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occt/src/OpenGl/OpenGl_ShaderStates.hxx
apl a1073ae267 0027925: Visualization - implement order-independent transparency algorithm within rasterization rendering
Weighted, Blended Order-Independent Transparency algorithm has been added rasterization pipeline.
In contrast to classical blending transparency it makes transparent objects look independent
from point of view. It also gives better depth occlusion when being used together with a weight factor
based on value of a GL depth buffer. The feature supports desktop OpenGL, OpenGL ES 3.0, ANGLE
and can be used together with MSAA on desktop GL.

To be used it require availability of:
1) Shaders pipeline.
2) Floating point color format for framebuffer (GL_ARB_color_buffer_float).
3) Multiple render targets (GL_ARB_draw_buffers).

Patch does not modify API and does not require application porting.
It adds new rendering options to Graphic3d_RenderingParams structure:
a) Transparency method from enumeration.
b) Scalar factor [0-1] controlling influence of a fragment's depth to its visibility.

Patch also simplifies processing of transparent objects for standard method:
rendering priority of transparent graphical structures is managed automatically,
therefore there is no need to care about it at application's side.
2017-05-05 11:27:47 +03:00

199 lines
6.0 KiB
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Executable File

// Created on: 2013-10-02
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _OpenGl_State_HeaderFile
#define _OpenGl_State_HeaderFile
#include <NCollection_List.hxx>
#include <OpenGl_Element.hxx>
#include <OpenGl_Light.hxx>
#include <OpenGl_Vec.hxx>
//! Defines interface for OpenGL state.
class OpenGl_StateInterface
{
public:
//! Creates new state.
Standard_EXPORT OpenGl_StateInterface();
//! Returns current state index.
Standard_Size Index() const { return myIndex; }
//! Increment current state.
void Update() { ++myIndex; }
protected:
Standard_Size myIndex; //!< current state index
};
//! Defines state of OCCT projection transformation.
class OpenGl_ProjectionState : public OpenGl_StateInterface
{
public:
//! Creates uninitialized projection state.
Standard_EXPORT OpenGl_ProjectionState();
//! Sets new projection matrix.
Standard_EXPORT void Set (const OpenGl_Mat4& theProjectionMatrix);
//! Returns current projection matrix.
Standard_EXPORT const OpenGl_Mat4& ProjectionMatrix() const;
//! Returns inverse of current projection matrix.
Standard_EXPORT const OpenGl_Mat4& ProjectionMatrixInverse() const;
private:
OpenGl_Mat4 myProjectionMatrix; //!< OCCT projection matrix
mutable OpenGl_Mat4 myProjectionMatrixInverse; //!< Inverse of OCCT projection matrix
bool myInverseNeedUpdate; //!< Is inversed matrix outdated?
};
//! Defines state of OCCT model-world transformation.
class OpenGl_ModelWorldState : public OpenGl_StateInterface
{
public:
//! Creates uninitialized model-world state.
Standard_EXPORT OpenGl_ModelWorldState();
//! Sets new model-world matrix.
Standard_EXPORT void Set (const OpenGl_Mat4& theModelWorldMatrix);
//! Returns current model-world matrix.
Standard_EXPORT const OpenGl_Mat4& ModelWorldMatrix() const;
//! Returns inverse of current model-world matrix.
Standard_EXPORT const OpenGl_Mat4& ModelWorldMatrixInverse() const;
private:
OpenGl_Mat4 myModelWorldMatrix; //!< OCCT model-world matrix
mutable OpenGl_Mat4 myModelWorldMatrixInverse; //!< Inverse of OCCT model-world matrix
bool myInverseNeedUpdate; //!< Is inversed matrix outdated?
};
//! Defines state of OCCT world-view transformation.
class OpenGl_WorldViewState : public OpenGl_StateInterface
{
public:
//! Creates uninitialized world-view state.
Standard_EXPORT OpenGl_WorldViewState();
//! Sets new world-view matrix.
Standard_EXPORT void Set (const OpenGl_Mat4& theWorldViewMatrix);
//! Returns current world-view matrix.
Standard_EXPORT const OpenGl_Mat4& WorldViewMatrix() const;
//! Returns inverse of current world-view matrix.
Standard_EXPORT const OpenGl_Mat4& WorldViewMatrixInverse() const;
private:
OpenGl_Mat4 myWorldViewMatrix; //!< OCCT world-view matrix
mutable OpenGl_Mat4 myWorldViewMatrixInverse; //!< Inverse of OCCT world-view matrix
bool myInverseNeedUpdate; //!< Is inversed matrix outdated?
};
//! Defines state of OCCT light sources.
class OpenGl_LightSourceState : public OpenGl_StateInterface
{
public:
//! Creates uninitialized state of light sources.
Standard_EXPORT OpenGl_LightSourceState();
//! Sets new light sources.
Standard_EXPORT void Set (const OpenGl_ListOfLight* theLightSources);
//! Returns current list of light sources.
Standard_EXPORT const OpenGl_ListOfLight* LightSources() const;
private:
const OpenGl_ListOfLight* myLightSources; //!< List of OCCT light sources
};
//! Defines generic state of OCCT clipping state.
class OpenGl_ClippingState
{
public:
//! Creates new clipping state.
Standard_EXPORT OpenGl_ClippingState();
//! Returns current state index.
Standard_Size Index() const { return myIndex; }
//! Updates current state.
Standard_EXPORT void Update();
//! Reverts current state.
Standard_EXPORT void Revert();
protected:
Standard_Size myIndex; //!< Current state index
Standard_Size myNextIndex; //!< Next state index
NCollection_List<Standard_Size> myStateStack; //!< Stack of previous states
};
//! Defines generic state of order-independent transparency rendering properties.
class OpenGl_OitState : public OpenGl_StateInterface
{
public:
//! Creates new uniform state.
OpenGl_OitState() : myToEnableWrite (false), myDepthFactor (0.5f) {}
//! Sets the uniform values.
//! @param theToEnableWrite [in] flag indicating whether color and coverage
//! values for OIT processing should be written by shader program.
//! @param theDepthFactor [in] scalar factor [0-1] defining influence of depth
//! component of a fragment to its final coverage coefficient.
void Set (const bool theToEnableWrite,
const float theDepthFactor)
{
myToEnableWrite = theToEnableWrite;
myDepthFactor = static_cast<float> (Max (0.f, Min (1.f, theDepthFactor)));
}
//! Returns flag indicating whether writing of output for OIT processing
//! should be enabled/disabled.
bool ToEnableWrite() const { return myToEnableWrite; }
//! Returns factor defining influence of depth component of a fragment
//! to its final coverage coefficient.
float DepthFactor() const { return myDepthFactor; }
private:
bool myToEnableWrite; //!< writing color and coverage.
float myDepthFactor; //!< factor of depth influence to coverage.
};
#endif // _OpenGl_State_HeaderFile