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75 lines
2.0 KiB
C++
75 lines
2.0 KiB
C++
// Created on: 2014-03-31
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// Created by: Danila ULYANOV
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// 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
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// under the terms of the GNU Lesser General Public 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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#include <OpenGl_Layer.hxx>
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#include <OpenGl_GlCore11.hxx>
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//=======================================================================
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//function : OpenGl_Layer
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//purpose :
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//=======================================================================
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OpenGl_Layer::OpenGl_Layer (const Standard_Integer theNbPriorities)
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: myPriorityList (theNbPriorities)
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{
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//
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}
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//=======================================================================
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//function : Render
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//purpose :
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//=======================================================================
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void OpenGl_Layer::Render (const Handle(OpenGl_Workspace) &AWorkspace) const
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{
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// separate depth buffers
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if (IsSettingEnabled (Graphic3d_ZLayerDepthClear))
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{
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glClear (GL_DEPTH_BUFFER_BIT);
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}
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// handle depth test
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if (IsSettingEnabled (Graphic3d_ZLayerDepthTest))
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{
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glDepthFunc (GL_LESS);
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}
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else
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{
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glDepthFunc (GL_ALWAYS);
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}
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// handle depth offset
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if (IsSettingEnabled (Graphic3d_ZLayerDepthOffset))
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{
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glPolygonOffset (myLayerSettings.DepthOffsetFactor, myLayerSettings.DepthOffsetUnits);
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}
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else
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{
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glPolygonOffset (0.0f, 0.0f);
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}
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// handle depth write
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if (IsSettingEnabled (Graphic3d_ZLayerDepthWrite))
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{
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glDepthMask (GL_TRUE);
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}
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else
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{
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glDepthMask (GL_FALSE);
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}
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// render priority list
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myPriorityList.Render (AWorkspace);
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}
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