// 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 class OpenGl_View; class Image_PixMap; 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; } //! Configure default polygon offset parameters. //! Return previous settings. Standard_EXPORT Graphic3d_PolygonOffset SetDefaultPolygonOffset (const Graphic3d_PolygonOffset& theOffset); //// 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. bool SetAllowFaceCulling (bool theToAllow) { const bool wasAllowed = myToAllowFaceCulling; myToAllowFaceCulling = theToAllow; return wasAllowed; } //! 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 edge color taking into account highlight flag. const OpenGl_Vec4& EdgeColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectsSet->Aspect()->EdgeColorRGBA(); } //! Return Interior color taking into account highlight flag. const OpenGl_Vec4& InteriorColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectsSet->Aspect()->InteriorColorRGBA(); } //! Return text color taking into account highlight flag. const OpenGl_Vec4& TextColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectsSet->Aspect()->ColorRGBA(); } //! Return text Subtitle color taking into account highlight flag. const OpenGl_Vec4& TextSubtitleColor() const { return !myHighlightStyle.IsNull() ? myHighlightStyle->ColorRGBA() : myAspectsSet->Aspect()->ColorSubTitleRGBA(); } //! Currently set aspects (can differ from applied). const OpenGl_Aspects* Aspects() const { return myAspectsSet; } //! Assign new aspects (will be applied within ApplyAspects()). Standard_EXPORT const OpenGl_Aspects* SetAspects (const OpenGl_Aspects* theAspect); //! Return TextureSet from set Aspects or Environment texture. const Handle(OpenGl_TextureSet)& TextureSet() const { const Handle(OpenGl_TextureSet)& aTextureSet = myAspectsSet->TextureSet (myGlContext, ToHighlight()); return !aTextureSet.IsNull() || myAspectsSet->Aspect()->ToMapTexture() ? aTextureSet : myEnvironmentTexture; } //! Apply aspects. //! @param theToBindTextures flag to bind texture set defined by applied aspect //! @return aspect set by SetAspects() Standard_EXPORT const OpenGl_Aspects* ApplyAspects (bool theToBindTextures = true); //! Clear the applied aspect state to default values. void ResetAppliedAspect(); //! Get rendering filter. //! @sa ShouldRender() Standard_Integer RenderFilter() const { return myRenderFilter; } //! Set filter for restricting rendering of particular elements. //! @sa ShouldRender() void SetRenderFilter (Standard_Integer theFilter) { myRenderFilter = theFilter; } //! Checks whether the element can be rendered or not. //! @param theElement [in] the element to check //! @return True if element can be rendered bool ShouldRender (const OpenGl_Element* theElement); //! Return the number of skipped transparent elements within active OpenGl_RenderFilter_OpaqueOnly filter. //! @sa OpenGl_LayerList::Render() Standard_Integer NbSkippedTransparentElements() { return myNbSkippedTranspElems; } //! Reset skipped transparent elements counter. //! @sa OpenGl_LayerList::Render() void ResetSkippedCounter() { myNbSkippedTranspElems = 0; } //! @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 face aspect for none culling mode. const OpenGl_Aspects& NoneCulling() const { return myNoneCulling; } //! Returns face aspect for front face culling mode. const OpenGl_Aspects& 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; OpenGl_Aspects myNoneCulling; OpenGl_Aspects myFrontCulling; protected: //! @name fields related to status Standard_Integer myNbSkippedTranspElems; //!< counter of skipped transparent elements for OpenGl_LayerList two rendering passes method Standard_Integer myRenderFilter; //!< active filter for skipping rendering of elements by some criteria (multiple render passes) OpenGl_Aspects myDefaultAspects; const OpenGl_Aspects* myAspectsSet; Handle(Graphic3d_Aspects) myAspectsApplied; 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_Aspects 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