Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/externals/g4tools/include/tools/sg/state

Version: [ ReleaseNotes ] [ 1.0 ] [ 1.1 ] [ 2.0 ] [ 3.0 ] [ 3.1 ] [ 3.2 ] [ 4.0 ] [ 4.0.p1 ] [ 4.0.p2 ] [ 4.1 ] [ 4.1.p1 ] [ 5.0 ] [ 5.0.p1 ] [ 5.1 ] [ 5.1.p1 ] [ 5.2 ] [ 5.2.p1 ] [ 5.2.p2 ] [ 6.0 ] [ 6.0.p1 ] [ 6.1 ] [ 6.2 ] [ 6.2.p1 ] [ 6.2.p2 ] [ 7.0 ] [ 7.0.p1 ] [ 7.1 ] [ 7.1.p1 ] [ 8.0 ] [ 8.0.p1 ] [ 8.1 ] [ 8.1.p1 ] [ 8.1.p2 ] [ 8.2 ] [ 8.2.p1 ] [ 8.3 ] [ 8.3.p1 ] [ 8.3.p2 ] [ 9.0 ] [ 9.0.p1 ] [ 9.0.p2 ] [ 9.1 ] [ 9.1.p1 ] [ 9.1.p2 ] [ 9.1.p3 ] [ 9.2 ] [ 9.2.p1 ] [ 9.2.p2 ] [ 9.2.p3 ] [ 9.2.p4 ] [ 9.3 ] [ 9.3.p1 ] [ 9.3.p2 ] [ 9.4 ] [ 9.4.p1 ] [ 9.4.p2 ] [ 9.4.p3 ] [ 9.4.p4 ] [ 9.5 ] [ 9.5.p1 ] [ 9.5.p2 ] [ 9.6 ] [ 9.6.p1 ] [ 9.6.p2 ] [ 9.6.p3 ] [ 9.6.p4 ] [ 10.0 ] [ 10.0.p1 ] [ 10.0.p2 ] [ 10.0.p3 ] [ 10.0.p4 ] [ 10.1 ] [ 10.1.p1 ] [ 10.1.p2 ] [ 10.1.p3 ] [ 10.2 ] [ 10.2.p1 ] [ 10.2.p2 ] [ 10.2.p3 ] [ 10.3 ] [ 10.3.p1 ] [ 10.3.p2 ] [ 10.3.p3 ] [ 10.4 ] [ 10.4.p1 ] [ 10.4.p2 ] [ 10.4.p3 ] [ 10.5 ] [ 10.5.p1 ] [ 10.6 ] [ 10.6.p1 ] [ 10.6.p2 ] [ 10.6.p3 ] [ 10.7 ] [ 10.7.p1 ] [ 10.7.p2 ] [ 10.7.p3 ] [ 10.7.p4 ] [ 11.0 ] [ 11.0.p1 ] [ 11.0.p2 ] [ 11.0.p3, ] [ 11.0.p4 ] [ 11.1 ] [ 11.1.1 ] [ 11.1.2 ] [ 11.1.3 ] [ 11.2 ] [ 11.2.1 ] [ 11.2.2 ] [ 11.3.0 ]

  1 // Copyright (C) 2010, Guy Barrand. All rights reserved.
  2 // See the file tools.license for terms.
  3 
  4 #ifndef tools_sg_state
  5 #define tools_sg_state
  6 
  7 #include <string>
  8 
  9 #include "../lina/rotf"  //m_camera_orientation
 10 #include "../lina/mat4f"
 11 #include "../lina/vec3f"
 12 #include "../lina/vec4f"
 13 #include "../colorf"
 14 
 15 #ifdef TOOLS_MEM
 16 #include "../mem"
 17 #include "../S_STRING"
 18 #endif
 19 
 20 #include "enums"
 21 
 22 namespace tools {
 23 namespace sg {
 24 
 25 class state {
 26 #ifdef TOOLS_MEM
 27   TOOLS_SCLASS(tools::sg::state)
 28 #endif
 29 public:
 30   state()
 31   //must be consistent with tools::sg::viewer::render.
 32   :m_ww(0)
 33   ,m_wh(0)
 34 
 35   ,m_GL_DEPTH_TEST(true)
 36   ,m_GL_LIGHTING(false)
 37   ,m_GL_CULL_FACE(true)
 38   ,m_GL_POLYGON_OFFSET_FILL(false)
 39   ,m_GL_TEXTURE_2D(false)
 40   ,m_GL_POINT_SMOOTH(false)
 41   ,m_GL_LINE_SMOOTH(false)
 42   ,m_GL_BLEND(false)
 43 
 44   ,m_use_gsto(false)
 45 
 46   ,m_winding(winding_ccw)
 47   ,m_color(1,1,1,1)
 48   ,m_normal(0,0,1)
 49 
 50   ,m_light(0)
 51 
 52   ,m_draw_type(sg::draw_filled)
 53   ,m_shade_model(sg::shade_flat)
 54 
 55   ,m_line_width(1)
 56   ,m_line_pattern(sg::line_solid)
 57   ,m_point_size(1)
 58 
 59   ,m_camera_ortho(true)
 60   ,m_camera_znear(1)
 61   ,m_camera_zfar(10)
 62   ,m_camera_position(vec3f(0,0,1))
 63   ,m_camera_orientation(rotf(vec3f(0,0,1),0))
 64   //,m_camera_near_height(0)
 65   ,m_camera_lrbt(0,0,0,0)
 66   {
 67 #ifdef TOOLS_MEM
 68     mem::increment(s_class().c_str());
 69 #endif
 70     //m_proj.set_identity();
 71     //m_model.set_identity();
 72   }
 73   virtual ~state(){
 74 #ifdef TOOLS_MEM
 75     mem::decrement(s_class().c_str());
 76 #endif
 77   }
 78 public:
 79   state(const state& a_from)
 80   :m_ww(a_from.m_ww)
 81   ,m_wh(a_from.m_wh)
 82 
 83   ,m_proj(a_from.m_proj)
 84   ,m_model(a_from.m_model)
 85 
 86   ,m_GL_DEPTH_TEST(a_from.m_GL_DEPTH_TEST)
 87   ,m_GL_LIGHTING(a_from.m_GL_LIGHTING)
 88   ,m_GL_CULL_FACE(a_from.m_GL_CULL_FACE)
 89   ,m_GL_POLYGON_OFFSET_FILL(a_from.m_GL_POLYGON_OFFSET_FILL)
 90   ,m_GL_TEXTURE_2D(a_from.m_GL_TEXTURE_2D)
 91   ,m_GL_POINT_SMOOTH(a_from.m_GL_POINT_SMOOTH)
 92   ,m_GL_LINE_SMOOTH(a_from.m_GL_LINE_SMOOTH)
 93   ,m_GL_BLEND(a_from.m_GL_BLEND)
 94 
 95   ,m_use_gsto(a_from.m_use_gsto)
 96 
 97   ,m_winding(a_from.m_winding)
 98   ,m_color(a_from.m_color)
 99   ,m_normal(a_from.m_normal)
100 
101   ,m_light(a_from.m_light)
102 
103   ,m_draw_type(a_from.m_draw_type)
104   ,m_shade_model(a_from.m_shade_model)
105 
106   ,m_line_width(a_from.m_line_width)
107   ,m_line_pattern(a_from.m_line_pattern)
108   ,m_point_size(a_from.m_point_size)
109 
110   ,m_camera_ortho(a_from.m_camera_ortho)
111   ,m_camera_znear(a_from.m_camera_znear)
112   ,m_camera_zfar(a_from.m_camera_zfar)
113   ,m_camera_position(a_from.m_camera_position)
114   ,m_camera_orientation(a_from.m_camera_orientation)
115   //,m_camera_near_height(a_from.m_camera_near_height)
116   ,m_camera_lrbt(a_from.m_camera_lrbt)
117   {
118 #ifdef TOOLS_MEM
119     mem::increment(s_class().c_str());
120 #endif
121   }
122   state& operator=(const state& a_from){
123     m_ww = a_from.m_ww;
124     m_wh = a_from.m_wh;
125 
126     m_proj = a_from.m_proj;
127     m_model = a_from.m_model;
128 
129     m_GL_DEPTH_TEST = a_from.m_GL_DEPTH_TEST;
130     m_GL_LIGHTING = a_from.m_GL_LIGHTING;
131     m_GL_CULL_FACE = a_from.m_GL_CULL_FACE;
132     m_GL_POLYGON_OFFSET_FILL = a_from.m_GL_POLYGON_OFFSET_FILL;
133     m_GL_TEXTURE_2D = a_from.m_GL_TEXTURE_2D;
134     m_GL_POINT_SMOOTH = a_from.m_GL_POINT_SMOOTH;
135     m_GL_LINE_SMOOTH = a_from.m_GL_LINE_SMOOTH;
136     m_GL_BLEND = a_from.m_GL_BLEND;
137 
138     m_use_gsto = a_from.m_use_gsto;
139 
140     m_winding = a_from.m_winding;
141     m_color = a_from.m_color;
142     m_normal = a_from.m_normal;
143 
144     m_light = a_from.m_light;
145 
146     m_draw_type = a_from.m_draw_type;
147     m_shade_model = a_from.m_shade_model;
148 
149     m_line_width = a_from.m_line_width;
150     m_line_pattern = a_from.m_line_pattern;
151     m_point_size = a_from.m_point_size;
152 
153     m_camera_ortho = a_from.m_camera_ortho;
154     m_camera_znear = a_from.m_camera_znear;
155     m_camera_zfar = a_from.m_camera_zfar;
156     m_camera_position = a_from.m_camera_position;
157     m_camera_orientation = a_from.m_camera_orientation;
158     //m_camera_near_height = a_from.m_camera_near_height;
159     m_camera_lrbt = a_from.m_camera_lrbt;
160 
161     return *this;
162   }
163 public:
164   bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) const {
165     a_w = 1;
166     m_model.mul_4f(a_x,a_y,a_z,a_w);
167     m_proj.mul_4f(a_x,a_y,a_z,a_w);
168     if(a_w==0.0F) return false;
169     a_x /= a_w;
170     a_y /= a_w;
171     a_z /= a_w;
172     return true;
173   }
174 
175   void screen2ndc(int a_x,int a_y, //signed because of wall.
176                   float& a_wcx,float& a_wcy,float& a_wcz,float& a_wcw) const {
177     // a proj point in near plane has (z,w) :
178     //   ortho -1,1   -> z/w = -1    and xy in [-1,1][-1,1]
179     //   persp -n,n   -> z/w = -1    and xy in [-n,n][-n,n]
180 
181     a_wcx = 2*(float(a_x)/float(m_ww)-0.5f); //in [-1,1]
182     a_wcy = 2*(float(a_y)/float(m_wh)-0.5f);
183     a_wcz = -1;
184 
185     if(m_camera_ortho) {
186       a_wcw = 1;
187     } else {
188       float t = m_camera_znear;
189       a_wcx *= t;
190       a_wcy *= t;
191       a_wcz *= t;
192       a_wcw = t;
193     }
194   }
195 
196   bool screen2wc(int a_x,int a_y, //signed because of wall.
197                  float& a_wcx,float& a_wcy,float& a_wcz) const {
198     mat4f mtx = m_proj;
199     mtx.mul_mtx(m_model);
200     mat4f inv;
201     if(!mtx.invert(inv)) {a_wcx = 0;a_wcy = 0;a_wcz = 0;return false;}
202     float w;
203     screen2ndc(a_x,a_y,a_wcx,a_wcy,a_wcz,w);
204     inv.mul_4f(a_wcx,a_wcy,a_wcz,w);
205     if(w==0.0F) return false;
206     a_wcx /= w;
207     a_wcy /= w;
208     a_wcz /= w;
209     return true;
210   }
211   bool screen2pwc(int a_x,int a_y, //signed because of wall.
212                   float& a_wcx,float& a_wcy,float& a_wcz) const {
213     mat4f mtx = m_proj;
214     //mtx.mul_mtx(m_model);
215     mat4f inv;
216     if(!mtx.invert(inv)) {a_wcx = 0;a_wcy = 0;a_wcz = 0;return false;}
217     float w;
218     screen2ndc(a_x,a_y,a_wcx,a_wcy,a_wcz,w);
219     inv.mul_4f(a_wcx,a_wcy,a_wcz,w);
220     if(w==0.0F) return false;
221     a_wcx /= w;
222     a_wcy /= w;
223     a_wcz /= w;
224     return true;
225   }
226   void camera_proj_only(mat4f& a_mtx) const {
227     float l = m_camera_lrbt[0];
228     float r = m_camera_lrbt[1];
229     float b = m_camera_lrbt[2];
230     float t = m_camera_lrbt[3];
231     float n = m_camera_znear;
232     float f = m_camera_zfar;
233     if(m_camera_ortho) {
234       a_mtx.set_ortho(l,r,b,t,n,f);
235     } else {
236       a_mtx.set_frustum(l,r,b,t,n,f);
237     }
238   }
239 
240 public:
241   unsigned int m_ww;  //window width
242   unsigned int m_wh;  //window height
243 
244   mat4f m_proj;
245   mat4f m_model;
246 
247   bool m_GL_DEPTH_TEST;
248   bool m_GL_LIGHTING;
249   bool m_GL_CULL_FACE;
250   bool m_GL_POLYGON_OFFSET_FILL;
251   bool m_GL_TEXTURE_2D;
252   bool m_GL_POINT_SMOOTH;
253   bool m_GL_LINE_SMOOTH;
254   bool m_GL_BLEND;
255 
256   bool m_use_gsto;
257 
258   winding_type m_winding;
259   colorf m_color;
260   vec3f m_normal;
261 
262   unsigned int m_light;
263 
264   draw_type m_draw_type;
265   shade_type m_shade_model;
266 
267   float m_line_width;
268   unsigned short m_line_pattern;
269   float m_point_size;
270 
271   //camera (see base_camera::set_state()) :
272   bool m_camera_ortho;
273   float m_camera_znear;
274   float m_camera_zfar;
275   vec3f m_camera_position;
276   rotf m_camera_orientation; //used by head_light
277   //float m_camera_near_height;
278   vec4f m_camera_lrbt;
279 };
280 
281 }}
282 
283 #endif