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1 | // Created on: 2013-11-11 |
2 | // Created by: Anastasia BORISOVA |
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3 | // Copyright (c) 2013-2014 OPEN CASCADE SAS |
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4 | // |
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5 | // This file is part of Open CASCADE Technology software library. |
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6 | // |
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7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
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12 | // |
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13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
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15 | |
16 | #include <OpenGl_Flipper.hxx> |
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17 | |
18 | #include <OpenGl_Context.hxx> |
19 | #include <OpenGl_ShaderManager.hxx> |
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20 | #include <OpenGl_Vec.hxx> |
21 | #include <OpenGl_Workspace.hxx> |
22 | |
23 | #include <gp_Ax2.hxx> |
24 | |
25 | // ======================================================================= |
26 | // function : Constructor |
27 | // purpose : |
28 | // ======================================================================= |
29 | OpenGl_Flipper::OpenGl_Flipper (const gp_Ax2& theReferenceSystem) |
30 | : OpenGl_Element(), |
31 | myReferenceOrigin ((Standard_ShortReal )theReferenceSystem.Location().X(), |
32 | (Standard_ShortReal )theReferenceSystem.Location().Y(), |
33 | (Standard_ShortReal )theReferenceSystem.Location().Z(), |
34 | 1.0f), |
35 | myReferenceX ((Standard_ShortReal )theReferenceSystem.XDirection().X(), |
36 | (Standard_ShortReal )theReferenceSystem.XDirection().Y(), |
37 | (Standard_ShortReal )theReferenceSystem.XDirection().Z(), |
38 | 1.0f), |
39 | myReferenceY ((Standard_ShortReal )theReferenceSystem.YDirection().X(), |
40 | (Standard_ShortReal )theReferenceSystem.YDirection().Y(), |
41 | (Standard_ShortReal )theReferenceSystem.YDirection().Z(), |
42 | 1.0f), |
43 | myReferenceZ ((Standard_ShortReal )theReferenceSystem.Axis().Direction().X(), |
44 | (Standard_ShortReal )theReferenceSystem.Axis().Direction().Y(), |
45 | (Standard_ShortReal )theReferenceSystem.Axis().Direction().Z(), |
46 | 1.0f), |
47 | myIsEnabled (Standard_True) |
48 | { |
49 | // |
50 | } |
51 | |
52 | // ======================================================================= |
53 | // function : Release |
54 | // purpose : |
55 | // ======================================================================= |
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56 | void OpenGl_Flipper::Release (OpenGl_Context*) |
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57 | { |
58 | // |
59 | } |
60 | |
61 | // ======================================================================= |
62 | // function : Render |
63 | // purpose : |
64 | // ======================================================================= |
65 | void OpenGl_Flipper::Render (const Handle(OpenGl_Workspace)& theWorkspace) const |
66 | { |
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67 | // Check if rendering is to be in immediate mode |
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68 | const Standard_Boolean isImmediate = (theWorkspace->NamedStatus & OPENGL_NS_IMMEDIATE) != 0; |
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69 | const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext(); |
70 | GLint aCurrMode = GL_MODELVIEW; |
71 | glGetIntegerv (GL_MATRIX_MODE, &aCurrMode); |
72 | |
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73 | if (!myIsEnabled) |
74 | { |
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75 | // Restore transformation |
76 | if (isImmediate) |
77 | { |
78 | if (aCurrMode != GL_MODELVIEW) |
79 | { |
80 | glMatrixMode (GL_MODELVIEW); |
81 | } |
82 | |
83 | glPopMatrix(); |
84 | |
85 | if (aCurrMode != GL_MODELVIEW) |
86 | { |
87 | glMatrixMode (aCurrMode); |
88 | } |
89 | |
90 | Tmatrix3 aModelWorldState = { { 1.f, 0.f, 0.f, 0.f }, |
91 | { 0.f, 1.f, 0.f, 0.f }, |
92 | { 0.f, 0.f, 1.f, 0.f }, |
93 | { 0.f, 0.f, 0.f, 1.f } }; |
94 | |
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95 | aContext->ShaderManager()->RevertModelWorldStateTo (&aModelWorldState); |
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96 | } |
97 | else |
98 | { |
99 | // Update current model-view matrix in the top of the stack |
100 | // replacing it with StructureMatrixT*ViewMatrix from the workspace. |
101 | theWorkspace->UpdateModelViewMatrix(); |
102 | } |
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103 | return; |
104 | } |
105 | |
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106 | if (isImmediate) |
107 | { |
108 | |
109 | if (!aContext->ShaderManager()->IsEmpty()) |
110 | { |
111 | Tmatrix3 aWorldView; |
112 | glGetFloatv (GL_MODELVIEW_MATRIX, *aWorldView); |
113 | |
114 | Tmatrix3 aProjection; |
115 | glGetFloatv (GL_PROJECTION_MATRIX, *aProjection); |
116 | |
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117 | aContext->ShaderManager()->UpdateWorldViewStateTo (&aWorldView); |
118 | aContext->ShaderManager()->UpdateProjectionStateTo (&aProjection); |
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119 | } |
120 | |
121 | if (aCurrMode != GL_MODELVIEW) |
122 | { |
123 | glMatrixMode (GL_MODELVIEW); |
124 | } |
125 | |
126 | glPushMatrix(); |
127 | |
128 | if (aCurrMode != GL_MODELVIEW) |
129 | { |
130 | glMatrixMode (aCurrMode); |
131 | } |
132 | } |
133 | |
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134 | OpenGl_Mat4 aMatrixMV; |
135 | glGetFloatv (GL_MODELVIEW_MATRIX, aMatrixMV.ChangeData()); |
136 | |
137 | const OpenGl_Vec4 aMVReferenceOrigin = aMatrixMV * myReferenceOrigin; |
138 | const OpenGl_Vec4 aMVReferenceX = aMatrixMV * OpenGl_Vec4 (myReferenceX.xyz() + myReferenceOrigin.xyz(), 1.0f); |
139 | const OpenGl_Vec4 aMVReferenceY = aMatrixMV * OpenGl_Vec4 (myReferenceY.xyz() + myReferenceOrigin.xyz(), 1.0f); |
140 | const OpenGl_Vec4 aMVReferenceZ = aMatrixMV * OpenGl_Vec4 (myReferenceZ.xyz() + myReferenceOrigin.xyz(), 1.0f); |
141 | |
142 | const OpenGl_Vec4 aDirX = aMVReferenceX - aMVReferenceOrigin; |
143 | const OpenGl_Vec4 aDirY = aMVReferenceY - aMVReferenceOrigin; |
144 | const OpenGl_Vec4 aDirZ = aMVReferenceZ - aMVReferenceOrigin; |
145 | |
146 | Standard_Boolean isReversedX = aDirX.xyz().Dot (OpenGl_Vec3::DX()) < 0.0f; |
147 | Standard_Boolean isReversedY = aDirY.xyz().Dot (OpenGl_Vec3::DY()) < 0.0f; |
148 | Standard_Boolean isReversedZ = aDirZ.xyz().Dot (OpenGl_Vec3::DZ()) < 0.0f; |
149 | |
150 | // compute flipping (rotational transform) |
151 | OpenGl_Mat4 aTransform; |
152 | if ((isReversedX || isReversedY) && !isReversedZ) |
153 | { |
154 | // invert by Z axis: left, up vectors mirrored |
155 | aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz()); |
156 | aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz()); |
157 | } |
158 | else if (isReversedY && isReversedZ) |
159 | { |
160 | // rotate by X axis: up, forward vectors mirrored |
161 | aTransform.SetColumn (1, -aTransform.GetColumn (1).xyz()); |
162 | aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz()); |
163 | } |
164 | else if (isReversedZ) |
165 | { |
166 | // rotate by Y axis: left, forward vectors mirrored |
167 | aTransform.SetColumn (0, -aTransform.GetColumn (0).xyz()); |
168 | aTransform.SetColumn (2, -aTransform.GetColumn (2).xyz()); |
169 | } |
170 | else |
171 | { |
172 | return; |
173 | } |
174 | |
175 | // do rotation in origin around reference system "forward" direction |
176 | OpenGl_Mat4 aRefAxes; |
177 | OpenGl_Mat4 aRefInv; |
178 | aRefAxes.SetColumn (0, myReferenceX.xyz()); |
179 | aRefAxes.SetColumn (1, myReferenceY.xyz()); |
180 | aRefAxes.SetColumn (2, myReferenceZ.xyz()); |
181 | aRefAxes.SetColumn (3, myReferenceOrigin.xyz()); |
182 | aRefAxes.Inverted (aRefInv); |
183 | |
184 | aTransform = aRefAxes * aTransform * aRefInv; |
185 | |
186 | // transform model-view matrix |
187 | aMatrixMV = aMatrixMV * aTransform; |
188 | |
189 | // load transformed model-view matrix |
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190 | if (aCurrMode != GL_MODELVIEW) |
191 | { |
192 | glMatrixMode (GL_MODELVIEW); |
193 | } |
194 | |
195 | glLoadMatrixf ((GLfloat*) aMatrixMV); |
196 | |
197 | if (aCurrMode != GL_MODELVIEW) |
198 | { |
199 | glMatrixMode (aCurrMode); |
200 | } |
201 | } |