ResInsight/Fwk/VizFwk/LibViewing/cvfRenderQueueBuilder.h

78 lines
3.0 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.
//
//##################################################################################################
#pragma once
#include "cvfObject.h"
namespace cvf {
class PartRenderHintCollection;
class RenderQueue;
class Effect;
class Camera;
class OpenGLContext;
//==================================================================================================
//
// Populates a render queue based on a part collection
//
//==================================================================================================
class RenderQueueBuilder
{
public:
RenderQueueBuilder(PartRenderHintCollection* srcPartCollection, OpenGLContext* oglContext, const Camera* camera);
void setFixedEffect(Effect* effect);
void setRequireDistance(bool requireDistance);
void setRequirePixelArea(bool requirePixelArea);
void populateRenderQueue(RenderQueue* renderQueue);
private:
ref<PartRenderHintCollection> m_srcPartCollection; // The source part collection
ref<OpenGLContext> m_oglContext; // OpenGLContext to use. This responsibility should be removed from the render queue builder
cref<Camera> m_camera; // Camera used when there is a need for computing distance and/or pixel area
ref<Effect> m_fixedEffect; // If specified, all render items in the queue will have this effect
bool m_requireDistance;
bool m_requirePixelArea;
};
}