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