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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-06-30 12:14:08 +03:00
occt/src/Graphic3d/Graphic3d_ZLayerSettings.hxx
kgv f4e7c30785 0032056: Coding Rules - remove package MMgt and other types deprecated since OCCT 7.2.0
Removed functionality deprecated since OCCT 7.1.0:
- 0027834 built-in iterator in class SelectMgr_ViewerSelector;
- 0027900 obsolete constructor of V3d_Viewer class;
- 0027816 obsolete clipping plane setters V3d_View/PrsMgr_PresentableObject:SetClipPlanes();
- 0027860 obsolete transformation persistence methods from class PrsMgr_PresentableObject;
- 0027756 obsolete methods Prs3d_Text::Draw();
- 0024393 obsolete enum Graphic3d_ZLayerSetting;
- 0025180 obsolete method Graphic3d_Structure::Transform().

Removed functionality deprecated since OCCT 7.2.0:
- 0028832 obsolete class MMgt_TShared;
- 0026937 obsolete property Standard_Failure::Caught();
- 0028799 obsolete types defined within Quantity package;
- 0028441 obsolete nested enum Image_PixMap::ImgFormat;
- 0025695 obsolete method PrsMgr_PresentationManager::Unhighlight();
- 0028205 obsolete class MeshVS_ColorHasher;
- 0027958 obsolete methods from Prs3d_DatumAspect class;
- 0025695 obsolete class Graphic3d_HighlightStyle;
- 0027954 obsolete BRepOffsetAPI_MakeOffsetShape,BRepOffsetAPI_MakeThickSolid constructors.
2021-01-14 19:38:24 +03:00

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C++

// 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 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 _Graphic3d_ZLayerSettings_HeaderFile
#define _Graphic3d_ZLayerSettings_HeaderFile
#include <gp_XYZ.hxx>
#include <TopLoc_Datum3D.hxx>
#include <Graphic3d_LightSet.hxx>
#include <Graphic3d_PolygonOffset.hxx>
#include <Precision.hxx>
#include <Standard_Dump.hxx>
#include <TCollection_AsciiString.hxx>
//! Structure defines list of ZLayer properties.
struct Graphic3d_ZLayerSettings
{
//! Default settings.
Graphic3d_ZLayerSettings()
: myCullingDistance (Precision::Infinite()),
myCullingSize (Precision::Infinite()),
myIsImmediate (Standard_False),
myToRaytrace (Standard_True),
myUseEnvironmentTexture (Standard_True),
myToEnableDepthTest (Standard_True),
myToEnableDepthWrite(Standard_True),
myToClearDepth (Standard_True),
myToRenderInDepthPrepass (Standard_True) {}
//! Return user-provided name.
const TCollection_AsciiString& Name() const { return myName; }
//! Set custom name.
void SetName (const TCollection_AsciiString& theName) { myName = theName; }
//! Return lights list to be used for rendering presentations within this Z-Layer; NULL by default.
//! NULL list (but not empty list!) means that default lights assigned to the View should be used instead of per-layer lights.
const Handle(Graphic3d_LightSet)& Lights() const { return myLights; }
//! Assign lights list to be used.
void SetLights (const Handle(Graphic3d_LightSet)& theLights) { myLights = theLights; }
//! Return the origin of all objects within the layer.
const gp_XYZ& Origin() const { return myOrigin; }
//! Return the transformation to the origin.
const Handle(TopLoc_Datum3D)& OriginTransformation() const { return myOriginTrsf; }
//! Set the origin of all objects within the layer.
void SetOrigin (const gp_XYZ& theOrigin)
{
myOrigin = theOrigin;
myOriginTrsf.Nullify();
if (!theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution()))
{
gp_Trsf aTrsf;
aTrsf.SetTranslation (theOrigin);
myOriginTrsf = new TopLoc_Datum3D (aTrsf);
}
}
//! Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default.
//! @sa CullingDistance()
Standard_Boolean HasCullingDistance() const { return !Precision::IsInfinite (myCullingDistance) && myCullingDistance > 0.0; }
//! Return the distance to discard drawing of distant objects (distance from camera Eye point); by default it is Infinite (distance culling is disabled).
//! Since camera eye definition has no strong meaning within orthographic projection, option is considered only within perspective projection.
//! Note also that this option has effect only when frustum culling is enabled.
Standard_Real CullingDistance() const { return myCullingDistance; }
//! Set the distance to discard drawing objects.
void SetCullingDistance (Standard_Real theDistance) { myCullingDistance = theDistance; }
//! Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default.
//! @sa CullingSize()
Standard_Boolean HasCullingSize() const { return !Precision::IsInfinite (myCullingSize) && myCullingSize > 0.0; }
//! Return the size to discard drawing of small objects; by default it is Infinite (size culling is disabled).
//! Current implementation checks the length of projected diagonal of bounding box in pixels for discarding.
//! Note that this option has effect only when frustum culling is enabled.
Standard_Real CullingSize() const { return myCullingSize; }
//! Set the distance to discard drawing objects.
void SetCullingSize (Standard_Real theSize) { myCullingSize = theSize; }
//! Return true if this layer should be drawn after all normal (non-immediate) layers.
Standard_Boolean IsImmediate() const { return myIsImmediate; }
//! Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers.
void SetImmediate (const Standard_Boolean theValue) { myIsImmediate = theValue; }
//! Returns TRUE if layer should be processed by ray-tracing renderer; TRUE by default.
//! Note that this flag is IGNORED for layers with IsImmediate() flag.
Standard_Boolean IsRaytracable() const { return myToRaytrace; }
//! Sets if layer should be processed by ray-tracing renderer.
void SetRaytracable (Standard_Boolean theToRaytrace) { myToRaytrace = theToRaytrace; }
//! Return flag to allow/prevent environment texture mapping usage for specific layer.
Standard_Boolean UseEnvironmentTexture() const { return myUseEnvironmentTexture; }
//! Set the flag to allow/prevent environment texture mapping usage for specific layer.
void SetEnvironmentTexture (const Standard_Boolean theValue) { myUseEnvironmentTexture = theValue; }
//! Return true if depth test should be enabled.
Standard_Boolean ToEnableDepthTest() const { return myToEnableDepthTest; }
//! Set if depth test should be enabled.
void SetEnableDepthTest(const Standard_Boolean theValue) { myToEnableDepthTest = theValue; }
//! Return true depth values should be written during rendering.
Standard_Boolean ToEnableDepthWrite() const { return myToEnableDepthWrite; }
//! Set if depth values should be written during rendering.
void SetEnableDepthWrite (const Standard_Boolean theValue) { myToEnableDepthWrite = theValue; }
//! Return true if depth values should be cleared before drawing the layer.
Standard_Boolean ToClearDepth() const { return myToClearDepth; }
//! Set if depth values should be cleared before drawing the layer.
void SetClearDepth (const Standard_Boolean theValue) { myToClearDepth = theValue; }
//! Return TRUE if layer should be rendered within depth pre-pass; TRUE by default.
Standard_Boolean ToRenderInDepthPrepass() const { return myToRenderInDepthPrepass; }
//! Set if layer should be rendered within depth pre-pass.
void SetRenderInDepthPrepass (Standard_Boolean theToRender) { myToRenderInDepthPrepass = theToRender; }
//! Return glPolygonOffset() arguments.
const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; }
//! Setup glPolygonOffset() arguments.
void SetPolygonOffset (const Graphic3d_PolygonOffset& theParams) { myPolygonOffset = theParams; }
//! Modify glPolygonOffset() arguments.
Graphic3d_PolygonOffset& ChangePolygonOffset() { return myPolygonOffset; }
//! Sets minimal possible positive depth offset.
void SetDepthOffsetPositive()
{
myPolygonOffset.Mode = Aspect_POM_Fill;
myPolygonOffset.Factor = 1.0f;
myPolygonOffset.Units = 1.0f;
}
//! Sets minimal possible negative depth offset.
void SetDepthOffsetNegative()
{
myPolygonOffset.Mode = Aspect_POM_Fill;
myPolygonOffset.Factor = 1.0f;
myPolygonOffset.Units =-1.0f;
}
//! Dumps the content of me into the stream
void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const
{
OCCT_DUMP_CLASS_BEGIN (theOStream, Graphic3d_ZLayerSettings)
OCCT_DUMP_FIELD_VALUE_STRING (theOStream, myName)
OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myOriginTrsf.get())
OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myOrigin)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myCullingDistance)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myCullingSize)
OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myPolygonOffset)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsImmediate)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToRaytrace)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myUseEnvironmentTexture)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToEnableDepthTest)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToEnableDepthWrite)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToClearDepth)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToRenderInDepthPrepass)
}
protected:
TCollection_AsciiString myName; //!< user-provided name
Handle(Graphic3d_LightSet) myLights; //!< lights list
Handle(TopLoc_Datum3D) myOriginTrsf; //!< transformation to the origin
gp_XYZ myOrigin; //!< the origin of all objects within the layer
Standard_Real myCullingDistance; //!< distance to discard objects
Standard_Real myCullingSize; //!< size to discard objects
Graphic3d_PolygonOffset myPolygonOffset; //!< glPolygonOffset() arguments
Standard_Boolean myIsImmediate; //!< immediate layer will be drawn after all normal layers
Standard_Boolean myToRaytrace; //!< option to render layer within ray-tracing engine
Standard_Boolean myUseEnvironmentTexture; //!< flag to allow/prevent environment texture mapping usage for specific layer
Standard_Boolean myToEnableDepthTest; //!< option to enable depth test
Standard_Boolean myToEnableDepthWrite; //!< option to enable write depth values
Standard_Boolean myToClearDepth; //!< option to clear depth values before drawing the layer
Standard_Boolean myToRenderInDepthPrepass;//!< option to render layer within depth pre-pass
};
#endif // _Graphic3d_ZLayerSettings_HeaderFile