ResInsight/Fwk/VizFwk/LibViewing/cvfRenderSequence.cpp

373 lines
12 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 "cvfBase.h"
#include "cvfRenderSequence.h"
#include "cvfRendering.h"
#include "cvfScene.h"
#include "cvfModel.h"
#include "cvfColor4.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLCapabilities.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::RenderSequence
/// \ingroup Viewing
///
///
//==================================================================================================
//------------------------------------------------------------------------------------------------
///
//------------------------------------------------------------------------------------------------
RenderSequence::RenderSequence()
{
}
//------------------------------------------------------------------------------------------------
/// Get the number of render passes in the sequence
//------------------------------------------------------------------------------------------------
uint RenderSequence::renderingCount() const
{
return static_cast<uint>(m_renderings.size());
}
//------------------------------------------------------------------------------------------------
/// Add a rendering pass
//------------------------------------------------------------------------------------------------
void RenderSequence::addRendering(Rendering* rendering)
{
CVF_ASSERT(rendering);
m_renderings.push_back(rendering);
}
//--------------------------------------------------------------------------------------------------
/// Insert a rendering
///
/// The rendering will be inserted in the sequence before \a beforeRendering. If \a beforeRendering
/// is NULL or isn't in the sequence, the rendering will be added at the end of the sequence
//--------------------------------------------------------------------------------------------------
void RenderSequence::insertRendering(const Rendering* beforeRendering, Rendering* rendering)
{
size_t indexToInsertAt = m_renderings.indexOf(beforeRendering);
if (indexToInsertAt == UNDEFINED_SIZE_T)
{
addRendering(rendering);
return;
}
size_t numRenderings = m_renderings.size();
CVF_ASSERT(numRenderings > 0);
CVF_ASSERT(indexToInsertAt < numRenderings);
m_renderings.resize(numRenderings + 1);
for (size_t i = numRenderings; i > indexToInsertAt; i--)
{
m_renderings[i] = m_renderings[i - 1];
}
m_renderings[indexToInsertAt] = rendering;
}
//------------------------------------------------------------------------------------------------
/// Get a rendering pass by index
//------------------------------------------------------------------------------------------------
Rendering* RenderSequence::rendering(uint index)
{
CVF_ASSERT(index < renderingCount());
return m_renderings[index].p();
}
//------------------------------------------------------------------------------------------------
/// Get a rendering pass by index
//------------------------------------------------------------------------------------------------
const Rendering* RenderSequence::rendering(uint index) const
{
CVF_ASSERT(index < renderingCount());
return m_renderings[index].p();
}
//--------------------------------------------------------------------------------------------------
/// Get pointer to the first rendering pass if any.
///
/// This function is safe to call even if there are no renderings. In this case NULL will be returned
//--------------------------------------------------------------------------------------------------
Rendering* RenderSequence::firstRendering()
{
if (m_renderings.empty())
{
return NULL;
}
else
{
return m_renderings[0].p();
}
}
//--------------------------------------------------------------------------------------------------
/// Get pointer to the first rendering pass if any.
///
/// This function is safe to call even if there are no renderings. In this case NULL will be returned
//--------------------------------------------------------------------------------------------------
const Rendering* RenderSequence::firstRendering() const
{
if (m_renderings.empty())
{
return NULL;
}
else
{
return m_renderings[0].p();
}
}
//------------------------------------------------------------------------------------------------
/// Remove all rendering passes
//------------------------------------------------------------------------------------------------
void RenderSequence::removeAllRenderings()
{
m_renderings.clear();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RenderSequence::removeRendering(const Rendering* rendering)
{
CVF_ASSERT(rendering);
m_renderings.erase(rendering);
}
//------------------------------------------------------------------------------------------------
/// Draw all the rendering passes in the sequence
//------------------------------------------------------------------------------------------------
void RenderSequence::render(OpenGLContext* oglContext)
{
m_performanceInfo.resetCurrentTimers();
uint numPasses = renderingCount();
preRenderApplyExpectedOpenGLState(oglContext);
uint i;
for (i = 0; i < numPasses; i++)
{
Rendering* rendering = m_renderings[i].p();
CVF_ASSERT(rendering);
rendering->render(oglContext);
m_performanceInfo.update(rendering->performanceInfo());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
BoundingBox RenderSequence::boundingBox() const
{
BoundingBox bb;
uint numPasses = renderingCount();
uint i;
for (i = 0; i < numPasses; i++)
{
const Rendering* rendering = m_renderings[i].p();
CVF_ASSERT(rendering);
bb.add(rendering->boundingBox());
}
return bb;
}
//--------------------------------------------------------------------------------------------------
/// Get the performance info for the last rendering (last call to render()).
//--------------------------------------------------------------------------------------------------
const PerformanceInfo&RenderSequence::performanceInfo() const
{
return m_performanceInfo;
}
//--------------------------------------------------------------------------------------------------
/// Delete or release all OpenGL resources used by all parts in all renderings.
///
/// Will iterate over all the contents of the rendering sequence and delete or release any OpenGL
/// resources that are being held.
///
/// \warning The OpenGL context in which the resources were created or a context that is being
/// shared must be current in the calling thread.
/// \warning Some resources are merely released (by unreferencing the object) so in order to assure
/// that the actual OpenGL resources get deleted, you may have to do cleanup through the
/// OpenGLResourceManager as afterwards (eg. deleteOrphanedManagedBufferObjects())
//--------------------------------------------------------------------------------------------------
void RenderSequence::deleteOrReleaseOpenGLResources(OpenGLContext* oglContext)
{
CVF_ASSERT(oglContext);
uint numRenderings = renderingCount();
uint i;
for (i = 0; i < numRenderings; i++)
{
Rendering* rendering = m_renderings.at(i);
CVF_ASSERT(rendering);
Scene* scene = rendering->scene();
if (scene)
{
uint numModels = scene->modelCount();
uint j;
for (j = 0; j < numModels; j++)
{
Model* model = scene->model(j);
model->deleteOrReleaseOpenGLResources(oglContext);
}
}
}
}
//--------------------------------------------------------------------------------------------------
/// Apply the OpenGL states we expect before rendering
///
/// The OpenGL states we set here will be a moving target. The main focus is on states that are
/// not captured through our RenderState objects. We do try and set all possible OpenGL states
/// in this function, but rather the ones that are likely to have been set by our caller and that
/// are likely to affect our rendering.
//--------------------------------------------------------------------------------------------------
void RenderSequence::preRenderApplyExpectedOpenGLState(OpenGLContext* oglContext)
{
CVF_CALLSITE_OPENGL(oglContext);
CVF_CHECK_OGL(oglContext);
const OpenGLCapabilities* oglCaps = oglContext->capabilities();
// The following settings match the OpenGL defaults
// ------------------------------------------------
if (oglCaps->supportsOpenGL2())
{
glActiveTexture(GL_TEXTURE0);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
CVF_CHECK_OGL(oglContext);
#ifndef CVF_OPENGL_ES
if (oglCaps->supportsFixedFunction())
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glDisable(GL_NORMALIZE);
glClearDepth(1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CVF_CHECK_OGL(oglContext);
// These settings differ from OpenGL defaults,
// but form a suitable starting point for rendering
// ------------------------------------------------
// TODO Work out a proper solution for this
// Should probably add some RenderState that encapsulates a light source
const Vec4f lightPosition(0.5f, 5.0f, 7.0f, 1.0f);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition.ptr());
const Vec3f spotDirection(0.0f, 0.0f, -1.0f);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spotDirection.ptr());
glLightf( GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f);
glLightf( GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
const Color4f amb (0.0f, 0.0f, 0.0f, 1.0f);
const Color4f diff(1.0f, 1.0f, 1.0f, 1.0f);
const Color4f spec(1.0f, 1.0f, 1.0f, 1.0f);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb.ptr());
glLightfv(GL_LIGHT0, GL_DIFFUSE, diff.ptr());
glLightfv(GL_LIGHT0, GL_SPECULAR, spec.ptr());
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f);
glEnable(GL_LIGHT0);
CVF_CHECK_OGL(oglContext);
}
#endif
}
} // namespace cvf