// 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 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 _OpenGl_LayerList_Header #define _OpenGl_LayerList_Header #include #include #include #include #include #include class OpenGl_Structure; typedef NCollection_Sequence OpenGl_SequenceOfLayers; typedef NCollection_DataMap OpenGl_LayerSeqIds; //! Class defining the list of layers. class OpenGl_LayerList { public: //! Constructor OpenGl_LayerList (const Standard_Integer theNbPriorities); //! Destructor virtual ~OpenGl_LayerList(); //! Method returns the number of available priorities Standard_Integer NbPriorities() const { return myNbPriorities; } //! Number of displayed structures Standard_Integer NbStructures() const { return myNbStructures; } //! Return number of structures within immediate layers Standard_Integer NbImmediateStructures() const { return myImmediateNbStructures; } //! Insert a new layer with id. void AddLayer (const Graphic3d_ZLayerId theLayerId); //! Remove layer by its id. void RemoveLayer (const Graphic3d_ZLayerId 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* theStruct, const Graphic3d_ZLayerId theLayerId, const Standard_Integer thePriority, Standard_Boolean isForChangePriority = Standard_False); //! Remove structure from structure list and return its previous priority void RemoveStructure (const OpenGl_Structure* theStructure); //! 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 Graphic3d_ZLayerId theOldLayerId, const Graphic3d_ZLayerId theNewLayerId); //! Changes structure priority within its ZLayer void ChangePriority (const OpenGl_Structure* theStructure, const Graphic3d_ZLayerId theLayerId, const Standard_Integer theNewPriority); //! Returns reference to the layer with given ID. OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId); //! Returns reference to the layer with given ID. const OpenGl_Layer& Layer (const Graphic3d_ZLayerId theLayerId) const; //! Assign new settings to the layer. void SetLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings& theSettings); //! Render this element void Render (const Handle(OpenGl_Workspace)& theWorkspace, const Standard_Boolean theToDrawImmediate, const OpenGl_LayerFilter theLayersToProcess, OpenGl_FrameBuffer* theReadDrawFbo, OpenGl_FrameBuffer* theOitAccumFbo) const; //! Returns the set of OpenGL Z-layers. const OpenGl_SequenceOfLayers& Layers() const { return myLayers; } //! Returns the map of Z-layer IDs to indexes. const OpenGl_LayerSeqIds& LayerIDs() const { return myLayerIds; } //! Marks BVH tree for given priority list as dirty and //! marks primitive set for rebuild. void InvalidateBVHData (const Graphic3d_ZLayerId theLayerId); //! Returns structure modification state (for ray-tracing). Standard_Size ModificationStateOfRaytracable() const { return myModifStateOfRaytraceable; } //! Returns BVH tree builder for frustom culling. const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; } //! Assigns BVH tree builder for frustom culling. void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder); protected: //! Filter of TKOpenGl elements for processing only shading geometry and //! for collecting number of skipped elements to an external counter. class OpenGl_OpaqueFilter : public OpenGl_RenderFilter { public: //! Constructor. //! @param thePrevFilter [in] the previously active filter that should have additive effect. OpenGl_OpaqueFilter() : mySkippedCounter (0) {} //! Sets the current active filter in workspace. //! @param thePrevFilter [in] the previously active filter that should have additive effect. void SetPreviousFilter (const Handle(OpenGl_RenderFilter)& thePrevFitler) { myFilter = thePrevFitler; } //! Sets the value of the skipped elements counter. void SetSkippedCounter (const Standard_Size theCounter) { mySkippedCounter = theCounter; } //! Returns number of skipped elements. Standard_Size NbSkipped() const { return mySkippedCounter; } //! Checks whether the element should be rendered or skipped. //! @param theWorkspace [in] the currently used workspace for rendering. //! @param theGlElement [in] the TKOpenGl rendering queue element that should be checked before streaming to GPU. Standard_EXPORT virtual Standard_Boolean ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace, const OpenGl_Element* theGlElement) Standard_OVERRIDE; DEFINE_STANDARD_RTTI_INLINE (OpenGl_OpaqueFilter, OpenGl_RenderFilter) private: Standard_Size mySkippedCounter; //!< Counter of skipped elements. Handle(OpenGl_RenderFilter) myFilter; //!< Previous active filter that should be combined. }; //! Filter of TKOpenGl elements for keeping only shading geometry with transparency. class OpenGl_TransparentFilter : public OpenGl_RenderFilter { public: //! Constructor. OpenGl_TransparentFilter() {} //! Sets the current active filter in workspace. //! @param thePrevFilter [in] the previously active filter that should have additive effect. void SetPreviousFilter (const Handle(OpenGl_RenderFilter)& thePrevFitler) { myFilter = thePrevFitler; } //! Checks whether the element should be rendered or skipped. //! @param theWorkspace [in] the currently used workspace for rendering. //! @param theGlElement [in] the TKOpenGl rendering queue element that should be checked before streaming to GPU. Standard_EXPORT virtual Standard_Boolean ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace, const OpenGl_Element* theGlElement) Standard_OVERRIDE; DEFINE_STANDARD_RTTI_INLINE (OpenGl_TransparentFilter, OpenGl_RenderFilter) private: Handle(OpenGl_RenderFilter) myFilter; //!< Previous active filter that should be combined. }; //! Stack of references to existing layers of predefined maximum size. class OpenGl_LayerStack { public: typedef NCollection_Array1::iterator iterator; //! Reallocate internal buffer of the stack. void Allocate (Standard_Integer theSize) { if (theSize > 0) { myStackSpace = new NCollection_Array1 (1, theSize); myStackSpace->Init (NULL); myBackPtr = myStackSpace->begin(); } else { myStackSpace.Nullify(); myBackPtr = iterator(); } } //! Clear stack. void Clear() { if (!myStackSpace.IsNull()) { myStackSpace->Init (NULL); myBackPtr = myStackSpace->begin(); } } //! Push a new layer reference to the stack. void Push (const OpenGl_Layer* theLayer) { (*myBackPtr++) = theLayer; } //! Returns iterator to the origin of the stack. iterator Origin() const { return myStackSpace.IsNull() ? iterator() : myStackSpace->begin(); } //! Returns iterator to the back of the stack (after last item added). iterator Back() const { return myBackPtr; } //! Returns true if nothing has been pushed into the stack. Standard_Boolean IsEmpty() const { return Back() == Origin(); } private: NCollection_Handle > myStackSpace; iterator myBackPtr; }; //! Render transparent objects using blending operator. //! Additional accumulation framebuffer is used for blended order-independent //! transparency algorithm. It should support floating-point color components //! and share depth with main reading/drawing framebuffer. //! @param theWorkspace [in] the currently used workspace for rendering. //! @param theLayerIter [in/out] the current iterator of transparent layers to process. //! @param theGlobalSettings [in] the set of global settings used for rendering. //! @param theReadDrawFbo [in] the framebuffer for reading depth and writing final color. //! @param theOitAccumFbo [in] the framebuffer for accumulating color and coverage for OIT process. void renderTransparent (const Handle(OpenGl_Workspace)& theWorkspace, OpenGl_LayerStack::iterator& theLayerIter, const OpenGl_GlobalLayerSettings& theGlobalSettings, OpenGl_FrameBuffer* theReadDrawFbo, OpenGl_FrameBuffer* theOitAccumFbo) const; protected: // number of structures temporary put to default layer OpenGl_SequenceOfLayers myLayers; OpenGl_LayerSeqIds myLayerIds; Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustom culling Standard_Integer myDefaultLayerIndex; //!< index of Graphic3d_ZLayerId_Default layer in myLayers sequence Standard_Integer myNbPriorities; Standard_Integer myNbStructures; Standard_Integer myImmediateNbStructures; //!< number of structures within immediate layers mutable Standard_Size myModifStateOfRaytraceable; //! Collection of references to layers with transparency gathered during rendering pass. mutable OpenGl_LayerStack myTransparentToProcess; Handle(OpenGl_OpaqueFilter) myRenderOpaqueFilter; //!< rendering filter for opaque drawing pass (blended OIT). Handle(OpenGl_TransparentFilter) myRenderTranspFilter; //!< rendering filter for transparency drawing pass (blended OIT). public: DEFINE_STANDARD_ALLOC }; #endif //_OpenGl_LayerList_Header