| 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 | |
| 29 | OpenGl_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 | |
| 60 | OpenGl_LayerList::~OpenGl_LayerList() |
| 61 | { |
| 62 | } |
| 63 | |
| 64 | //======================================================================= |
| 65 | //function : AddLayer |
| 66 | //purpose : |
| 67 | //======================================================================= |
| 68 | |
| 69 | void 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 | //======================================================================= |
| 85 | OpenGl_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 | //======================================================================= |
| 94 | const 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 | |
| 104 | void 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 | |
| 138 | void 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 | |
| 166 | void 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 | //======================================================================= |
| 228 | void 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 | |
| 241 | void 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 | //======================================================================= |
| 309 | void 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 | //======================================================================= |
| 357 | void 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 | //======================================================================= |
| 379 | void 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 | } |