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occt/src/OpenGl/OpenGl_View.hxx
aba 0b0320e76e 0025475: Visualization, TKOpenGl - draw background using primitive arrays
Move background arrays to separate class OpenGl_BackgroundArray
for texture and gradient arrays.

Eliminated warnings on Linux
2015-02-05 14:49:28 +03:00

304 lines
12 KiB
C++

// Created on: 2011-09-20
// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2014 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 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_View_Header
#define _OpenGl_View_Header
#include <MMgt_TShared.hxx>
#include <Standard_DefineHandle.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <NCollection_List.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Aspect_FillMethod.hxx>
#include <Aspect_GradientFillMethod.hxx>
#include <Aspect_TypeOfTriedronPosition.hxx>
#include <Aspect_CLayer2d.hxx>
#include <InterfaceGraphic_Graphic3d.hxx>
#include <InterfaceGraphic_Visual3d.hxx>
#include <Graphic3d_CView.hxx>
#include <Graphic3d_CGraduatedTrihedron.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <Visual3d_TypeOfSurfaceDetail.hxx>
#include <Visual3d_TypeOfModel.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_BackgroundArray.hxx>
#include <OpenGl_BVHTreeSelector.hxx>
#include <OpenGl_LayerList.hxx>
#include <OpenGl_Light.hxx>
#include <OpenGl_LineAttributes.hxx>
#include <Handle_OpenGl_Context.hxx>
#include <Handle_OpenGl_GraphicDriver.hxx>
#include <Handle_OpenGl_Workspace.hxx>
#include <Handle_OpenGl_View.hxx>
#include <Handle_OpenGl_Texture.hxx>
struct OPENGL_ZCLIP
{
struct {
Standard_Boolean IsOn;
Standard_ShortReal Limit; /* in the range [0., 1.] */
} Back;
struct {
Standard_Boolean IsOn;
Standard_ShortReal Limit; /* in the range [0., 1.] */
} Front;
};
struct OPENGL_FOG
{
Standard_Boolean IsOn;
Standard_ShortReal Front; /* in the range [0., 1.] */
Standard_ShortReal Back; /* in the range [0., 1.] */
TEL_COLOUR Color;
};
struct OpenGl_Matrix;
class OpenGl_GraduatedTrihedron;
class OpenGl_Structure;
class OpenGl_Trihedron;
class Handle(OpenGl_PrinterContext);
class OpenGl_StateCounter;
class OpenGl_View : public MMgt_TShared
{
public:
OpenGl_View (const CALL_DEF_VIEWCONTEXT &AContext, OpenGl_StateCounter* theCounter);
virtual ~OpenGl_View ();
void ReleaseGlResources (const Handle(OpenGl_Context)& theCtx);
void SetTextureEnv (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_TextureEnv)& theTexture);
void SetSurfaceDetail (const Visual3d_TypeOfSurfaceDetail AMode);
void SetBackfacing (const Standard_Integer AMode);
void SetLights (const CALL_DEF_VIEWCONTEXT &AContext);
void SetAntiAliasing (const Standard_Boolean AMode) { myAntiAliasing = AMode; }
void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane &thePlanes) { myClipPlanes = thePlanes; }
void SetVisualisation (const CALL_DEF_VIEWCONTEXT &AContext);
const Handle(Graphic3d_Camera)& Camera() { return myCamera; }
void SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; }
void SetClipLimit (const Graphic3d_CView& theCView);
void SetFog (const Graphic3d_CView& theCView, const Standard_Boolean theFlag);
void TriedronDisplay (const Handle(OpenGl_Context)& theCtx,
const Aspect_TypeOfTriedronPosition thePosition,
const Quantity_NameOfColor theColor,
const Standard_Real theScale,
const Standard_Boolean theAsWireframe);
void TriedronErase (const Handle(OpenGl_Context)& theCtx);
void GraduatedTrihedronDisplay (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_CGraduatedTrihedron& theCubic);
void GraduatedTrihedronErase (const Handle(OpenGl_Context)& theCtx);
Standard_Real Height () const { return myCamera->ViewDimensions().X(); }
Standard_Real Width () const { return myCamera->ViewDimensions().Y(); }
Standard_Integer Backfacing () const { return myBackfacing; }
const TEL_TRANSFORM_PERSISTENCE * BeginTransformPersistence (const Handle(OpenGl_Context)& theCtx,
const TEL_TRANSFORM_PERSISTENCE *theTransPers);
void EndTransformPersistence (const Handle(OpenGl_Context)& theCtx);
//! Add structure to display list with specified priority.
//! The structure will be added to associated with it z layer.
//! If the z layer is not presented in the view, the structure will
//! be displayed in default bottom-level z layer.
void DisplayStructure (const Handle(Graphic3d_Structure)& theStructure,
const Standard_Integer thePriority);
//! Erase structure from display list.
void EraseStructure (const Handle(Graphic3d_Structure)& theStructure);
//! Add structure to the list of immediate structures.
void DisplayImmediateStructure (const Handle(Graphic3d_Structure)& theStructure);
//! Erase structure from display list.
void EraseImmediateStructure (const OpenGl_Structure* theStructure);
//! Insert a new top-level z layer with ID <theLayerId>
void AddZLayer (const Graphic3d_ZLayerId theLayerId);
//! Remove a z layer with ID <theLayerId>
void RemoveZLayer (const Graphic3d_ZLayerId theLayerId);
//! Display structure in z layer with ID <theNewLayerId>
//! If the layer with ID <theNewLayerId> is not presented in the view,
//! the structure will be displayed in default bottom-level layer.
void ChangeZLayer (const OpenGl_Structure* theStructure,
const Graphic3d_ZLayerId theNewLayerId);
//! Sets the settings for a single Z layer of specified view.
void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
const Graphic3d_ZLayerSettings& theSettings);
//! Changes the priority of a structure within its ZLayer
void ChangePriority (const OpenGl_Structure* theStructure,
const Standard_Integer theNewPriority);
void CreateBackgroundTexture (const Standard_CString AFileName,
const Aspect_FillMethod AFillStyle);
void SetBackgroundTextureStyle (const Aspect_FillMethod FillStyle);
void SetBackgroundGradient (const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod AType);
void SetBackgroundGradientType (const Aspect_GradientFillMethod AType);
void Render (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Handle(OpenGl_Workspace)& theWorkspace,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCUnderLayer,
const Aspect_CLayer2d& theCOverLayer,
const Standard_Boolean theToDrawImmediate);
void DrawBackground (const Handle(OpenGl_Workspace)& theWorkspace);
//! Returns list of OpenGL Z-layers.
const OpenGl_LayerList& LayerList() const { return myZLayers; }
//! Returns list of openGL light sources.
const OpenGl_ListOfLight& LightList() const { return myLights; }
//! Returns OpenGL environment map.
const Handle(OpenGl_Texture)& TextureEnv() const { return myTextureEnv; }
//! Returns visualization mode for objects in the view.
Visual3d_TypeOfSurfaceDetail SurfaceDetail() const { return mySurfaceDetail; }
//! Returns selector for BVH tree, providing a possibility to store information
//! about current view volume and to detect which objects are overlapping it.
OpenGl_BVHTreeSelector& BVHTreeSelector() { return myBVHSelector; }
//! Marks BVH tree for given priority list as dirty and
//! marks primitive set for rebuild.
void InvalidateBVHData (const Standard_Integer theLayerId);
//! Returns view-mapping and orientation matrices.
void GetMatrices (OpenGl_Mat4& theOrientation,
OpenGl_Mat4& theViewMapping) const;
//! Returns list of immediate structures rendered on top of main presentation
const OpenGl_SequenceOfStructure& ImmediateStructures() const
{
return myImmediateList;
}
//! Returns true if there are immediate structures to display
bool HasImmediateStructures() const
{
return !myImmediateList.IsEmpty()
|| myZLayers.NbImmediateStructures() != 0;
}
//! Returns modification state for ray-tracing.
Standard_Size ModificationState() const { return myModificationState; }
protected:
void RenderStructs (const Handle(OpenGl_Workspace)& theWorkspace,
const Standard_Boolean theToDrawImmediate);
void RedrawLayer2d (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Handle(OpenGl_Workspace) &theWorkspace,
const Graphic3d_CView& theCView,
const Aspect_CLayer2d& theCLayer);
void RedrawTrihedron (const Handle(OpenGl_Workspace) &theWorkspace);
//! Redraw contents of model scene: clipping planes,
//! lights, structures. The peculiar properties of "scene" is that
//! it requires empty Z-Buffer and uses projection and orientation
//! matrices supplied by 3d view.
void RedrawScene (const Handle(OpenGl_PrinterContext)& thePrintContext,
const Handle(OpenGl_Workspace)& theWorkspace,
const Standard_Boolean theToDrawImmediate);
Handle(OpenGl_LineAttributes) myLineAttribs;
Handle(OpenGl_Texture) myTextureEnv;
Visual3d_TypeOfSurfaceDetail mySurfaceDetail;
Standard_Integer myBackfacing;
OPENGL_ZCLIP myZClip;
Graphic3d_SequenceOfHClipPlane myClipPlanes;
Handle(Graphic3d_Camera) myCamera;
OPENGL_FOG myFog;
OpenGl_Trihedron* myTrihedron;
OpenGl_GraduatedTrihedron* myGraduatedTrihedron;
//View_LABViewContext
int myVisualization;
Visual3d_TypeOfModel myShadingModel; //!< lighting shading model
//View_LABLight
OpenGl_ListOfLight myLights;
//View_LABPlane
//View_LABAliasing
Standard_Boolean myAntiAliasing;
//View_LABDepthCueing - fixed index used
OpenGl_LayerList myZLayers; //!< main list of displayed structure, sorted by layers
OpenGl_SequenceOfStructure myImmediateList; //!< list of immediate structures rendered on top of main presentation
const TEL_TRANSFORM_PERSISTENCE *myTransPers;
Standard_Boolean myIsTransPers;
//! Modification state
Standard_Size myProjectionState;
Standard_Size myModelViewState;
OpenGl_StateCounter* myStateCounter;
Standard_Size myCurrLightSourceState;
typedef std::pair<Standard_Size, Standard_Size> StateInfo;
StateInfo myLastOrientationState;
StateInfo myLastViewMappingState;
StateInfo myLastLightSourceState;
//! Is needed for selection of overlapping objects and storage of the current view volume
OpenGl_BVHTreeSelector myBVHSelector;
Standard_Size myModificationState;
protected: //! @name Background parameters
OpenGl_AspectFace* myTextureParams; //!< Stores texture and its parameters for textured background
OpenGl_BackgroundArray* myBgGradientArray; //!< Primitive array for gradient background
OpenGl_BackgroundArray* myBgTextureArray; //!< Primitive array for texture background
public:
DEFINE_STANDARD_ALLOC
DEFINE_STANDARD_RTTI(OpenGl_View) // Type definition
friend class OpenGl_Workspace;
};
#endif // _OpenGl_View_Header