ResInsight/ApplicationLibCode/ModelVisualization/Seismic/RivTexturePartMgr.cpp
2023-09-06 13:51:59 +02:00

138 lines
4.9 KiB
C++

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