Add fault reactivation modeling

This commit is contained in:
jonjenssen
2023-05-03 02:20:05 +02:00
committed by Kristian Bendiksen
parent 14c37c4b2c
commit 32326bfa9b
43 changed files with 2626 additions and 157 deletions

View File

@@ -55,17 +55,8 @@
//--------------------------------------------------------------------------------------------------
RivSeismicSectionPartMgr::RivSeismicSectionPartMgr( RimSeismicSection* section )
: m_section( section )
, m_canUseShaders( true )
{
CVF_ASSERT( section );
m_canUseShaders = RiaGuiApplication::instance()->useShaders();
cvf::ShaderProgramGenerator gen( "Texturing", cvf::ShaderSourceProvider::instance() );
gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
gen.addFragmentCode( cvf::ShaderSourceRepository::src_Texture );
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
m_textureShaderProg = gen.generate();
}
//--------------------------------------------------------------------------------------------------
@@ -111,7 +102,7 @@ void RivSeismicSectionPartMgr::appendGeometryPartsToModel( cvf::ModelBasicList*
part.texture = createImageFromData( part.sliceData.get() );
}
cvf::ref<cvf::Part> quadPart = createSingleTexturedQuadPart( displayPoints, part.texture );
cvf::ref<cvf::Part> quadPart = createSingleTexturedQuadPart( displayPoints, part.texture, m_section->isTransparent() );
cvf::ref<RivSeismicSectionSourceInfo> si = new RivSeismicSectionSourceInfo( m_section, i );
quadPart->setSourceInfo( si.p() );
@@ -120,85 +111,6 @@ void RivSeismicSectionPartMgr::appendGeometryPartsToModel( cvf::ModelBasicList*
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::Part> RivSeismicSectionPartMgr::createSingleTexturedQuadPart( const cvf::Vec3dArray& cornerPoints,
cvf::ref<cvf::TextureImage> image )
{
cvf::ref<cvf::Part> part = new cvf::Part;
cvf::ref<cvf::DrawableGeo> geo = createXYPlaneQuadGeoWithTexCoords( cornerPoints );
cvf::ref<cvf::Texture> texture = new cvf::Texture( image.p() );
cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setMinFilter( cvf::Sampler::LINEAR );
sampler->setMagFilter( cvf::Sampler::NEAREST );
sampler->setWrapModeS( cvf::Sampler::CLAMP_TO_EDGE );
sampler->setWrapModeT( cvf::Sampler::CLAMP_TO_EDGE );
cvf::ref<cvf::RenderStateTextureBindings> textureBindings = new cvf::RenderStateTextureBindings;
textureBindings->addBinding( texture.p(), sampler.p(), "u_texture2D" );
cvf::ref<cvf::Effect> eff = new cvf::Effect;
eff->setRenderState( textureBindings.p() );
eff->setShaderProgram( m_textureShaderProg.p() );
if ( m_section->isTransparent() )
{
part->setPriority( RivPartPriority::PartType::TransparentSeismic );
cvf::ref<cvf::RenderStateBlending> blending = new cvf::RenderStateBlending;
blending->configureTransparencyBlending();
eff->setRenderState( blending.p() );
}
part->setDrawable( geo.p() );
part->setEffect( eff.p() );
return part;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::DrawableGeo> RivSeismicSectionPartMgr::createXYPlaneQuadGeoWithTexCoords( const cvf::Vec3dArray& cornerPoints )
{
cvf::ref<cvf::Vec3fArray> vertices = new cvf::Vec3fArray;
vertices->reserve( 4 );
for ( const auto& v : cornerPoints )
{
vertices->add( cvf::Vec3f( v ) );
}
cvf::ref<cvf::Vec2fArray> texCoords = new cvf::Vec2fArray;
texCoords->reserve( 4 );
texCoords->add( cvf::Vec2f( 0, 0 ) );
texCoords->add( cvf::Vec2f( 1, 0 ) );
texCoords->add( cvf::Vec2f( 1, 1 ) );
texCoords->add( cvf::Vec2f( 0, 1 ) );
cvf::ref<cvf::DrawableGeo> geo = new cvf::DrawableGeo;
geo->setVertexArray( vertices.p() );
geo->setTextureCoordArray( texCoords.p() );
cvf::ref<cvf::UIntArray> indices = new cvf::UIntArray;
indices->reserve( 6 );
for ( uint i : { 0, 1, 2, 0, 2, 3 } )
{
indices->add( i );
}
cvf::ref<cvf::PrimitiveSetIndexedUInt> primSet = new cvf::PrimitiveSetIndexedUInt( cvf::PT_TRIANGLES );
primSet->setIndices( indices.p() );
geo->addPrimitiveSet( primSet.p() );
geo->computeNormals();
return geo;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------