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occt/src/OpenGl/OpenGl_Layer.cxx

87 lines
2.7 KiB
C++

// Created on: 2014-03-31
// Created by: Danila ULYANOV
// Copyright (c) 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.
#include <OpenGl_Layer.hxx>
#include <OpenGl_Workspace.hxx>
#include <OpenGl_GlCore11.hxx>
//=======================================================================
//function : OpenGl_Layer
//purpose :
//=======================================================================
OpenGl_Layer::OpenGl_Layer (const Standard_Integer theNbPriorities)
: myPriorityList (theNbPriorities)
{
//
}
//=======================================================================
//function : Render
//purpose :
//=======================================================================
void OpenGl_Layer::Render (const Handle(OpenGl_Workspace) &theWorkspace, const OpenGl_GlobalLayerSettings& theDefaultSettings) const
{
TEL_POFFSET_PARAM anAppliedOffsetParams = theWorkspace->AppliedPolygonOffset();
// separate depth buffers
if (IsSettingEnabled (Graphic3d_ZLayerDepthClear))
{
glClear (GL_DEPTH_BUFFER_BIT);
}
// handle depth test
if (IsSettingEnabled (Graphic3d_ZLayerDepthTest))
{
// assuming depth test is enabled by default
glDepthFunc (theDefaultSettings.DepthFunc);
}
else
{
glDepthFunc (GL_ALWAYS);
}
// handle depth offset
if (IsSettingEnabled (Graphic3d_ZLayerDepthOffset))
{
theWorkspace->SetPolygonOffset (Aspect_POM_Fill,
myLayerSettings.DepthOffsetFactor,
myLayerSettings.DepthOffsetUnits);
}
else
{
theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode,
anAppliedOffsetParams.factor,
anAppliedOffsetParams.units);
}
// handle depth write
if (IsSettingEnabled (Graphic3d_ZLayerDepthWrite))
{
glDepthMask (GL_TRUE);
}
else
{
glDepthMask (GL_FALSE);
}
// render priority list
myPriorityList.Render (theWorkspace);
// always restore polygon offset between layers rendering
theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode,
anAppliedOffsetParams.factor,
anAppliedOffsetParams.units);
}