0023186: Unable to display Graphic3d_ArrayOfPoints after migrating from OCCT 6.5.2
[occt.git] / src / OpenGl / OpenGl_LayerList.cxx
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b311480e 1// Created on: 2012-02-02
2// Created by: Anton POLETAEV
3// Copyright (c) -1999 Matra Datavision
4// Copyright (c) 2012-2012 OPEN CASCADE SAS
5//
6// The content of this file is subject to the Open CASCADE Technology Public
7// License Version 6.5 (the "License"). You may not use the content of this file
8// except in compliance with the License. Please obtain a copy of the License
9// at http://www.opencascade.org and read it completely before using this file.
10//
11// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
12// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
13//
14// The Original Code and all software distributed under the License is
15// distributed on an "AS IS" basis, without warranty of any kind, and the
16// Initial Developer hereby disclaims all such warranties, including without
17// limitation, any warranties of merchantability, fitness for a particular
18// purpose or non-infringement. Please see the License for the specific terms
19// and conditions governing the rights and limitations under the License.
20
59f45b7c 21
5f8b738e 22#include <OpenGl_GlCore11.hxx>
23
59f45b7c 24#include <OpenGl_LayerList.hxx>
59f45b7c 25#include <OpenGl_Structure.hxx>
26
27#include <InterfaceGraphic_Graphic3d.hxx>
28#include <InterfaceGraphic.hxx>
29
30//=======================================================================
31//function : OpenGl_LayerList
32//purpose : Constructor
33//=======================================================================
34
35OpenGl_LayerList::OpenGl_LayerList (const Standard_Integer theNbPriorities)
36 : myNbPriorities (theNbPriorities),
37 myNbStructures (0)
38{
39 // insert default priority layer
40 myLayers.Append (OpenGl_PriorityList (myNbPriorities));
41 myLayerIds.Bind (0, myLayers.Length());
42}
43
44//=======================================================================
45//function : ~OpenGl_LayerList
46//purpose : Destructor
47//=======================================================================
48
49OpenGl_LayerList::~OpenGl_LayerList ()
50{
51}
52
53//=======================================================================
54//function : defaultLayer
55//purpose :
56//=======================================================================
57
58OpenGl_PriorityList& OpenGl_LayerList::defaultLayer()
59{
60 return myLayers.ChangeValue (1);
61}
62
63//=======================================================================
64//function : NbPriorities
65//purpose : Method returns the number of available priorities
66//=======================================================================
67
68Standard_Integer OpenGl_LayerList::NbPriorities () const
69{
70 return myNbPriorities;
71}
72
73//=======================================================================
74//function : NbStructures
75//purpose : Method returns the number of available structures
76//=======================================================================
77
78Standard_Integer OpenGl_LayerList::NbStructures () const
79{
80 return myNbStructures;
81}
82
83//=======================================================================
84//function : AddLayer
85//purpose :
86//=======================================================================
87
88void OpenGl_LayerList::AddLayer (const Standard_Integer theLayerId)
89{
90 if (HasLayer (theLayerId))
91 return;
92
93 // add the new layer
94 myLayers.Append (OpenGl_PriorityList (myNbPriorities));
95 myLayerIds.Bind (theLayerId, myLayers.Length());
96}
97
98//=======================================================================
99//function : HasLayer
100//purpose :
101//=======================================================================
102
103Standard_Boolean OpenGl_LayerList::HasLayer
104 (const Standard_Integer theLayerId) const
105{
106 return myLayerIds.IsBound (theLayerId);
107}
108
109//=======================================================================
110//function : RemoveLayer
111//purpose :
112//=======================================================================
113
114void OpenGl_LayerList::RemoveLayer (const Standard_Integer theLayerId)
115{
116 if (!HasLayer (theLayerId) || theLayerId == 0)
117 return;
118
119 Standard_Integer aRemovePos = myLayerIds.Find (theLayerId);
120
121 // move all displayed structures to first layer
122 const OpenGl_PriorityList& aList = myLayers.Value (aRemovePos);
123 defaultLayer ().Append (aList);
124
125 // remove layer
126 myLayers.Remove (aRemovePos);
127 myLayerIds.UnBind (theLayerId);
128
129 // updated sequence indexes in map
130 OpenGl_LayerSeqIds::Iterator aMapIt (myLayerIds);
131 for ( ; aMapIt.More (); aMapIt.Next ())
132 {
133 Standard_Integer& aSeqIdx = aMapIt.ChangeValue ();
134 if (aSeqIdx > aRemovePos)
135 aSeqIdx--;
136 }
137}
138
139//=======================================================================
140//function : AddStructure
141//purpose :
142//=======================================================================
143
144void OpenGl_LayerList::AddStructure (const OpenGl_Structure *theStructure,
145 const Standard_Integer theLayerId,
146 const Standard_Integer thePriority)
147{
148 // add structure to associated layer,
149 // if layer doesn't exists, display structure in default layer
150 OpenGl_PriorityList& aList = !HasLayer (theLayerId) ? defaultLayer () :
151 myLayers.ChangeValue (myLayerIds.Find (theLayerId));
152
153 aList.Add (theStructure, thePriority);
154 myNbStructures++;
155}
156
157//=======================================================================
158//function : RemoveStructure
159//purpose :
160//=======================================================================
161
162void OpenGl_LayerList::RemoveStructure (const OpenGl_Structure *theStructure,
163 const Standard_Integer theLayerId)
164{
165 Standard_Integer aSeqPos = !HasLayer (theLayerId) ?
166 1 : myLayerIds.Find (theLayerId);
167
168 OpenGl_PriorityList& aList = myLayers.ChangeValue (aSeqPos);
169
170 // remove structure from associated list
171 // if the structure is not found there,
172 // scan through layers and remove it
173 if (aList.Remove (theStructure) >= 0)
174 {
175 myNbStructures--;
176 return;
177 }
178
179 // scan through layers and remove it
180 Standard_Integer aSeqId = 1;
181 OpenGl_SequenceOfLayers::Iterator anIts;
182 for (anIts.Init (myLayers); anIts.More (); anIts.Next (), aSeqId++)
183 {
184 OpenGl_PriorityList& aScanList = anIts.ChangeValue ();
185 if (aSeqPos == aSeqId)
186 continue;
187
188 if (aScanList.Remove (theStructure) >= 0)
189 {
190 myNbStructures--;
191 return;
192 }
193 }
194}
195
196//=======================================================================
197//function : ChangeLayer
198//purpose :
199//=======================================================================
200
201void OpenGl_LayerList::ChangeLayer (const OpenGl_Structure *theStructure,
202 const Standard_Integer theOldLayerId,
203 const Standard_Integer theNewLayerId)
204{
205 Standard_Integer aSeqPos = !HasLayer (theOldLayerId) ?
206 1 : myLayerIds.Find (theOldLayerId);
207
208 OpenGl_PriorityList& aList = myLayers.ChangeValue (aSeqPos);
209 Standard_Integer aPriority;
210
211 // take priority and remove structure from list found by <theOldLayerId>
212 // if the structure is not found there, scan through all other layers
213 if ((aPriority = aList.Remove (theStructure)) >= 0)
214 {
215 myNbStructures--;
216 AddStructure (theStructure, theNewLayerId, aPriority);
217 }
218 else
219 {
220 // scan through layers and remove it
221 Standard_Integer aSeqId = 1;
222 OpenGl_SequenceOfLayers::Iterator anIts;
223 for (anIts.Init (myLayers); anIts.More (); anIts.Next (), aSeqId++)
224 {
225 OpenGl_PriorityList& aScanList = anIts.ChangeValue ();
226 if (aSeqPos == aSeqId)
227 continue;
228
229 // try to remove structure and get priority value from this layer
230 if ((aPriority = aList.Remove (theStructure)) >= 0)
231 {
232 myNbStructures--;
233 AddStructure (theStructure, theNewLayerId, aPriority);
234 break;
235 }
236 }
237 }
238}
239
240//=======================================================================
241//function : Render
242//purpose : Render this element
243//=======================================================================
244
245void OpenGl_LayerList::Render (const Handle(OpenGl_Workspace) &theWorkspace) const
246{
247 OpenGl_SequenceOfLayers::Iterator anIts;
248 for(anIts.Init (myLayers); anIts.More (); anIts.Next ())
249 {
250 const OpenGl_PriorityList& aList = anIts.Value ();
251 if (aList.NbStructures () > 0)
252 {
253 // separate depth buffers
254 glClear (GL_DEPTH_BUFFER_BIT);
255
256 // render priority list
257 aList.Render (theWorkspace);
258 }
259 }
260}