Open CASCADE Technology
7.7.0
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Structure defines list of ZLayer properties. More...
#include <Graphic3d_ZLayerSettings.hxx>
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Graphic3d_ZLayerSettings () | |
Default settings. More... | |
const TCollection_AsciiString & | Name () 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_XYZ & | Origin () 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_PolygonOffset & | PolygonOffset () const |
Return glPolygonOffset() arguments. More... | |
void | SetPolygonOffset (const Graphic3d_PolygonOffset &theParams) |
Setup glPolygonOffset() arguments. More... | |
Graphic3d_PolygonOffset & | ChangePolygonOffset () |
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_LightSet > | myLights |
lights list More... | |
Handle< TopLoc_Datum3D > | myOriginTrsf |
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... | |
Structure defines list of ZLayer properties.
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Default settings.
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Modify glPolygonOffset() arguments.
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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.
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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.
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Dumps the content of me into the stream.
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Return TRUE, if culling of distant objects (distance culling) should be performed; FALSE by default.
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Return TRUE, if culling of small objects (size culling) should be performed; FALSE by default.
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Return true if this layer should be drawn after all normal (non-immediate) layers.
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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.
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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.
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Return user-provided name.
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Return the origin of all objects within the layer.
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Return the transformation to the origin.
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Return glPolygonOffset() arguments.
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Set if depth values should be cleared before drawing the layer.
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Set the distance to discard drawing objects.
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Set the distance to discard drawing objects.
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Sets minimal possible negative depth offset.
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Sets minimal possible positive depth offset.
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Set if depth test should be enabled.
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Set if depth values should be written during rendering.
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Set the flag to allow/prevent environment texture mapping usage for specific layer.
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Set the flag indicating the immediate layer, which should be drawn after all normal (non-immediate) layers.
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Assign lights list to be used.
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Set custom name.
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Set the origin of all objects within the layer.
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Setup glPolygonOffset() arguments.
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Sets if layer should be processed by ray-tracing renderer.
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Set if layer should be rendered within depth pre-pass.
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Return true if depth values should be cleared before drawing the layer.
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Return true if depth test should be enabled.
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Return true depth values should be written during rendering.
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Return TRUE if layer should be rendered within depth pre-pass; TRUE by default.
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Return flag to allow/prevent environment texture mapping usage for specific layer.
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distance to discard objects
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size to discard objects
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immediate layer will be drawn after all normal layers
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lights list
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user-provided name
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the origin of all objects within the layer
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transformation to the origin
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glPolygonOffset() arguments
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option to clear depth values before drawing the layer
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option to enable depth test
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option to enable write depth values
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option to render layer within ray-tracing engine
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option to render layer within depth pre-pass
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flag to allow/prevent environment texture mapping usage for specific layer