// Created on: 2011-09-20 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2013 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 _OpenGl_Workspace_Header #define _OpenGl_Workspace_Header #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class OpenGl_AspectLine; class OpenGl_AspectMarker; class OpenGl_AspectText; class OpenGl_FrameBuffer; class OpenGl_Structure; class OpenGl_TriangleSet; class OpenGl_Element; class Image_PixMap; //! OpenGL material definition struct OpenGl_Material { OpenGl_Vec4 Ambient; //!< ambient reflection coefficient OpenGl_Vec4 Diffuse; //!< diffuse reflection coefficient OpenGl_Vec4 Specular; //!< glossy reflection coefficient OpenGl_Vec4 Emission; //!< material emission OpenGl_Vec4 Params; //!< extra packed parameters Standard_ShortReal Shine() const { return Params.x(); } Standard_ShortReal& ChangeShine() { return Params.x(); } Standard_ShortReal Transparency() const { return Params.y(); } Standard_ShortReal& ChangeTransparency() { return Params.y(); } //! Initialize material void Init (const OPENGL_SURF_PROP& theProps); //! Returns packed (serialized) representation of material properties const OpenGl_Vec4* Packed() const { return reinterpret_cast (this); } static Standard_Integer NbOfVec4() { return 5; } }; DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter) //! Graphical raytracing filter. //! Filters out all raytracable structures. class OpenGl_RaytraceFilter : public OpenGl_RenderFilter { public: //! Default constructor. OpenGl_RaytraceFilter() {} //! Remembers the previously set filter. inline void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter) { myPrevRenderFilter = theFilter; } //! Checks whether the element can be rendered or not. //! @param theElement [in] the element to check. //! @return True if element can be rendered. virtual Standard_Boolean CanRender (const OpenGl_Element* theElement); private: Handle(OpenGl_RenderFilter) myPrevRenderFilter; public: DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter) }; //! Represents window with GL context. //! Provides methods to render primitives and maintain GL state. class OpenGl_Workspace : public OpenGl_Window { public: //! Main constructor - prepare GL context for specified window. OpenGl_Workspace (const Handle(Aspect_DisplayConnection)& theDisplayConnection, const CALL_DEF_WINDOW& theCWindow, Aspect_RenderingContext theGContext, const Handle(OpenGl_Caps)& theCaps, const Handle(OpenGl_Context)& theShareCtx); //! Destructor virtual ~OpenGl_Workspace(); void SetActiveView (const Handle(OpenGl_View)& theView) { myView = theView; } const Handle(OpenGl_View)& ActiveView () const { return myView; } //! Redraw the window. void Redraw (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer); Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer); void RedrawImmediate (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer, const Standard_Boolean theToForce = Standard_False); void Invalidate (const Graphic3d_CView& /*theCView*/) { myBackBufferRestored = Standard_False; } //! Special method to perform printing. //! System-specific and currently only Win platform implemented. Standard_Boolean Print (const Handle(OpenGl_PrinterContext)& thePrintContext, const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer, const Aspect_Handle theHPrintDC, const Standard_Boolean theToShowBackground, const Standard_CString theFileName, const Aspect_PrintAlgo thePrintAlgorithm, const Standard_Real theScaleFactor); const Handle(OpenGl_PrinterContext)& PrinterContext() const { return myPrintContext; } void DisplayCallback (const Graphic3d_CView& theCView, int theReason); Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight); void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr); Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr, Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType); void UseTransparency (const Standard_Boolean theFlag); Standard_Boolean& UseZBuffer() { return myUseZBuffer; } Standard_Boolean& UseDepthTest() { return myUseDepthTest; } Standard_Boolean& UseGLLight() { return myUseGLLight; } Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; } //// RELATED TO STATUS //// Standard_Integer NamedStatus; const TEL_COLOUR* HighlightColor; const OpenGl_Matrix* SetViewMatrix (const OpenGl_Matrix* ); const OpenGl_Matrix* SetStructureMatrix (const OpenGl_Matrix*, bool aRevert = false); //! Updates current model-view matrix //! replacing it with StructureMatrixT*ViewMatrix from the workspace. const void UpdateModelViewMatrix(); const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect); const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect); const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect); const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect); void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; } //// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW Standard_EXPORT const OpenGl_AspectLine* AspectLine (const Standard_Boolean theWithApply); Standard_EXPORT const OpenGl_AspectFace* AspectFace (const Standard_Boolean theWithApply); Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply); Standard_EXPORT const OpenGl_AspectText* AspectText (const Standard_Boolean theWithApply); inline const OpenGl_TextParam* AspectTextParams() const { return TextParam_applied; } //! Clear the applied aspect state. void ResetAppliedAspect(); Standard_EXPORT Handle(OpenGl_Texture) DisableTexture(); Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture, const Handle(Graphic3d_TextureParams)& theParams = NULL); //! Set filter for restricting rendering of particular elements. //! Filter can be applied for rendering passes used by recursive //! rendering algorithms for rendering elements of groups. //! @param theFilter [in] the filter instance. inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter) { myRenderFilter = theFilter; } //! Get rendering filter. //! @return filter instance. inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const { return myRenderFilter; } //! @return applied view matrix. inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; } //! @return applied model structure matrix. inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; } //! Sets and applies current polygon offset. void SetPolygonOffset (int theMode, Standard_ShortReal theFactor, Standard_ShortReal theUnits); //! Returns currently applied polygon offset params. const TEL_POFFSET_PARAM& AppliedPolygonOffset() { return PolygonOffset_applied; } //! @return true if clipping algorithm enabled inline Standard_Boolean IsCullingEnabled() const { return myIsCullingEnabled; } //! Returns a flag whether to redraw the scene using OpenGL rasterization Standard_Boolean ToRedrawGL() const { return myToRedrawGL; } protected: //! Copy content of Back buffer to the Front buffer void copyBackToFront(); virtual Standard_Boolean Activate(); void redraw1 (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer, const int theToSwap); void updateMaterial (const int theFlag); void setTextureParams (Handle(OpenGl_Texture)& theTexture, const Handle(Graphic3d_TextureParams)& theParams); protected: //! Result of OpenGL shaders initialization. enum RaytraceInitStatus { OpenGl_RT_NONE, OpenGl_RT_INIT, OpenGl_RT_FAIL }; //! Describes update mode (state). enum GeomUpdateMode { OpenGl_GUM_CHECK, //!< check if geometry update is necessary OpenGl_GUM_PREPARE, //!< collect unchanged objects OpenGl_GUM_UPDATE //!< update raytracing data, rebuild changed objects }; //! Defines frequently used shader variables. enum ShaderVariableIndex { OpenGl_RT_aPosition, OpenGl_RT_uOriginLT, OpenGl_RT_uOriginLB, OpenGl_RT_uOriginRT, OpenGl_RT_uOriginRB, OpenGl_RT_uDirectLT, OpenGl_RT_uDirectLB, OpenGl_RT_uDirectRT, OpenGl_RT_uDirectRB, OpenGl_RT_uInvModelProj, OpenGl_RT_uSceneRad, OpenGl_RT_uSceneEps, OpenGl_RT_uLightAmbnt, OpenGl_RT_uLightCount, OpenGl_RT_uShadEnabled, OpenGl_RT_uReflEnabled, OpenGl_RT_uInputTexture, OpenGl_RT_uOffsetX, OpenGl_RT_uOffsetY, OpenGl_RT_uSamples, OpenGl_RT_uEnvironmentEnable, OpenGl_RT_NbVariables // special field }; //! Defines texture samplers. enum ShaderSamplerNames { OpenGl_RT_SceneNodeInfoTexture = 0, OpenGl_RT_SceneMinPointTexture = 1, OpenGl_RT_SceneMaxPointTexture = 2, OpenGl_RT_ObjectNodeInfoTexture = 3, OpenGl_RT_ObjectMinPointTexture = 4, OpenGl_RT_ObjectMaxPointTexture = 5, OpenGl_RT_GeometryVertexTexture = 6, OpenGl_RT_GeometryNormalTexture = 7, OpenGl_RT_GeometryTriangTexture = 8, OpenGl_RT_EnvironmentMapTexture = 9, OpenGl_RT_RaytraceMaterialTexture = 10, OpenGl_RT_RaytraceLightSrcTexture = 11, OpenGl_RT_FSAAInputTexture = 12, OpenGl_RT_SceneTransformTexture = 13, OpenGl_RT_OpenGlColorTexture = 14, OpenGl_RT_OpenGlDepthTexture = 15 }; //! Tool class for management of shader sources. class ShaderSource { public: //! Creates new uninitialized shader source. ShaderSource() { // } //! Creates new shader source from specified file. ShaderSource (const TCollection_AsciiString& theFileName) { Load (&theFileName, 1); } public: //! Returns prefix to insert before the source. const TCollection_AsciiString& Prefix() const { return myPrefix; } //! Sets prefix to insert before the source. void SetPrefix (const TCollection_AsciiString& thePrefix) { myPrefix = thePrefix; } //! Returns shader source combined with prefix. TCollection_AsciiString Source() const; //! Loads shader source from specified files. void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount); private: TCollection_AsciiString mySource; //!< Source string of the shader object TCollection_AsciiString myPrefix; //!< Prefix to insert before the source }; //! Default ray-tracing depth. static const Standard_Integer THE_DEFAULT_RAY_DEPTH = 3; //! Default size of traversal stack. static const Standard_Integer THE_DEFAULT_STACK_SIZE = 24; //! Compile-time ray-tracing parameters. struct RaytracingParams { //! Actual size of traversal stack in shader program. Standard_Integer StackSize; //! Actual ray-tracing depth (number of ray bounces). Standard_Integer TraceDepth; //! Sets light propagation through transparent media. Standard_Boolean TransparentShadows; //! Creates default compile-time ray-tracing parameters. RaytracingParams() : StackSize (THE_DEFAULT_STACK_SIZE), TraceDepth (THE_DEFAULT_RAY_DEPTH), TransparentShadows (Standard_False) { // } }; protected: //! @name methods related to ray-tracing //! Updates 3D scene geometry for ray-tracing. Standard_Boolean UpdateRaytraceGeometry (GeomUpdateMode theMode); //! Checks to see if the structure is modified. Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure); //! Updates 3D scene light sources for ray-tracing. Standard_Boolean UpdateRaytraceLightSources (const GLdouble theInvModelView[16]); //! Updates environment map for ray-tracing. Standard_Boolean UpdateRaytraceEnvironmentMap(); //! Adds OpenGL structure to ray-traced scene geometry. Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set& theElements); //! Adds OpenGL groups to ray-traced scene geometry. Standard_Boolean AddRaytraceGroups (const OpenGl_Structure* theStructure, const Standard_Integer theStructMatId, const Standard_ShortReal* theTransform); //! Adds OpenGL primitive array to ray-traced scene geometry. OpenGl_TriangleSet* AddRaytracePrimitiveArray ( const OpenGl_PrimitiveArray* theArray, int theMatID, const Standard_ShortReal* theTrans); //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry. Standard_Boolean AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet, const OpenGl_PrimitiveArray& theArray, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Adds OpenGL triangle array to ray-traced scene geometry. Standard_Boolean AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet, const Handle(Graphic3d_IndexBuffer)& theIndices, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Adds OpenGL triangle fan array to ray-traced scene geometry. Standard_Boolean AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet, const Handle(Graphic3d_IndexBuffer)& theIndices, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Adds OpenGL triangle strip array to ray-traced scene geometry. Standard_Boolean AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet, const Handle(Graphic3d_IndexBuffer)& theIndices, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Adds OpenGL quadrangle array to ray-traced scene geometry. Standard_Boolean AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet, const Handle(Graphic3d_IndexBuffer)& theIndices, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Adds OpenGL quadrangle strip array to ray-traced scene geometry. Standard_Boolean AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet, const Handle(Graphic3d_IndexBuffer)& theIndices, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Adds OpenGL polygon array to ray-traced scene geometry. Standard_Boolean AddRaytracePolygonArray (OpenGl_TriangleSet& theSet, const Handle(Graphic3d_IndexBuffer)& theIndices, Standard_Integer theOffset, Standard_Integer theCount, Standard_Integer theMatID); //! Loads and compiles shader object from specified source. Handle(OpenGl_ShaderObject) LoadShader (const ShaderSource& theSource, GLenum theType); //! Performs safe exit when shaders initialization fails. Standard_Boolean SafeFailBack (const TCollection_ExtendedString& theMessage); //! Initializes OpenGL/GLSL shader programs. Standard_Boolean InitRaytraceResources (const Graphic3d_CView& theCView); //! Releases OpenGL/GLSL shader programs. void ReleaseRaytraceResources(); //! Uploads ray-trace data to the GPU. Standard_Boolean UploadRaytraceData(); //! Resizes OpenGL frame buffers. Standard_Boolean ResizeRaytraceBuffers (const Standard_Integer theSizeX, const Standard_Integer theSizeY); //! Generates viewing rays for corners of screen quad. void UpdateCamera (const NCollection_Mat4& theOrientation, const NCollection_Mat4& theViewMapping, OpenGl_Vec3 theOrigins[4], OpenGl_Vec3 theDirects[4], NCollection_Mat4& theInvModelProj); //! Runs ray-tracing shader programs. Standard_Boolean RunRaytraceShaders (const Graphic3d_CView& theCView, const Standard_Integer theSizeX, const Standard_Integer theSizeY, const OpenGl_Vec3 theOrigins[4], const OpenGl_Vec3 theDirects[4], const OpenGl_Matrix& theInvModelProj, OpenGl_FrameBuffer* theFrameBuffer); //! Redraws the window using OpenGL/GLSL ray-tracing. Standard_Boolean Raytrace (const Graphic3d_CView& theCView, const Standard_Integer theSizeX, const Standard_Integer theSizeY, const Standard_Boolean theToSwap, const Aspect_CLayer2d& theCOverLayer, const Aspect_CLayer2d& theCUnderLayer, OpenGl_FrameBuffer* theFrameBuffer); protected: //! @name fields related to ray-tracing //! Result of shaders initialization. RaytraceInitStatus myComputeInitStatus; //! Is geometry data valid? Standard_Boolean myIsRaytraceDataValid; //! 3D scene geometry data for ray-tracing. OpenGl_RaytraceGeometry myRaytraceGeometry; //! Radius of bounding sphere of the scene. Standard_ShortReal myRaytraceSceneRadius; //! Scene epsilon to prevent self-intersections. Standard_ShortReal myRaytraceSceneEpsilon; //! Compile-time ray-tracing parameters. RaytracingParams myRaytraceParameters; //! OpenGL/GLSL source of ray-tracing fragment shader. ShaderSource myRaytraceShaderSource; //! OpenGL/GLSL source of adaptive-AA fragment shader. ShaderSource myPostFSAAShaderSource; //! OpenGL/GLSL ray-tracing fragment shader. Handle(OpenGl_ShaderObject) myRaytraceShader; //! OpenGL/GLSL adaptive-AA fragment shader. Handle(OpenGl_ShaderObject) myPostFSAAShader; //! OpenGL/GLSL ray-tracing shader program. Handle(OpenGl_ShaderProgram) myRaytraceProgram; //! OpenGL/GLSL adaptive-AA shader program. Handle(OpenGl_ShaderProgram) myPostFSAAProgram; //! Texture buffer of data records of high-level BVH nodes. Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture; //! Texture buffer of minimum points of high-level BVH nodes. Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture; //! Texture buffer of maximum points of high-level BVH nodes. Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture; //! Texture buffer of transformations of high-level BVH nodes. Handle(OpenGl_TextureBufferArb) mySceneTransformTexture; //! Texture buffer of data records of bottom-level BVH nodes. Handle(OpenGl_TextureBufferArb) myObjectNodeInfoTexture; //! Texture buffer of minimum points of bottom-level BVH nodes. Handle(OpenGl_TextureBufferArb) myObjectMinPointTexture; //! Texture buffer of maximum points of bottom-level BVH nodes. Handle(OpenGl_TextureBufferArb) myObjectMaxPointTexture; //! Texture buffer of vertex coords. Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture; //! Texture buffer of vertex normals. Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture; //! Texture buffer of triangle indices. Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture; //! Texture buffer of material properties. Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture; //! Texture buffer of light source properties. Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture; //! Vertex buffer (VBO) for drawing dummy quad. OpenGl_VertexBuffer myRaytraceScreenQuad; //! Framebuffer (FBO) to perform adaptive FSAA. Handle(OpenGl_FrameBuffer) myRaytraceFBO1; //! Framebuffer (FBO) to perform adaptive FSAA. Handle(OpenGl_FrameBuffer) myRaytraceFBO2; //! Framebuffer (FBO) for pre-raytrace rendering by OpenGL. Handle(OpenGl_FrameBuffer) myOpenGlFBO; //! State of OpenGL view. Standard_Size myViewModificationStatus; //! State of OpenGL layer list. Standard_Size myLayersModificationStatus; //! State of OpenGL structures reflected to ray-tracing. std::map myStructureStates; //! PrimitiveArray to TriangleSet map for scene partial update. std::map myArrayToTrianglesMap; //! Cached locations of frequently used uniform variables. Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables]; //! Graphical raytracing filter to filter out all raytracable structures. Handle(OpenGl_RaytraceFilter) myRaytraceFilter; //! Redraw the scene using OpenGL rasterization or raytracing? Standard_Boolean myToRedrawGL; protected: //! @name protected fields Handle(OpenGl_PrinterContext) myPrintContext; Handle(OpenGl_View) myView; Handle(OpenGl_LineAttributes) myLineAttribs; Standard_Integer myAntiAliasingMode; Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer) Standard_Boolean myBackBufferRestored; Standard_Boolean myIsImmediateDrawn; //!< flag indicates that immediate mode buffer contains some data Standard_Boolean myUseTransparency; Standard_Boolean myUseZBuffer; Standard_Boolean myUseDepthTest; Standard_Boolean myUseGLLight; Standard_Boolean myIsCullingEnabled; //!< frustum culling flag unsigned int myFrameCounter; //!< redraw counter, for debugging protected: //! @name fields related to status Handle(OpenGl_RenderFilter) myRenderFilter; Handle(OpenGl_Texture) myTextureBound; //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture) const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied; const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied; const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied; const OpenGl_AspectText *AspectText_set, *AspectText_applied; const OpenGl_TextParam *TextParam_set, *TextParam_applied; const OpenGl_Matrix* ViewMatrix_applied; const OpenGl_Matrix* StructureMatrix_applied; OpenGl_Material myMatFront; //!< current front material state (cached to reduce GL context updates) OpenGl_Material myMatBack; //!< current back material state OpenGl_Material myMatTmp; //!< temporary variable TelCullMode myCullingMode; //!< back face culling mode, applied from face aspect OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset. OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect public: //! @name type definition DEFINE_STANDARD_RTTI(OpenGl_Workspace) DEFINE_STANDARD_ALLOC }; #endif // _OpenGl_Workspace_Header