mirror of
https://github.com/OPM/ResInsight.git
synced 2025-01-08 07:03:25 -06:00
138 lines
4.9 KiB
C++
138 lines
4.9 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2023 Equinor ASA
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//
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// ResInsight 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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// ResInsight 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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#include "RivTexturePartMgr.h"
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#include "RiaGuiApplication.h"
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#include "RivPartPriority.h"
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#include "RigTexturedSection.h"
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#include "cafDisplayCoordTransform.h"
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#include "cafEffectGenerator.h"
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#include "cafPdmObject.h"
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#include "cvfLibCore.h"
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#include "cvfLibGeometry.h"
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#include "cvfLibRender.h"
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#include "cvfModelBasicList.h"
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#include "cvfPart.h"
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#include "cvfScalarMapper.h"
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RivTexturePartMgr::RivTexturePartMgr()
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: m_canUseShaders( true )
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{
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m_canUseShaders = RiaGuiApplication::instance()->useShaders();
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cvf::ShaderProgramGenerator gen( "Texturing", cvf::ShaderSourceProvider::instance() );
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gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
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gen.addFragmentCode( cvf::ShaderSourceRepository::src_Texture );
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gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
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m_textureShaderProg = gen.generate();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RivTexturePartMgr::~RivTexturePartMgr()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::Part>
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RivTexturePartMgr::createSingleTexturedQuadPart( const cvf::Vec3dArray& cornerPoints, cvf::ref<cvf::TextureImage> image, bool transparent )
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{
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cvf::ref<cvf::Part> part = new cvf::Part;
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cvf::ref<cvf::DrawableGeo> geo = createXYPlaneQuadGeoWithTexCoords( cornerPoints );
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cvf::ref<cvf::Texture> texture = new cvf::Texture( image.p() );
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cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
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sampler->setMinFilter( cvf::Sampler::LINEAR );
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sampler->setMagFilter( cvf::Sampler::NEAREST );
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sampler->setWrapModeS( cvf::Sampler::CLAMP_TO_EDGE );
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sampler->setWrapModeT( cvf::Sampler::CLAMP_TO_EDGE );
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cvf::ref<cvf::RenderStateTextureBindings> textureBindings = new cvf::RenderStateTextureBindings;
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textureBindings->addBinding( texture.p(), sampler.p(), "u_texture2D" );
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cvf::ref<cvf::Effect> eff = new cvf::Effect;
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eff->setRenderState( textureBindings.p() );
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eff->setShaderProgram( m_textureShaderProg.p() );
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if ( transparent )
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{
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part->setPriority( RivPartPriority::PartType::TransparentSeismic );
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cvf::ref<cvf::RenderStateBlending> blending = new cvf::RenderStateBlending;
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blending->configureTransparencyBlending();
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eff->setRenderState( blending.p() );
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}
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part->setDrawable( geo.p() );
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part->setEffect( eff.p() );
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return part;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::DrawableGeo> RivTexturePartMgr::createXYPlaneQuadGeoWithTexCoords( const cvf::Vec3dArray& cornerPoints )
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{
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cvf::ref<cvf::Vec3fArray> vertices = new cvf::Vec3fArray;
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vertices->reserve( 4 );
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for ( const auto& v : cornerPoints )
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{
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vertices->add( cvf::Vec3f( v ) );
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}
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cvf::ref<cvf::Vec2fArray> texCoords = new cvf::Vec2fArray;
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texCoords->reserve( 4 );
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texCoords->add( cvf::Vec2f( 0, 0 ) );
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texCoords->add( cvf::Vec2f( 1, 0 ) );
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texCoords->add( cvf::Vec2f( 1, 1 ) );
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texCoords->add( cvf::Vec2f( 0, 1 ) );
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cvf::ref<cvf::DrawableGeo> geo = new cvf::DrawableGeo;
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geo->setVertexArray( vertices.p() );
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geo->setTextureCoordArray( texCoords.p() );
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cvf::ref<cvf::UIntArray> indices = new cvf::UIntArray;
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indices->reserve( 6 );
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for ( uint i : { 0, 1, 2, 0, 2, 3 } )
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{
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indices->add( i );
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}
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cvf::ref<cvf::PrimitiveSetIndexedUInt> primSet = new cvf::PrimitiveSetIndexedUInt( cvf::PT_TRIANGLES );
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primSet->setIndices( indices.p() );
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geo->addPrimitiveSet( primSet.p() );
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geo->computeNormals();
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return geo;
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}
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