Initial commit of ResInsight version 0.4.8

This commit is contained in:
Alf B. Rustad
2012-05-18 09:45:23 +02:00
parent a680bf941e
commit dfe97efb1b
657 changed files with 176690 additions and 0 deletions

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<RCC>
<qresource prefix="/">
<file>AppLogo48x48.png</file>
<file>Default.png</file>
<file>NorthViewArrow.png</file>
<file>SouthViewArrow.png</file>
<file>EastViewArrow.png</file>
<file>WestViewArrow.png</file>
<file>UpViewArrow.png</file>
<file>DownViewArrow.png</file>
<file>ReservoirView.png</file>
<file>CellFilter_Values.png</file>
<file>CellFilter_Range.png</file>
<file>CellResult.png</file>
<file>EdgeResult_1.png</file>
<file>EdgeResult_2.png</file>
<file>Legend.png</file>
<file>Plus.png</file>
<file>Minus.png</file>
<file>Save.png</file>
<file>Well.png</file>
<file>WellCollection.png</file>
<file>octave.png</file>
<file>Folder.png</file>
</qresource>
<qresource prefix="/Shader/">
<file>fs_CellFace.glsl</file>
<file>vs_CellFace.glsl</file>
</qresource>
</RCC>

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varying vec2 v_localCoord; // Normalized coordinates along quad
varying vec4 v_cellColor; // cell face color
varying vec4 v_bottomColor; // color along edge v0-v1
varying vec4 v_rightColor; // color along edge v1-v2
varying vec4 v_topColor; // color along edge v2-v3
varying vec4 v_leftColor; // color along edge v3-v0
void colormapCorners(in vec2 coord, inout vec4 color)
{
if (coord.x < 0.2 && coord.y < 0.2) // lower, left corner
{
if (v_bottomColor == color) color = v_leftColor;
else if (v_leftColor == color) color = v_bottomColor;
else if (coord.x > coord.y) color = v_bottomColor;
else color = v_leftColor;
}
else if (coord.x > 0.8 && coord.y < 0.2) // lower, right corner
{
float x = 1.0 - coord.x;
if (v_rightColor == color) color = v_bottomColor;
else if (v_bottomColor == color) color = v_rightColor;
else if (x < coord.y) color = v_rightColor;
else color = v_bottomColor;
}
else if (coord.x > 0.8 && coord.y > 0.8) // upper, right corner
{
if (v_rightColor == color) color = v_topColor;
else if (v_topColor == color) color = v_rightColor;
else if (coord.x > coord.y) color = v_rightColor;
else color = v_topColor;
}
else if (coord.x < 0.2 && coord.y > 0.8) // upper, left corner
{
float y = 1.0 - coord.y;
if (v_topColor == color) color = v_leftColor;
else if (v_leftColor == color) color = v_topColor;
else if (coord.x > y) color = v_topColor;
else color = v_leftColor;
}
}
void colormapEdgeRegions(in vec2 coord, inout vec4 color)
{
if (coord.y < 0.2 && coord.x > 0.2 && coord.x < 0.8)
{
color = v_bottomColor;
}
else if (coord.x > 0.8 && coord.y > 0.2 && coord.y < 0.8)
{
color = v_rightColor;
}
else if (coord.y > 0.8 && coord.x > 0.2 && coord.x < 0.8)
{
color = v_topColor;
}
else if (coord.x < 0.2 && coord.y > 0.2 && coord.y < 0.8)
{
color = v_leftColor;
}
}
//--------------------------------------------------------------------------------------------------
/// Texture 2D source fragment
//--------------------------------------------------------------------------------------------------
vec4 srcFragment()
{
vec4 color = v_cellColor; // cell color to be used for areas that are not along edges
// Performance test code
// color = 0.2 * (v_cellColor + v_bottomColor + v_rightColor + v_topColor + v_leftColor);
colormapEdgeRegions(v_localCoord, color);
colormapCorners(v_localCoord, color);
return color;
}

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uniform sampler2D u_edgeTexture2D;
uniform sampler2D u_cellTexture2D;
attribute vec2 a_localCoord;
attribute float a_face;
attribute float a_colorCell;
attribute float a_colorPosI;
attribute float a_colorNegI;
attribute float a_colorPosJ;
attribute float a_colorNegJ;
attribute float a_colorPosK;
attribute float a_colorNegK;
varying vec2 v_localCoord;
varying vec4 v_cellColor;
varying vec4 v_bottomColor;
varying vec4 v_rightColor;
varying vec4 v_topColor;
varying vec4 v_leftColor;
// Native visualization lib stuff
uniform mat4 cvfu_modelViewProjectionMatrix;
uniform mat4 cvfu_modelViewMatrix;
uniform mat3 cvfu_normalMatrix;
attribute vec4 cvfa_vertex;
attribute vec3 cvfa_normal;
varying vec3 v_ecPosition;
varying vec3 v_ecNormal;
// End native vz stuff
#define POS_I 0
#define NEG_I 1
#define POS_J 2
#define NEG_J 3
#define POS_K 4
#define NEG_K 5
//
// 7---------6
// /| /| |k
// / | / | | /j
// 4---------5 | |/
// | 3------|--2 *---i
// | / | /
// |/ |/
// 0---------1
//
// Face layout expected
// POS_I 1, 2, 6, 5
// NEG_I 0, 4, 7, 3
// POS_J 3, 7, 6, 2
// NEG_J 0, 1, 5, 4
// POS_K 4, 5, 6, 7
// NEG_K 0, 3, 2, 1
//
vec4 getColorFromTextureCoord(float textureCoord, vec4 cellColor)
{
if (textureCoord < 0)
return cellColor;
else
return texture2D(u_edgeTexture2D, vec2(textureCoord, 0.5f ));
// Alternative to ifs
// return (textureCoord < 0)*cellColor + (textureCoord >= 0)*texture2D(u_edgeTexture2D, vec2(textureCoord, 0.5f ));
}
void main()
{
v_localCoord = a_localCoord;
if ( a_colorCell < 0)
v_cellColor = vec4(0.75, 0.75, 0.75, 1); // Light grayish
else
v_cellColor = texture2D(u_cellTexture2D, vec2( a_colorCell, 0.5f));
/*
// Performance test code
v_bottomColor = 0.5*getColorFromTextureCoord(a_colorNegK, v_cellColor)+ getColorFromTextureCoord(a_colorNegI, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosJ, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosK, v_cellColor);
v_leftColor = 0.5*getColorFromTextureCoord(a_colorNegJ, v_cellColor)+ getColorFromTextureCoord(a_colorPosI, v_cellColor);
*/
/*
// Alternative to ifs
v_bottomColor =
(a_face == POS_I) * getColorFromTextureCoord(a_colorNegK, v_cellColor)
+ (a_face == NEG_I) * getColorFromTextureCoord(a_colorNegJ, v_cellColor)
+ (a_face == POS_J) * getColorFromTextureCoord(a_colorNegI, v_cellColor)
+ (a_face == NEG_J) * getColorFromTextureCoord(a_colorNegK, v_cellColor)
+ (a_face == POS_K) * getColorFromTextureCoord(a_colorNegJ, v_cellColor)
+ (a_face == NEG_K) * getColorFromTextureCoord(a_colorNegI, v_cellColor);
v_rightColor =
(a_face == POS_I) * getColorFromTextureCoord(a_colorPosJ, v_cellColor)
+ (a_face == NEG_I) * getColorFromTextureCoord(a_colorPosK, v_cellColor)
+ (a_face == POS_J) * getColorFromTextureCoord(a_colorPosK, v_cellColor)
+ (a_face == NEG_J) * getColorFromTextureCoord(a_colorPosI, v_cellColor)
+ (a_face == POS_K) * getColorFromTextureCoord(a_colorPosI, v_cellColor)
+ (a_face == NEG_K) * getColorFromTextureCoord(a_colorPosJ, v_cellColor);
v_topColor =
(a_face == POS_I) * getColorFromTextureCoord(a_colorPosK, v_cellColor)
+ (a_face == NEG_I) * getColorFromTextureCoord(a_colorPosJ, v_cellColor)
+ (a_face == POS_J) * getColorFromTextureCoord(a_colorPosI, v_cellColor)
+ (a_face == NEG_J) * getColorFromTextureCoord(a_colorPosK, v_cellColor)
+ (a_face == POS_K) * getColorFromTextureCoord(a_colorPosJ, v_cellColor)
+ (a_face == NEG_K) * getColorFromTextureCoord(a_colorPosI, v_cellColor);
v_leftColor =
(a_face == POS_I) * getColorFromTextureCoord(a_colorNegJ, v_cellColor)
+ (a_face == NEG_I) * getColorFromTextureCoord(a_colorNegK, v_cellColor)
+ (a_face == POS_J) * getColorFromTextureCoord(a_colorNegK, v_cellColor)
+ (a_face == NEG_J) * getColorFromTextureCoord(a_colorNegI, v_cellColor)
+ (a_face == POS_K) * getColorFromTextureCoord(a_colorNegI, v_cellColor)
+ (a_face == NEG_K) * getColorFromTextureCoord(a_colorNegJ, v_cellColor);
*/
///*
if (a_face == POS_I)
{
v_bottomColor = getColorFromTextureCoord(a_colorNegK, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosJ, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosK, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorNegJ, v_cellColor);
}
else if (a_face == NEG_I)
{
v_bottomColor = getColorFromTextureCoord(a_colorNegJ, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosK, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosJ, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorNegK, v_cellColor);
}
else if (a_face == POS_J )
{
v_bottomColor = getColorFromTextureCoord(a_colorNegI, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosK, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosI, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorNegK, v_cellColor);
}
else if (a_face == NEG_J)
{
v_bottomColor = getColorFromTextureCoord(a_colorNegK, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosI, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosK, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorNegI, v_cellColor);
}
else if (a_face == POS_K )
{
v_bottomColor = getColorFromTextureCoord(a_colorNegJ, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosI, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosJ, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorNegI, v_cellColor);
}
else if (a_face == NEG_K)
{
v_bottomColor = getColorFromTextureCoord(a_colorNegI, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorPosJ, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorPosI, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorNegJ, v_cellColor);
}
else
{
v_bottomColor = getColorFromTextureCoord(a_colorCell, v_cellColor);
v_rightColor = getColorFromTextureCoord(a_colorCell, v_cellColor);
v_topColor = getColorFromTextureCoord(a_colorCell, v_cellColor);
v_leftColor = getColorFromTextureCoord(a_colorCell, v_cellColor);
}
//*/
// Transforms vertex position and normal vector to eye space
v_ecPosition = (cvfu_modelViewMatrix * cvfa_vertex).xyz;
v_ecNormal = cvfu_normalMatrix * cvfa_normal;
gl_Position = cvfu_modelViewProjectionMatrix*cvfa_vertex;
}