1 // Created on: 1991-11-04
2 // Created by: NW,JPB,CAL
3 // Copyright (c) 1991-1999 Matra Datavision
4 // Copyright (c) 1999-2014 OPEN CASCADE SAS
6 // This file is part of Open CASCADE Technology software library.
8 // This library is free software; you can redistribute it and/or modify it under
9 // the terms of the GNU Lesser General Public License version 2.1 as published
10 // by the Free Software Foundation, with special exception defined in the file
11 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
12 // distribution for complete text of the license and disclaimer of any warranty.
14 // Alternatively, this file may be used under the terms of Open CASCADE
15 // commercial license or contractual agreement.
17 #ifndef _Graphic3d_AspectFillArea3d_HeaderFile
18 #define _Graphic3d_AspectFillArea3d_HeaderFile
20 #include <Aspect_AspectFillAreaDefinitionError.hxx>
21 #include <Aspect_PolygonOffsetMode.hxx>
22 #include <Aspect_InteriorStyle.hxx>
23 #include <Aspect_TypeOfLine.hxx>
24 #include <Graphic3d_AlphaMode.hxx>
25 #include <Graphic3d_HatchStyle.hxx>
26 #include <Graphic3d_MaterialAspect.hxx>
27 #include <Graphic3d_PolygonOffset.hxx>
28 #include <Graphic3d_ShaderProgram.hxx>
29 #include <Graphic3d_TextureMap.hxx>
30 #include <Graphic3d_TextureSet.hxx>
31 #include <Graphic3d_TypeOfShadingModel.hxx>
32 #include <Standard.hxx>
33 #include <Standard_Boolean.hxx>
34 #include <Standard_Integer.hxx>
35 #include <Standard_ShortReal.hxx>
36 #include <Standard_Real.hxx>
37 #include <Standard_Type.hxx>
38 #include <Quantity_ColorRGBA.hxx>
40 //! This class defines graphic attributes for opaque 3d primitives (polygons, triangles, quadrilaterals).
41 class Graphic3d_AspectFillArea3d : public Standard_Transient
43 DEFINE_STANDARD_RTTIEXT(Graphic3d_AspectFillArea3d, Standard_Transient)
46 //! Creates a context table for fill area primitives defined with the following default values:
48 //! InteriorStyle : Aspect_IS_EMPTY
49 //! InteriorColor : Quantity_NOC_CYAN1
50 //! EdgeColor : Quantity_NOC_WHITE
51 //! EdgeLineType : Aspect_TOL_SOLID
53 //! FrontMaterial : NOM_BRASS
54 //! BackMaterial : NOM_BRASS
55 //! HatchStyle : Aspect_HS_SOLID
57 //! Display of back-facing filled polygons.
58 //! No distinction between external and internal faces of FillAreas.
59 //! The edges are not drawn.
60 //! Polygon offset parameters: mode = Aspect_POM_None, factor = 1., units = 0.
61 Standard_EXPORT Graphic3d_AspectFillArea3d();
63 //! Creates a context table for fill area primitives defined with the specified values.
64 //! Display of back-facing filled polygons.
65 //! No distinction between external and internal faces of FillAreas.
66 //! The edges are not drawn.
67 //! Polygon offset parameters: mode = Aspect_POM_None, factor = 1., units = 0.
68 Standard_EXPORT Graphic3d_AspectFillArea3d (const Aspect_InteriorStyle theInterior,
69 const Quantity_Color& theInteriorColor,
70 const Quantity_Color& theEdgeColor,
71 const Aspect_TypeOfLine theEdgeLineType,
72 const Standard_Real theEdgeWidth,
73 const Graphic3d_MaterialAspect& theFrontMaterial,
74 const Graphic3d_MaterialAspect& theBackMaterial);
76 //! Return interior rendering style (Aspect_IS_EMPTY by default, which means nothing will be rendered!).
77 Aspect_InteriorStyle InteriorStyle() const { return myInteriorStyle; }
79 //! Modifies the interior type used for rendering
80 void SetInteriorStyle (const Aspect_InteriorStyle theStyle) { myInteriorStyle = theStyle; }
82 //! Returns shading model (Graphic3d_TOSM_DEFAULT by default, which means that Shading Model set as default for entire Viewer will be used)
83 Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
85 //! Sets shading model
86 void SetShadingModel (const Graphic3d_TypeOfShadingModel theShadingModel) { myShadingModel = theShadingModel; }
88 //! Returns the way how alpha value should be treated (Graphic3d_AlphaMode_BlendAuto by default, for backward compatibility).
89 Graphic3d_AlphaMode AlphaMode() const { return myAlphaMode; }
91 //! Returns alpha cutoff threshold, for discarding fragments within Graphic3d_AlphaMode_Mask mode (0.5 by default).
92 //! If the alpha value is greater than or equal to this value then it is rendered as fully opaque, otherwise, it is rendered as fully transparent.
93 Standard_ShortReal AlphaCutoff() const { return myAlphaCutoff; }
95 //! Defines the way how alpha value should be treated.
96 void SetAlphaMode (Graphic3d_AlphaMode theMode, Standard_ShortReal theAlphaCutoff = 0.5f)
98 myAlphaMode = theMode;
99 myAlphaCutoff = theAlphaCutoff;
102 //! Return interior color.
103 const Quantity_Color& InteriorColor() const { return myInteriorColor.GetRGB(); }
105 //! Return interior color.
106 const Quantity_ColorRGBA& InteriorColorRGBA() const { return myInteriorColor; }
108 //! Modifies the color of the interior of the face
109 void SetInteriorColor (const Quantity_Color& theColor) { myInteriorColor.SetRGB (theColor); }
111 //! Modifies the color of the interior of the face
112 void SetInteriorColor (const Quantity_ColorRGBA& theColor) { myInteriorColor = theColor; }
114 //! Return back interior color.
115 const Quantity_Color& BackInteriorColor() const { return myBackInteriorColor.GetRGB(); }
117 //! Return back interior color.
118 const Quantity_ColorRGBA& BackInteriorColorRGBA() const { return myBackInteriorColor; }
120 //! Modifies the color of the interior of the back face
121 void SetBackInteriorColor (const Quantity_Color& theColor) { myBackInteriorColor.SetRGB (theColor); }
123 //! Modifies the color of the interior of the back face
124 void SetBackInteriorColor (const Quantity_ColorRGBA& theColor) { myBackInteriorColor = theColor; }
126 //! Returns the surface material of external faces
127 const Graphic3d_MaterialAspect& FrontMaterial() const { return myFrontMaterial; }
129 //! Returns the surface material of external faces
130 Graphic3d_MaterialAspect& ChangeFrontMaterial() { return myFrontMaterial; }
132 //! Modifies the surface material of external faces
133 void SetFrontMaterial (const Graphic3d_MaterialAspect& theMaterial) { myFrontMaterial = theMaterial; }
135 //! Returns the surface material of internal faces
136 const Graphic3d_MaterialAspect& BackMaterial() const { return myBackMaterial; }
138 //! Returns the surface material of internal faces
139 Graphic3d_MaterialAspect& ChangeBackMaterial() { return myBackMaterial; }
141 //! Modifies the surface material of internal faces
142 void SetBackMaterial (const Graphic3d_MaterialAspect& theMaterial) { myBackMaterial = theMaterial; }
144 //! Returns true if back faces should be suppressed (true by default).
145 bool ToSuppressBackFaces() const { return myToSuppressBackFaces; }
147 //! Assign back faces culling flag.
148 void SetSuppressBackFaces (bool theToSuppress) { myToSuppressBackFaces = theToSuppress; }
150 //! Returns true if back faces should be suppressed (true by default).
151 bool BackFace() const { return myToSuppressBackFaces; }
153 //! Allows the display of back-facing filled polygons.
154 void AllowBackFace() { myToSuppressBackFaces = false; }
156 //! Suppress the display of back-facing filled polygons.
157 //! A back-facing polygon is defined as a polygon whose
158 //! vertices are in a clockwise order with respect to screen coordinates.
159 void SuppressBackFace() { myToSuppressBackFaces = true; }
161 //! Returns true if material properties should be distinguished for back and front faces (false by default).
162 bool Distinguish() const { return myToDistinguishMaterials; }
164 //! Set material distinction between front and back faces.
165 void SetDistinguish (bool toDistinguish) { myToDistinguishMaterials = toDistinguish; }
167 //! Allows material distinction between front and back faces.
168 void SetDistinguishOn() { myToDistinguishMaterials = true; }
170 //! Forbids material distinction between front and back faces.
171 void SetDistinguishOff() { myToDistinguishMaterials = false; }
173 //! Return shader program.
174 const Handle(Graphic3d_ShaderProgram)& ShaderProgram() const { return myProgram; }
176 //! Sets up OpenGL/GLSL shader program.
177 void SetShaderProgram (const Handle(Graphic3d_ShaderProgram)& theProgram) { myProgram = theProgram; }
179 //! Return texture array to be mapped.
180 const Handle(Graphic3d_TextureSet)& TextureSet() const { return myTextureSet; }
182 //! Setup texture array to be mapped.
183 void SetTextureSet (const Handle(Graphic3d_TextureSet)& theTextures) { myTextureSet = theTextures; }
185 //! Return texture to be mapped.
186 //Standard_DEPRECATED("Deprecated method, TextureSet() should be used instead")
187 Handle(Graphic3d_TextureMap) TextureMap() const
189 return !myTextureSet.IsNull() && !myTextureSet->IsEmpty()
190 ? myTextureSet->First()
191 : Handle(Graphic3d_TextureMap)();
194 //! Assign texture to be mapped.
195 //! See also SetTextureMapOn() to actually activate texture mapping.
196 //Standard_DEPRECATED("Deprecated method, SetTextureSet() should be used instead")
197 Standard_EXPORT void SetTextureMap (const Handle(Graphic3d_TextureMap)& theTexture);
199 //! Return true if texture mapping is enabled (false by default).
200 bool ToMapTexture() const { return myToMapTexture; }
202 //! Return true if texture mapping is enabled (false by default).
203 bool TextureMapState() const { return myToMapTexture; }
205 //! Enable or disable texture mapping (has no effect if texture is not set).
206 void SetTextureMapOn (bool theToMap) { myToMapTexture = theToMap; }
208 //! Enable texture mapping (has no effect if texture is not set).
209 void SetTextureMapOn() { myToMapTexture = true; }
211 //! Disable texture mapping.
212 void SetTextureMapOff() { myToMapTexture = false; }
214 //! Returns current polygon offsets settings.
215 const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; }
217 //! Sets polygon offsets settings.
218 void SetPolygonOffset (const Graphic3d_PolygonOffset& theOffset) { myPolygonOffset = theOffset; }
220 //! Returns current polygon offsets settings.
221 void PolygonOffsets (Standard_Integer& theMode,
222 Standard_ShortReal& theFactor,
223 Standard_ShortReal& theUnits) const
225 theMode = myPolygonOffset.Mode;
226 theFactor = myPolygonOffset.Factor;
227 theUnits = myPolygonOffset.Units;
230 //! Sets up OpenGL polygon offsets mechanism.
231 //! <aMode> parameter can contain various combinations of
232 //! Aspect_PolygonOffsetMode enumeration elements (Aspect_POM_None means
233 //! that polygon offsets are not changed).
234 //! If <aMode> is different from Aspect_POM_Off and Aspect_POM_None, then <aFactor> and <aUnits>
235 //! arguments are used by graphic renderer to calculate a depth offset value:
237 //! offset = <aFactor> * m + <aUnits> * r, where
238 //! m - maximum depth slope for the polygon currently being displayed,
239 //! r - minimum window coordinates depth resolution (implementation-specific)
241 //! Default settings for OCC 3D viewer: mode = Aspect_POM_Fill, factor = 1., units = 0.
243 //! Negative offset values move polygons closer to the viewport,
244 //! while positive values shift polygons away.
245 //! Consult OpenGL reference for details (glPolygonOffset function description).
246 void SetPolygonOffsets (const Standard_Integer theMode,
247 const Standard_ShortReal theFactor = 1.0f,
248 const Standard_ShortReal theUnits = 0.0f)
250 myPolygonOffset.Mode = (Aspect_PolygonOffsetMode )(theMode & Aspect_POM_Mask);
251 myPolygonOffset.Factor = theFactor;
252 myPolygonOffset.Units = theUnits;
257 //! Returns true if edges should be drawn (false by default).
258 bool ToDrawEdges() const { return myToDrawEdges && myEdgeType != Aspect_TOL_EMPTY; }
260 //! Set if edges should be drawn or not.
261 void SetDrawEdges (bool theToDraw)
263 myToDrawEdges = theToDraw;
264 if (myEdgeType == Aspect_TOL_EMPTY)
266 myEdgeType = Aspect_TOL_SOLID;
270 //! Returns true if edges should be drawn.
271 bool Edge() const { return ToDrawEdges(); }
273 //! The edges of FillAreas are drawn.
274 void SetEdgeOn() { SetDrawEdges (true); }
276 //! The edges of FillAreas are not drawn.
277 void SetEdgeOff() { SetDrawEdges (false); }
279 //! Return color of edges.
280 const Quantity_Color& EdgeColor() const { return myEdgeColor.GetRGB(); }
282 //! Return color of edges.
283 const Quantity_ColorRGBA& EdgeColorRGBA() const { return myEdgeColor; }
285 //! Modifies the color of the edge of the face
286 void SetEdgeColor (const Quantity_Color& theColor) { myEdgeColor.SetRGB (theColor); }
288 //! Modifies the color of the edge of the face
289 void SetEdgeColor (const Quantity_ColorRGBA& theColor) { myEdgeColor = theColor; }
291 //! Return edges line type.
292 Aspect_TypeOfLine EdgeLineType() const { return myEdgeType; }
294 //! Modifies the edge line type
295 void SetEdgeLineType (const Aspect_TypeOfLine theType) { myEdgeType = theType; }
297 //! Return width for edges in pixels.
298 Standard_ShortReal EdgeWidth() const { return myEdgeWidth; }
300 //! Modifies the edge thickness
301 //! Warning: Raises AspectFillAreaDefinitionError if the width is a negative value.
302 void SetEdgeWidth (const Standard_Real theWidth)
306 throw Aspect_AspectFillAreaDefinitionError("Bad value for EdgeLineWidth");
308 myEdgeWidth = (float )theWidth;
311 //! Returns TRUE if drawing element edges should discard first edge in triangle; FALSE by default.
312 //! Graphics hardware works mostly with triangles, so that wireframe presentation will draw triangle edges by default.
313 //! This flag allows rendering wireframe presentation of quad-only array split into triangles.
314 //! For this, quads should be split in specific order, so that the quad diagonal (to be NOT rendered) goes first:
316 //! / / Triangle #1: 2-0-1; Triangle #2: 0-2-3
318 bool ToSkipFirstEdge() const { return myToSkipFirstEdge; }
320 //! Set skip first triangle edge flag for drawing wireframe presentation of quads array split into triangles.
321 void SetSkipFirstEdge (bool theToSkipFirstEdge) { myToSkipFirstEdge = theToSkipFirstEdge; }
325 //! Returns the hatch type used when InteriorStyle is IS_HATCH
326 const Handle(Graphic3d_HatchStyle)& HatchStyle() const { return myHatchStyle; }
328 //! Modifies the hatch type used when InteriorStyle is IS_HATCH
329 void SetHatchStyle (const Handle(Graphic3d_HatchStyle)& theStyle) { myHatchStyle = theStyle; }
331 //! Modifies the hatch type used when InteriorStyle is IS_HATCH
332 //! @warning This method always creates a new handle for a given hatch style
333 void SetHatchStyle (const Aspect_HatchStyle theStyle)
335 if (theStyle == Aspect_HS_SOLID)
337 myHatchStyle.Nullify();
341 myHatchStyle = new Graphic3d_HatchStyle (theStyle);
344 //! Returns the current values.
345 Standard_DEPRECATED("Deprecated method Values() should be replaced by individual property getters")
346 void Values (Aspect_InteriorStyle& theStyle,
347 Quantity_Color& theIntColor,
348 Quantity_Color& theEdgeColor,
349 Aspect_TypeOfLine& theType,
350 Standard_Real& theWidth) const
352 theStyle = myInteriorStyle;
353 theIntColor = myInteriorColor.GetRGB();
354 theEdgeColor= myEdgeColor.GetRGB();
355 theType = myEdgeType;
356 theWidth = myEdgeWidth;
359 //! Returns the current values.
360 Standard_DEPRECATED("Deprecated method Values() should be replaced by individual property getters")
361 void Values (Aspect_InteriorStyle& theStyle,
362 Quantity_Color& theIntColor,
363 Quantity_Color& theBackIntColor,
364 Quantity_Color& theEdgeColor,
365 Aspect_TypeOfLine& theType,
366 Standard_Real& theWidth) const
368 theStyle = myInteriorStyle;
369 theIntColor = myInteriorColor.GetRGB();
370 theBackIntColor= myBackInteriorColor.GetRGB();
371 theEdgeColor = myEdgeColor.GetRGB();
372 theType = myEdgeType;
373 theWidth = myEdgeWidth;
378 Handle(Graphic3d_ShaderProgram) myProgram;
379 Handle(Graphic3d_TextureSet) myTextureSet;
380 Graphic3d_MaterialAspect myFrontMaterial;
381 Graphic3d_MaterialAspect myBackMaterial;
383 Quantity_ColorRGBA myInteriorColor;
384 Quantity_ColorRGBA myBackInteriorColor;
385 Quantity_ColorRGBA myEdgeColor;
386 Aspect_InteriorStyle myInteriorStyle;
387 Graphic3d_TypeOfShadingModel myShadingModel;
388 Graphic3d_AlphaMode myAlphaMode;
389 Standard_ShortReal myAlphaCutoff;
390 Aspect_TypeOfLine myEdgeType;
391 Standard_ShortReal myEdgeWidth;
392 Handle(Graphic3d_HatchStyle) myHatchStyle;
394 Graphic3d_PolygonOffset myPolygonOffset;
395 bool myToSkipFirstEdge;
396 bool myToDistinguishMaterials;
398 bool myToSuppressBackFaces;
403 DEFINE_STANDARD_HANDLE(Graphic3d_AspectFillArea3d, Standard_Transient)
405 #endif // _Graphic3d_AspectFillArea3d_HeaderFile