ResInsight/Fwk/VizFwk/LibRender/cvfDrawableVectors.h

109 lines
4.7 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.
//
//##################################################################################################
#pragma once
#include "cvfDrawable.h"
#include "cvfArray.h"
#include "cvfBoundingBox.h"
namespace cvf {
class DrawableGeo;
class ShaderProgram;
class BufferObjectManaged;
class PrimitiveSetIndexedUShort;
//==================================================================================================
//
// DrawableVectors implements drawing of vector arrows
//
//==================================================================================================
class DrawableVectors : public Drawable
{
public:
DrawableVectors();
DrawableVectors(String vectorMatrixUniformName, String colorUniformName);
virtual ~DrawableVectors();
void setGlyph(UShortArray* triangles, Vec3fArray* vertices);
void setSingleColor(Color3f color);
void setUniformNames(String vectorMatrixUniformName, String colorUniformName);
void setVectors(Vec3fArray* vertexArray, Vec3fArray* vectorArray);
void setColors(Color3fArray* vectorColorArray);
size_t vectorCount() 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;
virtual BoundingBox boundingBox() const;
virtual bool rayIntersectCreateDetail(const Ray& ray, Vec3d* intersectionPoint, ref<HitDetail>* hitDetail) const;
private:
void vectorMatrix(size_t vectorIndex, float vectorMatArray[16]);
private:
String m_vectorMatrixUniformName;
String m_colorUniformName;
Color3f m_singleColor; // Color used by all vectors if no color array is specified
ref<Vec3fArray> m_vertexArray; // Positions of the vectors
ref<Vec3fArray> m_vectorArray; // Direction & magnitude of the vectors.
// A vector is drawn from m_vertexArray[i] to (m_vertexArray[i] + m_vectorArray[i])
ref<Color3fArray> m_colorArray;
ref<DrawableGeo> m_vectorGlyph; // A drawable representing one arrow with the current config
ref<PrimitiveSetIndexedUShort> m_vectorGlyphPrimSet; // A drawable representing one arrow with the current config
BoundingBox m_boundingBox;
bool m_renderWithVBO;
ref<BufferObjectManaged> m_glyphVerticesAndNormalsBO; // Buffer object for holding the glyph vertices and normals for uploading data to GPU
ref<BufferObjectManaged> m_indicesBO;
};
} // namespace cvf