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1 | // Created on: 2014-03-31 |
2 | // Created by: Danila ULYANOV |
3 | // Copyright (c) 2014 OPEN CASCADE SAS |
4 | // |
5 | // This file is part of Open CASCADE Technology software library. |
6 | // |
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7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
12 | // |
13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
15 | |
16 | #include <OpenGl_Layer.hxx> |
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17 | #include <OpenGl_Workspace.hxx> |
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18 | #include <OpenGl_GlCore11.hxx> |
19 | |
20 | //======================================================================= |
21 | //function : OpenGl_Layer |
22 | //purpose : |
23 | //======================================================================= |
24 | OpenGl_Layer::OpenGl_Layer (const Standard_Integer theNbPriorities) |
25 | : myPriorityList (theNbPriorities) |
26 | { |
27 | // |
28 | } |
29 | |
30 | //======================================================================= |
31 | //function : Render |
32 | //purpose : |
33 | //======================================================================= |
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34 | void OpenGl_Layer::Render (const Handle(OpenGl_Workspace) &theWorkspace, const OpenGl_GlobalLayerSettings& theDefaultSettings) const |
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35 | { |
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36 | TEL_POFFSET_PARAM anAppliedOffsetParams = theWorkspace->AppliedPolygonOffset(); |
37 | |
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38 | // separate depth buffers |
39 | if (IsSettingEnabled (Graphic3d_ZLayerDepthClear)) |
40 | { |
41 | glClear (GL_DEPTH_BUFFER_BIT); |
42 | } |
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43 | |
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44 | // handle depth test |
45 | if (IsSettingEnabled (Graphic3d_ZLayerDepthTest)) |
46 | { |
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47 | // assuming depth test is enabled by default |
48 | glDepthFunc (theDefaultSettings.DepthFunc); |
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49 | } |
50 | else |
51 | { |
52 | glDepthFunc (GL_ALWAYS); |
53 | } |
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54 | |
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55 | // handle depth offset |
56 | if (IsSettingEnabled (Graphic3d_ZLayerDepthOffset)) |
57 | { |
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58 | theWorkspace->SetPolygonOffset (Aspect_POM_Fill, |
59 | myLayerSettings.DepthOffsetFactor, |
60 | myLayerSettings.DepthOffsetUnits); |
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61 | } |
62 | else |
63 | { |
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64 | theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode, |
65 | anAppliedOffsetParams.factor, |
66 | anAppliedOffsetParams.units); |
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67 | } |
68 | |
69 | // handle depth write |
70 | if (IsSettingEnabled (Graphic3d_ZLayerDepthWrite)) |
71 | { |
72 | glDepthMask (GL_TRUE); |
73 | } |
74 | else |
75 | { |
76 | glDepthMask (GL_FALSE); |
77 | } |
78 | |
79 | // render priority list |
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80 | myPriorityList.Render (theWorkspace); |
81 | |
82 | // always restore polygon offset between layers rendering |
83 | theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode, |
84 | anAppliedOffsetParams.factor, |
85 | anAppliedOffsetParams.units); |
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86 | } |