// Copyright (c) 2011-2019 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_Layer_HeaderFile #define _Graphic3d_Layer_HeaderFile #include #include #include #include #include #include #include #include //! Defines index map of structures. typedef NCollection_IndexedMap Graphic3d_IndexedMapOfStructure; //! Defines array of indexed maps of structures. typedef NCollection_Array1 Graphic3d_ArrayOfIndexedMapOfStructure; class Graphic3d_CullingTool; //! Presentations list sorted within priorities. class Graphic3d_Layer : public Standard_Transient { DEFINE_STANDARD_RTTIEXT(Graphic3d_Layer, Standard_Transient) public: //! Initializes associated priority list and layer properties Standard_EXPORT Graphic3d_Layer (Standard_Integer theNbPriorities, const Handle(Select3D_BVHBuilder3d)& theBuilder); //! Destructor. Standard_EXPORT virtual ~Graphic3d_Layer(); //! Returns BVH tree builder for frustom culling. const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHPrimitivesTrsfPers.Builder(); } //! Assigns BVH tree builder for frustom culling. void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBVHPrimitivesTrsfPers.SetBuilder (theBuilder); } //! Return true if layer was marked with immediate flag. Standard_Boolean IsImmediate() const { return myLayerSettings.IsImmediate(); } //! Returns settings of the layer object. const Graphic3d_ZLayerSettings& LayerSettings() const { return myLayerSettings; }; //! Sets settings of the layer object. Standard_EXPORT void SetLayerSettings (const Graphic3d_ZLayerSettings& theSettings); Standard_EXPORT void Add (const Graphic3d_CStructure* theStruct, Standard_Integer thePriority, Standard_Boolean isForChangePriority = Standard_False); //! Remove structure and returns its priority, if the structure is not found, method returns negative value Standard_EXPORT bool Remove (const Graphic3d_CStructure* theStruct, Standard_Integer& thePriority, Standard_Boolean isForChangePriority = Standard_False); //! @return the number of structures Standard_Integer NbStructures() const { return myNbStructures; } //! Number of NOT culled structures in the layer. Standard_Integer NbStructuresNotCulled() const { return myNbStructuresNotCulled; } //! Returns the number of available priority levels Standard_Integer NbPriorities() const { return myArray.Length(); } //! Append layer of acceptable type (with similar number of priorities or less). //! Returns Standard_False if the list can not be accepted. Standard_EXPORT Standard_Boolean Append (const Graphic3d_Layer& theOther); //! Returns array of structures. const Graphic3d_ArrayOfIndexedMapOfStructure& ArrayOfStructures() const { return myArray; } //! Marks BVH tree for given priority list as dirty and //! marks primitive set for rebuild. Standard_EXPORT void InvalidateBVHData(); //! Marks cached bounding box as obsolete. void InvalidateBoundingBox() const { myIsBoundingBoxNeedsReset[0] = myIsBoundingBoxNeedsReset[1] = true; } //! Returns layer bounding box. //! @param theViewId view index to consider View Affinity in structure //! @param theCamera camera definition //! @param theWindowWidth viewport width (for applying transformation-persistence) //! @param theWindowHeight viewport height (for applying transformation-persistence) //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence) //! @return computed bounding box Standard_EXPORT Bnd_Box BoundingBox (Standard_Integer theViewId, const Handle(Graphic3d_Camera)& theCamera, Standard_Integer theWindowWidth, Standard_Integer theWindowHeight, Standard_Boolean theToIncludeAuxiliary) const; //! Returns zoom-scale factor. Standard_EXPORT Standard_Real considerZoomPersistenceObjects (Standard_Integer theViewId, const Handle(Graphic3d_Camera)& theCamera, Standard_Integer theWindowWidth, Standard_Integer theWindowHeight) const; //! Update culling state - should be called before rendering. //! Traverses through BVH tree to determine which structures are in view volume. Standard_EXPORT void UpdateCulling (Standard_Integer theViewId, const Graphic3d_CullingTool& theSelector, const Graphic3d_RenderingParams::FrustumCulling theFrustumCullingState); //! Returns TRUE if layer is empty or has been discarded entirely by culling test. bool IsCulled() const { return myNbStructuresNotCulled == 0; } //! Returns number of transform persistence objects. Standard_Integer NbOfTransformPersistenceObjects() const { return myBVHPrimitivesTrsfPers.Size(); } public: //! Returns set of Graphic3d_CStructures structures for building BVH tree. const Graphic3d_BvhCStructureSet& CullableStructuresBVH() const { return myBVHPrimitives; } //! Returns set of transform persistent Graphic3d_CStructures for building BVH tree. const Graphic3d_BvhCStructureSetTrsfPers& CullableTrsfPersStructuresBVH() const { return myBVHPrimitivesTrsfPers; } //! Returns indexed map of always rendered structures. const NCollection_IndexedMap& NonCullableStructures() const { return myAlwaysRenderedMap; } protected: //! Updates BVH trees if their state has been invalidated. Standard_EXPORT void updateBVH() const; private: //! Array of Graphic3d_CStructures by priority rendered in layer. Graphic3d_ArrayOfIndexedMapOfStructure myArray; //! Overall number of structures rendered in the layer. Standard_Integer myNbStructures; //! Number of NOT culled structures in the layer. Standard_Integer myNbStructuresNotCulled; //! Layer setting flags. Graphic3d_ZLayerSettings myLayerSettings; //! Set of Graphic3d_CStructures structures for building BVH tree. mutable Graphic3d_BvhCStructureSet myBVHPrimitives; //! Set of transform persistent Graphic3d_CStructures for building BVH tree. mutable Graphic3d_BvhCStructureSetTrsfPers myBVHPrimitivesTrsfPers; //! Indexed map of always rendered structures. mutable NCollection_IndexedMap myAlwaysRenderedMap; //! Is needed for implementation of stochastic order of BVH traverse. Standard_Boolean myBVHIsLeftChildQueuedFirst; //! Defines if the primitive set for BVH is outdated. mutable Standard_Boolean myIsBVHPrimitivesNeedsReset; //! Defines if the cached bounding box is outdated. mutable bool myIsBoundingBoxNeedsReset[2]; //! Cached layer bounding box. mutable Bnd_Box myBoundingBox[2]; }; #endif // _Graphic3d_Layer_HeaderFile