1 // Created on: 2012-02-02
2 // Created by: Anton POLETAEV
3 // Copyright (c) 2012-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
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.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #ifndef _OpenGl_LayerList_Header
17 #define _OpenGl_LayerList_Header
19 #include <OpenGl_Layer.hxx>
20 #include <OpenGl_LayerFilter.hxx>
22 #include <NCollection_Array1.hxx>
23 #include <NCollection_Handle.hxx>
24 #include <NCollection_Sequence.hxx>
25 #include <NCollection_DataMap.hxx>
27 class OpenGl_Structure;
29 typedef NCollection_Sequence<Handle(OpenGl_Layer)> OpenGl_SequenceOfLayers;
30 typedef NCollection_DataMap<int, int> OpenGl_LayerSeqIds;
32 //! Class defining the list of layers.
33 class OpenGl_LayerList
38 OpenGl_LayerList (const Standard_Integer theNbPriorities);
41 virtual ~OpenGl_LayerList();
43 //! Method returns the number of available priorities
44 Standard_Integer NbPriorities() const { return myNbPriorities; }
46 //! Number of displayed structures
47 Standard_Integer NbStructures() const { return myNbStructures; }
49 //! Return number of structures within immediate layers
50 Standard_Integer NbImmediateStructures() const { return myImmediateNbStructures; }
52 //! Insert a new layer with id.
53 void AddLayer (const Graphic3d_ZLayerId theLayerId);
55 //! Remove layer by its id.
56 void RemoveLayer (const Graphic3d_ZLayerId theLayerId);
58 //! Add structure to list with given priority. The structure will be inserted
59 //! to specified layer. If the layer isn't found, the structure will be put
60 //! to default bottom-level layer.
61 void AddStructure (const OpenGl_Structure* theStruct,
62 const Graphic3d_ZLayerId theLayerId,
63 const Standard_Integer thePriority,
64 Standard_Boolean isForChangePriority = Standard_False);
66 //! Remove structure from structure list and return its previous priority
67 void RemoveStructure (const OpenGl_Structure* theStructure);
69 //! Change structure z layer
70 //! If the new layer is not presented, the structure will be displayed
71 //! in default z layer
72 void ChangeLayer (const OpenGl_Structure* theStructure,
73 const Graphic3d_ZLayerId theOldLayerId,
74 const Graphic3d_ZLayerId theNewLayerId);
76 //! Changes structure priority within its ZLayer
77 void ChangePriority (const OpenGl_Structure* theStructure,
78 const Graphic3d_ZLayerId theLayerId,
79 const Standard_Integer theNewPriority);
81 //! Returns reference to the layer with given ID.
82 OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId);
84 //! Returns reference to the layer with given ID.
85 const OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId) const;
87 //! Assign new settings to the layer.
88 void SetLayerSettings (const Graphic3d_ZLayerId theLayerId,
89 const Graphic3d_ZLayerSettings& theSettings);
91 //! Update culling state - should be called before rendering.
92 void UpdateCulling (const Handle(OpenGl_Workspace)& theWorkspace,
93 const Standard_Boolean theToDrawImmediate);
95 //! Render this element
96 void Render (const Handle(OpenGl_Workspace)& theWorkspace,
97 const Standard_Boolean theToDrawImmediate,
98 const OpenGl_LayerFilter theLayersToProcess,
99 OpenGl_FrameBuffer* theReadDrawFbo,
100 OpenGl_FrameBuffer* theOitAccumFbo) const;
102 //! Returns the set of OpenGL Z-layers.
103 const OpenGl_SequenceOfLayers& Layers() const { return myLayers; }
105 //! Returns the map of Z-layer IDs to indexes.
106 const OpenGl_LayerSeqIds& LayerIDs() const { return myLayerIds; }
108 //! Marks BVH tree for given priority list as dirty and
109 //! marks primitive set for rebuild.
110 void InvalidateBVHData (const Graphic3d_ZLayerId theLayerId);
112 //! Returns structure modification state (for ray-tracing).
113 Standard_Size ModificationStateOfRaytracable() const { return myModifStateOfRaytraceable; }
115 //! Returns BVH tree builder for frustom culling.
116 const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
118 //! Assigns BVH tree builder for frustom culling.
119 void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder);
123 //! Stack of references to existing layers of predefined maximum size.
124 class OpenGl_LayerStack
127 typedef NCollection_Array1<const OpenGl_Layer*>::iterator iterator;
129 //! Reallocate internal buffer of the stack.
130 void Allocate (Standard_Integer theSize)
134 myStackSpace = new NCollection_Array1<const OpenGl_Layer*> (1, theSize);
135 myStackSpace->Init (NULL);
136 myBackPtr = myStackSpace->begin();
140 myStackSpace.Nullify();
141 myBackPtr = iterator();
148 if (!myStackSpace.IsNull())
150 myStackSpace->Init (NULL);
151 myBackPtr = myStackSpace->begin();
155 //! Push a new layer reference to the stack.
156 void Push (const OpenGl_Layer* theLayer) { (*myBackPtr++) = theLayer; }
158 //! Returns iterator to the origin of the stack.
159 iterator Origin() const { return myStackSpace.IsNull() ? iterator() : myStackSpace->begin(); }
161 //! Returns iterator to the back of the stack (after last item added).
162 iterator Back() const { return myBackPtr; }
164 //! Returns true if nothing has been pushed into the stack.
165 Standard_Boolean IsEmpty() const { return Back() == Origin(); }
169 NCollection_Handle<NCollection_Array1<const OpenGl_Layer*> > myStackSpace;
173 //! Render transparent objects using blending operator.
174 //! Additional accumulation framebuffer is used for blended order-independent
175 //! transparency algorithm. It should support floating-point color components
176 //! and share depth with main reading/drawing framebuffer.
177 //! @param theWorkspace [in] the currently used workspace for rendering.
178 //! @param theLayerIter [in/out] the current iterator of transparent layers to process.
179 //! @param theGlobalSettings [in] the set of global settings used for rendering.
180 //! @param theReadDrawFbo [in] the framebuffer for reading depth and writing final color.
181 //! @param theOitAccumFbo [in] the framebuffer for accumulating color and coverage for OIT process.
182 void renderTransparent (const Handle(OpenGl_Workspace)& theWorkspace,
183 OpenGl_LayerStack::iterator& theLayerIter,
184 const OpenGl_GlobalLayerSettings& theGlobalSettings,
185 OpenGl_FrameBuffer* theReadDrawFbo,
186 OpenGl_FrameBuffer* theOitAccumFbo) const;
190 // number of structures temporary put to default layer
191 OpenGl_SequenceOfLayers myLayers;
192 OpenGl_LayerSeqIds myLayerIds;
193 Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustom culling
194 Standard_Integer myDefaultLayerIndex; //!< index of Graphic3d_ZLayerId_Default layer in myLayers sequence
196 Standard_Integer myNbPriorities;
197 Standard_Integer myNbStructures;
198 Standard_Integer myImmediateNbStructures; //!< number of structures within immediate layers
200 mutable Standard_Size myModifStateOfRaytraceable;
202 //! Collection of references to layers with transparency gathered during rendering pass.
203 mutable OpenGl_LayerStack myTransparentToProcess;
207 DEFINE_STANDARD_ALLOC
211 #endif //_OpenGl_LayerList_Header