0025099: Visualization - Option to show vertices of a shape
[occt.git] / src / StdPrs / StdPrs_ShadedShape.cxx
index 11b430f..b2e1dec 100644 (file)
@@ -1,7 +1,18 @@
-// File:      StdPrs_ShadedShape.cxx
-// Created:   23 Sep 1993
-// Author:    Jean-Louis FRENKEL
-// Copyright: OPEN CASCADE 2012
+// Created on: 1993-09-23
+// Created by: Jean-Louis FRENKEL
+// Copyright (c) 1993-1999 Matra Datavision
+// Copyright (c) 1999-2014 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 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.
 
 #include <StdPrs_ShadedShape.hxx>
 
 #include <BRepMesh_DiscretFactory.hxx>
 #include <BRepMesh_DiscretRoot.hxx>
 #include <BRepTools.hxx>
+#include <Graphic3d_ArrayOfSegments.hxx>
 #include <Graphic3d_ArrayOfTriangles.hxx>
 #include <Graphic3d_AspectFillArea3d.hxx>
 #include <Graphic3d_Group.hxx>
 #include <gp_Dir.hxx>
 #include <gp_Vec.hxx>
 #include <gp_Pnt.hxx>
+#include <NCollection_List.hxx>
 #include <Precision.hxx>
+#include <Prs3d.hxx>
 #include <Prs3d_Drawer.hxx>
+#include <Prs3d_LineAspect.hxx>
 #include <Prs3d_Presentation.hxx>
 #include <Prs3d_ShadingAspect.hxx>
 #include <Poly_Connect.hxx>
+#include <Poly_PolygonOnTriangulation.hxx>
 #include <Poly_Triangulation.hxx>
 #include <StdPrs_ToolShadedShape.hxx>
 #include <StdPrs_WFShape.hxx>
-#include <TopoDS_Shape.hxx>
+#include <TopExp.hxx>
+#include <TopExp_Explorer.hxx>
+#include <TopoDS.hxx>
+#include <TopoDS_Compound.hxx>
 #include <TopoDS_Face.hxx>
+#include <TopoDS_Shape.hxx>
 #include <TColgp_Array1OfDir.hxx>
 #include <TColgp_Array1OfPnt2d.hxx>
-#include <TopoDS_Compound.hxx>
-#include <Poly_PolygonOnTriangulation.hxx>
-#include <TopExp.hxx>
+#include <TColgp_HArray1OfPnt.hxx>
 #include <TopTools_ListOfShape.hxx>
 #include <TopTools_IndexedDataMapOfShapeListOfShape.hxx>
-#include <NCollection_List.hxx>
-#include <Graphic3d_ArrayOfSegments.hxx>
-#include <Prs3d_LineAspect.hxx>
-#include <TColgp_HArray1OfPnt.hxx>
-#include <Aspect_PolygonOffsetMode.hxx>
-
-#define MAX2(X, Y)       (Abs(X) > Abs(Y) ? Abs(X) : Abs(Y))
-#define MAX3(X, Y, Z)  (MAX2 (MAX2 (X, Y), Z))
 
 namespace
 {
-  // =======================================================================
-  // function : GetDeflection
-  // purpose  :
-  // =======================================================================
-  static Standard_Real GetDeflection (const TopoDS_Shape&         theShape,
-                                      const Handle(Prs3d_Drawer)& theDrawer)
+
+  //! Computes wireframe presentation for free wires and vertices
+  void wireframeFromShape (const Handle (Prs3d_Presentation)& thePrs,
+                           const TopoDS_Shape&                theShape,
+                           const Handle (Prs3d_Drawer)&       theDrawer)
   {
-    Standard_Real aDeflection = theDrawer->MaximalChordialDeviation();
-    if (theDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE)
+    Standard_Boolean aDrawAllVerticesFlag = (theDrawer->VertexDrawMode() == Prs3d_VDM_All);
+
+    if (!aDrawAllVerticesFlag && theShape.ShapeType() != TopAbs_COMPOUND)
     {
-      Bnd_Box aBndBox;
-      BRepBndLib::Add (theShape, aBndBox, Standard_False);
-      if (!aBndBox.IsVoid())
-      {
-        Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
-        aBndBox.Get (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
-        aDeflection = MAX3 (aXmax-aXmin, aYmax-aYmin, aZmax-aZmin) * theDrawer->DeviationCoefficient() * 4.0;
-      }
+      return;
+    }
+
+    TopExp_Explorer aShapeIter (theShape, TopAbs_FACE);
+    if (!aShapeIter.More())
+    {
+      // compound contains no shaded elements at all
+      StdPrs_WFShape::Add (thePrs, theShape, theDrawer);
+      return;
+    }
+
+    // We have to create a compound and collect all subshapes not drawn by the shading algo.
+    // This includes:
+    // - isolated edges
+    // - isolated vertices, if aDrawAllVerticesFlag == Standard_False
+    // - all shape's vertices, if aDrawAllVerticesFlag == Standard_True
+    TopoDS_Compound aCompoundWF;
+    BRep_Builder aBuilder;
+    aBuilder.MakeCompound (aCompoundWF);
+    Standard_Boolean hasElement = Standard_False;
+
+    // isolated edges
+    for (aShapeIter.Init (theShape, TopAbs_EDGE, TopAbs_FACE); aShapeIter.More(); aShapeIter.Next())
+    {
+      hasElement = Standard_True;
+      aBuilder.Add (aCompoundWF, aShapeIter.Current());
+    }
+    // isolated or all vertices
+    aShapeIter.Init (theShape, TopAbs_VERTEX, aDrawAllVerticesFlag ? TopAbs_SHAPE : TopAbs_EDGE);
+    for (; aShapeIter.More(); aShapeIter.Next())
+    {
+      hasElement = Standard_True;
+      aBuilder.Add (aCompoundWF, aShapeIter.Current());
+    }
+    if (hasElement)
+    {
+      StdPrs_WFShape::Add (thePrs, aCompoundWF, theDrawer);
     }
-    return aDeflection;
   }
 
-  // =======================================================================
-  // function : ShadeFromShape
-  // purpose  :
-  // =======================================================================
-  static Standard_Boolean ShadeFromShape (const TopoDS_Shape&                theShape,
-                                          const Handle (Prs3d_Presentation)& thePresentation,
-                                          const Handle (Prs3d_Drawer)&       theDrawer,
-                                          const Standard_Boolean             theHasTexels,
-                                          const gp_Pnt2d&                    theUVOrigin,
-                                          const gp_Pnt2d&                    theUVRepeat,
-                                          const gp_Pnt2d&                    theUVScale)
+  //! Gets triangulation of every face of shape and fills output array of triangles
+  static Handle(Graphic3d_ArrayOfTriangles) fillTriangles (const TopoDS_Shape&    theShape,
+                                                           const Standard_Boolean theHasTexels,
+                                                           const gp_Pnt2d&        theUVOrigin,
+                                                           const gp_Pnt2d&        theUVRepeat,
+                                                           const gp_Pnt2d&        theUVScale)
   {
-    StdPrs_ToolShadedShape SST;
-    Handle(Poly_Triangulation) T;
+    Handle(Poly_Triangulation) aT;
     TopLoc_Location aLoc;
-    gp_Pnt p;
-    Standard_Integer decal;
-    Standard_Integer t[3], n[3];
-    Standard_Integer nbTriangles = 0, nbVertices = 0;
-    Standard_Real    aUmin (0.0), aUmax (0.0), aVmin (0.0), aVmax (0.0), dUmax (0.0), dVmax (0.0);
+    gp_Pnt aPoint;
+    Standard_Integer aNbTriangles = 0;
+    Standard_Integer aNbVertices  = 0;
 
-    // precision for compare square distances
-    const double aPreci = Precision::SquareConfusion();
+    // Precision for compare square distances
+    const Standard_Real aPreci = Precision::SquareConfusion();
 
-    if (!theDrawer->ShadingAspectGlobal())
+    TopExp_Explorer aFaceIt(theShape, TopAbs_FACE);
+    for (; aFaceIt.More(); aFaceIt.Next())
     {
-      Handle(Graphic3d_AspectFillArea3d) anAsp = theDrawer->ShadingAspect()->Aspect();
-      if (StdPrs_ToolShadedShape::IsClosed (theShape))
-      {
-        anAsp->SuppressBackFace();
-      }
-      else
+      const TopoDS_Face& aFace = TopoDS::Face(aFaceIt.Current());
+      aT = StdPrs_ToolShadedShape::Triangulation (aFace, aLoc);
+      if (!aT.IsNull())
       {
-        anAsp->AllowBackFace();
+        aNbTriangles += aT->NbTriangles();
+        aNbVertices  += aT->NbNodes();
       }
-      Prs3d_Root::CurrentGroup (thePresentation)->SetGroupPrimitivesAspect (anAsp);
+    }
+    if (aNbVertices  <  3 || aNbTriangles <= 0)
+    {
+      return Handle(Graphic3d_ArrayOfTriangles)();
     }
 
-    for (SST.Init (theShape); SST.MoreFace(); SST.NextFace())
+    Handle(Graphic3d_ArrayOfTriangles) anArray = new Graphic3d_ArrayOfTriangles (aNbVertices, 3 * aNbTriangles,
+                                                                                 Standard_True, Standard_False, theHasTexels);
+    Standard_Real aUmin (0.0), aUmax (0.0), aVmin (0.0), aVmax (0.0), dUmax (0.0), dVmax (0.0);
+    for (aFaceIt.Init (theShape, TopAbs_FACE); aFaceIt.More(); aFaceIt.Next())
     {
-      const TopoDS_Face& aFace = SST.CurrentFace();
-      T = SST.Triangulation (aFace, aLoc);
-      if (!T.IsNull())
+      const TopoDS_Face& aFace = TopoDS::Face(aFaceIt.Current());
+      aT = StdPrs_ToolShadedShape::Triangulation (aFace, aLoc);
+      if (aT.IsNull())
       {
-        nbTriangles += T->NbTriangles();
-        nbVertices  += T->NbNodes();
+        continue;
+      }
+      const gp_Trsf& aTrsf = aLoc.Transformation();
+      Poly_Connect aPolyConnect (aT);
+      // Extracts vertices & normals from nodes
+      const TColgp_Array1OfPnt&   aNodes   = aT->Nodes();
+      const TColgp_Array1OfPnt2d& aUVNodes = aT->UVNodes();
+      TColgp_Array1OfDir aNormals (aNodes.Lower(), aNodes.Upper());
+      StdPrs_ToolShadedShape::Normal (aFace, aPolyConnect, aNormals);
+
+      if (theHasTexels)
+      {
+        BRepTools::UVBounds (aFace, aUmin, aUmax, aVmin, aVmax);
+        dUmax = (aUmax - aUmin);
+        dVmax = (aVmax - aVmin);
       }
-    }
 
-    if (nbVertices > 2 && nbTriangles > 0)
-    {
-      Handle(Graphic3d_ArrayOfTriangles) aPArray
-        = new Graphic3d_ArrayOfTriangles (nbVertices, 3 * nbTriangles,
-                                          Standard_True, Standard_False, theHasTexels, Standard_True);
-      for (SST.Init (theShape); SST.MoreFace(); SST.NextFace())
+      const Standard_Integer aDecal = anArray->VertexNumber();
+      for (Standard_Integer aNodeIter = aNodes.Lower(); aNodeIter <= aNodes.Upper(); ++aNodeIter)
       {
-        const TopoDS_Face& aFace = SST.CurrentFace();
-        T = SST.Triangulation (aFace, aLoc);
-        if (T.IsNull())
+        aPoint = aNodes (aNodeIter);
+        if (!aLoc.IsIdentity())
         {
-          continue;
+          aPoint.Transform (aTrsf);
+          aNormals (aNodeIter).Transform (aTrsf);
+        }
+
+        if (theHasTexels && aUVNodes.Upper() == aNodes.Upper())
+        {
+          const gp_Pnt2d aTexel = gp_Pnt2d ((-theUVOrigin.X() + (theUVRepeat.X() * (aUVNodes (aNodeIter).X() - aUmin)) / dUmax) / theUVScale.X(),
+                                            (-theUVOrigin.Y() + (theUVRepeat.Y() * (aUVNodes (aNodeIter).Y() - aVmin)) / dVmax) / theUVScale.Y());
+          anArray->AddVertex (aPoint, aNormals (aNodeIter), aTexel);
+        }
+        else
+        {
+          anArray->AddVertex (aPoint, aNormals (aNodeIter));
         }
-        const gp_Trsf& aTrsf = aLoc.Transformation();
-        Poly_Connect pc (T);
-        // Extracts vertices & normals from nodes
-        const TColgp_Array1OfPnt&   aNodes   = T->Nodes();
-        const TColgp_Array1OfPnt2d& aUVNodes = T->UVNodes();
-        TColgp_Array1OfDir aNormals (aNodes.Lower(), aNodes.Upper());
-        SST.Normal (aFace, pc, aNormals);
-
-        if (theHasTexels)
+      }
+
+      // Fill array with vertex and edge visibility info
+      const Poly_Array1OfTriangle& aTriangles = aT->Triangles();
+      Standard_Integer anIndex[3];
+      for (Standard_Integer aTriIter = 1; aTriIter <= aT->NbTriangles(); ++aTriIter)
+      {
+        if (aFace.Orientation() == TopAbs_REVERSED)
         {
-          BRepTools::UVBounds (aFace, aUmin, aUmax, aVmin, aVmax);
-          dUmax = (aUmax - aUmin);
-          dVmax = (aVmax - aVmin);
+          aTriangles (aTriIter).Get (anIndex[0], anIndex[2], anIndex[1]);
         }
+        else
+        {
+          aTriangles (aTriIter).Get (anIndex[0], anIndex[1], anIndex[2]);
+        }
+
+        gp_Pnt aP1 = aNodes (anIndex[0]);
+        gp_Pnt aP2 = aNodes (anIndex[1]);
+        gp_Pnt aP3 = aNodes (anIndex[2]);
 
-        decal = aPArray->VertexNumber();
-        for (Standard_Integer aNodeIter = aNodes.Lower(); aNodeIter <= aNodes.Upper(); ++aNodeIter)
+        gp_Vec aV1 (aP1, aP2);
+        if (aV1.SquareMagnitude() <= aPreci)
+        {
+          continue;
+        }
+        gp_Vec aV2 (aP2, aP3);
+        if (aV2.SquareMagnitude() <= aPreci)
+        {
+          continue;
+        }
+        gp_Vec aV3 (aP3, aP1);
+        if (aV3.SquareMagnitude() <= aPreci)
+        {
+          continue;
+        }
+        aV1.Normalize();
+        aV2.Normalize();
+        aV1.Cross (aV2);
+        if (aV1.SquareMagnitude() > aPreci)
         {
-          p = aNodes (aNodeIter);
-          if (!aLoc.IsIdentity())
-          {
-            p.Transform (aTrsf);
-            aNormals (aNodeIter).Transform (aTrsf);
-          }
-
-          if (theHasTexels && aUVNodes.Upper() == aNodes.Upper())
-          {
-            const gp_Pnt2d aTexel = gp_Pnt2d ((-theUVOrigin.X() + (theUVRepeat.X() * (aUVNodes (aNodeIter).X() - aUmin)) / dUmax) / theUVScale.X(),
-                                              (-theUVOrigin.Y() + (theUVRepeat.Y() * (aUVNodes (aNodeIter).Y() - aVmin)) / dVmax) / theUVScale.Y());
-            aPArray->AddVertex (p, aNormals (aNodeIter), aTexel);
-          }
-          else
-          {
-            aPArray->AddVertex (p, aNormals (aNodeIter));
-          }
+          anArray->AddEdge (anIndex[0] + aDecal);
+          anArray->AddEdge (anIndex[1] + aDecal);
+          anArray->AddEdge (anIndex[2] + aDecal);
         }
+      }
+    }
+    return anArray;
+  }
 
-        // Fill parray with vertex and edge visibillity info
-        const Poly_Array1OfTriangle& aTriangles = T->Triangles();
-        for (Standard_Integer aTriIter = 1; aTriIter <= T->NbTriangles(); ++aTriIter)
+  //! Searches closed and unclosed subshapes in shape structure
+  //! and puts them into two compounds for separate processing of closed and unclosed sub-shapes.
+  static void exploreSolids (const TopoDS_Shape& theShape,
+                             const BRep_Builder& theBuilder,
+                             TopoDS_Compound&    theCompoundForClosed,
+                             TopoDS_Compound&    theCompoundForOpened)
+  {
+    if (theShape.IsNull())
+    {
+      return;
+    }
+
+    switch (theShape.ShapeType())
+    {
+      case TopAbs_COMPOUND:
+      case TopAbs_COMPSOLID:
+      {
+        for (TopoDS_Iterator anIter (theShape); anIter.More(); anIter.Next())
         {
-          pc.Triangles (aTriIter, t[0], t[1], t[2]);
-          if (SST.Orientation (aFace) == TopAbs_REVERSED)
-            aTriangles (aTriIter).Get (n[0], n[2], n[1]);
-          else
-            aTriangles (aTriIter).Get (n[0], n[1], n[2]);
-
-          gp_Pnt P1 = aNodes (n[0]);
-          gp_Pnt P2 = aNodes (n[1]);
-          gp_Pnt P3 = aNodes (n[2]);
-
-          gp_Vec V1 (P1, P2);
-          if (V1.SquareMagnitude() <= aPreci)
-          {
-            continue;
-          }
-          gp_Vec V2 (P2, P3);
-          if (V2.SquareMagnitude() <= aPreci)
-          {
-            continue;
-          }
-          gp_Vec V3 (P3, P1);
-          if (V3.SquareMagnitude() <= aPreci)
-          {
-            continue;
-          }
-          V1.Normalize();
-          V2.Normalize();
-          V1.Cross (V2);
-          if (V1.SquareMagnitude() > aPreci)
-          {
-            aPArray->AddEdge (n[0] + decal, t[0] == 0);
-            aPArray->AddEdge (n[1] + decal, t[1] == 0);
-            aPArray->AddEdge (n[2] + decal, t[2] == 0);
-          }
+          exploreSolids (anIter.Value(), theBuilder, theCompoundForClosed, theCompoundForOpened);
         }
+        return;
+      }
+      case TopAbs_SOLID:
+      {
+        theBuilder.Add (StdPrs_ToolShadedShape::IsClosed (theShape) ? theCompoundForClosed : theCompoundForOpened, theShape);
+        return;
+      }
+      case TopAbs_SHELL:
+      case TopAbs_FACE:
+      {
+        theBuilder.Add (theCompoundForOpened, theShape);
+        return;
       }
-      Prs3d_Root::CurrentGroup (thePresentation)->AddPrimitiveArray (aPArray);
+      case TopAbs_WIRE:
+      case TopAbs_EDGE:
+      case TopAbs_VERTEX:
+      case TopAbs_SHAPE:
+      default:
+        return;
     }
+  }
+
+  //! Prepare shaded presentation for specified shape
+  static Standard_Boolean shadeFromShape (const TopoDS_Shape&               theShape,
+                                          const Handle(Prs3d_Presentation)& thePrs,
+                                          const Handle(Prs3d_Drawer)&       theDrawer,
+                                          const Standard_Boolean            theHasTexels,
+                                          const gp_Pnt2d&                   theUVOrigin,
+                                          const gp_Pnt2d&                   theUVRepeat,
+                                          const gp_Pnt2d&                   theUVScale,
+                                          const Standard_Boolean            theIsClosed)
+  {
+    Handle(Graphic3d_ArrayOfTriangles) aPArray = fillTriangles (theShape, theHasTexels, theUVOrigin, theUVRepeat, theUVScale);
+    if (aPArray.IsNull())
+    {
+      return Standard_False;
+    }
+
+    Handle(Graphic3d_Group) aGroup = Prs3d_Root::NewGroup (thePrs);
+    aGroup->SetClosed (theIsClosed);
+    if (!theDrawer->ShadingAspectGlobal())
+    {
+      Handle(Graphic3d_AspectFillArea3d) anAsp = theDrawer->ShadingAspect()->Aspect();
+      theIsClosed ? anAsp->SuppressBackFace() : anAsp->AllowBackFace();
+      aGroup->SetGroupPrimitivesAspect (anAsp);
+    }
+    aGroup->AddPrimitiveArray (aPArray);
     return Standard_True;
   }
 
-  // =======================================================================
-  // function : ComputeFaceBoundaries
-  // purpose  : Compute boundary presentation for faces of the shape.
-  // =======================================================================
-  static void ComputeFaceBoundaries (const TopoDS_Shape& theShape,
-                                     const Handle (Prs3d_Presentation)& thePresentation,
-                                     const Handle (Prs3d_Drawer)& theDrawer)
+  //! Compute boundary presentation for faces of the shape.
+  static void computeFaceBoundaries (const TopoDS_Shape&               theShape,
+                                     const Handle(Prs3d_Presentation)& thePrs,
+                                     const Handle(Prs3d_Drawer)&       theDrawer)
   {
     // collection of all triangulation nodes on edges
     // for computing boundaries presentation
@@ -328,7 +417,7 @@ namespace
     Handle(Graphic3d_AspectLine3d) aBoundaryAspect = 
       theDrawer->FaceBoundaryAspect ()->Aspect ();
 
-    Handle(Graphic3d_Group) & aPrsGrp = Prs3d_Root::CurrentGroup (thePresentation);
+    Handle(Graphic3d_Group) aPrsGrp = Prs3d_Root::CurrentGroup (thePrs);
     aPrsGrp->SetGroupPrimitivesAspect (aBoundaryAspect);
     aPrsGrp->AddPrimitiveArray (aSegments);
   }
@@ -338,86 +427,99 @@ namespace
 // function : Add
 // purpose  :
 // =======================================================================
-void StdPrs_ShadedShape::Add (const Handle(Prs3d_Presentation)& thePresentation,
-                                    const TopoDS_Shape& theShape,
-                                    const Handle(Prs3d_Drawer)& theDrawer)
+void StdPrs_ShadedShape::Add (const Handle(Prs3d_Presentation)& thePrs,
+                              const TopoDS_Shape&               theShape,
+                              const Handle(Prs3d_Drawer)&       theDrawer,
+                              const Standard_Boolean            theToExploreSolids)
 {
   gp_Pnt2d aDummy;
-  StdPrs_ShadedShape::Add (thePresentation, theShape, theDrawer,
-                           Standard_False, aDummy, aDummy, aDummy);
+  StdPrs_ShadedShape::Add (thePrs, theShape, theDrawer,
+                           Standard_False, aDummy, aDummy, aDummy, theToExploreSolids);
+}
+
+// =======================================================================
+// function : Tessellate
+// purpose  :
+// =======================================================================
+void StdPrs_ShadedShape::Tessellate (const TopoDS_Shape&          theShape,
+                                     const Handle (Prs3d_Drawer)& theDrawer)
+{
+  // Check if it is possible to avoid unnecessary recomputation of shape triangulation
+  Standard_Real aDeflection = Prs3d::GetDeflection (theShape, theDrawer);
+  if (BRepTools::Triangulation (theShape, aDeflection))
+  {
+    return;
+  }
+
+  // retrieve meshing tool from Factory
+  BRepTools::Clean (theShape);
+  Handle(BRepMesh_DiscretRoot) aMeshAlgo = BRepMesh_DiscretFactory::Get().Discret (theShape,
+                                                                                   aDeflection,
+                                                                                   theDrawer->HLRAngle());
+  if (!aMeshAlgo.IsNull())
+  {
+    aMeshAlgo->Perform();
+  }
 }
 
 // =======================================================================
 // function : Add
 // purpose  :
 // =======================================================================
-void StdPrs_ShadedShape::Add (const Handle (Prs3d_Presentation)& thePresentation,
+void StdPrs_ShadedShape::Add (const Handle (Prs3d_Presentation)& thePrs,
                               const TopoDS_Shape&                theShape,
                               const Handle (Prs3d_Drawer)&       theDrawer,
                               const Standard_Boolean             theHasTexels,
                               const gp_Pnt2d&                    theUVOrigin,
                               const gp_Pnt2d&                    theUVRepeat,
-                              const gp_Pnt2d&                    theUVScale)
+                              const gp_Pnt2d&                    theUVScale,
+                              const Standard_Boolean             theToExploreSolids)
 {
   if (theShape.IsNull())
   {
     return;
   }
 
-  if (theShape.ShapeType() == TopAbs_COMPOUND)
+  // add wireframe presentation for isolated edges and vertices
+  wireframeFromShape (thePrs, theShape, theDrawer);
+
+  // IsClosed also verifies triangulation completeness - perform tessellation beforehand
+  Tessellate (theShape, theDrawer);
+  const Standard_Boolean isClosed = StdPrs_ToolShadedShape::IsClosed (theShape);
+  if ((theShape.ShapeType() == TopAbs_COMPOUND
+    || theShape.ShapeType() == TopAbs_COMPSOLID)
+   && !isClosed
+   &&  theToExploreSolids)
   {
-    TopExp_Explorer ex;
-    ex.Init (theShape, TopAbs_FACE);
-    if (ex.More())
+    // collect two compounds: for opened and closed (solid) sub-shapes
+    TopoDS_Compound anOpened, aClosed;
+    BRep_Builder aBuilder;
+    aBuilder.MakeCompound (aClosed);
+    aBuilder.MakeCompound (anOpened);
+    exploreSolids (theShape, aBuilder, aClosed, anOpened);
+
+    TopoDS_Iterator aShapeIter (aClosed);
+    if (aShapeIter.More())
     {
-      TopoDS_Compound CO;
-      BRep_Builder aBuilder;
-      aBuilder.MakeCompound (CO);
-      Standard_Boolean hasElement = Standard_False;
-
-      // il faut presenter les edges  isoles.
-      for (ex.Init (theShape, TopAbs_EDGE, TopAbs_FACE); ex.More(); ex.Next())
-      {
-        hasElement = Standard_True;
-        aBuilder.Add (CO, ex.Current());
-      }
-      // il faut presenter les vertex isoles.
-      for (ex.Init (theShape, TopAbs_VERTEX, TopAbs_EDGE); ex.More(); ex.Next())
-      {
-        hasElement = Standard_True;
-        aBuilder.Add (CO, ex.Current());
-      }
-      if (hasElement)
-      {
-        StdPrs_WFShape::Add (thePresentation, CO, theDrawer);
-      }
+      shadeFromShape (aClosed, thePrs, theDrawer,
+                      theHasTexels, theUVOrigin, theUVRepeat, theUVScale, Standard_True);
     }
-    else
+
+    aShapeIter.Initialize (anOpened);
+    if (aShapeIter.More())
     {
-      StdPrs_WFShape::Add (thePresentation, theShape, theDrawer);
+      shadeFromShape (anOpened, thePrs, theDrawer,
+                      theHasTexels, theUVOrigin, theUVRepeat, theUVScale, Standard_False);
     }
   }
-  Standard_Real aDeflection = GetDeflection (theShape, theDrawer);
-
-  // Check if it is possible to avoid unnecessary recomputation
-  // of shape triangulation
-  if (!BRepTools::Triangulation (theShape, aDeflection))
+  else
   {
-    BRepTools::Clean (theShape);
-
-    // retrieve meshing tool from Factory
-    Handle(BRepMesh_DiscretRoot) aMeshAlgo = BRepMesh_DiscretFactory::Get().Discret (theShape,
-                                                                                     aDeflection,
-                                                                                     theDrawer->HLRAngle());
-    if (!aMeshAlgo.IsNull())
-      aMeshAlgo->Perform();
+    shadeFromShape (theShape, thePrs, theDrawer,
+                    theHasTexels, theUVOrigin, theUVRepeat, theUVScale, isClosed);
   }
 
-  ShadeFromShape (theShape, thePresentation, theDrawer,
-                  theHasTexels, theUVOrigin, theUVRepeat, theUVScale);
-
-  if (theDrawer->IsFaceBoundaryDraw ())
+  if (theDrawer->IsFaceBoundaryDraw())
   {
-    ComputeFaceBoundaries (theShape, thePresentation, theDrawer);
+    computeFaceBoundaries (theShape, thePrs, theDrawer);
   }
 }