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geant4/source/externals/g4tools/include/tools/sg/state
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2025-12-05 08:54:02 +01:00

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// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.
#ifndef tools_sg_state
#define tools_sg_state
#include <string>
#include "../lina/rotf" //m_camera_orientation
#include "../lina/mat4f"
#include "../lina/vec3f"
#include "../lina/vec4f"
#include "../colorf"
#include "enums"
namespace tools {
namespace sg {
class state {
public:
state()
//must be consistent with tools::sg::viewer::render.
:m_ww(0)
,m_wh(0)
,m_GL_DEPTH_TEST(true)
,m_GL_LIGHTING(false)
,m_GL_CULL_FACE(true)
,m_GL_POLYGON_OFFSET_FILL(false)
,m_GL_TEXTURE_2D(false)
,m_GL_POINT_SMOOTH(false)
,m_GL_LINE_SMOOTH(false)
,m_GL_BLEND(false)
,m_use_gsto(false)
,m_winding(winding_ccw)
,m_color(1,1,1,1)
,m_normal(0,0,1)
,m_light(0)
,m_draw_type(sg::draw_filled)
,m_shade_model(sg::shade_flat)
,m_line_width(1)
,m_line_pattern(sg::line_solid)
,m_point_size(1)
,m_camera_ortho(true)
,m_camera_znear(1)
,m_camera_zfar(10)
,m_camera_position(vec3f(0,0,1))
,m_camera_orientation(rotf(vec3f(0,0,1),0))
,m_camera_lrbt(0,0,0,0)
{
}
virtual ~state(){
}
public:
state(const state& a_from)
:m_ww(a_from.m_ww)
,m_wh(a_from.m_wh)
,m_proj(a_from.m_proj)
,m_model(a_from.m_model)
,m_GL_DEPTH_TEST(a_from.m_GL_DEPTH_TEST)
,m_GL_LIGHTING(a_from.m_GL_LIGHTING)
,m_GL_CULL_FACE(a_from.m_GL_CULL_FACE)
,m_GL_POLYGON_OFFSET_FILL(a_from.m_GL_POLYGON_OFFSET_FILL)
,m_GL_TEXTURE_2D(a_from.m_GL_TEXTURE_2D)
,m_GL_POINT_SMOOTH(a_from.m_GL_POINT_SMOOTH)
,m_GL_LINE_SMOOTH(a_from.m_GL_LINE_SMOOTH)
,m_GL_BLEND(a_from.m_GL_BLEND)
,m_use_gsto(a_from.m_use_gsto)
,m_winding(a_from.m_winding)
,m_color(a_from.m_color)
,m_normal(a_from.m_normal)
,m_light(a_from.m_light)
,m_draw_type(a_from.m_draw_type)
,m_shade_model(a_from.m_shade_model)
,m_line_width(a_from.m_line_width)
,m_line_pattern(a_from.m_line_pattern)
,m_point_size(a_from.m_point_size)
,m_camera_ortho(a_from.m_camera_ortho)
,m_camera_znear(a_from.m_camera_znear)
,m_camera_zfar(a_from.m_camera_zfar)
,m_camera_position(a_from.m_camera_position)
,m_camera_orientation(a_from.m_camera_orientation)
,m_camera_lrbt(a_from.m_camera_lrbt)
{
}
state& operator=(const state& a_from){
m_ww = a_from.m_ww;
m_wh = a_from.m_wh;
m_proj = a_from.m_proj;
m_model = a_from.m_model;
m_GL_DEPTH_TEST = a_from.m_GL_DEPTH_TEST;
m_GL_LIGHTING = a_from.m_GL_LIGHTING;
m_GL_CULL_FACE = a_from.m_GL_CULL_FACE;
m_GL_POLYGON_OFFSET_FILL = a_from.m_GL_POLYGON_OFFSET_FILL;
m_GL_TEXTURE_2D = a_from.m_GL_TEXTURE_2D;
m_GL_POINT_SMOOTH = a_from.m_GL_POINT_SMOOTH;
m_GL_LINE_SMOOTH = a_from.m_GL_LINE_SMOOTH;
m_GL_BLEND = a_from.m_GL_BLEND;
m_use_gsto = a_from.m_use_gsto;
m_winding = a_from.m_winding;
m_color = a_from.m_color;
m_normal = a_from.m_normal;
m_light = a_from.m_light;
m_draw_type = a_from.m_draw_type;
m_shade_model = a_from.m_shade_model;
m_line_width = a_from.m_line_width;
m_line_pattern = a_from.m_line_pattern;
m_point_size = a_from.m_point_size;
m_camera_ortho = a_from.m_camera_ortho;
m_camera_znear = a_from.m_camera_znear;
m_camera_zfar = a_from.m_camera_zfar;
m_camera_position = a_from.m_camera_position;
m_camera_orientation = a_from.m_camera_orientation;
m_camera_lrbt = a_from.m_camera_lrbt;
return *this;
}
public:
bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) const {
a_w = 1;
m_model.mul_4f(a_x,a_y,a_z,a_w);
m_proj.mul_4f(a_x,a_y,a_z,a_w);
if(a_w==0.0F) return false;
a_x /= a_w;
a_y /= a_w;
a_z /= a_w;
return true;
}
void screen2ndc(int a_x,int a_y, //signed because of wall.
float& a_wcx,float& a_wcy,float& a_wcz,float& a_wcw) const {
// a proj point in near plane has (z,w) :
// ortho -1,1 -> z/w = -1 and xy in [-1,1][-1,1]
// persp -n,n -> z/w = -1 and xy in [-n,n][-n,n]
a_wcx = 2*(float(a_x)/float(m_ww)-0.5f); //in [-1,1]
a_wcy = 2*(float(a_y)/float(m_wh)-0.5f);
a_wcz = -1;
if(m_camera_ortho) {
a_wcw = 1;
} else {
float t = m_camera_znear;
a_wcx *= t;
a_wcy *= t;
a_wcz *= t;
a_wcw = t;
}
}
bool screen2wc(int a_x,int a_y, //signed because of wall.
float& a_wcx,float& a_wcy,float& a_wcz) const {
mat4f mtx = m_proj;
mtx.mul_mtx(m_model);
mat4f inv;
if(!mtx.invert(inv)) {a_wcx = 0;a_wcy = 0;a_wcz = 0;return false;}
float w;
screen2ndc(a_x,a_y,a_wcx,a_wcy,a_wcz,w);
inv.mul_4f(a_wcx,a_wcy,a_wcz,w);
if(w==0.0F) return false;
a_wcx /= w;
a_wcy /= w;
a_wcz /= w;
return true;
}
bool screen2pwc(int a_x,int a_y, //signed because of wall.
float& a_wcx,float& a_wcy,float& a_wcz) const {
mat4f mtx = m_proj;
mat4f inv;
if(!mtx.invert(inv)) {a_wcx = 0;a_wcy = 0;a_wcz = 0;return false;}
float w;
screen2ndc(a_x,a_y,a_wcx,a_wcy,a_wcz,w);
inv.mul_4f(a_wcx,a_wcy,a_wcz,w);
if(w==0.0F) return false;
a_wcx /= w;
a_wcy /= w;
a_wcz /= w;
return true;
}
void camera_proj_only(mat4f& a_mtx) const {
float l = m_camera_lrbt[0];
float r = m_camera_lrbt[1];
float b = m_camera_lrbt[2];
float t = m_camera_lrbt[3];
float n = m_camera_znear;
float f = m_camera_zfar;
if(m_camera_ortho) {
a_mtx.set_ortho(l,r,b,t,n,f);
} else {
a_mtx.set_frustum(l,r,b,t,n,f);
}
}
public:
unsigned int m_ww; //window width
unsigned int m_wh; //window height
mat4f m_proj;
mat4f m_model;
bool m_GL_DEPTH_TEST;
bool m_GL_LIGHTING;
bool m_GL_CULL_FACE;
bool m_GL_POLYGON_OFFSET_FILL;
bool m_GL_TEXTURE_2D;
bool m_GL_POINT_SMOOTH;
bool m_GL_LINE_SMOOTH;
bool m_GL_BLEND;
bool m_use_gsto;
winding_type m_winding;
colorf m_color;
vec3f m_normal;
unsigned int m_light;
draw_type m_draw_type;
shade_type m_shade_model;
float m_line_width;
unsigned short m_line_pattern;
float m_point_size;
//camera (see base_camera::set_state()) :
bool m_camera_ortho;
float m_camera_znear;
float m_camera_zfar;
vec3f m_camera_position;
rotf m_camera_orientation; //used by head_light
vec4f m_camera_lrbt;
};
}}
#endif