// Created on: 2012-02-02 // Created by: Anton POLETAEV // Copyright (c) 2012-2014 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 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 _OpenGl_LayerList_Header #define _OpenGl_LayerList_Header #include #include #include #include class OpenGl_Structure; class Handle(OpenGl_Workspace); typedef NCollection_Sequence OpenGl_SequenceOfLayers; typedef NCollection_DataMap OpenGl_LayerSeqIds; class OpenGl_LayerList { public: //! Constructor OpenGl_LayerList (const Standard_Integer theNbPriorities = 11); //! Destructor virtual ~OpenGl_LayerList (); //! Method returns the number of available priorities Standard_Integer NbPriorities () const; //! Number of displayed structures Standard_Integer NbStructures () const; //! Insert a new layer with id. void AddLayer (const Standard_Integer theLayerId); //! Check whether the layer with given id is already created. Standard_Boolean HasLayer (const Standard_Integer theLayerId) const; //! Remove layer by its id. void RemoveLayer (const Standard_Integer theLayerId); //! Add structure to list with given priority. The structure will be inserted //! to specified layer. If the layer isn't found, the structure will be put //! to default bottom-level layer. void AddStructure (const OpenGl_Structure *theStructure, const Standard_Integer theLayerId, const Standard_Integer thePriority); //! Remove structure from structure list and return its previous priority void RemoveStructure (const OpenGl_Structure *theStructure, const Standard_Integer theZLayerId); //! Change structure z layer //! If the new layer is not presented, the structure will be displayed //! in default z layer void ChangeLayer (const OpenGl_Structure *theStructure, const Standard_Integer theOldLayerId, const Standard_Integer theNewLayerId); //! Render this element void Render (const Handle(OpenGl_Workspace) &theWorkspace) const; //! Returns the set of OpenGL Z-layers. const OpenGl_SequenceOfLayers& Layers() const { return myLayers; } #ifdef HAVE_OPENCL //! Returns structure modification state (for ray-tracing). Standard_Size ModificationState() const { return myModificationState; } #endif private: //! Get default layer OpenGl_PriorityList& defaultLayer (); protected: // number of structures temporary put to default layer OpenGl_SequenceOfLayers myLayers; OpenGl_LayerSeqIds myLayerIds; Standard_Integer myNbPriorities; Standard_Integer myNbStructures; #ifdef HAVE_OPENCL mutable Standard_Size myModificationState; #endif public: DEFINE_STANDARD_ALLOC }; #endif //_OpenGl_LayerList_Header