Open CASCADE Technology  7.6.0
Public Member Functions | Protected Attributes

Graphic3d_ZLayerSettings Struct Reference

Structure defines list of ZLayer properties. More...

#include <Graphic3d_ZLayerSettings.hxx>

Public Member Functions

 Graphic3d_ZLayerSettings ()
 Default settings. More...
 
const TCollection_AsciiStringName () const
 Return user-provided name. More...
 
void SetName (const TCollection_AsciiString &theName)
 Set custom name. More...
 
const Handle< Graphic3d_LightSet > & Lights () const
 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. More...
 
void SetLights (const Handle< Graphic3d_LightSet > &theLights)
 Assign lights list to be used. More...
 
const gp_XYZOrigin () const
 Return the origin of all objects within the layer. More...
 
const Handle< TopLoc_Datum3D > & OriginTransformation () const
 Return the transformation to the origin. More...
 
void SetOrigin (const gp_XYZ &theOrigin)
 Set the origin of all objects within the layer. More...
 
Standard_Boolean HasCullingDistance () const
 Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default. More...
 
Standard_Real CullingDistance () const
 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. More...
 
void SetCullingDistance (Standard_Real theDistance)
 Set the distance to discard drawing objects. More...
 
Standard_Boolean HasCullingSize () const
 Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default. More...
 
Standard_Real CullingSize () const
 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. More...
 
void SetCullingSize (Standard_Real theSize)
 Set the distance to discard drawing objects. More...
 
Standard_Boolean IsImmediate () const
 Return true if this layer should be drawn after all normal (non-immediate) layers. More...
 
void SetImmediate (const Standard_Boolean theValue)
 Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers. More...
 
Standard_Boolean IsRaytracable () const
 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. More...
 
void SetRaytracable (Standard_Boolean theToRaytrace)
 Sets if layer should be processed by ray-tracing renderer. More...
 
Standard_Boolean UseEnvironmentTexture () const
 Return flag to allow/prevent environment texture mapping usage for specific layer. More...
 
void SetEnvironmentTexture (const Standard_Boolean theValue)
 Set the flag to allow/prevent environment texture mapping usage for specific layer. More...
 
Standard_Boolean ToEnableDepthTest () const
 Return true if depth test should be enabled. More...
 
void SetEnableDepthTest (const Standard_Boolean theValue)
 Set if depth test should be enabled. More...
 
Standard_Boolean ToEnableDepthWrite () const
 Return true depth values should be written during rendering. More...
 
void SetEnableDepthWrite (const Standard_Boolean theValue)
 Set if depth values should be written during rendering. More...
 
Standard_Boolean ToClearDepth () const
 Return true if depth values should be cleared before drawing the layer. More...
 
void SetClearDepth (const Standard_Boolean theValue)
 Set if depth values should be cleared before drawing the layer. More...
 
Standard_Boolean ToRenderInDepthPrepass () const
 Return TRUE if layer should be rendered within depth pre-pass; TRUE by default. More...
 
void SetRenderInDepthPrepass (Standard_Boolean theToRender)
 Set if layer should be rendered within depth pre-pass. More...
 
const Graphic3d_PolygonOffsetPolygonOffset () const
 Return glPolygonOffset() arguments. More...
 
void SetPolygonOffset (const Graphic3d_PolygonOffset &theParams)
 Setup glPolygonOffset() arguments. More...
 
Graphic3d_PolygonOffsetChangePolygonOffset ()
 Modify glPolygonOffset() arguments. More...
 
void SetDepthOffsetPositive ()
 Sets minimal possible positive depth offset. More...
 
void SetDepthOffsetNegative ()
 Sets minimal possible negative depth offset. More...
 
void DumpJson (Standard_OStream &theOStream, Standard_Integer theDepth=-1) const
 Dumps the content of me into the stream. More...
 

Protected Attributes

TCollection_AsciiString myName
 user-provided name More...
 
Handle< Graphic3d_LightSetmyLights
 lights list More...
 
Handle< TopLoc_Datum3DmyOriginTrsf
 transformation to the origin More...
 
gp_XYZ myOrigin
 the origin of all objects within the layer More...
 
Standard_Real myCullingDistance
 distance to discard objects More...
 
Standard_Real myCullingSize
 size to discard objects More...
 
Graphic3d_PolygonOffset myPolygonOffset
 glPolygonOffset() arguments More...
 
Standard_Boolean myIsImmediate
 immediate layer will be drawn after all normal layers More...
 
Standard_Boolean myToRaytrace
 option to render layer within ray-tracing engine More...
 
Standard_Boolean myUseEnvironmentTexture
 flag to allow/prevent environment texture mapping usage for specific layer More...
 
Standard_Boolean myToEnableDepthTest
 option to enable depth test More...
 
Standard_Boolean myToEnableDepthWrite
 option to enable write depth values More...
 
Standard_Boolean myToClearDepth
 option to clear depth values before drawing the layer More...
 
Standard_Boolean myToRenderInDepthPrepass
 option to render layer within depth pre-pass More...
 

Detailed Description

Structure defines list of ZLayer properties.

Constructor & Destructor Documentation

◆ Graphic3d_ZLayerSettings()

Graphic3d_ZLayerSettings::Graphic3d_ZLayerSettings ( )
inline

Default settings.

Member Function Documentation

◆ ChangePolygonOffset()

Graphic3d_PolygonOffset& Graphic3d_ZLayerSettings::ChangePolygonOffset ( )
inline

Modify glPolygonOffset() arguments.

◆ CullingDistance()

Standard_Real Graphic3d_ZLayerSettings::CullingDistance ( ) const
inline

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.

◆ CullingSize()

Standard_Real Graphic3d_ZLayerSettings::CullingSize ( ) const
inline

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.

◆ DumpJson()

void Graphic3d_ZLayerSettings::DumpJson ( Standard_OStream theOStream,
Standard_Integer  theDepth = -1 
) const
inline

Dumps the content of me into the stream.

◆ HasCullingDistance()

Standard_Boolean Graphic3d_ZLayerSettings::HasCullingDistance ( ) const
inline

Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default.

See also
CullingDistance()

◆ HasCullingSize()

Standard_Boolean Graphic3d_ZLayerSettings::HasCullingSize ( ) const
inline

Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default.

See also
CullingSize()

◆ IsImmediate()

Standard_Boolean Graphic3d_ZLayerSettings::IsImmediate ( ) const
inline

Return true if this layer should be drawn after all normal (non-immediate) layers.

◆ IsRaytracable()

Standard_Boolean Graphic3d_ZLayerSettings::IsRaytracable ( ) const
inline

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.

◆ Lights()

const Handle< Graphic3d_LightSet >& Graphic3d_ZLayerSettings::Lights ( ) const
inline

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.

◆ Name()

const TCollection_AsciiString& Graphic3d_ZLayerSettings::Name ( ) const
inline

Return user-provided name.

◆ Origin()

const gp_XYZ& Graphic3d_ZLayerSettings::Origin ( ) const
inline

Return the origin of all objects within the layer.

◆ OriginTransformation()

const Handle< TopLoc_Datum3D >& Graphic3d_ZLayerSettings::OriginTransformation ( ) const
inline

Return the transformation to the origin.

◆ PolygonOffset()

const Graphic3d_PolygonOffset& Graphic3d_ZLayerSettings::PolygonOffset ( ) const
inline

Return glPolygonOffset() arguments.

◆ SetClearDepth()

void Graphic3d_ZLayerSettings::SetClearDepth ( const Standard_Boolean  theValue)
inline

Set if depth values should be cleared before drawing the layer.

◆ SetCullingDistance()

void Graphic3d_ZLayerSettings::SetCullingDistance ( Standard_Real  theDistance)
inline

Set the distance to discard drawing objects.

◆ SetCullingSize()

void Graphic3d_ZLayerSettings::SetCullingSize ( Standard_Real  theSize)
inline

Set the distance to discard drawing objects.

◆ SetDepthOffsetNegative()

void Graphic3d_ZLayerSettings::SetDepthOffsetNegative ( )
inline

Sets minimal possible negative depth offset.

◆ SetDepthOffsetPositive()

void Graphic3d_ZLayerSettings::SetDepthOffsetPositive ( )
inline

Sets minimal possible positive depth offset.

◆ SetEnableDepthTest()

void Graphic3d_ZLayerSettings::SetEnableDepthTest ( const Standard_Boolean  theValue)
inline

Set if depth test should be enabled.

◆ SetEnableDepthWrite()

void Graphic3d_ZLayerSettings::SetEnableDepthWrite ( const Standard_Boolean  theValue)
inline

Set if depth values should be written during rendering.

◆ SetEnvironmentTexture()

void Graphic3d_ZLayerSettings::SetEnvironmentTexture ( const Standard_Boolean  theValue)
inline

Set the flag to allow/prevent environment texture mapping usage for specific layer.

◆ SetImmediate()

void Graphic3d_ZLayerSettings::SetImmediate ( const Standard_Boolean  theValue)
inline

Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers.

◆ SetLights()

void Graphic3d_ZLayerSettings::SetLights ( const Handle< Graphic3d_LightSet > &  theLights)
inline

Assign lights list to be used.

◆ SetName()

void Graphic3d_ZLayerSettings::SetName ( const TCollection_AsciiString theName)
inline

Set custom name.

◆ SetOrigin()

void Graphic3d_ZLayerSettings::SetOrigin ( const gp_XYZ theOrigin)
inline

Set the origin of all objects within the layer.

◆ SetPolygonOffset()

void Graphic3d_ZLayerSettings::SetPolygonOffset ( const Graphic3d_PolygonOffset theParams)
inline

Setup glPolygonOffset() arguments.

◆ SetRaytracable()

void Graphic3d_ZLayerSettings::SetRaytracable ( Standard_Boolean  theToRaytrace)
inline

Sets if layer should be processed by ray-tracing renderer.

◆ SetRenderInDepthPrepass()

void Graphic3d_ZLayerSettings::SetRenderInDepthPrepass ( Standard_Boolean  theToRender)
inline

Set if layer should be rendered within depth pre-pass.

◆ ToClearDepth()

Standard_Boolean Graphic3d_ZLayerSettings::ToClearDepth ( ) const
inline

Return true if depth values should be cleared before drawing the layer.

◆ ToEnableDepthTest()

Standard_Boolean Graphic3d_ZLayerSettings::ToEnableDepthTest ( ) const
inline

Return true if depth test should be enabled.

◆ ToEnableDepthWrite()

Standard_Boolean Graphic3d_ZLayerSettings::ToEnableDepthWrite ( ) const
inline

Return true depth values should be written during rendering.

◆ ToRenderInDepthPrepass()

Standard_Boolean Graphic3d_ZLayerSettings::ToRenderInDepthPrepass ( ) const
inline

Return TRUE if layer should be rendered within depth pre-pass; TRUE by default.

◆ UseEnvironmentTexture()

Standard_Boolean Graphic3d_ZLayerSettings::UseEnvironmentTexture ( ) const
inline

Return flag to allow/prevent environment texture mapping usage for specific layer.

Field Documentation

◆ myCullingDistance

Standard_Real Graphic3d_ZLayerSettings::myCullingDistance
protected

distance to discard objects

◆ myCullingSize

Standard_Real Graphic3d_ZLayerSettings::myCullingSize
protected

size to discard objects

◆ myIsImmediate

Standard_Boolean Graphic3d_ZLayerSettings::myIsImmediate
protected

immediate layer will be drawn after all normal layers

◆ myLights

Handle< Graphic3d_LightSet > Graphic3d_ZLayerSettings::myLights
protected

lights list

◆ myName

TCollection_AsciiString Graphic3d_ZLayerSettings::myName
protected

user-provided name

◆ myOrigin

gp_XYZ Graphic3d_ZLayerSettings::myOrigin
protected

the origin of all objects within the layer

◆ myOriginTrsf

Handle< TopLoc_Datum3D > Graphic3d_ZLayerSettings::myOriginTrsf
protected

transformation to the origin

◆ myPolygonOffset

Graphic3d_PolygonOffset Graphic3d_ZLayerSettings::myPolygonOffset
protected

glPolygonOffset() arguments

◆ myToClearDepth

Standard_Boolean Graphic3d_ZLayerSettings::myToClearDepth
protected

option to clear depth values before drawing the layer

◆ myToEnableDepthTest

Standard_Boolean Graphic3d_ZLayerSettings::myToEnableDepthTest
protected

option to enable depth test

◆ myToEnableDepthWrite

Standard_Boolean Graphic3d_ZLayerSettings::myToEnableDepthWrite
protected

option to enable write depth values

◆ myToRaytrace

Standard_Boolean Graphic3d_ZLayerSettings::myToRaytrace
protected

option to render layer within ray-tracing engine

◆ myToRenderInDepthPrepass

Standard_Boolean Graphic3d_ZLayerSettings::myToRenderInDepthPrepass
protected

option to render layer within depth pre-pass

◆ myUseEnvironmentTexture

Standard_Boolean Graphic3d_ZLayerSettings::myUseEnvironmentTexture
protected

flag to allow/prevent environment texture mapping usage for specific layer


The documentation for this struct was generated from the following file: