1 // Created on: 2013-08-27
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013 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 <OpenGl_Workspace.hxx>
18 #include <NCollection_Mat4.hxx>
19 #include <OpenGl_ArbFBO.hxx>
20 #include <OpenGl_FrameBuffer.hxx>
21 #include <OpenGl_PrimitiveArray.hxx>
22 #include <OpenGl_Texture.hxx>
23 #include <OpenGl_VertexBuffer.hxx>
24 #include <OpenGl_View.hxx>
25 #include <OSD_File.hxx>
26 #include <OSD_Protection.hxx>
27 #include <Standard_Assert.hxx>
29 using namespace OpenGl_Raytrace;
31 //! Use this macro to output ray-tracing debug info
32 // #define RAY_TRACE_PRINT_INFO
34 #ifdef RAY_TRACE_PRINT_INFO
35 #include <OSD_Timer.hxx>
38 // =======================================================================
39 // function : MatVecMult
40 // purpose : Multiples 4x4 matrix by 4D vector
41 // =======================================================================
43 BVH_Vec4f MatVecMult (const T m[16], const BVH_Vec4f& v)
46 static_cast<float> (m[ 0] * v.x() + m[ 4] * v.y() +
47 m[ 8] * v.z() + m[12] * v.w()),
48 static_cast<float> (m[ 1] * v.x() + m[ 5] * v.y() +
49 m[ 9] * v.z() + m[13] * v.w()),
50 static_cast<float> (m[ 2] * v.x() + m[ 6] * v.y() +
51 m[10] * v.z() + m[14] * v.w()),
52 static_cast<float> (m[ 3] * v.x() + m[ 7] * v.y() +
53 m[11] * v.z() + m[15] * v.w()));
56 // =======================================================================
57 // function : UpdateRaytraceGeometry
58 // purpose : Updates 3D scene geometry for ray tracing
59 // =======================================================================
60 Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
63 return Standard_False;
65 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
66 // This is light-weight procedure performed for each frame
68 if (theMode == OpenGl_GUM_CHECK)
70 if (myLayersModificationStatus != myView->LayerList().ModificationState())
72 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
75 else if (theMode == OpenGl_GUM_PREPARE)
77 myRaytraceGeometry.ClearMaterials();
78 myArrayToTrianglesMap.clear();
80 myIsRaytraceDataValid = Standard_False;
83 // The set of processed structures (reflected to ray-tracing)
84 // This set is used to remove out-of-date records from the
85 // hash map of structures
86 std::set<const OpenGl_Structure*> anElements;
88 // Set of all currently visible and "raytracable" primitive arrays.
89 std::set<Standard_Size> anArrayIDs;
91 const OpenGl_LayerList& aList = myView->LayerList();
93 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
95 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
97 if (aPriorityList.NbStructures() == 0)
100 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
102 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
104 OpenGl_SequenceOfStructure::Iterator aStructIt;
106 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
108 const OpenGl_Structure* aStructure = aStructIt.Value();
110 if (theMode == OpenGl_GUM_CHECK)
112 if (CheckRaytraceStructure (aStructure))
114 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
117 else if (theMode == OpenGl_GUM_PREPARE)
119 if (!aStructure->IsRaytracable()
120 || !aStructure->IsVisible())
123 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
125 // OpenGL elements from group (extract primitives arrays)
126 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
128 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
130 if (aPrimArray != NULL)
132 // Collect all primitive arrays in scene.
133 anArrayIDs.insert (aPrimArray->GetUID());
138 else if (theMode == OpenGl_GUM_UPDATE)
140 if (!aStructure->IsRaytracable())
143 AddRaytraceStructure (aStructure, anElements);
149 if (theMode == OpenGl_GUM_PREPARE)
151 BVH_ObjectSet<Standard_ShortReal, 4>::BVH_ObjectList anUnchangedObjects;
153 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
154 // Objects which not in myArrayToTrianglesMap will be built from scratch.
155 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
157 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
158 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
160 // If primitive array of object not in "anArrays" set then it was hided or deleted.
161 // If primitive array present in "anArrays" set but we don't have associated object yet, then
162 // the object is new and still has to be built.
163 if ((aTriangleSet != NULL) && ((anArrayIDs.find (aTriangleSet->AssociatedPArrayID())) != anArrayIDs.end()))
165 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
167 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
171 myRaytraceGeometry.Objects() = anUnchangedObjects;
173 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
176 if (theMode == OpenGl_GUM_UPDATE)
178 // Actualize the hash map of structures -- remove out-of-date records
179 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
181 while (anIter != myStructureStates.end())
183 if (anElements.find (anIter->first) == anElements.end())
185 myStructureStates.erase (anIter++);
193 // Actualize OpenGL layer list state
194 myLayersModificationStatus = myView->LayerList().ModificationState();
196 // Rebuild bottom-level and high-level BVHs
197 myRaytraceGeometry.ProcessAcceleration();
199 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
200 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
201 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
202 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
204 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
206 const BVH_Vec4f aSize = myRaytraceGeometry.Box().Size();
208 myRaytraceSceneEpsilon = Max (1e-6f, 1e-4f * sqrtf (
209 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
211 return UploadRaytraceData();
214 return Standard_True;
217 // =======================================================================
218 // function : CheckRaytraceStructure
219 // purpose : Checks to see if the structure is modified
220 // =======================================================================
221 Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
223 if (!theStructure->IsRaytracable())
225 // Checks to see if all ray-tracable elements were
226 // removed from the structure
227 if (theStructure->ModificationState() > 0)
229 theStructure->ResetModificationState();
230 return Standard_True;
233 return Standard_False;
236 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
238 if (aStructState != myStructureStates.end())
239 return aStructState->second != theStructure->ModificationState();
241 return Standard_True;
244 // =======================================================================
245 // function : CreateMaterial
246 // purpose : Creates ray-tracing material properties
247 // =======================================================================
248 void CreateMaterial (const OPENGL_SURF_PROP& theProp, OpenGl_RaytraceMaterial& theMaterial)
250 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
251 theMaterial.Ambient = BVH_Vec4f (aSrcAmb[0] * theProp.amb,
252 aSrcAmb[1] * theProp.amb,
253 aSrcAmb[2] * theProp.amb,
256 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
257 theMaterial.Diffuse = BVH_Vec4f (aSrcDif[0] * theProp.diff,
258 aSrcDif[1] * theProp.diff,
259 aSrcDif[2] * theProp.diff,
262 const float aDefSpecCol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
263 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : aDefSpecCol;
264 theMaterial.Specular = BVH_Vec4f (aSrcSpe[0] * theProp.spec,
265 aSrcSpe[1] * theProp.spec,
266 aSrcSpe[2] * theProp.spec,
269 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
270 theMaterial.Emission = BVH_Vec4f (aSrcEms[0] * theProp.emsv,
271 aSrcEms[1] * theProp.emsv,
272 aSrcEms[2] * theProp.emsv,
275 // Note: Here we use sub-linear transparency function
276 // to produce realistic-looking transparency effect
277 theMaterial.Transparency = BVH_Vec4f (powf (theProp.trans, 0.75f),
279 theProp.index == 0 ? 1.f : theProp.index,
280 theProp.index == 0 ? 1.f : 1.f / theProp.index);
282 const float aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
283 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
284 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
286 const float aReflectionScale = 0.75f / aMaxRefl;
288 theMaterial.Reflection = BVH_Vec4f (theProp.speccol.rgb[0] * theProp.spec * aReflectionScale,
289 theProp.speccol.rgb[1] * theProp.spec * aReflectionScale,
290 theProp.speccol.rgb[2] * theProp.spec * aReflectionScale,
294 // =======================================================================
295 // function : AddRaytraceStructure
296 // purpose : Adds OpenGL structure to ray-traced scene geometry
297 // =======================================================================
298 Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements)
300 theElements.insert (theStructure);
302 if (!theStructure->IsVisible())
304 myStructureStates[theStructure] = theStructure->ModificationState();
305 return Standard_True;
308 // Get structure material
309 Standard_Integer aStructMatID = -1;
311 if (theStructure->AspectFace() != NULL)
313 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
315 OpenGl_RaytraceMaterial aStructMaterial;
316 CreateMaterial (theStructure->AspectFace()->IntFront(), aStructMaterial);
318 myRaytraceGeometry.Materials.push_back (aStructMaterial);
321 Standard_ShortReal aStructTransformArr[16];
322 Standard_ShortReal* aStructTransform = NULL;
323 if (theStructure->Transformation()->mat != NULL)
325 aStructTransform = aStructTransformArr;
326 for (Standard_Integer i = 0; i < 4; ++i)
328 for (Standard_Integer j = 0; j < 4; ++j)
330 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
335 AddRaytraceGroups (theStructure, aStructMatID, aStructTransform);
337 // Process all connected OpenGL structures
338 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
340 if (anIts.Value()->IsRaytracable())
341 AddRaytraceGroups (anIts.Value(), aStructMatID, aStructTransform);
344 myStructureStates[theStructure] = theStructure->ModificationState();
345 return Standard_True;
348 // =======================================================================
349 // function : AddRaytraceGroups
350 // purpose : Adds OpenGL groups to ray-traced scene geometry
351 // =======================================================================
352 Standard_Boolean OpenGl_Workspace::AddRaytraceGroups (const OpenGl_Structure* theStructure,
353 const Standard_Integer theStructMatId,
354 const Standard_ShortReal* theTransform)
356 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
358 // Get group material
359 Standard_Integer aGroupMatID = -1;
360 if (aGroupIter.Value()->AspectFace() != NULL)
362 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
364 OpenGl_RaytraceMaterial aGroupMaterial;
365 CreateMaterial (aGroupIter.Value()->AspectFace()->IntFront(), aGroupMaterial);
367 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
370 Standard_Integer aMatID = aGroupMatID < 0 ? theStructMatId : aGroupMatID;
374 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
376 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
379 // Add OpenGL elements from group (extract primitives arrays and aspects)
380 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
382 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
383 if (anAspect != NULL)
385 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
387 OpenGl_RaytraceMaterial aMaterial;
388 CreateMaterial (anAspect->IntFront(), aMaterial);
390 myRaytraceGeometry.Materials.push_back (aMaterial);
394 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
396 if (aPrimArray != NULL)
398 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
400 if (aSetIter != myArrayToTrianglesMap.end())
402 OpenGl_TriangleSet* aSet = aSetIter->second;
404 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
406 if (theTransform != NULL)
408 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
411 aSet->SetProperties (aTransform);
413 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID )
415 aSet->SetMaterialIndex (aMatID);
420 NCollection_Handle<BVH_Object<Standard_ShortReal, 4> > aSet =
421 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
425 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
427 if (theTransform != NULL)
429 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
432 aSet->SetProperties (aTransform);
434 myRaytraceGeometry.Objects().Append (aSet);
442 return Standard_True;
445 // =======================================================================
446 // function : AddRaytracePrimitiveArray
447 // purpose : Adds OpenGL primitive array to ray-traced scene geometry
448 // =======================================================================
449 OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
450 Standard_Integer theMatID,
451 const Standard_ShortReal* theTransform)
453 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
454 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
455 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
456 if (theArray->DrawMode() < GL_TRIANGLES
457 || theArray->DrawMode() > GL_POLYGON
458 || anAttribs.IsNull())
463 #ifdef RAY_TRACE_PRINT_INFO
464 switch (theArray->DrawMode())
466 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
467 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
468 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
469 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
470 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
471 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
475 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
477 aSet->Vertices.reserve (anAttribs->NbElements);
478 aSet->Normals .reserve (anAttribs->NbElements);
479 const size_t aVertFrom = aSet->Vertices.size();
480 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
482 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
483 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
484 if (anAttrib.Id == Graphic3d_TOA_POS)
486 if (anAttrib.DataType == Graphic3d_TOD_VEC3
487 || anAttrib.DataType == Graphic3d_TOD_VEC4)
489 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
491 const Graphic3d_Vec3& aVert = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
492 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), aVert.z(), 1.0f));
495 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
497 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
499 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
500 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), 0.0f, 1.0f));
504 else if (anAttrib.Id == Graphic3d_TOA_NORM)
506 if (anAttrib.DataType == Graphic3d_TOD_VEC3
507 || anAttrib.DataType == Graphic3d_TOD_VEC4)
509 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
511 const Graphic3d_Vec3& aNorm = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
512 aSet->Normals.push_back (BVH_Vec4f (aNorm.x(), aNorm.y(), aNorm.z(), 0.0f));
518 if (aSet->Normals.size() != aSet->Vertices.size())
520 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
522 aSet->Normals.push_back (BVH_Vec4f());
528 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
530 BVH_Vec4f& aVertex = aSet->Vertices[aVertIter];
531 aVertex = MatVecMult (theTransform, aVertex);
533 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
535 BVH_Vec4f& aNorm = aSet->Normals[aVertIter];
536 aNorm = MatVecMult (theTransform, aNorm);
540 if (!aBounds.IsNull())
542 #ifdef RAY_TRACE_PRINT_INFO
543 std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
546 Standard_Integer aBoundStart = 0;
547 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
549 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
551 #ifdef RAY_TRACE_PRINT_INFO
552 std::cout << "\tAdding indices from bound " << aBound << ": " <<
553 aBoundStart << " .. " << aVertNum << std::endl;
556 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
562 aBoundStart += aVertNum;
567 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
569 #ifdef RAY_TRACE_PRINT_INFO
570 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
573 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
581 if (aSet->Size() != 0)
587 // =======================================================================
588 // function : AddRaytraceVertexIndices
589 // purpose : Adds vertex indices to ray-traced scene geometry
590 // =======================================================================
591 Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
592 const OpenGl_PrimitiveArray& theArray,
593 Standard_Integer theOffset,
594 Standard_Integer theCount,
595 Standard_Integer theMatID)
597 switch (theArray.DrawMode())
599 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
600 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
601 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
602 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
603 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
604 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
606 return Standard_False;
609 // =======================================================================
610 // function : AddRaytraceTriangleArray
611 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
612 // =======================================================================
613 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
614 const Handle(Graphic3d_IndexBuffer)& theIndices,
615 Standard_Integer theOffset,
616 Standard_Integer theCount,
617 Standard_Integer theMatID)
620 return Standard_True;
622 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
624 if (!theIndices.IsNull())
626 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
628 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
629 theIndices->Index (aVert + 1),
630 theIndices->Index (aVert + 2),
636 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
638 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
643 return Standard_True;
646 // =======================================================================
647 // function : AddRaytraceTriangleFanArray
648 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
649 // =======================================================================
650 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
651 const Handle(Graphic3d_IndexBuffer)& theIndices,
652 Standard_Integer theOffset,
653 Standard_Integer theCount,
654 Standard_Integer theMatID)
657 return Standard_True;
659 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
661 if (!theIndices.IsNull())
663 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
665 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
666 theIndices->Index (aVert + 1),
667 theIndices->Index (aVert + 2),
673 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
675 theSet.Elements.push_back (BVH_Vec4i (theOffset,
682 return Standard_True;
685 // =======================================================================
686 // function : AddRaytraceTriangleStripArray
687 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
688 // =======================================================================
689 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
690 const Handle(Graphic3d_IndexBuffer)& theIndices,
691 Standard_Integer theOffset,
692 Standard_Integer theCount,
693 Standard_Integer theMatID)
696 return Standard_True;
698 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
700 if (!theIndices.IsNull())
702 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
704 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
705 theIndices->Index (aVert + aCW ? 0 : 1),
706 theIndices->Index (aVert + 2),
712 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
714 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
721 return Standard_True;
724 // =======================================================================
725 // function : AddRaytraceQuadrangleArray
726 // purpose : Adds OpenGL quad array to ray-traced scene geometry
727 // =======================================================================
728 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
729 const Handle(Graphic3d_IndexBuffer)& theIndices,
730 Standard_Integer theOffset,
731 Standard_Integer theCount,
732 Standard_Integer theMatID)
735 return Standard_True;
737 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
739 if (!theIndices.IsNull())
741 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
743 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
744 theIndices->Index (aVert + 1),
745 theIndices->Index (aVert + 2),
747 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
748 theIndices->Index (aVert + 2),
749 theIndices->Index (aVert + 3),
755 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
757 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
759 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
764 return Standard_True;
767 // =======================================================================
768 // function : AddRaytraceQuadrangleStripArray
769 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
770 // =======================================================================
771 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
772 const Handle(Graphic3d_IndexBuffer)& theIndices,
773 Standard_Integer theOffset,
774 Standard_Integer theCount,
775 Standard_Integer theMatID)
778 return Standard_True;
780 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
782 if (!theIndices.IsNull())
784 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
786 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
787 theIndices->Index (aVert + 1),
788 theIndices->Index (aVert + 2),
791 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
792 theIndices->Index (aVert + 3),
793 theIndices->Index (aVert + 2),
799 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
801 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
806 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
813 return Standard_True;
816 // =======================================================================
817 // function : AddRaytracePolygonArray
818 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
819 // =======================================================================
820 Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
821 const Handle(Graphic3d_IndexBuffer)& theIndices,
822 Standard_Integer theOffset,
823 Standard_Integer theCount,
824 Standard_Integer theMatID)
827 return Standard_True;
829 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
831 if (!theIndices.IsNull())
833 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
835 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
836 theIndices->Index (aVert + 1),
837 theIndices->Index (aVert + 2),
843 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
845 theSet.Elements.push_back (BVH_Vec4i (theOffset,
852 return Standard_True;
855 // =======================================================================
856 // function : UpdateRaytraceLightSources
857 // purpose : Updates 3D scene light sources for ray-tracing
858 // =======================================================================
859 Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const GLdouble theInvModelView[16])
861 myRaytraceGeometry.Sources.clear();
863 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
865 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
867 const OpenGl_Light& aLight = anItl.Value();
869 if (aLight.Type == Visual3d_TOLS_AMBIENT)
871 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
878 BVH_Vec4f aDiffuse (aLight.Color.r(),
883 BVH_Vec4f aPosition (-aLight.Direction.x(),
884 -aLight.Direction.y(),
885 -aLight.Direction.z(),
888 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
890 aPosition = BVH_Vec4f (aLight.Position.x(),
896 if (aLight.IsHeadlight)
897 aPosition = MatVecMult (theInvModelView, aPosition);
900 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
903 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
905 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
907 if (!myRaytraceLightSrcTexture->Create (myGlContext))
909 #ifdef RAY_TRACE_PRINT_INFO
910 std::cout << "Error: Failed to create light source buffer" << std::endl;
912 return Standard_False;
916 if (myRaytraceGeometry.Sources.size() != 0)
918 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
919 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
921 #ifdef RAY_TRACE_PRINT_INFO
922 std::cout << "Error: Failed to upload light source buffer" << std::endl;
924 return Standard_False;
928 return Standard_True;
931 // =======================================================================
932 // function : UpdateRaytraceEnvironmentMap
933 // purpose : Updates environment map for ray-tracing
934 // =======================================================================
935 Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
938 return Standard_False;
940 if (myViewModificationStatus == myView->ModificationState())
941 return Standard_True;
943 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
945 const Handle(OpenGl_ShaderProgram)& aProgram =
946 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
948 if (!aProgram.IsNull())
950 myGlContext->BindProgram (aProgram);
952 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
954 myView->TextureEnv()->Bind (
955 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
957 aProgram->SetUniform (myGlContext,
958 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 1);
962 aProgram->SetUniform (myGlContext,
963 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 0);
968 myGlContext->BindProgram (NULL);
969 myViewModificationStatus = myView->ModificationState();
970 return Standard_True;
973 // =======================================================================
975 // purpose : Returns shader source combined with prefix
976 // =======================================================================
977 TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
979 static const TCollection_AsciiString aVersion = "#version 140";
981 if (myPrefix.IsEmpty())
983 return aVersion + "\n" + mySource;
986 return aVersion + "\n" + myPrefix + "\n" + mySource;
989 // =======================================================================
991 // purpose : Loads shader source from specified files
992 // =======================================================================
993 void OpenGl_Workspace::ShaderSource::Load (
994 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
998 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1000 OSD_File aFile (theFileNames[anIndex]);
1002 Standard_ASSERT_RETURN (aFile.Exists(),
1003 "Error: Failed to find shader source file", /* none */);
1005 aFile.Open (OSD_ReadOnly, OSD_Protection());
1007 TCollection_AsciiString aSource;
1009 Standard_ASSERT_RETURN (aFile.IsOpen(),
1010 "Error: Failed to open shader source file", /* none */);
1012 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1014 if (!aSource.IsEmpty())
1016 mySource += TCollection_AsciiString ("\n") + aSource;
1023 // =======================================================================
1024 // function : LoadShader
1025 // purpose : Creates new shader object with specified source
1026 // =======================================================================
1027 Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
1029 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1031 if (!aShader->Create (myGlContext))
1033 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1035 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1036 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1038 aShader->Release (myGlContext.operator->());
1040 return Handle(OpenGl_ShaderObject)();
1043 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1045 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1047 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1048 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1050 aShader->Release (myGlContext.operator->());
1052 return Handle(OpenGl_ShaderObject)();
1055 TCollection_AsciiString aBuildLog;
1057 if (!aShader->Compile (myGlContext))
1059 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1061 const TCollection_ExtendedString aMessage =
1062 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1064 #ifdef RAY_TRACE_PRINT_INFO
1065 std::cout << aBuildLog << std::endl;
1068 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1069 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1072 aShader->Release (myGlContext.operator->());
1074 return Handle(OpenGl_ShaderObject)();
1077 #ifdef RAY_TRACE_PRINT_INFO
1078 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1080 if (!aBuildLog.IsEmpty())
1082 std::cout << aBuildLog << std::endl;
1086 std::cout << "Info: shader build log is empty" << std::endl;
1094 // =======================================================================
1095 // function : SafeFailBack
1096 // purpose : Performs safe exit when shaders initialization fails
1097 // =======================================================================
1098 Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
1100 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1101 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
1103 myComputeInitStatus = OpenGl_RT_FAIL;
1105 ReleaseRaytraceResources();
1107 return Standard_False;
1110 // =======================================================================
1111 // function : InitRaytraceResources
1112 // purpose : Initializes OpenGL/GLSL shader programs
1113 // =======================================================================
1114 Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
1116 Standard_Boolean aToRebuildShaders = Standard_False;
1118 if (myComputeInitStatus == OpenGl_RT_INIT)
1120 if (!myIsRaytraceDataValid)
1121 return Standard_True;
1123 const Standard_Integer aRequiredStackSize =
1124 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1126 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1128 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1130 aToRebuildShaders = Standard_True;
1134 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1136 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1138 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1139 aToRebuildShaders = Standard_True;
1144 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.TraceDepth)
1146 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1147 aToRebuildShaders = Standard_True;
1150 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1152 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1153 aToRebuildShaders = Standard_True;
1156 if (aToRebuildShaders)
1158 #ifdef RAY_TRACE_PRINT_INFO
1159 std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
1162 // Change state to force update all uniforms
1163 ++myViewModificationStatus;
1165 TCollection_AsciiString aPrefixString =
1166 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1167 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1169 if (myRaytraceParameters.TransparentShadows)
1171 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1174 #ifdef RAY_TRACE_PRINT_INFO
1175 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1178 myRaytraceShaderSource.SetPrefix (aPrefixString);
1179 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1181 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1182 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1184 return Standard_False;
1187 if (!myRaytraceShader->Compile (myGlContext)
1188 || !myPostFSAAShader->Compile (myGlContext))
1190 return Standard_False;
1193 myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1194 myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1195 if (!myRaytraceProgram->Link (myGlContext)
1196 || !myPostFSAAProgram->Link (myGlContext))
1198 return Standard_False;
1203 if (myComputeInitStatus == OpenGl_RT_NONE)
1205 if (!myGlContext->IsGlGreaterEqual (3, 1))
1207 const TCollection_ExtendedString aMessage = "Ray-tracing requires OpenGL 3.1 and higher";
1209 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1210 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1212 return Standard_False;
1215 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1217 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1219 if (aFolder.IsEmpty())
1221 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1223 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1224 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1226 return Standard_False;
1229 if (myIsRaytraceDataValid)
1231 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1232 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1235 TCollection_AsciiString aPrefixString =
1236 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1237 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1239 if (myRaytraceParameters.TransparentShadows)
1241 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1244 #ifdef RAY_TRACE_PRINT_INFO
1245 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1249 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1250 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1252 if (aBasicVertShader.IsNull())
1254 return SafeFailBack ("Failed to set vertex shader source");
1257 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
1259 myRaytraceShaderSource.Load (aFiles, 2);
1261 myRaytraceShaderSource.SetPrefix (aPrefixString);
1263 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
1265 if (myRaytraceShader.IsNull())
1267 aBasicVertShader->Release (myGlContext.operator->());
1269 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1272 myRaytraceProgram = new OpenGl_ShaderProgram;
1274 if (!myRaytraceProgram->Create (myGlContext))
1276 aBasicVertShader->Release (myGlContext.operator->());
1278 return SafeFailBack ("Failed to create ray-trace shader program");
1281 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1282 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1284 aBasicVertShader->Release (myGlContext.operator->());
1286 return SafeFailBack ("Failed to attach ray-trace shader objects");
1289 myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1290 if (!myRaytraceProgram->Link (myGlContext))
1292 TCollection_AsciiString aLinkLog;
1294 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1296 #ifdef RAY_TRACE_PRINT_INFO
1297 std::cout << aLinkLog << std::endl;
1301 return SafeFailBack ("Failed to link ray-trace shader program");
1306 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1307 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1309 if (aBasicVertShader.IsNull())
1311 return SafeFailBack ("Failed to set vertex shader source");
1314 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
1316 myPostFSAAShaderSource.Load (aFiles, 2);
1318 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1320 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
1322 if (myPostFSAAShader.IsNull())
1324 aBasicVertShader->Release (myGlContext.operator->());
1326 return SafeFailBack ("Failed to set FSAA fragment shader source");
1329 myPostFSAAProgram = new OpenGl_ShaderProgram;
1331 if (!myPostFSAAProgram->Create (myGlContext))
1333 aBasicVertShader->Release (myGlContext.operator->());
1335 return SafeFailBack ("Failed to create FSAA shader program");
1338 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1339 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1341 aBasicVertShader->Release (myGlContext.operator->());
1343 return SafeFailBack ("Failed to attach FSAA shader objects");
1346 myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1347 if (!myPostFSAAProgram->Link (myGlContext))
1349 TCollection_AsciiString aLinkLog;
1351 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1353 #ifdef RAY_TRACE_PRINT_INFO
1354 std::cout << aLinkLog << std::endl;
1358 return SafeFailBack ("Failed to link FSAA shader program");
1363 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1365 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1367 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1368 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1370 myGlContext->BindProgram (aShaderProgram);
1372 aShaderProgram->SetSampler (myGlContext,
1373 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1374 aShaderProgram->SetSampler (myGlContext,
1375 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1376 aShaderProgram->SetSampler (myGlContext,
1377 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1378 aShaderProgram->SetSampler (myGlContext,
1379 "uObjectMinPointTexture", OpenGl_RT_ObjectMinPointTexture);
1380 aShaderProgram->SetSampler (myGlContext,
1381 "uObjectMaxPointTexture", OpenGl_RT_ObjectMaxPointTexture);
1382 aShaderProgram->SetSampler (myGlContext,
1383 "uObjectNodeInfoTexture", OpenGl_RT_ObjectNodeInfoTexture);
1384 aShaderProgram->SetSampler (myGlContext,
1385 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1386 aShaderProgram->SetSampler (myGlContext,
1387 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1388 aShaderProgram->SetSampler (myGlContext,
1389 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1390 aShaderProgram->SetSampler (myGlContext,
1391 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1392 aShaderProgram->SetSampler (myGlContext,
1393 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1394 aShaderProgram->SetSampler (myGlContext,
1395 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1396 aShaderProgram->SetSampler (myGlContext,
1397 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1399 aShaderProgram->SetSampler (myGlContext,
1400 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1401 aShaderProgram->SetSampler (myGlContext,
1402 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1406 aShaderProgram->SetSampler (myGlContext,
1407 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1410 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1411 aShaderProgram->GetAttributeLocation (myGlContext, "occVertex");
1413 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1414 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1415 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1416 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1417 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1418 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1419 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1420 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1421 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1422 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1423 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1424 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1425 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1426 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1427 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1428 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
1429 myUniformLocations[anIndex][OpenGl_RT_uInvModelProj] =
1430 aShaderProgram->GetUniformLocation (myGlContext, "uInvModelProj");
1432 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1433 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1434 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1435 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
1437 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1438 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1439 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1440 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
1442 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1443 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1444 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1445 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1447 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1448 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1449 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1450 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1451 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1452 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
1454 myUniformLocations[anIndex][OpenGl_RT_uEnvironmentEnable] =
1455 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
1458 myGlContext->BindProgram (NULL);
1461 if (myComputeInitStatus != OpenGl_RT_NONE)
1463 return myComputeInitStatus == OpenGl_RT_INIT;
1466 if (myRaytraceFBO1.IsNull())
1468 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1471 if (myRaytraceFBO2.IsNull())
1473 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1476 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1483 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
1485 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
1487 return Standard_True;
1490 // =======================================================================
1491 // function : NullifyResource
1493 // =======================================================================
1494 inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1495 Handle(OpenGl_Resource)& theResource)
1497 if (!theResource.IsNull())
1499 theResource->Release (theContext.operator->());
1500 theResource.Nullify();
1504 // =======================================================================
1505 // function : ReleaseRaytraceResources
1506 // purpose : Releases OpenGL/GLSL shader programs
1507 // =======================================================================
1508 void OpenGl_Workspace::ReleaseRaytraceResources()
1510 NullifyResource (myGlContext, myOpenGlFBO);
1511 NullifyResource (myGlContext, myRaytraceFBO1);
1512 NullifyResource (myGlContext, myRaytraceFBO2);
1514 NullifyResource (myGlContext, myRaytraceShader);
1515 NullifyResource (myGlContext, myPostFSAAShader);
1517 NullifyResource (myGlContext, myRaytraceProgram);
1518 NullifyResource (myGlContext, myPostFSAAProgram);
1520 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1521 NullifyResource (myGlContext, mySceneMinPointTexture);
1522 NullifyResource (myGlContext, mySceneMaxPointTexture);
1524 NullifyResource (myGlContext, myObjectNodeInfoTexture);
1525 NullifyResource (myGlContext, myObjectMinPointTexture);
1526 NullifyResource (myGlContext, myObjectMaxPointTexture);
1528 NullifyResource (myGlContext, myGeometryVertexTexture);
1529 NullifyResource (myGlContext, myGeometryNormalTexture);
1530 NullifyResource (myGlContext, myGeometryTriangTexture);
1531 NullifyResource (myGlContext, mySceneTransformTexture);
1533 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1534 NullifyResource (myGlContext, myRaytraceMaterialTexture);
1536 if (myRaytraceScreenQuad.IsValid())
1537 myRaytraceScreenQuad.Release (myGlContext.operator->());
1540 // =======================================================================
1541 // function : UploadRaytraceData
1542 // purpose : Uploads ray-trace data to the GPU
1543 // =======================================================================
1544 Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1546 if (!myGlContext->IsGlGreaterEqual (3, 1))
1548 #ifdef RAY_TRACE_PRINT_INFO
1549 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1551 return Standard_False;
1554 /////////////////////////////////////////////////////////////////////////////
1555 // Create OpenGL texture buffers
1557 if (mySceneNodeInfoTexture.IsNull()) // create hight-level BVH buffers
1559 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1560 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1561 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1562 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1564 if (!mySceneNodeInfoTexture->Create (myGlContext)
1565 || !mySceneMinPointTexture->Create (myGlContext)
1566 || !mySceneMaxPointTexture->Create (myGlContext)
1567 || !mySceneTransformTexture->Create (myGlContext))
1569 #ifdef RAY_TRACE_PRINT_INFO
1570 std::cout << "Error: Failed to create buffers for high-level scene BVH" << std::endl;
1572 return Standard_False;
1576 if (myObjectNodeInfoTexture.IsNull()) // create bottom-level BVH buffers
1578 myObjectNodeInfoTexture = new OpenGl_TextureBufferArb;
1579 myObjectMinPointTexture = new OpenGl_TextureBufferArb;
1580 myObjectMaxPointTexture = new OpenGl_TextureBufferArb;
1582 if (!myObjectNodeInfoTexture->Create (myGlContext)
1583 || !myObjectMinPointTexture->Create (myGlContext)
1584 || !myObjectMaxPointTexture->Create (myGlContext))
1586 #ifdef RAY_TRACE_PRINT_INFO
1587 std::cout << "Error: Failed to create buffers for bottom-level scene BVH" << std::endl;
1589 return Standard_False;
1593 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1595 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1596 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1597 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1599 if (!myGeometryVertexTexture->Create (myGlContext)
1600 || !myGeometryNormalTexture->Create (myGlContext)
1601 || !myGeometryTriangTexture->Create (myGlContext))
1603 #ifdef RAY_TRACE_PRINT_INFO
1604 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1606 return Standard_False;
1610 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1612 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1614 if (!myRaytraceMaterialTexture->Create (myGlContext))
1616 #ifdef RAY_TRACE_PRINT_INFO
1617 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1619 return Standard_False;
1623 /////////////////////////////////////////////////////////////////////////////
1624 // Write top-level BVH buffers
1626 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
1628 bool aResult = true;
1629 if (!aBVH->NodeInfoBuffer().empty())
1631 aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
1632 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1633 aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
1634 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1635 aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
1636 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1640 #ifdef RAY_TRACE_PRINT_INFO
1641 std::cout << "Error: Failed to upload buffers for high-level scene BVH" << std::endl;
1643 return Standard_False;
1646 /////////////////////////////////////////////////////////////////////////////
1647 // Write transform buffer
1649 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1650 BVH_Mat4f anIdentity;
1652 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1654 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1655 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1657 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1658 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1660 Standard_ASSERT_RETURN (aTransform != NULL,
1661 "OpenGl_TriangleSet does not contain transform", Standard_False);
1663 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1667 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1668 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1670 delete[] aNodeTransforms;
1672 /////////////////////////////////////////////////////////////////////////////
1673 // Write geometry and bottom-level BVH buffers
1675 Standard_Size aTotalVerticesNb = 0;
1676 Standard_Size aTotalElementsNb = 0;
1677 Standard_Size aTotalBVHNodesNb = 0;
1679 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1681 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1682 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1684 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1685 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1687 aTotalVerticesNb += aTriangleSet->Vertices.size();
1688 aTotalElementsNb += aTriangleSet->Elements.size();
1690 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1691 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
1693 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1696 if (aTotalBVHNodesNb != 0)
1698 aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1699 aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1700 aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1705 #ifdef RAY_TRACE_PRINT_INFO
1706 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1708 return Standard_False;
1711 if (aTotalElementsNb != 0)
1713 aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
1716 if (aTotalVerticesNb != 0)
1718 aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1719 aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1724 #ifdef RAY_TRACE_PRINT_INFO
1725 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1727 return Standard_False;
1730 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1732 if (!aBVH->IsOuter (aNodeIdx))
1735 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
1737 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1738 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1740 const Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
1742 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1743 "Error: Failed to get offset for bottom-level BVH", Standard_False);
1745 const size_t aBVHBuffserSize = aTriangleSet->BVH()->NodeInfoBuffer().size();
1747 if (aBVHBuffserSize != 0)
1749 aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1750 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1751 aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1752 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1753 aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1754 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
1757 #ifdef RAY_TRACE_PRINT_INFO
1758 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1760 return Standard_False;
1764 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
1766 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1767 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
1769 if (!aTriangleSet->Vertices.empty())
1771 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1772 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1773 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1774 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
1777 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
1779 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1780 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
1782 if (!aTriangleSet->Elements.empty())
1784 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1785 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
1790 #ifdef RAY_TRACE_PRINT_INFO
1791 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
1793 return Standard_False;
1797 if (myRaytraceGeometry.Materials.size() != 0)
1799 const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
1800 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
1803 #ifdef RAY_TRACE_PRINT_INFO
1804 std::cout << "Error: Failed to upload material buffer" << std::endl;
1806 return Standard_False;
1810 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
1812 #ifdef RAY_TRACE_PRINT_INFO
1814 Standard_ShortReal aMemUsed = 0.f;
1816 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1818 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1819 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
1821 aMemUsed += static_cast<Standard_ShortReal> (
1822 aTriangleSet->Vertices.size() * sizeof (BVH_Vec4f));
1823 aMemUsed += static_cast<Standard_ShortReal> (
1824 aTriangleSet->Normals.size() * sizeof (BVH_Vec4f));
1825 aMemUsed += static_cast<Standard_ShortReal> (
1826 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
1828 aMemUsed += static_cast<Standard_ShortReal> (
1829 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1830 aMemUsed += static_cast<Standard_ShortReal> (
1831 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1832 aMemUsed += static_cast<Standard_ShortReal> (
1833 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1836 aMemUsed += static_cast<Standard_ShortReal> (
1837 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1838 aMemUsed += static_cast<Standard_ShortReal> (
1839 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1840 aMemUsed += static_cast<Standard_ShortReal> (
1841 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1843 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
1850 // =======================================================================
1851 // function : ResizeRaytraceBuffers
1852 // purpose : Resizes OpenGL frame buffers
1853 // =======================================================================
1854 Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1855 const Standard_Integer theSizeY)
1857 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1858 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1860 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1861 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1864 return Standard_True;
1867 // =======================================================================
1868 // function : UpdateCamera
1869 // purpose : Generates viewing rays for corners of screen quad
1870 // =======================================================================
1871 void OpenGl_Workspace::UpdateCamera (const NCollection_Mat4<GLdouble>& theOrientation,
1872 const NCollection_Mat4<GLdouble>& theViewMapping,
1873 OpenGl_Vec3 theOrigins[4],
1874 OpenGl_Vec3 theDirects[4],
1875 NCollection_Mat4<GLdouble>& theInvModelProj)
1877 // compute inverse model-view-projection matrix
1878 (theViewMapping * theOrientation).Inverted (theInvModelProj);
1880 Standard_Integer aOriginIndex = 0;
1881 Standard_Integer aDirectIndex = 0;
1883 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1885 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1887 OpenGl_Vec4d aOrigin (GLdouble(aX),
1892 aOrigin = theInvModelProj * aOrigin;
1894 aOrigin.x() = aOrigin.x() / aOrigin.w();
1895 aOrigin.y() = aOrigin.y() / aOrigin.w();
1896 aOrigin.z() = aOrigin.z() / aOrigin.w();
1898 OpenGl_Vec4d aDirect (GLdouble(aX),
1903 aDirect = theInvModelProj * aDirect;
1905 aDirect.x() = aDirect.x() / aDirect.w();
1906 aDirect.y() = aDirect.y() / aDirect.w();
1907 aDirect.z() = aDirect.z() / aDirect.w();
1909 aDirect = aDirect - aOrigin;
1911 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
1912 aDirect.y() * aDirect.y() +
1913 aDirect.z() * aDirect.z());
1915 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1916 static_cast<GLfloat> (aOrigin.y()),
1917 static_cast<GLfloat> (aOrigin.z()));
1919 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1920 static_cast<GLfloat> (aDirect.y() * aInvLen),
1921 static_cast<GLfloat> (aDirect.z() * aInvLen));
1926 // =======================================================================
1927 // function : RunRaytraceShaders
1928 // purpose : Runs ray-tracing shader programs
1929 // =======================================================================
1930 Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
1931 const Standard_Integer theSizeX,
1932 const Standard_Integer theSizeY,
1933 const OpenGl_Vec3 theOrigins[4],
1934 const OpenGl_Vec3 theDirects[4],
1935 const OpenGl_Matrix& theInvModelProj,
1936 OpenGl_FrameBuffer* theFrameBuffer)
1938 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
1939 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
1940 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
1941 myObjectMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
1942 myObjectMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
1943 myObjectNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
1944 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
1945 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
1946 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
1947 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
1948 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
1949 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
1951 myOpenGlFBO->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
1952 myOpenGlFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
1954 if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
1956 myRaytraceFBO1->BindBuffer (myGlContext);
1958 glDisable (GL_BLEND);
1961 myGlContext->BindProgram (myRaytraceProgram);
1963 Standard_Integer aLightSourceBufferSize =
1964 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
1966 myRaytraceProgram->SetUniform (myGlContext,
1967 myUniformLocations[0][OpenGl_RT_uOriginLB], theOrigins[0]);
1968 myRaytraceProgram->SetUniform (myGlContext,
1969 myUniformLocations[0][OpenGl_RT_uOriginRB], theOrigins[1]);
1970 myRaytraceProgram->SetUniform (myGlContext,
1971 myUniformLocations[0][OpenGl_RT_uOriginLT], theOrigins[2]);
1972 myRaytraceProgram->SetUniform (myGlContext,
1973 myUniformLocations[0][OpenGl_RT_uOriginRT], theOrigins[3]);
1974 myRaytraceProgram->SetUniform (myGlContext,
1975 myUniformLocations[0][OpenGl_RT_uDirectLB], theDirects[0]);
1976 myRaytraceProgram->SetUniform (myGlContext,
1977 myUniformLocations[0][OpenGl_RT_uDirectRB], theDirects[1]);
1978 myRaytraceProgram->SetUniform (myGlContext,
1979 myUniformLocations[0][OpenGl_RT_uDirectLT], theDirects[2]);
1980 myRaytraceProgram->SetUniform (myGlContext,
1981 myUniformLocations[0][OpenGl_RT_uDirectRT], theDirects[3]);
1982 myRaytraceProgram->SetUniform (myGlContext,
1983 myUniformLocations[0][OpenGl_RT_uInvModelProj], theInvModelProj);
1984 myRaytraceProgram->SetUniform (myGlContext,
1985 myUniformLocations[0][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
1986 myRaytraceProgram->SetUniform (myGlContext,
1987 myUniformLocations[0][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
1988 myRaytraceProgram->SetUniform (myGlContext,
1989 myUniformLocations[0][OpenGl_RT_uLightCount], aLightSourceBufferSize);
1990 myRaytraceProgram->SetUniform (myGlContext,
1991 myUniformLocations[0][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
1992 myRaytraceProgram->SetUniform (myGlContext,
1993 myUniformLocations[0][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
1994 myRaytraceProgram->SetUniform (myGlContext,
1995 myUniformLocations[0][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
1997 myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
1999 myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
2000 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2002 myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
2004 if (!theCView.RenderParams.IsAntialiasingEnabled)
2006 myGlContext->BindProgram (NULL);
2008 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2009 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2010 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2011 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2012 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2013 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2014 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2015 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2016 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2017 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2018 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2019 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2020 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2021 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2023 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2025 return Standard_True;
2028 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2030 myGlContext->BindProgram (myPostFSAAProgram);
2032 myPostFSAAProgram->SetUniform (myGlContext,
2033 myUniformLocations[1][OpenGl_RT_uOriginLB], theOrigins[0]);
2034 myPostFSAAProgram->SetUniform (myGlContext,
2035 myUniformLocations[1][OpenGl_RT_uOriginRB], theOrigins[1]);
2036 myPostFSAAProgram->SetUniform (myGlContext,
2037 myUniformLocations[1][OpenGl_RT_uOriginLT], theOrigins[2]);
2038 myPostFSAAProgram->SetUniform (myGlContext,
2039 myUniformLocations[1][OpenGl_RT_uOriginRT], theOrigins[3]);
2040 myPostFSAAProgram->SetUniform (myGlContext,
2041 myUniformLocations[1][OpenGl_RT_uDirectLB], theDirects[0]);
2042 myPostFSAAProgram->SetUniform (myGlContext,
2043 myUniformLocations[1][OpenGl_RT_uDirectRB], theDirects[1]);
2044 myPostFSAAProgram->SetUniform (myGlContext,
2045 myUniformLocations[1][OpenGl_RT_uDirectLT], theDirects[2]);
2046 myPostFSAAProgram->SetUniform (myGlContext,
2047 myUniformLocations[1][OpenGl_RT_uDirectRT], theDirects[3]);
2048 myRaytraceProgram->SetUniform (myGlContext,
2049 myUniformLocations[1][OpenGl_RT_uInvModelProj], theInvModelProj);
2050 myPostFSAAProgram->SetUniform (myGlContext,
2051 myUniformLocations[1][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2052 myPostFSAAProgram->SetUniform (myGlContext,
2053 myUniformLocations[1][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2054 myPostFSAAProgram->SetUniform (myGlContext,
2055 myUniformLocations[1][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2056 myPostFSAAProgram->SetUniform (myGlContext,
2057 myUniformLocations[1][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2058 myPostFSAAProgram->SetUniform (myGlContext,
2059 myUniformLocations[1][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2060 myPostFSAAProgram->SetUniform (myGlContext,
2061 myUniformLocations[1][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2063 const Standard_ShortReal aMaxOffset = 0.559017f;
2064 const Standard_ShortReal aMinOffset = 0.186339f;
2066 myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
2067 myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
2069 // Perform multi-pass adaptive FSAA using ping-pong technique
2070 // rotated grid AA always uses 4 samples
2071 for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
2073 GLfloat aOffsetX = 1.f / theSizeX;
2074 GLfloat aOffsetY = 1.f / theSizeY;
2078 aOffsetX *= anIt < 1 ? aMinOffset : -aMaxOffset;
2079 aOffsetY *= anIt < 1 ? aMaxOffset : aMinOffset;
2083 aOffsetX *= anIt > 2 ? aMaxOffset : -aMinOffset;
2084 aOffsetY *= anIt > 2 ? -aMinOffset : -aMaxOffset;
2087 myPostFSAAProgram->SetUniform (myGlContext,
2088 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 2);
2089 myPostFSAAProgram->SetUniform (myGlContext,
2090 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2091 myPostFSAAProgram->SetUniform (myGlContext,
2092 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2094 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2096 if (anIt == 3) // disable FBO on last iteration
2098 glEnable (GL_BLEND);
2100 if (theFrameBuffer != NULL)
2101 theFrameBuffer->BindBuffer (myGlContext);
2105 aFramebuffer->BindBuffer (myGlContext);
2108 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2110 if (anIt != 3) // set input for the next pass
2112 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2113 aFramebuffer->UnbindBuffer (myGlContext);
2117 myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
2119 myGlContext->BindProgram (NULL);
2120 myRaytraceFBO1->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2121 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2122 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2123 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2124 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2125 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2126 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2127 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2128 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2129 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2130 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2131 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2132 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2133 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2134 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2136 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2138 return Standard_True;
2141 // =======================================================================
2142 // function : Raytrace
2143 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
2144 // =======================================================================
2145 Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
2146 const Standard_Integer theSizeX,
2147 const Standard_Integer theSizeY,
2148 const Standard_Boolean theToSwap,
2149 const Aspect_CLayer2d& theCOverLayer,
2150 const Aspect_CLayer2d& theCUnderLayer,
2151 OpenGl_FrameBuffer* theFrameBuffer)
2153 if (!InitRaytraceResources (theCView))
2154 return Standard_False;
2156 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
2157 return Standard_False;
2159 if (!UpdateRaytraceEnvironmentMap())
2160 return Standard_False;
2162 // Get model-view and projection matrices
2163 TColStd_Array2OfReal theOrientation (0, 3, 0, 3);
2164 TColStd_Array2OfReal theViewMapping (0, 3, 0, 3);
2166 myView->GetMatrices (theOrientation, theViewMapping);
2168 NCollection_Mat4<GLdouble> aOrientationMatrix;
2169 NCollection_Mat4<GLdouble> aViewMappingMatrix;
2171 for (Standard_Integer j = 0; j < 4; ++j)
2173 for (Standard_Integer i = 0; i < 4; ++i)
2175 aOrientationMatrix [4 * j + i] = theOrientation (i, j);
2176 aViewMappingMatrix [4 * j + i] = theViewMapping (i, j);
2180 NCollection_Mat4<GLdouble> aInvOrientationMatrix;
2181 aOrientationMatrix.Inverted (aInvOrientationMatrix);
2183 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
2184 return Standard_False;
2186 OpenGl_Vec3 aOrigins[4];
2187 OpenGl_Vec3 aDirects[4];
2188 NCollection_Mat4<GLdouble> anInvModelProj;
2190 UpdateCamera (aOrientationMatrix,
2196 OpenGl_Matrix anInvModelProjMatrix;
2197 for (Standard_Integer j = 0; j < 4; ++j)
2199 for (Standard_Integer i = 0; i < 4; ++i)
2201 anInvModelProjMatrix.mat[j][i] = static_cast<GLfloat>(anInvModelProj.GetValue(i,j));
2205 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2206 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
2208 glDisable (GL_DEPTH_TEST);
2210 if (theFrameBuffer != NULL)
2212 theFrameBuffer->BindBuffer (myGlContext);
2215 if (NamedStatus & OPENGL_NS_WHITEBACK)
2217 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2221 glClearColor (myBgColor.rgb[0],
2227 glClear (GL_COLOR_BUFFER_BIT);
2229 myView->DrawBackground (*this);
2231 myView->RedrawLayer2d (myPrintContext, theCView, theCUnderLayer);
2233 // Generate ray-traced image
2234 glMatrixMode (GL_PROJECTION);
2238 glMatrixMode (GL_MODELVIEW);
2242 glEnable (GL_BLEND);
2243 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
2245 if (myIsRaytraceDataValid)
2247 myRaytraceScreenQuad.Bind (myGlContext);
2249 RunRaytraceShaders (theCView,
2254 anInvModelProjMatrix,
2257 myRaytraceScreenQuad.Unbind (myGlContext);
2260 if (!wasBlendingEnabled)
2261 glDisable (GL_BLEND);
2263 if (wasDepthTestEnabled)
2264 glEnable (GL_DEPTH_TEST);
2266 glMatrixMode (GL_PROJECTION);
2268 glMatrixMode (GL_MODELVIEW);
2272 myView->RedrawTrihedron (this);
2275 const int aMode = 0;
2276 DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
2277 myView->RedrawLayer2d (myPrintContext, theCView, theCOverLayer);
2278 DisplayCallback (theCView, aMode);
2283 GetGlContext()->SwapBuffers();
2284 myBackBufferRestored = Standard_False;
2291 return Standard_True;
2294 IMPLEMENT_STANDARD_HANDLE(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2295 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2297 // =======================================================================
2298 // function : CanRender
2300 // =======================================================================
2301 Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
2303 Standard_Boolean aPrevFilterResult = Standard_True;
2304 if (!myPrevRenderFilter.IsNull())
2306 aPrevFilterResult = myPrevRenderFilter->CanRender(theElement);
2308 return aPrevFilterResult &&
2309 !OpenGl_Raytrace::IsRaytracedElement (theElement);