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ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipWiredShaders.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
9.7 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 "cvfLibGeometry.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "snipWiredShaders.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool WiredShaders::onInitialize()
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(3, 3, 1));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateSpheres(20, 20, &parts);
ref<ModelBasicList> myModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
myModel->addPart(parts[i].p());
}
{
BoxGenerator gen;
gen.setMinMax(Vec3d(-5, -5, -12), Vec3d(5, 5, -1));
GeometryBuilderDrawableGeo builder;
gen.generate(&builder);
ref<Part> part = new Part;
part->setDrawable(builder.drawableGeo().p());
myModel->addPart(part.p());
}
myModel->updateBoundingBoxesRecursive();
m_renderSequence->firstRendering()->scene()->addModel(myModel.p());
configAllParts_SimpleHeadlight();
//configurePartsWithAlternatingFixedFunctionAndPhongShader();
ref<OverlayAxisCross> axisCross = new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD));
m_renderSequence->firstRendering()->addOverlayItem(axisCross.p());
BoundingBox bb = myModel->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::configAllParts_MinimalVS_MagentaFS()
{
cvf::ShaderProgramGenerator gen("MinimalVS_MagentaFS", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_FixedColorMagenta);
ref<ShaderProgram> prog = gen.generate();
linkProgramVerbose(prog.p());
ref<Effect> eff = new Effect;
eff->setShaderProgram(prog.p());
setEffectForAllParts(eff.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::configAllParts_MinimalVS_UnlitRedFS()
{
cvf::ShaderProgramGenerator gen("MinimalVS_MagentaFS", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
gen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
ref<ShaderProgram> prog = gen.generate();
linkProgramVerbose(prog.p());
ref<Effect> eff = new Effect;
eff->setShaderProgram(prog.p());
eff->setUniform(new UniformFloat("u_color", Color4f(Color3::RED)));
setEffectForAllParts(eff.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::configAllParts_MinimalVS_PassThroughGS_UnlitBlueFS()
{
cvf::ShaderProgramGenerator gen("MinimalVS_MagentaFS", cvf::ShaderSourceProvider::instance());
gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
gen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
gen.addGeometryCode(cvf::ShaderSourceRepository::gs_PassThroughTriangle_v33);
ref<ShaderProgram> prog = gen.generate();
linkProgramVerbose(prog.p());
ref<Effect> eff = new Effect;
eff->setShaderProgram(prog.p());
eff->setUniform(new UniformFloat("u_color", Color4f(Color3::BLUE)));
setEffectForAllParts(eff.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::configAllParts_SimpleHeadlight()
{
cvf::ShaderProgramGenerator gen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
gen.configureStandardHeadlightColor();
ref<ShaderProgram> prog = gen.generate();
linkProgramVerbose(prog.p());
ref<Effect> eff = new Effect;
eff->setShaderProgram(prog.p());
eff->setUniform(new UniformFloat("u_color", Color4f(Color3::ORANGE)));
setEffectForAllParts(eff.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::configParts_MixFixedFunctionAndShaderHeadlight()
{
ref<Effect> effShader1 = new Effect;
ref<Effect> effShader2 = new Effect;
{
cvf::ShaderProgramGenerator gen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
gen.configureStandardHeadlightColor();
ref<ShaderProgram> prog = gen.generate();
effShader1->setShaderProgram(prog.p());
effShader1->setUniform(new UniformFloat("u_color", Color4f(Color3::DARK_RED)));
effShader2->setShaderProgram(prog.p());
effShader2->setUniform(new UniformFloat("u_color", Color4f(Color3::SKY_BLUE)));
}
ref<Effect> effFixed = new Effect;
effFixed->setRenderState(new RenderStateMaterial_FF(Color3::GREEN));
Model* model = m_renderSequence->firstRendering()->scene()->model(0);
CVF_ASSERT(model);
Collection<Part> parts;
model->allParts(&parts);
size_t i;
for (i = 0; i < parts.size(); i++)
{
ref<Part> part = parts[i];
if (i % 3 == 0)
{
part->setEffect(effFixed.p());
}
else if (i % 3 == 1)
{
part->setEffect(effShader1.p());
}
else
{
part->setEffect(effShader2.p());
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::linkProgramVerbose(ShaderProgram* prog)
{
// Link and show log to see any warnings
prog->linkProgram(m_openGLContext.p());
if (!prog->programInfoLog(m_openGLContext.p()).isEmpty())
{
Trace::show(prog->programInfoLog(m_openGLContext.p()));
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::setEffectForAllParts(Effect* effect)
{
Model* model = m_renderSequence->firstRendering()->scene()->model(0);
CVF_ASSERT(model);
Collection<Part> parts;
model->allParts(&parts);
size_t i;
for (i = 0; i < parts.size(); i++)
{
ref<Part> part = parts[i];
part->setEffect(effect);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void WiredShaders::onKeyPressEvent(KeyEvent* keyEvent)
{
Key key = keyEvent->key();
switch (key)
{
case Key_1: configAllParts_MinimalVS_MagentaFS(); break;
case Key_2: configAllParts_MinimalVS_UnlitRedFS(); break;
case Key_3: configAllParts_MinimalVS_PassThroughGS_UnlitBlueFS(); break;
case Key_4: configAllParts_SimpleHeadlight(); break;
case Key_5: configParts_MixFixedFunctionAndShaderHeadlight(); break;
default: break;
}
keyEvent->setRequestedAction(REDRAW);
}
} // namespace snip