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https://github.com/OPM/ResInsight.git
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2e01f4a31d
Add basic seismic section support to eclipse and geomech views.
234 lines
8.4 KiB
C++
234 lines
8.4 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2023 Equinor ASA
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//
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// ResInsight 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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// ResInsight 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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#include "RivSeismicSectionPartMgr.h"
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#include "RiaGuiApplication.h"
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#include "RivPartPriority.h"
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#include "RivPolylinePartMgr.h"
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#include "Rim3dView.h"
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#include "RimRegularLegendConfig.h"
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#include "RimSeismicAlphaMapper.h"
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#include "RimSeismicSection.h"
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#include "RimSeismicSectionCollection.h"
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#include "RigTexturedSection.h"
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#include "cafDisplayCoordTransform.h"
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#include "cafEffectGenerator.h"
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#include "cafPdmObject.h"
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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 "cvfModelBasicList.h"
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#include "cvfPart.h"
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#include "cvfScalarMapper.h"
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#include <zgyaccess/seismicslice.h>
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RivSeismicSectionPartMgr::RivSeismicSectionPartMgr( RimSeismicSection* section )
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: m_section( section )
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, m_canUseShaders( true )
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{
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CVF_ASSERT( section );
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m_canUseShaders = RiaGuiApplication::instance()->useShaders();
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cvf::ShaderProgramGenerator gen( "Texturing", cvf::ShaderSourceProvider::instance() );
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gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
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gen.addFragmentCode( cvf::ShaderSourceRepository::src_Texture );
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gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
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m_textureShaderProg = gen.generate();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RivSeismicSectionPartMgr::appendPolylinePartsToModel( Rim3dView* view,
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cvf::ModelBasicList* model,
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const caf::DisplayCoordTransform* transform,
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const cvf::BoundingBox& boundingBox )
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{
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if ( m_polylinePartMgr.isNull() ) m_polylinePartMgr = new RivPolylinePartMgr( view, m_section.p(), m_section.p() );
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m_polylinePartMgr->appendDynamicGeometryPartsToModel( model, transform, boundingBox );
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RivSeismicSectionPartMgr::appendGeometryPartsToModel( cvf::ModelBasicList* model,
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const caf::DisplayCoordTransform* displayCoordTransform,
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const cvf::BoundingBox& boundingBox )
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{
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if ( !m_canUseShaders ) return;
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auto texSection = m_section->texturedSection();
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for ( int i = 0; i < (int)texSection->partsCount(); i++ )
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{
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auto& part = texSection->part( i );
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cvf::Vec3dArray displayPoints;
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displayPoints.reserve( part.rect.size() );
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for ( auto& vOrg : part.rect )
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{
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displayPoints.add( displayCoordTransform->transformToDisplayCoord( vOrg ) );
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}
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if ( part.texture.isNull() )
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{
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if ( ( part.sliceData == nullptr ) || part.sliceData.get()->isEmpty() ) continue;
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part.texture = createImageFromData( part.sliceData.get() );
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}
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cvf::ref<cvf::Part> quadPart = createSingleTexturedQuadPart( displayPoints, part.texture );
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model->addPart( quadPart.p() );
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::Part> RivSeismicSectionPartMgr::createSingleTexturedQuadPart( const cvf::Vec3dArray& cornerPoints,
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cvf::ref<cvf::TextureImage> image )
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{
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cvf::ref<cvf::Part> part = new cvf::Part;
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cvf::ref<cvf::DrawableGeo> geo = createXYPlaneQuadGeoWithTexCoords( cornerPoints );
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cvf::ref<cvf::Texture> texture = new cvf::Texture( image.p() );
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cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
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sampler->setMinFilter( cvf::Sampler::LINEAR );
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sampler->setMagFilter( cvf::Sampler::NEAREST );
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sampler->setWrapModeS( cvf::Sampler::CLAMP_TO_EDGE );
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sampler->setWrapModeT( cvf::Sampler::CLAMP_TO_EDGE );
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cvf::ref<cvf::RenderStateTextureBindings> textureBindings = new cvf::RenderStateTextureBindings;
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textureBindings->addBinding( texture.p(), sampler.p(), "u_texture2D" );
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cvf::ref<cvf::Effect> eff = new cvf::Effect;
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eff->setRenderState( textureBindings.p() );
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eff->setShaderProgram( m_textureShaderProg.p() );
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if ( m_section->isTransparent() )
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{
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part->setPriority( RivPartPriority::PartType::TransparentSeismic );
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cvf::ref<cvf::RenderStateBlending> blending = new cvf::RenderStateBlending;
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blending->configureTransparencyBlending();
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eff->setRenderState( blending.p() );
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}
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part->setDrawable( geo.p() );
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part->setEffect( eff.p() );
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return part;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::DrawableGeo> RivSeismicSectionPartMgr::createXYPlaneQuadGeoWithTexCoords( const cvf::Vec3dArray& cornerPoints )
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{
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cvf::ref<cvf::Vec3fArray> vertices = new cvf::Vec3fArray;
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vertices->reserve( 4 );
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for ( const auto& v : cornerPoints )
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{
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vertices->add( cvf::Vec3f( v ) );
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}
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cvf::ref<cvf::Vec2fArray> texCoords = new cvf::Vec2fArray;
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texCoords->reserve( 4 );
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texCoords->add( cvf::Vec2f( 0, 0 ) );
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texCoords->add( cvf::Vec2f( 1, 0 ) );
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texCoords->add( cvf::Vec2f( 1, 1 ) );
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texCoords->add( cvf::Vec2f( 0, 1 ) );
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cvf::ref<cvf::DrawableGeo> geo = new cvf::DrawableGeo;
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geo->setVertexArray( vertices.p() );
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geo->setTextureCoordArray( texCoords.p() );
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cvf::ref<cvf::UIntArray> indices = new cvf::UIntArray;
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indices->reserve( 6 );
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for ( uint i : { 0, 1, 2, 0, 2, 3 } )
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{
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indices->add( i );
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}
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cvf::ref<cvf::PrimitiveSetIndexedUInt> primSet = new cvf::PrimitiveSetIndexedUInt( cvf::PT_TRIANGLES );
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primSet->setIndices( indices.p() );
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geo->addPrimitiveSet( primSet.p() );
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geo->computeNormals();
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return geo;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::TextureImage* RivSeismicSectionPartMgr::createImageFromData( ZGYAccess::SeismicSliceData* data )
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{
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const int width = data->width();
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const int depth = data->depth();
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cvf::TextureImage* textureImage = new cvf::TextureImage();
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textureImage->allocate( width, depth );
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auto legend = m_section->legendConfig();
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float* pData = data->values();
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if ( ( legend == nullptr ) || ( pData == nullptr ) )
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{
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textureImage->fill( cvf::Color4ub( 0, 0, 0, 0 ) );
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return textureImage;
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}
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const bool isTransparent = m_section->isTransparent();
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auto alphaMapper = m_section->alphaValueMapper();
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auto colorMapper = legend->scalarMapper();
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for ( int i = 0; i < width; i++ )
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{
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for ( int j = depth - 1; j >= 0; j-- )
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{
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auto rgb = colorMapper->mapToColor( *pData );
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cvf::ubyte uAlpha = 255;
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if ( isTransparent ) uAlpha = alphaMapper->alphaValue( *pData );
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textureImage->setPixel( i, j, cvf::Color4ub( rgb, uAlpha ) );
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pData++;
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}
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}
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return textureImage;
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}
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