ResInsight/VisualizationModules/LibRender/cvfOverlayNavigationCube.h

188 lines
7.1 KiB
C
Raw Normal View History

//##################################################################################################
//
// 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 "cvfOverlayItem.h"
#include "cvfMatrix4.h"
#include "cvfColor3.h"
#include "cvfString.h"
#include "cvfBoundingBox.h"
#include "cvfCollection.h"
namespace cvf {
class Camera;
class DrawableGeo;
class DrawableVectors;
class Font;
class ShaderProgram;
class MatrixState;
class TextureImage;
//==================================================================================================
//
// Overlay axis cross
//
//==================================================================================================
class OverlayNavigationCube: public OverlayItem
{
public:
enum NavCubeFace {
NCF_NONE,
NCF_X_POS,
NCF_X_NEG,
NCF_Y_POS,
NCF_Y_NEG,
NCF_Z_POS,
NCF_Z_NEG
};
// Note that the order of the items starting at the VT_NCFI_BOTTOM_LEFT is important (in a CCW order)
enum NavCubeFaceItem {
NCFI_NONE,
NCFI_CENTER,
NCFI_BOTTOM_LEFT,
NCFI_BOTTOM,
NCFI_BOTTOM_RIGHT,
NCFI_RIGHT,
NCFI_TOP_RIGHT,
NCFI_TOP,
NCFI_TOP_LEFT,
NCFI_LEFT
};
enum NavCubeItem
{
NCI_NONE,
NCI_CORNER_XN_YN_ZN,
NCI_CORNER_XP_YN_ZN,
NCI_CORNER_XP_YP_ZN,
NCI_CORNER_XN_YP_ZN,
NCI_CORNER_XN_YN_ZP,
NCI_CORNER_XP_YN_ZP,
NCI_CORNER_XP_YP_ZP,
NCI_CORNER_XN_YP_ZP,
NCI_EDGE_YN_ZN,
NCI_EDGE_XP_ZN,
NCI_EDGE_YP_ZN,
NCI_EDGE_XN_ZN,
NCI_EDGE_YN_ZP,
NCI_EDGE_XP_ZP,
NCI_EDGE_YP_ZP,
NCI_EDGE_XN_ZP,
NCI_EDGE_XN_YN,
NCI_EDGE_XP_YN,
NCI_EDGE_XP_YP,
NCI_EDGE_XN_YP,
NCI_FACE_X_POS,
NCI_FACE_X_NEG,
NCI_FACE_Y_POS,
NCI_FACE_Y_NEG,
NCI_FACE_Z_POS,
NCI_FACE_Z_NEG,
NCI_ARROW_LEFT,
NCI_ARROW_RIGHT,
NCI_ARROW_TOP,
NCI_ARROW_BOTTOM,
NCI_HOME,
NCI_ROTATE_CW,
NCI_ROTATE_CCW
};
public:
OverlayNavigationCube(Camera* camera, Font* font);
~OverlayNavigationCube();
virtual Vec2ui sizeHint();
virtual Vec2ui maximumSize();
virtual Vec2ui minimumSize();
virtual void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size);
virtual void renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size);
void setSize(const Vec2ui& size);
void updateHighlight(int winCoordX, int winCoordY);
void processSelection(int winCoordX, int winCoordY, const BoundingBox& boundingBox, Vec3d* eye, Vec3d* viewDirection);
void setAxisLabels(const String& xLabel, const String& yLabel, const String& zlabel);
void setAxisLabelsColor(const Color3f& color);
private:
void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software, const Mat4d& viewMatrix);
void createAxisGeometry(bool software);
void renderAxis(OpenGLContext* oglContext, const MatrixState& matrixState);
void renderAxisImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState);
void renderAxisLabels(OpenGLContext* oglContext, bool software, const MatrixState& matrixState);
void renderCubeGeos(OpenGLContext* oglContext, bool software, const MatrixState& matrixState);
void createCubeGeos();
void createCubeFaceGeos(NavCubeFace face, Vec3f p1, Vec3f p2, Vec3f p3, Vec3f p4);//, const String& name, const Color3f& baseColor, TextureImage* texture);
void navCubeCornerPoints(Vec3f points[8]);
ref<DrawableGeo> createQuadGeo(const Vec3f& v1, const Vec3f& v2, const Vec3f& v3, const Vec3f& v4);
NavCubeItem navCubeItem(NavCubeFace face, NavCubeFaceItem item) const;
void faceOrientation(NavCubeFace face, Vec3f* normal, Vec3f* upVector, Vec3f* rightVector) const;
private:
ref<Camera> m_camera; // This camera's view matrix will be used to orient the axis cross
String m_xLabel; // Label to display on x axis, default 'x'
String m_yLabel;
String m_zLabel;
Color3f m_textColor; // Text color
ref<Font> m_font;
Vec2ui m_size; // Pixel size of the axis area
Collection<DrawableGeo> m_cubeGeos;
std::vector<NavCubeItem> m_cubeItemType;
ref<ShaderProgram> m_cubeGeoShader;
ref<DrawableVectors> m_axis;
NavCubeItem m_hightlightItem; ///< The currently highlighted cube item (face, corner, edge, buttons)
Vec3f m_upVector; ///< Specify the up vector, which is used for the orientation of the text and textures on the faces
Vec3f m_frontVector; ///< Specify the front vector, which is used for the orientation of the top and bottom faces
String m_xPosAxisName; ///< The name of the X_POS face
String m_xNegAxisName; ///< The name of the X_NEG face
String m_yPosAxisName; ///< The name of the Y_POS face
String m_yNegAxisName; ///< The name of the Y_NEG face
String m_zPosAxisName; ///< The name of the Z_POS face
String m_zNegAxisName; ///< The name of the Z_NEG face
ref<TextureImage> m_texturePosXAxis; ///< The texture to draw on the X_POS face. If NULL, the specified text will be drawn.
ref<TextureImage> m_textureNegXAxis; ///< The texture to draw on the X_NEG face. If NULL, the specified text will be drawn.
ref<TextureImage> m_texturePosYAxis; ///< The texture to draw on the Y_POS face. If NULL, the specified text will be drawn.
ref<TextureImage> m_textureNegYAxis; ///< The texture to draw on the Y_NEG face. If NULL, the specified text will be drawn.
ref<TextureImage> m_texturePosZAxis; ///< The texture to draw on the Z_POS face. If NULL, the specified text will be drawn.
ref<TextureImage> m_textureNegZAxis; ///< The texture to draw on the Z_NEG face. If NULL, the specified text will be drawn.
Color3f m_xFaceColor; ///< The color of the X_POS and X_NEG faces
Color3f m_yFaceColor; ///< The color of the Y_POS and Y_NEG faces
Color3f m_zFaceColor; ///< The color of the Z_POS and Z_NEG faces
};
}