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224 lines
7.9 KiB
C++
224 lines
7.9 KiB
C++
// Created on: 2011-08-01
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// Created by: Sergey ZERCHANINOV
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// Copyright (c) 2011-2014 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_Structure_Header
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#define OpenGl_Structure_Header
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#include <Graphic3d_CStructure.hxx>
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#include <Graphic3d_SequenceOfHClipPlane.hxx>
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#include <OpenGl_AspectLine.hxx>
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#include <OpenGl_AspectFace.hxx>
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#include <OpenGl_AspectMarker.hxx>
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#include <OpenGl_AspectText.hxx>
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#include <OpenGl_Group.hxx>
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#include <OpenGl_Matrix.hxx>
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#include <OpenGl_NamedStatus.hxx>
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#include <NCollection_List.hxx>
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#include <InterfaceGraphic_Graphic3d.hxx>
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class OpenGl_Structure;
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class OpenGl_GraphicDriver;
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typedef NCollection_List<const OpenGl_Structure* > OpenGl_ListOfStructure;
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//! Implementation of low-level graphic structure.
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class OpenGl_Structure : public Graphic3d_CStructure
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{
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friend class OpenGl_Group;
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public:
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//! Auxiliary wrapper to iterate OpenGl_Group sequence.
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class GroupIterator
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{
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public:
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GroupIterator (const Graphic3d_SequenceOfGroup& theGroups) : myIter (theGroups) {}
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Standard_Boolean More() const { return myIter.More(); }
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void Next() { myIter.Next(); }
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const OpenGl_Group* Value() const { return (const OpenGl_Group* )(myIter.Value().operator->()); }
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OpenGl_Group* ChangeValue() { return (OpenGl_Group* )(myIter.ChangeValue().operator->()); }
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private:
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Graphic3d_SequenceOfGroup::Iterator myIter;
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};
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public:
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//! Create empty structure
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Standard_EXPORT OpenGl_Structure (const Handle(Graphic3d_StructureManager)& theManager);
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//! Setup structure graphic state
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Standard_EXPORT virtual void UpdateNamedStatus();
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//! Clear graphic data
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Standard_EXPORT virtual void Clear();
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//! Connect other structure to this one
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Standard_EXPORT virtual void Connect (Graphic3d_CStructure& theStructure);
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//! Disconnect other structure to this one
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Standard_EXPORT virtual void Disconnect (Graphic3d_CStructure& theStructure);
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//! Synchronize structure aspects
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Standard_EXPORT virtual void UpdateAspects();
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//! Synchronize structure transformation
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Standard_EXPORT virtual void UpdateTransformation();
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//! Highlight entire structure with color
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Standard_EXPORT virtual void HighlightWithColor (const Graphic3d_Vec3& theColor,
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const Standard_Boolean theToCreate);
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//! Highlight structure using boundary box
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Standard_EXPORT virtual void HighlightWithBndBox (const Handle(Graphic3d_Structure)& theStruct,
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const Standard_Boolean theToCreate);
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//! Create shadow link to this structure
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Standard_EXPORT virtual Handle(Graphic3d_CStructure) ShadowLink (const Handle(Graphic3d_StructureManager)& theManager) const;
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//! Create new group within this structure
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Standard_EXPORT virtual Handle(Graphic3d_Group) NewGroup (const Handle(Graphic3d_Structure)& theStruct);
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//! Remove group from this structure
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Standard_EXPORT virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup);
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public:
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//! @return graphic groups
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virtual const Graphic3d_SequenceOfGroup& DrawGroups() const
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{
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return myGroups;
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}
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//! Access graphic driver
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OpenGl_GraphicDriver* GlDriver() const
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{
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return (OpenGl_GraphicDriver* )myGraphicDriver.operator->();
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}
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void SetTransformPersistence (const CALL_DEF_TRANSFORM_PERSISTENCE &ATransPers);
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void SetAspectLine (const CALL_DEF_CONTEXTLINE &theAspect);
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void SetAspectFace (const CALL_DEF_CONTEXTFILLAREA& theAspect);
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void SetAspectMarker (const CALL_DEF_CONTEXTMARKER& theAspect);
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void SetAspectText (const CALL_DEF_CONTEXTTEXT &theAspect);
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void clearHighlightBox (const Handle(OpenGl_Context)& theGlCtx);
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void setHighlightColor (const Handle(OpenGl_Context)& theGlCtx,
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const Graphic3d_Vec3& theColor);
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void clearHighlightColor (const Handle(OpenGl_Context)& theGlCtx);
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Standard_Boolean IsVisible() const { return !(myNamedStatus & OPENGL_NS_HIDE); }
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Standard_EXPORT void Clear (const Handle(OpenGl_Context)& theGlCtx);
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//! Set z layer ID to display the structure in specified layer
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Standard_EXPORT void SetZLayer (const Standard_Integer theLayerIndex);
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//! Get z layer ID
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Standard_EXPORT Standard_Integer GetZLayer() const;
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virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
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virtual void Release (const Handle(OpenGl_Context)& theGlCtx);
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//! This method releases GL resources without actual elements destruction.
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//! As result structure could be correctly destroyed layer without GL context
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//! (after last window was closed for example).
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//!
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//! Notice however that reusage of this structure after calling this method is incorrect
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//! and will lead to broken visualization due to loosed data.
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Standard_EXPORT void ReleaseGlResources (const Handle(OpenGl_Context)& theGlCtx);
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//! Returns list of connected OpenGL structures.
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const OpenGl_ListOfStructure& ConnectedStructures() const { return myConnected; }
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//! Returns OpenGL face aspect.
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const OpenGl_AspectFace* AspectFace() const { return myAspectFace; }
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//! Returns OpenGL transformation matrix.
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const OpenGl_Matrix* Transformation() const { return myTransformation; }
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//! Returns OpenGL persistent translation.
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const TEL_TRANSFORM_PERSISTENCE* PersistentTranslation() const { return myTransPers; }
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//! Returns structure modification state (for ray-tracing).
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Standard_Size ModificationState() const { return myModificationState; }
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//! Resets structure modification state (for ray-tracing)
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void ResetModificationState() const { myModificationState = 0; }
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//! Is the structure ray-tracable (contains ray-tracable elements)?
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Standard_Boolean IsRaytracable() const { return myIsRaytracable; }
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protected:
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Standard_EXPORT virtual ~OpenGl_Structure();
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//! Registers ancestor connected structure (for updating ray-tracing state).
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void RegisterAncestorStructure (const OpenGl_Structure* theStructure) const;
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//! Unregisters ancestor connected structure (for updating ray-tracing state).
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void UnregisterAncestorStructure (const OpenGl_Structure* theStructure) const;
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//! Unregisters structure from ancestor structure (for updating ray-tracing state).
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void UnregisterFromAncestorStructure() const;
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//! Updates modification state for structure and its parents.
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void UpdateStateWithAncestorStructures() const;
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//! Updates ray-tracable status for structure and its parents.
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void UpdateRaytracableWithAncestorStructures() const;
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//! Sets ray-tracable status for structure and its parents.
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void SetRaytracableWithAncestorStructures() const;
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protected:
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OpenGl_Matrix* myTransformation;
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TEL_TRANSFORM_PERSISTENCE* myTransPers;
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OpenGl_AspectLine* myAspectLine;
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OpenGl_AspectFace* myAspectFace;
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OpenGl_AspectMarker* myAspectMarker;
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OpenGl_AspectText* myAspectText;
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Handle(OpenGl_Group) myHighlightBox;
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TEL_COLOUR* myHighlightColor;
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int myNamedStatus;
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int myZLayer;
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OpenGl_ListOfStructure myConnected;
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mutable OpenGl_ListOfStructure myAncestorStructures;
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mutable Standard_Boolean myIsRaytracable;
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mutable Standard_Size myModificationState;
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public:
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DEFINE_STANDARD_RTTI(OpenGl_Structure) // Type definition
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};
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DEFINE_STANDARD_HANDLE(OpenGl_Structure, Graphic3d_CStructure)
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#endif // OpenGl_Structure_Header
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