mirror of
https://github.com/OPM/ResInsight.git
synced 2025-01-08 07:03:25 -06:00
f931021385
* Support continuous lines along the seismic surface * Make sure watertight surface include all cells * Remove unused function and mark with static * Invert surface intersection line visibility control
64 lines
2.1 KiB
C++
64 lines
2.1 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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#pragma once
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#include "cafPdmPointer.h"
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#include "cvfArray.h"
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#include "cvfObject.h"
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namespace cvf
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{
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class ModelBasicList;
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class Part;
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class DrawableGeo;
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class BoundingBox;
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class ShaderProgram;
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class TextureImage;
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} // namespace cvf
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namespace caf
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{
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class DisplayCoordTransform;
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}
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class Rim3dView;
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class RivTexturePartMgr : public cvf::Object
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{
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public:
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RivTexturePartMgr();
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~RivTexturePartMgr() override;
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virtual void appendGeometryPartsToModel( cvf::ModelBasicList* model,
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const caf::DisplayCoordTransform* displayCoordTransform,
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const cvf::BoundingBox& boundingBox ) = 0;
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virtual void appendPolylinePartsToModel( Rim3dView* view,
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cvf::ModelBasicList* model,
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const caf::DisplayCoordTransform* displayCoordTransform,
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const cvf::BoundingBox& boundingBox ) = 0;
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protected:
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static cvf::ref<cvf::DrawableGeo> createXYPlaneQuadGeoWithTexCoords( const cvf::Vec3dArray& cornerPoints );
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cvf::ref<cvf::Part> createSingleTexturedQuadPart( const cvf::Vec3dArray& cornerPoints, cvf::ref<cvf::TextureImage> image, bool transparent );
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cvf::ref<cvf::ShaderProgram> m_textureShaderProg;
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bool m_canUseShaders;
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};
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