ResInsight/CommonCode/cafEffectGenerator.cpp
2012-05-18 09:45:23 +02:00

639 lines
24 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// 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.
//
//##################################################################################################
#include "cafEffectGenerator.h"
#include "cafUtils.h"
#include "cvfRenderState_FF.h"
#include "cvfTextureImage.h"
#include "cvfTexture2D_FF.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceProvider.h"
#include "cvfUniform.h"
#include "cvfShaderProgram.h"
#include "cvfMatrixState.h"
#include "cvfTexture.h"
#include "cvfSampler.h"
#include <QtOpenGL/QGLFormat>
namespace caf {
//==================================================================================================
//
// EffectGenerator Base class
//
//==================================================================================================
EffectGenerator::RenderingModeType EffectGenerator::sm_renderingMode = SHADER_BASED;
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void EffectGenerator::setRenderingMode(RenderingModeType effectType)
{
sm_renderingMode = effectType;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator::RenderingModeType EffectGenerator::renderingMode()
{
return sm_renderingMode;
}
//--------------------------------------------------------------------------------------------------
/// Creates a new effect using the settings in the inherited generator.
/// Creates a new effect and calls the correct update-Effect method dep. on the effect type (software/shader)
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::Effect> EffectGenerator::generateEffect() const
{
cvf::ref<cvf::Effect> eff = new cvf::Effect;
if (sm_renderingMode == SHADER_BASED)
{
updateForShaderBasedRendering(eff.p());
}
else
{
updateForFixedFunctionRendering(eff.p());
}
return eff;
}
//--------------------------------------------------------------------------------------------------
/// Updates the effect to the state defined by the inherited effect generator.
/// This can be used to update an effect used several places in the scene.
/// Will first reset the effect, and then call the correct updateEffect method implemented in the inherited generator.
//--------------------------------------------------------------------------------------------------
void EffectGenerator::updateEffect(cvf::Effect* effect) const
{
CVF_ASSERT(effect != NULL);
// Clear effect
effect->setRenderStateSet(NULL);
effect->setUniformSet(NULL);
effect->setShaderProgram(NULL);
if (sm_renderingMode == SHADER_BASED)
{
updateForShaderBasedRendering(effect);
}
else
{
updateForFixedFunctionRendering(effect);
}
}
//==================================================================================================
//
// SurfaceEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
SurfaceEffectGenerator::SurfaceEffectGenerator(const cvf::Color4f& color, bool polygonOffset)
{
m_color = color;
m_polygonOffset = polygonOffset;
m_cullBackfaces = false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
SurfaceEffectGenerator::SurfaceEffectGenerator(const cvf::Color3f& color, bool polygonOffset)
{
m_color = cvf::Color4f(color, 1.0f);
m_polygonOffset = polygonOffset;
m_cullBackfaces = false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SurfaceEffectGenerator::updateForShaderBasedRendering(cvf::Effect* effect) const
{
cvf::ShaderProgramGenerator gen("SurfaceEffectGenerator", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
gen.addFragmentCode(cvf::ShaderSourceRepository::light_AmbientDiffuse);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Standard);
cvf::ref<cvf::ShaderProgram> shaderProg = gen.generate();
cvf::ref<cvf::Effect> eff = effect;
eff->setShaderProgram(shaderProg.p());
eff->setUniform(new cvf::UniformFloat("u_color", m_color));
this->updateCommonEffect(effect);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SurfaceEffectGenerator::updateForFixedFunctionRendering(cvf::Effect* effect) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ref<cvf::Material_FF> mat = new cvf::Material_FF(m_color.toColor3f());
mat->setAlpha(m_color.a());
eff->setRenderState(mat.p());
cvf::ref<cvf::Lighting_FF> lighting = new cvf::Lighting_FF;
lighting->enableTwoSided(true);
eff->setRenderState(lighting.p());
this->updateCommonEffect(effect);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SurfaceEffectGenerator::updateCommonEffect(cvf::Effect* effect) const
{
if (m_polygonOffset)
{
cvf::ref<cvf::PolygonOffset> polyOffset = new cvf::PolygonOffset;
polyOffset->configurePolygonPositiveOffset();
effect->setRenderState(polyOffset.p());
}
// Simple transparency
if (m_color.a() < 1.0f)
{
cvf::ref<cvf::Blending> blender = new cvf::Blending;
blender->configureTransparencyBlending();
effect->setRenderState(blender.p());
}
// Backface culling
if (m_cullBackfaces)
{
cvf::ref<cvf::CullFace> faceCulling = new cvf::CullFace;
effect->setRenderState(faceCulling.p());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool SurfaceEffectGenerator::isEqual(const EffectGenerator* other) const
{
const SurfaceEffectGenerator* otherSurfaceEffect = dynamic_cast<const SurfaceEffectGenerator*>(other);
if (otherSurfaceEffect)
{
if (m_color == otherSurfaceEffect->m_color
&& m_polygonOffset == otherSurfaceEffect->m_polygonOffset
&& m_cullBackfaces == otherSurfaceEffect->m_cullBackfaces)
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* SurfaceEffectGenerator::copy() const
{
SurfaceEffectGenerator* effGen = new SurfaceEffectGenerator(m_color, m_polygonOffset);
effGen->m_cullBackfaces = m_cullBackfaces;
return effGen;
}
//==================================================================================================
//
// ScalarMapperEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ScalarMapperEffectGenerator::ScalarMapperEffectGenerator(const cvf::ScalarMapper* scalarMapper, bool polygonOffset)
: m_undefinedColor(cvf::Color3::GRAY)
{
m_scalarMapper = scalarMapper;
m_polygonOffset = polygonOffset;
m_opacityLevel = 1.0f;
m_cullBackfaces = false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperEffectGenerator::updateForShaderBasedRendering(cvf::Effect* effect) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ShaderProgramGenerator gen("ScalarMapperEffectGenerator", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(cvf::ShaderSourceRepository::src_Texture);
gen.addFragmentCode(cvf::ShaderSourceRepository::light_AmbientDiffuse);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Standard);
cvf::ref<cvf::ShaderProgram> prog = gen.generate();
eff->setShaderProgram(prog.p());
// Result mapping texture
cvf::ref<cvf::TextureImage> texImg = new cvf::TextureImage;
m_scalarMapper->updateTexture(texImg.p());
cvf::ref<cvf::TextureImage> modTexImg = ScalarMapperEffectGenerator::addAlphaAndUndefStripes(texImg.p(), m_undefinedColor, m_opacityLevel);
cvf::ref<cvf::Texture> texture = new cvf::Texture(modTexImg.p());
cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
cvf::ref<cvf::TextureBindings> texBind = new cvf::TextureBindings;
texBind->addBinding(texture.p(), sampler.p(), "u_texture2D");
eff->setRenderState(texBind.p());
// Hardware independent:
updateCommonEffect(eff.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperEffectGenerator::updateForFixedFunctionRendering(cvf::Effect* effect) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ref<cvf::Material_FF> mat = new cvf::Material_FF(cvf::Color3::WHITE);
eff->setRenderState(mat.p());
cvf::ref<cvf::Lighting_FF> lighting = new cvf::Lighting_FF;
lighting->enableTwoSided(true);
eff->setRenderState(lighting.p());
// Result mapping texture
cvf::ref<cvf::TextureImage> texImg = new cvf::TextureImage;
m_scalarMapper->updateTexture(texImg.p());
cvf::ref<cvf::TextureImage> modTexImg = ScalarMapperEffectGenerator::addAlphaAndUndefStripes(texImg.p(), m_undefinedColor, m_opacityLevel);
cvf::ref<cvf::Texture2D_FF> texture = new cvf::Texture2D_FF(modTexImg.p());
texture->setWrapMode(cvf::Texture2D_FF::CLAMP);
texture->setMinFilter(cvf::Texture2D_FF::NEAREST);
texture->setMagFilter(cvf::Texture2D_FF::NEAREST);
cvf::ref<cvf::TextureMapping_FF> texMapping = new cvf::TextureMapping_FF(texture.p());
eff->setRenderState(texMapping.p());
// Hardware independent:
updateCommonEffect(eff.p());
}
//--------------------------------------------------------------------------------------------------
/// It also modifies the texture, and adds two more pixel lines
/// one with a transparent version of the legend color, and one with color for undefined values
//--------------------------------------------------------------------------------------------------
void ScalarMapperEffectGenerator::updateCommonEffect(cvf::Effect* effect) const
{
CVF_ASSERT(effect);
if (m_polygonOffset)
{
cvf::ref<cvf::PolygonOffset> polyOffset = new cvf::PolygonOffset;
polyOffset->configurePolygonPositiveOffset();
effect->setRenderState(polyOffset.p());
}
// Simple transparency
if (m_opacityLevel < 1.0f)
{
cvf::ref<cvf::Blending> blender = new cvf::Blending;
blender->configureTransparencyBlending();
effect->setRenderState(blender.p());
}
// Backface culling
if (m_cullBackfaces)
{
cvf::ref<cvf::CullFace> faceCulling = new cvf::CullFace;
effect->setRenderState(faceCulling.p());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool ScalarMapperEffectGenerator::isEqual(const EffectGenerator* other) const
{
const ScalarMapperEffectGenerator* otherTextureResultEffect = dynamic_cast<const ScalarMapperEffectGenerator*>(other);
if (otherTextureResultEffect)
{
if (m_scalarMapper.p() == otherTextureResultEffect->m_scalarMapper
&& m_polygonOffset == otherTextureResultEffect->m_polygonOffset
&& m_opacityLevel == otherTextureResultEffect->m_opacityLevel
&& m_undefinedColor == otherTextureResultEffect->m_undefinedColor
&& m_cullBackfaces == otherTextureResultEffect->m_cullBackfaces)
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* ScalarMapperEffectGenerator::copy() const
{
ScalarMapperEffectGenerator* scEffGen = new ScalarMapperEffectGenerator(m_scalarMapper.p(), m_polygonOffset);
scEffGen->m_opacityLevel = m_opacityLevel;
scEffGen->m_undefinedColor = m_undefinedColor;
scEffGen->m_cullBackfaces = m_cullBackfaces;
return scEffGen;
}
//--------------------------------------------------------------------------------------------------
/// Modifies the supplied one line texture by adding two more pixel lines
/// one with a transparent version of the legend color, and one with color for undefined values
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::TextureImage>
ScalarMapperEffectGenerator::addAlphaAndUndefStripes(const cvf::TextureImage* texImg, const cvf::Color3f& undefScalarColor, float opacityLevel)
{
CVF_ASSERT(texImg != NULL);
CVF_ASSERT(texImg->height() == 1);
cvf::ref<cvf::TextureImage> modTexImg = new cvf::TextureImage;
modTexImg->allocate(texImg->width(), texImg->height() + 2);
modTexImg->fill(cvf::Color4ub(cvf::Color3ub(undefScalarColor), 255)); // Undefined color
for (size_t i = 0 ; i < texImg->width(); ++i)
{
cvf::Color4ub legendColor = texImg->pixel(i, 0);
modTexImg->setPixel(i, 0, legendColor);
legendColor.a() = static_cast<cvf::ubyte>(opacityLevel * 255);
modTexImg->setPixel(i, 1, legendColor);
}
return modTexImg;
}
//==================================================================================================
//
// ScalarMapperMeshEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ScalarMapperMeshEffectGenerator::ScalarMapperMeshEffectGenerator(const cvf::ScalarMapper* scalarMapper)
: m_undefinedColor(cvf::Color3::GRAY)
{
m_scalarMapper = scalarMapper;
m_opacityLevel = 1.0f;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperMeshEffectGenerator::updateForShaderBasedRendering(cvf::Effect* effect) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ShaderProgramGenerator gen("ScalarMapperMeshEffectGenerator", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(cvf::ShaderSourceRepository::src_Texture);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
cvf::ref<cvf::ShaderProgram> prog = gen.generate();
eff->setShaderProgram(prog.p());
// Result mapping texture
cvf::ref<cvf::TextureImage> texImg = new cvf::TextureImage;
m_scalarMapper->updateTexture(texImg.p());
cvf::ref<cvf::TextureImage> modTexImg = ScalarMapperEffectGenerator::addAlphaAndUndefStripes(texImg.p(), m_undefinedColor, m_opacityLevel);
cvf::ref<cvf::Texture> texture = new cvf::Texture(modTexImg.p());
cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
cvf::ref<cvf::TextureBindings> texBind = new cvf::TextureBindings;
texBind->addBinding(texture.p(), sampler.p(), "u_texture2D");
eff->setRenderState(texBind.p());
// Hardware independent:
updateCommonEffect(eff.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperMeshEffectGenerator::updateForFixedFunctionRendering(cvf::Effect* effect) const
{
cvf::ref<cvf::Effect> eff = effect;
eff->setRenderState(new cvf::Material_FF(cvf::Color3::WHITE));
eff->setRenderState(new cvf::PolygonMode(cvf::PolygonMode::LINE));
eff->setRenderState(new cvf::Depth(true, cvf::Depth::LEQUAL));
eff->setRenderState(new cvf::Lighting_FF(false));
// Result mapping texture
cvf::ref<cvf::TextureImage> texImg = new cvf::TextureImage;
m_scalarMapper->updateTexture(texImg.p());
cvf::ref<cvf::TextureImage> modTexImg = ScalarMapperEffectGenerator::addAlphaAndUndefStripes(texImg.p(), m_undefinedColor, m_opacityLevel);
cvf::ref<cvf::Texture2D_FF> texture = new cvf::Texture2D_FF(modTexImg.p());
texture->setWrapMode(cvf::Texture2D_FF::CLAMP);
texture->setMinFilter(cvf::Texture2D_FF::NEAREST);
texture->setMagFilter(cvf::Texture2D_FF::NEAREST);
cvf::ref<cvf::TextureMapping_FF> texMapping = new cvf::TextureMapping_FF(texture.p());
texMapping->setTextureFunction(cvf::TextureMapping_FF::DECAL);
eff->setRenderState(texMapping.p());
// Hardware independent:
updateCommonEffect(eff.p());
}
//--------------------------------------------------------------------------------------------------
/// It also modifies the texture, and adds two more pixel lines
/// one with a transparent version of the legend color, and one with color for undefined values
//--------------------------------------------------------------------------------------------------
void ScalarMapperMeshEffectGenerator::updateCommonEffect(cvf::Effect* effect) const
{
CVF_ASSERT(effect);
// Simple transparency
if (m_opacityLevel < 1.0f)
{
cvf::ref<cvf::Blending> blender = new cvf::Blending;
blender->configureTransparencyBlending();
effect->setRenderState(blender.p());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool ScalarMapperMeshEffectGenerator::isEqual(const EffectGenerator* other) const
{
const ScalarMapperMeshEffectGenerator* otherTextureResultEffect = dynamic_cast<const ScalarMapperMeshEffectGenerator*>(other);
if (otherTextureResultEffect)
{
if (m_scalarMapper.p() == otherTextureResultEffect->m_scalarMapper
&& m_opacityLevel == otherTextureResultEffect->m_opacityLevel
&& m_undefinedColor == otherTextureResultEffect->m_undefinedColor)
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* ScalarMapperMeshEffectGenerator::copy() const
{
ScalarMapperMeshEffectGenerator* scEffGen = new ScalarMapperMeshEffectGenerator(m_scalarMapper.p());
scEffGen->m_opacityLevel = m_opacityLevel;
scEffGen->m_undefinedColor = m_undefinedColor;
return scEffGen;
}
//==================================================================================================
//
// MeshEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
MeshEffectGenerator::MeshEffectGenerator(const cvf::Color3f& color)
{
m_color = color;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void MeshEffectGenerator::updateForShaderBasedRendering(cvf::Effect* effect) const
{
cvf::ShaderProgramGenerator spGen("Mesh", cvf::ShaderSourceProvider::instance());
spGen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
spGen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
spGen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
cvf::ref<cvf::ShaderProgram> shaderProg = spGen.generate();
cvf::ref<cvf::Effect> eff = effect;
eff->setShaderProgram(shaderProg.p());
eff->setUniform(new cvf::UniformFloat("u_color", cvf::Color4f(m_color, 1.0)));
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void MeshEffectGenerator::updateForFixedFunctionRendering(cvf::Effect* effect) const
{
cvf::ref<cvf::Effect> eff = effect;
eff->setRenderState(new cvf::Material_FF(m_color));
eff->setRenderState(new cvf::PolygonMode(cvf::PolygonMode::LINE));
eff->setRenderState(new cvf::Depth(true, cvf::Depth::LEQUAL));
eff->setRenderState(new cvf::Lighting_FF(false));
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool MeshEffectGenerator::isEqual(const EffectGenerator* other) const
{
const MeshEffectGenerator* otherMesh = dynamic_cast<const MeshEffectGenerator*>(other);
if (otherMesh)
{
if (m_color == otherMesh->m_color)
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* MeshEffectGenerator::copy() const
{
return new MeshEffectGenerator(m_color);
}
} // End namespace caf