Files
OCCT/src/NCollection/NCollection_Vec3.hxx
kgv 8613985b2a 0028180: Visualization, TKOpenGl - Performance of Shaded presentation dropped due to FFP disabled by default
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.
2016-12-22 17:24:05 +03:00

391 lines
12 KiB
C++

// Created by: Kirill GAVRILOV
// 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.
#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);
}
//! 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]);
}
//! Check this vector with another vector for equality (without tolerance!).
bool IsEqual (const NCollection_Vec3& theOther) const
{
return v[0] == theOther.v[0]
&& v[1] == theOther.v[1]
&& v[2] == theOther.v[2];
}
//! Check this vector with another vector for equality (without tolerance!).
bool operator== (const NCollection_Vec3& theOther) { return IsEqual (theOther); }
bool operator== (const NCollection_Vec3& theOther) const { return IsEqual (theOther); }
//! Check this vector with another vector for non-equality (without tolerance!).
bool operator!= (const NCollection_Vec3& theOther) { return !IsEqual (theOther); }
bool operator!= (const NCollection_Vec3& theOther) const { return !IsEqual (theOther); }
//! Raw access to the data (for OpenGL exchange).
const Element_t* GetData() const { return v; }
Element_t* ChangeData() { 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 component-wise minimum of two vectors.
NCollection_Vec3 cwiseMin (const NCollection_Vec3& theVec) const
{
return NCollection_Vec3 (v[0] < theVec.v[0] ? v[0] : theVec.v[0],
v[1] < theVec.v[1] ? v[1] : theVec.v[1],
v[2] < theVec.v[2] ? v[2] : theVec.v[2]);
}
//! Compute component-wise maximum of two vectors.
NCollection_Vec3 cwiseMax (const NCollection_Vec3& theVec) const
{
return NCollection_Vec3 (v[0] > theVec.v[0] ? v[0] : theVec.v[0],
v[1] > theVec.v[1] ? v[1] : theVec.v[1],
v[2] > theVec.v[2] ? v[2] : theVec.v[2]);
}
//! Compute component-wise modulus of the vector.
NCollection_Vec3 cwiseAbs() const
{
return NCollection_Vec3 (std::abs (v[0]),
std::abs (v[1]),
std::abs (v[2]));
}
//! Compute maximum component of the vector.
Element_t maxComp() const
{
return v[0] > v[1] ? (v[0] > v[2] ? v[0] : v[2])
: (v[1] > v[2] ? v[1] : v[2]);
}
//! Compute minimum component of the vector.
Element_t minComp() const
{
return v[0] < v[1] ? (v[0] < v[2] ? v[0] : v[2])
: (v[1] < v[2] ? v[1] : v[2]);
}
//! 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__