Files
ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipExtractedEdges.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

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