// Copyright (c) 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. #ifndef _Graphic3d_ZLayerSettings_HeaderFile #define _Graphic3d_ZLayerSettings_HeaderFile #include #include #include #include #include #include enum Graphic3d_ZLayerSetting { Graphic3d_ZLayerDepthTest = 1, Graphic3d_ZLayerDepthWrite = 2, Graphic3d_ZLayerDepthClear = 4, Graphic3d_ZLayerDepthOffset = 8 }; //! Structure defines list of ZLayer properties. struct Graphic3d_ZLayerSettings { //! Default settings. Graphic3d_ZLayerSettings() : myCullingDistance (Precision::Infinite()), myCullingSize (Precision::Infinite()), myIsImmediate (Standard_False), myUseEnvironmentTexture (Standard_True), myToEnableDepthTest (Standard_True), myToEnableDepthWrite(Standard_True), myToClearDepth (Standard_True), myToRenderInDepthPrepass (Standard_True) {} //! Return user-provided name. const TCollection_AsciiString& Name() const { return myName; } //! Set custom name. void SetName (const TCollection_AsciiString& theName) { myName = theName; } //! Return lights list to be used for rendering presentations within this Z-Layer; NULL by default. //! NULL list (but not empty list!) means that default lights assigned to the View should be used instead of per-layer lights. const Handle(Graphic3d_LightSet)& Lights() const { return myLights; } //! Assign lights list to be used. void SetLights (const Handle(Graphic3d_LightSet)& theLights) { myLights = theLights; } //! Return the origin of all objects within the layer. const gp_XYZ& Origin() const { return myOrigin; } //! Return the transformation to the origin. const Handle(Geom_Transformation)& OriginTransformation() const { return myOriginTrsf; } //! Set the origin of all objects within the layer. void SetOrigin (const gp_XYZ& theOrigin) { myOrigin = theOrigin; myOriginTrsf.Nullify(); if (!theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution())) { myOriginTrsf = new Geom_Transformation(); myOriginTrsf->SetTranslation (theOrigin); } } //! Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default. //! @sa CullingDistance() Standard_Boolean HasCullingDistance() const { return !Precision::IsInfinite (myCullingDistance) && myCullingDistance > 0.0; } //! Return the distance to discard drawing of distant objects (distance from camera Eye point); by default it is Infinite (distance culling is disabled). //! Since camera eye definition has no strong meaning within orthographic projection, option is considered only within perspective projection. //! Note also that this option has effect only when frustum culling is enabled. Standard_Real CullingDistance() const { return myCullingDistance; } //! Set the distance to discard drawing objects. void SetCullingDistance (Standard_Real theDistance) { myCullingDistance = theDistance; } //! Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default. //! @sa CullingSize() Standard_Boolean HasCullingSize() const { return !Precision::IsInfinite (myCullingSize) && myCullingSize > 0.0; } //! Return the size to discard drawing of small objects; by default it is Infinite (size culling is disabled). //! Current implementation checks the length of projected diagonal of bounding box in pixels for discarding. //! Note that this option has effect only when frustum culling is enabled. Standard_Real CullingSize() const { return myCullingSize; } //! Set the distance to discard drawing objects. void SetCullingSize (Standard_Real theSize) { myCullingSize = theSize; } //! Return true if this layer should be drawn after all normal (non-immediate) layers. Standard_Boolean IsImmediate() const { return myIsImmediate; } //! Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers. void SetImmediate (const Standard_Boolean theValue) { myIsImmediate = theValue; } //! Return flag to allow/prevent environment texture mapping usage for specific layer. Standard_Boolean UseEnvironmentTexture() const { return myUseEnvironmentTexture; } //! Set the flag to allow/prevent environment texture mapping usage for specific layer. void SetEnvironmentTexture (const Standard_Boolean theValue) { myUseEnvironmentTexture = theValue; } //! Return true if depth test should be enabled. Standard_Boolean ToEnableDepthTest() const { return myToEnableDepthTest; } //! Set if depth test should be enabled. void SetEnableDepthTest(const Standard_Boolean theValue) { myToEnableDepthTest = theValue; } //! Return true depth values should be written during rendering. Standard_Boolean ToEnableDepthWrite() const { return myToEnableDepthWrite; } //! Set if depth values should be written during rendering. void SetEnableDepthWrite (const Standard_Boolean theValue) { myToEnableDepthWrite = theValue; } //! Return true if depth values should be cleared before drawing the layer. Standard_Boolean ToClearDepth() const { return myToClearDepth; } //! Set if depth values should be cleared before drawing the layer. void SetClearDepth (const Standard_Boolean theValue) { myToClearDepth = theValue; } //! Return TRUE if layer should be rendered within depth pre-pass; TRUE by default. Standard_Boolean ToRenderInDepthPrepass() const { return myToRenderInDepthPrepass; } //! Set if layer should be rendered within depth pre-pass. void SetRenderInDepthPrepass (Standard_Boolean theToRender) { myToRenderInDepthPrepass = theToRender; } //! Return glPolygonOffset() arguments. const Graphic3d_PolygonOffset& PolygonOffset() const { return myPolygonOffset; } //! Setup glPolygonOffset() arguments. void SetPolygonOffset (const Graphic3d_PolygonOffset& theParams) { myPolygonOffset = theParams; } //! Modify glPolygonOffset() arguments. Graphic3d_PolygonOffset& ChangePolygonOffset() { return myPolygonOffset; } //! Returns true if theSetting is enabled. Standard_DEPRECATED("Deprecated method IsSettingEnabled() should be replaced by individual property getters") Standard_Boolean IsSettingEnabled (const Graphic3d_ZLayerSetting theSetting) const { switch (theSetting) { case Graphic3d_ZLayerDepthTest: return myToEnableDepthTest; case Graphic3d_ZLayerDepthWrite: return myToEnableDepthWrite; case Graphic3d_ZLayerDepthClear: return myToClearDepth; case Graphic3d_ZLayerDepthOffset: return myPolygonOffset.Mode != Aspect_POM_Off; } return Standard_False; } //! Enables theSetting Standard_DEPRECATED("Deprecated method EnableSetting() should be replaced by individual property getters") void EnableSetting (const Graphic3d_ZLayerSetting theSetting) { switch (theSetting) { case Graphic3d_ZLayerDepthTest: myToEnableDepthTest = Standard_True; return; case Graphic3d_ZLayerDepthWrite: myToEnableDepthWrite = Standard_True; return; case Graphic3d_ZLayerDepthClear: myToClearDepth = Standard_True; return; case Graphic3d_ZLayerDepthOffset: myPolygonOffset.Mode = Aspect_POM_Fill; return; } } //! Disables theSetting Standard_DEPRECATED("Deprecated method DisableSetting() should be replaced by individual property getters") void DisableSetting (const Graphic3d_ZLayerSetting theSetting) { switch (theSetting) { case Graphic3d_ZLayerDepthTest: myToEnableDepthTest = Standard_False; return; case Graphic3d_ZLayerDepthWrite: myToEnableDepthWrite = Standard_False; return; case Graphic3d_ZLayerDepthClear: myToClearDepth = Standard_False; return; case Graphic3d_ZLayerDepthOffset: myPolygonOffset.Mode = Aspect_POM_Off; return; } } //! Sets minimal possible positive depth offset. void SetDepthOffsetPositive() { myPolygonOffset.Mode = Aspect_POM_Fill; myPolygonOffset.Factor = 1.0f; myPolygonOffset.Units = 1.0f; } //! Sets minimal possible negative depth offset. void SetDepthOffsetNegative() { myPolygonOffset.Mode = Aspect_POM_Fill; myPolygonOffset.Factor = 1.0f; myPolygonOffset.Units =-1.0f; } protected: TCollection_AsciiString myName; //!< user-provided name Handle(Graphic3d_LightSet) myLights; //!< lights list Handle(Geom_Transformation) myOriginTrsf; //!< transformation to the origin gp_XYZ myOrigin; //!< the origin of all objects within the layer Standard_Real myCullingDistance; //!< distance to discard objects Standard_Real myCullingSize; //!< size to discard objects Graphic3d_PolygonOffset myPolygonOffset; //!< glPolygonOffset() arguments Standard_Boolean myIsImmediate; //!< immediate layer will be drawn after all normal layers Standard_Boolean myUseEnvironmentTexture; //!< flag to allow/prevent environment texture mapping usage for specific layer Standard_Boolean myToEnableDepthTest; //!< option to enable depth test Standard_Boolean myToEnableDepthWrite; //!< option to enable write depth values Standard_Boolean myToClearDepth; //!< option to clear depth values before drawing the layer Standard_Boolean myToRenderInDepthPrepass;//!< option to render layer within depth pre-pass }; #endif // _Graphic3d_ZLayerSettings_HeaderFile