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https://github.com/OPM/ResInsight.git
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233 lines
8.0 KiB
C++
233 lines
8.0 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 "cvfLibGeometry.h"
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#include "cvfLibRender.h"
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#include "cvfLibViewing.h"
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#include "cvfuInputEvents.h"
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#include "snipRenderPriority.h"
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namespace snip {
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool RenderPriority::onInitialize()
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{
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ref<Effect> myEff = new Effect;
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myEff->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_YELLOW));
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myEff->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
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// Note order in which we create effects.
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// By default this will control the drawing order since by default the snippet has an EFFECT_ONLY sorter that on the pointers
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ref<Effect> e2 = new Effect;
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e2->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_GREEN));
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e2->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
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ref<Effect> e0 = new Effect;
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e0->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_MAGENTA));
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e0->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
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ref<Effect> e3 = new Effect;
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e3->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_BLUE));
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e3->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
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ref<Effect> e1 = new Effect;
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e1->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_RED));
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e1->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
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ref<ModelBasicList> myModel = new ModelBasicList;
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{
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GeometryBuilderDrawableGeo builder;
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GeometryUtils::createSphere(1, 10, 10, &builder);
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ref<Part> spherePart = new Part;
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spherePart->setDrawable(builder.drawableGeo().p());
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spherePart->setEffect(myEff.p());
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myModel->addPart(spherePart.p());
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}
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{
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GeometryBuilderDrawableGeo builder;
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GeometryUtils::createPatch(Vec3f(0, 0, 0), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
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ref<Part> part = new Part;
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part->setDrawable(builder.drawableGeo().p());
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part->setEffect(e0.p());
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myModel->addPart(part.p());
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}
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{
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GeometryBuilderDrawableGeo builder;
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GeometryUtils::createPatch(Vec3f(1, 1, 1), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
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ref<Part> part = new Part;
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part->setDrawable(builder.drawableGeo().p());
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part->setEffect(e1.p());
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myModel->addPart(part.p());
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}
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{
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GeometryBuilderDrawableGeo builder;
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GeometryUtils::createPatch(Vec3f(2, 2, 2), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
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ref<Part> part = new Part;
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part->setDrawable(builder.drawableGeo().p());
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part->setEffect(e2.p());
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myModel->addPart(part.p());
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}
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{
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GeometryBuilderDrawableGeo builder;
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GeometryUtils::createPatch(Vec3f(3, 3, 3), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
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ref<Part> part = new Part;
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part->setDrawable(builder.drawableGeo().p());
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part->setEffect(e3.p());
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myModel->addPart(part.p());
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}
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{
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GeometryBuilderDrawableGeo builder;
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GeometryUtils::createSphere(1, 10, 10, &builder);
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ref<Part> spherePart = new Part;
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spherePart->setDrawable(builder.drawableGeo().p());
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spherePart->setEffect(myEff.p());
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myModel->addPart(spherePart.p());
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}
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myModel->updateBoundingBoxesRecursive();
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m_renderSequence->rendering(0)->scene()->addModel(myModel.p());
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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 RenderPriority::onKeyPressEvent(KeyEvent* keyEvent)
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{
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Rendering* rendering = m_renderSequence->firstRendering();
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ModelBasicList* model = dynamic_cast<ModelBasicList*>(rendering->scene()->model(0));
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int partCount = static_cast<int>(model->partCount());
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Key key = keyEvent->key();
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if (key == Key_R)
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{
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Trace::show("Set all priorities to 0");
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int i;
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for (i = 0; i < partCount; i++)
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{
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Part* part = model->part(i);
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part->setPriority(0);
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}
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}
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else if (key == Key_I)
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{
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Trace::show("Set increasing priority");
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int i;
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for (i = 0; i < partCount; i++)
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{
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Part* part = model->part(i);
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part->setPriority(i);
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}
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}
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else if (key == Key_D)
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{
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Trace::show("Set decreasing priority");
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int i;
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for (i = 0; i < partCount; i++)
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{
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Part* part = model->part(i);
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part->setPriority(partCount - i - 1);
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}
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}
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else if (key == Key_S)
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{
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RenderQueueSorterBasic* newSorter = NULL;
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RenderQueueSorterBasic* currSorter = dynamic_cast<RenderQueueSorterBasic*>(rendering->renderQueueSorter());
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if (currSorter)
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{
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RenderQueueSorterBasic::SortStrategy currStrategy = currSorter->strategy();
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if (currStrategy == RenderQueueSorterBasic::MINIMAL) newSorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
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else if (currStrategy == RenderQueueSorterBasic::EFFECT_ONLY) newSorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::STANDARD);
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else if (currStrategy == RenderQueueSorterBasic::STANDARD) newSorter = NULL;
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}
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else
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{
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// No current sorter, start with minimal
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newSorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::MINIMAL);
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}
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if (newSorter)
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{
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RenderQueueSorterBasic::SortStrategy newStrategy = newSorter->strategy();
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if (newStrategy == RenderQueueSorterBasic::MINIMAL) Trace::show("Setting sorter to: MINIMAL");
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else if (newStrategy == RenderQueueSorterBasic::EFFECT_ONLY) Trace::show("Setting sorter to: EFFECT_ONLY");
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else if (newStrategy == RenderQueueSorterBasic::STANDARD) Trace::show("Setting sorter to: STANDARD");
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}
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else
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{
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Trace::show("Setting sorter to: NONE/NULL");
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}
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rendering->setRenderQueueSorter(newSorter);
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}
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keyEvent->setRequestedAction(REDRAW);
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}
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} // namespace snip
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