//
// 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 version 2.1 as published
+// 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.
#ifndef _OpenGl_Workspace_Header
#define _OpenGl_Workspace_Header
-#ifdef HAVE_OPENCL
- #include <map>
- #include <set>
-
- #include <OpenGl_Cl.hxx>
-#endif
+#include <map>
+#include <set>
#include <Handle_OpenGl_Workspace.hxx>
#include <OpenGl_Window.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_tsm.hxx>
-
#include <OpenGl_AspectFace.hxx>
-#include <OpenGl_Display.hxx>
+#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_Matrix.hxx>
#include <OpenGl_NamedStatus.hxx>
#include <OpenGl_PrinterContext.hxx>
-#ifdef HAVE_OPENCL
- #include <OpenGl_SceneGeometry.hxx>
-#endif
+#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_AspectMarker;
class OpenGl_AspectText;
public:
//! Main constructor - prepare GL context for specified window.
- OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
+ OpenGl_Workspace (const Handle(Aspect_DisplayConnection)& theDisplayConnection,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer);
- //! Deprecated. Simply calls Redraw().
- 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*/)
{
- Redraw (theCView, theCUnderLayer, theCOverLayer);
+ myBackBufferRestored = Standard_False;
}
//! Special method to perform printing.
void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
- Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
- 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 DrawStructure (const OpenGl_Structure* theStructure);
-
Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr);
Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr,
Standard_Boolean& UseDepthTest() { return myUseDepthTest; }
Standard_Boolean& UseGLLight() { return myUseGLLight; }
+ Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
+
//// RELATED TO STATUS ////
Standard_Integer NamedStatus;
//! @param theFilter [in] the filter instance.
inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
- myRenderFilter = theFilter;
+ myRenderFilter = theFilter;
}
//! Get rendering filter.
//! @return filter instance.
- inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
- {
- return myRenderFilter;
+ inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
+ {
+ return myRenderFilter;
}
//! @return applied view matrix.
//! @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; }
+
protected:
- void CopyBuffers (const Standard_Boolean theFrontToBack);
+ //! Copy content of Back buffer to the Front buffer
+ void copyBackToFront();
virtual Standard_Boolean Activate();
- // TEMPORARY!!!
- void Redraw1 (const Graphic3d_CView& theCView,
+ 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);
-#ifdef HAVE_OPENCL
+protected:
-public:
+ //! Result of OpenGL shaders initialization.
+ enum RaytraceInitStatus
+ {
+ OpenGl_RT_NONE,
+ OpenGl_RT_INIT,
+ OpenGl_RT_FAIL
+ };
- //! Returns information about OpenCL device used for computations.
- Standard_Boolean GetOpenClDeviceInfo (
- NCollection_DataMap<TCollection_AsciiString, TCollection_AsciiString>& theInfo) const;
+ //! 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
+ };
-protected:
+ //! 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_uSceneRad,
+ OpenGl_RT_uSceneEps,
+
+ OpenGl_RT_uLightAmbnt,
+ OpenGl_RT_uLightCount,
- //! Describes result of OpenCL initializing.
- enum OpenClInitStatus
+ OpenGl_RT_uShadEnabled,
+ OpenGl_RT_uReflEnabled,
+
+ OpenGl_RT_uInputTexture,
+
+ OpenGl_RT_uOffsetX,
+ OpenGl_RT_uOffsetY,
+ OpenGl_RT_uSamples,
+
+ OpenGl_RT_uEnvironmentEnable,
+
+ OpenGl_RT_NbVariables // special field
+ };
+
+ //! Defines texture samplers.
+ enum ShaderSamplerNames
{
- OpenGl_CLIS_NONE,
- OpenGl_CLIS_INIT,
- OpenGl_CLIS_FAIL
+ OpenGl_RT_SceneNodeInfoTexture = 0,
+ OpenGl_RT_SceneMinPointTexture = 1,
+ OpenGl_RT_SceneMaxPointTexture = 2,
+
+ OpenGl_RT_ObjectNodeInfoTexture = 3,
+ OpenGl_RT_ObjectMinPointTexture = 4,
+ OpenGl_RT_ObjectMaxPointTexture = 5,
+
+ OpenGl_RT_GeometryVertexTexture = 6,
+ OpenGl_RT_GeometryNormalTexture = 7,
+ OpenGl_RT_GeometryTriangTexture = 8,
+
+ OpenGl_RT_EnvironmentMapTexture = 9,
+
+ OpenGl_RT_RaytraceMaterialTexture = 10,
+ OpenGl_RT_RaytraceLightSrcTexture = 11,
+
+ OpenGl_RT_FSAAInputTexture = 12,
+
+ OpenGl_RT_SceneTransformTexture = 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_RAY_DEPTH = 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 TraceDepth;
+
+ //! Sets light propagation through transparent media.
+ Standard_Boolean TransparentShadows;
+
+ //! Creates default compile-time ray-tracing parameters.
+ RaytracingParams()
+ : StackSize (THE_DEFAULT_STACK_SIZE),
+ TraceDepth (THE_DEFAULT_RAY_DEPTH),
+ TransparentShadows (Standard_False)
+ {
+ //
+ }
};
protected: //! @name methods related to ray-tracing
//! Updates 3D scene geometry for ray-tracing.
- Standard_Boolean UpdateRaytraceGeometry (Standard_Boolean theCheck);
+ Standard_Boolean UpdateRaytraceGeometry (GeomUpdateMode theMode);
//! Checks to see if the structure is modified.
Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure);
Standard_Boolean UpdateRaytraceEnvironmentMap();
//! Adds OpenGL structure to ray-traced scene geometry.
- Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStruct,
- const float* theTrans, std::set<const OpenGl_Structure*>& theElements);
+ Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStructure,
+ const Standard_ShortReal* theTransform, std::set<const OpenGl_Structure*>& theElements);
//! Adds OpenGL primitive array to ray-traced scene geometry.
- Standard_Boolean AddRaytracePrimitiveArray (
- const CALL_DEF_PARRAY* theArray, int theMatID, const float* theTrans);
+ OpenGl_TriangleSet* AddRaytracePrimitiveArray (
+ const OpenGl_PrimitiveArray* theArray, int theMatID, const Standard_ShortReal* theTrans);
//! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceVertexIndices (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
+ 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 (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
+ 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 (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
-
- //! Adds OpenGL triangle fan array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceTriangleStripArray (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
+ 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 (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
+ 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 (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
+ 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 (const CALL_DEF_PARRAY* theArray,
- int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
-
- //! Initializes OpenCL resources.
- Standard_Boolean InitOpenCL();
-
- //! Releases OpenCL resources.
- void ReleaseOpenCL();
-
- //! Resizes OpenCL output image.
- Standard_Boolean ResizeRaytraceOutputBuffer (const cl_int theSizeX, const cl_int theSizeY);
-
- //! Writes scene geometry to OpenCl device.
- Standard_Boolean WriteRaytraceSceneToDevice();
-
- //! Runs OpenCL ray-tracing kernels.
- Standard_Boolean RunRaytraceOpenCLKernels (const Graphic3d_CView& theCView,
- const GLfloat theOrigins[16],
- const GLfloat theDirects[16],
- const int theSizeX,
- const int theSizeY);
-
- //! Redraws the window using OpenCL ray tracing.
+ 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);
+
+ //! 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 NCollection_Mat4<GLdouble>& theOrientation,
+ const NCollection_Mat4<GLdouble>& theViewMapping,
+ OpenGl_Vec3 theOrigins[4],
+ OpenGl_Vec3 theDirects[4]);
+
+ //! 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],
+ OpenGl_FrameBuffer* theFrameBuffer);
+
+ //! Redraws the window using OpenGL/GLSL ray-tracing.
Standard_Boolean Raytrace (const Graphic3d_CView& theCView,
- const int theSizeX, int theSizeY, const Tint theToSwap);
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const Standard_Boolean theToSwap,
+ OpenGl_FrameBuffer* theFrameBuffer);
protected: //! @name fields related to ray-tracing
- //! Result of OpenCL initialization.
- OpenClInitStatus myComputeInitStatus;
- //! Is ATI/AMD OpenCL platform used?
- Standard_Boolean myIsAmdComputePlatform;
+ //! Result of shaders initialization.
+ RaytraceInitStatus myComputeInitStatus;
//! Is geometry data valid?
Standard_Boolean myIsRaytraceDataValid;
- //! Is geometry data musty be updated?
- Standard_Boolean myToUpdateRaytraceData;
+
//! 3D scene geometry data for ray-tracing.
- OpenGl_RaytraceScene myRaytraceSceneData;
+ OpenGl_RaytraceGeometry myRaytraceGeometry;
//! Radius of bounding sphere of the scene.
- float myRaytraceSceneRadius;
+ Standard_ShortReal myRaytraceSceneRadius;
//! Scene epsilon to prevent self-intersections.
- float myRaytraceSceneEpsilon;
-
- //! Binned SAH-based BVH builder.
- OpenGl_BinnedBVHBuilder myBVHBuilder;
-
- //! OpenCL context.
- cl_context myComputeContext;
- //! OpenCL command queue.
- cl_command_queue myRaytraceQueue;
- //! OpenCL computing program.
- cl_program myRaytraceProgram;
- //! OpenCL ray-tracing render kernel.
- cl_kernel myRaytraceRenderKernel;
- //! OpenCL adaptive anti-aliasing kernel.
- cl_kernel myRaytraceSmoothKernel;
-
- //! OpenCL image to store environment map.
- cl_mem myRaytraceEnvironment;
- //! OpenCL image to store rendering result.
- cl_mem myRaytraceOutputImage;
- //! OpenCL image to store anti-aliasing result.
- cl_mem myRaytraceOutputImageSmooth;
-
- //! OpenGL output texture handle.
- GLuint myRaytraceOutputTexture[2];
-
- //! OpenCL buffer of vertex normals.
- cl_mem myRaytraceNormalBuffer;
- //! OpenCL buffer of vertex coordinates.
- cl_mem myRaytraceVertexBuffer;
- //! OpenCL buffer of indices of triangle vertices.
- cl_mem myRaytraceTriangleBuffer;
-
- //! OpenCL buffer of minimum points of BVH nodes.
- cl_mem myRaytraceNodeMinPointBuffer;
- //! OpenCL buffer of maximum points of BVH nodes.
- cl_mem myRaytraceNodeMaxPointBuffer;
- //! OpenCL buffer of data records of BVH nodes.
- cl_mem myRaytraceNodeDataRcrdBuffer;
-
- //! OpenCL buffer of material properties.
- cl_mem myRaytraceMaterialBuffer;
+ 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 high-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
+ //! Texture buffer of minimum points of high-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
+ //! Texture buffer of maximum points of high-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
+ //! Texture buffer of transformations of high-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
+
+ //! Texture buffer of data records of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) myObjectNodeInfoTexture;
+ //! Texture buffer of minimum points of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) myObjectMinPointTexture;
+ //! Texture buffer of maximum points of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) myObjectMaxPointTexture;
+
+ //! Texture buffer of vertex coords.
+ Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
+ //! Texture buffer of vertex normals.
+ Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
+ //! Texture buffer of triangle indices.
+ Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
- //! OpenCL buffer of light source properties.
- cl_mem myRaytraceLightSourceBuffer;
+ //! 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;
//! State of OpenGL view.
Standard_Size myViewModificationStatus;
-
//! State of OpenGL layer list.
Standard_Size myLayersModificationStatus;
- //! State of OpenGL elements reflected to ray-tracing.
+ //! State of OpenGL structures reflected to ray-tracing.
std::map<const OpenGl_Structure*, Standard_Size> myStructureStates;
-#endif // HAVE_OPENCL
+ //! PrimitiveArray to TriangleSet map for scene partial update.
+ std::map<const OpenGl_PrimitiveArray*, OpenGl_TriangleSet*> myArrayToTrianglesMap;
+
+ //! Cached locations of frequently used uniform variables.
+ Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
protected: //! @name protected fields
Handle(OpenGl_PrinterContext) myPrintContext;
- Handle(OpenGl_View) myView; // WSViews - now just one view is supported
- Standard_Boolean myIsTransientOpen; // transientOpen
- Standard_Boolean myRetainMode;
+ 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)
-
- NCollection_Sequence<const OpenGl_Structure*> myTransientList;
-
+ Standard_Boolean myBackBufferRestored;
+ Standard_Boolean myIsImmediateDrawn; //!< flag indicates that immediate mode buffer contains some data
Standard_Boolean myUseTransparency;
Standard_Boolean myUseZBuffer;
Standard_Boolean myUseDepthTest;
Standard_Boolean myUseGLLight;
- Standard_Boolean myBackBufferRestored;
protected: //! @name fields related to status
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
+ 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
- //! Model matrix with applied structure transformations
- OpenGl_Matrix myModelViewMatrix;
+ OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
- const TEL_POFFSET_PARAM* PolygonOffset_applied;
+ TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
- OpenGl_AspectFace myAspectFaceHl; // Hiddenline aspect
+ OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect
public: //! @name type definition