mirror of
https://github.com/OPM/ResInsight.git
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197 lines
6.6 KiB
C++
197 lines
6.6 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 "cvfBase.h"
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#include "cvfuSampleFactory.h"
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#include "cvfCamera.h"
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#include "cvfScene.h"
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#include "cvfPrimitiveSetIndexedUShort.h"
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#include "cvfArray.h"
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#include "cvfModelBasicList.h"
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#include "cvfSampler.h"
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#include "cvfDrawableGeo.h"
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#include "cvfEffect.h"
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#include "cvfShaderProgram.h"
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#include "cvfShaderSourceProvider.h"
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#include "cvfGeometryBuilderDrawableGeo.h"
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#include "cvfGeometryUtils.h"
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#include "cvfUniform.h"
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#include "cvfShaderProgramGenerator.h"
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#include "cvfRenderStateTextureBindings.h"
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namespace cvfu {
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using cvf::ref;
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using cvf::Vec3f;
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using cvf::Vec2f;
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using cvf::Vec3d;
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//==================================================================================================
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///
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/// \class cvfu::SampleFactory
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/// \ingroup Utilities
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///
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///
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ref<cvf::Part> SampleFactory::createTexturedQuad(cvf::Texture* texture, float aspectRatio)
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{
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ref<cvf::Sampler> sampler = new cvf::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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return createTexturedQuad(texture, sampler.p(), aspectRatio);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::Part> SampleFactory::createTexturedQuad(cvf::Texture* texture, cvf::Sampler* sampler, float aspectRatio)
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{
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CVF_ASSERT(texture);
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CVF_ASSERT(sampler);
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ref<cvf::PrimitiveSetIndexedUShort> quad = new cvf::PrimitiveSetIndexedUShort(cvf::PT_TRIANGLES);
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ref<cvf::UShortArray> triIndices = new cvf::UShortArray;
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triIndices->reserve(6);
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triIndices->add(0);
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triIndices->add(1);
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triIndices->add(2);
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triIndices->add(0);
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triIndices->add(2);
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triIndices->add(3);
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quad->setIndices(triIndices.p());
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ref<cvf::Vec3fArray> quadVerts = new cvf::Vec3fArray;
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quadVerts->reserve(4);
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float scaleX = 1.0f;
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float scaleY = 1.0f;
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if (aspectRatio > 1.0)
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{
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scaleY /= aspectRatio;
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}
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if (aspectRatio < 1.0)
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{
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scaleX *= aspectRatio;
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}
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quadVerts->add(Vec3f(0,0,0));
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quadVerts->add(Vec3f(1*scaleX,0,0));
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quadVerts->add(Vec3f(1*scaleX,1*scaleY,0));
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quadVerts->add(Vec3f(0,1*scaleY,0));
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ref<cvf::Vec2fArray> textureCoords = new cvf::Vec2fArray;
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textureCoords->reserve(4);
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textureCoords->add(Vec2f(0,0));
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textureCoords->add(Vec2f(1,0));
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textureCoords->add(Vec2f(1,1));
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textureCoords->add(Vec2f(0,1));
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ref<cvf::DrawableGeo> geo1 = new cvf::DrawableGeo;
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geo1->addPrimitiveSet(quad.p());
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geo1->setVertexArray(quadVerts.p());
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geo1->setTextureCoordArray(textureCoords.p());
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geo1->computeNormals();
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ref<cvf::Part> part1 = new cvf::Part;
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part1->setDrawable(geo1.p());
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ref<cvf::Effect> eff1 = new cvf::Effect;
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part1->setEffect(eff1.p());
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// Setup the texture binding render state
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ref<cvf::RenderStateTextureBindings> textureBindings = new cvf::RenderStateTextureBindings;
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textureBindings->addBinding(texture, sampler, "u_texture2D");
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eff1->setRenderState(textureBindings.p());
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cvf::ShaderProgramGenerator gen("TexturedQuad", 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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ref<cvf::ShaderProgram> prog = gen.generate();
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eff1->setShaderProgram(prog.p());
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part1->updateBoundingBox();
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return part1;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::Part> SampleFactory::createUnlitSphere(double radius, cvf::Color3f color)
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{
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cvf::GeometryBuilderDrawableGeo builder;
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cvf::GeometryUtils::createSphere(radius, 10, 10, &builder);
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ref<cvf::DrawableGeo> geo = builder.drawableGeo();
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geo->computeNormals();
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ref<cvf::Part> part = new cvf::Part;
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part->setDrawable(geo.p());
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cvf::ShaderProgramGenerator gen("UnlitSphere", cvf::ShaderSourceProvider::instance());
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gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
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gen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
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gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
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ref<cvf::ShaderProgram> prog = gen.generate();
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ref<cvf::Effect> eff = new cvf::Effect;
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eff->setShaderProgram(prog.p());
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eff->setUniform(new cvf::UniformFloat("u_color", cvf::Color4f(color)));
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part->setEffect(eff.p());
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return part;
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}
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} // namespace cvfu
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