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- picked or selected objects are now highlighted via owners instead of interactive objects; - support methods for owners were added to AIS_InteractiveContext; - dynamically highlighted owners are now displayed in immediate mode; - selection without opening of local context is enabled by default; - added "-local" key to vselmode command to enable selection in local context; - selection filters are now completely supported in AIS_InteractiveContext; - the idea of differencing of selected items onto current (in interactive context) and selected (local selection) was eliminated; - all calls to "current" were replaced by calls to "selected" in terms of future local context removal; - AIS_InteractiveObject::mySelectionMode was removed; - now each selectable object can define own selection mode for "global" selection of the whole object; - whole object selection mode is 0 by default for all standard interactive objects; - immediate structures are now added to topmost and top layer lists; - added support of drawing immediate structures in different layers; - unused code for immediate mode was removed; - vfeedback and vexport commands now produce correct output for raytrace mode.
407 lines
20 KiB
C++
407 lines
20 KiB
C++
// Created on: 1997-01-28
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// Created by: CAL
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// Copyright (c) 1997-1999 Matra Datavision
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// Copyright (c) 1999-2014 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 _Graphic3d_GraphicDriver_HeaderFile
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#define _Graphic3d_GraphicDriver_HeaderFile
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#include <Standard.hxx>
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#include <Standard_Type.hxx>
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#include <Standard_Integer.hxx>
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#include <Aspect_DisplayConnection.hxx>
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#include <Standard_Boolean.hxx>
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#include <MMgt_TShared.hxx>
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#include <Graphic3d_CView.hxx>
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#include <Graphic3d_CStructure.hxx>
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#include <Aspect_GradientFillMethod.hxx>
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#include <Standard_CString.hxx>
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#include <Aspect_FillMethod.hxx>
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#include <Aspect_CLayer2d.hxx>
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#include <Standard_Size.hxx>
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#include <Quantity_NameOfColor.hxx>
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#include <Standard_Real.hxx>
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#include <Aspect_TypeOfTriedronPosition.hxx>
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#include <Aspect_TypeOfTriedronEcho.hxx>
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#include <Graphic3d_GraduatedTrihedron.hxx>
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#include <Graphic3d_Vec3.hxx>
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#include <Standard_ShortReal.hxx>
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#include <Standard_Address.hxx>
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#include <Graphic3d_PtrFrameBuffer.hxx>
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#include <Image_PixMap.hxx>
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#include <Graphic3d_BufferType.hxx>
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#include <Aspect_Handle.hxx>
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#include <Aspect_PrintAlgo.hxx>
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#include <Graphic3d_ExportFormat.hxx>
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#include <Graphic3d_SortType.hxx>
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#include <Graphic3d_ZLayerId.hxx>
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#include <Graphic3d_ZLayerSettings.hxx>
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#include <Graphic3d_CLight.hxx>
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#include <TColStd_Array2OfReal.hxx>
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class Graphic3d_TransformError;
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class Graphic3d_Structure;
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class Graphic3d_StructureManager;
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class Quantity_Color;
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class TCollection_AsciiString;
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class Graphic3d_GraphicDriver;
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DEFINE_STANDARD_HANDLE(Graphic3d_GraphicDriver, MMgt_TShared)
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//! This class allows the definition of a graphic driver
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//! for 3d interface (currently only OpenGl driver is used).
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class Graphic3d_GraphicDriver : public MMgt_TShared
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{
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public:
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//! call_togl_inquirelight
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Standard_EXPORT virtual Standard_Integer InquireLightLimit() = 0;
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//! call_togl_inquireplane
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Standard_EXPORT virtual Standard_Integer InquirePlaneLimit() = 0;
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//! call_togl_inquireview
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Standard_EXPORT virtual Standard_Integer InquireViewLimit() = 0;
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//! call_togl_displaystructure
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Standard_EXPORT virtual void DisplayStructure (const Graphic3d_CView& theCView, const Handle(Graphic3d_Structure)& theStructure, const Standard_Integer thePriority) = 0;
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//! call_togl_erasestructure
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Standard_EXPORT virtual void EraseStructure (const Graphic3d_CView& theCView, const Handle(Graphic3d_Structure)& theStructure) = 0;
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//! call_togl_removestructure
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Standard_EXPORT virtual void RemoveStructure (Handle(Graphic3d_CStructure)& theCStructure) = 0;
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//! Creates new empty graphic structure
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Standard_EXPORT virtual Handle(Graphic3d_CStructure) Structure (const Handle(Graphic3d_StructureManager)& theManager) = 0;
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//! call_togl_activateview
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Standard_EXPORT virtual void ActivateView (const Graphic3d_CView& ACView) = 0;
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//! call_togl_antialiasing
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Standard_EXPORT virtual void AntiAliasing (const Graphic3d_CView& ACView, const Standard_Boolean AFlag) = 0;
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//! call_togl_background
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Standard_EXPORT virtual void Background (const Graphic3d_CView& ACView) = 0;
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//! call_togl_gradient_background
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Standard_EXPORT virtual void GradientBackground (const Graphic3d_CView& ACView, const Quantity_Color& AColor1, const Quantity_Color& AColor2, const Aspect_GradientFillMethod FillStyle) = 0;
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Standard_EXPORT virtual void BackgroundImage (const Standard_CString FileName, const Graphic3d_CView& ACView, const Aspect_FillMethod FillStyle) = 0;
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Standard_EXPORT virtual void SetBgImageStyle (const Graphic3d_CView& ACView, const Aspect_FillMethod FillStyle) = 0;
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Standard_EXPORT virtual void SetBgGradientStyle (const Graphic3d_CView& ACView, const Aspect_GradientFillMethod FillStyle) = 0;
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//! call_togl_cliplimit
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Standard_EXPORT virtual void ClipLimit (const Graphic3d_CView& ACView, const Standard_Boolean AWait) = 0;
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//! call_togl_deactivateview
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Standard_EXPORT virtual void DeactivateView (const Graphic3d_CView& ACView) = 0;
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//! call_togl_cliplimit
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Standard_EXPORT virtual void DepthCueing (const Graphic3d_CView& ACView, const Standard_Boolean AFlag) = 0;
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//! call_togl_ratio_window
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Standard_EXPORT virtual void RatioWindow (const Graphic3d_CView& ACView) = 0;
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//! Redraw content of the view
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Standard_EXPORT virtual void Redraw (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer, const Standard_Integer theX = 0, const Standard_Integer theY = 0, const Standard_Integer theWidth = 0, const Standard_Integer theHeight = 0) = 0;
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//! Redraw layer of immediate presentations
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Standard_EXPORT virtual void RedrawImmediate (const Graphic3d_CView& theCView, const Aspect_CLayer2d& theCUnderLayer, const Aspect_CLayer2d& theCOverLayer) = 0;
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//! Invalidates content of the view but does not redraw it
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Standard_EXPORT virtual void Invalidate (const Graphic3d_CView& theCView) = 0;
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//! Returns true if cached view content has been invalidated.
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Standard_EXPORT virtual Standard_Boolean IsInvalidated (const Graphic3d_CView& theCView) const = 0;
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//! call_togl_removeview
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Standard_EXPORT virtual void RemoveView (const Graphic3d_CView& ACView) = 0;
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//! call_togl_setlight
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Standard_EXPORT virtual void SetLight (const Graphic3d_CView& ACView) = 0;
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//! Pass clip planes to the associated graphic driver view.
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Standard_EXPORT virtual void SetClipPlanes (const Graphic3d_CView& theCView) = 0;
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//! Inform graphic driver if camera assigned to view changes.
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Standard_EXPORT virtual void SetCamera (const Graphic3d_CView& theCView) = 0;
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//! call_togl_setvisualisation
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Standard_EXPORT virtual void SetVisualisation (const Graphic3d_CView& ACView) = 0;
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//! call_togl_view
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Standard_EXPORT virtual Standard_Boolean View (Graphic3d_CView& ACView) = 0;
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Standard_EXPORT virtual void Environment (const Graphic3d_CView& ACView) = 0;
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//! enables/disables usage of OpenGL vertex buffer arrays while drawing primitiev arrays
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Standard_EXPORT virtual void EnableVBO (const Standard_Boolean status) = 0;
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//! Returns information about GPU memory usage.
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Standard_EXPORT virtual Standard_Boolean MemoryInfo (Standard_Size& theFreeBytes, TCollection_AsciiString& theInfo) const = 0;
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//! call_togl_ztriedron_setup
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Standard_EXPORT virtual void ZBufferTriedronSetup (const Graphic3d_CView& theCView, const Quantity_NameOfColor XColor = Quantity_NOC_RED, const Quantity_NameOfColor YColor = Quantity_NOC_GREEN, const Quantity_NameOfColor ZColor = Quantity_NOC_BLUE1, const Standard_Real SizeRatio = 0.8, const Standard_Real AxisDiametr = 0.05, const Standard_Integer NbFacettes = 12) = 0;
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//! call_togl_triedron_display
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Standard_EXPORT virtual void TriedronDisplay (const Graphic3d_CView& ACView, const Aspect_TypeOfTriedronPosition APosition = Aspect_TOTP_CENTER, const Quantity_NameOfColor AColor = Quantity_NOC_WHITE, const Standard_Real AScale = 0.02, const Standard_Boolean AsWireframe = Standard_True) = 0;
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//! call_togl_triedron_erase
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Standard_EXPORT virtual void TriedronErase (const Graphic3d_CView& ACView) = 0;
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//! call_togl_triedron_echo
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Standard_EXPORT virtual void TriedronEcho (const Graphic3d_CView& ACView, const Aspect_TypeOfTriedronEcho AType = Aspect_TOTE_NONE) = 0;
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//! call_togl_graduatedtrihedron_display
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Standard_EXPORT virtual void GraduatedTrihedronDisplay (const Graphic3d_CView& theView, const Graphic3d_GraduatedTrihedron& theCubic) = 0;
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//! call_togl_graduatedtrihedron_erase
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Standard_EXPORT virtual void GraduatedTrihedronErase (const Graphic3d_CView& theView) = 0;
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//! Sets minimum and maximum points of scene bounding box for Graduated Trihedron
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//! stored in graphic view object.
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//! @param theView [in] current graphic view
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//! @param theMin [in] the minimum point of scene.
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//! @param theMax [in] the maximum point of scene.
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Standard_EXPORT virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_CView& theView, const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax) = 0;
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//! @param theDrawToFrontBuffer Advanced option to modify rendering mode:
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//! 1. TRUE. Drawing immediate mode structures directly to the front buffer over the scene image.
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//! Fast, so preferred for interactive work (used by default).
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//! However these extra drawings will be missed in image dump since it is performed from back buffer.
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//! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen
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//! in run-time (in case of slow hardware) and/or tearing may appear.
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//! So this is strongly recommended to draw only simple (fast) structures.
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//! 2. FALSE. Drawing immediate mode structures to the back buffer.
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//! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync is turned on.
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//! But it works in any case and is especially useful for view dump because the dump image is read from the back buffer.
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//! @return previous mode.
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Standard_EXPORT virtual Standard_Boolean SetImmediateModeDrawToFront (const Graphic3d_CView& theCView, const Standard_Boolean theDrawToFrontBuffer) = 0;
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//! call_togl_layer2d
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Standard_EXPORT virtual void Layer (Aspect_CLayer2d& ACLayer) = 0;
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//! call_togl_removelayer2d
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Standard_EXPORT virtual void RemoveLayer (const Aspect_CLayer2d& ACLayer) = 0;
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//! call_togl_begin_layer2d
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Standard_EXPORT virtual void BeginLayer (const Aspect_CLayer2d& ACLayer) = 0;
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//! call_togl_begin_polygon2d
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Standard_EXPORT virtual void BeginPolygon2d() = 0;
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//! call_togl_begin_polyline2d
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Standard_EXPORT virtual void BeginPolyline2d() = 0;
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//! call_togl_clear_layer2d
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Standard_EXPORT virtual void ClearLayer (const Aspect_CLayer2d& ACLayer) = 0;
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//! call_togl_draw2d
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Standard_EXPORT virtual void Draw (const Standard_ShortReal X, const Standard_ShortReal Y) = 0;
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//! call_togl_edge2d
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Standard_EXPORT virtual void Edge (const Standard_ShortReal X, const Standard_ShortReal Y) = 0;
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//! call_togl_end_layer2d
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Standard_EXPORT virtual void EndLayer() = 0;
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//! call_togl_end_polygon2d
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Standard_EXPORT virtual void EndPolygon2d() = 0;
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//! call_togl_end_polyline2d
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Standard_EXPORT virtual void EndPolyline2d() = 0;
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//! call_togl_move2d
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Standard_EXPORT virtual void Move (const Standard_ShortReal X, const Standard_ShortReal Y) = 0;
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//! call_togl_rectangle2d
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Standard_EXPORT virtual void Rectangle (const Standard_ShortReal X, const Standard_ShortReal Y, const Standard_ShortReal Width, const Standard_ShortReal Height) = 0;
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//! call_togl_set_color
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Standard_EXPORT virtual void SetColor (const Standard_ShortReal R, const Standard_ShortReal G, const Standard_ShortReal B) = 0;
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//! call_togl_set_transparency
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Standard_EXPORT virtual void SetTransparency (const Standard_ShortReal ATransparency) = 0;
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//! call_togl_unset_transparency
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Standard_EXPORT virtual void UnsetTransparency() = 0;
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//! call_togl_set_line_attributes
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Standard_EXPORT virtual void SetLineAttributes (const Standard_Integer Type, const Standard_ShortReal Width) = 0;
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//! Set text attributes for under-/overlayer.
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//! <Font> argument defines the name of the font to be used,
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//! <Type> argument defines the display type of the text,
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//! <R> <G> <B> values define the color of decal or subtitle background.
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//! To set the color of the text you can use the SetColor method.
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Standard_EXPORT virtual void SetTextAttributes (const Standard_CString Font, const Standard_Integer Type, const Standard_ShortReal R, const Standard_ShortReal G, const Standard_ShortReal B) = 0;
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//! call_togl_text2d
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//! If AHeight < 0 default text height is used by driver (DefaultTextHeight method)
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Standard_EXPORT virtual void Text (const Standard_CString AText, const Standard_ShortReal X, const Standard_ShortReal Y, const Standard_ShortReal AHeight) = 0;
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Standard_EXPORT virtual Standard_ShortReal DefaultTextHeight() const = 0;
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//! call_togl_textsize2d
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Standard_EXPORT virtual void TextSize (const Standard_CString AText, const Standard_ShortReal AHeight, Standard_ShortReal& AWidth, Standard_ShortReal& AnAscent, Standard_ShortReal& ADescent) const = 0;
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//! call_togl_backfacing
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Standard_EXPORT virtual void SetBackFacingModel (const Graphic3d_CView& aView) = 0;
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//! Reads depths of shown pixels of the given
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//! rectangle (glReadPixels with GL_DEPTH_COMPONENT)
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Standard_EXPORT virtual void ReadDepths (const Graphic3d_CView& view, const Standard_Integer x, const Standard_Integer y, const Standard_Integer width, const Standard_Integer height, const Standard_Address buffer) const = 0;
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//! Generate offscreen FBO in the graphic library.
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//! If not supported on hardware returns NULL.
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Standard_EXPORT virtual Graphic3d_PtrFrameBuffer FBOCreate (const Graphic3d_CView& view, const Standard_Integer width, const Standard_Integer height) = 0;
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//! Remove offscreen FBO from the graphic library
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Standard_EXPORT virtual void FBORelease (const Graphic3d_CView& view, Graphic3d_PtrFrameBuffer& fboPtr) = 0;
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//! Read offscreen FBO configuration.
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Standard_EXPORT virtual void FBOGetDimensions (const Graphic3d_CView& view, const Graphic3d_PtrFrameBuffer fboPtr, Standard_Integer& width, Standard_Integer& height, Standard_Integer& widthMax, Standard_Integer& heightMax) = 0;
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//! Change offscreen FBO viewport.
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Standard_EXPORT virtual void FBOChangeViewport (const Graphic3d_CView& view, Graphic3d_PtrFrameBuffer& fboPtr, const Standard_Integer width, const Standard_Integer height) = 0;
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//! Dump active rendering buffer into specified memory buffer.
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Standard_EXPORT virtual Standard_Boolean BufferDump (const Graphic3d_CView& theCView, Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType) = 0;
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//! call_togl_gllight
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Standard_EXPORT virtual void SetGLLightEnabled (const Graphic3d_CView& view, const Standard_Boolean isEnabled) const = 0;
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//! call_togl_isgllight
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Standard_EXPORT virtual Standard_Boolean IsGLLightEnabled (const Graphic3d_CView& view) const = 0;
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//! print the contents of all layers of the view to the printer.
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//! <hPrnDC> : Pass the PrinterDeviceContext (HDC),
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//! <showBackground> : When set to FALSE then print the view without background color
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//! (background is white)
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//! else set to TRUE for printing with current background color.
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//! <filename>: If != NULL, then the view will be printed to a file.
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//! <printAlgorithm>: Select print algorithm: stretch, tile.
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//! <theScaleFactor>: Scaling coefficient, used internally to scale the
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//! printings accordingly to the scale factor selected in the printer
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//! properties dialog.
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//! Returns Standard_True if the data is passed to the printer, otherwise
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//! Standard_False if the print operation failed due to the printer errors,
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//! or insufficient system memory available.
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Standard_EXPORT virtual Standard_Boolean Print (const Graphic3d_CView& ACView, const Aspect_CLayer2d& ACUnderLayer, const Aspect_CLayer2d& ACOverLayer, const Aspect_Handle hPrnDC, const Standard_Boolean showBackground, const Standard_CString filename, const Aspect_PrintAlgo printAlgorithm = Aspect_PA_STRETCH, const Standard_Real theScaleFactor = 1.0) const = 0;
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//! Export scene into the one of the Vector graphics formats (SVG, PS, PDF...).
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//! In contrast to Bitmaps, Vector graphics is scalable (so you may got quality benefits on printing to laser printer).
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//! Notice however that results may differ a lot and do not contain some elements.
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Standard_EXPORT virtual Standard_Boolean Export (const Standard_CString theFileName, const Graphic3d_ExportFormat theFormat, const Graphic3d_SortType theSortType, const Standard_Integer theWidth, const Standard_Integer theHeight, const Graphic3d_CView& theView, const Aspect_CLayer2d& theLayerUnder, const Aspect_CLayer2d& theLayerOver, const Standard_Real thePrecision = 0.005, const Standard_Address theProgressBarFunc = NULL, const Standard_Address theProgressObject = NULL) = 0;
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//! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated.
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Standard_EXPORT virtual void InvalidateBVHData (Graphic3d_CView& theCView, const Standard_Integer theLayerId) = 0;
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//! Add a new top-level z layer with ID <theLayerId> for
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//! the view. Z layers allow drawing structures in higher layers
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//! in foreground of structures in lower layers. To add a structure
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//! to desired layer on display it is necessary to set the layer
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//! ID for the structure.
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Standard_EXPORT virtual void AddZLayer (const Graphic3d_CView& theCView, const Graphic3d_ZLayerId theLayerId) = 0;
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//! Remove Z layer from the specified view. All structures
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//! displayed at the moment in layer will be displayed in default layer
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//! ( the bottom-level z layer ). To unset layer ID from associated
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//! structures use method UnsetZLayer (...).
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Standard_EXPORT virtual void RemoveZLayer (const Graphic3d_CView& theCView, const Graphic3d_ZLayerId theLayerId) = 0;
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//! Unset Z layer ID for all structures. The structure
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//! indexes will be set to default layer ( the bottom-level z layer
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//! with ID = 0 ).
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Standard_EXPORT virtual void UnsetZLayer (const Graphic3d_ZLayerId theLayerId) = 0;
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//! Change Z layer of a structure already presented in view.
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Standard_EXPORT virtual void ChangeZLayer (const Graphic3d_CStructure& theCStructure, const Graphic3d_CView& theCView, const Graphic3d_ZLayerId theNewLayerId) = 0;
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//! Sets the settings for a single Z layer of specified view.
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Standard_EXPORT virtual void SetZLayerSettings (const Graphic3d_CView& theCView, const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings& theSettings) = 0;
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//! Changes the priority of a structure within its Z layer in the specified view.
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Standard_EXPORT virtual void ChangePriority (const Graphic3d_CStructure& theCStructure, const Graphic3d_CView& theCView, const Standard_Integer theNewPriority) = 0;
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Standard_EXPORT void PrintBoolean (const Standard_CString AComment, const Standard_Boolean AValue) const;
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Standard_EXPORT void PrintCLight (const Graphic3d_CLight& ACLight, const Standard_Integer AField) const;
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Standard_EXPORT void PrintCStructure (const Graphic3d_CStructure& ACStructure, const Standard_Integer AField) const;
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Standard_EXPORT void PrintCView (const Graphic3d_CView& ACView, const Standard_Integer AField) const;
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Standard_EXPORT void PrintFunction (const Standard_CString AFunc) const;
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Standard_EXPORT void PrintInteger (const Standard_CString AComment, const Standard_Integer AValue) const;
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Standard_EXPORT void PrintIResult (const Standard_CString AFunc, const Standard_Integer AResult) const;
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Standard_EXPORT void PrintShortReal (const Standard_CString AComment, const Standard_ShortReal AValue) const;
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Standard_EXPORT void PrintMatrix (const Standard_CString AComment, const TColStd_Array2OfReal& AMatrix) const;
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Standard_EXPORT void PrintString (const Standard_CString AComment, const Standard_CString AString) const;
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Standard_EXPORT void SetTrace (const Standard_Integer ALevel);
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Standard_EXPORT Standard_Integer Trace() const;
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//! returns Handle to display connection
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Standard_EXPORT const Handle(Aspect_DisplayConnection)& GetDisplayConnection() const;
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Standard_EXPORT Standard_Boolean IsDeviceLost() const;
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Standard_EXPORT void ResetDeviceLostFlag();
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DEFINE_STANDARD_RTTI(Graphic3d_GraphicDriver,MMgt_TShared)
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protected:
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//! Initialises the Driver
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Standard_EXPORT Graphic3d_GraphicDriver(const Handle(Aspect_DisplayConnection)& theDisp);
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Standard_Integer MyTraceLevel;
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Handle(Aspect_DisplayConnection) myDisplayConnection;
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Standard_Boolean myDeviceLostFlag;
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private:
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};
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#endif // _Graphic3d_GraphicDriver_HeaderFile
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