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