#include <InterfaceGraphic_Visual3d.hxx>
#include <Graphic3d_CView.hxx>
-#include <Graphic3d_CGraduatedTrihedron.hxx>
+#include <Graphic3d_GraduatedTrihedron.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <Visual3d_TypeOfSurfaceDetail.hxx>
+#include <Visual3d_TypeOfModel.hxx>
+#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_BackgroundArray.hxx>
#include <OpenGl_BVHTreeSelector.hxx>
#include <OpenGl_LayerList.hxx>
#include <OpenGl_Light.hxx>
#include <OpenGl_LineAttributes.hxx>
+#include <OpenGl_Trihedron.hxx>
+#include <OpenGl_GraduatedTrihedron.hxx>
#include <Handle_OpenGl_Context.hxx>
#include <Handle_OpenGl_GraphicDriver.hxx>
#include <Handle_OpenGl_View.hxx>
#include <Handle_OpenGl_Texture.hxx>
-struct OPENGL_BG_TEXTURE
-{
- Tuint TexId;
- Tint Width;
- Tint Height;
- Aspect_FillMethod Style;
-};
-
-struct OPENGL_BG_GRADIENT
-{
- TEL_COLOUR color1;
- TEL_COLOUR color2;
- Aspect_GradientFillMethod type;
-};
-
struct OPENGL_ZCLIP
{
struct {
};
struct OpenGl_Matrix;
-class OpenGl_GraduatedTrihedron;
class OpenGl_Structure;
-class OpenGl_Trihedron;
class Handle(OpenGl_PrinterContext);
class OpenGl_StateCounter;
void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane &thePlanes) { myClipPlanes = thePlanes; }
void SetVisualisation (const CALL_DEF_VIEWCONTEXT &AContext);
+ const Handle(Graphic3d_Camera)& Camera() { return myCamera; }
void SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; }
void SetClipLimit (const Graphic3d_CView& theCView);
void SetFog (const Graphic3d_CView& theCView, const Standard_Boolean theFlag);
- void TriedronDisplay (const Handle(OpenGl_Context)& theCtx,
- const Aspect_TypeOfTriedronPosition thePosition,
+ OpenGl_Trihedron& ChangeTrihedron() { return myTrihedron; }
+ void TriedronDisplay (const Aspect_TypeOfTriedronPosition thePosition,
const Quantity_NameOfColor theColor,
const Standard_Real theScale,
const Standard_Boolean theAsWireframe);
void TriedronErase (const Handle(OpenGl_Context)& theCtx);
+ OpenGl_GraduatedTrihedron& ChangeGraduatedTrihedron() { return myGraduatedTrihedron; }
void GraduatedTrihedronDisplay (const Handle(OpenGl_Context)& theCtx,
- const Graphic3d_CGraduatedTrihedron& theCubic);
+ const Graphic3d_GraduatedTrihedron& theCubic);
void GraduatedTrihedronErase (const Handle(OpenGl_Context)& theCtx);
Standard_Real Height () const { return myCamera->ViewDimensions().X(); }
//! The structure will be added to associated with it z layer.
//! If the z layer is not presented in the view, the structure will
//! be displayed in default bottom-level z layer.
- void DisplayStructure (const OpenGl_Structure* theStructure,
- const Standard_Integer thePriority);
+ void DisplayStructure (const Handle(Graphic3d_Structure)& theStructure,
+ const Standard_Integer thePriority);
//! Erase structure from display list.
- void EraseStructure (const OpenGl_Structure* theStructure);
+ void EraseStructure (const Handle(Graphic3d_Structure)& theStructure);
//! Add structure to the list of immediate structures.
- void DisplayImmediateStructure (const OpenGl_Structure* theStructure);
+ void DisplayImmediateStructure (const Handle(Graphic3d_Structure)& theStructure);
//! Erase structure from display list.
void EraseImmediateStructure (const OpenGl_Structure* theStructure);
//! Insert a new top-level z layer with ID <theLayerId>
- void AddZLayer (const Standard_Integer theLayerId);
+ void AddZLayer (const Graphic3d_ZLayerId theLayerId);
//! Remove a z layer with ID <theLayerId>
- void RemoveZLayer (const Standard_Integer theLayerId);
+ void RemoveZLayer (const Graphic3d_ZLayerId theLayerId);
//! Display structure in z layer with ID <theNewLayerId>
//! If the layer with ID <theNewLayerId> is not presented in the view,
//! the structure will be displayed in default bottom-level layer.
- void ChangeZLayer (const OpenGl_Structure *theStructure,
- const Standard_Integer theNewLayerId);
+ void ChangeZLayer (const OpenGl_Structure* theStructure,
+ const Graphic3d_ZLayerId theNewLayerId);
//! Sets the settings for a single Z layer of specified view.
- void SetZLayerSettings (const Standard_Integer theLayerId,
- const Graphic3d_ZLayerSettings theSettings);
+ void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
+ const Graphic3d_ZLayerSettings& theSettings);
//! Changes the priority of a structure within its ZLayer
- void ChangePriority (const OpenGl_Structure *theStructure,
- const Standard_Integer theNewPriority);
+ void ChangePriority (const OpenGl_Structure* theStructure,
+ const Standard_Integer theNewPriority);
+
+ void CreateBackgroundTexture (const Standard_CString AFileName,
+ const Aspect_FillMethod AFillStyle);
- void CreateBackgroundTexture (const Standard_CString AFileName, const Aspect_FillMethod AFillStyle);
void SetBackgroundTextureStyle (const Aspect_FillMethod FillStyle);
void SetBackgroundGradient (const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod AType);
void SetBackgroundGradientType (const Aspect_GradientFillMethod AType);
const Handle(OpenGl_Workspace)& theWorkspace,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
- const Aspect_CLayer2d& theCOverLayer);
+ const Aspect_CLayer2d& theCOverLayer,
+ const Standard_Boolean theToDrawImmediate);
- void DrawBackground (OpenGl_Workspace& theWorkspace);
+ void DrawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
//! Returns list of OpenGL Z-layers.
const OpenGl_LayerList& LayerList() const { return myZLayers; }
//! marks primitive set for rebuild.
void InvalidateBVHData (const Standard_Integer theLayerId);
- void GetMatrices (TColStd_Array2OfReal& theMatOrient,
- TColStd_Array2OfReal& theMatMapping) const;
+ //! Returns view-mapping and orientation matrices.
+ void GetMatrices (OpenGl_Mat4& theOrientation,
+ OpenGl_Mat4& theViewMapping) const;
//! Returns list of immediate structures rendered on top of main presentation
const OpenGl_SequenceOfStructure& ImmediateStructures() const
return myImmediateList;
}
- //! Returns modification state for ray-tracing.
- Standard_Size ModificationState() const { return myModificationState; }
+ //! Returns true if there are immediate structures to display
+ bool HasImmediateStructures() const
+ {
+ return !myImmediateList.IsEmpty()
+ || myZLayers.NbImmediateStructures() != 0;
+ }
protected:
- void RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace);
+ void RenderStructs (const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
+ const Standard_Boolean theToDrawImmediate);
+
void RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
+ const Handle(OpenGl_Workspace)& theWorkspace,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCLayer);
+ void RedrawTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
+
//! Redraw contents of model scene: clipping planes,
//! lights, structures. The peculiar properties of "scene" is that
//! it requires empty Z-Buffer and uses projection and orientation
//! matrices supplied by 3d view.
- //! @param thePrintCtx [in] printer context which facilitates tiled printing.
- //! @param theWorkspace [in] rendering workspace.
- //! @param theCView [in] view data.
- //! @param theProjection [in] view projection matrix.
- //! @param theOrientation [in] view orientation matrix.
void RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
- const Handle(OpenGl_Workspace)& theWorkspace,
- const OpenGl_Matrix* theProjection,
- const OpenGl_Matrix* theOrientation);
+ const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
+ const Standard_Boolean theToDrawImmediate);
Handle(OpenGl_LineAttributes) myLineAttribs;
Handle(OpenGl_Texture) myTextureEnv;
Visual3d_TypeOfSurfaceDetail mySurfaceDetail;
Standard_Integer myBackfacing;
- OPENGL_BG_TEXTURE myBgTexture;
- OPENGL_BG_GRADIENT myBgGradient;
-
OPENGL_ZCLIP myZClip;
Graphic3d_SequenceOfHClipPlane myClipPlanes;
Handle(Graphic3d_Camera) myCamera;
OPENGL_FOG myFog;
- OpenGl_Trihedron* myTrihedron;
- OpenGl_GraduatedTrihedron* myGraduatedTrihedron;
+ OpenGl_Trihedron myTrihedron;
+ OpenGl_GraduatedTrihedron myGraduatedTrihedron;
+ bool myToShowTrihedron;
+ bool myToShowGradTrihedron;
//View_LABViewContext
int myVisualization;
- int myIntShadingMethod;
+ Visual3d_TypeOfModel myShadingModel; //!< lighting shading model
//View_LABLight
OpenGl_ListOfLight myLights;
//! Is needed for selection of overlapping objects and storage of the current view volume
OpenGl_BVHTreeSelector myBVHSelector;
- Standard_Size myModificationState;
+protected: //! @name Background parameters
+
+ OpenGl_AspectFace* myTextureParams; //!< Stores texture and its parameters for textured background
+ OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
+ OpenGl_BackgroundArray* myBgTextureArray; //!< Primitive array for texture background
+
+protected: //! @name data types related to ray-tracing
+
+ //! Result of OpenGL shaders initialization.
+ enum RaytraceInitStatus
+ {
+ OpenGl_RT_NONE,
+ OpenGl_RT_INIT,
+ OpenGl_RT_FAIL
+ };
+
+ //! Describes update mode (state).
+ enum RaytraceUpdateMode
+ {
+ OpenGl_GUM_CHECK, //!< check geometry state
+ OpenGl_GUM_PREPARE, //!< collect unchanged objects
+ OpenGl_GUM_REBUILD //!< rebuild changed and new 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_uUnviewMat,
+
+ OpenGl_RT_uSceneRad,
+ OpenGl_RT_uSceneEps,
+ OpenGl_RT_uLightAmbnt,
+ OpenGl_RT_uLightCount,
+
+ OpenGl_RT_uShadEnabled,
+ OpenGl_RT_uReflEnabled,
+ OpenGl_RT_uEnvMapEnable,
+
+ OpenGl_RT_uOffsetX,
+ OpenGl_RT_uOffsetY,
+ OpenGl_RT_uSamples,
+ OpenGl_RT_uWinSizeX,
+ OpenGl_RT_uWinSizeY,
+
+ OpenGl_RT_uTextures,
+
+ OpenGl_RT_NbVariables // special field
+ };
+
+ //! Defines texture samplers.
+ enum ShaderSamplerNames
+ {
+ OpenGl_RT_SceneNodeInfoTexture = 0,
+ OpenGl_RT_SceneMinPointTexture = 1,
+ OpenGl_RT_SceneMaxPointTexture = 2,
+ OpenGl_RT_SceneTransformTexture = 3,
+
+ OpenGl_RT_GeometryVertexTexture = 4,
+ OpenGl_RT_GeometryNormalTexture = 5,
+ OpenGl_RT_GeometryTexCrdTexture = 6,
+ OpenGl_RT_GeometryTriangTexture = 7,
+
+ OpenGl_RT_EnvironmentMapTexture = 8,
+
+ OpenGl_RT_RaytraceMaterialTexture = 9,
+ OpenGl_RT_RaytraceLightSrcTexture = 10,
+
+ OpenGl_RT_FSAAInputTexture = 11,
+
+ OpenGl_RT_OpenGlColorTexture = 12,
+ OpenGl_RT_OpenGlDepthTexture = 13
+ };
+
+ //! 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_NB_BOUNCES = 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 NbBounces;
+
+ //! Sets light propagation through transparent media.
+ Standard_Boolean TransparentShadows;
+
+ //! Creates default compile-time ray-tracing parameters.
+ RaytracingParams()
+ : StackSize (THE_DEFAULT_STACK_SIZE),
+ NbBounces (THE_DEFAULT_NB_BOUNCES),
+ TransparentShadows (Standard_False)
+ {
+ //
+ }
+ };
+
+protected: //! @name methods related to ray-tracing
+
+ //! Updates 3D scene geometry for ray-tracing.
+ Standard_Boolean updateRaytraceGeometry (const RaytraceUpdateMode theMode,
+ const Standard_Integer theViewId,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Updates 3D scene light sources for ray-tracing.
+ Standard_Boolean updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext);
+
+ //! Updates environment map for ray-tracing.
+ Standard_Boolean updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Checks to see if the OpenGL structure is modified.
+ Standard_Boolean toUpdateStructure (const OpenGl_Structure* theStructure);
+
+ //! Adds OpenGL structure to ray-traced scene geometry.
+ Standard_Boolean addRaytraceStructure (const OpenGl_Structure* theStructure,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Adds OpenGL groups to ray-traced scene geometry.
+ Standard_Boolean addRaytraceGroups (const OpenGl_Structure* theStructure,
+ const Standard_Integer theStructMat,
+ const Standard_ShortReal* theTransform,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Creates ray-tracing material properties.
+ OpenGl_RaytraceMaterial convertMaterial (const OpenGl_AspectFace* theAspect,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Adds OpenGL primitive array to ray-traced scene geometry.
+ OpenGl_TriangleSet* addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
+ const Standard_Integer theMatID,
+ const OpenGl_Mat4* theTrans);
+
+ //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const OpenGl_PrimitiveArray& theArray);
+
+ //! Adds OpenGL triangle array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL triangle fan array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL triangle strip array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL quadrangle array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL polygon array to ray-traced scene geometry.
+ Standard_Boolean addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Uploads ray-trace data to the GPU.
+ Standard_Boolean uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Generates shader prefix based on current ray-tracing options.
+ TCollection_AsciiString generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const;
+
+ //! Performs safe exit when shaders initialization fails.
+ Standard_Boolean safeFailBack (const TCollection_ExtendedString& theMessage,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Loads and compiles shader object from specified source.
+ Handle(OpenGl_ShaderObject) initShader (const GLenum theType,
+ const ShaderSource& theSource,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Initializes OpenGL/GLSL shader programs.
+ Standard_Boolean initRaytraceResources (const Graphic3d_CView& theCView,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Releases OpenGL/GLSL shader programs.
+ void releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Resizes OpenGL frame buffers.
+ Standard_Boolean resizeRaytraceBuffers (const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Generates viewing rays for corners of screen quad.
+ void updateCamera (const OpenGl_Mat4& theOrientation,
+ const OpenGl_Mat4& theViewMapping,
+ OpenGl_Vec3* theOrigins,
+ OpenGl_Vec3* theDirects,
+ OpenGl_Mat4& theUnView);
+
+ //! Binds ray-trace textures to corresponding texture units.
+ void bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Unbinds ray-trace textures from corresponding texture unit.
+ void unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Sets uniform state for the given ray-tracing shader program.
+ Standard_Boolean setUniformState (const Graphic3d_CView& theCView,
+ const OpenGl_Vec3* theOrigins,
+ const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theUnviewMat,
+ const Standard_Integer theProgramId,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Runs ray-tracing shader programs.
+ Standard_Boolean runRaytraceShaders (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const OpenGl_Vec3* theOrigins,
+ const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theUnviewMat,
+ OpenGl_FrameBuffer* theOutputFBO,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Redraws the window using OpenGL/GLSL ray-tracing.
+ Standard_Boolean raytrace (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ OpenGl_FrameBuffer* theOutputFBO,
+ const Handle(OpenGl_Context)& theGlContext);
+
+protected: //! @name fields related to ray-tracing
+
+ //! Result of shaders initialization.
+ RaytraceInitStatus myRaytraceInitStatus;
+
+ //! Is geometry data valid?
+ Standard_Boolean myIsRaytraceDataValid;
+
+ //! Warning about missing extension GL_ARB_bindless_texture has been displayed?
+ Standard_Boolean myIsRaytraceWarnTextures;
+
+ //! 3D scene geometry data for ray-tracing.
+ OpenGl_RaytraceGeometry myRaytraceGeometry;
+
+ //! Compile-time ray-tracing parameters.
+ RaytracingParams myRaytraceParameters;
+
+ //! Radius of bounding sphere of the scene.
+ Standard_ShortReal myRaytraceSceneRadius;
+ //! Scene epsilon to prevent self-intersections.
+ Standard_ShortReal myRaytraceSceneEpsilon;
+
+ //! 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 bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
+ //! Texture buffer of minimum points of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
+ //! Texture buffer of maximum points of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
+ //! Texture buffer of transformations of high-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
+
+ //! Texture buffer of vertex coords.
+ Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
+ //! Texture buffer of vertex normals.
+ Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
+ //! Texture buffer of vertex UV coords.
+ Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
+ //! 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;
+
+ //! 1st framebuffer (FBO) to perform adaptive FSAA.
+ Handle(OpenGl_FrameBuffer) myRaytraceFBO1;
+ //! 2nd framebuffer (FBO) to perform adaptive FSAA.
+ Handle(OpenGl_FrameBuffer) myRaytraceFBO2;
+ //! Framebuffer (FBO) for preliminary OpenGL output.
+ Handle(OpenGl_FrameBuffer) myOpenGlFBO;
+
+ //! Vertex buffer (VBO) for drawing dummy quad.
+ OpenGl_VertexBuffer myRaytraceScreenQuad;
+
+ //! Cached locations of frequently used uniform variables.
+ Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
+
+ //! State of OpenGL structures reflected to ray-tracing.
+ std::map<const OpenGl_Structure*, Standard_Size> myStructureStates;
+
+ //! PrimitiveArray to TriangleSet map for scene partial update.
+ std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
+
+ //! Graphical ray-tracing filter to filter out all raytracable structures.
+ Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
+
+ //! Marks if environment map should be updated.
+ Standard_Boolean myToUpdateEnvironmentMap;
+
+ //! State of OpenGL layer list.
+ Standard_Size myLayersModificationStatus;
public:
DEFINE_STANDARD_ALLOC
DEFINE_STANDARD_RTTI(OpenGl_View) // Type definition
+ friend class OpenGl_Workspace;
+
};
#endif // _OpenGl_View_Header