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