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

300 lines
9.2 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 "cvfLibViewing.h"
#include "cvfPatchGenerator.h"
#include "cvfGeometryUtils.h"
#include "cvfGeometryBuilderFaceList.h"
#include "cvfArrowGenerator.h"
#include "snipBlendTest.h"
#include "cvfuSampleFactory.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
BlendTest::BlendTest()
{
m_opacity = 0.5;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool BlendTest::onInitialize()
{
m_model = createModel();
m_renderSequence->firstRendering()->scene()->addModel(m_model.p());
m_renderSequence->firstRendering()->addOverlayItem(new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD)));
RenderQueueSorterBasic* sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::BACK_TO_FRONT);
m_renderSequence->firstRendering()->setRenderQueueSorter(sorter);
BoundingBox bb = m_model->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void BlendTest::onKeyPressEvent(KeyEvent* keyEvent)
{
if (keyEvent->character() == 'T')
{
m_opacity -= 0.1f;
//m_alphaUniform->set(m_opacity);
}
if (keyEvent->character() == 't')
{
m_opacity += 0.1f;
//m_alphaUniform->set(m_opacity);
}
if (keyEvent->key() == Key_D)
{
m_depth->enableDepthTest(!m_depth->isDepthTestEnabled());
}
if (keyEvent->key() == Key_C)
{
m_cullFace->enable(!m_cullFace->isEnabled());
}
if (keyEvent->key() == Key_B)
{
RenderQueueSorterBasic* sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::BACK_TO_FRONT);
m_renderSequence->firstRendering()->setRenderQueueSorter(sorter);
}
if (keyEvent->key() == Key_S)
{
RenderQueueSorterBasic* sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
m_renderSequence->firstRendering()->setRenderQueueSorter(sorter);
}
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> BlendTest::helpText() const
{
std::vector<cvf::String> helpText;
helpText.push_back("'T' decrease opacity");
helpText.push_back("'t' increase opacity");
helpText.push_back("'d' toggle depth test");
helpText.push_back("'b' back to front sorting");
helpText.push_back("'s' default effect only sorting");
return helpText;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<ModelBasicList> BlendTest::createModel()
{
ref<ModelBasicList> model = new ModelBasicList;
ShaderProgramGenerator spGen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
spGen.configureStandardHeadlightColor();
ref<ShaderProgram> shaderProg = spGen.generate();
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(3, 3, 3));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(2, 5, 3));
Collection<Part> parts;
gen.generateSpheres(20, 20, &parts);
size_t i;
for (i = 0; i < parts.size(); i++)
{
Part* part = parts[i].p();
Effect* eff = part->effect();
RenderStateMaterial_FF* mat = static_cast<RenderStateMaterial_FF*>(part->effect()->renderStateOfType(RenderState::MATERIAL_FF));
if (mat)
{
eff->setUniform(new UniformFloat("u_color", Color4f(mat->frontDiffuse(), m_opacity)));
}
eff->setShaderProgram(shaderProg.p());
model->addPart(part);
}
{
PatchGenerator gen;
gen.setOrigin(Vec3d(0, 0, 0));
gen.setExtent(10, 10);
gen.setSubdivisions(10, 10);
{
GeometryBuilderDrawableGeo builder;
gen.generate(&builder);
ref<DrawableGeo> geo = builder.drawableGeo();
ref<Part> part = new Part;
part->setDrawable(geo.p());
ref<Effect> eff = new Effect;
eff->setShaderProgram(shaderProg.p());
eff->setUniform(new UniformFloat("u_color", Color4f(0, 1, 0, m_opacity)));
part->setEffect(eff.p());
model->addPart(part.p());
}
}
{
GeometryBuilderFaceList builder;
GeometryUtils::createSphere(1, 50, 50, &builder);
ref<Vec3fArray> vertices = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
Mat4f matr;
matr.setTranslation(Vec3f(5,2,5));
size_t i;
for (i = 0; i < vertices->size(); i++)
{
Vec3f v = vertices->get(i);
v.transformPoint(matr);
vertices->set(i, v);
}
ref<DrawableGeo> geo1 = new DrawableGeo;
geo1->setVertexArray(vertices.p());
geo1->setFromFaceList(*faceList);
geo1->computeNormals();
ref<Part> part = new Part;
part->setDrawable(geo1.p());
ref<Effect> eff1 = new Effect;
eff1->setShaderProgram(shaderProg.p());
eff1->setUniform(new UniformFloat("u_color", Color4f(1, 0, 0, m_opacity)));
part->setEffect(eff1.p());
model->addPart(part.p());
}
{
GeometryBuilderFaceList builder;
ArrowGenerator gen;
gen.generate(&builder);
ref<Vec3fArray> vertices = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
Mat4f matr = Mat4f::fromRotation(Vec3f(1,1,0), static_cast<float>(cvf::Math::toRadians(90.0)));
matr.setTranslation(Vec3f(7,5,2));
size_t i;
for (i = 0; i < vertices->size(); i++)
{
Vec3f v = vertices->get(i);
v.transformPoint(matr);
vertices->set(i, v);
}
ref<DrawableGeo> geo1 = new DrawableGeo;
geo1->setVertexArray(vertices.p());
geo1->setFromFaceList(*faceList);
geo1->computeNormals();
ref<Part> part = new Part;
part->setDrawable(geo1.p());
ref<Effect> eff1 = new Effect;
eff1->setShaderProgram(shaderProg.p());
eff1->setUniform(new UniformFloat("u_color", Color4f(1, 1, 1, m_opacity)));
part->setEffect(eff1.p());
model->addPart(part.p());
}
model->updateBoundingBoxesRecursive();
m_depth = new RenderStateDepth(false);
m_blending = new RenderStateBlending;
m_blending->configureTransparencyBlending();
m_cullFace = new RenderStateCullFace;
for (i = 0; i < model->partCount(); i++)
{
Part* part = model->part(i);
CVF_ASSERT(part);
part->effect()->setRenderState(m_blending.p());
part->effect()->setRenderState(m_depth.p());
part->effect()->setRenderState(m_cullFace.p());
}
return model;
}
} // namespace snip