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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-04 18:06:22 +03:00
occt/src/Graphic3d/Graphic3d_GraphicDriver.cxx
kgv 1c728f2d6d 0030668: Visualization - revise adding ZLayer API
V3d_Viewer::AddZLayer() has been replaced by
V3d_Viewer::InsertLayerBefore() and V3d_Viewer::InsertLayerAfter() methods
allowing to specify Layer settings and index of existing layer to insert new one before/after.
The behavior of V3d_Viewer::AddZLayer() has been adjusted to append
new Layer before Graphic3d_ZLayerId_Top
(between Graphic3d_ZLayerId_Default and Graphic3d_ZLayerId_Top).

Graphic3d_Layer now provides LayerId() property.
Graphic3d_ZLayerSettings has been extended with IsRaytracable() property;
Ray-Tracing now processes multiple layers instead of Graphic3d_ZLayerId_Default.

Moved some methods from OpenGl_View to the base class Graphic3d_CView.
2019-07-19 10:23:22 +03:00

284 lines
11 KiB
C++

// Created on: 1997-01-28
// Created by: CAL
// Copyright (c) 1997-1999 Matra Datavision
// Copyright (c) 1999-2014 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.
#include <Graphic3d_GraphicDriver.hxx>
#include <Graphic3d_Layer.hxx>
IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_GraphicDriver,Standard_Transient)
// =======================================================================
// function : Graphic3d_GraphicDriver
// purpose :
// =======================================================================
Graphic3d_GraphicDriver::Graphic3d_GraphicDriver (const Handle(Aspect_DisplayConnection)& theDisp)
: myDisplayConnection (theDisp)
{
// default layers are always presented in display layer sequence and cannot be removed
{
Graphic3d_ZLayerSettings aSettings;
aSettings.SetName ("UNDERLAY");
aSettings.SetImmediate (Standard_False);
aSettings.SetRaytracable (Standard_False);
aSettings.SetEnvironmentTexture (Standard_False);
aSettings.SetEnableDepthTest (Standard_False);
aSettings.SetEnableDepthWrite (Standard_False);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_BotOSD, 1, Handle(Select3D_BVHBuilder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
}
{
Graphic3d_ZLayerSettings aSettings;
aSettings.SetName ("DEFAULT");
aSettings.SetImmediate (Standard_False);
aSettings.SetRaytracable (Standard_True);
aSettings.SetEnvironmentTexture (Standard_True);
aSettings.SetEnableDepthTest (Standard_True);
aSettings.SetEnableDepthWrite (Standard_True);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Default, 1, Handle(Select3D_BVHBuilder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
}
{
Graphic3d_ZLayerSettings aSettings;
aSettings.SetName ("TOP");
aSettings.SetImmediate (Standard_True);
aSettings.SetRaytracable (Standard_False);
aSettings.SetEnvironmentTexture (Standard_True);
aSettings.SetEnableDepthTest (Standard_True);
aSettings.SetEnableDepthWrite (Standard_True);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Top, 1, Handle(Select3D_BVHBuilder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
}
{
Graphic3d_ZLayerSettings aSettings;
aSettings.SetName ("TOPMOST");
aSettings.SetImmediate (Standard_True);
aSettings.SetRaytracable (Standard_False);
aSettings.SetEnvironmentTexture (Standard_True);
aSettings.SetEnableDepthTest (Standard_True);
aSettings.SetEnableDepthWrite (Standard_True);
aSettings.SetClearDepth (Standard_True);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Topmost, 1, Handle(Select3D_BVHBuilder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
}
{
Graphic3d_ZLayerSettings aSettings;
aSettings.SetName ("OVERLAY");
aSettings.SetImmediate (Standard_True);
aSettings.SetRaytracable (Standard_False);
aSettings.SetEnvironmentTexture (Standard_False);
aSettings.SetEnableDepthTest (Standard_False);
aSettings.SetEnableDepthWrite (Standard_False);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_TopOSD, 1, Handle(Select3D_BVHBuilder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
}
}
// =======================================================================
// function : GetDisplayConnection
// purpose :
// =======================================================================
const Handle(Aspect_DisplayConnection)& Graphic3d_GraphicDriver::GetDisplayConnection() const
{
return myDisplayConnection;
}
// =======================================================================
// function : NewIdentification
// purpose :
// =======================================================================
Standard_Integer Graphic3d_GraphicDriver::NewIdentification()
{
return myStructGenId.Next();
}
// =======================================================================
// function : RemoveIdentification
// purpose :
// =======================================================================
void Graphic3d_GraphicDriver::RemoveIdentification(const Standard_Integer theId)
{
myStructGenId.Free(theId);
}
//=======================================================================
//function : ZLayerSettings
//purpose :
//=======================================================================
const Graphic3d_ZLayerSettings& Graphic3d_GraphicDriver::ZLayerSettings (const Graphic3d_ZLayerId theLayerId) const
{
const Handle(Graphic3d_Layer)* aLayer = myLayerIds.Seek (theLayerId);
if (aLayer == NULL)
{
throw Standard_OutOfRange ("Graphic3d_GraphicDriver::ZLayerSettings, Layer with theLayerId does not exist");
}
return (*aLayer)->LayerSettings();
}
//=======================================================================
//function : ZLayers
//purpose :
//=======================================================================
void Graphic3d_GraphicDriver::ZLayers (TColStd_SequenceOfInteger& theLayerSeq) const
{
theLayerSeq.Clear();
// append normal layers
for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myLayers); aLayerIter.More(); aLayerIter.Next())
{
const Handle(Graphic3d_Layer)& aLayer = aLayerIter.Value();
if (!aLayer->IsImmediate())
{
theLayerSeq.Append (aLayer->LayerId());
}
}
// append immediate layers
for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myLayers); aLayerIter.More(); aLayerIter.Next())
{
const Handle(Graphic3d_Layer)& aLayer = aLayerIter.Value();
if (aLayer->IsImmediate())
{
theLayerSeq.Append (aLayer->LayerId());
}
}
}
//=======================================================================
//function : InsertLayerBefore
//purpose :
//=======================================================================
void Graphic3d_GraphicDriver::InsertLayerBefore (const Graphic3d_ZLayerId theNewLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerAfter)
{
Standard_ASSERT_RAISE (theNewLayerId > 0,
"Graphic3d_GraphicDriver::InsertLayerBefore, negative and zero IDs are reserved");
Standard_ASSERT_RAISE (!myLayerIds.IsBound (theNewLayerId),
"Graphic3d_GraphicDriver::InsertLayerBefore, Layer with theLayerId already exists");
Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, 1, Handle(Select3D_BVHBuilder3d)());
aNewLayer->SetLayerSettings (theSettings);
Handle(Graphic3d_Layer) anOtherLayer;
if (theLayerAfter != Graphic3d_ZLayerId_UNKNOWN
&& myLayerIds.Find (theLayerAfter, anOtherLayer))
{
for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myLayers); aLayerIter.More(); aLayerIter.Next())
{
if (aLayerIter.Value() == anOtherLayer)
{
myLayers.InsertBefore (aNewLayer, aLayerIter);
break;
}
}
}
else
{
myLayers.Prepend (aNewLayer);
}
myLayerIds.Bind (theNewLayerId, aNewLayer);
}
//=======================================================================
//function : InsertLayerAfter
//purpose :
//=======================================================================
void Graphic3d_GraphicDriver::InsertLayerAfter (const Graphic3d_ZLayerId theNewLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerBefore)
{
Standard_ASSERT_RAISE (theNewLayerId > 0,
"Graphic3d_GraphicDriver::InsertLayerAfter, negative and zero IDs are reserved");
Standard_ASSERT_RAISE (!myLayerIds.IsBound (theNewLayerId),
"Graphic3d_GraphicDriver::InsertLayerAfter, Layer with theLayerId already exists");
Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, 1, Handle(Select3D_BVHBuilder3d)());
aNewLayer->SetLayerSettings (theSettings);
Handle(Graphic3d_Layer) anOtherLayer;
if (theLayerBefore != Graphic3d_ZLayerId_UNKNOWN
&& myLayerIds.Find (theLayerBefore, anOtherLayer))
{
for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myLayers); aLayerIter.More(); aLayerIter.Next())
{
if (aLayerIter.Value() == anOtherLayer)
{
myLayers.InsertAfter (aNewLayer, aLayerIter);
break;
}
}
}
else
{
myLayers.Append (aNewLayer);
}
myLayerIds.Bind (theNewLayerId, aNewLayer);
}
//=======================================================================
//function : RemoveZLayer
//purpose :
//=======================================================================
void Graphic3d_GraphicDriver::RemoveZLayer (const Graphic3d_ZLayerId theLayerId)
{
Standard_ASSERT_RAISE (theLayerId > 0,
"Graphic3d_GraphicDriver::RemoveZLayer, negative and zero IDs are reserved and cannot be removed");
Handle(Graphic3d_Layer) aLayerDef;
myLayerIds.Find (theLayerId, aLayerDef);
Standard_ASSERT_RAISE (!aLayerDef.IsNull(),
"Graphic3d_GraphicDriver::RemoveZLayer, Layer with theLayerId does not exist");
myLayers.Remove (aLayerDef);
myLayerIds.UnBind (theLayerId);
}
//=======================================================================
//function : SetZLayerSettings
//purpose :
//=======================================================================
void Graphic3d_GraphicDriver::SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
const Graphic3d_ZLayerSettings& theSettings)
{
Handle(Graphic3d_Layer) aLayerDef;
myLayerIds.Find (theLayerId, aLayerDef);
Standard_ASSERT_RAISE (!aLayerDef.IsNull(),
"Graphic3d_GraphicDriver::SetZLayerSettings, Layer with theLayerId does not exist");
aLayerDef->SetLayerSettings (theSettings);
}