Files
ResInsight/VisualizationModules/LibRender/cvfRenderState.h
2012-05-18 09:45:23 +02:00

426 lines
13 KiB
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//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// 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.
//
//##################################################################################################
#pragma once
#include "cvfObject.h"
#include "cvfOpenGLTypes.h"
#include "cvfColor4.h"
#include "cvfString.h"
namespace cvf {
class OpenGLContext;
class ShaderProgram;
class Sampler;
class Texture;
//==================================================================================================
//
// Base class for storing and changing OpenGL state attributes
//
//==================================================================================================
class RenderState : public Object
{
public:
enum Type
{
BLENDING, // Must start at 0, used for indexing in RenderStateTracker
COLOR_MASK,
CULL_FACE,
FRONT_FACE,
DEPTH,
POINT,
POLYGON_MODE,
POLYGON_OFFSET,
TEXTURE_BINDINGS,
#ifndef CVF_OPENGL_ES
LIGHTING_FF, //Fixed function
MATERIAL_FF, //Fixed function
NORMALIZE_FF, //Fixed function
TEXTURE_MAPPING_FF, //Fixed function
#endif
COUNT // Must be the last entry
};
public:
virtual ~RenderState();
Type type() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const = 0;
virtual bool isFixedFunction() const;
protected:
RenderState(Type type);
private:
Type m_stateType;
};
//==================================================================================================
//
// Controls OpenGL blending
//
//==================================================================================================
class Blending : public RenderState
{
public:
enum Function
{
ZERO,
ONE,
SRC_COLOR,
ONE_MINUS_SRC_COLOR,
DST_COLOR,
ONE_MINUS_DST_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST_ALPHA,
ONE_MINUS_DST_ALPHA,
CONSTANT_COLOR,
ONE_MINUS_CONSTANT_COLOR,
CONSTANT_ALPHA,
ONE_MINUS_CONSTANT_ALPHA,
SRC_ALPHA_SATURATE
};
enum Equation
{
FUNC_ADD,
FUNC_SUBTRACT,
FUNC_REVERSE_SUBTRACT,
MIN, // Unsupported on OpenGL ES
MAX // Unsupported on OpenGL ES
};
public:
Blending();
void enableBlending(bool blend);
void setFunction(Function source, Function destination);
void setEquation(Equation equation);
void setFunctionSeparate(Function sourceRGB, Function destinationRGB, Function sourceAlpha, Function destinationAlpha);
void setEquationSeparate(Equation equationRGB, Equation equationAlpha);
void setBlendColor(Color4f blendColor);
void configureTransparencyBlending();
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
cvfGLenum blendFuncOpenGL(Function func) const;
cvfGLenum blendEquationOpenGL(Equation eq) const;
private:
bool m_enableBlending;
Function m_funcSourceRGB;
Function m_funcDestinationRGB;
Function m_funcSourceAlpha;
Function m_funcDestinationAlpha;
Equation m_equationRGB;
Equation m_equationAlpha;
Color4f m_blendColor;
};
//==================================================================================================
//
// Encapsulate OpenGL glColorMask() function.
//
//==================================================================================================
class ColorMask : public RenderState
{
public:
ColorMask(bool writeAllComponents = true);
void enable(bool writeRed, bool writeGreen, bool writeBlue, bool writeAlpha);
void enableWriteAllComponents(bool writeAllComponents);
bool isRedEnabled() const;
bool isGreenEnabled() const;
bool isBlueEnabled() const;
bool isAlphaEnabled() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
bool m_writeRed;
bool m_writeGreen;
bool m_writeBlue;
bool m_writeAlpha;
};
//==================================================================================================
//
// Encapsulate OpenGL glCullFace() and glEnable(GL_CULL_FACE) functions.
//
//==================================================================================================
class CullFace : public RenderState
{
public:
enum Mode
{
BACK, ///< Cull back facing polygons
FRONT, ///< Cull front facing polygons
FRONT_AND_BACK ///< No polygons are drawn, but other primitives such as points and lines are drawn
};
public:
CullFace(bool enableCulling = true, Mode faceMode = BACK);
void enable(bool enableCulling);
bool isEnabled() const;
void setMode(Mode faceMode);
Mode mode() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
bool m_enableCulling;
Mode m_faceMode;
};
//==================================================================================================
//
// Encapsulate OpenGL glFrontFace().
//
//==================================================================================================
class FrontFace : public RenderState
{
public:
enum Mode
{
CCW, ///< Counterclockwise order (default)
CW ///< Clockwise order
};
public:
FrontFace(Mode faceMode = CCW);
void setMode(Mode faceMode);
Mode mode() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
Mode m_faceMode;
};
//==================================================================================================
//
// Encapsulate OpenGL glEnable(GL_DEPTH_TEST), glDepthFunc() and glDepthMask() functions.
//
//==================================================================================================
class Depth : public RenderState
{
public:
enum Function
{
NEVER, ///< Never passes
LESS, ///< Passes if the incoming depth value is less than the stored depth value. This is the OpenGL default.
EQUAL, ///< Passes if the incoming depth value is equal to the stored depth value.
LEQUAL, ///< Passes if the incoming depth value is less than or equal to the stored depth value.
GREATER, ///< Passes if the incoming depth value is greater than the stored depth value.
NOTEQUAL, ///< Passes if the incoming depth value is not equal to the stored depth value.
GEQUAL, ///< Passes if the incoming depth value is greater than or equal to the stored depth value.
ALWAYS ///< Always passes.
};
public:
Depth(bool depthTest = true, Function func = LESS, bool depthWrite = true);
void setFunction(Function func);
void enableDepthTest(bool enableTest);
void enableDepthWrite(bool enableWrite);
Function function() const;
bool isDepthTestEnabled() const;
bool isDepthWriteEnabled() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
cvfGLenum depthFuncOpenGL() const;
private:
Function m_depthFunc;
bool m_enableDepthTest;
bool m_enableDepthWrite;
};
//==================================================================================================
//
// Controls OpenGL point size, glPointSize() and glEnable()/glDisable() with GL_PROGRAM_POINT_SIZE
//
//==================================================================================================
class Point : public RenderState
{
public:
enum Mode
{
FIXED_SIZE, ///< Fixed diameter of raserized points (as specified by point size/glPointSize())
PROGRAM_SIZE ///< Point size will be specified using GLSL and the gl_PointSize built-in variable
};
public:
Point(Mode sizeMode = FIXED_SIZE);
void setMode(Mode sizeMode);
Mode mode() const;
void enablePointSprite(bool enable);
bool isPointSpriteEnabled() const;
void setSize(float pointSize);
float size() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
Mode m_sizeMode;
bool m_pointSprite;
float m_pointSize;
};
//==================================================================================================
//
// Controls OpenGL polygon rasterization mode, glPolygonMode()
//
//==================================================================================================
class PolygonMode : public RenderState
{
public:
enum Mode
{
FILL, ///< The interior of the polygons is filled
LINE, ///< Boundary edges of the polygons are drawn as line segments
POINT ///< Polygon vertices that are marked as the start of a boundary edge are drawn as points
};
public:
PolygonMode(Mode frontAndBackFaceMode = FILL);
void set(Mode frontAndBackMode);
void setFrontFace(Mode mode);
void setBackFace(Mode mode);
Mode frontFace() const;
Mode backFace() const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
static cvfGLenum polygonModeOpenGL(Mode mode);
private:
Mode m_frontFaceMode;
Mode m_backFaceMode;
};
//==================================================================================================
//
// Encapsulate OpenGL glPolygonOffset() and glEnable()/glDisable() with GL_POLYGON_OFFSET_FILL/LINE/POINT
//
//==================================================================================================
class PolygonOffset : public RenderState
{
public:
PolygonOffset();
void enableFillMode(bool enableFill);
void enableLineMode(bool enableLine);
void enablePointMode(bool enablePoint);
bool isFillModeEnabled() const;
bool isLineModeEnabled() const;
bool isPointModeEnabled() const;
void setFactor(float factor);
void setUnits(float units);
float factor() const;
float units() const;
void configurePolygonPositiveOffset();
void configureLineNegativeOffset();
virtual void applyOpenGL(OpenGLContext* oglContext) const;
private:
float m_factor; // Default value is 0.0
float m_units; // Default value is 0.0
bool m_enableFillMode;
bool m_enableLineMode;
bool m_enablePointMode;
};
//==================================================================================================
//
// Binds a texture and a sampler to a texture unit
//
//==================================================================================================
class TextureBindings : public RenderState
{
public:
TextureBindings();
TextureBindings(Texture* texture, Sampler* sampler, const char* samplerUniformName);
~TextureBindings();
void addBinding(Texture* texture, Sampler* sampler, const char* samplerUniformName);
int bindingCount() const;
Texture* texture(int bindingIdx);
const Texture* texture(int bindingIdx) const;
Sampler* sampler(int bindingIdx);
const Sampler* sampler(int bindingIdx) const;
String samplerUniformName(int bindingIdx) const;
virtual void applyOpenGL(OpenGLContext* oglContext) const;
void setupTextures(OpenGLContext* oglContext);
void applySamplerTextureUnitUniforms(OpenGLContext* oglContext, ShaderProgram* shaderProgram) const;
public:
static const int MAX_TEXTURE_UNITS = 16;
private:
struct BindingEntry
{
ref<Texture> texture;
ref<Sampler> sampler;
String samplerUniformName;
};
BindingEntry m_bindings[MAX_TEXTURE_UNITS];
int m_bindingCount;
};
} // namespace cvf