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occt/src/OpenGl/OpenGl_LayerList.hxx
kgv e463b2f685 0032725: Visualization - Graphic3d_Structure::SetDisplayPriority() should use public enumeration Graphic3d_DisplayPriority
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.
2021-12-10 01:24:40 +03:00

223 lines
9.3 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_HeaderFile
#define OpenGl_LayerList_HeaderFile
#include <OpenGl_Layer.hxx>
#include <OpenGl_LayerFilter.hxx>
#include <Graphic3d_ZLayerId.hxx>
#include <NCollection_Array1.hxx>
#include <NCollection_Handle.hxx>
#include <NCollection_Sequence.hxx>
#include <NCollection_DataMap.hxx>
class OpenGl_FrameBuffer;
class OpenGl_Structure;
class OpenGl_Workspace;
struct OpenGl_GlobalLayerSettings;
//! Class defining the list of layers.
class OpenGl_LayerList
{
public:
//! Constructor
Standard_EXPORT OpenGl_LayerList();
//! Destructor
Standard_EXPORT virtual ~OpenGl_LayerList();
//! Method returns the number of available priorities
Standard_Integer NbPriorities() const { return Graphic3d_DisplayPriority_NB; }
//! 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.
Standard_EXPORT void InsertLayerBefore (const Graphic3d_ZLayerId theNewLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerAfter);
//! Insert a new layer with id.
Standard_EXPORT void InsertLayerAfter (const Graphic3d_ZLayerId theNewLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerBefore);
//! Remove layer by its id.
Standard_EXPORT 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.
Standard_EXPORT void AddStructure (const OpenGl_Structure* theStruct,
const Graphic3d_ZLayerId theLayerId,
const Graphic3d_DisplayPriority thePriority,
Standard_Boolean isForChangePriority = Standard_False);
//! Remove structure from structure list and return its previous priority
Standard_EXPORT 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
Standard_EXPORT void ChangeLayer (const OpenGl_Structure* theStructure,
const Graphic3d_ZLayerId theOldLayerId,
const Graphic3d_ZLayerId theNewLayerId);
//! Changes structure priority within its ZLayer
Standard_EXPORT void ChangePriority (const OpenGl_Structure* theStructure,
const Graphic3d_ZLayerId theLayerId,
const Graphic3d_DisplayPriority theNewPriority);
//! Returns reference to the layer with given ID.
OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId) { return *myLayerIds.Find (theLayerId); }
//! Returns reference to the layer with given ID.
const OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId) const { return *myLayerIds.Find (theLayerId); }
//! Assign new settings to the layer.
Standard_EXPORT void SetLayerSettings (const Graphic3d_ZLayerId theLayerId,
const Graphic3d_ZLayerSettings& theSettings);
//! Update culling state - should be called before rendering.
Standard_EXPORT void UpdateCulling (const Handle(OpenGl_Workspace)& theWorkspace,
const Standard_Boolean theToDrawImmediate);
//! Render this element
Standard_EXPORT 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 NCollection_List<Handle(Graphic3d_Layer)>& Layers() const { return myLayers; }
//! Returns the map of Z-layer IDs to indexes.
const NCollection_DataMap<Graphic3d_ZLayerId, Handle(Graphic3d_Layer)>& LayerIDs() const { return myLayerIds; }
//! Marks BVH tree for given priority list as dirty and
//! marks primitive set for rebuild.
Standard_EXPORT void InvalidateBVHData (const Graphic3d_ZLayerId theLayerId);
//! Returns structure modification state (for ray-tracing).
Standard_Size ModificationStateOfRaytracable() const { return myModifStateOfRaytraceable; }
//! Returns BVH tree builder for frustum culling.
const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
//! Assigns BVH tree builder for frustum culling.
Standard_EXPORT void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder);
//! Dumps the content of me into the stream
Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
protected:
//! Stack of references to existing layers of predefined maximum size.
class OpenGl_LayerStack
{
public:
typedef NCollection_Array1<const Graphic3d_Layer*>::iterator iterator;
//! Reallocate internal buffer of the stack.
void Allocate (Standard_Integer theSize)
{
if (theSize > 0)
{
myStackSpace.Resize (1, theSize, false);
myStackSpace.Init (NULL);
myBackPtr = myStackSpace.begin();
}
else
{
NCollection_Array1<const Graphic3d_Layer*> aDummy;
myStackSpace.Move (aDummy);
myBackPtr = iterator();
}
}
//! Clear stack.
void Clear()
{
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.IsEmpty() ? 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_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.
Standard_EXPORT void renderTransparent (const Handle(OpenGl_Workspace)& theWorkspace,
OpenGl_LayerStack::iterator& theLayerIter,
const OpenGl_GlobalLayerSettings& theGlobalSettings,
OpenGl_FrameBuffer* theReadDrawFbo,
OpenGl_FrameBuffer* theOitAccumFbo) const;
// Render structures within specified layer.
Standard_EXPORT void renderLayer (const Handle(OpenGl_Workspace)& theWorkspace,
const OpenGl_GlobalLayerSettings& theDefaultSettings,
const Graphic3d_Layer& theLayer) const;
protected:
NCollection_List<Handle(Graphic3d_Layer)> myLayers;
NCollection_DataMap<Graphic3d_ZLayerId, Handle(Graphic3d_Layer)> myLayerIds;
Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustum culling
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;
public:
DEFINE_STANDARD_ALLOC
};
#endif //_OpenGl_LayerList_Header