1 // Copyright (C) 2007-2013 CEA/DEN, EDF R&D, OPEN CASCADE
3 // Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
4 // CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
6 // This library is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU Lesser General Public
8 // License as published by the Free Software Foundation; either
9 // version 2.1 of the License.
11 // This library is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 // Lesser General Public License for more details.
16 // You should have received a copy of the GNU Lesser General Public
17 // License along with this library; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20 // See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
23 #include <HYDROGUI_ZLayers.h>
24 #include <PrsMgr_PresentableObject.hxx>
25 #include <PrsMgr_ModedPresentation.hxx>
26 #include <TColStd_SequenceOfInteger.hxx>
28 void SetZLayerForPrs( const Handle(PrsMgr_Presentation)& thePrs, int theLayerId );
30 void SetPrsZLayer( const Handle_PrsMgr_PresentableObject& thePresentableObject,
31 const int theMode, const int theLayerId )
33 PrsMgr_Presentations& aPresentations = thePresentableObject->Presentations();
34 for (Standard_Integer aIdx = 1; aIdx <= aPresentations.Length (); aIdx++)
36 Handle(PrsMgr_Presentation) aPrs = aPresentations (aIdx).Presentation ();
37 if ( aPresentations (aIdx).Mode() == theMode )
39 SetZLayerForPrs( aPrs, theLayerId );
44 void SetZLayerSettings( const Handle_V3d_Viewer& theViewer3d, int theLayerId, bool theIsOrdered )
46 if ( theViewer3d.IsNull() || theLayerId < 0 ) {
50 Graphic3d_ZLayerSettings aSettings = theViewer3d->ZLayerSettings( theLayerId );
52 aSettings.EnableSetting( Graphic3d_ZLayerDepthWrite );
53 // disable depth clear
54 aSettings.DisableSetting( Graphic3d_ZLayerDepthClear );
57 aSettings.DisableSetting( Graphic3d_ZLayerDepthTest );
58 // disable depth offset
59 aSettings.DisableSetting( Graphic3d_ZLayerDepthOffset );
62 aSettings.EnableSetting( Graphic3d_ZLayerDepthTest );
64 aSettings.SetDepthOffsetPositive();
68 theViewer3d->SetZLayerSettings( theLayerId, aSettings );
71 int CreateTopZLayer( const Handle_V3d_Viewer& theViewer3d )
75 if ( theViewer3d && !theViewer3d->AddZLayer( aTopZLayer ) ) {
83 HYDROGUI_ZLayersIterator::HYDROGUI_ZLayersIterator( const Handle_V3d_Viewer& theViewer )
84 : myIndex( 0 ), myNewZLayer( -1 ), myViewer( theViewer )
89 HYDROGUI_ZLayersIterator::~HYDROGUI_ZLayersIterator()
93 void HYDROGUI_ZLayersIterator::Init( const Handle_V3d_Viewer& theViewer )
95 TColStd_SequenceOfInteger anExistingZLayers;
96 theViewer->GetAllZLayers( anExistingZLayers );
98 int n = anExistingZLayers.Length();
99 myZLayers.resize( n );
100 for( int i=1; i<=n; i++ )
101 myZLayers[i-1] = anExistingZLayers( i );
106 bool HYDROGUI_ZLayersIterator::More() const
108 return myIndex < (int)myZLayers.size() || myNewZLayer >= 0;
111 void HYDROGUI_ZLayersIterator::Next()
115 if( myIndex >= (int)myZLayers.size() &&
116 !myViewer.IsNull() ) {
117 myNewZLayer = CreateTopZLayer( myViewer );
121 int HYDROGUI_ZLayersIterator::TopLayer() const
125 if ( myNewZLayer >= 0 ) {
126 aTopLayer = myNewZLayer;
127 } else if ( !myZLayers.empty() ) {
128 aTopLayer = myZLayers.back();
135 int HYDROGUI_ZLayersIterator::LayerId() const
137 if( myIndex < (int)myZLayers.size() )
138 return myZLayers[myIndex];