-// Copyright (c) 1999-2014 OPEN CASCADE SAS
+// Copyright (c) 2015 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
#ifndef _Graphic3d_CView_HeaderFile
#define _Graphic3d_CView_HeaderFile
-#include <InterfaceGraphic_Graphic3d.hxx>
-#include <InterfaceGraphic_Visual3d.hxx>
-#include <Graphic3d_TextureEnv.hxx>
+#include <Aspect_Handle.hxx>
+#include <Aspect_PrintAlgo.hxx>
+#include <Aspect_RenderingContext.hxx>
+#include <Aspect_TypeOfTriedronEcho.hxx>
+#include <Aspect_TypeOfTriedronPosition.hxx>
+#include <Aspect_TypeOfUpdate.hxx>
+#include <Aspect_Window.hxx>
+#include <Graphic3d_BufferType.hxx>
#include <Graphic3d_Camera.hxx>
-
#include <Graphic3d_CLight.hxx>
+#include <Graphic3d_CStructure.hxx>
+#include <Graphic3d_DataStructureManager.hxx>
+#include <Graphic3d_ExportFormat.hxx>
+#include <Graphic3d_GraduatedTrihedron.hxx>
+#include <Graphic3d_MapOfStructure.hxx>
+#include <Graphic3d_NMapOfTransient.hxx>
+#include <Graphic3d_RenderingParams.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
-
-class CALL_DEF_VIEWCONTEXT
+#include <Graphic3d_SequenceOfStructure.hxx>
+#include <Graphic3d_SortType.hxx>
+#include <Graphic3d_Structure.hxx>
+#include <Graphic3d_TextureEnv.hxx>
+#include <Graphic3d_TypeOfAnswer.hxx>
+#include <Graphic3d_TypeOfBackfacingModel.hxx>
+#include <Graphic3d_TypeOfShadingModel.hxx>
+#include <Graphic3d_TypeOfVisualization.hxx>
+#include <Graphic3d_Vec3.hxx>
+#include <Graphic3d_ZLayerId.hxx>
+#include <Graphic3d_ZLayerSettings.hxx>
+#include <Image_PixMap.hxx>
+#include <Quantity_NameOfColor.hxx>
+#include <Standard_Address.hxx>
+#include <Standard_Transient.hxx>
+
+class Graphic3d_CView;
+class Graphic3d_GraphicDriver;
+class Graphic3d_StructureManager;
+
+DEFINE_STANDARD_HANDLE (Graphic3d_CView, Graphic3d_DataStructureManager)
+
+//! Base class of a graphical view that carries out rendering process for a concrete
+//! implementation of graphical driver. Provides virtual interfaces for redrawing its
+//! contents, management of displayed structures and render settings. The source code
+//! of the class itself implements functionality related to management of
+//! computed (HLR or "view-dependent") structures.
+class Graphic3d_CView : public Graphic3d_DataStructureManager
{
-
public:
- CALL_DEF_VIEWCONTEXT()
- : Aliasing (0),
- BackZClipping (0),
- FrontZClipping (0),
- DepthCueing (0),
- ZClipFrontPlane (0.0f),
- ZClipBackPlane (0.0f),
- DepthFrontPlane (0.0f),
- DepthBackPlane (0.0f),
- ZBufferActivity (0),
- Model (0),
- Visualization (0),
- NbActiveLight (0),
- ActiveLight (NULL),
- SurfaceDetail (0),
- ClipPlanes()
- {
- //
- }
+ //! Constructor.
+ Standard_EXPORT Graphic3d_CView (const Handle(Graphic3d_StructureManager)& theMgr);
+
+ //! Destructor.
+ Standard_EXPORT virtual ~Graphic3d_CView();
+
+ //! Returns the identification number of the view.
+ Standard_Integer Identification() const { return myId; }
+
+ //! Activates the view. Map the associated window on the screen and post the view in this window.
+ //! Warning: Raises ViewDefinitionError if the associated window isn't defined.
+ Standard_EXPORT virtual void Activate();
+
+ //! Deactivates the view. Unmap the associated window on the screen and unpost the view in this window.
+ //! Warning: Raises ViewDefinitionError if the associated window isn't defined.
+ Standard_EXPORT virtual void Deactivate();
+
+ //! Returns the activity flag of the view.
+ Standard_Boolean IsActive() const { return myIsActive; }
+
+ //! Erases the view and removes from graphic driver.
+ //! No more graphic operations are allowed in this view after the call.
+ Standard_EXPORT virtual void Remove();
+
+ //! Returns true if the view was removed.
+ Standard_Boolean IsRemoved() const { return myIsRemoved; }
public:
- int Aliasing;
+ //! Returns visualization type of the view.
+ Graphic3d_TypeOfVisualization VisualizationType() const { return myVisualization; }
- int BackZClipping;
- int FrontZClipping;
+ //! Sets visualization type of the view.
+ void SetVisualizationType (const Graphic3d_TypeOfVisualization theType) { myVisualization = theType; }
- int DepthCueing;
+ //! Switches computed HLR mode in the view
+ Standard_EXPORT void SetComputedMode (const Standard_Boolean theMode);
- float ZClipFrontPlane;
- float ZClipBackPlane;
+ //! Returns the computed HLR mode state
+ Standard_Boolean ComputedMode() const { return myIsInComputedMode; }
- float DepthFrontPlane;
- float DepthBackPlane;
+ //! Computes the new presentation of the structure displayed in this view with the type Graphic3d_TOS_COMPUTED.
+ Standard_EXPORT void ReCompute (const Handle(Graphic3d_Structure)& theStructure);
- int ZBufferActivity;
- int Model;
- int Visualization;
+ //! Updates screen in function of modifications of the structures
+ //! and invalidates bounding box of specified ZLayerId.
+ Standard_EXPORT void Update (const Aspect_TypeOfUpdate theUpdateMode,
+ const Graphic3d_ZLayerId theLayerId = Graphic3d_ZLayerId_UNKNOWN);
- int NbActiveLight;
- Graphic3d_CLight* ActiveLight;
+ //! Returns Standard_True if one of the structures displayed in the view contains Polygons, Triangles or Quadrangles.
+ Standard_EXPORT Standard_Boolean ContainsFacet() const;
- Handle(Graphic3d_TextureEnv) TextureEnv;
- int SurfaceDetail;
+ //! Returns Standard_True if one of the structures in the set contains Polygons, Triangles or Quadrangles.
+ Standard_EXPORT Standard_Boolean ContainsFacet (const Graphic3d_MapOfStructure& theSet) const;
- Graphic3d_SequenceOfHClipPlane ClipPlanes;
+ //! Returns the set of structures displayed in this view.
+ Standard_EXPORT void DisplayedStructures (Graphic3d_MapOfStructure& theStructures) const;
- Handle(Graphic3d_Camera) Camera;
-};
+ //! Returns number of displayed structures in the view.
+ Standard_Integer NumberOfDisplayedStructures() const { return myStructsDisplayed.Extent(); }
-class Graphic3d_CView
-{
+ //! Returns map of objects hidden within this specific view (not viewer-wise).
+ const Handle(Graphic3d_NMapOfTransient)& HiddenObjects() const { return myHiddenObjects; }
+
+ //! Returns map of objects hidden within this specific view (not viewer-wise).
+ Handle(Graphic3d_NMapOfTransient)& ChangeHiddenObjects() { return myHiddenObjects; }
+
+ //! Returns Standard_True in case if the structure with the given <theStructId> is
+ //! in list of structures to be computed and stores computed struct to <theComputedStruct>.
+ Standard_EXPORT Standard_Boolean IsComputed (const Standard_Integer theStructId,
+ Handle(Graphic3d_Structure)& theComputedStruct) const;
+
+ //! Returns the bounding box of all structures displayed in the view.
+ //! If <theToIgnoreInfiniteFlag> is TRUE, then the boundary box
+ //! also includes minimum and maximum limits of graphical elements
+ //! forming parts of infinite structures.
+ Standard_EXPORT Bnd_Box MinMaxValues (const Standard_Boolean theToIgnoreInfiniteFlag = Standard_False) const;
+
+ //! Returns the coordinates of the boundary box of all structures in the set <theSet>.
+ //! If <theToIgnoreInfiniteFlag> is TRUE, then the boundary box
+ //! also includes minimum and maximum limits of graphical elements
+ //! forming parts of infinite structures.
+ Standard_EXPORT Bnd_Box MinMaxValues (const Graphic3d_MapOfStructure& theSet,
+ const Standard_Boolean theToIgnoreInfiniteFlag = Standard_False) const;
+
+ //! Returns the structure manager handle which manage structures associated with this view.
+ const Handle(Graphic3d_StructureManager)& StructureManager() const { return myStructureManager; }
+
+private:
+
+ friend class Graphic3d_StructureManager;
+
+ //! Is it possible to display the structure in the view?
+ Standard_EXPORT Graphic3d_TypeOfAnswer acceptDisplay (const Graphic3d_TypeOfStructure theStructType) const;
+
+ //! Computes the new presentation of the structures displayed in this view with the type Graphic3d_TOS_COMPUTED.
+ Standard_EXPORT void Compute();
+
+ //! Clears the structure in this view.
+ Standard_EXPORT void Clear (const Handle(Graphic3d_Structure)& theStructure, const Standard_Boolean theWithDestruction);
+
+ //! Connects the structures.
+ Standard_EXPORT void Connect (const Handle(Graphic3d_Structure)& theMother,
+ const Handle(Graphic3d_Structure)& theDaughter);
+
+ //! Disconnects the structures.
+ Standard_EXPORT void Disconnect (const Handle(Graphic3d_Structure)& theMother,
+ const Handle(Graphic3d_Structure)& theDaughter);
+
+ //! Displays the structure in the view.
+ Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& theStructure);
+
+ //! Display the structure in the view.
+ Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& theStructure,
+ const Aspect_TypeOfUpdate theUpdateMode);
+
+ //! Erases the structure from the view.
+ Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& theStructure);
+
+ //! Erases the structure from the view.
+ Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& theStructure,
+ const Aspect_TypeOfUpdate theUpdateMode);
+
+ //! Highlights the structure in the view.
+ Standard_EXPORT void Highlight (const Handle(Graphic3d_Structure)& theStructure,
+ const Aspect_TypeOfHighlightMethod theMethod);
+
+ //! Transforms the structure in the view.
+ Standard_EXPORT void SetTransform (const Handle(Graphic3d_Structure)& theStructure,
+ const TColStd_Array2OfReal& theTrsf);
+
+ //! Suppress the highlighting on the structure <AStructure>
+ //! in the view <me>.
+ Standard_EXPORT void UnHighlight (const Handle(Graphic3d_Structure)& theStructure);
+
+ //! Returns an index != 0 if the structure have another structure computed for the view <me>.
+ Standard_EXPORT Standard_Integer IsComputed (const Handle(Graphic3d_Structure)& theStructure) const;
+
+ //! Returns true if the structure is displayed in the view.
+ Standard_EXPORT Standard_Boolean IsDisplayed (const Handle(Graphic3d_Structure)& theStructure) const;
+
+ //! Changes the display priority of the structure.
+ Standard_EXPORT void ChangePriority (const Handle(Graphic3d_Structure)& theStructure,
+ const Standard_Integer theOldPriority,
+ const Standard_Integer theNewPriority);
+
+ //! Change Z layer of already displayed structure in the view.
+ Standard_EXPORT void ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure,
+ const Graphic3d_ZLayerId theLayerId);
+
+ //! Returns an index != 0 if the structure have the same owner than another structure
+ //! in the sequence of the computed structures.
+ Standard_EXPORT Standard_Integer HaveTheSameOwner (const Handle(Graphic3d_Structure)& theStructure) const;
public:
- Graphic3d_CView()
- : WsId (-1),
- ViewId (0),
- ptrView (NULL),
- IsDeleted (0),
- IsOpen (0),
- Active (0),
- ptrUnderLayer (NULL),
- ptrOverLayer (NULL),
- Backfacing (0),
- GContext (NULL),
- GDisplayCB (NULL),
- GClientData (NULL),
- ptrFBO (NULL),
- WasRedrawnGL (0),
- IsRaytracing (0),
- IsShadowsEnabled (1),
- IsReflectionsEnabled (0),
- IsAntialiasingEnabled (0)
- {
- memset(&DefWindow,0,sizeof(DefWindow));
- }
+ //! Redraw content of the view.
+ virtual void Redraw() = 0;
+
+ //! Redraw immediate content of the view.
+ virtual void RedrawImmediate() = 0;
+
+ //! Invalidates content of the view but does not redraw it.
+ virtual void Invalidate() = 0;
+
+ //! Return true if view content cache has been invalidated.
+ virtual Standard_Boolean IsInvalidated() = 0;
+
+ //! Handle changing size of the rendering window.
+ virtual void Resized() = 0;
+
+ //! @param theDrawToFrontBuffer Advanced option to modify rendering mode:
+ //! 1. TRUE. Drawing immediate mode structures directly to the front buffer over the scene image.
+ //! Fast, so preferred for interactive work (used by default).
+ //! However these extra drawings will be missed in image dump since it is performed from back buffer.
+ //! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen
+ //! in run-time (in case of slow hardware) and/or tearing may appear.
+ //! So this is strongly recommended to draw only simple (fast) structures.
+ //! 2. FALSE. Drawing immediate mode structures to the back buffer.
+ //! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync
+ //! is turned on. But it works in any case and is especially useful for view dump because the dump image is read
+ //! from the back buffer.
+ //! @return previous mode.
+ virtual Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer) = 0;
+
+ //! Creates and maps rendering window to the view.
+ //! @param theWindow [in] the window.
+ //! @param theContext [in] the rendering context. If NULL the context will be created internally.
+ virtual void SetWindow (const Handle(Aspect_Window)& theWindow,
+ const Aspect_RenderingContext theContext = NULL) = 0;
+
+ //! Returns the window associated to the view.
+ virtual Handle(Aspect_Window) Window() const = 0;
+
+ //! Returns True if the window associated to the view is defined.
+ virtual Standard_Boolean IsDefined() const = 0;
+
+ //! Displays z-buffer trihedron.
+ virtual void TriedronDisplay (const Aspect_TypeOfTriedronPosition thePosition = Aspect_TOTP_CENTER,
+ const Quantity_NameOfColor theColor = Quantity_NOC_WHITE,
+ const Standard_Real theScale = 0.02,
+ const Standard_Boolean theAsWireframe = Standard_True) = 0;
+
+ //! Erases z-buffer trihedron.
+ virtual void TriedronErase() = 0;
+
+ //! Setup parameters of z-buffer trihedron.
+ virtual void ZBufferTriedronSetup (const Quantity_NameOfColor theXColor = Quantity_NOC_RED,
+ const Quantity_NameOfColor theYColor = Quantity_NOC_GREEN,
+ const Quantity_NameOfColor theZColor = Quantity_NOC_BLUE1,
+ const Standard_Real theSizeRatio = 0.8,
+ const Standard_Real theAxisDiametr = 0.05,
+ const Standard_Integer theNbFacettes = 12) = 0;
+
+ //! Displays trihedron echo.
+ virtual void TriedronEcho (const Aspect_TypeOfTriedronEcho theType = Aspect_TOTE_NONE) = 0;
+
+ //! Returns data of a graduated trihedron
+ virtual const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() = 0;
+
+ //! Displays Graduated Trihedron.
+ virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) = 0;
+
+ //! Erases Graduated Trihedron.
+ virtual void GraduatedTrihedronErase() = 0;
+
+ //! Sets minimum and maximum points of scene bounding box for Graduated Trihedron stored in graphic view object.
+ //! @param theMin [in] the minimum point of scene.
+ //! @param theMax [in] the maximum point of scene.
+ virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax) = 0;
+
+ //! Dump active rendering buffer into specified memory buffer.
+ virtual Standard_Boolean BufferDump (Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType) = 0;
+
+ //! Print the contents of the view to the printer.
+ //! @param thePrinterDC pass the PrinterDeviceContext (HDC)
+ //! @param theToShowBackground when set to FALSE then print the view without background
+ //! color (background is white) else set to TRUE for printing
+ //! with current background color
+ //! @param theFileName if != NULL, then the view will be printed to a file
+ //! @param thePrintAlgorithm select print algorithm: stretch, tile
+ //! @param theScaleFactor scaling coefficient, used internally to scale the printings
+ //! accordingly to the scale factor selected in the printer properties dialog
+ //! @return Standard_True if the data is passed to the printer, otherwise Standard_False if
+ //! the print operation failed due to the printer errors, or lack of system memory. This might be related
+ //! to insufficient memory or some internal errors.
+ //! All this errors are indicated by the message boxes (on level of OpenGl_GraphicDriver).
+ //! Warning: This function can reuse FBO assigned to the view, please take it into account
+ //! if you use it for your purposes.
+ virtual Standard_Boolean Print (const Aspect_Handle thePrinterDC,
+ const Standard_Boolean theToShowBackground,
+ const Standard_CString theFileName,
+ const Aspect_PrintAlgo thePrintAlgorithm = Aspect_PA_STRETCH,
+ const Standard_Real theScaleFactor = 1.0) = 0;
+
+ //! Export scene into the one of the Vector graphics formats (SVG, PS, PDF...).
+ //! In contrast to Bitmaps, Vector graphics is scalable (so you may got quality benefits
+ //! on printing to laser printer). Notice however that results may differ a lot and
+ //! do not contain some elements.
+ virtual Standard_Boolean Export (const Standard_CString theFileName,
+ const Graphic3d_ExportFormat theFormat,
+ const Graphic3d_SortType theSortType = Graphic3d_ST_BSP_Tree) = 0;
+
+ //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated.
+ virtual void InvalidateBVHData (const Standard_Integer theLayerId) = 0;
+
+ //! Add a new top-level z layer with ID <theLayerId> for
+ //! the view. Z layers allow drawing structures in higher layers
+ //! in foreground of structures in lower layers. To add a structure
+ //! to desired layer on display it is necessary to set the layer
+ //! ID for the structure.
+ virtual void AddZLayer (const Graphic3d_ZLayerId theLayerId) = 0;
+
+ //! Returns the maximum Z layer ID.
+ //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax().
+ virtual Standard_Integer ZLayerMax() const = 0;
+
+ //! Returns the bounding box of all structures displayed in the Z layer.
+ virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId) const = 0;
+
+ //! Returns the bounding box of all structures displayed in the Z layer.
+ virtual Graphic3d_BndBox4f ZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId,
+ const Handle(Graphic3d_Camera)& theCamera,
+ const Standard_Integer theWindowWidth,
+ const Standard_Integer theWindowHeight,
+ const Standard_Boolean theToIgnoreInfiniteFlag) const = 0;
+
+ //! Remove Z layer from the specified view. All structures
+ //! displayed at the moment in layer will be displayed in default layer
+ //! ( the bottom-level z layer ). To unset layer ID from associated
+ //! structures use method UnsetZLayer (...).
+ virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) = 0;
+
+ //! Sets the settings for a single Z layer of specified view.
+ virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId,
+ const Graphic3d_ZLayerSettings& theSettings) = 0;
+
+ //! Returns zoom-scale factor.
+ Standard_EXPORT Standard_Real ConsiderZoomPersistenceObjects();
+
+ //! Returns pointer to an assigned framebuffer object.
+ virtual Handle(Standard_Transient) FBO() const = 0;
+
+ //! Sets framebuffer object for offscreen rendering.
+ virtual void SetFBO (const Handle(Standard_Transient)& theFbo) = 0;
+
+ //! Generate offscreen FBO in the graphic library.
+ //! If not supported on hardware returns NULL.
+ virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth,
+ const Standard_Integer theHeight) = 0;
+
+ //! Remove offscreen FBO from the graphic library
+ virtual void FBORelease (Handle(Standard_Transient)& theFbo) = 0;
+
+ //! Read offscreen FBO configuration.
+ virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo,
+ Standard_Integer& theWidth,
+ Standard_Integer& theHeight,
+ Standard_Integer& theWidthMax,
+ Standard_Integer& theHeightMax) = 0;
+
+ //! Change offscreen FBO viewport.
+ virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo,
+ const Standard_Integer theWidth,
+ const Standard_Integer theHeight) = 0;
public:
- int WsId;
- int ViewId;
- void* ptrView;
+ //! Copy visualization settings from another view.
+ //! Method is used for cloning views in viewer when its required to create view
+ //! with same view properties.
+ Standard_EXPORT virtual void CopySettings (const Handle(Graphic3d_CView)& theOther);
+
+ //! Returns current rendering parameters and effect settings.
+ const Graphic3d_RenderingParams& RenderingParams() const { return myRenderParams; }
+
+ //! Returns reference to current rendering parameters and effect settings.
+ Graphic3d_RenderingParams& ChangeRenderingParams() { return myRenderParams; }
+
+ //! Returns background fill color.
+ virtual Aspect_Background Background() const = 0;
+
+ //! Sets background fill color.
+ virtual void SetBackground (const Aspect_Background& theBackground) = 0;
+
+ //! Returns gradient background fill colors.
+ virtual Aspect_GradientBackground GradientBackground() const = 0;
+
+ //! Sets gradient background fill colors.
+ virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) = 0;
+
+ //! Returns background image texture file path.
+ virtual TCollection_AsciiString BackgroundImage() = 0;
+
+ //! Sets background image texture file path.
+ virtual void SetBackgroundImage (const TCollection_AsciiString& theFilePath) = 0;
+
+ //! Returns background image fill style.
+ virtual Aspect_FillMethod BackgroundImageStyle() const = 0;
+
+ //! Sets background image fill style.
+ virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) = 0;
+
+ //! Returns environment texture set for the view.
+ virtual Handle(Graphic3d_TextureEnv) TextureEnv() const = 0;
+
+ //! Sets environment texture for the view.
+ virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) = 0;
+
+ //! Returns the state of frustum culling optimization.
+ virtual Standard_Boolean IsCullingEnabled() const = 0;
+
+ //! Enables or disables frustum culling optimization.
+ virtual void SetCullingEnabled (const Standard_Boolean theIsEnabled) = 0;
+
+ //! Returns shading model of the view.
+ virtual Graphic3d_TypeOfShadingModel ShadingModel() const = 0;
+
+ //! Sets shading model of the view.
+ virtual void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel) = 0;
+
+ //! Return backfacing model used for the view.
+ virtual Graphic3d_TypeOfBackfacingModel BackfacingModel() const = 0;
+
+ //! Sets backfacing model for the view.
+ virtual void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) = 0;
+
+ //! Returns camera object of the view.
+ virtual const Handle(Graphic3d_Camera)& Camera() const = 0;
+
+ //! Sets camera used by the view.
+ virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) = 0;
+
+ //! Returns true if GL lighting is enabled.
+ virtual Standard_Boolean IsGLLightEnabled() const = 0;
+
+ //! Sets GL lighting enabled or disable state.
+ virtual void SetGLLightEnabled (const Standard_Boolean theIsEnabled) = 0;
+
+ //! Returns list of lights of the view.
+ virtual const Graphic3d_ListOfCLight& Lights() const = 0;
+
+ //! Sets list of lights for the view.
+ virtual void SetLights (const Graphic3d_ListOfCLight& theLights) = 0;
- int IsDeleted;
- int IsOpen;
+ //! Returns list of clip planes set for the view.
+ virtual const Graphic3d_SequenceOfHClipPlane& ClipPlanes() const = 0;
- int Active;
+ //! Sets list of clip planes for the view.
+ virtual void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane& thePlanes) = 0;
- CALL_DEF_VIEWCONTEXT Context;
+private:
- CALL_DEF_WINDOW DefWindow;
+ //! Adds the structure to display lists of the view.
+ virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure,
+ const Standard_Integer thePriority) = 0;
- void* ptrUnderLayer;
- void* ptrOverLayer;
+ //! Erases the structure from display lists of the view.
+ virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) = 0;
- int Backfacing;
+ //! Change Z layer of a structure already presented in view.
+ virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure,
+ const Graphic3d_ZLayerId theNewLayerId) = 0;
- Aspect_RenderingContext GContext;
- Aspect_GraphicCallbackProc GDisplayCB;
- void* GClientData;
+ //! Changes the priority of a structure within its Z layer in the specified view.
+ virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure,
+ const Standard_Integer theNewPriority) = 0;
- void* ptrFBO;
+ //! Returns zoom-scale factor.
+ virtual Standard_Real considerZoomPersistenceObjects (const Graphic3d_ZLayerId theLayerId,
+ const Handle(Graphic3d_Camera)& theCamera,
+ const Standard_Integer theWindowWidth,
+ const Standard_Integer theWindowHeight,
+ const Standard_Boolean theToIgnoreInfiniteFlag) const = 0;
- //! Was the window redrawn by standard OpenGL?
- mutable int WasRedrawnGL;
+protected:
- //! Enables/disables OpenCL-based ray-tracing.
- int IsRaytracing;
+ Standard_Integer myId;
+ Graphic3d_RenderingParams myRenderParams;
+ Handle(Graphic3d_StructureManager) myStructureManager;
+ Graphic3d_SequenceOfStructure myStructsToCompute;
+ Graphic3d_SequenceOfStructure myStructsComputed;
+ Graphic3d_MapOfStructure myStructsDisplayed;
+ Handle(Graphic3d_NMapOfTransient) myHiddenObjects;
+ Standard_Boolean myIsInComputedMode;
+ Standard_Boolean myIsActive;
+ Standard_Boolean myIsRemoved;
+ Graphic3d_TypeOfVisualization myVisualization;
- //! Enables/disables ray-traced sharp shadows.
- int IsShadowsEnabled;
-
- //! Enables/disables ray-traced reflections.
- int IsReflectionsEnabled;
-
- //! Enables/disables ray-traced adaptive anti-aliasing.
- int IsAntialiasingEnabled;
+private:
+ DEFINE_STANDARD_RTTIEXT(Graphic3d_CView,Graphic3d_DataStructureManager)
};
-#endif // Graphic3d_CView_HeaderFile
+#endif // _Graphic3d_CView_HeaderFile