ResInsight/Fwk/VizFwk/LibViewing/cvfRenderQueue.h

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