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266 lines
8.9 KiB
C++
266 lines
8.9 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 "cvfuWavefrontObjImport.h"
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#include "cvfuSampleFactory.h"
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#include "snipShaderLighting.h"
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namespace snip {
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool ShaderLighting::onInitialize()
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{
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ref<ModelBasicList> myModel = new ModelBasicList;
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ref<DrawableGeo> geo;
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WavefrontObjImport imp;
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imp.readFile(m_testDataDir + "dragon_10k.obj");
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//imp.readFile(m_testDataDir + "teapot.obj");
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GeometryBuilderDrawableGeo builder;
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imp.buildGeometry(&builder);
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geo = builder.drawableGeo();
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geo->weldVertices(0.00001);
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geo->computeNormals();
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ref<Part> part = new Part;
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part->setDrawable(geo.p());
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//ref<Effect> eff = createFixedHeadlightPhongEffect(Color3f(Color3::SKY_BLUE));
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ref<Effect> eff = createPhongEffect(m_openGLContext.p(), Color3f(Color3::SKY_BLUE));
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//ref<Effect> eff = createHemisphereEffect();
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part->setEffect(eff.p());
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myModel->addPart(part.p());
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m_light = new PointLight;
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m_light->setPosition(Vec3d(-0.15, 0.1, 0));
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ref<Part> markerPart = SampleFactory::createUnlitSphere(0.005, Color3f::YELLOW);
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markerPart->setTransform(m_light->markerTransform());
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myModel->addPart(markerPart.p());
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m_renderSequence->firstRendering()->scene()->addModel(myModel.p());
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m_renderSequence->firstRendering()->addGlobalDynamicUniformSet(m_light.p());
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m_locator = new LocatorPanWalkRotate(m_camera.p());
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myModel->updateBoundingBoxesRecursive();
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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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m_renderSequence->firstRendering()->addOverlayItem(new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD)));
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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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ref<Effect> ShaderLighting::createFixedHeadlightPhongEffect(OpenGLContext* oglContext, Color3f objectColor)
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{
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cvf::ShaderProgramGenerator gen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
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gen.configureStandardHeadlightColor();
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ref<ShaderProgram> prog = gen.generate();
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// Link and show log to see any warnings
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prog->linkProgram(oglContext);
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if (!prog->programInfoLog(oglContext).isEmpty()) Trace::show(prog->programInfoLog(oglContext));
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(prog.p());
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eff->setUniform(new UniformFloat("u_color", cvf::Color4f(objectColor)));
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return eff;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ref<Effect> ShaderLighting::createPhongEffect(OpenGLContext* oglContext, Color3f objectColor)
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{
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cvf::ShaderProgramGenerator gen("PhongDual", cvf::ShaderSourceProvider::instance());
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gen.addVertexCode(ShaderSourceRepository::vs_Standard);
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gen.addFragmentCode(ShaderSourceRepository::src_Color);
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gen.addFragmentCode(ShaderSourceRepository::light_PhongDual);
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gen.addFragmentCode(ShaderSourceRepository::fs_Standard);
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ref<ShaderProgram> prog = gen.generate();
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// Link and show log to see any warnings
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prog->linkProgram(oglContext);
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if (!prog->programInfoLog(oglContext).isEmpty()) Trace::show(prog->programInfoLog(oglContext));
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(prog.p());
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eff->setUniform(new UniformFloat("u_ambientIntensity", 0.2f));
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eff->setUniform(new UniformFloat("u_color", Color4f(objectColor)));
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// Headlight
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eff->setUniform(new UniformFloat("u_ecLightPosition2", Vec3f(0.5, 5.0, 7.0)));
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return eff;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ref<Effect> ShaderLighting::createHemisphereEffect(OpenGLContext* oglContext)
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{
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cvf::ShaderProgramGenerator gen("Hemisphere", cvf::ShaderSourceProvider::instance());
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gen.addVertexCodeFromFile("HemisphereLighting_Vert");
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gen.addFragmentCodeFromFile("HemisphereLighting_Frag");
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ref<ShaderProgram> prog = gen.generate();
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// Link and show log to see any warnings
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prog->linkProgram(oglContext);
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if (!prog->programInfoLog(oglContext).isEmpty()) Trace::show(prog->programInfoLog(oglContext));
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(prog.p());
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return eff;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ShaderLighting::onKeyPressEvent(KeyEvent* keyEvent)
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{
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keyEvent->setRequestedAction(REDRAW);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ShaderLighting::onMousePressEvent(MouseButton buttonPressed, MouseEvent* mouseEvent)
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{
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if (m_locator.notNull() && m_light.notNull())
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{
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if (mouseEvent->modifiers() == (ShiftModifier | ControlModifier))
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{
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int x = mouseEvent->x();
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int y = mouseEvent->y();
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if (mouseEvent->buttons() == MiddleButton ||
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mouseEvent->buttons() == (LeftButton | RightButton))
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{
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m_locator->setOperation(LocatorPanWalkRotate::WALK);
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}
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else
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{
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m_locator->setOperation(LocatorPanWalkRotate::PAN);
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}
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m_locator->setPosition(m_light->position());
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m_locator->start(x, y);
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mouseEvent->setRequestedAction(REDRAW);
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return;
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}
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}
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TestSnippet::onMousePressEvent(buttonPressed, mouseEvent);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void ShaderLighting::onMouseMoveEvent(MouseEvent* mouseEvent)
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{
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if (m_locator.notNull() && m_light.notNull())
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{
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if (mouseEvent->modifiers() == (ShiftModifier | ControlModifier))
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{
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int x = mouseEvent->x();
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int y = mouseEvent->y();
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m_locator->update(x, y);
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m_light->setPosition(m_locator->position());
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mouseEvent->setRequestedAction(REDRAW);
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return;
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}
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}
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TestSnippet::onMouseMoveEvent(mouseEvent);
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}
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/*
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class Subject : public Object
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{
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public:
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virtual void registerObserver(Observer* observer);
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virtual void removeObserver(Observer* observer);
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virtual void notifyObservers();
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private:
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QVector<Observer*> m_observers;
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};
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class Observer : public Object
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{
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public:
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virtual void update(Subject* modifiedSubject) = 0;
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};
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*/
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} // namespace snip
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