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| | OpenGl_LayerList () |
| | Constructor.
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| virtual | ~OpenGl_LayerList () |
| | Destructor.
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| Standard_Integer | NbPriorities () const |
| | Method returns the number of available priorities.
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| Standard_Integer | NbStructures () const |
| | Number of displayed structures.
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| Standard_Integer | NbImmediateStructures () const |
| | Return number of structures within immediate layers.
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| void | InsertLayerBefore (const Graphic3d_ZLayerId theNewLayerId, const Graphic3d_ZLayerSettings &theSettings, const Graphic3d_ZLayerId theLayerAfter) |
| | Insert a new layer with id.
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| void | InsertLayerAfter (const Graphic3d_ZLayerId theNewLayerId, const Graphic3d_ZLayerSettings &theSettings, const Graphic3d_ZLayerId theLayerBefore) |
| | Insert a new layer with id.
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| void | RemoveLayer (const Graphic3d_ZLayerId theLayerId) |
| | Remove layer by its id.
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| void | AddStructure (const OpenGl_Structure *theStruct, const Graphic3d_ZLayerId theLayerId, const Graphic3d_DisplayPriority 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.
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| void | RemoveStructure (const OpenGl_Structure *theStructure) |
| | Remove structure from structure list and return its previous priority.
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| 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.
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| void | ChangePriority (const OpenGl_Structure *theStructure, const Graphic3d_ZLayerId theLayerId, const Graphic3d_DisplayPriority theNewPriority) |
| | Changes structure priority within its ZLayer.
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| OpenGl_Layer & | Layer (const Graphic3d_ZLayerId theLayerId) |
| | Returns reference to the layer with given ID.
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| const OpenGl_Layer & | Layer (const Graphic3d_ZLayerId theLayerId) const |
| | Returns reference to the layer with given ID.
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| void | SetLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings &theSettings) |
| | Assign new settings to the layer.
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| void | UpdateCulling (const Handle< OpenGl_Workspace > &theWorkspace, const Standard_Boolean theToDrawImmediate) |
| | Update culling state - should be called before rendering.
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| void | Render (const Handle< OpenGl_Workspace > &theWorkspace, const Standard_Boolean theToDrawImmediate, const OpenGl_LayerFilter theFilterMode, const Graphic3d_ZLayerId theLayersToProcess, OpenGl_FrameBuffer *theReadDrawFbo, OpenGl_FrameBuffer *theOitAccumFbo) const |
| | Render this element.
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| const NCollection_List< Handle< Graphic3d_Layer > > & | Layers () const |
| | Returns the set of OpenGL Z-layers.
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| const NCollection_DataMap< Graphic3d_ZLayerId, Handle< Graphic3d_Layer > > & | LayerIDs () const |
| | Returns the map of Z-layer IDs to indexes.
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| void | InvalidateBVHData (const Graphic3d_ZLayerId theLayerId) |
| | Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.
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| Standard_Size | ModificationStateOfRaytracable () const |
| | Returns structure modification state (for ray-tracing).
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| const Handle< Select3D_BVHBuilder3d > & | FrustumCullingBVHBuilder () const |
| | Returns BVH tree builder for frustum culling.
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| void | SetFrustumCullingBVHBuilder (const Handle< Select3D_BVHBuilder3d > &theBuilder) |
| | Assigns BVH tree builder for frustum culling.
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| void | DumpJson (Standard_OStream &theOStream, Standard_Integer theDepth=-1) const |
| | Dumps the content of me into the stream.
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Class defining the list of layers.