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

387 lines
12 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 "snipRenderStateExperiments.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool RenderStateExperiments::onInitialize()
{
ref<RenderStateMaterial_FF> matRed = new RenderStateMaterial_FF(RenderStateMaterial_FF::RED_RUBBER);
ref<RenderStateMaterial_FF> matYellow = new RenderStateMaterial_FF(RenderStateMaterial_FF::YELLOW_PLASTIC);
ref<Effect> effRed = new Effect;
ref<Effect> effYellow = new Effect;
effRed->setRenderState(matRed.p());
effYellow->setRenderState(matYellow.p());
ref<ModelBasicList> myModel = new ModelBasicList;
int numPartsX = 30;
int numPartsY = 30;
int x;
for (x = 0; x < numPartsX; x++)
{
int y;
for (y = 0; y < numPartsY; y++)
{
ref<Part> part = createBoxPart(Vec3f(2.0f*static_cast<float>(x), 2.0f*static_cast<float>(y), 0.0f));
//ref<Part> part = createTrianglePart(Vec3f(2.0f*x, 2.0f*y, 0));
ref<Effect> useEff = (y % 2 == 0) ? effRed : effYellow;
part->setEffect(useEff.p());
myModel->addPart(part.p());
}
}
bool addDisc = true;
if (addDisc)
{
ref<RenderStateDepth> depth = new RenderStateDepth;
depth->setFunction(RenderStateDepth::ALWAYS);
ref<RenderStateMaterial_FF> mat = new RenderStateMaterial_FF;
mat->setAmbientAndDiffuse(Color3f(0, 0, 0.8f));
ref<RenderStateLighting_FF> lighting = new RenderStateLighting_FF;
lighting->enableTwoSided(true);
ref<Effect> eff = new Effect;
eff->setRenderState(depth.p());
eff->setRenderState(mat.p());
eff->setRenderState(lighting.p());
m_xyDiscPart = createXYDiscPart(10);
m_xyDiscPart->setEffect(eff.p());
myModel->addPart(m_xyDiscPart.p());
}
myModel->updateBoundingBoxesRecursive();
m_renderSequence->firstRendering()->scene()->addModel(myModel.p());
BoundingBox bb = m_renderSequence->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::X_AXIS);
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Part> RenderStateExperiments::createTrianglePart(Vec3f centPos)
{
ref<Vec3fArray> vertices = new Vec3fArray;
vertices->reserve(3);
vertices->add(centPos + Vec3f(-0.5f, -0.5, 0));
vertices->add(centPos + Vec3f( 0.5f, -0.5, 0));
vertices->add(centPos + Vec3f( 0.0f, 0.5, 0));
UIntArray faceList;
faceList.reserve(4);
faceList.add(3);
faceList.add(0);
faceList.add(1);
faceList.add(2);
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertices.p());
geo->setFromFaceList(faceList);
geo->computeNormals();
ref<Part> part = new Part;
part->setDrawable(geo.p());
part->updateBoundingBox();
return part;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Part> RenderStateExperiments::createBoxPart(Vec3f centPos)
{
ref<DrawableGeo> geo = createBoxGeo(centPos);
ref<Part> part = new Part;
part->setDrawable(geo.p());
part->updateBoundingBox();
return part;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<DrawableGeo> RenderStateExperiments::createBoxGeo(Vec3f centPos)
{
GeometryBuilderFaceList builder;
GeometryUtils::createBox(centPos, 1.0, 1.0, 1.0, &builder);
ref<Vec3fArray> vertices = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertices.p());
geo->setFromFaceList(*faceList);
geo->computeNormals();
return geo;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Part> RenderStateExperiments::createXYDiscPart(double radius)
{
GeometryBuilderFaceList builder;
GeometryUtils::createDisc(radius, 50, &builder);
ref<Vec3fArray> vertices = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertices.p());
geo->setFromFaceList(*faceList);
geo->computeNormals();
ref<Part> part = new Part;
part->setDrawable(geo.p());
part->updateBoundingBox();
return part;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderStateExperiments::addRenderingWithEdges()
{
Scene* srcScene = m_renderSequence->rendering(0)->scene();
CVF_ASSERT(srcScene);
Collection<Part> srcParts;
srcScene->allParts(&srcParts);
ref<ModelBasicList> newModel = new ModelBasicList;
ref<RenderStatePolygonOffset> polyOffset = new RenderStatePolygonOffset;
polyOffset->configureLineNegativeOffset();
ref<Effect> lineEffect = new Effect;
lineEffect->setRenderState(new RenderStatePolygonMode(RenderStatePolygonMode::LINE));
lineEffect->setRenderState(polyOffset.p());
lineEffect->setRenderState(new RenderStateDepth(true, RenderStateDepth::LEQUAL));
ref<RenderStateMaterial_FF> lineMat = new RenderStateMaterial_FF;
lineMat->setAmbientAndDiffuse(Color3f::MAGENTA);
lineEffect->setRenderState(lineMat.p());
lineEffect->setRenderState(new RenderStateLighting_FF(false));
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->setEffect(lineEffect.p());
newModel->addPart(newPart.p());
}
newModel->updateBoundingBoxesRecursive();
ref<Scene> newScene = new Scene;
newScene->addModel(newModel.p());
ref<Rendering> newRendering = new Rendering;
newRendering->setCamera(m_camera.p());
newRendering->setScene(newScene.p());
newRendering->setClearMode(Viewport::DO_NOT_CLEAR);
m_renderSequence->addRendering(newRendering.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderStateExperiments::deleteAllRenderingsExceptFirst()
{
ref<Rendering> firstRendering = m_renderSequence->rendering(0);
m_renderSequence->removeAllRenderings();
m_renderSequence->addRendering(firstRendering.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderStateExperiments::onResizeEvent(int width, int height)
{
if (m_renderSequence.isNull() || m_camera.isNull())
{
return;
}
m_camera->setViewport(0, 0, width, height);
// BoundingBox bb = m_renderSequence->boundingBox();
// if (bb.isValid())
// {
// m_camera->setClipPlanesFromBoundingBox(bb);
// }
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderStateExperiments::onKeyPressEvent(KeyEvent* keyEvent)
{
Key key = keyEvent->key();
char character = keyEvent->character();
if (key == Key_D)
{
bool depthTestOn = (character == 'd') ? true : false;
CVF_ASSERT(m_xyDiscPart->effect());
RenderStateDepth* depth = static_cast<RenderStateDepth*>(m_xyDiscPart->effect()->renderStateOfType(RenderState::DEPTH));
if (depth)
{
depth->setFunction(depthTestOn ? RenderStateDepth::LESS : RenderStateDepth::ALWAYS);
}
}
else if (key == Key_E)
{
bool edgesOn = (character == 'e') ? true : false;
if (edgesOn) addRenderingWithEdges();
else deleteAllRenderingsExceptFirst();
}
else if (key == Key_S)
{
int numRenderings = m_renderSequence->renderingCount();
if (numRenderings < 1) return;
RenderQueueSorterBasic* newSorter = NULL;
RenderQueueSorterBasic* currSorter = dynamic_cast<RenderQueueSorterBasic*>(m_renderSequence->rendering(0)->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");
}
int i;
for (i = 0; i < numRenderings; i++)
{
Rendering* rendering = m_renderSequence->rendering(i);
rendering->setRenderQueueSorter(newSorter);
}
}
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> RenderStateExperiments::helpText() const
{
std::vector<String> help;
help.push_back(String("d/D - to toggle between depth func LESS and ALWAYS"));
help.push_back(String("e/E - to toggle between edges on and edges off"));
help.push_back(String("s - cycle render queue sorter"));
return help;
}
} // namespace snip