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