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

424 lines
14 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 "cvfLibRender.h"
#include "cvfLibGeometry.h"
#include "cvfLibViewing.h"
#include "cvfuInputEvents.h"
#include "cvfuSnippetPropertyPublisher.h"
#include "snipVisualPriority.h"
namespace snip {
static const double DEF_NEAR_PLANE = 0.1;
static const double DEF_FAR_PLANE = 10000;
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool VisualPriority::onInitialize()
{
m_propUseShaders = new PropertyBool("Use shaders", m_openGLContext->capabilities()->supportsOpenGL2());
m_propAutomaticClipping = new PropertyBool("Automatic clipping", true);
m_propUsePolygonOffset = new PropertyBool("Use polygon offset", true);
m_propUseEyeLift = new PropertyBool("Use eye lift", true);
m_propertyPublisher->publishProperty(m_propUseShaders.p());
m_propertyPublisher->publishProperty(m_propAutomaticClipping.p());
m_propertyPublisher->publishProperty(m_propUsePolygonOffset.p());
m_propertyPublisher->publishProperty(m_propUseEyeLift.p());
// Must set up model first
m_theModel = new ModelBasicList;
buildModel();
// Set up the rendering
// Disable all sorting (except priority) so that draw order doesn't change between when rebuilding the model
ref<Rendering> rendering = m_renderSequence->firstRendering();
rendering->setRenderQueueSorter(new cvf::RenderQueueSorterBasic(cvf::RenderQueueSorterBasic::MINIMAL));
rendering->scene()->addModel(m_theModel.p());
rendering->addOverlayItem(new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD)));
m_camera->setProjectionAsPerspective(40, DEF_NEAR_PLANE, DEF_FAR_PLANE);
BoundingBox bb = m_theModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VisualPriority::onPaintEvent(PostEventAction* postEventAction)
{
if (m_propAutomaticClipping->value())
{
if (m_renderSequence.notNull() && m_camera.notNull())
{
BoundingBox bb = m_renderSequence->boundingBox();
if (bb.isValid() && bb.extent().length() > 0.0)
{
//double minClipDist = bb.extent().length()/10000.0;
m_camera->setClipPlanesFromBoundingBox(bb, DEF_NEAR_PLANE);
}
}
}
TestSnippet::onPaintEvent(postEventAction);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VisualPriority::onPropertyChanged(Property* property, PostEventAction* postEventAction)
{
*postEventAction = REDRAW;
if (property == m_propAutomaticClipping)
{
if (!m_propAutomaticClipping->value())
{
m_camera->setProjectionAsPerspective(40, DEF_NEAR_PLANE, DEF_FAR_PLANE);
}
return;
}
m_theModel->removeAllParts();
buildModel();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VisualPriority::buildModel()
{
// Box
// --------------------------
{
BoxGenerator gen;
gen.setCenterAndExtent(Vec3d(0, 0, 0), Vec3d(4, 4, 4));
gen.setSubdivisions(12, 8, 4);
GeometryBuilderFaceList builder;
gen.generate(&builder);
ref<Vec3fArray> vertexArray = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
{
// Box surface
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->setFromFaceList(*faceList);
geo->computeNormals();
addAsSurfacePart(geo.p(), Color3::YELLOW, 0);
}
{
// Box mesh
MeshEdgeExtractor ee;
ee.addFaceList(*faceList);
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->addPrimitiveSet(new PrimitiveSetIndexedUInt(PT_LINES, ee.lineIndices().p()));
addAsLinesPart(geo.p(), Color3::RED, 0);
}
{
// Box outline
OutlineEdgeExtractor ee(Math::toRadians(60.0), *vertexArray);
ee.addFaceList(*faceList);
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->addPrimitiveSet(new PrimitiveSetIndexedUInt(PT_LINES, ee.lineIndices().p()));
addAsLinesPart(geo.p(), Color3::WHITE, 0.1);
}
}
// Two patches 'glued to box'
// --------------------------
{
GeometryBuilderFaceList builder;
PatchGenerator gen;
gen.setExtent(2, 4);
gen.setSubdivisions(10, 5);
gen.setOrigin(Vec3d(-1, -1, 2));
gen.setAxes(Vec3d::X_AXIS, Vec3d::Y_AXIS);
gen.generate(&builder);
gen.setOrigin(Vec3d(2, -1,1));
gen.setAxes(-Vec3d::Z_AXIS, Vec3d::Y_AXIS);
gen.generate(&builder);
ref<Vec3fArray> vertexArray = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
{
// Surface
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->setFromFaceList(*faceList);
geo->computeNormals();
addAsSurfacePart(geo.p(), Color3::BLUE, 1.0);
}
{
// Mesh on the patch
MeshEdgeExtractor ee;
ee.addFaceList(*faceList);
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->addPrimitiveSet(new PrimitiveSetIndexedUInt(PT_LINES, ee.lineIndices().p()));
addAsLinesPart(geo.p(), Color3::DARK_CYAN, 1.0);
}
}
// Bottom (floor) patch
// --------------------------
{
PatchGenerator gen;
gen.setOrigin(Vec3d(-7.5, -2, 10));
gen.setAxes(Vec3d::X_AXIS, -Vec3d::Z_AXIS);
gen.setExtent(15, 20);
gen.setSubdivisions(3, 4);
GeometryBuilderFaceList builder;
gen.generate(&builder);
ref<Vec3fArray> vertexArray = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
{
// Surface
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->setFromFaceList(*faceList);
geo->computeNormals();
addAsSurfacePart(geo.p(), Color3::LIGHT_GRAY, 0);
}
{
// Mesh
MeshEdgeExtractor ee;
ee.addFaceList(*faceList);
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertexArray.p());
geo->addPrimitiveSet(new PrimitiveSetIndexedUInt(PT_LINES, ee.lineIndices().p()));
addAsLinesPart(geo.p(), Color3::WHITE, 0);
}
}
// Overlapping boxes, transformed
// --------------------------
{
{
BoxGenerator gen;
gen.setOriginAndExtent(Vec3d(0, 0, 0), Vec3d(3, 2, 2));
gen.setSubdivisions(2, 2, 2);
GeometryBuilderFaceList builder;
gen.generate(&builder);
const Mat4d rm = Mat4d::fromRotation(Vec3d::Z_AXIS, Math::toRadians(30.0));
{
Mat4d m = rm*Mat4d::fromTranslation(Vec3d(5, 0, 0));
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(builder.vertices().p());
geo->setFromFaceList(*builder.faceList());
//geo->transform(m);
geo->computeNormals();
Part* part = addAsSurfacePart(geo.p(), Color3::RED, 0);
setTransformationMatrixOnPart(part, m);
}
{
Mat4d m = rm*Mat4d::fromTranslation(Vec3d(7, 0, 0));
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(builder.vertices().p());
geo->setFromFaceList(*builder.faceList());
//geo->transform(m);
geo->computeNormals();
Part* part = addAsSurfacePart(geo.p(), Color3::GREEN, 0.5);
setTransformationMatrixOnPart(part, m);
}
{
Mat4d m = rm*Mat4d::fromTranslation(Vec3d(6, 1, 0));
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(builder.vertices().p());
geo->setFromFaceList(*builder.faceList());
//geo->transform(m);
geo->computeNormals();
Part* part = addAsSurfacePart(geo.p(), Color3::BLUE, 1.0);
setTransformationMatrixOnPart(part, m);
}
}
}
m_theModel->updateBoundingBoxesRecursive();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Part* VisualPriority::addAsSurfacePart(DrawableGeo* geo, const Color3f& color, double liftFactor)
{
ref<Effect> eff = new Effect;
if (m_propUsePolygonOffset->value())
{
cvf::RenderStatePolygonOffset* polyOffset = new cvf::RenderStatePolygonOffset;
polyOffset->configurePolygonPositiveOffset();
eff->setRenderState(polyOffset);
}
if (m_propUseShaders->value())
{
ShaderProgramGenerator gen("surfaceProgram", ShaderSourceProvider::instance());
gen.addVertexCode(ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(ShaderSourceRepository::src_Color);
gen.addFragmentCode(ShaderSourceRepository::light_SimpleHeadlight);
gen.addFragmentCode(ShaderSourceRepository::fs_Standard);
eff->setShaderProgram(gen.generate().p());
eff->setUniform(new UniformFloat("u_color", Color4f(color)));
}
else
{
eff->setRenderState(new cvf::RenderStateMaterial_FF(color));
}
ref<Part> part = new Part;
part->setDrawable(geo);
part->setEffect(eff.p());
if (m_propUseEyeLift->value())
{
if (liftFactor != 0)
{
ref<Transform> trans = new Transform;
trans->setEyeLiftFactor(liftFactor);
part->setTransform(trans.p());
}
}
m_theModel->addPart(part.p());
return part.p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Part* VisualPriority::addAsLinesPart(DrawableGeo* geo, const Color3f& color, double liftFactor)
{
ref<Effect> eff = new Effect;
//eff->setRenderState(new cvf::Depth(true, cvf::Depth::LEQUAL));
if (m_propUseShaders->value())
{
ShaderProgramGenerator gen("lineProgram", ShaderSourceProvider::instance());
gen.addVertexCode(ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(ShaderSourceRepository::src_Color);
gen.addFragmentCode(ShaderSourceRepository::fs_Unlit);
eff->setShaderProgram(gen.generate().p());
eff->setUniform(new UniformFloat("u_color", Color4f(color)));
}
else
{
eff->setRenderState(new cvf::RenderStateMaterial_FF(color));
eff->setRenderState(new cvf::RenderStateLighting_FF(false));
}
ref<Part> part = new Part;
part->setDrawable(geo);
part->setEffect(eff.p());
if (m_propUseEyeLift->value())
{
if (liftFactor != 0)
{
ref<Transform> trans = new Transform;
trans->setEyeLiftFactor(liftFactor);
part->setTransform(trans.p());
}
}
m_theModel->addPart(part.p());
return part.p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VisualPriority::setTransformationMatrixOnPart(Part* part, const Mat4d& mat)
{
ref<Transform> trans = part->transform();
if (trans.isNull())
{
trans = new Transform;
}
trans->setLocalTransform(mat);
part->setTransform(trans.p());
}
} // namespace snip