ResInsight/ApplicationLibCode/ModelVisualization/Seismic/RivSeismicSectionPartMgr.cpp
jonjenssen 2e01f4a31d
Basic seismic support (#10010)
Add basic seismic section support to eclipse and geomech views.
2023-03-24 15:36:10 +01:00

234 lines
8.4 KiB
C++

/////////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) 2023 Equinor ASA
//
// ResInsight is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// ResInsight is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
// for more details.
//
/////////////////////////////////////////////////////////////////////////////////
#include "RivSeismicSectionPartMgr.h"
#include "RiaGuiApplication.h"
#include "RivPartPriority.h"
#include "RivPolylinePartMgr.h"
#include "Rim3dView.h"
#include "RimRegularLegendConfig.h"
#include "RimSeismicAlphaMapper.h"
#include "RimSeismicSection.h"
#include "RimSeismicSectionCollection.h"
#include "RigTexturedSection.h"
#include "cafDisplayCoordTransform.h"
#include "cafEffectGenerator.h"
#include "cafPdmObject.h"
#include "cvfLibCore.h"
#include "cvfLibGeometry.h"
#include "cvfLibRender.h"
#include "cvfModelBasicList.h"
#include "cvfPart.h"
#include "cvfScalarMapper.h"
#include <zgyaccess/seismicslice.h>
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
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();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivSeismicSectionPartMgr::appendPolylinePartsToModel( Rim3dView* view,
cvf::ModelBasicList* model,
const caf::DisplayCoordTransform* transform,
const cvf::BoundingBox& boundingBox )
{
if ( m_polylinePartMgr.isNull() ) m_polylinePartMgr = new RivPolylinePartMgr( view, m_section.p(), m_section.p() );
m_polylinePartMgr->appendDynamicGeometryPartsToModel( model, transform, boundingBox );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivSeismicSectionPartMgr::appendGeometryPartsToModel( cvf::ModelBasicList* model,
const caf::DisplayCoordTransform* displayCoordTransform,
const cvf::BoundingBox& boundingBox )
{
if ( !m_canUseShaders ) return;
auto texSection = m_section->texturedSection();
for ( int i = 0; i < (int)texSection->partsCount(); i++ )
{
auto& part = texSection->part( i );
cvf::Vec3dArray displayPoints;
displayPoints.reserve( part.rect.size() );
for ( auto& vOrg : part.rect )
{
displayPoints.add( displayCoordTransform->transformToDisplayCoord( vOrg ) );
}
if ( part.texture.isNull() )
{
if ( ( part.sliceData == nullptr ) || part.sliceData.get()->isEmpty() ) continue;
part.texture = createImageFromData( part.sliceData.get() );
}
cvf::ref<cvf::Part> quadPart = createSingleTexturedQuadPart( displayPoints, part.texture );
model->addPart( quadPart.p() );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
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;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::TextureImage* RivSeismicSectionPartMgr::createImageFromData( ZGYAccess::SeismicSliceData* data )
{
const int width = data->width();
const int depth = data->depth();
cvf::TextureImage* textureImage = new cvf::TextureImage();
textureImage->allocate( width, depth );
auto legend = m_section->legendConfig();
float* pData = data->values();
if ( ( legend == nullptr ) || ( pData == nullptr ) )
{
textureImage->fill( cvf::Color4ub( 0, 0, 0, 0 ) );
return textureImage;
}
const bool isTransparent = m_section->isTransparent();
auto alphaMapper = m_section->alphaValueMapper();
auto colorMapper = legend->scalarMapper();
for ( int i = 0; i < width; i++ )
{
for ( int j = depth - 1; j >= 0; j-- )
{
auto rgb = colorMapper->mapToColor( *pData );
cvf::ubyte uAlpha = 255;
if ( isTransparent ) uAlpha = alphaMapper->alphaValue( *pData );
textureImage->setPixel( i, j, cvf::Color4ub( rgb, uAlpha ) );
pData++;
}
}
return textureImage;
}