Files
ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipTransparentWeightedAverage.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

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9.2 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.
//
//##################################################################################################
#include "cvfLibCore.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "snipTransparentWeightedAverage.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TransparentWeightedAverage::TransparentWeightedAverage()
{
m_opacity = 0.7f;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool TransparentWeightedAverage::onInitialize()
{
setupShaders();
// Add the transparent model
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(2, 2, 2));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateBoxes(&parts);
m_transparentModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
Part* part = parts[i].p();
ref<RenderStateBlending> blending = new RenderStateBlending;
blending->setFunction(RenderStateBlending::ONE, RenderStateBlending::ONE);
blending->setEquation(RenderStateBlending::FUNC_ADD);
blending->enableBlending(true);
part->effect()->setRenderState(blending.p());
ref<RenderStateDepth> depth = new RenderStateDepth;
depth->enableDepthWrite(false);
part->effect()->setRenderState(depth.p());
part->effect()->setShaderProgram(m_progInit.p());
part->setPriority(2);
RenderStateMaterial_FF* mat = static_cast<RenderStateMaterial_FF*>(part->effect()->renderStateOfType(RenderState::MATERIAL_FF));
if (mat)
{
part->effect()->setUniform(new UniformFloat("u_color", Color4f(mat->frontDiffuse(), m_opacity)));
}
m_transparentModel->addPart(part);
}
m_transparentModel->updateBoundingBoxesRecursive();
m_renderSequence->rendering(0)->scene()->addModel(m_transparentModel.p());
}
// Add the solid model
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(5, 5, 5));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(2,2,2));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateSpheres(20,20, &parts);
m_solidModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
Part* part = parts[i].p();
part->effect()->setShaderProgram(m_progInit.p());
part->setPriority(1);
m_solidModel->addPart(part);
}
m_solidModel->updateBoundingBoxesRecursive();
m_renderSequence->rendering(0)->scene()->addModel(m_solidModel.p());
}
BoundingBox bb = m_renderSequence->rendering(0)->scene()->boundingBox();
if (bb.isValid())
{
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
}
setupRenderings();
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void TransparentWeightedAverage::setupShaders()
{
// Init shader
// -------------------------------------------------------------------------
ShaderProgramGenerator initGen("InitShader", ShaderSourceProvider::instance());
initGen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
initGen.addFragmentCode(ShaderSourceRepository::src_Color);
initGen.addFragmentCode(ShaderSourceRepository::light_SimpleHeadlight);
initGen.addFragmentCodeFromFile("TranspWA_InitFrag");
m_progInit = initGen.generate();
// Final shader
m_finalFragShaderCode = ShaderSourceProvider::instance()->getSourceFromFile("TranspWA_FinalFrag");
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void TransparentWeightedAverage::setupRenderings()
{
m_fbo = new FramebufferObject;
m_renderSequence->firstRendering()->setTargetFramebuffer(m_fbo.p());
m_renderSequence->firstRendering()->camera()->viewport()->setClearColor(Color4f(0,0,0,0));
ref<RenderbufferObject> rbo = new RenderbufferObject(RenderbufferObject::DEPTH_COMPONENT24, 1, 1);
m_fbo->attachDepthRenderbuffer(rbo.p());
ref<Texture> colorSumTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::RGBA32F);
colorSumTexture->setSize(1, 1);
m_fbo->attachColorTexture2d(0, colorSumTexture.p());
ref<Texture> countTexture = new Texture(Texture::TEXTURE_RECTANGLE, Texture::R32F);
countTexture->setSize(1, 1);
m_fbo->attachColorTexture2d(1, countTexture.p());
// Setup second rendering drawing the texture on the screen
// -------------------------------------------------------------------------
SingleQuadRenderingGenerator quadRenderGen;
ref<Sampler> sampler = new Sampler;
sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(cvf::Sampler::NEAREST);
sampler->setMagFilter(cvf::Sampler::NEAREST);
quadRenderGen.addTexture(colorSumTexture.p(), sampler.p(), "ColorTex0");
quadRenderGen.addTexture(countTexture.p(), sampler.p(), "ColorTex1");
quadRenderGen.addFragmentShaderCode(m_finalFragShaderCode);
quadRenderGen.setUniform(new UniformFloat("BackgroundColor", Color3f(0.69f, 0.77f, 0.87f)));
ref<Rendering> quadRendering = quadRenderGen.generate();
m_renderSequence->addRendering(quadRendering.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void TransparentWeightedAverage::onResizeEvent(int width, int height)
{
// Resize the FBO (and the rendering viewport)
m_renderSequence->rendering(1)->camera()->viewport()->set(0, 0, width, height);
m_fbo->resizeAttachedBuffers(width, height);
// Finally, call base
TestSnippet::onResizeEvent(width, height);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void TransparentWeightedAverage::onKeyPressEvent(KeyEvent* keyEvent)
{
if (keyEvent->character() == 'T')
{
m_opacity -= 0.1f;
//m_alphaUniform->set(m_opacity);
}
if (keyEvent->character() == 't')
{
m_opacity += 0.1f;
//m_alphaUniform->set(m_opacity);
}
cvf::Trace::show(String("Current setting: Transparency: %1 %%").arg(m_opacity*100.0f));
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> TransparentWeightedAverage::helpText() const
{
std::vector<cvf::String> helpText;
helpText.push_back("'T' to increase the transparency");
helpText.push_back("'t' to decrease the transparency");
return helpText;
}
} // namespace snip