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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-10 18:51:21 +03:00
occt/src/NCollection/NCollection_Vec4.hxx
kgv 1238134135 0024310: TKOpenGl - GLSL compatibility issues
Lights defintion clean up:
- remove duplicated enumeration TLightType (equals to Visual3d_TypeOfLightSource)
- remove unused fields from Graphic3d_CLight
- OpenGl_Light, reuse Graphic3d_CLight definition

Phong GLSL program:
- move out cumulative ambient light intencity from limited list of lights
- compatibility issues, replace array of structures (light sources, materials, clipping planes) with arrays of primitive types

New Draw Harness command vlight to alter light sources definition.

OpenGl_ShaderProgram::Initialize() - add missing Linker log
2013-11-05 10:19:58 +04:00

328 lines
9.4 KiB
C++

// 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;
}
//! Unary -.
NCollection_Vec4 operator-() const
{
return NCollection_Vec4 (-x(), -y(), -z(), -w());
}
//! 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__