0025964: Visualization, TKOpenGl - compile RayTracing shader without texturing when...
[occt.git] / src / OpenGl / OpenGl_View.hxx
index 37782e5..d49f058 100644 (file)
@@ -1,7 +1,17 @@
-// 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_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];
-  DEFINE_STANDARD_ALLOC
-};
+#include <Handle_OpenGl_Texture.hxx>
 
 struct OPENGL_ZCLIP
 {
@@ -84,127 +73,188 @@ struct OPENGL_FOG
   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 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 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 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; }
+
+  //! 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; }
 
-  // Type definition
-  //
-  DEFINE_STANDARD_RTTI(OpenGl_View)
+  //! Marks BVH tree for given priority list as dirty and
+  //! marks primitive set for rebuild.
+  void InvalidateBVHData (const Standard_Integer theLayerId);
 
- protected:
+  //! Returns view-mapping and orientation matrices.
+  void GetMatrices (OpenGl_Mat4& theOrientation,
+                    OpenGl_Mat4& theViewMapping) const;
 
-  void RenderStructs (const Handle(OpenGl_Workspace) &AWorkspace);
-  void RedrawLayer2d (const Handle(OpenGl_Workspace) &AWorkspace, const Graphic3d_CView& ACView, const Aspect_CLayer2d& ACLayer);
+  //! Returns list of immediate structures rendered on top of main presentation
+  const OpenGl_SequenceOfStructure& ImmediateStructures() const
+  {
+    return myImmediateList;
+  }
 
-  Standard_Integer myTextureEnv; //WSTextureEnv
-  Visual3d_TypeOfSurfaceDetail mySurfaceDetail; //WSSurfaceDetail
-  Standard_Integer myBackfacing; //WSBackfacing
+  //! Returns true if there are immediate structures to display
+  bool HasImmediateStructures() const
+  {
+    return !myImmediateList.IsEmpty()
+         || myZLayers.NbImmediateStructures() != 0;
+  }
 
-  OPENGL_BG_TEXTURE myBgTexture; //WSBgTexture
-  OPENGL_BG_GRADIENT myBgGradient; //WSBgGradient
+protected:
 
-  //{ myViewRep
-  Tmatrix3    myOrientationMatrix;
-  Tmatrix3    myMappingMatrix;
+  void RenderStructs (const Handle(OpenGl_Workspace)& theWorkspace,
+                      const Graphic3d_CView&          theCView,
+                      const Standard_Boolean          theToDrawImmediate);
 
-  //Tint        shield_indicator;
-  //TEL_COLOUR  shield_colour;
-  //Tint        border_indicator;
-  //TEL_COLOUR  border_colour;
-  //Tint        active_status;
+  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;
@@ -215,18 +265,431 @@ class OpenGl_View : public MMgt_TShared
 
   //View_LABDepthCueing - fixed index used
 
-  OpenGl_LayerList myZLayers;
-
-  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:
 
- public:
   DEFINE_STANDARD_ALLOC
+  DEFINE_STANDARD_RTTI(OpenGl_View) // Type definition
+
+  friend class OpenGl_Workspace;
+
 };
 
-#endif //_OpenGl_View_Header
+#endif // _OpenGl_View_Header