/usr/include/oce/OpenGl_Workspace.hxx is in liboce-visualization-dev 0.15-5.
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// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 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 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_Workspace_Header
#define _OpenGl_Workspace_Header
#ifdef HAVE_OPENCL
#include <map>
#include <set>
#include <OpenGl_Cl.hxx>
#endif
#include <Handle_OpenGl_Workspace.hxx>
#include <OpenGl_Window.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <Quantity_Color.hxx>
#include <Graphic3d_CView.hxx>
#include <Graphic3d_TypeOfComposition.hxx>
#include <Graphic3d_TypeOfTexture.hxx>
#include <Graphic3d_PtrFrameBuffer.hxx>
#include <Graphic3d_BufferType.hxx>
#include <Handle_Graphic3d_TextureParams.hxx>
#include <Aspect_CLayer2d.hxx>
#include <Aspect_Handle.hxx>
#include <Aspect_PrintAlgo.hxx>
#include <InterfaceGraphic_Graphic3d.hxx>
#include <InterfaceGraphic_Visual3d.hxx>
#include <NCollection_Sequence.hxx>
#include <OpenGl_tsm.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_Display.hxx>
#include <OpenGl_Matrix.hxx>
#include <OpenGl_NamedStatus.hxx>
#include <OpenGl_PrinterContext.hxx>
#ifdef HAVE_OPENCL
#include <OpenGl_SceneGeometry.hxx>
#endif
#include <OpenGl_TextParam.hxx>
#include <OpenGl_RenderFilter.hxx>
#include <OpenGl_Vec.hxx>
#include <Handle_OpenGl_View.hxx>
#include <Handle_OpenGl_Texture.hxx>
class OpenGl_AspectLine;
class OpenGl_AspectMarker;
class OpenGl_AspectText;
class OpenGl_FrameBuffer;
class OpenGl_Structure;
class OpenGl_Element;
class Image_PixMap;
//! OpenGL material definition
struct OpenGl_Material
{
OpenGl_Vec4 Ambient; //!< ambient reflection coefficient
OpenGl_Vec4 Diffuse; //!< diffuse reflection coefficient
OpenGl_Vec4 Specular; //!< glossy reflection coefficient
OpenGl_Vec4 Emission; //!< material emission
OpenGl_Vec4 Params; //!< extra packed parameters
Standard_ShortReal Shine() const { return Params.x(); }
Standard_ShortReal& ChangeShine() { return Params.x(); }
Standard_ShortReal Transparency() const { return Params.y(); }
Standard_ShortReal& ChangeTransparency() { return Params.y(); }
//! Initialize material
void Init (const OPENGL_SURF_PROP& theProps);
//! Returns packed (serialized) representation of material properties
const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
static Standard_Integer NbOfVec4() { return 5; }
};
//! Represents window with GL context.
//! Provides methods to render primitives and maintain GL state.
class OpenGl_Workspace : public OpenGl_Window
{
public:
//! Main constructor - prepare GL context for specified window.
OpenGl_Workspace (const Handle(OpenGl_Display)& theDisplay,
const CALL_DEF_WINDOW& theCWindow,
Aspect_RenderingContext theGContext,
const Handle(OpenGl_Caps)& theCaps,
const Handle(OpenGl_Context)& theShareCtx);
//! Destructor
virtual ~OpenGl_Workspace();
void SetActiveView (const Handle(OpenGl_View)& theView) { myView = theView; }
const Handle(OpenGl_View)& ActiveView () const { return myView; }
//! Redraw the window.
void Redraw (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer);
//! Deprecated. Simply calls Redraw().
void Update (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer)
{
Redraw (theCView, theCUnderLayer, theCOverLayer);
}
//! Special method to perform printing.
//! System-specific and currently only Win platform implemented.
Standard_Boolean Print (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Aspect_Handle theHPrintDC,
const Standard_Boolean theToShowBackground,
const Standard_CString theFileName,
const Aspect_PrintAlgo thePrintAlgorithm,
const Standard_Real theScaleFactor);
const Handle(OpenGl_PrinterContext)& PrinterContext() const
{
return myPrintContext;
}
void DisplayCallback (const Graphic3d_CView& theCView, int theReason);
Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
Standard_Boolean BeginAddMode();
void EndAddMode();
void ClearImmediatMode (const Graphic3d_CView& theCView,
const Standard_Boolean theToFlush);
void RedrawImmediatMode();
Standard_Boolean BeginImmediatMode (const Graphic3d_CView& theCView,
const Standard_Boolean theUseDepthTest,
const Standard_Boolean theRetainMode);
void EndImmediatMode();
void DrawStructure (const OpenGl_Structure* theStructure);
Graphic3d_PtrFrameBuffer FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight);
void FBORelease (Graphic3d_PtrFrameBuffer theFBOPtr);
Standard_Boolean BufferDump (OpenGl_FrameBuffer* theFBOPtr,
Image_PixMap& theImage,
const Graphic3d_BufferType& theBufferType);
void UseTransparency (const Standard_Boolean theFlag);
Standard_Boolean& UseZBuffer() { return myUseZBuffer; }
Standard_Boolean& UseDepthTest() { return myUseDepthTest; }
Standard_Boolean& UseGLLight() { return myUseGLLight; }
//// RELATED TO STATUS ////
Standard_Integer NamedStatus;
const TEL_COLOUR* HighlightColor;
const OpenGl_Matrix* SetViewMatrix (const OpenGl_Matrix* );
const OpenGl_Matrix* SetStructureMatrix (const OpenGl_Matrix*, bool aRevert = false);
//! Updates current model-view matrix
//! replacing it with StructureMatrixT*ViewMatrix from the workspace.
void UpdateModelViewMatrix();
const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect);
const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect);
const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect);
const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect);
void SetTextParam (const OpenGl_TextParam* theParam) { TextParam_set = theParam; }
//// THESE METHODS ARE EXPORTED AS THEY PROVIDE STATE INFO TO USERDRAW
Standard_EXPORT const OpenGl_AspectLine* AspectLine (const Standard_Boolean theWithApply);
Standard_EXPORT const OpenGl_AspectFace* AspectFace (const Standard_Boolean theWithApply);
Standard_EXPORT const OpenGl_AspectMarker* AspectMarker (const Standard_Boolean theWithApply);
Standard_EXPORT const OpenGl_AspectText* AspectText (const Standard_Boolean theWithApply);
inline const OpenGl_TextParam* AspectTextParams() const
{
return TextParam_applied;
}
//! Clear the applied aspect state.
void ResetAppliedAspect();
Standard_EXPORT Handle(OpenGl_Texture) DisableTexture();
Standard_EXPORT Handle(OpenGl_Texture) EnableTexture (const Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams = NULL);
//! Set filter for restricting rendering of particular elements.
//! Filter can be applied for rendering passes used by recursive
//! rendering algorithms for rendering elements of groups.
//! @param theFilter [in] the filter instance.
inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
myRenderFilter = theFilter;
}
//! Get rendering filter.
//! @return filter instance.
inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
{
return myRenderFilter;
}
//! @return applied view matrix.
inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; }
//! @return applied model structure matrix.
inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; }
protected:
void CopyBuffers (const Standard_Boolean theFrontToBack);
virtual Standard_Boolean Activate();
// TEMPORARY!!!
void Redraw1 (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const int theToSwap);
void updateMaterial (const int theFlag);
void setTextureParams (Handle(OpenGl_Texture)& theTexture,
const Handle(Graphic3d_TextureParams)& theParams);
#ifdef HAVE_OPENCL
public:
//! Returns information about OpenCL device used for computations.
Standard_Boolean GetOpenClDeviceInfo (
NCollection_DataMap<TCollection_AsciiString, TCollection_AsciiString>& theInfo) const;
protected:
//! Describes result of OpenCL initializing.
enum OpenClInitStatus
{
OpenGl_CLIS_NONE,
OpenGl_CLIS_INIT,
OpenGl_CLIS_FAIL
};
protected: //! @name methods related to ray-tracing
//! Updates 3D scene geometry for ray-tracing.
Standard_Boolean UpdateRaytraceGeometry (Standard_Boolean theCheck);
//! Checks to see if the structure is modified.
Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure);
//! Updates 3D scene light sources for ray-tracing.
Standard_Boolean UpdateRaytraceLightSources (const GLdouble theInvModelView[16]);
//! Updates environment map for ray-tracing.
Standard_Boolean UpdateRaytraceEnvironmentMap();
//! Adds OpenGL structure to ray-traced scene geometry.
Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStruct,
const float* theTrans, std::set<const OpenGl_Structure*>& theElements);
//! Adds OpenGL primitive array to ray-traced scene geometry.
Standard_Boolean AddRaytracePrimitiveArray (
const CALL_DEF_PARRAY* theArray, int theMatID, const float* theTrans);
//! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
Standard_Boolean AddRaytraceVertexIndices (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Adds OpenGL triangle array to ray-traced scene geometry.
Standard_Boolean AddRaytraceTriangleArray (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Adds OpenGL triangle fan array to ray-traced scene geometry.
Standard_Boolean AddRaytraceTriangleFanArray (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Adds OpenGL triangle fan array to ray-traced scene geometry.
Standard_Boolean AddRaytraceTriangleStripArray (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Adds OpenGL quadrangle array to ray-traced scene geometry.
Standard_Boolean AddRaytraceQuadrangleArray (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
Standard_Boolean AddRaytraceQuadrangleStripArray (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Adds OpenGL polygon array to ray-traced scene geometry.
Standard_Boolean AddRaytracePolygonArray (const CALL_DEF_PARRAY* theArray,
int theFirstVert, int theVertOffset, int theVertNum, int theMatID);
//! Initializes OpenCL resources.
Standard_Boolean InitOpenCL();
//! Releases OpenCL resources.
void ReleaseOpenCL();
//! Resizes OpenCL output image.
Standard_Boolean ResizeRaytraceOutputBuffer (const cl_int theSizeX, const cl_int theSizeY);
//! Writes scene geometry to OpenCl device.
Standard_Boolean WriteRaytraceSceneToDevice();
//! Runs OpenCL ray-tracing kernels.
Standard_Boolean RunRaytraceOpenCLKernels (const Graphic3d_CView& theCView,
const GLfloat theOrigins[16],
const GLfloat theDirects[16],
const int theSizeX,
const int theSizeY);
//! Redraws the window using OpenCL ray tracing.
Standard_Boolean Raytrace (const Graphic3d_CView& theCView,
const int theSizeX, int theSizeY, const Tint theToSwap);
protected: //! @name fields related to ray-tracing
//! Result of OpenCL initialization.
OpenClInitStatus myComputeInitStatus;
//! Is ATI/AMD OpenCL platform used?
Standard_Boolean myIsAmdComputePlatform;
//! Is geometry data valid?
Standard_Boolean myIsRaytraceDataValid;
//! Is geometry data musty be updated?
Standard_Boolean myToUpdateRaytraceData;
//! 3D scene geometry data for ray-tracing.
OpenGl_RaytraceScene myRaytraceSceneData;
//! Radius of bounding sphere of the scene.
float myRaytraceSceneRadius;
//! Scene epsilon to prevent self-intersections.
float myRaytraceSceneEpsilon;
//! Binned SAH-based BVH builder.
OpenGl_BinnedBVHBuilder myBVHBuilder;
//! OpenCL context.
cl_context myComputeContext;
//! OpenCL command queue.
cl_command_queue myRaytraceQueue;
//! OpenCL computing program.
cl_program myRaytraceProgram;
//! OpenCL ray-tracing render kernel.
cl_kernel myRaytraceRenderKernel;
//! OpenCL adaptive anti-aliasing kernel.
cl_kernel myRaytraceSmoothKernel;
//! OpenCL image to store environment map.
cl_mem myRaytraceEnvironment;
//! OpenCL image to store rendering result.
cl_mem myRaytraceOutputImage;
//! OpenCL image to store anti-aliasing result.
cl_mem myRaytraceOutputImageSmooth;
//! OpenGL output texture handle.
GLuint myRaytraceOutputTexture[2];
//! OpenCL buffer of vertex normals.
cl_mem myRaytraceNormalBuffer;
//! OpenCL buffer of vertex coordinates.
cl_mem myRaytraceVertexBuffer;
//! OpenCL buffer of indices of triangle vertices.
cl_mem myRaytraceTriangleBuffer;
//! OpenCL buffer of minimum points of BVH nodes.
cl_mem myRaytraceNodeMinPointBuffer;
//! OpenCL buffer of maximum points of BVH nodes.
cl_mem myRaytraceNodeMaxPointBuffer;
//! OpenCL buffer of data records of BVH nodes.
cl_mem myRaytraceNodeDataRcrdBuffer;
//! OpenCL buffer of material properties.
cl_mem myRaytraceMaterialBuffer;
//! OpenCL buffer of light source properties.
cl_mem myRaytraceLightSourceBuffer;
//! State of OpenGL view.
Standard_Size myViewModificationStatus;
//! State of OpenGL layer list.
Standard_Size myLayersModificationStatus;
//! State of OpenGL elements reflected to ray-tracing.
std::map<const OpenGl_Structure*, Standard_Size> myStructureStates;
#endif // HAVE_OPENCL
protected: //! @name protected fields
Handle(OpenGl_PrinterContext) myPrintContext;
Handle(OpenGl_View) myView; // WSViews - now just one view is supported
Standard_Boolean myIsTransientOpen; // transientOpen
Standard_Boolean myRetainMode;
Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
NCollection_Sequence<const OpenGl_Structure*> myTransientList;
Standard_Boolean myUseTransparency;
Standard_Boolean myUseZBuffer;
Standard_Boolean myUseDepthTest;
Standard_Boolean myUseGLLight;
Standard_Boolean myBackBufferRestored;
protected: //! @name fields related to status
Handle(OpenGl_RenderFilter) myRenderFilter;
Handle(OpenGl_Texture) myTextureBound; //!< currently bound texture (managed by OpenGl_AspectFace and OpenGl_View environment texture)
const OpenGl_AspectLine *AspectLine_set, *AspectLine_applied;
const OpenGl_AspectFace *AspectFace_set, *AspectFace_applied;
const OpenGl_AspectMarker *AspectMarker_set, *AspectMarker_applied;
const OpenGl_AspectText *AspectText_set, *AspectText_applied;
const OpenGl_TextParam *TextParam_set, *TextParam_applied;
const OpenGl_Matrix* ViewMatrix_applied;
const OpenGl_Matrix* StructureMatrix_applied;
OpenGl_Material myMatFront; //!< current front material state (cached to reduce GL context updates)
OpenGl_Material myMatBack; //!< current back material state
OpenGl_Material myMatTmp; //!< temporary variable
//! Model matrix with applied structure transformations
OpenGl_Matrix myModelViewMatrix;
const TEL_POFFSET_PARAM* PolygonOffset_applied;
OpenGl_AspectFace myAspectFaceHl; // Hiddenline aspect
public: //! @name type definition
DEFINE_STANDARD_RTTI(OpenGl_Workspace)
DEFINE_STANDARD_ALLOC
};
#endif // _OpenGl_Workspace_Header
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