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106 lines
3.8 KiB
C++
106 lines
3.8 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 "cvfObject.h"
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#include <vector>
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namespace cvf {
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class Part;
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class Drawable;
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class Effect;
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//==================================================================================================
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//
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// Represents one item in the RenderQueue
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//
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//==================================================================================================
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class RenderItem : public Object
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{
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public:
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RenderItem();
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void set(Part* part, Drawable* drawable, Effect* effect, float projectedAreaPixels, float distance);
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Part* part() { return m_part; }
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const Part* part() const { return m_part; }
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Drawable* drawable() { return m_drawable; }
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const Drawable* drawable() const { return m_drawable; }
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Effect* effect() { return m_effect; }
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const Effect* effect() const { return m_effect; }
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float projectedAreaPixels() const { return m_projectedAreaPixels; }
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float distance() const { return m_distance; }
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private:
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Part* m_part;
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Drawable* m_drawable; // The drawable for the LOD level that should be used for rendering
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Effect* m_effect; // Effect for the relevant LOD level
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float m_projectedAreaPixels; //
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float m_distance; //
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};
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//==================================================================================================
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//
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// RenderQueue
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//
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//==================================================================================================
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class RenderQueue : public Object
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{
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public:
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void hintNumEntriesToAdd(size_t numNewEntries);
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void add(Part* part, Drawable* drawable, Effect* effect, float projectedAreaPixels, float distance);
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size_t count() const;
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RenderItem* item(size_t index);
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void setCountZero();
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void removeAll();
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std::vector<RenderItem*>* renderItemsForSorting();
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private:
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std::vector<ref<RenderItem> > m_renderItemsRefCounted;
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std::vector<RenderItem*> m_renderItemsRaw;
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};
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}
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