--- /dev/null
+// Created on: 2014-03-31
+// Created by: Danila ULYANOV
+// Copyright (c) 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 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.
+
+#include <OpenGl_Layer.hxx>
+
+#include <OpenGl_GlCore11.hxx>
+
+//=======================================================================
+//function : OpenGl_Layer
+//purpose :
+//=======================================================================
+OpenGl_Layer::OpenGl_Layer (const Standard_Integer theNbPriorities)
+ : myPriorityList (theNbPriorities)
+{
+ //
+}
+
+//=======================================================================
+//function : Render
+//purpose :
+//=======================================================================
+void OpenGl_Layer::Render (const Handle(OpenGl_Workspace) &AWorkspace, int theDefaultDepthFunc) const
+{
+ // separate depth buffers
+ if (IsSettingEnabled (Graphic3d_ZLayerDepthClear))
+ {
+ glClear (GL_DEPTH_BUFFER_BIT);
+ }
+
+ // handle depth test
+ if (IsSettingEnabled (Graphic3d_ZLayerDepthTest))
+ {
+ glDepthFunc (theDefaultDepthFunc);
+ }
+ else
+ {
+ glDepthFunc (GL_ALWAYS);
+ }
+
+ // handle depth offset
+ if (IsSettingEnabled (Graphic3d_ZLayerDepthOffset))
+ {
+ glPolygonOffset (myLayerSettings.DepthOffsetFactor, myLayerSettings.DepthOffsetUnits);
+ }
+ else
+ {
+ glPolygonOffset (0.0f, 0.0f);
+ }
+
+ // handle depth write
+ if (IsSettingEnabled (Graphic3d_ZLayerDepthWrite))
+ {
+ glDepthMask (GL_TRUE);
+ }
+ else
+ {
+ glDepthMask (GL_FALSE);
+ }
+
+ // render priority list
+ myPriorityList.Render (AWorkspace);
+}