Move Ray-tracing core from OpenGl_Workspace to OpenGl_View.
This patch also contains a number of useful architectural changes.
v[1] > theVec.v[1] ? v[1] : theVec.v[1]);
}
+ //! Compute component-wise modulus of the vector.
+ NCollection_Vec2 cwiseAbs() const
+ {
+ return NCollection_Vec2 (std::abs (v[0]),
+ std::abs (v[1]));
+ }
+
+ //! Compute maximum component of the vector.
+ Element_t maxComp() const
+ {
+ return v[0] > v[1] ? v[0] : v[1];
+ }
+
+ //! Compute minimum component of the vector.
+ Element_t minComp() const
+ {
+ return v[0] < v[1] ? v[0] : v[1];
+ }
+
//! Compute per-component multiplication by scale factor.
NCollection_Vec2& operator*= (const Element_t theFactor)
{
v[2] > theVec.v[2] ? v[2] : theVec.v[2]);
}
+ //! Compute component-wise modulus of the vector.
+ NCollection_Vec3 cwiseAbs() const
+ {
+ return NCollection_Vec3 (std::abs (v[0]),
+ std::abs (v[1]),
+ std::abs (v[2]));
+ }
+
+ //! Compute maximum component of the vector.
+ Element_t maxComp() const
+ {
+ return v[0] > v[1] ? (v[0] > v[2] ? v[0] : v[2])
+ : (v[1] > v[2] ? v[1] : v[2]);
+ }
+
+ //! Compute minimum component of the vector.
+ Element_t minComp() const
+ {
+ return v[0] < v[1] ? (v[0] < v[2] ? v[0] : v[2])
+ : (v[1] < v[2] ? v[1] : v[2]);
+ }
+
//! Compute per-component division by scale factor.
NCollection_Vec3& operator/= (const Element_t theInvFactor)
{
v[3] > theVec.v[3] ? v[3] : theVec.v[3]);
}
+ //! Compute component-wise modulus of the vector.
+ NCollection_Vec4 cwiseAbs() const
+ {
+ return NCollection_Vec4 (std::abs (v[0]),
+ std::abs (v[1]),
+ std::abs (v[2]),
+ std::abs (v[3]));
+ }
+
+ //! Compute maximum component of the vector.
+ Element_t maxComp() const
+ {
+ const Element_t aMax1 = v[0] > v[1] ? v[0] : v[1];
+ const Element_t aMax2 = v[2] > v[3] ? v[2] : v[3];
+
+ return aMax1 > aMax2 ? aMax1 : aMax2;
+ }
+
+ //! Compute minimum component of the vector.
+ Element_t minComp() const
+ {
+ const Element_t aMin1 = v[0] < v[1] ? v[0] : v[1];
+ const Element_t aMin2 = v[2] < v[3] ? v[2] : v[3];
+
+ return aMin1 < aMin2 ? aMin1 : aMin2;
+ }
+
//! Compute per-component division by scale factor.
NCollection_Vec4& operator/= (const Element_t theInvFactor)
{
OpenGl_GlCore44.hxx
OpenGl_LayerList.cxx
OpenGl_LayerList.hxx
+OpenGl_LayerFilter.hxx
OpenGl_IndexBuffer.hxx
OpenGl_IndexBuffer.cxx
OpenGl_Layer.cxx
Handle_OpenGl_ShaderManager.hxx
OpenGl_SceneGeometry.hxx
OpenGl_SceneGeometry.cxx
-OpenGl_Workspace_Raytrace.cxx
+OpenGl_View_Raytrace.cxx
OpenGl_Flipper.hxx
OpenGl_Flipper.cxx
OpenGl_BVHTreeSelector.hxx
--- /dev/null
+// Created on: 2015-03-20
+// Created by: Denis BOGOLEPOV
+// Copyright (c) 2012-2014 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.
+
+#ifndef _OpenGl_LayerFilter_H__
+#define _OpenGl_LayerFilter_H__
+
+//! Tool object to specify processed OpenGL layers.
+enum OpenGl_LayerFilter
+{
+ OpenGl_LF_All, //!< process all layers
+ OpenGl_LF_Upper, //!< process only top layers
+ OpenGl_LF_Bottom, //!< process only bottom layer
+ OpenGl_LF_Default //!< process only default layer
+};
+
+#endif //_OpenGl_LayerFilter_H__
//purpose :
//=======================================================================
void OpenGl_LayerList::Render (const Handle(OpenGl_Workspace)& theWorkspace,
- const Standard_Boolean theToDrawImmediate) const
+ const Standard_Boolean theToDrawImmediate,
+ const OpenGl_LayerFilter theLayersToProcess) const
{
OpenGl_GlobalLayerSettings aDefaultSettings;
aCtx->core11fwd->glGetIntegerv (GL_DEPTH_FUNC, &aDefaultSettings.DepthFunc);
aCtx->core11fwd->glGetBooleanv (GL_DEPTH_WRITEMASK, &aDefaultSettings.DepthMask);
- Standard_Integer aSeqId = myLayers.Lower();
+ Standard_Integer aSeqId = myLayers.Lower(), aMainId = myLayerIds.Find (Graphic3d_ZLayerId_Default);
for (OpenGl_SequenceOfLayers::Iterator anIts (myLayers); anIts.More(); anIts.Next(), ++aSeqId)
{
+ if (theLayersToProcess == OpenGl_LF_Bottom)
+ {
+ if (aSeqId >= aMainId) continue;
+ }
+ else if (theLayersToProcess == OpenGl_LF_Upper)
+ {
+ if (aSeqId <= aMainId) continue;
+ }
+ else if (theLayersToProcess == OpenGl_LF_Default)
+ {
+ if (aSeqId != aMainId) continue;
+ }
+
const OpenGl_Layer& aLayer = anIts.Value();
if (aLayer.NbStructures() < 1)
{
#define _OpenGl_LayerList_Header
#include <OpenGl_Layer.hxx>
+#include <OpenGl_LayerFilter.hxx>
#include <InterfaceGraphic_telem.hxx>
//! Render this element
void Render (const Handle(OpenGl_Workspace)& theWorkspace,
- const Standard_Boolean theToDrawImmediate) const;
+ const Standard_Boolean theToDrawImmediate,
+ const OpenGl_LayerFilter theLayersToProcess) const;
//! Returns the set of OpenGL Z-layers.
const OpenGl_SequenceOfLayers& Layers() const { return myLayers; }
//! Wrapper for OpenGL program object.
class OpenGl_ShaderProgram : public OpenGl_Resource
{
- friend class OpenGl_Workspace;
+ friend class OpenGl_View;
public:
myModelViewState (0),
myStateCounter (theCounter),
myLastLightSourceState (0, 0),
- myModificationState (1), // initial state
myTextureParams (new OpenGl_AspectFace()),
myBgGradientArray (new OpenGl_BackgroundArray (Graphic3d_TOB_GRADIENT)),
- myBgTextureArray (new OpenGl_BackgroundArray (Graphic3d_TOB_TEXTURE))
+ myBgTextureArray (new OpenGl_BackgroundArray (Graphic3d_TOB_TEXTURE)),
+ // ray-tracing fields initialization
+ myRaytraceInitStatus (OpenGl_RT_NONE),
+ myIsRaytraceDataValid (Standard_False),
+ myIsRaytraceWarnTextures (Standard_False),
+ myToUpdateEnvironmentMap (Standard_False),
+ myLayersModificationStatus (0)
{
myCurrLightSourceState = myStateCounter->Increment();
}
{
myBgTextureArray->Release (theCtx.operator->());
}
+
+ releaseRaytraceResources (theCtx);
}
void OpenGl_View::SetTextureEnv (const Handle(OpenGl_Context)& theCtx,
if (!anImage.IsNull())
myTextureEnv->Init (theCtx, *anImage.operator->(), theTexture->Type());
- myModificationState++;
+ myToUpdateEnvironmentMap = Standard_True;
}
void OpenGl_View::SetSurfaceDetail (const Visual3d_TypeOfSurfaceDetail theMode)
{
mySurfaceDetail = theMode;
- myModificationState++;
+ myToUpdateEnvironmentMap = Standard_True;
}
// =======================================================================
|| myZLayers.NbImmediateStructures() != 0;
}
- //! Returns modification state for ray-tracing.
- Standard_Size ModificationState() const { return myModificationState; }
-
protected:
void RenderStructs (const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
const Standard_Boolean theToDrawImmediate);
+
void RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
- const Handle(OpenGl_Workspace) &theWorkspace,
+ const Handle(OpenGl_Workspace)& theWorkspace,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCLayer);
+
void RedrawTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
//! Redraw contents of model scene: clipping planes,
//! matrices supplied by 3d view.
void RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
const Standard_Boolean theToDrawImmediate);
Handle(OpenGl_LineAttributes) myLineAttribs;
//! Is needed for selection of overlapping objects and storage of the current view volume
OpenGl_BVHTreeSelector myBVHSelector;
- Standard_Size myModificationState;
-
protected: //! @name Background parameters
OpenGl_AspectFace* myTextureParams; //!< Stores texture and its parameters for textured background
OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
OpenGl_BackgroundArray* myBgTextureArray; //!< Primitive array for texture background
+protected: //! @name data types related to ray-tracing
+
+ //! Result of OpenGL shaders initialization.
+ enum RaytraceInitStatus
+ {
+ OpenGl_RT_NONE,
+ OpenGl_RT_INIT,
+ OpenGl_RT_FAIL
+ };
+
+ //! Describes update mode (state).
+ enum RaytraceUpdateMode
+ {
+ OpenGl_GUM_CHECK, //!< check geometry state
+ OpenGl_GUM_PREPARE, //!< collect unchanged objects
+ OpenGl_GUM_REBUILD //!< rebuild changed and new objects
+ };
+
+ //! Defines frequently used shader variables.
+ enum ShaderVariableIndex
+ {
+ OpenGl_RT_aPosition,
+
+ OpenGl_RT_uOriginLT,
+ OpenGl_RT_uOriginLB,
+ OpenGl_RT_uOriginRT,
+ OpenGl_RT_uOriginRB,
+ OpenGl_RT_uDirectLT,
+ OpenGl_RT_uDirectLB,
+ OpenGl_RT_uDirectRT,
+ OpenGl_RT_uDirectRB,
+ OpenGl_RT_uUnviewMat,
+
+ OpenGl_RT_uSceneRad,
+ OpenGl_RT_uSceneEps,
+ OpenGl_RT_uLightAmbnt,
+ OpenGl_RT_uLightCount,
+
+ OpenGl_RT_uShadEnabled,
+ OpenGl_RT_uReflEnabled,
+ OpenGl_RT_uEnvMapEnable,
+
+ OpenGl_RT_uOffsetX,
+ OpenGl_RT_uOffsetY,
+ OpenGl_RT_uSamples,
+ OpenGl_RT_uWinSizeX,
+ OpenGl_RT_uWinSizeY,
+
+ OpenGl_RT_uTextures,
+
+ OpenGl_RT_NbVariables // special field
+ };
+
+ //! Defines texture samplers.
+ enum ShaderSamplerNames
+ {
+ OpenGl_RT_SceneNodeInfoTexture = 0,
+ OpenGl_RT_SceneMinPointTexture = 1,
+ OpenGl_RT_SceneMaxPointTexture = 2,
+ OpenGl_RT_SceneTransformTexture = 3,
+
+ OpenGl_RT_GeometryVertexTexture = 4,
+ OpenGl_RT_GeometryNormalTexture = 5,
+ OpenGl_RT_GeometryTexCrdTexture = 6,
+ OpenGl_RT_GeometryTriangTexture = 7,
+
+ OpenGl_RT_EnvironmentMapTexture = 8,
+
+ OpenGl_RT_RaytraceMaterialTexture = 9,
+ OpenGl_RT_RaytraceLightSrcTexture = 10,
+
+ OpenGl_RT_FSAAInputTexture = 11,
+
+ OpenGl_RT_OpenGlColorTexture = 12,
+ OpenGl_RT_OpenGlDepthTexture = 13
+ };
+
+ //! Tool class for management of shader sources.
+ class ShaderSource
+ {
+ public:
+
+ //! Creates new uninitialized shader source.
+ ShaderSource()
+ {
+ //
+ }
+
+ //! Creates new shader source from specified file.
+ ShaderSource (const TCollection_AsciiString& theFileName)
+ {
+ Load (&theFileName, 1);
+ }
+
+ public:
+
+ //! Returns prefix to insert before the source.
+ const TCollection_AsciiString& Prefix() const
+ {
+ return myPrefix;
+ }
+
+ //! Sets prefix to insert before the source.
+ void SetPrefix (const TCollection_AsciiString& thePrefix)
+ {
+ myPrefix = thePrefix;
+ }
+
+ //! Returns shader source combined with prefix.
+ TCollection_AsciiString Source() const;
+
+ //! Loads shader source from specified files.
+ void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount);
+
+ private:
+
+ TCollection_AsciiString mySource; //!< Source string of the shader object
+ TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
+
+ };
+
+ //! Default ray-tracing depth.
+ static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 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 NbBounces;
+
+ //! Sets light propagation through transparent media.
+ Standard_Boolean TransparentShadows;
+
+ //! Creates default compile-time ray-tracing parameters.
+ RaytracingParams()
+ : StackSize (THE_DEFAULT_STACK_SIZE),
+ NbBounces (THE_DEFAULT_NB_BOUNCES),
+ TransparentShadows (Standard_False)
+ {
+ //
+ }
+ };
+
+protected: //! @name methods related to ray-tracing
+
+ //! Updates 3D scene geometry for ray-tracing.
+ Standard_Boolean updateRaytraceGeometry (const RaytraceUpdateMode theMode,
+ const Standard_Integer theViewId,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Updates 3D scene light sources for ray-tracing.
+ Standard_Boolean updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext);
+
+ //! Updates environment map for ray-tracing.
+ Standard_Boolean updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Checks to see if the OpenGL structure is modified.
+ Standard_Boolean toUpdateStructure (const OpenGl_Structure* theStructure);
+
+ //! Adds OpenGL structure to ray-traced scene geometry.
+ Standard_Boolean addRaytraceStructure (const OpenGl_Structure* theStructure,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Adds OpenGL groups to ray-traced scene geometry.
+ Standard_Boolean addRaytraceGroups (const OpenGl_Structure* theStructure,
+ const Standard_Integer theStructMat,
+ const Standard_ShortReal* theTransform,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Creates ray-tracing material properties.
+ OpenGl_RaytraceMaterial convertMaterial (const OpenGl_AspectFace* theAspect,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Adds OpenGL primitive array to ray-traced scene geometry.
+ OpenGl_TriangleSet* addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
+ const Standard_Integer theMatID,
+ const OpenGl_Mat4* theTrans);
+
+ //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const OpenGl_PrimitiveArray& theArray);
+
+ //! Adds OpenGL triangle array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL triangle fan array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL triangle strip array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL quadrangle array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
+ Standard_Boolean addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Adds OpenGL polygon array to ray-traced scene geometry.
+ Standard_Boolean addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices);
+
+ //! Uploads ray-trace data to the GPU.
+ Standard_Boolean uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Generates shader prefix based on current ray-tracing options.
+ TCollection_AsciiString generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const;
+
+ //! Performs safe exit when shaders initialization fails.
+ Standard_Boolean safeFailBack (const TCollection_ExtendedString& theMessage,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Loads and compiles shader object from specified source.
+ Handle(OpenGl_ShaderObject) initShader (const GLenum theType,
+ const ShaderSource& theSource,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Initializes OpenGL/GLSL shader programs.
+ Standard_Boolean initRaytraceResources (const Graphic3d_CView& theCView,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Releases OpenGL/GLSL shader programs.
+ void releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Resizes OpenGL frame buffers.
+ Standard_Boolean resizeRaytraceBuffers (const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Generates viewing rays for corners of screen quad.
+ void updateCamera (const OpenGl_Mat4& theOrientation,
+ const OpenGl_Mat4& theViewMapping,
+ OpenGl_Vec3* theOrigins,
+ OpenGl_Vec3* theDirects,
+ OpenGl_Mat4& theUnView);
+
+ //! Binds ray-trace textures to corresponding texture units.
+ void bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Unbinds ray-trace textures from corresponding texture unit.
+ void unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
+
+ //! Sets uniform state for the given ray-tracing shader program.
+ Standard_Boolean setUniformState (const Graphic3d_CView& theCView,
+ const OpenGl_Vec3* theOrigins,
+ const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theUnviewMat,
+ const Standard_Integer theProgramId,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Runs ray-tracing shader programs.
+ Standard_Boolean runRaytraceShaders (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const OpenGl_Vec3* theOrigins,
+ const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theUnviewMat,
+ OpenGl_FrameBuffer* theOutputFBO,
+ const Handle(OpenGl_Context)& theGlContext);
+
+ //! Redraws the window using OpenGL/GLSL ray-tracing.
+ Standard_Boolean raytrace (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ OpenGl_FrameBuffer* theOutputFBO,
+ const Handle(OpenGl_Context)& theGlContext);
+
+protected: //! @name fields related to ray-tracing
+
+ //! Result of shaders initialization.
+ RaytraceInitStatus myRaytraceInitStatus;
+
+ //! Is geometry data valid?
+ Standard_Boolean myIsRaytraceDataValid;
+
+ //! Warning about missing extension GL_ARB_bindless_texture has been displayed?
+ Standard_Boolean myIsRaytraceWarnTextures;
+
+ //! 3D scene geometry data for ray-tracing.
+ OpenGl_RaytraceGeometry myRaytraceGeometry;
+
+ //! Compile-time ray-tracing parameters.
+ RaytracingParams myRaytraceParameters;
+
+ //! Radius of bounding sphere of the scene.
+ Standard_ShortReal myRaytraceSceneRadius;
+ //! Scene epsilon to prevent self-intersections.
+ Standard_ShortReal myRaytraceSceneEpsilon;
+
+ //! OpenGL/GLSL source of ray-tracing fragment shader.
+ ShaderSource myRaytraceShaderSource;
+ //! OpenGL/GLSL source of adaptive-AA fragment shader.
+ ShaderSource myPostFSAAShaderSource;
+
+ //! OpenGL/GLSL ray-tracing fragment shader.
+ Handle(OpenGl_ShaderObject) myRaytraceShader;
+ //! OpenGL/GLSL adaptive-AA fragment shader.
+ Handle(OpenGl_ShaderObject) myPostFSAAShader;
+
+ //! OpenGL/GLSL ray-tracing shader program.
+ Handle(OpenGl_ShaderProgram) myRaytraceProgram;
+ //! OpenGL/GLSL adaptive-AA shader program.
+ Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
+
+ //! Texture buffer of data records of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
+ //! Texture buffer of minimum points of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
+ //! Texture buffer of maximum points of bottom-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
+ //! Texture buffer of transformations of high-level BVH nodes.
+ Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
+
+ //! Texture buffer of vertex coords.
+ Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
+ //! Texture buffer of vertex normals.
+ Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
+ //! Texture buffer of vertex UV coords.
+ Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
+ //! Texture buffer of triangle indices.
+ Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
+
+ //! Texture buffer of material properties.
+ Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture;
+ //! Texture buffer of light source properties.
+ Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture;
+
+ //! 1st framebuffer (FBO) to perform adaptive FSAA.
+ Handle(OpenGl_FrameBuffer) myRaytraceFBO1;
+ //! 2nd framebuffer (FBO) to perform adaptive FSAA.
+ Handle(OpenGl_FrameBuffer) myRaytraceFBO2;
+ //! Framebuffer (FBO) for preliminary OpenGL output.
+ Handle(OpenGl_FrameBuffer) myOpenGlFBO;
+
+ //! Vertex buffer (VBO) for drawing dummy quad.
+ OpenGl_VertexBuffer myRaytraceScreenQuad;
+
+ //! Cached locations of frequently used uniform variables.
+ Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
+
+ //! 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;
+
+ //! Graphical ray-tracing filter to filter out all raytracable structures.
+ Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
+
+ //! Marks if environment map should be updated.
+ Standard_Boolean myToUpdateEnvironmentMap;
+
+ //! State of OpenGL layer list.
+ Standard_Size myLayersModificationStatus;
+
public:
DEFINE_STANDARD_ALLOC
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_Structure.hxx>
+#include <OpenGl_ArbFBO.hxx>
#define EPSI 0.0001
aCtx->ProjectionState.Pop();
aCtx->ApplyProjectionMatrix();
- if (theWorkspace->UseZBuffer() && theWorkspace->ToRedrawGL())
+ if (theWorkspace->UseZBuffer())
{
aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
}
// ====================================
// Render background
- if (theWorkspace->ToRedrawGL()
- && !theToDrawImmediate)
+ if (!theToDrawImmediate)
{
DrawBackground (theWorkspace);
}
{
// single-pass monographic rendering
// redraw scene with normal orientation and projection
- RedrawScene (thePrintContext, theWorkspace, theToDrawImmediate);
+ RedrawScene (thePrintContext, theWorkspace, theCView, theToDrawImmediate);
}
else
{
aContext->ApplyProjectionMatrix();
// redraw left Eye
- RedrawScene (thePrintContext, theWorkspace, theToDrawImmediate);
+ RedrawScene (thePrintContext, theWorkspace, theCView, theToDrawImmediate);
// reset depth buffer of first rendering pass
if (theWorkspace->UseDepthTest())
aContext->ApplyProjectionMatrix();
// redraw right Eye
- RedrawScene (thePrintContext, theWorkspace, theToDrawImmediate);
+ RedrawScene (thePrintContext, theWorkspace, theCView, theToDrawImmediate);
// switch back to monographic rendering
aContext->SetDrawBufferMono();
}
// Render trihedron
- if (theWorkspace->ToRedrawGL()
- && !theToDrawImmediate)
+ if (!theToDrawImmediate)
{
RedrawTrihedron (theWorkspace);
//ExecuteViewDisplay
void OpenGl_View::RenderStructs (const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
const Standard_Boolean theToDrawImmediate)
{
if ( myZLayers.NbStructures() <= 0 )
}
}
- myZLayers.Render (theWorkspace, theToDrawImmediate);
+ Standard_Boolean toRenderGL = theToDrawImmediate ||
+ theCView.RenderParams.Method != Graphic3d_RM_RAYTRACING || myRaytraceInitStatus == OpenGl_RT_FAIL;
+
+ if (!toRenderGL)
+ {
+ toRenderGL = !initRaytraceResources (theCView, aCtx) ||
+ !updateRaytraceGeometry (OpenGl_GUM_CHECK, theWorkspace->ActiveViewId(), aCtx);
+
+ OpenGl_FrameBuffer* anOutputFBO = NULL;
+
+ if (theWorkspace->ResultFBO()->IsValid())
+ {
+ anOutputFBO = theWorkspace->ResultFBO().operator->();
+ }
+ else if (theCView.ptrFBO != NULL)
+ {
+ anOutputFBO = (OpenGl_FrameBuffer* )theCView.ptrFBO;
+ }
+ else
+ {
+ //toRenderGL = Standard_True; // failed to get valid FBO
+ }
+
+ if (!toRenderGL && myIsRaytraceDataValid)
+ {
+ const Standard_Integer aSizeX = anOutputFBO != NULL ?
+ anOutputFBO->GetVPSizeX() : theWorkspace->Width();
+ const Standard_Integer aSizeY = anOutputFBO != NULL ?
+ anOutputFBO->GetVPSizeY() : theWorkspace->Height();
+
+ if (myOpenGlFBO.IsNull())
+ myOpenGlFBO = new OpenGl_FrameBuffer;
+
+ if (myOpenGlFBO->GetVPSizeX() != aSizeX
+ || myOpenGlFBO->GetVPSizeY() != aSizeY)
+ {
+ myOpenGlFBO->Init (aCtx, aSizeX, aSizeY);
+ }
+
+ if (myRaytraceFilter.IsNull())
+ myRaytraceFilter = new OpenGl_RaytraceFilter;
+
+ myRaytraceFilter->SetPrevRenderFilter (theWorkspace->GetRenderFilter());
+
+ if (anOutputFBO != NULL)
+ anOutputFBO->UnbindBuffer (aCtx);
+
+ // Prepare preliminary OpenGL output
+ if (aCtx->arbFBOBlit != NULL)
+ {
+ // Render bottom OSD layer
+ myZLayers.Render (theWorkspace, theToDrawImmediate, OpenGl_LF_Bottom);
+
+ theWorkspace->SetRenderFilter (myRaytraceFilter);
+ {
+ if (anOutputFBO != NULL)
+ {
+ anOutputFBO->BindReadBuffer (aCtx);
+ }
+ else
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_READ_FRAMEBUFFER, 0);
+ }
+
+ myOpenGlFBO->BindDrawBuffer (aCtx);
+
+ aCtx->arbFBOBlit->glBlitFramebuffer (0, 0, aSizeX, aSizeY,
+ 0, 0, aSizeX, aSizeY,
+ GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
+ GL_NEAREST);
+
+ // Render non-polygonal elements in default layer
+ myZLayers.Render (theWorkspace, theToDrawImmediate, OpenGl_LF_Default);
+ }
+ theWorkspace->SetRenderFilter (myRaytraceFilter->PrevRenderFilter());
+ }
+
+ if (anOutputFBO != NULL)
+ {
+ anOutputFBO->BindBuffer (aCtx);
+ }
+ else
+ {
+ aCtx->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, 0);
+ }
+
+ // Ray-tracing polygonal primitive arrays
+ raytrace (theCView, aSizeX, aSizeY, anOutputFBO, aCtx);
+
+ // Render upper (top and topmost) OpenGL layers
+ myZLayers.Render (theWorkspace, theToDrawImmediate, OpenGl_LF_Upper);
+ }
+ }
+
+ // Redraw 3D scene using OpenGL in standard
+ // mode or in case of ray-tracing failure
+ if (toRenderGL)
+ {
+ myZLayers.Render (theWorkspace, theToDrawImmediate, OpenGl_LF_All);
+
+ // Set flag that scene was redrawn by standard pipeline
+ theCView.WasRedrawnGL = Standard_True;
+ }
}
/*----------------------------------------------------------------------*/
void OpenGl_View::RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Handle(OpenGl_Workspace)& theWorkspace,
+ const Graphic3d_CView& theCView,
const Standard_Boolean theToDrawImmediate)
{
const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
theWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
theWorkspace->DisableTexture();
// Render the view
- RenderStructs (theWorkspace, theToDrawImmediate);
+ RenderStructs (theWorkspace, theCView, theToDrawImmediate);
break;
case Visual3d_TOD_ENVIRONMENT:
theWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
theWorkspace->EnableTexture (myTextureEnv);
// Render the view
- RenderStructs (theWorkspace, theToDrawImmediate);
+ RenderStructs (theWorkspace, theCView, theToDrawImmediate);
theWorkspace->DisableTexture();
break;
// First pass
theWorkspace->NamedStatus &= ~OPENGL_NS_FORBIDSETTEX;
// Render the view
- RenderStructs (theWorkspace, theToDrawImmediate);
+ RenderStructs (theWorkspace, theCView, theToDrawImmediate);
theWorkspace->DisableTexture();
// Second pass
theWorkspace->NamedStatus |= OPENGL_NS_FORBIDSETTEX;
// Render the view
- RenderStructs (theWorkspace, theToDrawImmediate);
+ RenderStructs (theWorkspace, theCView, theToDrawImmediate);
theWorkspace->DisableTexture();
// Restore properties back
--- /dev/null
+// Created on: 2015-02-20
+// Created by: Denis BOGOLEPOV
+// Copyright (c) 2015 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 <Graphic3d_TextureParams.hxx>
+
+#include <OpenGl_FrameBuffer.hxx>
+#include <OpenGl_PrimitiveArray.hxx>
+#include <OpenGl_VertexBuffer.hxx>
+#include <OpenGl_View.hxx>
+
+#include <OSD_Protection.hxx>
+#include <OSD_File.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_View::updateRaytraceGeometry (const RaytraceUpdateMode theMode,
+ const Standard_Integer theViewId,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ // In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for
+ // modifications. This is light-weight procedure performed on each frame
+ if (theMode == OpenGl_GUM_CHECK)
+ {
+ if (myLayersModificationStatus != myZLayers.ModificationState())
+ {
+ return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
+ }
+ }
+ 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 to store all currently visible OpenGL primitive arrays
+ // applicable for ray-tracing
+ std::set<Standard_Size> anArrayIDs;
+
+ const OpenGl_Layer& aLayer = myZLayers.Layer (Graphic3d_ZLayerId_Default);
+
+ if (aLayer.NbStructures() != 0)
+ {
+ 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 (toUpdateStructure (aStructure))
+ {
+ return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
+ }
+ }
+ else if (theMode == OpenGl_GUM_PREPARE)
+ {
+ if (!aStructure->IsRaytracable() || !aStructure->IsVisible())
+ {
+ continue;
+ }
+ else if (!aStructure->ViewAffinity.IsNull() && !aStructure->ViewAffinity->IsVisible (theViewId))
+ {
+ continue;
+ }
+
+ for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
+ {
+ // Extract OpenGL elements from the group (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)
+ {
+ anArrayIDs.insert (aPrimArray->GetUID());
+ }
+ }
+ }
+ }
+ else if (theMode == OpenGl_GUM_REBUILD)
+ {
+ if (!aStructure->IsRaytracable())
+ {
+ continue;
+ }
+ else if (addRaytraceStructure (aStructure, theGlContext))
+ {
+ anElements.insert (aStructure); // structure was processed
+ }
+ }
+ }
+ }
+ }
+
+ if (theMode == OpenGl_GUM_PREPARE)
+ {
+ BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
+
+ // Filter out unchanged objects so only their transformations and materials
+ // will be updated (and newly added objects will be processed from scratch)
+ for (Standard_Integer anObjIdx = 0; anObjIdx < myRaytraceGeometry.Size(); ++anObjIdx)
+ {
+ OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
+ myRaytraceGeometry.Objects().ChangeValue (anObjIdx).operator->());
+
+ if (aTriangleSet == NULL)
+ {
+ continue;
+ }
+
+ if (anArrayIDs.find (aTriangleSet->AssociatedPArrayID()) != anArrayIDs.end())
+ {
+ anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjIdx));
+
+ myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
+ }
+ }
+
+ myRaytraceGeometry.Objects() = anUnchangedObjects;
+
+ return updateRaytraceGeometry (OpenGl_GUM_REBUILD, theViewId, theGlContext);
+ }
+ else if (theMode == OpenGl_GUM_REBUILD)
+ {
+ // 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 = myZLayers.ModificationState();
+
+ // Rebuild two-level acceleration structure
+ myRaytraceGeometry.ProcessAcceleration();
+
+ myRaytraceSceneRadius = 2.f /* scale factor */ * std::max (
+ myRaytraceGeometry.Box().CornerMin().cwiseAbs().maxComp(),
+ myRaytraceGeometry.Box().CornerMax().cwiseAbs().maxComp());
+
+ const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
+
+ myRaytraceSceneEpsilon = Max (1.0e-6f, 1.0e-4f * aSize.Modulus());
+
+ return uploadRaytraceData (theGlContext);
+ }
+
+ return Standard_True;
+}
+
+// =======================================================================
+// function : ToUpdateStructure
+// purpose : Checks to see if the structure is modified
+// =======================================================================
+Standard_Boolean OpenGl_View::toUpdateStructure (const OpenGl_Structure* theStructure)
+{
+ if (!theStructure->IsRaytracable())
+ {
+ if (theStructure->ModificationState() > 0)
+ {
+ theStructure->ResetModificationState();
+
+ return Standard_True; // ray-trace element was removed - need to rebuild
+ }
+
+ return Standard_False; // did not contain ray-trace elements
+ }
+
+ 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 : BuildTextureTransform
+// purpose : Constructs texture transformation matrix
+// =======================================================================
+void BuildTextureTransform (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 : ConvertMaterial
+// purpose : Creates ray-tracing material properties
+// =======================================================================
+OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ OpenGl_RaytraceMaterial theMaterial;
+
+ const OPENGL_SURF_PROP& aProperties = theAspect->IntFront();
+
+ theMaterial.Ambient = BVH_Vec4f (
+ (aProperties.isphysic ? aProperties.ambcol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.amb,
+ (aProperties.isphysic ? aProperties.ambcol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.amb,
+ (aProperties.isphysic ? aProperties.ambcol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.amb,
+ 1.f);
+
+ theMaterial.Diffuse = BVH_Vec4f (
+ (aProperties.isphysic ? aProperties.difcol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.diff,
+ (aProperties.isphysic ? aProperties.difcol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.diff,
+ (aProperties.isphysic ? aProperties.difcol.rgb[2] : aProperties.matcol.rgb[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);
+
+ theMaterial.Emission = BVH_Vec4f (
+ (aProperties.isphysic ? aProperties.emscol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.emsv,
+ (aProperties.isphysic ? aProperties.emscol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.emsv,
+ (aProperties.isphysic ? aProperties.emscol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.emsv,
+ 1.f);
+
+ theMaterial.Transparency = BVH_Vec4f (aProperties.trans,
+ 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 (theGlContext->arbTexBindless != NULL)
+ {
+ BuildTextureTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
+
+ // write texture ID in the w-component
+ theMaterial.Diffuse.w() = static_cast<Standard_ShortReal> (
+ myRaytraceGeometry.AddTexture (theAspect->TextureRes (theGlContext)));
+ }
+ else if (!myIsRaytraceWarnTextures)
+ {
+ const TCollection_ExtendedString aWarnMessage =
+ "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
+ "Please try to update graphics card driver. At the moment textures will be ignored.";
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aWarnMessage);
+
+ myIsRaytraceWarnTextures = Standard_True;
+ }
+ }
+
+ return theMaterial;
+}
+
+// =======================================================================
+// function : AddRaytraceStructure
+// purpose : Adds OpenGL structure to ray-traced scene geometry
+// =======================================================================
+Standard_Boolean OpenGl_View::addRaytraceStructure (const OpenGl_Structure* theStructure,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ 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 = convertMaterial (theStructure->AspectFace(), theGlContext);
+
+ myRaytraceGeometry.Materials.push_back (aStructMaterial);
+ }
+
+ Standard_ShortReal aStructTransform[16];
+
+ if (theStructure->Transformation()->mat != NULL)
+ {
+ 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];
+ }
+ }
+ }
+
+ Standard_Boolean aResult = addRaytraceGroups (theStructure, aStructMatID,
+ theStructure->Transformation()->mat ? aStructTransform : NULL, theGlContext);
+
+ // Process all connected OpenGL structures
+ for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
+ {
+ if (anIts.Value()->IsRaytracable())
+ {
+ aResult &= addRaytraceGroups (anIts.Value(), aStructMatID,
+ theStructure->Transformation()->mat ? aStructTransform : NULL, theGlContext);
+ }
+ }
+
+ myStructureStates[theStructure] = theStructure->ModificationState();
+
+ return aResult;
+}
+
+// =======================================================================
+// function : AddRaytraceGroups
+// purpose : Adds OpenGL groups to ray-traced scene geometry
+// =======================================================================
+Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
+ const Standard_Integer theStructMat,
+ const Standard_ShortReal* theTransform,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ 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 = convertMaterial (
+ aGroupIter.Value()->AspectFace(), theGlContext);
+
+ myRaytraceGeometry.Materials.push_back (aGroupMaterial);
+ }
+
+ Standard_Integer aMatID = aGroupMatID < 0 ? theStructMat : 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 = convertMaterial (anAspect, theGlContext);
+
+ 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_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
+ const Standard_Integer theMaterial,
+ const OpenGl_Mat4* theTransform)
+{
+ const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
+ const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
+ const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
+
+ if (theArray->DrawMode() < GL_TRIANGLES
+ #ifndef GL_ES_VERSION_2_0
+ || theArray->DrawMode() > GL_POLYGON
+ #else
+ || theArray->DrawMode() > GL_TRIANGLE_FAN
+ #endif
+ || anAttribs.IsNull())
+ {
+ return NULL;
+ }
+
+ 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 Standard_ShortReal* aCoords =
+ reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
+
+ aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 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())
+ {
+ for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
+ {
+ const Standard_Integer aVertNum = aBounds->Bounds[aBound];
+
+ if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
+ {
+ delete aSet;
+ return NULL;
+ }
+
+ aBoundStart += aVertNum;
+ }
+ }
+ else
+ {
+ const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
+
+ if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
+ {
+ 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_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const OpenGl_PrimitiveArray& theArray)
+{
+ switch (theArray.DrawMode())
+ {
+ case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
+ case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
+ case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
+ #if !defined(GL_ES_VERSION_2_0)
+ case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
+ case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
+ case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
+ #endif
+ }
+
+ return Standard_False;
+}
+
+// =======================================================================
+// function : AddRaytraceTriangleArray
+// purpose : Adds OpenGL triangle array to ray-traced scene geometry
+// =======================================================================
+Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices)
+{
+ 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_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices)
+{
+ 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_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices)
+{
+ 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_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices)
+{
+ 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_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices)
+{
+ 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_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
+ const Standard_Integer theMatID,
+ const Standard_Integer theCount,
+ const Standard_Integer theOffset,
+ const Handle(Graphic3d_IndexBuffer)& theIndices)
+{
+ 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 : Source
+// purpose : Returns shader source combined with prefix
+// =======================================================================
+TCollection_AsciiString OpenGl_View::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_View::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 : GenerateShaderPrefix
+// purpose : Generates shader prefix based on current ray-tracing options
+// =======================================================================
+TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
+{
+ 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 (theGlContext->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 : SafeFailBack
+// purpose : Performs safe exit when shaders initialization fails
+// =======================================================================
+Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
+
+ myRaytraceInitStatus = OpenGl_RT_FAIL;
+
+ releaseRaytraceResources (theGlContext);
+
+ return Standard_False;
+}
+
+// =======================================================================
+// function : InitShader
+// purpose : Creates new shader object with specified source
+// =======================================================================
+Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
+ const ShaderSource& theSource,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
+
+ if (!aShader->Create (theGlContext))
+ {
+ const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
+ (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
+
+ aShader->Release (theGlContext.operator->());
+
+ return Handle(OpenGl_ShaderObject)();
+ }
+
+ if (!aShader->LoadSource (theGlContext, theSource.Source()))
+ {
+ const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
+ (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
+
+ aShader->Release (theGlContext.operator->());
+
+ return Handle(OpenGl_ShaderObject)();
+ }
+
+ TCollection_AsciiString aBuildLog;
+
+ if (!aShader->Compile (theGlContext))
+ {
+ aShader->FetchInfoLog (theGlContext, aBuildLog);
+
+ const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
+ (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
+
+ aShader->Release (theGlContext.operator->());
+
+ return Handle(OpenGl_ShaderObject)();
+ }
+ else if (theGlContext->caps->glslWarnings)
+ {
+ aShader->FetchInfoLog (theGlContext, 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;
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
+ }
+ }
+
+ return aShader;
+}
+
+// =======================================================================
+// function : InitRaytraceResources
+// purpose : Initializes OpenGL/GLSL shader programs
+// =======================================================================
+Standard_Boolean OpenGl_View::initRaytraceResources (const Graphic3d_CView& theCView, const Handle(OpenGl_Context)& theGlContext)
+{
+ if (myRaytraceInitStatus == OpenGl_RT_FAIL)
+ {
+ return Standard_False;
+ }
+
+ Standard_Boolean aToRebuildShaders = Standard_False;
+
+ if (myRaytraceInitStatus == 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
+ myToUpdateEnvironmentMap = Standard_True;
+
+ TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
+
+#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 (theGlContext, myRaytraceShaderSource.Source())
+ || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source()))
+ {
+ return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
+ }
+
+ if (!myRaytraceShader->Compile (theGlContext)
+ || !myPostFSAAShader->Compile (theGlContext))
+ {
+ return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
+ }
+
+ myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
+ myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
+ if (!myRaytraceProgram->Link (theGlContext)
+ || !myPostFSAAProgram->Link (theGlContext))
+ {
+ return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
+ }
+ }
+ }
+
+ if (myRaytraceInitStatus == OpenGl_RT_NONE)
+ {
+ if (!theGlContext->IsGlGreaterEqual (3, 1))
+ {
+ return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
+ }
+ else if (!theGlContext->arbTboRGB32)
+ {
+ return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
+ }
+ else if (!theGlContext->arbFBOBlit)
+ {
+ return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
+ }
+
+ myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
+
+ TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
+
+ if (aFolder.IsEmpty())
+ {
+ return safeFailBack ("Failed to locate shaders directory", theGlContext);
+ }
+
+ if (myIsRaytraceDataValid)
+ {
+ myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
+ myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
+ }
+
+ TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
+
+#ifdef RAY_TRACE_PRINT_INFO
+ std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
+#endif
+
+ {
+ Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (
+ GL_VERTEX_SHADER, ShaderSource (aFolder + "/RaytraceBase.vs"), theGlContext);
+
+ if (aBasicVertShader.IsNull())
+ {
+ return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
+ }
+
+ TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
+ aFolder + "/RaytraceRender.fs" };
+
+ myRaytraceShaderSource.Load (aFiles, 2);
+
+ myRaytraceShaderSource.SetPrefix (aPrefixString);
+
+ myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
+
+ if (myRaytraceShader.IsNull())
+ {
+ aBasicVertShader->Release (theGlContext.operator->());
+
+ return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
+ }
+
+ myRaytraceProgram = new OpenGl_ShaderProgram;
+
+ if (!myRaytraceProgram->Create (theGlContext))
+ {
+ aBasicVertShader->Release (theGlContext.operator->());
+
+ return safeFailBack ("Failed to create ray-trace shader program", theGlContext);
+ }
+
+ if (!myRaytraceProgram->AttachShader (theGlContext, aBasicVertShader)
+ || !myRaytraceProgram->AttachShader (theGlContext, myRaytraceShader))
+ {
+ aBasicVertShader->Release (theGlContext.operator->());
+
+ return safeFailBack ("Failed to attach ray-trace shader objects", theGlContext);
+ }
+
+ myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
+
+ TCollection_AsciiString aLinkLog;
+
+ if (!myRaytraceProgram->Link (theGlContext))
+ {
+ myRaytraceProgram->FetchInfoLog (theGlContext, aLinkLog);
+
+ return safeFailBack (TCollection_ExtendedString (
+ "Failed to link ray-trace shader program:\n") + aLinkLog, theGlContext);
+ }
+ else if (theGlContext->caps->glslWarnings)
+ {
+ myRaytraceProgram->FetchInfoLog (theGlContext, 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;
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
+ }
+ }
+ }
+
+ {
+ Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (
+ GL_VERTEX_SHADER, ShaderSource (aFolder + "/RaytraceBase.vs"), theGlContext);
+
+ if (aBasicVertShader.IsNull())
+ {
+ return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
+ }
+
+ TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
+ aFolder + "/RaytraceSmooth.fs" };
+
+ myPostFSAAShaderSource.Load (aFiles, 2);
+
+ myPostFSAAShaderSource.SetPrefix (aPrefixString);
+
+ myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
+
+ if (myPostFSAAShader.IsNull())
+ {
+ aBasicVertShader->Release (theGlContext.operator->());
+
+ return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
+ }
+
+ myPostFSAAProgram = new OpenGl_ShaderProgram;
+
+ if (!myPostFSAAProgram->Create (theGlContext))
+ {
+ aBasicVertShader->Release (theGlContext.operator->());
+
+ return safeFailBack ("Failed to create FSAA shader program", theGlContext);
+ }
+
+ if (!myPostFSAAProgram->AttachShader (theGlContext, aBasicVertShader)
+ || !myPostFSAAProgram->AttachShader (theGlContext, myPostFSAAShader))
+ {
+ aBasicVertShader->Release (theGlContext.operator->());
+
+ return safeFailBack ("Failed to attach FSAA shader objects", theGlContext);
+ }
+
+ myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
+
+ TCollection_AsciiString aLinkLog;
+
+ if (!myPostFSAAProgram->Link (theGlContext))
+ {
+ myPostFSAAProgram->FetchInfoLog (theGlContext, aLinkLog);
+
+ return safeFailBack (TCollection_ExtendedString (
+ "Failed to link FSAA shader program:\n") + aLinkLog, theGlContext);
+ }
+ else if (theGlContext->caps->glslWarnings)
+ {
+ myPostFSAAProgram->FetchInfoLog (theGlContext, 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;
+
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
+ GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
+ }
+ }
+ }
+ }
+
+ if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
+ {
+ for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
+ {
+ Handle(OpenGl_ShaderProgram)& aShaderProgram =
+ (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
+
+ theGlContext->BindProgram (aShaderProgram);
+
+ aShaderProgram->SetSampler (theGlContext,
+ "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
+
+ aShaderProgram->SetSampler (theGlContext,
+ "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
+ aShaderProgram->SetSampler (theGlContext,
+ "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
+
+ if (anIndex == 1)
+ {
+ aShaderProgram->SetSampler (theGlContext,
+ "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
+ }
+
+ myUniformLocations[anIndex][OpenGl_RT_aPosition] =
+ aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
+
+ myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
+ myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
+ myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
+ myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
+ myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
+ myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
+ myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
+ myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
+ myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
+
+ myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
+ myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
+ myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
+ myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
+
+ myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
+ myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
+ myUniformLocations[anIndex][OpenGl_RT_uSamples] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
+ myUniformLocations[anIndex][OpenGl_RT_uWinSizeX] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeX");
+ myUniformLocations[anIndex][OpenGl_RT_uWinSizeY] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uWinSizeY");
+
+ myUniformLocations[anIndex][OpenGl_RT_uTextures] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
+
+ myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnable");
+ myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uReflectionsEnable");
+ myUniformLocations[anIndex][OpenGl_RT_uEnvMapEnable] =
+ aShaderProgram->GetUniformLocation (theGlContext, "uEnvironmentEnable");
+ }
+
+ theGlContext->BindProgram (NULL);
+ }
+
+ if (myRaytraceInitStatus != OpenGl_RT_NONE)
+ {
+ return myRaytraceInitStatus == 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 (theGlContext, 3, 6, aVertices);
+
+ myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
+
+ return Standard_True;
+}
+
+// =======================================================================
+// function : NullifyResource
+// purpose :
+// =======================================================================
+inline void NullifyResource (const Handle(OpenGl_Context)& theGlContext,
+ Handle(OpenGl_Resource)& theResource)
+{
+ if (!theResource.IsNull())
+ {
+ theResource->Release (theGlContext.operator->());
+ theResource.Nullify();
+ }
+}
+
+// =======================================================================
+// function : ReleaseRaytraceResources
+// purpose : Releases OpenGL/GLSL shader programs
+// =======================================================================
+void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
+{
+ NullifyResource (theGlContext, myOpenGlFBO);
+ NullifyResource (theGlContext, myRaytraceFBO1);
+ NullifyResource (theGlContext, myRaytraceFBO2);
+
+ NullifyResource (theGlContext, myRaytraceShader);
+ NullifyResource (theGlContext, myPostFSAAShader);
+
+ NullifyResource (theGlContext, myRaytraceProgram);
+ NullifyResource (theGlContext, myPostFSAAProgram);
+
+ NullifyResource (theGlContext, mySceneNodeInfoTexture);
+ NullifyResource (theGlContext, mySceneMinPointTexture);
+ NullifyResource (theGlContext, mySceneMaxPointTexture);
+
+ NullifyResource (theGlContext, myGeometryVertexTexture);
+ NullifyResource (theGlContext, myGeometryNormalTexture);
+ NullifyResource (theGlContext, myGeometryTexCrdTexture);
+ NullifyResource (theGlContext, myGeometryTriangTexture);
+ NullifyResource (theGlContext, mySceneTransformTexture);
+
+ NullifyResource (theGlContext, myRaytraceLightSrcTexture);
+ NullifyResource (theGlContext, myRaytraceMaterialTexture);
+
+ if (myRaytraceScreenQuad.IsValid())
+ myRaytraceScreenQuad.Release (theGlContext.operator->());
+}
+
+// =======================================================================
+// function : ResizeRaytraceBuffers
+// purpose : Resizes OpenGL frame buffers
+// =======================================================================
+Standard_Boolean OpenGl_View::resizeRaytraceBuffers (const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ if (myRaytraceFBO1->GetVPSizeX() != theSizeX
+ || myRaytraceFBO1->GetVPSizeY() != theSizeY)
+ {
+ myRaytraceFBO1->Init (theGlContext, theSizeX, theSizeY);
+ myRaytraceFBO2->Init (theGlContext, theSizeX, theSizeY);
+ }
+
+ return Standard_True;
+}
+
+// =======================================================================
+// function : UpdateCamera
+// purpose : Generates viewing rays for corners of screen quad
+// =======================================================================
+void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
+ const OpenGl_Mat4& theViewMapping,
+ OpenGl_Vec3* theOrigins,
+ OpenGl_Vec3* theDirects,
+ OpenGl_Mat4& theUnview)
+{
+ // compute inverse model-view-projection matrix
+ (theViewMapping * theOrientation).Inverted (theUnview);
+
+ 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 = theUnview * 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 = theUnview * 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 : UploadRaytraceData
+// purpose : Uploads ray-trace data to the GPU
+// =======================================================================
+Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
+{
+ if (!theGlContext->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 (theGlContext->arbTexBindless != NULL)
+ {
+ // If OpenGL driver supports bindless textures we need
+ // to get unique 64- bit handles for using on the GPU
+ if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
+ {
+#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 (theGlContext)
+ || !mySceneMinPointTexture->Create (theGlContext)
+ || !mySceneMaxPointTexture->Create (theGlContext)
+ || !mySceneTransformTexture->Create (theGlContext))
+ {
+#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 (theGlContext)
+ || !myGeometryNormalTexture->Create (theGlContext)
+ || !myGeometryTexCrdTexture->Create (theGlContext)
+ || !myGeometryTriangTexture->Create (theGlContext))
+ {
+#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 (theGlContext))
+ {
+#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 (theGlContext, 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 (
+ theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
+ aResult &= mySceneMinPointTexture->Init (
+ theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
+ aResult &= mySceneMaxPointTexture->Init (
+ theGlContext, 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 (
+ theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
+ }
+
+ if (aTotalVerticesNb != 0)
+ {
+ aResult &= myGeometryVertexTexture->Init (
+ theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
+ aResult &= myGeometryNormalTexture->Init (
+ theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
+ aResult &= myGeometryTexCrdTexture->Init (
+ theGlContext, 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();
+
+ if (aBVH->Length() > 0)
+ {
+ aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
+ reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
+ aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
+ reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
+ aResult &= mySceneMaxPointTexture->SubData (theGlContext, 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 (theGlContext, aBVHOffset, aBvhBuffersSize,
+ reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
+ aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
+ reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
+ aResult &= mySceneMaxPointTexture->SubData (theGlContext, 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 (theGlContext, aVerticesOffset,
+ GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
+ aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
+ GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
+ aResult &= myGeometryVertexTexture->SubData (theGlContext, 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 (theGlContext, 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 (theGlContext, 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 : UpdateRaytraceLightSources
+// purpose : Updates 3D scene light sources for ray-tracing
+// =======================================================================
+Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
+{
+ myRaytraceGeometry.Sources.clear();
+
+ myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
+
+ for (OpenGl_ListOfLight::Iterator anItl (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 (theGlContext))
+ {
+#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 (theGlContext, 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_View::updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext)
+{
+ Standard_Boolean aResult = Standard_True;
+
+ if (!myToUpdateEnvironmentMap)
+ {
+ return aResult;
+ }
+
+ for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
+ {
+ const Handle(OpenGl_ShaderProgram)& aProgram =
+ anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
+
+ if (!aProgram.IsNull())
+ {
+ aResult &= theGlContext->BindProgram (aProgram);
+
+ if (!myTextureEnv.IsNull() && mySurfaceDetail != Visual3d_TOD_NONE)
+ {
+ myTextureEnv->Bind (theGlContext,
+ GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
+
+ aResult &= aProgram->SetUniform (theGlContext,
+ myUniformLocations[anIdx][OpenGl_RT_uEnvMapEnable], 1);
+ }
+ else
+ {
+ aResult &= aProgram->SetUniform (theGlContext,
+ myUniformLocations[anIdx][OpenGl_RT_uEnvMapEnable], 0);
+ }
+ }
+ }
+
+ myToUpdateEnvironmentMap = Standard_False;
+
+ theGlContext->BindProgram (NULL);
+
+ return aResult;
+}
+
+// =======================================================================
+// function : SetUniformState
+// purpose : Sets uniform state for the given ray-tracing shader program
+// =======================================================================
+Standard_Boolean OpenGl_View::setUniformState (const Graphic3d_CView& theCView,
+ const OpenGl_Vec3* theOrigins,
+ const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theUnviewMat,
+ const Standard_Integer theProgramId,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ Handle(OpenGl_ShaderProgram)& theProgram =
+ theProgramId == 0 ? myRaytraceProgram : myPostFSAAProgram;
+
+ if (theProgram.IsNull())
+ {
+ return Standard_False;
+ }
+
+ Standard_Boolean aResult = Standard_True;
+
+ const Standard_Integer aLightSourceBufferSize =
+ static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
+
+ // Set camera state
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], theOrigins[0]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], theOrigins[1]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], theOrigins[2]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], theOrigins[3]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], theDirects[0]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], theDirects[1]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], theDirects[2]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], theDirects[3]);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], theUnviewMat);
+
+ // Set scene parameters
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
+
+ // Set run-time rendering options
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
+ aResult &= theProgram->SetUniform (theGlContext,
+ myUniformLocations[theProgramId][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
+
+ // Set array of 64-bit texture handles
+ if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
+ {
+ aResult &= theProgram->SetUniform (theGlContext, "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 " << theProgramId << std::endl;
+#endif
+ }
+
+ return aResult;
+}
+
+// =======================================================================
+// function : BindRaytraceTextures
+// purpose : Binds ray-trace textures to corresponding texture units
+// =======================================================================
+void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
+{
+ mySceneMinPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
+ mySceneMaxPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
+ mySceneNodeInfoTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
+ myGeometryVertexTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
+ myGeometryNormalTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
+ myGeometryTexCrdTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
+ myGeometryTriangTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
+ mySceneTransformTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
+ myRaytraceMaterialTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
+ myRaytraceLightSrcTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
+
+ if (!myOpenGlFBO.IsNull())
+ {
+ myOpenGlFBO->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
+ myOpenGlFBO->DepthStencilTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
+ }
+}
+
+// =======================================================================
+// function : UnbindRaytraceTextures
+// purpose : Unbinds ray-trace textures from corresponding texture units
+// =======================================================================
+void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
+{
+ mySceneMinPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
+ mySceneMaxPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
+ mySceneNodeInfoTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
+ myGeometryVertexTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
+ myGeometryNormalTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
+ myGeometryTexCrdTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
+ myGeometryTriangTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
+ mySceneTransformTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
+ myRaytraceMaterialTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
+ myRaytraceLightSrcTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
+
+ if (!myOpenGlFBO.IsNull())
+ {
+ myOpenGlFBO->ColorTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
+ myOpenGlFBO->DepthStencilTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
+ }
+
+ theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
+}
+
+// =======================================================================
+// function : RunRaytraceShaders
+// purpose : Runs ray-tracing shader programs
+// =======================================================================
+Standard_Boolean OpenGl_View::runRaytraceShaders (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ const OpenGl_Vec3* theOrigins,
+ const OpenGl_Vec3* theDirects,
+ const OpenGl_Mat4& theUnviewMat,
+ OpenGl_FrameBuffer* theOutputFBO,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ bindRaytraceTextures (theGlContext);
+
+ if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
+ {
+ myRaytraceFBO1->BindBuffer (theGlContext);
+
+ glDisable (GL_BLEND);
+ }
+
+ Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
+
+ aResult &= setUniformState (theCView,
+ theOrigins,
+ theDirects,
+ theUnviewMat,
+ 0, // ID of RT program
+ theGlContext);
+
+ myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
+ {
+ if (aResult)
+ theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
+ }
+ myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
+
+ if (!theCView.RenderParams.IsAntialiasingEnabled || !aResult)
+ {
+ unbindRaytraceTextures (theGlContext);
+
+ theGlContext->BindProgram (NULL);
+
+ return aResult;
+ }
+
+ myRaytraceFBO1->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
+
+ aResult &= theGlContext->BindProgram (myPostFSAAProgram);
+
+ aResult &= setUniformState (theCView,
+ theOrigins,
+ theDirects,
+ theUnviewMat,
+ 1, // ID of FSAA program
+ theGlContext);
+
+ myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
+ {
+ // 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;
+ }
+
+ aResult &= myPostFSAAProgram->SetUniform (theGlContext,
+ myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
+ aResult &= myPostFSAAProgram->SetUniform (theGlContext,
+ myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
+ aResult &= myPostFSAAProgram->SetUniform (theGlContext,
+ 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 (theOutputFBO != NULL)
+ theOutputFBO->BindBuffer (theGlContext);
+ }
+ else
+ {
+ aFramebuffer->BindBuffer (theGlContext);
+ }
+
+ theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
+
+ if (anIt != 3) // set input for the next pass
+ {
+ aFramebuffer->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
+ }
+ }
+ }
+ myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
+
+ unbindRaytraceTextures (theGlContext);
+
+ theGlContext->BindProgram (NULL);
+
+ return aResult;
+}
+
+// =======================================================================
+// function : Raytrace
+// purpose : Redraws the window using OpenGL/GLSL ray-tracing
+// =======================================================================
+Standard_Boolean OpenGl_View::raytrace (const Graphic3d_CView& theCView,
+ const Standard_Integer theSizeX,
+ const Standard_Integer theSizeY,
+ OpenGl_FrameBuffer* theOutputFBO,
+ const Handle(OpenGl_Context)& theGlContext)
+{
+ if (!initRaytraceResources (theCView, theGlContext))
+ {
+ return Standard_False;
+ }
+
+ if (!resizeRaytraceBuffers (theSizeX, theSizeY, theGlContext))
+ {
+ return Standard_False;
+ }
+
+ if (!updateRaytraceEnvironmentMap (theGlContext))
+ {
+ return Standard_False;
+ }
+
+ // Get model-view and projection matrices
+ OpenGl_Mat4 aOrientationMatrix;
+ OpenGl_Mat4 aViewMappingMatrix;
+ OpenGl_Mat4 aInverOrientMatrix;
+
+ GetMatrices (aOrientationMatrix,
+ aViewMappingMatrix);
+
+ aOrientationMatrix.Inverted (aInverOrientMatrix);
+
+ if (!updateRaytraceLightSources (aInverOrientMatrix, theGlContext))
+ {
+ return Standard_False;
+ }
+
+ OpenGl_Vec3 aOrigins[4];
+ OpenGl_Vec3 aDirects[4];
+ OpenGl_Mat4 anUnviewMat;
+
+ updateCamera (aOrientationMatrix,
+ aViewMappingMatrix,
+ aOrigins,
+ aDirects,
+ anUnviewMat);
+
+ glEnable (GL_BLEND);
+ glDisable (GL_DEPTH_TEST);
+ glBlendFunc (GL_ONE, GL_SRC_ALPHA);
+
+ if (theOutputFBO != NULL)
+ {
+ theOutputFBO->BindBuffer (theGlContext);
+ }
+
+ // Generate ray-traced image
+ if (myIsRaytraceDataValid)
+ {
+ myRaytraceScreenQuad.Bind (theGlContext);
+
+ if (!myRaytraceGeometry.AcquireTextures (theGlContext))
+ {
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
+ 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to acquire OpenGL image textures");
+ }
+
+ Standard_Boolean aResult = runRaytraceShaders (theCView,
+ theSizeX,
+ theSizeY,
+ aOrigins,
+ aDirects,
+ anUnviewMat,
+ theOutputFBO,
+ theGlContext);
+
+ if (!aResult)
+ {
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
+ 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to execute ray-tracing shaders");
+ }
+
+ if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
+ {
+ theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
+ 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to release OpenGL image textures");
+ }
+
+ myRaytraceScreenQuad.Unbind (theGlContext);
+ }
+
+ glDisable (GL_BLEND);
+ glEnable (GL_DEPTH_TEST);
+
+ return Standard_True;
+}
\ No newline at end of file
NamedStatus (0),
HighlightColor (&THE_WHITE_COLOR),
//
- myComputeInitStatus (OpenGl_RT_NONE),
- myIsRaytraceDataValid (Standard_False),
- myIsRaytraceWarnTextures (Standard_False),
myHasFboBlit (Standard_True),
- myViewModificationStatus (0),
- myLayersModificationStatus (0),
//
- myRaytraceFilter (new OpenGl_RaytraceFilter()),
- myToRedrawGL (Standard_True),
myViewId (-1),
myAntiAliasingMode (3),
myTransientDrawToFront (Standard_True),
{
myFullScreenQuad.Release (myGlContext.operator->());
}
-
- ReleaseRaytraceResources();
}
// =======================================================================
else
{
myResultFBO->Release (myGlContext.operator->());
+ myResultFBO->ChangeViewport (0, 0);
}
- myToRedrawGL = Standard_True;
- if (theCView.RenderParams.Method == Graphic3d_RM_RAYTRACING
- && myComputeInitStatus != OpenGl_RT_FAIL)
+ // draw entire frame using normal OpenGL pipeline
+ if (myResultFBO->IsValid())
{
- if (InitRaytraceResources (theCView) && UpdateRaytraceGeometry (OpenGl_GUM_CHECK) && myIsRaytraceDataValid)
- {
- myToRedrawGL = Standard_False;
-
- // Only non-raytracable structures should be rendered in OpenGL mode.
- Handle(OpenGl_RenderFilter) aRenderFilter = GetRenderFilter();
- myRaytraceFilter->SetPrevRenderFilter (aRenderFilter);
- SetRenderFilter (myRaytraceFilter);
-
- if (myOpenGlFBO.IsNull())
- {
- myOpenGlFBO = new OpenGl_FrameBuffer();
- }
- if (myOpenGlFBO->GetVPSizeX() != aSizeX
- || myOpenGlFBO->GetVPSizeY() != aSizeY)
- {
- myOpenGlFBO->Init (myGlContext, aSizeX, aSizeY);
- }
-
- // OverLayer and UnderLayer shouldn't be drawn by OpenGL.
- // They will be drawn during ray-tracing.
- Aspect_CLayer2d anEmptyCLayer;
- anEmptyCLayer.ptrLayer = NULL;
-
- myOpenGlFBO->BindBuffer (myGlContext);
- redraw1 (theCView, anEmptyCLayer, anEmptyCLayer);
- myOpenGlFBO->UnbindBuffer (myGlContext);
-
- Raytrace (theCView, aSizeX, aSizeY,
- theCOverLayer, theCUnderLayer,
- myResultFBO->IsValid() ? myResultFBO.operator->() : aFrameBuffer);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aFrameBuffer))
- {
- toSwap = false;
- }
-
- SetRenderFilter (aRenderFilter);
-
- theCView.WasRedrawnGL = Standard_False;
- }
+ myResultFBO->BindBuffer (myGlContext);
}
-
- if (myToRedrawGL)
+ else if (aFrameBuffer != NULL)
{
- // draw entire frame using normal OpenGL pipeline
- if (myResultFBO->IsValid())
- {
- myResultFBO->BindBuffer (myGlContext);
- }
- else if (aFrameBuffer != NULL)
- {
- aFrameBuffer->BindBuffer (myGlContext);
- }
-
- redraw1 (theCView, theCUnderLayer, theCOverLayer);
- myBackBufferRestored = Standard_True;
- myIsImmediateDrawn = Standard_False;
- if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aFrameBuffer))
- {
- toSwap = false;
- }
+ aFrameBuffer->BindBuffer (myGlContext);
+ }
- theCView.WasRedrawnGL = Standard_True;
+ redraw1 (theCView, theCUnderLayer, theCOverLayer);
+ myBackBufferRestored = Standard_True;
+ myIsImmediateDrawn = Standard_False;
+ if (!redrawImmediate (theCView, theCOverLayer, theCUnderLayer, aFrameBuffer))
+ {
+ toSwap = false;
}
if (aFrameBuffer != NULL)
glDisable (GL_DEPTH_TEST);
}
- if (!ToRedrawGL())
+ if (NamedStatus & OPENGL_NS_WHITEBACK)
{
- // set background to black
- glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
- toClear |= GL_DEPTH_BUFFER_BIT; //
+ // set background to white
+ glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
+ toClear |= GL_DEPTH_BUFFER_BIT;
}
else
{
- if (NamedStatus & OPENGL_NS_WHITEBACK)
- {
- // set background to white
- glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
- toClear |= GL_DEPTH_BUFFER_BIT;
- }
- else
- {
- glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
- }
+ glClearColor (myBgColor.rgb[0], myBgColor.rgb[1], myBgColor.rgb[2], 0.0f);
}
+
glClear (toClear);
Handle(OpenGl_Workspace) aWS (this);
}
return 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);
+}
//! Default constructor.
OpenGl_RaytraceFilter() {}
+ //! Returns the previously set filter.
+ const Handle(OpenGl_RenderFilter)& PrevRenderFilter()
+ {
+ return myPrevRenderFilter;
+ }
+
//! Remembers the previously set filter.
- inline void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
+ void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
myPrevRenderFilter = theFilter;
}
//! @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; }
+ //! Returns framebuffer storing cached main presentation of the view.
+ const Handle(OpenGl_FrameBuffer)& ResultFBO() const { return myResultFBO; }
protected:
void setTextureParams (Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams);
-protected:
-
- //! Result of OpenGL shaders initialization.
- enum RaytraceInitStatus
- {
- OpenGl_RT_NONE,
- OpenGl_RT_INIT,
- OpenGl_RT_FAIL
- };
-
- //! Describes update mode (state).
- enum GeomUpdateMode
- {
- OpenGl_GUM_CHECK, //!< check if geometry update is necessary
- OpenGl_GUM_PREPARE, //!< collect unchanged objects
- OpenGl_GUM_UPDATE //!< update raytracing data, rebuild changed objects
- };
-
- //! Defines frequently used shader variables.
- enum ShaderVariableIndex
- {
- OpenGl_RT_aPosition,
-
- OpenGl_RT_uOriginLT,
- OpenGl_RT_uOriginLB,
- OpenGl_RT_uOriginRT,
- OpenGl_RT_uOriginRB,
- OpenGl_RT_uDirectLT,
- OpenGl_RT_uDirectLB,
- OpenGl_RT_uDirectRT,
- OpenGl_RT_uDirectRB,
- OpenGl_RT_uUnviewMat,
-
- OpenGl_RT_uSceneRad,
- OpenGl_RT_uSceneEps,
- OpenGl_RT_uLightAmbnt,
- OpenGl_RT_uLightCount,
-
- OpenGl_RT_uShadEnabled,
- OpenGl_RT_uReflEnabled,
- OpenGl_RT_uEnvMapEnable,
-
- OpenGl_RT_uOffsetX,
- OpenGl_RT_uOffsetY,
- OpenGl_RT_uSamples,
- OpenGl_RT_uWinSizeX,
- OpenGl_RT_uWinSizeY,
-
- OpenGl_RT_uTextures,
-
- OpenGl_RT_NbVariables // special field
- };
-
- //! Defines texture samplers.
- enum ShaderSamplerNames
- {
- OpenGl_RT_SceneNodeInfoTexture = 0,
- OpenGl_RT_SceneMinPointTexture = 1,
- OpenGl_RT_SceneMaxPointTexture = 2,
- OpenGl_RT_SceneTransformTexture = 3,
-
- OpenGl_RT_GeometryVertexTexture = 4,
- OpenGl_RT_GeometryNormalTexture = 5,
- OpenGl_RT_GeometryTexCrdTexture = 6,
- OpenGl_RT_GeometryTriangTexture = 7,
-
- OpenGl_RT_EnvironmentMapTexture = 8,
-
- OpenGl_RT_RaytraceMaterialTexture = 9,
- OpenGl_RT_RaytraceLightSrcTexture = 10,
-
- OpenGl_RT_FSAAInputTexture = 11,
-
- OpenGl_RT_OpenGlColorTexture = 12,
- OpenGl_RT_OpenGlDepthTexture = 13
- };
-
- //! Tool class for management of shader sources.
- class ShaderSource
- {
- public:
-
- //! Creates new uninitialized shader source.
- ShaderSource()
- {
- //
- }
-
- //! Creates new shader source from specified file.
- ShaderSource (const TCollection_AsciiString& theFileName)
- {
- Load (&theFileName, 1);
- }
-
- public:
-
- //! Returns prefix to insert before the source.
- const TCollection_AsciiString& Prefix() const
- {
- return myPrefix;
- }
-
- //! Sets prefix to insert before the source.
- void SetPrefix (const TCollection_AsciiString& thePrefix)
- {
- myPrefix = thePrefix;
- }
-
- //! Returns shader source combined with prefix.
- TCollection_AsciiString Source() const;
-
- //! Loads shader source from specified files.
- void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount);
-
- private:
-
- TCollection_AsciiString mySource; //!< Source string of the shader object
- TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
-
- };
-
- //! Default ray-tracing depth.
- static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 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 NbBounces;
-
- //! Sets light propagation through transparent media.
- Standard_Boolean TransparentShadows;
-
- //! Creates default compile-time ray-tracing parameters.
- RaytracingParams()
- : StackSize (THE_DEFAULT_STACK_SIZE),
- NbBounces (THE_DEFAULT_NB_BOUNCES),
- TransparentShadows (Standard_False)
- {
- //
- }
- };
-
-protected: //! @name methods related to ray-tracing
-
- //! Updates 3D scene geometry for ray-tracing.
- Standard_Boolean UpdateRaytraceGeometry (GeomUpdateMode theMode);
-
- //! Checks to see if the structure is modified.
- Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure);
-
- //! Creates ray-tracing material properties.
- Standard_Boolean CreateMaterial (const OpenGl_AspectFace* theAspect, OpenGl_RaytraceMaterial& theMaterial);
-
- //! Updates 3D scene light sources for ray-tracing.
- Standard_Boolean UpdateRaytraceLightSources (const OpenGl_Mat4& theInvModelView);
-
- //! Updates environment map for ray-tracing.
- Standard_Boolean UpdateRaytraceEnvironmentMap();
-
- //! Adds OpenGL structure to ray-traced scene geometry.
- Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements);
-
- //! Adds OpenGL groups to ray-traced scene geometry.
- Standard_Boolean AddRaytraceGroups (const OpenGl_Structure* theStructure,
- const Standard_Integer theStructMatId,
- const Standard_ShortReal* theTransform);
-
- //! Adds OpenGL primitive array to ray-traced scene geometry.
- OpenGl_TriangleSet* AddRaytracePrimitiveArray (
- const OpenGl_PrimitiveArray* theArray, int theMatID, const OpenGl_Mat4* theTrans);
-
- //! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
- const OpenGl_PrimitiveArray& theArray,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Adds OpenGL triangle array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Adds OpenGL triangle fan array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Adds OpenGL triangle strip array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Adds OpenGL quadrangle array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
- Standard_Boolean AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Adds OpenGL polygon array to ray-traced scene geometry.
- Standard_Boolean AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
- const Handle(Graphic3d_IndexBuffer)& theIndices,
- Standard_Integer theOffset,
- Standard_Integer theCount,
- Standard_Integer theMatID);
-
- //! Loads and compiles shader object from specified source.
- Handle(OpenGl_ShaderObject) LoadShader (const ShaderSource& theSource, GLenum theType);
-
- //! Performs safe exit when shaders initialization fails.
- Standard_Boolean SafeFailBack (const TCollection_ExtendedString& theMessage);
-
- //! Generates shader prefix based on current ray-tracing options.
- TCollection_AsciiString GenerateShaderPrefix();
-
- //! Initializes OpenGL/GLSL shader programs.
- Standard_Boolean InitRaytraceResources (const Graphic3d_CView& theCView);
-
- //! Releases OpenGL/GLSL shader programs.
- void ReleaseRaytraceResources();
-
- //! Uploads ray-trace data to the GPU.
- Standard_Boolean UploadRaytraceData();
-
- //! Resizes OpenGL frame buffers.
- Standard_Boolean ResizeRaytraceBuffers (const Standard_Integer theSizeX,
- const Standard_Integer theSizeY);
-
- //! Generates viewing rays for corners of screen quad.
- void UpdateCamera (const OpenGl_Mat4& theOrientation,
- const OpenGl_Mat4& theViewMapping,
- OpenGl_Vec3 theOrigins[4],
- OpenGl_Vec3 theDirects[4],
- OpenGl_Mat4& theInvModelProj);
-
- //! Sets uniform state for the given ray-tracing shader program.
- Standard_Boolean SetUniformState (const Graphic3d_CView& theCView,
- const Standard_Integer theSizeX,
- const Standard_Integer theSizeY,
- const OpenGl_Vec3* theOrigins,
- const OpenGl_Vec3* theDirects,
- const OpenGl_Mat4& theUnviewMat,
- const Standard_Integer theProgramIndex,
- Handle(OpenGl_ShaderProgram)& theRaytraceProgram);
-
- //! Runs ray-tracing shader programs.
- Standard_Boolean RunRaytraceShaders (const Graphic3d_CView& theCView,
- const Standard_Integer theSizeX,
- const Standard_Integer theSizeY,
- const OpenGl_Vec3 theOrigins[4],
- const OpenGl_Vec3 theDirects[4],
- const OpenGl_Mat4& theUnviewMat,
- OpenGl_FrameBuffer* theFrameBuffer);
-
- //! Redraws the window using OpenGL/GLSL ray-tracing.
- Standard_Boolean Raytrace (const Graphic3d_CView& theCView,
- const Standard_Integer theSizeX,
- const Standard_Integer theSizeY,
- const Aspect_CLayer2d& theCOverLayer,
- const Aspect_CLayer2d& theCUnderLayer,
- OpenGl_FrameBuffer* theFrameBuffer);
-
-protected: //! @name fields related to ray-tracing
-
- //! Result of shaders initialization.
- RaytraceInitStatus myComputeInitStatus;
-
- //! Is geometry data valid?
- Standard_Boolean myIsRaytraceDataValid;
-
- //! Warning about missing extension GL_ARB_bindless_texture has been displayed?
- Standard_Boolean myIsRaytraceWarnTextures;
-
- //! 3D scene geometry data for ray-tracing.
- OpenGl_RaytraceGeometry myRaytraceGeometry;
-
- //! Radius of bounding sphere of the scene.
- Standard_ShortReal myRaytraceSceneRadius;
- //! Scene epsilon to prevent self-intersections.
- Standard_ShortReal myRaytraceSceneEpsilon;
-
- //! Compile-time ray-tracing parameters.
- RaytracingParams myRaytraceParameters;
-
- //! OpenGL/GLSL source of ray-tracing fragment shader.
- ShaderSource myRaytraceShaderSource;
- //! OpenGL/GLSL source of adaptive-AA fragment shader.
- ShaderSource myPostFSAAShaderSource;
-
- //! OpenGL/GLSL ray-tracing fragment shader.
- Handle(OpenGl_ShaderObject) myRaytraceShader;
- //! OpenGL/GLSL adaptive-AA fragment shader.
- Handle(OpenGl_ShaderObject) myPostFSAAShader;
-
- //! OpenGL/GLSL ray-tracing shader program.
- Handle(OpenGl_ShaderProgram) myRaytraceProgram;
- //! OpenGL/GLSL adaptive-AA shader program.
- Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
-
- //! Texture buffer of data records of bottom-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
- //! Texture buffer of minimum points of bottom-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
- //! Texture buffer of maximum points of bottom-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
- //! Texture buffer of transformations of high-level BVH nodes.
- Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
-
- //! Texture buffer of vertex coords.
- Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
- //! Texture buffer of vertex normals.
- Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
- //! Texture buffer of vertex UV coords.
- Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
- //! Texture buffer of triangle indices.
- Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
-
- //! Texture buffer of material properties.
- Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture;
- //! Texture buffer of light source properties.
- Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture;
-
- //! Vertex buffer (VBO) for drawing dummy quad.
- OpenGl_VertexBuffer myRaytraceScreenQuad;
-
- //! Framebuffer (FBO) to perform adaptive FSAA.
- Handle(OpenGl_FrameBuffer) myRaytraceFBO1;
- //! Framebuffer (FBO) to perform adaptive FSAA.
- Handle(OpenGl_FrameBuffer) myRaytraceFBO2;
- //! Framebuffer (FBO) for pre-raytrace rendering by OpenGL.
- Handle(OpenGl_FrameBuffer) myOpenGlFBO;
+protected: //! @name protected fields
//! Framebuffer stores cached main presentation of the view (without presentation of immediate layers).
Handle(OpenGl_FrameBuffer) myResultFBO;
//! Vertices for full-screen quad rendering.
OpenGl_VertexBuffer myFullScreenQuad;
- //! State of OpenGL view.
- Standard_Size myViewModificationStatus;
- //! State of OpenGL layer list.
- Standard_Size myLayersModificationStatus;
-
- //! State of OpenGL structures reflected to ray-tracing.
- std::map<const OpenGl_Structure*, Standard_Size> myStructureStates;
-
- //! PrimitiveArray to TriangleSet map for scene partial update.
- std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
-
- //! Cached locations of frequently used uniform variables.
- Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
-
- //! Graphical ray-tracing filter to filter out all raytracable structures.
- Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
-
- //! Redraw the scene using OpenGL rasterization or ray-tracing?
- Standard_Boolean myToRedrawGL;
-
-protected: //! @name protected fields
-
Handle(OpenGl_PrinterContext) myPrintContext;
Handle(OpenGl_View) myView;
Handle(OpenGl_LineAttributes) myLineAttribs;
+++ /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);
-}