Open CASCADE Technology
6.8.0
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#include <OpenGl_LayerList.hxx>
Public Member Functions | |
OpenGl_LayerList (const Standard_Integer theNbPriorities=11) | |
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... | |
void | AddLayer (const Standard_Integer theLayerId) |
Insert a new layer with id. More... | |
Standard_Boolean | HasLayer (const Standard_Integer theLayerId) const |
Check whether the layer with given id is already created. More... | |
void | RemoveLayer (const Standard_Integer theLayerId) |
Remove layer by its id. More... | |
void | AddStructure (const OpenGl_Structure *theStructure, const Standard_Integer 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, const Standard_Integer theZLayerId) |
Remove structure from structure list and return its previous priority. More... | |
void | ChangeLayer (const OpenGl_Structure *theStructure, const Standard_Integer theOldLayerId, const Standard_Integer 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 Standard_Integer theLayerId, const Standard_Integer theNewPriority) |
Changes structure priority within its ZLayer. More... | |
OpenGl_Layer & | Layer (const Standard_Integer theLayerId) |
Returns reference to the layer with given ID. More... | |
const OpenGl_Layer & | Layer (const Standard_Integer theLayerId) const |
Returns reference to the layer with given ID. More... | |
void | Render (const Handle< OpenGl_Workspace > &theWorkspace) const |
Render this element. More... | |
const OpenGl_SequenceOfLayers & | Layers () const |
Returns the set of OpenGL Z-layers. More... | |
void | InvalidateBVHData (const Standard_Integer theLayerId) |
Marks BVH tree for given priority list as dirty and marks primitive set for rebuild. More... | |
Standard_Size | ModificationState () const |
Returns structure modification state (for ray-tracing). More... | |
Protected Attributes | |
OpenGl_SequenceOfLayers | myLayers |
OpenGl_LayerSeqIds | myLayerIds |
Standard_Integer | myNbPriorities |
Standard_Integer | myNbStructures |
Standard_Size | myModificationState |
OpenGl_LayerList::OpenGl_LayerList | ( | const Standard_Integer | theNbPriorities = 11 | ) |
Constructor.
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virtual |
Destructor.
void OpenGl_LayerList::AddLayer | ( | const Standard_Integer | theLayerId | ) |
Insert a new layer with id.
void OpenGl_LayerList::AddStructure | ( | const OpenGl_Structure * | theStructure, |
const Standard_Integer | 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 Standard_Integer | theOldLayerId, | ||
const Standard_Integer | 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 Standard_Integer | theLayerId, | ||
const Standard_Integer | theNewPriority | ||
) |
Changes structure priority within its ZLayer.
Standard_Boolean OpenGl_LayerList::HasLayer | ( | const Standard_Integer | theLayerId | ) | const |
Check whether the layer with given id is already created.
void OpenGl_LayerList::InvalidateBVHData | ( | const Standard_Integer | theLayerId | ) |
Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.
OpenGl_Layer& OpenGl_LayerList::Layer | ( | const Standard_Integer | theLayerId | ) |
Returns reference to the layer with given ID.
const OpenGl_Layer& OpenGl_LayerList::Layer | ( | const Standard_Integer | theLayerId | ) | const |
Returns reference to the layer with given ID.
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inline |
Returns the set of OpenGL Z-layers.
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inline |
Returns structure modification state (for ray-tracing).
Standard_Integer OpenGl_LayerList::NbPriorities | ( | ) | const |
Method returns the number of available priorities.
Standard_Integer OpenGl_LayerList::NbStructures | ( | ) | const |
Number of displayed structures.
void OpenGl_LayerList::RemoveLayer | ( | const Standard_Integer | theLayerId | ) |
Remove layer by its id.
void OpenGl_LayerList::RemoveStructure | ( | const OpenGl_Structure * | theStructure, |
const Standard_Integer | theZLayerId | ||
) |
Remove structure from structure list and return its previous priority.
void OpenGl_LayerList::Render | ( | const Handle< OpenGl_Workspace > & | theWorkspace | ) | const |
Render this element.
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mutableprotected |
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