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1 | // Copyright (c) 2014 OPEN CASCADE SAS |
2 | // |
3 | // This file is part of Open CASCADE Technology software library. |
4 | // |
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5 | // This library is free software; you can redistribute it and/or modify it under |
6 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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7 | // by the Free Software Foundation, with special exception defined in the file |
8 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
9 | // distribution for complete text of the license and disclaimer of any warranty. |
10 | // |
11 | // Alternatively, this file may be used under the terms of Open CASCADE |
12 | // commercial license or contractual agreement. |
13 | |
14 | #ifndef _Graphic3d_ZLayerSettings_HeaderFile |
15 | #define _Graphic3d_ZLayerSettings_HeaderFile |
16 | |
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17 | #include <gp_XYZ.hxx> |
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18 | #include <TopLoc_Datum3D.hxx> |
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19 | #include <Graphic3d_LightSet.hxx> |
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20 | #include <Graphic3d_PolygonOffset.hxx> |
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21 | #include <Precision.hxx> |
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22 | #include <Standard_Dump.hxx> |
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23 | #include <TCollection_AsciiString.hxx> |
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24 | |
25 | enum Graphic3d_ZLayerSetting |
26 | { |
27 | Graphic3d_ZLayerDepthTest = 1, |
28 | Graphic3d_ZLayerDepthWrite = 2, |
29 | Graphic3d_ZLayerDepthClear = 4, |
30 | Graphic3d_ZLayerDepthOffset = 8 |
31 | }; |
32 | |
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33 | //! Structure defines list of ZLayer properties. |
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34 | struct Graphic3d_ZLayerSettings |
35 | { |
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36 | |
37 | //! Default settings. |
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38 | Graphic3d_ZLayerSettings() |
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39 | : myCullingDistance (Precision::Infinite()), |
40 | myCullingSize (Precision::Infinite()), |
41 | myIsImmediate (Standard_False), |
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42 | myToRaytrace (Standard_True), |
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43 | myUseEnvironmentTexture (Standard_True), |
44 | myToEnableDepthTest (Standard_True), |
45 | myToEnableDepthWrite(Standard_True), |
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46 | myToClearDepth (Standard_True), |
47 | myToRenderInDepthPrepass (Standard_True) {} |
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48 | |
49 | //! Return user-provided name. |
50 | const TCollection_AsciiString& Name() const { return myName; } |
51 | |
52 | //! Set custom name. |
53 | void SetName (const TCollection_AsciiString& theName) { myName = theName; } |
54 | |
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55 | //! Return lights list to be used for rendering presentations within this Z-Layer; NULL by default. |
56 | //! NULL list (but not empty list!) means that default lights assigned to the View should be used instead of per-layer lights. |
57 | const Handle(Graphic3d_LightSet)& Lights() const { return myLights; } |
58 | |
59 | //! Assign lights list to be used. |
60 | void SetLights (const Handle(Graphic3d_LightSet)& theLights) { myLights = theLights; } |
61 | |
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62 | //! Return the origin of all objects within the layer. |
63 | const gp_XYZ& Origin() const { return myOrigin; } |
64 | |
65 | //! Return the transformation to the origin. |
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66 | const Handle(TopLoc_Datum3D)& OriginTransformation() const { return myOriginTrsf; } |
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67 | |
68 | //! Set the origin of all objects within the layer. |
69 | void SetOrigin (const gp_XYZ& theOrigin) |
70 | { |
71 | myOrigin = theOrigin; |
72 | myOriginTrsf.Nullify(); |
73 | if (!theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution())) |
74 | { |
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75 | gp_Trsf aTrsf; |
76 | aTrsf.SetTranslation (theOrigin); |
77 | myOriginTrsf = new TopLoc_Datum3D (aTrsf); |
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78 | } |
79 | } |
80 | |
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81 | //! Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default. |
82 | //! @sa CullingDistance() |
83 | Standard_Boolean HasCullingDistance() const { return !Precision::IsInfinite (myCullingDistance) && myCullingDistance > 0.0; } |
84 | |
85 | //! Return the distance to discard drawing of distant objects (distance from camera Eye point); by default it is Infinite (distance culling is disabled). |
86 | //! Since camera eye definition has no strong meaning within orthographic projection, option is considered only within perspective projection. |
87 | //! Note also that this option has effect only when frustum culling is enabled. |
88 | Standard_Real CullingDistance() const { return myCullingDistance; } |
89 | |
90 | //! Set the distance to discard drawing objects. |
91 | void SetCullingDistance (Standard_Real theDistance) { myCullingDistance = theDistance; } |
92 | |
93 | //! Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default. |
94 | //! @sa CullingSize() |
95 | Standard_Boolean HasCullingSize() const { return !Precision::IsInfinite (myCullingSize) && myCullingSize > 0.0; } |
96 | |
97 | //! Return the size to discard drawing of small objects; by default it is Infinite (size culling is disabled). |
98 | //! Current implementation checks the length of projected diagonal of bounding box in pixels for discarding. |
99 | //! Note that this option has effect only when frustum culling is enabled. |
100 | Standard_Real CullingSize() const { return myCullingSize; } |
101 | |
102 | //! Set the distance to discard drawing objects. |
103 | void SetCullingSize (Standard_Real theSize) { myCullingSize = theSize; } |
104 | |
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105 | //! Return true if this layer should be drawn after all normal (non-immediate) layers. |
106 | Standard_Boolean IsImmediate() const { return myIsImmediate; } |
107 | |
108 | //! Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers. |
109 | void SetImmediate (const Standard_Boolean theValue) { myIsImmediate = theValue; } |
110 | |
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111 | //! Returns TRUE if layer should be processed by ray-tracing renderer; TRUE by default. |
112 | //! Note that this flag is IGNORED for layers with IsImmediate() flag. |
113 | Standard_Boolean IsRaytracable() const { return myToRaytrace; } |
114 | |
115 | //! Sets if layer should be processed by ray-tracing renderer. |
116 | void SetRaytracable (Standard_Boolean theToRaytrace) { myToRaytrace = theToRaytrace; } |
117 | |
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118 | //! Return flag to allow/prevent environment texture mapping usage for specific layer. |
119 | Standard_Boolean UseEnvironmentTexture() const { return myUseEnvironmentTexture; } |
120 | |
121 | //! Set the flag to allow/prevent environment texture mapping usage for specific layer. |
122 | void SetEnvironmentTexture (const Standard_Boolean theValue) { myUseEnvironmentTexture = theValue; } |
123 | |
124 | //! Return true if depth test should be enabled. |
125 | Standard_Boolean ToEnableDepthTest() const { return myToEnableDepthTest; } |
126 | |
127 | //! Set if depth test should be enabled. |
128 | void SetEnableDepthTest(const Standard_Boolean theValue) { myToEnableDepthTest = theValue; } |
129 | |
130 | //! Return true depth values should be written during rendering. |
131 | Standard_Boolean ToEnableDepthWrite() const { return myToEnableDepthWrite; } |
132 | |
133 | //! Set if depth values should be written during rendering. |
134 | void SetEnableDepthWrite (const Standard_Boolean theValue) { myToEnableDepthWrite = theValue; } |
135 | |
136 | //! Return true if depth values should be cleared before drawing the layer. |
137 | Standard_Boolean ToClearDepth() const { return myToClearDepth; } |
138 | |
139 | //! Set if depth values should be cleared before drawing the layer. |
140 | void SetClearDepth (const Standard_Boolean theValue) { myToClearDepth = theValue; } |
141 | |
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142 | //! Return TRUE if layer should be rendered within depth pre-pass; TRUE by default. |
143 | Standard_Boolean ToRenderInDepthPrepass() const { return myToRenderInDepthPrepass; } |
144 | |
145 | //! Set if layer should be rendered within depth pre-pass. |
146 | void SetRenderInDepthPrepass (Standard_Boolean theToRender) { myToRenderInDepthPrepass = theToRender; } |
147 | |
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148 | //! Return glPolygonOffset() arguments. |
149 | const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; } |
150 | |
151 | //! Setup glPolygonOffset() arguments. |
152 | void SetPolygonOffset (const Graphic3d_PolygonOffset& theParams) { myPolygonOffset = theParams; } |
153 | |
154 | //! Modify glPolygonOffset() arguments. |
155 | Graphic3d_PolygonOffset& ChangePolygonOffset() { return myPolygonOffset; } |
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156 | |
157 | //! Returns true if theSetting is enabled. |
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158 | Standard_DEPRECATED("Deprecated method IsSettingEnabled() should be replaced by individual property getters") |
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159 | Standard_Boolean IsSettingEnabled (const Graphic3d_ZLayerSetting theSetting) const |
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160 | { |
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161 | switch (theSetting) |
162 | { |
163 | case Graphic3d_ZLayerDepthTest: return myToEnableDepthTest; |
164 | case Graphic3d_ZLayerDepthWrite: return myToEnableDepthWrite; |
165 | case Graphic3d_ZLayerDepthClear: return myToClearDepth; |
166 | case Graphic3d_ZLayerDepthOffset: return myPolygonOffset.Mode != Aspect_POM_Off; |
167 | } |
168 | return Standard_False; |
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169 | } |
170 | |
171 | //! Enables theSetting |
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172 | Standard_DEPRECATED("Deprecated method EnableSetting() should be replaced by individual property getters") |
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173 | void EnableSetting (const Graphic3d_ZLayerSetting theSetting) |
174 | { |
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175 | switch (theSetting) |
176 | { |
177 | case Graphic3d_ZLayerDepthTest: myToEnableDepthTest = Standard_True; return; |
178 | case Graphic3d_ZLayerDepthWrite: myToEnableDepthWrite = Standard_True; return; |
179 | case Graphic3d_ZLayerDepthClear: myToClearDepth = Standard_True; return; |
180 | case Graphic3d_ZLayerDepthOffset: myPolygonOffset.Mode = Aspect_POM_Fill; return; |
181 | } |
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182 | } |
183 | |
184 | //! Disables theSetting |
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185 | Standard_DEPRECATED("Deprecated method DisableSetting() should be replaced by individual property getters") |
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186 | void DisableSetting (const Graphic3d_ZLayerSetting theSetting) |
187 | { |
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188 | switch (theSetting) |
189 | { |
190 | case Graphic3d_ZLayerDepthTest: myToEnableDepthTest = Standard_False; return; |
191 | case Graphic3d_ZLayerDepthWrite: myToEnableDepthWrite = Standard_False; return; |
192 | case Graphic3d_ZLayerDepthClear: myToClearDepth = Standard_False; return; |
193 | case Graphic3d_ZLayerDepthOffset: myPolygonOffset.Mode = Aspect_POM_Off; return; |
194 | } |
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195 | } |
196 | |
197 | //! Sets minimal possible positive depth offset. |
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198 | void SetDepthOffsetPositive() |
199 | { |
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200 | myPolygonOffset.Mode = Aspect_POM_Fill; |
201 | myPolygonOffset.Factor = 1.0f; |
202 | myPolygonOffset.Units = 1.0f; |
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203 | } |
204 | |
205 | //! Sets minimal possible negative depth offset. |
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206 | void SetDepthOffsetNegative() |
207 | { |
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208 | myPolygonOffset.Mode = Aspect_POM_Fill; |
209 | myPolygonOffset.Factor = 1.0f; |
210 | myPolygonOffset.Units =-1.0f; |
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211 | } |
212 | |
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213 | //! Dumps the content of me into the stream |
214 | void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const |
215 | { |
216 | OCCT_DUMP_CLASS_BEGIN (theOStream, Graphic3d_ZLayerSettings) |
217 | |
218 | OCCT_DUMP_FIELD_VALUE_STRING (theOStream, myName) |
219 | OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, myOriginTrsf.get()) |
220 | OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myOrigin) |
221 | |
222 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myCullingDistance) |
223 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myCullingSize) |
224 | |
225 | OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myPolygonOffset) |
226 | |
227 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsImmediate) |
228 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToRaytrace) |
229 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myUseEnvironmentTexture) |
230 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToEnableDepthTest) |
231 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToEnableDepthWrite) |
232 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToClearDepth) |
233 | OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myToRenderInDepthPrepass) |
234 | } |
235 | |
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236 | protected: |
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237 | |
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238 | TCollection_AsciiString myName; //!< user-provided name |
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239 | Handle(Graphic3d_LightSet) myLights; //!< lights list |
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240 | Handle(TopLoc_Datum3D) myOriginTrsf; //!< transformation to the origin |
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241 | gp_XYZ myOrigin; //!< the origin of all objects within the layer |
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242 | Standard_Real myCullingDistance; //!< distance to discard objects |
243 | Standard_Real myCullingSize; //!< size to discard objects |
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244 | Graphic3d_PolygonOffset myPolygonOffset; //!< glPolygonOffset() arguments |
245 | Standard_Boolean myIsImmediate; //!< immediate layer will be drawn after all normal layers |
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246 | Standard_Boolean myToRaytrace; //!< option to render layer within ray-tracing engine |
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247 | Standard_Boolean myUseEnvironmentTexture; //!< flag to allow/prevent environment texture mapping usage for specific layer |
248 | Standard_Boolean myToEnableDepthTest; //!< option to enable depth test |
249 | Standard_Boolean myToEnableDepthWrite; //!< option to enable write depth values |
250 | Standard_Boolean myToClearDepth; //!< option to clear depth values before drawing the layer |
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251 | Standard_Boolean myToRenderInDepthPrepass;//!< option to render layer within depth pre-pass |
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252 | |
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253 | }; |
254 | |
255 | #endif // _Graphic3d_ZLayerSettings_HeaderFile |