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https://github.com/OPM/ResInsight.git
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306 lines
9.7 KiB
C++
306 lines
9.7 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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#include "cvfBase.h"
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#include "cvfEffect.h"
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#include "cvfTexture.h"
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#include "cvfShaderProgram.h"
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#include "cvfUniformSet.h"
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#include "cvfRenderStateSet.h"
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#include "cvfRenderStateTextureBindings.h"
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#ifndef CVF_OPENGL_ES
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#include "cvfRenderState_FF.h"
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#include "cvfTexture2D_FF.h"
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#endif
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::Effect
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/// \ingroup Viewing
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///
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/// The effect class defines how a drawable should be rendered. (Shader program, uniforms, OpenGL state etc)
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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Effect::Effect()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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Effect::~Effect()
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{
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// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Effect::setShaderProgram(ShaderProgram* shaderProgram)
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{
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m_shaderProgram = shaderProgram;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ShaderProgram* Effect::shaderProgram()
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{
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return m_shaderProgram.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const ShaderProgram* Effect::shaderProgram() const
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{
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return m_shaderProgram.p();
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}
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//--------------------------------------------------------------------------------------------------
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/// Set or add a uniform
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///
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/// Any existing uniform with the same name will be replaced
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//--------------------------------------------------------------------------------------------------
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void Effect::setUniform(Uniform* uniform)
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{
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CVF_ASSERT(uniform);
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if (m_uniformSet.isNull())
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{
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m_uniformSet = new UniformSet;
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}
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CVF_ASSERT(m_uniformSet.notNull());
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m_uniformSet->setUniform(uniform);
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}
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//--------------------------------------------------------------------------------------------------
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/// Set all uniforms contained in \a sourceUniformSet
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//--------------------------------------------------------------------------------------------------
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void Effect::setUniformsFromUniformSet(UniformSet* sourceUniformSet)
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{
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size_t uniformCount = sourceUniformSet->count();
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for (size_t i = 0; i < uniformCount; i++)
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{
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setUniform(sourceUniformSet->uniform(i));
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Effect::setUniformSet(UniformSet* uniformSet)
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{
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m_uniformSet = uniformSet;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const UniformSet* Effect::uniformSet() const
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{
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return m_uniformSet.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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UniformSet* Effect::uniformSet()
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{
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return m_uniformSet.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Effect::setRenderState(RenderState* renderState)
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{
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if (m_renderStateSet.isNull())
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{
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m_renderStateSet = new RenderStateSet;
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}
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CVF_ASSERT(m_renderStateSet.notNull());
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m_renderStateSet->setRenderState(renderState);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RenderState* Effect::renderStateOfType(RenderState::Type type)
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{
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if (m_renderStateSet.notNull())
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{
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return m_renderStateSet->renderStateOfType(type);
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}
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else
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{
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return NULL;
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const RenderState* Effect::renderStateOfType(RenderState::Type type) const
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{
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if (m_renderStateSet.notNull())
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{
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return m_renderStateSet->renderStateOfType(type);
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}
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else
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{
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return NULL;
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Effect::removeRenderState(RenderState::Type type)
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{
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if (m_renderStateSet.notNull())
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{
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RenderState* rs = m_renderStateSet->renderStateOfType(type);
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if (rs)
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{
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m_renderStateSet->removeRenderState(rs);
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}
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Effect::setRenderStateSet(RenderStateSet* renderStateSet)
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{
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m_renderStateSet = renderStateSet;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RenderStateSet* Effect::renderStateSet()
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{
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return m_renderStateSet.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const RenderStateSet* Effect::renderStateSet() const
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{
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return m_renderStateSet.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void Effect::deleteOrReleaseOpenGLResources(OpenGLContext* oglContext)
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{
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if (m_shaderProgram.notNull())
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{
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m_shaderProgram->deleteProgram(oglContext);
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uint numShaders = m_shaderProgram->shaderCount();
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uint i;
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for (i = 0; i < numShaders; i++)
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{
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Shader* shader = m_shaderProgram->shader(i);
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shader->deleteShader(oglContext);
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}
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}
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if (m_renderStateSet.notNull())
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{
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RenderStateTextureBindings* textureBindings = static_cast<RenderStateTextureBindings*>(m_renderStateSet->renderStateOfType(RenderState::TEXTURE_BINDINGS));
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if (textureBindings)
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{
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int bindingCount = textureBindings->bindingCount();
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int i;
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for (i = 0; i < bindingCount; i++)
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{
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Texture* texture = textureBindings->texture(i);
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texture->deleteTexture(oglContext);
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}
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}
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#ifndef CVF_OPENGL_ES
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RenderStateTextureMapping_FF* textureMapping = static_cast<RenderStateTextureMapping_FF*>(m_renderStateSet->renderStateOfType(RenderState::TEXTURE_MAPPING_FF));
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if (textureMapping)
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{
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Texture2D_FF* texture = textureMapping->texture();
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if (texture)
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{
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texture->deleteTexture(oglContext);
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}
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}
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#endif
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}
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}
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} // namespace cvf
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