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259 lines
8.4 KiB
C++
Executable File
259 lines
8.4 KiB
C++
Executable File
// Created on: 2013-10-02
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 2013-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <OpenGl_ShaderStates.hxx>
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#include <NCollection_Mat4.hxx>
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// =======================================================================
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// function : OpenGl_StateInterface
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// purpose :
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// =======================================================================
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OpenGl_StateInterface::OpenGl_StateInterface()
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: myIndex (0)
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{
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//
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}
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// =======================================================================
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// function : OpenGl_ProjectionState
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// purpose : Creates uninitialized projection state
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// =======================================================================
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OpenGl_ProjectionState::OpenGl_ProjectionState()
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: myInverseNeedUpdate (false)
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{
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//
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}
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// =======================================================================
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// function : Set
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// purpose : Sets new OCCT projection state
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// =======================================================================
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void OpenGl_ProjectionState::Set (const OpenGl_Mat4& theProjectionMatrix)
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{
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myProjectionMatrix = theProjectionMatrix;
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myInverseNeedUpdate = true;
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}
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// =======================================================================
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// function : ProjectionMatrix
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// purpose : Returns current projection matrix
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// =======================================================================
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const OpenGl_Mat4& OpenGl_ProjectionState::ProjectionMatrix() const
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{
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return myProjectionMatrix;
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}
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// =======================================================================
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// function : ProjectionMatrixInverse
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// purpose : Returns inverse of current projection matrix
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// =======================================================================
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const OpenGl_Mat4& OpenGl_ProjectionState::ProjectionMatrixInverse() const
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{
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if (!myInverseNeedUpdate)
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{
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return myProjectionMatrixInverse;
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}
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myProjectionMatrix.Inverted (myProjectionMatrixInverse);
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return myProjectionMatrixInverse;
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}
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// =======================================================================
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// function : OpenGl_ModelWorldState
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// purpose : Creates uninitialized model-world state
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// =======================================================================
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OpenGl_ModelWorldState::OpenGl_ModelWorldState()
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: myInverseNeedUpdate (false)
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{
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//
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}
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// =======================================================================
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// function : Set
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// purpose : Sets new model-world matrix
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// =======================================================================
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void OpenGl_ModelWorldState::Set (const OpenGl_Mat4& theModelWorldMatrix)
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{
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myModelWorldMatrix = theModelWorldMatrix;
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myInverseNeedUpdate = true;
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}
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// =======================================================================
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// function : ModelWorldMatrix
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// purpose : Returns current model-world matrix
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// =======================================================================
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const OpenGl_Mat4& OpenGl_ModelWorldState::ModelWorldMatrix() const
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{
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return myModelWorldMatrix;
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}
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// =======================================================================
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// function : ModelWorldMatrixInverse
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// purpose : Returns inverse of current model-world matrix
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// =======================================================================
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const OpenGl_Mat4& OpenGl_ModelWorldState::ModelWorldMatrixInverse() const
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{
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if (!myInverseNeedUpdate)
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{
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return myModelWorldMatrix;
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}
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myModelWorldMatrix.Inverted (myModelWorldMatrixInverse);
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return myModelWorldMatrixInverse;
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}
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// =======================================================================
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// function : OpenGl_WorldViewState
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// purpose : Creates uninitialized world-view state
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// =======================================================================
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OpenGl_WorldViewState::OpenGl_WorldViewState()
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: myInverseNeedUpdate (false)
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{
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//
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}
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// =======================================================================
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// function : Set
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// purpose : Sets new world-view matrix
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// =======================================================================
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void OpenGl_WorldViewState::Set (const OpenGl_Mat4& theWorldViewMatrix)
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{
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myWorldViewMatrix = theWorldViewMatrix;
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myInverseNeedUpdate = true;
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}
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// =======================================================================
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// function : WorldViewMatrix
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// purpose : Returns current world-view matrix
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// =======================================================================
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const OpenGl_Mat4& OpenGl_WorldViewState::WorldViewMatrix() const
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{
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return myWorldViewMatrix;
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}
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// =======================================================================
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// function : WorldViewMatrixInverse
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// purpose : Returns inverse of current world-view matrix
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// =======================================================================
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const OpenGl_Mat4& OpenGl_WorldViewState::WorldViewMatrixInverse() const
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{
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if (!myInverseNeedUpdate)
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{
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return myWorldViewMatrix;
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}
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myWorldViewMatrix.Inverted (myWorldViewMatrixInverse);
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return myWorldViewMatrixInverse;
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}
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// =======================================================================
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// function : OpenGl_LightSourceState
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// purpose : Creates uninitialized state of light sources
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// =======================================================================
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OpenGl_LightSourceState::OpenGl_LightSourceState()
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: myLightSources (NULL)
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{
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//
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}
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// =======================================================================
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// function : Set
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// purpose : Sets new light sources
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// =======================================================================
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void OpenGl_LightSourceState::Set (const OpenGl_ListOfLight* theLightSources)
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{
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myLightSources = theLightSources;
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}
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// =======================================================================
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// function : LightSources
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// purpose : Returns current list of light sources
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// =======================================================================
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const OpenGl_ListOfLight* OpenGl_LightSourceState::LightSources() const
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{
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return myLightSources;
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}
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// =======================================================================
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// function : OpenGl_MaterialState
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// purpose : Creates uninitialized material state
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// =======================================================================
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OpenGl_MaterialState::OpenGl_MaterialState (const OpenGl_Element* theAspect)
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: myAspect (theAspect)
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{
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//
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}
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// =======================================================================
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// function : Set
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// purpose : Sets new material aspect
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// =======================================================================
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void OpenGl_MaterialState::Set (const OpenGl_Element* theAspect)
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{
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myAspect = theAspect;
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}
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// =======================================================================
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// function : Aspect
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// purpose : Returns material aspect
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// =======================================================================
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const OpenGl_Element* OpenGl_MaterialState::Aspect() const
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{
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return myAspect;
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}
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// =======================================================================
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// function : OpenGl_ClippingState
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// purpose : Creates new clipping state
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// =======================================================================
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OpenGl_ClippingState::OpenGl_ClippingState()
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: myIndex (0),
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myNextIndex (1)
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{
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//
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}
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// =======================================================================
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// function : Update
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// purpose : Updates current state
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// =======================================================================
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void OpenGl_ClippingState::Update()
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{
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myStateStack.Prepend (myIndex);
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myIndex = myNextIndex; // use myNextIndex here to handle properly Update() after Revert()
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++myNextIndex;
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}
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// =======================================================================
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// function : Revert
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// purpose : Reverts current state
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// =======================================================================
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void OpenGl_ClippingState::Revert()
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{
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if (!myStateStack.IsEmpty())
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{
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myIndex = myStateStack.First();
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myStateStack.RemoveFirst();
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}
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else
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{
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myIndex = 0;
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}
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}
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