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

233 lines
8.0 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 "cvfLibGeometry.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "cvfuInputEvents.h"
#include "snipRenderPriority.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool RenderPriority::onInitialize()
{
ref<Effect> myEff = new Effect;
myEff->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_YELLOW));
myEff->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
// Note order in which we create effects.
// By default this will control the drawing order since by default the snippet has an EFFECT_ONLY sorter that on the pointers
ref<Effect> e2 = new Effect;
e2->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_GREEN));
e2->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
ref<Effect> e0 = new Effect;
e0->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_MAGENTA));
e0->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
ref<Effect> e3 = new Effect;
e3->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_BLUE));
e3->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
ref<Effect> e1 = new Effect;
e1->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_RED));
e1->setRenderState(new RenderStateDepth(false, RenderStateDepth::LESS, false));
ref<ModelBasicList> myModel = new ModelBasicList;
{
GeometryBuilderDrawableGeo builder;
GeometryUtils::createSphere(1, 10, 10, &builder);
ref<Part> spherePart = new Part;
spherePart->setDrawable(builder.drawableGeo().p());
spherePart->setEffect(myEff.p());
myModel->addPart(spherePart.p());
}
{
GeometryBuilderDrawableGeo builder;
GeometryUtils::createPatch(Vec3f(0, 0, 0), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
ref<Part> part = new Part;
part->setDrawable(builder.drawableGeo().p());
part->setEffect(e0.p());
myModel->addPart(part.p());
}
{
GeometryBuilderDrawableGeo builder;
GeometryUtils::createPatch(Vec3f(1, 1, 1), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
ref<Part> part = new Part;
part->setDrawable(builder.drawableGeo().p());
part->setEffect(e1.p());
myModel->addPart(part.p());
}
{
GeometryBuilderDrawableGeo builder;
GeometryUtils::createPatch(Vec3f(2, 2, 2), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
ref<Part> part = new Part;
part->setDrawable(builder.drawableGeo().p());
part->setEffect(e2.p());
myModel->addPart(part.p());
}
{
GeometryBuilderDrawableGeo builder;
GeometryUtils::createPatch(Vec3f(3, 3, 3), Vec3f::X_AXIS*3, Vec3f::Y_AXIS*3, 1, 1, &builder);
ref<Part> part = new Part;
part->setDrawable(builder.drawableGeo().p());
part->setEffect(e3.p());
myModel->addPart(part.p());
}
{
GeometryBuilderDrawableGeo builder;
GeometryUtils::createSphere(1, 10, 10, &builder);
ref<Part> spherePart = new Part;
spherePart->setDrawable(builder.drawableGeo().p());
spherePart->setEffect(myEff.p());
myModel->addPart(spherePart.p());
}
myModel->updateBoundingBoxesRecursive();
m_renderSequence->rendering(0)->scene()->addModel(myModel.p());
BoundingBox bb = myModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderPriority::onKeyPressEvent(KeyEvent* keyEvent)
{
Rendering* rendering = m_renderSequence->firstRendering();
ModelBasicList* model = dynamic_cast<ModelBasicList*>(rendering->scene()->model(0));
int partCount = static_cast<int>(model->partCount());
Key key = keyEvent->key();
if (key == Key_R)
{
Trace::show("Set all priorities to 0");
int i;
for (i = 0; i < partCount; i++)
{
Part* part = model->part(i);
part->setPriority(0);
}
}
else if (key == Key_I)
{
Trace::show("Set increasing priority");
int i;
for (i = 0; i < partCount; i++)
{
Part* part = model->part(i);
part->setPriority(i);
}
}
else if (key == Key_D)
{
Trace::show("Set decreasing priority");
int i;
for (i = 0; i < partCount; i++)
{
Part* part = model->part(i);
part->setPriority(partCount - i - 1);
}
}
else if (key == Key_S)
{
RenderQueueSorterBasic* newSorter = NULL;
RenderQueueSorterBasic* currSorter = dynamic_cast<RenderQueueSorterBasic*>(rendering->renderQueueSorter());
if (currSorter)
{
RenderQueueSorterBasic::SortStrategy currStrategy = currSorter->strategy();
if (currStrategy == RenderQueueSorterBasic::MINIMAL) newSorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
else if (currStrategy == RenderQueueSorterBasic::EFFECT_ONLY) newSorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::STANDARD);
else if (currStrategy == RenderQueueSorterBasic::STANDARD) newSorter = NULL;
}
else
{
// No current sorter, start with minimal
newSorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::MINIMAL);
}
if (newSorter)
{
RenderQueueSorterBasic::SortStrategy newStrategy = newSorter->strategy();
if (newStrategy == RenderQueueSorterBasic::MINIMAL) Trace::show("Setting sorter to: MINIMAL");
else if (newStrategy == RenderQueueSorterBasic::EFFECT_ONLY) Trace::show("Setting sorter to: EFFECT_ONLY");
else if (newStrategy == RenderQueueSorterBasic::STANDARD) Trace::show("Setting sorter to: STANDARD");
}
else
{
Trace::show("Setting sorter to: NONE/NULL");
}
rendering->setRenderQueueSorter(newSorter);
}
keyEvent->setRequestedAction(REDRAW);
}
} // namespace snip