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Added new enumeration Graphic3d_DisplayPriority. Graphic3d_Layer now defines a fixed-length array of priorities. Properties Graphic3d_CStructure::Id, Priority, PreviousPriority have been wrapped into methods.
223 lines
9.3 KiB
C++
223 lines
9.3 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_HeaderFile
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#define OpenGl_LayerList_HeaderFile
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#include <OpenGl_Layer.hxx>
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#include <OpenGl_LayerFilter.hxx>
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#include <Graphic3d_ZLayerId.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_FrameBuffer;
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class OpenGl_Structure;
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class OpenGl_Workspace;
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struct OpenGl_GlobalLayerSettings;
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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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Standard_EXPORT OpenGl_LayerList();
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//! Destructor
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Standard_EXPORT virtual ~OpenGl_LayerList();
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//! Method returns the number of available priorities
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Standard_Integer NbPriorities() const { return Graphic3d_DisplayPriority_NB; }
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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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Standard_EXPORT void InsertLayerBefore (const Graphic3d_ZLayerId theNewLayerId,
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const Graphic3d_ZLayerSettings& theSettings,
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const Graphic3d_ZLayerId theLayerAfter);
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//! Insert a new layer with id.
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Standard_EXPORT void InsertLayerAfter (const Graphic3d_ZLayerId theNewLayerId,
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const Graphic3d_ZLayerSettings& theSettings,
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const Graphic3d_ZLayerId theLayerBefore);
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//! Remove layer by its id.
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Standard_EXPORT 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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Standard_EXPORT void AddStructure (const OpenGl_Structure* theStruct,
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const Graphic3d_ZLayerId theLayerId,
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const Graphic3d_DisplayPriority 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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Standard_EXPORT 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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Standard_EXPORT 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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Standard_EXPORT void ChangePriority (const OpenGl_Structure* theStructure,
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const Graphic3d_ZLayerId theLayerId,
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const Graphic3d_DisplayPriority theNewPriority);
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//! Returns reference to the layer with given ID.
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OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId) { return *myLayerIds.Find (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 { return *myLayerIds.Find (theLayerId); }
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//! Assign new settings to the layer.
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Standard_EXPORT void SetLayerSettings (const Graphic3d_ZLayerId theLayerId,
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const Graphic3d_ZLayerSettings& theSettings);
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//! Update culling state - should be called before rendering.
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Standard_EXPORT void UpdateCulling (const Handle(OpenGl_Workspace)& theWorkspace,
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const Standard_Boolean theToDrawImmediate);
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//! Render this element
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Standard_EXPORT 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 NCollection_List<Handle(Graphic3d_Layer)>& Layers() const { return myLayers; }
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//! Returns the map of Z-layer IDs to indexes.
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const NCollection_DataMap<Graphic3d_ZLayerId, Handle(Graphic3d_Layer)>& 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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Standard_EXPORT 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 frustum culling.
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const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
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//! Assigns BVH tree builder for frustum culling.
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Standard_EXPORT void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder);
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//! Dumps the content of me into the stream
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Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
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protected:
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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 Graphic3d_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.Resize (1, theSize, false);
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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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NCollection_Array1<const Graphic3d_Layer*> aDummy;
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myStackSpace.Move (aDummy);
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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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myStackSpace.Init (NULL);
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myBackPtr = myStackSpace.begin();
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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.IsEmpty() ? 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_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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Standard_EXPORT 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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// Render structures within specified layer.
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Standard_EXPORT void renderLayer (const Handle(OpenGl_Workspace)& theWorkspace,
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const OpenGl_GlobalLayerSettings& theDefaultSettings,
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const Graphic3d_Layer& theLayer) const;
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protected:
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NCollection_List<Handle(Graphic3d_Layer)> myLayers;
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NCollection_DataMap<Graphic3d_ZLayerId, Handle(Graphic3d_Layer)> myLayerIds;
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Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustum culling
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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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public:
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DEFINE_STANDARD_ALLOC
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};
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#endif //_OpenGl_LayerList_Header
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