// Created on: 2014-05-14 // Created by: Denis BOGOLEPOV // Copyright (c) 2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_RenderingParams_HeaderFile #define _Graphic3d_RenderingParams_HeaderFile #include #include #include #include #include #include #include #include #include #include //! Helper class to store rendering parameters. class Graphic3d_RenderingParams { public: //! Default pixels density. static const unsigned int THE_DEFAULT_RESOLUTION = 72u; //! Default ray-tracing depth. static const Standard_Integer THE_DEFAULT_DEPTH = 3; //! Anaglyph filter presets. enum Anaglyph { Anaglyph_RedCyan_Simple, //!< simple filter for Red-Cyan glasses (R+GB) Anaglyph_RedCyan_Optimized, //!< optimized filter for Red-Cyan glasses (R+GB) Anaglyph_YellowBlue_Simple, //!< simple filter for Yellow-Blue glasses (RG+B) Anaglyph_YellowBlue_Optimized, //!< optimized filter for Yellow-Blue glasses (RG+B) Anaglyph_GreenMagenta_Simple, //!< simple filter for Green-Magenta glasses (G+RB) Anaglyph_UserDefined //!< use externally specified matrices }; //! Statistics display flags. //! If not specified otherwise, the counter value is computed for a single rendered frame. enum PerfCounters { PerfCounters_NONE = 0x000, //!< no stats PerfCounters_FrameRate = 0x001, //!< Frame Rate, frames per second (number of frames within elapsed time) PerfCounters_CPU = 0x002, //!< CPU utilization as frames per second (number of frames within CPU utilization time (rendering thread)) PerfCounters_Layers = 0x004, //!< count layers (groups of structures) PerfCounters_Structures = 0x008, //!< count low-level Structures (normal unhighlighted Presentable Object is usually represented by 1 Structure) // PerfCounters_Groups = 0x010, //!< count primitive Groups (1 Structure holds 1 or more primitive Group) PerfCounters_GroupArrays = 0x020, //!< count Arrays within Primitive Groups (optimal primitive Group holds 1 Array) // PerfCounters_Triangles = 0x040, //!< count Triangles PerfCounters_Points = 0x080, //!< count Points PerfCounters_Lines = 0x100, //!< count Line segments // PerfCounters_EstimMem = 0x200, //!< estimated GPU memory usage // PerfCounters_FrameTime = 0x400, //!< frame CPU utilization time (rendering thread); @sa Graphic3d_FrameStatsTimer PerfCounters_FrameTimeMax= 0x800, //!< maximum frame times // PerfCounters_SkipImmediate = 0x1000, //!< do not include immediate viewer updates (e.g. lazy updates without redrawing entire view content) //! show basic statistics PerfCounters_Basic = PerfCounters_FrameRate | PerfCounters_CPU | PerfCounters_Layers | PerfCounters_Structures, //! extended (verbose) statistics PerfCounters_Extended = PerfCounters_Basic | PerfCounters_Groups | PerfCounters_GroupArrays | PerfCounters_Triangles | PerfCounters_Points | PerfCounters_Lines | PerfCounters_EstimMem, //! all counters PerfCounters_All = PerfCounters_Extended | PerfCounters_FrameTime | PerfCounters_FrameTimeMax, }; //! State of frustum culling optimization. enum FrustumCulling { FrustumCulling_Off, //!< culling is disabled FrustumCulling_On, //!< culling is active, and the list of culled entities is automatically updated before redraw FrustumCulling_NoUpdate //!< culling is active, but the list of culled entities is not updated }; public: //! Creates default rendering parameters. Graphic3d_RenderingParams() : Method (Graphic3d_RM_RASTERIZATION), ShadingModel (Graphic3d_TypeOfShadingModel_Phong), TransparencyMethod (Graphic3d_RTM_BLEND_UNORDERED), Resolution (THE_DEFAULT_RESOLUTION), FontHinting (Font_Hinting_Off), LineFeather (1.0f), // PBR parameters PbrEnvPow2Size (9), PbrEnvSpecMapNbLevels (6), PbrEnvBakingDiffNbSamples (1024), PbrEnvBakingSpecNbSamples (256), PbrEnvBakingProbability (0.99f), // OitDepthFactor (0.0f), NbOitDepthPeelingLayers (4), NbMsaaSamples (0), RenderResolutionScale (1.0f), ShadowMapResolution (1024), ShadowMapBias (0.005f), ToEnableDepthPrepass (Standard_False), ToEnableAlphaToCoverage (Standard_True), // ray tracing parameters IsGlobalIlluminationEnabled (Standard_False), SamplesPerPixel(0), RaytracingDepth (THE_DEFAULT_DEPTH), IsShadowEnabled (Standard_True), IsReflectionEnabled (Standard_False), IsAntialiasingEnabled (Standard_False), IsTransparentShadowEnabled (Standard_False), UseEnvironmentMapBackground (Standard_False), ToIgnoreNormalMapInRayTracing (Standard_False), CoherentPathTracingMode (Standard_False), AdaptiveScreenSampling (Standard_False), AdaptiveScreenSamplingAtomic(Standard_False), ShowSamplingTiles (Standard_False), TwoSidedBsdfModels (Standard_False), RadianceClampingValue (30.0), RebuildRayTracingShaders (Standard_False), RayTracingTileSize (32), NbRayTracingTiles (16 * 16), CameraApertureRadius (0.0f), CameraFocalPlaneDist (1.0f), FrustumCullingState (FrustumCulling_On), ToneMappingMethod (Graphic3d_ToneMappingMethod_Disabled), Exposure (0.f), WhitePoint (1.f), // stereoscopic parameters StereoMode (Graphic3d_StereoMode_QuadBuffer), HmdFov2d (30.0f), AnaglyphFilter (Anaglyph_RedCyan_Optimized), ToReverseStereo (Standard_False), ToSmoothInterlacing (Standard_True), ToMirrorComposer (Standard_True), // StatsPosition (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_LEFT_UPPER, Graphic3d_Vec2i (20, 20))), ChartPosition (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_RIGHT_UPPER, Graphic3d_Vec2i (20, 20))), ChartSize (-1, -1), StatsTextAspect (new Graphic3d_AspectText3d()), StatsUpdateInterval (1.0), StatsTextHeight (16), StatsNbFrames (1), StatsMaxChartTime (0.1f), CollectedStats (PerfCounters_Basic), ToShowStats (Standard_False) { const Graphic3d_Vec4 aZero (0.0f, 0.0f, 0.0f, 0.0f); AnaglyphLeft .SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f)); AnaglyphLeft .SetRow (1, aZero); AnaglyphLeft .SetRow (2, aZero); AnaglyphLeft .SetRow (3, aZero); AnaglyphRight.SetRow (0, aZero); AnaglyphRight.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f)); AnaglyphRight.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f)); AnaglyphRight.SetRow (3, aZero); StatsTextAspect->SetColor (Quantity_NOC_WHITE); StatsTextAspect->SetColorSubTitle (Quantity_NOC_BLACK); StatsTextAspect->SetFont (Font_NOF_ASCII_MONO); StatsTextAspect->SetDisplayType (Aspect_TODT_SHADOW); StatsTextAspect->SetTextZoomable (Standard_False); StatsTextAspect->SetTextFontAspect (Font_FA_Regular); } //! Returns resolution ratio. Standard_ShortReal ResolutionRatio() const { return Resolution / static_cast (THE_DEFAULT_RESOLUTION); } //! Dumps the content of me into the stream Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const; public: //! @name general parameters Graphic3d_RenderingMode Method; //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default Graphic3d_TypeOfShadingModel ShadingModel; //!< specified default shading model, Graphic3d_TypeOfShadingModel_Phong by default Graphic3d_RenderTransparentMethod TransparencyMethod; //!< specifies rendering method for transparent graphics unsigned int Resolution; //!< Pixels density (PPI), defines scaling factor for parameters like text size //! (when defined in screen-space units rather than in 3D) to be properly displayed //! on device (screen / printer). 72 is default value. //! Note that using difference resolution in different Views in same Viewer //! will lead to performance regression (for example, text will be recreated every time). Font_Hinting FontHinting; //!< enables/disables text hinting within textured fonts, Font_Hinting_Off by default; //! hinting improves readability of thin text on low-resolution screen, //! but adds distortions to original font depending on font family and font library version Standard_ShortReal LineFeather; //!< line feather width in pixels (> 0.0), 1.0 by default; //! high values produce blurred results, small values produce sharp (aliased) edges public: //! @name rendering resolution parameters Standard_Integer PbrEnvPow2Size; //!< size of IBL maps side can be calculated as 2^PbrEnvPow2Size (> 0), 9 by default Standard_Integer PbrEnvSpecMapNbLevels; //!< number of levels used in specular IBL map (> 1), 6 by default Standard_Integer PbrEnvBakingDiffNbSamples; //!< number of samples used in Monte-Carlo integration during diffuse IBL map's //! spherical harmonics coefficients generation (> 0), 1024 by default Standard_Integer PbrEnvBakingSpecNbSamples; //!< number of samples used in Monte-Carlo integration during specular IBL map's generation (> 0), 256 by default Standard_ShortReal PbrEnvBakingProbability; //!< controls strength of samples reducing strategy during specular IBL map's generation //! (see 'SpecIBLMapSamplesFactor' function for detail explanation) [0.0, 1.0], 0.99 by default Standard_ShortReal OitDepthFactor; //!< scalar factor [0-1] controlling influence of depth of a fragment to its final coverage (Graphic3d_RTM_BLEND_OIT), 0.0 by default Standard_Integer NbOitDepthPeelingLayers; //!< number of depth peeling (Graphic3d_RTM_DEPTH_PEELING_OIT) layers, 4 by default Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default; //! incompatible with MSAA (e.g. NbMsaaSamples should be set to 0) Standard_Integer ShadowMapResolution; //!< shadow texture map resolution, 1024 by default Standard_ShortReal ShadowMapBias; //!< shadowmap bias, 0.005 by default; Standard_Boolean ToEnableDepthPrepass; //!< enables/disables depth pre-pass, False by default Standard_Boolean ToEnableAlphaToCoverage; //!< enables/disables alpha to coverage, True by default public: //! @name Ray-Tracing/Path-Tracing parameters Standard_Boolean IsGlobalIlluminationEnabled; //!< enables/disables global illumination effects (path tracing) Standard_Integer SamplesPerPixel; //!< number of samples per pixel (SPP) Standard_Integer RaytracingDepth; //!< maximum ray-tracing depth, 3 by default Standard_Boolean IsShadowEnabled; //!< enables/disables shadows rendering, True by default Standard_Boolean IsReflectionEnabled; //!< enables/disables specular reflections, False by default Standard_Boolean IsAntialiasingEnabled; //!< enables/disables adaptive anti-aliasing, False by default Standard_Boolean IsTransparentShadowEnabled; //!< enables/disables light propagation through transparent media, False by default Standard_Boolean UseEnvironmentMapBackground; //!< enables/disables environment map background Standard_Boolean ToIgnoreNormalMapInRayTracing; //!< enables/disables normal map ignoring during path tracing; FALSE by default Standard_Boolean CoherentPathTracingMode; //!< enables/disables 'coherent' tracing mode (single RNG seed within 16x16 image blocks) Standard_Boolean AdaptiveScreenSampling; //!< enables/disables adaptive screen sampling mode for path tracing, FALSE by default Standard_Boolean AdaptiveScreenSamplingAtomic;//!< enables/disables usage of atomic float operations within adaptive screen sampling, FALSE by default Standard_Boolean ShowSamplingTiles; //!< enables/disables debug mode for adaptive screen sampling, FALSE by default Standard_Boolean TwoSidedBsdfModels; //!< forces path tracing to use two-sided versions of original one-sided scattering models Standard_ShortReal RadianceClampingValue; //!< maximum radiance value used for clamping radiance estimation. Standard_Boolean RebuildRayTracingShaders; //!< forces rebuilding ray tracing shaders at the next frame Standard_Integer RayTracingTileSize; //!< screen tile size, 32 by default (adaptive sampling mode of path tracing); Standard_Integer NbRayTracingTiles; //!< maximum number of screen tiles per frame, 256 by default (adaptive sampling mode of path tracing); //! this parameter limits the number of tiles to be rendered per redraw, increasing Viewer interactivity, //! but also increasing the time for achieving a good quality; -1 means no limit Standard_ShortReal CameraApertureRadius; //!< aperture radius of perspective camera used for depth-of-field, 0.0 by default (no DOF) (path tracing only) Standard_ShortReal CameraFocalPlaneDist; //!< focal distance of perspective camera used for depth-of field, 1.0 by default (path tracing only) FrustumCulling FrustumCullingState; //!< state of frustum culling optimization; FrustumCulling_On by default Graphic3d_ToneMappingMethod ToneMappingMethod; //!< specifies tone mapping method for path tracing, Graphic3d_ToneMappingMethod_Disabled by default Standard_ShortReal Exposure; //!< exposure value used for tone mapping (path tracing), 0.0 by default Standard_ShortReal WhitePoint; //!< white point value used in filmic tone mapping (path tracing), 1.0 by default public: //! @name VR / stereoscopic parameters Graphic3d_StereoMode StereoMode; //!< stereoscopic output mode, Graphic3d_StereoMode_QuadBuffer by default Standard_ShortReal HmdFov2d; //!< sharp field of view range in degrees for displaying on-screen 2D elements, 30.0 by default; Anaglyph AnaglyphFilter; //!< filter for anaglyph output, Anaglyph_RedCyan_Optimized by default Graphic3d_Mat4 AnaglyphLeft; //!< left anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft; Graphic3d_Mat4 AnaglyphRight; //!< right anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft; Standard_Boolean ToReverseStereo; //!< flag to reverse stereo pair, FALSE by default Standard_Boolean ToSmoothInterlacing; //!< flag to smooth output on interlaced displays (improves text readability / reduces line aliasing), TRUE by default Standard_Boolean ToMirrorComposer; //!< if output device is an external composer - mirror rendering results in window in addition to sending frame to composer, TRUE by default public: //! @name on-screen display parameters Handle(Graphic3d_TransformPers) StatsPosition; //!< location of stats, upper-left position by default Handle(Graphic3d_TransformPers) ChartPosition; //!< location of stats chart, upper-right position by default Graphic3d_Vec2i ChartSize; //!< chart size in pixels, (-1, -1) by default which means that chart will occupy a portion of viewport Handle(Graphic3d_AspectText3d) StatsTextAspect; //!< stats text aspect Standard_ShortReal StatsUpdateInterval; //!< time interval between stats updates in seconds, 1.0 second by default; //! too often updates might impact performance and will smear text within widgets //! (especially framerate, which is better averaging); //! 0.0 interval will force updating on each frame Standard_Integer StatsTextHeight; //!< stats text size; 16 by default Standard_Integer StatsNbFrames; //!< number of data frames to collect history; 1 by default Standard_ShortReal StatsMaxChartTime; //!< upper time limit within frame chart in seconds; 0.1 seconds by default (100 ms or 10 FPS) PerfCounters CollectedStats; //!< performance counters to collect, PerfCounters_Basic by default; //! too verbose options might impact rendering performance, //! because some counters might lack caching optimization (and will require expensive iteration through all data structures) Standard_Boolean ToShowStats; //!< display performance statistics, FALSE by default; //! note that counters specified within CollectedStats will be updated nevertheless //! of visibility of widget managed by ToShowStats flag (e.g. stats can be retrieved by application for displaying using other methods) }; #endif // _Graphic3d_RenderingParams_HeaderFile