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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-05-06 10:36:12 +03:00
occt/src/NCollection/NCollection_Vec3.hxx
kgv bf75be9867 0023544: Texture management in TKOpenGl should be redesigned
Structures Graphic3d_CView, Graphic3d_CStructure, Graphic3d_CGroup become classes and their definitions moved from InterfaceGraphic to Graphic3d.
Introduced new class OpenGl_Texture as replacement for OpenGl_ResourceTexture class and static functions in OpenGl_TextureBox.
Graphic3d_TextureRoot now no more communicate within Graphic3d_GraphicalDriver.
Instead class returns image through GetImage() method.
OpenGl_AspectFace - avoid possible NULL-dereference
OpenGl_Texture::Init() - check gluBuild2DMipmaps() return value
OpenGl_Texture - check GL_BGRA_EXT for compatibility
OpenGl_Texture - scale NPOT image when required
Added more description to Graphic3d_TextureRoot class
OpenGl_Texture - added missing break statement for ImgBGR32 case
OpenGl_Workspace::setTextureParams() - fixed local variable aFilterMin overrides visibility of early declared variable
OpenGl_Workspace::DisableTexture() - reset texture matrix
FTGL do not reset texture matrix and corrupt text could be rendered if custom texture has not identity texture matrix.
2012-12-07 13:58:30 +04:00

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// 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__