ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipCubeMapping.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

407 lines
16 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.
//
//##################################################################################################
#include "cvfLibCore.h"
#include "cvfLibGeometry.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "cvfShaderSourceProvider.h"
#include "cvfuInputEvents.h"
#include "cvfuImageJpeg.h"
#include "cvfuWavefrontObjImport.h"
#include "cvfuSampleFactory.h"
#include "snipCubeMapping.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool CubeMapping::onInitialize()
{
ref<ModelBasicList> myModel = new ModelBasicList;
m_modelTransformMatrix = new Transform;
m_lastAnimUpdateTimeStamp = 0;
ref<cvf::Texture> cubeMapTexture = loadCubeMapTexture();
cubeMapTexture->enableMipmapGeneration(true);
ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setWrapMode(Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(Sampler::LINEAR_MIPMAP_LINEAR);
sampler->setMagFilter(Sampler::LINEAR);
ref<cvf::RenderStateTextureBindings> texBind = new cvf::RenderStateTextureBindings;
texBind->addBinding(cubeMapTexture.p(), sampler.p(), "u_cubeMap");
// The 'main' geometry
{
ref<DrawableGeo> geo;
// // Box
// GeometryBuilderDrawableGeo builder;
// BoxGenerator gen;
// gen.setMinMax(Vec3d(-1, -1, -1), Vec3d(1, 1, 1));
// gen.generate(&builder);
// geo = builder.drawableGeo();
// // Sphere
// GeometryBuilderDrawableGeo builder;
// GeometryUtils::createSphere(2.0, 50, 50, &builder);
// geo = builder.drawableGeo();
WavefrontObjImport imp;
//imp.readFile(m_testDataDir + "dragon_10k.obj");
imp.readFile(m_testDataDir + "teapot.obj");
GeometryBuilderDrawableGeo builder;
imp.buildGeometry(&builder);
geo = builder.drawableGeo();
geo->weldVertices(0.00001);
geo->computeNormals();
ref<Part> part = new Part;
part->setDrawable(geo.p());
// ref<ShaderProgram> prog = new ShaderProgram;
// ref<Shader> vs = cvf::ShaderFactory::instance()->createFromFile(Shader::VERTEX_SHADER, "CubeMapping_Vert");
// ref<Shader> fs = cvf::ShaderFactory::instance()->createFromFile(Shader::FRAGMENT_SHADER,"CubeMapping_Frag");
// prog->addShader(vs.p());
// prog->addShader(fs.p());
// eff->setUniform(new UniformFloat("ambientIntensity", 0.2f));
// eff->setUniform(new UniformFloat("color", Color3f(Color3::YELLOW)));
// eff->setUniform(new UniformFloat("reflectivity", 0.8f));
ShaderProgramGenerator gen("CubeMapping", ShaderSourceProvider::instance());
gen.addVertexCode(ShaderSourceRepository::vs_Standard);
gen.addFragmentCode(ShaderSourceRepository::src_Color);
gen.addFragmentCodeFromFile("CubeMapping_Light");
gen.addFragmentCode(ShaderSourceRepository::fs_Standard);
ref<ShaderProgram> prog = gen.generate();
// Link and show log to see any warnings
prog->linkProgram(m_openGLContext.p());
Trace::show(prog->programInfoLog(m_openGLContext.p()));
ref<Effect> eff = new Effect;
eff->setRenderState(texBind.p());
eff->setShaderProgram(prog.p());
// Doesn't work well with saturated colors
eff->setUniform(new UniformFloat("u_color", Color4f(Color3::OLIVE)));
eff->setUniform(new UniformFloat("u_ambientIntensity", 0.2f));
eff->setUniform(new UniformFloat("u_reflectivity", 0.8f));
part->setEffect(eff.p());
part->setTransform(m_modelTransformMatrix.p());
myModel->addPart(part.p());
}
// Create a point light to approximately coincide with the sun in the cube map
// Register the light dynamic uniform set with the rendering
m_light = new PointLight;
m_light->setPosition(Vec3d(-10.0, 10.0, 13.0));
m_renderSequence->firstRendering()->addGlobalDynamicUniformSet(m_light.p());
// Hook a marker into the model and
ref<Part> lightMarkerPart = SampleFactory::createUnlitSphere(0.5, Color3f::YELLOW);
lightMarkerPart->setTransform(m_light->markerTransform());
myModel->addPart(lightMarkerPart.p());
m_renderSequence->firstRendering()->scene()->addModel(myModel.p());
// For debugging the cube map texture images
// Does not combine with other drawing
//addDebugCubeWithCubeMapImages();
myModel->updateBoundingBoxesRecursive();
BoundingBox bb = myModel->boundingBox();
if (bb.isValid())
{
//m_camera->setProjectionAsPerspective(40, 0.01, 100.0);
m_camera->fitView(bb, -Vec3d::Z_AXIS, Vec3d::Y_AXIS);
}
m_renderSequence->firstRendering()->addOverlayItem(new OverlayAxisCross(m_camera.p(), new FixedAtlasFont(FixedAtlasFont::STANDARD)));
// Add skybox after setting camera
{
const double skyBoxSize = 100.0;
GeometryBuilderDrawableGeo builder;
BoxGenerator boxGen;
boxGen.setMinMax(skyBoxSize*Vec3d(-0.5, -0.5, -0.5), skyBoxSize*Vec3d(0.5, 0.5, 0.5));
boxGen.generate(&builder);
ref<DrawableGeo> geo = builder.drawableGeo();;
ref<Part> part = new Part;
part->setDrawable(geo.p());
ShaderProgramGenerator gen("CubeMappingSkyBox", ShaderSourceProvider::instance());
gen.addVertexCodeFromFile("CubeMappingSkyBox_Vert");
gen.addFragmentCodeFromFile("CubeMappingSkyBox_Frag");
ref<ShaderProgram> prog = gen.generate();
// Link and show log to see any warnings
prog->linkProgram(m_openGLContext.p());
Trace::show(prog->programInfoLog(m_openGLContext.p()));
ref<Effect> eff = new Effect;
eff->setRenderState(texBind.p());
eff->setShaderProgram(prog.p());
part->setEffect(eff.p());
myModel->addPart(part.p());
myModel->updateBoundingBoxesRecursive();
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void CubeMapping::loadCubeMapImages(ref<TextureImage> cubeImages[6]) const
{
// cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_X] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/TestQMap_rt.jpg");
// cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_X] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/TestQMap_lf.jpg");
// cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Y] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/TestQMap_up.jpg");
// cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Y] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/TestQMap_dn.jpg");
// cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Z] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/TestQMap_ft.jpg");
// cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Z] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/TestQMap_bk.jpg");
cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_X] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/GreenBook_pos_x.jpg");
cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_X] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/GreenBook_neg_x.jpg");
cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Y] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/GreenBook_pos_y.jpg");
cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Y] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/GreenBook_neg_y.jpg");
cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Z] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/GreenBook_pos_z.jpg");
cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Z] = cvfu::ImageJpeg::loadImage(m_testDataDir + "CubeMaps/GreenBook_neg_z.jpg");
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Texture> CubeMapping::loadCubeMapTexture() const
{
ref<TextureImage> cubeImages[6];
loadCubeMapImages(cubeImages);
ref<Texture> tex = new Texture(Texture::TEXTURE_CUBE_MAP, Texture::RGBA);
tex->setCubeMapImage(Texture::TEXTURE_CUBE_MAP_POSITIVE_X, cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_X].p());
tex->setCubeMapImage(Texture::TEXTURE_CUBE_MAP_NEGATIVE_X, cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_X].p());
tex->setCubeMapImage(Texture::TEXTURE_CUBE_MAP_POSITIVE_Y, cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Y].p());
tex->setCubeMapImage(Texture::TEXTURE_CUBE_MAP_NEGATIVE_Y, cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Y].p());
tex->setCubeMapImage(Texture::TEXTURE_CUBE_MAP_POSITIVE_Z, cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Z].p());
tex->setCubeMapImage(Texture::TEXTURE_CUBE_MAP_NEGATIVE_Z, cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Z].p());
return tex;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void CubeMapping::addDebugCubeWithCubeMapImages()
{
ref<TextureImage> cubeImages[6];
loadCubeMapImages(cubeImages);
ModelBasicList* myModel = dynamic_cast<ModelBasicList*>(m_renderSequence->firstRendering()->scene()->model(0));
CVF_ASSERT(myModel);
// (-1,1,-1)*---------*(1,1,-1)
// /| /| |y
// / | / | |
// *---------* | |
// | *------|--*(1,-1,-1) *-----x
// | / | / /
// |/ |/ /z
// (-1,-1,1)*---------*(1,-1,1)
//
{
// PosX/Right
ref<DrawableGeo> geo = createTexturedQuad(Vec3f(1, 1, 1), -2.0f*Vec3f::Z_AXIS, -2.0f*Vec3f::Y_AXIS);
myModel->addPart( createTexturedPart(geo.p(), cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_X].p()).p() );
}
{
// NegX/Left
ref<DrawableGeo> geo = createTexturedQuad(Vec3f(-1, 1, -1), 2.0f*Vec3f::Z_AXIS, -2.0f*Vec3f::Y_AXIS);
myModel->addPart( createTexturedPart(geo.p(), cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_X].p()).p() );
}
{
// PosY/Top
ref<DrawableGeo> geo = createTexturedQuad(Vec3f(-1, 1, -1), 2.0f*Vec3f::X_AXIS, 2.0f*Vec3f::Z_AXIS);
myModel->addPart( createTexturedPart(geo.p(), cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Y].p()).p() );
}
{
// NegY/Bottom
ref<DrawableGeo> geo = createTexturedQuad(Vec3f(-1, -1, 1), 2.0f*Vec3f::X_AXIS, -2.0f*Vec3f::Z_AXIS);
myModel->addPart( createTexturedPart(geo.p(), cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Y].p()).p() );
}
{
// PosZ/Front
ref<DrawableGeo> geo = createTexturedQuad(Vec3f(-1, 1, 1), 2.0f*Vec3f::X_AXIS, -2.0f*Vec3f::Y_AXIS);
myModel->addPart( createTexturedPart(geo.p(), cubeImages[Texture::TEXTURE_CUBE_MAP_POSITIVE_Z].p()).p() );
}
{
// NegZ/Back
ref<DrawableGeo> geo = createTexturedQuad(Vec3f(1, 1, -1), -2.0f*Vec3f::X_AXIS, -2.0f*Vec3f::Y_AXIS);
myModel->addPart( createTexturedPart(geo.p(), cubeImages[Texture::TEXTURE_CUBE_MAP_NEGATIVE_Z].p()).p() );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<DrawableGeo> CubeMapping::createTexturedQuad(const Vec3f& origin, const Vec3f& u, const Vec3f& v)
{
ref<Vec3fArray> vertices = new Vec3fArray(4);
vertices->set(0, origin);
vertices->set(1, origin + u);
vertices->set(2, origin + u + v);
vertices->set(3, origin + v);
ref<Vec2fArray> texCoords = new Vec2fArray(4);
texCoords->set(0, Vec2f(0, 0));
texCoords->set(1, Vec2f(1, 0));
texCoords->set(2, Vec2f(1, 1));
texCoords->set(3, Vec2f(0, 1));
const cvf::uint conns[6] = { 0, 1, 2, 0, 2, 3};
ref<UIntArray> indices = new UIntArray(conns, 6);
ref<PrimitiveSetIndexedUInt> primSet = new PrimitiveSetIndexedUInt(PT_TRIANGLES);
primSet->setIndices(indices.p());
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(vertices.p());
geo->setTextureCoordArray(texCoords.p());
geo->addPrimitiveSet(primSet.p());
geo->computeNormals();
return geo;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Part> CubeMapping::createTexturedPart(DrawableGeo* geo, TextureImage* texImg)
{
ref<Part> part = new Part;
part->setDrawable(geo);
ref<Effect> eff = new Effect;
eff->setRenderState(new RenderStateMaterial_FF(Color3::WHITE));
ref<cvf::RenderStateLighting_FF> lighting = new cvf::RenderStateLighting_FF;
lighting->enableTwoSided(true);
eff->setRenderState(lighting.p());
ref<cvf::Texture> texture = new cvf::Texture(texImg);
ref<cvf::Sampler> sampler = new cvf::Sampler;
ref<cvf::RenderStateTextureBindings> texBind = new cvf::RenderStateTextureBindings;
texBind->addBinding(texture.p(), sampler.p(), "dummy");
eff->setRenderState(texBind.p());
part->setEffect(eff.p());
return part;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void CubeMapping::onUpdateAnimation(double animationTime, PostEventAction* postEventAction)
{
TestSnippet::onUpdateAnimation(animationTime, postEventAction);
if (Math::abs(animationTime - m_lastAnimUpdateTimeStamp) > 0.05)
{
Mat4d m = m_modelTransformMatrix->worldTransform();
Mat4d r = Mat4d::fromRotation(Vec3d::Y_AXIS, Math::toRadians(1.0));
m_modelTransformMatrix->setLocalTransform(m*r);
m_lastAnimUpdateTimeStamp = animationTime;
if (postEventAction)
{
*postEventAction = REDRAW;
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void CubeMapping::onKeyPressEvent(KeyEvent* keyEvent)
{
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> CubeMapping::helpText() const
{
std::vector<cvf::String> helpText;
return helpText;
}
} // namespace snip