ResInsight/Fwk/VizFwk/LibViewing/cvfConstantFrameRate.h

82 lines
3.2 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 "cvfRendering.h"
#include "cvfRenderQueueSorter.h"
namespace cvf {
//==================================================================================================
//
//
//
//==================================================================================================
class ConstantFrameRate : public Object
{
public:
ConstantFrameRate();
void setTargetFrameRate(double targetFrameRate);
void setMinNumPartsToDraw(int minNumParts);
void enableDistanceSorting(bool enableDistanceSorting);
double targetFrameRate() const;
int minNumPartsToDraw() const;
bool isDistanceSortingEnabled() const;
void attachRendering(Rendering* rendering);
Rendering* attachedRendering();
void adjust(double currentFrameRate);
private:
double m_targetFrameRate; // Target frame rate in frames per second
int m_minNumPartsToDraw; // The lower bound on the number of parts we're allowed to draw
bool m_enableDistanceSorting; // If true, we'll try and do distance sorting for the colest 10% of the parts
double m_numPartsToDraw; // Calculated number of parts to draw. This is the value we'll adjust
ref<Rendering> m_rendering; // The attached rendering
bool m_pixelSizeCullingWasOn;
ref<RenderQueueSorter> m_previousSorter; // The sorter that was current in the rendering when it was attached
};
}