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https://github.com/OPM/ResInsight.git
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188 lines
8.9 KiB
C++
188 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 "snipVectorDrawing.h"
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namespace snip {
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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static const char sg_FixedHeadlightVectorVertexShader[] =
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"varying vec3 v_V; \n"
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"varying vec3 v_N; \n"
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" \n"
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"uniform mat4 cvfu_modelViewProjectionMatrix; \n"
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"uniform mat4 cvfu_modelViewMatrix; \n"
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"uniform mat3 cvfu_normalMatrix; \n"
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" \n"
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"// Transformation matrix to orient and position the vector \n"
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"uniform mat4 mat_Vector; \n"
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" \n"
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"attribute vec4 cvfa_vertex; \n"
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"attribute vec3 cvfa_normal; \n"
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" \n"
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"void main () \n"
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"{ \n"
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" gl_Position = cvfu_modelViewProjectionMatrix*mat_Vector*cvfa_vertex; \n"
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" v_V = (cvfu_modelViewMatrix*mat_Vector*cvfa_vertex).xyz; \n"
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" mat3 mat3_Vector = mat3(mat_Vector); \n"
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" v_N = cvfu_normalMatrix*mat3_Vector*cvfa_normal; \n"
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"} \n";
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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static const char sg_FixedHeadlightVectorFragmentShader[] =
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"varying vec3 v_V; \n"
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"varying vec3 v_N; \n"
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" \n"
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"uniform float ambientIntensity; \n"
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"uniform vec3 color; \n"
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" \n"
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"const float specularIntensity = 0.5; \n"
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"const vec3 lightSourcePosition = vec3(0.5f, 5.0f, 7.0f); \n"
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" \n"
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"void main () \n"
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"{ \n"
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" vec3 N = normalize(v_N); \n"
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" vec3 V = normalize(v_V); \n"
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" vec3 R = reflect(V, N); \n"
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" vec3 L = normalize(lightSourcePosition); \n"
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" \n"
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" vec3 ambient = color*ambientIntensity; \n"
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" vec3 diffuse = color*(1.0 - ambientIntensity)*max(dot(L, N), 0.0); \n"
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" vec3 specular = vec3(specularIntensity*pow(max(dot(R, L), 0.0), 8.0)); \n"
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" \n"
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" gl_FragColor = vec4(ambient + diffuse + specular, 1.0); \n"
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"} \n";
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool VectorDrawing::onInitialize()
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{
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ref<DrawableGeo> geo1 = new DrawableGeo;
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{
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GeometryBuilderFaceList builder;
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GeometryUtils::createBox(Vec3f(0,0,0), 2.0, 2.0, 2.0, &builder);
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ref<Vec3fArray> vertices = builder.vertices();
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ref<UIntArray> faceList = builder.faceList();
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geo1->setVertexArray(vertices.p());
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geo1->setFromFaceList(*faceList);
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geo1->computeNormals();
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}
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ref<Part> part1 = new Part;
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part1->setDrawable(geo1.p());
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ref<Effect> eff1 = new Effect;
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eff1->setRenderState(new RenderStateMaterial_FF(Color3f(1, 0, 0)));
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part1->setEffect(eff1.p());
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// Vec result
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// -------------------------------------------------------------------------
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ref<DrawableVectors> vectorDrawable = new DrawableVectors("u_transformationMatrix", "u_color");
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ref<cvf::ShaderProgram> prog;
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//prog = m_openGLContext->resourceManager()->getOrCreateVectorDrawerShaderProgram(m_openGLContext.p()); // Comment out this for fixed function
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ref<Vec3fArray> vertices = new Vec3fArray;
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ref<Vec3fArray> vecRes = new Vec3fArray;
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ref<Color3fArray> colors = new Color3fArray;
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int numVecs = 7;
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vertices->reserve(numVecs);
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vecRes->reserve(numVecs);
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colors->reserve(numVecs);
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vertices->add(Vec3f(1.0f, 1.0f, 1.0f)); vecRes->add(Vec3f(1.0f, 1.0f, 1.0f)); colors->add(Color3f(Color3::BLUE));
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vertices->add(Vec3f(-1.0f, -1.0f, -1.0f)); vecRes->add(Vec3f(-0.5f, -0.5f, -0.5f)); colors->add(Color3f(Color3::RED));
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vertices->add(Vec3f(1.0f, -1.0f, 1.0f)); vecRes->add(Vec3f(0.33f, -0.33f, 0.33f)); colors->add(Color3f(Color3::GRAY));
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vertices->add(Vec3f(-1.0f, 1.0f, 1.0f)); vecRes->add(Vec3f(-1.0f, 1.0f, 1.0f)); colors->add(Color3f(Color3::GREEN));
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vertices->add(Vec3f(1.0f, 0.0f, 1.0f)); vecRes->add(Vec3f(1.0f, 0.0f, 1.0f)); colors->add(Color3f(Color3::YELLOW));
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vertices->add(Vec3f(1.0f, 0.0f, 0.0f)); vecRes->add(Vec3f(1.0f, 0.0f, 0.0f)); colors->add(Color3f(Color3::BROWN));
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vertices->add(Vec3f(0.0f, 0.0f, -1.0f)); vecRes->add(Vec3f(0.0f, 0.0f, -1.0f)); colors->add(Color3f(Color3::PINK));
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vectorDrawable->setVectors(vertices.p(), vecRes.p());
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vectorDrawable->setColors(colors.p());
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// Create the arrow glyph for the vector drawer
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GeometryBuilderTriangles builder;
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ArrowGenerator gen;
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gen.generate(&builder);
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vectorDrawable->setGlyph(builder.trianglesUShort().p(), builder.vertices().p());
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ref<Part> part2 = new Part;
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part2->setDrawable(vectorDrawable.p());
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ref<Effect> eff2 = new Effect;
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eff2->setShaderProgram(prog.p());
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part2->setEffect(eff2.p());
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ref<ModelBasicList> myModel = new ModelBasicList;
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myModel->addPart(part1.p());
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myModel->addPart(part2.p());
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myModel->updateBoundingBoxesRecursive();
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m_renderSequence->rendering(0)->scene()->addModel(myModel.p());
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BoundingBox bb = m_renderSequence->boundingBox();
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if (bb.isValid())
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{
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m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::X_AXIS);
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m_trackball->setRotationPoint(bb.center());
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}
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return true;
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}
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} // namespace snip
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