#include <OSD_Protection.hxx>
#include <OSD_File.hxx>
+#include "../Shaders/Shaders_RaytraceBase_vs.pxx"
+#include "../Shaders/Shaders_RaytraceBase_fs.pxx"
+#include "../Shaders/Shaders_PathtraceBase_fs.pxx"
+#include "../Shaders/Shaders_RaytraceRender_fs.pxx"
+#include "../Shaders/Shaders_RaytraceSmooth_fs.pxx"
+#include "../Shaders/Shaders_Display_fs.pxx"
+
using namespace OpenGl_Raytrace;
//! Use this macro to output ray-tracing debug info
static const OpenGl_Vec4 THE_BLACK_COLOR (0.0f, 0.0f, 0.0f, 1.0f);
}
+namespace
+{
+ //! Defines OpenGL texture samplers.
+ static const Graphic3d_TextureUnit OpenGl_RT_EnvironmentMapTexture = Graphic3d_TextureUnit_0;
+
+ static const Graphic3d_TextureUnit OpenGl_RT_SceneNodeInfoTexture = Graphic3d_TextureUnit_1;
+ static const Graphic3d_TextureUnit OpenGl_RT_SceneMinPointTexture = Graphic3d_TextureUnit_2;
+ static const Graphic3d_TextureUnit OpenGl_RT_SceneMaxPointTexture = Graphic3d_TextureUnit_3;
+ static const Graphic3d_TextureUnit OpenGl_RT_SceneTransformTexture = Graphic3d_TextureUnit_4;
+
+ static const Graphic3d_TextureUnit OpenGl_RT_GeometryVertexTexture = Graphic3d_TextureUnit_5;
+ static const Graphic3d_TextureUnit OpenGl_RT_GeometryNormalTexture = Graphic3d_TextureUnit_6;
+ static const Graphic3d_TextureUnit OpenGl_RT_GeometryTexCrdTexture = Graphic3d_TextureUnit_7;
+ static const Graphic3d_TextureUnit OpenGl_RT_GeometryTriangTexture = Graphic3d_TextureUnit_8;
+
+ static const Graphic3d_TextureUnit OpenGl_RT_RaytraceMaterialTexture = Graphic3d_TextureUnit_9;
+ static const Graphic3d_TextureUnit OpenGl_RT_RaytraceLightSrcTexture = Graphic3d_TextureUnit_10;
+
+ static const Graphic3d_TextureUnit OpenGl_RT_FsaaInputTexture = Graphic3d_TextureUnit_11;
+ static const Graphic3d_TextureUnit OpenGl_RT_PrevAccumTexture = Graphic3d_TextureUnit_12;
+
+ static const Graphic3d_TextureUnit OpenGl_RT_RaytraceDepthTexture = Graphic3d_TextureUnit_13;
+}
+
// =======================================================================
// function : updateRaytraceGeometry
// purpose : Updates 3D scene geometry for ray-tracing
if (aLayer.NbStructures() != 0)
{
- const OpenGl_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
+ const Graphic3d_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
{
- for (OpenGl_IndexedMapOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
+ for (OpenGl_Structure::StructIterator aStructIt (aStructArray.Value (anIndex)); aStructIt.More(); aStructIt.Next())
{
const OpenGl_Structure* aStructure = aStructIt.Value();
void buildTextureTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
{
theMatrix.InitIdentity();
+ if (theParams.IsNull())
+ {
+ return;
+ }
// Apply scaling
const Graphic3d_Vec2& aScale = theParams->Scale();
// function : convertMaterial
// purpose : Creates ray-tracing material properties
// =======================================================================
-OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
+OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_Aspects* theAspect,
const Handle(OpenGl_Context)& theGlContext)
{
OpenGl_RaytraceMaterial theMaterial;
const Graphic3d_MaterialAspect& aSrcMat = theAspect->Aspect()->FrontMaterial();
const OpenGl_Vec3& aMatCol = theAspect->Aspect()->InteriorColor();
+ const bool isPhysic = aSrcMat.MaterialType (Graphic3d_MATERIAL_PHYSIC);
const float aShine = 128.0f * float(aSrcMat.Shininess());
- const bool isPhysic = aSrcMat.MaterialType (Graphic3d_MATERIAL_PHYSIC) == Standard_True;
// ambient component
if (aSrcMat.ReflectionMode (Graphic3d_TOR_AMBIENT))
}
const float anIndex = (float )aSrcMat.RefractionIndex();
- theMaterial.Transparency = BVH_Vec4f (1.0f - (float )aSrcMat.Transparency(),
- (float )aSrcMat.Transparency(),
+ theMaterial.Transparency = BVH_Vec4f (aSrcMat.Alpha(), aSrcMat.Transparency(),
anIndex == 0 ? 1.0f : anIndex,
anIndex == 0 ? 1.0f : 1.0f / anIndex);
// Serialize physically-based material properties
const Graphic3d_BSDF& aBSDF = aSrcMat.BSDF();
- theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
- theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f /* no tex */);
- theMaterial.BSDF.Kr = BVH_Vec4f (aBSDF.Kr, 0.f);
- theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
- theMaterial.BSDF.Ks = BVH_Vec4f (aBSDF.Ks, aBSDF.Roughness);
+ theMaterial.BSDF.Kc = aBSDF.Kc;
+ theMaterial.BSDF.Ks = aBSDF.Ks;
+ theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f); // no texture
+ theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
+ theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
- theMaterial.BSDF.Fresnel = aBSDF.Fresnel.Serialize();
+ theMaterial.BSDF.Absorption = aBSDF.Absorption;
- theMaterial.BSDF.Absorption = BVH_Vec4f (aBSDF.AbsorptionColor,
- aBSDF.AbsorptionCoeff);
+ theMaterial.BSDF.FresnelCoat = aBSDF.FresnelCoat.Serialize ();
+ theMaterial.BSDF.FresnelBase = aBSDF.FresnelBase.Serialize ();
// Handle material textures
- if (theAspect->Aspect()->ToMapTexture())
+ if (!theAspect->Aspect()->ToMapTexture())
{
- if (theGlContext->HasRayTracingTextures())
- {
- buildTextureTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
+ return theMaterial;
+ }
- // write texture ID to diffuse w-component
- theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() =
- static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (theAspect->TextureRes (theGlContext)));
- }
- else if (!myIsRaytraceWarnTextures)
- {
- const TCollection_ExtendedString aWarnMessage =
- "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
- "Please try to update graphics card driver. At the moment textures will be ignored.";
+ const Handle(OpenGl_TextureSet)& aTextureSet = theAspect->TextureSet (theGlContext);
+ if (aTextureSet.IsNull()
+ || aTextureSet->IsEmpty()
+ || aTextureSet->First().IsNull())
+ {
+ return theMaterial;
+ }
- theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
+ if (theGlContext->HasRayTracingTextures())
+ {
+ const Handle(OpenGl_Texture)& aTexture = aTextureSet->First();
+ buildTextureTransform (aTexture->Sampler()->Parameters(), theMaterial.TextureTransform);
- myIsRaytraceWarnTextures = Standard_True;
- }
+ // write texture ID to diffuse w-component
+ theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() = static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (aTexture));
+ }
+ else if (!myIsRaytraceWarnTextures)
+ {
+ const TCollection_ExtendedString aWarnMessage =
+ "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
+ "Please try to update graphics card driver. At the moment textures will be ignored.";
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
+
+ myIsRaytraceWarnTextures = Standard_True;
}
return theMaterial;
{
// Get group material
OpenGl_RaytraceMaterial aGroupMaterial;
- if (aGroupIter.Value()->AspectFace() != NULL)
+ if (aGroupIter.Value()->GlAspects() != NULL)
{
- aGroupMaterial = convertMaterial (
- aGroupIter.Value()->AspectFace(), theGlContext);
+ aGroupMaterial = convertMaterial (aGroupIter.Value()->GlAspects(), theGlContext);
}
Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
// Use group material if available, otherwise use structure material
- myRaytraceGeometry.Materials.push_back (
- aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
+ myRaytraceGeometry.Materials.push_back (aGroupIter.Value()->GlAspects() != NULL ? aGroupMaterial : theStructMat);
// Add OpenGL elements from group (extract primitives arrays and aspects)
for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
{
- OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
+ OpenGl_Aspects* anAspect = dynamic_cast<OpenGl_Aspects*> (aNode->elem);
if (anAspect != NULL)
{
if (aSetIter != myArrayToTrianglesMap.end())
{
OpenGl_TriangleSet* aSet = aSetIter->second;
-
- BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
-
+ opencascade::handle<BVH_Transform<Standard_ShortReal, 4> > aTransform = new BVH_Transform<Standard_ShortReal, 4>();
if (!theTrsf.IsNull())
{
theTrsf->Trsf().GetMat4 (aMat4);
}
aSet->SetProperties (aTransform);
-
if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
{
aSet->SetMaterialIndex (aMatID);
}
else
{
- NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
- addRaytracePrimitiveArray (aPrimArray, aMatID, 0);
-
- if (!aSet.IsNull())
+ if (Handle(OpenGl_TriangleSet) aSet = addRaytracePrimitiveArray (aPrimArray, aMatID, 0))
{
- BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
-
+ opencascade::handle<BVH_Transform<Standard_ShortReal, 4> > aTransform = new BVH_Transform<Standard_ShortReal, 4>();
if (!theTrsf.IsNull())
{
theTrsf->Trsf().GetMat4 (aMat4);
}
aSet->SetProperties (aTransform);
-
myRaytraceGeometry.Objects().Append (aSet);
}
}
// function : addRaytracePrimitiveArray
// purpose : Adds OpenGL primitive array to ray-traced scene geometry
// =======================================================================
-OpenGl_TriangleSet* OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
- const Standard_Integer theMaterial,
- const OpenGl_Mat4* theTransform)
+Handle(OpenGl_TriangleSet) OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
+ const Standard_Integer theMaterial,
+ const OpenGl_Mat4* theTransform)
{
const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
#endif
|| anAttribs.IsNull())
{
- return NULL;
+ return Handle(OpenGl_TriangleSet)();
}
OpenGl_Mat4 aNormalMatrix;
-
if (theTransform != NULL)
{
Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
aNormalMatrix.Transpose();
}
- OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
+ Handle(OpenGl_TriangleSet) aSet = new OpenGl_TriangleSet (theArray->GetUID(), myRaytraceBVHBuilder);
{
aSet->Vertices.reserve (anAttribs->NbElements);
aSet->Normals.reserve (anAttribs->NbElements);
const size_t aVertFrom = aSet->Vertices.size();
- for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
+ Standard_Integer anAttribIndex = 0;
+ Standard_Size anAttribStride = 0;
+ if (const Standard_Byte* aPosData = anAttribs->AttributeData (Graphic3d_TOA_POS, anAttribIndex, anAttribStride))
{
- const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
- const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
- if (anAttrib.Id == Graphic3d_TOA_POS)
+ const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
+ if (anAttrib.DataType == Graphic3d_TOD_VEC2
+ || anAttrib.DataType == Graphic3d_TOD_VEC3
+ || anAttrib.DataType == Graphic3d_TOD_VEC4)
{
- if (anAttrib.DataType == Graphic3d_TOD_VEC3
- || anAttrib.DataType == Graphic3d_TOD_VEC4)
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->Vertices.push_back (
- *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
- }
- }
- else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
+ for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
{
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- const Standard_ShortReal* aCoords =
- reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
-
- aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 0.0f));
- }
+ const float* aCoords = reinterpret_cast<const float*> (aPosData + anAttribStride * aVertIter);
+ aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], anAttrib.DataType != Graphic3d_TOD_VEC2 ? aCoords[2] : 0.0f));
}
}
- else if (anAttrib.Id == Graphic3d_TOA_NORM)
+ }
+ if (const Standard_Byte* aNormData = anAttribs->AttributeData (Graphic3d_TOA_NORM, anAttribIndex, anAttribStride))
+ {
+ const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
+ if (anAttrib.DataType == Graphic3d_TOD_VEC3
+ || anAttrib.DataType == Graphic3d_TOD_VEC4)
{
- if (anAttrib.DataType == Graphic3d_TOD_VEC3
- || anAttrib.DataType == Graphic3d_TOD_VEC4)
+ for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
{
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->Normals.push_back (
- *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
- }
+ aSet->Normals.push_back (*reinterpret_cast<const Graphic3d_Vec3*> (aNormData + anAttribStride * aVertIter));
}
}
- else if (anAttrib.Id == Graphic3d_TOA_UV)
+ }
+ if (const Standard_Byte* aTexData = anAttribs->AttributeData (Graphic3d_TOA_UV, anAttribIndex, anAttribStride))
+ {
+ const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIndex);
+ if (anAttrib.DataType == Graphic3d_TOD_VEC2)
{
- if (anAttrib.DataType == Graphic3d_TOD_VEC2)
+ for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
{
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->TexCrds.push_back (
- *reinterpret_cast<const Graphic3d_Vec2*> (anAttribs->value (aVertIter) + anOffset));
- }
+ aSet->TexCrds.push_back (*reinterpret_cast<const Graphic3d_Vec2*> (aTexData + anAttribStride * aVertIter));
}
}
}
if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
{
- delete aSet;
- return NULL;
+ aSet.Nullify();
+ return Handle(OpenGl_TriangleSet)();
}
aBoundStart += aVertNum;
if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
{
- delete aSet;
- return NULL;
+ aSet.Nullify();
+ return Handle(OpenGl_TriangleSet)();
}
}
}
}
// =======================================================================
-// function : Load
+// function : LoadFromFiles
// purpose : Loads shader source from specified files
// =======================================================================
-Standard_Boolean OpenGl_View::ShaderSource::Load (const TCollection_AsciiString* theFileNames,
- const TCollection_AsciiString& thePrefix)
+Standard_Boolean OpenGl_View::ShaderSource::LoadFromFiles (const TCollection_AsciiString* theFileNames,
+ const TCollection_AsciiString& thePrefix)
{
myError.Clear();
mySource.Clear();
+ myPrefix = thePrefix;
+
TCollection_AsciiString aMissingFiles;
for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
{
aFile.Close();
}
- myPrefix = thePrefix;
if (!aMissingFiles.IsEmpty())
{
myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
return Standard_True;
}
+// =======================================================================
+// function : LoadFromStrings
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_View::ShaderSource::LoadFromStrings (const TCollection_AsciiString* theStrings,
+ const TCollection_AsciiString& thePrefix)
+{
+ myError.Clear();
+ mySource.Clear();
+ myPrefix = thePrefix;
+
+ for (Standard_Integer anIndex = 0; !theStrings[anIndex].IsEmpty(); ++anIndex)
+ {
+ TCollection_AsciiString aSource = theStrings[anIndex];
+ if (!aSource.IsEmpty())
+ {
+ mySource += TCollection_AsciiString ("\n") + aSource;
+ }
+ }
+ return Standard_True;
+}
+
// =======================================================================
// function : generateShaderPrefix
// purpose : Generates shader prefix based on current ray-tracing options
if (myRaytraceParameters.AdaptiveScreenSampling) // adaptive screen sampling requested
{
- // to activate the feature we need OpenGL 4.4 and GL_NV_shader_atomic_float extension
- if (theGlContext->IsGlGreaterEqual (4, 4) && theGlContext->CheckExtension ("GL_NV_shader_atomic_float"))
+ if (theGlContext->IsGlGreaterEqual (4, 4))
{
- aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING") +
- TCollection_AsciiString ("\n#define BLOCK_SIZE ") + TCollection_AsciiString (OpenGl_TileSampler::TileSize());
+ aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING");
+ if (myRaytraceParameters.AdaptiveScreenSamplingAtomic
+ && theGlContext->CheckExtension ("GL_NV_shader_atomic_float"))
+ {
+ aPrefixString += TCollection_AsciiString ("\n#define ADAPTIVE_SAMPLING_ATOMIC");
+ }
}
}
+
+ if (myRaytraceParameters.TwoSidedBsdfModels) // two-sided BSDFs requested
+ {
+ aPrefixString += TCollection_AsciiString ("\n#define TWO_SIDED_BXDF");
+ }
+
+ switch (myRaytraceParameters.ToneMappingMethod)
+ {
+ case Graphic3d_ToneMappingMethod_Disabled:
+ break;
+ case Graphic3d_ToneMappingMethod_Filmic:
+ aPrefixString += TCollection_AsciiString ("\n#define TONE_MAPPING_FILMIC");
+ break;
+ }
+ }
+
+ if (myRaytraceParameters.DepthOfField)
+ {
+ aPrefixString += TCollection_AsciiString("\n#define DEPTH_OF_FIELD");
}
return aPrefixString;
const Handle(OpenGl_Context)& theGlContext)
{
Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
-
if (!aShader->Create (theGlContext))
{
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
- (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
-
- theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
-
- aShader->Release (theGlContext.operator->());
-
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
+ TCollection_ExtendedString ("Error: Failed to create ") +
+ (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object");
+ aShader->Release (theGlContext.get());
return Handle(OpenGl_ShaderObject)();
}
- if (!aShader->LoadSource (theGlContext, theSource.Source()))
+ if (!aShader->LoadAndCompile (theGlContext, "", theSource.Source()))
{
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
- (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
-
- theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
-
- aShader->Release (theGlContext.operator->());
-
+ aShader->Release (theGlContext.get());
return Handle(OpenGl_ShaderObject)();
}
-
- TCollection_AsciiString aBuildLog;
-
- if (!aShader->Compile (theGlContext))
- {
- aShader->FetchInfoLog (theGlContext, aBuildLog);
-
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
- (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
-
- theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMessage);
-
- aShader->Release (theGlContext.operator->());
-
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Shader build log:\n" << aBuildLog << "\n";
-#endif
-
- return Handle(OpenGl_ShaderObject)();
- }
- else if (theGlContext->caps->glslWarnings)
- {
- aShader->FetchInfoLog (theGlContext, aBuildLog);
-
- if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
- {
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
- "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
-
- theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
- GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW, aMessage);
- }
-
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Shader build log:\n" << aBuildLog << "\n";
-#endif
- }
-
return aShader;
}
// =======================================================================
Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
const Handle(OpenGl_ShaderObject)& theVertShader,
- const Handle(OpenGl_ShaderObject)& theFragShader)
+ const Handle(OpenGl_ShaderObject)& theFragShader,
+ const TCollection_AsciiString& theName)
{
- Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
+ const TCollection_AsciiString anId = TCollection_AsciiString("occt_rt_") + theName;
+ Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram(Handle(Graphic3d_ShaderProgram)(), anId);
if (!aProgram->Create (theGlContext))
{
// function : initRaytraceResources
// purpose : Initializes OpenGL/GLSL shader programs
// =======================================================================
-Standard_Boolean OpenGl_View::initRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
+Standard_Boolean OpenGl_View::initRaytraceResources (const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const Handle(OpenGl_Context)& theGlContext)
{
if (myRaytraceInitStatus == OpenGl_RT_FAIL)
{
}
}
- if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
- {
- myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
- aToRebuildShaders = Standard_True;
- }
-
- if (myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures)
+ if (myRenderParams.RaytracingDepth != myRaytraceParameters.NbBounces
+ || myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows
+ || myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination
+ || myRenderParams.TwoSidedBsdfModels != myRaytraceParameters.TwoSidedBsdfModels
+ || myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures)
{
+ myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
+ myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
+ myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
+ myRaytraceParameters.TwoSidedBsdfModels = myRenderParams.TwoSidedBsdfModels;
myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
aToRebuildShaders = Standard_True;
}
- if (myRenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
- {
- myRaytraceParameters.TransparentShadows = myRenderParams.IsTransparentShadowEnabled;
- aToRebuildShaders = Standard_True;
- }
-
- if (myRenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination)
+ if (myRenderParams.AdaptiveScreenSampling != myRaytraceParameters.AdaptiveScreenSampling
+ || myRenderParams.AdaptiveScreenSamplingAtomic != myRaytraceParameters.AdaptiveScreenSamplingAtomic)
{
- myRaytraceParameters.GlobalIllumination = myRenderParams.IsGlobalIlluminationEnabled;
- aToRebuildShaders = Standard_True;
- }
-
- if (myRenderParams.AdaptiveScreenSampling != myRaytraceParameters.AdaptiveScreenSampling)
- {
- myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling;
+ myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling;
+ myRaytraceParameters.AdaptiveScreenSamplingAtomic = myRenderParams.AdaptiveScreenSamplingAtomic;
if (myRenderParams.AdaptiveScreenSampling) // adaptive sampling was requested
{
if (!theGlContext->HasRayTracingAdaptiveSampling())
// disable the feature if it is not supported
myRaytraceParameters.AdaptiveScreenSampling = myRenderParams.AdaptiveScreenSampling = Standard_False;
theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
- "Adaptive sampling not supported (OpenGL 4.4 or GL_NV_shader_atomic_float is missing)");
+ "Adaptive sampling is not supported (OpenGL 4.4 is missing)");
+ }
+ else if (myRaytraceParameters.AdaptiveScreenSamplingAtomic
+ && !theGlContext->HasRayTracingAdaptiveSamplingAtomic())
+ {
+ // disable the feature if it is not supported
+ myRaytraceParameters.AdaptiveScreenSamplingAtomic = myRenderParams.AdaptiveScreenSamplingAtomic = Standard_False;
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
+ "Atomic adaptive sampling is not supported (GL_NV_shader_atomic_float is missing)");
}
}
aToRebuildShaders = Standard_True;
}
+ myTileSampler.SetSize (myRenderParams, myRaytraceParameters.AdaptiveScreenSampling ? Graphic3d_Vec2i (theSizeX, theSizeY) : Graphic3d_Vec2i (0, 0));
+
+ const bool toEnableDof = !myCamera->IsOrthographic() && myRaytraceParameters.GlobalIllumination;
+ if (myRaytraceParameters.DepthOfField != toEnableDof)
+ {
+ myRaytraceParameters.DepthOfField = toEnableDof;
+ aToRebuildShaders = Standard_True;
+ }
+
+ if (myRenderParams.ToneMappingMethod != myRaytraceParameters.ToneMappingMethod)
+ {
+ myRaytraceParameters.ToneMappingMethod = myRenderParams.ToneMappingMethod;
+ aToRebuildShaders = true;
+ }
if (aToRebuildShaders)
{
myPostFSAAShaderSource.SetPrefix (aPrefixString);
myOutImageShaderSource.SetPrefix (aPrefixString);
- if (!myRaytraceShader->LoadSource (theGlContext, myRaytraceShaderSource.Source())
- || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source())
- || !myOutImageShader->LoadSource (theGlContext, myOutImageShaderSource.Source()))
- {
- return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
- }
-
- if (!myRaytraceShader->Compile (theGlContext)
- || !myPostFSAAShader->Compile (theGlContext)
- || !myOutImageShader->Compile (theGlContext))
+ if (!myRaytraceShader->LoadAndCompile (theGlContext, myRaytraceProgram->ResourceId(), myRaytraceShaderSource.Source())
+ || !myPostFSAAShader->LoadAndCompile (theGlContext, myPostFSAAProgram->ResourceId(), myPostFSAAShaderSource.Source())
+ || !myOutImageShader->LoadAndCompile (theGlContext, myOutImageProgram->ResourceId(), myOutImageShaderSource.Source()))
{
return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
}
if (myRaytraceInitStatus == OpenGl_RT_NONE)
{
- myAccumFrames = 0; // reject accumulated frames
+ myAccumFrames = 0; // accumulation should be restarted
if (!theGlContext->IsGlGreaterEqual (3, 1))
{
myRaytraceParameters.NbBounces = myRenderParams.RaytracingDepth;
- const TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
-
- if (aFolder.IsEmpty())
- {
- return safeFailBack ("Failed to locate shaders directory", theGlContext);
- }
-
+ const TCollection_AsciiString aShaderFolder = Graphic3d_ShaderProgram::ShadersFolder();
if (myIsRaytraceDataValid)
{
myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
ShaderSource aBasicVertShaderSrc;
{
- TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.vs", "" };
- if (!aBasicVertShaderSrc.Load (aFiles))
+ if (!aShaderFolder.IsEmpty())
{
- return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
+ const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.vs", "" };
+ if (!aBasicVertShaderSrc.LoadFromFiles (aFiles))
+ {
+ return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
+ }
+ }
+ else
+ {
+ const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_vs, "" };
+ aBasicVertShaderSrc.LoadFromStrings (aSrcShaders);
}
}
{
- TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
- aFolder + "/PathtraceBase.fs",
- aFolder + "/RaytraceRender.fs",
- "" };
- if (!myRaytraceShaderSource.Load (aFiles, aPrefixString))
+ if (!aShaderFolder.IsEmpty())
+ {
+ const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs",
+ aShaderFolder + "/PathtraceBase.fs",
+ aShaderFolder + "/RaytraceRender.fs",
+ "" };
+ if (!myRaytraceShaderSource.LoadFromFiles (aFiles, aPrefixString))
+ {
+ return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
+ }
+ }
+ else
{
- return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
+ const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs,
+ Shaders_PathtraceBase_fs,
+ Shaders_RaytraceRender_fs,
+ "" };
+ myRaytraceShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
}
Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
}
- myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
+ myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader, "main");
if (myRaytraceProgram.IsNull())
{
return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
}
{
- TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
- aFolder + "/RaytraceSmooth.fs",
- "" };
- if (!myPostFSAAShaderSource.Load (aFiles, aPrefixString))
+ if (!aShaderFolder.IsEmpty())
+ {
+ const TCollection_AsciiString aFiles[] = { aShaderFolder + "/RaytraceBase.fs", aShaderFolder + "/RaytraceSmooth.fs", "" };
+ if (!myPostFSAAShaderSource.LoadFromFiles (aFiles, aPrefixString))
+ {
+ return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
+ }
+ }
+ else
{
- return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
+ const TCollection_AsciiString aSrcShaders[] = { Shaders_RaytraceBase_fs, Shaders_RaytraceSmooth_fs, "" };
+ myPostFSAAShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
}
Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
}
- myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
+ myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader, "fsaa");
if (myPostFSAAProgram.IsNull())
{
return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
}
{
- TCollection_AsciiString aFiles[] = { aFolder + "/Display.fs", "" };
- if (!myOutImageShaderSource.Load (aFiles, aPrefixString))
+ if (!aShaderFolder.IsEmpty())
+ {
+ const TCollection_AsciiString aFiles[] = { aShaderFolder + "/Display.fs", "" };
+ if (!myOutImageShaderSource.LoadFromFiles (aFiles, aPrefixString))
+ {
+ return safeFailBack (myOutImageShaderSource.ErrorDescription(), theGlContext);
+ }
+ }
+ else
{
- return safeFailBack (myOutImageShaderSource.ErrorDescription(), theGlContext);
+ const TCollection_AsciiString aSrcShaders[] = { Shaders_Display_fs, "" };
+ myOutImageShaderSource.LoadFromStrings (aSrcShaders, aPrefixString);
}
Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
return safeFailBack ("Failed to set display fragment shader source", theGlContext);
}
- myOutImageProgram = initProgram (theGlContext, aBasicVertShader, myOutImageShader);
+ myOutImageProgram = initProgram (theGlContext, aBasicVertShader, myOutImageShader, "out");
if (myOutImageProgram.IsNull())
{
return safeFailBack ("Failed to initialize display shader program", theGlContext);
myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeY");
- myUniformLocations[anIndex][OpenGl_RT_uSampleWeight] =
- aShaderProgram->GetUniformLocation (theGlContext, "uSampleWeight");
+ myUniformLocations[anIndex][OpenGl_RT_uAccumSamples] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uAccumSamples");
myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
myUniformLocations[anIndex][OpenGl_RT_uRenderImage] =
aShaderProgram->GetUniformLocation (theGlContext, "uRenderImage");
+ myUniformLocations[anIndex][OpenGl_RT_uTilesImage] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uTilesImage");
myUniformLocations[anIndex][OpenGl_RT_uOffsetImage] =
aShaderProgram->GetUniformLocation (theGlContext, "uOffsetImage");
+ myUniformLocations[anIndex][OpenGl_RT_uTileSize] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uTileSize");
+ myUniformLocations[anIndex][OpenGl_RT_uVarianceScaleFactor] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uVarianceScaleFactor");
myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
+
+ myUniformLocations[anIndex][OpenGl_RT_uMaxRadiance] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uMaxRadiance");
}
theGlContext->BindProgram (myOutImageProgram);
{
if (!theResource.IsNull())
{
- theResource->Release (theGlContext.operator->());
+ theResource->Release (theGlContext.get());
theResource.Nullify();
}
}
if (!theToRebuild) // complete release
{
- myRaytraceFBO1[0]->Release (theGlContext.operator->());
- myRaytraceFBO1[1]->Release (theGlContext.operator->());
- myRaytraceFBO2[0]->Release (theGlContext.operator->());
- myRaytraceFBO2[1]->Release (theGlContext.operator->());
+ myRaytraceFBO1[0]->Release (theGlContext.get());
+ myRaytraceFBO1[1]->Release (theGlContext.get());
+ myRaytraceFBO2[0]->Release (theGlContext.get());
+ myRaytraceFBO2[1]->Release (theGlContext.get());
nullifyResource (theGlContext, myRaytraceOutputTexture[0]);
nullifyResource (theGlContext, myRaytraceOutputTexture[1]);
- nullifyResource (theGlContext, myRaytraceTileOffsetsTexture);
- nullifyResource (theGlContext, myRaytraceVisualErrorTexture);
+ nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[0]);
+ nullifyResource (theGlContext, myRaytraceTileOffsetsTexture[1]);
+ nullifyResource (theGlContext, myRaytraceVisualErrorTexture[0]);
+ nullifyResource (theGlContext, myRaytraceVisualErrorTexture[1]);
+ nullifyResource (theGlContext, myRaytraceTileSamplesTexture[0]);
+ nullifyResource (theGlContext, myRaytraceTileSamplesTexture[1]);
nullifyResource (theGlContext, mySceneNodeInfoTexture);
nullifyResource (theGlContext, mySceneMinPointTexture);
if (myRaytraceScreenQuad.IsValid ())
{
- myRaytraceScreenQuad.Release (theGlContext.operator->());
+ myRaytraceScreenQuad.Release (theGlContext.get());
}
}
}
const Standard_Integer theSizeY,
const Handle(OpenGl_Context)& theGlContext)
{
- // Auxiliary buffers are not used.
+ // Auxiliary buffers are not used
if (!myRaytraceParameters.GlobalIllumination && !myRenderParams.IsAntialiasingEnabled)
{
myRaytraceFBO1[0]->Release (theGlContext.operator->());
return Standard_True;
}
- myRaytraceFBO1[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
- myRaytraceFBO2[0]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
-
- // Init second set of buffers for stereographic rendering.
- if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
- {
- myRaytraceFBO1[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
- myRaytraceFBO2[1]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
- }
- else
+ if (myRaytraceParameters.AdaptiveScreenSampling)
{
- myRaytraceFBO1[1]->Release (theGlContext.operator->());
- myRaytraceFBO2[1]->Release (theGlContext.operator->());
+ Graphic3d_Vec2i aMaxViewport = myTileSampler.OffsetTilesViewportMax().cwiseMax (Graphic3d_Vec2i (theSizeX, theSizeY));
+ myRaytraceFBO1[0]->InitLazy (theGlContext, aMaxViewport.x(), aMaxViewport.y(), GL_RGBA32F, myFboDepthFormat);
+ myRaytraceFBO2[0]->InitLazy (theGlContext, aMaxViewport.x(), aMaxViewport.y(), GL_RGBA32F, myFboDepthFormat);
+ if (myRaytraceFBO1[1]->IsValid()) // second FBO not needed
+ {
+ myRaytraceFBO1[1]->Release (theGlContext.operator->());
+ myRaytraceFBO2[1]->Release (theGlContext.operator->());
+ }
}
- myTileSampler.SetSize (theSizeX, theSizeY);
-
- if (myRaytraceTileOffsetsTexture.IsNull())
+ for (int aViewIter = 0; aViewIter < 2; ++aViewIter)
{
- myRaytraceOutputTexture[0] = new OpenGl_Texture();
- myRaytraceOutputTexture[1] = new OpenGl_Texture();
-
- myRaytraceTileOffsetsTexture = new OpenGl_Texture();
- myRaytraceVisualErrorTexture = new OpenGl_Texture();
- }
+ if (myRaytraceTileOffsetsTexture[aViewIter].IsNull())
+ {
+ myRaytraceOutputTexture[aViewIter] = new OpenGl_Texture();
+ myRaytraceVisualErrorTexture[aViewIter] = new OpenGl_Texture();
+ myRaytraceTileSamplesTexture[aViewIter] = new OpenGl_Texture();
+ myRaytraceTileOffsetsTexture[aViewIter] = new OpenGl_Texture();
+ }
- if (myRaytraceOutputTexture[0]->SizeX() / 3 != theSizeX
- || myRaytraceOutputTexture[0]->SizeY() / 2 != theSizeY)
- {
- // Due to limitations of OpenGL image load-store extension
- // atomic operations are supported only for single-channel
- // images, so we define GL_R32F image. It is used as array
- // of 6D floating point vectors:
- // 0 - R color channel
- // 1 - G color channel
- // 2 - B color channel
- // 3 - hit time transformed into OpenGL NDC space
- // 4 - luminance accumulated for odd samples only
- myRaytraceOutputTexture[0]->InitRectangle (theGlContext,
- theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
+ if (aViewIter == 1
+ && myCamera->ProjectionType() != Graphic3d_Camera::Projection_Stereo)
+ {
+ myRaytraceFBO1[1]->Release (theGlContext.operator->());
+ myRaytraceFBO2[1]->Release (theGlContext.operator->());
+ myRaytraceOutputTexture[1]->Release (theGlContext.operator->());
+ myRaytraceVisualErrorTexture[1]->Release (theGlContext.operator->());
+ myRaytraceTileOffsetsTexture[1]->Release (theGlContext.operator->());
+ continue;
+ }
- myRaytraceVisualErrorTexture->Init (theGlContext,
- GL_R32I, GL_RED_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
+ if (myRaytraceParameters.AdaptiveScreenSampling)
+ {
+ if (myRaytraceOutputTexture[aViewIter]->SizeX() / 3 == theSizeX
+ && myRaytraceOutputTexture[aViewIter]->SizeY() / 2 == theSizeY
+ && myRaytraceVisualErrorTexture[aViewIter]->SizeX() == myTileSampler.NbTilesX()
+ && myRaytraceVisualErrorTexture[aViewIter]->SizeY() == myTileSampler.NbTilesY())
+ {
+ if (myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ continue; // offsets texture is dynamically resized
+ }
+ else if (myRaytraceTileSamplesTexture[aViewIter]->SizeX() == myTileSampler.NbTilesX()
+ && myRaytraceTileSamplesTexture[aViewIter]->SizeY() == myTileSampler.NbTilesY())
+ {
+ continue;
+ }
+ }
- myRaytraceTileOffsetsTexture->Init (theGlContext,
- GL_RG32I, GL_RG_INTEGER, GL_INT, myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
- }
+ myAccumFrames = 0;
- if (myCamera->ProjectionType() == Graphic3d_Camera::Projection_Stereo)
- {
- if (myRaytraceOutputTexture[1]->SizeX() / 3 != theSizeX
- || myRaytraceOutputTexture[1]->SizeY() / 2 != theSizeY)
+ // Due to limitations of OpenGL image load-store extension
+ // atomic operations are supported only for single-channel
+ // images, so we define GL_R32F image. It is used as array
+ // of 6D floating point vectors:
+ // 0 - R color channel
+ // 1 - G color channel
+ // 2 - B color channel
+ // 3 - hit time transformed into OpenGL NDC space
+ // 4 - luminance accumulated for odd samples only
+ myRaytraceOutputTexture[aViewIter]->InitRectangle (theGlContext, theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
+
+ // workaround for some NVIDIA drivers
+ myRaytraceVisualErrorTexture[aViewIter]->Release (theGlContext.operator->());
+ myRaytraceTileSamplesTexture[aViewIter]->Release (theGlContext.operator->());
+ myRaytraceVisualErrorTexture[aViewIter]->Init (theGlContext, GL_R32I, GL_RED_INTEGER, GL_INT,
+ myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
+ if (!myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ myRaytraceTileSamplesTexture[aViewIter]->Init (theGlContext, GL_R32I, GL_RED_INTEGER, GL_INT,
+ myTileSampler.NbTilesX(), myTileSampler.NbTilesY(), Graphic3d_TOT_2D);
+ }
+ }
+ else // non-adaptive mode
{
- myRaytraceOutputTexture[1]->InitRectangle (theGlContext,
- theSizeX * 3, theSizeY * 2, OpenGl_TextureFormat::Create<GLfloat, 1>());
+ if (myRaytraceFBO1[aViewIter]->GetSizeX() != theSizeX
+ || myRaytraceFBO1[aViewIter]->GetSizeY() != theSizeY)
+ {
+ myAccumFrames = 0; // accumulation should be restarted
+ }
+
+ myRaytraceFBO1[aViewIter]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
+ myRaytraceFBO2[aViewIter]->InitLazy (theGlContext, theSizeX, theSizeY, GL_RGBA32F, myFboDepthFormat);
}
}
- else
- {
- myRaytraceOutputTexture[1]->Release (theGlContext.operator->());
- }
-
return Standard_True;
}
{
OpenGl_Vec4 aOrigin (GLfloat(aX),
GLfloat(aY),
- -1.0f,
+ -1.0f,
1.0f);
aOrigin = theUnview * aOrigin;
}
}
+// =======================================================================
+// function : updatePerspCameraPT
+// purpose : Generates viewing rays (path tracing, perspective camera)
+// =======================================================================
+void OpenGl_View::updatePerspCameraPT (const OpenGl_Mat4& theOrientation,
+ const OpenGl_Mat4& theViewMapping,
+ Graphic3d_Camera::Projection theProjection,
+ OpenGl_Mat4& theViewPr,
+ OpenGl_Mat4& theUnview,
+ const int theWinSizeX,
+ const int theWinSizeY)
+{
+ // compute view-projection matrix
+ theViewPr = theViewMapping * theOrientation;
+
+ // compute inverse view-projection matrix
+ theViewPr.Inverted(theUnview);
+
+ // get camera stereo params
+ float anIOD = myCamera->GetIODType() == Graphic3d_Camera::IODType_Relative
+ ? static_cast<float> (myCamera->IOD() * myCamera->Distance())
+ : static_cast<float> (myCamera->IOD());
+
+ float aZFocus = myCamera->ZFocusType() == Graphic3d_Camera::FocusType_Relative
+ ? static_cast<float> (myCamera->ZFocus() * myCamera->Distance())
+ : static_cast<float> (myCamera->ZFocus());
+
+ // get camera view vectors
+ const gp_Pnt anOrig = myCamera->Eye();
+
+ myEyeOrig = OpenGl_Vec3 (static_cast<float> (anOrig.X()),
+ static_cast<float> (anOrig.Y()),
+ static_cast<float> (anOrig.Z()));
+
+ const gp_Dir aView = myCamera->Direction();
+
+ OpenGl_Vec3 anEyeViewMono = OpenGl_Vec3 (static_cast<float> (aView.X()),
+ static_cast<float> (aView.Y()),
+ static_cast<float> (aView.Z()));
+
+ const gp_Dir anUp = myCamera->Up();
+
+ myEyeVert = OpenGl_Vec3 (static_cast<float> (anUp.X()),
+ static_cast<float> (anUp.Y()),
+ static_cast<float> (anUp.Z()));
+
+ myEyeSide = OpenGl_Vec3::Cross (anEyeViewMono, myEyeVert);
+
+ const double aScaleY = tan (myCamera->FOVy() / 360 * M_PI);
+ const double aScaleX = theWinSizeX * aScaleY / theWinSizeY;
+
+ myEyeSize = OpenGl_Vec2 (static_cast<float> (aScaleX),
+ static_cast<float> (aScaleY));
+
+ if (theProjection == Graphic3d_Camera::Projection_Perspective)
+ {
+ myEyeView = anEyeViewMono;
+ }
+ else // stereo camera
+ {
+ // compute z-focus point
+ OpenGl_Vec3 aZFocusPoint = myEyeOrig + anEyeViewMono * aZFocus;
+
+ // compute stereo camera shift
+ float aDx = theProjection == Graphic3d_Camera::Projection_MonoRightEye ? 0.5f * anIOD : -0.5f * anIOD;
+ myEyeOrig += myEyeSide.Normalized() * aDx;
+
+ // estimate new camera direction vector and correct its length
+ myEyeView = (aZFocusPoint - myEyeOrig).Normalized();
+ myEyeView *= 1.f / anEyeViewMono.Dot (myEyeView);
+ }
+}
+
// =======================================================================
// function : uploadRaytraceData
// purpose : Uploads ray-trace data to the GPU
OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
- const BVH_Transform<Standard_ShortReal, 4>* aTransform =
- dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
-
+ const BVH_Transform<Standard_ShortReal, 4>* aTransform = dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().get());
Standard_ASSERT_RETURN (aTransform != NULL,
"OpenGl_TriangleSet does not contain transform", Standard_False);
if (myRaytraceGeometry.Materials.size() != 0)
{
aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
- GLsizei (myRaytraceGeometry.Materials.size() * 18), myRaytraceGeometry.Materials.front().Packed());
+ GLsizei (myRaytraceGeometry.Materials.size() * 19), myRaytraceGeometry.Materials.front().Packed());
if (!aResult)
{
// =======================================================================
Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
{
- myRaytraceGeometry.Sources.clear();
-
- myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
-
- OpenGl_ListOfLight::Iterator aLightIter (myShadingModel == Graphic3d_TOSM_NONE ? myNoShadingLight : myLights);
- for (; aLightIter.More(); aLightIter.Next())
+ std::vector<Handle(Graphic3d_CLight)> aLightSources;
+ myRaytraceGeometry.Ambient = BVH_Vec4f (0.f, 0.f, 0.f, 0.f);
+ if (myShadingModel != Graphic3d_TOSM_UNLIT
+ && !myLights.IsNull())
{
- const OpenGl_Light& aLight = aLightIter.Value();
+ const Graphic3d_Vec4& anAmbient = myLights->AmbientColor();
+ myRaytraceGeometry.Ambient = BVH_Vec4f (anAmbient.r(), anAmbient.g(), anAmbient.b(), 0.0f);
- if (aLight.Type == Graphic3d_TOLS_AMBIENT)
+ // move positional light sources at the front of the list
+ aLightSources.reserve (myLights->Extent());
+ for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
+ aLightIter.More(); aLightIter.Next())
{
- myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r() * aLight.Intensity,
- aLight.Color.g() * aLight.Intensity,
- aLight.Color.b() * aLight.Intensity,
- 0.0f);
- continue;
+ const Graphic3d_CLight& aLight = *aLightIter.Value();
+ if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
+ {
+ aLightSources.push_back (aLightIter.Value());
+ }
+ }
+
+ for (Graphic3d_LightSet::Iterator aLightIter (myLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
+ aLightIter.More(); aLightIter.Next())
+ {
+ if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL)
+ {
+ aLightSources.push_back (aLightIter.Value());
+ }
}
+ }
+
+ // get number of 'real' (not ambient) light sources
+ const size_t aNbLights = aLightSources.size();
+ Standard_Boolean wasUpdated = myRaytraceGeometry.Sources.size () != aNbLights;
+ if (wasUpdated)
+ {
+ myRaytraceGeometry.Sources.resize (aNbLights);
+ }
- BVH_Vec4f aDiffuse (aLight.Color.r() * aLight.Intensity,
- aLight.Color.g() * aLight.Intensity,
- aLight.Color.b() * aLight.Intensity,
- 1.0f);
+ for (size_t aLightIdx = 0, aRealIdx = 0; aLightIdx < aLightSources.size(); ++aLightIdx)
+ {
+ const Graphic3d_CLight& aLight = *aLightSources[aLightIdx];
+ const Graphic3d_Vec4& aLightColor = aLight.PackedColor();
+ BVH_Vec4f aEmission (aLightColor.r() * aLight.Intensity(),
+ aLightColor.g() * aLight.Intensity(),
+ aLightColor.b() * aLight.Intensity(),
+ 1.0f);
- BVH_Vec4f aPosition (-aLight.Direction.x(),
- -aLight.Direction.y(),
- -aLight.Direction.z(),
+ BVH_Vec4f aPosition (-aLight.PackedDirection().x(),
+ -aLight.PackedDirection().y(),
+ -aLight.PackedDirection().z(),
0.0f);
- if (aLight.Type != Graphic3d_TOLS_DIRECTIONAL)
+ if (aLight.Type() != Graphic3d_TOLS_DIRECTIONAL)
{
- aPosition = BVH_Vec4f (aLight.Position.x(),
- aLight.Position.y(),
- aLight.Position.z(),
+ aPosition = BVH_Vec4f (static_cast<float>(aLight.Position().X()),
+ static_cast<float>(aLight.Position().Y()),
+ static_cast<float>(aLight.Position().Z()),
1.0f);
- // store smoothing radius in w-component
- aDiffuse.w() = Max (aLight.Smoothness, 0.f);
+ // store smoothing radius in W-component
+ aEmission.w() = Max (aLight.Smoothness(), 0.f);
}
else
{
- // store cosine of smoothing angle in w-component
- aDiffuse.w() = cosf (Min (Max (aLight.Smoothness, 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
+ // store cosine of smoothing angle in W-component
+ aEmission.w() = cosf (Min (Max (aLight.Smoothness(), 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
}
- if (aLight.IsHeadlight)
+ if (aLight.IsHeadlight())
{
aPosition = theInvModelView * aPosition;
}
- myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
+ for (int aK = 0; aK < 4; ++aK)
+ {
+ wasUpdated |= (aEmission[aK] != myRaytraceGeometry.Sources[aRealIdx].Emission[aK])
+ || (aPosition[aK] != myRaytraceGeometry.Sources[aRealIdx].Position[aK]);
+ }
+
+ if (wasUpdated)
+ {
+ myRaytraceGeometry.Sources[aRealIdx] = OpenGl_RaytraceLight (aEmission, aPosition);
+ }
+
+ ++aRealIdx;
}
- if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
+ if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
{
myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
-
- if (!myRaytraceLightSrcTexture->Create (theGlContext))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to create light source buffer" << std::endl;
-#endif
- return Standard_False;
- }
}
- if (myRaytraceGeometry.Sources.size() != 0)
+ if (myRaytraceGeometry.Sources.size() != 0 && wasUpdated)
{
const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
#endif
return Standard_False;
}
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : updateRaytraceEnvironmentMap
-// purpose : Updates environment map for ray-tracing
-// =======================================================================
-Standard_Boolean OpenGl_View::updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext)
-{
- Standard_Boolean aResult = Standard_True;
- if (!myToUpdateEnvironmentMap)
- {
- return aResult;
+ myAccumFrames = 0; // accumulation should be restarted
}
- Handle(OpenGl_ShaderProgram) aPrograms[] = { myRaytraceProgram,
- myPostFSAAProgram };
-
- for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
- {
- if (!aPrograms[anIdx].IsNull())
- {
- aResult &= theGlContext->BindProgram (aPrograms[anIdx]);
-
- if (!myTextureEnv.IsNull())
- {
- myTextureEnv->Bind (theGlContext,
- GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
-
- aResult &= aPrograms[anIdx]->SetUniform (theGlContext,
- myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 1);
- }
- else
- {
- aResult &= aPrograms[anIdx]->SetUniform (theGlContext,
- myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 0);
- }
- }
- }
-
- myToUpdateEnvironmentMap = Standard_False;
-
- theGlContext->BindProgram (NULL);
-
- return aResult;
+ return Standard_True;
}
// =======================================================================
Standard_Boolean OpenGl_View::setUniformState (const Standard_Integer theProgramId,
const Standard_Integer theWinSizeX,
const Standard_Integer theWinSizeY,
+ Graphic3d_Camera::Projection theProjection,
const Handle(OpenGl_Context)& theGlContext)
{
// Get projection state
OpenGl_Vec3 aOrigins[4];
OpenGl_Vec3 aDirects[4];
- updateCamera (myCamera->OrientationMatrixF(),
- aCntxProjectionState.Current(),
- aOrigins,
- aDirects,
- aViewPrjMat,
- anUnviewMat);
+ if (myCamera->IsOrthographic()
+ || !myRenderParams.IsGlobalIlluminationEnabled)
+ {
+ updateCamera (myCamera->OrientationMatrixF(),
+ aCntxProjectionState.Current(),
+ aOrigins,
+ aDirects,
+ aViewPrjMat,
+ anUnviewMat);
+ }
+ else
+ {
+ updatePerspCameraPT (myCamera->OrientationMatrixF(),
+ aCntxProjectionState.Current(),
+ theProjection,
+ aViewPrjMat,
+ anUnviewMat,
+ theWinSizeX,
+ theWinSizeY);
+ }
Handle(OpenGl_ShaderProgram)& theProgram = theProgramId == 0
? myRaytraceProgram
{
return Standard_False;
}
-
+
+ theProgram->SetUniform(theGlContext, "uEyeOrig", myEyeOrig);
+ theProgram->SetUniform(theGlContext, "uEyeView", myEyeView);
+ theProgram->SetUniform(theGlContext, "uEyeVert", myEyeVert);
+ theProgram->SetUniform(theGlContext, "uEyeSide", myEyeSide);
+ theProgram->SetUniform(theGlContext, "uEyeSize", myEyeSize);
+
+ theProgram->SetUniform(theGlContext, "uApertureRadius", myRenderParams.CameraApertureRadius);
+ theProgram->SetUniform(theGlContext, "uFocalPlaneDist", myRenderParams.CameraFocalPlaneDist);
+
// Set camera state
theProgram->SetUniform (theGlContext,
myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], aOrigins[0]);
theProgram->SetUniform (theGlContext,
myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], anUnviewMat);
- // Set ray-tracing intersection parameters
+ // Set screen dimensions
+ myRaytraceProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uWinSizeX], theWinSizeX);
+ myRaytraceProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uWinSizeY], theWinSizeY);
+
+ // Set 3D scene parameters
theProgram->SetUniform (theGlContext,
myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
theProgram->SetUniform (theGlContext,
myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
+ // Set light source parameters
const Standard_Integer aLightSourceBufferSize =
static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
-
- // Set ray-tracing light source parameters
+
theProgram->SetUniform (theGlContext,
myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
- theProgram->SetUniform (theGlContext,
- myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
-
- // Enable/disable run time rendering effects
- theProgram->SetUniform (theGlContext,
- myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
- theProgram->SetUniform (theGlContext,
- myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
-
- // Set screen dimensions
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[theProgramId][OpenGl_RT_uWinSizeX], theWinSizeX);
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[theProgramId][OpenGl_RT_uWinSizeY], theWinSizeY);
-
- if (myRenderParams.IsGlobalIlluminationEnabled) // if Monte-Carlo sampling enabled
- {
- theProgram->SetUniform (theGlContext,
- myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
- }
// Set array of 64-bit texture handles
if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
}
+ // Set environment map parameters
+ const Standard_Boolean toDisableEnvironmentMap = myTextureEnv.IsNull()
+ || myTextureEnv->IsEmpty()
+ || !myTextureEnv->First()->IsValid();
+
+ theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uSphereMapEnabled], toDisableEnvironmentMap ? 0 : 1);
+
theProgram->SetUniform (theGlContext,
myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], myRenderParams.UseEnvironmentMapBackground ? 1 : 0);
+ if (myRenderParams.IsGlobalIlluminationEnabled) // GI parameters
+ {
+ theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uMaxRadiance], myRenderParams.RadianceClampingValue);
+
+ theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], myRenderParams.CoherentPathTracingMode ? 1 : 0);
+
+ // Check whether we should restart accumulation for run-time parameters
+ if (myRenderParams.RadianceClampingValue != myRaytraceParameters.RadianceClampingValue
+ || myRenderParams.UseEnvironmentMapBackground != myRaytraceParameters.UseEnvMapForBackground)
+ {
+ myAccumFrames = 0; // accumulation should be restarted
+
+ myRaytraceParameters.RadianceClampingValue = myRenderParams.RadianceClampingValue;
+ myRaytraceParameters.UseEnvMapForBackground = myRenderParams.UseEnvironmentMapBackground;
+ }
+ }
+ else // RT parameters
+ {
+ // Set ambient light source
+ theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
+
+ // Enable/disable run-time ray-tracing effects
+ theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], myRenderParams.IsShadowEnabled ? 1 : 0);
+ theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], myRenderParams.IsReflectionEnabled ? 1 : 0);
+ }
+
return Standard_True;
}
// function : bindRaytraceTextures
// purpose : Binds ray-trace textures to corresponding texture units
// =======================================================================
-void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
+void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext,
+ int theStereoView)
{
- if (myRaytraceParameters.AdaptiveScreenSampling)
+ if (myRaytraceParameters.AdaptiveScreenSampling
+ && myRaytraceParameters.GlobalIllumination)
{
#if !defined(GL_ES_VERSION_2_0)
- theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageLft,
- myRaytraceOutputTexture[0]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
- theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImageRgh,
- myRaytraceOutputTexture[1]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
-
+ theGlContext->core42->glBindImageTexture (OpenGl_RT_OutputImage,
+ myRaytraceOutputTexture[theStereoView]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
theGlContext->core42->glBindImageTexture (OpenGl_RT_VisualErrorImage,
- myRaytraceVisualErrorTexture->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
- theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImage,
- myRaytraceTileOffsetsTexture->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
+ myRaytraceVisualErrorTexture[theStereoView]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
+ if (myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ theGlContext->core42->glBindImageTexture (OpenGl_RT_TileOffsetsImage,
+ myRaytraceTileOffsetsTexture[theStereoView]->TextureId(), 0, GL_TRUE, 0, GL_READ_ONLY, GL_RG32I);
+ }
+ else
+ {
+ theGlContext->core42->glBindImageTexture (OpenGl_RT_TileSamplesImage,
+ myRaytraceTileSamplesTexture[theStereoView]->TextureId(), 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32I);
+ }
+ #else
+ (void )theStereoView;
#endif
}
- mySceneMinPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
- mySceneMaxPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
- mySceneNodeInfoTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
- myGeometryVertexTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
- myGeometryNormalTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
- myGeometryTexCrdTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
- myGeometryTriangTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
- mySceneTransformTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
- myRaytraceMaterialTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
- myRaytraceLightSrcTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
+ if (!myTextureEnv.IsNull()
+ && !myTextureEnv->IsEmpty()
+ && myTextureEnv->First()->IsValid())
+ {
+ myTextureEnv->First()->Bind (theGlContext, OpenGl_RT_EnvironmentMapTexture);
+ }
+
+ mySceneMinPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
+ mySceneMaxPointTexture ->BindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
+ mySceneNodeInfoTexture ->BindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
+ myGeometryVertexTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
+ myGeometryNormalTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
+ myGeometryTexCrdTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
+ myGeometryTriangTexture ->BindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
+ mySceneTransformTexture ->BindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
+ myRaytraceMaterialTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
+ myRaytraceLightSrcTexture->BindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
}
// =======================================================================
// =======================================================================
void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
{
- mySceneMinPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
- mySceneMaxPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
- mySceneNodeInfoTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
- myGeometryVertexTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
- myGeometryNormalTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
- myGeometryTexCrdTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
- myGeometryTriangTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
- mySceneTransformTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
- myRaytraceMaterialTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
- myRaytraceLightSrcTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
+ mySceneMinPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMinPointTexture);
+ mySceneMaxPointTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneMaxPointTexture);
+ mySceneNodeInfoTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneNodeInfoTexture);
+ myGeometryVertexTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryVertexTexture);
+ myGeometryNormalTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryNormalTexture);
+ myGeometryTexCrdTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTexCrdTexture);
+ myGeometryTriangTexture ->UnbindTexture (theGlContext, OpenGl_RT_GeometryTriangTexture);
+ mySceneTransformTexture ->UnbindTexture (theGlContext, OpenGl_RT_SceneTransformTexture);
+ myRaytraceMaterialTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceMaterialTexture);
+ myRaytraceLightSrcTexture->UnbindTexture (theGlContext, OpenGl_RT_RaytraceLightSrcTexture);
theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
}
aResult &= setUniformState (0,
theSizeX,
theSizeY,
+ theProjection,
theGlContext);
if (myRaytraceParameters.GlobalIllumination) // path tracing
{
- aResult &= runPathtrace (theProjection, theReadDrawFbo, theGlContext);
+ aResult &= runPathtrace (theSizeX, theSizeY, theProjection, theGlContext);
+ aResult &= runPathtraceOut (theProjection, theReadDrawFbo, theGlContext);
}
else // Whitted-style ray-tracing
{
{
Standard_Boolean aResult = Standard_True;
- bindRaytraceTextures (theGlContext);
-
- Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
- Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
-
// Choose proper set of frame buffers for stereo rendering
- const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
+ const Standard_Integer aFBOIdx = (theProjection == Graphic3d_Camera::Projection_MonoRightEye) ? 1 : 0;
+ bindRaytraceTextures (theGlContext, aFBOIdx);
if (myRenderParams.IsAntialiasingEnabled) // if second FSAA pass is used
{
glDisable (GL_DEPTH_TEST); // improve jagged edges without depth buffer
// bind ray-tracing output image as input
- myRaytraceFBO1[aFBOIdx]->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
+ myRaytraceFBO1[aFBOIdx]->ColorTexture()->Bind (theGlContext, OpenGl_RT_FsaaInputTexture);
aResult &= theGlContext->BindProgram (myPostFSAAProgram);
aResult &= setUniformState (1 /* FSAA ID */,
theSizeX,
theSizeY,
+ theProjection,
theGlContext);
// Perform multi-pass adaptive FSAA using ping-pong technique.
// perform adaptive FSAA pass
theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
- aFramebuffer->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
+ aFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_FsaaInputTexture);
}
- aRenderImageFramebuffer = myRaytraceFBO2[aFBOIdx];
- aDepthSourceFramebuffer = myRaytraceFBO1[aFBOIdx];
+ const Handle(OpenGl_FrameBuffer)& aRenderImageFramebuffer = myRaytraceFBO2[aFBOIdx];
+ const Handle(OpenGl_FrameBuffer)& aDepthSourceFramebuffer = myRaytraceFBO1[aFBOIdx];
glEnable (GL_DEPTH_TEST);
aRenderImageFramebuffer->UnbindBuffer (theGlContext);
}
- aRenderImageFramebuffer->ColorTexture()->Bind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
-
- aDepthSourceFramebuffer->DepthStencilTexture()->Bind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceDepthTexture);
+ aRenderImageFramebuffer->ColorTexture() ->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
+ aDepthSourceFramebuffer->DepthStencilTexture()->Bind (theGlContext, OpenGl_RT_RaytraceDepthTexture);
// copy the output image with depth values
theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
- aDepthSourceFramebuffer->DepthStencilTexture()->Unbind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceDepthTexture);
-
- aRenderImageFramebuffer->ColorTexture()->Unbind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
+ aDepthSourceFramebuffer->DepthStencilTexture()->Unbind (theGlContext, OpenGl_RT_RaytraceDepthTexture);
+ aRenderImageFramebuffer->ColorTexture() ->Unbind (theGlContext, OpenGl_RT_PrevAccumTexture);
}
unbindRaytraceTextures (theGlContext);
// function : runPathtrace
// purpose : Runs path tracing shader
// =======================================================================
-Standard_Boolean OpenGl_View::runPathtrace (const Graphic3d_Camera::Projection theProjection,
- OpenGl_FrameBuffer* theReadDrawFbo,
+Standard_Boolean OpenGl_View::runPathtrace (const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const Graphic3d_Camera::Projection theProjection,
const Handle(OpenGl_Context)& theGlContext)
{
- Standard_Boolean aResult = Standard_True;
+ if (myToUpdateEnvironmentMap) // check whether the map was changed
+ {
+ myAccumFrames = myToUpdateEnvironmentMap = 0;
+ }
+
+ if (myRenderParams.CameraApertureRadius != myPrevCameraApertureRadius
+ || myRenderParams.CameraFocalPlaneDist != myPrevCameraFocalPlaneDist)
+ {
+ myPrevCameraApertureRadius = myRenderParams.CameraApertureRadius;
+ myPrevCameraFocalPlaneDist = myRenderParams.CameraFocalPlaneDist;
+ myAccumFrames = 0;
+ }
+
+ // Choose proper set of frame buffers for stereo rendering
+ const Standard_Integer aFBOIdx = (theProjection == Graphic3d_Camera::Projection_MonoRightEye) ? 1 : 0;
if (myRaytraceParameters.AdaptiveScreenSampling)
{
if (myAccumFrames == 0)
{
myTileSampler.Reset(); // reset tile sampler to its initial state
- }
-
- // We upload tile offset texture each 4 frames in order
- // to minimize overhead of additional memory bandwidth.
- // Adaptive sampling is starting after first 10 frames.
- if (myAccumFrames % 4 == 0)
- {
- myTileSampler.Upload (theGlContext, myRaytraceTileOffsetsTexture, myAccumFrames > 10);
- }
- }
- bindRaytraceTextures (theGlContext);
+ // Adaptive sampling is starting at the second frame
+ if (myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ myTileSampler.UploadOffsets (theGlContext, myRaytraceTileOffsetsTexture[aFBOIdx], false);
+ }
+ else
+ {
+ myTileSampler.UploadSamples (theGlContext, myRaytraceTileSamplesTexture[aFBOIdx], false);
+ }
- Handle(OpenGl_FrameBuffer) aRenderImageFramebuffer;
- Handle(OpenGl_FrameBuffer) aDepthSourceFramebuffer;
- Handle(OpenGl_FrameBuffer) anAccumImageFramebuffer;
+ #if !defined(GL_ES_VERSION_2_0)
+ theGlContext->core44->glClearTexImage (myRaytraceOutputTexture[aFBOIdx]->TextureId(), 0, GL_RED, GL_FLOAT, NULL);
+ #endif
+ }
- // Choose proper set of frame buffers for stereo rendering
- const Standard_Integer aFBOIdx (theProjection == Graphic3d_Camera::Projection_MonoRightEye);
+ // Clear adaptive screen sampling images
+ #if !defined(GL_ES_VERSION_2_0)
+ theGlContext->core44->glClearTexImage (myRaytraceVisualErrorTexture[aFBOIdx]->TextureId(), 0, GL_RED_INTEGER, GL_INT, NULL);
+ #endif
+ }
- const Standard_Integer anImageId = (aFBOIdx != 0)
- ? OpenGl_RT_OutputImageRgh
- : OpenGl_RT_OutputImageLft;
+ bindRaytraceTextures (theGlContext, aFBOIdx);
- aRenderImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
- anAccumImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
+ const Handle(OpenGl_FrameBuffer)& anAccumImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
+ anAccumImageFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
- aDepthSourceFramebuffer = aRenderImageFramebuffer;
+ // Set frame accumulation weight
+ myRaytraceProgram->SetUniform (theGlContext, myUniformLocations[0][OpenGl_RT_uAccumSamples], myAccumFrames);
- anAccumImageFramebuffer->ColorTexture()->Bind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
+ // Set image uniforms for render program
+ if (myRaytraceParameters.AdaptiveScreenSampling)
+ {
+ myRaytraceProgram->SetUniform (theGlContext, myUniformLocations[0][OpenGl_RT_uRenderImage], OpenGl_RT_OutputImage);
+ myRaytraceProgram->SetUniform (theGlContext, myUniformLocations[0][OpenGl_RT_uTilesImage], OpenGl_RT_TileSamplesImage);
+ myRaytraceProgram->SetUniform (theGlContext, myUniformLocations[0][OpenGl_RT_uOffsetImage], OpenGl_RT_TileOffsetsImage);
+ myRaytraceProgram->SetUniform (theGlContext, myUniformLocations[0][OpenGl_RT_uTileSize], myTileSampler.TileSize());
+ }
+ const Handle(OpenGl_FrameBuffer)& aRenderImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
aRenderImageFramebuffer->BindBuffer (theGlContext);
+ if (myRaytraceParameters.AdaptiveScreenSampling
+ && myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ // extend viewport here, so that tiles at boundaries (cut tile size by target rendering viewport)
+ // redirected to inner tiles (full tile size) are drawn entirely
+ const Graphic3d_Vec2i anOffsetViewport = myTileSampler.OffsetTilesViewport (myAccumFrames > 1); // shrunk offsets texture will be uploaded since 3rd frame
+ glViewport (0, 0, anOffsetViewport.x(), anOffsetViewport.y());
+ }
+ // Generate for the given RNG seed
+ glDisable (GL_DEPTH_TEST);
+
+ // Adaptive Screen Sampling computes the same overall amount of samples per frame redraw as normal Path Tracing,
+ // but distributes them unequally across pixels (grouped in tiles), so that some pixels do not receive new samples at all.
+ //
+ // Offsets map (redirecting currently rendered tile to another tile) allows performing Adaptive Screen Sampling in single pass,
+ // but current implementation relies on atomic float operations (AdaptiveScreenSamplingAtomic) for this.
+ // So that when atomic floats are not supported by GPU, multi-pass rendering is used instead.
+ //
+ // Single-pass rendering is more optimal due to smaller amount of draw calls,
+ // memory synchronization barriers, discarding most of the fragments and bad parallelization in case of very small amount of tiles requiring more samples.
+ // However, atomic operations on float values still produces different result (close, but not bit exact) making non-regression testing not robust.
+ // It should be possible following single-pass rendering approach but using extra accumulation buffer and resolving pass as possible improvement.
+ const int aNbPasses = myRaytraceParameters.AdaptiveScreenSampling
+ && !myRaytraceParameters.AdaptiveScreenSamplingAtomic
+ ? myTileSampler.MaxTileSamples()
+ : 1;
if (myAccumFrames == 0)
{
myRNG.SetSeed(); // start RNG from beginning
}
-
- // Clear adaptive screen sampling images
- if (myRaytraceParameters.AdaptiveScreenSampling)
+ for (int aPassIter = 0; aPassIter < aNbPasses; ++aPassIter)
{
- #if !defined(GL_ES_VERSION_2_0)
- if (myAccumFrames == 0)
+ myRaytraceProgram->SetUniform (theGlContext, myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
+ theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
+ if (myRaytraceParameters.AdaptiveScreenSampling)
{
- theGlContext->core44->glClearTexImage (myRaytraceOutputTexture[aFBOIdx]->TextureId(), 0, GL_RED, GL_FLOAT, NULL);
+ #if !defined(GL_ES_VERSION_2_0)
+ theGlContext->core44->glMemoryBarrier (GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+ #endif
}
-
- theGlContext->core44->glClearTexImage (myRaytraceVisualErrorTexture->TextureId(), 0, GL_RED_INTEGER, GL_INT, NULL);
- #endif
}
+ aRenderImageFramebuffer->UnbindBuffer (theGlContext);
- // Set frame accumulation weight
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uSampleWeight], 1.f / (myAccumFrames + 1));
-
- // Set random number generator seed
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
-
- // Set image uniforms for render program
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uRenderImage], anImageId);
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uOffsetImage], OpenGl_RT_TileOffsetsImage);
-
- glDisable (GL_DEPTH_TEST);
-
- // Generate for the given RNG seed
- theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
+ if (myRaytraceParameters.AdaptiveScreenSampling
+ && myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ glViewport (0, 0, theSizeX, theSizeY);
+ }
+ return true;
+}
+// =======================================================================
+// function : runPathtraceOut
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_View::runPathtraceOut (const Graphic3d_Camera::Projection theProjection,
+ OpenGl_FrameBuffer* theReadDrawFbo,
+ const Handle(OpenGl_Context)& theGlContext)
+{
// Output accumulated path traced image
theGlContext->BindProgram (myOutImageProgram);
+ // Choose proper set of frame buffers for stereo rendering
+ const Standard_Integer aFBOIdx = (theProjection == Graphic3d_Camera::Projection_MonoRightEye) ? 1 : 0;
+
if (myRaytraceParameters.AdaptiveScreenSampling)
{
// Set uniforms for display program
- myOutImageProgram->SetUniform (theGlContext, "uRenderImage", anImageId);
+ myOutImageProgram->SetUniform (theGlContext, "uRenderImage", OpenGl_RT_OutputImage);
myOutImageProgram->SetUniform (theGlContext, "uAccumFrames", myAccumFrames);
myOutImageProgram->SetUniform (theGlContext, "uVarianceImage", OpenGl_RT_VisualErrorImage);
myOutImageProgram->SetUniform (theGlContext, "uDebugAdaptive", myRenderParams.ShowSamplingTiles ? 1 : 0);
+ myOutImageProgram->SetUniform (theGlContext, "uTileSize", myTileSampler.TileSize());
+ myOutImageProgram->SetUniform (theGlContext, "uVarianceScaleFactor", myTileSampler.VarianceScaleFactor());
}
- if (theReadDrawFbo != NULL)
+ if (myRaytraceParameters.GlobalIllumination)
{
- theReadDrawFbo->BindBuffer (theGlContext);
+ myOutImageProgram->SetUniform(theGlContext, "uExposure", myRenderParams.Exposure);
+ switch (myRaytraceParameters.ToneMappingMethod)
+ {
+ case Graphic3d_ToneMappingMethod_Disabled:
+ break;
+ case Graphic3d_ToneMappingMethod_Filmic:
+ myOutImageProgram->SetUniform (theGlContext, "uWhitePoint", myRenderParams.WhitePoint);
+ break;
+ }
}
- else
+
+ if (theReadDrawFbo != NULL)
{
- aRenderImageFramebuffer->UnbindBuffer (theGlContext);
+ theReadDrawFbo->BindBuffer (theGlContext);
}
- aRenderImageFramebuffer->ColorTexture()->Bind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
-
- glEnable (GL_DEPTH_TEST);
+ const Handle(OpenGl_FrameBuffer)& aRenderImageFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
+ aRenderImageFramebuffer->ColorTexture()->Bind (theGlContext, OpenGl_RT_PrevAccumTexture);
// Copy accumulated image with correct depth values
+ glEnable (GL_DEPTH_TEST);
theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
- aRenderImageFramebuffer->ColorTexture()->Unbind (
- theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
+ aRenderImageFramebuffer->ColorTexture()->Unbind (theGlContext, OpenGl_RT_PrevAccumTexture);
if (myRaytraceParameters.AdaptiveScreenSampling)
{
- myRaytraceVisualErrorTexture->Bind (theGlContext);
-
- // Download visual error map from the GPU and build
- // adjusted tile offsets for optimal image sampling
- myTileSampler.GrabVarianceMap (theGlContext);
+ // Download visual error map from the GPU and build adjusted tile offsets for optimal image sampling
+ myTileSampler.GrabVarianceMap (theGlContext, myRaytraceVisualErrorTexture[aFBOIdx]);
+ if (myRaytraceParameters.AdaptiveScreenSamplingAtomic)
+ {
+ myTileSampler.UploadOffsets (theGlContext, myRaytraceTileOffsetsTexture[aFBOIdx], myAccumFrames != 0);
+ }
+ else
+ {
+ myTileSampler.UploadSamples (theGlContext, myRaytraceTileSamplesTexture[aFBOIdx], myAccumFrames != 0);
+ }
}
unbindRaytraceTextures (theGlContext);
-
theGlContext->BindProgram (NULL);
-
- return aResult;
+ return true;
}
// =======================================================================
OpenGl_FrameBuffer* theReadDrawFbo,
const Handle(OpenGl_Context)& theGlContext)
{
- if (!initRaytraceResources (theGlContext))
+ if (!initRaytraceResources (theSizeX, theSizeY, theGlContext))
{
return Standard_False;
}
return Standard_False;
}
- if (!updateRaytraceEnvironmentMap (theGlContext))
- {
- return Standard_False;
- }
-
OpenGl_Mat4 aLightSourceMatrix;
// Get inversed model-view matrix for transforming lights