0028134: TDataStd_Name attribute gets null ID.
[occt.git] / src / OpenGl / OpenGl_LayerList.cxx
... / ...
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1// Created on: 2012-02-02
2// Created by: Anton POLETAEV
3// Copyright (c) 2012-2014 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
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
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_GlCore11.hxx>
17
18#include <OpenGl_LayerList.hxx>
19#include <OpenGl_Structure.hxx>
20#include <OpenGl_Workspace.hxx>
21
22#include <Graphic3d_GraphicDriver.hxx>
23
24//=======================================================================
25//function : OpenGl_LayerList
26//purpose : Constructor
27//=======================================================================
28
29OpenGl_LayerList::OpenGl_LayerList (const Standard_Integer theNbPriorities)
30: myDefaultLayerIndex (0),
31 myNbPriorities (theNbPriorities),
32 myNbStructures (0),
33 myImmediateNbStructures (0),
34 myModifStateOfRaytraceable (0)
35{
36 // insert default priority layers
37 myLayers.Append (OpenGl_Layer (myNbPriorities));
38 myLayerIds.Bind (Graphic3d_ZLayerId_BotOSD, myLayers.Upper());
39
40 myLayers.Append (OpenGl_Layer (myNbPriorities));
41 myLayerIds.Bind (Graphic3d_ZLayerId_Default, myLayers.Upper());
42
43 myLayers.Append (OpenGl_Layer (myNbPriorities));
44 myLayerIds.Bind (Graphic3d_ZLayerId_Top, myLayers.Upper());
45
46 myLayers.Append (OpenGl_Layer (myNbPriorities));
47 myLayerIds.Bind (Graphic3d_ZLayerId_Topmost, myLayers.Upper());
48
49 myLayers.Append (OpenGl_Layer (myNbPriorities));
50 myLayerIds.Bind (Graphic3d_ZLayerId_TopOSD, myLayers.Upper());
51
52 myDefaultLayerIndex = myLayerIds.Find (Graphic3d_ZLayerId_Default);
53}
54
55//=======================================================================
56//function : ~OpenGl_LayerList
57//purpose : Destructor
58//=======================================================================
59
60OpenGl_LayerList::~OpenGl_LayerList()
61{
62}
63
64//=======================================================================
65//function : AddLayer
66//purpose :
67//=======================================================================
68
69void OpenGl_LayerList::AddLayer (const Graphic3d_ZLayerId theLayerId)
70{
71 if (myLayerIds.IsBound (theLayerId))
72 {
73 return;
74 }
75
76 // add the new layer
77 myLayers.Append (OpenGl_Layer (myNbPriorities));
78 myLayerIds.Bind (theLayerId, myLayers.Length());
79}
80
81//=======================================================================
82//function : Layer
83//purpose :
84//=======================================================================
85OpenGl_Layer& OpenGl_LayerList::Layer (const Graphic3d_ZLayerId theLayerId)
86{
87 return myLayers.ChangeValue (myLayerIds.Find (theLayerId));
88}
89
90//=======================================================================
91//function : Layer
92//purpose :
93//=======================================================================
94const OpenGl_Layer& OpenGl_LayerList::Layer (const Graphic3d_ZLayerId theLayerId) const
95{
96 return myLayers.Value (myLayerIds.Find (theLayerId));
97}
98
99//=======================================================================
100//function : RemoveLayer
101//purpose :
102//=======================================================================
103
104void OpenGl_LayerList::RemoveLayer (const Graphic3d_ZLayerId theLayerId)
105{
106 if (!myLayerIds.IsBound (theLayerId)
107 || theLayerId <= 0)
108 {
109 return;
110 }
111
112 const Standard_Integer aRemovePos = myLayerIds.Find (theLayerId);
113
114 // move all displayed structures to first layer
115 const OpenGl_Layer& aLayerToMove = myLayers.Value (aRemovePos);
116 myLayers.ChangeFirst().Append (aLayerToMove);
117
118 // remove layer
119 myLayers.Remove (aRemovePos);
120 myLayerIds.UnBind (theLayerId);
121
122 // updated sequence indexes in map
123 for (OpenGl_LayerSeqIds::Iterator aMapIt (myLayerIds); aMapIt.More(); aMapIt.Next())
124 {
125 Standard_Integer& aSeqIdx = aMapIt.ChangeValue();
126 if (aSeqIdx > aRemovePos)
127 aSeqIdx--;
128 }
129
130 myDefaultLayerIndex = myLayerIds.Find (Graphic3d_ZLayerId_Default);
131}
132
133//=======================================================================
134//function : AddStructure
135//purpose :
136//=======================================================================
137
138void OpenGl_LayerList::AddStructure (const OpenGl_Structure* theStruct,
139 const Graphic3d_ZLayerId theLayerId,
140 const Standard_Integer thePriority,
141 Standard_Boolean isForChangePriority)
142{
143 // add structure to associated layer,
144 // if layer doesn't exists, display structure in default layer
145 Standard_Integer aSeqPos = myLayers.Lower();
146 myLayerIds.Find (theLayerId, aSeqPos);
147
148 OpenGl_Layer& aLayer = myLayers.ChangeValue (aSeqPos);
149 aLayer.Add (theStruct, thePriority, isForChangePriority);
150 ++myNbStructures;
151 if (aLayer.IsImmediate())
152 {
153 ++myImmediateNbStructures;
154 }
155
156 // Note: In ray-tracing mode we don't modify modification
157 // state here. It is redundant, because the possible changes
158 // will be handled in the loop for structures
159}
160
161//=======================================================================
162//function : RemoveStructure
163//purpose :
164//=======================================================================
165
166void OpenGl_LayerList::RemoveStructure (const OpenGl_Structure* theStructure)
167{
168 const Graphic3d_ZLayerId aLayerId = theStructure->ZLayer();
169
170 Standard_Integer aSeqPos = myLayers.Lower();
171 myLayerIds.Find (aLayerId, aSeqPos);
172
173 OpenGl_Layer& aLayer = myLayers.ChangeValue (aSeqPos);
174 Standard_Integer aPriority = -1;
175
176 // remove structure from associated list
177 // if the structure is not found there,
178 // scan through layers and remove it
179 if (aLayer.Remove (theStructure, aPriority))
180 {
181 --myNbStructures;
182 if (aLayer.IsImmediate())
183 {
184 --myImmediateNbStructures;
185 }
186
187 if (aLayerId == Graphic3d_ZLayerId_Default
188 && theStructure->IsRaytracable())
189 {
190 ++myModifStateOfRaytraceable;
191 }
192
193 return;
194 }
195
196 // scan through layers and remove it
197 Standard_Integer aSeqId = 1;
198 for (OpenGl_SequenceOfLayers::Iterator anIts (myLayers); anIts.More(); anIts.Next(), ++aSeqId)
199 {
200 OpenGl_Layer& aLayerEx = anIts.ChangeValue();
201 if (aSeqPos == aSeqId)
202 {
203 continue;
204 }
205
206 if (aLayerEx.Remove (theStructure, aPriority))
207 {
208 --myNbStructures;
209 if (aLayerEx.IsImmediate())
210 {
211 --myImmediateNbStructures;
212 }
213
214 if (aSeqId == myDefaultLayerIndex
215 && theStructure->IsRaytracable())
216 {
217 ++myModifStateOfRaytraceable;
218 }
219 return;
220 }
221 }
222}
223
224//=======================================================================
225//function : InvalidateBVHData
226//purpose :
227//=======================================================================
228void OpenGl_LayerList::InvalidateBVHData (const Graphic3d_ZLayerId theLayerId)
229{
230 Standard_Integer aSeqPos = myLayers.Lower();
231 myLayerIds.Find (theLayerId, aSeqPos);
232 OpenGl_Layer& aLayer = myLayers.ChangeValue (aSeqPos);
233 aLayer.InvalidateBVHData();
234}
235
236//=======================================================================
237//function : ChangeLayer
238//purpose :
239//=======================================================================
240
241void OpenGl_LayerList::ChangeLayer (const OpenGl_Structure* theStructure,
242 const Graphic3d_ZLayerId theOldLayerId,
243 const Graphic3d_ZLayerId theNewLayerId)
244{
245 Standard_Integer aSeqPos = myLayers.Lower();
246 myLayerIds.Find (theOldLayerId, aSeqPos);
247 OpenGl_Layer& aLayer = myLayers.ChangeValue (aSeqPos);
248 Standard_Integer aPriority = -1;
249
250 // take priority and remove structure from list found by <theOldLayerId>
251 // if the structure is not found there, scan through all other layers
252 if (aLayer.Remove (theStructure, aPriority, Standard_False))
253 {
254 if (theOldLayerId == Graphic3d_ZLayerId_Default
255 && theStructure->IsRaytracable())
256 {
257 ++myModifStateOfRaytraceable;
258 }
259
260 --myNbStructures;
261 if (aLayer.IsImmediate())
262 {
263 --myImmediateNbStructures;
264 }
265
266 // isForChangePriority should be Standard_False below, because we want
267 // the BVH tree in the target layer to be updated with theStructure
268 AddStructure (theStructure, theNewLayerId, aPriority);
269 return;
270 }
271
272 // scan through layers and remove it
273 Standard_Integer aSeqId = 1;
274 for (OpenGl_SequenceOfLayers::Iterator anIts (myLayers); anIts.More(); anIts.Next(), ++aSeqId)
275 {
276 if (aSeqPos == aSeqId)
277 {
278 continue;
279 }
280
281 // try to remove structure and get priority value from this layer
282 OpenGl_Layer& aLayerEx = anIts.ChangeValue();
283 if (aLayerEx.Remove (theStructure, aPriority, Standard_True))
284 {
285 if (aSeqId == myDefaultLayerIndex
286 && theStructure->IsRaytracable())
287 {
288 ++myModifStateOfRaytraceable;
289 }
290
291 --myNbStructures;
292 if (aLayerEx.IsImmediate())
293 {
294 --myImmediateNbStructures;
295 }
296
297 // isForChangePriority should be Standard_False below, because we want
298 // the BVH tree in the target layer to be updated with theStructure
299 AddStructure (theStructure, theNewLayerId, aPriority);
300 return;
301 }
302 }
303}
304
305//=======================================================================
306//function : ChangePriority
307//purpose :
308//=======================================================================
309void OpenGl_LayerList::ChangePriority (const OpenGl_Structure* theStructure,
310 const Graphic3d_ZLayerId theLayerId,
311 const Standard_Integer theNewPriority)
312{
313 Standard_Integer aSeqPos = myLayers.Lower();
314 myLayerIds.Find (theLayerId, aSeqPos);
315 OpenGl_Layer& aLayer = myLayers.ChangeValue (aSeqPos);
316 Standard_Integer anOldPriority = -1;
317
318 if (aLayer.Remove (theStructure, anOldPriority, Standard_True))
319 {
320 --myNbStructures;
321 if (aLayer.IsImmediate())
322 {
323 --myImmediateNbStructures;
324 }
325
326 AddStructure (theStructure, theLayerId, theNewPriority, Standard_True);
327 return;
328 }
329
330 Standard_Integer aSeqId = 1;
331 for (OpenGl_SequenceOfLayers::Iterator anIts (myLayers); anIts.More(); anIts.Next(), ++aSeqId)
332 {
333 if (aSeqPos == aSeqId)
334 {
335 continue;
336 }
337
338 OpenGl_Layer& aLayerEx = anIts.ChangeValue();
339 if (aLayerEx.Remove (theStructure, anOldPriority, Standard_True))
340 {
341 --myNbStructures;
342 if (aLayerEx.IsImmediate())
343 {
344 --myImmediateNbStructures;
345 }
346
347 AddStructure (theStructure, theLayerId, theNewPriority, Standard_True);
348 return;
349 }
350 }
351}
352
353//=======================================================================
354//function : SetLayerSettings
355//purpose :
356//=======================================================================
357void OpenGl_LayerList::SetLayerSettings (const Graphic3d_ZLayerId theLayerId,
358 const Graphic3d_ZLayerSettings& theSettings)
359{
360 OpenGl_Layer& aLayer = Layer (theLayerId);
361 if (aLayer.LayerSettings().IsImmediate() != theSettings.IsImmediate())
362 {
363 if (theSettings.IsImmediate())
364 {
365 myImmediateNbStructures += aLayer.NbStructures();
366 }
367 else
368 {
369 myImmediateNbStructures -= aLayer.NbStructures();
370 }
371 }
372 aLayer.SetLayerSettings (theSettings);
373}
374
375//=======================================================================
376//function : Render
377//purpose :
378//=======================================================================
379void OpenGl_LayerList::Render (const Handle(OpenGl_Workspace)& theWorkspace,
380 const Standard_Boolean theToDrawImmediate,
381 const OpenGl_LayerFilter theLayersToProcess) const
382{
383 OpenGl_GlobalLayerSettings aDefaultSettings;
384
385 const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
386 aCtx->core11fwd->glGetIntegerv (GL_DEPTH_FUNC, &aDefaultSettings.DepthFunc);
387 aCtx->core11fwd->glGetBooleanv (GL_DEPTH_WRITEMASK, &aDefaultSettings.DepthMask);
388
389 Standard_Integer aSeqId = myLayers.Lower();
390 for (OpenGl_SequenceOfLayers::Iterator anIts (myLayers); anIts.More(); anIts.Next(), ++aSeqId)
391 {
392 if (theLayersToProcess == OpenGl_LF_Bottom)
393 {
394 if (aSeqId >= myDefaultLayerIndex) continue;
395 }
396 else if (theLayersToProcess == OpenGl_LF_Upper)
397 {
398 if (aSeqId <= myDefaultLayerIndex) continue;
399 }
400 else if (theLayersToProcess == OpenGl_LF_Default)
401 {
402 if (aSeqId != myDefaultLayerIndex) continue;
403 }
404
405 const OpenGl_Layer& aLayer = anIts.Value();
406 if (aLayer.NbStructures() < 1)
407 {
408 continue;
409 }
410 else if (theToDrawImmediate)
411 {
412 if (!aLayer.IsImmediate())
413 {
414 continue;
415 }
416 }
417 else
418 {
419 if (aLayer.IsImmediate())
420 {
421 continue;
422 }
423 }
424
425 // render layer
426 aLayer.Render (theWorkspace, aDefaultSettings);
427 }
428
429 aCtx->core11fwd->glDepthMask (aDefaultSettings.DepthMask);
430 aCtx->core11fwd->glDepthFunc (aDefaultSettings.DepthFunc);
431}