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123 lines
4.1 KiB
C++
123 lines
4.1 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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namespace cvf {
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class RenderQueue;
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class RenderItem;
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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 RenderQueueSorter : public Object
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{
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public:
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RenderQueueSorter();
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virtual void sort(RenderQueue* renderQueue) const = 0;
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virtual bool requireDistance() const = 0;
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virtual bool requirePixelArea() const = 0;
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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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class RenderQueueSorterBasic : public RenderQueueSorter
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{
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public:
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enum SortStrategy
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{
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MINIMAL, // Does a minimum of sorting, currently only sorts on priority
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EFFECT_ONLY, // A simple render queue sorter ordering the items by effect object (and priority)
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STANDARD, // Currently experimental, but should eventually become the default sorter
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BACK_TO_FRONT // Sorts parts in a back to front order (useful for e.g. transparency)
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};
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public:
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RenderQueueSorterBasic(SortStrategy strategy);
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SortStrategy strategy() const;
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virtual void sort(RenderQueue* renderQueue) const;
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virtual bool requireDistance() const;
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virtual bool requirePixelArea() const;
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private:
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SortStrategy m_strategy;
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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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class RenderQueueSorterTargetFramerate : public RenderQueueSorter
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{
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public:
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RenderQueueSorterTargetFramerate();
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void setMaxNumPartsToDraw(size_t maxNumPartsToDraw);
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void clearMaxNumPartsToDraw();
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void setNumPartsToDistanceSort(size_t numPartsToDistanceSort);
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virtual void sort(RenderQueue* renderQueue) const;
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virtual bool requireDistance() const;
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virtual bool requirePixelArea() const;
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private:
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size_t m_maxNumPartsToDraw; // The maximum number of parts we will draw. Will do as little work as possible for the remaining parts.
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size_t m_numPartsToDistanceSort; // The number of parts that will be sorted according to distance.
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};
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}
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