ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipRenderbufferTest.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

167 lines
6.0 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library 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.
//
// This library 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.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfLibCore.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "snipRenderbufferTest.h"
#include "cvfuSampleFactory.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
RenderbufferTest::RenderbufferTest()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool RenderbufferTest::onInitialize()
{
if (!m_openGLContext->capabilities()->hasCapability(OpenGLCapabilities::FRAMEBUFFER_OBJECT))
{
return false;
}
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(5, 5, 5));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateSpheres(20, 20, &parts);
ref<ModelBasicList> myModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
myModel->addPart(parts[i].p());
}
myModel->updateBoundingBoxesRecursive();
m_renderSequence->rendering(0)->scene()->addModel(myModel.p());
BoundingBox bb = myModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
}
// Setup first rendering with FBO
// -------------------------------------------------------------------------
// Offscreen rendering needs a separate camera as the viewport size is different
ref<Camera> firstRenderingCamera = new Camera;
m_renderSequence->firstRendering()->setCamera(firstRenderingCamera.p());
m_fbo = new FramebufferObject;
m_renderSequence->firstRendering()->setTargetFramebuffer(m_fbo.p());
ref<RenderbufferObject> rbo = new RenderbufferObject(RenderbufferObject::DEPTH_COMPONENT24, 1, 1);
m_fbo->attachDepthRenderbuffer(rbo.p());
ref<Texture> texture = new Texture(Texture::TEXTURE_2D, Texture::RGBA);
texture->setSize(1, 1);
m_fbo->attachColorTexture2d(0, texture.p());
// Setup second rendering drawing the texture on the screen
// -------------------------------------------------------------------------
SingleQuadRenderingGenerator quadRenderGen;
ref<Sampler> sampler = new Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
quadRenderGen.addTexture(texture.p(), sampler.p(), "u_texture2D");
quadRenderGen.addFragmentShaderCode(ShaderSourceProvider::instance()->getSourceFromRepository(ShaderSourceRepository::fs_Unlit));
quadRenderGen.addFragmentShaderCode(ShaderSourceProvider::instance()->getSourceFromRepository(ShaderSourceRepository::src_Texture));
ref<Rendering> quadRendering = quadRenderGen.generate();
m_renderSequence->addRendering(quadRendering.p());
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderbufferTest::onPaintEvent(PostEventAction* postEventAction)
{
// Offscreen rendering needs a separate camera as the viewport size is different
ref<Rendering> offscreenRendering = m_renderSequence->firstRendering();
offscreenRendering->camera()->setViewMatrix(m_camera->viewMatrix());
TestSnippet::onPaintEvent(postEventAction);
return;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderbufferTest::onResizeEvent(int width, int height)
{
ref<Rendering> offscreenRendering = m_renderSequence->firstRendering();
ref<Rendering> quadRendering = m_renderSequence->rendering(1);
int fboWidth = width/4;
int fboHeight = height/4;
offscreenRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
m_fbo->resizeAttachedBuffers(fboWidth, fboHeight);
quadRendering->camera()->viewport()->set(0, 0, width, height);
TestSnippet::onResizeEvent(width, height);
}
} // namespace snip