// 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 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 { 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 Handle(Graphic3d_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; //! Returns the set of OpenGL Z-layers. const OpenGl_SequenceOfLayers& Layers() const { return myLayers; } //! 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 ModificationState() const { return myModificationState; } protected: // number of structures temporary put to default layer OpenGl_SequenceOfLayers myLayers; OpenGl_LayerSeqIds myLayerIds; Standard_Integer myNbPriorities; Standard_Integer myNbStructures; Standard_Integer myImmediateNbStructures; //!< number of structures within immediate layers mutable Standard_Size myModificationState; public: DEFINE_STANDARD_ALLOC }; #endif //_OpenGl_LayerList_Header