Files
ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipOcclusionQuery.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

444 lines
13 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 "cvfLibViewing.h"
#include "snipOcclusionQuery.h"
#include "cvfuPartCompoundGenerator.h"
#include "cvfuInputEvents.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OcclusionQuery::OcclusionQuery()
{
m_continousOcclusion = false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool OcclusionQuery::onInitialize()
{
PartCompoundGenerator gen;
//gen.setPartDistribution(Vec3i(50, 50, 10));
gen.setPartDistribution(Vec3i(5, 5, 10));
gen.setNumDrawableGeos(1);
gen.setNumEffects(1);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateSpheres(20, 20, &parts);
ref<ModelBasicList> myModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
myModel->addPart(parts[i].p());
}
myModel->updateBoundingBoxesRecursive();
m_view->rendering(0)->scene()->addModel(myModel.p());
BoundingBox bb = myModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
}
m_mainRendering = m_view->rendering(0);
createAllEffects();
createResultRenderingFromMainRendering();
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::onPaintEvent(PostEventAction* postEventAction)
{
TestSnippet::onPaintEvent(postEventAction);
if (m_continousOcclusion)
{
updateResultRenderingWithOcclusionResults(true, false);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::onResizeEvent(int width, int height)
{
if (m_view.isNull() || m_camera.isNull())
{
return;
}
m_camera->setViewport(0, 0, width, height);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::onKeyPressEvent(KeyEvent* keyEvent)
{
Key key = keyEvent->key();
m_continousOcclusion = false;
if (key == Key_M)
{
showOnlyMainRendering();
Trace::show("Show Main rendering");
}
else if (key == Key_R)
{
if (!m_continousOcclusion)
{
updateResultRenderingWithOcclusionResults(true, true);
}
showOnlyResultRendering();
Trace::show("Show Result rendering");
}
else if (key == Key_O)
{
Trace::show("Starting per frame OCCLUSION");
setupForOcclusion();
}
else if (key == Key_C)
{
Trace::show("Starting continuous OCCLUSION");
setupForOcclusion();
updateResultRenderingSetAllOccluded();
m_continousOcclusion = true;
}
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> OcclusionQuery::helpText() const
{
std::vector<String> help;
help.push_back(String("m - show Main rendering"));
help.push_back(String("r - show Result rendering"));
help.push_back(String("o - start per frame occlusion"));
help.push_back(String("c - start continuous occlusion"));
return help;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::createAllEffects()
{
{
ref<Effect> eff = new Effect;
eff->setRenderState(new Material_FF(Material_FF::GREEN_PLASTIC));
m_effResultVisible = eff;
}
{
ref<Effect> eff = new Effect;
eff->setRenderState(new Material_FF(Material_FF::RED_PLASTIC));
m_effResultOccluded = eff;
}
{
ref<Effect> eff = new Effect;
eff->setRenderState(new Material_FF(Material_FF::PURE_MAGENTA));
m_effOcclusionPass1 = eff;
}
{
ref<Effect> eff = new Effect;
eff->setRenderState(new Material_FF(Material_FF::PURE_WHITE));
eff->setRenderState(new Depth(true, Depth::LEQUAL));
m_effOcclusionPass2 = eff;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::createResultRenderingFromMainRendering()
{
Scene* srcScene = m_mainRendering->scene();
CVF_ASSERT(srcScene);
ref<Scene> newScene = createSingleModelCopyOfScene(srcScene, m_effResultVisible.p());
ref<Rendering> newRendering = new Rendering;
newRendering->setCamera(m_camera.p());
newRendering->setScene(newScene.p());
deleteAllOpenGLResourcesInRendering(m_openGLContext.p(), m_resultRendering.p());
m_resultRendering = newRendering;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::updateResultRenderingSetAllOccluded()
{
Collection<Part> resultParts;
m_resultRendering->scene()->allParts(&resultParts);
size_t numParts = resultParts.size();
size_t i;
for (i = 0; i < numParts; i++)
{
Part* resPart = resultParts.at(i);
resPart->setEffect(m_effResultOccluded.p());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::updateResultRenderingWithOcclusionResults(bool updateVisible, bool updateOccluded)
{
Collection<Part> occlusionParts;
m_occlusionPass2->scene()->allParts(&occlusionParts);
Collection<Part> resultParts;
m_resultRendering->scene()->allParts(&resultParts);
size_t numParts = occlusionParts.size();
CVF_ASSERT(numParts == resultParts.size());
size_t i;
for (i = 0; i < numParts; i++)
{
Part* occPart = occlusionParts.at(i);
Part* resPart = resultParts.at(i);
if (occPart->occlusionResultNumFragments() > 0)
{
if (updateVisible)
{
resPart->setEffect(m_effResultVisible.p());
}
}
else
{
if (updateOccluded)
{
resPart->setEffect(m_effResultOccluded.p());
}
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Scene> OcclusionQuery::createSingleModelCopyOfScene(Scene* srcScene, Effect* overrideEffect)
{
Collection<Part> srcParts;
srcScene->allParts(&srcParts);
ref<ModelBasicList> newModel = new ModelBasicList;
size_t numSrcParts = srcParts.size();
size_t i;
for (i = 0; i < numSrcParts; i++)
{
Part* srcPart = srcParts.at(i);
ref<Part> newPart = new Part;
newPart->setDrawable(srcPart->drawable(0));
newPart->setTransform(srcPart->transform());
if (overrideEffect)
{
newPart->setEffect(overrideEffect);
}
else
{
newPart->setEffect(srcPart->effect());
}
newModel->addPart(newPart.p());
}
newModel->updateBoundingBoxesRecursive();
ref<Scene> newScene = new Scene;
newScene->addModel(newModel.p());
return newScene;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::deleteAllOpenGLResourcesInRendering(OpenGLContext* oglContext, Rendering* rendering)
{
Scene* scene = rendering ? rendering->scene() : NULL;
int numModels = scene ? scene->modelCount() : 0;
int i;
for (i = 0; i < numModels; i++)
{
Model* model = scene->model(i);
model->deleteOrReleaseOpenGLResources(oglContext);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::showOnlyMainRendering()
{
m_view->deleteOrReleaseOpenGLResources(m_openGLContext.p());
m_view->removeAllRenderings();
m_view->addRendering(m_mainRendering.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::showOnlyResultRendering()
{
m_view->deleteOrReleaseOpenGLResources(m_openGLContext.p());
m_view->removeAllRenderings();
if (m_resultRendering.notNull())
{
m_view->addRendering(m_resultRendering.p());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OcclusionQuery::setupForOcclusion()
{
Scene* srcScene = m_mainRendering->scene();
CVF_ASSERT(srcScene);
ref<Scene> newScene1 = createSingleModelCopyOfScene(srcScene, m_effOcclusionPass1.p());
ref<Scene> newScene2 = createSingleModelCopyOfScene(srcScene, m_effOcclusionPass2.p());
{
Collection<Part> parts;
newScene2->allParts(&parts);
size_t numParts = parts.size();
size_t i;
for (i = 0; i < numParts; i++)
{
Part* part = parts.at(i);
part->setOccludee(true);
}
}
deleteAllOpenGLResourcesInRendering(m_openGLContext.p(), m_occlusionPass1.p());
deleteAllOpenGLResourcesInRendering(m_openGLContext.p(), m_occlusionPass2.p());
if (m_occlusionPass1.isNull())
{
m_occlusionPass1 = new Rendering;
}
if (m_occlusionPass2.isNull())
{
m_occlusionPass2 = new Rendering;
}
m_occlusionPass1->setScene(newScene1.p());
m_occlusionPass2->setScene(newScene2.p());
m_occlusionPass1->setCamera(m_camera.p());
m_occlusionPass2->setCamera(m_camera.p());
m_occlusionPass1->cullSettings()->enableViewFrustumCulling(false);
m_occlusionPass1->cullSettings()->enablePixelSizeCulling(false);
m_occlusionPass2->cullSettings()->enableViewFrustumCulling(false);
m_occlusionPass2->cullSettings()->enablePixelSizeCulling(false);
m_occlusionPass2->setClearMode(Viewport::DO_NOT_CLEAR);
m_occlusionPass2->renderEngine()->enableOcclusionQuery(true);
m_view->deleteOrReleaseOpenGLResources(m_openGLContext.p());
m_view->removeAllRenderings();
m_view->addRendering(m_occlusionPass1.p());
m_view->addRendering(m_occlusionPass2.p());
}
} // namespace snip