-// Created on: 2014-03-31
-// Created by: Danila ULYANOV
-// Copyright (c) 2014 OPEN CASCADE SAS
+// Created on: 2011-11-02
+// Created by: Sergey ZERCHANINOV
+// Copyright (c) 2011-2015 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
+// 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.
#ifndef _OpenGl_Layer_Header
#define _OpenGl_Layer_Header
-#include <OpenGl_PriorityList.hxx>
+#include <NCollection_Sequence.hxx>
+#include <NCollection_Array1.hxx>
+
+#include <OpenGl_BVHClipPrimitiveSet.hxx>
+#include <OpenGl_BVHClipPrimitiveTrsfPersSet.hxx>
+#include <OpenGl_BVHTreeSelector.hxx>
+
#include <Graphic3d_ZLayerSettings.hxx>
+#include <Graphic3d_Camera.hxx>
+#include <OpenGl_GlCore11.hxx>
+
+
+struct OpenGl_GlobalLayerSettings
+{
+ GLint DepthFunc;
+ GLboolean DepthMask;
+};
+
+//! Defines index map of OpenGL structures.
+typedef NCollection_IndexedMap<const OpenGl_Structure*> OpenGl_IndexedMapOfStructure;
-class Handle(OpenGl_Workspace);
+//! Defines array of indexed maps of OpenGL structures.
+typedef NCollection_Array1<OpenGl_IndexedMapOfStructure> OpenGl_ArrayOfIndexedMapOfStructure;
+//! Presentations list sorted within priorities.
class OpenGl_Layer
{
public:
//! Initializes associated priority list and layer properties
OpenGl_Layer (const Standard_Integer theNbPriorities = 11);
+ //! Destructor.
+ virtual ~OpenGl_Layer();
+
//! Returns settings of the layer object.
- const Graphic3d_ZLayerSettings LayerSettings() const { return myLayerSettings; };
+ const Graphic3d_ZLayerSettings& LayerSettings() const { return myLayerSettings; };
//! Sets settings of the layer object.
- void SetLayerSettings (Graphic3d_ZLayerSettings theSettings)
+ void SetLayerSettings (const Graphic3d_ZLayerSettings& theSettings)
{
myLayerSettings = theSettings;
}
//! Returns true if theSetting is enabled for the layer.
- const Standard_Boolean IsSettingEnabled (const Graphic3d_ZLayerSetting theSetting) const
+ Standard_Boolean IsSettingEnabled (const Graphic3d_ZLayerSetting theSetting) const
{
return myLayerSettings.IsSettingEnabled (theSetting);
}
- //! Returns reference to associated priority list.
- OpenGl_PriorityList& PriorityList() { return myPriorityList; }
+ void Add (const OpenGl_Structure* theStruct,
+ const Standard_Integer thePriority,
+ Standard_Boolean isForChangePriority = Standard_False);
+
+ //! Remove structure and returns its priority, if the structure is not found, method returns negative value
+ bool Remove (const OpenGl_Structure* theStruct,
+ Standard_Integer& thePriority,
+ Standard_Boolean isForChangePriority = Standard_False);
+
+ //! @return the number of structures
+ Standard_Integer NbStructures() const { return myNbStructures; }
+
+ //! Returns the number of available priority levels
+ Standard_Integer NbPriorities() const { return myArray.Length(); }
+
+ //! Append layer of acceptable type (with similar number of priorities or less).
+ //! Returns Standard_False if the list can not be accepted.
+ Standard_Boolean Append (const OpenGl_Layer& theOther);
+
+ //! Returns array of OpenGL structures.
+ const OpenGl_ArrayOfIndexedMapOfStructure& ArrayOfStructures() const { return myArray; }
+
+ //! Marks BVH tree for given priority list as dirty and
+ //! marks primitive set for rebuild.
+ void InvalidateBVHData() const;
+
+ //! Marks cached bounding box as obsolete.
+ void InvalidateBoundingBox() const
+ {
+ myIsBoundingBoxNeedsReset[0] = myIsBoundingBoxNeedsReset[1] = true;
+ }
+
+ //! Returns layer bounding box.
+ //! @param theViewId view index to consider View Affinity in structure
+ //! @param theCamera camera definition
+ //! @param theWindowWidth viewport width (for applying transformation-persistence)
+ //! @param theWindowHeight viewport height (for applying transformation-persistence)
+ //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence)
+ //! @return computed bounding box
+ Graphic3d_BndBox4f BoundingBox (const Standard_Integer theViewId,
+ const Handle(Graphic3d_Camera)& theCamera,
+ const Standard_Integer theWindowWidth,
+ const Standard_Integer theWindowHeight,
+ const Standard_Boolean theToIncludeAuxiliary) const;
- //! Returns const reference to associated priority list.
- const OpenGl_PriorityList& PriorityList() const { return myPriorityList; }
+ //! Returns zoom-scale factor.
+ Standard_Real considerZoomPersistenceObjects (const Standard_Integer theViewId,
+ const Handle(Graphic3d_Camera)& theCamera,
+ const Standard_Integer theWindowWidth,
+ const Standard_Integer theWindowHeight) const;
- void Render (const Handle(OpenGl_Workspace) &AWorkspace, int theDefaultDepthFunc) const;
+ // Render all structures.
+ void Render (const Handle(OpenGl_Workspace)& theWorkspace,
+ const OpenGl_GlobalLayerSettings& theDefaultSettings) const;
+
+ //! Returns number of transform persistence objects.
+ Standard_Integer NbOfTransformPersistenceObjects() const
+ {
+ return myBVHPrimitivesTrsfPers.Size();
+ }
+
+protected:
+
+ //! Updates BVH trees if their state has been invalidated.
+ void updateBVH() const;
+
+ //! Traverses through BVH tree to determine which structures are in view volume.
+ void traverse (OpenGl_BVHTreeSelector& theSelector) const;
+
+ //! Iterates through the hierarchical list of existing structures and renders them all.
+ void renderAll (const Handle(OpenGl_Workspace)& theWorkspace) const;
+
+ //! Iterates through the hierarchical list of existing structures and renders only overlapping ones.
+ void renderTraverse (const Handle(OpenGl_Workspace)& theWorkspace) const;
private:
- OpenGl_PriorityList myPriorityList; //!< Associated priority list object.
+ //! Array of OpenGl_Structures by priority rendered in layer.
+ OpenGl_ArrayOfIndexedMapOfStructure myArray;
+
+ //! Overall number of structures rendered in the layer.
+ Standard_Integer myNbStructures;
+
+ //! Layer setting flags.
+ Graphic3d_ZLayerSettings myLayerSettings;
+
+ //! Set of OpenGl_Structures structures for building BVH tree.
+ mutable OpenGl_BVHClipPrimitiveSet myBVHPrimitives;
+
+ //! Set of transform persistent OpenGl_Structures for building BVH tree.
+ mutable OpenGl_BVHClipPrimitiveTrsfPersSet myBVHPrimitivesTrsfPers;
+
+ //! Indexed map of always rendered structures.
+ mutable NCollection_IndexedMap<const OpenGl_Structure*> myAlwaysRenderedMap;
+
+ //! Is needed for implementation of stochastic order of BVH traverse.
+ mutable Standard_Boolean myBVHIsLeftChildQueuedFirst;
+
+ //! Defines if the primitive set for BVH is outdated.
+ mutable Standard_Boolean myIsBVHPrimitivesNeedsReset;
+
+ //! Defines if the cached bounding box is outdated.
+ mutable bool myIsBoundingBoxNeedsReset[2];
+
+ //! Cached layer bounding box.
+ mutable Graphic3d_BndBox4f myBoundingBox[2];
+
+public:
+
+ DEFINE_STANDARD_ALLOC
- Graphic3d_ZLayerSettings myLayerSettings; //!< Layer setting flags.
};
+
#endif //_OpenGl_Layer_Header