2039 const Standard_ShortReal aMaxOffset = 0.559017f;
2040 const Standard_ShortReal aMinOffset = 0.186339f;
2042 myGlContext->core20fwd->glEnableVertexAttribArray (
2043 myUniformLocations[1][OpenGl_RT_aPosition]);
2045 myGlContext->core20fwd->glVertexAttribPointer (
2046 myUniformLocations[1][OpenGl_RT_aPosition], 3, GL_FLOAT, GL_FALSE, 0, NULL);
2048 // Perform multi-pass adaptive FSAA using ping-pong technique
2049 // rotated grid AA always uses 4 samples
2050 for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
2052 GLfloat aOffsetX = 1.f / theSizeX;
2053 GLfloat aOffsetY = 1.f / theSizeY;
2057 aOffsetX *= anIt < 1 ? aMinOffset : -aMaxOffset;
2058 aOffsetY *= anIt < 1 ? aMaxOffset : aMinOffset;
2062 aOffsetX *= anIt > 2 ? aMaxOffset : -aMinOffset;
2063 aOffsetY *= anIt > 2 ? -aMinOffset : -aMaxOffset;
2066 myPostFSAAProgram->SetUniform (myGlContext,
2067 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 2);
2068 myPostFSAAProgram->SetUniform (myGlContext,
2069 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2070 myPostFSAAProgram->SetUniform (myGlContext,
2071 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2073 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2075 if (anIt == 3) // disable FBO on last iteration
2077 glEnable (GL_BLEND);
2079 if (theFrameBuffer != NULL)
2080 theFrameBuffer->BindBuffer (myGlContext);
2084 aFramebuffer->BindBuffer (myGlContext);
2087 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2089 if (anIt != 3) // set input for the next pass
2091 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2092 aFramebuffer->UnbindBuffer (myGlContext);
2096 myGlContext->core20fwd->glDisableVertexAttribArray (
2097 myUniformLocations[1][OpenGl_RT_aPosition]);
2099 myPostFSAAProgram->Unbind (myGlContext);
2101 return Standard_True;
2104 // =======================================================================
2105 // function : Raytrace
2106 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
2107 // =======================================================================
2108 Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
2109 const Standard_Integer theSizeX,
2110 const Standard_Integer theSizeY,
2111 const Standard_Boolean theToSwap,
2112 OpenGl_FrameBuffer* theFrameBuffer)
2114 if (!UpdateRaytraceGeometry (OpenGl_GUM_CHECK))
2115 return Standard_False;
2117 if (!InitRaytraceResources (theCView))
2118 return Standard_False;
2120 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
2121 return Standard_False;
2123 if (!UpdateRaytraceEnvironmentMap())
2124 return Standard_False;
2126 // Get model-view and projection matrices
2127 TColStd_Array2OfReal theOrientation (0, 3, 0, 3);
2128 TColStd_Array2OfReal theViewMapping (0, 3, 0, 3);
2130 myView->GetMatrices (theOrientation, theViewMapping);
2132 NCollection_Mat4<GLdouble> aOrientationMatrix;
2133 NCollection_Mat4<GLdouble> aViewMappingMatrix;
2135 for (Standard_Integer j = 0; j < 4; ++j)
2137 for (Standard_Integer i = 0; i < 4; ++i)
2139 aOrientationMatrix [4 * j + i] = theOrientation (i, j);
2140 aViewMappingMatrix [4 * j + i] = theViewMapping (i, j);
2144 NCollection_Mat4<GLdouble> aInvOrientationMatrix;
2145 aOrientationMatrix.Inverted (aInvOrientationMatrix);
2147 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
2148 return Standard_False;
2150 OpenGl_Vec3 aOrigins[4];
2151 OpenGl_Vec3 aDirects[4];
2153 UpdateCamera (aOrientationMatrix,
2158 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2159 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
2161 glDisable (GL_DEPTH_TEST);
2163 if (NamedStatus & OPENGL_NS_WHITEBACK)
2165 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2169 glClearColor (myBgColor.rgb[0],
2175 glClear (GL_COLOR_BUFFER_BIT);
2177 if (theFrameBuffer != NULL)
2178 theFrameBuffer->BindBuffer (myGlContext);
2180 myView->DrawBackground (*this);
2182 // Generate ray-traced image
2183 glMatrixMode (GL_PROJECTION);
2186 glMatrixMode (GL_MODELVIEW);
2189 glEnable (GL_BLEND);
2190 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
2192 if (myIsRaytraceDataValid)
2194 myRaytraceScreenQuad.Bind (myGlContext);
2196 RunRaytraceShaders (theCView,
2203 myRaytraceScreenQuad.Unbind (myGlContext);
2206 if (!wasBlendingEnabled)
2207 glDisable (GL_BLEND);
2209 if (wasDepthTestEnabled)
2210 glEnable (GL_DEPTH_TEST);
2215 GetGlContext()->SwapBuffers();
2216 myBackBufferRestored = Standard_False;
2223 return Standard_True;