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https://github.com/OPM/ResInsight.git
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392 lines
15 KiB
C++
392 lines
15 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 "cvfLibViewing.h"
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#include "cvfLibRender.h"
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#include "snipHighlight.h"
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#include "cvfuInputEvents.h"
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#include "cvfuPartCompoundGenerator.h"
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#include "cvfuWavefrontObjImport.h"
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namespace snip {
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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PartHighlighterExperiment::PartHighlighterExperiment(ModelBasicList* selectedModel, Camera* mainCamera)
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{
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m_selectedModel = selectedModel;
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m_mainCamera = mainCamera;
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// Selected rendering
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{
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ref<RenderbufferObject> depthStencilRBO = new RenderbufferObject(RenderbufferObject::DEPTH24_STENCIL8, 1, 1);
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ref<Texture> selectedColorTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
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selectedColorTexture->setSize(1, 1);
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m_selectedFbo = new FramebufferObject;
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m_selectedFbo->attachDepthStencilRenderbuffer(depthStencilRBO.p());
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m_selectedFbo->attachColorTexture2d(0, selectedColorTexture.p());
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m_selectedCamera = new Camera;
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m_selectedCamera->viewport()->setClearColor(Color4f(0, 0, 0, 0));
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m_selectedRendering = new Rendering;
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m_selectedRendering->setTargetFramebuffer(m_selectedFbo.p());
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m_selectedRendering->setClearMode(Viewport::CLEAR_COLOR_DEPTH_STENCIL);
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m_selectedRendering->setCamera(m_selectedCamera.p());
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m_selectedRendering->setScene(new Scene);
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m_selectedRendering->scene()->addModel(m_selectedModel.p());
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{
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ShaderProgramGenerator spGen("DrawSelected", cvf::ShaderSourceProvider::instance());
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spGen.addVertexCode(ShaderSourceRepository::vs_Standard);
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spGen.addFragmentCode(ShaderSourceProvider::instance()->getSourceFromFile("HighlightDraw_Frag"));
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ref<ShaderProgram> prog = spGen.generate();
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ref<RenderStateStencil> rsStencil = new RenderStateStencil;
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rsStencil->setFunction(RenderStateStencil::ALWAYS, 1, 0xffffffff);
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rsStencil->setOperation(RenderStateStencil::KEEP, RenderStateStencil::REPLACE, RenderStateStencil::REPLACE);
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rsStencil->enableStencilTest(true);
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(prog.p());
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eff->setUniform(new UniformFloat("u_color", Color4f(Color3::ORANGE)));
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eff->setRenderState(new cvf::RenderStateDepth(true, cvf::RenderStateDepth::LEQUAL));
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eff->setRenderState(rsStencil.p());
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m_selectedRendering->setEffectOverride(eff.p());
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}
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// Blur rendering
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{
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ref<Texture> blurredColorTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
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blurredColorTexture->setSize(1, 1);
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m_blurFbo = new FramebufferObject;
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m_blurFbo->attachDepthStencilRenderbuffer(depthStencilRBO.p());
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m_blurFbo->attachColorTexture2d(0, blurredColorTexture.p());
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SingleQuadRenderingGenerator quadRenderGen("BlurRendering");
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{
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quadRenderGen.addFragmentShaderCode(ShaderSourceProvider::instance()->getSourceFromFile("HighlightBlur_Frag"));
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ref<Sampler> sampler = new Sampler;
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sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
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sampler->setMinFilter(cvf::Sampler::NEAREST);
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sampler->setMagFilter(cvf::Sampler::NEAREST);
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quadRenderGen.addTexture(selectedColorTexture.p(), sampler.p(), "u_texture2DRect");
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ref<RenderStateStencil> s = new RenderStateStencil;
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s->setFunction(RenderStateStencil::EQUAL, 0, 0xffffffff);
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s->enableStencilTest(true);
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quadRenderGen.setRenderState(s.p());
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quadRenderGen.setRenderState(new cvf::RenderStateDepth(false, RenderStateDepth::LESS, false));
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}
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m_blurRendering = quadRenderGen.generate();
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m_blurRendering->setTargetFramebuffer(m_blurFbo.p());
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m_blurRendering->setClearMode(Viewport::CLEAR_COLOR);
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m_blurRendering->camera()->viewport()->setClearColor(Color4f(0.0, 0.0, 0.0, 0));
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// Mix rendering
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{
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ref<Sampler> sampler = new Sampler;
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sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
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sampler->setMinFilter(cvf::Sampler::NEAREST);
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sampler->setMagFilter(cvf::Sampler::NEAREST);
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SingleQuadRenderingGenerator quadRenderGen("MixRendering");
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quadRenderGen.addTexture(blurredColorTexture.p(), sampler.p(), "u_texture2DRect");
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quadRenderGen.addFragmentShaderCode(ShaderSourceProvider::instance()->getSourceFromFile("HighlightMix_Frag"));
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//quadRenderGen.setRenderState(new cvf::RenderStateDepth(true, RenderStateDepth::LESS, false));
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m_mixRendering = quadRenderGen.generate();
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m_mixRendering->setClearMode(Viewport::DO_NOT_CLEAR);
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PartHighlighterExperiment::addRenderingsToSequence(cvf::RenderSequence* renderSequence)
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{
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renderSequence->addRendering(m_selectedRendering.p());
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renderSequence->addRendering(m_blurRendering.p());
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renderSequence->addRendering(m_mixRendering.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PartHighlighterExperiment::resize(cvf::uint width, cvf::uint height)
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{
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int fboWidth = width;
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int fboHeight = height;
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m_selectedFbo->resizeAttachedBuffers(fboWidth, fboHeight);
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m_blurFbo->resizeAttachedBuffers(fboWidth, fboHeight);
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m_selectedRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
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m_blurRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
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m_mixRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PartHighlighterExperiment::prepareForRedraw()
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{
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m_selectedCamera->setViewMatrix(m_mainCamera->viewMatrix());
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}
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool Highlight::onInitialize()
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{
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// Create the main model
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{
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m_mainModel = new ModelBasicList;
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{
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ref<DrawableGeo> geo;
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WavefrontObjImport imp;
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//imp.readFile(m_testDataDir + "dragon_10k.obj");
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imp.readFile(m_testDataDir + "teapot.obj");
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GeometryBuilderDrawableGeo builder;
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imp.buildGeometry(&builder);
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geo = builder.drawableGeo();
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geo->weldVertices(0.00001);
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geo->computeNormals();
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ShaderProgramGenerator spGen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
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spGen.configureStandardHeadlightColor();
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ref<ShaderProgram> prog = spGen.generate();
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(prog.p());
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eff->setUniform(new UniformFloat("u_color", Color4f(Color3::YELLOW, 0)));
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ref<Part> part = new Part;
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part->setDrawable(geo.p());
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part->setEffect(eff.p());
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m_mainModel->addPart(part.p());
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}
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{
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PartCompoundGenerator gen;
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gen.setPartDistribution(Vec3i(4, 4, 4));
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gen.setNumEffects(8);
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gen.useRandomEffectAssignment(false);
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gen.setExtent(Vec3f(6,6,6));
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gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
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gen.setUseShaders(true);
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Collection<Part> parts;
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//gen.generateSpheres(20, 20, &parts);
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gen.generateBoxes(&parts);
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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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m_mainModel->addPart(part);
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}
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}
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m_mainModel->updateBoundingBoxesRecursive();
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}
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{
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m_selectedModel = new ModelBasicList;
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m_selectedModel->addPart(m_mainModel->part(0));
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//m_selectedModel->addPart(m_mainModel->part(20));
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m_selectedModel->updateBoundingBoxesRecursive();
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}
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BoundingBox bb = m_mainModel->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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// Main rendering
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{
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m_mainRendering = new Rendering;
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m_mainRendering->setClearMode(Viewport::CLEAR_COLOR_DEPTH_STENCIL);
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m_mainRendering->setCamera(m_camera.p());
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m_mainRendering->setScene(new Scene);
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m_mainRendering->scene()->addModel(m_mainModel.p());
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}
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//m_highlighter = new PartHighlighterExperiment(m_selectedModel.p(), m_camera.p());
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//m_highlighter = new PartHighlighterStencil(m_selectedModel.p(), m_camera.p());
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m_highlighter = new PartHighlighter(m_selectedModel.p(), m_camera.p());
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m_highlighter->setHighlightColor(Color3::YELLOW_GREEN);
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m_renderSequence->removeAllRenderings();
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m_renderSequence->addRendering(m_mainRendering.p());
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m_highlighter->addRenderingsToSequence(m_renderSequence.p());
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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 Highlight::onPaintEvent(PostEventAction* postEventAction)
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{
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CVF_UNUSED(postEventAction);
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m_highlighter->prepareForRedraw();
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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 Highlight::onResizeEvent(int width, int height)
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{
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m_mainRendering->camera()->setViewport(0, 0, width, height);
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m_highlighter->resize(0, 0, width, height);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Highlight::onMousePressEvent(MouseButton buttonPressed, MouseEvent* mouseEvent)
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{
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if (buttonPressed == LeftButton &&
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(mouseEvent->modifiers().testFlag(ControlModifier) || mouseEvent->modifiers().testFlag(ShiftModifier)))
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{
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// If control wasn't down, clear current selection
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if (!mouseEvent->modifiers().testFlag(ControlModifier))
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{
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m_selectedModel->removeAllParts();
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}
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ref<Part> selectedPart;
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ref<cvf::RayIntersectSpec> ris = m_mainRendering->rayIntersectSpecFromWindowCoordinates(mouseEvent->x(), mouseEvent->y());
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cvf::HitItemCollection hic;
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m_mainRendering->rayIntersect(*ris, &hic);
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if (hic.count() > 0)
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{
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hic.sort();
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const cvf::HitItem* item = hic.firstItem();
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selectedPart = const_cast<Part*>(item->part());
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}
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if (selectedPart.notNull())
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{
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Collection<Part> currParts;
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m_selectedModel->allParts(&currParts);
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if (currParts.contains(selectedPart.p()))
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{
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m_selectedModel->removePart(selectedPart.p());
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}
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else
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{
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m_selectedModel->addPart(selectedPart.p());
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}
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}
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m_selectedModel->updateBoundingBoxesRecursive();
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mouseEvent->setRequestedAction(REDRAW);
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return;
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}
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TestSnippet::onMousePressEvent(buttonPressed, mouseEvent);
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}
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// {
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// m_selectedRendering = new Rendering;
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// m_selectedRendering->setTargetFrameBuffer(m_fbo.p());
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// m_selectedRendering->setCamera(m_camera.p());
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// m_selectedRendering->setClearMode(Viewport::DO_NOT_CLEAR);
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// m_selectedRendering->setScene(m_mainRendering->scene());
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//
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// ShaderProgramGenerator spGen("BalloonGlow", cvf::ShaderSourceProvider::instance());
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// spGen.addVertexCodeFromFile("Highlight_Vert");
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// spGen.addFragmentCodeFromFile("Highlight_Frag");
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// ref<ShaderProgram> ballonProg = spGen.generate();
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//
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// ref<RenderStateBlending> blending = new RenderStateBlending;
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// blending->setFunction(RenderStateBlending::SRC_ALPHA, RenderStateBlending::ONE_MINUS_SRC_ALPHA);
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// blending->enableBlending(true);
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//
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// ref<Effect> balloonEff = new Effect;
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// balloonEff->setRenderState(blending.p());
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// balloonEff->setShaderProgram(ballonProg.p());
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// balloonEff->setRenderState(new cvf::RenderStateDepth(true, cvf::RenderStateDepth::LEQUAL));
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//
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// m_selectedRendering->setEffectOverride(balloonEff.p());
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//
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// m_renderSequence->addRendering(m_selectedRendering.p());
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// }
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} // namespace snip
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