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

392 lines
15 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 "cvfLibViewing.h"
#include "cvfLibRender.h"
#include "snipHighlight.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
#include "cvfuWavefrontObjImport.h"
namespace snip {
//==================================================================================================
//
//
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
PartHighlighterExperiment::PartHighlighterExperiment(ModelBasicList* selectedModel, Camera* mainCamera)
{
m_selectedModel = selectedModel;
m_mainCamera = mainCamera;
// Selected rendering
{
ref<RenderbufferObject> depthStencilRBO = new RenderbufferObject(RenderbufferObject::DEPTH24_STENCIL8, 1, 1);
ref<Texture> selectedColorTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
selectedColorTexture->setSize(1, 1);
m_selectedFbo = new FramebufferObject;
m_selectedFbo->attachDepthStencilRenderbuffer(depthStencilRBO.p());
m_selectedFbo->attachColorTexture2d(0, selectedColorTexture.p());
m_selectedCamera = new Camera;
m_selectedCamera->viewport()->setClearColor(Color4f(0, 0, 0, 0));
m_selectedRendering = new Rendering;
m_selectedRendering->setTargetFramebuffer(m_selectedFbo.p());
m_selectedRendering->setClearMode(Viewport::CLEAR_COLOR_DEPTH_STENCIL);
m_selectedRendering->setCamera(m_selectedCamera.p());
m_selectedRendering->setScene(new Scene);
m_selectedRendering->scene()->addModel(m_selectedModel.p());
{
ShaderProgramGenerator spGen("DrawSelected", cvf::ShaderSourceProvider::instance());
spGen.addVertexCode(ShaderSourceRepository::vs_Standard);
spGen.addFragmentCode(ShaderSourceProvider::instance()->getSourceFromFile("HighlightDraw_Frag"));
ref<ShaderProgram> prog = spGen.generate();
ref<RenderStateStencil> rsStencil = new RenderStateStencil;
rsStencil->setFunction(RenderStateStencil::ALWAYS, 1, 0xffffffff);
rsStencil->setOperation(RenderStateStencil::KEEP, RenderStateStencil::REPLACE, RenderStateStencil::REPLACE);
rsStencil->enableStencilTest(true);
ref<Effect> eff = new Effect;
eff->setShaderProgram(prog.p());
eff->setUniform(new UniformFloat("u_color", Color4f(Color3::ORANGE)));
eff->setRenderState(new cvf::RenderStateDepth(true, cvf::RenderStateDepth::LEQUAL));
eff->setRenderState(rsStencil.p());
m_selectedRendering->setEffectOverride(eff.p());
}
// Blur rendering
{
ref<Texture> blurredColorTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA);
blurredColorTexture->setSize(1, 1);
m_blurFbo = new FramebufferObject;
m_blurFbo->attachDepthStencilRenderbuffer(depthStencilRBO.p());
m_blurFbo->attachColorTexture2d(0, blurredColorTexture.p());
SingleQuadRenderingGenerator quadRenderGen("BlurRendering");
{
quadRenderGen.addFragmentShaderCode(ShaderSourceProvider::instance()->getSourceFromFile("HighlightBlur_Frag"));
ref<Sampler> sampler = new Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
quadRenderGen.addTexture(selectedColorTexture.p(), sampler.p(), "u_texture2DRect");
ref<RenderStateStencil> s = new RenderStateStencil;
s->setFunction(RenderStateStencil::EQUAL, 0, 0xffffffff);
s->enableStencilTest(true);
quadRenderGen.setRenderState(s.p());
quadRenderGen.setRenderState(new cvf::RenderStateDepth(false, RenderStateDepth::LESS, false));
}
m_blurRendering = quadRenderGen.generate();
m_blurRendering->setTargetFramebuffer(m_blurFbo.p());
m_blurRendering->setClearMode(Viewport::CLEAR_COLOR);
m_blurRendering->camera()->viewport()->setClearColor(Color4f(0.0, 0.0, 0.0, 0));
// Mix rendering
{
ref<Sampler> sampler = new Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
SingleQuadRenderingGenerator quadRenderGen("MixRendering");
quadRenderGen.addTexture(blurredColorTexture.p(), sampler.p(), "u_texture2DRect");
quadRenderGen.addFragmentShaderCode(ShaderSourceProvider::instance()->getSourceFromFile("HighlightMix_Frag"));
//quadRenderGen.setRenderState(new cvf::RenderStateDepth(true, RenderStateDepth::LESS, false));
m_mixRendering = quadRenderGen.generate();
m_mixRendering->setClearMode(Viewport::DO_NOT_CLEAR);
}
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void PartHighlighterExperiment::addRenderingsToSequence(cvf::RenderSequence* renderSequence)
{
renderSequence->addRendering(m_selectedRendering.p());
renderSequence->addRendering(m_blurRendering.p());
renderSequence->addRendering(m_mixRendering.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void PartHighlighterExperiment::resize(cvf::uint width, cvf::uint height)
{
int fboWidth = width;
int fboHeight = height;
m_selectedFbo->resizeAttachedBuffers(fboWidth, fboHeight);
m_blurFbo->resizeAttachedBuffers(fboWidth, fboHeight);
m_selectedRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
m_blurRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
m_mixRendering->camera()->setViewport(0, 0, fboWidth, fboHeight);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void PartHighlighterExperiment::prepareForRedraw()
{
m_selectedCamera->setViewMatrix(m_mainCamera->viewMatrix());
}
//==================================================================================================
//
//
//
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool Highlight::onInitialize()
{
// Create the main model
{
m_mainModel = new ModelBasicList;
{
ref<DrawableGeo> geo;
WavefrontObjImport imp;
//imp.readFile(m_testDataDir + "dragon_10k.obj");
imp.readFile(m_testDataDir + "teapot.obj");
GeometryBuilderDrawableGeo builder;
imp.buildGeometry(&builder);
geo = builder.drawableGeo();
geo->weldVertices(0.00001);
geo->computeNormals();
ShaderProgramGenerator spGen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
spGen.configureStandardHeadlightColor();
ref<ShaderProgram> prog = spGen.generate();
ref<Effect> eff = new Effect;
eff->setShaderProgram(prog.p());
eff->setUniform(new UniformFloat("u_color", Color4f(Color3::YELLOW, 0)));
ref<Part> part = new Part;
part->setDrawable(geo.p());
part->setEffect(eff.p());
m_mainModel->addPart(part.p());
}
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(4, 4, 4));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(6,6,6));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
gen.setUseShaders(true);
Collection<Part> parts;
//gen.generateSpheres(20, 20, &parts);
gen.generateBoxes(&parts);
size_t i;
for (i = 0; i < parts.size(); i++)
{
Part* part = parts[i].p();
m_mainModel->addPart(part);
}
}
m_mainModel->updateBoundingBoxesRecursive();
}
{
m_selectedModel = new ModelBasicList;
m_selectedModel->addPart(m_mainModel->part(0));
//m_selectedModel->addPart(m_mainModel->part(20));
m_selectedModel->updateBoundingBoxesRecursive();
}
BoundingBox bb = m_mainModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
}
// Main rendering
{
m_mainRendering = new Rendering;
m_mainRendering->setClearMode(Viewport::CLEAR_COLOR_DEPTH_STENCIL);
m_mainRendering->setCamera(m_camera.p());
m_mainRendering->setScene(new Scene);
m_mainRendering->scene()->addModel(m_mainModel.p());
}
//m_highlighter = new PartHighlighterExperiment(m_selectedModel.p(), m_camera.p());
//m_highlighter = new PartHighlighterStencil(m_selectedModel.p(), m_camera.p());
m_highlighter = new PartHighlighter(m_selectedModel.p(), m_camera.p());
m_highlighter->setHighlightColor(Color3::YELLOW_GREEN);
m_renderSequence->removeAllRenderings();
m_renderSequence->addRendering(m_mainRendering.p());
m_highlighter->addRenderingsToSequence(m_renderSequence.p());
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Highlight::onPaintEvent(PostEventAction* postEventAction)
{
CVF_UNUSED(postEventAction);
m_highlighter->prepareForRedraw();
TestSnippet::onPaintEvent(postEventAction);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Highlight::onResizeEvent(int width, int height)
{
m_mainRendering->camera()->setViewport(0, 0, width, height);
m_highlighter->resize(0, 0, width, height);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Highlight::onMousePressEvent(MouseButton buttonPressed, MouseEvent* mouseEvent)
{
if (buttonPressed == LeftButton &&
(mouseEvent->modifiers().testFlag(ControlModifier) || mouseEvent->modifiers().testFlag(ShiftModifier)))
{
// If control wasn't down, clear current selection
if (!mouseEvent->modifiers().testFlag(ControlModifier))
{
m_selectedModel->removeAllParts();
}
ref<Part> selectedPart;
ref<cvf::RayIntersectSpec> ris = m_mainRendering->rayIntersectSpecFromWindowCoordinates(mouseEvent->x(), mouseEvent->y());
cvf::HitItemCollection hic;
m_mainRendering->rayIntersect(*ris, &hic);
if (hic.count() > 0)
{
hic.sort();
const cvf::HitItem* item = hic.firstItem();
selectedPart = const_cast<Part*>(item->part());
}
if (selectedPart.notNull())
{
Collection<Part> currParts;
m_selectedModel->allParts(&currParts);
if (currParts.contains(selectedPart.p()))
{
m_selectedModel->removePart(selectedPart.p());
}
else
{
m_selectedModel->addPart(selectedPart.p());
}
}
m_selectedModel->updateBoundingBoxesRecursive();
mouseEvent->setRequestedAction(REDRAW);
return;
}
TestSnippet::onMousePressEvent(buttonPressed, mouseEvent);
}
// {
// m_selectedRendering = new Rendering;
// m_selectedRendering->setTargetFrameBuffer(m_fbo.p());
// m_selectedRendering->setCamera(m_camera.p());
// m_selectedRendering->setClearMode(Viewport::DO_NOT_CLEAR);
// m_selectedRendering->setScene(m_mainRendering->scene());
//
// ShaderProgramGenerator spGen("BalloonGlow", cvf::ShaderSourceProvider::instance());
// spGen.addVertexCodeFromFile("Highlight_Vert");
// spGen.addFragmentCodeFromFile("Highlight_Frag");
// ref<ShaderProgram> ballonProg = spGen.generate();
//
// ref<RenderStateBlending> blending = new RenderStateBlending;
// blending->setFunction(RenderStateBlending::SRC_ALPHA, RenderStateBlending::ONE_MINUS_SRC_ALPHA);
// blending->enableBlending(true);
//
// ref<Effect> balloonEff = new Effect;
// balloonEff->setRenderState(blending.p());
// balloonEff->setShaderProgram(ballonProg.p());
// balloonEff->setRenderState(new cvf::RenderStateDepth(true, cvf::RenderStateDepth::LEQUAL));
//
// m_selectedRendering->setEffectOverride(balloonEff.p());
//
// m_renderSequence->addRendering(m_selectedRendering.p());
// }
} // namespace snip