mirror of
https://github.com/OPM/ResInsight.git
synced 2025-02-25 18:55:39 -06:00
Integrated Fwk updates in Resinsight branch up to changelist 173. Summary of changes: * Rewrite of cvf::OverlayItem to allow fixed user controlled positioning of the items. * Removed pure virtual functions OverlayItem::maximumSize() and OverlayItem::minimumSize(). * Use caf::AboutDialog instead of modified cvfqt::BasicAboutDialog. * Removed lapack from link line due to fail on Ubuntu 12.04 when lapack isn't installed. * Fix in OpenGLContext::saveOpenGLState() to avoid application corruption when running on RedHat with VMWare. * Removed unused font manager. * Console assert handler only calls __debugbreak() if debugger is present. Otherwise, calls abort(). Done after trouble running gtest death tests. * Made component access functions in Color3f, Color3ub, Color4f, Color4ub inline. * Added conversion functions between TextureImage and QImage to cvfqt::Utils class. * Optimized TextureImage::setPixel() - relies on new inlined component-wise access functions for Color4ub. * Added TextureImage::clear() and non-const version of TextureImage::ptr().
178 lines
7.6 KiB
C++
178 lines
7.6 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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#pragma once
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#include "cvfRenderEngine.h"
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#include "cvfViewport.h"
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#include "cvfCullSettings.h"
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#include "cvfPerformanceInfo.h"
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#include "cvfBoundingBox.h"
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#include "cvfCollection.h"
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#include "cvfOverlayItem.h"
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#include "cvfRect.h"
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#include <map>
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namespace cvf {
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class Scene;
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class Camera;
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class PartRenderHintCollection;
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class RenderQueueSorter;
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class Effect;
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class FramebufferObject;
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class DynamicUniformSet;
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class UniformSet;
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class RayIntersectSpec;
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class HitItemCollection;
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class OpenGLContext;
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//==================================================================================================
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//
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// Rendering
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//
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//==================================================================================================
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class Rendering : public Object
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{
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public:
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Rendering(const String& renderingName = String());
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~Rendering();
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void setRenderingName(const String& renderingName);
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String renderingName() const;
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void setScene(Scene* scene);
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Scene* scene();
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const Scene* scene() const;
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void setCamera(Camera* camera);
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Camera* camera();
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const Camera* camera() const;
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void render(OpenGLContext* oglContext);
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void setRenderQueueSorter(RenderQueueSorter* sorter);
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RenderQueueSorter* renderQueueSorter();
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RenderEngine* renderEngine();
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const RenderEngine* renderEngine() const;
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FramebufferObject* targetFramebuffer();
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void setTargetFramebuffer(FramebufferObject* framebuffer);
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ref<RayIntersectSpec> rayIntersectSpecFromWindowCoordinates(int x, int y) const;
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bool rayIntersect(RayIntersectSpec& rayIntersectSpec, HitItemCollection* hitItemCollection);
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BoundingBox boundingBox() const;
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void setEnableMask(uint mask);
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uint enableMask() const;
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void setClearMode(Viewport::ClearMode clearMode);
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Viewport::ClearMode clearMode() const;
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void setEffectOverride(Effect* effect);
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Effect* effectOverride();
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void addDynamicUniformSet(DynamicUniformSet* dynUniformSet);
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void removeDynamicUniformSet(DynamicUniformSet* dynUniformSet);
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void removeAllDynamicUniformSets();
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void addGlobalDynamicUniformSet(DynamicUniformSet* dynUniformSet);
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void removeAllGlobalDynamicUniformSets();
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const PerformanceInfo& performanceInfo() const;
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void enablePerformanceTiming(bool enable);
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bool isPerformanceTimingEnabled() const;
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CullSettings* cullSettings();
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const CullSettings* cullSettings() const;
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void setMaxNumPartsToDraw(size_t maxNumPartsToDraw);
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void clearMaxNumPartsToDraw();
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size_t overlayItemCount() const;
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void addOverlayItem(OverlayItem* overlayItem);
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OverlayItem* overlayItem(size_t index);
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const OverlayItem* overlayItem(size_t index) const;
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OverlayItem* overlayItemFromWindowCoordinates(int x, int y);
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void removeOverlayItem(const OverlayItem* overlayItem);
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void removeAllOverlayItems();
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String debugString() const;
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private:
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void renderOverlayItems(OpenGLContext* oglContext, bool useSoftwareRendering);
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typedef std::map<const cvf::OverlayItem*, cvf::Recti> OverlayItemRectMap;
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void calculateOverlayItemLayout(OverlayItemRectMap* itemRectMap);
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void calculateOverlayItemLayoutForSchemeAndCorner(OverlayItemRectMap* itemRectMap, OverlayItem::LayoutScheme layoutScheme, OverlayItem::AnchorCorner anchorCorner);
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void updateDynamicUniformSets();
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void updateAndCombineGlobalDynamicUniformSets();
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private:
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String m_renderingName;
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ref<Scene> m_scene;
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ref<Camera> m_camera;
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ref<FramebufferObject> m_targetFramebuffer; // The target framebuffer for the rendering. NULL means the default window framebuffer.
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Collection<OverlayItem> m_overlayItems;
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ref<PartRenderHintCollection> m_visibleParts; // The collection of visible parts for one pass. The collection class is reused between passes
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ref<RenderQueueSorter> m_renderQueueSorter; // Render queue sorter, initialized to a basic sorter with minimal sorting strategy
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RenderEngine m_renderEngine; //
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uint m_enableMask; // Mask will be compared against the contained scene's models and the model's parts when determining visible parts
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Viewport::ClearMode m_clearMode;
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ref<Effect> m_effectOverride; // Can hold an overriding effect. All parts drawn by this rendering will use this effect
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Collection<DynamicUniformSet> m_dynamicUniformSets; // Collection of user added dynamic uniform sets
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Collection<DynamicUniformSet> m_globalDynamicUniformSets; // Collection of global user added dynamic uniform sets
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ref<UniformSet> m_combinedGlobalUniformSet; // Global uniform set, this is the combination of the uniform sets from all the dynamic uniform sets
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ref<CullSettings> m_cullSettings; // Cull settings used when extracting visible parts from the scene
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size_t m_maxNumPartsToDraw; // The maximum number of parts to draw during render pass
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PerformanceInfo m_performanceInfo;
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bool m_enablePerformanceTiming;
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ref<Logger> m_logger;
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};
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}
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