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[occt.git] / src / OpenGl / OpenGl_Workspace.hxx
index 4b36fc4..9b330cf 100644 (file)
 #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 <Aspect_CLayer2d.hxx>
-#include <Aspect_Handle.hxx>
-#include <Aspect_PrintAlgo.hxx>
-#include <Aspect_PolygonOffsetMode.hxx>
-
-#include <InterfaceGraphic_Graphic3d.hxx>
-#include <InterfaceGraphic_Visual3d.hxx>
-
-#include <NCollection_Sequence.hxx>
 
-#include <OpenGl_AspectFace.hxx>
+#include <OpenGl_Aspects.hxx>
+#include <OpenGl_CappingAlgo.hxx>
 #include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_Material.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_TextParam.hxx>
 #include <OpenGl_TextureBufferArb.hxx>
+#include <OpenGl_RenderFilter.hxx>
+#include <OpenGl_Vec.hxx>
+#include <OpenGl_Window.hxx>
 
-class OpenGl_AspectLine;
-class OpenGl_AspectMarker;
-class OpenGl_AspectText;
-class OpenGl_FrameBuffer;
-class OpenGl_Structure;
-class OpenGl_TriangleSet;
-class OpenGl_Element;
+class OpenGl_View;
 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; }
-
-};
+class OpenGl_Workspace;
+DEFINE_STANDARD_HANDLE(OpenGl_Workspace,Standard_Transient)
 
-DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-
-//! Graphical ray-tracing filter.
-//! Filters out all raytracable structures.
-class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
+//! Rendering workspace.
+//! Provides methods to render primitives and maintain GL state.
+class OpenGl_Workspace : public Standard_Transient
 {
 public:
 
-  //! Default constructor.
-  OpenGl_RaytraceFilter() {}
+  //! Constructor of rendering workspace.
+  Standard_EXPORT OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow);
 
-  //! Remembers the previously set filter.
-  inline void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
-  {
-    myPrevRenderFilter = theFilter;
-  }
+  //! Destructor
+  virtual ~OpenGl_Workspace() {}
 
-  //! 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);
+  //! Activate rendering context.
+  Standard_EXPORT Standard_Boolean Activate();
 
-private:
+  OpenGl_View* View() const { return myView; }
 
-  Handle(OpenGl_RenderFilter) myPrevRenderFilter;
+  const Handle(OpenGl_Context)& GetGlContext() { return myGlContext; }
 
-public:
+  Standard_EXPORT Handle(OpenGl_FrameBuffer) FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
 
-  DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter)
-};
+  Standard_EXPORT void FBORelease (Handle(OpenGl_FrameBuffer)& theFbo);
 
-//! Represents window with GL context.
-//! Provides methods to render primitives and maintain GL state.
-class OpenGl_Workspace : public OpenGl_Window
-{
-public:
+  Standard_Boolean BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo,
+                               Image_PixMap&                     theImage,
+                               const Graphic3d_BufferType&       theBufferType);
 
-  //! Main constructor - prepare GL context for specified window.
-  OpenGl_Workspace (const Handle(OpenGl_GraphicDriver)& theDriver,
-                    const CALL_DEF_WINDOW&        theCWindow,
-                    Aspect_RenderingContext       theGContext,
-                    const Handle(OpenGl_Caps)&    theCaps,
-                    const Handle(OpenGl_Context)& theShareCtx);
+  Standard_EXPORT Standard_Integer Width()  const;
 
-  //! Destructor
-  virtual ~OpenGl_Workspace();
+  Standard_EXPORT Standard_Integer Height() const;
 
-  void SetActiveView (const Handle(OpenGl_View)& theView,
-                      const Standard_Integer     theViewId)
+  //! Setup Z-buffer usage flag (without affecting GL state!).
+  //! Returns previously set flag.
+  Standard_Boolean SetUseZBuffer (const Standard_Boolean theToUse)
   {
-    myView   = theView;
-    myViewId = theViewId;
+    const Standard_Boolean wasUsed = myUseZBuffer;
+    myUseZBuffer = theToUse;
+    return wasUsed;
   }
 
-  const Handle(OpenGl_View)& ActiveView() const { return myView; }
+  //! @return true if usage of Z buffer is enabled.
+  Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
 
-  Standard_Integer ActiveViewId() const { return myViewId; }
+  //! @return true if depth writing is enabled.
+  Standard_Boolean& UseDepthWrite() { return myUseDepthWrite; }
 
-  //! Redraw the window.
-  void Redraw (const Graphic3d_CView& theCView,
-               const Aspect_CLayer2d& theCUnderLayer,
-               const Aspect_CLayer2d& theCOverLayer);
+  //! Configure default polygon offset parameters.
+  //! Return previous settings.
+  Standard_EXPORT Graphic3d_PolygonOffset SetDefaultPolygonOffset (const Graphic3d_PolygonOffset& theOffset);
 
-  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,
-                        OpenGl_FrameBuffer*    theTargetFBO = NULL);
+  //// RELATED TO STATUS ////
 
-  void Invalidate (const Graphic3d_CView& /*theCView*/)
-  {
-    myBackBufferRestored = Standard_False;
-  }
+  //! Return true if active group might activate face culling (e.g. primitives are closed).
+  bool ToAllowFaceCulling() const { return myToAllowFaceCulling; }
 
-  //! Special method to perform printing.
-  //! System-specific and currently only Win platform implemented.
-  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,
-                          const Standard_CString theFileName,
-                          const Aspect_PrintAlgo thePrintAlgorithm,
-                          const Standard_Real    theScaleFactor);
-
-  const Handle(OpenGl_PrinterContext)& PrinterContext() const
+  //! Allow or disallow face culling.
+  //! This call does NOT affect current state of back face culling;
+  //! ApplyAspectFace() should be called to update state.
+  bool SetAllowFaceCulling (bool theToAllow)
   {
-    return myPrintContext;
+    const bool wasAllowed = myToAllowFaceCulling;
+    myToAllowFaceCulling = theToAllow;
+    return wasAllowed;
   }
 
-  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_PixMap&               theImage,
-                               const Graphic3d_BufferType& theBufferType);
-
-  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;
-
-  const TEL_COLOUR* HighlightColor;
+  //! Return true if following structures should apply highlight color.
+  bool ToHighlight() const { return !myHighlightStyle.IsNull(); }
 
-  const OpenGl_AspectLine*   SetAspectLine   (const OpenGl_AspectLine*   theAspect);
-  const OpenGl_AspectFace*   SetAspectFace   (const OpenGl_AspectFace*   theAspect);
-  const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
-  const OpenGl_AspectText*   SetAspectText   (const OpenGl_AspectText*   theAspect);
+  //! Return highlight style.
+  const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const { return myHighlightStyle; }
 
-  void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; }
+  //! Set highlight style.
+  void SetHighlightStyle (const Handle(Graphic3d_PresentationAttributes)& theStyle) {  myHighlightStyle = theStyle; }
 
-  //// 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 edge color taking into account highlight flag.
+  const OpenGl_Vec4& EdgeColor() const
   {
-    return TextParam_applied;
+    return !myHighlightStyle.IsNull()
+         ?  myHighlightStyle->ColorRGBA()
+         :  myAspectsSet->Aspect()->EdgeColorRGBA();
   }
 
-  //! 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)
+  //! Return Interior color taking into account highlight flag.
+  const OpenGl_Vec4& InteriorColor() const
   {
-    myRenderFilter = theFilter;
+    return !myHighlightStyle.IsNull()
+         ?  myHighlightStyle->ColorRGBA()
+         :  myAspectsSet->Aspect()->InteriorColorRGBA();
   }
 
-  //! Get rendering filter.
-  //! @return filter instance.
-  inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
+  //! Return text color taking into account highlight flag.
+  const OpenGl_Vec4& TextColor() const
   {
-    return myRenderFilter;
+    return !myHighlightStyle.IsNull()
+         ?  myHighlightStyle->ColorRGBA()
+         :  myAspectsSet->Aspect()->ColorRGBA();
   }
 
-  //! @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:
-
-  //! Copy content of Back buffer to the Front buffer
-  void copyBackToFront();
-
-  virtual Standard_Boolean Activate();
-
-  void redraw1 (const Graphic3d_CView& theCView,
-                const Aspect_CLayer2d& theCUnderLayer,
-                const Aspect_CLayer2d& theCOverLayer,
-                const int              theToSwap);
-
-  void updateMaterial (const int theFlag);
-
-  void setTextureParams (Handle(OpenGl_Texture)&                theTexture,
-                         const Handle(Graphic3d_TextureParams)& theParams);
-
-protected:
-
-  //! Result of OpenGL shaders initialization.
-  enum RaytraceInitStatus
+  //! Return text Subtitle color taking into account highlight flag.
+  const OpenGl_Vec4& TextSubtitleColor() const
   {
-    OpenGl_RT_NONE,
-    OpenGl_RT_INIT,
-    OpenGl_RT_FAIL
-  };
-
-  //! 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
-  };
-
-  //! Defines frequently used shader variables.
-  enum ShaderVariableIndex
-  {
-    OpenGl_RT_aPosition,
-
-    OpenGl_RT_uOriginLT,
-    OpenGl_RT_uOriginLB,
-    OpenGl_RT_uOriginRT,
-    OpenGl_RT_uOriginRB,
-    OpenGl_RT_uDirectLT,
-    OpenGl_RT_uDirectLB,
-    OpenGl_RT_uDirectRT,
-    OpenGl_RT_uDirectRB,
-    OpenGl_RT_uUnviewMat,
-
-    OpenGl_RT_uSceneRad,
-    OpenGl_RT_uSceneEps,
-    OpenGl_RT_uLightAmbnt,
-    OpenGl_RT_uLightCount,
-
-    OpenGl_RT_uShadEnabled,
-    OpenGl_RT_uReflEnabled,
-    OpenGl_RT_uEnvMapEnable,
-
-    OpenGl_RT_uOffsetX,
-    OpenGl_RT_uOffsetY,
-    OpenGl_RT_uSamples,
-    OpenGl_RT_uWinSizeX,
-    OpenGl_RT_uWinSizeY,
-
-    OpenGl_RT_uTextures,
-
-    OpenGl_RT_NbVariables // special field
-  };
-
-  //! Defines texture samplers.
-  enum ShaderSamplerNames
-  {
-    OpenGl_RT_SceneNodeInfoTexture  = 0,
-    OpenGl_RT_SceneMinPointTexture  = 1,
-    OpenGl_RT_SceneMaxPointTexture  = 2,
-    OpenGl_RT_SceneTransformTexture = 3,
-
-    OpenGl_RT_GeometryVertexTexture = 4,
-    OpenGl_RT_GeometryNormalTexture = 5,
-    OpenGl_RT_GeometryTexCrdTexture = 6,
-    OpenGl_RT_GeometryTriangTexture = 7,
-
-    OpenGl_RT_EnvironmentMapTexture = 8,
-
-    OpenGl_RT_RaytraceMaterialTexture = 9,
-    OpenGl_RT_RaytraceLightSrcTexture = 10,
-
-    OpenGl_RT_FSAAInputTexture = 11,
+    return !myHighlightStyle.IsNull()
+         ?  myHighlightStyle->ColorRGBA()
+         :  myAspectsSet->Aspect()->ColorSubTitleRGBA();
+  }
 
-    OpenGl_RT_OpenGlColorTexture = 12,
-    OpenGl_RT_OpenGlDepthTexture = 13
-  };
+  //! Currently set aspects (can differ from applied).
+  const OpenGl_Aspects* Aspects() const { return myAspectsSet; }
 
-  //! Tool class for management of shader sources.
-  class ShaderSource
-  {
-  public:
+  //! Assign new aspects (will be applied within ApplyAspects()).
+  Standard_EXPORT const OpenGl_Aspects* SetAspects (const OpenGl_Aspects* theAspect);
 
-    //! Creates new uninitialized shader source.
-    ShaderSource()
-    {
-      //
-    }
+  //! Apply aspects.
+  //! @return aspect set by SetAspects()
+  Standard_EXPORT const OpenGl_Aspects* ApplyAspects();
 
-    //! Creates new shader source from specified file.
-    ShaderSource (const TCollection_AsciiString& theFileName)
-    {
-      Load (&theFileName, 1);
-    }
+  //! Clear the applied aspect state to default values.
+  void ResetAppliedAspect();
 
-  public:
+  //! Get rendering filter.
+  //! @sa ShouldRender()
+  Standard_Integer RenderFilter() const { return myRenderFilter; }
 
-    //! Returns prefix to insert before the source.
-    const TCollection_AsciiString& Prefix() const
-    {
-      return myPrefix;
-    }
+  //! Set filter for restricting rendering of particular elements.
+  //! @sa ShouldRender()
+  void SetRenderFilter (Standard_Integer theFilter) { myRenderFilter = theFilter; }
 
-    //! Sets prefix to insert before the source.
-    void SetPrefix (const TCollection_AsciiString& thePrefix)
-    {
-      myPrefix = thePrefix;
-    }
+  //! Checks whether the element can be rendered or not.
+  //! @param theElement [in] the element to check
+  //! @return True if element can be rendered
+  bool ShouldRender (const OpenGl_Element* theElement);
 
-    //! Returns shader source combined with prefix.
-    TCollection_AsciiString Source() const;
+  //! Return the number of skipped transparent elements within active OpenGl_RenderFilter_OpaqueOnly filter.
+  //! @sa OpenGl_LayerList::Render()
+  Standard_Integer NbSkippedTransparentElements() { return myNbSkippedTranspElems; }
 
-    //! Loads shader source from specified files.
-    void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount);
+  //! Reset skipped transparent elements counter.
+  //! @sa OpenGl_LayerList::Render()
+  void ResetSkippedCounter() { myNbSkippedTranspElems = 0; }
 
-  private:
+  //! @return applied view matrix.
+  inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
 
-    TCollection_AsciiString mySource; //!< Source string of the shader object
-    TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
+  //! @return applied model structure matrix.
+  inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
 
-  };
+  //! Returns face aspect for none culling mode.
+  const OpenGl_Aspects& NoneCulling() const { return myNoneCulling; }
 
-  //! Default ray-tracing depth.
-  static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
+  //! Returns face aspect for front face culling mode.
+  const OpenGl_Aspects& FrontCulling() const { return myFrontCulling; }
 
-  //! Default size of traversal stack.
-  static const Standard_Integer THE_DEFAULT_STACK_SIZE = 24;
+  //! Sets a new environment texture.
+  void SetEnvironmentTexture (const Handle(OpenGl_TextureSet)& theTexture) { myEnvironmentTexture = theTexture; }
 
-  //! 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;
-
-  //! Framebuffer stores cached main presentation of the view (without presentation of immediate layers).
-  Handle(OpenGl_FrameBuffer) myResultFBO;
-
-  //! Vertices for full-screen quad rendering.
-  OpenGl_VertexBuffer        myFullScreenQuad;
-
-  //! 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;
+  //! Returns environment texture.
+  const Handle(OpenGl_TextureSet)& EnvironmentTexture() const { return myEnvironmentTexture; }
 
 protected: //! @name protected fields
 
-  Handle(OpenGl_PrinterContext) myPrintContext;
-  Handle(OpenGl_View)           myView;
-  Handle(OpenGl_LineAttributes) myLineAttribs;
-  Standard_Integer       myViewId;
-  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
+  OpenGl_View*           myView;
+  Handle(OpenGl_Window)  myWindow;
+  Handle(OpenGl_Context) myGlContext;
   Standard_Boolean       myUseZBuffer;
-  Standard_Boolean       myUseDepthTest;
-  Standard_Boolean       myUseGLLight;
-  Standard_Boolean       myIsCullingEnabled;     //!< frustum culling flag
-
-  unsigned int           myFrameCounter;         //!< redraw counter, for debugging
+  Standard_Boolean       myUseDepthWrite;
+  OpenGl_Aspects         myNoneCulling;
+  OpenGl_Aspects         myFrontCulling;
 
 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;
-  const OpenGl_AspectText *AspectText_set, *AspectText_applied;
+  Standard_Integer myNbSkippedTranspElems; //!< counter of skipped transparent elements for OpenGl_LayerList two rendering passes method
+  Standard_Integer myRenderFilter;         //!< active filter for skipping rendering of elements by some criteria (multiple render passes)
+
+  OpenGl_Aspects   myDefaultAspects;
+  const OpenGl_Aspects*      myAspectsSet;
+  Handle(Graphic3d_Aspects)  myAspectsApplied;
 
-  const OpenGl_TextParam *TextParam_set, *TextParam_applied;
+  Handle(Graphic3d_PresentationAttributes) myAspectFaceAppliedWithHL;
 
   const OpenGl_Matrix* ViewMatrix_applied;
   const OpenGl_Matrix* StructureMatrix_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
+  bool            myToAllowFaceCulling; //!< allow back face culling
+  Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //!< active highlight style
 
   OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
 
-  TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
+  OpenGl_Aspects myAspectFaceHl; //!< Hiddenline aspect
 
-  OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
+  Handle(OpenGl_TextureSet) myEnvironmentTexture;
 
 public: //! @name type definition
 
-  DEFINE_STANDARD_RTTI(OpenGl_Workspace)
+  DEFINE_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient)
   DEFINE_STANDARD_ALLOC
 
 };