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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 License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _OpenGl_Workspace_Header
#define _OpenGl_Workspace_Header
#include <map>
#include <set>
#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 <Aspect_PolygonOffsetMode.hxx>
#include <InterfaceGraphic_Graphic3d.hxx>
#include <InterfaceGraphic_Visual3d.hxx>
#include <NCollection_Sequence.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_Matrix.hxx>
#include <OpenGl_NamedStatus.hxx>
#include <OpenGl_PrinterContext.hxx>
#include <OpenGl_SceneGeometry.hxx>
#include <OpenGl_TextParam.hxx>
#include <OpenGl_RenderFilter.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_LineAttributes.hxx>
#include <Handle_OpenGl_View.hxx>
#include <Handle_OpenGl_Texture.hxx>
#include <OpenGl_ShaderObject.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_TextureBufferArb.hxx>
class OpenGl_AspectLine;
class OpenGl_AspectMarker;
class OpenGl_AspectText;
class OpenGl_FrameBuffer;
class OpenGl_Structure;
class OpenGl_TriangleSet;
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; }
};
DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter)
//! Graphical ray-tracing filter.
//! Filters out all raytracable structures.
class OpenGl_RaytraceFilter : public OpenGl_RenderFilter
{
public:
//! Default constructor.
OpenGl_RaytraceFilter() {}
//! Remembers the previously set filter.
inline void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter)
{
myPrevRenderFilter = theFilter;
}
//! Checks whether the element can be rendered or not.
//! @param theElement [in] the element to check.
//! @return True if element can be rendered.
virtual Standard_Boolean CanRender (const OpenGl_Element* theElement);
private:
Handle(OpenGl_RenderFilter) myPrevRenderFilter;
public:
DEFINE_STANDARD_RTTI(OpenGl_RaytraceFilter)
};
//! 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_GraphicDriver)& theDriver,
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);
Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer);
void RedrawImmediate (const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Standard_Boolean theToForce = Standard_False);
void Invalidate (const Graphic3d_CView& /*theCView*/)
{
myBackBufferRestored = Standard_False;
}
//! 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);
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; }
Standard_Integer AntiAliasingMode() const { return myAntiAliasingMode; }
//// 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);
const Handle(OpenGl_Texture)& ActiveTexture() const { return myTextureBound; }
//! 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; }
//! Sets and applies current polygon offset.
void SetPolygonOffset (int theMode, Standard_ShortReal theFactor, Standard_ShortReal theUnits);
//! Returns currently applied polygon offset params.
const TEL_POFFSET_PARAM& AppliedPolygonOffset() { return PolygonOffset_applied; }
//! @return true if clipping algorithm enabled
inline Standard_Boolean IsCullingEnabled() const { return myIsCullingEnabled; }
//! Returns a flag whether to redraw the scene using OpenGL rasterization
Standard_Boolean ToRedrawGL() const { return myToRedrawGL; }
protected:
//! Copy content of Back buffer to the Front buffer
void copyBackToFront();
virtual Standard_Boolean Activate();
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);
protected:
//! Result of OpenGL shaders initialization.
enum RaytraceInitStatus
{
OpenGl_RT_NONE,
OpenGl_RT_INIT,
OpenGl_RT_FAIL
};
//! Describes update mode (state).
enum GeomUpdateMode
{
OpenGl_GUM_CHECK, //!< check if geometry update is necessary
OpenGl_GUM_PREPARE, //!< collect unchanged objects
OpenGl_GUM_UPDATE //!< update raytracing data, rebuild changed objects
};
//! Defines frequently used shader variables.
enum ShaderVariableIndex
{
OpenGl_RT_aPosition,
OpenGl_RT_uOriginLT,
OpenGl_RT_uOriginLB,
OpenGl_RT_uOriginRT,
OpenGl_RT_uOriginRB,
OpenGl_RT_uDirectLT,
OpenGl_RT_uDirectLB,
OpenGl_RT_uDirectRT,
OpenGl_RT_uDirectRB,
OpenGl_RT_uUnviewMat,
OpenGl_RT_uSceneRad,
OpenGl_RT_uSceneEps,
OpenGl_RT_uLightAmbnt,
OpenGl_RT_uLightCount,
OpenGl_RT_uShadEnabled,
OpenGl_RT_uReflEnabled,
OpenGl_RT_uEnvMapEnable,
OpenGl_RT_uOffsetX,
OpenGl_RT_uOffsetY,
OpenGl_RT_uSamples,
OpenGl_RT_uTextures,
OpenGl_RT_NbVariables // special field
};
//! Defines texture samplers.
enum ShaderSamplerNames
{
OpenGl_RT_SceneNodeInfoTexture = 0,
OpenGl_RT_SceneMinPointTexture = 1,
OpenGl_RT_SceneMaxPointTexture = 2,
OpenGl_RT_ObjectNodeInfoTexture = 3,
OpenGl_RT_ObjectMinPointTexture = 4,
OpenGl_RT_ObjectMaxPointTexture = 5,
OpenGl_RT_GeometryVertexTexture = 6,
OpenGl_RT_GeometryNormalTexture = 7,
OpenGl_RT_GeometryTexCrdTexture = 8,
OpenGl_RT_GeometryTriangTexture = 9,
OpenGl_RT_EnvironmentMapTexture = 10,
OpenGl_RT_RaytraceMaterialTexture = 11,
OpenGl_RT_RaytraceLightSrcTexture = 12,
OpenGl_RT_FSAAInputTexture = 13,
OpenGl_RT_SceneTransformTexture = 14,
OpenGl_RT_OpenGlColorTexture = 15,
OpenGl_RT_OpenGlDepthTexture = 16
};
//! Tool class for management of shader sources.
class ShaderSource
{
public:
//! Creates new uninitialized shader source.
ShaderSource()
{
//
}
//! Creates new shader source from specified file.
ShaderSource (const TCollection_AsciiString& theFileName)
{
Load (&theFileName, 1);
}
public:
//! Returns prefix to insert before the source.
const TCollection_AsciiString& Prefix() const
{
return myPrefix;
}
//! Sets prefix to insert before the source.
void SetPrefix (const TCollection_AsciiString& thePrefix)
{
myPrefix = thePrefix;
}
//! Returns shader source combined with prefix.
TCollection_AsciiString Source() const;
//! Loads shader source from specified files.
void Load (const TCollection_AsciiString* theFileNames, const Standard_Integer theCount);
private:
TCollection_AsciiString mySource; //!< Source string of the shader object
TCollection_AsciiString myPrefix; //!< Prefix to insert before the source
};
//! Default ray-tracing depth.
static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
//! Default size of traversal stack.
static const Standard_Integer THE_DEFAULT_STACK_SIZE = 24;
//! Compile-time ray-tracing parameters.
struct RaytracingParams
{
//! Actual size of traversal stack in shader program.
Standard_Integer StackSize;
//! Actual ray-tracing depth (number of ray bounces).
Standard_Integer NbBounces;
//! Sets light propagation through transparent media.
Standard_Boolean TransparentShadows;
//! Creates default compile-time ray-tracing parameters.
RaytracingParams()
: StackSize (THE_DEFAULT_STACK_SIZE),
NbBounces (THE_DEFAULT_NB_BOUNCES),
TransparentShadows (Standard_False)
{
//
}
};
protected: //! @name methods related to ray-tracing
//! Updates 3D scene geometry for ray-tracing.
Standard_Boolean UpdateRaytraceGeometry (GeomUpdateMode theMode);
//! Checks to see if the structure is modified.
Standard_Boolean CheckRaytraceStructure (const OpenGl_Structure* theStructure);
//! Creates ray-tracing material properties.
Standard_Boolean CreateMaterial (const OpenGl_AspectFace* theAspect, OpenGl_RaytraceMaterial& theMaterial);
//! Updates 3D scene light sources for ray-tracing.
Standard_Boolean UpdateRaytraceLightSources (const OpenGl_Mat4& theInvModelView);
//! Updates environment map for ray-tracing.
Standard_Boolean UpdateRaytraceEnvironmentMap();
//! Adds OpenGL structure to ray-traced scene geometry.
Standard_Boolean AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements);
//! Adds OpenGL groups to ray-traced scene geometry.
Standard_Boolean AddRaytraceGroups (const OpenGl_Structure* theStructure,
const Standard_Integer theStructMatId,
const Standard_ShortReal* theTransform);
//! Adds OpenGL primitive array to ray-traced scene geometry.
OpenGl_TriangleSet* AddRaytracePrimitiveArray (
const OpenGl_PrimitiveArray* theArray, int theMatID, const OpenGl_Mat4* theTrans);
//! Adds vertex indices from OpenGL primitive array to ray-traced scene geometry.
Standard_Boolean AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
const OpenGl_PrimitiveArray& theArray,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Adds OpenGL triangle array to ray-traced scene geometry.
Standard_Boolean AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
const Handle(Graphic3d_IndexBuffer)& theIndices,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Adds OpenGL triangle fan array to ray-traced scene geometry.
Standard_Boolean AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
const Handle(Graphic3d_IndexBuffer)& theIndices,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Adds OpenGL triangle strip array to ray-traced scene geometry.
Standard_Boolean AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
const Handle(Graphic3d_IndexBuffer)& theIndices,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Adds OpenGL quadrangle array to ray-traced scene geometry.
Standard_Boolean AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
const Handle(Graphic3d_IndexBuffer)& theIndices,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Adds OpenGL quadrangle strip array to ray-traced scene geometry.
Standard_Boolean AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
const Handle(Graphic3d_IndexBuffer)& theIndices,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Adds OpenGL polygon array to ray-traced scene geometry.
Standard_Boolean AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
const Handle(Graphic3d_IndexBuffer)& theIndices,
Standard_Integer theOffset,
Standard_Integer theCount,
Standard_Integer theMatID);
//! Loads and compiles shader object from specified source.
Handle(OpenGl_ShaderObject) LoadShader (const ShaderSource& theSource, GLenum theType);
//! Performs safe exit when shaders initialization fails.
Standard_Boolean SafeFailBack (const TCollection_ExtendedString& theMessage);
//! Generates shader prefix based on current ray-tracing options.
TCollection_AsciiString GenerateShaderPrefix();
//! Initializes OpenGL/GLSL shader programs.
Standard_Boolean InitRaytraceResources (const Graphic3d_CView& theCView);
//! Releases OpenGL/GLSL shader programs.
void ReleaseRaytraceResources();
//! Uploads ray-trace data to the GPU.
Standard_Boolean UploadRaytraceData();
//! Resizes OpenGL frame buffers.
Standard_Boolean ResizeRaytraceBuffers (const Standard_Integer theSizeX,
const Standard_Integer theSizeY);
//! Generates viewing rays for corners of screen quad.
void UpdateCamera (const OpenGl_Mat4& theOrientation,
const OpenGl_Mat4& theViewMapping,
OpenGl_Vec3 theOrigins[4],
OpenGl_Vec3 theDirects[4],
OpenGl_Mat4& theInvModelProj);
//! 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 theProgramIndex,
Handle(OpenGl_ShaderProgram)& theRaytraceProgram);
//! Runs ray-tracing shader programs.
Standard_Boolean RunRaytraceShaders (const Graphic3d_CView& theCView,
const Standard_Integer theSizeX,
const Standard_Integer theSizeY,
const OpenGl_Vec3 theOrigins[4],
const OpenGl_Vec3 theDirects[4],
const OpenGl_Mat4& theUnviewMat,
OpenGl_FrameBuffer* theFrameBuffer);
//! Redraws the window using OpenGL/GLSL ray-tracing.
Standard_Boolean Raytrace (const Graphic3d_CView& theCView,
const Standard_Integer theSizeX,
const Standard_Integer theSizeY,
const Standard_Boolean theToSwap,
const Aspect_CLayer2d& theCOverLayer,
const Aspect_CLayer2d& theCUnderLayer,
OpenGl_FrameBuffer* theFrameBuffer);
protected: //! @name fields related to ray-tracing
//! Result of shaders initialization.
RaytraceInitStatus myComputeInitStatus;
//! 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;
//! Radius of bounding sphere of the scene.
Standard_ShortReal myRaytraceSceneRadius;
//! Scene epsilon to prevent self-intersections.
Standard_ShortReal myRaytraceSceneEpsilon;
//! Compile-time ray-tracing parameters.
RaytracingParams myRaytraceParameters;
//! 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 high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
//! Texture buffer of minimum points of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
//! Texture buffer of maximum points of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
//! Texture buffer of transformations of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneTransformTexture;
//! Texture buffer of data records of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) myObjectNodeInfoTexture;
//! Texture buffer of minimum points of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) myObjectMinPointTexture;
//! Texture buffer of maximum points of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) myObjectMaxPointTexture;
//! 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;
//! Vertex buffer (VBO) for drawing dummy quad.
OpenGl_VertexBuffer myRaytraceScreenQuad;
//! Framebuffer (FBO) to perform adaptive FSAA.
Handle(OpenGl_FrameBuffer) myRaytraceFBO1;
//! Framebuffer (FBO) to perform adaptive FSAA.
Handle(OpenGl_FrameBuffer) myRaytraceFBO2;
//! Framebuffer (FBO) for pre-raytrace rendering by OpenGL.
Handle(OpenGl_FrameBuffer) myOpenGlFBO;
//! State of OpenGL view.
Standard_Size myViewModificationStatus;
//! State of OpenGL layer list.
Standard_Size myLayersModificationStatus;
//! 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;
//! Cached locations of frequently used uniform variables.
Standard_Integer myUniformLocations[2][OpenGl_RT_NbVariables];
//! Graphical ray-tracing filter to filter out all raytracable structures.
Handle(OpenGl_RaytraceFilter) myRaytraceFilter;
//! Redraw the scene using OpenGL rasterization or ray-tracing?
Standard_Boolean myToRedrawGL;
protected: //! @name protected fields
Handle(OpenGl_PrinterContext) myPrintContext;
Handle(OpenGl_View) myView;
Handle(OpenGl_LineAttributes) myLineAttribs;
Standard_Integer myAntiAliasingMode;
Standard_Boolean myTransientDrawToFront; //!< optimization flag for immediate mode (to render directly to the front buffer)
Standard_Boolean myBackBufferRestored;
Standard_Boolean myIsImmediateDrawn; //!< flag indicates that immediate mode buffer contains some data
Standard_Boolean myUseTransparency;
Standard_Boolean myUseZBuffer;
Standard_Boolean myUseDepthTest;
Standard_Boolean myUseGLLight;
Standard_Boolean myIsCullingEnabled; //!< frustum culling flag
unsigned int myFrameCounter; //!< redraw counter, for debugging
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
TelCullMode myCullingMode; //!< back face culling mode, applied from face aspect
OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations
TEL_POFFSET_PARAM PolygonOffset_applied; //!< Currently applied polygon offset.
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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