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Ternary: Use shader based per vertex coloring effect
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@@ -45,6 +45,11 @@
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#include "cafProgressInfo.h"
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#include "cvfRenderStatePolygonOffset.h"
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#include "cvfRenderStateBlending.h"
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#include "cvfShaderProgramGenerator.h"
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#include "cvfShaderSourceRepository.h"
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#include "cvfUniform.h"
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#include "cvfShaderSourceProvider.h"
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#include "cvfShaderProgram.h"
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@@ -328,32 +333,10 @@ void RivGridPartMgr::updateCellResultColor(size_t timeStepIndex, RimResultSlot*
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dg->setColorArray(surfaceFacesColorArray.p());
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}
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cvf::ref<cvf::Effect> colorArrayEffect = new cvf::Effect;
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cvf::ref<cvf::RenderStateMaterial_FF> mat = new cvf::RenderStateMaterial_FF(cvf::Color3::BLUE);
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mat->setAlpha(m_opacityLevel);
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mat->enableColorMaterial(true);
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colorArrayEffect->setRenderState(mat.p());
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cvf::ref<cvf::RenderStateLighting_FF> lighting = new cvf::RenderStateLighting_FF;
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lighting->enableTwoSided(true);
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colorArrayEffect->setRenderState(lighting.p());
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// Simple transparency
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if (m_opacityLevel < 1.0f)
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{
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cvf::ref<cvf::RenderStateBlending> blender = new cvf::RenderStateBlending;
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blender->configureTransparencyBlending();
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colorArrayEffect->setRenderState(blender.p());
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}
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caf::PolygonOffset polygonOffset = caf::PO_1;
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cvf::ref<cvf::RenderStatePolygonOffset> polyOffset = caf::EffectGenerator::createAndConfigurePolygonOffsetRenderState(polygonOffset);
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colorArrayEffect->setRenderState(polyOffset.p());
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cvf::ref<cvf::Effect> perVertexColorEffect = createPerVertexColoringEffect();
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m_surfaceFaces->setEffect(perVertexColorEffect.p());
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m_surfaceFaces->setPriority(100);
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m_surfaceFaces->setEffect(colorArrayEffect.p());
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}
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else
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{
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@@ -485,6 +468,53 @@ RivGridPartMgr::~RivGridPartMgr()
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#endif
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::Effect> RivGridPartMgr::createPerVertexColoringEffect()
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{
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cvf::ref<cvf::Effect> colorArrayEffect = new cvf::Effect;
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if (RiaApplication::instance()->useShaders())
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{
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cvf::ShaderProgramGenerator gen("PerVertexColor", cvf::ShaderSourceProvider::instance());
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gen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
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gen.addFragmentCode(cvf::ShaderSourceRepository::src_VaryingColorGlobalAlpha);
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gen.addFragmentCode(caf::CommonShaderSources::light_AmbientDiffuse());
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gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Standard);
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cvf::ref<cvf::ShaderProgram> m_shaderProg = gen.generate();
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m_shaderProg->setDefaultUniform(new cvf::UniformFloat("u_alpha", m_opacityLevel));
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colorArrayEffect->setShaderProgram(m_shaderProg.p());
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}
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else
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{
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cvf::ref<cvf::RenderStateMaterial_FF> mat = new cvf::RenderStateMaterial_FF(cvf::Color3::BLUE);
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mat->setAlpha(m_opacityLevel);
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mat->enableColorMaterial(true);
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colorArrayEffect->setRenderState(mat.p());
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cvf::ref<cvf::RenderStateLighting_FF> lighting = new cvf::RenderStateLighting_FF;
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lighting->enableTwoSided(true);
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colorArrayEffect->setRenderState(lighting.p());
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}
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// Simple transparency
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if (m_opacityLevel < 1.0f)
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{
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cvf::ref<cvf::RenderStateBlending> blender = new cvf::RenderStateBlending;
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blender->configureTransparencyBlending();
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colorArrayEffect->setRenderState(blender.p());
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}
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caf::PolygonOffset polygonOffset = caf::PO_1;
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cvf::ref<cvf::RenderStatePolygonOffset> polyOffset = caf::EffectGenerator::createAndConfigurePolygonOffsetRenderState(polygonOffset);
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colorArrayEffect->setRenderState(polyOffset.p());
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return colorArrayEffect;
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}
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//--------------------------------------------------------------------------------------------------
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///
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