+++ /dev/null
-// Created on: 2013-08-27
-// Created by: Denis BOGOLEPOV
-// Copyright (c) 2013 OPEN CASCADE SAS
-//
-// This file is part of Open CASCADE Technology software library.
-//
-// This library is free software; you can redistribute it and/or modify it under
-// the terms of the GNU Lesser General Public License version 2.1 as published
-// by the Free Software Foundation, with special exception defined in the file
-// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
-// distribution for complete text of the license and disclaimer of any warranty.
-//
-// Alternatively, this file may be used under the terms of Open CASCADE
-// commercial license or contractual agreement.
-
-#include <OpenGl_Workspace.hxx>
-
-#include <Graphic3d_TextureParams.hxx>
-#include <OpenGl_FrameBuffer.hxx>
-#include <OpenGl_PrimitiveArray.hxx>
-#include <OpenGl_VertexBuffer.hxx>
-#include <OpenGl_View.hxx>
-#include <OSD_File.hxx>
-#include <OSD_Protection.hxx>
-
-using namespace OpenGl_Raytrace;
-
-//! Use this macro to output ray-tracing debug info
-// #define RAY_TRACE_PRINT_INFO
-
-#ifdef RAY_TRACE_PRINT_INFO
- #include <OSD_Timer.hxx>
-#endif
-
-// =======================================================================
-// function : UpdateRaytraceGeometry
-// purpose : Updates 3D scene geometry for ray tracing
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
-{
- if (myView.IsNull())
- return Standard_False;
-
- // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
- // This is light-weight procedure performed for each frame
-
- if (theMode == OpenGl_GUM_CHECK)
- {
- if (myLayersModificationStatus != myView->LayerList().ModificationState())
- {
- return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
- }
- }
- else if (theMode == OpenGl_GUM_PREPARE)
- {
- myRaytraceGeometry.ClearMaterials();
- myArrayToTrianglesMap.clear();
-
- myIsRaytraceDataValid = Standard_False;
- }
-
- // The set of processed structures (reflected to ray-tracing)
- // This set is used to remove out-of-date records from the
- // hash map of structures
- std::set<const OpenGl_Structure*> anElements;
-
- // Set of all currently visible and "raytracable" primitive arrays.
- std::set<Standard_Size> anArrayIDs;
-
- const OpenGl_LayerList& aList = myView->LayerList();
-
- for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
- {
- const OpenGl_Layer& aLayer = anLayerIt.Value();
- if (aLayer.NbStructures() == 0)
- continue;
-
- const OpenGl_ArrayOfStructure& aStructArray = aLayer.ArrayOfStructures();
- for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
- {
- for (OpenGl_SequenceOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
- {
- const OpenGl_Structure* aStructure = aStructIt.Value();
-
- if (theMode == OpenGl_GUM_CHECK)
- {
- if (CheckRaytraceStructure (aStructure))
- {
- return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
- }
- }
- else if (theMode == OpenGl_GUM_PREPARE)
- {
- if (!aStructure->IsRaytracable()
- || !aStructure->IsVisible())
- {
- continue;
- }
- else if (!aStructure->ViewAffinity.IsNull()
- && !aStructure->ViewAffinity->IsVisible (myViewId))
- {
- continue;
- }
-
- for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
- {
- // OpenGL elements from group (extract primitives arrays)
- for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
- {
- OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
-
- if (aPrimArray != NULL)
- {
- // Collect all primitive arrays in scene.
- anArrayIDs.insert (aPrimArray->GetUID());
- }
- }
- }
- }
- else if (theMode == OpenGl_GUM_UPDATE)
- {
- if (!aStructure->IsRaytracable())
- continue;
-
- AddRaytraceStructure (aStructure, anElements);
- }
- }
- }
- }
-
- if (theMode == OpenGl_GUM_PREPARE)
- {
- BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
-
- // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
- // Objects which not in myArrayToTrianglesMap will be built from scratch.
- for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
- {
- OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
- myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
-
- // If primitive array of object not in "anArrays" set then it was hided or deleted.
- // If primitive array present in "anArrays" set but we don't have associated object yet, then
- // the object is new and still has to be built.
- if ((aTriangleSet != NULL) && ((anArrayIDs.find (aTriangleSet->AssociatedPArrayID())) != anArrayIDs.end()))
- {
- anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
-
- myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
- }
- }
-
- myRaytraceGeometry.Objects() = anUnchangedObjects;
-
- return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
- }
-
- if (theMode == OpenGl_GUM_UPDATE)
- {
- // Actualize the hash map of structures -- remove out-of-date records
- std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
-
- while (anIter != myStructureStates.end())
- {
- if (anElements.find (anIter->first) == anElements.end())
- {
- myStructureStates.erase (anIter++);
- }
- else
- {
- ++anIter;
- }
- }
-
- // Actualize OpenGL layer list state
- myLayersModificationStatus = myView->LayerList().ModificationState();
-
- // Rebuild bottom-level and high-level BVHs
- myRaytraceGeometry.ProcessAcceleration();
-
- const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
- fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
- const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
- fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
-
- myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
-
- const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
-
- myRaytraceSceneEpsilon = Max (1e-6f, 1e-4f * sqrtf (
- aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
-
- return UploadRaytraceData();
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : CheckRaytraceStructure
-// purpose : Checks to see if the structure is modified
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
-{
- if (!theStructure->IsRaytracable())
- {
- // Checks to see if all ray-tracable elements were
- // removed from the structure
- if (theStructure->ModificationState() > 0)
- {
- theStructure->ResetModificationState();
- return Standard_True;
- }
-
- return Standard_False;
- }
-
- std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
-
- if (aStructState != myStructureStates.end())
- return aStructState->second != theStructure->ModificationState();
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : BuildTexTransform
-// purpose : Constructs texture transformation matrix
-// =======================================================================
-void BuildTexTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
-{
- theMatrix.InitIdentity();
-
- // Apply scaling
- const Graphic3d_Vec2& aScale = theParams->Scale();
-
- theMatrix.ChangeValue (0, 0) *= aScale.x();
- theMatrix.ChangeValue (1, 0) *= aScale.x();
- theMatrix.ChangeValue (2, 0) *= aScale.x();
- theMatrix.ChangeValue (3, 0) *= aScale.x();
-
- theMatrix.ChangeValue (0, 1) *= aScale.y();
- theMatrix.ChangeValue (1, 1) *= aScale.y();
- theMatrix.ChangeValue (2, 1) *= aScale.y();
- theMatrix.ChangeValue (3, 1) *= aScale.y();
-
- // Apply translation
- const Graphic3d_Vec2 aTrans = -theParams->Translation();
-
- theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
- theMatrix.GetValue (0, 1) * aTrans.y();
-
- theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
- theMatrix.GetValue (1, 1) * aTrans.y();
-
- theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
- theMatrix.GetValue (2, 1) * aTrans.y();
-
- // Apply rotation
- const Standard_ShortReal aSin = std::sin (
- -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
- const Standard_ShortReal aCos = std::cos (
- -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
-
- BVH_Mat4f aRotationMat;
- aRotationMat.SetValue (0, 0, aCos);
- aRotationMat.SetValue (1, 1, aCos);
- aRotationMat.SetValue (0, 1, -aSin);
- aRotationMat.SetValue (1, 0, aSin);
-
- theMatrix = theMatrix * aRotationMat;
-}
-
-// =======================================================================
-// function : CreateMaterial
-// purpose : Creates ray-tracing material properties
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::CreateMaterial (const OpenGl_AspectFace* theAspect, OpenGl_RaytraceMaterial& theMaterial)
-{
- const OPENGL_SURF_PROP& aProperties = theAspect->IntFront();
-
- const Standard_ShortReal* aSrcAmbient =
- aProperties.isphysic ? aProperties.ambcol.rgb : aProperties.matcol.rgb;
-
- theMaterial.Ambient = BVH_Vec4f (aSrcAmbient[0] * aProperties.amb,
- aSrcAmbient[1] * aProperties.amb,
- aSrcAmbient[2] * aProperties.amb,
- 1.f);
-
- const Standard_ShortReal* aSrcDiffuse =
- aProperties.isphysic ? aProperties.difcol.rgb : aProperties.matcol.rgb;
-
- theMaterial.Diffuse = BVH_Vec4f (aSrcDiffuse[0] * aProperties.diff,
- aSrcDiffuse[1] * aProperties.diff,
- aSrcDiffuse[2] * aProperties.diff,
- -1.f /* no texture */);
-
- theMaterial.Specular = BVH_Vec4f (
- (aProperties.isphysic ? aProperties.speccol.rgb[0] : 1.f) * aProperties.spec,
- (aProperties.isphysic ? aProperties.speccol.rgb[1] : 1.f) * aProperties.spec,
- (aProperties.isphysic ? aProperties.speccol.rgb[2] : 1.f) * aProperties.spec,
- aProperties.shine);
-
- const Standard_ShortReal* aSrcEmission =
- aProperties.isphysic ? aProperties.emscol.rgb : aProperties.matcol.rgb;
-
- theMaterial.Emission = BVH_Vec4f (aSrcEmission[0] * aProperties.emsv,
- aSrcEmission[1] * aProperties.emsv,
- aSrcEmission[2] * aProperties.emsv,
- 1.f);
-
- // Note: Here we use sub-linear transparency function
- // to produce realistic-looking transparency effect
- theMaterial.Transparency = BVH_Vec4f (powf (aProperties.trans, 0.75f),
- 1.f - aProperties.trans,
- aProperties.index == 0 ? 1.f : aProperties.index,
- aProperties.index == 0 ? 1.f : 1.f / aProperties.index);
-
- const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
- Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
- theMaterial.Diffuse.z() + theMaterial.Specular.z()));
-
- const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
-
- theMaterial.Reflection = BVH_Vec4f (
- aProperties.speccol.rgb[0] * aProperties.spec * aReflectionScale,
- aProperties.speccol.rgb[1] * aProperties.spec * aReflectionScale,
- aProperties.speccol.rgb[2] * aProperties.spec * aReflectionScale,
- 0.f);
-
- if (theAspect->DoTextureMap())
- {
- if (myGlContext->arbTexBindless != NULL)
- {
- BuildTexTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
- theMaterial.Diffuse.w() = static_cast<Standard_ShortReal> (
- myRaytraceGeometry.AddTexture (theAspect->TextureRes (myGlContext)));
- }
- else if (!myIsRaytraceWarnTextures)
- {
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB,
- "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
- "Textures will be ignored.");
- myIsRaytraceWarnTextures = Standard_True;
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytraceStructure
-// purpose : Adds OpenGL structure to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements)
-{
- theElements.insert (theStructure);
-
- if (!theStructure->IsVisible())
- {
- myStructureStates[theStructure] = theStructure->ModificationState();
- return Standard_True;
- }
-
- // Get structure material
- Standard_Integer aStructMatID = -1;
-
- if (theStructure->AspectFace() != NULL)
- {
- aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
-
- OpenGl_RaytraceMaterial aStructMaterial;
- CreateMaterial (theStructure->AspectFace(), aStructMaterial);
-
- myRaytraceGeometry.Materials.push_back (aStructMaterial);
- }
-
- Standard_ShortReal aStructTransformArr[16];
- Standard_ShortReal* aStructTransform = NULL;
- if (theStructure->Transformation()->mat != NULL)
- {
- aStructTransform = aStructTransformArr;
- for (Standard_Integer i = 0; i < 4; ++i)
- {
- for (Standard_Integer j = 0; j < 4; ++j)
- {
- aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
- }
- }
- }
-
- AddRaytraceGroups (theStructure, aStructMatID, aStructTransform);
-
- // Process all connected OpenGL structures
- for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
- {
- if (anIts.Value()->IsRaytracable())
- AddRaytraceGroups (anIts.Value(), aStructMatID, aStructTransform);
- }
-
- myStructureStates[theStructure] = theStructure->ModificationState();
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytraceGroups
-// purpose : Adds OpenGL groups to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceGroups (const OpenGl_Structure* theStructure,
- const Standard_Integer theStructMatId,
- const Standard_ShortReal* theTransform)
-{
- for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
- {
- // Get group material
- Standard_Integer aGroupMatID = -1;
- if (aGroupIter.Value()->AspectFace() != NULL)
- {
- aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
-
- OpenGl_RaytraceMaterial aGroupMaterial;
- CreateMaterial (aGroupIter.Value()->AspectFace(), aGroupMaterial);
-
- myRaytraceGeometry.Materials.push_back (aGroupMaterial);
- }
-
- Standard_Integer aMatID = aGroupMatID < 0 ? theStructMatId : aGroupMatID;
-
- if (aMatID < 0)
- {
- aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
-
- myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
- }
-
- // Add OpenGL elements from group (extract primitives arrays and aspects)
- for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
- {
- OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
- if (anAspect != NULL)
- {
- aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
-
- OpenGl_RaytraceMaterial aMaterial;
- CreateMaterial (anAspect, aMaterial);
-
- myRaytraceGeometry.Materials.push_back (aMaterial);
- }
- else
- {
- OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
-
- if (aPrimArray != NULL)
- {
- std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
-
- if (aSetIter != myArrayToTrianglesMap.end())
- {
- OpenGl_TriangleSet* aSet = aSetIter->second;
-
- BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
-
- if (theTransform != NULL)
- {
- aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
- }
-
- aSet->SetProperties (aTransform);
-
- if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
- {
- aSet->SetMaterialIndex (aMatID);
- }
- }
- else
- {
- NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
- AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
-
- if (!aSet.IsNull())
- {
- BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
-
- if (theTransform != NULL)
- {
- aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
- }
-
- aSet->SetProperties (aTransform);
-
- myRaytraceGeometry.Objects().Append (aSet);
- }
- }
- }
- }
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytracePrimitiveArray
-// purpose : Adds OpenGL primitive array to ray-traced scene geometry
-// =======================================================================
-OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
- Standard_Integer theMatID,
- const OpenGl_Mat4* theTransform)
-{
- const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
- const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
- const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
- if (theArray->DrawMode() < GL_TRIANGLES
- #if !defined(GL_ES_VERSION_2_0)
- || theArray->DrawMode() > GL_POLYGON
- #else
- || theArray->DrawMode() > GL_TRIANGLE_FAN
- #endif
- || anAttribs.IsNull())
- {
- return NULL;
- }
-
-#ifdef RAY_TRACE_PRINT_INFO
- switch (theArray->DrawMode())
- {
- case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
- case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
- case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
- #if !defined(GL_ES_VERSION_2_0)
- case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
- case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
- case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
- #endif
- }
-#endif
-
- OpenGl_Mat4 aNormalMatrix;
-
- if (theTransform != NULL)
- {
- Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
- "Error: Failed to compute normal transformation matrix", NULL);
-
- aNormalMatrix.Transpose();
- }
-
- OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
- {
- aSet->Vertices.reserve (anAttribs->NbElements);
- aSet->Normals .reserve (anAttribs->NbElements);
- aSet->TexCrds .reserve (anAttribs->NbElements);
-
- const size_t aVertFrom = aSet->Vertices.size();
- for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
- {
- const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
- const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
- if (anAttrib.Id == Graphic3d_TOA_POS)
- {
- if (anAttrib.DataType == Graphic3d_TOD_VEC3
- || anAttrib.DataType == Graphic3d_TOD_VEC4)
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->Vertices.push_back (
- *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset));
- }
- }
- else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
- aSet->Vertices.push_back (BVH_Vec3f (aVert.x(), aVert.y(), 0.0f));
- }
- }
- }
- else if (anAttrib.Id == Graphic3d_TOA_NORM)
- {
- if (anAttrib.DataType == Graphic3d_TOD_VEC3
- || anAttrib.DataType == Graphic3d_TOD_VEC4)
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->Normals.push_back (
- *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset));
- }
- }
- }
- else if (anAttrib.Id == Graphic3d_TOA_UV)
- {
- if (anAttrib.DataType == Graphic3d_TOD_VEC2)
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->TexCrds.push_back (
- *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset));
- }
- }
- }
- }
-
- if (aSet->Normals.size() != aSet->Vertices.size())
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->Normals.push_back (BVH_Vec3f());
- }
- }
-
- if (aSet->TexCrds.size() != aSet->Vertices.size())
- {
- for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
- {
- aSet->TexCrds.push_back (BVH_Vec2f());
- }
- }
-
- if (theTransform != NULL)
- {
- for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
- {
- BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
-
- BVH_Vec4f aTransVertex =
- *theTransform * BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
-
- aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
- }
- for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
- {
- BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
-
- BVH_Vec4f aTransNormal =
- aNormalMatrix * BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
-
- aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
- }
- }
-
- if (!aBounds.IsNull())
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
-#endif
-
- Standard_Integer aBoundStart = 0;
- for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
- {
- const Standard_Integer aVertNum = aBounds->Bounds[aBound];
-
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "\tAdding indices from bound " << aBound << ": " <<
- aBoundStart << " .. " << aVertNum << std::endl;
-#endif
-
- if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
- {
- delete aSet;
- return NULL;
- }
-
- aBoundStart += aVertNum;
- }
- }
- else
- {
- const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
-
- #ifdef RAY_TRACE_PRINT_INFO
- std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
- #endif
-
- if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
- {
- delete aSet;
- return NULL;
- }
- }
- }
-
- if (aSet->Size() != 0)
- aSet->MarkDirty();
-
- return aSet;
-}
-
-// =======================================================================
-// function : AddRaytraceVertexIndices
-// purpose : Adds vertex indices to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
- const OpenGl_PrimitiveArray& theArray,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- switch (theArray.DrawMode())
- {
- case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
- case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
- case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
- #if !defined(GL_ES_VERSION_2_0)
- case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
- case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
- case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
- #endif
- }
- return Standard_False;
-}
-
-// =======================================================================
-// function : AddRaytraceTriangleArray
-// purpose : Adds OpenGL triangle array to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- if (theCount < 3)
- return Standard_True;
-
- theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
-
- if (!theIndices.IsNull())
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
- {
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
- theIndices->Index (aVert + 1),
- theIndices->Index (aVert + 2),
- theMatID));
- }
- }
- else
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
- {
- theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
- theMatID));
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytraceTriangleFanArray
-// purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- if (theCount < 3)
- return Standard_True;
-
- theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
-
- if (!theIndices.IsNull())
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
- {
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
- theIndices->Index (aVert + 1),
- theIndices->Index (aVert + 2),
- theMatID));
- }
- }
- else
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
- {
- theSet.Elements.push_back (BVH_Vec4i (theOffset,
- aVert + 1,
- aVert + 2,
- theMatID));
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytraceTriangleStripArray
-// purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- if (theCount < 3)
- return Standard_True;
-
- theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
-
- if (!theIndices.IsNull())
- {
- for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
- {
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
- theIndices->Index (aVert + aCW ? 0 : 1),
- theIndices->Index (aVert + 2),
- theMatID));
- }
- }
- else
- {
- for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
- {
- theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
- aVert + aCW ? 0 : 1,
- aVert + 2,
- theMatID));
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytraceQuadrangleArray
-// purpose : Adds OpenGL quad array to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- if (theCount < 4)
- return Standard_True;
-
- theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
-
- if (!theIndices.IsNull())
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
- {
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
- theIndices->Index (aVert + 1),
- theIndices->Index (aVert + 2),
- theMatID));
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
- theIndices->Index (aVert + 2),
- theIndices->Index (aVert + 3),
- theMatID));
- }
- }
- else
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
- {
- theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
- theMatID));
- theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
- theMatID));
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytraceQuadrangleStripArray
-// purpose : Adds OpenGL quad strip array to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- if (theCount < 4)
- return Standard_True;
-
- theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
-
- if (!theIndices.IsNull())
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
- {
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
- theIndices->Index (aVert + 1),
- theIndices->Index (aVert + 2),
- theMatID));
-
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
- theIndices->Index (aVert + 3),
- theIndices->Index (aVert + 2),
- theMatID));
- }
- }
- else
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
- {
- theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
- aVert + 1,
- aVert + 2,
- theMatID));
-
- theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
- aVert + 3,
- aVert + 2,
- theMatID));
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : AddRaytracePolygonArray
-// purpose : Adds OpenGL polygon array to ray-traced scene geometry
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID)
-{
- if (theCount < 3)
- return Standard_True;
-
- theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
-
- if (!theIndices.IsNull())
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
- {
- theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
- theIndices->Index (aVert + 1),
- theIndices->Index (aVert + 2),
- theMatID));
- }
- }
- else
- {
- for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
- {
- theSet.Elements.push_back (BVH_Vec4i (theOffset,
- aVert + 1,
- aVert + 2,
- theMatID));
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : UpdateRaytraceLightSources
-// purpose : Updates 3D scene light sources for ray-tracing
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const OpenGl_Mat4& theInvModelView)
-{
- myRaytraceGeometry.Sources.clear();
-
- myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
-
- for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
- {
- const OpenGl_Light& aLight = anItl.Value();
-
- if (aLight.Type == Visual3d_TOLS_AMBIENT)
- {
- myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
- aLight.Color.g(),
- aLight.Color.b(),
- 0.0f);
- continue;
- }
-
- BVH_Vec4f aDiffuse (aLight.Color.r(),
- aLight.Color.g(),
- aLight.Color.b(),
- 1.0f);
-
- BVH_Vec4f aPosition (-aLight.Direction.x(),
- -aLight.Direction.y(),
- -aLight.Direction.z(),
- 0.0f);
-
- if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
- {
- aPosition = BVH_Vec4f (aLight.Position.x(),
- aLight.Position.y(),
- aLight.Position.z(),
- 1.0f);
- }
-
- if (aLight.IsHeadlight)
- {
- aPosition = theInvModelView * aPosition;
- }
-
- myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
- }
-
- if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
- {
- myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
-
- if (!myRaytraceLightSrcTexture->Create (myGlContext))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to create light source buffer" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- if (myRaytraceGeometry.Sources.size() != 0)
- {
- const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
- if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to upload light source buffer" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : UpdateRaytraceEnvironmentMap
-// purpose : Updates environment map for ray-tracing
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
-{
- if (myView.IsNull())
- return Standard_False;
-
- if (myViewModificationStatus == myView->ModificationState())
- return Standard_True;
-
- for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
- {
- const Handle(OpenGl_ShaderProgram)& aProgram =
- anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
-
- if (!aProgram.IsNull())
- {
- myGlContext->BindProgram (aProgram);
-
- if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
- {
- myView->TextureEnv()->Bind (
- myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
-
- aProgram->SetUniform (myGlContext,
- myUniformLocations[anIdx][OpenGl_RT_uEnvMapEnable], 1);
- }
- else
- {
- aProgram->SetUniform (myGlContext,
- myUniformLocations[anIdx][OpenGl_RT_uEnvMapEnable], 0);
- }
- }
- }
-
- myGlContext->BindProgram (NULL);
- myViewModificationStatus = myView->ModificationState();
- return Standard_True;
-}
-
-// =======================================================================
-// function : Source
-// purpose : Returns shader source combined with prefix
-// =======================================================================
-TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
-{
- static const TCollection_AsciiString aVersion = "#version 140";
-
- if (myPrefix.IsEmpty())
- {
- return aVersion + "\n" + mySource;
- }
-
- return aVersion + "\n" + myPrefix + "\n" + mySource;
-}
-
-// =======================================================================
-// function : Load
-// purpose : Loads shader source from specified files
-// =======================================================================
-void OpenGl_Workspace::ShaderSource::Load (
- const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
-{
- mySource.Clear();
-
- for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
- {
- OSD_File aFile (theFileNames[anIndex]);
-
- Standard_ASSERT_RETURN (aFile.Exists(),
- "Error: Failed to find shader source file", /* none */);
-
- aFile.Open (OSD_ReadOnly, OSD_Protection());
-
- TCollection_AsciiString aSource;
-
- Standard_ASSERT_RETURN (aFile.IsOpen(),
- "Error: Failed to open shader source file", /* none */);
-
- aFile.Read (aSource, (Standard_Integer) aFile.Size());
-
- if (!aSource.IsEmpty())
- {
- mySource += TCollection_AsciiString ("\n") + aSource;
- }
-
- aFile.Close();
- }
-}
-
-// =======================================================================
-// function : LoadShader
-// purpose : Creates new shader object with specified source
-// =======================================================================
-Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
-{
- Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
-
- if (!aShader->Create (myGlContext))
- {
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
- (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
-
- aShader->Release (myGlContext.operator->());
-
- return Handle(OpenGl_ShaderObject)();
- }
-
- if (!aShader->LoadSource (myGlContext, theSource.Source()))
- {
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
- (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
-
- aShader->Release (myGlContext.operator->());
-
- return Handle(OpenGl_ShaderObject)();
- }
-
- TCollection_AsciiString aBuildLog;
-
- if (!aShader->Compile (myGlContext))
- {
- aShader->FetchInfoLog (myGlContext, aBuildLog);
-
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
- (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
-
- aShader->Release (myGlContext.operator->());
-
- return Handle(OpenGl_ShaderObject)();
- }
- else if (myGlContext->caps->glslWarnings)
- {
- aShader->FetchInfoLog (myGlContext, aBuildLog);
-
- if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
- {
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
- "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
- }
- }
-
- return aShader;
-}
-
-// =======================================================================
-// function : SafeFailBack
-// purpose : Performs safe exit when shaders initialization fails
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
-{
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
-
- myComputeInitStatus = OpenGl_RT_FAIL;
-
- ReleaseRaytraceResources();
-
- return Standard_False;
-}
-
-// =======================================================================
-// function : GenerateShaderPrefix
-// purpose : Generates shader prefix based on current ray-tracing options
-// =======================================================================
-TCollection_AsciiString OpenGl_Workspace::GenerateShaderPrefix()
-{
- TCollection_AsciiString aPrefixString =
- TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
- TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
-
- if (myRaytraceParameters.TransparentShadows)
- {
- aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
- }
-
- // If OpenGL driver supports bindless textures
- // activate texturing in ray-tracing mode
- if (myGlContext->arbTexBindless != NULL)
- {
- aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
- TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
- }
-
- return aPrefixString;
-}
-
-// =======================================================================
-// function : InitRaytraceResources
-// purpose : Initializes OpenGL/GLSL shader programs
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
-{
- if (myComputeInitStatus == OpenGl_RT_FAIL)
- {
- return Standard_False;
- }
-
- Standard_Boolean aToRebuildShaders = Standard_False;
-
- if (myComputeInitStatus == OpenGl_RT_INIT)
- {
- if (!myIsRaytraceDataValid)
- return Standard_True;
-
- const Standard_Integer aRequiredStackSize =
- myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
-
- if (myRaytraceParameters.StackSize < aRequiredStackSize)
- {
- myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
-
- aToRebuildShaders = Standard_True;
- }
- else
- {
- if (aRequiredStackSize < myRaytraceParameters.StackSize)
- {
- if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
- {
- myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
- aToRebuildShaders = Standard_True;
- }
- }
- }
-
- if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
- {
- myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
- aToRebuildShaders = Standard_True;
- }
-
- if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
- {
- myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
- aToRebuildShaders = Standard_True;
- }
-
- if (aToRebuildShaders)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
-#endif
-
- // Change state to force update all uniforms
- ++myViewModificationStatus;
-
- TCollection_AsciiString aPrefixString = GenerateShaderPrefix();
-
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
-#endif
-
- myRaytraceShaderSource.SetPrefix (aPrefixString);
- myPostFSAAShaderSource.SetPrefix (aPrefixString);
-
- if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
- || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
- {
- return SafeFailBack ("Failed to load source into ray-tracing fragment shaders");
- }
-
- if (!myRaytraceShader->Compile (myGlContext)
- || !myPostFSAAShader->Compile (myGlContext))
- {
- return SafeFailBack ("Failed to compile ray-tracing fragment shaders");
- }
-
- myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
- myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
- if (!myRaytraceProgram->Link (myGlContext)
- || !myPostFSAAProgram->Link (myGlContext))
- {
- return SafeFailBack ("Failed to initialize vertex attributes for ray-tracing program");
- }
- }
- }
-
- if (myComputeInitStatus == OpenGl_RT_NONE)
- {
- if (!myGlContext->IsGlGreaterEqual (3, 1))
- {
- return SafeFailBack ("Ray-tracing requires OpenGL 3.1 and higher");
- }
- else if (!myGlContext->arbTboRGB32)
- {
- return SafeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension");
- }
-
- myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
-
- TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
-
- if (aFolder.IsEmpty())
- {
- return SafeFailBack ("Failed to locate shaders directory");
- }
-
- if (myIsRaytraceDataValid)
- {
- myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
- myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
- }
-
- TCollection_AsciiString aPrefixString = GenerateShaderPrefix();
-
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
-#endif
-
- {
- Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
- ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
-
- if (aBasicVertShader.IsNull())
- {
- return SafeFailBack ("Failed to initialize ray-trace vertex shader");
- }
-
- TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
- aFolder + "/RaytraceRender.fs" };
-
- myRaytraceShaderSource.Load (aFiles, 2);
-
- myRaytraceShaderSource.SetPrefix (aPrefixString);
-
- myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
-
- if (myRaytraceShader.IsNull())
- {
- aBasicVertShader->Release (myGlContext.operator->());
-
- return SafeFailBack ("Failed to initialize ray-trace fragment shader");
- }
-
- myRaytraceProgram = new OpenGl_ShaderProgram;
-
- if (!myRaytraceProgram->Create (myGlContext))
- {
- aBasicVertShader->Release (myGlContext.operator->());
-
- return SafeFailBack ("Failed to create ray-trace shader program");
- }
-
- if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
- || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
- {
- aBasicVertShader->Release (myGlContext.operator->());
-
- return SafeFailBack ("Failed to attach ray-trace shader objects");
- }
-
- myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
-
- TCollection_AsciiString aLinkLog;
-
- if (!myRaytraceProgram->Link (myGlContext))
- {
- myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog);
-
- return SafeFailBack (TCollection_ExtendedString (
- "Failed to link ray-trace shader program:\n") + aLinkLog);
- }
- else if (myGlContext->caps->glslWarnings)
- {
- myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog);
-
- if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
- {
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
- "Ray-trace shader program was linked with following warnings:\n") + aLinkLog;
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
- }
- }
- }
-
- {
- Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
- ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
-
- if (aBasicVertShader.IsNull())
- {
- return SafeFailBack ("Failed to initialize FSAA vertex shader");
- }
-
- TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
- aFolder + "/RaytraceSmooth.fs" };
-
- myPostFSAAShaderSource.Load (aFiles, 2);
-
- myPostFSAAShaderSource.SetPrefix (aPrefixString);
-
- myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
-
- if (myPostFSAAShader.IsNull())
- {
- aBasicVertShader->Release (myGlContext.operator->());
-
- return SafeFailBack ("Failed to initialize FSAA fragment shader");
- }
-
- myPostFSAAProgram = new OpenGl_ShaderProgram;
-
- if (!myPostFSAAProgram->Create (myGlContext))
- {
- aBasicVertShader->Release (myGlContext.operator->());
-
- return SafeFailBack ("Failed to create FSAA shader program");
- }
-
- if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
- || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
- {
- aBasicVertShader->Release (myGlContext.operator->());
-
- return SafeFailBack ("Failed to attach FSAA shader objects");
- }
-
- myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
-
- TCollection_AsciiString aLinkLog;
-
- if (!myPostFSAAProgram->Link (myGlContext))
- {
- myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog);
-
- return SafeFailBack (TCollection_ExtendedString (
- "Failed to link FSAA shader program:\n") + aLinkLog);
- }
- else if (myGlContext->caps->glslWarnings)
- {
- myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog);
-
- if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
- {
- const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
- "FSAA shader program was linked with following warnings:\n") + aLinkLog;
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
- }
- }
- }
- }
-
- if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
- {
- for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
- {
- Handle(OpenGl_ShaderProgram)& aShaderProgram =
- (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
-
- myGlContext->BindProgram (aShaderProgram);
-
- aShaderProgram->SetSampler (myGlContext,
- "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
-
- aShaderProgram->SetSampler (myGlContext,
- "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
- aShaderProgram->SetSampler (myGlContext,
- "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
-
- if (anIndex == 1)
- {
- aShaderProgram->SetSampler (myGlContext,
- "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
- }
-
- myUniformLocations[anIndex][OpenGl_RT_aPosition] =
- aShaderProgram->GetAttributeLocation (myGlContext, "occVertex");
-
- myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
- aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
- myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
- aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
- myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
- aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
- myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
- aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
- myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
- aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
- myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
- aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
- myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
- aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
- myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
- aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
- myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
- aShaderProgram->GetUniformLocation (myGlContext, "uUnviewMat");
-
- myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
- aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
- myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
- aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
- myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
- aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
- myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
- aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
-
- myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
- aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
- myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
- aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
- myUniformLocations[anIndex][OpenGl_RT_uSamples] =
- aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
- myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
- aShaderProgram->GetUniformLocation (myGlContext, "uWinSizeX");
- myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
- aShaderProgram->GetUniformLocation (myGlContext, "uWinSizeY");
-
- myUniformLocations[anIndex][OpenGl_RT_uTextures] =
- aShaderProgram->GetUniformLocation (myGlContext, "uTextureSamplers");
-
- myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
- aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
- myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
- aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
- myUniformLocations[anIndex][OpenGl_RT_uEnvMapEnable] =
- aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
- }
-
- myGlContext->BindProgram (NULL);
- }
-
- if (myComputeInitStatus != OpenGl_RT_NONE)
- {
- return myComputeInitStatus == OpenGl_RT_INIT;
- }
-
- if (myRaytraceFBO1.IsNull())
- {
- myRaytraceFBO1 = new OpenGl_FrameBuffer;
- }
-
- if (myRaytraceFBO2.IsNull())
- {
- myRaytraceFBO2 = new OpenGl_FrameBuffer;
- }
-
- const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
- -1.f, 1.f, 0.f,
- 1.f, 1.f, 0.f,
- 1.f, 1.f, 0.f,
- 1.f, -1.f, 0.f,
- -1.f, -1.f, 0.f };
-
- myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
-
- myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : NullifyResource
-// purpose :
-// =======================================================================
-inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
- Handle(OpenGl_Resource)& theResource)
-{
- if (!theResource.IsNull())
- {
- theResource->Release (theContext.operator->());
- theResource.Nullify();
- }
-}
-
-// =======================================================================
-// function : ReleaseRaytraceResources
-// purpose : Releases OpenGL/GLSL shader programs
-// =======================================================================
-void OpenGl_Workspace::ReleaseRaytraceResources()
-{
- NullifyResource (myGlContext, myOpenGlFBO);
- NullifyResource (myGlContext, myRaytraceFBO1);
- NullifyResource (myGlContext, myRaytraceFBO2);
-
- NullifyResource (myGlContext, myRaytraceShader);
- NullifyResource (myGlContext, myPostFSAAShader);
-
- NullifyResource (myGlContext, myRaytraceProgram);
- NullifyResource (myGlContext, myPostFSAAProgram);
-
- NullifyResource (myGlContext, mySceneNodeInfoTexture);
- NullifyResource (myGlContext, mySceneMinPointTexture);
- NullifyResource (myGlContext, mySceneMaxPointTexture);
-
- NullifyResource (myGlContext, myGeometryVertexTexture);
- NullifyResource (myGlContext, myGeometryNormalTexture);
- NullifyResource (myGlContext, myGeometryTexCrdTexture);
- NullifyResource (myGlContext, myGeometryTriangTexture);
- NullifyResource (myGlContext, mySceneTransformTexture);
-
- NullifyResource (myGlContext, myRaytraceLightSrcTexture);
- NullifyResource (myGlContext, myRaytraceMaterialTexture);
-
- if (myRaytraceScreenQuad.IsValid())
- myRaytraceScreenQuad.Release (myGlContext.operator->());
-}
-
-// =======================================================================
-// function : UploadRaytraceData
-// purpose : Uploads ray-trace data to the GPU
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
-{
- if (!myGlContext->IsGlGreaterEqual (3, 1))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
-#endif
- return Standard_False;
- }
-
- /////////////////////////////////////////////////////////////////////////////
- // Prepare OpenGL textures
-
- if (myGlContext->arbTexBindless != NULL)
- {
- // If OpenGL driver supports bindless textures we need
- // to get unique 64- bit handles for using on the GPU
- if (!myRaytraceGeometry.UpdateTextureHandles (myGlContext))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- /////////////////////////////////////////////////////////////////////////////
- // Create OpenGL BVH buffers
-
- if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
- {
- mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
- mySceneMinPointTexture = new OpenGl_TextureBufferArb;
- mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
- mySceneTransformTexture = new OpenGl_TextureBufferArb;
-
- if (!mySceneNodeInfoTexture->Create (myGlContext)
- || !mySceneMinPointTexture->Create (myGlContext)
- || !mySceneMaxPointTexture->Create (myGlContext)
- || !mySceneTransformTexture->Create (myGlContext))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- if (myGeometryVertexTexture.IsNull()) // create geometry buffers
- {
- myGeometryVertexTexture = new OpenGl_TextureBufferArb;
- myGeometryNormalTexture = new OpenGl_TextureBufferArb;
- myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
- myGeometryTriangTexture = new OpenGl_TextureBufferArb;
-
- if (!myGeometryVertexTexture->Create (myGlContext)
- || !myGeometryNormalTexture->Create (myGlContext)
- || !myGeometryTexCrdTexture->Create (myGlContext)
- || !myGeometryTriangTexture->Create (myGlContext))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- if (myRaytraceMaterialTexture.IsNull()) // create material buffer
- {
- myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
-
- if (!myRaytraceMaterialTexture->Create (myGlContext))
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to create buffers for material data" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- /////////////////////////////////////////////////////////////////////////////
- // Write transform buffer
-
- BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
-
- bool aResult = true;
-
- for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
- {
- OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
- myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
-
- const BVH_Transform<Standard_ShortReal, 4>* aTransform =
- dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
-
- Standard_ASSERT_RETURN (aTransform != NULL,
- "OpenGl_TriangleSet does not contain transform", Standard_False);
-
- aNodeTransforms[anElemIndex] = aTransform->Inversed();
- }
-
- aResult &= mySceneTransformTexture->Init (myGlContext, 4,
- myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
-
- delete [] aNodeTransforms;
-
- /////////////////////////////////////////////////////////////////////////////
- // Write geometry and bottom-level BVH buffers
-
- Standard_Size aTotalVerticesNb = 0;
- Standard_Size aTotalElementsNb = 0;
- Standard_Size aTotalBVHNodesNb = 0;
-
- for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
- {
- OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
- myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
-
- Standard_ASSERT_RETURN (aTriangleSet != NULL,
- "Error: Failed to get triangulation of OpenGL element", Standard_False);
-
- aTotalVerticesNb += aTriangleSet->Vertices.size();
- aTotalElementsNb += aTriangleSet->Elements.size();
-
- Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
- "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
-
- aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
- }
-
- aTotalBVHNodesNb += myRaytraceGeometry.BVH()->NodeInfoBuffer().size();
-
- if (aTotalBVHNodesNb != 0)
- {
- aResult &= mySceneNodeInfoTexture->Init (
- myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
- aResult &= mySceneMinPointTexture->Init (
- myGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
- aResult &= mySceneMaxPointTexture->Init (
- myGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
- }
-
- if (!aResult)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
-#endif
- return Standard_False;
- }
-
- if (aTotalElementsNb != 0)
- {
- aResult &= myGeometryTriangTexture->Init (
- myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
- }
-
- if (aTotalVerticesNb != 0)
- {
- aResult &= myGeometryVertexTexture->Init (
- myGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
- aResult &= myGeometryNormalTexture->Init (
- myGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
- aResult &= myGeometryTexCrdTexture->Init (
- myGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
- }
-
- if (!aResult)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
-#endif
- return Standard_False;
- }
-
- const NCollection_Handle<BVH_Tree<Standard_ShortReal, 3> >& aBVH = myRaytraceGeometry.BVH();
- const Standard_Integer aBvhLength = aBVH->Length();
- if (aBvhLength > 0)
- {
- aResult &= mySceneNodeInfoTexture->SubData (myGlContext, 0, aBVH->Length(),
- reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
- aResult &= mySceneMinPointTexture->SubData (myGlContext, 0, aBVH->Length(),
- reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
- aResult &= mySceneMaxPointTexture->SubData (myGlContext, 0, aBVH->Length(),
- reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
- }
-
- for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
- {
- if (!aBVH->IsOuter (aNodeIdx))
- continue;
-
- OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
-
- Standard_ASSERT_RETURN (aTriangleSet != NULL,
- "Error: Failed to get triangulation of OpenGL element", Standard_False);
-
- Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
-
- Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
- "Error: Failed to get offset for bottom-level BVH", Standard_False);
-
- const Standard_Integer aBvhBuffersSize = aTriangleSet->BVH()->Length();
-
- if (aBvhBuffersSize != 0)
- {
- aResult &= mySceneNodeInfoTexture->SubData (myGlContext, aBVHOffset, aBvhBuffersSize,
- reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
- aResult &= mySceneMinPointTexture->SubData (myGlContext, aBVHOffset, aBvhBuffersSize,
- reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
- aResult &= mySceneMaxPointTexture->SubData (myGlContext, aBVHOffset, aBvhBuffersSize,
- reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
- if (!aResult)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
-
- Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
- "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
-
- if (!aTriangleSet->Vertices.empty())
- {
- aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
- reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
- aResult &= myGeometryTexCrdTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->TexCrds.size()),
- reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
- aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
- reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
- }
-
- const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
-
- Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
- "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
-
- if (!aTriangleSet->Elements.empty())
- {
- aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
- reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
- }
-
- if (!aResult)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- /////////////////////////////////////////////////////////////////////////////
- // Write material buffer
-
- if (myRaytraceGeometry.Materials.size() != 0)
- {
- aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4,
- GLsizei (myRaytraceGeometry.Materials.size() * 11), myRaytraceGeometry.Materials.front().Packed());
-
- if (!aResult)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Error: Failed to upload material buffer" << std::endl;
-#endif
- return Standard_False;
- }
- }
-
- myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
-
-#ifdef RAY_TRACE_PRINT_INFO
-
- Standard_ShortReal aMemUsed = 0.f;
-
- for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
- {
- OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
- myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
-
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
-
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
- aMemUsed += static_cast<Standard_ShortReal> (
- aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
- }
-
- aMemUsed += static_cast<Standard_ShortReal> (
- myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
- aMemUsed += static_cast<Standard_ShortReal> (
- myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
- aMemUsed += static_cast<Standard_ShortReal> (
- myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
-
- std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
-
-#endif
-
- return aResult;
-}
-
-// =======================================================================
-// function : ResizeRaytraceBuffers
-// purpose : Resizes OpenGL frame buffers
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
- const Standard_Integer theSizeY)
-{
- if (myRaytraceFBO1->GetVPSizeX() != theSizeX
- || myRaytraceFBO1->GetVPSizeY() != theSizeY)
- {
- myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
- myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
- }
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : UpdateCamera
-// purpose : Generates viewing rays for corners of screen quad
-// =======================================================================
-void OpenGl_Workspace::UpdateCamera (const OpenGl_Mat4& theOrientation,
- const OpenGl_Mat4& theViewMapping,
- OpenGl_Vec3 theOrigins[4],
- OpenGl_Vec3 theDirects[4],
- OpenGl_Mat4& theInvModelProj)
-{
- // compute inverse model-view-projection matrix
- (theViewMapping * theOrientation).Inverted (theInvModelProj);
-
- Standard_Integer aOriginIndex = 0;
- Standard_Integer aDirectIndex = 0;
-
- for (Standard_Integer aY = -1; aY <= 1; aY += 2)
- {
- for (Standard_Integer aX = -1; aX <= 1; aX += 2)
- {
- OpenGl_Vec4 aOrigin (GLfloat(aX),
- GLfloat(aY),
- -1.0f,
- 1.0f);
-
- aOrigin = theInvModelProj * aOrigin;
-
- aOrigin.x() = aOrigin.x() / aOrigin.w();
- aOrigin.y() = aOrigin.y() / aOrigin.w();
- aOrigin.z() = aOrigin.z() / aOrigin.w();
-
- OpenGl_Vec4 aDirect (GLfloat(aX),
- GLfloat(aY),
- 1.0f,
- 1.0f);
-
- aDirect = theInvModelProj * aDirect;
-
- aDirect.x() = aDirect.x() / aDirect.w();
- aDirect.y() = aDirect.y() / aDirect.w();
- aDirect.z() = aDirect.z() / aDirect.w();
-
- aDirect = aDirect - aOrigin;
-
- GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
- aDirect.y() * aDirect.y() +
- aDirect.z() * aDirect.z());
-
- theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
- static_cast<GLfloat> (aOrigin.y()),
- static_cast<GLfloat> (aOrigin.z()));
-
- theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
- static_cast<GLfloat> (aDirect.y() * aInvLen),
- static_cast<GLfloat> (aDirect.z() * aInvLen));
- }
- }
-}
-
-// =======================================================================
-// function : SetUniformState
-// purpose : Sets uniform state for the given ray-tracing shader program
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::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)
-{
- if (theRaytraceProgram.IsNull())
- {
- return Standard_False;
- }
-
- Standard_Integer aLightSourceBufferSize =
- static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
-
- Standard_Boolean aResult = Standard_True;
-
- // Set camera state
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uOriginLB], theOrigins[0]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uOriginRB], theOrigins[1]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uOriginLT], theOrigins[2]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uOriginRT], theOrigins[3]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uDirectLB], theDirects[0]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uDirectRB], theDirects[1]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uDirectLT], theDirects[2]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uDirectRT], theDirects[3]);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uUnviewMat], theUnviewMat);
-
- // Set window size
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uWinSizeX], theSizeX);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uWinSizeY], theSizeY);
-
- // Set scene parameters
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uLightCount], aLightSourceBufferSize);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
-
- // Set rendering options
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
- aResult &= theRaytraceProgram->SetUniform (myGlContext,
- myUniformLocations[theProgramIndex][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
-
- // Set array of 64-bit texture handles
- if (myGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
- {
- aResult &= theRaytraceProgram->SetUniform (myGlContext, "uTextureSamplers",
- static_cast<GLsizei> (myRaytraceGeometry.TextureHandles().size()), &myRaytraceGeometry.TextureHandles()[0]);
- }
-
- if (!aResult)
- {
-#ifdef RAY_TRACE_PRINT_INFO
- std::cout << "Info: Not all uniforms were detected (for program " << theProgramIndex << ")" << std::endl;
-#endif
- }
-
- return aResult;
-}
-
-// =======================================================================
-// function : RunRaytraceShaders
-// purpose : Runs ray-tracing shader programs
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::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)
-{
- mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
- mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
- mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
- myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
- myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
- myGeometryTexCrdTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
- myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
- mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
- myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
- myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
-
- myOpenGlFBO->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
- myOpenGlFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
-
- if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
- {
- myRaytraceFBO1->BindBuffer (myGlContext);
-
- glDisable (GL_BLEND);
- }
-
- myGlContext->BindProgram (myRaytraceProgram);
-
- SetUniformState (theCView,
- theSizeX,
- theSizeY,
- theOrigins,
- theDirects,
- theUnviewMat,
- 0, // ID of RT program
- myRaytraceProgram);
-
- myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
- {
- myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
- myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
- }
- myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
-
- if (!theCView.RenderParams.IsAntialiasingEnabled)
- {
- myGlContext->BindProgram (NULL);
-
- myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
- myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
- mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
- mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
- mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
- myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
- myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
- myGeometryTexCrdTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
- myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
- mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
- myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
- myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
-
- myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
-
- return Standard_True;
- }
-
- myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
-
- myGlContext->BindProgram (myPostFSAAProgram);
-
- SetUniformState (theCView,
- theSizeX,
- theSizeY,
- theOrigins,
- theDirects,
- theUnviewMat,
- 1, // ID of FSAA program
- myPostFSAAProgram);
-
- myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
- myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-
- // Perform multi-pass adaptive FSAA using ping-pong technique.
- // We use 'FLIPTRI' sampling pattern changing for every pixel
- // (3 additional samples per pixel, the 1st sample is already
- // available from initial ray-traced image).
- for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
- {
- GLfloat aOffsetX = 1.f / theSizeX;
- GLfloat aOffsetY = 1.f / theSizeY;
-
- if (anIt == 1)
- {
- aOffsetX *= -0.55f;
- aOffsetY *= 0.55f;
- }
- else if (anIt == 2)
- {
- aOffsetX *= 0.00f;
- aOffsetY *= -0.55f;
- }
- else if (anIt == 3)
- {
- aOffsetX *= 0.55f;
- aOffsetY *= 0.00f;
- }
-
- myPostFSAAProgram->SetUniform (myGlContext,
- myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
- myPostFSAAProgram->SetUniform (myGlContext,
- myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
- myPostFSAAProgram->SetUniform (myGlContext,
- myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
-
- Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
-
- if (anIt == 3) // disable FBO on last iteration
- {
- glEnable (GL_BLEND);
-
- if (theFrameBuffer != NULL)
- theFrameBuffer->BindBuffer (myGlContext);
- }
- else
- {
- aFramebuffer->BindBuffer (myGlContext);
- }
-
- myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
-
- if (anIt != 3) // set input for the next pass
- {
- aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
- aFramebuffer->UnbindBuffer (myGlContext);
- }
- }
-
- myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
-
- myGlContext->BindProgram (NULL);
- myRaytraceFBO1->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
- myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
- myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
- mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
- mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
- mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
- myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
- myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
- myGeometryTexCrdTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
- myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
- mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
- myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
- myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
-
- myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
-
- return Standard_True;
-}
-
-// =======================================================================
-// function : Raytrace
-// purpose : Redraws the window using OpenGL/GLSL ray-tracing
-// =======================================================================
-Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
- const Standard_Integer theSizeX,
- const Standard_Integer theSizeY,
- const Aspect_CLayer2d& theCOverLayer,
- const Aspect_CLayer2d& theCUnderLayer,
- OpenGl_FrameBuffer* theFrameBuffer)
-{
- if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
- return Standard_False;
-
- if (!UpdateRaytraceEnvironmentMap())
- return Standard_False;
-
- // Get model-view and projection matrices
- OpenGl_Mat4 aOrientationMatrix;
- OpenGl_Mat4 aViewMappingMatrix;
-
- myView->GetMatrices (aOrientationMatrix,
- aViewMappingMatrix);
-
- OpenGl_Mat4 aInvOrientationMatrix;
- aOrientationMatrix.Inverted (aInvOrientationMatrix);
-
- if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
- return Standard_False;
-
- OpenGl_Vec3 aOrigins[4];
- OpenGl_Vec3 aDirects[4];
- OpenGl_Mat4 anUnviewMat;
-
- UpdateCamera (aOrientationMatrix,
- aViewMappingMatrix,
- aOrigins,
- aDirects,
- anUnviewMat);
-
- Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
- Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
-
- glDisable (GL_DEPTH_TEST);
-
- if (theFrameBuffer != NULL)
- {
- theFrameBuffer->BindBuffer (myGlContext);
- }
-
- if (NamedStatus & OPENGL_NS_WHITEBACK)
- {
- glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
- }
- else
- {
- glClearColor (myBgColor.rgb[0],
- myBgColor.rgb[1],
- myBgColor.rgb[2],
- 1.0f);
- }
-
- glClear (GL_COLOR_BUFFER_BIT);
-
- myView->DrawBackground (this);
-
- myView->RedrawLayer2d (myPrintContext, this, theCView, theCUnderLayer);
-
- myGlContext->WorldViewState.Push();
- myGlContext->ProjectionState.Push();
-
- myGlContext->WorldViewState.SetIdentity();
- myGlContext->ProjectionState.SetIdentity();
-
- myGlContext->ApplyProjectionMatrix();
- myGlContext->ApplyWorldViewMatrix();
-
- glEnable (GL_BLEND);
- glBlendFunc (GL_ONE, GL_SRC_ALPHA);
-
- // Generate ray-traced image
- if (myIsRaytraceDataValid)
- {
- myRaytraceScreenQuad.Bind (myGlContext);
-
- if (!myRaytraceGeometry.AcquireTextures (myGlContext))
- {
- const TCollection_ExtendedString aMessage = "Error: Failed to acquire OpenGL image textures";
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, aMessage);
- }
-
- RunRaytraceShaders (theCView,
- theSizeX,
- theSizeY,
- aOrigins,
- aDirects,
- anUnviewMat,
- theFrameBuffer);
-
- if (!myRaytraceGeometry.ReleaseTextures (myGlContext))
- {
- const TCollection_ExtendedString aMessage = "Error: Failed to release OpenGL image textures";
-
- myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, aMessage);
- }
-
- myRaytraceScreenQuad.Unbind (myGlContext);
- }
-
- if (!wasBlendingEnabled)
- glDisable (GL_BLEND);
-
- if (wasDepthTestEnabled)
- glEnable (GL_DEPTH_TEST);
-
- myGlContext->WorldViewState.Pop();
- myGlContext->ProjectionState.Pop();
-
- myGlContext->ApplyProjectionMatrix();
-
- // Redraw trihedron
- myView->RedrawTrihedron (this);
-
- // Redraw overlay
- const int aMode = 0;
- DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
- myView->RedrawLayer2d (myPrintContext, this, theCView, theCOverLayer);
- DisplayCallback (theCView, aMode);
- return Standard_True;
-}
-
-IMPLEMENT_STANDARD_HANDLE(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
-
-// =======================================================================
-// function : CanRender
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
-{
- Standard_Boolean aPrevFilterResult = Standard_True;
- if (!myPrevRenderFilter.IsNull())
- {
- aPrevFilterResult = myPrevRenderFilter->CanRender(theElement);
- }
- return aPrevFilterResult &&
- !OpenGl_Raytrace::IsRaytracedElement (theElement);
-}