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263 lines
9.2 KiB
C++
263 lines
9.2 KiB
C++
// Created on: 2013-10-02
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 2013 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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#include <NCollection_Mat4.hxx>
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#include <OpenGl_ShaderStates.hxx>
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// =======================================================================
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// function : OpenGl_StateInterface
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// purpose : Creates new OCCT state
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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 : Index
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// purpose : Returns current state index
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// =======================================================================
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Standard_Size OpenGl_StateInterface::Index() const
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{
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return myIndex;
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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_StateInterface::Update()
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{
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++myIndex;
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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_StateInterface::Revert()
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{
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if (myIndex > 0)
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{
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--myIndex;
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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 Tmatrix3& theProjectionMatrix)
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{
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memcpy (myProjectionMatrix, theProjectionMatrix, sizeof (Tmatrix3));
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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 Tmatrix3& 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 Tmatrix3& 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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reinterpret_cast<const NCollection_Mat4<float>*> (*myProjectionMatrix)->Inverted (
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*(reinterpret_cast<NCollection_Mat4<float>*> (*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 Tmatrix3& theModelWorldMatrix)
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{
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memcpy (myModelWorldMatrix, theModelWorldMatrix, sizeof (Tmatrix3));
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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 Tmatrix3& 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 Tmatrix3& 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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reinterpret_cast<const NCollection_Mat4<float>*> (*myModelWorldMatrix)->Inverted (
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*(reinterpret_cast<NCollection_Mat4<float>*> (*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 Tmatrix3& theWorldViewMatrix)
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{
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memcpy (myWorldViewMatrix, theWorldViewMatrix, sizeof (Tmatrix3));
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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 Tmatrix3& 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 Tmatrix3& 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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reinterpret_cast<const NCollection_Mat4<float>*> (*myWorldViewMatrix)->Inverted (
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*(reinterpret_cast<NCollection_Mat4<float>*> (*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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{
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//
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}
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