ResInsight/Fwk/VizFwk/LibRender/cvfDrawableGeo.h

155 lines
6.0 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.
//
//##################################################################################################
#pragma once
#include "cvfDrawable.h"
#include "cvfArray.h"
#include "cvfMatrix4.h"
#include "cvfBoundingBox.h"
#include "cvfCollection.h"
#include "cvfHitDetail.h"
namespace cvf {
class VertexBundle;
class VertexAttribute;
class PrimitiveSet;
//==================================================================================================
//
// A polygon based drawable
//
//==================================================================================================
class DrawableGeo : public Drawable
{
public:
enum RenderMode
{
VERTEX_ARRAY, ///< Rendering using client vertex arrays (copy arrays from client memory to graphics memory on each draw)
BUFFER_OBJECT ///< Rendering using buffer objects (arrays stored in graphics memory)
};
public:
DrawableGeo();
virtual ~DrawableGeo();
ref<DrawableGeo> shallowCopy() const;
virtual void render(OpenGLContext* oglContext, ShaderProgram* shaderProgram, const MatrixState& matrixState);
virtual void renderFixedFunction(OpenGLContext* oglContext, const MatrixState& matrixState);
virtual void renderImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState);
virtual void createUploadBufferObjectsGPU(OpenGLContext* oglContext);
virtual void releaseBufferObjectsGPU();
virtual size_t vertexCount() const;
virtual size_t triangleCount() const;
virtual size_t faceCount() const;
void setRenderMode(RenderMode renderMode);
RenderMode renderMode() const;
void setVertexArray(Vec3fArray* vertexArray);
void setNormalArray(Vec3fArray* normalArray);
void setColorArray(Color3ubArray* colorArray);
const Vec3fArray* vertexArray() const;
const Vec3fArray* normalArray() const;
void setTextureCoordArray(Vec2fArray* textureCoordArray);
const Vec2fArray* textureCoordArray() const;
void setVertexAttribute(VertexAttribute* vertexAttrib);
size_t primitiveSetCount() const;
void addPrimitiveSet(PrimitiveSet* primitiveSet);
const PrimitiveSet* primitiveSet(size_t index) const;
PrimitiveSet* primitiveSet(size_t index);
int convertFromUIntToUShort();
void getFaceIndices(size_t indexOfFace, UIntArray* indices) const;
void setFromFaceList(const UIntArray& faceList);
ref<UIntArray> toFaceList() const;
void setFromTriangleVertexArray(Vec3fArray* vertexArray);
void setFromQuadVertexArray(Vec3fArray* vertexArray);
void weldVertices(double weldDistance);
void mergeInto(const Collection<DrawableGeo>& drawableGeos);
void mergeInto(const DrawableGeo& drawableGeo, const Mat4d* transformation);
void transform(const Mat4d& transformation);
void computeNormals();
virtual BoundingBox boundingBox() const;
void recomputeBoundingBox();
bool rayIntersect(const Ray& ray, Vec3d* intersectionPoint, uint* faceHit) const;
bool rayIntersect(const Ray& ray, Vec3dArray* intersectionPoints, UIntArray* facesHit) const;
virtual bool rayIntersectCreateDetail(const Ray& ray, Vec3d* intersectionPoint, ref<HitDetail>* hitDetail) const;
private:
ref<VertexBundle> m_vertexBundle; // Contains all the per-vertex data, both fixed attributes such as vertices and normals and generic attributes. Bundle always exists.
Collection<PrimitiveSet> m_primitiveSets; // Collection of primitive sets with the connectivity indices
BoundingBox m_boundingBox; // Computed bounding box
RenderMode m_renderMode; // Render using client memory or buffer objects?
};
//==================================================================================================
//
//
//
//==================================================================================================
class HitDetailDrawableGeo : public HitDetail
{
public:
HitDetailDrawableGeo(uint faceIndex);
uint faceIndex() const;
private:
uint m_faceIndex; // Index of the face that was hit
};
}