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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 | |
18 | #include <OpenGl_BVHTreeSelector.hxx> |
19 | #include <OpenGl_Structure.hxx> |
20 | #include <OpenGl_View.hxx> |
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21 | #include <OpenGl_Workspace.hxx> |
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22 | |
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23 | // ======================================================================= |
24 | // function : OpenGl_PriorityList |
25 | // purpose : |
26 | // ======================================================================= |
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27 | OpenGl_Layer::OpenGl_Layer (const Standard_Integer theNbPriorities) |
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28 | : myArray (0, theNbPriorities - 1), |
29 | myNbStructures (0), |
30 | myBVHIsLeftChildQueuedFirst (Standard_True), |
31 | myIsBVHPrimitivesNeedsReset (Standard_False) |
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32 | { |
33 | // |
34 | } |
35 | |
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36 | // ======================================================================= |
37 | // function : ~OpenGl_Layer |
38 | // purpose : |
39 | // ======================================================================= |
40 | OpenGl_Layer::~OpenGl_Layer() |
41 | { |
42 | // |
43 | } |
44 | |
45 | // ======================================================================= |
46 | // function : Add |
47 | // purpose : |
48 | // ======================================================================= |
49 | void OpenGl_Layer::Add (const OpenGl_Structure* theStruct, |
50 | const Standard_Integer thePriority, |
51 | Standard_Boolean isForChangePriority) |
52 | { |
53 | const Standard_Integer anIndex = Min (Max (thePriority, 0), myArray.Length() - 1); |
54 | if (theStruct == NULL) |
55 | { |
56 | return; |
57 | } |
58 | |
59 | myArray (anIndex).Append (theStruct); |
60 | if (theStruct->IsAlwaysRendered()) |
61 | { |
62 | theStruct->MarkAsNotCulled(); |
63 | } |
64 | else if (!isForChangePriority) |
65 | { |
66 | myBVHPrimitives.Add (theStruct); |
67 | } |
68 | ++myNbStructures; |
69 | } |
70 | |
71 | // ======================================================================= |
72 | // function : Remove |
73 | // purpose : |
74 | // ======================================================================= |
75 | bool OpenGl_Layer::Remove (const OpenGl_Structure* theStruct, |
76 | Standard_Integer& thePriority, |
77 | Standard_Boolean isForChangePriority) |
78 | { |
79 | if (theStruct == NULL) |
80 | { |
81 | thePriority = -1; |
82 | return false; |
83 | } |
84 | |
85 | const Standard_Integer aNbPriorities = myArray.Length(); |
86 | for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter) |
87 | { |
88 | OpenGl_SequenceOfStructure& aSeq = myArray (aPriorityIter); |
89 | for (OpenGl_SequenceOfStructure::Iterator aStructIter (aSeq); aStructIter.More(); aStructIter.Next()) |
90 | { |
91 | if (aStructIter.Value() == theStruct) |
92 | { |
93 | aSeq.Remove (aStructIter); |
94 | if (!theStruct->IsAlwaysRendered() |
95 | && !isForChangePriority) |
96 | { |
97 | myBVHPrimitives.Remove (theStruct); |
98 | } |
99 | --myNbStructures; |
100 | thePriority = aPriorityIter; |
101 | return true; |
102 | } |
103 | } |
104 | } |
105 | |
106 | thePriority = -1; |
107 | return false; |
108 | } |
109 | |
110 | // ======================================================================= |
111 | // function : InvalidateBVHData |
112 | // purpose : |
113 | // ======================================================================= |
114 | void OpenGl_Layer::InvalidateBVHData() |
115 | { |
116 | myIsBVHPrimitivesNeedsReset = Standard_True; |
117 | } |
118 | |
119 | // ======================================================================= |
120 | // function : renderAll |
121 | // purpose : |
122 | // ======================================================================= |
123 | void OpenGl_Layer::renderAll (const Handle(OpenGl_Workspace)& theWorkspace) const |
124 | { |
125 | const Standard_Integer aNbPriorities = myArray.Length(); |
126 | for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter) |
127 | { |
128 | for (OpenGl_SequenceOfStructure::Iterator aStructIter (myArray (aPriorityIter)); aStructIter.More(); aStructIter.Next()) |
129 | { |
130 | const OpenGl_Structure* aStruct = aStructIter.Value(); |
131 | if (!aStruct->IsVisible()) |
132 | { |
133 | continue; |
134 | } |
135 | |
136 | aStruct->Render (theWorkspace); |
137 | } |
138 | } |
139 | } |
140 | |
141 | // ======================================================================= |
142 | // function : renderTraverse |
143 | // purpose : |
144 | // ======================================================================= |
145 | void OpenGl_Layer::renderTraverse (const Handle(OpenGl_Workspace)& theWorkspace) const |
146 | { |
147 | if (myIsBVHPrimitivesNeedsReset) |
148 | { |
149 | myBVHPrimitives.Assign (myArray); |
150 | myIsBVHPrimitivesNeedsReset = Standard_False; |
151 | } |
152 | |
153 | OpenGl_BVHTreeSelector& aSelector = theWorkspace->ActiveView()->BVHTreeSelector(); |
154 | traverse (aSelector); |
155 | |
156 | const Standard_Integer aNbPriorities = myArray.Length(); |
157 | for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter) |
158 | { |
159 | for (OpenGl_SequenceOfStructure::Iterator aStructIter (myArray (aPriorityIter)); aStructIter.More(); aStructIter.Next()) |
160 | { |
161 | const OpenGl_Structure* aStruct = aStructIter.Value(); |
162 | if (!aStruct->IsVisible() |
163 | || aStruct->IsCulled()) |
164 | { |
165 | continue; |
166 | } |
167 | |
168 | aStruct->Render (theWorkspace); |
169 | aStruct->ResetCullingStatus(); |
170 | } |
171 | } |
172 | } |
173 | |
174 | // ======================================================================= |
175 | // function : traverse |
176 | // purpose : |
177 | // ======================================================================= |
178 | void OpenGl_Layer::traverse (OpenGl_BVHTreeSelector& theSelector) const |
179 | { |
180 | // handle a case when all objects are infinite |
181 | if (myBVHPrimitives.Size() == 0) |
182 | return; |
183 | |
184 | const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVHTree = myBVHPrimitives.BVH(); |
185 | |
186 | Standard_Integer aNode = 0; // a root node |
187 | theSelector.CacheClipPtsProjections(); |
188 | if (!theSelector.Intersect (aBVHTree->MinPoint (0), |
189 | aBVHTree->MaxPoint (0))) |
190 | { |
191 | return; |
192 | } |
193 | |
194 | Standard_Integer aStack[32]; |
195 | Standard_Integer aHead = -1; |
196 | for (;;) |
197 | { |
198 | if (!aBVHTree->IsOuter (aNode)) |
199 | { |
200 | const Standard_Integer aLeftChildIdx = aBVHTree->LeftChild (aNode); |
201 | const Standard_Integer aRightChildIdx = aBVHTree->RightChild (aNode); |
202 | const Standard_Boolean isLeftChildIn = theSelector.Intersect (aBVHTree->MinPoint (aLeftChildIdx), |
203 | aBVHTree->MaxPoint (aLeftChildIdx)); |
204 | const Standard_Boolean isRightChildIn = theSelector.Intersect (aBVHTree->MinPoint (aRightChildIdx), |
205 | aBVHTree->MaxPoint (aRightChildIdx)); |
206 | if (isLeftChildIn |
207 | && isRightChildIn) |
208 | { |
209 | aNode = myBVHIsLeftChildQueuedFirst ? aLeftChildIdx : aRightChildIdx; |
210 | ++aHead; |
211 | aStack[aHead] = myBVHIsLeftChildQueuedFirst ? aRightChildIdx : aLeftChildIdx; |
212 | myBVHIsLeftChildQueuedFirst = !myBVHIsLeftChildQueuedFirst; |
213 | } |
214 | else if (isLeftChildIn |
215 | || isRightChildIn) |
216 | { |
217 | aNode = isLeftChildIn ? aLeftChildIdx : aRightChildIdx; |
218 | } |
219 | else |
220 | { |
221 | if (aHead < 0) |
222 | { |
223 | return; |
224 | } |
225 | |
226 | aNode = aStack[aHead]; |
227 | --aHead; |
228 | } |
229 | } |
230 | else |
231 | { |
232 | if (theSelector.Intersect (aBVHTree->MinPoint (aNode), |
233 | aBVHTree->MaxPoint (aNode))) |
234 | { |
235 | Standard_Integer aIdx = aBVHTree->BegPrimitive (aNode); |
236 | myBVHPrimitives.GetStructureById (aIdx)->MarkAsNotCulled(); |
237 | if (aHead < 0) |
238 | { |
239 | return; |
240 | } |
241 | |
242 | aNode = aStack[aHead]; |
243 | --aHead; |
244 | } |
245 | } |
246 | } |
247 | } |
248 | |
249 | // ======================================================================= |
250 | // function : Append |
251 | // purpose : |
252 | // ======================================================================= |
253 | Standard_Boolean OpenGl_Layer::Append (const OpenGl_Layer& theOther) |
254 | { |
255 | // the source priority list shouldn't have more priorities |
256 | const Standard_Integer aNbPriorities = theOther.NbPriorities(); |
257 | if (aNbPriorities > NbPriorities()) |
258 | { |
259 | return Standard_False; |
260 | } |
261 | |
262 | // add all structures to destination priority list |
263 | for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter) |
264 | { |
265 | for (OpenGl_SequenceOfStructure::Iterator aStructIter (theOther.myArray (aPriorityIter)); aStructIter.More(); aStructIter.Next()) |
266 | { |
267 | Add (aStructIter.Value(), aPriorityIter); |
268 | } |
269 | } |
270 | |
271 | return Standard_True; |
272 | } |
273 | |
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274 | //======================================================================= |
275 | //function : Render |
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276 | //purpose : |
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277 | //======================================================================= |
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278 | void OpenGl_Layer::Render (const Handle(OpenGl_Workspace)& theWorkspace, |
279 | const OpenGl_GlobalLayerSettings& theDefaultSettings) const |
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280 | { |
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281 | TEL_POFFSET_PARAM anAppliedOffsetParams = theWorkspace->AppliedPolygonOffset(); |
282 | |
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283 | // separate depth buffers |
284 | if (IsSettingEnabled (Graphic3d_ZLayerDepthClear)) |
285 | { |
286 | glClear (GL_DEPTH_BUFFER_BIT); |
287 | } |
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288 | |
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289 | // handle depth test |
290 | if (IsSettingEnabled (Graphic3d_ZLayerDepthTest)) |
291 | { |
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292 | // assuming depth test is enabled by default |
293 | glDepthFunc (theDefaultSettings.DepthFunc); |
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294 | } |
295 | else |
296 | { |
297 | glDepthFunc (GL_ALWAYS); |
298 | } |
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299 | |
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300 | // handle depth offset |
301 | if (IsSettingEnabled (Graphic3d_ZLayerDepthOffset)) |
302 | { |
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303 | theWorkspace->SetPolygonOffset (Aspect_POM_Fill, |
304 | myLayerSettings.DepthOffsetFactor, |
305 | myLayerSettings.DepthOffsetUnits); |
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306 | } |
307 | else |
308 | { |
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309 | theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode, |
310 | anAppliedOffsetParams.factor, |
311 | anAppliedOffsetParams.units); |
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312 | } |
313 | |
314 | // handle depth write |
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315 | glDepthMask (IsSettingEnabled (Graphic3d_ZLayerDepthWrite) ? GL_TRUE : GL_FALSE); |
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316 | |
317 | // render priority list |
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318 | theWorkspace->IsCullingEnabled() ? renderTraverse (theWorkspace) : renderAll (theWorkspace); |
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319 | |
320 | // always restore polygon offset between layers rendering |
321 | theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode, |
322 | anAppliedOffsetParams.factor, |
323 | anAppliedOffsetParams.units); |
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324 | } |