// Copyright (c) 2015 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_CView_HeaderFile #define _Graphic3d_CView_HeaderFile #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class Graphic3d_CView; class Graphic3d_GraphicDriver; class Graphic3d_StructureManager; DEFINE_STANDARD_HANDLE (Graphic3d_CView, Graphic3d_DataStructureManager) //! Base class of a graphical view that carries out rendering process for a concrete //! implementation of graphical driver. Provides virtual interfaces for redrawing its //! contents, management of displayed structures and render settings. The source code //! of the class itself implements functionality related to management of //! computed (HLR or "view-dependent") structures. class Graphic3d_CView : public Graphic3d_DataStructureManager { public: //! Constructor. Standard_EXPORT Graphic3d_CView (const Handle(Graphic3d_StructureManager)& theMgr); //! Destructor. Standard_EXPORT virtual ~Graphic3d_CView(); //! Returns the identification number of the view. Standard_Integer Identification() const { return myId; } //! Activates the view. Map the associated window on the screen and post the view in this window. //! Warning: Raises ViewDefinitionError if the associated window isn't defined. Standard_EXPORT virtual void Activate(); //! Deactivates the view. Unmap the associated window on the screen and unpost the view in this window. //! Warning: Raises ViewDefinitionError if the associated window isn't defined. Standard_EXPORT virtual void Deactivate(); //! Returns the activity flag of the view. Standard_Boolean IsActive() const { return myIsActive; } //! Erases the view and removes from graphic driver. //! No more graphic operations are allowed in this view after the call. Standard_EXPORT virtual void Remove(); //! Returns true if the view was removed. Standard_Boolean IsRemoved() const { return myIsRemoved; } public: //! Returns visualization type of the view. Graphic3d_TypeOfVisualization VisualizationType() const { return myVisualization; } //! Sets visualization type of the view. void SetVisualizationType (const Graphic3d_TypeOfVisualization theType) { myVisualization = theType; } //! Switches computed HLR mode in the view Standard_EXPORT void SetComputedMode (const Standard_Boolean theMode); //! Returns the computed HLR mode state Standard_Boolean ComputedMode() const { return myIsInComputedMode; } //! Computes the new presentation of the structure displayed in this view with the type Graphic3d_TOS_COMPUTED. Standard_EXPORT void ReCompute (const Handle(Graphic3d_Structure)& theStructure); //! Updates screen in function of modifications of the structures //! and invalidates bounding box of specified ZLayerId. Standard_EXPORT void Update (const Aspect_TypeOfUpdate theUpdateMode, const Graphic3d_ZLayerId theLayerId = Graphic3d_ZLayerId_UNKNOWN); //! Returns Standard_True if one of the structures displayed in the view contains Polygons, Triangles or Quadrangles. Standard_EXPORT Standard_Boolean ContainsFacet() const; //! Returns Standard_True if one of the structures in the set contains Polygons, Triangles or Quadrangles. Standard_EXPORT Standard_Boolean ContainsFacet (const Graphic3d_MapOfStructure& theSet) const; //! Returns the set of structures displayed in this view. Standard_EXPORT void DisplayedStructures (Graphic3d_MapOfStructure& theStructures) const; //! Returns number of displayed structures in the view. Standard_Integer NumberOfDisplayedStructures() const { return myStructsDisplayed.Extent(); } //! Returns map of objects hidden within this specific view (not viewer-wise). const Handle(Graphic3d_NMapOfTransient)& HiddenObjects() const { return myHiddenObjects; } //! Returns map of objects hidden within this specific view (not viewer-wise). Handle(Graphic3d_NMapOfTransient)& ChangeHiddenObjects() { return myHiddenObjects; } //! Returns Standard_True in case if the structure with the given is //! in list of structures to be computed and stores computed struct to . Standard_EXPORT Standard_Boolean IsComputed (const Standard_Integer theStructId, Handle(Graphic3d_Structure)& theComputedStruct) const; //! Returns the bounding box of all structures displayed in the view. //! If is TRUE, then the boundary box //! also includes minimum and maximum limits of graphical elements //! forming parts of infinite structures. Standard_EXPORT Bnd_Box MinMaxValues (const Standard_Boolean theToIgnoreInfiniteFlag = Standard_False) const; //! Returns the coordinates of the boundary box of all structures in the set . //! If is TRUE, then the boundary box //! also includes minimum and maximum limits of graphical elements //! forming parts of infinite structures. Standard_EXPORT Bnd_Box MinMaxValues (const Graphic3d_MapOfStructure& theSet, const Standard_Boolean theToIgnoreInfiniteFlag = Standard_False) const; //! Returns the structure manager handle which manage structures associated with this view. const Handle(Graphic3d_StructureManager)& StructureManager() const { return myStructureManager; } private: friend class Graphic3d_StructureManager; //! Is it possible to display the structure in the view? Standard_EXPORT Graphic3d_TypeOfAnswer acceptDisplay (const Graphic3d_TypeOfStructure theStructType) const; //! Computes the new presentation of the structures displayed in this view with the type Graphic3d_TOS_COMPUTED. Standard_EXPORT void Compute(); //! Clears the structure in this view. Standard_EXPORT void Clear (const Handle(Graphic3d_Structure)& theStructure, const Standard_Boolean theWithDestruction); //! Connects the structures. Standard_EXPORT void Connect (const Handle(Graphic3d_Structure)& theMother, const Handle(Graphic3d_Structure)& theDaughter); //! Disconnects the structures. Standard_EXPORT void Disconnect (const Handle(Graphic3d_Structure)& theMother, const Handle(Graphic3d_Structure)& theDaughter); //! Displays the structure in the view. Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& theStructure); //! Display the structure in the view. Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& theStructure, const Aspect_TypeOfUpdate theUpdateMode); //! Erases the structure from the view. Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& theStructure); //! Erases the structure from the view. Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& theStructure, const Aspect_TypeOfUpdate theUpdateMode); //! Highlights the structure in the view. Standard_EXPORT void Highlight (const Handle(Graphic3d_Structure)& theStructure, const Aspect_TypeOfHighlightMethod theMethod); //! Transforms the structure in the view. Standard_EXPORT void SetTransform (const Handle(Graphic3d_Structure)& theStructure, const TColStd_Array2OfReal& theTrsf); //! Suppress the highlighting on the structure //! in the view . Standard_EXPORT void UnHighlight (const Handle(Graphic3d_Structure)& theStructure); //! Returns an index != 0 if the structure have another structure computed for the view . Standard_EXPORT Standard_Integer IsComputed (const Handle(Graphic3d_Structure)& theStructure) const; //! Returns true if the structure is displayed in the view. Standard_EXPORT Standard_Boolean IsDisplayed (const Handle(Graphic3d_Structure)& theStructure) const; //! Changes the display priority of the structure. Standard_EXPORT void ChangePriority (const Handle(Graphic3d_Structure)& theStructure, const Standard_Integer theOldPriority, const Standard_Integer theNewPriority); //! Change Z layer of already displayed structure in the view. Standard_EXPORT void ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure, const Graphic3d_ZLayerId theLayerId); //! Returns an index != 0 if the structure have the same owner than another structure //! in the sequence of the computed structures. Standard_EXPORT Standard_Integer HaveTheSameOwner (const Handle(Graphic3d_Structure)& theStructure) const; public: //! Redraw content of the view. virtual void Redraw() = 0; //! Redraw immediate content of the view. virtual void RedrawImmediate() = 0; //! Invalidates content of the view but does not redraw it. virtual void Invalidate() = 0; //! Return true if view content cache has been invalidated. virtual Standard_Boolean IsInvalidated() = 0; //! Handle changing size of the rendering window. virtual void Resized() = 0; //! @param theDrawToFrontBuffer Advanced option to modify rendering mode: //! 1. TRUE. Drawing immediate mode structures directly to the front buffer over the scene image. //! Fast, so preferred for interactive work (used by default). //! However these extra drawings will be missed in image dump since it is performed from back buffer. //! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen //! in run-time (in case of slow hardware) and/or tearing may appear. //! So this is strongly recommended to draw only simple (fast) structures. //! 2. FALSE. Drawing immediate mode structures to the back buffer. //! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync //! is turned on. But it works in any case and is especially useful for view dump because the dump image is read //! from the back buffer. //! @return previous mode. virtual Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer) = 0; //! Creates and maps rendering window to the view. //! @param theWindow [in] the window. //! @param theContext [in] the rendering context. If NULL the context will be created internally. virtual void SetWindow (const Handle(Aspect_Window)& theWindow, const Aspect_RenderingContext theContext = NULL) = 0; //! Returns the window associated to the view. virtual Handle(Aspect_Window) Window() const = 0; //! Returns True if the window associated to the view is defined. virtual Standard_Boolean IsDefined() const = 0; //! Displays z-buffer trihedron. virtual void TriedronDisplay (const Aspect_TypeOfTriedronPosition thePosition = Aspect_TOTP_CENTER, const Quantity_NameOfColor theColor = Quantity_NOC_WHITE, const Standard_Real theScale = 0.02, const Standard_Boolean theAsWireframe = Standard_True) = 0; //! Erases z-buffer trihedron. virtual void TriedronErase() = 0; //! Setup parameters of z-buffer trihedron. virtual void ZBufferTriedronSetup (const Quantity_NameOfColor theXColor = Quantity_NOC_RED, const Quantity_NameOfColor theYColor = Quantity_NOC_GREEN, const Quantity_NameOfColor theZColor = Quantity_NOC_BLUE1, const Standard_Real theSizeRatio = 0.8, const Standard_Real theAxisDiametr = 0.05, const Standard_Integer theNbFacettes = 12) = 0; //! Displays trihedron echo. virtual void TriedronEcho (const Aspect_TypeOfTriedronEcho theType = Aspect_TOTE_NONE) = 0; //! Returns data of a graduated trihedron virtual const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() = 0; //! Displays Graduated Trihedron. virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) = 0; //! Erases Graduated Trihedron. virtual void GraduatedTrihedronErase() = 0; //! Sets minimum and maximum points of scene bounding box for Graduated Trihedron stored in graphic view object. //! @param theMin [in] the minimum point of scene. //! @param theMax [in] the maximum point of scene. virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax) = 0; //! Dump active rendering buffer into specified memory buffer. virtual Standard_Boolean BufferDump (Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType) = 0; //! Print the contents of the view to the printer. //! @param thePrinterDC pass the PrinterDeviceContext (HDC) //! @param theToShowBackground when set to FALSE then print the view without background //! color (background is white) else set to TRUE for printing //! with current background color //! @param theFileName if != NULL, then the view will be printed to a file //! @param thePrintAlgorithm select print algorithm: stretch, tile //! @param theScaleFactor scaling coefficient, used internally to scale the printings //! accordingly to the scale factor selected in the printer properties dialog //! @return Standard_True if the data is passed to the printer, otherwise Standard_False if //! the print operation failed due to the printer errors, or lack of system memory. This might be related //! to insufficient memory or some internal errors. //! All this errors are indicated by the message boxes (on level of OpenGl_GraphicDriver). //! Warning: This function can reuse FBO assigned to the view, please take it into account //! if you use it for your purposes. virtual Standard_Boolean Print (const Aspect_Handle thePrinterDC, const Standard_Boolean theToShowBackground, const Standard_CString theFileName, const Aspect_PrintAlgo thePrintAlgorithm = Aspect_PA_STRETCH, const Standard_Real theScaleFactor = 1.0) = 0; //! Export scene into the one of the Vector graphics formats (SVG, PS, PDF...). //! In contrast to Bitmaps, Vector graphics is scalable (so you may got quality benefits //! on printing to laser printer). Notice however that results may differ a lot and //! do not contain some elements. virtual Standard_Boolean Export (const Standard_CString theFileName, const Graphic3d_ExportFormat theFormat, const Graphic3d_SortType theSortType = Graphic3d_ST_BSP_Tree) = 0; //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated. virtual void InvalidateBVHData (const Standard_Integer theLayerId) = 0; //! Add a new top-level z layer with ID for //! the view. Z layers allow drawing structures in higher layers //! in foreground of structures in lower layers. To add a structure //! to desired layer on display it is necessary to set the layer //! ID for the structure. virtual void AddZLayer (const Graphic3d_ZLayerId theLayerId) = 0; //! Returns the maximum Z layer ID. //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax(). virtual Standard_Integer ZLayerMax() const = 0; //! Returns the bounding box of all structures displayed in the Z layer. virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId) const = 0; //! Returns the bounding box of all structures displayed in the Z layer. virtual Graphic3d_BndBox4f ZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId, const Handle(Graphic3d_Camera)& theCamera, const Standard_Integer theWindowWidth, const Standard_Integer theWindowHeight, const Standard_Boolean theToIgnoreInfiniteFlag) const = 0; //! Remove Z layer from the specified view. All structures //! displayed at the moment in layer will be displayed in default layer //! ( the bottom-level z layer ). To unset layer ID from associated //! structures use method UnsetZLayer (...). virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) = 0; //! Sets the settings for a single Z layer of specified view. virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings& theSettings) = 0; //! Returns zoom-scale factor. Standard_EXPORT Standard_Real ConsiderZoomPersistenceObjects(); //! Returns pointer to an assigned framebuffer object. virtual Handle(Standard_Transient) FBO() const = 0; //! Sets framebuffer object for offscreen rendering. virtual void SetFBO (const Handle(Standard_Transient)& theFbo) = 0; //! Generate offscreen FBO in the graphic library. //! If not supported on hardware returns NULL. virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight) = 0; //! Remove offscreen FBO from the graphic library virtual void FBORelease (Handle(Standard_Transient)& theFbo) = 0; //! Read offscreen FBO configuration. virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo, Standard_Integer& theWidth, Standard_Integer& theHeight, Standard_Integer& theWidthMax, Standard_Integer& theHeightMax) = 0; //! Change offscreen FBO viewport. virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo, const Standard_Integer theWidth, const Standard_Integer theHeight) = 0; public: //! Copy visualization settings from another view. //! Method is used for cloning views in viewer when its required to create view //! with same view properties. Standard_EXPORT virtual void CopySettings (const Handle(Graphic3d_CView)& theOther); //! Returns current rendering parameters and effect settings. const Graphic3d_RenderingParams& RenderingParams() const { return myRenderParams; } //! Returns reference to current rendering parameters and effect settings. Graphic3d_RenderingParams& ChangeRenderingParams() { return myRenderParams; } //! Returns background fill color. virtual Aspect_Background Background() const = 0; //! Sets background fill color. virtual void SetBackground (const Aspect_Background& theBackground) = 0; //! Returns gradient background fill colors. virtual Aspect_GradientBackground GradientBackground() const = 0; //! Sets gradient background fill colors. virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) = 0; //! Returns background image texture file path. virtual TCollection_AsciiString BackgroundImage() = 0; //! Sets background image texture file path. virtual void SetBackgroundImage (const TCollection_AsciiString& theFilePath) = 0; //! Returns background image fill style. virtual Aspect_FillMethod BackgroundImageStyle() const = 0; //! Sets background image fill style. virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) = 0; //! Returns environment texture set for the view. virtual Handle(Graphic3d_TextureEnv) TextureEnv() const = 0; //! Sets environment texture for the view. virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) = 0; //! Returns the state of frustum culling optimization. virtual Standard_Boolean IsCullingEnabled() const = 0; //! Enables or disables frustum culling optimization. virtual void SetCullingEnabled (const Standard_Boolean theIsEnabled) = 0; //! Returns shading model of the view. virtual Graphic3d_TypeOfShadingModel ShadingModel() const = 0; //! Sets shading model of the view. virtual void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel) = 0; //! Return backfacing model used for the view. virtual Graphic3d_TypeOfBackfacingModel BackfacingModel() const = 0; //! Sets backfacing model for the view. virtual void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) = 0; //! Returns camera object of the view. virtual const Handle(Graphic3d_Camera)& Camera() const = 0; //! Sets camera used by the view. virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) = 0; //! Returns true if GL lighting is enabled. virtual Standard_Boolean IsGLLightEnabled() const = 0; //! Sets GL lighting enabled or disable state. virtual void SetGLLightEnabled (const Standard_Boolean theIsEnabled) = 0; //! Returns list of lights of the view. virtual const Graphic3d_ListOfCLight& Lights() const = 0; //! Sets list of lights for the view. virtual void SetLights (const Graphic3d_ListOfCLight& theLights) = 0; //! Returns list of clip planes set for the view. virtual const Graphic3d_SequenceOfHClipPlane& ClipPlanes() const = 0; //! Sets list of clip planes for the view. virtual void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane& thePlanes) = 0; private: //! Adds the structure to display lists of the view. virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure, const Standard_Integer thePriority) = 0; //! Erases the structure from display lists of the view. virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) = 0; //! Change Z layer of a structure already presented in view. virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure, const Graphic3d_ZLayerId theNewLayerId) = 0; //! Changes the priority of a structure within its Z layer in the specified view. virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure, const Standard_Integer theNewPriority) = 0; //! Returns zoom-scale factor. virtual Standard_Real considerZoomPersistenceObjects (const Graphic3d_ZLayerId theLayerId, const Handle(Graphic3d_Camera)& theCamera, const Standard_Integer theWindowWidth, const Standard_Integer theWindowHeight, const Standard_Boolean theToIgnoreInfiniteFlag) const = 0; protected: Standard_Integer myId; Graphic3d_RenderingParams myRenderParams; Handle(Graphic3d_StructureManager) myStructureManager; Graphic3d_SequenceOfStructure myStructsToCompute; Graphic3d_SequenceOfStructure myStructsComputed; Graphic3d_MapOfStructure myStructsDisplayed; Handle(Graphic3d_NMapOfTransient) myHiddenObjects; Standard_Boolean myIsInComputedMode; Standard_Boolean myIsActive; Standard_Boolean myIsRemoved; Graphic3d_TypeOfVisualization myVisualization; private: DEFINE_STANDARD_RTTIEXT(Graphic3d_CView,Graphic3d_DataStructureManager) }; #endif // _Graphic3d_CView_HeaderFile