ResInsight/Fwk/VizFwk/LibViewing/cvfModel.cpp

141 lines
5.1 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// 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.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfModel.h"
#include "cvfOpenGLContext.h"
#include "cvfPart.h"
#include "cvfRayIntersectSpec.h"
#include "cvfRay.h"
#include "cvfTransform.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::Model
/// \ingroup Viewing
///
/// Model is an abstract class that can deliver Part objects to a Scene.
///
/// The model does not enforce any internal structure. This is left to derived classes. The only
/// requirement for a derived model is to be able to respond to the abstract interface.
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Model::Model()
: m_partEnableMask(0xffffffff)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Model::~Model()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Model::setPartEnableMask(uint partEnableMask)
{
m_partEnableMask = partEnableMask;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
uint Model::partEnableMask() const
{
return m_partEnableMask;
}
//--------------------------------------------------------------------------------------------------
/// Delete or release all OpenGL resources held by the contained parts
///
/// \warning The OpenGL context in which the resources were created or a context that is being
/// shared must be current in the calling thread.
/// \warning Some resources are merely released (by unreferencing the object) so in order to assure
/// that the actual OpenGL resources get deleted, you may have to do cleanup through the
/// OpenGLResourceManager as afterwards (eg. deleteOrphanedManagedBufferObjects())
//--------------------------------------------------------------------------------------------------
void Model::deleteOrReleaseOpenGLResources(OpenGLContext* oglContext)
{
CVF_ASSERT(oglContext);
Collection<Part> allPartsColl;
allParts(&allPartsColl);
size_t numParts = allPartsColl.size();
size_t partIdx;
for (partIdx = 0; partIdx < numParts; partIdx++)
{
Part* part = allPartsColl.at(partIdx);
CVF_ASSERT(part);
part->deleteOrReleaseOpenGLResources(oglContext);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Model::setTransformTree(Transform* transform)
{
m_tranformTree = transform;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Transform* Model::transformTree()
{
return m_tranformTree.p();
}
} // namespace cvf