1 // Created on: 2015-02-20
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2015 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <Graphic3d_TextureParams.hxx>
18 #include <OpenGl_FrameBuffer.hxx>
19 #include <OpenGl_PrimitiveArray.hxx>
20 #include <OpenGl_VertexBuffer.hxx>
21 #include <OpenGl_View.hxx>
22 #include <Graphic3d_GraphicDriver.hxx>
24 #include <OSD_Protection.hxx>
25 #include <OSD_File.hxx>
27 using namespace OpenGl_Raytrace;
29 //! Use this macro to output ray-tracing debug info
30 // #define RAY_TRACE_PRINT_INFO
32 #ifdef RAY_TRACE_PRINT_INFO
33 #include <OSD_Timer.hxx>
36 // =======================================================================
37 // function : updateRaytraceGeometry
38 // purpose : Updates 3D scene geometry for ray-tracing
39 // =======================================================================
40 Standard_Boolean OpenGl_View::updateRaytraceGeometry (const RaytraceUpdateMode theMode,
41 const Standard_Integer theViewId,
42 const Handle(OpenGl_Context)& theGlContext)
44 // In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for
45 // modifications. This is light-weight procedure performed on each frame
46 if (theMode == OpenGl_GUM_CHECK)
48 if (myLayerListState != myZLayers.ModificationState())
50 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
53 else if (theMode == OpenGl_GUM_PREPARE)
55 myRaytraceGeometry.ClearMaterials();
57 myArrayToTrianglesMap.clear();
59 myIsRaytraceDataValid = Standard_False;
62 // The set of processed structures (reflected to ray-tracing)
63 // This set is used to remove out-of-date records from the
64 // hash map of structures
65 std::set<const OpenGl_Structure*> anElements;
67 // Set to store all currently visible OpenGL primitive arrays
68 // applicable for ray-tracing
69 std::set<Standard_Size> anArrayIDs;
71 // Set to store all non-raytracable elements allowing tracking
72 // of changes in OpenGL scene (only for path tracing)
73 std::set<Standard_Integer> aNonRaytraceIDs;
75 const OpenGl_Layer& aLayer = myZLayers.Layer (Graphic3d_ZLayerId_Default);
77 if (aLayer.NbStructures() != 0)
79 const OpenGl_ArrayOfIndexedMapOfStructure& aStructArray = aLayer.ArrayOfStructures();
81 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
83 for (OpenGl_IndexedMapOfStructure::Iterator aStructIt (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
85 const OpenGl_Structure* aStructure = aStructIt.Value();
87 if (theMode == OpenGl_GUM_CHECK)
89 if (toUpdateStructure (aStructure))
91 return updateRaytraceGeometry (OpenGl_GUM_PREPARE, theViewId, theGlContext);
93 else if (aStructure->IsVisible() && myRaytraceParameters.GlobalIllumination)
95 aNonRaytraceIDs.insert (aStructure->highlight ? aStructure->Id : -aStructure->Id);
98 else if (theMode == OpenGl_GUM_PREPARE)
100 if (!aStructure->IsRaytracable() || !aStructure->IsVisible())
104 else if (!aStructure->ViewAffinity.IsNull() && !aStructure->ViewAffinity->IsVisible (theViewId))
109 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
111 // Extract OpenGL elements from the group (primitives arrays)
112 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
114 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
116 if (aPrimArray != NULL)
118 anArrayIDs.insert (aPrimArray->GetUID());
123 else if (theMode == OpenGl_GUM_REBUILD)
125 if (!aStructure->IsRaytracable())
129 else if (addRaytraceStructure (aStructure, theGlContext))
131 anElements.insert (aStructure); // structure was processed
138 if (theMode == OpenGl_GUM_PREPARE)
140 BVH_ObjectSet<Standard_ShortReal, 3>::BVH_ObjectList anUnchangedObjects;
142 // Filter out unchanged objects so only their transformations and materials
143 // will be updated (and newly added objects will be processed from scratch)
144 for (Standard_Integer anObjIdx = 0; anObjIdx < myRaytraceGeometry.Size(); ++anObjIdx)
146 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
147 myRaytraceGeometry.Objects().ChangeValue (anObjIdx).operator->());
149 if (aTriangleSet == NULL)
154 if (anArrayIDs.find (aTriangleSet->AssociatedPArrayID()) != anArrayIDs.end())
156 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjIdx));
158 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
162 myRaytraceGeometry.Objects() = anUnchangedObjects;
164 return updateRaytraceGeometry (OpenGl_GUM_REBUILD, theViewId, theGlContext);
166 else if (theMode == OpenGl_GUM_REBUILD)
168 // Actualize the hash map of structures - remove out-of-date records
169 std::map<const OpenGl_Structure*, StructState>::iterator anIter = myStructureStates.begin();
171 while (anIter != myStructureStates.end())
173 if (anElements.find (anIter->first) == anElements.end())
175 myStructureStates.erase (anIter++);
183 // Actualize OpenGL layer list state
184 myLayerListState = myZLayers.ModificationState();
186 // Rebuild two-level acceleration structure
187 myRaytraceGeometry.ProcessAcceleration();
189 myRaytraceSceneRadius = 2.f /* scale factor */ * std::max (
190 myRaytraceGeometry.Box().CornerMin().cwiseAbs().maxComp(),
191 myRaytraceGeometry.Box().CornerMax().cwiseAbs().maxComp());
193 const BVH_Vec3f aSize = myRaytraceGeometry.Box().Size();
195 myRaytraceSceneEpsilon = Max (1.0e-6f, 1.0e-4f * aSize.Modulus());
197 return uploadRaytraceData (theGlContext);
200 if (myRaytraceParameters.GlobalIllumination)
202 Standard_Boolean toRestart =
203 aNonRaytraceIDs.size() != myNonRaytraceStructureIDs.size();
205 for (std::set<Standard_Integer>::iterator anID = aNonRaytraceIDs.begin(); anID != aNonRaytraceIDs.end() && !toRestart; ++anID)
207 if (myNonRaytraceStructureIDs.find (*anID) == myNonRaytraceStructureIDs.end())
209 toRestart = Standard_True;
216 myNonRaytraceStructureIDs = aNonRaytraceIDs;
219 return Standard_True;
222 // =======================================================================
223 // function : toUpdateStructure
224 // purpose : Checks to see if the structure is modified
225 // =======================================================================
226 Standard_Boolean OpenGl_View::toUpdateStructure (const OpenGl_Structure* theStructure)
228 if (!theStructure->IsRaytracable())
230 if (theStructure->ModificationState() > 0)
232 theStructure->ResetModificationState();
234 return Standard_True; // ray-trace element was removed - need to rebuild
237 return Standard_False; // did not contain ray-trace elements
240 std::map<const OpenGl_Structure*, StructState>::iterator aStructState = myStructureStates.find (theStructure);
242 if (aStructState == myStructureStates.end() || aStructState->second.StructureState != theStructure->ModificationState())
244 return Standard_True;
246 else if (theStructure->InstancedStructure() != NULL)
248 return aStructState->second.InstancedState != theStructure->InstancedStructure()->ModificationState();
251 return Standard_False;
254 // =======================================================================
255 // function : buildTextureTransform
256 // purpose : Constructs texture transformation matrix
257 // =======================================================================
258 void buildTextureTransform (const Handle(Graphic3d_TextureParams)& theParams, BVH_Mat4f& theMatrix)
260 theMatrix.InitIdentity();
263 const Graphic3d_Vec2& aScale = theParams->Scale();
265 theMatrix.ChangeValue (0, 0) *= aScale.x();
266 theMatrix.ChangeValue (1, 0) *= aScale.x();
267 theMatrix.ChangeValue (2, 0) *= aScale.x();
268 theMatrix.ChangeValue (3, 0) *= aScale.x();
270 theMatrix.ChangeValue (0, 1) *= aScale.y();
271 theMatrix.ChangeValue (1, 1) *= aScale.y();
272 theMatrix.ChangeValue (2, 1) *= aScale.y();
273 theMatrix.ChangeValue (3, 1) *= aScale.y();
276 const Graphic3d_Vec2 aTrans = -theParams->Translation();
278 theMatrix.ChangeValue (0, 3) = theMatrix.GetValue (0, 0) * aTrans.x() +
279 theMatrix.GetValue (0, 1) * aTrans.y();
281 theMatrix.ChangeValue (1, 3) = theMatrix.GetValue (1, 0) * aTrans.x() +
282 theMatrix.GetValue (1, 1) * aTrans.y();
284 theMatrix.ChangeValue (2, 3) = theMatrix.GetValue (2, 0) * aTrans.x() +
285 theMatrix.GetValue (2, 1) * aTrans.y();
288 const Standard_ShortReal aSin = std::sin (
289 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
290 const Standard_ShortReal aCos = std::cos (
291 -theParams->Rotation() * static_cast<Standard_ShortReal> (M_PI / 180.0));
293 BVH_Mat4f aRotationMat;
294 aRotationMat.SetValue (0, 0, aCos);
295 aRotationMat.SetValue (1, 1, aCos);
296 aRotationMat.SetValue (0, 1, -aSin);
297 aRotationMat.SetValue (1, 0, aSin);
299 theMatrix = theMatrix * aRotationMat;
302 // =======================================================================
303 // function : convertMaterial
304 // purpose : Creates ray-tracing material properties
305 // =======================================================================
306 OpenGl_RaytraceMaterial OpenGl_View::convertMaterial (const OpenGl_AspectFace* theAspect,
307 const Handle(OpenGl_Context)& theGlContext)
309 OpenGl_RaytraceMaterial theMaterial;
311 const OPENGL_SURF_PROP& aProperties = theAspect->IntFront();
313 theMaterial.Ambient = BVH_Vec4f (
314 (aProperties.isphysic ? aProperties.ambcol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.amb,
315 (aProperties.isphysic ? aProperties.ambcol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.amb,
316 (aProperties.isphysic ? aProperties.ambcol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.amb,
319 theMaterial.Diffuse = BVH_Vec4f (
320 (aProperties.isphysic ? aProperties.difcol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.diff,
321 (aProperties.isphysic ? aProperties.difcol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.diff,
322 (aProperties.isphysic ? aProperties.difcol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.diff,
323 -1.f /* no texture */);
325 theMaterial.Specular = BVH_Vec4f (
326 (aProperties.isphysic ? aProperties.speccol.rgb[0] : 1.f) * aProperties.spec,
327 (aProperties.isphysic ? aProperties.speccol.rgb[1] : 1.f) * aProperties.spec,
328 (aProperties.isphysic ? aProperties.speccol.rgb[2] : 1.f) * aProperties.spec,
331 theMaterial.Emission = BVH_Vec4f (
332 (aProperties.isphysic ? aProperties.emscol.rgb[0] : aProperties.matcol.rgb[0]) * aProperties.emsv,
333 (aProperties.isphysic ? aProperties.emscol.rgb[1] : aProperties.matcol.rgb[1]) * aProperties.emsv,
334 (aProperties.isphysic ? aProperties.emscol.rgb[2] : aProperties.matcol.rgb[2]) * aProperties.emsv,
337 theMaterial.Transparency = BVH_Vec4f (aProperties.trans,
338 1.f - aProperties.trans,
339 aProperties.index == 0 ? 1.f : aProperties.index,
340 aProperties.index == 0 ? 1.f : 1.f / aProperties.index);
342 const Standard_ShortReal aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
343 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
344 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
346 const Standard_ShortReal aReflectionScale = 0.75f / aMaxRefl;
348 theMaterial.Reflection = BVH_Vec4f (
349 aProperties.speccol.rgb[0] * aProperties.spec * aReflectionScale,
350 aProperties.speccol.rgb[1] * aProperties.spec * aReflectionScale,
351 aProperties.speccol.rgb[2] * aProperties.spec * aReflectionScale,
354 // Serialize physically-based material properties
355 const Graphic3d_BSDF& aBSDF = aProperties.BSDF;
357 theMaterial.BSDF.Le = BVH_Vec4f (aBSDF.Le, 0.f);
358 theMaterial.BSDF.Kd = BVH_Vec4f (aBSDF.Kd, -1.f /* no tex */);
359 theMaterial.BSDF.Kr = BVH_Vec4f (aBSDF.Kr, 0.f);
360 theMaterial.BSDF.Kt = BVH_Vec4f (aBSDF.Kt, 0.f);
361 theMaterial.BSDF.Ks = BVH_Vec4f (aBSDF.Ks, aBSDF.Roughness);
363 theMaterial.BSDF.Fresnel = aBSDF.Fresnel.Serialize();
365 theMaterial.BSDF.Absorption = BVH_Vec4f (aBSDF.AbsorptionColor,
366 aBSDF.AbsorptionCoeff);
368 // Handle material textures
369 if (theAspect->DoTextureMap())
371 if (theGlContext->arbTexBindless != NULL)
373 buildTextureTransform (theAspect->TextureParams(), theMaterial.TextureTransform);
375 // write texture ID to diffuse w-component
376 theMaterial.Diffuse.w() = theMaterial.BSDF.Kd.w() =
377 static_cast<Standard_ShortReal> (myRaytraceGeometry.AddTexture (theAspect->TextureRes (theGlContext)));
379 else if (!myIsRaytraceWarnTextures)
381 const TCollection_ExtendedString aWarnMessage =
382 "Warning: texturing in Ray-Trace requires GL_ARB_bindless_texture extension which is missing. "
383 "Please try to update graphics card driver. At the moment textures will be ignored.";
385 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
386 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aWarnMessage);
388 myIsRaytraceWarnTextures = Standard_True;
395 // =======================================================================
396 // function : addRaytraceStructure
397 // purpose : Adds OpenGL structure to ray-traced scene geometry
398 // =======================================================================
399 Standard_Boolean OpenGl_View::addRaytraceStructure (const OpenGl_Structure* theStructure,
400 const Handle(OpenGl_Context)& theGlContext)
402 if (!theStructure->IsVisible())
404 myStructureStates[theStructure] = StructState (theStructure);
406 return Standard_True;
409 // Get structure material
410 OpenGl_RaytraceMaterial aStructMaterial;
412 if (theStructure->AspectFace() != NULL)
414 aStructMaterial = convertMaterial (theStructure->AspectFace(), theGlContext);
417 Standard_ShortReal aStructTransform[16];
419 if (theStructure->Transformation()->mat != NULL)
421 for (Standard_Integer i = 0; i < 4; ++i)
423 for (Standard_Integer j = 0; j < 4; ++j)
425 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
430 Standard_Boolean aResult = addRaytraceGroups (theStructure, aStructMaterial,
431 theStructure->Transformation()->mat ? aStructTransform : NULL, theGlContext);
433 // Process all connected OpenGL structures
434 const OpenGl_Structure* anInstanced = theStructure->InstancedStructure();
436 if (anInstanced != NULL && anInstanced->IsRaytracable())
438 aResult &= addRaytraceGroups (anInstanced, aStructMaterial,
439 theStructure->Transformation()->mat ? aStructTransform : NULL, theGlContext);
442 myStructureStates[theStructure] = StructState (theStructure);
447 // =======================================================================
448 // function : addRaytraceGroups
449 // purpose : Adds OpenGL groups to ray-traced scene geometry
450 // =======================================================================
451 Standard_Boolean OpenGl_View::addRaytraceGroups (const OpenGl_Structure* theStructure,
452 const OpenGl_RaytraceMaterial& theStructMat,
453 const Standard_ShortReal* theTransform,
454 const Handle(OpenGl_Context)& theGlContext)
456 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
458 // Get group material
459 OpenGl_RaytraceMaterial aGroupMaterial;
460 if (aGroupIter.Value()->AspectFace() != NULL)
462 aGroupMaterial = convertMaterial (
463 aGroupIter.Value()->AspectFace(), theGlContext);
466 Standard_Integer aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
468 // Use group material if available, otherwise use structure material
469 myRaytraceGeometry.Materials.push_back (
470 aGroupIter.Value()->AspectFace() != NULL ? aGroupMaterial : theStructMat);
472 // Add OpenGL elements from group (extract primitives arrays and aspects)
473 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
475 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
477 if (anAspect != NULL)
479 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
481 OpenGl_RaytraceMaterial aMaterial = convertMaterial (anAspect, theGlContext);
483 myRaytraceGeometry.Materials.push_back (aMaterial);
487 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
489 if (aPrimArray != NULL)
491 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
493 if (aSetIter != myArrayToTrianglesMap.end())
495 OpenGl_TriangleSet* aSet = aSetIter->second;
497 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
499 if (theTransform != NULL)
501 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
504 aSet->SetProperties (aTransform);
506 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID)
508 aSet->SetMaterialIndex (aMatID);
513 NCollection_Handle<BVH_Object<Standard_ShortReal, 3> > aSet =
514 addRaytracePrimitiveArray (aPrimArray, aMatID, 0);
518 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
520 if (theTransform != NULL)
522 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
525 aSet->SetProperties (aTransform);
527 myRaytraceGeometry.Objects().Append (aSet);
535 return Standard_True;
538 // =======================================================================
539 // function : addRaytracePrimitiveArray
540 // purpose : Adds OpenGL primitive array to ray-traced scene geometry
541 // =======================================================================
542 OpenGl_TriangleSet* OpenGl_View::addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
543 const Standard_Integer theMaterial,
544 const OpenGl_Mat4* theTransform)
546 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
547 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
548 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
550 if (theArray->DrawMode() < GL_TRIANGLES
551 #ifndef GL_ES_VERSION_2_0
552 || theArray->DrawMode() > GL_POLYGON
554 || theArray->DrawMode() > GL_TRIANGLE_FAN
556 || anAttribs.IsNull())
561 OpenGl_Mat4 aNormalMatrix;
563 if (theTransform != NULL)
565 Standard_ASSERT_RETURN (theTransform->Inverted (aNormalMatrix),
566 "Error: Failed to compute normal transformation matrix", NULL);
568 aNormalMatrix.Transpose();
571 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
573 aSet->Vertices.reserve (anAttribs->NbElements);
574 aSet->Normals.reserve (anAttribs->NbElements);
575 aSet->TexCrds.reserve (anAttribs->NbElements);
577 const size_t aVertFrom = aSet->Vertices.size();
579 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
581 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
582 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
583 if (anAttrib.Id == Graphic3d_TOA_POS)
585 if (anAttrib.DataType == Graphic3d_TOD_VEC3
586 || anAttrib.DataType == Graphic3d_TOD_VEC4)
588 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
590 aSet->Vertices.push_back (
591 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
594 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
596 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
598 const Standard_ShortReal* aCoords =
599 reinterpret_cast<const Standard_ShortReal*> (anAttribs->value (aVertIter) + anOffset);
601 aSet->Vertices.push_back (BVH_Vec3f (aCoords[0], aCoords[1], 0.0f));
605 else if (anAttrib.Id == Graphic3d_TOA_NORM)
607 if (anAttrib.DataType == Graphic3d_TOD_VEC3
608 || anAttrib.DataType == Graphic3d_TOD_VEC4)
610 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
612 aSet->Normals.push_back (
613 *reinterpret_cast<const Graphic3d_Vec3*> (anAttribs->value (aVertIter) + anOffset));
617 else if (anAttrib.Id == Graphic3d_TOA_UV)
619 if (anAttrib.DataType == Graphic3d_TOD_VEC2)
621 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
623 aSet->TexCrds.push_back (
624 *reinterpret_cast<const Graphic3d_Vec2*> (anAttribs->value (aVertIter) + anOffset));
630 if (aSet->Normals.size() != aSet->Vertices.size())
632 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
634 aSet->Normals.push_back (BVH_Vec3f());
638 if (aSet->TexCrds.size() != aSet->Vertices.size())
640 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
642 aSet->TexCrds.push_back (BVH_Vec2f());
646 if (theTransform != NULL)
648 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
650 BVH_Vec3f& aVertex = aSet->Vertices[aVertIter];
652 BVH_Vec4f aTransVertex = *theTransform *
653 BVH_Vec4f (aVertex.x(), aVertex.y(), aVertex.z(), 1.f);
655 aVertex = BVH_Vec3f (aTransVertex.x(), aTransVertex.y(), aTransVertex.z());
657 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
659 BVH_Vec3f& aNormal = aSet->Normals[aVertIter];
661 BVH_Vec4f aTransNormal = aNormalMatrix *
662 BVH_Vec4f (aNormal.x(), aNormal.y(), aNormal.z(), 0.f);
664 aNormal = BVH_Vec3f (aTransNormal.x(), aTransNormal.y(), aTransNormal.z());
668 if (!aBounds.IsNull())
670 for (Standard_Integer aBound = 0, aBoundStart = 0; aBound < aBounds->NbBounds; ++aBound)
672 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
674 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, aBoundStart, *theArray))
680 aBoundStart += aVertNum;
685 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
687 if (!addRaytraceVertexIndices (*aSet, theMaterial, aVertNum, 0, *theArray))
695 if (aSet->Size() != 0)
703 // =======================================================================
704 // function : addRaytraceVertexIndices
705 // purpose : Adds vertex indices to ray-traced scene geometry
706 // =======================================================================
707 Standard_Boolean OpenGl_View::addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
708 const Standard_Integer theMatID,
709 const Standard_Integer theCount,
710 const Standard_Integer theOffset,
711 const OpenGl_PrimitiveArray& theArray)
713 switch (theArray.DrawMode())
715 case GL_TRIANGLES: return addRaytraceTriangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
716 case GL_TRIANGLE_FAN: return addRaytraceTriangleFanArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
717 case GL_TRIANGLE_STRIP: return addRaytraceTriangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
718 #if !defined(GL_ES_VERSION_2_0)
719 case GL_QUAD_STRIP: return addRaytraceQuadrangleStripArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
720 case GL_QUADS: return addRaytraceQuadrangleArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
721 case GL_POLYGON: return addRaytracePolygonArray (theSet, theMatID, theCount, theOffset, theArray.Indices());
725 return Standard_False;
728 // =======================================================================
729 // function : addRaytraceTriangleArray
730 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
731 // =======================================================================
732 Standard_Boolean OpenGl_View::addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
733 const Standard_Integer theMatID,
734 const Standard_Integer theCount,
735 const Standard_Integer theOffset,
736 const Handle(Graphic3d_IndexBuffer)& theIndices)
740 return Standard_True;
743 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
745 if (!theIndices.IsNull())
747 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
749 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
750 theIndices->Index (aVert + 1),
751 theIndices->Index (aVert + 2),
757 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
759 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2, theMatID));
763 return Standard_True;
766 // =======================================================================
767 // function : addRaytraceTriangleFanArray
768 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
769 // =======================================================================
770 Standard_Boolean OpenGl_View::addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
771 const Standard_Integer theMatID,
772 const Standard_Integer theCount,
773 const Standard_Integer theOffset,
774 const Handle(Graphic3d_IndexBuffer)& theIndices)
778 return Standard_True;
781 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
783 if (!theIndices.IsNull())
785 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
787 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
788 theIndices->Index (aVert + 1),
789 theIndices->Index (aVert + 2),
795 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
797 theSet.Elements.push_back (BVH_Vec4i (theOffset,
804 return Standard_True;
807 // =======================================================================
808 // function : addRaytraceTriangleStripArray
809 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
810 // =======================================================================
811 Standard_Boolean OpenGl_View::addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
812 const Standard_Integer theMatID,
813 const Standard_Integer theCount,
814 const Standard_Integer theOffset,
815 const Handle(Graphic3d_IndexBuffer)& theIndices)
819 return Standard_True;
822 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
824 if (!theIndices.IsNull())
826 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
828 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
829 theIndices->Index (aVert + aCW ? 0 : 1),
830 theIndices->Index (aVert + 2),
836 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
838 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
845 return Standard_True;
848 // =======================================================================
849 // function : addRaytraceQuadrangleArray
850 // purpose : Adds OpenGL quad array to ray-traced scene geometry
851 // =======================================================================
852 Standard_Boolean OpenGl_View::addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
853 const Standard_Integer theMatID,
854 const Standard_Integer theCount,
855 const Standard_Integer theOffset,
856 const Handle(Graphic3d_IndexBuffer)& theIndices)
860 return Standard_True;
863 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
865 if (!theIndices.IsNull())
867 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
869 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
870 theIndices->Index (aVert + 1),
871 theIndices->Index (aVert + 2),
873 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
874 theIndices->Index (aVert + 2),
875 theIndices->Index (aVert + 3),
881 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
883 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
885 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
890 return Standard_True;
893 // =======================================================================
894 // function : addRaytraceQuadrangleStripArray
895 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
896 // =======================================================================
897 Standard_Boolean OpenGl_View::addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
898 const Standard_Integer theMatID,
899 const Standard_Integer theCount,
900 const Standard_Integer theOffset,
901 const Handle(Graphic3d_IndexBuffer)& theIndices)
905 return Standard_True;
908 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
910 if (!theIndices.IsNull())
912 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
914 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
915 theIndices->Index (aVert + 1),
916 theIndices->Index (aVert + 2),
919 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
920 theIndices->Index (aVert + 3),
921 theIndices->Index (aVert + 2),
927 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
929 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
934 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
941 return Standard_True;
944 // =======================================================================
945 // function : addRaytracePolygonArray
946 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
947 // =======================================================================
948 Standard_Boolean OpenGl_View::addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
949 const Standard_Integer theMatID,
950 const Standard_Integer theCount,
951 const Standard_Integer theOffset,
952 const Handle(Graphic3d_IndexBuffer)& theIndices)
956 return Standard_True;
959 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
961 if (!theIndices.IsNull())
963 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
965 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
966 theIndices->Index (aVert + 1),
967 theIndices->Index (aVert + 2),
973 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
975 theSet.Elements.push_back (BVH_Vec4i (theOffset,
982 return Standard_True;
985 const TCollection_AsciiString OpenGl_View::ShaderSource::EMPTY_PREFIX;
987 // =======================================================================
989 // purpose : Returns shader source combined with prefix
990 // =======================================================================
991 TCollection_AsciiString OpenGl_View::ShaderSource::Source() const
993 const TCollection_AsciiString aVersion = "#version 140";
995 if (myPrefix.IsEmpty())
997 return aVersion + "\n" + mySource;
1000 return aVersion + "\n" + myPrefix + "\n" + mySource;
1003 // =======================================================================
1005 // purpose : Loads shader source from specified files
1006 // =======================================================================
1007 Standard_Boolean OpenGl_View::ShaderSource::Load (const TCollection_AsciiString* theFileNames,
1008 const TCollection_AsciiString& thePrefix)
1012 TCollection_AsciiString aMissingFiles;
1013 for (Standard_Integer anIndex = 0; !theFileNames[anIndex].IsEmpty(); ++anIndex)
1015 OSD_File aFile (theFileNames[anIndex]);
1018 aFile.Open (OSD_ReadOnly, OSD_Protection());
1020 if (!aFile.IsOpen())
1022 if (!aMissingFiles.IsEmpty())
1024 aMissingFiles += ", ";
1026 aMissingFiles += TCollection_AsciiString("'") + theFileNames[anIndex] + "'";
1029 else if (!aMissingFiles.IsEmpty())
1035 TCollection_AsciiString aSource;
1036 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1037 if (!aSource.IsEmpty())
1039 mySource += TCollection_AsciiString ("\n") + aSource;
1044 myPrefix = thePrefix;
1045 if (!aMissingFiles.IsEmpty())
1047 myError = TCollection_AsciiString("Shader files ") + aMissingFiles + " are missing or inaccessible";
1048 return Standard_False;
1050 return Standard_True;
1053 // =======================================================================
1054 // function : generateShaderPrefix
1055 // purpose : Generates shader prefix based on current ray-tracing options
1056 // =======================================================================
1057 TCollection_AsciiString OpenGl_View::generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const
1059 TCollection_AsciiString aPrefixString =
1060 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1061 TCollection_AsciiString ("#define NB_BOUNCES ") + TCollection_AsciiString (myRaytraceParameters.NbBounces);
1063 if (myRaytraceParameters.TransparentShadows)
1065 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1068 // If OpenGL driver supports bindless textures and texturing
1069 // is actually used, activate texturing in ray-tracing mode
1070 if (myRaytraceParameters.UseBindlessTextures && theGlContext->arbTexBindless != NULL)
1072 aPrefixString += TCollection_AsciiString ("\n#define USE_TEXTURES") +
1073 TCollection_AsciiString ("\n#define MAX_TEX_NUMBER ") + TCollection_AsciiString (OpenGl_RaytraceGeometry::MAX_TEX_NUMBER);
1076 if (myRaytraceParameters.GlobalIllumination)
1078 aPrefixString += TCollection_AsciiString ("\n#define PATH_TRACING");
1081 return aPrefixString;
1084 // =======================================================================
1085 // function : safeFailBack
1086 // purpose : Performs safe exit when shaders initialization fails
1087 // =======================================================================
1088 Standard_Boolean OpenGl_View::safeFailBack (const TCollection_ExtendedString& theMessage,
1089 const Handle(OpenGl_Context)& theGlContext)
1091 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1092 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
1094 myRaytraceInitStatus = OpenGl_RT_FAIL;
1096 releaseRaytraceResources (theGlContext);
1098 return Standard_False;
1101 // =======================================================================
1102 // function : initShader
1103 // purpose : Creates new shader object with specified source
1104 // =======================================================================
1105 Handle(OpenGl_ShaderObject) OpenGl_View::initShader (const GLenum theType,
1106 const ShaderSource& theSource,
1107 const Handle(OpenGl_Context)& theGlContext)
1109 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1111 if (!aShader->Create (theGlContext))
1113 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to create ") +
1114 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object";
1116 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1117 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1119 aShader->Release (theGlContext.operator->());
1121 return Handle(OpenGl_ShaderObject)();
1124 if (!aShader->LoadSource (theGlContext, theSource.Source()))
1126 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to set ") +
1127 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader source";
1129 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1130 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1132 aShader->Release (theGlContext.operator->());
1134 return Handle(OpenGl_ShaderObject)();
1137 TCollection_AsciiString aBuildLog;
1139 if (!aShader->Compile (theGlContext))
1141 aShader->FetchInfoLog (theGlContext, aBuildLog);
1143 const TCollection_ExtendedString aMessage = TCollection_ExtendedString ("Error: Failed to compile ") +
1144 (theType == GL_VERTEX_SHADER ? "vertex" : "fragment") + " shader object:\n" + aBuildLog;
1146 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1147 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1149 aShader->Release (theGlContext.operator->());
1151 return Handle(OpenGl_ShaderObject)();
1153 else if (theGlContext->caps->glslWarnings)
1155 aShader->FetchInfoLog (theGlContext, aBuildLog);
1157 if (!aBuildLog.IsEmpty() && !aBuildLog.IsEqual ("No errors.\n"))
1159 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (theType == GL_VERTEX_SHADER ?
1160 "Vertex" : "Fragment") + " shader was compiled with following warnings:\n" + aBuildLog;
1162 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1163 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
1170 // =======================================================================
1171 // function : initProgram
1172 // purpose : Creates GLSL program from the given shader objects
1173 // =======================================================================
1174 Handle(OpenGl_ShaderProgram) OpenGl_View::initProgram (const Handle(OpenGl_Context)& theGlContext,
1175 const Handle(OpenGl_ShaderObject)& theVertShader,
1176 const Handle(OpenGl_ShaderObject)& theFragShader)
1178 Handle(OpenGl_ShaderProgram) aProgram = new OpenGl_ShaderProgram;
1180 if (!aProgram->Create (theGlContext))
1182 theVertShader->Release (theGlContext.operator->());
1184 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1185 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, "Failed to create shader program");
1187 return Handle(OpenGl_ShaderProgram)();
1190 if (!aProgram->AttachShader (theGlContext, theVertShader)
1191 || !aProgram->AttachShader (theGlContext, theFragShader))
1193 theVertShader->Release (theGlContext.operator->());
1195 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1196 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, "Failed to attach shader objects");
1198 return Handle(OpenGl_ShaderProgram)();
1201 aProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1203 TCollection_AsciiString aLinkLog;
1205 if (!aProgram->Link (theGlContext))
1207 aProgram->FetchInfoLog (theGlContext, aLinkLog);
1209 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1210 "Failed to link shader program:\n") + aLinkLog;
1212 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1213 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1215 return Handle(OpenGl_ShaderProgram)();
1217 else if (theGlContext->caps->glslWarnings)
1219 myRaytraceProgram->FetchInfoLog (theGlContext, aLinkLog);
1221 if (!aLinkLog.IsEmpty() && !aLinkLog.IsEqual ("No errors.\n"))
1223 const TCollection_ExtendedString aMessage = TCollection_ExtendedString (
1224 "Shader program was linked with following warnings:\n") + aLinkLog;
1226 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1227 GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, aMessage);
1234 // =======================================================================
1235 // function : initRaytraceResources
1236 // purpose : Initializes OpenGL/GLSL shader programs
1237 // =======================================================================
1238 Standard_Boolean OpenGl_View::initRaytraceResources (const Graphic3d_CView& theCView, const Handle(OpenGl_Context)& theGlContext)
1240 if (myRaytraceInitStatus == OpenGl_RT_FAIL)
1242 return Standard_False;
1245 Standard_Boolean aToRebuildShaders = Standard_False;
1247 if (myRaytraceInitStatus == OpenGl_RT_INIT)
1249 if (!myIsRaytraceDataValid)
1250 return Standard_True;
1252 const Standard_Integer aRequiredStackSize =
1253 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1255 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1257 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1259 aToRebuildShaders = Standard_True;
1263 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1265 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1267 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1268 aToRebuildShaders = Standard_True;
1273 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.NbBounces)
1275 myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
1276 aToRebuildShaders = Standard_True;
1279 if (myRaytraceGeometry.HasTextures() != myRaytraceParameters.UseBindlessTextures)
1281 myRaytraceParameters.UseBindlessTextures = myRaytraceGeometry.HasTextures();
1282 aToRebuildShaders = Standard_True;
1285 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1287 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1288 aToRebuildShaders = Standard_True;
1291 if (theCView.RenderParams.IsGlobalIlluminationEnabled != myRaytraceParameters.GlobalIllumination)
1293 myRaytraceParameters.GlobalIllumination = theCView.RenderParams.IsGlobalIlluminationEnabled;
1294 aToRebuildShaders = Standard_True;
1297 if (aToRebuildShaders)
1299 // Reject accumulated frames
1302 // We need to update environment texture
1303 myToUpdateEnvironmentMap = Standard_True;
1305 TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1307 #ifdef RAY_TRACE_PRINT_INFO
1308 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1311 myRaytraceShaderSource.SetPrefix (aPrefixString);
1312 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1314 if (!myRaytraceShader->LoadSource (theGlContext, myRaytraceShaderSource.Source())
1315 || !myPostFSAAShader->LoadSource (theGlContext, myPostFSAAShaderSource.Source()))
1317 return safeFailBack ("Failed to load source into ray-tracing fragment shaders", theGlContext);
1320 if (!myRaytraceShader->Compile (theGlContext)
1321 || !myPostFSAAShader->Compile (theGlContext))
1323 return safeFailBack ("Failed to compile ray-tracing fragment shaders", theGlContext);
1326 myRaytraceProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1327 myPostFSAAProgram->SetAttributeName (theGlContext, Graphic3d_TOA_POS, "occVertex");
1328 if (!myRaytraceProgram->Link (theGlContext)
1329 || !myPostFSAAProgram->Link (theGlContext))
1331 return safeFailBack ("Failed to initialize vertex attributes for ray-tracing program", theGlContext);
1336 if (myRaytraceInitStatus == OpenGl_RT_NONE)
1338 if (!theGlContext->IsGlGreaterEqual (3, 1))
1340 return safeFailBack ("Ray-tracing requires OpenGL 3.1 and higher", theGlContext);
1342 else if (!theGlContext->arbTboRGB32)
1344 return safeFailBack ("Ray-tracing requires OpenGL 4.0+ or GL_ARB_texture_buffer_object_rgb32 extension", theGlContext);
1346 else if (!theGlContext->arbFBOBlit)
1348 return safeFailBack ("Ray-tracing requires EXT_framebuffer_blit extension", theGlContext);
1351 myRaytraceParameters.NbBounces = theCView.RenderParams.RaytracingDepth;
1353 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1355 if (aFolder.IsEmpty())
1357 return safeFailBack ("Failed to locate shaders directory", theGlContext);
1360 if (myIsRaytraceDataValid)
1362 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1363 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1366 TCollection_AsciiString aPrefixString = generateShaderPrefix (theGlContext);
1368 #ifdef RAY_TRACE_PRINT_INFO
1369 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1372 ShaderSource aBasicVertShaderSrc;
1374 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.vs", "" };
1375 if (!aBasicVertShaderSrc.Load (aFiles))
1377 return safeFailBack (aBasicVertShaderSrc.ErrorDescription(), theGlContext);
1382 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1383 aFolder + "/PathtraceBase.fs",
1384 aFolder + "/RaytraceRender.fs",
1386 if (!myRaytraceShaderSource.Load (aFiles, aPrefixString))
1388 return safeFailBack (myRaytraceShaderSource.ErrorDescription(), theGlContext);
1391 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1392 if (aBasicVertShader.IsNull())
1394 return safeFailBack ("Failed to initialize ray-trace vertex shader", theGlContext);
1397 myRaytraceShader = initShader (GL_FRAGMENT_SHADER, myRaytraceShaderSource, theGlContext);
1398 if (myRaytraceShader.IsNull())
1400 aBasicVertShader->Release (theGlContext.operator->());
1401 return safeFailBack ("Failed to initialize ray-trace fragment shader", theGlContext);
1404 myRaytraceProgram = initProgram (theGlContext, aBasicVertShader, myRaytraceShader);
1405 if (myRaytraceProgram.IsNull())
1407 return safeFailBack ("Failed to initialize ray-trace shader program", theGlContext);
1412 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs",
1413 aFolder + "/RaytraceSmooth.fs",
1415 if (!myPostFSAAShaderSource.Load (aFiles, aPrefixString))
1417 return safeFailBack (myPostFSAAShaderSource.ErrorDescription(), theGlContext);
1420 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1421 if (aBasicVertShader.IsNull())
1423 return safeFailBack ("Failed to initialize FSAA vertex shader", theGlContext);
1426 myPostFSAAShader = initShader (GL_FRAGMENT_SHADER, myPostFSAAShaderSource, theGlContext);
1427 if (myPostFSAAShader.IsNull())
1429 aBasicVertShader->Release (theGlContext.operator->());
1430 return safeFailBack ("Failed to initialize FSAA fragment shader", theGlContext);
1433 myPostFSAAProgram = initProgram (theGlContext, aBasicVertShader, myPostFSAAShader);
1434 if (myPostFSAAProgram.IsNull())
1436 return safeFailBack ("Failed to initialize FSAA shader program", theGlContext);
1441 ShaderSource aDispShaderSrc;
1442 TCollection_AsciiString aFiles[] = { aFolder + "/Display.fs", "" };
1443 if (!aDispShaderSrc.Load (aFiles, aPrefixString))
1445 return safeFailBack (aDispShaderSrc.ErrorDescription(), theGlContext);
1448 Handle(OpenGl_ShaderObject) aBasicVertShader = initShader (GL_VERTEX_SHADER, aBasicVertShaderSrc, theGlContext);
1449 if (aBasicVertShader.IsNull())
1451 return safeFailBack ("Failed to set vertex shader source", theGlContext);
1454 Handle(OpenGl_ShaderObject) aDisplayShader = initShader (GL_FRAGMENT_SHADER, aDispShaderSrc, theGlContext);
1455 if (aDisplayShader.IsNull())
1457 aBasicVertShader->Release (theGlContext.operator->());
1458 return safeFailBack ("Failed to set display fragment shader source", theGlContext);
1461 myOutImageProgram = initProgram (theGlContext, aBasicVertShader, aDisplayShader);
1462 if (myOutImageProgram.IsNull())
1464 return safeFailBack ("Failed to initialize output shader program", theGlContext);
1469 if (myRaytraceInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1471 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1473 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1474 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1476 theGlContext->BindProgram (aShaderProgram);
1478 aShaderProgram->SetSampler (theGlContext,
1479 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1480 aShaderProgram->SetSampler (theGlContext,
1481 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1482 aShaderProgram->SetSampler (theGlContext,
1483 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1484 aShaderProgram->SetSampler (theGlContext,
1485 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1486 aShaderProgram->SetSampler (theGlContext,
1487 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1488 aShaderProgram->SetSampler (theGlContext,
1489 "uGeometryTexCrdTexture", OpenGl_RT_GeometryTexCrdTexture);
1490 aShaderProgram->SetSampler (theGlContext,
1491 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1492 aShaderProgram->SetSampler (theGlContext,
1493 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1494 aShaderProgram->SetSampler (theGlContext,
1495 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1496 aShaderProgram->SetSampler (theGlContext,
1497 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1498 aShaderProgram->SetSampler (theGlContext,
1499 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1501 aShaderProgram->SetSampler (theGlContext,
1502 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1503 aShaderProgram->SetSampler (theGlContext,
1504 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1508 aShaderProgram->SetSampler (theGlContext,
1509 "uFSAAInputTexture", OpenGl_RT_FsaaInputTexture);
1513 aShaderProgram->SetSampler (theGlContext,
1514 "uAccumTexture", OpenGl_RT_PrevAccumTexture);
1517 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1518 aShaderProgram->GetAttributeLocation (theGlContext, "occVertex");
1520 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1521 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLB");
1522 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1523 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRB");
1524 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1525 aShaderProgram->GetUniformLocation (theGlContext, "uOriginLT");
1526 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1527 aShaderProgram->GetUniformLocation (theGlContext, "uOriginRT");
1528 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1529 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLB");
1530 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1531 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRB");
1532 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1533 aShaderProgram->GetUniformLocation (theGlContext, "uDirectLT");
1534 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1535 aShaderProgram->GetUniformLocation (theGlContext, "uDirectRT");
1536 myUniformLocations[anIndex][OpenGl_RT_uUnviewMat] =
1537 aShaderProgram->GetUniformLocation (theGlContext, "uUnviewMat");
1539 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1540 aShaderProgram->GetUniformLocation (theGlContext, "uSceneRadius");
1541 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1542 aShaderProgram->GetUniformLocation (theGlContext, "uSceneEpsilon");
1543 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1544 aShaderProgram->GetUniformLocation (theGlContext, "uLightCount");
1545 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1546 aShaderProgram->GetUniformLocation (theGlContext, "uGlobalAmbient");
1548 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1549 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetX");
1550 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1551 aShaderProgram->GetUniformLocation (theGlContext, "uOffsetY");
1552 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1553 aShaderProgram->GetUniformLocation (theGlContext, "uSamples");
1555 myUniformLocations[anIndex][OpenGl_RT_uTexSamplersArray] =
1556 aShaderProgram->GetUniformLocation (theGlContext, "uTextureSamplers");
1558 myUniformLocations[anIndex][OpenGl_RT_uShadowsEnabled] =
1559 aShaderProgram->GetUniformLocation (theGlContext, "uShadowsEnabled");
1560 myUniformLocations[anIndex][OpenGl_RT_uReflectEnabled] =
1561 aShaderProgram->GetUniformLocation (theGlContext, "uReflectEnabled");
1562 myUniformLocations[anIndex][OpenGl_RT_uSphereMapEnabled] =
1563 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapEnabled");
1564 myUniformLocations[anIndex][OpenGl_RT_uSphereMapForBack] =
1565 aShaderProgram->GetUniformLocation (theGlContext, "uSphereMapForBack");
1566 myUniformLocations[anIndex][OpenGl_RT_uBlockedRngEnabled] =
1567 aShaderProgram->GetUniformLocation (theGlContext, "uBlockedRngEnabled");
1569 myUniformLocations[anIndex][OpenGl_RT_uSampleWeight] =
1570 aShaderProgram->GetUniformLocation (theGlContext, "uSampleWeight");
1571 myUniformLocations[anIndex][OpenGl_RT_uFrameRndSeed] =
1572 aShaderProgram->GetUniformLocation (theGlContext, "uFrameRndSeed");
1574 myUniformLocations[anIndex][OpenGl_RT_uBackColorTop] =
1575 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorTop");
1576 myUniformLocations[anIndex][OpenGl_RT_uBackColorBot] =
1577 aShaderProgram->GetUniformLocation (theGlContext, "uBackColorBot");
1580 theGlContext->BindProgram (myOutImageProgram);
1582 myOutImageProgram->SetSampler (theGlContext,
1583 "uInputTexture", OpenGl_RT_PrevAccumTexture);
1585 theGlContext->BindProgram (NULL);
1588 if (myRaytraceInitStatus != OpenGl_RT_NONE)
1590 return myRaytraceInitStatus == OpenGl_RT_INIT;
1593 if (myRaytraceFBO1.IsNull())
1595 myRaytraceFBO1 = new OpenGl_FrameBuffer (GL_RGBA32F);
1598 if (myRaytraceFBO2.IsNull())
1600 myRaytraceFBO2 = new OpenGl_FrameBuffer (GL_RGBA32F);
1603 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1610 myRaytraceScreenQuad.Init (theGlContext, 3, 6, aVertices);
1612 myRaytraceInitStatus = OpenGl_RT_INIT; // initialized in normal way
1614 return Standard_True;
1617 // =======================================================================
1618 // function : nullifyResource
1620 // =======================================================================
1621 inline void nullifyResource (const Handle(OpenGl_Context)& theGlContext,
1622 Handle(OpenGl_Resource)& theResource)
1624 if (!theResource.IsNull())
1626 theResource->Release (theGlContext.operator->());
1627 theResource.Nullify();
1631 // =======================================================================
1632 // function : releaseRaytraceResources
1633 // purpose : Releases OpenGL/GLSL shader programs
1634 // =======================================================================
1635 void OpenGl_View::releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext)
1637 nullifyResource (theGlContext, myOpenGlFBO);
1638 nullifyResource (theGlContext, myRaytraceFBO1);
1639 nullifyResource (theGlContext, myRaytraceFBO2);
1641 nullifyResource (theGlContext, myRaytraceShader);
1642 nullifyResource (theGlContext, myPostFSAAShader);
1644 nullifyResource (theGlContext, myRaytraceProgram);
1645 nullifyResource (theGlContext, myPostFSAAProgram);
1646 nullifyResource (theGlContext, myOutImageProgram);
1648 nullifyResource (theGlContext, mySceneNodeInfoTexture);
1649 nullifyResource (theGlContext, mySceneMinPointTexture);
1650 nullifyResource (theGlContext, mySceneMaxPointTexture);
1652 nullifyResource (theGlContext, myGeometryVertexTexture);
1653 nullifyResource (theGlContext, myGeometryNormalTexture);
1654 nullifyResource (theGlContext, myGeometryTexCrdTexture);
1655 nullifyResource (theGlContext, myGeometryTriangTexture);
1656 nullifyResource (theGlContext, mySceneTransformTexture);
1658 nullifyResource (theGlContext, myRaytraceLightSrcTexture);
1659 nullifyResource (theGlContext, myRaytraceMaterialTexture);
1661 if (myRaytraceScreenQuad.IsValid())
1662 myRaytraceScreenQuad.Release (theGlContext.operator->());
1665 // =======================================================================
1666 // function : resizeRaytraceBuffers
1667 // purpose : Resizes OpenGL frame buffers
1668 // =======================================================================
1669 Standard_Boolean OpenGl_View::resizeRaytraceBuffers (const Standard_Integer theSizeX,
1670 const Standard_Integer theSizeY,
1671 const Handle(OpenGl_Context)& theGlContext)
1673 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1674 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1676 myRaytraceFBO1->Init (theGlContext, theSizeX, theSizeY);
1677 myRaytraceFBO2->Init (theGlContext, theSizeX, theSizeY);
1680 return Standard_True;
1683 // =======================================================================
1684 // function : updateCamera
1685 // purpose : Generates viewing rays for corners of screen quad
1686 // =======================================================================
1687 void OpenGl_View::updateCamera (const OpenGl_Mat4& theOrientation,
1688 const OpenGl_Mat4& theViewMapping,
1689 OpenGl_Vec3* theOrigins,
1690 OpenGl_Vec3* theDirects,
1691 OpenGl_Mat4& theUnview)
1693 // compute inverse model-view-projection matrix
1694 (theViewMapping * theOrientation).Inverted (theUnview);
1696 Standard_Integer aOriginIndex = 0;
1697 Standard_Integer aDirectIndex = 0;
1699 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1701 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1703 OpenGl_Vec4 aOrigin (GLfloat(aX),
1708 aOrigin = theUnview * aOrigin;
1710 aOrigin.x() = aOrigin.x() / aOrigin.w();
1711 aOrigin.y() = aOrigin.y() / aOrigin.w();
1712 aOrigin.z() = aOrigin.z() / aOrigin.w();
1714 OpenGl_Vec4 aDirect (GLfloat(aX),
1719 aDirect = theUnview * aDirect;
1721 aDirect.x() = aDirect.x() / aDirect.w();
1722 aDirect.y() = aDirect.y() / aDirect.w();
1723 aDirect.z() = aDirect.z() / aDirect.w();
1725 aDirect = aDirect - aOrigin;
1727 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
1728 aDirect.y() * aDirect.y() +
1729 aDirect.z() * aDirect.z());
1731 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1732 static_cast<GLfloat> (aOrigin.y()),
1733 static_cast<GLfloat> (aOrigin.z()));
1735 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1736 static_cast<GLfloat> (aDirect.y() * aInvLen),
1737 static_cast<GLfloat> (aDirect.z() * aInvLen));
1742 // =======================================================================
1743 // function : uploadRaytraceData
1744 // purpose : Uploads ray-trace data to the GPU
1745 // =======================================================================
1746 Standard_Boolean OpenGl_View::uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext)
1748 if (!theGlContext->IsGlGreaterEqual (3, 1))
1750 #ifdef RAY_TRACE_PRINT_INFO
1751 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1753 return Standard_False;
1756 myAccumFrames = 0; // accumulation should be restarted
1758 /////////////////////////////////////////////////////////////////////////////
1759 // Prepare OpenGL textures
1761 if (theGlContext->arbTexBindless != NULL)
1763 // If OpenGL driver supports bindless textures we need
1764 // to get unique 64- bit handles for using on the GPU
1765 if (!myRaytraceGeometry.UpdateTextureHandles (theGlContext))
1767 #ifdef RAY_TRACE_PRINT_INFO
1768 std::cout << "Error: Failed to get OpenGL texture handles" << std::endl;
1770 return Standard_False;
1774 /////////////////////////////////////////////////////////////////////////////
1775 // Create OpenGL BVH buffers
1777 if (mySceneNodeInfoTexture.IsNull()) // create scene BVH buffers
1779 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1780 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1781 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1782 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1784 if (!mySceneNodeInfoTexture->Create (theGlContext)
1785 || !mySceneMinPointTexture->Create (theGlContext)
1786 || !mySceneMaxPointTexture->Create (theGlContext)
1787 || !mySceneTransformTexture->Create (theGlContext))
1789 #ifdef RAY_TRACE_PRINT_INFO
1790 std::cout << "Error: Failed to create scene BVH buffers" << std::endl;
1792 return Standard_False;
1796 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1798 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1799 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1800 myGeometryTexCrdTexture = new OpenGl_TextureBufferArb;
1801 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1803 if (!myGeometryVertexTexture->Create (theGlContext)
1804 || !myGeometryNormalTexture->Create (theGlContext)
1805 || !myGeometryTexCrdTexture->Create (theGlContext)
1806 || !myGeometryTriangTexture->Create (theGlContext))
1808 #ifdef RAY_TRACE_PRINT_INFO
1809 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1811 return Standard_False;
1815 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1817 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1819 if (!myRaytraceMaterialTexture->Create (theGlContext))
1821 #ifdef RAY_TRACE_PRINT_INFO
1822 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1824 return Standard_False;
1828 /////////////////////////////////////////////////////////////////////////////
1829 // Write transform buffer
1831 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1833 bool aResult = true;
1835 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1837 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1838 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1840 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1841 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1843 Standard_ASSERT_RETURN (aTransform != NULL,
1844 "OpenGl_TriangleSet does not contain transform", Standard_False);
1846 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1849 aResult &= mySceneTransformTexture->Init (theGlContext, 4,
1850 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1852 delete [] aNodeTransforms;
1854 /////////////////////////////////////////////////////////////////////////////
1855 // Write geometry and bottom-level BVH buffers
1857 Standard_Size aTotalVerticesNb = 0;
1858 Standard_Size aTotalElementsNb = 0;
1859 Standard_Size aTotalBVHNodesNb = 0;
1861 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1863 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1864 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1866 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1867 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1869 aTotalVerticesNb += aTriangleSet->Vertices.size();
1870 aTotalElementsNb += aTriangleSet->Elements.size();
1872 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1873 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
1875 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1878 aTotalBVHNodesNb += myRaytraceGeometry.BVH()->NodeInfoBuffer().size();
1880 if (aTotalBVHNodesNb != 0)
1882 aResult &= mySceneNodeInfoTexture->Init (
1883 theGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1884 aResult &= mySceneMinPointTexture->Init (
1885 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1886 aResult &= mySceneMaxPointTexture->Init (
1887 theGlContext, 3, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1892 #ifdef RAY_TRACE_PRINT_INFO
1893 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1895 return Standard_False;
1898 if (aTotalElementsNb != 0)
1900 aResult &= myGeometryTriangTexture->Init (
1901 theGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
1904 if (aTotalVerticesNb != 0)
1906 aResult &= myGeometryVertexTexture->Init (
1907 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1908 aResult &= myGeometryNormalTexture->Init (
1909 theGlContext, 3, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1910 aResult &= myGeometryTexCrdTexture->Init (
1911 theGlContext, 2, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1916 #ifdef RAY_TRACE_PRINT_INFO
1917 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1919 return Standard_False;
1922 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 3> >& aBVH = myRaytraceGeometry.BVH();
1924 if (aBVH->Length() > 0)
1926 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, 0, aBVH->Length(),
1927 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1928 aResult &= mySceneMinPointTexture->SubData (theGlContext, 0, aBVH->Length(),
1929 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1930 aResult &= mySceneMaxPointTexture->SubData (theGlContext, 0, aBVH->Length(),
1931 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1934 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1936 if (!aBVH->IsOuter (aNodeIdx))
1939 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
1941 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1942 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1944 Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
1946 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1947 "Error: Failed to get offset for bottom-level BVH", Standard_False);
1949 const Standard_Integer aBvhBuffersSize = aTriangleSet->BVH()->Length();
1951 if (aBvhBuffersSize != 0)
1953 aResult &= mySceneNodeInfoTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
1954 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1955 aResult &= mySceneMinPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
1956 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1957 aResult &= mySceneMaxPointTexture->SubData (theGlContext, aBVHOffset, aBvhBuffersSize,
1958 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
1962 #ifdef RAY_TRACE_PRINT_INFO
1963 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1965 return Standard_False;
1969 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
1971 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1972 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
1974 if (!aTriangleSet->Vertices.empty())
1976 aResult &= myGeometryNormalTexture->SubData (theGlContext, aVerticesOffset,
1977 GLsizei (aTriangleSet->Normals.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1978 aResult &= myGeometryTexCrdTexture->SubData (theGlContext, aVerticesOffset,
1979 GLsizei (aTriangleSet->TexCrds.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->TexCrds.front()));
1980 aResult &= myGeometryVertexTexture->SubData (theGlContext, aVerticesOffset,
1981 GLsizei (aTriangleSet->Vertices.size()), reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
1984 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
1986 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1987 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
1989 if (!aTriangleSet->Elements.empty())
1991 aResult &= myGeometryTriangTexture->SubData (theGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1992 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
1997 #ifdef RAY_TRACE_PRINT_INFO
1998 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
2000 return Standard_False;
2004 /////////////////////////////////////////////////////////////////////////////
2005 // Write material buffer
2007 if (myRaytraceGeometry.Materials.size() != 0)
2009 aResult &= myRaytraceMaterialTexture->Init (theGlContext, 4,
2010 GLsizei (myRaytraceGeometry.Materials.size() * 18), myRaytraceGeometry.Materials.front().Packed());
2014 #ifdef RAY_TRACE_PRINT_INFO
2015 std::cout << "Error: Failed to upload material buffer" << std::endl;
2017 return Standard_False;
2021 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
2023 #ifdef RAY_TRACE_PRINT_INFO
2025 Standard_ShortReal aMemUsed = 0.f;
2027 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
2029 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
2030 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
2032 aMemUsed += static_cast<Standard_ShortReal> (
2033 aTriangleSet->Vertices.size() * sizeof (BVH_Vec3f));
2034 aMemUsed += static_cast<Standard_ShortReal> (
2035 aTriangleSet->Normals.size() * sizeof (BVH_Vec3f));
2036 aMemUsed += static_cast<Standard_ShortReal> (
2037 aTriangleSet->TexCrds.size() * sizeof (BVH_Vec2f));
2038 aMemUsed += static_cast<Standard_ShortReal> (
2039 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
2041 aMemUsed += static_cast<Standard_ShortReal> (
2042 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2043 aMemUsed += static_cast<Standard_ShortReal> (
2044 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2045 aMemUsed += static_cast<Standard_ShortReal> (
2046 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2049 aMemUsed += static_cast<Standard_ShortReal> (
2050 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
2051 aMemUsed += static_cast<Standard_ShortReal> (
2052 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec3f));
2053 aMemUsed += static_cast<Standard_ShortReal> (
2054 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec3f));
2056 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
2063 // =======================================================================
2064 // function : updateRaytraceLightSources
2065 // purpose : Updates 3D scene light sources for ray-tracing
2066 // =======================================================================
2067 Standard_Boolean OpenGl_View::updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext)
2069 myRaytraceGeometry.Sources.clear();
2071 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
2073 for (OpenGl_ListOfLight::Iterator aLightIter (myLights); aLightIter.More(); aLightIter.Next())
2075 const OpenGl_Light& aLight = aLightIter.Value();
2077 if (aLight.Type == Visual3d_TOLS_AMBIENT)
2079 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r() * aLight.Intensity,
2080 aLight.Color.g() * aLight.Intensity,
2081 aLight.Color.b() * aLight.Intensity,
2086 BVH_Vec4f aDiffuse (aLight.Color.r() * aLight.Intensity,
2087 aLight.Color.g() * aLight.Intensity,
2088 aLight.Color.b() * aLight.Intensity,
2091 BVH_Vec4f aPosition (-aLight.Direction.x(),
2092 -aLight.Direction.y(),
2093 -aLight.Direction.z(),
2096 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
2098 aPosition = BVH_Vec4f (aLight.Position.x(),
2099 aLight.Position.y(),
2100 aLight.Position.z(),
2103 // store smoothing radius in w-component
2104 aDiffuse.w() = Max (aLight.Smoothness, 0.f);
2108 // store cosine of smoothing angle in w-component
2109 aDiffuse.w() = cosf (Min (Max (aLight.Smoothness, 0.f), static_cast<Standard_ShortReal> (M_PI / 2.0)));
2112 if (aLight.IsHeadlight)
2114 aPosition = theInvModelView * aPosition;
2117 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
2120 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
2122 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
2124 if (!myRaytraceLightSrcTexture->Create (theGlContext))
2126 #ifdef RAY_TRACE_PRINT_INFO
2127 std::cout << "Error: Failed to create light source buffer" << std::endl;
2129 return Standard_False;
2133 if (myRaytraceGeometry.Sources.size() != 0)
2135 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
2136 if (!myRaytraceLightSrcTexture->Init (theGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
2138 #ifdef RAY_TRACE_PRINT_INFO
2139 std::cout << "Error: Failed to upload light source buffer" << std::endl;
2141 return Standard_False;
2145 return Standard_True;
2148 // =======================================================================
2149 // function : updateRaytraceEnvironmentMap
2150 // purpose : Updates environment map for ray-tracing
2151 // =======================================================================
2152 Standard_Boolean OpenGl_View::updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext)
2154 Standard_Boolean aResult = Standard_True;
2156 if (!myToUpdateEnvironmentMap)
2161 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
2163 const Handle(OpenGl_ShaderProgram)& aProgram =
2164 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
2166 if (!aProgram.IsNull())
2168 aResult &= theGlContext->BindProgram (aProgram);
2170 if (!myTextureEnv.IsNull() && mySurfaceDetail != Visual3d_TOD_NONE)
2172 myTextureEnv->Bind (theGlContext,
2173 GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
2175 aResult &= aProgram->SetUniform (theGlContext,
2176 myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 1);
2180 aResult &= aProgram->SetUniform (theGlContext,
2181 myUniformLocations[anIdx][OpenGl_RT_uSphereMapEnabled], 0);
2186 myToUpdateEnvironmentMap = Standard_False;
2188 theGlContext->BindProgram (NULL);
2193 // =======================================================================
2194 // function : setUniformState
2195 // purpose : Sets uniform state for the given ray-tracing shader program
2196 // =======================================================================
2197 Standard_Boolean OpenGl_View::setUniformState (const Graphic3d_CView& theCView,
2198 const OpenGl_Vec3* theOrigins,
2199 const OpenGl_Vec3* theDirects,
2200 const OpenGl_Mat4& theUnviewMat,
2201 const Standard_Integer theProgramId,
2202 const Handle(OpenGl_Context)& theGlContext)
2204 Handle(OpenGl_ShaderProgram)& theProgram =
2205 theProgramId == 0 ? myRaytraceProgram : myPostFSAAProgram;
2207 if (theProgram.IsNull())
2209 return Standard_False;
2212 const Standard_Integer aLightSourceBufferSize =
2213 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
2216 theProgram->SetUniform (theGlContext,
2217 myUniformLocations[theProgramId][OpenGl_RT_uOriginLB], theOrigins[0]);
2218 theProgram->SetUniform (theGlContext,
2219 myUniformLocations[theProgramId][OpenGl_RT_uOriginRB], theOrigins[1]);
2220 theProgram->SetUniform (theGlContext,
2221 myUniformLocations[theProgramId][OpenGl_RT_uOriginLT], theOrigins[2]);
2222 theProgram->SetUniform (theGlContext,
2223 myUniformLocations[theProgramId][OpenGl_RT_uOriginRT], theOrigins[3]);
2224 theProgram->SetUniform (theGlContext,
2225 myUniformLocations[theProgramId][OpenGl_RT_uDirectLB], theDirects[0]);
2226 theProgram->SetUniform (theGlContext,
2227 myUniformLocations[theProgramId][OpenGl_RT_uDirectRB], theDirects[1]);
2228 theProgram->SetUniform (theGlContext,
2229 myUniformLocations[theProgramId][OpenGl_RT_uDirectLT], theDirects[2]);
2230 theProgram->SetUniform (theGlContext,
2231 myUniformLocations[theProgramId][OpenGl_RT_uDirectRT], theDirects[3]);
2232 theProgram->SetUniform (theGlContext,
2233 myUniformLocations[theProgramId][OpenGl_RT_uUnviewMat], theUnviewMat);
2235 // Set scene parameters
2236 theProgram->SetUniform (theGlContext,
2237 myUniformLocations[theProgramId][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2238 theProgram->SetUniform (theGlContext,
2239 myUniformLocations[theProgramId][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2240 theProgram->SetUniform (theGlContext,
2241 myUniformLocations[theProgramId][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2242 theProgram->SetUniform (theGlContext,
2243 myUniformLocations[theProgramId][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2245 // Set run-time rendering options
2246 theProgram->SetUniform (theGlContext,
2247 myUniformLocations[theProgramId][OpenGl_RT_uShadowsEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2248 theProgram->SetUniform (theGlContext,
2249 myUniformLocations[theProgramId][OpenGl_RT_uReflectEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2251 if (theCView.RenderParams.IsGlobalIlluminationEnabled)
2253 theProgram->SetUniform (theGlContext,
2254 myUniformLocations[theProgramId][OpenGl_RT_uBlockedRngEnabled], theCView.RenderParams.CoherentPathTracingMode ? 1 : 0);
2257 // Set array of 64-bit texture handles
2258 if (theGlContext->arbTexBindless != NULL && myRaytraceGeometry.HasTextures())
2260 theProgram->SetUniform (theGlContext, myUniformLocations[theProgramId][OpenGl_RT_uTexSamplersArray],
2261 static_cast<GLsizei> (myRaytraceGeometry.TextureHandles().size()), &myRaytraceGeometry.TextureHandles()[0]);
2264 // Set background colors (only gradient background supported)
2265 if (myBgGradientArray != NULL
2266 && myBgGradientArray->IsDefined())
2268 theProgram->SetUniform (theGlContext,
2269 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], myBgGradientArray->GradientColor (0));
2270 theProgram->SetUniform (theGlContext,
2271 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], myBgGradientArray->GradientColor (1));
2275 const OpenGl_Vec4 aBackColor (theCView.DefWindow.Background.r,
2276 theCView.DefWindow.Background.g,
2277 theCView.DefWindow.Background.b,
2279 theProgram->SetUniform (theGlContext,
2280 myUniformLocations[theProgramId][OpenGl_RT_uBackColorTop], aBackColor);
2281 theProgram->SetUniform (theGlContext,
2282 myUniformLocations[theProgramId][OpenGl_RT_uBackColorBot], aBackColor);
2285 theProgram->SetUniform (theGlContext,
2286 myUniformLocations[theProgramId][OpenGl_RT_uSphereMapForBack], theCView.RenderParams.UseEnvironmentMapBackground ? 1 : 0);
2288 return Standard_True;
2291 // =======================================================================
2292 // function : bindRaytraceTextures
2293 // purpose : Binds ray-trace textures to corresponding texture units
2294 // =======================================================================
2295 void OpenGl_View::bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2297 mySceneMinPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2298 mySceneMaxPointTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2299 mySceneNodeInfoTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2300 myGeometryVertexTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2301 myGeometryNormalTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2302 myGeometryTexCrdTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2303 myGeometryTriangTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2304 mySceneTransformTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2305 myRaytraceMaterialTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2306 myRaytraceLightSrcTexture->BindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2308 if (!myOpenGlFBO.IsNull())
2310 myOpenGlFBO->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2311 myOpenGlFBO->DepthStencilTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2315 // =======================================================================
2316 // function : unbindRaytraceTextures
2317 // purpose : Unbinds ray-trace textures from corresponding texture units
2318 // =======================================================================
2319 void OpenGl_View::unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext)
2321 mySceneMinPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2322 mySceneMaxPointTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2323 mySceneNodeInfoTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2324 myGeometryVertexTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2325 myGeometryNormalTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2326 myGeometryTexCrdTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTexCrdTexture);
2327 myGeometryTriangTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2328 mySceneTransformTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2329 myRaytraceMaterialTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2330 myRaytraceLightSrcTexture->UnbindTexture (theGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2332 if (!myOpenGlFBO.IsNull())
2334 myOpenGlFBO->ColorTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2335 myOpenGlFBO->DepthStencilTexture()->Unbind (theGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2338 theGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2341 // =======================================================================
2342 // function : runRaytraceShaders
2343 // purpose : Runs ray-tracing shader programs
2344 // =======================================================================
2345 Standard_Boolean OpenGl_View::runRaytraceShaders (const Graphic3d_CView& theCView,
2346 const Standard_Integer theSizeX,
2347 const Standard_Integer theSizeY,
2348 const OpenGl_Vec3* theOrigins,
2349 const OpenGl_Vec3* theDirects,
2350 const OpenGl_Mat4& theUnviewMat,
2351 OpenGl_FrameBuffer* theReadDrawFbo,
2352 const Handle(OpenGl_Context)& theGlContext)
2354 bindRaytraceTextures (theGlContext);
2356 Handle(OpenGl_FrameBuffer) aRenderFramebuffer;
2357 Handle(OpenGl_FrameBuffer) anAccumFramebuffer;
2359 if (myRaytraceParameters.GlobalIllumination) // if path-tracing is used
2361 for (int anIdx = 0; anIdx < 3; ++anIdx)
2363 if (fabsf (theOrigins[anIdx].x() - myPreviousOrigins[anIdx].x()) > std::numeric_limits<Standard_ShortReal>::epsilon()
2364 || fabsf (theOrigins[anIdx].y() - myPreviousOrigins[anIdx].y()) > std::numeric_limits<Standard_ShortReal>::epsilon()
2365 || fabsf (theOrigins[anIdx].z() - myPreviousOrigins[anIdx].z()) > std::numeric_limits<Standard_ShortReal>::epsilon())
2367 myAccumFrames = 0; // camera has been moved
2370 myPreviousOrigins[anIdx] = theOrigins[anIdx];
2373 aRenderFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2374 anAccumFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
2376 anAccumFramebuffer->ColorTexture()->Bind (
2377 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2379 aRenderFramebuffer->BindBuffer (theGlContext);
2381 else if (theCView.RenderParams.IsAntialiasingEnabled) // if 2-pass ray-tracing is used
2383 myRaytraceFBO1->BindBuffer (theGlContext);
2385 glDisable (GL_BLEND);
2388 Standard_Boolean aResult = theGlContext->BindProgram (myRaytraceProgram);
2390 aResult &= setUniformState (theCView,
2394 0, // ID of RT program
2397 if (myRaytraceParameters.GlobalIllumination)
2399 if (myAccumFrames == 0)
2404 // Set frame accumulation weight
2405 myRaytraceProgram->SetUniform (theGlContext,
2406 myUniformLocations[0][OpenGl_RT_uSampleWeight], 1.f / (myAccumFrames + 1));
2408 // Set random number generator seed
2409 myRaytraceProgram->SetUniform (theGlContext,
2410 myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
2413 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2415 if (myRaytraceParameters.GlobalIllumination)
2417 // Output accumulated image
2418 glDisable (GL_BLEND);
2420 theGlContext->BindProgram (myOutImageProgram);
2422 if (theReadDrawFbo != NULL)
2424 theReadDrawFbo->BindBuffer (theGlContext);
2428 aRenderFramebuffer->UnbindBuffer (theGlContext);
2431 aRenderFramebuffer->ColorTexture()->Bind (
2432 theGlContext, GL_TEXTURE0 + OpenGl_RT_PrevAccumTexture);
2434 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2438 else if (theCView.RenderParams.IsAntialiasingEnabled)
2440 myRaytraceFBO1->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2442 aResult &= theGlContext->BindProgram (myPostFSAAProgram);
2444 aResult &= setUniformState (theCView,
2448 1, // ID of FSAA program
2451 // Perform multi-pass adaptive FSAA using ping-pong technique.
2452 // We use 'FLIPTRI' sampling pattern changing for every pixel
2453 // (3 additional samples per pixel, the 1st sample is already
2454 // available from initial ray-traced image).
2455 for (Standard_Integer anIt = 1; anIt < 4; ++anIt)
2457 GLfloat aOffsetX = 1.f / theSizeX;
2458 GLfloat aOffsetY = 1.f / theSizeY;
2476 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2477 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 1);
2478 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2479 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2480 aResult &= myPostFSAAProgram->SetUniform (theGlContext,
2481 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2483 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
2485 if (anIt == 3) // disable FBO on last iteration
2487 if (theReadDrawFbo != NULL)
2489 theReadDrawFbo->BindBuffer (theGlContext);
2493 aFramebuffer->UnbindBuffer (theGlContext);
2498 aFramebuffer->BindBuffer (theGlContext);
2501 theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2503 if (anIt != 3) // set input for the next pass
2505 aFramebuffer->ColorTexture()->Bind (theGlContext, GL_TEXTURE0 + OpenGl_RT_FsaaInputTexture);
2510 unbindRaytraceTextures (theGlContext);
2512 theGlContext->BindProgram (NULL);
2517 // =======================================================================
2518 // function : raytrace
2519 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
2520 // =======================================================================
2521 Standard_Boolean OpenGl_View::raytrace (const Graphic3d_CView& theCView,
2522 const Standard_Integer theSizeX,
2523 const Standard_Integer theSizeY,
2524 OpenGl_FrameBuffer* theReadDrawFbo,
2525 const Handle(OpenGl_Context)& theGlContext)
2527 if (!initRaytraceResources (theCView, theGlContext))
2529 return Standard_False;
2532 if (!resizeRaytraceBuffers (theSizeX, theSizeY, theGlContext))
2534 return Standard_False;
2537 if (!updateRaytraceEnvironmentMap (theGlContext))
2539 return Standard_False;
2542 // Get model-view and projection matrices
2543 OpenGl_Mat4 aOrientationMatrix = myCamera->OrientationMatrixF();
2544 OpenGl_Mat4 aViewMappingMatrix = theGlContext->ProjectionState.Current();
2546 OpenGl_Mat4 aInverOrientMatrix;
2547 aOrientationMatrix.Inverted (aInverOrientMatrix);
2548 if (!updateRaytraceLightSources (aInverOrientMatrix, theGlContext))
2550 return Standard_False;
2553 OpenGl_Vec3 aOrigins[4];
2554 OpenGl_Vec3 aDirects[4];
2555 OpenGl_Mat4 anUnviewMat;
2557 updateCamera (aOrientationMatrix,
2563 glDisable (GL_BLEND);
2564 glDisable (GL_DEPTH_TEST);
2566 if (theReadDrawFbo != NULL)
2568 theReadDrawFbo->BindBuffer (theGlContext);
2571 // Generate ray-traced image
2572 if (myIsRaytraceDataValid)
2574 myRaytraceScreenQuad.BindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2576 if (!myRaytraceGeometry.AcquireTextures (theGlContext))
2578 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
2579 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to acquire OpenGL image textures");
2582 Standard_Boolean aResult = runRaytraceShaders (theCView,
2593 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
2594 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to execute ray-tracing shaders");
2597 if (!myRaytraceGeometry.ReleaseTextures (theGlContext))
2599 theGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB,
2600 0, GL_DEBUG_SEVERITY_MEDIUM_ARB, "Error: Failed to release OpenGL image textures");
2603 myRaytraceScreenQuad.UnbindVertexAttrib (theGlContext, Graphic3d_TOA_POS);
2606 glDisable (GL_BLEND);
2607 glEnable (GL_DEPTH_TEST);
2609 return Standard_True;