ResInsight/Fwk/VizFwk/LibViewing/cvfRendering.h

181 lines
7.9 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 "cvfRenderEngine.h"
#include "cvfViewport.h"
#include "cvfCullSettings.h"
#include "cvfPerformanceInfo.h"
#include "cvfBoundingBox.h"
#include "cvfCollection.h"
#include "cvfOverlayItem.h"
#include "cvfRect.h"
#include <map>
namespace cvf {
class Scene;
class Camera;
class PartRenderHintCollection;
class RenderQueueSorter;
class Effect;
class FramebufferObject;
class DynamicUniformSet;
class UniformSet;
class RayIntersectSpec;
class HitItemCollection;
class OpenGLContext;
struct OverlayItemLayout;
//==================================================================================================
//
// Rendering
//
//==================================================================================================
class Rendering : public Object
{
public:
Rendering(const String& renderingName = String());
~Rendering();
void setRenderingName(const String& renderingName);
String renderingName() const;
void setScene(Scene* scene);
Scene* scene();
const Scene* scene() const;
void setCamera(Camera* camera);
Camera* camera();
const Camera* camera() const;
void render(OpenGLContext* oglContext);
void setRenderQueueSorter(RenderQueueSorter* sorter);
RenderQueueSorter* renderQueueSorter();
RenderEngine* renderEngine();
const RenderEngine* renderEngine() const;
FramebufferObject* targetFramebuffer();
void setTargetFramebuffer(FramebufferObject* framebuffer);
ref<RayIntersectSpec> rayIntersectSpecFromWindowCoordinates(int x, int y) const;
bool rayIntersect(RayIntersectSpec& rayIntersectSpec, HitItemCollection* hitItemCollection);
BoundingBox boundingBox() const;
void setEnableMask(uint mask);
uint enableMask() const;
void setClearMode(Viewport::ClearMode clearMode);
Viewport::ClearMode clearMode() const;
void setEffectOverride(Effect* effect);
Effect* effectOverride();
void addDynamicUniformSet(DynamicUniformSet* dynUniformSet);
void removeDynamicUniformSet(DynamicUniformSet* dynUniformSet);
void removeAllDynamicUniformSets();
void addGlobalDynamicUniformSet(DynamicUniformSet* dynUniformSet);
void removeAllGlobalDynamicUniformSets();
const PerformanceInfo& performanceInfo() const;
void enablePerformanceTiming(bool enable);
bool isPerformanceTimingEnabled() const;
CullSettings* cullSettings();
const CullSettings* cullSettings() const;
void setMaxNumPartsToDraw(size_t maxNumPartsToDraw);
void clearMaxNumPartsToDraw();
size_t overlayItemCount() const;
void addOverlayItem(OverlayItem* overlayItem, OverlayItem::LayoutCorner corner, OverlayItem::LayoutDirection direction);
OverlayItem* overlayItem(size_t index, OverlayItem::LayoutCorner* corner, OverlayItem::LayoutDirection* direction);
const OverlayItem* overlayItem(size_t index, OverlayItem::LayoutCorner* corner, OverlayItem::LayoutDirection* direction) const;
OverlayItem* overlayItemFromWindowCoordinates(int x, int y);
Recti overlayItemRect(OverlayItem* item);
void removeOverlayItem(const OverlayItem* overlayItem);
void removeAllOverlayItems();
String debugString() const;
private:
void renderOverlayItems(OpenGLContext* oglContext, bool useSoftwareRendering);
typedef std::map<cvf::OverlayItem*, cvf::Recti> OverlayItemRectMap;
void calculateOverlayItemLayout(OverlayItemRectMap* itemRectMap);
void calculateOverlayItemLayout(OverlayItemRectMap* itemRectMap, OverlayItem::LayoutCorner corner, OverlayItem::LayoutDirection direction);
void updateDynamicUniformSets();
void updateAndCombineGlobalDynamicUniformSets();
private:
String m_renderingName;
ref<Scene> m_scene;
ref<Camera> m_camera;
ref<FramebufferObject> m_targetFramebuffer; // The target framebuffer for the rendering. NULL means the default window framebuffer.
std::vector<OverlayItemLayout> m_overlayItems;
ref<PartRenderHintCollection> m_visibleParts; // The collection of visible parts for one pass. The collection class is reused between passes
ref<RenderQueueSorter> m_renderQueueSorter; // Render queue sorter, initialized to a basic sorter with minimal sorting strategy
RenderEngine m_renderEngine; //
uint m_enableMask; // Mask will be compared against the contained scene's models and the model's parts when determining visible parts
Viewport::ClearMode m_clearMode;
ref<Effect> m_effectOverride; // Can hold an overriding effect. All parts drawn by this rendering will use this effect
Collection<DynamicUniformSet> m_dynamicUniformSets; // Collection of user added dynamic uniform sets
Collection<DynamicUniformSet> m_globalDynamicUniformSets; // Collection of global user added dynamic uniform sets
ref<UniformSet> m_combinedGlobalUniformSet; // Global uniform set, this is the combination of the uniform sets from all the dynamic uniform sets
ref<CullSettings> m_cullSettings; // Cull settings used when extracting visible parts from the scene
size_t m_maxNumPartsToDraw; // The maximum number of parts to draw during render pass
PerformanceInfo m_performanceInfo;
bool m_enablePerformanceTiming;
ref<Logger> m_logger;
};
}