ResInsight/Fwk/AppFwk/CommonCode/cafEffectGenerator.cpp
2020-06-19 08:00:01 +02:00

1062 lines
45 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 "cafEffectGenerator.h"
#include "cafEffectCache.h"
#include "cafUtils.h"
#include "cvfMatrixState.h"
#include "cvfRenderStateBlending.h"
#include "cvfRenderStateColorMask.h"
#include "cvfRenderStateCullFace.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStateLine.h"
#include "cvfRenderStatePolygonMode.h"
#include "cvfRenderStatePolygonOffset.h"
#include "cvfRenderStateTextureBindings.h"
#include "cvfRenderState_FF.h"
#include "cvfSampler.h"
#include "cvfShaderProgram.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceProvider.h"
#include "cvfTexture.h"
#include "cvfTexture2D_FF.h"
#include "cvfTextureImage.h"
#include "cvfUniform.h"
#include <QtOpenGL/QGLFormat>
namespace caf
{
//#############################################################################################################################
//#############################################################################################################################
static const char checkDiscard_Transparent_Fragments_inl[] =
" \n"
"#define CVF_CHECK_DISCARD_FRAGMENT_IMPL \n"
" \n"
"//-------------------------------------------------------------------------------------------------- \n"
"/// Check if fragment should be discarded based on alpha fragment value \n"
"//-------------------------------------------------------------------------------------------------- \n"
"void checkDiscardFragment() \n"
"{ \n"
" vec4 color = srcFragment(); \n"
" if (color.a < 1.0) discard; \n"
"} \n";
//=============================================================================================================================
//=============================================================================================================================
static const char light_AmbientDiffuse_inl[] =
" \n"
"varying vec3 v_ecPosition; \n"
"varying vec3 v_ecNormal; \n"
"uniform vec3 u_ecLightPosition; \n"
" \n"
"//-------------------------------------------------------------------------------------------------- \n"
"/// lightFragment() - Simple Positional Headlight without Phong/specular component \n"
"/// \n"
"//-------------------------------------------------------------------------------------------------- \n"
"vec4 lightFragment(vec4 srcFragColor, float not_in_use_shadowFactor) \n"
"{ \n"
" const float ambientIntensity = 0.2; \n"
" \n"
" // Light vector (from point to light source) \n"
" vec3 L = normalize(u_ecLightPosition - v_ecPosition); \n"
" \n"
" // Viewing vector (from point to eye) \n"
" // Since we are in eye space, the eye pos is at (0, 0, 0) \n"
" vec3 V = normalize(-v_ecPosition); \n"
" \n"
" vec3 N = normalize(v_ecNormal); \n"
" vec3 R = normalize(reflect(-L, N)); \n"
" \n"
" vec3 ambient = srcFragColor.rgb*ambientIntensity; \n"
" vec3 diffuse = srcFragColor.rgb*(1.0 - ambientIntensity)*abs(dot(N, L)); \n"
" \n"
" return vec4(ambient + diffuse, srcFragColor.a); \n"
"} \n";
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::String CommonShaderSources::light_AmbientDiffuse()
{
return cvf::String( light_AmbientDiffuse_inl );
}
//--------------------------------------------------------------------------------------------------
/// Static helper to configure polygon offset render state from enum
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::RenderStatePolygonOffset>
EffectGenerator::createAndConfigurePolygonOffsetRenderState( PolygonOffset polygonOffset )
{
cvf::ref<cvf::RenderStatePolygonOffset> rs = new cvf::RenderStatePolygonOffset;
if ( polygonOffset == PO_NONE )
{
return rs;
}
rs->enableFillMode( true );
switch ( polygonOffset )
{
case PO_1:
rs->setFactor( 1.0f );
rs->setUnits( 1.0f );
break;
case PO_2:
rs->setFactor( 2.0f );
rs->setUnits( 2.0f );
break;
case PO_POS_LARGE:
rs->setFactor( 3.0f );
rs->setUnits( 50.0f );
break;
case PO_NEG_LARGE:
rs->setFactor( -1.0f );
rs->setUnits( -30.0f );
break;
default:
CVF_FAIL_MSG( "Unhandled polygon offset enum" );
}
return rs;
}
//==================================================================================================
//
// EffectGenerator Base class
//
//==================================================================================================
EffectGenerator::RenderingModeType EffectGenerator::sm_renderingMode = SHADER_BASED;
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void EffectGenerator::setRenderingMode( RenderingModeType effectType )
{
sm_renderingMode = effectType;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator::RenderingModeType EffectGenerator::renderingMode()
{
return sm_renderingMode;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::Effect> EffectGenerator::generateCachedEffect() const
{
cvf::ref<cvf::Effect> eff = caf::EffectCache::instance()->findEffect( this );
if ( eff.notNull() ) return eff.p();
eff = generateUnCachedEffect();
caf::EffectCache::instance()->addEffect( this, eff.p() );
return eff;
}
//--------------------------------------------------------------------------------------------------
/// Creates a new effect using the settings in the inherited generator.
/// Creates a new effect and calls the correct update-Effect method dep. on the effect type (software/shader)
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::Effect> EffectGenerator::generateUnCachedEffect() const
{
cvf::ref<cvf::Effect> eff = new cvf::Effect;
if ( sm_renderingMode == SHADER_BASED )
{
updateForShaderBasedRendering( eff.p() );
}
else
{
updateForFixedFunctionRendering( eff.p() );
}
return eff;
}
//--------------------------------------------------------------------------------------------------
/// Updates the effect to the state defined by the inherited effect generator.
/// This can be used to update an effect used several places in the scene.
/// Will first reset the effect, and then call the correct updateEffect method implemented in the inherited generator.
//--------------------------------------------------------------------------------------------------
void EffectGenerator::updateEffect( cvf::Effect* effect ) const
{
CVF_ASSERT( effect != nullptr );
// Clear effect
effect->setRenderStateSet( nullptr );
effect->setUniformSet( nullptr );
effect->setShaderProgram( nullptr );
if ( sm_renderingMode == SHADER_BASED )
{
updateForShaderBasedRendering( effect );
}
else
{
updateForFixedFunctionRendering( effect );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void EffectGenerator::clearEffectCache()
{
EffectCache::instance()->clear();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void EffectGenerator::releaseUnreferencedEffects()
{
EffectCache::instance()->releaseUnreferencedEffects();
}
//==================================================================================================
//
// SurfaceEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
SurfaceEffectGenerator::SurfaceEffectGenerator( const cvf::Color4f& color, PolygonOffset polygonOffset )
{
CVF_ASSERT( color.isValid() );
m_color = color;
m_polygonOffset = polygonOffset;
m_cullBackfaces = FC_NONE;
m_enableColorMask = true;
m_enableDepthTest = true;
m_enableDepthWrite = true;
m_enableLighting = true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
SurfaceEffectGenerator::SurfaceEffectGenerator( const cvf::Color3f& color, PolygonOffset polygonOffset )
{
CVF_ASSERT( color.isValid() );
m_color = cvf::Color4f( color, 1.0f );
m_polygonOffset = polygonOffset;
m_cullBackfaces = FC_NONE;
m_enableColorMask = true;
m_enableDepthTest = true;
m_enableDepthWrite = true;
m_enableLighting = true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SurfaceEffectGenerator::updateForShaderBasedRendering( cvf::Effect* effect ) const
{
cvf::ShaderProgramGenerator gen( "SurfaceEffectGenerator", cvf::ShaderSourceProvider::instance() );
gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
gen.addFragmentCode( cvf::ShaderSourceRepository::src_Color );
if ( m_enableLighting )
{
gen.addFragmentCode( CommonShaderSources::light_AmbientDiffuse() );
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Standard );
}
else
{
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
}
cvf::ref<cvf::ShaderProgram> shaderProg = gen.generate();
if ( m_enableLighting )
shaderProg->setDefaultUniform( new cvf::UniformFloat( "u_ecLightPosition", cvf::Vec3f( 0.5, 5.0, 7.0 ) ) );
cvf::ref<cvf::Effect> eff = effect;
eff->setShaderProgram( shaderProg.p() );
eff->setUniform( new cvf::UniformFloat( "u_color", m_color ) );
this->updateCommonEffect( effect );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SurfaceEffectGenerator::updateForFixedFunctionRendering( cvf::Effect* effect ) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ref<cvf::RenderStateMaterial_FF> mat = new cvf::RenderStateMaterial_FF( m_color.toColor3f() );
mat->setAlpha( m_color.a() );
eff->setRenderState( mat.p() );
cvf::ref<cvf::RenderStateLighting_FF> lighting = new cvf::RenderStateLighting_FF;
lighting->enableTwoSided( true );
lighting->enable( m_enableLighting );
eff->setRenderState( lighting.p() );
this->updateCommonEffect( effect );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void SurfaceEffectGenerator::updateCommonEffect( cvf::Effect* effect ) const
{
if ( m_polygonOffset != PO_NONE )
{
cvf::ref<cvf::RenderStatePolygonOffset> polyOffset =
EffectGenerator::createAndConfigurePolygonOffsetRenderState( m_polygonOffset );
effect->setRenderState( polyOffset.p() );
}
// Simple transparency
if ( m_color.a() < 1.0f )
{
cvf::ref<cvf::RenderStateBlending> blender = new cvf::RenderStateBlending;
blender->configureTransparencyBlending();
effect->setRenderState( blender.p() );
}
// Face culling
if ( m_cullBackfaces != FC_NONE )
{
cvf::ref<cvf::RenderStateCullFace> faceCulling = new cvf::RenderStateCullFace;
if ( m_cullBackfaces == FC_BACK )
{
faceCulling->setMode( cvf::RenderStateCullFace::BACK );
}
else if ( m_cullBackfaces == FC_FRONT )
{
faceCulling->setMode( cvf::RenderStateCullFace::FRONT );
}
else if ( m_cullBackfaces == FC_FRONT_AND_BACK )
{
faceCulling->setMode( cvf::RenderStateCullFace::FRONT_AND_BACK );
}
effect->setRenderState( faceCulling.p() );
}
if ( !m_enableColorMask )
{
cvf::ref<cvf::RenderStateColorMask> color = new cvf::RenderStateColorMask( m_enableColorMask );
effect->setRenderState( color.p() );
}
if ( !m_enableDepthTest || !m_enableDepthWrite )
{
cvf::ref<cvf::RenderStateDepth> depth = new cvf::RenderStateDepth;
depth->enableDepthTest( m_enableDepthTest );
depth->enableDepthWrite( m_enableDepthWrite );
effect->setRenderState( depth.p() );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool SurfaceEffectGenerator::isEqual( const EffectGenerator* other ) const
{
const SurfaceEffectGenerator* otherSurfaceEffect = dynamic_cast<const SurfaceEffectGenerator*>( other );
if ( otherSurfaceEffect )
{
if ( m_color == otherSurfaceEffect->m_color && m_polygonOffset == otherSurfaceEffect->m_polygonOffset &&
m_cullBackfaces == otherSurfaceEffect->m_cullBackfaces &&
m_enableColorMask == otherSurfaceEffect->m_enableColorMask &&
m_enableDepthTest == otherSurfaceEffect->m_enableDepthTest &&
m_enableDepthWrite == otherSurfaceEffect->m_enableDepthWrite &&
m_enableLighting == otherSurfaceEffect->m_enableLighting )
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* SurfaceEffectGenerator::copy() const
{
SurfaceEffectGenerator* effGen = new SurfaceEffectGenerator( m_color, m_polygonOffset );
effGen->m_cullBackfaces = m_cullBackfaces;
effGen->m_enableColorMask = m_enableColorMask;
effGen->m_enableDepthTest = m_enableDepthTest;
effGen->m_enableDepthWrite = m_enableDepthWrite;
effGen->m_enableLighting = m_enableLighting;
return effGen;
}
//==================================================================================================
//
// ScalarMapperEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ScalarMapperEffectGenerator::ScalarMapperEffectGenerator( const cvf::ScalarMapper* scalarMapper, PolygonOffset polygonOffset )
: m_undefinedColor( cvf::Color3::GRAY )
{
m_scalarMapper = scalarMapper;
m_polygonOffset = polygonOffset;
m_opacityLevel = 1.0f;
m_faceCulling = FC_NONE;
m_enableDepthWrite = true;
m_disableLighting = false;
m_discardTransparentFragments = false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperEffectGenerator::updateForShaderBasedRendering( cvf::Effect* effect ) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ShaderProgramGenerator gen( "ScalarMapperEffectGenerator", cvf::ShaderSourceProvider::instance() );
gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
gen.addFragmentCode( cvf::ShaderSourceRepository::src_Texture );
if ( m_discardTransparentFragments )
{
gen.addFragmentCode( checkDiscard_Transparent_Fragments_inl );
}
if ( m_disableLighting )
{
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
}
else
{
gen.addFragmentCode( CommonShaderSources::light_AmbientDiffuse() );
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Standard );
}
cvf::ref<cvf::ShaderProgram> prog = gen.generate();
eff->setShaderProgram( prog.p() );
if ( !m_disableLighting )
prog->setDefaultUniform( new cvf::UniformFloat( "u_ecLightPosition", cvf::Vec3f( 0.5, 5.0, 7.0 ) ) );
// Result mapping texture
m_textureImage = new cvf::TextureImage();
m_scalarMapper->updateTexture( m_textureImage.p() );
cvf::ref<cvf::TextureImage> modTexImg =
ScalarMapperEffectGenerator::addAlphaAndUndefStripes( m_textureImage.p(), m_undefinedColor, m_opacityLevel );
cvf::ref<cvf::Texture> texture = new cvf::Texture( modTexImg.p() );
cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setWrapMode( cvf::Sampler::CLAMP_TO_EDGE );
sampler->setMinFilter( cvf::Sampler::NEAREST );
sampler->setMagFilter( cvf::Sampler::NEAREST );
cvf::ref<cvf::RenderStateTextureBindings> texBind = new cvf::RenderStateTextureBindings;
texBind->addBinding( texture.p(), sampler.p(), "u_texture2D" );
eff->setRenderState( texBind.p() );
// Hardware independent:
updateCommonEffect( eff.p() );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperEffectGenerator::updateForFixedFunctionRendering( cvf::Effect* effect ) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ref<cvf::RenderStateMaterial_FF> mat = new cvf::RenderStateMaterial_FF( cvf::Color3::WHITE );
eff->setRenderState( mat.p() );
cvf::ref<cvf::RenderStateLighting_FF> lighting = new cvf::RenderStateLighting_FF;
lighting->enableTwoSided( true );
lighting->enable( !m_disableLighting );
eff->setRenderState( lighting.p() );
// Result mapping texture
m_textureImage = new cvf::TextureImage;
m_scalarMapper->updateTexture( m_textureImage.p() );
cvf::ref<cvf::TextureImage> modTexImg =
ScalarMapperEffectGenerator::addAlphaAndUndefStripes( m_textureImage.p(), m_undefinedColor, m_opacityLevel );
cvf::ref<cvf::Texture2D_FF> texture = new cvf::Texture2D_FF( modTexImg.p() );
texture->setWrapMode( cvf::Texture2D_FF::CLAMP );
texture->setMinFilter( cvf::Texture2D_FF::NEAREST );
texture->setMagFilter( cvf::Texture2D_FF::NEAREST );
cvf::ref<cvf::RenderStateTextureMapping_FF> texMapping = new cvf::RenderStateTextureMapping_FF( texture.p() );
eff->setRenderState( texMapping.p() );
// Hardware independent:
updateCommonEffect( eff.p() );
}
//--------------------------------------------------------------------------------------------------
/// It also modifies the texture, and adds two more pixel lines
/// one with a transparent version of the legend color, and one with color for undefined values
//--------------------------------------------------------------------------------------------------
void ScalarMapperEffectGenerator::updateCommonEffect( cvf::Effect* effect ) const
{
CVF_ASSERT( effect );
if ( m_polygonOffset != PO_NONE )
{
cvf::ref<cvf::RenderStatePolygonOffset> polyOffset =
EffectGenerator::createAndConfigurePolygonOffsetRenderState( m_polygonOffset );
effect->setRenderState( polyOffset.p() );
}
// Simple transparency
if ( m_opacityLevel < 1.0f )
{
cvf::ref<cvf::RenderStateBlending> blender = new cvf::RenderStateBlending;
blender->configureTransparencyBlending();
effect->setRenderState( blender.p() );
}
// Backface culling
if ( m_faceCulling != FC_NONE )
{
cvf::ref<cvf::RenderStateCullFace> faceCulling = new cvf::RenderStateCullFace;
if ( m_faceCulling == FC_BACK )
{
faceCulling->setMode( cvf::RenderStateCullFace::BACK );
}
else if ( m_faceCulling == FC_FRONT )
{
faceCulling->setMode( cvf::RenderStateCullFace::FRONT );
}
else if ( m_faceCulling == FC_FRONT_AND_BACK )
{
faceCulling->setMode( cvf::RenderStateCullFace::FRONT_AND_BACK );
}
effect->setRenderState( faceCulling.p() );
}
if ( !m_enableDepthWrite )
{
cvf::ref<cvf::RenderStateDepth> depth = new cvf::RenderStateDepth;
depth->enableDepthWrite( false );
effect->setRenderState( depth.p() );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool ScalarMapperEffectGenerator::isEqual( const EffectGenerator* other ) const
{
const ScalarMapperEffectGenerator* otherTextureResultEffect = dynamic_cast<const ScalarMapperEffectGenerator*>( other );
if ( otherTextureResultEffect )
{
if ( m_scalarMapper.p() == otherTextureResultEffect->m_scalarMapper &&
m_polygonOffset == otherTextureResultEffect->m_polygonOffset &&
m_opacityLevel == otherTextureResultEffect->m_opacityLevel &&
m_undefinedColor == otherTextureResultEffect->m_undefinedColor &&
m_faceCulling == otherTextureResultEffect->m_faceCulling &&
m_enableDepthWrite == otherTextureResultEffect->m_enableDepthWrite &&
m_disableLighting == otherTextureResultEffect->m_disableLighting &&
m_discardTransparentFragments == otherTextureResultEffect->m_discardTransparentFragments )
{
cvf::ref<cvf::TextureImage> texImg2 = new cvf::TextureImage;
otherTextureResultEffect->m_scalarMapper->updateTexture( texImg2.p() );
return ScalarMapperEffectGenerator::isImagesEqual( m_textureImage.p(), texImg2.p() );
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* ScalarMapperEffectGenerator::copy() const
{
ScalarMapperEffectGenerator* scEffGen = new ScalarMapperEffectGenerator( m_scalarMapper.p(), m_polygonOffset );
scEffGen->m_textureImage = m_textureImage;
scEffGen->m_opacityLevel = m_opacityLevel;
scEffGen->m_undefinedColor = m_undefinedColor;
scEffGen->m_faceCulling = m_faceCulling;
scEffGen->m_enableDepthWrite = m_enableDepthWrite;
scEffGen->m_disableLighting = m_disableLighting;
scEffGen->m_discardTransparentFragments = m_discardTransparentFragments;
return scEffGen;
}
//--------------------------------------------------------------------------------------------------
/// Modifies the supplied one line texture by adding two more pixel lines
/// one with a transparent version of the legend color, and one with color for undefined values
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::TextureImage> ScalarMapperEffectGenerator::addAlphaAndUndefStripes( const cvf::TextureImage* texImg,
const cvf::Color3f& undefScalarColor,
float opacityLevel )
{
CVF_ASSERT( texImg != nullptr );
CVF_ASSERT( texImg->height() == 1 );
cvf::ref<cvf::TextureImage> modTexImg = new cvf::TextureImage;
modTexImg->allocate( texImg->width(), texImg->height() + 3 ); // Make the texture a power of two to avoid behind the
// scenes scaling and the following artefacts
modTexImg->fill( cvf::Color4ub( cvf::Color3ub( undefScalarColor ), 255 ) ); // Undefined color
for ( cvf::uint i = 0; i < texImg->width(); ++i )
{
cvf::Color4ub legendColor = texImg->pixel( i, 0 );
modTexImg->setPixel( i, 0, legendColor );
legendColor.a() = static_cast<cvf::ubyte>( opacityLevel * 255 );
modTexImg->setPixel( i, 1, legendColor );
modTexImg->setPixel( i, 2, legendColor );
}
return modTexImg;
}
//--------------------------------------------------------------------------------------------------
/// Tests whether two texture images are equal. It might in some rare cases not detect the difference
/// but to make the comparison fast only some sampling points are used. If both pointers are NULL,
/// they are considered equal.
//--------------------------------------------------------------------------------------------------
bool ScalarMapperEffectGenerator::isImagesEqual( const cvf::TextureImage* texImg1, const cvf::TextureImage* texImg2 )
{
if ( texImg1 == nullptr && texImg2 == nullptr ) return true;
if ( texImg1 != nullptr && texImg2 != nullptr && texImg1->height() == texImg2->height() &&
texImg1->width() == texImg2->width() && texImg1->width() > 0 && texImg1->height() > 0 &&
texImg1->pixel( 0, 0 ) == texImg2->pixel( 0, 0 ) &&
texImg1->pixel( texImg1->width() - 1, texImg1->height() - 1 ) ==
texImg2->pixel( texImg1->width() - 1, texImg1->height() - 1 ) &&
texImg1->pixel( texImg1->width() / 2, texImg1->height() / 2 ) ==
texImg2->pixel( texImg1->width() / 2, texImg1->height() / 2 ) &&
texImg1->pixel( texImg1->width() / 4, texImg1->height() / 4 ) ==
texImg2->pixel( texImg1->width() / 4, texImg1->height() / 4 ) &&
texImg1->pixel( texImg1->width() / 2 + texImg1->width() / 4, texImg1->height() / 2 + texImg1->height() / 4 ) ==
texImg2->pixel( texImg1->width() / 2 + texImg1->width() / 4, texImg1->height() / 2 + texImg1->height() / 4 ) )
{
return true;
}
return false;
}
//==================================================================================================
//
// ScalarMapperMeshEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ScalarMapperMeshEffectGenerator::ScalarMapperMeshEffectGenerator( const cvf::ScalarMapper* scalarMapper )
: m_undefinedColor( cvf::Color3::GRAY )
{
m_scalarMapper = scalarMapper;
m_opacityLevel = 1.0f;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperMeshEffectGenerator::updateForShaderBasedRendering( cvf::Effect* effect ) const
{
cvf::ref<cvf::Effect> eff = effect;
cvf::ShaderProgramGenerator gen( "ScalarMapperMeshEffectGenerator", cvf::ShaderSourceProvider::instance() );
gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
gen.addFragmentCode( cvf::ShaderSourceRepository::src_Texture );
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
cvf::ref<cvf::ShaderProgram> prog = gen.generate();
eff->setShaderProgram( prog.p() );
// Result mapping texture
m_textureImage = new cvf::TextureImage;
m_scalarMapper->updateTexture( m_textureImage.p() );
cvf::ref<cvf::TextureImage> modTexImg =
ScalarMapperEffectGenerator::addAlphaAndUndefStripes( m_textureImage.p(), m_undefinedColor, m_opacityLevel );
cvf::ref<cvf::Texture> texture = new cvf::Texture( modTexImg.p() );
cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setWrapMode( cvf::Sampler::CLAMP_TO_EDGE );
sampler->setMinFilter( cvf::Sampler::NEAREST );
sampler->setMagFilter( cvf::Sampler::NEAREST );
cvf::ref<cvf::RenderStateTextureBindings> texBind = new cvf::RenderStateTextureBindings;
texBind->addBinding( texture.p(), sampler.p(), "u_texture2D" );
eff->setRenderState( texBind.p() );
// Hardware independent:
updateCommonEffect( eff.p() );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ScalarMapperMeshEffectGenerator::updateForFixedFunctionRendering( cvf::Effect* effect ) const
{
cvf::ref<cvf::Effect> eff = effect;
eff->setRenderState( new cvf::RenderStateMaterial_FF( cvf::Color3::WHITE ) );
eff->setRenderState( new cvf::RenderStatePolygonMode( cvf::RenderStatePolygonMode::LINE ) );
eff->setRenderState( new cvf::RenderStateDepth( true, cvf::RenderStateDepth::LEQUAL ) );
eff->setRenderState( new cvf::RenderStateLighting_FF( false ) );
// Result mapping texture
m_textureImage = new cvf::TextureImage;
m_scalarMapper->updateTexture( m_textureImage.p() );
cvf::ref<cvf::TextureImage> modTexImg =
ScalarMapperEffectGenerator::addAlphaAndUndefStripes( m_textureImage.p(), m_undefinedColor, m_opacityLevel );
cvf::ref<cvf::Texture2D_FF> texture = new cvf::Texture2D_FF( modTexImg.p() );
texture->setWrapMode( cvf::Texture2D_FF::CLAMP );
texture->setMinFilter( cvf::Texture2D_FF::NEAREST );
texture->setMagFilter( cvf::Texture2D_FF::NEAREST );
cvf::ref<cvf::RenderStateTextureMapping_FF> texMapping = new cvf::RenderStateTextureMapping_FF( texture.p() );
texMapping->setTextureFunction( cvf::RenderStateTextureMapping_FF::DECAL );
eff->setRenderState( texMapping.p() );
// Hardware independent:
updateCommonEffect( eff.p() );
}
//--------------------------------------------------------------------------------------------------
/// It also modifies the texture, and adds two more pixel lines
/// one with a transparent version of the legend color, and one with color for undefined values
//--------------------------------------------------------------------------------------------------
void ScalarMapperMeshEffectGenerator::updateCommonEffect( cvf::Effect* effect ) const
{
CVF_ASSERT( effect );
// Simple transparency
if ( m_opacityLevel < 1.0f )
{
cvf::ref<cvf::RenderStateBlending> blender = new cvf::RenderStateBlending;
blender->configureTransparencyBlending();
effect->setRenderState( blender.p() );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool ScalarMapperMeshEffectGenerator::isEqual( const EffectGenerator* other ) const
{
const ScalarMapperMeshEffectGenerator* otherTextureResultEffect =
dynamic_cast<const ScalarMapperMeshEffectGenerator*>( other );
if ( otherTextureResultEffect )
{
if ( m_scalarMapper.p() == otherTextureResultEffect->m_scalarMapper &&
m_opacityLevel == otherTextureResultEffect->m_opacityLevel &&
m_undefinedColor == otherTextureResultEffect->m_undefinedColor )
{
cvf::ref<cvf::TextureImage> texImg2 = new cvf::TextureImage;
otherTextureResultEffect->m_scalarMapper->updateTexture( texImg2.p() );
return ScalarMapperEffectGenerator::isImagesEqual( m_textureImage.p(), texImg2.p() );
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* ScalarMapperMeshEffectGenerator::copy() const
{
ScalarMapperMeshEffectGenerator* scEffGen = new ScalarMapperMeshEffectGenerator( m_scalarMapper.p() );
scEffGen->m_textureImage = m_textureImage;
scEffGen->m_opacityLevel = m_opacityLevel;
scEffGen->m_undefinedColor = m_undefinedColor;
return scEffGen;
}
//==================================================================================================
//
// MeshEffectGenerator
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
MeshEffectGenerator::MeshEffectGenerator( const cvf::Color3f& color )
{
m_color = color;
m_lineStipple = false;
m_lineWidth = cvf::UNDEFINED_FLOAT;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void MeshEffectGenerator::setLineWidth( float lineWidth )
{
m_lineWidth = lineWidth;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void MeshEffectGenerator::updateForShaderBasedRendering( cvf::Effect* effect ) const
{
cvf::ShaderProgramGenerator spGen( "Mesh", cvf::ShaderSourceProvider::instance() );
spGen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
spGen.addFragmentCode( cvf::ShaderSourceRepository::src_Color );
spGen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
cvf::ref<cvf::ShaderProgram> shaderProg = spGen.generate();
cvf::ref<cvf::Effect> eff = effect;
eff->setShaderProgram( shaderProg.p() );
eff->setUniform( new cvf::UniformFloat( "u_color", cvf::Color4f( m_color, 1.0 ) ) );
if ( m_lineStipple )
{
// TODO: Use when VizFwk is updated
// eff->setRenderState(new cvf::RenderStateLineStipple_FF);
}
if ( m_lineWidth < cvf::UNDEFINED_FLOAT )
{
eff->setRenderState( new cvf::RenderStateLine( m_lineWidth ) );
}
eff->setRenderState( new cvf::RenderStateDepth( true, cvf::RenderStateDepth::LEQUAL ) );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void MeshEffectGenerator::updateForFixedFunctionRendering( cvf::Effect* effect ) const
{
cvf::ref<cvf::Effect> eff = effect;
eff->setRenderState( new cvf::RenderStateMaterial_FF( m_color ) );
eff->setRenderState( new cvf::RenderStatePolygonMode( cvf::RenderStatePolygonMode::LINE ) );
eff->setRenderState( new cvf::RenderStateDepth( true, cvf::RenderStateDepth::LEQUAL ) );
eff->setRenderState( new cvf::RenderStateLighting_FF( false ) );
if ( m_lineStipple )
{
// TODO: Use when VizFwk is updated
// eff->setRenderState(new cvf::RenderStateLineStipple_FF);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool MeshEffectGenerator::isEqual( const EffectGenerator* other ) const
{
const MeshEffectGenerator* otherMesh = dynamic_cast<const MeshEffectGenerator*>( other );
if ( otherMesh )
{
if ( m_color != otherMesh->m_color )
{
return false;
}
if ( m_lineStipple != otherMesh->m_lineStipple )
{
return false;
}
if ( m_lineWidth != otherMesh->m_lineWidth )
{
return false;
}
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* MeshEffectGenerator::copy() const
{
MeshEffectGenerator* effGen = new MeshEffectGenerator( m_color );
effGen->setLineStipple( m_lineStipple );
effGen->setLineWidth( m_lineWidth );
return effGen;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TextEffectGenerator::TextEffectGenerator()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool TextEffectGenerator::isEqual( const EffectGenerator* other ) const
{
const TextEffectGenerator* otherSurfaceEffect = dynamic_cast<const TextEffectGenerator*>( other );
if ( otherSurfaceEffect )
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* TextEffectGenerator::copy() const
{
TextEffectGenerator* effGen = new TextEffectGenerator;
return effGen;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void TextEffectGenerator::updateForShaderBasedRendering( cvf::Effect* effect ) const
{
// See OpenGLResourceManager::getLinkedTextShaderProgram for code to be used here
// Detected some issues on RHEL 6 related to text, so use an empty effect for now
// Will fall back to fixed function rendering
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void TextEffectGenerator::updateForFixedFunctionRendering( cvf::Effect* effect ) const
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
VectorEffectGenerator::VectorEffectGenerator()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool VectorEffectGenerator::isEqual( const EffectGenerator* other ) const
{
const VectorEffectGenerator* otherSurfaceEffect = dynamic_cast<const VectorEffectGenerator*>( other );
if ( otherSurfaceEffect )
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
EffectGenerator* VectorEffectGenerator::copy() const
{
VectorEffectGenerator* effGen = new VectorEffectGenerator;
return effGen;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VectorEffectGenerator::updateForShaderBasedRendering( cvf::Effect* effect ) const
{
cvf::ShaderProgramGenerator gen( "VectorDrawerShaderProgram", cvf::ShaderSourceProvider::instance() );
gen.addVertexCode( cvf::ShaderSourceRepository::vs_VectorDrawer );
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_VectorDrawer );
cvf::ref<cvf::ShaderProgram> shaderProg = gen.generate();
shaderProg->disableUniformTrackingForUniform( "u_transformationMatrix" );
shaderProg->disableUniformTrackingForUniform( "u_color" );
cvf::ref<cvf::Effect> eff = effect;
eff->setShaderProgram( shaderProg.p() );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VectorEffectGenerator::updateForFixedFunctionRendering( cvf::Effect* effect ) const
{
}
} // End namespace caf