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696 lines
28 KiB
C++
696 lines
28 KiB
C++
// Created on: 2011-09-20
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// Created by: Sergey ZERCHANINOV
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// Copyright (c) 2011-2014 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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#ifndef _OpenGl_View_Header
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#define _OpenGl_View_Header
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#include <MMgt_TShared.hxx>
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#include <Standard_DefineHandle.hxx>
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#include <TColStd_Array2OfReal.hxx>
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#include <NCollection_List.hxx>
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#include <Quantity_NameOfColor.hxx>
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#include <Aspect_FillMethod.hxx>
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#include <Aspect_GradientFillMethod.hxx>
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#include <Aspect_TypeOfTriedronPosition.hxx>
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#include <Aspect_CLayer2d.hxx>
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#include <InterfaceGraphic_Graphic3d.hxx>
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#include <InterfaceGraphic_Visual3d.hxx>
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#include <Graphic3d_CView.hxx>
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#include <Graphic3d_GraduatedTrihedron.hxx>
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#include <Graphic3d_SequenceOfHClipPlane.hxx>
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#include <Graphic3d_ZLayerSettings.hxx>
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#include <Visual3d_TypeOfSurfaceDetail.hxx>
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#include <Visual3d_TypeOfModel.hxx>
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#include <OpenGl_AspectFace.hxx>
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#include <OpenGl_BackgroundArray.hxx>
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#include <OpenGl_BVHTreeSelector.hxx>
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#include <OpenGl_LayerList.hxx>
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#include <OpenGl_Light.hxx>
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#include <OpenGl_LineAttributes.hxx>
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#include <OpenGl_Trihedron.hxx>
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#include <OpenGl_GraduatedTrihedron.hxx>
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#include <Handle_OpenGl_Context.hxx>
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#include <Handle_OpenGl_GraphicDriver.hxx>
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#include <Handle_OpenGl_Workspace.hxx>
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#include <Handle_OpenGl_View.hxx>
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#include <Handle_OpenGl_Texture.hxx>
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struct OPENGL_ZCLIP
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{
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struct {
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Standard_Boolean IsOn;
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Standard_ShortReal Limit; /* in the range [0., 1.] */
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} Back;
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struct {
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Standard_Boolean IsOn;
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Standard_ShortReal Limit; /* in the range [0., 1.] */
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} Front;
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};
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struct OPENGL_FOG
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{
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Standard_Boolean IsOn;
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Standard_ShortReal Front; /* in the range [0., 1.] */
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Standard_ShortReal Back; /* in the range [0., 1.] */
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TEL_COLOUR Color;
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};
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struct OpenGl_Matrix;
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class OpenGl_Structure;
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class Handle(OpenGl_PrinterContext);
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class OpenGl_StateCounter;
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class OpenGl_View : public MMgt_TShared
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{
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public:
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OpenGl_View (const CALL_DEF_VIEWCONTEXT &AContext, OpenGl_StateCounter* theCounter);
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virtual ~OpenGl_View ();
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void ReleaseGlResources (const Handle(OpenGl_Context)& theCtx);
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void SetTextureEnv (const Handle(OpenGl_Context)& theCtx,
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const Handle(Graphic3d_TextureEnv)& theTexture);
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void SetSurfaceDetail (const Visual3d_TypeOfSurfaceDetail AMode);
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void SetBackfacing (const Standard_Integer AMode);
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void SetLights (const CALL_DEF_VIEWCONTEXT &AContext);
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void SetAntiAliasing (const Standard_Boolean AMode) { myAntiAliasing = AMode; }
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void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane &thePlanes) { myClipPlanes = thePlanes; }
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void SetVisualisation (const CALL_DEF_VIEWCONTEXT &AContext);
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const Handle(Graphic3d_Camera)& Camera() { return myCamera; }
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void SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; }
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void SetClipLimit (const Graphic3d_CView& theCView);
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void SetFog (const Graphic3d_CView& theCView, const Standard_Boolean theFlag);
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OpenGl_Trihedron& ChangeTrihedron() { return myTrihedron; }
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void TriedronDisplay (const Aspect_TypeOfTriedronPosition thePosition,
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const Quantity_NameOfColor theColor,
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const Standard_Real theScale,
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const Standard_Boolean theAsWireframe);
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void TriedronErase (const Handle(OpenGl_Context)& theCtx);
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OpenGl_GraduatedTrihedron& ChangeGraduatedTrihedron() { return myGraduatedTrihedron; }
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void GraduatedTrihedronDisplay (const Handle(OpenGl_Context)& theCtx,
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const Graphic3d_GraduatedTrihedron& theCubic);
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void GraduatedTrihedronErase (const Handle(OpenGl_Context)& theCtx);
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Standard_Real Height () const { return myCamera->ViewDimensions().X(); }
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Standard_Real Width () const { return myCamera->ViewDimensions().Y(); }
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Standard_Integer Backfacing () const { return myBackfacing; }
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const TEL_TRANSFORM_PERSISTENCE * BeginTransformPersistence (const Handle(OpenGl_Context)& theCtx,
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const TEL_TRANSFORM_PERSISTENCE *theTransPers);
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void EndTransformPersistence (const Handle(OpenGl_Context)& theCtx);
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//! Add structure to display list with specified priority.
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//! The structure will be added to associated with it z layer.
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//! If the z layer is not presented in the view, the structure will
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//! be displayed in default bottom-level z layer.
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void DisplayStructure (const Handle(Graphic3d_Structure)& theStructure,
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const Standard_Integer thePriority);
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//! Erase structure from display list.
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void EraseStructure (const Handle(Graphic3d_Structure)& theStructure);
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//! Add structure to the list of immediate structures.
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void DisplayImmediateStructure (const Handle(Graphic3d_Structure)& theStructure);
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//! Erase structure from display list.
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void EraseImmediateStructure (const OpenGl_Structure* theStructure);
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//! Insert a new top-level z layer with ID <theLayerId>
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void AddZLayer (const Graphic3d_ZLayerId theLayerId);
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//! Remove a z layer with ID <theLayerId>
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void RemoveZLayer (const Graphic3d_ZLayerId theLayerId);
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//! Display structure in z layer with ID <theNewLayerId>
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//! If the layer with ID <theNewLayerId> is not presented in the view,
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//! the structure will be displayed in default bottom-level layer.
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void ChangeZLayer (const OpenGl_Structure* theStructure,
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const Graphic3d_ZLayerId theNewLayerId);
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//! Sets the settings for a single Z layer of specified view.
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void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
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const Graphic3d_ZLayerSettings& theSettings);
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//! Changes the priority of a structure within its ZLayer
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void ChangePriority (const OpenGl_Structure* theStructure,
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const Standard_Integer theNewPriority);
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void CreateBackgroundTexture (const Standard_CString AFileName,
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const Aspect_FillMethod AFillStyle);
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void SetBackgroundTextureStyle (const Aspect_FillMethod FillStyle);
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void SetBackgroundGradient (const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod AType);
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void SetBackgroundGradientType (const Aspect_GradientFillMethod AType);
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void Render (const Handle(OpenGl_PrinterContext)& thePrintContext,
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const Handle(OpenGl_Workspace)& theWorkspace,
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const Graphic3d_CView& theCView,
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const Aspect_CLayer2d& theCUnderLayer,
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const Aspect_CLayer2d& theCOverLayer,
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const Standard_Boolean theToDrawImmediate);
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void DrawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
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//! Returns list of OpenGL Z-layers.
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const OpenGl_LayerList& LayerList() const { return myZLayers; }
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//! Returns list of openGL light sources.
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const OpenGl_ListOfLight& LightList() const { return myLights; }
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//! Returns OpenGL environment map.
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const Handle(OpenGl_Texture)& TextureEnv() const { return myTextureEnv; }
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//! Returns visualization mode for objects in the view.
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Visual3d_TypeOfSurfaceDetail SurfaceDetail() const { return mySurfaceDetail; }
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//! Returns selector for BVH tree, providing a possibility to store information
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//! about current view volume and to detect which objects are overlapping it.
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OpenGl_BVHTreeSelector& BVHTreeSelector() { return myBVHSelector; }
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//! Marks BVH tree for given priority list as dirty and
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//! marks primitive set for rebuild.
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void InvalidateBVHData (const Standard_Integer theLayerId);
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//! Returns view-mapping and orientation matrices.
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void GetMatrices (OpenGl_Mat4& theOrientation,
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OpenGl_Mat4& theViewMapping) const;
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//! Returns list of immediate structures rendered on top of main presentation
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const OpenGl_SequenceOfStructure& ImmediateStructures() const
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{
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return myImmediateList;
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}
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//! Returns true if there are immediate structures to display
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bool HasImmediateStructures() const
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{
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return !myImmediateList.IsEmpty()
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|| myZLayers.NbImmediateStructures() != 0;
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}
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protected:
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void RenderStructs (const Handle(OpenGl_Workspace)& theWorkspace,
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const Graphic3d_CView& theCView,
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const Standard_Boolean theToDrawImmediate);
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void RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
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const Handle(OpenGl_Workspace)& theWorkspace,
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const Graphic3d_CView& theCView,
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const Aspect_CLayer2d& theCLayer);
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void RedrawTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
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//! Redraw contents of model scene: clipping planes,
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//! lights, structures. The peculiar properties of "scene" is that
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//! it requires empty Z-Buffer and uses projection and orientation
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//! matrices supplied by 3d view.
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void RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
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const Handle(OpenGl_Workspace)& theWorkspace,
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const Graphic3d_CView& theCView,
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const Standard_Boolean theToDrawImmediate);
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Handle(OpenGl_LineAttributes) myLineAttribs;
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Handle(OpenGl_Texture) myTextureEnv;
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Visual3d_TypeOfSurfaceDetail mySurfaceDetail;
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Standard_Integer myBackfacing;
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OPENGL_ZCLIP myZClip;
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Graphic3d_SequenceOfHClipPlane myClipPlanes;
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Handle(Graphic3d_Camera) myCamera;
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OPENGL_FOG myFog;
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OpenGl_Trihedron myTrihedron;
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OpenGl_GraduatedTrihedron myGraduatedTrihedron;
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bool myToShowTrihedron;
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bool myToShowGradTrihedron;
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//View_LABViewContext
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int myVisualization;
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Visual3d_TypeOfModel myShadingModel; //!< lighting shading model
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//View_LABLight
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OpenGl_ListOfLight myLights;
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//View_LABPlane
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//View_LABAliasing
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Standard_Boolean myAntiAliasing;
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//View_LABDepthCueing - fixed index used
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OpenGl_LayerList myZLayers; //!< main list of displayed structure, sorted by layers
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OpenGl_SequenceOfStructure myImmediateList; //!< list of immediate structures rendered on top of main presentation
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const TEL_TRANSFORM_PERSISTENCE *myTransPers;
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Standard_Boolean myIsTransPers;
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//! Modification state
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Standard_Size myProjectionState;
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Standard_Size myModelViewState;
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OpenGl_StateCounter* myStateCounter;
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Standard_Size myCurrLightSourceState;
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typedef std::pair<Standard_Size, Standard_Size> StateInfo;
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StateInfo myLastOrientationState;
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StateInfo myLastViewMappingState;
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StateInfo myLastLightSourceState;
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//! Is needed for selection of overlapping objects and storage of the current view volume
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OpenGl_BVHTreeSelector myBVHSelector;
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protected: //! @name Background parameters
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OpenGl_AspectFace* myTextureParams; //!< Stores texture and its parameters for textured background
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OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
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OpenGl_BackgroundArray* myBgTextureArray; //!< Primitive array for texture background
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protected: //! @name data types related to ray-tracing
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//! Result of OpenGL shaders initialization.
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enum RaytraceInitStatus
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{
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OpenGl_RT_NONE,
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OpenGl_RT_INIT,
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OpenGl_RT_FAIL
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};
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//! Describes update mode (state).
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enum RaytraceUpdateMode
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{
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OpenGl_GUM_CHECK, //!< check geometry state
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OpenGl_GUM_PREPARE, //!< collect unchanged objects
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OpenGl_GUM_REBUILD //!< rebuild changed and new objects
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};
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//! Defines frequently used shader variables.
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enum ShaderVariableIndex
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{
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OpenGl_RT_aPosition,
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OpenGl_RT_uOriginLT,
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OpenGl_RT_uOriginLB,
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OpenGl_RT_uOriginRT,
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OpenGl_RT_uOriginRB,
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OpenGl_RT_uDirectLT,
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OpenGl_RT_uDirectLB,
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OpenGl_RT_uDirectRT,
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OpenGl_RT_uDirectRB,
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OpenGl_RT_uUnviewMat,
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OpenGl_RT_uSceneRad,
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OpenGl_RT_uSceneEps,
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OpenGl_RT_uLightAmbnt,
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OpenGl_RT_uLightCount,
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OpenGl_RT_uShadEnabled,
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OpenGl_RT_uReflEnabled,
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OpenGl_RT_uEnvMapEnable,
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OpenGl_RT_uOffsetX,
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OpenGl_RT_uOffsetY,
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OpenGl_RT_uSamples,
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OpenGl_RT_uWinSizeX,
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OpenGl_RT_uWinSizeY,
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OpenGl_RT_uTextures,
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OpenGl_RT_NbVariables // special field
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};
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//! Defines texture samplers.
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enum ShaderSamplerNames
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{
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OpenGl_RT_SceneNodeInfoTexture = 0,
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OpenGl_RT_SceneMinPointTexture = 1,
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OpenGl_RT_SceneMaxPointTexture = 2,
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OpenGl_RT_SceneTransformTexture = 3,
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OpenGl_RT_GeometryVertexTexture = 4,
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OpenGl_RT_GeometryNormalTexture = 5,
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OpenGl_RT_GeometryTexCrdTexture = 6,
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OpenGl_RT_GeometryTriangTexture = 7,
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OpenGl_RT_EnvironmentMapTexture = 8,
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OpenGl_RT_RaytraceMaterialTexture = 9,
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OpenGl_RT_RaytraceLightSrcTexture = 10,
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OpenGl_RT_FSAAInputTexture = 11,
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OpenGl_RT_OpenGlColorTexture = 12,
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OpenGl_RT_OpenGlDepthTexture = 13
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};
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//! Tool class for management of shader sources.
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class ShaderSource
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{
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public:
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//! Creates new uninitialized shader source.
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ShaderSource()
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{
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//
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}
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//! Creates new shader source from specified file.
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ShaderSource (const TCollection_AsciiString& theFileName)
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{
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Load (&theFileName, 1);
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}
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public:
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//! Returns prefix to insert before the source.
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const TCollection_AsciiString& Prefix() const
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{
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return myPrefix;
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}
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//! Sets prefix to insert before the source.
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void SetPrefix (const TCollection_AsciiString& thePrefix)
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{
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myPrefix = thePrefix;
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}
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//! Returns shader source combined with prefix.
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TCollection_AsciiString Source() const;
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//! Loads shader source from specified files.
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void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount);
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private:
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TCollection_AsciiString mySource; //!< Source string of the shader object
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TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
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};
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//! Default ray-tracing depth.
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static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
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//! Default size of traversal stack.
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static const Standard_Integer THE_DEFAULT_STACK_SIZE = 24;
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//! Compile-time ray-tracing parameters.
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struct RaytracingParams
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{
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//! Actual size of traversal stack in shader program.
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Standard_Integer StackSize;
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//! Actual ray-tracing depth (number of ray bounces).
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Standard_Integer NbBounces;
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//! Enables/disables light propagation through transparent media.
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Standard_Boolean TransparentShadows;
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//! Enables/disables the use of OpenGL bindless textures.
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Standard_Boolean UseBindlessTextures;
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//! Creates default compile-time ray-tracing parameters.
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RaytracingParams()
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: StackSize (THE_DEFAULT_STACK_SIZE),
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NbBounces (THE_DEFAULT_NB_BOUNCES),
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TransparentShadows (Standard_False),
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UseBindlessTextures (Standard_False)
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{
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//
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}
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};
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protected: //! @name methods related to ray-tracing
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//! Updates 3D scene geometry for ray-tracing.
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Standard_Boolean updateRaytraceGeometry (const RaytraceUpdateMode theMode,
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const Standard_Integer theViewId,
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const Handle(OpenGl_Context)& theGlContext);
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//! Updates 3D scene light sources for ray-tracing.
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Standard_Boolean updateRaytraceLightSources (const OpenGl_Mat4& theInvModelView, const Handle(OpenGl_Context)& theGlContext);
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//! Updates environment map for ray-tracing.
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Standard_Boolean updateRaytraceEnvironmentMap (const Handle(OpenGl_Context)& theGlContext);
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//! Checks to see if the OpenGL structure is modified.
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Standard_Boolean toUpdateStructure (const OpenGl_Structure* theStructure);
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//! Adds OpenGL structure to ray-traced scene geometry.
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Standard_Boolean addRaytraceStructure (const OpenGl_Structure* theStructure,
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const Handle(OpenGl_Context)& theGlContext);
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//! Adds OpenGL groups to ray-traced scene geometry.
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Standard_Boolean addRaytraceGroups (const OpenGl_Structure* theStructure,
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const Standard_Integer theStructMat,
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const Standard_ShortReal* theTransform,
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const Handle(OpenGl_Context)& theGlContext);
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//! Creates ray-tracing material properties.
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OpenGl_RaytraceMaterial convertMaterial (const OpenGl_AspectFace* theAspect,
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const Handle(OpenGl_Context)& theGlContext);
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//! Adds OpenGL primitive array to ray-traced scene geometry.
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OpenGl_TriangleSet* addRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
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const Standard_Integer theMatID,
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const OpenGl_Mat4* theTrans);
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//! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
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Standard_Boolean addRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const OpenGl_PrimitiveArray& theArray);
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//! Adds OpenGL triangle array to ray-traced scene geometry.
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Standard_Boolean addRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const Handle(Graphic3d_IndexBuffer)& theIndices);
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//! Adds OpenGL triangle fan array to ray-traced scene geometry.
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Standard_Boolean addRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const Handle(Graphic3d_IndexBuffer)& theIndices);
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//! Adds OpenGL triangle strip array to ray-traced scene geometry.
|
|
Standard_Boolean addRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const Handle(Graphic3d_IndexBuffer)& theIndices);
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|
|
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//! Adds OpenGL quadrangle array to ray-traced scene geometry.
|
|
Standard_Boolean addRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const Handle(Graphic3d_IndexBuffer)& theIndices);
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|
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//! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
|
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Standard_Boolean addRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const Handle(Graphic3d_IndexBuffer)& theIndices);
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|
|
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//! Adds OpenGL polygon array to ray-traced scene geometry.
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|
Standard_Boolean addRaytracePolygonArray (OpenGl_TriangleSet& theSet,
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const Standard_Integer theMatID,
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const Standard_Integer theCount,
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const Standard_Integer theOffset,
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const Handle(Graphic3d_IndexBuffer)& theIndices);
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|
|
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//! Uploads ray-trace data to the GPU.
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Standard_Boolean uploadRaytraceData (const Handle(OpenGl_Context)& theGlContext);
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//! Generates shader prefix based on current ray-tracing options.
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TCollection_AsciiString generateShaderPrefix (const Handle(OpenGl_Context)& theGlContext) const;
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//! Performs safe exit when shaders initialization fails.
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|
Standard_Boolean safeFailBack (const TCollection_ExtendedString& theMessage,
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const Handle(OpenGl_Context)& theGlContext);
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//! Loads and compiles shader object from specified source.
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Handle(OpenGl_ShaderObject) initShader (const GLenum theType,
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const ShaderSource& theSource,
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const Handle(OpenGl_Context)& theGlContext);
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//! Initializes OpenGL/GLSL shader programs.
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Standard_Boolean initRaytraceResources (const Graphic3d_CView& theCView,
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const Handle(OpenGl_Context)& theGlContext);
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//! Releases OpenGL/GLSL shader programs.
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void releaseRaytraceResources (const Handle(OpenGl_Context)& theGlContext);
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//! Resizes OpenGL frame buffers.
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Standard_Boolean resizeRaytraceBuffers (const Standard_Integer theSizeX,
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const Standard_Integer theSizeY,
|
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const Handle(OpenGl_Context)& theGlContext);
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|
|
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//! Generates viewing rays for corners of screen quad.
|
|
void updateCamera (const OpenGl_Mat4& theOrientation,
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const OpenGl_Mat4& theViewMapping,
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|
OpenGl_Vec3* theOrigins,
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OpenGl_Vec3* theDirects,
|
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OpenGl_Mat4& theUnView);
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|
|
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//! Binds ray-trace textures to corresponding texture units.
|
|
void bindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
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//! Unbinds ray-trace textures from corresponding texture unit.
|
|
void unbindRaytraceTextures (const Handle(OpenGl_Context)& theGlContext);
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|
|
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//! Sets uniform state for the given ray-tracing shader program.
|
|
Standard_Boolean setUniformState (const Graphic3d_CView& theCView,
|
|
const OpenGl_Vec3* theOrigins,
|
|
const OpenGl_Vec3* theDirects,
|
|
const OpenGl_Mat4& theUnviewMat,
|
|
const Standard_Integer theProgramId,
|
|
const Handle(OpenGl_Context)& theGlContext);
|
|
|
|
//! Runs ray-tracing shader programs.
|
|
Standard_Boolean runRaytraceShaders (const Graphic3d_CView& theCView,
|
|
const Standard_Integer theSizeX,
|
|
const Standard_Integer theSizeY,
|
|
const OpenGl_Vec3* theOrigins,
|
|
const OpenGl_Vec3* theDirects,
|
|
const OpenGl_Mat4& theUnviewMat,
|
|
OpenGl_FrameBuffer* theOutputFBO,
|
|
const Handle(OpenGl_Context)& theGlContext);
|
|
|
|
//! Redraws the window using OpenGL/GLSL ray-tracing.
|
|
Standard_Boolean raytrace (const Graphic3d_CView& theCView,
|
|
const Standard_Integer theSizeX,
|
|
const Standard_Integer theSizeY,
|
|
OpenGl_FrameBuffer* theOutputFBO,
|
|
const Handle(OpenGl_Context)& theGlContext);
|
|
|
|
protected: //! @name fields related to ray-tracing
|
|
|
|
//! Result of shaders initialization.
|
|
RaytraceInitStatus myRaytraceInitStatus;
|
|
|
|
//! Is geometry data valid?
|
|
Standard_Boolean myIsRaytraceDataValid;
|
|
|
|
//! Warning about missing extension GL_ARB_bindless_texture has been displayed?
|
|
Standard_Boolean myIsRaytraceWarnTextures;
|
|
|
|
//! 3D scene geometry data for ray-tracing.
|
|
OpenGl_RaytraceGeometry myRaytraceGeometry;
|
|
|
|
//! Compile-time ray-tracing parameters.
|
|
RaytracingParams myRaytraceParameters;
|
|
|
|
//! Radius of bounding sphere of the scene.
|
|
Standard_ShortReal myRaytraceSceneRadius;
|
|
//! Scene epsilon to prevent self-intersections.
|
|
Standard_ShortReal myRaytraceSceneEpsilon;
|
|
|
|
//! OpenGL/GLSL source of ray-tracing fragment shader.
|
|
ShaderSource myRaytraceShaderSource;
|
|
//! OpenGL/GLSL source of adaptive-AA fragment shader.
|
|
ShaderSource myPostFSAAShaderSource;
|
|
|
|
//! OpenGL/GLSL ray-tracing fragment shader.
|
|
Handle(OpenGl_ShaderObject) myRaytraceShader;
|
|
//! OpenGL/GLSL adaptive-AA fragment shader.
|
|
Handle(OpenGl_ShaderObject) myPostFSAAShader;
|
|
|
|
//! OpenGL/GLSL ray-tracing shader program.
|
|
Handle(OpenGl_ShaderProgram) myRaytraceProgram;
|
|
//! OpenGL/GLSL adaptive-AA shader program.
|
|
Handle(OpenGl_ShaderProgram) myPostFSAAProgram;
|
|
|
|
//! Texture buffer of data records of bottom-level BVH nodes.
|
|
Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
|
|
//! Texture buffer of minimum points of bottom-level BVH nodes.
|
|
Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
|
|
//! Texture buffer of maximum points of bottom-level BVH nodes.
|
|
Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
|
|
//! Texture buffer of transformations of high-level BVH nodes.
|
|
Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
|
|
|
|
//! Texture buffer of vertex coords.
|
|
Handle(OpenGl_TextureBufferArb) myGeometryVertexTexture;
|
|
//! Texture buffer of vertex normals.
|
|
Handle(OpenGl_TextureBufferArb) myGeometryNormalTexture;
|
|
//! Texture buffer of vertex UV coords.
|
|
Handle(OpenGl_TextureBufferArb) myGeometryTexCrdTexture;
|
|
//! Texture buffer of triangle indices.
|
|
Handle(OpenGl_TextureBufferArb) myGeometryTriangTexture;
|
|
|
|
//! Texture buffer of material properties.
|
|
Handle(OpenGl_TextureBufferArb) myRaytraceMaterialTexture;
|
|
//! Texture buffer of light source properties.
|
|
Handle(OpenGl_TextureBufferArb) myRaytraceLightSrcTexture;
|
|
|
|
//! 1st framebuffer (FBO) to perform adaptive FSAA.
|
|
Handle(OpenGl_FrameBuffer) myRaytraceFBO1;
|
|
//! 2nd framebuffer (FBO) to perform adaptive FSAA.
|
|
Handle(OpenGl_FrameBuffer) myRaytraceFBO2;
|
|
//! Framebuffer (FBO) for preliminary OpenGL output.
|
|
Handle(OpenGl_FrameBuffer) myOpenGlFBO;
|
|
|
|
//! Vertex buffer (VBO) for drawing dummy quad.
|
|
OpenGl_VertexBuffer myRaytraceScreenQuad;
|
|
|
|
//! Cached locations of frequently used uniform variables.
|
|
Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
|
|
|
|
//! State of OpenGL structures reflected to ray-tracing.
|
|
std::map<const OpenGl_Structure*, Standard_Size> myStructureStates;
|
|
|
|
//! PrimitiveArray to TriangleSet map for scene partial update.
|
|
std::map<Standard_Size, OpenGl_TriangleSet*> myArrayToTrianglesMap;
|
|
|
|
//! Graphical ray-tracing filter to filter out all raytracable structures.
|
|
Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
|
|
|
|
//! Marks if environment map should be updated.
|
|
Standard_Boolean myToUpdateEnvironmentMap;
|
|
|
|
//! State of OpenGL layer list.
|
|
Standard_Size myLayersModificationStatus;
|
|
|
|
public:
|
|
|
|
DEFINE_STANDARD_ALLOC
|
|
DEFINE_STANDARD_RTTI(OpenGl_View) // Type definition
|
|
|
|
friend class OpenGl_Workspace;
|
|
|
|
};
|
|
|
|
#endif // _OpenGl_View_Header
|