// 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 "gp_XYZ.hxx" #include "TopLoc_Datum3D.hxx" #include "Graphic3d_LightSet.hxx" #include "Graphic3d_PolygonOffset.hxx" #include "Precision.hxx" #include "Standard_Dump.hxx" #include "TCollection_AsciiString.hxx" //! Structure defines list of ZLayer properties. struct Graphic3d_ZLayerSettings { //! Default settings. Graphic3d_ZLayerSettings() : myCullingDistance(Precision::Infinite()), myCullingSize(Precision::Infinite()), myIsImmediate(false), myToRaytrace(true), myUseEnvironmentTexture(true), myToEnableDepthTest(true), myToEnableDepthWrite(true), myToClearDepth(true), myToRenderInDepthPrepass(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 occ::handle& Lights() const { return myLights; } //! Assign lights list to be used. void SetLights(const occ::handle& 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 occ::handle& 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())) { gp_Trsf aTrsf; aTrsf.SetTranslation(theOrigin); myOriginTrsf = new TopLoc_Datum3D(aTrsf); } } //! Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by //! default. //! @sa CullingDistance() bool 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. double CullingDistance() const { return myCullingDistance; } //! Set the distance to discard drawing objects. void SetCullingDistance(double theDistance) { myCullingDistance = theDistance; } //! Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default. //! @sa CullingSize() bool 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. double CullingSize() const { return myCullingSize; } //! Set the distance to discard drawing objects. void SetCullingSize(double theSize) { myCullingSize = theSize; } //! Return true if this layer should be drawn after all normal (non-immediate) layers. bool IsImmediate() const { return myIsImmediate; } //! Set the flag indicating the immediate layer, which should be drawn after all normal //! (non-immediate) layers. void SetImmediate(const bool theValue) { myIsImmediate = theValue; } //! Returns TRUE if layer should be processed by ray-tracing renderer; TRUE by default. //! Note that this flag is IGNORED for layers with IsImmediate() flag. bool IsRaytracable() const { return myToRaytrace; } //! Sets if layer should be processed by ray-tracing renderer. void SetRaytracable(bool theToRaytrace) { myToRaytrace = theToRaytrace; } //! Return flag to allow/prevent environment texture mapping usage for specific layer. bool UseEnvironmentTexture() const { return myUseEnvironmentTexture; } //! Set the flag to allow/prevent environment texture mapping usage for specific layer. void SetEnvironmentTexture(const bool theValue) { myUseEnvironmentTexture = theValue; } //! Return true if depth test should be enabled. bool ToEnableDepthTest() const { return myToEnableDepthTest; } //! Set if depth test should be enabled. void SetEnableDepthTest(const bool theValue) { myToEnableDepthTest = theValue; } //! Return true depth values should be written during rendering. bool ToEnableDepthWrite() const { return myToEnableDepthWrite; } //! Set if depth values should be written during rendering. void SetEnableDepthWrite(const bool theValue) { myToEnableDepthWrite = theValue; } //! Return true if depth values should be cleared before drawing the layer. bool ToClearDepth() const { return myToClearDepth; } //! Set if depth values should be cleared before drawing the layer. void SetClearDepth(const bool theValue) { myToClearDepth = theValue; } //! Return TRUE if layer should be rendered within depth pre-pass; TRUE by default. bool ToRenderInDepthPrepass() const { return myToRenderInDepthPrepass; } //! Set if layer should be rendered within depth pre-pass. void SetRenderInDepthPrepass(bool 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; } //! 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; } //! Dumps the content of me into the stream void DumpJson(Standard_OStream& theOStream, int theDepth = -1) const { OCCT_DUMP_CLASS_BEGIN(theOStream, Graphic3d_ZLayerSettings) OCCT_DUMP_FIELD_VALUE_STRING(theOStream, myName) OCCT_DUMP_FIELD_VALUES_DUMPED(theOStream, theDepth, myOriginTrsf.get()) OCCT_DUMP_FIELD_VALUES_DUMPED(theOStream, theDepth, &myOrigin) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myCullingDistance) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myCullingSize) OCCT_DUMP_FIELD_VALUES_DUMPED(theOStream, theDepth, &myPolygonOffset) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myIsImmediate) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myToRaytrace) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myUseEnvironmentTexture) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myToEnableDepthTest) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myToEnableDepthWrite) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myToClearDepth) OCCT_DUMP_FIELD_VALUE_NUMERICAL(theOStream, myToRenderInDepthPrepass) } protected: TCollection_AsciiString myName; //!< user-provided name occ::handle myLights; //!< lights list occ::handle myOriginTrsf; //!< transformation to the origin // clang-format off gp_XYZ myOrigin; //!< the origin of all objects within the layer double myCullingDistance; //!< distance to discard objects double myCullingSize; //!< size to discard objects Graphic3d_PolygonOffset myPolygonOffset; //!< glPolygonOffset() arguments bool myIsImmediate; //!< immediate layer will be drawn after all normal layers bool myToRaytrace; //!< option to render layer within ray-tracing engine bool myUseEnvironmentTexture; //!< flag to allow/prevent environment texture mapping usage for specific layer bool myToEnableDepthTest; //!< option to enable depth test bool myToEnableDepthWrite; //!< option to enable write depth values bool myToClearDepth; //!< option to clear depth values before drawing the layer bool myToRenderInDepthPrepass;//!< option to render layer within depth pre-pass // clang-format on }; #endif // _Graphic3d_ZLayerSettings_HeaderFile