1 // Created on: 2014-03-31
2 // Created by: Danila ULYANOV
3 // Copyright (c) 2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <OpenGl_Layer.hxx>
18 #include <OpenGl_BVHTreeSelector.hxx>
19 #include <OpenGl_Structure.hxx>
20 #include <OpenGl_View.hxx>
21 #include <OpenGl_Workspace.hxx>
23 // =======================================================================
24 // function : OpenGl_PriorityList
26 // =======================================================================
27 OpenGl_Layer::OpenGl_Layer (const Standard_Integer theNbPriorities)
28 : myArray (0, theNbPriorities - 1),
30 myBVHIsLeftChildQueuedFirst (Standard_True),
31 myIsBVHPrimitivesNeedsReset (Standard_False)
36 // =======================================================================
37 // function : ~OpenGl_Layer
39 // =======================================================================
40 OpenGl_Layer::~OpenGl_Layer()
45 // =======================================================================
48 // =======================================================================
49 void OpenGl_Layer::Add (const OpenGl_Structure* theStruct,
50 const Standard_Integer thePriority,
51 Standard_Boolean isForChangePriority)
53 const Standard_Integer anIndex = Min (Max (thePriority, 0), myArray.Length() - 1);
54 if (theStruct == NULL)
59 myArray (anIndex).Append (theStruct);
60 if (theStruct->IsAlwaysRendered())
62 theStruct->MarkAsNotCulled();
64 else if (!isForChangePriority)
66 myBVHPrimitives.Add (theStruct);
71 // =======================================================================
74 // =======================================================================
75 bool OpenGl_Layer::Remove (const OpenGl_Structure* theStruct,
76 Standard_Integer& thePriority,
77 Standard_Boolean isForChangePriority)
79 if (theStruct == NULL)
85 const Standard_Integer aNbPriorities = myArray.Length();
86 for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter)
88 OpenGl_SequenceOfStructure& aSeq = myArray (aPriorityIter);
89 for (OpenGl_SequenceOfStructure::Iterator aStructIter (aSeq); aStructIter.More(); aStructIter.Next())
91 if (aStructIter.Value() == theStruct)
93 aSeq.Remove (aStructIter);
94 if (!theStruct->IsAlwaysRendered()
95 && !isForChangePriority)
97 myBVHPrimitives.Remove (theStruct);
100 thePriority = aPriorityIter;
110 // =======================================================================
111 // function : InvalidateBVHData
113 // =======================================================================
114 void OpenGl_Layer::InvalidateBVHData()
116 myIsBVHPrimitivesNeedsReset = Standard_True;
119 // =======================================================================
120 // function : renderAll
122 // =======================================================================
123 void OpenGl_Layer::renderAll (const Handle(OpenGl_Workspace)& theWorkspace) const
125 const Standard_Integer aNbPriorities = myArray.Length();
126 for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter)
128 for (OpenGl_SequenceOfStructure::Iterator aStructIter (myArray (aPriorityIter)); aStructIter.More(); aStructIter.Next())
130 const OpenGl_Structure* aStruct = aStructIter.Value();
131 if (!aStruct->IsVisible())
136 aStruct->Render (theWorkspace);
141 // =======================================================================
142 // function : renderTraverse
144 // =======================================================================
145 void OpenGl_Layer::renderTraverse (const Handle(OpenGl_Workspace)& theWorkspace) const
147 if (myIsBVHPrimitivesNeedsReset)
149 myBVHPrimitives.Assign (myArray);
150 myIsBVHPrimitivesNeedsReset = Standard_False;
153 OpenGl_BVHTreeSelector& aSelector = theWorkspace->ActiveView()->BVHTreeSelector();
154 traverse (aSelector);
156 const Standard_Integer aNbPriorities = myArray.Length();
157 for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter)
159 for (OpenGl_SequenceOfStructure::Iterator aStructIter (myArray (aPriorityIter)); aStructIter.More(); aStructIter.Next())
161 const OpenGl_Structure* aStruct = aStructIter.Value();
162 if (!aStruct->IsVisible()
163 || aStruct->IsCulled())
168 aStruct->Render (theWorkspace);
169 aStruct->ResetCullingStatus();
174 // =======================================================================
175 // function : traverse
177 // =======================================================================
178 void OpenGl_Layer::traverse (OpenGl_BVHTreeSelector& theSelector) const
180 // handle a case when all objects are infinite
181 if (myBVHPrimitives.Size() == 0)
184 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVHTree = myBVHPrimitives.BVH();
186 Standard_Integer aNode = 0; // a root node
187 theSelector.CacheClipPtsProjections();
188 if (!theSelector.Intersect (aBVHTree->MinPoint (0),
189 aBVHTree->MaxPoint (0)))
194 Standard_Integer aStack[32];
195 Standard_Integer aHead = -1;
198 if (!aBVHTree->IsOuter (aNode))
200 const Standard_Integer aLeftChildIdx = aBVHTree->LeftChild (aNode);
201 const Standard_Integer aRightChildIdx = aBVHTree->RightChild (aNode);
202 const Standard_Boolean isLeftChildIn = theSelector.Intersect (aBVHTree->MinPoint (aLeftChildIdx),
203 aBVHTree->MaxPoint (aLeftChildIdx));
204 const Standard_Boolean isRightChildIn = theSelector.Intersect (aBVHTree->MinPoint (aRightChildIdx),
205 aBVHTree->MaxPoint (aRightChildIdx));
209 aNode = myBVHIsLeftChildQueuedFirst ? aLeftChildIdx : aRightChildIdx;
210 aStack[++aHead] = myBVHIsLeftChildQueuedFirst ? aRightChildIdx : aLeftChildIdx;
211 myBVHIsLeftChildQueuedFirst = !myBVHIsLeftChildQueuedFirst;
213 else if (isLeftChildIn
216 aNode = isLeftChildIn ? aLeftChildIdx : aRightChildIdx;
225 aNode = aStack[aHead--];
230 Standard_Integer aIdx = aBVHTree->BegPrimitive (aNode);
231 myBVHPrimitives.GetStructureById (aIdx)->MarkAsNotCulled();
237 aNode = aStack[aHead--];
242 // =======================================================================
245 // =======================================================================
246 Standard_Boolean OpenGl_Layer::Append (const OpenGl_Layer& theOther)
248 // the source priority list shouldn't have more priorities
249 const Standard_Integer aNbPriorities = theOther.NbPriorities();
250 if (aNbPriorities > NbPriorities())
252 return Standard_False;
255 // add all structures to destination priority list
256 for (Standard_Integer aPriorityIter = 0; aPriorityIter < aNbPriorities; ++aPriorityIter)
258 for (OpenGl_SequenceOfStructure::Iterator aStructIter (theOther.myArray (aPriorityIter)); aStructIter.More(); aStructIter.Next())
260 Add (aStructIter.Value(), aPriorityIter);
264 return Standard_True;
267 //=======================================================================
270 //=======================================================================
271 void OpenGl_Layer::Render (const Handle(OpenGl_Workspace)& theWorkspace,
272 const OpenGl_GlobalLayerSettings& theDefaultSettings) const
274 TEL_POFFSET_PARAM anAppliedOffsetParams = theWorkspace->AppliedPolygonOffset();
276 // separate depth buffers
277 if (IsSettingEnabled (Graphic3d_ZLayerDepthClear))
279 glClear (GL_DEPTH_BUFFER_BIT);
283 if (IsSettingEnabled (Graphic3d_ZLayerDepthTest))
285 // assuming depth test is enabled by default
286 glDepthFunc (theDefaultSettings.DepthFunc);
290 glDepthFunc (GL_ALWAYS);
293 // handle depth offset
294 if (IsSettingEnabled (Graphic3d_ZLayerDepthOffset))
296 theWorkspace->SetPolygonOffset (Aspect_POM_Fill,
297 myLayerSettings.DepthOffsetFactor,
298 myLayerSettings.DepthOffsetUnits);
302 theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode,
303 anAppliedOffsetParams.factor,
304 anAppliedOffsetParams.units);
307 // handle depth write
308 glDepthMask (IsSettingEnabled (Graphic3d_ZLayerDepthWrite) ? GL_TRUE : GL_FALSE);
310 // render priority list
311 theWorkspace->IsCullingEnabled() ? renderTraverse (theWorkspace) : renderAll (theWorkspace);
313 // always restore polygon offset between layers rendering
314 theWorkspace->SetPolygonOffset (anAppliedOffsetParams.mode,
315 anAppliedOffsetParams.factor,
316 anAppliedOffsetParams.units);