0030483: Visualization, Path Tracing - make Tile Size configurable
[occt.git] / src / Graphic3d / Graphic3d_ZLayerSettings.hxx
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c5751993 1// Copyright (c) 2014 OPEN CASCADE SAS
2//
3// This file is part of Open CASCADE Technology software library.
4//
0a36ca0a 5// This library is free software; you can redistribute it and/or modify it under
6// the terms of the GNU Lesser General Public License version 2.1 as published
c5751993 7// by the Free Software Foundation, with special exception defined in the file
8// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
9// distribution for complete text of the license and disclaimer of any warranty.
10//
11// Alternatively, this file may be used under the terms of Open CASCADE
12// commercial license or contractual agreement.
13
14#ifndef _Graphic3d_ZLayerSettings_HeaderFile
15#define _Graphic3d_ZLayerSettings_HeaderFile
16
7c3ef2f7 17#include <gp_XYZ.hxx>
18#include <Geom_Transformation.hxx>
992ed6b3 19#include <Graphic3d_LightSet.hxx>
7c3ef2f7 20#include <Graphic3d_PolygonOffset.hxx>
21#include <TCollection_AsciiString.hxx>
c5751993 22
23enum Graphic3d_ZLayerSetting
24{
25 Graphic3d_ZLayerDepthTest = 1,
26 Graphic3d_ZLayerDepthWrite = 2,
27 Graphic3d_ZLayerDepthClear = 4,
28 Graphic3d_ZLayerDepthOffset = 8
29};
30
a1954302 31//! Structure defines list of ZLayer properties.
c5751993 32struct Graphic3d_ZLayerSettings
33{
a1954302 34
35 //! Default settings.
c5751993 36 Graphic3d_ZLayerSettings()
4ecf34cc 37 : myCullingDistance (Precision::Infinite()),
38 myCullingSize (Precision::Infinite()),
39 myIsImmediate (Standard_False),
7c3ef2f7 40 myUseEnvironmentTexture (Standard_True),
41 myToEnableDepthTest (Standard_True),
42 myToEnableDepthWrite(Standard_True),
f88457e6 43 myToClearDepth (Standard_True),
44 myToRenderInDepthPrepass (Standard_True) {}
7c3ef2f7 45
46 //! Return user-provided name.
47 const TCollection_AsciiString& Name() const { return myName; }
48
49 //! Set custom name.
50 void SetName (const TCollection_AsciiString& theName) { myName = theName; }
51
992ed6b3 52 //! Return lights list to be used for rendering presentations within this Z-Layer; NULL by default.
53 //! NULL list (but not empty list!) means that default lights assigned to the View should be used instead of per-layer lights.
54 const Handle(Graphic3d_LightSet)& Lights() const { return myLights; }
55
56 //! Assign lights list to be used.
57 void SetLights (const Handle(Graphic3d_LightSet)& theLights) { myLights = theLights; }
58
7c3ef2f7 59 //! Return the origin of all objects within the layer.
60 const gp_XYZ& Origin() const { return myOrigin; }
61
62 //! Return the transformation to the origin.
63 const Handle(Geom_Transformation)& OriginTransformation() const { return myOriginTrsf; }
64
65 //! Set the origin of all objects within the layer.
66 void SetOrigin (const gp_XYZ& theOrigin)
67 {
68 myOrigin = theOrigin;
69 myOriginTrsf.Nullify();
70 if (!theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution()))
71 {
72 myOriginTrsf = new Geom_Transformation();
73 }
74 }
75
4ecf34cc 76 //! Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default.
77 //! @sa CullingDistance()
78 Standard_Boolean HasCullingDistance() const { return !Precision::IsInfinite (myCullingDistance) && myCullingDistance > 0.0; }
79
80 //! Return the distance to discard drawing of distant objects (distance from camera Eye point); by default it is Infinite (distance culling is disabled).
81 //! Since camera eye definition has no strong meaning within orthographic projection, option is considered only within perspective projection.
82 //! Note also that this option has effect only when frustum culling is enabled.
83 Standard_Real CullingDistance() const { return myCullingDistance; }
84
85 //! Set the distance to discard drawing objects.
86 void SetCullingDistance (Standard_Real theDistance) { myCullingDistance = theDistance; }
87
88 //! Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default.
89 //! @sa CullingSize()
90 Standard_Boolean HasCullingSize() const { return !Precision::IsInfinite (myCullingSize) && myCullingSize > 0.0; }
91
92 //! Return the size to discard drawing of small objects; by default it is Infinite (size culling is disabled).
93 //! Current implementation checks the length of projected diagonal of bounding box in pixels for discarding.
94 //! Note that this option has effect only when frustum culling is enabled.
95 Standard_Real CullingSize() const { return myCullingSize; }
96
97 //! Set the distance to discard drawing objects.
98 void SetCullingSize (Standard_Real theSize) { myCullingSize = theSize; }
99
7c3ef2f7 100 //! Return true if this layer should be drawn after all normal (non-immediate) layers.
101 Standard_Boolean IsImmediate() const { return myIsImmediate; }
102
103 //! Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers.
104 void SetImmediate (const Standard_Boolean theValue) { myIsImmediate = theValue; }
105
106 //! Return flag to allow/prevent environment texture mapping usage for specific layer.
107 Standard_Boolean UseEnvironmentTexture() const { return myUseEnvironmentTexture; }
108
109 //! Set the flag to allow/prevent environment texture mapping usage for specific layer.
110 void SetEnvironmentTexture (const Standard_Boolean theValue) { myUseEnvironmentTexture = theValue; }
111
112 //! Return true if depth test should be enabled.
113 Standard_Boolean ToEnableDepthTest() const { return myToEnableDepthTest; }
114
115 //! Set if depth test should be enabled.
116 void SetEnableDepthTest(const Standard_Boolean theValue) { myToEnableDepthTest = theValue; }
117
118 //! Return true depth values should be written during rendering.
119 Standard_Boolean ToEnableDepthWrite() const { return myToEnableDepthWrite; }
120
121 //! Set if depth values should be written during rendering.
122 void SetEnableDepthWrite (const Standard_Boolean theValue) { myToEnableDepthWrite = theValue; }
123
124 //! Return true if depth values should be cleared before drawing the layer.
125 Standard_Boolean ToClearDepth() const { return myToClearDepth; }
126
127 //! Set if depth values should be cleared before drawing the layer.
128 void SetClearDepth (const Standard_Boolean theValue) { myToClearDepth = theValue; }
129
f88457e6 130 //! Return TRUE if layer should be rendered within depth pre-pass; TRUE by default.
131 Standard_Boolean ToRenderInDepthPrepass() const { return myToRenderInDepthPrepass; }
132
133 //! Set if layer should be rendered within depth pre-pass.
134 void SetRenderInDepthPrepass (Standard_Boolean theToRender) { myToRenderInDepthPrepass = theToRender; }
135
7c3ef2f7 136 //! Return glPolygonOffset() arguments.
137 const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; }
138
139 //! Setup glPolygonOffset() arguments.
140 void SetPolygonOffset (const Graphic3d_PolygonOffset& theParams) { myPolygonOffset = theParams; }
141
142 //! Modify glPolygonOffset() arguments.
143 Graphic3d_PolygonOffset& ChangePolygonOffset() { return myPolygonOffset; }
c5751993 144
145 //! Returns true if theSetting is enabled.
7c3ef2f7 146 Standard_DEPRECATED("Deprecated method IsSettingEnabled() should be replaced by individual property getters")
487bf1ce 147 Standard_Boolean IsSettingEnabled (const Graphic3d_ZLayerSetting theSetting) const
c5751993 148 {
7c3ef2f7 149 switch (theSetting)
150 {
151 case Graphic3d_ZLayerDepthTest: return myToEnableDepthTest;
152 case Graphic3d_ZLayerDepthWrite: return myToEnableDepthWrite;
153 case Graphic3d_ZLayerDepthClear: return myToClearDepth;
154 case Graphic3d_ZLayerDepthOffset: return myPolygonOffset.Mode != Aspect_POM_Off;
155 }
156 return Standard_False;
c5751993 157 }
158
159 //! Enables theSetting
7c3ef2f7 160 Standard_DEPRECATED("Deprecated method EnableSetting() should be replaced by individual property getters")
c5751993 161 void EnableSetting (const Graphic3d_ZLayerSetting theSetting)
162 {
7c3ef2f7 163 switch (theSetting)
164 {
165 case Graphic3d_ZLayerDepthTest: myToEnableDepthTest = Standard_True; return;
166 case Graphic3d_ZLayerDepthWrite: myToEnableDepthWrite = Standard_True; return;
167 case Graphic3d_ZLayerDepthClear: myToClearDepth = Standard_True; return;
168 case Graphic3d_ZLayerDepthOffset: myPolygonOffset.Mode = Aspect_POM_Fill; return;
169 }
c5751993 170 }
171
172 //! Disables theSetting
7c3ef2f7 173 Standard_DEPRECATED("Deprecated method DisableSetting() should be replaced by individual property getters")
c5751993 174 void DisableSetting (const Graphic3d_ZLayerSetting theSetting)
175 {
7c3ef2f7 176 switch (theSetting)
177 {
178 case Graphic3d_ZLayerDepthTest: myToEnableDepthTest = Standard_False; return;
179 case Graphic3d_ZLayerDepthWrite: myToEnableDepthWrite = Standard_False; return;
180 case Graphic3d_ZLayerDepthClear: myToClearDepth = Standard_False; return;
181 case Graphic3d_ZLayerDepthOffset: myPolygonOffset.Mode = Aspect_POM_Off; return;
182 }
c5751993 183 }
184
185 //! Sets minimal possible positive depth offset.
c5751993 186 void SetDepthOffsetPositive()
187 {
7c3ef2f7 188 myPolygonOffset.Mode = Aspect_POM_Fill;
189 myPolygonOffset.Factor = 1.0f;
190 myPolygonOffset.Units = 1.0f;
c5751993 191 }
192
193 //! Sets minimal possible negative depth offset.
c5751993 194 void SetDepthOffsetNegative()
195 {
7c3ef2f7 196 myPolygonOffset.Mode = Aspect_POM_Fill;
197 myPolygonOffset.Factor = 1.0f;
198 myPolygonOffset.Units =-1.0f;
c5751993 199 }
200
7c3ef2f7 201protected:
a1954302 202
7c3ef2f7 203 TCollection_AsciiString myName; //!< user-provided name
992ed6b3 204 Handle(Graphic3d_LightSet) myLights; //!< lights list
7c3ef2f7 205 Handle(Geom_Transformation) myOriginTrsf; //!< transformation to the origin
206 gp_XYZ myOrigin; //!< the origin of all objects within the layer
4ecf34cc 207 Standard_Real myCullingDistance; //!< distance to discard objects
208 Standard_Real myCullingSize; //!< size to discard objects
7c3ef2f7 209 Graphic3d_PolygonOffset myPolygonOffset; //!< glPolygonOffset() arguments
210 Standard_Boolean myIsImmediate; //!< immediate layer will be drawn after all normal layers
211 Standard_Boolean myUseEnvironmentTexture; //!< flag to allow/prevent environment texture mapping usage for specific layer
212 Standard_Boolean myToEnableDepthTest; //!< option to enable depth test
213 Standard_Boolean myToEnableDepthWrite; //!< option to enable write depth values
214 Standard_Boolean myToClearDepth; //!< option to clear depth values before drawing the layer
f88457e6 215 Standard_Boolean myToRenderInDepthPrepass;//!< option to render layer within depth pre-pass
c5751993 216
c5751993 217};
218
219#endif // _Graphic3d_ZLayerSettings_HeaderFile