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139 lines
5.7 KiB
C++
139 lines
5.7 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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#pragma once
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#include "cvfCollection.h"
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#include "cvfVertexAttribute.h"
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namespace cvf {
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class ShaderProgram;
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class VertexBundleUsage;
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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class VertexBundle : public Object
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{
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public:
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VertexBundle();
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~VertexBundle();
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ref<VertexBundle> shallowCopy() const;
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size_t vertexCount() const;
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const Vec3fArray* vertexArray() const;
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void setVertexArray(Vec3fArray* vertexArray);
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const Vec3fArray* normalArray() const;
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void setNormalArray(Vec3fArray* normalArray);
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const Vec2fArray* textureCoordArray() const;
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void setTextureCoordArray(Vec2fArray* textureCoordArray);
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const Color3ubArray* colorArray() const;
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void setColorArray(Color3ubArray* colorArray);
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size_t genericAttributeCount() const;
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VertexAttribute* genericAttribute(size_t index);
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const VertexAttribute* genericAttribute(size_t index) const;
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void setGenericAttribute(VertexAttribute* vertexAttribute);
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void removeGenericAttribute(const VertexAttribute* vertexAttribute);
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void clear();
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void createUploadBufferObjectsGPU(OpenGLContext* oglContext);
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void releaseBufferObjectsGPU();
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void useBundle(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage, ShaderProgram* shaderProgram) const;
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void useBundleFixedFunction(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage);
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void finishUseBundle(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage) const;
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private:
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size_t m_vertexCount; // Cached vertex count for performance to avoid accessing the into the array itself
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bool m_hasNormals; // Cached flags to indicate the kind of attributes that are present
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bool m_hasTexCoords; // :
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bool m_hasColors; // :
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bool m_hasGenericAttribs; // :
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ref<Vec3fVertexAttribute> m_attribVertices; // Wrapper attribute object for vertex coordinates
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ref<Vec3fVertexAttribute> m_attribNormals; // Wrapper attribute object for vertex normals
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ref<Vec2fVertexAttribute> m_attribTextureCoords; // Wrapper attribute object for texture coordinates
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ref<Color3ubVertexAttribute> m_attribColors; // Wrapper attribute object for vertex colors
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Collection<VertexAttribute> m_genericAttributes; // Collection of generic attributes
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ref<BufferObjectManaged> m_boVertices; // Buffer objects for the well known fixed attributes
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ref<BufferObjectManaged> m_boNormals; // :
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ref<BufferObjectManaged> m_boTextureCoords; // :
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ref<BufferObjectManaged> m_boColors; // :
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Collection<BufferObjectManaged> m_genericBufferObjects; // Buffer objects for the generic attributes
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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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class VertexBundleUsage
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{
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public:
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VertexBundleUsage();
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void setFixedFunction(bool fixedFunction);
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bool fixedFunction() const;
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size_t usedGenAttribCount() const;
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int usedGenAttrib(size_t i) const;
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void registerUsedGenAttrib(int attribLocationIndex);
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private:
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std::vector<int> m_usedGenAttribIndices; // Indices of the generic vertex attributes being used
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bool m_fixedFunction; // Used with fixed function or shader based?
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CVF_DISABLE_COPY_AND_ASSIGN(VertexBundleUsage);
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};
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}
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