ResInsight/Fwk/VizFwk/LibRender/cvfMatrixState.h

103 lines
4.0 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfMatrix4.h"
namespace cvf {
class Camera;
//==================================================================================================
//
//
//
//==================================================================================================
class MatrixState
{
public:
MatrixState(const Camera& camera);
MatrixState(const Vec2i& viewportPosition, const Vec2ui& viewportSize, const Mat4d& projectionMatrix, const Mat4d& viewMatrix);
void setViewMatrix(const Mat4d& viewMatrix);
void setModelMatrix(const Mat4d& modelMatrix);
void clearModelMatrix();
const Mat4f& projectionMatrix() const;
const Mat4f& viewMatrix() const;
Mat4f viewMatrixInverse() const;
const Mat4f& modelMatrix() const;
Mat4f modelMatrixInverse() const;
Mat4f modelMatrixInverseTranspose() const;
Mat4f modelViewMatrix() const;
Mat4f modelViewMatrixInverse() const;
Mat4f modelViewProjectionMatrix() const;
Mat4f modelViewProjectionMatrixInverse() const;
Mat3f normalMatrix() const;
float pixelHeightAtUnitDistance() const;
Vec2i viewportPosition() const;
Vec2ui viewportSize() const;
uint versionTick() const;
private:
void computePixelHeight();
private:
Mat4f m_projectionMatrix; // Float version of projection matrix (as specified by user)
Mat4f m_viewMatrix; // Float version of view matrix (as specified by user)
Mat4f m_modelMatrix; // Float version of model matrix (as specified by user)
bool m_modelMatrixIsSet; // Set to true when a model matrix is set, false when no model matrix is currently set
Mat4f m_viewProjectionMatrix; // Combined view matrix and projection matrix
Vec2i m_viewportPosition; // Position of the viewport
Vec2ui m_viewportSize; // Size of the viewport
float m_pixelHeightAtUnitDistance;// Height of a pixel at unit distance (distance of 1.0 from camera) in world system. For perspective projections this value must be multiplied by the distance to the point in question
uint m_versionTick; // Versioning to be able to detect changes
};
}