#include <Graphic3d_CStructure.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
-#include <OpenGl_AspectLine.hxx>
-#include <OpenGl_AspectFace.hxx>
-#include <OpenGl_AspectMarker.hxx>
-#include <OpenGl_AspectText.hxx>
+#include <OpenGl_Aspects.hxx>
+#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_Group.hxx>
#include <OpenGl_Matrix.hxx>
-#include <OpenGl_NamedStatus.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_Workspace.hxx>
#include <NCollection_List.hxx>
-#include <InterfaceGraphic_Graphic3d.hxx>
-class OpenGl_Structure;
class OpenGl_GraphicDriver;
+DEFINE_STANDARD_HANDLE(OpenGl_Structure, Graphic3d_CStructure)
typedef NCollection_List<const OpenGl_Structure* > OpenGl_ListOfStructure;
//! Implementation of low-level graphic structure.
class OpenGl_Structure : public Graphic3d_CStructure
{
friend class OpenGl_Group;
-
+ DEFINE_STANDARD_RTTIEXT(OpenGl_Structure, Graphic3d_CStructure)
public:
- //! Auxiliary wrapper to iterate OpenGl_Group sequence.
- class GroupIterator
- {
-
- public:
- GroupIterator (const Graphic3d_SequenceOfGroup& theGroups) : myIter (theGroups) {}
- Standard_Boolean More() const { return myIter.More(); }
- void Next() { myIter.Next(); }
- const OpenGl_Group* Value() const { return (const OpenGl_Group* )(myIter.Value().operator->()); }
- OpenGl_Group* ChangeValue() { return (OpenGl_Group* )(myIter.ChangeValue().operator->()); }
-
- private:
- Graphic3d_SequenceOfGroup::Iterator myIter;
+ //! Auxiliary wrapper to iterate OpenGl_Structure sequence.
+ typedef SubclassStructIterator<OpenGl_Structure> StructIterator;
- };
+ //! Auxiliary wrapper to iterate OpenGl_Group sequence.
+ typedef SubclassGroupIterator<OpenGl_Group> GroupIterator;
public:
Standard_EXPORT OpenGl_Structure (const Handle(Graphic3d_StructureManager)& theManager);
//! Setup structure graphic state
- Standard_EXPORT virtual void UpdateNamedStatus();
+ Standard_EXPORT virtual void OnVisibilityChanged() Standard_OVERRIDE;
//! Clear graphic data
- Standard_EXPORT virtual void Clear();
+ Standard_EXPORT virtual void Clear() Standard_OVERRIDE;
//! Connect other structure to this one
- Standard_EXPORT virtual void Connect (Graphic3d_CStructure& theStructure);
+ Standard_EXPORT virtual void Connect (Graphic3d_CStructure& theStructure) Standard_OVERRIDE;
//! Disconnect other structure to this one
- Standard_EXPORT virtual void Disconnect (Graphic3d_CStructure& theStructure);
-
- //! Synchronize structure aspects
- Standard_EXPORT virtual void UpdateAspects();
+ Standard_EXPORT virtual void Disconnect (Graphic3d_CStructure& theStructure) Standard_OVERRIDE;
//! Synchronize structure transformation
- Standard_EXPORT virtual void UpdateTransformation();
+ Standard_EXPORT virtual void SetTransformation (const Handle(Geom_Transformation)& theTrsf) Standard_OVERRIDE;
+
+ //! Set transformation persistence.
+ Standard_EXPORT virtual void SetTransformPersistence (const Handle(Graphic3d_TransformPers)& theTrsfPers) Standard_OVERRIDE;
- //! Highlight entire structure with color
- Standard_EXPORT virtual void HighlightWithColor (const Graphic3d_Vec3& theColor,
- const Standard_Boolean theToCreate);
+ //! Set z layer ID to display the structure in specified layer
+ Standard_EXPORT virtual void SetZLayer(const Graphic3d_ZLayerId theLayerIndex) Standard_OVERRIDE;
+
+ //! Highlights structure according to the given style and updates corresponding class fields
+ //! (highlight status and style)
+ Standard_EXPORT virtual void GraphicHighlight (const Handle(Graphic3d_PresentationAttributes)& theStyle) Standard_OVERRIDE;
- //! Highlight structure using boundary box
- Standard_EXPORT virtual void HighlightWithBndBox (const Handle(Graphic3d_Structure)& theStruct,
- const Standard_Boolean theToCreate);
+ //! Unighlights structure and updates corresponding class fields (highlight status and style)
+ Standard_EXPORT virtual void GraphicUnhighlight() Standard_OVERRIDE;
//! Create shadow link to this structure
- Standard_EXPORT virtual Handle(Graphic3d_CStructure) ShadowLink (const Handle(Graphic3d_StructureManager)& theManager) const;
+ Standard_EXPORT virtual Handle(Graphic3d_CStructure) ShadowLink (const Handle(Graphic3d_StructureManager)& theManager) const Standard_OVERRIDE;
//! Create new group within this structure
- Standard_EXPORT virtual Handle(Graphic3d_Group) NewGroup (const Handle(Graphic3d_Structure)& theStruct);
+ Standard_EXPORT virtual Handle(Graphic3d_Group) NewGroup (const Handle(Graphic3d_Structure)& theStruct) Standard_OVERRIDE;
//! Remove group from this structure
- Standard_EXPORT virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup);
+ Standard_EXPORT virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup) Standard_OVERRIDE;
public:
- //! @return graphic groups
- virtual const Graphic3d_SequenceOfGroup& DrawGroups() const
- {
- return myGroups;
- }
-
//! Access graphic driver
OpenGl_GraphicDriver* GlDriver() const
{
return (OpenGl_GraphicDriver* )myGraphicDriver.operator->();
}
- void SetTransformPersistence (const CALL_DEF_TRANSFORM_PERSISTENCE &ATransPers);
-
- void SetAspectLine (const CALL_DEF_CONTEXTLINE &theAspect);
- void SetAspectFace (const CALL_DEF_CONTEXTFILLAREA& theAspect);
- void SetAspectMarker (const CALL_DEF_CONTEXTMARKER& theAspect);
- void SetAspectText (const CALL_DEF_CONTEXTTEXT &theAspect);
-
- void clearHighlightBox (const Handle(OpenGl_Context)& theGlCtx);
-
- void setHighlightColor (const Handle(OpenGl_Context)& theGlCtx,
- const Graphic3d_Vec3& theColor);
-
- void clearHighlightColor (const Handle(OpenGl_Context)& theGlCtx);
-
- Standard_Boolean IsVisible() const { return !(myNamedStatus & OPENGL_NS_HIDE); }
-
Standard_EXPORT void Clear (const Handle(OpenGl_Context)& theGlCtx);
- //! Set z layer ID to display the structure in specified layer
- Standard_EXPORT void SetZLayer (const Standard_Integer theLayerIndex);
-
- //! Get z layer ID
- Standard_EXPORT Standard_Integer GetZLayer() const;
-
+ //! Renders the structure.
virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
- virtual void Release (const Handle(OpenGl_Context)& theGlCtx);
- //! Marks structure as not overlapping view volume (as it is by default).
- void ResetCullingStatus() const
- {
- if (!IsAlwaysRendered())
- {
- myIsCulled = Standard_True;
- }
- }
-
- //! Marks structure as overlapping the current view volume one.
- //! The method is called during traverse of BVH tree.
- void MarkAsNotCulled() const { myIsCulled = Standard_False; }
-
- //! Returns Standard_False if the structure hits the current view volume, otherwise
- //! returns Standard_True. The default value for all structures before each traverse
- //! of BVH tree is Standard_True.
- Standard_Boolean IsCulled() const { return myIsCulled; }
-
- //! Checks if the structure should be included into BVH tree or not.
- const Standard_Boolean IsAlwaysRendered() const
- {
- return IsInfinite
- || IsForHighlight
- || IsMutable
- || Is2dText
- || TransformPersistence.Flag != 0;
- }
+ //! Releases structure resources.
+ virtual void Release (const Handle(OpenGl_Context)& theGlCtx);
//! This method releases GL resources without actual elements destruction.
//! As result structure could be correctly destroyed layer without GL context
//! and will lead to broken visualization due to loosed data.
Standard_EXPORT void ReleaseGlResources (const Handle(OpenGl_Context)& theGlCtx);
- //! Returns list of connected OpenGL structures.
- const OpenGl_ListOfStructure& ConnectedStructures() const { return myConnected; }
-
- //! Returns OpenGL face aspect.
- const OpenGl_AspectFace* AspectFace() const { return myAspectFace; }
-
- //! Returns OpenGL transformation matrix.
- const OpenGl_Matrix* Transformation() const { return myTransformation; }
-
- //! Returns OpenGL persistent translation.
- const TEL_TRANSFORM_PERSISTENCE* PersistentTranslation() const { return myTransPers; }
+ //! Returns instanced OpenGL structure.
+ const OpenGl_Structure* InstancedStructure() const { return myInstancedStructure; }
//! Returns structure modification state (for ray-tracing).
Standard_Size ModificationState() const { return myModificationState; }
- //! Resets structure modification state (for ray-tracing)
+ //! Resets structure modification state (for ray-tracing).
void ResetModificationState() const { myModificationState = 0; }
//! Is the structure ray-tracable (contains ray-tracable elements)?
- Standard_Boolean IsRaytracable() const { return myIsRaytracable; }
+ Standard_Boolean IsRaytracable() const;
+
+ //! Update render transformation matrix.
+ Standard_EXPORT virtual void updateLayerTransformation() Standard_OVERRIDE;
protected:
Standard_EXPORT virtual ~OpenGl_Structure();
- //! Registers ancestor connected structure (for updating ray-tracing state).
- void RegisterAncestorStructure (const OpenGl_Structure* theStructure) const;
-
- //! Unregisters ancestor connected structure (for updating ray-tracing state).
- void UnregisterAncestorStructure (const OpenGl_Structure* theStructure) const;
-
- //! Unregisters structure from ancestor structure (for updating ray-tracing state).
- void UnregisterFromAncestorStructure() const;
-
- //! Updates modification state for structure and its parents.
- void UpdateStateWithAncestorStructures() const;
-
//! Updates ray-tracable status for structure and its parents.
- void UpdateRaytracableWithAncestorStructures() const;
-
- //! Sets ray-tracable status for structure and its parents.
- void SetRaytracableWithAncestorStructures() const;
-
-protected:
-
- OpenGl_Matrix* myTransformation;
- TEL_TRANSFORM_PERSISTENCE* myTransPers;
- OpenGl_AspectLine* myAspectLine;
- OpenGl_AspectFace* myAspectFace;
- OpenGl_AspectMarker* myAspectMarker;
- OpenGl_AspectText* myAspectText;
+ void UpdateStateIfRaytracable (const Standard_Boolean toCheck = Standard_True) const;
- Handle(OpenGl_Group) myHighlightBox;
- TEL_COLOUR* myHighlightColor;
+ //! Renders groups of structure without applying any attributes (i.e. transform, material etc).
+ //! @param theWorkspace current workspace
+ //! @param theHasClosed flag will be set to TRUE if structure contains at least one group of closed primitives
+ Standard_EXPORT void renderGeometry (const Handle(OpenGl_Workspace)& theWorkspace,
+ bool& theHasClosed) const;
- int myNamedStatus;
- int myZLayer;
+ //! Render the bounding box.
+ Standard_EXPORT void renderBoundingBox(const Handle(OpenGl_Workspace)& theWorkspace) const;
- OpenGl_ListOfStructure myConnected;
-
- mutable OpenGl_ListOfStructure myAncestorStructures;
- mutable Standard_Boolean myIsRaytracable;
- mutable Standard_Size myModificationState;
+protected:
- mutable Standard_Boolean myIsCulled; //!< A status specifying is structure needs to be rendered after BVH tree traverse.
+ OpenGl_Structure* myInstancedStructure;
+ Graphic3d_Mat4 myRenderTrsf; //!< transformation, actually used for rendering (includes Local Origin shift)
-public:
+ mutable Standard_Boolean myIsRaytracable;
+ mutable Standard_Size myModificationState;
- DEFINE_STANDARD_RTTI(OpenGl_Structure) // Type definition
+ Standard_Boolean myIsMirrored; //!< Used to tell OpenGl to interpret polygons in clockwise order.
};
-DEFINE_STANDARD_HANDLE(OpenGl_Structure, Graphic3d_CStructure)
-
#endif // OpenGl_Structure_Header