0025703: Visualization - Decrease number of samplers used in ray-tracing mode
[occt.git] / src / OpenGl / OpenGl_Workspace.hxx
index fe2a4ed..5450975 100644 (file)
-// File:      OpenGl_Workspace.hxx
-// Created:   20 September 2011
-// Author:    Sergey ZERCHANINOV
-// Copyright: OPEN CASCADE 2011
+// Created on: 2011-09-20
+// Created by: Sergey ZERCHANINOV
+// Copyright (c) 2011-2013 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
 
 #ifndef _OpenGl_Workspace_Header
 #define _OpenGl_Workspace_Header
 
+#include <map>
+#include <set>
+
 #include <Handle_OpenGl_Workspace.hxx>
 #include <OpenGl_Window.hxx>
 
 #include <TColStd_Array2OfReal.hxx>
 #include <Quantity_Color.hxx>
+#include <Graphic3d_CView.hxx>
 #include <Graphic3d_TypeOfComposition.hxx>
+#include <Graphic3d_TypeOfTexture.hxx>
+#include <Graphic3d_PtrFrameBuffer.hxx>
+#include <Graphic3d_BufferType.hxx>
+#include <Handle_Graphic3d_TextureParams.hxx>
 
-#include <Graphic3d_CView.hxx>
 #include <Aspect_CLayer2d.hxx>
 #include <Aspect_Handle.hxx>
 #include <Aspect_PrintAlgo.hxx>
-#include <Graphic3d_PtrFrameBuffer.hxx>
-#include <Image_CRawBufferData.hxx>
+#include <Aspect_PolygonOffsetMode.hxx>
 
 #include <InterfaceGraphic_Graphic3d.hxx>
 #include <InterfaceGraphic_Visual3d.hxx>
 
-#include <OpenGl_tsm.hxx>
+#include <NCollection_Sequence.hxx>
 
-#include <OpenGl_Display.hxx>
+#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_FrameBuffer.hxx>
 #include <OpenGl_Matrix.hxx>
 #include <OpenGl_NamedStatus.hxx>
+#include <OpenGl_PrinterContext.hxx>
+#include <OpenGl_SceneGeometry.hxx>
 #include <OpenGl_TextParam.hxx>
+#include <OpenGl_RenderFilter.hxx>
+#include <OpenGl_Vec.hxx>
+#include <OpenGl_LineAttributes.hxx>
 
 #include <Handle_OpenGl_View.hxx>
+#include <Handle_OpenGl_Texture.hxx>
+
+#include <OpenGl_ShaderObject.hxx>
+#include <OpenGl_ShaderProgram.hxx>
+#include <OpenGl_TextureBufferArb.hxx>
 
 class OpenGl_AspectLine;
-class OpenGl_AspectFace;
 class OpenGl_AspectMarker;
 class OpenGl_AspectText;
 class OpenGl_FrameBuffer;
 class OpenGl_Structure;
+class OpenGl_TriangleSet;
+class OpenGl_Element;
+class Image_PixMap;
+
+//! OpenGL material definition
+struct OpenGl_Material
+{
+
+  OpenGl_Vec4 Ambient;  //!< ambient reflection coefficient
+  OpenGl_Vec4 Diffuse;  //!< diffuse reflection coefficient
+  OpenGl_Vec4 Specular; //!< glossy  reflection coefficient
+  OpenGl_Vec4 Emission; //!< material emission
+  OpenGl_Vec4 Params;   //!< extra packed parameters
+
+  Standard_ShortReal  Shine()              const { return Params.x(); }
+  Standard_ShortReal& ChangeShine()              { return Params.x(); }
+
+  Standard_ShortReal  Transparency()       const { return Params.y(); }
+  Standard_ShortReal& ChangeTransparency()       { return Params.y(); }
+
+  //! Initialize material
+  void Init (const OPENGL_SURF_PROP& theProps);
+
+  //! Returns packed (serialized) representation of material properties
+  const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
+  static Standard_Integer NbOfVec4() { return 5; }
+
+};
+
+DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
+
+//! Graphical ray-tracing filter.
+//! Filters out all raytracable structures.
+class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
+{
+public:
+
+  //! Default constructor.
+  OpenGl_RaytraceFilter() {}
 
-//! Reprepsents window with GL context.
-//! Provides methods to render primitives and maintan GL state.
+  //! Remembers the previously set filter.
+  inline void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
+  {
+    myPrevRenderFilter = theFilter;
+  }
+
+  //! Checks whether the element can be rendered or not.
+  //! @param theElement [in] the element to check.
+  //! @return True if element can be rendered.
+  virtual Standard_Boolean CanRender (const OpenGl_Element* theElement);
+
+private:
+
+  Handle(OpenGl_RenderFilter) myPrevRenderFilter;
+
+public:
+
+  DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter)
+};
+
+//! Represents window with GL context.
+//! Provides methods to render primitives and maintain GL state.
 class OpenGl_Workspace : public OpenGl_Window
 {
 public:
 
   //! Main constructor - prepare GL context for specified window.
-  OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
+  OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
                     const CALL_DEF_WINDOW&        theCWindow,
-                    Aspect_RenderingContext       theGContext);
+                    Aspect_RenderingContext       theGContext,
+                    const Handle(OpenGl_Caps)&    theCaps,
+                    const Handle(OpenGl_Context)& theShareCtx);
 
   //! Destructor
   virtual ~OpenGl_Workspace();
@@ -61,19 +148,22 @@ public:
                const Aspect_CLayer2d& theCUnderLayer,
                const Aspect_CLayer2d& theCOverLayer);
 
-  //! Redraw window only if needed.
-  void Update (const Graphic3d_CView& theCView,
-               const Aspect_CLayer2d& theCUnderLayer,
-               const Aspect_CLayer2d& theCOverLayer)
+  Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
+  void RedrawImmediate (const Graphic3d_CView& theCView,
+                        const Aspect_CLayer2d& theCUnderLayer,
+                        const Aspect_CLayer2d& theCOverLayer,
+                        const Standard_Boolean theToForce = Standard_False);
+
+  void Invalidate (const Graphic3d_CView& /*theCView*/)
   {
-    if (!myIsUpdated)
-      Redraw (theCView, theCUnderLayer, theCOverLayer);
+    myBackBufferRestored = Standard_False;
   }
 
   //! Special method to perform printing.
   //! System-specific and currently only Win platform implemented.
-  Standard_Boolean Print (const Graphic3d_CView& theCView, 
-                          const Aspect_CLayer2d& theCUnderLayer, 
+  Standard_Boolean Print (const Handle(OpenGl_PrinterContext)& thePrintContext,
+                          const Graphic3d_CView& theCView,
+                          const Aspect_CLayer2d& theCUnderLayer,
                           const Aspect_CLayer2d& theCOverLayer,
                           const Aspect_Handle    theHPrintDC,
                           const Standard_Boolean theToShowBackground,
@@ -81,59 +171,31 @@ public:
                           const Aspect_PrintAlgo thePrintAlgorithm,
                           const Standard_Real    theScaleFactor);
 
-  void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
+  const Handle(OpenGl_PrinterContext)& PrinterContext() const
+  {
+    return myPrintContext;
+  }
 
-  // szvgl: defined in OpenGl_Workspace_1.cxx
-  void BeginAnimation (const Standard_Boolean theUseDegeneration,
-                       const Standard_Boolean theUpdateAM); 
-  void EndAnimation();
-  void EraseAnimation();
-
-  Standard_Boolean BeginAddMode();
-  void EndAddMode();
-  void ClearImmediatMode (const Graphic3d_CView& theCView,
-                          const Standard_Boolean theToFlush);
-  void RedrawImmediatMode();
-  Standard_Boolean BeginImmediatMode (const Graphic3d_CView& theCView,
-                                      const Standard_Boolean theUseDepthTest,
-                                      const Standard_Boolean theRetainMode);
-  void EndImmediatMode();
-  void Transform (const TColStd_Array2OfReal& theMatrix, const Graphic3d_TypeOfComposition theType);
-  void DrawStructure (const OpenGl_Structure* theStructure);
-  void BeginPolyline();
-  void EndPolyline();
-  void Draw (const Standard_ShortReal theX, const Standard_ShortReal theY, const Standard_ShortReal theZ);
-  void Move (const Standard_ShortReal theX, const Standard_ShortReal theY, const Standard_ShortReal theZ);
-  void SetLineColor (const Standard_ShortReal theR, const Standard_ShortReal theG, const Standard_ShortReal theB);
-  void SetLineType (const Standard_Integer theType);
-  void SetLineWidth (const Standard_ShortReal theWidth);
-  void SetMinMax (const Standard_ShortReal X1, const Standard_ShortReal Y1, const Standard_ShortReal Z1,
-                  const Standard_ShortReal X2, const Standard_ShortReal Y2, const Standard_ShortReal Z2);
+  void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
 
   Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
   void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr);
-  Standard_Boolean BufferDump (OpenGl_FrameBuffer *theFBOPtr, Image_CRawBufferData& theBuffer);
-
-  //! Mark this window to be redrawn on next update.
-  void Invalidate() { myIsUpdated = Standard_False; }
+  Standard_Boolean BufferDump (OpenGl_FrameBuffer*         theFBOPtr,
+                               Image_PixMap&               theImage,
+                               const Graphic3d_BufferType& theBufferType);
 
-  void UseTransparency (const Standard_Boolean theFlag);
   Standard_Boolean& UseZBuffer()   { return myUseZBuffer; }
   Standard_Boolean& UseDepthTest() { return myUseDepthTest; }
   Standard_Boolean& UseGLLight()   { return myUseGLLight; }
 
+  Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
+
   //// RELATED TO STATUS ////
 
   Standard_Integer   NamedStatus;
 
-  Standard_Integer   DegenerateModel;
-  Standard_ShortReal SkipRatio;
-
   const TEL_COLOUR* HighlightColor;
 
-  const OpenGl_Matrix* SetViewMatrix (const OpenGl_Matrix* );
-  const OpenGl_Matrix* SetStructureMatrix (const OpenGl_Matrix* );
-
   const OpenGl_AspectLine*   SetAspectLine   (const OpenGl_AspectLine*   theAspect);
   const OpenGl_AspectFace*   SetAspectFace   (const OpenGl_AspectFace*   theAspect);
   const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
@@ -141,67 +203,469 @@ public:
 
   void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; }
 
-  const OpenGl_AspectLine*   AspectLine   (const Standard_Boolean theWithApply);
-  const OpenGl_AspectFace*   AspectFace   (const Standard_Boolean theWithApply);
-  const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply);
-  const OpenGl_AspectText*   AspectText   (const Standard_Boolean theWithApply);
-
-  //// RELATED TO FONTS ////
-
-  int FindFont (const char*          theFontName,
-                const OSD_FontAspect theFontAspect,
-                const int            theBestSize = -1,
-                const float          theXScale = 1.0f,
-                const float          theYScale = 1.0f)
+  //// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW
+  Standard_EXPORT const OpenGl_AspectLine*   AspectLine   (const Standard_Boolean theWithApply);
+  Standard_EXPORT const OpenGl_AspectFace*   AspectFace   (const Standard_Boolean theWithApply);
+  Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply);
+  Standard_EXPORT const OpenGl_AspectText*   AspectText   (const Standard_Boolean theWithApply);
+  inline const OpenGl_TextParam* AspectTextParams() const
   {
-    return myDisplay->FindFont (theFontName, theFontAspect, theBestSize, theXScale, theYScale);
+    return TextParam_applied;
   }
 
-  void StringSize (const wchar_t* theText, int& theWidth, int& theAscent, int& theDescent)
+  //! Clear the applied aspect state.
+  void ResetAppliedAspect();
+
+  Standard_EXPORT Handle(OpenGl_Texture) DisableTexture();
+  Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)&          theTexture,
+                                                        const Handle(Graphic3d_TextureParams)& theParams = NULL);
+  const Handle(OpenGl_Texture)& ActiveTexture() const { return myTextureBound; }
+
+  //! Set filter for restricting rendering of particular elements.
+  //! Filter can be applied for rendering passes used by recursive
+  //! rendering algorithms for rendering elements of groups.
+  //! @param theFilter [in] the filter instance.
+  inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
   {
-    myDisplay->StringSize (theText, theWidth, theAscent, theDescent);
+    myRenderFilter = theFilter;
   }
 
-  void RenderText (const wchar_t* theText, const int theIs2d,
-                   const float theX, const float theY, const float theZ)
+  //! Get rendering filter.
+  //! @return filter instance.
+  inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
   {
-    const OpenGl_AspectText* anAspect = AspectText (Standard_True);
-    myDisplay->RenderText (theText, theIs2d, theX, theY, theZ, anAspect, TextParam_applied);
+    return myRenderFilter;
   }
 
+  //! @return applied view matrix.
+  inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
+
+  //! @return applied model structure matrix.
+  inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
+
+  //! Sets and applies current polygon offset.
+  void SetPolygonOffset (int theMode, Standard_ShortReal theFactor, Standard_ShortReal theUnits);
+
+  //! Returns currently applied polygon offset params.
+  const TEL_POFFSET_PARAM& AppliedPolygonOffset() { return PolygonOffset_applied; }
+
+  //! @return true if clipping algorithm enabled
+  inline Standard_Boolean IsCullingEnabled() const { return myIsCullingEnabled; }
+
+  //! Returns a flag whether to redraw the scene using OpenGL rasterization
+  Standard_Boolean ToRedrawGL() const { return myToRedrawGL; }
+
 protected:
 
-  void CopyBuffers (Tint vid, int FrontToBack,
-                    Tfloat xm, Tfloat ym, Tfloat zm,
-                    Tfloat XM, Tfloat YM, Tfloat ZM,
-                    Tint flag);
+  //! Copy content of Back buffer to the Front buffer
+  void copyBackToFront();
 
   virtual Standard_Boolean Activate();
 
-  // TEMPORARY!!!
-  void Redraw1 (const Graphic3d_CView& theCView, 
-                const Aspect_CLayer2d& theCUnderLayer, 
+  void redraw1 (const Graphic3d_CView& theCView,
+                const Aspect_CLayer2d& theCUnderLayer,
                 const Aspect_CLayer2d& theCOverLayer,
-                const int theToSwap);
+                const int              theToSwap);
+
+  void updateMaterial (const int theFlag);
+
+  void setTextureParams (Handle(OpenGl_Texture)&                theTexture,
+                         const Handle(Graphic3d_TextureParams)& theParams);
 
 protected:
 
-  Handle(OpenGl_View) myView;            // WSViews - now just one view is supported
-  Standard_Boolean    myIsUpdated;       // WSUpdateState
-  Tint                myTransientList;   // WSTransient
-  Standard_Boolean    myIsTransientOpen; // transientOpen
-  Tint                myRetainMode;      // WSRetainMode
+  //! Result of OpenGL shaders initialization.
+  enum RaytraceInitStatus
+  {
+    OpenGl_RT_NONE,
+    OpenGl_RT_INIT,
+    OpenGl_RT_FAIL
+  };
 
-  Standard_Boolean    myUseTransparency;
-  Standard_Boolean    myUseZBuffer;
-  Standard_Boolean    myUseDepthTest;
-  Standard_Boolean    myUseGLLight;
-  Standard_Boolean    myBackBufferRestored;
+  //! Describes update mode (state).
+  enum GeomUpdateMode
+  {
+    OpenGl_GUM_CHECK,   //!< check if geometry update is necessary
+    OpenGl_GUM_PREPARE, //!< collect unchanged objects
+    OpenGl_GUM_UPDATE   //!< update raytracing data, rebuild changed objects
+  };
 
-  //// RELATED TO STATUS ////
+  //! 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,
 
-  void UpdateMaterial (const int flag);
+    OpenGl_RT_FSAAInputTexture = 11,
 
+    OpenGl_RT_OpenGlColorTexture = 12,
+    OpenGl_RT_OpenGlDepthTexture = 13
+  };
+
+  //! Tool class for management of shader sources.
+  class ShaderSource
+  {
+  public:
+
+    //! Creates new uninitialized shader source.
+    ShaderSource()
+    {
+      //
+    }
+
+    //! Creates new shader source from specified file.
+    ShaderSource (const TCollection_AsciiString& theFileName)
+    {
+      Load (&theFileName, 1);
+    }
+
+  public:
+
+    //! Returns prefix to insert before the source.
+    const TCollection_AsciiString& Prefix() const
+    {
+      return myPrefix;
+    }
+
+    //! Sets prefix to insert before the source.
+    void SetPrefix (const TCollection_AsciiString& thePrefix)
+    {
+      myPrefix = thePrefix;
+    }
+
+    //! Returns shader source combined with prefix.
+    TCollection_AsciiString Source() const;
+
+    //! Loads shader source from specified files.
+    void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount);
+
+  private:
+
+    TCollection_AsciiString mySource; //!< Source string of the shader object
+    TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
+
+  };
+
+  //! Default ray-tracing depth.
+  static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
+
+  //! Default size of traversal stack.
+  static const Standard_Integer THE_DEFAULT_STACK_SIZE = 24;
+
+  //! Compile-time ray-tracing parameters.
+  struct RaytracingParams
+  {
+    //! Actual size of traversal stack in shader program.
+    Standard_Integer StackSize;
+
+    //! Actual ray-tracing depth (number of ray bounces).
+    Standard_Integer NbBounces;
+
+    //! Sets light propagation through transparent media.
+    Standard_Boolean TransparentShadows;
+
+    //! Creates default compile-time ray-tracing parameters.
+    RaytracingParams()
+    : StackSize (THE_DEFAULT_STACK_SIZE),
+      NbBounces (THE_DEFAULT_NB_BOUNCES),
+      TransparentShadows (Standard_False)
+    {
+      //
+    }
+  };
+
+protected: //! @name methods related to ray-tracing
+
+  //! Updates 3D scene geometry for ray-tracing.
+  Standard_Boolean UpdateRaytraceGeometry (GeomUpdateMode theMode);
+
+  //! Checks to see if the structure is modified.
+  Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure);
+
+  //! Creates ray-tracing material properties.
+  Standard_Boolean CreateMaterial (const OpenGl_AspectFace* theAspect, OpenGl_RaytraceMaterial& theMaterial);
+
+  //! Updates 3D scene light sources for ray-tracing.
+  Standard_Boolean UpdateRaytraceLightSources (const OpenGl_Mat4& theInvModelView);
+
+  //! Updates environment map for ray-tracing.
+  Standard_Boolean UpdateRaytraceEnvironmentMap();
+
+  //! Adds OpenGL structure to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements);
+
+  //! Adds OpenGL groups to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceGroups (const OpenGl_Structure*   theStructure,
+                                      const Standard_Integer    theStructMatId,
+                                      const Standard_ShortReal* theTransform);
+
+  //! Adds OpenGL primitive array to ray-traced scene geometry.
+  OpenGl_TriangleSet* AddRaytracePrimitiveArray (
+    const OpenGl_PrimitiveArray* theArray, int theMatID, const OpenGl_Mat4* theTrans);
+
+  //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceVertexIndices (OpenGl_TriangleSet&          theSet,
+                                             const OpenGl_PrimitiveArray& theArray,
+                                             Standard_Integer             theOffset,
+                                             Standard_Integer             theCount,
+                                             Standard_Integer             theMatID);
+
+  //! Adds OpenGL triangle array to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceTriangleArray (OpenGl_TriangleSet&                  theSet,
+                                             const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                             Standard_Integer                     theOffset,
+                                             Standard_Integer                     theCount,
+                                             Standard_Integer                     theMatID);
+
+  //! Adds OpenGL triangle fan array to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceTriangleFanArray (OpenGl_TriangleSet&                  theSet,
+                                                const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                                Standard_Integer                     theOffset,
+                                                Standard_Integer                     theCount,
+                                                Standard_Integer                     theMatID);
+
+  //! Adds OpenGL triangle strip array to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceTriangleStripArray (OpenGl_TriangleSet&                  theSet,
+                                                  const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                                  Standard_Integer                     theOffset,
+                                                  Standard_Integer                     theCount,
+                                                  Standard_Integer                     theMatID);
+
+  //! Adds OpenGL quadrangle array to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceQuadrangleArray (OpenGl_TriangleSet&                  theSet,
+                                               const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                               Standard_Integer                     theOffset,
+                                               Standard_Integer                     theCount,
+                                               Standard_Integer                     theMatID);
+
+  //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
+  Standard_Boolean AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet&                  theSet,
+                                                    const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                                    Standard_Integer                     theOffset,
+                                                    Standard_Integer                     theCount,
+                                                    Standard_Integer                     theMatID);
+
+  //! Adds OpenGL polygon array to ray-traced scene geometry.
+  Standard_Boolean AddRaytracePolygonArray (OpenGl_TriangleSet&                  theSet,
+                                            const Handle(Graphic3d_IndexBuffer)& theIndices,
+                                            Standard_Integer                     theOffset,
+                                            Standard_Integer                     theCount,
+                                            Standard_Integer                     theMatID);
+
+  //! Loads and compiles shader object from specified source.
+  Handle(OpenGl_ShaderObject) LoadShader (const ShaderSource& theSource, GLenum theType);
+
+  //! Performs safe exit when shaders initialization fails.
+  Standard_Boolean SafeFailBack (const TCollection_ExtendedString& theMessage);
+
+  //! Generates shader prefix based on current ray-tracing options.
+  TCollection_AsciiString GenerateShaderPrefix();
+
+  //! Initializes OpenGL/GLSL shader programs.
+  Standard_Boolean InitRaytraceResources (const Graphic3d_CView& theCView);
+
+  //! Releases OpenGL/GLSL shader programs.
+  void ReleaseRaytraceResources();
+
+  //! Uploads ray-trace data to the GPU.
+  Standard_Boolean UploadRaytraceData();
+
+  //! Resizes OpenGL frame buffers.
+  Standard_Boolean ResizeRaytraceBuffers (const Standard_Integer theSizeX,
+                                          const Standard_Integer theSizeY);
+
+  //! Generates viewing rays for corners of screen quad.
+  void UpdateCamera (const OpenGl_Mat4& theOrientation,
+                     const OpenGl_Mat4& theViewMapping,
+                     OpenGl_Vec3        theOrigins[4],
+                     OpenGl_Vec3        theDirects[4],
+                     OpenGl_Mat4&       theInvModelProj);
+
+  //! Sets uniform state for the given ray-tracing shader program.
+  Standard_Boolean SetUniformState (const Graphic3d_CView&        theCView,
+                                    const Standard_Integer        theSizeX,
+                                    const Standard_Integer        theSizeY,
+                                    const OpenGl_Vec3*            theOrigins,
+                                    const OpenGl_Vec3*            theDirects,
+                                    const OpenGl_Mat4&            theUnviewMat,
+                                    const Standard_Integer        theProgramIndex,
+                                    Handle(OpenGl_ShaderProgram)& theRaytraceProgram);
+
+  //! Runs ray-tracing shader programs.
+  Standard_Boolean RunRaytraceShaders (const Graphic3d_CView& theCView,
+                                       const Standard_Integer theSizeX,
+                                       const Standard_Integer theSizeY,
+                                       const OpenGl_Vec3      theOrigins[4],
+                                       const OpenGl_Vec3      theDirects[4],
+                                       const OpenGl_Mat4&     theUnviewMat,
+                                       OpenGl_FrameBuffer*    theFrameBuffer);
+
+  //! Redraws the window using OpenGL/GLSL ray-tracing.
+  Standard_Boolean Raytrace (const Graphic3d_CView& theCView,
+                             const Standard_Integer theSizeX,
+                             const Standard_Integer theSizeY,
+                             const Standard_Boolean theToSwap,
+                             const Aspect_CLayer2d& theCOverLayer,
+                             const Aspect_CLayer2d& theCUnderLayer,
+                             OpenGl_FrameBuffer*    theFrameBuffer);
+
+protected: //! @name fields related to ray-tracing
+
+  //! Result of shaders initialization.
+  RaytraceInitStatus myComputeInitStatus;
+
+  //! Is geometry data valid?
+  Standard_Boolean myIsRaytraceDataValid;
+
+  //! Warning about missing extension GL_ARB_bindless_texture has been displayed?
+  Standard_Boolean myIsRaytraceWarnTextures;
+
+  //! 3D scene geometry data for ray-tracing.
+  OpenGl_RaytraceGeometry myRaytraceGeometry;
+
+  //! Radius of bounding sphere of the scene.
+  Standard_ShortReal myRaytraceSceneRadius;
+  //! Scene epsilon to prevent self-intersections.
+  Standard_ShortReal myRaytraceSceneEpsilon;
+
+  //! Compile-time ray-tracing parameters.
+  RaytracingParams myRaytraceParameters;
+
+  //! OpenGL/GLSL source of ray-tracing fragment shader.
+  ShaderSource myRaytraceShaderSource;
+  //! OpenGL/GLSL source of adaptive-AA fragment shader.
+  ShaderSource myPostFSAAShaderSource;
+
+  //! OpenGL/GLSL ray-tracing fragment shader.
+  Handle(OpenGl_ShaderObject) myRaytraceShader;
+  //! OpenGL/GLSL adaptive-AA fragment shader.
+  Handle(OpenGl_ShaderObject) myPostFSAAShader;
+
+  //! OpenGL/GLSL ray-tracing shader program.
+  Handle(OpenGl_ShaderProgram) myRaytraceProgram;
+  //! OpenGL/GLSL adaptive-AA shader program.
+  Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
+
+  //! Texture buffer of data records of 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;
+
+  //! Vertex buffer (VBO) for drawing dummy quad.
+  OpenGl_VertexBuffer myRaytraceScreenQuad;
+
+  //! Framebuffer (FBO) to perform adaptive FSAA.
+  Handle(OpenGl_FrameBuffer) myRaytraceFBO1;
+  //! Framebuffer (FBO) to perform adaptive FSAA.
+  Handle(OpenGl_FrameBuffer) myRaytraceFBO2;
+  //! Framebuffer (FBO) for pre-raytrace rendering by OpenGL.
+  Handle(OpenGl_FrameBuffer) myOpenGlFBO;
+
+  //! State of OpenGL view.
+  Standard_Size myViewModificationStatus;
+  //! State of OpenGL layer list.
+  Standard_Size myLayersModificationStatus;
+
+  //! State of OpenGL structures reflected to ray-tracing.
+  std::map<const OpenGl_Structure*, Standard_Size> myStructureStates;
+
+  //! PrimitiveArray to TriangleSet map for scene partial update.
+  std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
+
+  //! Cached locations of frequently used uniform variables.
+  Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
+
+  //! Graphical ray-tracing filter to filter out all raytracable structures.
+  Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
+
+  //! Redraw the scene using OpenGL rasterization or ray-tracing?
+  Standard_Boolean myToRedrawGL;
+
+protected: //! @name protected fields
+
+  Handle(OpenGl_PrinterContext) myPrintContext;
+  Handle(OpenGl_View)           myView;
+  Handle(OpenGl_LineAttributes) myLineAttribs;
+  Standard_Integer       myAntiAliasingMode;
+  Standard_Boolean       myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
+  Standard_Boolean       myBackBufferRestored;
+  Standard_Boolean       myIsImmediateDrawn;     //!< flag indicates that immediate mode buffer contains some data
+  Standard_Boolean       myUseZBuffer;
+  Standard_Boolean       myUseDepthTest;
+  Standard_Boolean       myUseGLLight;
+  Standard_Boolean       myIsCullingEnabled;     //!< frustum culling flag
+
+  unsigned int           myFrameCounter;         //!< redraw counter, for debugging
+
+protected: //! @name fields related to status
+
+  Handle(OpenGl_RenderFilter) myRenderFilter;
+  Handle(OpenGl_Texture) myTextureBound;    //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture)
   const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied;
   const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied;
   const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied;
@@ -212,13 +676,22 @@ protected:
   const OpenGl_Matrix* ViewMatrix_applied;
   const OpenGl_Matrix* StructureMatrix_applied;
 
-  const TEL_POFFSET_PARAM* PolygonOffset_applied;
+  OpenGl_Material myMatFront;    //!< current front material state (cached to reduce GL context updates)
+  OpenGl_Material myMatBack;     //!< current back  material state
+  OpenGl_Material myMatTmp;      //!< temporary variable
+  TelCullMode     myCullingMode; //!< back face culling mode, applied from face aspect
 
-public:
+  OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
+
+  TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
+
+  OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
+
+public: //! @name type definition
 
-  DEFINE_STANDARD_RTTI(OpenGl_Workspace) // Type definition
+  DEFINE_STANDARD_RTTI(OpenGl_Workspace)
   DEFINE_STANDARD_ALLOC
 
 };
 
-#endif //_OpenGl_Workspace_Header
+#endif // _OpenGl_Workspace_Header