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https://github.com/OPM/ResInsight.git
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283 lines
9.6 KiB
C++
283 lines
9.6 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 "cvfLibCore.h"
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#include "cvfLibRender.h"
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#include "cvfLibGeometry.h"
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#include "cvfLibViewing.h"
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#include "cvfuInputEvents.h"
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#include "snipExtractedEdges.h"
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namespace snip {
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ExtractedEdges::ExtractedEdges()
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{
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m_useShaders = false;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool ExtractedEdges::onInitialize()
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{
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// Must set up model and rendering first
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ref<ModelBasicList> myModel = new ModelBasicList;
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// Disable all sorting (except priority) so we have control over draw order
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ref<Rendering> rendering = m_renderSequence->firstRendering();
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rendering->setRenderQueueSorter(new cvf::RenderQueueSorterBasic(cvf::RenderQueueSorterBasic::MINIMAL));
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rendering->scene()->addModel(myModel.p());
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rendering->addOverlayItem(new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD)));
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// Box
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{
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BoxGenerator gen;
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gen.setCenterAndExtent(Vec3d(0, 0, 0), Vec3d(4, 4, 4));
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gen.setSubdivisions(12, 8, 4);
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GeometryBuilderFaceList builder;
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gen.generate(&builder);
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ref<Vec3fArray> vertexArray = builder.vertices();
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ref<UIntArray> faceList = builder.faceList();
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//Experiment by splitting vertices at sharp edges
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//In order to try it, we must first weld the vertices
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//weldVertices(vertexArray.p(), faceList.p());
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//splitVerticesAtSharpEdges(vertexArray.p(), faceList.p());
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{
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// Box surface
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ref<DrawableGeo> geo = new DrawableGeo;
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geo->setVertexArray(vertexArray.p());
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geo->setFromFaceList(*faceList);
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geo->computeNormals();
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addAsSurfacePart(geo.p(), Color3::YELLOW);
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}
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{
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// Box outline
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OutlineEdgeExtractor ee(Math::toRadians(60.0), *vertexArray);
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ee.addFaceList(*faceList);
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ref<DrawableGeo> geo = new DrawableGeo;
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geo->setVertexArray(vertexArray.p());
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geo->addPrimitiveSet(new PrimitiveSetIndexedUInt(PT_LINES, ee.lineIndices().p()));
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addAsLinesPart(geo.p(), Color3::RED);
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}
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{
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// Box mesh
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MeshEdgeExtractor ee;
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ee.addFaceList(*faceList);
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ref<DrawableGeo> geo = new DrawableGeo;
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geo->setVertexArray(vertexArray.p());
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geo->addPrimitiveSet(new PrimitiveSetIndexedUInt(PT_LINES, ee.lineIndices().p()));
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addAsLinesPart(geo.p(), Color3::DARK_CYAN);
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}
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}
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myModel->updateBoundingBoxesRecursive();
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BoundingBox bb = myModel->boundingBox();
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if (bb.isValid())
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{
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m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ExtractedEdges::addAsSurfacePart(DrawableGeo* geo, const Color3f& color)
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{
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ModelBasicList* model = dynamic_cast<ModelBasicList*>(m_renderSequence->firstRendering()->scene()->model(0));
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ref<Effect> eff = new Effect;
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cvf::RenderStatePolygonOffset* polyOffset = new cvf::RenderStatePolygonOffset;
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polyOffset->configurePolygonPositiveOffset();
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eff->setRenderState(polyOffset);
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if (m_useShaders)
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{
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ShaderProgramGenerator gen("surfaceProgram", ShaderSourceProvider::instance());
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gen.addVertexCode(ShaderSourceRepository::vs_Standard);
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gen.addFragmentCode(ShaderSourceRepository::src_Color);
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gen.addFragmentCode(ShaderSourceRepository::light_SimpleHeadlight);
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gen.addFragmentCode(ShaderSourceRepository::fs_Standard);
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eff->setShaderProgram(gen.generate().p());
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eff->setUniform(new UniformFloat("u_color", Color4f(color)));
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}
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else
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{
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eff->setRenderState(new cvf::RenderStateMaterial_FF(color));
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}
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ref<Part> part = new Part;
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part->setDrawable(geo);
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part->setEffect(eff.p());
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model->addPart(part.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ExtractedEdges::addAsLinesPart(DrawableGeo* geo, const Color3f& color)
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{
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ModelBasicList* model = dynamic_cast<ModelBasicList*>(m_renderSequence->firstRendering()->scene()->model(0));
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ref<Effect> eff = new Effect;
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//eff->setRenderState(new cvf::RenderStateDepth(true, cvf::RenderStateDepth::LEQUAL));
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if (m_useShaders)
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{
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ShaderProgramGenerator gen("lineProgram", ShaderSourceProvider::instance());
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gen.addVertexCode(ShaderSourceRepository::vs_Standard);
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gen.addFragmentCode(ShaderSourceRepository::src_Color);
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gen.addFragmentCode(ShaderSourceRepository::fs_Unlit);
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eff->setShaderProgram(gen.generate().p());
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eff->setUniform(new UniformFloat("u_color", Color4f(color)));
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}
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else
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{
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eff->setRenderState(new cvf::RenderStateMaterial_FF(color));
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eff->setRenderState(new cvf::RenderStateLighting_FF(false));
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}
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ref<Part> part = new Part;
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part->setDrawable(geo);
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part->setEffect(eff.p());
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model->addPart(part.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ExtractedEdges::weldVertices(Vec3fArray* vertexArray, UIntArray* faceList)
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{
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VertexWelder welder;
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welder.initialize(0.0001, 0.1, 100);
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size_t i = 0;
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while (i < faceList->size())
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{
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cvf::uint numVerts = faceList->get(i++);
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size_t j;
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for (j = 0; j < numVerts; j++)
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{
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cvf::uint idx = faceList->get(i);
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idx = welder.weldVertex(vertexArray->get(idx), NULL);
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faceList->set(i, idx);
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i++;
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}
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}
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ref<Vec3fArray> newVertexArray = welder.createVertexArray();
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vertexArray->resize(newVertexArray->size());
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vertexArray->copyData(*newVertexArray, newVertexArray->size(), 0, 0);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ExtractedEdges::splitVerticesAtSharpEdges(Vec3fArray* vertexArray, UIntArray* faceList)
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{
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std::vector<cvf::uint> triConn;
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size_t i = 0;
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while (i < faceList->size())
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{
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cvf::uint numVerts = faceList->get(i++);
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size_t j;
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for (j = 0; j < numVerts - 2; j++)
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{
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triConn.push_back(faceList->get(i));
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triConn.push_back(faceList->get(i + j + 1));
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triConn.push_back(faceList->get(i + j + 2));
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}
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i += numVerts;
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}
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// Note! Does not work
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//TriangleVertexSplitter tvs(Math::toRadians(60.0), UIntArray (triConn), *vertexArray);
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UIntArray triConn2(triConn);
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TriangleVertexSplitter tvs(Math::toRadians(60.0), triConn2, *vertexArray);
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ref<UIntArray> newTriConn = tvs.triangleIndices();
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ref<Vec3fArray> newVertexArr = tvs.vertexArray();
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size_t t = 0;
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i = 0;
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while (i < faceList->size())
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{
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cvf::uint numVerts = faceList->get(i++);
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faceList->set(i++, newTriConn->get(t));
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faceList->set(i++, newTriConn->get(t + 1));
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size_t j;
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for (j = 0; j < numVerts - 2; j++)
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{
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faceList->set(i++, newTriConn->get(t + 2));
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t += 3;
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}
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}
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vertexArray->resize(newVertexArr->size());
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vertexArray->copyData(*newVertexArr, newVertexArr->size(), 0, 0);
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}
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} // namespace snip
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