1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0024785: Visualization - Modifying z-layers concept to gain more control over OpenGl depth buffer.

Cosmetic fixes.
glDepthFunc fix.
This commit is contained in:
duv
2014-04-17 15:56:41 +04:00
committed by apn
parent 1a457208fe
commit c5751993f2
26 changed files with 655 additions and 28 deletions

View File

@@ -0,0 +1,60 @@
// Created on: 2014-03-31
// Created by: Danila ULYANOV
// Copyright (c) 2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and / or modify it
// under the terms of the GNU Lesser General Public 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_Layer_Header
#define _OpenGl_Layer_Header
#include <OpenGl_PriorityList.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
class Handle(OpenGl_Workspace);
class OpenGl_Layer
{
public:
//! Initializes associated priority list and layer properties
OpenGl_Layer (const Standard_Integer theNbPriorities = 11);
//! Returns settings of the layer object.
const Graphic3d_ZLayerSettings LayerSettings() const { return myLayerSettings; };
//! Sets settings of the layer object.
void SetLayerSettings (Graphic3d_ZLayerSettings theSettings)
{
myLayerSettings = theSettings;
}
//! Returns true if theSetting is enabled for the layer.
const Standard_Boolean IsSettingEnabled (const Graphic3d_ZLayerSetting theSetting) const
{
return myLayerSettings.IsSettingEnabled (theSetting);
}
//! Returns reference to associated priority list.
OpenGl_PriorityList& PriorityList() { return myPriorityList; }
//! Returns const reference to associated priority list.
const OpenGl_PriorityList& PriorityList() const { return myPriorityList; }
void Render (const Handle(OpenGl_Workspace) &AWorkspace, int theDefaultDepthFunc) const;
private:
OpenGl_PriorityList myPriorityList; //!< Associated priority list object.
Graphic3d_ZLayerSettings myLayerSettings; //!< Layer setting flags.
};
#endif //_OpenGl_Layer_Header