// Created on: 2011-11-02 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2015 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_Layer_Header #define _OpenGl_Layer_Header #include #include #include #include #include #include #include #include class Handle(OpenGl_Workspace); struct OpenGl_GlobalLayerSettings { GLint DepthFunc; GLboolean DepthMask; }; //! Presentations list sorted within priorities. class OpenGl_Layer { public: //! Initializes associated priority list and layer properties OpenGl_Layer (const Standard_Integer theNbPriorities = 11); //! Destructor. virtual ~OpenGl_Layer(); //! Returns settings of the layer object. const Graphic3d_ZLayerSettings& LayerSettings() const { return myLayerSettings; }; //! Sets settings of the layer object. void SetLayerSettings (const 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); } void Add (const OpenGl_Structure* theStruct, const Standard_Integer thePriority, Standard_Boolean isForChangePriority = Standard_False); //! Remove structure and returns its priority, if the structure is not found, method returns negative value bool Remove (const OpenGl_Structure* theStruct, Standard_Integer& thePriority, Standard_Boolean isForChangePriority = Standard_False); //! @return the number of structures Standard_Integer NbStructures() const { return myNbStructures; } //! Returns the number of available priority levels Standard_Integer NbPriorities() const { return myArray.Length(); } //! Append layer of acceptable type (with similar number of priorities or less). //! Returns Standard_False if the list can not be accepted. Standard_Boolean Append (const OpenGl_Layer& theOther); //! Returns array of OpenGL structures. const OpenGl_ArrayOfIndexedMapOfStructure& ArrayOfStructures() const { return myArray; } //! Marks BVH tree for given priority list as dirty and //! marks primitive set for rebuild. void InvalidateBVHData(); // Render all structures. void Render (const Handle(OpenGl_Workspace)& theWorkspace, const OpenGl_GlobalLayerSettings& theDefaultSettings) const; protected: //! Traverses through BVH tree to determine which structures are in view volume. void traverse (OpenGl_BVHTreeSelector& theSelector) const; //! Iterates through the hierarchical list of existing structures and renders them all. void renderAll (const Handle(OpenGl_Workspace)& theWorkspace) const; //! Iterates through the hierarchical list of existing structures and renders only overlapping ones. void renderTraverse (const Handle(OpenGl_Workspace)& theWorkspace) const; private: OpenGl_ArrayOfIndexedMapOfStructure myArray; Standard_Integer myNbStructures; Graphic3d_ZLayerSettings myLayerSettings; //!< Layer setting flags mutable OpenGl_BVHClipPrimitiveSet myBVHPrimitives; //!< Set of OpenGl_Structures for building BVH tree mutable Standard_Boolean myBVHIsLeftChildQueuedFirst; //!< Is needed for implementation of stochastic order of BVH traverse mutable Standard_Boolean myIsBVHPrimitivesNeedsReset; //!< Defines if the primitive set for BVH is outdated public: DEFINE_STANDARD_ALLOC }; #endif //_OpenGl_Layer_Header