mirror of
https://github.com/OPM/ResInsight.git
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137 lines
4.5 KiB
C++
137 lines
4.5 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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#include "cvfLibCore.h"
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#include "cvfLibGeometry.h"
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#include "cvfLibRender.h"
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#include "cvfLibViewing.h"
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#include "cvfVertexAttribute.h"
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#include "snipVertexAttributes.h"
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namespace snip {
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool VertexAttributes::onInitialize()
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{
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ref<Vec3fArray> vertices = new Vec3fArray;
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{
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vertices->reserve(4);
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vertices->add(Vec3f(0, 0, 0));
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vertices->add(Vec3f(2, 0, 0));
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vertices->add(Vec3f(2, 1, 0));
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vertices->add(Vec3f(0, 1, 0));
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}
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ref<PrimitiveSetIndexedUInt> primSet = new PrimitiveSetIndexedUInt(PT_TRIANGLES);
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{
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ref<UIntArray> indices = new UIntArray;
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indices->reserve(6);
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indices->add(0); indices->add(1); indices->add(2);
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indices->add(0); indices->add(2); indices->add(3);
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primSet->setIndices(indices.p());
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}
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ref<VertexAttribute> yDisplacementAttribArray;
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{
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ref<FloatArray> yDisplacement = new FloatArray;
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yDisplacement->reserve(4);
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yDisplacement->add(0);
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yDisplacement->add(0.4f);
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yDisplacement->add(-0.4f);
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yDisplacement->add(0);
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yDisplacementAttribArray = new FloatVertexAttribute("a_yDisplacement", yDisplacement.p());
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}
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ref<VertexAttribute> colorAttribArray;
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{
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ref<Color3ubArray> colors = new Color3ubArray;
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colors->reserve(4);
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colors->add(Color3ub::RED);
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colors->add(Color3ub::CYAN);
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colors->add(Color3ub::BLUE);
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colors->add(Color3ub::GREEN);
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colorAttribArray = new Color3ubVertexAttributePure("a_color", colors.p());
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}
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ref<DrawableGeo> geo = new DrawableGeo;
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geo->setVertexArray(vertices.p());
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geo->setVertexAttribute(yDisplacementAttribArray.p());
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geo->setVertexAttribute(colorAttribArray.p());
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geo->addPrimitiveSet(primSet.p());
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geo->computeNormals();
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// We can now use BOs for attributes
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geo->setRenderMode(DrawableGeo::BUFFER_OBJECT);
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ShaderProgramGenerator gen("MyShaderProg", ShaderSourceProvider::instance());
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gen.addVertexCodeFromFile("VertexAttributes_Vert");
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gen.addFragmentCodeFromFile("VertexAttributes_Frag");
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(gen.generate().p());
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ref<Part> part = new Part;
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part->setDrawable(geo.p());
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part->setEffect(eff.p());
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ref<ModelBasicList> myModel = new ModelBasicList;
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myModel->addPart(part.p());
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myModel->updateBoundingBoxesRecursive();
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m_renderSequence->firstRendering()->scene()->addModel(myModel.p());
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BoundingBox bb = myModel->boundingBox();
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if (bb.isValid())
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{
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m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
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}
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return true;
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}
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} // namespace snip
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