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https://github.com/OPM/ResInsight.git
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c5e58df751
* Add part to the model, but set the color mask false, depth test/write off. * Result is an invisible part that is present for picking.
302 lines
11 KiB
C++
302 lines
11 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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#pragma once
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#include "cvfBase.h"
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#include "cvfObject.h"
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#include "cvfEffect.h"
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#include "cvfScalarMapper.h"
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#include "cvfTextureImage.h"
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#include "cvfCollection.h"
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#include "cvfString.h"
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#include "cvfRenderStatePolygonOffset.h"
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namespace cvf
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{
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class RenderStatePolygonOffset;
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}
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namespace caf {
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class CommonShaderSources
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{
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public:
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static cvf::String light_AmbientDiffuse();
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};
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// Enumerates different levels of polygon offsetting
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enum PolygonOffset
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{
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PO_NONE, // No polygon offset
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PO_1, // 'Normal' positive polygon offset, equal to configurePolygonPositiveOffset(), ie factor=unit=1.0
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PO_2, // More positive offset
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PO_NEG_LARGE // Currently, a large negative offset
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};
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// Enumerates face culling
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enum FaceCulling
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{
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FC_BACK,
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FC_FRONT,
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FC_FRONT_AND_BACK,
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FC_NONE
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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 EffectGenerator
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{
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public:
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enum RenderingModeType { FIXED_FUNCTION, SHADER_BASED };
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EffectGenerator() {}
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virtual ~EffectGenerator() {}
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cvf::ref<cvf::Effect> generateUnCachedEffect() const;
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cvf::ref<cvf::Effect> generateCachedEffect() const;
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void updateEffect(cvf::Effect* effect) const;
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static void setRenderingMode(RenderingModeType effectType);
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static RenderingModeType renderingMode();
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static void clearEffectCache();
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static void releaseUnreferencedEffects();
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static cvf::ref<cvf::RenderStatePolygonOffset> createAndConfigurePolygonOffsetRenderState(caf::PolygonOffset polygonOffset);
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protected:
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// Interface that must be implemented in base classes
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virtual bool isEqual(const EffectGenerator* other) const = 0;
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virtual EffectGenerator* copy() const = 0;
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friend class EffectCache;
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// When these are called, the effect is already cleared by updateEffect()
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const = 0;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const = 0;
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private:
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static RenderingModeType sm_renderingMode;
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};
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//==================================================================================================
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//
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// SurfaceEffectGenerator
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//
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//==================================================================================================
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class SurfaceEffectGenerator : public EffectGenerator
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{
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public:
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SurfaceEffectGenerator(const cvf::Color4f& color, PolygonOffset polygonOffset);
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SurfaceEffectGenerator(const cvf::Color3f& color, PolygonOffset polygonOffset);
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void setCullBackfaces(FaceCulling cullBackFaces) { m_cullBackfaces = cullBackFaces; }
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void enableColorMask(bool enableColors) { m_enableColorMask = enableColors; }
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void enableDepthTest(bool enableTest) { m_enableDepthTest = enableTest; }
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void enableDepthWrite(bool enableWrite) { m_enableDepthWrite = enableWrite; }
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void enableLighting(bool enableLighting) { m_enableLighting = enableLighting; }
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protected:
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virtual bool isEqual(const EffectGenerator* other) const;
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virtual EffectGenerator* copy() const;
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const;
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private:
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void updateCommonEffect(cvf::Effect* effect) const;
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private:
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cvf::Color4f m_color;
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PolygonOffset m_polygonOffset;
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FaceCulling m_cullBackfaces;
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bool m_enableColorMask;
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bool m_enableDepthTest;
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bool m_enableDepthWrite;
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bool m_enableLighting;
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};
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//==================================================================================================
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//
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// ScalarMapperEffectGenerator
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//
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//==================================================================================================
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class ScalarMapperEffectGenerator : public EffectGenerator
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{
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public:
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ScalarMapperEffectGenerator(const cvf::ScalarMapper* scalarMapper, PolygonOffset polygonOffset);
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void setOpacityLevel(float opacity) { m_opacityLevel = cvf::Math::clamp(opacity, 0.0f , 1.0f ); }
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void setUndefinedColor(cvf::Color3f color) { m_undefinedColor = color; }
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void setFaceCulling(FaceCulling faceCulling) { m_faceCulling = faceCulling; }
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void enableDepthWrite(bool enableWrite) { m_enableDepthWrite = enableWrite; }
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void disableLighting(bool disable) { m_disableLighting = disable; }
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void discardTransparentFragments(bool discard) { m_discardTransparentFragments = discard; }
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public:
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static cvf::ref<cvf::TextureImage> addAlphaAndUndefStripes(const cvf::TextureImage* texImg, const cvf::Color3f& undefScalarColor, float opacityLevel);
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static bool isImagesEqual(const cvf::TextureImage* texImg1, const cvf::TextureImage* texImg2);
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protected:
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virtual bool isEqual(const EffectGenerator* other) const;
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virtual EffectGenerator* copy() const;
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const;
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private:
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void updateCommonEffect(cvf::Effect* effect) const;
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private:
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cvf::cref<cvf::ScalarMapper> m_scalarMapper;
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mutable cvf::ref<cvf::TextureImage> m_textureImage;
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PolygonOffset m_polygonOffset;
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float m_opacityLevel;
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cvf::Color3f m_undefinedColor;
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FaceCulling m_faceCulling;
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bool m_enableDepthWrite;
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bool m_disableLighting;
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bool m_discardTransparentFragments;
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};
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//==================================================================================================
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//
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// ScalarMapperMeshEffectGenerator
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//
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//==================================================================================================
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class ScalarMapperMeshEffectGenerator : public EffectGenerator
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{
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public:
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explicit ScalarMapperMeshEffectGenerator(const cvf::ScalarMapper* scalarMapper);
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void setOpacityLevel(float opacity) { m_opacityLevel = cvf::Math::clamp(opacity, 0.0f , 1.0f ); }
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void setUndefinedColor(cvf::Color3f color) { m_undefinedColor = color; }
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protected:
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virtual bool isEqual(const EffectGenerator* other) const;
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virtual EffectGenerator* copy() const;
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const;
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private:
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void updateCommonEffect(cvf::Effect* effect) const;
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private:
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cvf::cref<cvf::ScalarMapper> m_scalarMapper;
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mutable cvf::ref<cvf::TextureImage> m_textureImage;
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float m_opacityLevel;
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cvf::Color3f m_undefinedColor;
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};
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//==================================================================================================
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//
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// MeshEffectGenerator
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//
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//==================================================================================================
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class MeshEffectGenerator : public EffectGenerator
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{
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public:
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explicit MeshEffectGenerator(const cvf::Color3f& color);
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void setLineStipple(bool enable) { m_lineStipple = enable; }
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void setLineWidth(float lineWidth);
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protected:
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virtual bool isEqual(const EffectGenerator* other) const;
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virtual EffectGenerator* copy() const;
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const;
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private:
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cvf::Color3f m_color;
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bool m_lineStipple;
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float m_lineWidth;
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};
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//==================================================================================================
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//
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// TextEffectGenerator
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//
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//==================================================================================================
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class TextEffectGenerator : public EffectGenerator
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{
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public:
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TextEffectGenerator();
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protected:
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virtual bool isEqual(const EffectGenerator* other) const;
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virtual EffectGenerator* copy() const;
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const;
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};
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//==================================================================================================
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//
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// VectorEffectGenerator
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//
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//==================================================================================================
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class VectorEffectGenerator : public EffectGenerator
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{
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public:
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VectorEffectGenerator();
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protected:
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virtual bool isEqual(const EffectGenerator* other) const;
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virtual EffectGenerator* copy() const;
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virtual void updateForShaderBasedRendering(cvf::Effect* effect) const;
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virtual void updateForFixedFunctionRendering(cvf::Effect* effect) const;
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};
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}
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