ResInsight/Fwk/VizFwk/LibViewing/cvfPartHighlighter.h

129 lines
5.1 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 "cvfObject.h"
#include "cvfColor3.h"
namespace cvf {
class FramebufferObject;
class RenderSequence;
class Rendering;
class Model;
class Camera;
class GaussianBlur;
class UniformFloat;
class ClipPlaneSet;
//==================================================================================================
//
//
//
//==================================================================================================
class PartHighlighter : public Object
{
public:
PartHighlighter(Model* highlightModel, Camera* mainCamera);
void setHighlightColor(const Color3f& color);
void addRenderingsToSequence(RenderSequence* renderSequence);
void removeRenderingsFromSequence(RenderSequence* renderSequence);
void resize(int x, int y, uint width, uint height);
void prepareForRedraw();
void setClipPlaneSet(ClipPlaneSet* clipPlaneSet);
private:
void configureOverrideEffects(bool useClipping);
private:
ref<Model> m_highlightModel; // Model containing the parts that should be highlighted
ref<Camera> m_highlightCamera; // Camera to use in the highlight rendering, need a separate camera as long as clear color is part of camera/viewport
cref<Camera> m_mainCamera; // Reference to main camera so we can copy viewpoint to the selected camera
Color3f m_highlightColor;
ref<FramebufferObject> m_drawFbo; // FBO used in the first draw pass
ref<Rendering> m_drawRendering; // Rendering to render the highlight model footprint as basis for the blur pass
ref<Rendering> m_drawRenderingLines; // Optional rendering to render the highlight model using line polygon mode (used to grow the footprint a bit)
ref<Rendering> m_mixRendering; // Rendering used in final mix pass
ref<UniformFloat> m_highlightClrUniform; // Uniform that controls the highlight color used in the mix rendering
ref<GaussianBlur> m_blur; // Blur helper
};
//==================================================================================================
//
//
//
//==================================================================================================
class PartHighlighterStencil : public Object
{
public:
PartHighlighterStencil(Model* highlightModel, Camera* mainCamera);
void setHighlightColor(const Color3f& color);
void addRenderingsToSequence(RenderSequence* renderSequence);
void removeRenderingsFromSequence(RenderSequence* renderSequence);
void resize(uint width, uint height);
void prepareForRedraw();
private:
void applyHighlightColor();
private:
ref<Model> m_highlightModel; // Model containing the parts that should be highlighted
ref<Camera> m_highlightCamera; // Camera to use in the highlight rendering, need a separate camera as long as clear color is part of camera/viewport
cref<Camera> m_mainCamera; // Reference to main camera so we can copy viewpoint to the selected camera
Color3f m_highlightColor;
ref<FramebufferObject> m_drawFbo; // FBO used in the first draw pass
ref<FramebufferObject> m_blurFbo; // FBO for blur pass
ref<Rendering> m_drawRendering;
ref<Rendering> m_blurRendering;
ref<Rendering> m_mixRendering;
};
}