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occt/src/OpenGl/OpenGl_Flipper.cxx

205 lines
6.7 KiB
C++
Executable File

// Created on: 2013-11-11
// Created by: Anastasia BORISOVA
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OpenGl_Flipper.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_Workspace.hxx>
#include <gp_Ax2.hxx>
// =======================================================================
// function : Constructor
// purpose :
// =======================================================================
OpenGl_Flipper::OpenGl_Flipper (const gp_Ax2& theReferenceSystem)
: OpenGl_Element(),
myReferenceOrigin ((Standard_ShortReal )theReferenceSystem.Location().X(),
(Standard_ShortReal )theReferenceSystem.Location().Y(),
(Standard_ShortReal )theReferenceSystem.Location().Z(),
1.0f),
myReferenceX ((Standard_ShortReal )theReferenceSystem.XDirection().X(),
(Standard_ShortReal )theReferenceSystem.XDirection().Y(),
(Standard_ShortReal )theReferenceSystem.XDirection().Z(),
1.0f),
myReferenceY ((Standard_ShortReal )theReferenceSystem.YDirection().X(),
(Standard_ShortReal )theReferenceSystem.YDirection().Y(),
(Standard_ShortReal )theReferenceSystem.YDirection().Z(),
1.0f),
myReferenceZ ((Standard_ShortReal )theReferenceSystem.Axis().Direction().X(),
(Standard_ShortReal )theReferenceSystem.Axis().Direction().Y(),
(Standard_ShortReal )theReferenceSystem.Axis().Direction().Z(),
1.0f),
myIsEnabled (Standard_True)
{
//
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
void OpenGl_Flipper::Release (OpenGl_Context*)
{
//
}
// =======================================================================
// function : Render
// purpose :
// =======================================================================
void OpenGl_Flipper::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
// Check if rendering is to be in immediate mode
const Standard_Boolean isImmediate = (theWorkspace->NamedStatus & OPENGL_NS_IMMEDIATE) != 0;
const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
#if !defined(GL_ES_VERSION_2_0)
GLint aCurrMode = GL_MODELVIEW;
glGetIntegerv (GL_MATRIX_MODE, &aCurrMode);
if (!myIsEnabled)
{
// Restore transformation
if (isImmediate)
{
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (GL_MODELVIEW);
}
glPopMatrix();
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (aCurrMode);
}
Tmatrix3 aModelWorldState = { { 1.f, 0.f, 0.f, 0.f },
{ 0.f, 1.f, 0.f, 0.f },
{ 0.f, 0.f, 1.f, 0.f },
{ 0.f, 0.f, 0.f, 1.f } };
aContext->ShaderManager()->RevertModelWorldStateTo (&aModelWorldState);
}
else
{
// Update current model-view matrix in the top of the stack
// replacing it with StructureMatrixT*ViewMatrix from the workspace.
theWorkspace->UpdateModelViewMatrix();
}
return;
}
if (isImmediate)
{
if (!aContext->ShaderManager()->IsEmpty())
{
Tmatrix3 aWorldView;
glGetFloatv (GL_MODELVIEW_MATRIX, *aWorldView);
Tmatrix3 aProjection;
glGetFloatv (GL_PROJECTION_MATRIX, *aProjection);
aContext->ShaderManager()->UpdateWorldViewStateTo (&aWorldView);
aContext->ShaderManager()->UpdateProjectionStateTo (&aProjection);
}
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (GL_MODELVIEW);
}
glPushMatrix();
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (aCurrMode);
}
}
OpenGl_Mat4 aMatrixMV;
glGetFloatv (GL_MODELVIEW_MATRIX, aMatrixMV.ChangeData());
const OpenGl_Vec4 aMVReferenceOrigin = aMatrixMV * myReferenceOrigin;
const OpenGl_Vec4 aMVReferenceX = aMatrixMV * OpenGl_Vec4 (myReferenceX.xyz() + myReferenceOrigin.xyz(), 1.0f);
const OpenGl_Vec4 aMVReferenceY = aMatrixMV * OpenGl_Vec4 (myReferenceY.xyz() + myReferenceOrigin.xyz(), 1.0f);
const OpenGl_Vec4 aMVReferenceZ = aMatrixMV * OpenGl_Vec4 (myReferenceZ.xyz() + myReferenceOrigin.xyz(), 1.0f);
const OpenGl_Vec4 aDirX = aMVReferenceX - aMVReferenceOrigin;
const OpenGl_Vec4 aDirY = aMVReferenceY - aMVReferenceOrigin;
const OpenGl_Vec4 aDirZ = aMVReferenceZ - aMVReferenceOrigin;
Standard_Boolean isReversedX = aDirX.xyz().Dot (OpenGl_Vec3::DX()) < 0.0f;
Standard_Boolean isReversedY = aDirY.xyz().Dot (OpenGl_Vec3::DY()) < 0.0f;
Standard_Boolean isReversedZ = aDirZ.xyz().Dot (OpenGl_Vec3::DZ()) < 0.0f;
// compute flipping (rotational transform)
OpenGl_Mat4 aTransform;
if ((isReversedX || isReversedY) && !isReversedZ)
{
// invert by Z axis: left, up vectors mirrored
aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz());
aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz());
}
else if (isReversedY && isReversedZ)
{
// rotate by X axis: up, forward vectors mirrored
aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz());
aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz());
}
else if (isReversedZ)
{
// rotate by Y axis: left, forward vectors mirrored
aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz());
aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz());
}
else
{
return;
}
// do rotation in origin around reference system "forward" direction
OpenGl_Mat4 aRefAxes;
OpenGl_Mat4 aRefInv;
aRefAxes.SetColumn (0, myReferenceX.xyz());
aRefAxes.SetColumn (1, myReferenceY.xyz());
aRefAxes.SetColumn (2, myReferenceZ.xyz());
aRefAxes.SetColumn (3, myReferenceOrigin.xyz());
aRefAxes.Inverted (aRefInv);
aTransform = aRefAxes * aTransform * aRefInv;
// transform model-view matrix
aMatrixMV = aMatrixMV * aTransform;
// load transformed model-view matrix
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (GL_MODELVIEW);
}
glLoadMatrixf ((GLfloat*) aMatrixMV);
if (aCurrMode != GL_MODELVIEW)
{
glMatrixMode (aCurrMode);
}
#endif
}