mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-06-20 11:54:07 +03:00
NCollection containers update: - NCollection_Array1 - updated functionality - NCollection_Array2 - NCollection_Array1 as a wrapper for 2array - NCollection_Vector -> NCollection_DynamicArray was renamed and reworked. TCollection: - Use static empty string to avoid allocations on empty string NCollection allocators update: - NCollection_Allocator - allocator that used Standard::Allocate - NCollection_OccAllocator - allocator-wrapper that used OCC BaseAllocator objects - NCollection_IncAllocator - rework to increase performance Standard: - Rework functionality to use different allocation libs - Implement basic of new way to wrap allocations tools - Define 4 ways to allocation (defines in configure stage) Additional changes: - Hash function uses std::hash functionality - size_t as a hash value - New HashUtils with Murmur and FVN hash algo for x32 and x64 - Deprecated _0.cxx and .gxx DE classes reorganized - Create own utility for std memory - Update Standard_Transient to be more platform-independent Math TK changes: - math_Vector -> match_BaseVector<> - Buffer decreased to cash 32 elements instead of 512
569 lines
20 KiB
C++
569 lines
20 KiB
C++
// Created on: 2013-08-27
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 2013 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <OpenGl_SceneGeometry.hxx>
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#include <OSD_Parallel.hxx>
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#include <OSD_Timer.hxx>
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#include <Standard_Assert.hxx>
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#include <OpenGl_ArbTexBindless.hxx>
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#include <OpenGl_PrimitiveArray.hxx>
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#include <OpenGl_Structure.hxx>
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// Use this macro to output BVH profiling info
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// #define RAY_TRACE_PRINT_INFO
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namespace
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{
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//! Useful constant for null floating-point 4D vector.
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static const BVH_Vec4f ZERO_VEC_4F;
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}
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_TriangleSet, OpenGl_BVHTriangulation3f)
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// =======================================================================
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// function : OpenGl_RaytraceMaterial
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// purpose : Creates new default material
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// =======================================================================
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OpenGl_RaytraceMaterial::OpenGl_RaytraceMaterial()
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: Ambient (ZERO_VEC_4F),
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Diffuse (ZERO_VEC_4F),
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Specular (ZERO_VEC_4F),
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Emission (ZERO_VEC_4F),
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Reflection (ZERO_VEC_4F),
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Refraction (ZERO_VEC_4F),
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Transparency (ZERO_VEC_4F)
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{ }
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// =======================================================================
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// function : OpenGl_RaytraceLight
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// purpose : Creates new light source
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// =======================================================================
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OpenGl_RaytraceLight::OpenGl_RaytraceLight (const BVH_Vec4f& theEmission,
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const BVH_Vec4f& thePosition)
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: Emission (theEmission),
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Position (thePosition)
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{
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//
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}
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// =======================================================================
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// function : QuadBVH
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// purpose : Returns quad BVH (QBVH) tree produced from binary BVH
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// =======================================================================
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const QuadBvhHandle& OpenGl_TriangleSet::QuadBVH()
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{
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if (!myIsDirty)
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{
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Standard_ASSERT_RAISE (!myQuadBVH.IsNull(), "Error! BVH was not collapsed into QBVH");
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}
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else
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{
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myQuadBVH = BVH()->CollapseToQuadTree(); // build binary BVH and collapse it
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myBVH->Clear(); // erase binary BVH
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}
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return myQuadBVH;
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}
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// =======================================================================
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// function : Center
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// purpose : Returns centroid position along the given axis
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// =======================================================================
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Standard_ShortReal OpenGl_TriangleSet::Center (
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const Standard_Integer theIndex, const Standard_Integer theAxis) const
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{
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// Note: Experiments show that the use of the box centroid (instead
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// of the triangle centroid) increases render performance up to 12%
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const BVH_Vec4i& aTriangle = Elements[theIndex];
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const Standard_ShortReal aVertex0 =
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BVH::VecComp<Standard_ShortReal, 3>::Get (Vertices[aTriangle.x()], theAxis);
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const Standard_ShortReal aVertex1 =
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BVH::VecComp<Standard_ShortReal, 3>::Get (Vertices[aTriangle.y()], theAxis);
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const Standard_ShortReal aVertex2 =
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BVH::VecComp<Standard_ShortReal, 3>::Get (Vertices[aTriangle.z()], theAxis);
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return (Min (Min (aVertex0, aVertex1), aVertex2) +
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Max (Max (aVertex0, aVertex1), aVertex2)) * 0.5f;
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}
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// =======================================================================
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// function : Box
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// purpose : Returns AABB of primitive set
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// =======================================================================
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OpenGl_TriangleSet::BVH_BoxNt OpenGl_TriangleSet::Box() const
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{
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BVH_BoxNt aBox = BVH_PrimitiveSet<Standard_ShortReal, 3>::Box();
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const BVH_Transform<Standard_ShortReal, 4>* aTransform = dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (Properties().get());
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if (aTransform == NULL)
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{
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return aBox;
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}
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BVH_BoxNt aTransformedBox;
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for (Standard_Integer aX = 0; aX <= 1; ++aX)
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{
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for (Standard_Integer aY = 0; aY <= 1; ++aY)
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{
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for (Standard_Integer aZ = 0; aZ <= 1; ++aZ)
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{
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BVH_Vec4f aCorner = aTransform->Transform() * BVH_Vec4f (
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aX == 0 ? aBox.CornerMin().x() : aBox.CornerMax().x(),
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aY == 0 ? aBox.CornerMin().y() : aBox.CornerMax().y(),
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aZ == 0 ? aBox.CornerMin().z() : aBox.CornerMax().z(),
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1.f);
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aTransformedBox.Add (aCorner.xyz());
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}
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}
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}
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return aTransformedBox;
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}
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// =======================================================================
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// function : OpenGl_TriangleSet
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// purpose : Creates new OpenGL element triangulation
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// =======================================================================
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OpenGl_TriangleSet::OpenGl_TriangleSet (const Standard_Size theArrayID,
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const opencascade::handle<BVH_Builder<Standard_ShortReal, 3> >& theBuilder)
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: BVH_Triangulation<Standard_ShortReal, 3> (theBuilder),
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myArrayID (theArrayID)
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{
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//
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}
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// =======================================================================
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// function : Clear
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// purpose : Clears ray-tracing geometry
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// =======================================================================
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void OpenGl_RaytraceGeometry::Clear()
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{
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BVH_Geometry<Standard_ShortReal, 3>::BVH_Geometry::Clear();
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std::vector<OpenGl_RaytraceLight,
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NCollection_OccAllocator<OpenGl_RaytraceLight> > anEmptySources;
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Sources.swap (anEmptySources);
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std::vector<OpenGl_RaytraceMaterial,
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NCollection_OccAllocator<OpenGl_RaytraceMaterial> > anEmptyMaterials;
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Materials.swap (anEmptyMaterials);
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}
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struct OpenGL_BVHParallelBuilder
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{
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BVH_ObjectSet<Standard_ShortReal, 3>* Set;
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OpenGL_BVHParallelBuilder (BVH_ObjectSet<Standard_ShortReal, 3>* theSet)
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: Set (theSet)
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{
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//
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}
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void operator() (const Standard_Integer theObjectIdx) const
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{
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OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
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Set->Objects().ChangeValue (static_cast<Standard_Integer> (theObjectIdx)).operator->());
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if (aTriangleSet != NULL)
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aTriangleSet->QuadBVH();
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}
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};
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// =======================================================================
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// function : ProcessAcceleration
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// purpose : Performs post-processing of high-level BVH
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// =======================================================================
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Standard_Boolean OpenGl_RaytraceGeometry::ProcessAcceleration()
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{
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#ifdef RAY_TRACE_PRINT_INFO
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OSD_Timer aTimer;
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#endif
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MarkDirty(); // force BVH rebuilding
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#ifdef RAY_TRACE_PRINT_INFO
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aTimer.Reset();
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aTimer.Start();
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#endif
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OSD_Parallel::For (0, Size(), OpenGL_BVHParallelBuilder (this));
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myBotLevelTreeDepth = 1;
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for (Standard_Integer anObjectIdx = 0; anObjectIdx < Size(); ++anObjectIdx)
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{
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OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
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myObjects.ChangeValue (anObjectIdx).operator->());
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Standard_ASSERT_RETURN (aTriangleSet != NULL,
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"Error! Failed to get triangulation of OpenGL element", Standard_False);
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Standard_ASSERT_RETURN (!aTriangleSet->QuadBVH().IsNull(),
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"Error! Failed to update bottom-level BVH of OpenGL element", Standard_False);
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QuadBvhHandle aBVH = aTriangleSet->QuadBVH();
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// correct data array of bottom-level BVH to set special flag for outer
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// nodes in order to distinguish them from outer nodes of top-level BVH
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for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
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{
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if (aBVH->IsOuter (aNodeIdx))
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{
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aBVH->NodeInfoBuffer()[aNodeIdx].x() = -1;
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}
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}
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myBotLevelTreeDepth = Max (myBotLevelTreeDepth, aTriangleSet->QuadBVH()->Depth());
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}
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#ifdef RAY_TRACE_PRINT_INFO
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aTimer.Stop();
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std::cout << "Updating bottom-level BVHs (sec): " <<
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aTimer.ElapsedTime() << std::endl;
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#endif
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#ifdef RAY_TRACE_PRINT_INFO
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aTimer.Reset();
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aTimer.Start();
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#endif
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QuadBvhHandle aBVH = QuadBVH();
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Standard_ASSERT_RETURN (!aBVH.IsNull(),
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"Error! Failed to update high-level BVH of ray-tracing scene", Standard_False);
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myTopLevelTreeDepth = aBVH->Depth();
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#ifdef RAY_TRACE_PRINT_INFO
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aTimer.Stop();
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std::cout << "Updating high-level BVH (sec): " <<
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aTimer.ElapsedTime() << std::endl;
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#endif
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Standard_Integer aVerticesOffset = 0;
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Standard_Integer aElementsOffset = 0;
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Standard_Integer aBvhNodesOffset = QuadBVH()->Length();
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for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
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{
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if (aBVH->IsOuter (aNodeIdx))
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{
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Standard_ASSERT_RETURN (aBVH->BegPrimitive (aNodeIdx) == aBVH->EndPrimitive (aNodeIdx),
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"Error! Invalid leaf node in high-level BVH (contains several objects)", Standard_False);
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const Standard_Integer anObjectIdx = aBVH->BegPrimitive (aNodeIdx);
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Standard_ASSERT_RETURN (anObjectIdx < myObjects.Size(),
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"Error! Invalid leaf node in high-level BVH (contains out-of-range object)", Standard_False);
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OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (myObjects (anObjectIdx).get());
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// Note: We overwrite node info record to store parameters
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// of bottom-level BVH and triangulation of OpenGL element
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aBVH->NodeInfoBuffer()[aNodeIdx] = BVH_Vec4i (anObjectIdx + 1, // to keep leaf flag
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aBvhNodesOffset,
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aVerticesOffset,
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aElementsOffset);
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aVerticesOffset += static_cast<Standard_Integer> (aTriangleSet->Vertices.size());
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aElementsOffset += static_cast<Standard_Integer> (aTriangleSet->Elements.size());
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aBvhNodesOffset += aTriangleSet->QuadBVH()->Length();
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}
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}
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return Standard_True;
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}
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// =======================================================================
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// function : QuadBVH
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// purpose : Returns quad BVH (QBVH) tree produced from binary BVH
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// =======================================================================
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const QuadBvhHandle& OpenGl_RaytraceGeometry::QuadBVH()
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{
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if (!myIsDirty)
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{
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Standard_ASSERT_RAISE (!myQuadBVH.IsNull(), "Error! BVH was not collapsed into QBVH");
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}
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else
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{
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myQuadBVH = BVH()->CollapseToQuadTree(); // build binary BVH and collapse it
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myBVH->Clear(); // erase binary BVH
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}
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return myQuadBVH;
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}
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// =======================================================================
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// function : AccelerationOffset
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// purpose : Returns offset of bottom-level BVH for given leaf node
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// =======================================================================
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Standard_Integer OpenGl_RaytraceGeometry::AccelerationOffset (Standard_Integer theNodeIdx)
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{
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const QuadBvhHandle& aBVH = QuadBVH();
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if (theNodeIdx >= aBVH->Length() || !aBVH->IsOuter (theNodeIdx))
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return INVALID_OFFSET;
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return aBVH->NodeInfoBuffer().at (theNodeIdx).y();
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}
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// =======================================================================
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// function : VerticesOffset
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// purpose : Returns offset of triangulation vertices for given leaf node
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// =======================================================================
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Standard_Integer OpenGl_RaytraceGeometry::VerticesOffset (Standard_Integer theNodeIdx)
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{
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const QuadBvhHandle& aBVH = QuadBVH();
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if (theNodeIdx >= aBVH->Length() || !aBVH->IsOuter (theNodeIdx))
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return INVALID_OFFSET;
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return aBVH->NodeInfoBuffer().at (theNodeIdx).z();
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}
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// =======================================================================
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// function : ElementsOffset
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// purpose : Returns offset of triangulation elements for given leaf node
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// =======================================================================
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Standard_Integer OpenGl_RaytraceGeometry::ElementsOffset (Standard_Integer theNodeIdx)
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{
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const QuadBvhHandle& aBVH = QuadBVH();
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if (theNodeIdx >= aBVH->Length() || !aBVH->IsOuter (theNodeIdx))
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return INVALID_OFFSET;
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return aBVH->NodeInfoBuffer().at (theNodeIdx).w();
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}
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// =======================================================================
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// function : TriangleSet
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// purpose : Returns triangulation data for given leaf node
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// =======================================================================
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OpenGl_TriangleSet* OpenGl_RaytraceGeometry::TriangleSet (Standard_Integer theNodeIdx)
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{
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const QuadBvhHandle& aBVH = QuadBVH();
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if (theNodeIdx >= aBVH->Length() || !aBVH->IsOuter (theNodeIdx))
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return NULL;
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if (aBVH->NodeInfoBuffer().at (theNodeIdx).x() > myObjects.Size())
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return NULL;
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return dynamic_cast<OpenGl_TriangleSet*> (
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myObjects (aBVH->NodeInfoBuffer().at (theNodeIdx).x() - 1).get());
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}
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// =======================================================================
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// function : AcquireTextures
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// purpose : Makes the OpenGL texture handles resident
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// =======================================================================
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Standard_Boolean OpenGl_RaytraceGeometry::AcquireTextures (const Handle(OpenGl_Context)& theContext)
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{
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if (theContext->arbTexBindless == NULL)
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{
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return Standard_True;
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}
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Standard_Integer aTexIter = 0;
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for (NCollection_Vector<Handle(OpenGl_Texture)>::Iterator aTexSrcIter (myTextures); aTexSrcIter.More(); aTexSrcIter.Next(), ++aTexIter)
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{
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GLuint64& aHandle = myTextureHandles[aTexIter];
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const Handle(OpenGl_Texture)& aTexture = aTexSrcIter.Value();
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if (!aTexture->Sampler()->IsValid()
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|| !aTexture->Sampler()->IsImmutable())
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{
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// need to recreate texture sampler handle
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aHandle = GLuint64(-1); // specs do not define value for invalid handle, set -1 to initialize something
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if (!aTexture->InitSamplerObject (theContext))
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{
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continue;
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}
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aTexture->Sampler()->SetImmutable();
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aHandle = theContext->arbTexBindless->glGetTextureSamplerHandleARB (aTexture->TextureId(), aTexture->Sampler()->SamplerID());
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const GLenum anErr = theContext->core11fwd->glGetError();
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if (anErr != GL_NO_ERROR)
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{
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theContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
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TCollection_AsciiString ("Error: Failed to get 64-bit handle of OpenGL texture ") + OpenGl_Context::FormatGlError (anErr));
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myTextureHandles.clear();
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return Standard_False;
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}
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}
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theContext->arbTexBindless->glMakeTextureHandleResidentARB (aHandle);
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const GLenum anErr = theContext->core11fwd->glGetError();
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if (anErr != GL_NO_ERROR)
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{
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theContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
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TCollection_AsciiString ("Error: Failed to make OpenGL texture resident ") + OpenGl_Context::FormatGlError (anErr));
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return Standard_False;
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}
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}
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return Standard_True;
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}
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// =======================================================================
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// function : ReleaseTextures
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// purpose : Makes the OpenGL texture handles non-resident
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// =======================================================================
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Standard_Boolean OpenGl_RaytraceGeometry::ReleaseTextures (const Handle(OpenGl_Context)& theContext) const
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{
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if (theContext->arbTexBindless == NULL)
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{
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return Standard_True;
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}
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for (size_t aTexIter = 0; aTexIter < myTextureHandles.size(); ++aTexIter)
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{
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theContext->arbTexBindless->glMakeTextureHandleNonResidentARB (myTextureHandles[aTexIter]);
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const GLenum anErr = theContext->core11fwd->glGetError();
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if (anErr != GL_NO_ERROR)
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{
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theContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
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TCollection_AsciiString("Error: Failed to make OpenGL texture non-resident ") + OpenGl_Context::FormatGlError (anErr));
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return Standard_False;
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}
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}
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return Standard_True;
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}
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// =======================================================================
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// function : AddTexture
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// purpose : Adds new OpenGL texture to the scene and returns its index
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// =======================================================================
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Standard_Integer OpenGl_RaytraceGeometry::AddTexture (const Handle(OpenGl_Texture)& theTexture)
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{
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if (theTexture->TextureId() == OpenGl_Texture::NO_TEXTURE)
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{
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return -1;
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}
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NCollection_Vector<Handle (OpenGl_Texture)>::iterator anIter =
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std::find (myTextures.begin(), myTextures.end(), theTexture);
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if (anIter == myTextures.end())
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{
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if (myTextures.Size() >= MAX_TEX_NUMBER)
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{
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return -1;
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}
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myTextures.Append (theTexture);
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}
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return static_cast<Standard_Integer> (anIter - myTextures.begin());
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}
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// =======================================================================
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// function : UpdateTextureHandles
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// purpose : Updates unique 64-bit texture handles to use in shaders
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// =======================================================================
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Standard_Boolean OpenGl_RaytraceGeometry::UpdateTextureHandles (const Handle(OpenGl_Context)& theContext)
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{
|
|
if (theContext->arbTexBindless == NULL)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
myTextureHandles.clear();
|
|
myTextureHandles.resize (myTextures.Size());
|
|
|
|
Standard_Integer aTexIter = 0;
|
|
for (NCollection_Vector<Handle(OpenGl_Texture)>::Iterator aTexSrcIter (myTextures); aTexSrcIter.More(); aTexSrcIter.Next(), ++aTexIter)
|
|
{
|
|
GLuint64& aHandle = myTextureHandles[aTexIter];
|
|
aHandle = GLuint64(-1); // specs do not define value for invalid handle, set -1 to initialize something
|
|
|
|
const Handle(OpenGl_Texture)& aTexture = aTexSrcIter.Value();
|
|
if (!aTexture->Sampler()->IsValid()
|
|
&& !aTexture->InitSamplerObject (theContext))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
aTexture->Sampler()->SetImmutable();
|
|
aHandle = theContext->arbTexBindless->glGetTextureSamplerHandleARB (aTexture->TextureId(), aTexture->Sampler()->SamplerID());
|
|
const GLenum anErr = theContext->core11fwd->glGetError();
|
|
if (anErr != GL_NO_ERROR)
|
|
{
|
|
theContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
|
|
TCollection_AsciiString ("Error: Failed to get 64-bit handle of OpenGL texture ") + OpenGl_Context::FormatGlError(anErr));
|
|
myTextureHandles.clear();
|
|
return Standard_False;
|
|
}
|
|
}
|
|
|
|
return Standard_True;
|
|
}
|
|
|
|
namespace OpenGl_Raytrace
|
|
{
|
|
// =======================================================================
|
|
// function : IsRaytracedElement
|
|
// purpose : Checks to see if the element contains ray-trace geometry
|
|
// =======================================================================
|
|
Standard_Boolean IsRaytracedElement (const OpenGl_ElementNode* theNode)
|
|
{
|
|
OpenGl_PrimitiveArray* anArray = dynamic_cast<OpenGl_PrimitiveArray*> (theNode->elem);
|
|
return anArray != NULL
|
|
&& anArray->DrawMode() >= GL_TRIANGLES;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : IsRaytracedElement
|
|
// purpose : Checks to see if the element contains ray-trace geometry
|
|
// =======================================================================
|
|
Standard_Boolean IsRaytracedElement (const OpenGl_Element* theElement)
|
|
{
|
|
const OpenGl_PrimitiveArray* anArray = dynamic_cast<const OpenGl_PrimitiveArray*> (theElement);
|
|
return anArray != NULL
|
|
&& anArray->DrawMode() >= GL_TRIANGLES;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : IsRaytracedGroup
|
|
// purpose : Checks to see if the group contains ray-trace geometry
|
|
// =======================================================================
|
|
Standard_Boolean IsRaytracedGroup (const OpenGl_Group* theGroup)
|
|
{
|
|
if (theGroup->HasPersistence())
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
for (const OpenGl_ElementNode* aNode = theGroup->FirstNode(); aNode != NULL; aNode = aNode->next)
|
|
{
|
|
if (IsRaytracedElement (aNode))
|
|
{
|
|
return Standard_True;
|
|
}
|
|
}
|
|
return Standard_False;
|
|
}
|
|
}
|