-// File: OpenGl_View.hxx
-// Created: 20 September 2011
-// Author: Sergey ZERCHANINOV
-// Copyright: OPEN CASCADE 2011
+// Created on: 2011-09-20
+// Created by: Sergey ZERCHANINOV
+// Copyright (c) 2011-2014 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 _OpenGl_View_Header
#define _OpenGl_View_Header
#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_telem_view.hxx>
-
+#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_BackgroundArray.hxx>
+#include <OpenGl_BVHTreeSelector.hxx>
+#include <OpenGl_LayerList.hxx>
#include <OpenGl_Light.hxx>
-#include <OpenGl_PriorityList.hxx>
+#include <OpenGl_LineAttributes.hxx>
+#include <OpenGl_Trihedron.hxx>
+#include <OpenGl_GraduatedTrihedron.hxx>
-#include <Handle_OpenGl_Trihedron.hxx>
-#include <Handle_OpenGl_GraduatedTrihedron.hxx>
+#include <Handle_OpenGl_Context.hxx>
+#include <Handle_OpenGl_GraphicDriver.hxx>
#include <Handle_OpenGl_Workspace.hxx>
#include <Handle_OpenGl_View.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_EXTRA_REP
-{
- Tfloat vrp[3];
- Tfloat vpn[3];
- Tfloat vup[3];
- TEL_VIEW_MAPPING map;
- Tfloat scaleFactors[3];
-};
-
-struct OPENGL_CLIP_REP
-{
- Standard_Real equation[4];
- IMPLEMENT_MEMORY_OPERATORS
-};
+#include <Handle_OpenGl_Texture.hxx>
struct OPENGL_ZCLIP
{
TEL_COLOUR Color;
};
+struct OpenGl_Matrix;
class OpenGl_Structure;
+class Handle(OpenGl_PrinterContext);
+class OpenGl_StateCounter;
class OpenGl_View : public MMgt_TShared
{
public:
- OpenGl_View (const CALL_DEF_VIEWCONTEXT &AContext);
+ OpenGl_View (const CALL_DEF_VIEWCONTEXT &AContext, OpenGl_StateCounter* theCounter);
virtual ~OpenGl_View ();
- void SetTextureEnv (const Standard_Integer AId) { myTextureEnv = AId; }
- void SetSurfaceDetail (const Visual3d_TypeOfSurfaceDetail AMode) { mySurfaceDetail = AMode; }
+ void ReleaseGlResources (const Handle(OpenGl_Context)& theCtx);
+
+ void SetTextureEnv (const Handle(OpenGl_Context)& theCtx,
+ const Handle(Graphic3d_TextureEnv)& theTexture);
+ void SetSurfaceDetail (const Visual3d_TypeOfSurfaceDetail AMode);
void SetBackfacing (const Standard_Integer AMode);
void SetLights (const CALL_DEF_VIEWCONTEXT &AContext);
void SetAntiAliasing (const Standard_Boolean AMode) { myAntiAliasing = AMode; }
- void SetClippingPlanes (const CALL_DEF_VIEWCONTEXT &AContext);
+ void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane &thePlanes) { myClipPlanes = thePlanes; }
void SetVisualisation (const CALL_DEF_VIEWCONTEXT &AContext);
- void SetClipLimit (const CALL_DEF_VIEW &ACView);
- void SetMapping (const CALL_DEF_VIEW &ACView);
- void SetOrientation (const CALL_DEF_VIEW &ACView);
+ const Handle(Graphic3d_Camera)& Camera() { return myCamera; }
+ void SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; }
- void SetFog (const CALL_DEF_VIEW &ACView, const Standard_Boolean AFlag);
+ void SetClipLimit (const Graphic3d_CView& theCView);
- void TriedronDisplay (const Aspect_TypeOfTriedronPosition APosition, const Quantity_NameOfColor AColor, const Standard_Real AScale, const Standard_Boolean AsWireframe);
- void TriedronErase ();
+ void SetFog (const Graphic3d_CView& theCView, const Standard_Boolean theFlag);
- void GraduatedTrihedronDisplay (const Graphic3d_CGraduatedTrihedron &ACubic);
- void GraduatedTrihedronErase ();
+ 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);
- Standard_Boolean ProjectObjectToRaster (const Standard_Integer w, const Standard_Integer h,
- const Standard_ShortReal x, const Standard_ShortReal y, const Standard_ShortReal z,
- Standard_ShortReal &xr, Standard_ShortReal &yr);
- Standard_Boolean ProjectRasterToObject (const Standard_Integer w, const Standard_Integer h,
- const Standard_Integer xr, const Standard_Integer yr,
- Standard_ShortReal &x, Standard_ShortReal &y, Standard_ShortReal &z);
- Standard_Boolean ProjectRasterToObjectWithRay (const Standard_Integer w, const Standard_Integer h,
- const Standard_Integer xr, const Standard_Integer yr,
- Standard_ShortReal &x, Standard_ShortReal &y, Standard_ShortReal &z,
- Standard_ShortReal &dx, Standard_ShortReal &dy, Standard_ShortReal &dz);
- void GetMatrices (TColStd_Array2OfReal& theMatOrient,
- TColStd_Array2OfReal& theMatMapping,
- const Standard_Boolean theIsCustom) const;
+ OpenGl_GraduatedTrihedron& ChangeGraduatedTrihedron() { return myGraduatedTrihedron; }
+ void GraduatedTrihedronDisplay (const Handle(OpenGl_Context)& theCtx,
+ const Graphic3d_GraduatedTrihedron& theCubic);
+ void GraduatedTrihedronErase (const Handle(OpenGl_Context)& theCtx);
- Standard_Real Height () const { return (myExtra.map.window.xmax - myExtra.map.window.xmin); }
- Standard_Real Width () const { return (myExtra.map.window.ymax - myExtra.map.window.ymin); }
+ Standard_Real Height () const { return myCamera->ViewDimensions().X(); }
+ Standard_Real Width () const { return myCamera->ViewDimensions().Y(); }
Standard_Integer Backfacing () const { return myBackfacing; }
- const TEL_TRANSFORM_PERSISTENCE * BeginTransformPersistence ( const TEL_TRANSFORM_PERSISTENCE *ATransPers );
- void EndTransformPersistence ();
+ const TEL_TRANSFORM_PERSISTENCE * BeginTransformPersistence (const Handle(OpenGl_Context)& theCtx,
+ const TEL_TRANSFORM_PERSISTENCE *theTransPers);
+ void EndTransformPersistence (const Handle(OpenGl_Context)& theCtx);
+
+ //! Add structure to display list with specified priority.
+ //! 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 Handle(Graphic3d_Structure)& theStructure,
+ const Standard_Integer thePriority);
+
+ //! Erase structure from display list.
+ void EraseStructure (const Handle(Graphic3d_Structure)& theStructure);
+
+ //! Add structure to the list of immediate structures.
+ 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 Graphic3d_ZLayerId theLayerId);
- void DisplayStructure (const OpenGl_Structure *AStructure, const Standard_Integer APriority) { myStructures.Add(AStructure,APriority); }
- void EraseStructure (const OpenGl_Structure *AStructure) { myStructures.Remove(AStructure); }
+ //! Remove a z layer with ID <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 Graphic3d_ZLayerId theNewLayerId);
+
+ //! Sets the settings for a single Z layer of specified view.
+ 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 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);
- void Render (const Handle(OpenGl_Workspace) &AWorkspace,
- const Graphic3d_CView& ACView,
- const Aspect_CLayer2d& ACUnderLayer,
- const Aspect_CLayer2d& ACOverLayer);
+ void Render (const Handle(OpenGl_PrinterContext)& thePrintContext,
+ const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
+ const Aspect_CLayer2d& theCUnderLayer,
+ const Aspect_CLayer2d& theCOverLayer,
+ const Standard_Boolean theToDrawImmediate);
+
+
+ void DrawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
+
+ //! Returns list of OpenGL Z-layers.
+ const OpenGl_LayerList& LayerList() const { return myZLayers; }
+
+ //! Returns list of openGL light sources.
+ const OpenGl_ListOfLight& LightList() const { return myLights; }
+
+ //! Returns OpenGL environment map.
+ const Handle(OpenGl_Texture)& TextureEnv() const { return myTextureEnv; }
+
+ //! Returns visualization mode for objects in the view.
+ Visual3d_TypeOfSurfaceDetail SurfaceDetail() const { return mySurfaceDetail; }
- // Type definition
- //
- DEFINE_STANDARD_RTTI(OpenGl_View)
+ //! Returns selector for BVH tree, providing a possibility to store information
+ //! about current view volume and to detect which objects are overlapping it.
+ OpenGl_BVHTreeSelector& BVHTreeSelector() { return myBVHSelector; }
- protected:
+ //! Marks BVH tree for given priority list as dirty and
+ //! marks primitive set for rebuild.
+ void InvalidateBVHData (const Standard_Integer theLayerId);
- void RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace);
- void RedrawLayer2d (const Handle(OpenGl_Workspace) &AWorkspace, const Graphic3d_CView& ACView, const Aspect_CLayer2d& ACLayer);
+ //! Returns view-mapping and orientation matrices.
+ void GetMatrices (OpenGl_Mat4& theOrientation,
+ OpenGl_Mat4& theViewMapping) const;
- Standard_Integer myTextureEnv; //WSTextureEnv
- Visual3d_TypeOfSurfaceDetail mySurfaceDetail; //WSSurfaceDetail
- Standard_Integer myBackfacing; //WSBackfacing
+ //! Returns list of immediate structures rendered on top of main presentation
+ const OpenGl_SequenceOfStructure& ImmediateStructures() const
+ {
+ return myImmediateList;
+ }
- OPENGL_BG_TEXTURE myBgTexture; //WSBgTexture
- OPENGL_BG_GRADIENT myBgGradient; //WSBgGradient
+ //! Returns true if there are immediate structures to display
+ bool HasImmediateStructures() const
+ {
+ return !myImmediateList.IsEmpty()
+ || myZLayers.NbImmediateStructures() != 0;
+ }
- //{ myViewRep
- Tmatrix3 myOrientationMatrix;
- Tmatrix3 myMappingMatrix;
+protected:
- //Tint shield_indicator;
- //TEL_COLOUR shield_colour;
- //Tint border_indicator;
- //TEL_COLOUR border_colour;
- //Tint active_status;
+ 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.
+ void RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
+ 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_ZCLIP myZClip;
- NCollection_List<OPENGL_CLIP_REP> myClippingPlanes;
- OPENGL_EXTRA_REP myExtra;
- //}
+ Graphic3d_SequenceOfHClipPlane myClipPlanes;
+
+ Handle(Graphic3d_Camera) myCamera;
OPENGL_FOG myFog;
- Handle(OpenGl_Trihedron) myTrihedron;
- Handle(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;
//View_LABDepthCueing - fixed index used
- OpenGl_PriorityList myStructures;
-
- int myAnimationListIndex;
- Standard_Boolean myAnimationListReady;
+ OpenGl_LayerList myZLayers; //!< main list of displayed structure, sorted by layers
+ OpenGl_SequenceOfStructure myImmediateList; //!< list of immediate structures rendered on top of main presentation
const TEL_TRANSFORM_PERSISTENCE *myTransPers;
Standard_Boolean myIsTransPers;
- Standard_Boolean myResetFLIST;
+ //! Modification state
+ Standard_Size myProjectionState;
+ Standard_Size myModelViewState;
+ OpenGl_StateCounter* myStateCounter;
+
+ Standard_Size myCurrLightSourceState;
+
+ typedef std::pair<Standard_Size, Standard_Size> StateInfo;
+
+ StateInfo myLastOrientationState;
+ StateInfo myLastViewMappingState;
+ StateInfo myLastLightSourceState;
+
+ //! Is needed for selection of overlapping objects and storage of the current view volume
+ OpenGl_BVHTreeSelector myBVHSelector;
+
+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;
+
+ //! Enables/disables light propagation through transparent media.
+ Standard_Boolean TransparentShadows;
+
+ //! Enables/disables the use of OpenGL bindless textures.
+ Standard_Boolean UseBindlessTextures;
+
+ //! Creates default compile-time ray-tracing parameters.
+ RaytracingParams()
+ : StackSize (THE_DEFAULT_STACK_SIZE),
+ NbBounces (THE_DEFAULT_NB_BOUNCES),
+ TransparentShadows (Standard_False),
+ UseBindlessTextures (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;
- public:
- IMPLEMENT_MEMORY_OPERATORS
};
-#endif //_OpenGl_View_Header
+#endif // _OpenGl_View_Header