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