Files
ResInsight/VisualizationModules/LibViewing/cvfRenderEngine.h
CeetronResInsight f667c604a3 Integrating changes from CeeViz trunk per changelist 21999 (branch point for CVC) into ResInsight. Done in preparation to convert ResInsight to use CVC-june
Changes to Camera class, Camera::fitView() and rename/new impl of Camera::fitViewEyePosition()/ Camera::computeFitViewEyePosition
Logging: Use new macro to get hold of logger. Modifications to prefixing of file log messages
Changes to OverlayImage
Added use of scissoring to  Rendering::renderOverlayItems()
Upping of CVF version number
Tweaks to compile on Android
Modifications in shaders to compile on OpenGL ES
p4#: 22501
2013-09-20 09:55:58 +02:00

82 lines
2.8 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// 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.
//
//##################################################################################################
#pragma once
#include "cvfMatrix4.h"
#include "cvfRenderStateTracker.h"
namespace cvf {
class RenderQueue;
class UniformSet;
class Camera;
class OpenGLContext;
class Logger;
//==================================================================================================
//
// RenderEngine
//
//==================================================================================================
class RenderEngine
{
public:
RenderEngine();
void render(OpenGLContext* oglContext, RenderQueue* renderQueue, size_t maxNumPartsToDraw, const Camera& camera, const UniformSet* globalUniformSet);
size_t renderedPartCount() const;
size_t renderedVertexCount() const;
size_t renderedTriangleCount() const;
size_t renderedOpenGLPrimitiveCount() const;
size_t applyRenderStateCount() const;
size_t shaderProgramChangesCount() const;
void enableForcedImmediateMode(bool enable);
void disableRenderDrawables(bool disable);
void disableApplyEffects(bool disable);
bool isForcedImmediateModeEnabled() const;
bool isRenderDrawableDisabled() const;
bool isApplyEffectsDisabled() const;
void enableItemCountUpdate(bool enable);
bool isItemCountUpdateEnabled() const;
private:
RenderStateTracker m_renderStateTracker;
size_t m_renderedPartCount;
size_t m_renderedVertexCount;
size_t m_renderedTriangleCount;
size_t m_renderedOpenGLPrimitiveCount;
size_t m_applyRenderStateCount;
size_t m_shaderProgramChangesCount;
bool m_disableDrawableRender;
bool m_disableApplyEffects;
bool m_forceImmediateMode; // Can be used to force immediate mode drawing for debugging purposes (good old glBegin()/glEnd())
bool m_enableItemCountUpdate;
ref<Logger> m_logger;
};
}