// Copyright (c) 2019 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_Aspects_HeaderFile #define _Graphic3d_Aspects_HeaderFile #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include //! This class defines graphic attributes. class Graphic3d_Aspects : public Standard_Transient { DEFINE_STANDARD_RTTIEXT(Graphic3d_Aspects, Standard_Transient) public: //! Creates a context table for drawing primitives defined with the following default values: Standard_EXPORT Graphic3d_Aspects(); //! Return interior rendering style; Aspect_IS_SOLID by default. Aspect_InteriorStyle InteriorStyle() const { return myInteriorStyle; } //! Modifies the interior type used for rendering void SetInteriorStyle (const Aspect_InteriorStyle theStyle) { myInteriorStyle = theStyle; } //! Returns shading model; Graphic3d_TOSM_DEFAULT by default. //! Graphic3d_TOSM_DEFAULT means that Shading Model set as default for entire Viewer will be used. Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; } //! Sets shading model void SetShadingModel (const Graphic3d_TypeOfShadingModel theShadingModel) { myShadingModel = theShadingModel; } //! Returns the way how alpha value should be treated (Graphic3d_AlphaMode_BlendAuto by default, for backward compatibility). Graphic3d_AlphaMode AlphaMode() const { return myAlphaMode; } //! Returns alpha cutoff threshold, for discarding fragments within Graphic3d_AlphaMode_Mask mode (0.5 by default). //! If the alpha value is greater than or equal to this value then it is rendered as fully opaque, otherwise, it is rendered as fully transparent. Standard_ShortReal AlphaCutoff() const { return myAlphaCutoff; } //! Defines the way how alpha value should be treated. void SetAlphaMode (Graphic3d_AlphaMode theMode, Standard_ShortReal theAlphaCutoff = 0.5f) { myAlphaMode = theMode; myAlphaCutoff = theAlphaCutoff; } //! Return color const Quantity_ColorRGBA& ColorRGBA() const { return myInteriorColor; } //! Return the color. const Quantity_Color& Color() const { return myInteriorColor.GetRGB(); } //! Modifies the color. void SetColor (const Quantity_Color& theColor) { myInteriorColor.SetRGB(theColor); } //! Return interior color. const Quantity_Color& InteriorColor() const { return myInteriorColor.GetRGB(); } //! Return interior color. const Quantity_ColorRGBA& InteriorColorRGBA() const { return myInteriorColor; } //! Modifies the color of the interior of the face void SetInteriorColor (const Quantity_Color& theColor) { myInteriorColor.SetRGB (theColor); } //! Modifies the color of the interior of the face void SetInteriorColor (const Quantity_ColorRGBA& theColor) { myInteriorColor = theColor; } //! Return back interior color. const Quantity_Color& BackInteriorColor() const { return myBackInteriorColor.GetRGB(); } //! Return back interior color. const Quantity_ColorRGBA& BackInteriorColorRGBA() const { return myBackInteriorColor; } //! Modifies the color of the interior of the back face void SetBackInteriorColor (const Quantity_Color& theColor) { myBackInteriorColor.SetRGB (theColor); } //! Modifies the color of the interior of the back face void SetBackInteriorColor (const Quantity_ColorRGBA& theColor) { myBackInteriorColor = theColor; } //! Returns the surface material of external faces const Graphic3d_MaterialAspect& FrontMaterial() const { return myFrontMaterial; } //! Returns the surface material of external faces Graphic3d_MaterialAspect& ChangeFrontMaterial() { return myFrontMaterial; } //! Modifies the surface material of external faces void SetFrontMaterial (const Graphic3d_MaterialAspect& theMaterial) { myFrontMaterial = theMaterial; } //! Returns the surface material of internal faces const Graphic3d_MaterialAspect& BackMaterial() const { return myBackMaterial; } //! Returns the surface material of internal faces Graphic3d_MaterialAspect& ChangeBackMaterial() { return myBackMaterial; } //! Modifies the surface material of internal faces void SetBackMaterial (const Graphic3d_MaterialAspect& theMaterial) { myBackMaterial = theMaterial; } //! Returns true if back faces should be suppressed (true by default). bool ToSuppressBackFaces() const { return myToSuppressBackFaces; } //! Assign back faces culling flag. void SetSuppressBackFaces (bool theToSuppress) { myToSuppressBackFaces = theToSuppress; } //! Returns true if back faces should be suppressed (true by default). bool BackFace() const { return myToSuppressBackFaces; } //! Allows the display of back-facing filled polygons. void AllowBackFace() { myToSuppressBackFaces = false; } //! Suppress the display of back-facing filled polygons. //! A back-facing polygon is defined as a polygon whose //! vertices are in a clockwise order with respect to screen coordinates. void SuppressBackFace() { myToSuppressBackFaces = true; } //! Returns true if material properties should be distinguished for back and front faces (false by default). bool Distinguish() const { return myToDistinguishMaterials; } //! Set material distinction between front and back faces. void SetDistinguish (bool toDistinguish) { myToDistinguishMaterials = toDistinguish; } //! Allows material distinction between front and back faces. void SetDistinguishOn() { myToDistinguishMaterials = true; } //! Forbids material distinction between front and back faces. void SetDistinguishOff() { myToDistinguishMaterials = false; } //! Return shader program. const Handle(Graphic3d_ShaderProgram)& ShaderProgram() const { return myProgram; } //! Sets up OpenGL/GLSL shader program. void SetShaderProgram (const Handle(Graphic3d_ShaderProgram)& theProgram) { myProgram = theProgram; } //! Return texture array to be mapped. const Handle(Graphic3d_TextureSet)& TextureSet() const { return myTextureSet; } //! Setup texture array to be mapped. void SetTextureSet (const Handle(Graphic3d_TextureSet)& theTextures) { myTextureSet = theTextures; } //! Return texture to be mapped. //Standard_DEPRECATED("Deprecated method, TextureSet() should be used instead") Handle(Graphic3d_TextureMap) TextureMap() const { return !myTextureSet.IsNull() && !myTextureSet->IsEmpty() ? myTextureSet->First() : Handle(Graphic3d_TextureMap)(); } //! Assign texture to be mapped. //! See also SetTextureMapOn() to actually activate texture mapping. //Standard_DEPRECATED("Deprecated method, SetTextureSet() should be used instead") Standard_EXPORT void SetTextureMap (const Handle(Graphic3d_TextureMap)& theTexture); //! Return true if texture mapping is enabled (false by default). bool ToMapTexture() const { return myToMapTexture; } //! Return true if texture mapping is enabled (false by default). bool TextureMapState() const { return myToMapTexture; } //! Enable or disable texture mapping (has no effect if texture is not set). void SetTextureMapOn (bool theToMap) { myToMapTexture = theToMap; } //! Enable texture mapping (has no effect if texture is not set). void SetTextureMapOn() { myToMapTexture = true; } //! Disable texture mapping. void SetTextureMapOff() { myToMapTexture = false; } //! Returns current polygon offsets settings. const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; } //! Sets polygon offsets settings. void SetPolygonOffset (const Graphic3d_PolygonOffset& theOffset) { myPolygonOffset = theOffset; } //! Returns current polygon offsets settings. void PolygonOffsets (Standard_Integer& theMode, Standard_ShortReal& theFactor, Standard_ShortReal& theUnits) const { theMode = myPolygonOffset.Mode; theFactor = myPolygonOffset.Factor; theUnits = myPolygonOffset.Units; } //! Sets up OpenGL polygon offsets mechanism. //! parameter can contain various combinations of //! Aspect_PolygonOffsetMode enumeration elements (Aspect_POM_None means //! that polygon offsets are not changed). //! If is different from Aspect_POM_Off and Aspect_POM_None, then and //! arguments are used by graphic renderer to calculate a depth offset value: //! //! offset = * m + * r, where //! m - maximum depth slope for the polygon currently being displayed, //! r - minimum window coordinates depth resolution (implementation-specific) //! //! Default settings for OCC 3D viewer: mode = Aspect_POM_Fill, factor = 1., units = 0. //! //! Negative offset values move polygons closer to the viewport, //! while positive values shift polygons away. //! Consult OpenGL reference for details (glPolygonOffset function description). void SetPolygonOffsets (const Standard_Integer theMode, const Standard_ShortReal theFactor = 1.0f, const Standard_ShortReal theUnits = 0.0f) { myPolygonOffset.Mode = (Aspect_PolygonOffsetMode )(theMode & Aspect_POM_Mask); myPolygonOffset.Factor = theFactor; myPolygonOffset.Units = theUnits; } //! @name parameters specific to Line primitive rendering public: //! Return line type; Aspect_TOL_SOLID by default. Aspect_TypeOfLine LineType() const { return myLineType; } //! Modifies the line type void SetLineType (Aspect_TypeOfLine theType) { myLineType = theType; } //! Return width for edges in pixels; 1.0 by default. Standard_ShortReal LineWidth() const { return myLineWidth; } //! Modifies the line thickness //! Warning: Raises Standard_OutOfRange if the width is a negative value. void SetLineWidth (Standard_ShortReal theWidth) { if (theWidth <= 0.0f) { throw Standard_OutOfRange ("Bad value for EdgeLineWidth"); } myLineWidth = theWidth; } //! @name parameters specific to Point (Marker) primitive rendering public: //! Return marker type; Aspect_TOM_POINT by default. Aspect_TypeOfMarker MarkerType() const { return myMarkerType; } //! Modifies the type of marker. void SetMarkerType (Aspect_TypeOfMarker theType) { myMarkerType = theType; } //! Return marker scale factor; 1.0 by default. Standard_ShortReal MarkerScale() const { return myMarkerScale; } //! Modifies the scale factor. //! Marker type Aspect_TOM_POINT is not affected by the marker size scale factor. //! It is always the smallest displayable dot. //! Warning: Raises Standard_OutOfRange if the scale is a negative value. void SetMarkerScale (const Standard_ShortReal theScale) { if (theScale <= 0.0f) { throw Standard_OutOfRange ("Bad value for MarkerScale"); } myMarkerScale = theScale; } //! Returns marker's image texture. //! Could be null handle if marker aspect has been initialized as default type of marker. const Handle(Graphic3d_MarkerImage)& MarkerImage() const { return myMarkerImage; } //! Set marker's image texture. void SetMarkerImage (const Handle(Graphic3d_MarkerImage)& theImage) { myMarkerImage = theImage; } //! @name parameters specific to text rendering public: //! Returns the font; NULL string by default. const Handle(TCollection_HAsciiString)& TextFont() const { return myTextFont; } //! Modifies the font. void SetTextFont (const Handle(TCollection_HAsciiString)& theFont) { myTextFont = theFont; } //! Returns text FontAspect Font_FontAspect TextFontAspect() const { return myTextFontAspect; } //! Turns usage of Aspect text void SetTextFontAspect (Font_FontAspect theFontAspect) { myTextFontAspect = theFontAspect; } //! Returns display type; Aspect_TODT_NORMAL by default. Aspect_TypeOfDisplayText TextDisplayType() const { return myTextDisplayType; } //! Sets display type. void SetTextDisplayType (Aspect_TypeOfDisplayText theType) { myTextDisplayType = theType; } //! Returns text background/shadow color; equals to EdgeColor() property. const Quantity_ColorRGBA& ColorSubTitleRGBA() const { return myEdgeColor; } //! Return text background/shadow color; equals to EdgeColor() property. const Quantity_Color& ColorSubTitle() const { return myEdgeColor.GetRGB(); } //! Modifies text background/shadow color; equals to EdgeColor() property. void SetColorSubTitle (const Quantity_Color& theColor) { myEdgeColor.SetRGB (theColor); } //! Modifies text background/shadow color; equals to EdgeColor() property. void SetColorSubTitle (const Quantity_ColorRGBA& theColor) { myEdgeColor = theColor; } //! Returns TRUE when the Text Zoomable is on. bool IsTextZoomable() const { return myIsTextZoomable; } //! Turns usage of text zoomable on/off void SetTextZoomable (bool theFlag) { myIsTextZoomable = theFlag; } //! Returns the text style; Aspect_TOST_NORMAL by default. Aspect_TypeOfStyleText TextStyle() const { return myTextStyle; } //! Modifies the style of the text. void SetTextStyle (Aspect_TypeOfStyleText theStyle) { myTextStyle = theStyle; } //! Returns Angle of degree Standard_ShortReal TextAngle() const { return myTextAngle; } //! Turns usage of text rotated void SetTextAngle (Standard_ShortReal theAngle) { myTextAngle = (Standard_ShortReal )theAngle; } //! @name parameters specific to Mesh Edges (of triangulation primitive) rendering public: //! Returns true if mesh edges should be drawn (false by default). bool ToDrawEdges() const { return myToDrawEdges && myLineType != Aspect_TOL_EMPTY; } //! Set if mesh edges should be drawn or not. void SetDrawEdges (bool theToDraw) { myToDrawEdges = theToDraw; if (myLineType == Aspect_TOL_EMPTY) { myLineType = Aspect_TOL_SOLID; } } //! The edges of FillAreas are drawn. void SetEdgeOn() { SetDrawEdges (true); } //! The edges of FillAreas are not drawn. void SetEdgeOff() { SetDrawEdges (false); } //! Return color of edges. const Quantity_Color& EdgeColor() const { return myEdgeColor.GetRGB(); } //! Return color of edges. const Quantity_ColorRGBA& EdgeColorRGBA() const { return myEdgeColor; } //! Modifies the color of the edge of the face void SetEdgeColor (const Quantity_Color& theColor) { myEdgeColor.SetRGB (theColor); } //! Modifies the color of the edge of the face void SetEdgeColor (const Quantity_ColorRGBA& theColor) { myEdgeColor = theColor; } //! Return edges line type (same as LineType()). Aspect_TypeOfLine EdgeLineType() const { return myLineType; } //! Modifies the edge line type (same as SetLineType()) void SetEdgeLineType (Aspect_TypeOfLine theType) { myLineType = theType; } //! Return width for edges in pixels (same as LineWidth()). Standard_ShortReal EdgeWidth() const { return myLineWidth; } //! Modifies the edge thickness (same as SetLineWidth()) void SetEdgeWidth (Standard_Real theWidth) { SetLineWidth ((Standard_ShortReal )theWidth); } //! Returns TRUE if drawing element edges should discard first edge in triangle; FALSE by default. //! Graphics hardware works mostly with triangles, so that wireframe presentation will draw triangle edges by default. //! This flag allows rendering wireframe presentation of quad-only array split into triangles. //! For this, quads should be split in specific order, so that the quad diagonal (to be NOT rendered) goes first: //! 1------2 //! / / Triangle #1: 2-0-1; Triangle #2: 0-2-3 //! 0------3 bool ToSkipFirstEdge() const { return myToSkipFirstEdge; } //! Set skip first triangle edge flag for drawing wireframe presentation of quads array split into triangles. void SetSkipFirstEdge (bool theToSkipFirstEdge) { myToSkipFirstEdge = theToSkipFirstEdge; } //! Returns TRUE if silhouette (outline) should be drawn (with edge color and width); FALSE by default. bool ToDrawSilhouette() const { return myToDrawSilhouette; } //! Enables/disables drawing silhouette (outline). void SetDrawSilhouette (bool theToDraw) { myToDrawSilhouette = theToDraw; } public: //! Returns the hatch type used when InteriorStyle is IS_HATCH const Handle(Graphic3d_HatchStyle)& HatchStyle() const { return myHatchStyle; } //! Modifies the hatch type used when InteriorStyle is IS_HATCH void SetHatchStyle (const Handle(Graphic3d_HatchStyle)& theStyle) { myHatchStyle = theStyle; } //! Modifies the hatch type used when InteriorStyle is IS_HATCH //! @warning This method always creates a new handle for a given hatch style void SetHatchStyle (const Aspect_HatchStyle theStyle) { if (theStyle == Aspect_HS_SOLID) { myHatchStyle.Nullify(); return; } myHatchStyle = new Graphic3d_HatchStyle (theStyle); } public: //! Check for equality with another aspects. bool IsEqual (const Graphic3d_Aspects& theOther) { if (this == &theOther) { return true; } return myProgram == theOther.myProgram && myTextureSet == theOther.myTextureSet && myMarkerImage == theOther.myMarkerImage && myInteriorColor == theOther.myInteriorColor && myBackInteriorColor == theOther.myBackInteriorColor && myFrontMaterial == theOther.myFrontMaterial && myBackMaterial == theOther.myBackMaterial && myInteriorStyle == theOther.myInteriorStyle && myShadingModel == theOther.myShadingModel && myAlphaMode == theOther.myAlphaMode && myAlphaCutoff == theOther.myAlphaCutoff && myLineType == theOther.myLineType && myEdgeColor == theOther.myEdgeColor && myLineWidth == theOther.myLineWidth && myMarkerType == theOther.myMarkerType && myMarkerScale == theOther.myMarkerScale && myHatchStyle == theOther.myHatchStyle && myTextFont == theOther.myTextFont && myPolygonOffset == theOther.myPolygonOffset && myTextStyle == theOther.myTextStyle && myTextDisplayType == theOther.myTextDisplayType && myTextFontAspect == theOther.myTextFontAspect && myTextAngle == theOther.myTextAngle && myToSkipFirstEdge == theOther.myToSkipFirstEdge && myToDistinguishMaterials == theOther.myToDistinguishMaterials && myToDrawEdges == theOther.myToDrawEdges && myToDrawSilhouette == theOther.myToDrawSilhouette && myToSuppressBackFaces == theOther.myToSuppressBackFaces && myToMapTexture == theOther.myToMapTexture && myIsTextZoomable == theOther.myIsTextZoomable; } protected: Handle(Graphic3d_ShaderProgram) myProgram; Handle(Graphic3d_TextureSet) myTextureSet; Handle(Graphic3d_MarkerImage) myMarkerImage; Handle(Graphic3d_HatchStyle) myHatchStyle; Handle(TCollection_HAsciiString) myTextFont; Graphic3d_MaterialAspect myFrontMaterial; Graphic3d_MaterialAspect myBackMaterial; Quantity_ColorRGBA myInteriorColor; Quantity_ColorRGBA myBackInteriorColor; Quantity_ColorRGBA myEdgeColor; Graphic3d_PolygonOffset myPolygonOffset; Aspect_InteriorStyle myInteriorStyle; Graphic3d_TypeOfShadingModel myShadingModel; Graphic3d_AlphaMode myAlphaMode; Standard_ShortReal myAlphaCutoff; Aspect_TypeOfLine myLineType; Standard_ShortReal myLineWidth; Aspect_TypeOfMarker myMarkerType; Standard_ShortReal myMarkerScale; Aspect_TypeOfStyleText myTextStyle; Aspect_TypeOfDisplayText myTextDisplayType; Font_FontAspect myTextFontAspect; Standard_ShortReal myTextAngle; bool myToSkipFirstEdge; bool myToDistinguishMaterials; bool myToDrawEdges; bool myToDrawSilhouette; bool myToSuppressBackFaces; bool myToMapTexture; bool myIsTextZoomable; }; DEFINE_STANDARD_HANDLE(Graphic3d_Aspects, Standard_Transient) #endif // _Graphic3d_Aspects_HeaderFile