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https://github.com/OPM/ResInsight.git
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187 lines
6.3 KiB
C++
187 lines
6.3 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 "cvfLibGeometry.h"
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#include "cvfLibRender.h"
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#include "cvfLibViewing.h"
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#include "snipEnableMasks.h"
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#include "cvfuInputEvents.h"
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#include "cvfuPartCompoundGenerator.h"
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namespace snip {
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const unsigned int redBit = 0x00000001;
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const unsigned int greenBit = 0x00000002;
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const unsigned int blueBit = 0x00000004;
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const unsigned int yellowBit= 0x00000008;
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool EnableMasks::onInitialize()
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{
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PartCompoundGenerator gen;
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gen.setPartDistribution(Vec3i(5, 5, 5));
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gen.setNumEffects(1);
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gen.useRandomEffectAssignment(false);
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gen.setExtent(Vec3f(3,3,3));
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gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
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Collection<Part> parts;
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gen.generateSpheres(20, 20, &parts);
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ref<Effect> e1 = new Effect;
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ref<Effect> e2 = new Effect;
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ref<Effect> e3 = new Effect;
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ref<Effect> e4 = new Effect;
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e1->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_RED));
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e2->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_GREEN));
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e3->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_BLUE));
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e4->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_YELLOW));
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Collection<Effect> effs;
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effs.push_back(e1.p());
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effs.push_back(e2.p());
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effs.push_back(e3.p());
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effs.push_back(e4.p());
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size_t numEffects = effs.size();
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ref<ModelBasicList> myModel = new ModelBasicList;
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size_t i;
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for (i = 0; i < parts.size(); i++)
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{
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Part* part = parts[i].p();
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size_t effectIdx = i % numEffects;
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Effect* e = effs.at(effectIdx);
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part->setEffect(e);
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unsigned int mask = 0xffffffff;
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if (effectIdx == 0) mask = redBit;
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else if (effectIdx == 1) mask = greenBit;
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else if (effectIdx == 2) mask = blueBit;
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else if (effectIdx == 3) mask = yellowBit;
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part->setEnableMask(mask);
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myModel->addPart(part);
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}
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myModel->updateBoundingBoxesRecursive();
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m_renderSequence->rendering(0)->scene()->addModel(myModel.p());
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BoundingBox bb = myModel->boundingBox();
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if (bb.isValid())
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{
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m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_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 EnableMasks::onKeyPressEvent(KeyEvent* keyEvent)
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{
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Rendering* rendering = m_renderSequence->firstRendering();
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Scene* scene = rendering ? rendering->scene() : NULL;
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if (!scene) return;
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Model* model = scene->modelCount() > 0 ? scene->model(0) : NULL;
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if (!model) return;
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unsigned int renderingEnableMask = rendering->enableMask();
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unsigned int modelEnableMask = model->partEnableMask();
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Key key = keyEvent->key();
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switch (key)
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{
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case Key_1: modelEnableMask = toggleBit(modelEnableMask, redBit); break;
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case Key_2: modelEnableMask = toggleBit(modelEnableMask, greenBit); break;
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case Key_3: modelEnableMask = toggleBit(modelEnableMask, blueBit); break;
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case Key_4: modelEnableMask = toggleBit(modelEnableMask, yellowBit); break;
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case Key_5: modelEnableMask = 0xffffffff; break;
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case Key_6: renderingEnableMask = toggleBit(renderingEnableMask, redBit); break;
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case Key_7: renderingEnableMask = toggleBit(renderingEnableMask, greenBit); break;
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case Key_8: renderingEnableMask = toggleBit(renderingEnableMask, blueBit); break;
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case Key_9: renderingEnableMask = toggleBit(renderingEnableMask, yellowBit); break;
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case Key_0: renderingEnableMask = 0xffffffff; break;
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default: break;
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}
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Trace::show("Enable masks set to: modelMask=0x%08x renderingMask=0x%08x", modelEnableMask, renderingEnableMask);
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model->setPartEnableMask(modelEnableMask);
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rendering->setEnableMask(renderingEnableMask);
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keyEvent->setRequestedAction(REDRAW);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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unsigned int EnableMasks::toggleBit(unsigned int bitfield, unsigned int toggleBit)
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{
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if (bitfield & toggleBit)
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{
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bitfield &= ~toggleBit;
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}
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else
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{
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bitfield |= toggleBit;
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}
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return bitfield;
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}
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} // namespace snip
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