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