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Several methods in Selection classes have been moved to header files for better inlining. BVH_Constants - added new enumeration defining common constant values used with BVH trees. BVH - replaced NCollection_Handle with Standard_Transient handle in classes BVH_Properties, BVH_Builder, BVH_Tree, BVH_Object. Defined global BVH-builders instead of allocating a new one for each object set. SelectMgr_ViewerSelector - added new method ::SetEntitySetBuilder() defining default BVH Tree builder for SelectMgr_SensitiveEntitySet. Added new method SelectMgr_SensitiveEntitySet::SetBuilder() for overriding default BVH tree builder.
270 lines
11 KiB
C++
270 lines
11 KiB
C++
// Created on: 2012-02-02
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// Created by: Anton POLETAEV
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// Copyright (c) 2012-2014 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 _OpenGl_LayerList_Header
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#define _OpenGl_LayerList_Header
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#include <OpenGl_Layer.hxx>
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#include <OpenGl_LayerFilter.hxx>
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#include <NCollection_Array1.hxx>
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#include <NCollection_Handle.hxx>
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#include <NCollection_Sequence.hxx>
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#include <NCollection_DataMap.hxx>
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class OpenGl_Structure;
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typedef NCollection_Sequence<Handle(OpenGl_Layer)> OpenGl_SequenceOfLayers;
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typedef NCollection_DataMap<int, int> OpenGl_LayerSeqIds;
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//! Class defining the list of layers.
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class OpenGl_LayerList
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{
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public:
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//! Constructor
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OpenGl_LayerList (const Standard_Integer theNbPriorities);
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//! Destructor
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virtual ~OpenGl_LayerList();
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//! Method returns the number of available priorities
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Standard_Integer NbPriorities() const { return myNbPriorities; }
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//! Number of displayed structures
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Standard_Integer NbStructures() const { return myNbStructures; }
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//! Return number of structures within immediate layers
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Standard_Integer NbImmediateStructures() const { return myImmediateNbStructures; }
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//! Insert a new layer with id.
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void AddLayer (const Graphic3d_ZLayerId theLayerId);
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//! Remove layer by its id.
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void RemoveLayer (const Graphic3d_ZLayerId theLayerId);
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//! Add structure to list with given priority. The structure will be inserted
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//! to specified layer. If the layer isn't found, the structure will be put
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//! to default bottom-level layer.
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void AddStructure (const OpenGl_Structure* theStruct,
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const Graphic3d_ZLayerId theLayerId,
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const Standard_Integer thePriority,
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Standard_Boolean isForChangePriority = Standard_False);
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//! Remove structure from structure list and return its previous priority
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void RemoveStructure (const OpenGl_Structure* theStructure);
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//! Change structure z layer
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//! If the new layer is not presented, the structure will be displayed
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//! in default z layer
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void ChangeLayer (const OpenGl_Structure* theStructure,
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const Graphic3d_ZLayerId theOldLayerId,
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const Graphic3d_ZLayerId theNewLayerId);
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//! Changes structure priority within its ZLayer
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void ChangePriority (const OpenGl_Structure* theStructure,
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const Graphic3d_ZLayerId theLayerId,
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const Standard_Integer theNewPriority);
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//! Returns reference to the layer with given ID.
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OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId);
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//! Returns reference to the layer with given ID.
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const OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId) const;
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//! Assign new settings to the layer.
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void SetLayerSettings (const Graphic3d_ZLayerId theLayerId,
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const Graphic3d_ZLayerSettings& theSettings);
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//! Render this element
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void Render (const Handle(OpenGl_Workspace)& theWorkspace,
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const Standard_Boolean theToDrawImmediate,
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const OpenGl_LayerFilter theLayersToProcess,
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OpenGl_FrameBuffer* theReadDrawFbo,
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OpenGl_FrameBuffer* theOitAccumFbo) const;
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//! Returns the set of OpenGL Z-layers.
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const OpenGl_SequenceOfLayers& Layers() const { return myLayers; }
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//! Returns the map of Z-layer IDs to indexes.
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const OpenGl_LayerSeqIds& LayerIDs() const { return myLayerIds; }
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//! Marks BVH tree for given priority list as dirty and
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//! marks primitive set for rebuild.
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void InvalidateBVHData (const Graphic3d_ZLayerId theLayerId);
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//! Returns structure modification state (for ray-tracing).
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Standard_Size ModificationStateOfRaytracable() const { return myModifStateOfRaytraceable; }
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//! Returns BVH tree builder for frustom culling.
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const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
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//! Assigns BVH tree builder for frustom culling.
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void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder);
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protected:
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//! Filter of TKOpenGl elements for processing only shading geometry and
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//! for collecting number of skipped elements to an external counter.
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class OpenGl_OpaqueFilter : public OpenGl_RenderFilter
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{
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public:
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//! Constructor.
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//! @param thePrevFilter [in] the previously active filter that should have additive effect.
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OpenGl_OpaqueFilter() : mySkippedCounter (0) {}
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//! Sets the current active filter in workspace.
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//! @param thePrevFilter [in] the previously active filter that should have additive effect.
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void SetPreviousFilter (const Handle(OpenGl_RenderFilter)& thePrevFitler) { myFilter = thePrevFitler; }
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//! Sets the value of the skipped elements counter.
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void SetSkippedCounter (const Standard_Size theCounter) { mySkippedCounter = theCounter; }
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//! Returns number of skipped elements.
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Standard_Size NbSkipped() const { return mySkippedCounter; }
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//! Checks whether the element should be rendered or skipped.
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//! @param theWorkspace [in] the currently used workspace for rendering.
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//! @param theGlElement [in] the TKOpenGl rendering queue element that should be checked before streaming to GPU.
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Standard_EXPORT virtual Standard_Boolean ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace,
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const OpenGl_Element* theGlElement) Standard_OVERRIDE;
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DEFINE_STANDARD_RTTI_INLINE (OpenGl_OpaqueFilter, OpenGl_RenderFilter)
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private:
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Standard_Size mySkippedCounter; //!< Counter of skipped elements.
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Handle(OpenGl_RenderFilter) myFilter; //!< Previous active filter that should be combined.
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};
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//! Filter of TKOpenGl elements for keeping only shading geometry with transparency.
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class OpenGl_TransparentFilter : public OpenGl_RenderFilter
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{
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public:
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//! Constructor.
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OpenGl_TransparentFilter() {}
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//! Sets the current active filter in workspace.
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//! @param thePrevFilter [in] the previously active filter that should have additive effect.
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void SetPreviousFilter (const Handle(OpenGl_RenderFilter)& thePrevFitler) { myFilter = thePrevFitler; }
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//! Checks whether the element should be rendered or skipped.
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//! @param theWorkspace [in] the currently used workspace for rendering.
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//! @param theGlElement [in] the TKOpenGl rendering queue element that should be checked before streaming to GPU.
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Standard_EXPORT virtual Standard_Boolean ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace,
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const OpenGl_Element* theGlElement) Standard_OVERRIDE;
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DEFINE_STANDARD_RTTI_INLINE (OpenGl_TransparentFilter, OpenGl_RenderFilter)
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private:
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Handle(OpenGl_RenderFilter) myFilter; //!< Previous active filter that should be combined.
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};
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//! Stack of references to existing layers of predefined maximum size.
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class OpenGl_LayerStack
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{
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public:
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typedef NCollection_Array1<const OpenGl_Layer*>::iterator iterator;
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//! Reallocate internal buffer of the stack.
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void Allocate (Standard_Integer theSize)
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{
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if (theSize > 0)
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{
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myStackSpace = new NCollection_Array1<const OpenGl_Layer*> (1, theSize);
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myStackSpace->Init (NULL);
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myBackPtr = myStackSpace->begin();
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}
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else
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{
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myStackSpace.Nullify();
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myBackPtr = iterator();
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}
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}
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//! Clear stack.
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void Clear()
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{
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if (!myStackSpace.IsNull())
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{
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myStackSpace->Init (NULL);
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myBackPtr = myStackSpace->begin();
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}
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}
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//! Push a new layer reference to the stack.
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void Push (const OpenGl_Layer* theLayer) { (*myBackPtr++) = theLayer; }
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//! Returns iterator to the origin of the stack.
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iterator Origin() const { return myStackSpace.IsNull() ? iterator() : myStackSpace->begin(); }
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//! Returns iterator to the back of the stack (after last item added).
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iterator Back() const { return myBackPtr; }
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//! Returns true if nothing has been pushed into the stack.
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Standard_Boolean IsEmpty() const { return Back() == Origin(); }
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private:
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NCollection_Handle<NCollection_Array1<const OpenGl_Layer*> > myStackSpace;
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iterator myBackPtr;
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};
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//! Render transparent objects using blending operator.
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//! Additional accumulation framebuffer is used for blended order-independent
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//! transparency algorithm. It should support floating-point color components
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//! and share depth with main reading/drawing framebuffer.
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//! @param theWorkspace [in] the currently used workspace for rendering.
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//! @param theLayerIter [in/out] the current iterator of transparent layers to process.
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//! @param theGlobalSettings [in] the set of global settings used for rendering.
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//! @param theReadDrawFbo [in] the framebuffer for reading depth and writing final color.
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//! @param theOitAccumFbo [in] the framebuffer for accumulating color and coverage for OIT process.
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void renderTransparent (const Handle(OpenGl_Workspace)& theWorkspace,
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OpenGl_LayerStack::iterator& theLayerIter,
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const OpenGl_GlobalLayerSettings& theGlobalSettings,
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OpenGl_FrameBuffer* theReadDrawFbo,
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OpenGl_FrameBuffer* theOitAccumFbo) const;
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protected:
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// number of structures temporary put to default layer
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OpenGl_SequenceOfLayers myLayers;
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OpenGl_LayerSeqIds myLayerIds;
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Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustom culling
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Standard_Integer myDefaultLayerIndex; //!< index of Graphic3d_ZLayerId_Default layer in myLayers sequence
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Standard_Integer myNbPriorities;
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Standard_Integer myNbStructures;
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Standard_Integer myImmediateNbStructures; //!< number of structures within immediate layers
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mutable Standard_Size myModifStateOfRaytraceable;
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//! Collection of references to layers with transparency gathered during rendering pass.
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mutable OpenGl_LayerStack myTransparentToProcess;
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Handle(OpenGl_OpaqueFilter) myRenderOpaqueFilter; //!< rendering filter for opaque drawing pass (blended OIT).
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Handle(OpenGl_TransparentFilter) myRenderTranspFilter; //!< rendering filter for transparency drawing pass (blended OIT).
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public:
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DEFINE_STANDARD_ALLOC
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};
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#endif //_OpenGl_LayerList_Header
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