ResInsight/Fwk/VizFwk/LibViewing/cvfSingleQuadRenderingGenerator.cpp

218 lines
7.4 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 "cvfSingleQuadRenderingGenerator.h"
#include "cvfPrimitiveSetIndexedUShort.h"
#include "cvfDrawableGeo.h"
#include "cvfEffect.h"
#include "cvfModelBasicList.h"
#include "cvfScene.h"
#include "cvfCamera.h"
#include "cvfShaderSourceProvider.h"
#include "cvfShaderProgram.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfRenderStateTextureBindings.h"
#include "cvfRenderStateDepth.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::SingleQuadRenderingGenerator
/// \ingroup Viewing
///
/// Utility class for generating renderings with a single full screen quad
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
SingleQuadRenderingGenerator::SingleQuadRenderingGenerator(const String& renderingName)
: m_renderingName(renderingName)
{
if (m_renderingName.isEmpty())
{
m_renderingName = "SingleQuadRendering";
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SingleQuadRenderingGenerator::addTexture(Texture* texture, Sampler* sampler, String samplerUniformName)
{
m_textures.push_back(texture);
m_samplers.push_back(sampler);
m_samplerNames.push_back(samplerUniformName);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SingleQuadRenderingGenerator::addFragmentShaderCode(String fragShaderCode)
{
m_fragShadersCode.push_back(fragShaderCode);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SingleQuadRenderingGenerator::setRenderState(RenderState* renderState)
{
m_renderStateSet.setRenderState(renderState);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SingleQuadRenderingGenerator::setUniform(Uniform* uniform)
{
m_uniformSet.setUniform(uniform);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Rendering> SingleQuadRenderingGenerator::generate()
{
ref<PrimitiveSetIndexedUShort> quad = new PrimitiveSetIndexedUShort(PT_TRIANGLES);
ref<UShortArray> triIndices = new UShortArray;
triIndices->reserve(6);
triIndices->add(0);
triIndices->add(1);
triIndices->add(2);
triIndices->add(0);
triIndices->add(2);
triIndices->add(3);
quad->setIndices(triIndices.p());
ref<Vec3fArray> quadVerts = new Vec3fArray;
quadVerts->reserve(4);
// Must set a z value that is within the default camera's clipping volume in order for the texture to be shown
float z = -1.0f;
quadVerts->add(Vec3f(0, 0, z));
quadVerts->add(Vec3f(1, 0, z));
quadVerts->add(Vec3f(1, 1, z));
quadVerts->add(Vec3f(0, 1, z));
ref<DrawableGeo> geo1 = new DrawableGeo;
geo1->addPrimitiveSet(quad.p());
geo1->setVertexArray(quadVerts.p());
geo1->computeNormals();
ref<Part> part = new Part;
part->setDrawable(geo1.p());
ref<Effect> eff = new Effect;
part->setEffect(eff.p());
// ref<Sampler> sampler = new Sampler;
// sampler->setWrapMode(Sampler::CLAMP_TO_EDGE);
// sampler->setMinFilter(Sampler::NEAREST);
// sampler->setMagFilter(Sampler::NEAREST);
if (m_textures.size() > 0)
{
// Setup the texture binding render state
ref<RenderStateTextureBindings> textureBindings = new RenderStateTextureBindings;
eff->setRenderState(textureBindings.p());
CVF_ASSERT((m_textures.size() == m_samplers.size()) && (m_textures.size() == m_samplerNames.size()));
size_t i;
for (i = 0; i < m_textures.size(); i++)
{
textureBindings->addBinding(m_textures[i].p(), m_samplers[i].p(), m_samplerNames[i].toAscii().ptr());
}
}
// Shader program
cvf::ShaderProgramGenerator gen(m_renderingName + "ShaderProg", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_FullScreenQuad);
// Add custom fragment shaders
size_t i;
for (i = 0; i < m_fragShadersCode.size(); i++)
{
gen.addFragmentCode(m_fragShadersCode[i]);
}
ref<ShaderProgram> shaderProg = gen.generate();
eff->setShaderProgram(shaderProg.p());
eff->setRenderState(new RenderStateDepth(true, RenderStateDepth::LESS, false));
uint rs;
for (rs = 0; rs < m_renderStateSet.count(); rs++)
{
eff->setRenderState(m_renderStateSet.renderState(rs));
}
uint uf;
for (uf = 0; uf < m_uniformSet.count(); uf++)
{
eff->setUniform(m_uniformSet.uniform(uf));
}
ref<Rendering> quadRendering = new Rendering;
ref<ModelBasicList> quadModel = new ModelBasicList;
ref<Scene> scene = new Scene;
quadModel->addPart(part.p());
quadModel->updateBoundingBoxesRecursive();
scene->addModel(quadModel.p());
quadRendering->setScene(scene.p());
quadRendering->setRenderingName(m_renderingName);
return quadRendering;
}
} // namespace cvf