938d4544 |
1 | // Created on: 2013-11-11 |
2 | // Created by: Anastasia BORISOVA |
3 | // Copyright (c) 2013 OPEN CASCADE SAS |
4 | // |
5 | // The content of this file is subject to the Open CASCADE Technology Public |
6 | // License Version 6.5 (the "License"). You may not use the content of this file |
7 | // except in compliance with the License. Please obtain a copy of the License |
8 | // at http://www.opencascade.org and read it completely before using this file. |
9 | // |
10 | // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its |
11 | // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. |
12 | // |
13 | // The Original Code and all software distributed under the License is |
14 | // distributed on an "AS IS" basis, without warranty of any kind, and the |
15 | // Initial Developer hereby disclaims all such warranties, including without |
16 | // limitation, any warranties of merchantability, fitness for a particular |
17 | // purpose or non-infringement. Please see the License for the specific terms |
18 | // and conditions governing the rights and limitations under the License. |
19 | |
20 | #include <OpenGl_Flipper.hxx> |
0f8c0fb8 |
21 | |
22 | #include <OpenGl_Context.hxx> |
23 | #include <OpenGl_ShaderManager.hxx> |
938d4544 |
24 | #include <OpenGl_Vec.hxx> |
25 | #include <OpenGl_Workspace.hxx> |
26 | |
27 | #include <gp_Ax2.hxx> |
28 | |
29 | // ======================================================================= |
30 | // function : Constructor |
31 | // purpose : |
32 | // ======================================================================= |
33 | OpenGl_Flipper::OpenGl_Flipper (const gp_Ax2& theReferenceSystem) |
34 | : OpenGl_Element(), |
35 | myReferenceOrigin ((Standard_ShortReal )theReferenceSystem.Location().X(), |
36 | (Standard_ShortReal )theReferenceSystem.Location().Y(), |
37 | (Standard_ShortReal )theReferenceSystem.Location().Z(), |
38 | 1.0f), |
39 | myReferenceX ((Standard_ShortReal )theReferenceSystem.XDirection().X(), |
40 | (Standard_ShortReal )theReferenceSystem.XDirection().Y(), |
41 | (Standard_ShortReal )theReferenceSystem.XDirection().Z(), |
42 | 1.0f), |
43 | myReferenceY ((Standard_ShortReal )theReferenceSystem.YDirection().X(), |
44 | (Standard_ShortReal )theReferenceSystem.YDirection().Y(), |
45 | (Standard_ShortReal )theReferenceSystem.YDirection().Z(), |
46 | 1.0f), |
47 | myReferenceZ ((Standard_ShortReal )theReferenceSystem.Axis().Direction().X(), |
48 | (Standard_ShortReal )theReferenceSystem.Axis().Direction().Y(), |
49 | (Standard_ShortReal )theReferenceSystem.Axis().Direction().Z(), |
50 | 1.0f), |
51 | myIsEnabled (Standard_True) |
52 | { |
53 | // |
54 | } |
55 | |
56 | // ======================================================================= |
57 | // function : Release |
58 | // purpose : |
59 | // ======================================================================= |
60 | void OpenGl_Flipper::Release (const Handle(OpenGl_Context)& ) |
61 | { |
62 | // |
63 | } |
64 | |
65 | // ======================================================================= |
66 | // function : Render |
67 | // purpose : |
68 | // ======================================================================= |
69 | void OpenGl_Flipper::Render (const Handle(OpenGl_Workspace)& theWorkspace) const |
70 | { |
0f8c0fb8 |
71 | // Check if rendering is to be in immediate mode |
72 | const Standard_Boolean isImmediate = (theWorkspace->NamedStatus & (OPENGL_NS_ADD | OPENGL_NS_IMMEDIATE)) != 0; |
73 | const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext(); |
74 | GLint aCurrMode = GL_MODELVIEW; |
75 | glGetIntegerv (GL_MATRIX_MODE, &aCurrMode); |
76 | |
938d4544 |
77 | if (!myIsEnabled) |
78 | { |
0f8c0fb8 |
79 | // Restore transformation |
80 | if (isImmediate) |
81 | { |
82 | if (aCurrMode != GL_MODELVIEW) |
83 | { |
84 | glMatrixMode (GL_MODELVIEW); |
85 | } |
86 | |
87 | glPopMatrix(); |
88 | |
89 | if (aCurrMode != GL_MODELVIEW) |
90 | { |
91 | glMatrixMode (aCurrMode); |
92 | } |
93 | |
94 | Tmatrix3 aModelWorldState = { { 1.f, 0.f, 0.f, 0.f }, |
95 | { 0.f, 1.f, 0.f, 0.f }, |
96 | { 0.f, 0.f, 1.f, 0.f }, |
97 | { 0.f, 0.f, 0.f, 1.f } }; |
98 | |
99 | aContext->ShaderManager()->RevertModelWorldStateTo (aModelWorldState); |
100 | } |
101 | else |
102 | { |
103 | // Update current model-view matrix in the top of the stack |
104 | // replacing it with StructureMatrixT*ViewMatrix from the workspace. |
105 | theWorkspace->UpdateModelViewMatrix(); |
106 | } |
938d4544 |
107 | return; |
108 | } |
109 | |
0f8c0fb8 |
110 | if (isImmediate) |
111 | { |
112 | |
113 | if (!aContext->ShaderManager()->IsEmpty()) |
114 | { |
115 | Tmatrix3 aWorldView; |
116 | glGetFloatv (GL_MODELVIEW_MATRIX, *aWorldView); |
117 | |
118 | Tmatrix3 aProjection; |
119 | glGetFloatv (GL_PROJECTION_MATRIX, *aProjection); |
120 | |
121 | aContext->ShaderManager()->UpdateWorldViewStateTo (aWorldView); |
122 | aContext->ShaderManager()->UpdateProjectionStateTo (aProjection); |
123 | } |
124 | |
125 | if (aCurrMode != GL_MODELVIEW) |
126 | { |
127 | glMatrixMode (GL_MODELVIEW); |
128 | } |
129 | |
130 | glPushMatrix(); |
131 | |
132 | if (aCurrMode != GL_MODELVIEW) |
133 | { |
134 | glMatrixMode (aCurrMode); |
135 | } |
136 | } |
137 | |
938d4544 |
138 | OpenGl_Mat4 aMatrixMV; |
139 | glGetFloatv (GL_MODELVIEW_MATRIX, aMatrixMV.ChangeData()); |
140 | |
141 | const OpenGl_Vec4 aMVReferenceOrigin = aMatrixMV * myReferenceOrigin; |
142 | const OpenGl_Vec4 aMVReferenceX = aMatrixMV * OpenGl_Vec4 (myReferenceX.xyz() + myReferenceOrigin.xyz(), 1.0f); |
143 | const OpenGl_Vec4 aMVReferenceY = aMatrixMV * OpenGl_Vec4 (myReferenceY.xyz() + myReferenceOrigin.xyz(), 1.0f); |
144 | const OpenGl_Vec4 aMVReferenceZ = aMatrixMV * OpenGl_Vec4 (myReferenceZ.xyz() + myReferenceOrigin.xyz(), 1.0f); |
145 | |
146 | const OpenGl_Vec4 aDirX = aMVReferenceX - aMVReferenceOrigin; |
147 | const OpenGl_Vec4 aDirY = aMVReferenceY - aMVReferenceOrigin; |
148 | const OpenGl_Vec4 aDirZ = aMVReferenceZ - aMVReferenceOrigin; |
149 | |
150 | Standard_Boolean isReversedX = aDirX.xyz().Dot (OpenGl_Vec3::DX()) < 0.0f; |
151 | Standard_Boolean isReversedY = aDirY.xyz().Dot (OpenGl_Vec3::DY()) < 0.0f; |
152 | Standard_Boolean isReversedZ = aDirZ.xyz().Dot (OpenGl_Vec3::DZ()) < 0.0f; |
153 | |
154 | // compute flipping (rotational transform) |
155 | OpenGl_Mat4 aTransform; |
156 | if ((isReversedX || isReversedY) && !isReversedZ) |
157 | { |
158 | // invert by Z axis: left, up vectors mirrored |
159 | aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz()); |
160 | aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz()); |
161 | } |
162 | else if (isReversedY && isReversedZ) |
163 | { |
164 | // rotate by X axis: up, forward vectors mirrored |
165 | aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz()); |
166 | aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz()); |
167 | } |
168 | else if (isReversedZ) |
169 | { |
170 | // rotate by Y axis: left, forward vectors mirrored |
171 | aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz()); |
172 | aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz()); |
173 | } |
174 | else |
175 | { |
176 | return; |
177 | } |
178 | |
179 | // do rotation in origin around reference system "forward" direction |
180 | OpenGl_Mat4 aRefAxes; |
181 | OpenGl_Mat4 aRefInv; |
182 | aRefAxes.SetColumn (0, myReferenceX.xyz()); |
183 | aRefAxes.SetColumn (1, myReferenceY.xyz()); |
184 | aRefAxes.SetColumn (2, myReferenceZ.xyz()); |
185 | aRefAxes.SetColumn (3, myReferenceOrigin.xyz()); |
186 | aRefAxes.Inverted (aRefInv); |
187 | |
188 | aTransform = aRefAxes * aTransform * aRefInv; |
189 | |
190 | // transform model-view matrix |
191 | aMatrixMV = aMatrixMV * aTransform; |
192 | |
193 | // load transformed model-view matrix |
938d4544 |
194 | if (aCurrMode != GL_MODELVIEW) |
195 | { |
196 | glMatrixMode (GL_MODELVIEW); |
197 | } |
198 | |
199 | glLoadMatrixf ((GLfloat*) aMatrixMV); |
200 | |
201 | if (aCurrMode != GL_MODELVIEW) |
202 | { |
203 | glMatrixMode (aCurrMode); |
204 | } |
205 | } |