1 // Copyright (c) 2015 OPEN CASCADE SAS
3 // This file is part of Open CASCADE Technology software library.
5 // This library is free software; you can redistribute it and/or modify it under
6 // the terms of the GNU Lesser General Public License version 2.1 as published
7 // by the Free Software Foundation, with special exception defined in the file
8 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
9 // distribution for complete text of the license and disclaimer of any warranty.
11 // Alternatively, this file may be used under the terms of Open CASCADE
12 // commercial license or contractual agreement.
14 #ifndef _Graphic3d_CView_HeaderFile
15 #define _Graphic3d_CView_HeaderFile
17 #include <Aspect_Handle.hxx>
18 #include <Aspect_RenderingContext.hxx>
19 #include <Aspect_Window.hxx>
20 #include <Graphic3d_BufferType.hxx>
21 #include <Graphic3d_Camera.hxx>
22 #include <Graphic3d_CLight.hxx>
23 #include <Graphic3d_CStructure.hxx>
24 #include <Graphic3d_DataStructureManager.hxx>
25 #include <Graphic3d_DiagnosticInfo.hxx>
26 #include <Graphic3d_GraduatedTrihedron.hxx>
27 #include <Graphic3d_MapOfStructure.hxx>
28 #include <Graphic3d_NMapOfTransient.hxx>
29 #include <Graphic3d_RenderingParams.hxx>
30 #include <Graphic3d_SequenceOfHClipPlane.hxx>
31 #include <Graphic3d_SequenceOfStructure.hxx>
32 #include <Graphic3d_Structure.hxx>
33 #include <Graphic3d_TextureEnv.hxx>
34 #include <Graphic3d_TypeOfAnswer.hxx>
35 #include <Graphic3d_TypeOfBackfacingModel.hxx>
36 #include <Graphic3d_TypeOfShadingModel.hxx>
37 #include <Graphic3d_TypeOfVisualization.hxx>
38 #include <Graphic3d_Vec3.hxx>
39 #include <Graphic3d_ZLayerId.hxx>
40 #include <Graphic3d_ZLayerSettings.hxx>
41 #include <Image_PixMap.hxx>
42 #include <Quantity_NameOfColor.hxx>
43 #include <Standard_Address.hxx>
44 #include <Standard_Transient.hxx>
45 #include <TColStd_IndexedDataMapOfStringString.hxx>
47 class Graphic3d_CView;
48 class Graphic3d_GraphicDriver;
49 class Graphic3d_StructureManager;
51 DEFINE_STANDARD_HANDLE (Graphic3d_CView, Graphic3d_DataStructureManager)
53 //! Base class of a graphical view that carries out rendering process for a concrete
54 //! implementation of graphical driver. Provides virtual interfaces for redrawing its
55 //! contents, management of displayed structures and render settings. The source code
56 //! of the class itself implements functionality related to management of
57 //! computed (HLR or "view-dependent") structures.
58 class Graphic3d_CView : public Graphic3d_DataStructureManager
60 friend class Graphic3d_StructureManager;
61 DEFINE_STANDARD_RTTIEXT(Graphic3d_CView, Graphic3d_DataStructureManager)
65 Standard_EXPORT Graphic3d_CView (const Handle(Graphic3d_StructureManager)& theMgr);
68 Standard_EXPORT virtual ~Graphic3d_CView();
70 //! Returns the identification number of the view.
71 Standard_Integer Identification() const { return myId; }
73 //! Activates the view. Maps presentations defined within structure manager onto this view.
74 Standard_EXPORT virtual void Activate();
76 //! Deactivates the view. Unmaps presentations defined within structure manager.
77 //! The view in deactivated state will ignore actions on structures such as Display().
78 Standard_EXPORT virtual void Deactivate();
80 //! Returns the activity flag of the view.
81 Standard_Boolean IsActive() const { return myIsActive; }
83 //! Erases the view and removes from graphic driver.
84 //! No more graphic operations are allowed in this view after the call.
85 Standard_EXPORT virtual void Remove();
87 //! Returns true if the view was removed.
88 Standard_Boolean IsRemoved() const { return myIsRemoved; }
90 //! Returns camera object of the view.
91 virtual const Handle(Graphic3d_Camera)& Camera() const { return myCamera; }
93 //! Sets camera used by the view.
94 virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; }
98 //! Returns default Shading Model of the view; Graphic3d_TOSM_FRAGMENT by default.
99 Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
101 //! Sets default Shading Model of the view.
102 //! Will throw an exception on attempt to set Graphic3d_TOSM_DEFAULT.
103 Standard_EXPORT void SetShadingModel (Graphic3d_TypeOfShadingModel theModel);
105 //! Returns visualization type of the view.
106 Graphic3d_TypeOfVisualization VisualizationType() const { return myVisualization; }
108 //! Sets visualization type of the view.
109 void SetVisualizationType (const Graphic3d_TypeOfVisualization theType) { myVisualization = theType; }
111 //! Switches computed HLR mode in the view
112 Standard_EXPORT void SetComputedMode (const Standard_Boolean theMode);
114 //! Returns the computed HLR mode state
115 Standard_Boolean ComputedMode() const { return myIsInComputedMode; }
117 //! Computes the new presentation of the structure displayed in this view with the type Graphic3d_TOS_COMPUTED.
118 Standard_EXPORT void ReCompute (const Handle(Graphic3d_Structure)& theStructure);
120 //! Invalidates bounding box of specified ZLayerId.
121 Standard_EXPORT void Update (const Graphic3d_ZLayerId theLayerId = Graphic3d_ZLayerId_UNKNOWN);
123 //! Computes the new presentation of the structures displayed in this view with the type Graphic3d_TOS_COMPUTED.
124 Standard_EXPORT void Compute();
126 //! Returns Standard_True if one of the structures displayed in the view contains Polygons, Triangles or Quadrangles.
127 Standard_EXPORT Standard_Boolean ContainsFacet() const;
129 //! Returns Standard_True if one of the structures in the set contains Polygons, Triangles or Quadrangles.
130 Standard_EXPORT Standard_Boolean ContainsFacet (const Graphic3d_MapOfStructure& theSet) const;
132 //! Returns the set of structures displayed in this view.
133 Standard_EXPORT void DisplayedStructures (Graphic3d_MapOfStructure& theStructures) const;
135 //! Returns number of displayed structures in the view.
136 virtual Standard_Integer NumberOfDisplayedStructures() const { return myStructsDisplayed.Extent(); }
138 //! Returns map of objects hidden within this specific view (not viewer-wise).
139 const Handle(Graphic3d_NMapOfTransient)& HiddenObjects() const { return myHiddenObjects; }
141 //! Returns map of objects hidden within this specific view (not viewer-wise).
142 Handle(Graphic3d_NMapOfTransient)& ChangeHiddenObjects() { return myHiddenObjects; }
144 //! Returns Standard_True in case if the structure with the given <theStructId> is
145 //! in list of structures to be computed and stores computed struct to <theComputedStruct>.
146 Standard_EXPORT Standard_Boolean IsComputed (const Standard_Integer theStructId,
147 Handle(Graphic3d_Structure)& theComputedStruct) const;
149 //! Returns the bounding box of all structures displayed in the view.
150 //! If theToIncludeAuxiliary is TRUE, then the boundary box also includes minimum and maximum limits
151 //! of graphical elements forming parts of infinite and other auxiliary structures.
152 //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
153 //! @return computed bounding box
154 Standard_EXPORT virtual Bnd_Box MinMaxValues (const Standard_Boolean theToIncludeAuxiliary = Standard_False) const;
156 //! Returns the coordinates of the boundary box of all structures in the set <theSet>.
157 //! If <theToIgnoreInfiniteFlag> is TRUE, then the boundary box
158 //! also includes minimum and maximum limits of graphical elements
159 //! forming parts of infinite structures.
160 Standard_EXPORT Bnd_Box MinMaxValues (const Graphic3d_MapOfStructure& theSet,
161 const Standard_Boolean theToIncludeAuxiliary = Standard_False) const;
163 //! Returns the structure manager handle which manage structures associated with this view.
164 const Handle(Graphic3d_StructureManager)& StructureManager() const { return myStructureManager; }
168 //! Is it possible to display the structure in the view?
169 Standard_EXPORT Graphic3d_TypeOfAnswer acceptDisplay (const Graphic3d_TypeOfStructure theStructType) const;
171 //! Clears the structure in this view.
172 Standard_EXPORT void Clear (const Handle(Graphic3d_Structure)& theStructure, const Standard_Boolean theWithDestruction);
174 //! Connects the structures.
175 Standard_EXPORT void Connect (const Handle(Graphic3d_Structure)& theMother,
176 const Handle(Graphic3d_Structure)& theDaughter);
178 //! Disconnects the structures.
179 Standard_EXPORT void Disconnect (const Handle(Graphic3d_Structure)& theMother,
180 const Handle(Graphic3d_Structure)& theDaughter);
182 //! Displays the structure in the view.
183 Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& theStructure);
185 //! Erases the structure from the view.
186 Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& theStructure);
188 //! Highlights the structure in the view.
189 Standard_EXPORT void Highlight (const Handle(Graphic3d_Structure)& theStructure);
191 //! Transforms the structure in the view.
192 Standard_EXPORT void SetTransform (const Handle(Graphic3d_Structure)& theStructure,
193 const Handle(Geom_Transformation)& theTrsf);
195 //! Suppress the highlighting on the structure <AStructure>
196 //! in the view <me>.
197 Standard_EXPORT void UnHighlight (const Handle(Graphic3d_Structure)& theStructure);
199 //! Returns an index != 0 if the structure have another structure computed for the view <me>.
200 Standard_EXPORT Standard_Integer IsComputed (const Handle(Graphic3d_Structure)& theStructure) const;
202 //! Returns true if the structure is displayed in the view.
203 Standard_EXPORT Standard_Boolean IsDisplayed (const Handle(Graphic3d_Structure)& theStructure) const;
205 //! Changes the display priority of the structure.
206 Standard_EXPORT void ChangePriority (const Handle(Graphic3d_Structure)& theStructure,
207 const Standard_Integer theOldPriority,
208 const Standard_Integer theNewPriority);
210 //! Change Z layer of already displayed structure in the view.
211 Standard_EXPORT void ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure,
212 const Graphic3d_ZLayerId theLayerId);
214 //! Returns an index != 0 if the structure have the same owner than another structure
215 //! in the sequence of the computed structures.
216 Standard_EXPORT Standard_Integer HaveTheSameOwner (const Handle(Graphic3d_Structure)& theStructure) const;
220 //! Redraw content of the view.
221 virtual void Redraw() = 0;
223 //! Redraw immediate content of the view.
224 virtual void RedrawImmediate() = 0;
226 //! Invalidates content of the view but does not redraw it.
227 virtual void Invalidate() = 0;
229 //! Return true if view content cache has been invalidated.
230 virtual Standard_Boolean IsInvalidated() = 0;
232 //! Handle changing size of the rendering window.
233 virtual void Resized() = 0;
235 //! @param theDrawToFrontBuffer Advanced option to modify rendering mode:
236 //! 1. TRUE. Drawing immediate mode structures directly to the front buffer over the scene image.
237 //! Fast, so preferred for interactive work (used by default).
238 //! However these extra drawings will be missed in image dump since it is performed from back buffer.
239 //! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen
240 //! in run-time (in case of slow hardware) and/or tearing may appear.
241 //! So this is strongly recommended to draw only simple (fast) structures.
242 //! 2. FALSE. Drawing immediate mode structures to the back buffer.
243 //! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync
244 //! is turned on. But it works in any case and is especially useful for view dump because the dump image is read
245 //! from the back buffer.
246 //! @return previous mode.
247 virtual Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer) = 0;
249 //! Creates and maps rendering window to the view.
250 //! @param theWindow [in] the window.
251 //! @param theContext [in] the rendering context. If NULL the context will be created internally.
252 virtual void SetWindow (const Handle(Aspect_Window)& theWindow,
253 const Aspect_RenderingContext theContext = NULL) = 0;
255 //! Returns the window associated to the view.
256 virtual Handle(Aspect_Window) Window() const = 0;
258 //! Returns True if the window associated to the view is defined.
259 virtual Standard_Boolean IsDefined() const = 0;
261 //! Dump active rendering buffer into specified memory buffer.
262 virtual Standard_Boolean BufferDump (Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType) = 0;
264 //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated.
265 virtual void InvalidateBVHData (const Graphic3d_ZLayerId theLayerId) = 0;
267 //! Add a new top-level z layer with ID <theLayerId> for
268 //! the view. Z layers allow drawing structures in higher layers
269 //! in foreground of structures in lower layers. To add a structure
270 //! to desired layer on display it is necessary to set the layer
271 //! ID for the structure.
272 virtual void AddZLayer (const Graphic3d_ZLayerId theLayerId) = 0;
274 //! Returns the maximum Z layer ID.
275 //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax().
276 virtual Standard_Integer ZLayerMax() const = 0;
278 //! Returns the bounding box of all structures displayed in the Z layer.
279 virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId) const = 0;
281 //! Returns the bounding box of all structures displayed in the Z layer.
282 //! @param theLayerId layer identifier
283 //! @param theCamera camera definition
284 //! @param theWindowWidth viewport width (for applying transformation-persistence)
285 //! @param theWindowHeight viewport height (for applying transformation-persistence)
286 //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
287 //! @return computed bounding box
288 virtual Bnd_Box ZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId,
289 const Handle(Graphic3d_Camera)& theCamera,
290 const Standard_Integer theWindowWidth,
291 const Standard_Integer theWindowHeight,
292 const Standard_Boolean theToIncludeAuxiliary) const = 0;
294 //! Remove Z layer from the specified view. All structures
295 //! displayed at the moment in layer will be displayed in default layer
296 //! ( the bottom-level z layer ). To unset layer ID from associated
297 //! structures use method UnsetZLayer (...).
298 virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) = 0;
300 //! Sets the settings for a single Z layer of specified view.
301 virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
302 const Graphic3d_ZLayerSettings& theSettings) = 0;
304 //! Returns zoom-scale factor.
305 Standard_EXPORT Standard_Real ConsiderZoomPersistenceObjects();
307 //! Returns pointer to an assigned framebuffer object.
308 virtual Handle(Standard_Transient) FBO() const = 0;
310 //! Sets framebuffer object for offscreen rendering.
311 virtual void SetFBO (const Handle(Standard_Transient)& theFbo) = 0;
313 //! Generate offscreen FBO in the graphic library.
314 //! If not supported on hardware returns NULL.
315 virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth,
316 const Standard_Integer theHeight) = 0;
318 //! Remove offscreen FBO from the graphic library
319 virtual void FBORelease (Handle(Standard_Transient)& theFbo) = 0;
321 //! Read offscreen FBO configuration.
322 virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
323 Standard_Integer& theWidth,
324 Standard_Integer& theHeight,
325 Standard_Integer& theWidthMax,
326 Standard_Integer& theHeightMax) = 0;
328 //! Change offscreen FBO viewport.
329 virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
330 const Standard_Integer theWidth,
331 const Standard_Integer theHeight) = 0;
335 //! Copy visualization settings from another view.
336 //! Method is used for cloning views in viewer when its required to create view
337 //! with same view properties.
338 Standard_EXPORT virtual void CopySettings (const Handle(Graphic3d_CView)& theOther);
340 //! Returns current rendering parameters and effect settings.
341 const Graphic3d_RenderingParams& RenderingParams() const { return myRenderParams; }
343 //! Returns reference to current rendering parameters and effect settings.
344 Graphic3d_RenderingParams& ChangeRenderingParams() { return myRenderParams; }
346 //! Returns background fill color.
347 virtual Aspect_Background Background() const { return Aspect_Background (myBgColor.GetRGB()); }
349 //! Sets background fill color.
350 virtual void SetBackground (const Aspect_Background& theBackground) { myBgColor.SetRGB (theBackground.Color()); }
352 //! Returns gradient background fill colors.
353 virtual Aspect_GradientBackground GradientBackground() const = 0;
355 //! Sets gradient background fill colors.
356 virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) = 0;
358 //! Returns background image texture file path.
359 virtual TCollection_AsciiString BackgroundImage() = 0;
361 //! Sets background image texture file path.
362 virtual void SetBackgroundImage (const TCollection_AsciiString& theFilePath) = 0;
364 //! Returns background image fill style.
365 virtual Aspect_FillMethod BackgroundImageStyle() const = 0;
367 //! Sets background image fill style.
368 virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) = 0;
370 //! Returns environment texture set for the view.
371 virtual Handle(Graphic3d_TextureEnv) TextureEnv() const = 0;
373 //! Sets environment texture for the view.
374 virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) = 0;
376 //! Return backfacing model used for the view.
377 virtual Graphic3d_TypeOfBackfacingModel BackfacingModel() const = 0;
379 //! Sets backfacing model for the view.
380 virtual void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) = 0;
382 //! Returns list of lights of the view.
383 virtual const Handle(Graphic3d_LightSet)& Lights() const = 0;
385 //! Sets list of lights for the view.
386 virtual void SetLights (const Handle(Graphic3d_LightSet)& theLights) = 0;
388 //! Returns list of clip planes set for the view.
389 virtual const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const = 0;
391 //! Sets list of clip planes for the view.
392 virtual void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) = 0;
394 //! Fill in the dictionary with diagnostic info.
395 //! Should be called within rendering thread.
397 //! This API should be used only for user output or for creating automated reports.
398 //! The format of returned information (e.g. key-value layout)
399 //! is NOT part of this API and can be changed at any time.
400 //! Thus application should not parse returned information to weed out specific parameters.
401 virtual void DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
402 Graphic3d_DiagnosticInfo theFlags) const = 0;
404 //! Returns string with statistic performance info.
405 virtual TCollection_AsciiString StatisticInformation() const = 0;
407 //! Fills in the dictionary with statistic performance info.
408 virtual void StatisticInformation (TColStd_IndexedDataMapOfStringString& theDict) const = 0;
410 public: //! @name obsolete Graduated Trihedron functionality
412 //! Returns data of a graduated trihedron
413 virtual const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() { return myGTrihedronData; }
415 //! Displays Graduated Trihedron.
416 virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) { (void )theTrihedronData; }
418 //! Erases Graduated Trihedron.
419 virtual void GraduatedTrihedronErase() {}
421 //! Sets minimum and maximum points of scene bounding box for Graduated Trihedron stored in graphic view object.
422 //! @param theMin [in] the minimum point of scene.
423 //! @param theMax [in] the maximum point of scene.
424 virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax)
432 //! Adds the structure to display lists of the view.
433 virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
434 const Standard_Integer thePriority) = 0;
436 //! Erases the structure from display lists of the view.
437 virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) = 0;
439 //! Change Z layer of a structure already presented in view.
440 virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure,
441 const Graphic3d_ZLayerId theNewLayerId) = 0;
443 //! Changes the priority of a structure within its Z layer in the specified view.
444 virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure,
445 const Standard_Integer theNewPriority) = 0;
447 //! Returns zoom-scale factor.
448 virtual Standard_Real considerZoomPersistenceObjects (const Graphic3d_ZLayerId theLayerId,
449 const Handle(Graphic3d_Camera)& theCamera,
450 const Standard_Integer theWindowWidth,
451 const Standard_Integer theWindowHeight) const = 0;
455 Standard_Integer myId;
456 Graphic3d_RenderingParams myRenderParams;
457 Quantity_ColorRGBA myBgColor;
458 Handle(Graphic3d_StructureManager) myStructureManager;
459 Handle(Graphic3d_Camera) myCamera;
460 Graphic3d_SequenceOfStructure myStructsToCompute;
461 Graphic3d_SequenceOfStructure myStructsComputed;
462 Graphic3d_MapOfStructure myStructsDisplayed;
463 Handle(Graphic3d_NMapOfTransient) myHiddenObjects;
464 Standard_Boolean myIsInComputedMode;
465 Standard_Boolean myIsActive;
466 Standard_Boolean myIsRemoved;
467 Graphic3d_TypeOfShadingModel myShadingModel;
468 Graphic3d_TypeOfVisualization myVisualization;
472 Graphic3d_GraduatedTrihedron myGTrihedronData;
476 #endif // _Graphic3d_CView_HeaderFile