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FFP state management (light sources, matrices, clipping planes) has been moved to OpenGl_ShaderManager for consistency with Programmable Pipeline. OpenGl_Context::BindProgram() does not re-bind already active Program. OpenGl_PrimitiveArray::Render() does not reset active Program at the end. OpenGl_Context::ApplyModelViewMatrix() now checks if matrix differs from already set one before modifying state in Shader Manager. This allows avoing redundant state changes, matrix uploads onto GPU and re-computation of inversed matrices. NCollection_Mat4 has been extended with equality check operators for proper comparison. OpenGl_ShaderManager - the tracking Material state has been added. Removed unreachable states OPENGL_NS_RESMAT, OPENGL_NS_TEXTURE and OPENGL_NS_WHITEBACK. Fixed resetting FFP material state after displaying GL_COLOR_ARRAY vertices; the Material state within Shader Manager is now invalidated within OpenGl_VertexBuffer::unbindFixedColor(). OpenGl_Workspace::ApplyAspectFace() - fixed invalidating Material State when only Highlighting style is changing.
481 lines
16 KiB
C++
Executable File
481 lines
16 KiB
C++
Executable File
// Created on: 2013-05-30
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// Created by: Anton POLETAEV
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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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#ifndef _NCollection_Mat4_HeaderFile
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#define _NCollection_Mat4_HeaderFile
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#include <NCollection_Vec4.hxx>
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//! Generic matrix of 4 x 4 elements.
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//! To be used in conjunction with NCollection_Vec4 entities.
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//! Originally introduced for 3D space projection and orientation
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//! operations.
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template<typename Element_t>
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class NCollection_Mat4
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{
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public:
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//! Get number of rows.
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//! @return number of rows.
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static size_t Rows()
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{
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return 4;
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}
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//! Get number of columns.
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//! @retur number of columns.
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static size_t Cols()
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{
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return 4;
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}
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//! Empty constructor.
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//! Construct the zero matrix.
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NCollection_Mat4()
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{
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InitIdentity();
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}
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//! Get element at the specified row and column.
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//! @param theRow [in] the row.to address.
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//! @param theCol [in] the column to address.
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//! @return the value of the addressed element.
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Element_t GetValue (const size_t theRow, const size_t theCol) const
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{
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return myMat[theCol * 4 + theRow];
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}
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//! Access element at the specified row and column.
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//! @param theRow [in] the row.to access.
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//! @param theCol [in] the column to access.
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//! @return reference on the matrix element.
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Element_t& ChangeValue (const size_t theRow, const size_t theCol)
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{
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return myMat[theCol * 4 + theRow];
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}
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//! Set value for the element specified by row and columns.
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//! @param theRow [in] the row to change.
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//! @param theCol [in] the column to change.
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//! @param theValue [in] the value to set.s
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void SetValue (const size_t theRow,
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const size_t theCol,
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const Element_t theValue)
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{
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myMat[theCol * 4 + theRow] = theValue;
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}
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//! Get vector of elements for the specified row.
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//! @param theRow [in] the row to access.
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//! @return vector of elements.
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NCollection_Vec4<Element_t> GetRow (const size_t theRow) const
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{
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return NCollection_Vec4<Element_t> (GetValue (theRow, 0),
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GetValue (theRow, 1),
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GetValue (theRow, 2),
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GetValue (theRow, 3));
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}
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//! Change first 3 row values by the passed vector.
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//! @param theRow [in] the row to change.
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//! @param theVec [in] the vector of values.
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void SetRow (const size_t theRow, const NCollection_Vec3<Element_t>& theVec)
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{
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SetValue (theRow, 0, theVec.x());
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SetValue (theRow, 1, theVec.y());
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SetValue (theRow, 2, theVec.z());
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}
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//! Set row values by the passed 4 element vector.
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//! @param theRow [in] the row to change.
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//! @param theVec [in] the vector of values.
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void SetRow (const size_t theRow, const NCollection_Vec4<Element_t>& theVec)
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{
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SetValue (theRow, 0, theVec.x());
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SetValue (theRow, 1, theVec.y());
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SetValue (theRow, 2, theVec.z());
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SetValue (theRow, 3, theVec.w());
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}
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//! Get vector of elements for the specified column.
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//! @param theCol [in] the column to access.
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//! @return vector of elements.
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NCollection_Vec4<Element_t> GetColumn (const size_t theCol) const
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{
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return NCollection_Vec4<Element_t> (GetValue (0, theCol),
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GetValue (1, theCol),
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GetValue (2, theCol),
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GetValue (3, theCol));
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}
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//! Change first 3 column values by the passed vector.
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//! @param theCol [in] the column to change.
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//! @param theVec [in] the vector of values.
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void SetColumn (const size_t theCol,
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const NCollection_Vec3<Element_t>& theVec)
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{
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SetValue (0, theCol, theVec.x());
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SetValue (1, theCol, theVec.y());
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SetValue (2, theCol, theVec.z());
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}
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//! Set column values by the passed 4 element vector.
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//! @param theCol [in] the column to change.
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//! @param theVec [in] the vector of values.
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void SetColumn (const size_t theCol,
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const NCollection_Vec4<Element_t>& theVec)
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{
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SetValue (0, theCol, theVec.x());
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SetValue (1, theCol, theVec.y());
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SetValue (2, theCol, theVec.z());
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SetValue (3, theCol, theVec.w());
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}
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//! Get vector of diagonal elements.
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//! \return vector of diagonal elements.
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NCollection_Vec4<Element_t> GetDiagonal() const
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{
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return NCollection_Vec4<Element_t> (GetValue (0, 0),
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GetValue (1, 1),
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GetValue (2, 2),
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GetValue (3, 3));
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}
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//! Change first 3 elements of the diagonal matrix.
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//! @param theVec the vector of values.
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void SetDiagonal (const NCollection_Vec3<Element_t>& theVec)
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{
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SetValue (0, 0, theVec.x());
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SetValue (1, 1, theVec.y());
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SetValue (2, 2, theVec.z());
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}
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//! Set diagonal elements of the matrix by the passed vector.
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//! @param theVec [in] the vector of values.
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void SetDiagonal (const NCollection_Vec4<Element_t>& theVec)
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{
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SetValue (0, 0, theVec.x());
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SetValue (1, 1, theVec.y());
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SetValue (2, 2, theVec.z());
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SetValue (3, 3, theVec.w());
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}
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//! Initialize the identity matrix.
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void InitIdentity()
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{
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std::memcpy (this, myIdentityArray, sizeof (NCollection_Mat4));
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}
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//! Checks the matrix for identity.
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bool IsIdentity() const
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{
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return std::memcmp (this, myIdentityArray, sizeof (NCollection_Mat4)) == 0;
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}
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//! Check this matrix for equality with another matrix (without tolerance!).
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bool IsEqual (const NCollection_Mat4& theOther) const
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{
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return std::memcmp (this, &theOther, sizeof(NCollection_Mat4)) == 0;
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}
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//! Check this matrix for equality with another matrix (without tolerance!).
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bool operator== (const NCollection_Mat4& theOther) { return IsEqual (theOther); }
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bool operator== (const NCollection_Mat4& theOther) const { return IsEqual (theOther); }
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//! Check this matrix for non-equality with another matrix (without tolerance!).
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bool operator!= (const NCollection_Mat4& theOther) { return !IsEqual (theOther); }
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bool operator!= (const NCollection_Mat4& theOther) const { return !IsEqual (theOther); }
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//! Raw access to the data (for OpenGL exchange).
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const Element_t* GetData() const { return myMat; }
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Element_t* ChangeData() { return myMat; }
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operator const Element_t*() const { return myMat; }
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operator Element_t*() { return myMat; }
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//! Multiply by the vector (M * V).
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//! @param theVec [in] the vector to multiply.
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NCollection_Vec4<Element_t> operator* (const NCollection_Vec4<Element_t>& theVec) const
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{
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return NCollection_Vec4<Element_t> (
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GetValue (0, 0) * theVec.x() + GetValue (0, 1) * theVec.y() + GetValue (0, 2) * theVec.z() + GetValue (0, 3) * theVec.w(),
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GetValue (1, 0) * theVec.x() + GetValue (1, 1) * theVec.y() + GetValue (1, 2) * theVec.z() + GetValue (1, 3) * theVec.w(),
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GetValue (2, 0) * theVec.x() + GetValue (2, 1) * theVec.y() + GetValue (2, 2) * theVec.z() + GetValue (2, 3) * theVec.w(),
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GetValue (3, 0) * theVec.x() + GetValue (3, 1) * theVec.y() + GetValue (3, 2) * theVec.z() + GetValue (3, 3) * theVec.w());
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}
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//! Compute matrix multiplication product: A * B.
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//! @param theMatA [in] the matrix "A".
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//! @param theMatB [in] the matrix "B".
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NCollection_Mat4 Multiply (const NCollection_Mat4& theMatA,
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const NCollection_Mat4& theMatB)
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{
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NCollection_Mat4 aMatRes;
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size_t aInputElem;
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for (size_t aResElem = 0; aResElem < 16; ++aResElem)
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{
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aMatRes[aResElem] = (Element_t )0;
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for (aInputElem = 0; aInputElem < 4; ++aInputElem)
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{
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aMatRes[aResElem] += theMatA.GetValue(aResElem % 4, aInputElem)
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* theMatB.GetValue(aInputElem, aResElem / 4);
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}
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}
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return aMatRes;
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}
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//! Compute matrix multiplication.
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//! @param theMat [in] the matrix to multiply.
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void Multiply (const NCollection_Mat4& theMat)
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{
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*this = Multiply(*this, theMat);
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}
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//! Multiply by the another matrix.
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//! @param theMat [in] the other matrix.
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NCollection_Mat4& operator*= (const NCollection_Mat4& theMat)
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{
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Multiply (theMat);
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return *this;
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}
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//! Compute matrix multiplication product.
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//! @param theMat [in] the other matrix.
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//! @return result of multiplication.
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NCollection_Mat4 operator* (const NCollection_Mat4& theMat) const
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{
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return Multiplied (theMat);
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}
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//! Compute matrix multiplication product.
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//! @param theMat [in] the other matrix.
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//! @return result of multiplication.
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NCollection_Mat4 Multiplied (const NCollection_Mat4& theMat) const
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{
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NCollection_Mat4 aTempMat (*this);
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aTempMat *= theMat;
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return aTempMat;
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}
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//! Compute per-component multiplication.
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//! @param theFactor [in] the scale factor.
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void Multiply (const Element_t theFactor)
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{
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for (size_t i = 0; i < 16; ++i)
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{
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myMat[i] *= theFactor;
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}
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}
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//! Compute per-element multiplication.
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//! @param theFactor [in] the scale factor.
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NCollection_Mat4& 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-element multiplication.
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//! @param theFactor [in] the scale factor.
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//! @return the result of multiplicaton.
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NCollection_Mat4 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-element multiplication.
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//! @param theFactor [in] the scale factor.
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//! @return the result of multiplicaton.
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NCollection_Mat4 Multiplied (const Element_t theFactor) const
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{
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NCollection_Mat4 aTempMat (*this);
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aTempMat *= theFactor;
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return aTempMat;
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}
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//! Translate the matrix on the passed vector.
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//! @param theVec [in] the translation vector.
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void Translate (const NCollection_Vec3<Element_t>& theVec)
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{
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NCollection_Mat4 aTempMat;
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aTempMat.SetColumn (3, theVec);
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this->Multiply (aTempMat);
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}
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//! Transpose the matrix.
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//! @return transposed copy of the matrix.
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NCollection_Mat4 Transposed() const
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{
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NCollection_Mat4 aTempMat;
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aTempMat.SetRow (0, GetColumn (0));
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aTempMat.SetRow (1, GetColumn (1));
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aTempMat.SetRow (2, GetColumn (2));
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aTempMat.SetRow (3, GetColumn (3));
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return aTempMat;
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}
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//! Transpose the matrix.
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void Transpose()
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{
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*this = Transposed();
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}
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//! Compute inverted matrix.
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//! @param theOutMx [out] the inverted matrix.
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//! @return true if reversion success.
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bool Inverted (NCollection_Mat4<Element_t>& theOutMx) const
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{
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Element_t* inv = theOutMx.myMat;
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// use short-cut for better readability
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const Element_t* m = myMat;
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inv[ 0] = m[ 5] * (m[10] * m[15] - m[11] * m[14]) -
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m[ 9] * (m[ 6] * m[15] - m[ 7] * m[14]) -
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m[13] * (m[ 7] * m[10] - m[ 6] * m[11]);
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inv[ 1] = m[ 1] * (m[11] * m[14] - m[10] * m[15]) -
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m[ 9] * (m[ 3] * m[14] - m[ 2] * m[15]) -
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m[13] * (m[ 2] * m[11] - m[ 3] * m[10]);
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inv[ 2] = m[ 1] * (m[ 6] * m[15] - m[ 7] * m[14]) -
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m[ 5] * (m[ 2] * m[15] - m[ 3] * m[14]) -
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m[13] * (m[ 3] * m[ 6] - m[ 2] * m[ 7]);
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inv[ 3] = m[ 1] * (m[ 7] * m[10] - m[ 6] * m[11]) -
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m[ 5] * (m[ 3] * m[10] - m[ 2] * m[11]) -
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m[ 9] * (m[ 2] * m[ 7] - m[ 3] * m[ 6]);
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inv[ 4] = m[ 4] * (m[11] * m[14] - m[10] * m[15]) -
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m[ 8] * (m[ 7] * m[14] - m[ 6] * m[15]) -
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m[12] * (m[ 6] * m[11] - m[ 7] * m[10]);
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inv[ 5] = m[ 0] * (m[10] * m[15] - m[11] * m[14]) -
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m[ 8] * (m[ 2] * m[15] - m[ 3] * m[14]) -
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m[12] * (m[ 3] * m[10] - m[ 2] * m[11]);
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inv[ 6] = m[ 0] * (m[ 7] * m[14] - m[ 6] * m[15]) -
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m[ 4] * (m[ 3] * m[14] - m[ 2] * m[15]) -
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m[12] * (m[ 2] * m[ 7] - m[ 3] * m[ 6]);
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inv[ 7] = m[ 0] * (m[ 6] * m[11] - m[ 7] * m[10]) -
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m[ 4] * (m[ 2] * m[11] - m[ 3] * m[10]) -
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m[ 8] * (m[ 3] * m[ 6] - m[ 2] * m[ 7]);
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inv[ 8] = m[ 4] * (m[ 9] * m[15] - m[11] * m[13]) -
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m[ 8] * (m[ 5] * m[15] - m[ 7] * m[13]) -
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m[12] * (m[ 7] * m[ 9] - m[ 5] * m[11]);
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inv[ 9] = m[ 0] * (m[11] * m[13] - m[ 9] * m[15]) -
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m[ 8] * (m[ 3] * m[13] - m[ 1] * m[15]) -
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m[12] * (m[ 1] * m[11] - m[ 3] * m[ 9]);
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inv[10] = m[ 0] * (m[ 5] * m[15] - m[ 7] * m[13]) -
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m[ 4] * (m[ 1] * m[15] - m[ 3] * m[13]) -
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m[12] * (m[ 3] * m[ 5] - m[ 1] * m[ 7]);
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inv[11] = m[ 0] * (m[ 7] * m[ 9] - m[ 5] * m[11]) -
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m[ 4] * (m[ 3] * m[ 9] - m[ 1] * m[11]) -
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m[ 8] * (m[ 1] * m[ 7] - m[ 3] * m[ 5]);
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inv[12] = m[ 4] * (m[10] * m[13] - m[ 9] * m[14]) -
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m[ 8] * (m[ 6] * m[13] - m[ 5] * m[14]) -
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m[12] * (m[ 5] * m[10] - m[ 6] * m[ 9]);
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inv[13] = m[ 0] * (m[ 9] * m[14] - m[10] * m[13]) -
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m[ 8] * (m[ 1] * m[14] - m[ 2] * m[13]) -
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m[12] * (m[ 2] * m[ 9] - m[ 1] * m[10]);
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inv[14] = m[ 0] * (m[ 6] * m[13] - m[ 5] * m[14]) -
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m[ 4] * (m[ 2] * m[13] - m[ 1] * m[14]) -
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m[12] * (m[ 1] * m[ 6] - m[ 2] * m[ 5]);
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inv[15] = m[ 0] * (m[ 5] * m[10] - m[ 6] * m[ 9]) -
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m[ 4] * (m[ 1] * m[10] - m[ 2] * m[ 9]) -
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m[ 8] * (m[ 2] * m[ 5] - m[ 1] * m[ 6]);
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Element_t aDet = m[0] * inv[ 0] +
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m[1] * inv[ 4] +
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m[2] * inv[ 8] +
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m[3] * inv[12];
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if (aDet == 0)
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return false;
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aDet = (Element_t) 1. / aDet;
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for (int i = 0; i < 16; ++i)
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inv[i] *= aDet;
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return true;
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}
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//! Take values from NCollection_Mat4 with a different element type with type conversion.
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template <typename Other_t>
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void ConvertFrom (const NCollection_Mat4<Other_t>& theFrom)
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{
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for (int anIdx = 0; anIdx < 16; ++anIdx)
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{
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myMat[anIdx] = static_cast<Element_t> (theFrom.myMat[anIdx]);
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}
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}
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//! Take values from NCollection_Mat4 with a different element type with type conversion.
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template <typename Other_t>
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void Convert (const NCollection_Mat4<Other_t>& theFrom) { ConvertFrom (theFrom); }
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//! Maps plain C array to matrix type.
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static NCollection_Mat4<Element_t>& Map (Element_t* theData)
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{
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return *reinterpret_cast<NCollection_Mat4<Element_t>*> (theData);
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}
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//! Maps plain C array to matrix type.
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static const NCollection_Mat4<Element_t>& Map (const Element_t* theData)
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{
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return *reinterpret_cast<const NCollection_Mat4<Element_t>*> (theData);
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}
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private:
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Element_t myMat[16];
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private:
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static Element_t myIdentityArray[16];
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// All instantiations are friend to each other
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template<class OtherType> friend class NCollection_Mat4;
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};
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template<typename Element_t>
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Element_t NCollection_Mat4<Element_t>::myIdentityArray[] =
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{1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1};
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#if defined(_MSC_VER) && (_MSC_VER >= 1900)
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#include <type_traits>
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static_assert(std::is_trivially_copyable<NCollection_Mat4<float>>::value, "NCollection_Mat4 is not is_trivially_copyable() structure!");
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static_assert(std::is_standard_layout <NCollection_Mat4<float>>::value, "NCollection_Mat4 is not is_standard_layout() structure!");
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#endif
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#endif // _NCollection_Mat4_HeaderFile
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