#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
};