// Created on: 2011-09-20
// Created by: Sergey ZERCHANINOV
-// Copyright (c) 2011-2012 OPEN CASCADE SAS
+// Copyright (c) 2011-2013 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// 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.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
-
+// 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(); }
-//! Reprepsents window with GL context.
-//! Provides methods to render primitives and maintan GL state.
+ //! 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 raytracing filter.
+//! Filters out all raytracable structures.
+class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
+{
+public:
+
+ //! Default constructor.
+ OpenGl_RaytraceFilter() {}
+
+ //! 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(Aspect_DisplayConnection)& theDisplayConnection,
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();
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.
//! 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,
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);
+ 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_Matrix* SetStructureMatrix (const OpenGl_Matrix*, bool aRevert = false);
+
+ //! Updates current model-view matrix
+ //! replacing it with StructureMatrixT*ViewMatrix from the workspace.
+ const void UpdateModelViewMatrix();
const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
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);
+ //// 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 TextParam_applied;
+ }
//! Clear the applied aspect state.
void ResetAppliedAspect();
- //// RELATED TO FONTS ////
+ Standard_EXPORT Handle(OpenGl_Texture) DisableTexture();
+ Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture,
+ const Handle(Graphic3d_TextureParams)& theParams = NULL);
- int FindFont (const char* theFontName,
- const OSD_FontAspect theFontAspect,
- const int theBestSize = -1,
- const float theXScale = 1.0f,
- const float theYScale = 1.0f)
+ //! 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 myDisplay->FindFont (theFontName, theFontAspect, theBestSize, theXScale, theYScale);
+ myRenderFilter = theFilter;
}
- void StringSize (const wchar_t* theText, int& theWidth, int& theAscent, int& theDescent)
+ //! Get rendering filter.
+ //! @return filter instance.
+ inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
{
- myDisplay->StringSize (theText, theWidth, theAscent, theDescent);
+ return myRenderFilter;
}
- void RenderText (const wchar_t* theText, const int theIs2d,
- const float theX, const float theY, const float theZ)
- {
- const OpenGl_AspectText* anAspect = AspectText (Standard_True);
- myDisplay->RenderText (theText, theIs2d, theX, theY, theZ, anAspect, TextParam_applied);
- }
+ //! @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
- 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_uInvModelProj,
+
+ OpenGl_RT_uSceneRad,
+ OpenGl_RT_uSceneEps,
+
+ OpenGl_RT_uLightAmbnt,
+ OpenGl_RT_uLightCount,
+
+ 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_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,
- void UpdateMaterial (const int flag);
+ OpenGl_RT_RaytraceMaterialTexture = 10,
+ OpenGl_RT_RaytraceLightSrcTexture = 11,
+ OpenGl_RT_FSAAInputTexture = 12,
+
+ OpenGl_RT_SceneTransformTexture = 13,
+
+ OpenGl_RT_OpenGlColorTexture = 14,
+ OpenGl_RT_OpenGlDepthTexture = 15
+ };
+
+ //! 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 (GeomUpdateMode theMode);
+
+ //! Checks to see if the structure is modified.
+ Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure);
+
+ //! Updates 3D scene light sources for ray-tracing.
+ Standard_Boolean UpdateRaytraceLightSources (const GLdouble theInvModelView[16]);
+
+ //! 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 Standard_ShortReal* 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);
+
+ //! 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],
+ NCollection_Mat4<GLdouble>& theInvModelProj);
+
+ //! 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_Matrix& theInvModelProj,
+ 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;
+
+ //! 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 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;
+
+ //! 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 raytracing filter to filter out all raytracable structures.
+ Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
+
+ //! Redraw the scene using OpenGL rasterization or raytracing?
+ 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 myUseTransparency;
+ 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;
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