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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-07 18:30:55 +03:00
occt/src/OpenGl/OpenGl_LayerList.hxx
kgv f5b7241978 0028789: Visualization, TKV3d - extend API for accessing and assigning BVH builders
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.
2017-06-09 12:59:11 +03:00

270 lines
11 KiB
C++

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