// Created on: 2011-09-20 // Created by: Sergey ZERCHANINOV // Copyright (c) 2011-2013 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_Workspace_Header #define _OpenGl_Workspace_Header #include #include #include #include #include #include #include #include #include #include #include #include #include class OpenGl_View; class Image_PixMap; class OpenGl_RaytraceFilter; DEFINE_STANDARD_HANDLE (OpenGl_RaytraceFilter, OpenGl_RenderFilter) //! Graphical ray-tracing filter. //! Filters out all raytracable structures. class OpenGl_RaytraceFilter : public OpenGl_RenderFilter { public: //! Default constructor. OpenGl_RaytraceFilter() {} //! Returns the previously set filter. const Handle(OpenGl_RenderFilter)& PrevRenderFilter() { return myPrevRenderFilter; } //! Remembers the previously set filter. void SetPrevRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter) { myPrevRenderFilter = theFilter; } //! Checks whether the element can be rendered or not. //! @param theElement [in] the element to check. //! @return True if element can be rendered. virtual Standard_Boolean ShouldRender (const Handle(OpenGl_Workspace)& theWorkspace, const OpenGl_Element* theElement) Standard_OVERRIDE; private: Handle(OpenGl_RenderFilter) myPrevRenderFilter; public: DEFINE_STANDARD_RTTIEXT(OpenGl_RaytraceFilter,OpenGl_RenderFilter) }; class OpenGl_Workspace; DEFINE_STANDARD_HANDLE(OpenGl_Workspace,Standard_Transient) //! Rendering workspace. //! Provides methods to render primitives and maintain GL state. class OpenGl_Workspace : public Standard_Transient { public: //! Constructor of rendering workspace. Standard_EXPORT OpenGl_Workspace (OpenGl_View* theView, const Handle(OpenGl_Window)& theWindow); //! Destructor virtual ~OpenGl_Workspace() {} //! Activate rendering context. Standard_EXPORT Standard_Boolean Activate(); OpenGl_View* View() const { return myView; } const Handle(OpenGl_Context)& GetGlContext() { return myGlContext; } Standard_EXPORT Handle(OpenGl_FrameBuffer) FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight); Standard_EXPORT void FBORelease (Handle(OpenGl_FrameBuffer)& theFbo); Standard_Boolean BufferDump (const Handle(OpenGl_FrameBuffer)& theFbo, Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType); Standard_EXPORT Standard_Integer Width() const; Standard_EXPORT Standard_Integer Height() const; //! Setup Z-buffer usage flag (without affecting GL state!). //! Returns previously set flag. Standard_Boolean SetUseZBuffer (const Standard_Boolean theToUse) { const Standard_Boolean wasUsed = myUseZBuffer; myUseZBuffer = theToUse; return wasUsed; } //! @return true if usage of Z buffer is enabled. Standard_Boolean& UseZBuffer() { return myUseZBuffer; } //! @return true if depth writing is enabled. Standard_Boolean& UseDepthWrite() { return myUseDepthWrite; } //! @return true if clipping algorithm enabled Standard_EXPORT Standard_Boolean IsCullingEnabled() const; //// RELATED TO STATUS //// //! Return true if active group might activate face culling (e.g. primitives are closed). bool ToAllowFaceCulling() const { return myToAllowFaceCulling; } //! Allow or disallow face culling. //! This call does NOT affect current state of back face culling; //! ApplyAspectFace() should be called to update state. void SetAllowFaceCulling (bool theToAllow) { myToAllowFaceCulling = theToAllow; } //! Return true if following structures should apply highlight color. bool ToHighlight() const { return !myHighlightStyle.IsNull(); } //! Return highlight style. const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const { return myHighlightStyle; } //! Set highlight style. void SetHighlightStyle (const Handle(Graphic3d_PresentationAttributes)& theStyle) { myHighlightStyle = theStyle; } //! Return line color taking into account highlight flag. const OpenGl_Vec4& LineColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectLineSet->Aspect()->ColorRGBA(); } //! Return edge color taking into account highlight flag. const OpenGl_Vec4& EdgeColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectFaceSet->AspectEdge()->Aspect()->ColorRGBA(); } //! Return marker color taking into account highlight flag. const OpenGl_Vec4& MarkerColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectMarkerSet->Aspect()->ColorRGBA(); } //! Return Interior color taking into account highlight flag. const OpenGl_Vec4& InteriorColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectFaceSet->Aspect()->InteriorColorRGBA(); } //! Return text color taking into account highlight flag. const OpenGl_Vec4& TextColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectTextSet->Aspect()->ColorRGBA(); } //! Return text Subtitle color taking into account highlight flag. const OpenGl_Vec4& TextSubtitleColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectTextSet->Aspect()->ColorSubTitleRGBA(); } //! Currently set line aspect (can differ from applied). const OpenGl_AspectLine* AspectLine() const { return myAspectLineSet; } //! Currently set face aspect (can differ from applied). const OpenGl_AspectFace* AspectFace() const { return myAspectFaceSet; } //! Currently set marker aspect (can differ from applied). const OpenGl_AspectMarker* AspectMarker() const { return myAspectMarkerSet; } //! Currently set text aspect (can differ from applied). const OpenGl_AspectText* AspectText() const { return myAspectTextSet; } //! Assign new line aspect (will be applied within ApplyAspectLine()). Standard_EXPORT const OpenGl_AspectLine* SetAspectLine (const OpenGl_AspectLine* theAspect); //! Assign new face aspect (will be applied within ApplyAspectFace()). Standard_EXPORT const OpenGl_AspectFace* SetAspectFace (const OpenGl_AspectFace* theAspect); //! Assign new marker aspect (will be applied within ApplyAspectMarker()). Standard_EXPORT const OpenGl_AspectMarker* SetAspectMarker (const OpenGl_AspectMarker* theAspect); //! Assign new text aspect (will be applied within ApplyAspectText()). Standard_EXPORT const OpenGl_AspectText* SetAspectText (const OpenGl_AspectText* theAspect); //! Apply line aspect. //! @return aspect set by SetAspectLine() const OpenGl_AspectLine* ApplyAspectLine() { return myAspectLineSet; } //! Apply face aspect. //! @return aspect set by SetAspectFace() Standard_EXPORT const OpenGl_AspectFace* ApplyAspectFace(); //! Apply marker aspect. //! @return aspect set by SetAspectMarker() Standard_EXPORT const OpenGl_AspectMarker* ApplyAspectMarker(); //! Apply text aspect. //! @return aspect set by SetAspectText() const OpenGl_AspectText* ApplyAspectText() { return myAspectTextSet; } //! Clear the applied aspect state to default values. void ResetAppliedAspect(); //! Set filter for restricting rendering of particular elements. //! Filter can be applied for rendering passes used by recursive //! rendering algorithms for rendering elements of groups. //! @param theFilter [in] the filter instance. inline void SetRenderFilter (const Handle(OpenGl_RenderFilter)& theFilter) { myRenderFilter = theFilter; } //! Get rendering filter. //! @return filter instance. inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const { return myRenderFilter; } //! @return applied view matrix. inline const OpenGl_Matrix* ViewMatrix() const { return ViewMatrix_applied; } //! @return applied model structure matrix. inline const OpenGl_Matrix* ModelMatrix() const { return StructureMatrix_applied; } //! Returns capping algorithm rendering filter. const Handle(OpenGl_CappingAlgoFilter)& DefaultCappingAlgoFilter() const { return myDefaultCappingAlgoFilter; } //! Returns face aspect for none culling mode. const OpenGl_AspectFace& NoneCulling() const { return myNoneCulling; } //! Returns face aspect for front face culling mode. const OpenGl_AspectFace& FrontCulling() const { return myFrontCulling; } //! Sets a new environment texture. void SetEnvironmentTexture (const Handle(OpenGl_TextureSet)& theTexture) { myEnvironmentTexture = theTexture; } //! Returns environment texture. const Handle(OpenGl_TextureSet)& EnvironmentTexture() const { return myEnvironmentTexture; } protected: //! @name protected fields OpenGl_View* myView; Handle(OpenGl_Window) myWindow; Handle(OpenGl_Context) myGlContext; Standard_Boolean myUseZBuffer; Standard_Boolean myUseDepthWrite; Handle(OpenGl_CappingAlgoFilter) myDefaultCappingAlgoFilter; OpenGl_AspectFace myNoneCulling; OpenGl_AspectFace myFrontCulling; protected: //! @name fields related to status Handle(OpenGl_RenderFilter) myRenderFilter; const OpenGl_AspectLine* myAspectLineSet; const OpenGl_AspectFace* myAspectFaceSet; Handle(Graphic3d_AspectFillArea3d) myAspectFaceApplied; const OpenGl_AspectMarker* myAspectMarkerSet; Handle(Graphic3d_AspectMarker3d) myAspectMarkerApplied; const OpenGl_AspectText* myAspectTextSet; Handle(Graphic3d_PresentationAttributes) myAspectFaceAppliedWithHL; const OpenGl_Matrix* ViewMatrix_applied; const OpenGl_Matrix* StructureMatrix_applied; bool myToAllowFaceCulling; //!< allow back face culling Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //!< active highlight style OpenGl_Matrix myModelViewMatrix; //!< Model matrix with applied structure transformations OpenGl_AspectFace myAspectFaceHl; //!< Hiddenline aspect Handle(OpenGl_TextureSet) myEnvironmentTexture; public: //! @name type definition DEFINE_STANDARD_RTTIEXT(OpenGl_Workspace,Standard_Transient) DEFINE_STANDARD_ALLOC }; #endif // _OpenGl_Workspace_Header