mirror of
https://github.com/OPM/ResInsight.git
synced 2025-01-23 23:13:39 -06:00
181 lines
7.9 KiB
C++
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;
|
|
};
|
|
|
|
}
|