ResInsight/ApplicationLibCode/ModelVisualization/Seismic/RivTexturePartMgr.h
Magne Sjaastad f931021385
Minor seismic surface lines fixes
* 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
2023-09-11 07:56:08 +02:00

64 lines
2.1 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.
//
/////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "cafPdmPointer.h"
#include "cvfArray.h"
#include "cvfObject.h"
namespace cvf
{
class ModelBasicList;
class Part;
class DrawableGeo;
class BoundingBox;
class ShaderProgram;
class TextureImage;
} // namespace cvf
namespace caf
{
class DisplayCoordTransform;
}
class Rim3dView;
class RivTexturePartMgr : public cvf::Object
{
public:
RivTexturePartMgr();
~RivTexturePartMgr() override;
virtual void appendGeometryPartsToModel( cvf::ModelBasicList* model,
const caf::DisplayCoordTransform* displayCoordTransform,
const cvf::BoundingBox& boundingBox ) = 0;
virtual void appendPolylinePartsToModel( Rim3dView* view,
cvf::ModelBasicList* model,
const caf::DisplayCoordTransform* displayCoordTransform,
const cvf::BoundingBox& boundingBox ) = 0;
protected:
static cvf::ref<cvf::DrawableGeo> createXYPlaneQuadGeoWithTexCoords( const cvf::Vec3dArray& cornerPoints );
cvf::ref<cvf::Part> createSingleTexturedQuadPart( const cvf::Vec3dArray& cornerPoints, cvf::ref<cvf::TextureImage> image, bool transparent );
cvf::ref<cvf::ShaderProgram> m_textureShaderProg;
bool m_canUseShaders;
};