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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0023226: Extend OpenGl_Context to store map of shared GPU resources

OpenGl_Resource was slightly corrected and OpenGl_Element was extended
with Release method to manage GPU resources.

OpenGl_PrimitiveArray now uses new OpenGl_VertexBuffer class (requires OpenGL 1.5+).
Strange workarounds for feedback mode were removed.

OpenGl_Context now provides access to shared GPU resources
and manages resources queue for delayed release
(replaces functionality of removed OpenGl_ResourceCleaner).
Loaded GL_ARB_texture_buffer_object and GL_ARB_draw_instanced extensions.

Global maps of views, workspaces and structures
were moved to OpenGl_GraphicDriver members.
UserDrawCallback() function moved to OpenGl_GraphicDriver methods.

Aspect_GraphicCallbackStruct now holds handle of OpenGl_Context
instead of system-dependent pointers to GL context definition.

New classes NCollection_Vec2, NCollection_Vec3 and NCollection_Vec4
implements interface to low-level data (points, vertices, colors) in GLSL-style.
Removed EnableVBO argument from vdrawparray Draw Harness command
Corrected compilation errors
Fixed wrong argument in Index VBO initialization
Fixed several cases of incorrect memory management in TKV3d

Visual3d_ViewManager::Remove()
Destroy structures before last view removed for correct GPU resources management.

Graphic3d_Structure::GraphicClear()
Remove groups to avoid usage of dead OpenGl_Group pointers.

V3d_View::Remove()
Fixed mistake in #0000280 patch.
Small correction
Fixed OCC280 test command

Replace removed view within created one in ViewerTest EventManager.
ViewerTest, do not create unused 3D view

In current design NIS_View always created and used for both - NIS objects and AIS objects.
This commit is contained in:
kgv
2012-07-13 15:51:16 +04:00
parent 400933675f
commit 5e27df788d
74 changed files with 3005 additions and 1593 deletions

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@@ -80,3 +80,6 @@ NCollection_Haft.h
NCollection_DefaultHasher.hxx
NCollection_DefineAlloc.hxx
NCollection_Vec2.hxx
NCollection_Vec3.hxx
NCollection_Vec4.hxx

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@@ -0,0 +1,230 @@
// Created by: Kirill GAVRILOV
// Copyright (c) 2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
#ifndef _NCollection_Vec2_H__
#define _NCollection_Vec2_H__
//! Auxiliary macros to define couple of similar access components as vector methods.
//! @return 2 components by their names in specified order
#define NCOLLECTION_VEC_COMPONENTS_2D(theX, theY) \
const NCollection_Vec2<Element_t> theX##theY##() const { return NCollection_Vec2<Element_t>(theX##(), theY##()); } \
const NCollection_Vec2<Element_t> theY##theX##() const { return NCollection_Vec2<Element_t>(theY##(), theX##()); }
//! Defines the 2D-vector template.
//! The main target for this class - to handle raw low-level arrays (from/to graphic driver etc.).
template<typename Element_t>
class NCollection_Vec2
{
public:
//! Returns the number of components.
static int Length()
{
return 2;
}
//! Empty constructor. Construct the zero vector.
NCollection_Vec2()
{
v[0] = v[1] = Element_t(0);
}
//! Initialize ALL components of vector within specified value.
explicit NCollection_Vec2 (const Element_t theXY)
{
v[0] = v[1] = theXY;
}
//! Per-component constructor.
explicit NCollection_Vec2 (const Element_t theX,
const Element_t theY)
{
v[0] = theX;
v[1] = theY;
}
//! Copy constructor.
NCollection_Vec2 (const NCollection_Vec2& theVec2)
{
v[0] = theVec2[0];
v[1] = theVec2[1];
}
//! Assignment operator.
const NCollection_Vec2& operator= (const NCollection_Vec2& theVec2)
{
v[0] = theVec2[0];
v[1] = theVec2[1];
return *this;
}
//! Alias to 1st component as X coordinate in XY.
Element_t x() const { return v[0]; }
//! Alias to 2nd component as Y coordinate in XY.
Element_t y() const { return v[1]; }
//! @return 2 components by their names in specified order (in GLSL-style)
NCOLLECTION_VEC_COMPONENTS_2D(x, y);
//! Alias to 1st component as X coordinate in XY.
Element_t& x() { return v[0]; }
//! Alias to 2nd component as Y coordinate in XY.
Element_t& y() { return v[1]; }
//! Raw access to the data (to simplify OpenGL exchange).
const Element_t* GetData() const { return v; }
operator const Element_t*() const { return v; }
operator Element_t*() { return v; }
//! Compute per-component summary.
NCollection_Vec2& operator+= (const NCollection_Vec2& theAdd)
{
v[0] += theAdd.v[0];
v[1] += theAdd.v[1];
return *this;
}
//! Compute per-component summary.
friend NCollection_Vec2 operator+ (const NCollection_Vec2& theLeft,
const NCollection_Vec2& theRight)
{
return NCollection_Vec2 (theLeft.v[0] + theRight.v[0],
theLeft.v[1] + theRight.v[1]);
}
//! Compute per-component subtraction.
NCollection_Vec2& operator-= (const NCollection_Vec2& theDec)
{
v[0] -= theDec.v[0];
v[1] -= theDec.v[1];
return *this;
}
//! Compute per-component subtraction.
friend NCollection_Vec2 operator- (const NCollection_Vec2& theLeft,
const NCollection_Vec2& theRight)
{
return NCollection_Vec2 (theLeft.v[0] - theRight.v[0],
theLeft.v[1] - theRight.v[1]);
}
//! Unary -.
NCollection_Vec2 operator-() const
{
return NCollection_Vec2 (-x(), -y());
}
//! Compute per-component multiplication.
NCollection_Vec2& operator*= (const NCollection_Vec2& theRight)
{
v[0] *= theRight.v[0];
v[1] *= theRight.v[1];
return *this;
}
//! Compute per-component multiplication.
friend NCollection_Vec2 operator* (const NCollection_Vec2& theLeft,
const NCollection_Vec2& theRight)
{
return NCollection_Vec2 (theLeft.v[0] * theRight.v[0],
theLeft.v[1] * theRight.v[1]);
}
//! Compute per-component multiplication by scale factor.
void Multiply (const Element_t theFactor)
{
v[0] *= theFactor;
v[1] *= theFactor;
}
//! Compute per-component multiplication by scale factor.
NCollection_Vec2 Multiplied (const Element_t theFactor) const
{
return NCollection_Vec2 (v[0] * theFactor,
v[1] * theFactor);
}
//! Compute per-component multiplication by scale factor.
NCollection_Vec2& operator*= (const Element_t theFactor)
{
Multiply (theFactor);
return *this;
}
//! Compute per-component division by scale factor.
NCollection_Vec2& operator/= (const Element_t theInvFactor)
{
v[0] /= theInvFactor;
v[1] /= theInvFactor;
return *this;
}
//! Compute per-component multiplication by scale factor.
NCollection_Vec2 operator* (const Element_t theFactor) const
{
return Multiplied (theFactor);
}
//! Compute per-component division by scale factor.
NCollection_Vec2 operator/ (const Element_t theInvFactor) const
{
return NCollection_Vec2(v[0] / theInvFactor,
v[1] / theInvFactor);
}
//! Computes the dot product.
Element_t Dot (const NCollection_Vec2& theOther) const
{
return x() * theOther.x() + y() * theOther.y();
}
//! Computes the vector modulus (magnitude, length).
Element_t Modulus() const
{
return std::sqrt (x() * x() + y() * y());
}
//! Computes the square of vector modulus (magnitude, length).
//! This method may be used for performance tricks.
Element_t SquareModulus() const
{
return x() * x() + y() * y();
}
//! Constuct DX unit vector.
static NCollection_Vec2 DX()
{
return NCollection_Vec2 (Element_t(1), Element_t(0));
}
//! Constuct DY unit vector.
static NCollection_Vec2 DY()
{
return NCollection_Vec2 (Element_t(0), Element_t(1));
}
private:
Element_t v[2];
};
#endif // _NCollection_Vec2_H__

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@@ -0,0 +1,352 @@
// Created by: Kirill GAVRILOV
// Copyright (c) 2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
#ifndef _NCollection_Vec3_H__
#define _NCollection_Vec3_H__
#include <cstring>
#include <cmath>
#include <NCollection_Vec2.hxx>
//! Auxiliary macros to define couple of similar access components as vector methods
#define NCOLLECTION_VEC_COMPONENTS_3D(theX, theY, theZ) \
const NCollection_Vec3<Element_t> theX##theY##theZ##() const { return NCollection_Vec3<Element_t>(theX##(), theY##(), theZ##()); } \
const NCollection_Vec3<Element_t> theX##theZ##theY##() const { return NCollection_Vec3<Element_t>(theX##(), theZ##(), theY##()); } \
const NCollection_Vec3<Element_t> theY##theX##theZ##() const { return NCollection_Vec3<Element_t>(theY##(), theX##(), theZ##()); } \
const NCollection_Vec3<Element_t> theY##theZ##theX##() const { return NCollection_Vec3<Element_t>(theY##(), theZ##(), theX##()); } \
const NCollection_Vec3<Element_t> theZ##theY##theX##() const { return NCollection_Vec3<Element_t>(theZ##(), theY##(), theX##()); } \
const NCollection_Vec3<Element_t> theZ##theX##theY##() const { return NCollection_Vec3<Element_t>(theZ##(), theX##(), theY##()); }
//! Generic 3-components vector.
//! To be used as RGB color pixel or XYZ 3D-point.
//! The main target for this class - to handle raw low-level arrays (from/to graphic driver etc.).
template<typename Element_t>
class NCollection_Vec3
{
public:
//! Returns the number of components.
static int Length()
{
return 3;
}
//! Empty constructor. Construct the zero vector.
NCollection_Vec3()
{
std::memset (this, 0, sizeof(NCollection_Vec3));
}
//! Initialize ALL components of vector within specified value.
explicit NCollection_Vec3 (Element_t theValue)
{
v[0] = v[1] = v[2] = theValue;
}
//! Per-component constructor.
explicit NCollection_Vec3 (const Element_t theX,
const Element_t theY,
const Element_t theZ)
{
v[0] = theX;
v[1] = theY;
v[2] = theZ;
}
//! Constructor from 2-components vector.
explicit NCollection_Vec3 (const NCollection_Vec2<Element_t>& theVec2)
{
v[0] = theVec2[0];
v[1] = theVec2[1];
v[2] = Element_t(0);
}
//! Copy constructor.
NCollection_Vec3 (const NCollection_Vec3& theVec3)
{
std::memcpy (this, &theVec3, sizeof(NCollection_Vec3));
}
//! Assignment operator.
const NCollection_Vec3& operator= (const NCollection_Vec3& theVec3)
{
std::memcpy (this, &theVec3, sizeof(NCollection_Vec3));
return *this;
}
//! Alias to 1st component as X coordinate in XYZ.
Element_t x() const { return v[0]; }
//! Alias to 1st component as RED channel in RGB.
Element_t r() const { return v[0]; }
//! Alias to 2nd component as Y coordinate in XYZ.
Element_t y() const { return v[1]; }
//! Alias to 2nd component as GREEN channel in RGB.
Element_t g() const { return v[1]; }
//! Alias to 3rd component as Z coordinate in XYZ.
Element_t z() const { return v[2]; }
//! Alias to 3rd component as BLUE channel in RGB.
Element_t b() const { return v[2]; }
//! @return 2 components by their names in specified order (in GLSL-style)
NCOLLECTION_VEC_COMPONENTS_2D(x, y);
NCOLLECTION_VEC_COMPONENTS_2D(x, z);
NCOLLECTION_VEC_COMPONENTS_2D(y, z);
//! @return 3 components by their names in specified order (in GLSL-style)
NCOLLECTION_VEC_COMPONENTS_3D(x, y, z);
//! Alias to 1st component as X coordinate in XYZ.
Element_t& x() { return v[0]; }
//! Alias to 1st component as RED channel in RGB.
Element_t& r() { return v[0]; }
//! Alias to 2nd component as Y coordinate in XYZ.
Element_t& y() { return v[1]; }
//! Alias to 2nd component as GREEN channel in RGB.
Element_t& g() { return v[1]; }
//! Alias to 3rd component as Z coordinate in XYZ.
Element_t& z() { return v[2]; }
//! Alias to 3rd component as BLUE channel in RGB.
Element_t& b() { return v[2]; }
//! @return XY-components modifiable vector
NCollection_Vec2<Element_t>& xy()
{
return *((NCollection_Vec2<Element_t>* )&v[0]);
}
//! @return YZ-components modifiable vector
NCollection_Vec2<Element_t>& yz()
{
return *((NCollection_Vec2<Element_t>* )&v[1]);
}
//! Raw access to the data (for OpenGL exchange).
const Element_t* GetData() const { return v; }
operator const Element_t*() const { return v; }
operator Element_t*() { return v; }
//! Compute per-component summary.
NCollection_Vec3& operator+= (const NCollection_Vec3& theAdd)
{
v[0] += theAdd.v[0];
v[1] += theAdd.v[1];
v[2] += theAdd.v[2];
return *this;
}
//! Compute per-component summary.
friend NCollection_Vec3 operator+ (const NCollection_Vec3& theLeft,
const NCollection_Vec3& theRight)
{
NCollection_Vec3 aSumm = NCollection_Vec3 (theLeft);
return aSumm += theRight;
}
//! Unary -.
NCollection_Vec3 operator-() const
{
return NCollection_Vec3 (-x(), -y(), -z());
}
//! Compute per-component subtraction.
NCollection_Vec3& operator-= (const NCollection_Vec3& theDec)
{
v[0] -= theDec.v[0];
v[1] -= theDec.v[1];
v[2] -= theDec.v[2];
return *this;
}
//! Compute per-component subtraction.
friend NCollection_Vec3 operator- (const NCollection_Vec3& theLeft,
const NCollection_Vec3& theRight)
{
NCollection_Vec3 aSumm = NCollection_Vec3 (theLeft);
return aSumm -= theRight;
}
//! Compute per-component multiplication by scale factor.
void Multiply (const Element_t theFactor)
{
v[0] *= theFactor;
v[1] *= theFactor;
v[2] *= theFactor;
}
//! Compute per-component multiplication.
NCollection_Vec3& operator*= (const NCollection_Vec3& theRight)
{
v[0] *= theRight.v[0];
v[1] *= theRight.v[1];
v[2] *= theRight.v[2];
return *this;
}
//! Compute per-component multiplication.
friend NCollection_Vec3 operator* (const NCollection_Vec3& theLeft,
const NCollection_Vec3& theRight)
{
NCollection_Vec3 aResult = NCollection_Vec3 (theLeft);
return aResult *= theRight;
}
//! Compute per-component multiplication by scale factor.
NCollection_Vec3& operator*= (const Element_t theFactor)
{
Multiply (theFactor);
return *this;
}
//! Compute per-component multiplication by scale factor.
NCollection_Vec3 operator* (const Element_t theFactor) const
{
return Multiplied (theFactor);
}
//! Compute per-component multiplication by scale factor.
NCollection_Vec3 Multiplied (const Element_t theFactor) const
{
NCollection_Vec3 aCopyVec3 (*this);
aCopyVec3 *= theFactor;
return aCopyVec3;
}
//! Compute per-component division by scale factor.
NCollection_Vec3& operator/= (const Element_t theInvFactor)
{
v[0] /= theInvFactor;
v[1] /= theInvFactor;
v[2] /= theInvFactor;
return *this;
}
//! Compute per-component division by scale factor.
NCollection_Vec3 operator/ (const Element_t theInvFactor)
{
NCollection_Vec3 aResult (this);
return aResult /= theInvFactor;
}
//! Computes the dot product.
Element_t Dot (const NCollection_Vec3& theOther) const
{
return x() * theOther.x() + y() * theOther.y() + z() * theOther.z();
}
//! Computes the vector modulus (magnitude, length).
Element_t Modulus() const
{
return std::sqrt (x() * x() + y() * y() + z() * z());
}
//! Computes the square of vector modulus (magnitude, length).
//! This method may be used for performance tricks.
Element_t SquareModulus() const
{
return x() * x() + y() * y() + z() * z();
}
//! Normalize the vector.
void Normalize()
{
Element_t aModulus = Modulus();
if (aModulus != Element_t(0)) // just avoid divide by zero
{
x() = x() / aModulus;
y() = y() / aModulus;
z() = z() / aModulus;
}
}
//! Normalize the vector.
NCollection_Vec3 Normalized() const
{
NCollection_Vec3 aCopy (*this);
aCopy.Normalize();
return aCopy;
}
//! Computes the cross product.
static NCollection_Vec3 Cross (const NCollection_Vec3& theVec1,
const NCollection_Vec3& theVec2)
{
return NCollection_Vec3(theVec1.y() * theVec2.z() - theVec1.z() * theVec2.y(),
theVec1.z() * theVec2.x() - theVec1.x() * theVec2.z(),
theVec1.x() * theVec2.y() - theVec1.y() * theVec2.x());
}
//! Compute linear interpolation between to vectors.
//! @param theT - interpolation coefficient 0..1;
//! @return interpolation result.
static NCollection_Vec3 GetLERP (const NCollection_Vec3& theFrom,
const NCollection_Vec3& theTo,
const Element_t theT)
{
return theFrom * (Element_t(1) - theT) + theTo * theT;
}
//! Constuct DX unit vector.
static NCollection_Vec3 DX()
{
return NCollection_Vec3 (Element_t(1), Element_t(0), Element_t(0));
}
//! Constuct DY unit vector.
static NCollection_Vec3 DY()
{
return NCollection_Vec3 (Element_t(0), Element_t(1), Element_t(0));
}
//! Constuct DZ unit vector.
static NCollection_Vec3 DZ()
{
return NCollection_Vec3 (Element_t(0), Element_t(0), Element_t(1));
}
private:
Element_t v[3]; //!< define the vector as array to avoid structure alignment issues
};
//! Optimized concretization for float type.
template<> inline NCollection_Vec3<float>& NCollection_Vec3<float>::operator/= (const float theInvFactor)
{
Multiply (1.0f / theInvFactor);
return *this;
}
//! Optimized concretization for double type.
template<> inline NCollection_Vec3<double>& NCollection_Vec3<double>::operator/= (const double theInvFactor)
{
Multiply (1.0 / theInvFactor);
return *this;
}
#endif // _NCollection_Vec3_H__

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@@ -0,0 +1,321 @@
// Created by: Kirill GAVRILOV
// Copyright (c) 2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
#ifndef _NCollection_Vec4_H__
#define _NCollection_Vec4_H__
#include <NCollection_Vec3.hxx>
//! Generic 4-components vector.
//! To be used as RGBA color vector or XYZW 3D-point with special W-component
//! for operations with projection / model view matrices.
//! Use this class for 3D-points carefully because declared W-component may
//! results in incorrect results if used without matrices.
template<typename Element_t>
class NCollection_Vec4
{
public:
//! Returns the number of components.
static size_t Length()
{
return 4;
}
//! Empty constructor. Construct the zero vector.
NCollection_Vec4()
{
std::memset (this, 0, sizeof(NCollection_Vec4));
}
//! Initialize ALL components of vector within specified value.
explicit NCollection_Vec4 (const Element_t theValue)
{
v[0] = v[1] = v[2] = v[3] = theValue;
}
//! Per-component constructor.
explicit NCollection_Vec4 (const Element_t theX,
const Element_t theY,
const Element_t theZ,
const Element_t theW)
{
v[0] = theX;
v[1] = theY;
v[2] = theZ;
v[3] = theW;
}
//! Constructor from 2-components vector.
explicit NCollection_Vec4 (const NCollection_Vec2<Element_t>& theVec2)
{
v[0] = theVec2[0];
v[1] = theVec2[1];
v[2] = v[3] = Element_t (0);
}
//! Constructor from 3-components vector.
explicit NCollection_Vec4(const NCollection_Vec3<Element_t>& theVec3)
{
std::memcpy (this, &theVec3, sizeof(NCollection_Vec3<Element_t>));
v[3] = Element_t (0);
}
//! Constructor from 3-components vector + alpha value.
explicit NCollection_Vec4(const NCollection_Vec3<Element_t>& theVec3,
const Element_t theAlpha) {
std::memcpy (this, &theVec3, sizeof(NCollection_Vec3<Element_t>));
v[3] = theAlpha;
}
//! Copy constructor.
NCollection_Vec4 (const NCollection_Vec4& theVec4)
{
std::memcpy (this, &theVec4, sizeof(NCollection_Vec4));
}
//! Assignment operator.
const NCollection_Vec4& operator= (const NCollection_Vec4& theVec4)
{
std::memcpy (this, &theVec4, sizeof(NCollection_Vec4));
return *this;
}
//! Alias to 1st component as X coordinate in XYZW.
Element_t x() const { return v[0]; }
//! Alias to 1st component as RED channel in RGBA.
Element_t r() const { return v[0]; }
//! Alias to 2nd component as Y coordinate in XYZW.
Element_t y() const { return v[1]; }
//! Alias to 2nd component as GREEN channel in RGBA.
Element_t g() const { return v[1]; }
//! Alias to 3rd component as Z coordinate in XYZW.
Element_t z() const { return v[2]; }
//! Alias to 3rd component as BLUE channel in RGBA.
Element_t b() const { return v[2]; }
//! Alias to 4th component as W coordinate in XYZW.
Element_t w() const { return v[3]; }
//! Alias to 4th component as ALPHA channel in RGBA.
Element_t a() const { return v[3]; }
//! @return 2 of XYZW components in specified order as vector in GLSL-style
NCOLLECTION_VEC_COMPONENTS_2D(x, y);
NCOLLECTION_VEC_COMPONENTS_2D(x, z);
NCOLLECTION_VEC_COMPONENTS_2D(x, w);
NCOLLECTION_VEC_COMPONENTS_2D(y, z);
NCOLLECTION_VEC_COMPONENTS_2D(y, w);
NCOLLECTION_VEC_COMPONENTS_2D(z, w);
//! @return 3 of XYZW components in specified order as vector in GLSL-style
NCOLLECTION_VEC_COMPONENTS_3D(x, y, z);
NCOLLECTION_VEC_COMPONENTS_3D(x, y, w);
NCOLLECTION_VEC_COMPONENTS_3D(x, z, w);
NCOLLECTION_VEC_COMPONENTS_3D(y, z, w);
//! @return RGB components as vector
NCOLLECTION_VEC_COMPONENTS_3D(r, g, b);
//! Alias to 1st component as X coordinate in XYZW.
Element_t& x() { return v[0]; }
//! Alias to 1st component as RED channel in RGBA.
Element_t& r() { return v[0]; }
//! Alias to 2nd component as Y coordinate in XYZW.
Element_t& y() { return v[1]; }
//! Alias to 2nd component as GREEN channel in RGBA.
Element_t& g() { return v[1]; } // Green color
//! Alias to 3rd component as Z coordinate in XYZW.
Element_t& z() { return v[2]; }
//! Alias to 3rd component as BLUE channel in RGBA.
Element_t& b() { return v[2]; }
//! Alias to 4th component as W coordinate in XYZW.
Element_t& w() { return v[3]; }
//! Alias to 4th component as ALPHA channel in RGBA.
Element_t& a() { return v[3]; }
//! @return XY-components modifiable vector
NCollection_Vec2<Element_t>& xy()
{
return *((NCollection_Vec2<Element_t>* )&v[0]);
}
//! @return YZ-components modifiable vector
NCollection_Vec2<Element_t>& yz()
{
return *((NCollection_Vec2<Element_t>* )&v[1]);
}
//! @return YZ-components modifiable vector
NCollection_Vec2<Element_t>& zw()
{
return *((NCollection_Vec2<Element_t>* )&v[2]);
}
//! @return XYZ-components modifiable vector
NCollection_Vec3<Element_t>& xyz()
{
return *((NCollection_Vec3<Element_t>* )&v[0]);
}
//! @return YZW-components modifiable vector
NCollection_Vec3<Element_t>& yzw()
{
return *((NCollection_Vec3<Element_t>* )&v[1]);
}
//! Raw access to the data (for OpenGL exchange).
const Element_t* GetData() const { return v; }
operator const Element_t*() const { return v; }
operator Element_t*() { return v; }
//! Compute per-component summary.
NCollection_Vec4& operator+= (const NCollection_Vec4& theAdd)
{
v[0] += theAdd.v[0];
v[1] += theAdd.v[1];
v[2] += theAdd.v[2];
v[3] += theAdd.v[3];
return *this;
}
//! Compute per-component summary.
friend NCollection_Vec4 operator+ (const NCollection_Vec4& theLeft,
const NCollection_Vec4& theRight)
{
NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft);
return aSumm += theRight;
}
//! Compute per-component subtraction.
NCollection_Vec4& operator-= (const NCollection_Vec4& theDec)
{
v[0] -= theDec.v[0];
v[1] -= theDec.v[1];
v[2] -= theDec.v[2];
v[3] -= theDec.v[3];
return *this;
}
//! Compute per-component subtraction.
friend NCollection_Vec4 operator- (const NCollection_Vec4& theLeft,
const NCollection_Vec4& theRight)
{
NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft);
return aSumm -= theRight;
}
//! Compute per-component multiplication.
NCollection_Vec4& operator*= (const NCollection_Vec4& theRight)
{
v[0] *= theRight.v[0];
v[1] *= theRight.v[1];
v[2] *= theRight.v[2];
v[3] *= theRight.v[3];
return *this;
}
//! Compute per-component multiplication.
friend NCollection_Vec4 operator* (const NCollection_Vec4& theLeft,
const NCollection_Vec4& theRight)
{
NCollection_Vec4 aResult = NCollection_Vec4 (theLeft);
return aResult *= theRight;
}
//! Compute per-component multiplication.
void Multiply (const Element_t theFactor)
{
v[0] *= theFactor;
v[1] *= theFactor;
v[2] *= theFactor;
v[3] *= theFactor;
}
//! Compute per-component multiplication.
NCollection_Vec4& operator*=(const Element_t theFactor)
{
Multiply (theFactor);
return *this;
}
//! Compute per-component multiplication.
NCollection_Vec4 operator* (const Element_t theFactor) const
{
return Multiplied (theFactor);
}
//! Compute per-component multiplication.
NCollection_Vec4 Multiplied (const Element_t theFactor) const
{
NCollection_Vec4 aCopyVec4 (*this);
aCopyVec4 *= theFactor;
return aCopyVec4;
}
//! Compute per-component division by scale factor.
NCollection_Vec4& operator/= (const Element_t theInvFactor)
{
v[0] /= theInvFactor;
v[1] /= theInvFactor;
v[2] /= theInvFactor;
v[3] /= theInvFactor;
return *this;
}
//! Compute per-component division by scale factor.
NCollection_Vec4 operator/ (const Element_t theInvFactor)
{
NCollection_Vec4 aResult(this);
return aResult /= theInvFactor;
}
private:
Element_t v[4]; //!< define the vector as array to avoid structure alignment issues
};
//! Optimized concretization for float type.
template<> inline NCollection_Vec4<float>& NCollection_Vec4<float>::operator/= (const float theInvFactor)
{
Multiply (1.0f / theInvFactor);
return *this;
}
//! Optimized concretization for double type.
template<> inline NCollection_Vec4<double>& NCollection_Vec4<double>::operator/= (const double theInvFactor)
{
Multiply (1.0 / theInvFactor);
return *this;
}
#endif // _NCollection_Vec4_H__