mirror of
https://github.com/OPM/ResInsight.git
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300 lines
9.7 KiB
C++
300 lines
9.7 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 "snipWiredShaders.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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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool WiredShaders::onInitialize()
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{
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PartCompoundGenerator gen;
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gen.setPartDistribution(Vec3i(3, 3, 1));
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gen.setNumEffects(8);
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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<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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myModel->addPart(parts[i].p());
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}
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{
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BoxGenerator gen;
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gen.setMinMax(Vec3d(-5, -5, -12), Vec3d(5, 5, -1));
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GeometryBuilderDrawableGeo builder;
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gen.generate(&builder);
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ref<Part> part = new Part;
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part->setDrawable(builder.drawableGeo().p());
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myModel->addPart(part.p());
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}
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myModel->updateBoundingBoxesRecursive();
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m_renderSequence->firstRendering()->scene()->addModel(myModel.p());
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configAllParts_SimpleHeadlight();
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//configurePartsWithAlternatingFixedFunctionAndPhongShader();
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ref<OverlayAxisCross> axisCross = new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD));
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m_renderSequence->firstRendering()->addOverlayItem(axisCross.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::Z_AXIS, Vec3d::Y_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 WiredShaders::configAllParts_MinimalVS_MagentaFS()
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{
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cvf::ShaderProgramGenerator gen("MinimalVS_MagentaFS", cvf::ShaderSourceProvider::instance());
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gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
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gen.addFragmentCode(cvf::ShaderSourceRepository::fs_FixedColorMagenta);
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ref<ShaderProgram> prog = gen.generate();
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linkProgramVerbose(prog.p());
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ref<Effect> eff = new Effect;
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eff->setShaderProgram(prog.p());
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setEffectForAllParts(eff.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void WiredShaders::configAllParts_MinimalVS_UnlitRedFS()
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{
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cvf::ShaderProgramGenerator gen("MinimalVS_MagentaFS", cvf::ShaderSourceProvider::instance());
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gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
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gen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
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gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
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ref<ShaderProgram> prog = gen.generate();
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linkProgramVerbose(prog.p());
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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::RED)));
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setEffectForAllParts(eff.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void WiredShaders::configAllParts_MinimalVS_PassThroughGS_UnlitBlueFS()
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{
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cvf::ShaderProgramGenerator gen("MinimalVS_MagentaFS", cvf::ShaderSourceProvider::instance());
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gen.addVertexCode(cvf::ShaderSourceRepository::vs_Minimal);
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gen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
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gen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);
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gen.addGeometryCode(cvf::ShaderSourceRepository::gs_PassThroughTriangle_v33);
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ref<ShaderProgram> prog = gen.generate();
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linkProgramVerbose(prog.p());
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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::BLUE)));
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setEffectForAllParts(eff.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void WiredShaders::configAllParts_SimpleHeadlight()
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{
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cvf::ShaderProgramGenerator gen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
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gen.configureStandardHeadlightColor();
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ref<ShaderProgram> prog = gen.generate();
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linkProgramVerbose(prog.p());
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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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setEffectForAllParts(eff.p());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void WiredShaders::configParts_MixFixedFunctionAndShaderHeadlight()
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{
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ref<Effect> effShader1 = new Effect;
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ref<Effect> effShader2 = new Effect;
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{
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cvf::ShaderProgramGenerator gen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
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gen.configureStandardHeadlightColor();
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ref<ShaderProgram> prog = gen.generate();
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effShader1->setShaderProgram(prog.p());
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effShader1->setUniform(new UniformFloat("u_color", Color4f(Color3::DARK_RED)));
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effShader2->setShaderProgram(prog.p());
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effShader2->setUniform(new UniformFloat("u_color", Color4f(Color3::SKY_BLUE)));
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}
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ref<Effect> effFixed = new Effect;
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effFixed->setRenderState(new RenderStateMaterial_FF(Color3::GREEN));
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Model* model = m_renderSequence->firstRendering()->scene()->model(0);
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CVF_ASSERT(model);
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Collection<Part> parts;
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model->allParts(&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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ref<Part> part = parts[i];
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if (i % 3 == 0)
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{
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part->setEffect(effFixed.p());
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}
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else if (i % 3 == 1)
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{
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part->setEffect(effShader1.p());
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}
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else
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{
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part->setEffect(effShader2.p());
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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 WiredShaders::linkProgramVerbose(ShaderProgram* prog)
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{
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// Link and show log to see any warnings
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prog->linkProgram(m_openGLContext.p());
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if (!prog->programInfoLog(m_openGLContext.p()).isEmpty())
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{
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Trace::show(prog->programInfoLog(m_openGLContext.p()));
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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 WiredShaders::setEffectForAllParts(Effect* effect)
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{
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Model* model = m_renderSequence->firstRendering()->scene()->model(0);
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CVF_ASSERT(model);
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Collection<Part> parts;
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model->allParts(&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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ref<Part> part = parts[i];
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part->setEffect(effect);
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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 WiredShaders::onKeyPressEvent(KeyEvent* keyEvent)
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{
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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: configAllParts_MinimalVS_MagentaFS(); break;
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case Key_2: configAllParts_MinimalVS_UnlitRedFS(); break;
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case Key_3: configAllParts_MinimalVS_PassThroughGS_UnlitBlueFS(); break;
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case Key_4: configAllParts_SimpleHeadlight(); break;
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case Key_5: configParts_MixFixedFunctionAndShaderHeadlight(); break;
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default: break;
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}
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keyEvent->setRequestedAction(REDRAW);
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}
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} // namespace snip
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