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occt/src/OpenGl/OpenGl_Layer.hxx
kgv 5dc0517d2d 0029365: Visualization, TKOpenGl - do not include hidden structures to Rendered within frame statistics
OpenGl_Layer::UpdateCulling() now considers structure as culled in case if it has Hidden state.
2017-12-08 16:39:19 +03:00

201 lines
8.0 KiB
C++

// Created on: 2011-11-02
// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2015 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_Layer_Header
#define _OpenGl_Layer_Header
#include <NCollection_Sequence.hxx>
#include <NCollection_Array1.hxx>
#include <OpenGl_BVHClipPrimitiveSet.hxx>
#include <OpenGl_BVHClipPrimitiveTrsfPersSet.hxx>
#include <OpenGl_BVHTreeSelector.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <Graphic3d_Camera.hxx>
#include <OpenGl_GlCore11.hxx>
struct OpenGl_GlobalLayerSettings
{
GLint DepthFunc;
GLboolean DepthMask;
};
//! Defines index map of OpenGL structures.
typedef NCollection_IndexedMap<const OpenGl_Structure*> OpenGl_IndexedMapOfStructure;
//! Defines array of indexed maps of OpenGL structures.
typedef NCollection_Array1<OpenGl_IndexedMapOfStructure> OpenGl_ArrayOfIndexedMapOfStructure;
//! Presentations list sorted within priorities.
class OpenGl_Layer : public Standard_Transient
{
DEFINE_STANDARD_RTTIEXT(OpenGl_Layer, Standard_Transient)
public:
//! Initializes associated priority list and layer properties
OpenGl_Layer (const Standard_Integer theNbPriorities,
const Handle(Select3D_BVHBuilder3d)& theBuilder);
//! Destructor.
virtual ~OpenGl_Layer();
//! Returns BVH tree builder for frustom culling.
const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHPrimitivesTrsfPers.Builder(); }
//! Assigns BVH tree builder for frustom culling.
void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBVHPrimitivesTrsfPers.SetBuilder (theBuilder); }
//! Return true if layer was marked with immediate flag.
Standard_Boolean IsImmediate() const { return myLayerSettings.IsImmediate(); }
//! Returns settings of the layer object.
const Graphic3d_ZLayerSettings& LayerSettings() const { return myLayerSettings; };
//! Sets settings of the layer object.
void SetLayerSettings (const Graphic3d_ZLayerSettings& theSettings);
void Add (const OpenGl_Structure* theStruct,
const Standard_Integer thePriority,
Standard_Boolean isForChangePriority = Standard_False);
//! Remove structure and returns its priority, if the structure is not found, method returns negative value
bool Remove (const OpenGl_Structure* theStruct,
Standard_Integer& thePriority,
Standard_Boolean isForChangePriority = Standard_False);
//! @return the number of structures
Standard_Integer NbStructures() const { return myNbStructures; }
//! Number of NOT culled structures in the layer.
Standard_Integer NbStructuresNotCulled() const { return myNbStructuresNotCulled; }
//! Returns the number of available priority levels
Standard_Integer NbPriorities() const { return myArray.Length(); }
//! Append layer of acceptable type (with similar number of priorities or less).
//! Returns Standard_False if the list can not be accepted.
Standard_Boolean Append (const OpenGl_Layer& theOther);
//! Returns array of OpenGL structures.
const OpenGl_ArrayOfIndexedMapOfStructure& ArrayOfStructures() const { return myArray; }
//! Marks BVH tree for given priority list as dirty and
//! marks primitive set for rebuild.
void InvalidateBVHData();
//! Marks cached bounding box as obsolete.
void InvalidateBoundingBox() const
{
myIsBoundingBoxNeedsReset[0] = myIsBoundingBoxNeedsReset[1] = true;
}
//! Returns layer bounding box.
//! @param theViewId view index to consider View Affinity in structure
//! @param theCamera camera definition
//! @param theWindowWidth viewport width (for applying transformation-persistence)
//! @param theWindowHeight viewport height (for applying transformation-persistence)
//! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
//! @return computed bounding box
Bnd_Box BoundingBox (const Standard_Integer theViewId,
const Handle(Graphic3d_Camera)& theCamera,
const Standard_Integer theWindowWidth,
const Standard_Integer theWindowHeight,
const Standard_Boolean theToIncludeAuxiliary) const;
//! Returns zoom-scale factor.
Standard_Real considerZoomPersistenceObjects (const Standard_Integer theViewId,
const Handle(Graphic3d_Camera)& theCamera,
const Standard_Integer theWindowWidth,
const Standard_Integer theWindowHeight) const;
//! Update culling state - should be called before rendering.
//! Traverses through BVH tree to determine which structures are in view volume.
void UpdateCulling (const Standard_Integer theViewId,
const OpenGl_BVHTreeSelector& theSelector,
const Standard_Boolean theToTraverse);
//! Returns TRUE if layer is empty or has been discarded entirely by culling test.
bool IsCulled() const { return myNbStructuresNotCulled == 0; }
// Render all structures.
void Render (const Handle(OpenGl_Workspace)& theWorkspace,
const OpenGl_GlobalLayerSettings& theDefaultSettings) const;
//! Returns number of transform persistence objects.
Standard_Integer NbOfTransformPersistenceObjects() const
{
return myBVHPrimitivesTrsfPers.Size();
}
public:
//! Returns set of OpenGl_Structures structures for building BVH tree.
const OpenGl_BVHClipPrimitiveSet& CullableStructuresBVH() const { return myBVHPrimitives; }
//! Returns set of transform persistent OpenGl_Structures for building BVH tree.
const OpenGl_BVHClipPrimitiveTrsfPersSet& CullableTrsfPersStructuresBVH() const { return myBVHPrimitivesTrsfPers; }
//! Returns indexed map of always rendered structures.
const NCollection_IndexedMap<const OpenGl_Structure*>& NonCullableStructures() const { return myAlwaysRenderedMap; }
protected:
//! Updates BVH trees if their state has been invalidated.
Standard_EXPORT void updateBVH() const;
//! Iterates through the hierarchical list of existing structures and renders them all.
Standard_EXPORT void renderAll (const Handle(OpenGl_Workspace)& theWorkspace) const;
private:
//! Array of OpenGl_Structures by priority rendered in layer.
OpenGl_ArrayOfIndexedMapOfStructure myArray;
//! Overall number of structures rendered in the layer.
Standard_Integer myNbStructures;
//! Number of NOT culled structures in the layer.
Standard_Integer myNbStructuresNotCulled;
//! Layer setting flags.
Graphic3d_ZLayerSettings myLayerSettings;
//! Set of OpenGl_Structures structures for building BVH tree.
mutable OpenGl_BVHClipPrimitiveSet myBVHPrimitives;
//! Set of transform persistent OpenGl_Structures for building BVH tree.
mutable OpenGl_BVHClipPrimitiveTrsfPersSet myBVHPrimitivesTrsfPers;
//! Indexed map of always rendered structures.
mutable NCollection_IndexedMap<const OpenGl_Structure*> myAlwaysRenderedMap;
//! Is needed for implementation of stochastic order of BVH traverse.
Standard_Boolean myBVHIsLeftChildQueuedFirst;
//! Defines if the primitive set for BVH is outdated.
mutable Standard_Boolean myIsBVHPrimitivesNeedsReset;
//! Defines if the cached bounding box is outdated.
mutable bool myIsBoundingBoxNeedsReset[2];
//! Cached layer bounding box.
mutable Bnd_Box myBoundingBox[2];
};
#endif //_OpenGl_Layer_Header