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Initial commit of ResInsight version 0.4.8
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//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2012 Ceetron AS
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//
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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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//##################################################################################################
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#pragma once
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#include "cvfDrawable.h"
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#include "cvfArray.h"
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#include "cvfMatrix4.h"
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#include "cvfBoundingBox.h"
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#include "cvfCollection.h"
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#include "cvfHitDetail.h"
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namespace cvf {
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class VertexBundle;
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class VertexAttribute;
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class PrimitiveSet;
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//==================================================================================================
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//
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// A polygon based drawable
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//
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//==================================================================================================
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class DrawableGeo : public Drawable
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{
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public:
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enum RenderMode
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{
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VERTEX_ARRAY, ///< Rendering using client vertex arrays (copy arrays from client memory to graphics memory on each draw)
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BUFFER_OBJECT ///< Rendering using buffer objects (arrays stored in graphics memory)
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};
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public:
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DrawableGeo();
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virtual ~DrawableGeo();
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ref<DrawableGeo> shallowCopy() const;
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virtual void render(OpenGLContext* oglContext, ShaderProgram* shaderProgram, const MatrixState& matrixState);
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virtual void renderFixedFunction(OpenGLContext* oglContext, const MatrixState& matrixState);
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virtual void renderImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState);
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virtual void createUploadBufferObjectsGPU(OpenGLContext* oglContext);
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virtual void releaseBufferObjectsGPU();
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virtual size_t vertexCount() const;
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virtual size_t triangleCount() const;
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virtual size_t faceCount() const;
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void setRenderMode(RenderMode renderMode);
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RenderMode renderMode() const;
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void setVertexArray(Vec3fArray* vertexArray);
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void setNormalArray(Vec3fArray* normalArray);
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void setColorArray(Color3ubArray* colorArray);
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const Vec3fArray* vertexArray() const;
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const Vec3fArray* normalArray() const;
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void setTextureCoordArray(Vec2fArray* textureCoordArray);
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const Vec2fArray* textureCoordArray() const;
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void setVertexAttribute(VertexAttribute* vertexAttrib);
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size_t primitiveSetCount() const;
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void addPrimitiveSet(PrimitiveSet* primitiveSet);
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const PrimitiveSet* primitiveSet(size_t index) const;
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PrimitiveSet* primitiveSet(size_t index);
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int convertFromUIntToUShort();
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void getFaceIndices(size_t indexOfFace, UIntArray* indices) const;
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void setFromFaceList(const UIntArray& faceList);
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ref<UIntArray> toFaceList() const;
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void setFromTriangleVertexArray(Vec3fArray* vertexArray);
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void setFromQuadVertexArray(Vec3fArray* vertexArray);
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void weldVertices(double weldDistance);
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void mergeInto(const Collection<DrawableGeo>& drawableGeos);
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void mergeInto(const DrawableGeo& drawableGeo, const Mat4d* transformation);
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void transform(const Mat4d& transformation);
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void computeNormals();
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virtual BoundingBox boundingBox() const;
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void recomputeBoundingBox();
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bool rayIntersect(const Ray& ray, Vec3d* intersectionPoint, uint* faceHit) const;
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bool rayIntersect(const Ray& ray, Vec3dArray* intersectionPoints, UIntArray* facesHit) const;
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virtual bool rayIntersectCreateDetail(const Ray& ray, Vec3d* intersectionPoint, ref<HitDetail>* hitDetail) const;
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private:
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ref<VertexBundle> m_vertexBundle; // Contains all the per-vertex data, both fixed attributes such as vertices and normals and generic attributes. Bundle always exists.
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Collection<PrimitiveSet> m_primitiveSets; // Collection of primitive sets with the connectivity indices
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BoundingBox m_boundingBox; // Computed bounding box
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RenderMode m_renderMode; // Render using client memory or buffer objects?
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};
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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 HitDetailDrawableGeo : public HitDetail
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{
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public:
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HitDetailDrawableGeo(uint faceIndex);
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uint faceIndex() const;
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private:
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uint m_faceIndex; // Index of the face that was hit
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};
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}
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