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