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    Open CASCADE Technology Reference Manual 8.0.1
    Graphic3d_ZLayerSettings Struct Reference

    Structure defines list of ZLayer properties. More...

    #include <Graphic3d_ZLayerSettings.hxx>

    Public Member Functions

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

    Protected Attributes

    TCollection_AsciiString myName
     user-provided name
    occ::handle< Graphic3d_LightSetmyLights
     lights list
    occ::handle< TopLoc_Datum3DmyOriginTrsf
     transformation to the origin
    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

    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()

    double 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()

    double 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,
    int theDepth = -1 ) const
    inline

    Dumps the content of me into the stream.

    ◆ HasCullingDistance()

    bool Graphic3d_ZLayerSettings::HasCullingDistance ( ) const
    inline

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

    See also
    CullingDistance()

    ◆ HasCullingSize()

    bool Graphic3d_ZLayerSettings::HasCullingSize ( ) const
    inline

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

    See also
    CullingSize()

    ◆ IsImmediate()

    bool Graphic3d_ZLayerSettings::IsImmediate ( ) const
    inline

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

    ◆ IsRaytracable()

    bool 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 occ::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 occ::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 bool theValue)
    inline

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

    ◆ SetCullingDistance()

    void Graphic3d_ZLayerSettings::SetCullingDistance ( double theDistance)
    inline

    Set the distance to discard drawing objects.

    ◆ SetCullingSize()

    void Graphic3d_ZLayerSettings::SetCullingSize ( double 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 bool theValue)
    inline

    Set if depth test should be enabled.

    ◆ SetEnableDepthWrite()

    void Graphic3d_ZLayerSettings::SetEnableDepthWrite ( const bool theValue)
    inline

    Set if depth values should be written during rendering.

    ◆ SetEnvironmentTexture()

    void Graphic3d_ZLayerSettings::SetEnvironmentTexture ( const bool theValue)
    inline

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

    ◆ SetImmediate()

    void Graphic3d_ZLayerSettings::SetImmediate ( const bool 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 occ::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 ( bool theToRaytrace)
    inline

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

    ◆ SetRenderInDepthPrepass()

    void Graphic3d_ZLayerSettings::SetRenderInDepthPrepass ( bool theToRender)
    inline

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

    ◆ ToClearDepth()

    bool Graphic3d_ZLayerSettings::ToClearDepth ( ) const
    inline

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

    ◆ ToEnableDepthTest()

    bool Graphic3d_ZLayerSettings::ToEnableDepthTest ( ) const
    inline

    Return true if depth test should be enabled.

    ◆ ToEnableDepthWrite()

    bool Graphic3d_ZLayerSettings::ToEnableDepthWrite ( ) const
    inline

    Return true depth values should be written during rendering.

    ◆ ToRenderInDepthPrepass()

    bool Graphic3d_ZLayerSettings::ToRenderInDepthPrepass ( ) const
    inline

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

    ◆ UseEnvironmentTexture()

    bool Graphic3d_ZLayerSettings::UseEnvironmentTexture ( ) const
    inline

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

    Field Documentation

    ◆ myCullingDistance

    double Graphic3d_ZLayerSettings::myCullingDistance
    protected

    distance to discard objects

    ◆ myCullingSize

    double Graphic3d_ZLayerSettings::myCullingSize
    protected

    size to discard objects

    ◆ myIsImmediate

    bool Graphic3d_ZLayerSettings::myIsImmediate
    protected

    immediate layer will be drawn after all normal layers

    ◆ myLights

    occ::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

    occ::handle<TopLoc_Datum3D> Graphic3d_ZLayerSettings::myOriginTrsf
    protected

    transformation to the origin

    ◆ myPolygonOffset

    Graphic3d_PolygonOffset Graphic3d_ZLayerSettings::myPolygonOffset
    protected

    glPolygonOffset() arguments

    ◆ myToClearDepth

    bool Graphic3d_ZLayerSettings::myToClearDepth
    protected

    option to clear depth values before drawing the layer

    ◆ myToEnableDepthTest

    bool Graphic3d_ZLayerSettings::myToEnableDepthTest
    protected

    option to enable depth test

    ◆ myToEnableDepthWrite

    bool Graphic3d_ZLayerSettings::myToEnableDepthWrite
    protected

    option to enable write depth values

    ◆ myToRaytrace

    bool Graphic3d_ZLayerSettings::myToRaytrace
    protected

    option to render layer within ray-tracing engine

    ◆ myToRenderInDepthPrepass

    bool Graphic3d_ZLayerSettings::myToRenderInDepthPrepass
    protected

    option to render layer within depth pre-pass

    ◆ myUseEnvironmentTexture

    bool 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: