Open CASCADE Technology
7.5.0
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Class defining the list of layers. More...
#include <OpenGl_LayerList.hxx>
Data Structures | |
class | OpenGl_LayerStack |
Stack of references to existing layers of predefined maximum size. More... | |
Public Member Functions | |
OpenGl_LayerList (const Standard_Integer theNbPriorities) | |
Constructor. More... | |
virtual | ~OpenGl_LayerList () |
Destructor. More... | |
Standard_Integer | NbPriorities () const |
Method returns the number of available priorities. More... | |
Standard_Integer | NbStructures () const |
Number of displayed structures. More... | |
Standard_Integer | NbImmediateStructures () const |
Return number of structures within immediate layers. More... | |
void | InsertLayerBefore (const Graphic3d_ZLayerId theNewLayerId, const Graphic3d_ZLayerSettings &theSettings, const Graphic3d_ZLayerId theLayerAfter) |
Insert a new layer with id. More... | |
void | InsertLayerAfter (const Graphic3d_ZLayerId theNewLayerId, const Graphic3d_ZLayerSettings &theSettings, const Graphic3d_ZLayerId theLayerBefore) |
Insert a new layer with id. More... | |
void | RemoveLayer (const Graphic3d_ZLayerId theLayerId) |
Remove layer by its id. More... | |
void | AddStructure (const OpenGl_Structure *theStruct, const Graphic3d_ZLayerId theLayerId, const Standard_Integer thePriority, Standard_Boolean isForChangePriority=Standard_False) |
Add structure to list with given priority. The structure will be inserted to specified layer. If the layer isn't found, the structure will be put to default bottom-level layer. More... | |
void | RemoveStructure (const OpenGl_Structure *theStructure) |
Remove structure from structure list and return its previous priority. More... | |
void | ChangeLayer (const OpenGl_Structure *theStructure, const Graphic3d_ZLayerId theOldLayerId, const Graphic3d_ZLayerId theNewLayerId) |
Change structure z layer If the new layer is not presented, the structure will be displayed in default z layer. More... | |
void | ChangePriority (const OpenGl_Structure *theStructure, const Graphic3d_ZLayerId theLayerId, const Standard_Integer theNewPriority) |
Changes structure priority within its ZLayer. More... | |
OpenGl_Layer & | Layer (const Graphic3d_ZLayerId theLayerId) |
Returns reference to the layer with given ID. More... | |
const OpenGl_Layer & | Layer (const Graphic3d_ZLayerId theLayerId) const |
Returns reference to the layer with given ID. More... | |
void | SetLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings &theSettings) |
Assign new settings to the layer. More... | |
void | UpdateCulling (const Handle< OpenGl_Workspace > &theWorkspace, const Standard_Boolean theToDrawImmediate) |
Update culling state - should be called before rendering. More... | |
void | Render (const Handle< OpenGl_Workspace > &theWorkspace, const Standard_Boolean theToDrawImmediate, const OpenGl_LayerFilter theLayersToProcess, OpenGl_FrameBuffer *theReadDrawFbo, OpenGl_FrameBuffer *theOitAccumFbo) const |
Render this element. More... | |
const NCollection_List< Handle< Graphic3d_Layer > > & | Layers () const |
Returns the set of OpenGL Z-layers. More... | |
const NCollection_DataMap< Graphic3d_ZLayerId, Handle< Graphic3d_Layer > > & | LayerIDs () const |
Returns the map of Z-layer IDs to indexes. More... | |
void | InvalidateBVHData (const Graphic3d_ZLayerId theLayerId) |
Marks BVH tree for given priority list as dirty and marks primitive set for rebuild. More... | |
Standard_Size | ModificationStateOfRaytracable () const |
Returns structure modification state (for ray-tracing). More... | |
const Handle< Select3D_BVHBuilder3d > & | FrustumCullingBVHBuilder () const |
Returns BVH tree builder for frustom culling. More... | |
void | SetFrustumCullingBVHBuilder (const Handle< Select3D_BVHBuilder3d > &theBuilder) |
Assigns BVH tree builder for frustom culling. More... | |
void | DumpJson (Standard_OStream &theOStream, Standard_Integer theDepth=-1) const |
Dumps the content of me into the stream. More... | |
Protected Member Functions | |
void | renderTransparent (const Handle< OpenGl_Workspace > &theWorkspace, OpenGl_LayerStack::iterator &theLayerIter, const OpenGl_GlobalLayerSettings &theGlobalSettings, OpenGl_FrameBuffer *theReadDrawFbo, OpenGl_FrameBuffer *theOitAccumFbo) const |
Render transparent objects using blending operator. Additional accumulation framebuffer is used for blended order-independent transparency algorithm. It should support floating-point color components and share depth with main reading/drawing framebuffer. More... | |
void | renderLayer (const Handle< OpenGl_Workspace > &theWorkspace, const OpenGl_GlobalLayerSettings &theDefaultSettings, const Graphic3d_Layer &theLayer) const |
Protected Attributes | |
NCollection_List< Handle< Graphic3d_Layer > > | myLayers |
NCollection_DataMap< Graphic3d_ZLayerId, Handle< Graphic3d_Layer > > | myLayerIds |
Handle< Select3D_BVHBuilder3d > | myBVHBuilder |
BVH tree builder for frustom culling. More... | |
Standard_Integer | myNbPriorities |
Standard_Integer | myNbStructures |
Standard_Integer | myImmediateNbStructures |
number of structures within immediate layers More... | |
Standard_Size | myModifStateOfRaytraceable |
OpenGl_LayerStack | myTransparentToProcess |
Collection of references to layers with transparency gathered during rendering pass. More... | |
Class defining the list of layers.
OpenGl_LayerList::OpenGl_LayerList | ( | const Standard_Integer | theNbPriorities | ) |
Constructor.
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virtual |
Destructor.
void OpenGl_LayerList::AddStructure | ( | const OpenGl_Structure * | theStruct, |
const Graphic3d_ZLayerId | theLayerId, | ||
const Standard_Integer | thePriority, | ||
Standard_Boolean | isForChangePriority = Standard_False |
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) |
Add structure to list with given priority. The structure will be inserted to specified layer. If the layer isn't found, the structure will be put to default bottom-level layer.
void OpenGl_LayerList::ChangeLayer | ( | const OpenGl_Structure * | theStructure, |
const Graphic3d_ZLayerId | theOldLayerId, | ||
const Graphic3d_ZLayerId | theNewLayerId | ||
) |
Change structure z layer If the new layer is not presented, the structure will be displayed in default z layer.
void OpenGl_LayerList::ChangePriority | ( | const OpenGl_Structure * | theStructure, |
const Graphic3d_ZLayerId | theLayerId, | ||
const Standard_Integer | theNewPriority | ||
) |
Changes structure priority within its ZLayer.
void OpenGl_LayerList::DumpJson | ( | Standard_OStream & | theOStream, |
Standard_Integer | theDepth = -1 |
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) | const |
Dumps the content of me into the stream.
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Returns BVH tree builder for frustom culling.
void OpenGl_LayerList::InsertLayerAfter | ( | const Graphic3d_ZLayerId | theNewLayerId, |
const Graphic3d_ZLayerSettings & | theSettings, | ||
const Graphic3d_ZLayerId | theLayerBefore | ||
) |
Insert a new layer with id.
void OpenGl_LayerList::InsertLayerBefore | ( | const Graphic3d_ZLayerId | theNewLayerId, |
const Graphic3d_ZLayerSettings & | theSettings, | ||
const Graphic3d_ZLayerId | theLayerAfter | ||
) |
Insert a new layer with id.
void OpenGl_LayerList::InvalidateBVHData | ( | const Graphic3d_ZLayerId | theLayerId | ) |
Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.
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Returns reference to the layer with given ID.
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Returns reference to the layer with given ID.
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Returns the map of Z-layer IDs to indexes.
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Returns the set of OpenGL Z-layers.
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Returns structure modification state (for ray-tracing).
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Return number of structures within immediate layers.
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Method returns the number of available priorities.
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Number of displayed structures.
void OpenGl_LayerList::RemoveLayer | ( | const Graphic3d_ZLayerId | theLayerId | ) |
Remove layer by its id.
void OpenGl_LayerList::RemoveStructure | ( | const OpenGl_Structure * | theStructure | ) |
Remove structure from structure list and return its previous priority.
void OpenGl_LayerList::Render | ( | const Handle< OpenGl_Workspace > & | theWorkspace, |
const Standard_Boolean | theToDrawImmediate, | ||
const OpenGl_LayerFilter | theLayersToProcess, | ||
OpenGl_FrameBuffer * | theReadDrawFbo, | ||
OpenGl_FrameBuffer * | theOitAccumFbo | ||
) | const |
Render this element.
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Render transparent objects using blending operator. Additional accumulation framebuffer is used for blended order-independent transparency algorithm. It should support floating-point color components and share depth with main reading/drawing framebuffer.
theWorkspace | [in] the currently used workspace for rendering. |
theLayerIter | [in/out] the current iterator of transparent layers to process. |
theGlobalSettings | [in] the set of global settings used for rendering. |
theReadDrawFbo | [in] the framebuffer for reading depth and writing final color. |
theOitAccumFbo | [in] the framebuffer for accumulating color and coverage for OIT process. |
void OpenGl_LayerList::SetFrustumCullingBVHBuilder | ( | const Handle< Select3D_BVHBuilder3d > & | theBuilder | ) |
Assigns BVH tree builder for frustom culling.
void OpenGl_LayerList::SetLayerSettings | ( | const Graphic3d_ZLayerId | theLayerId, |
const Graphic3d_ZLayerSettings & | theSettings | ||
) |
Assign new settings to the layer.
void OpenGl_LayerList::UpdateCulling | ( | const Handle< OpenGl_Workspace > & | theWorkspace, |
const Standard_Boolean | theToDrawImmediate | ||
) |
Update culling state - should be called before rendering.
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BVH tree builder for frustom culling.
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number of structures within immediate layers
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Collection of references to layers with transparency gathered during rendering pass.