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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.
208 lines
9.7 KiB
C++
208 lines
9.7 KiB
C++
// Copyright (c) 2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_ZLayerSettings_HeaderFile
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#define _Graphic3d_ZLayerSettings_HeaderFile
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#include <gp_XYZ.hxx>
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#include <TopLoc_Datum3D.hxx>
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#include <Graphic3d_LightSet.hxx>
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#include <Graphic3d_PolygonOffset.hxx>
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#include <Precision.hxx>
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#include <Standard_Dump.hxx>
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#include <TCollection_AsciiString.hxx>
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//! Structure defines list of ZLayer properties.
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struct Graphic3d_ZLayerSettings
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{
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//! Default settings.
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Graphic3d_ZLayerSettings()
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: myCullingDistance (Precision::Infinite()),
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myCullingSize (Precision::Infinite()),
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myIsImmediate (Standard_False),
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myToRaytrace (Standard_True),
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myUseEnvironmentTexture (Standard_True),
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myToEnableDepthTest (Standard_True),
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myToEnableDepthWrite(Standard_True),
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myToClearDepth (Standard_True),
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myToRenderInDepthPrepass (Standard_True) {}
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//! Return user-provided name.
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const TCollection_AsciiString& Name() const { return myName; }
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//! Set custom name.
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void SetName (const TCollection_AsciiString& theName) { myName = theName; }
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//! Return lights list to be used for rendering presentations within this Z-Layer; NULL by default.
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//! NULL list (but not empty list!) means that default lights assigned to the View should be used instead of per-layer lights.
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const Handle(Graphic3d_LightSet)& Lights() const { return myLights; }
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//! Assign lights list to be used.
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void SetLights (const Handle(Graphic3d_LightSet)& theLights) { myLights = theLights; }
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//! Return the origin of all objects within the layer.
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const gp_XYZ& Origin() const { return myOrigin; }
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//! Return the transformation to the origin.
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const Handle(TopLoc_Datum3D)& OriginTransformation() const { return myOriginTrsf; }
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//! Set the origin of all objects within the layer.
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void SetOrigin (const gp_XYZ& theOrigin)
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{
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myOrigin = theOrigin;
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myOriginTrsf.Nullify();
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if (!theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution()))
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{
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gp_Trsf aTrsf;
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aTrsf.SetTranslation (theOrigin);
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myOriginTrsf = new TopLoc_Datum3D (aTrsf);
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}
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}
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//! Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default.
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//! @sa CullingDistance()
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Standard_Boolean HasCullingDistance() const { return !Precision::IsInfinite (myCullingDistance) && myCullingDistance > 0.0; }
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//! Return the distance to discard drawing of distant objects (distance from camera Eye point); by default it is Infinite (distance culling is disabled).
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//! Since camera eye definition has no strong meaning within orthographic projection, option is considered only within perspective projection.
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//! Note also that this option has effect only when frustum culling is enabled.
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Standard_Real CullingDistance() const { return myCullingDistance; }
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//! Set the distance to discard drawing objects.
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void SetCullingDistance (Standard_Real theDistance) { myCullingDistance = theDistance; }
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//! Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default.
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//! @sa CullingSize()
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Standard_Boolean HasCullingSize() const { return !Precision::IsInfinite (myCullingSize) && myCullingSize > 0.0; }
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//! Return the size to discard drawing of small objects; by default it is Infinite (size culling is disabled).
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//! Current implementation checks the length of projected diagonal of bounding box in pixels for discarding.
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//! Note that this option has effect only when frustum culling is enabled.
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Standard_Real CullingSize() const { return myCullingSize; }
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//! Set the distance to discard drawing objects.
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void SetCullingSize (Standard_Real theSize) { myCullingSize = theSize; }
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//! Return true if this layer should be drawn after all normal (non-immediate) layers.
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Standard_Boolean IsImmediate() const { return myIsImmediate; }
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//! Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers.
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void SetImmediate (const Standard_Boolean theValue) { myIsImmediate = theValue; }
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//! Returns TRUE if layer should be processed by ray-tracing renderer; TRUE by default.
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//! Note that this flag is IGNORED for layers with IsImmediate() flag.
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Standard_Boolean IsRaytracable() const { return myToRaytrace; }
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//! Sets if layer should be processed by ray-tracing renderer.
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void SetRaytracable (Standard_Boolean theToRaytrace) { myToRaytrace = theToRaytrace; }
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//! Return flag to allow/prevent environment texture mapping usage for specific layer.
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Standard_Boolean UseEnvironmentTexture() const { return myUseEnvironmentTexture; }
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//! Set the flag to allow/prevent environment texture mapping usage for specific layer.
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void SetEnvironmentTexture (const Standard_Boolean theValue) { myUseEnvironmentTexture = theValue; }
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//! Return true if depth test should be enabled.
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Standard_Boolean ToEnableDepthTest() const { return myToEnableDepthTest; }
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//! Set if depth test should be enabled.
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void SetEnableDepthTest(const Standard_Boolean theValue) { myToEnableDepthTest = theValue; }
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//! Return true depth values should be written during rendering.
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Standard_Boolean ToEnableDepthWrite() const { return myToEnableDepthWrite; }
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//! Set if depth values should be written during rendering.
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void SetEnableDepthWrite (const Standard_Boolean theValue) { myToEnableDepthWrite = theValue; }
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//! Return true if depth values should be cleared before drawing the layer.
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Standard_Boolean ToClearDepth() const { return myToClearDepth; }
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//! Set if depth values should be cleared before drawing the layer.
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void SetClearDepth (const Standard_Boolean theValue) { myToClearDepth = theValue; }
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//! Return TRUE if layer should be rendered within depth pre-pass; TRUE by default.
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Standard_Boolean ToRenderInDepthPrepass() const { return myToRenderInDepthPrepass; }
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//! Set if layer should be rendered within depth pre-pass.
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void SetRenderInDepthPrepass (Standard_Boolean theToRender) { myToRenderInDepthPrepass = theToRender; }
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//! Return glPolygonOffset() arguments.
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const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; }
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//! Setup glPolygonOffset() arguments.
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void SetPolygonOffset (const Graphic3d_PolygonOffset& theParams) { myPolygonOffset = theParams; }
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//! Modify glPolygonOffset() arguments.
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Graphic3d_PolygonOffset& ChangePolygonOffset() { return myPolygonOffset; }
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//! Sets minimal possible positive depth offset.
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void SetDepthOffsetPositive()
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{
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myPolygonOffset.Mode = Aspect_POM_Fill;
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myPolygonOffset.Factor = 1.0f;
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myPolygonOffset.Units = 1.0f;
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}
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//! Sets minimal possible negative depth offset.
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void SetDepthOffsetNegative()
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{
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myPolygonOffset.Mode = Aspect_POM_Fill;
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myPolygonOffset.Factor = 1.0f;
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myPolygonOffset.Units =-1.0f;
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}
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//! Dumps the content of me into the stream
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void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const
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{
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OCCT_DUMP_CLASS_BEGIN (theOStream, Graphic3d_ZLayerSettings)
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OCCT_DUMP_FIELD_VALUE_STRING (theOStream, myName)
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myOriginTrsf.get())
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myOrigin)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myCullingDistance)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myCullingSize)
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OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myPolygonOffset)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsImmediate)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToRaytrace)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myUseEnvironmentTexture)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToEnableDepthTest)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToEnableDepthWrite)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToClearDepth)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToRenderInDepthPrepass)
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}
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protected:
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TCollection_AsciiString myName; //!< user-provided name
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Handle(Graphic3d_LightSet) myLights; //!< lights list
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Handle(TopLoc_Datum3D) myOriginTrsf; //!< transformation to the origin
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gp_XYZ myOrigin; //!< the origin of all objects within the layer
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Standard_Real myCullingDistance; //!< distance to discard objects
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Standard_Real myCullingSize; //!< size to discard objects
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Graphic3d_PolygonOffset myPolygonOffset; //!< glPolygonOffset() arguments
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Standard_Boolean myIsImmediate; //!< immediate layer will be drawn after all normal layers
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Standard_Boolean myToRaytrace; //!< option to render layer within ray-tracing engine
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Standard_Boolean myUseEnvironmentTexture; //!< flag to allow/prevent environment texture mapping usage for specific layer
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Standard_Boolean myToEnableDepthTest; //!< option to enable depth test
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Standard_Boolean myToEnableDepthWrite; //!< option to enable write depth values
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Standard_Boolean myToClearDepth; //!< option to clear depth values before drawing the layer
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Standard_Boolean myToRenderInDepthPrepass;//!< option to render layer within depth pre-pass
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};
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#endif // _Graphic3d_ZLayerSettings_HeaderFile
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