ResInsight/Fwk/AppFwk/cafViewer/cafViewer.h
2020-06-19 08:00:01 +02:00

296 lines
11 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 "cvfAssert.h"
#include "cvfBase.h"
#include "cvfCollection.h"
#include "cvfObject.h"
#include "cvfOpenGL.h"
#include "cvfRect.h"
#include "cvfRenderingScissor.h"
#include "cvfVector3.h"
#include "cafOpenGLWidget.h"
namespace cvf
{
class Camera;
class FramebufferObject;
class HitItemCollection;
class Model;
class OverlayImage;
class OverlayItem;
class RenderSequence;
class Rendering;
class Scene;
class Texture;
class TextureImage;
class RayIntersectSpec;
} // namespace cvf
namespace caf
{
class FrameAnimationControl;
class NavigationPolicy;
class Viewer;
class PointOfInterestVisualizer;
} // namespace caf
class QInputEvent;
#include <QPointer>
namespace caf
{
class GlobalViewerDynUniformSet;
class ScissorChanger;
class Viewer : public caf::OpenGLWidget
{
Q_OBJECT
public:
Viewer( const QGLFormat& format, QWidget* parent );
~Viewer() override;
QWidget* layoutWidget() { return m_layoutWidget; } // Use this when putting it into something
cvf::Camera* mainCamera();
cvf::Camera* comparisonMainCamera();
void setComparisonViewEyePointOffset( const cvf::Vec3d& offset );
const cvf::Vec3d comparisonViewEyePointOffset();
void setComparisonViewVisibleNormalizedRect( const cvf::Rectf& visibleRect );
cvf::Rectf comparisonViewVisibleNormalizedRect() const;
bool isComparisonViewActive() const;
// Set the main scene : the scene active when the animation is not active. (Stopped)
void setMainScene( cvf::Scene* scene, bool isForComparisonView = false );
cvf::Scene* mainScene( bool isForComparisonView = false );
cvf::Scene* currentScene( bool isForComparisonView = false ); // The scene currently rendered
// Frame scenes for animation control
void addFrame( cvf::Scene* scene, bool isForComparisonView = false );
size_t frameCount() const { return std::max( m_frameScenes.size(), m_comparisonFrameScenes.size() ); }
cvf::Scene* frame( size_t frameIndex, bool isForComparisonView = false );
void removeAllFrames( bool isForComparisonView = false );
int currentFrameIndex() const;
// Static models to be shown in all frames
void addStaticModelOnce( cvf::Model* model, bool isForComparisonView = false );
void removeStaticModel( cvf::Model* model );
void removeAllStaticModels();
// Part enable/ disable mask
void setEnableMask( unsigned int mask, bool isForComparisonView = false );
// Recursively traverse all the scenes managed by the viewer and make sure all cached values are up-to-date
// Use when changing the contents inside the objects in the scene.
// As of yet: Only updates bounding boxes. Other things might be added later.
void updateCachedValuesInScene();
bool isAnimationActive( bool isForComparisonView = false );
caf::FrameAnimationControl* animationControl() { return m_animationControl; }
void setReleaseOGLResourcesEachFrame( bool releaseOGLResourcesEachFrame )
{
m_releaseOGLResourcesEachFrame = releaseOGLResourcesEachFrame;
}
// Set the navigation policy
void setNavigationPolicy( caf::NavigationPolicy* navigationPolicy );
const caf::NavigationPolicy* getNavigationPolicy() const;
void enableNavigationPolicy( bool enable );
void setView( const cvf::Vec3d& alongDirection, const cvf::Vec3d& upDirection );
void zoomAll();
void enableParallelProjection( bool enable );
void setParallelProjectionHeadLightDirection( const cvf::Vec3f& direction );
void setPointOfInterestVisualizer( PointOfInterestVisualizer* poiVisualizer );
// Interface for navigation policies
void updateParallelProjectionHeightFromMoveZoom( const cvf::Vec3d& pointOfInterest );
void updateParallelProjectionCameraPosFromPointOfInterestMove( const cvf::Vec3d& pointOfInterest );
virtual void navigationPolicyUpdate();
// Min max near far plane.
void setDefaultPerspectiveNearPlaneDistance( double dist );
void setMaxClipPlaneDistance( double dist );
// Test whether it is any point in doing navigation etc.
bool canRender() const;
cvf::ref<cvf::RayIntersectSpec>
rayIntersectSpecFromWindowCoordinates( int winPosX, int winPosY, bool isForComparisonView );
cvf::ref<cvf::RayIntersectSpec> rayIntersectSpecFromWindowCoordinates( int winPosX, int winPosY );
bool rayPick( int winPosX, int winPosY, cvf::HitItemCollection* pickedPoints, cvf::Vec3d* rayGlobalOrigin = nullptr );
bool isMousePosWithinComparisonView( int winPosX, int winPosY );
cvf::OverlayItem* overlayItem( int winPosX, int winPosY );
// QPainter based drawing on top of the OpenGL graphics
bool isOverlayPaintingEnabled() const;
void enableOverlayPainting( bool val );
cvf::Rendering* overlayItemsRendering();
// Performance information for debugging etc.
void enablePerfInfoHud( bool enable );
bool isPerfInfoHudEnabled();
void enableForcedImmediateMode( bool enable );
// Find out whether the system supports shaders
static bool isShadersSupported();
QImage snapshotImage();
static void copyCameraView( cvf::Camera* srcCamera, cvf::Camera* dstCamera );
void setCurrentComparisonFrame( int frameIndex );
void setComparisonViewToFollowAnimation( bool isToFollow );
public slots:
virtual void slotSetCurrentFrame( int frameIndex );
virtual void slotEndAnimation();
public:
QSize sizeHint() const override;
protected:
// Method to override if painting directly on the OpenGl Canvas is needed.
virtual void paintOverlayItems( QPainter* painter ){};
// Overridable methods to setup the render system
virtual void optimizeClippingPlanes();
bool calculateNearFarPlanes( const cvf::Rendering* rendering,
const cvf::Vec3d& navPointOfinterest,
double* farPlaneDist,
double* nearPlaneDist );
// Standard overrides. Not for overriding
void resizeGL( int width, int height ) override;
void paintEvent( QPaintEvent* event ) override;
// Support the navigation policy concept
bool event( QEvent* e ) override;
cvf::ref<caf::NavigationPolicy> m_navigationPolicy;
bool m_navigationPolicyEnabled;
// Actual rendering objects
cvf::ref<cvf::RenderSequence> m_renderingSequence;
cvf::ref<cvf::Scene> m_mainScene;
cvf::ref<cvf::Camera> m_mainCamera;
cvf::ref<cvf::Rendering> m_mainRendering;
double m_defaultPerspectiveNearPlaneDistance;
double m_maxClipPlaneDistance; //< Max far plane distance and max negative near plane distance in orthographic
// projection
double m_cameraFieldOfViewYDeg;
private:
void setupMainRendering();
void setupRenderingSequence();
void appendAllStaticModelsToFrame( cvf::Scene* scene, bool isForComparisonView = false );
void appendModelToAllFrames( cvf::Model* model, bool isForComparisonView = false );
void removeModelFromAllFrames( cvf::Model* model );
void updateCamera( int width, int height );
void releaseOGlResourcesForCurrentFrame();
void debugShowRenderingSequencePartNames();
int clampFrameIndex( int frameIndex ) const;
bool m_showPerfInfoHud;
size_t m_paintCounter;
bool m_releaseOGLResourcesEachFrame;
QPointer<QWidget> m_layoutWidget;
bool m_isOverlayPaintingEnabled;
cvf::ref<cvf::TextureImage> m_overlayTextureImage;
cvf::ref<cvf::OverlayImage> m_overlayImage;
QImage m_overlayPaintingQImage;
void updateOverlayImagePresence();
// System to make sure we share OpenGL resources
static Viewer* sharedWidget();
static cvf::OpenGLContextGroup* contextGroup();
static std::list<Viewer*> sm_viewers;
static cvf::ref<cvf::OpenGLContextGroup> sm_openGLContextGroup;
caf::FrameAnimationControl* m_animationControl;
cvf::Collection<cvf::Scene> m_frameScenes;
cvf::Collection<cvf::Model> m_staticModels;
cvf::ref<cvf::Rendering> m_comparisonMainRendering;
cvf::ref<cvf::Camera> m_comparisonMainCamera;
cvf::ref<cvf::Scene> m_comparisonMainScene;
cvf::Collection<cvf::Scene> m_comparisonFrameScenes;
cvf::Collection<cvf::Model> m_comparisonStaticModels;
bool m_isComparisonFollowingAnimation;
bool m_isComparisonViewActiveFlag;
void updateComparisonViewActiveFlag();
cvf::Vec3d m_comparisonViewOffset;
cvf::ref<cvf::RenderingScissor> m_comparisonRenderingScissor;
cvf::Rectf m_comparisonWindowNormalizedRect;
// Poi visualization
cvf::ref<PointOfInterestVisualizer> m_poiVisualizationManager;
// Parallel projection light modification
cvf::ref<GlobalViewerDynUniformSet> m_globalUniformSet;
cvf::Vec3f m_parallelProjectionLightDirection;
// Offscreen render objects
cvf::ref<cvf::FramebufferObject> m_offscreenFbo;
cvf::ref<cvf::Texture> m_offscreenTexture;
int m_offscreenViewportWidth;
int m_offscreenViewportHeight;
cvf::ref<cvf::Rendering> m_quadRendering;
cvf::ref<cvf::Rendering> m_overlayItemsRendering;
};
} // End namespace caf