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https://github.com/OPM/ResInsight.git
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#4683 clang-format on all files in ApplicationCode
This commit is contained in:
@@ -1,120 +1,114 @@
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/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2018- Equinor ASA
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//
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//
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// ResInsight is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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//
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// ResInsight is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
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//
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// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
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// for more details.
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//
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/////////////////////////////////////////////////////////////////////////////////
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#include "RivWindowEdgeAxesOverlayItem.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfBufferObjectManaged.h"
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#include "cvfCamera.h"
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#include "cvfFont.h"
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#include "cvfGeometryBuilderDrawableGeo.h"
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#include "cvfGeometryUtils.h"
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#include "cvfViewport.h"
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#include "cvfCamera.h"
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#include "cvfTextDrawer.h"
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#include "cvfFont.h"
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#include "cvfGlyph.h"
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#include "cvfMatrixState.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.h"
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#include "cvfShaderProgram.h"
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#include "cvfShaderProgramGenerator.h"
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#include "cvfShaderSourceProvider.h"
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#include "cvfShaderSourceRepository.h"
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#include "cvfTextDrawer.h"
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#include "cvfUniform.h"
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#include "cvfMatrixState.h"
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#include "cvfBufferObjectManaged.h"
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#include "cvfGlyph.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.h"
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#include "cvfViewport.h"
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#ifndef CVF_OPENGL_ES
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#include "cvfRenderState_FF.h"
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#endif
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#include "cvfScalarMapper.h"
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#include "cvfRenderStateBlending.h"
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#include "cafTickMarkGenerator.h"
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#include "cvfRenderStateBlending.h"
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#include "cvfScalarMapper.h"
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#include <array>
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using namespace cvf;
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//==================================================================================================
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///
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/// \class cvf::OverlayColorLegend
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/// \ingroup Render
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///
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///
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///
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// Constructor
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//--------------------------------------------------------------------------------------------------
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RivWindowEdgeAxesOverlayItem::RivWindowEdgeAxesOverlayItem(Font* font)
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: m_windowSize(600, 600)
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, m_textColor(Color3::BLACK)
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, m_lineColor(Color3::BLACK)
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, m_frameColor(Color3::WHITE)
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, m_lineWidth(1)
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, m_font(font)
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, m_isSwitchingYAxisValueSign(true)
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, m_showAxisLines(false)
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, m_domainAxes(XZ_AXES)
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RivWindowEdgeAxesOverlayItem::RivWindowEdgeAxesOverlayItem( Font* font )
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: m_windowSize( 600, 600 )
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, m_textColor( Color3::BLACK )
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, m_lineColor( Color3::BLACK )
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, m_frameColor( Color3::WHITE )
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, m_lineWidth( 1 )
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, m_font( font )
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, m_isSwitchingYAxisValueSign( true )
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, m_showAxisLines( false )
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, m_domainAxes( XZ_AXES )
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{
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CVF_ASSERT(font);
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CVF_ASSERT(!font->isEmpty());
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CVF_ASSERT( font );
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CVF_ASSERT( !font->isEmpty() );
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setLayoutFixedPosition({0,0});
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setLayoutFixedPosition( {0, 0} );
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updateGeomerySizes();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RivWindowEdgeAxesOverlayItem::~RivWindowEdgeAxesOverlayItem() {}
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//--------------------------------------------------------------------------------------------------
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///
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///
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//--------------------------------------------------------------------------------------------------
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RivWindowEdgeAxesOverlayItem::~RivWindowEdgeAxesOverlayItem()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::setDisplayCoordTransform(const caf::DisplayCoordTransform* displayCoordTransform)
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void RivWindowEdgeAxesOverlayItem::setDisplayCoordTransform( const caf::DisplayCoordTransform* displayCoordTransform )
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{
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m_dispalyCoordsTransform = displayCoordTransform;
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}
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//--------------------------------------------------------------------------------------------------
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///
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///
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::updateGeomerySizes()
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{
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String str = String::number(-1.999e-17);
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m_textSize = m_font->textExtent(str);
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m_pixelSpacing = 5.0f;
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m_tickLineLength = m_textSize.y() *0.3f;
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m_frameBorderHeight = m_pixelSpacing + m_textSize.y() + m_pixelSpacing + m_tickLineLength + m_lineWidth;
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m_frameBorderWidth = m_pixelSpacing + m_textSize.x() + m_pixelSpacing + m_tickLineLength + m_lineWidth;
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String str = String::number( -1.999e-17 );
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m_textSize = m_font->textExtent( str );
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m_pixelSpacing = 5.0f;
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m_tickLineLength = m_textSize.y() * 0.3f;
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m_frameBorderHeight = m_pixelSpacing + m_textSize.y() + m_pixelSpacing + m_tickLineLength + m_lineWidth;
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m_frameBorderWidth = m_pixelSpacing + m_textSize.x() + m_pixelSpacing + m_tickLineLength + m_lineWidth;
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}
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//--------------------------------------------------------------------------------------------------
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///
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///
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::updateFromCamera(const Camera* camera)
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void RivWindowEdgeAxesOverlayItem::updateFromCamera( const Camera* camera )
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{
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if (!camera || camera->projection() != Camera::ORTHO )
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if ( !camera || camera->projection() != Camera::ORTHO )
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{
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m_domainCoordsXValues.clear();
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m_domainCoordsYValues.clear();
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@@ -124,16 +118,16 @@ void RivWindowEdgeAxesOverlayItem::updateFromCamera(const Camera* camera)
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return;
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}
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m_windowSize = Vec2ui( camera->viewport()->width(), camera->viewport()->height());
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m_windowSize = Vec2ui( camera->viewport()->width(), camera->viewport()->height() );
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Vec3d windowOrigoInDomain;
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Vec3d windowMaxInDomain;
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camera->unproject(Vec3d(0,0,0), &windowOrigoInDomain );
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camera->unproject(Vec3d(m_windowSize.x(),m_windowSize.y(),0), &windowMaxInDomain );
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camera->unproject( Vec3d( 0, 0, 0 ), &windowOrigoInDomain );
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camera->unproject( Vec3d( m_windowSize.x(), m_windowSize.y(), 0 ), &windowMaxInDomain );
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if (m_dispalyCoordsTransform.notNull())
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if ( m_dispalyCoordsTransform.notNull() )
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{
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windowOrigoInDomain = m_dispalyCoordsTransform->transformToDomainCoord(windowOrigoInDomain);
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windowMaxInDomain = m_dispalyCoordsTransform->transformToDomainCoord(windowMaxInDomain);
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windowOrigoInDomain = m_dispalyCoordsTransform->transformToDomainCoord( windowOrigoInDomain );
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windowMaxInDomain = m_dispalyCoordsTransform->transformToDomainCoord( windowMaxInDomain );
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}
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double domainMinX = windowOrigoInDomain.x();
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@@ -142,64 +136,63 @@ void RivWindowEdgeAxesOverlayItem::updateFromCamera(const Camera* camera)
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double domainMinY = m_domainAxes == XY_AXES ? windowOrigoInDomain.y() : windowOrigoInDomain.z();
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double domainMaxY = m_domainAxes == XY_AXES ? windowMaxInDomain.y() : windowMaxInDomain.z();
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int xTickMaxCount = m_windowSize.x()/(2*m_textSize.x());
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int yTickMaxCount = m_windowSize.y()/(2*m_textSize.x());
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int xTickMaxCount = m_windowSize.x() / ( 2 * m_textSize.x() );
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int yTickMaxCount = m_windowSize.y() / ( 2 * m_textSize.x() );
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double minDomainXStepSize = (domainMaxX - domainMinX)/xTickMaxCount;
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caf::TickMarkGenerator xTickCreator(domainMinX, domainMaxX, minDomainXStepSize);
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double minDomainXStepSize = ( domainMaxX - domainMinX ) / xTickMaxCount;
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caf::TickMarkGenerator xTickCreator( domainMinX, domainMaxX, minDomainXStepSize );
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m_domainCoordsXValues = xTickCreator.tickMarkValues();
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double minDomainYStepSize = (domainMaxY - domainMinY)/yTickMaxCount;
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caf::TickMarkGenerator yTickCreator(domainMinY, domainMaxY, minDomainYStepSize);
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double minDomainYStepSize = ( domainMaxY - domainMinY ) / yTickMaxCount;
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caf::TickMarkGenerator yTickCreator( domainMinY, domainMaxY, minDomainYStepSize );
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m_domainCoordsYValues = yTickCreator.tickMarkValues();
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m_windowTickXValues.clear();
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Vec3d windowPoint;
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for (double domainX : m_domainCoordsXValues)
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for ( double domainX : m_domainCoordsXValues )
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{
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Vec3d displayDomainTick;
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if (m_domainAxes == XY_AXES)
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if ( m_domainAxes == XY_AXES )
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{
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displayDomainTick = Vec3d(domainX, domainMinY, 0);
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displayDomainTick = Vec3d( domainX, domainMinY, 0 );
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}
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else
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{
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displayDomainTick = Vec3d(domainX, 0, domainMinY);
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displayDomainTick = Vec3d( domainX, 0, domainMinY );
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}
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if ( m_dispalyCoordsTransform.notNull() )
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{
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displayDomainTick = m_dispalyCoordsTransform->transformToDisplayCoord(displayDomainTick);
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displayDomainTick = m_dispalyCoordsTransform->transformToDisplayCoord( displayDomainTick );
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}
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camera->project(displayDomainTick, &windowPoint);
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m_windowTickXValues.push_back(windowPoint.x());
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camera->project( displayDomainTick, &windowPoint );
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m_windowTickXValues.push_back( windowPoint.x() );
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}
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m_windowTickYValues.clear();
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for (double domainY : m_domainCoordsYValues)
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for ( double domainY : m_domainCoordsYValues )
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{
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Vec3d displayDomainTick;
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if (m_domainAxes == XY_AXES)
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if ( m_domainAxes == XY_AXES )
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{
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displayDomainTick = Vec3d(domainMinX, domainY, 0);
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displayDomainTick = Vec3d( domainMinX, domainY, 0 );
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}
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else
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{
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displayDomainTick = Vec3d(domainMinX, 0, domainY);
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displayDomainTick = Vec3d( domainMinX, 0, domainY );
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}
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if ( m_dispalyCoordsTransform.notNull() )
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{
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displayDomainTick = m_dispalyCoordsTransform->transformToDisplayCoord(displayDomainTick);
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displayDomainTick = m_dispalyCoordsTransform->transformToDisplayCoord( displayDomainTick );
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}
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camera->project(displayDomainTick, &windowPoint);
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m_windowTickYValues.push_back(windowPoint.y());
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camera->project( displayDomainTick, &windowPoint );
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m_windowTickYValues.push_back( windowPoint.y() );
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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///
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//--------------------------------------------------------------------------------------------------
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cvf::Vec2ui RivWindowEdgeAxesOverlayItem::sizeHint()
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{
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@@ -209,16 +202,15 @@ cvf::Vec2ui RivWindowEdgeAxesOverlayItem::sizeHint()
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//--------------------------------------------------------------------------------------------------
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/// Set color of the text and lines to be rendered
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::setTextColor(const Color3f& color)
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void RivWindowEdgeAxesOverlayItem::setTextColor( const Color3f& color )
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{
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m_textColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color of the text and lines
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//--------------------------------------------------------------------------------------------------
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const Color3f& RivWindowEdgeAxesOverlayItem::textColor() const
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const Color3f& RivWindowEdgeAxesOverlayItem::textColor() const
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{
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return m_textColor;
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}
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@@ -226,133 +218,130 @@ const Color3f& RivWindowEdgeAxesOverlayItem::textColor() const
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//--------------------------------------------------------------------------------------------------
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/// Hardware rendering using shader programs
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
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void RivWindowEdgeAxesOverlayItem::render( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size )
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{
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renderGeneric(oglContext, position, size, false);
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renderGeneric( oglContext, position, size, false );
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}
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//--------------------------------------------------------------------------------------------------
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/// Software rendering using software
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
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void RivWindowEdgeAxesOverlayItem::renderSoftware( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size )
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{
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renderGeneric(oglContext, position, size, true);
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renderGeneric( oglContext, position, size, true );
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}
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//--------------------------------------------------------------------------------------------------
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///
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///
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//--------------------------------------------------------------------------------------------------
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bool RivWindowEdgeAxesOverlayItem::pick(int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size)
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bool RivWindowEdgeAxesOverlayItem::pick( int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size )
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{
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return false;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set up camera/viewport and render
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::renderGeneric(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
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{
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if (size.x() <= 0 || size.y() <= 0
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|| (m_windowTickXValues.size() == 0 && m_windowTickYValues.size() == 0 ) )
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void RivWindowEdgeAxesOverlayItem::renderGeneric( OpenGLContext* oglContext,
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const Vec2i& position,
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const Vec2ui& size,
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bool software )
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{
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if ( size.x() <= 0 || size.y() <= 0 || ( m_windowTickXValues.size() == 0 && m_windowTickYValues.size() == 0 ) )
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{
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return;
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}
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Camera camera;
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camera.setViewport(position.x(), position.y(), size.x(), size.y());
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camera.setViewport( position.x(), position.y(), size.x(), size.y() );
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camera.setProjectionAsPixelExact2D();
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camera.setViewMatrix(Mat4d::IDENTITY);
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camera.setViewMatrix( Mat4d::IDENTITY );
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camera.applyOpenGL();
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camera.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH);
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camera.viewport()->applyOpenGL( oglContext, Viewport::CLEAR_DEPTH );
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TextDrawer textDrawer(m_font.p());
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addTextToTextDrawer(&textDrawer);
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TextDrawer textDrawer( m_font.p() );
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addTextToTextDrawer( &textDrawer );
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if (software)
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if ( software )
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{
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renderSoftwareFrameAndTickLines(oglContext);
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textDrawer.renderSoftware(oglContext, camera);
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renderSoftwareFrameAndTickLines( oglContext );
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textDrawer.renderSoftware( oglContext, camera );
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}
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else
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{
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const MatrixState matrixState(camera);
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renderShaderFrameAndTickLines(oglContext, matrixState);
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const MatrixState matrixState( camera );
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renderShaderFrameAndTickLines( oglContext, matrixState );
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textDrawer.render(oglContext, camera);
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textDrawer.render( oglContext, camera );
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}
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CVF_CHECK_OGL(oglContext);
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CVF_CHECK_OGL( oglContext );
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}
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//--------------------------------------------------------------------------------------------------
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///
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///
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::addTextToTextDrawer(TextDrawer* textDrawer)
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void RivWindowEdgeAxesOverlayItem::addTextToTextDrawer( TextDrawer* textDrawer )
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{
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textDrawer->setVerticalAlignment(TextDrawer::CENTER);
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textDrawer->setTextColor(m_textColor);
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textDrawer->setVerticalAlignment( TextDrawer::CENTER );
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textDrawer->setTextColor( m_textColor );
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// Bottom X - axis text
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{
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const float textYTop = m_windowSize.y() - m_pixelSpacing - m_textSize.y()*0.5f;
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const float textYBott = m_pixelSpacing + m_textSize.y()*0.5f;
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const float textYTop = m_windowSize.y() - m_pixelSpacing - m_textSize.y() * 0.5f;
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const float textYBott = m_pixelSpacing + m_textSize.y() * 0.5f;
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size_t numTicks = m_domainCoordsXValues.size();
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size_t i;
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for ( i = 0; i < numTicks; i++ )
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{
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float textX = static_cast<float>(m_windowTickXValues[i]);
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float textX = static_cast<float>( m_windowTickXValues[i] );
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double tickValue = m_domainCoordsXValues[i];
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String valueString;
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valueString = String::number(tickValue, 'f', 0);
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auto labelSize = m_font->textExtent(valueString);
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valueString = String::number( tickValue, 'f', 0 );
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auto labelSize = m_font->textExtent( valueString );
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||||
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Vec2f pos(textX - labelSize.x()*0.5f, textYBott);
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textDrawer->addText(valueString, pos);
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Vec2f pos( textX - labelSize.x() * 0.5f, textYBott );
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textDrawer->addText( valueString, pos );
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pos[1] = textYTop;
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textDrawer->addText(valueString, pos);
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textDrawer->addText( valueString, pos );
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||||
}
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||||
}
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||||
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||||
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||||
// Right Y - axis texts
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||||
{
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||||
const float textXRight = m_windowSize.x() - m_pixelSpacing - m_textSize.x();
|
||||
const float textXLeft = m_frameBorderWidth - m_tickLineLength - m_pixelSpacing;
|
||||
const float textXLeft = m_frameBorderWidth - m_tickLineLength - m_pixelSpacing;
|
||||
|
||||
size_t numTicks = m_domainCoordsYValues.size();
|
||||
size_t i;
|
||||
for ( i = 0; i < numTicks; i++ )
|
||||
{
|
||||
float textY = static_cast<float>(m_windowTickYValues[i]);
|
||||
float textY = static_cast<float>( m_windowTickYValues[i] );
|
||||
|
||||
double tickValue = m_isSwitchingYAxisValueSign ? -m_domainCoordsYValues[i]: m_domainCoordsYValues[i];
|
||||
double tickValue = m_isSwitchingYAxisValueSign ? -m_domainCoordsYValues[i] : m_domainCoordsYValues[i];
|
||||
String valueString;
|
||||
|
||||
valueString = String::number(tickValue, 'f', 0);
|
||||
auto labelSize = m_font->textExtent(valueString);
|
||||
valueString = String::number( tickValue, 'f', 0 );
|
||||
auto labelSize = m_font->textExtent( valueString );
|
||||
|
||||
Vec2f pos(textXRight, textY);
|
||||
textDrawer->addText(valueString, pos);
|
||||
Vec2f posl(textXLeft - labelSize.x(), textY);
|
||||
textDrawer->addText(valueString, posl);
|
||||
Vec2f pos( textXRight, textY );
|
||||
textDrawer->addText( valueString, pos );
|
||||
Vec2f posl( textXLeft - labelSize.x(), textY );
|
||||
textDrawer->addText( valueString, posl );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
///
|
||||
///
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
std::array<Vec3f, 8> RivWindowEdgeAxesOverlayItem::frameVertexArray()
|
||||
{
|
||||
float windowWidth = static_cast<float>(m_windowSize.x());
|
||||
float windowHeight = static_cast<float>(m_windowSize.y());
|
||||
float windowWidth = static_cast<float>( m_windowSize.x() );
|
||||
float windowHeight = static_cast<float>( m_windowSize.y() );
|
||||
|
||||
// 3 2
|
||||
// 7 6
|
||||
@@ -360,16 +349,16 @@ std::array<Vec3f, 8> RivWindowEdgeAxesOverlayItem::frameVertexArray()
|
||||
// 4 5
|
||||
// 0 1
|
||||
|
||||
std::array<Vec3f, 8> vertexArray ={
|
||||
Vec3f(0.0f , 0.0f , 0.0f),
|
||||
Vec3f(windowWidth , 0.0f , 0.0f),
|
||||
Vec3f(windowWidth , windowHeight , 0.0f),
|
||||
Vec3f(0.0f , windowHeight , 0.0f),
|
||||
|
||||
Vec3f(m_frameBorderWidth , m_frameBorderHeight , 0.0f),
|
||||
Vec3f(windowWidth - m_frameBorderWidth, m_frameBorderHeight , 0.0f),
|
||||
Vec3f(windowWidth - m_frameBorderWidth, windowHeight - m_frameBorderHeight, 0.0f),
|
||||
Vec3f(m_frameBorderWidth , windowHeight - m_frameBorderHeight, 0.0f),
|
||||
std::array<Vec3f, 8> vertexArray = {
|
||||
Vec3f( 0.0f, 0.0f, 0.0f ),
|
||||
Vec3f( windowWidth, 0.0f, 0.0f ),
|
||||
Vec3f( windowWidth, windowHeight, 0.0f ),
|
||||
Vec3f( 0.0f, windowHeight, 0.0f ),
|
||||
|
||||
Vec3f( m_frameBorderWidth, m_frameBorderHeight, 0.0f ),
|
||||
Vec3f( windowWidth - m_frameBorderWidth, m_frameBorderHeight, 0.0f ),
|
||||
Vec3f( windowWidth - m_frameBorderWidth, windowHeight - m_frameBorderHeight, 0.0f ),
|
||||
Vec3f( m_frameBorderWidth, windowHeight - m_frameBorderHeight, 0.0f ),
|
||||
};
|
||||
|
||||
return vertexArray;
|
||||
@@ -378,140 +367,139 @@ std::array<Vec3f, 8> RivWindowEdgeAxesOverlayItem::frameVertexArray()
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
/// Draw the legend using immediate mode OpenGL
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
void RivWindowEdgeAxesOverlayItem::renderSoftwareFrameAndTickLines(OpenGLContext* oglContext)
|
||||
void RivWindowEdgeAxesOverlayItem::renderSoftwareFrameAndTickLines( OpenGLContext* oglContext )
|
||||
{
|
||||
RenderStateDepth depth(false);
|
||||
depth.applyOpenGL(oglContext);
|
||||
RenderStateDepth depth( false );
|
||||
depth.applyOpenGL( oglContext );
|
||||
|
||||
RenderStateLighting_FF lighting(false);
|
||||
lighting.applyOpenGL(oglContext);
|
||||
RenderStateLighting_FF lighting( false );
|
||||
lighting.applyOpenGL( oglContext );
|
||||
|
||||
RenderStateBlending blend;
|
||||
blend.configureTransparencyBlending();
|
||||
blend.applyOpenGL(oglContext);
|
||||
blend.applyOpenGL( oglContext );
|
||||
|
||||
// Frame vertices
|
||||
|
||||
std::array<Vec3f, 8> vertexArray = frameVertexArray();
|
||||
|
||||
glColor4fv(m_frameColor.ptr());
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glVertex3fv(vertexArray[0].ptr());
|
||||
glVertex3fv(vertexArray[1].ptr());
|
||||
glVertex3fv(vertexArray[5].ptr());
|
||||
glVertex3fv(vertexArray[4].ptr());
|
||||
glColor4fv( m_frameColor.ptr() );
|
||||
glBegin( GL_TRIANGLE_FAN );
|
||||
glVertex3fv( vertexArray[0].ptr() );
|
||||
glVertex3fv( vertexArray[1].ptr() );
|
||||
glVertex3fv( vertexArray[5].ptr() );
|
||||
glVertex3fv( vertexArray[4].ptr() );
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glVertex3fv(vertexArray[1].ptr());
|
||||
glVertex3fv(vertexArray[2].ptr());
|
||||
glVertex3fv(vertexArray[6].ptr());
|
||||
glVertex3fv(vertexArray[5].ptr());
|
||||
glBegin( GL_TRIANGLE_FAN );
|
||||
glVertex3fv( vertexArray[1].ptr() );
|
||||
glVertex3fv( vertexArray[2].ptr() );
|
||||
glVertex3fv( vertexArray[6].ptr() );
|
||||
glVertex3fv( vertexArray[5].ptr() );
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glVertex3fv(vertexArray[3].ptr());
|
||||
glVertex3fv(vertexArray[0].ptr());
|
||||
glVertex3fv(vertexArray[4].ptr());
|
||||
glVertex3fv(vertexArray[7].ptr());
|
||||
glBegin( GL_TRIANGLE_FAN );
|
||||
glVertex3fv( vertexArray[3].ptr() );
|
||||
glVertex3fv( vertexArray[0].ptr() );
|
||||
glVertex3fv( vertexArray[4].ptr() );
|
||||
glVertex3fv( vertexArray[7].ptr() );
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glVertex3fv(vertexArray[2].ptr());
|
||||
glVertex3fv(vertexArray[3].ptr());
|
||||
glVertex3fv(vertexArray[7].ptr());
|
||||
glVertex3fv(vertexArray[6].ptr());
|
||||
glBegin( GL_TRIANGLE_FAN );
|
||||
glVertex3fv( vertexArray[2].ptr() );
|
||||
glVertex3fv( vertexArray[3].ptr() );
|
||||
glVertex3fv( vertexArray[7].ptr() );
|
||||
glVertex3fv( vertexArray[6].ptr() );
|
||||
glEnd();
|
||||
|
||||
|
||||
// Render Line around
|
||||
|
||||
{
|
||||
cvf::Color4f lineColorWithAlpha(m_lineColor, m_showAxisLines ? 0.25f : 1.0f);
|
||||
glColor4fv(lineColorWithAlpha.ptr());
|
||||
glBegin(GL_LINES);
|
||||
cvf::Color4f lineColorWithAlpha( m_lineColor, m_showAxisLines ? 0.25f : 1.0f );
|
||||
glColor4fv( lineColorWithAlpha.ptr() );
|
||||
glBegin( GL_LINES );
|
||||
// Frame lines
|
||||
glVertex3fv(vertexArray[7].ptr());
|
||||
glVertex3fv(vertexArray[4].ptr());
|
||||
glVertex3fv(vertexArray[4].ptr());
|
||||
glVertex3fv(vertexArray[5].ptr());
|
||||
glVertex3fv(vertexArray[5].ptr());
|
||||
glVertex3fv(vertexArray[6].ptr());
|
||||
glVertex3fv(vertexArray[6].ptr());
|
||||
glVertex3fv(vertexArray[7].ptr());
|
||||
glVertex3fv( vertexArray[7].ptr() );
|
||||
glVertex3fv( vertexArray[4].ptr() );
|
||||
glVertex3fv( vertexArray[4].ptr() );
|
||||
glVertex3fv( vertexArray[5].ptr() );
|
||||
glVertex3fv( vertexArray[5].ptr() );
|
||||
glVertex3fv( vertexArray[6].ptr() );
|
||||
glVertex3fv( vertexArray[6].ptr() );
|
||||
glVertex3fv( vertexArray[7].ptr() );
|
||||
|
||||
// X - axis Tick lines
|
||||
for (double txpos : m_windowTickXValues)
|
||||
for ( double txpos : m_windowTickXValues )
|
||||
{
|
||||
if (m_showAxisLines)
|
||||
if ( m_showAxisLines )
|
||||
{
|
||||
Vec3f p1(Vec3f::ZERO);
|
||||
Vec3f p2(Vec3f::ZERO);
|
||||
Vec3f p1( Vec3f::ZERO );
|
||||
Vec3f p2( Vec3f::ZERO );
|
||||
|
||||
p1[0] = (float)txpos;
|
||||
p1[1] = m_frameBorderHeight - m_tickLineLength;
|
||||
p2[0] = (float)txpos;
|
||||
p2[1] = m_windowSize.y() - m_frameBorderHeight + m_tickLineLength;
|
||||
|
||||
glVertex3fv(p1.ptr());
|
||||
glVertex3fv(p2.ptr());
|
||||
glVertex3fv( p1.ptr() );
|
||||
glVertex3fv( p2.ptr() );
|
||||
}
|
||||
else
|
||||
{
|
||||
Vec3f p1(Vec3f::ZERO);
|
||||
Vec3f p2(Vec3f::ZERO);
|
||||
Vec3f p1( Vec3f::ZERO );
|
||||
Vec3f p2( Vec3f::ZERO );
|
||||
|
||||
p1[0] = (float)txpos;
|
||||
p1[1] = m_frameBorderHeight;
|
||||
p2[0] = (float)txpos;
|
||||
p2[1] = m_frameBorderHeight - m_tickLineLength;
|
||||
|
||||
glVertex3fv(p1.ptr());
|
||||
glVertex3fv(p2.ptr());
|
||||
glVertex3fv( p1.ptr() );
|
||||
glVertex3fv( p2.ptr() );
|
||||
|
||||
p1[0] = (float)txpos;
|
||||
p1[1] = m_windowSize.y() - m_frameBorderHeight;
|
||||
p2[0] = (float)txpos;
|
||||
p2[1] = m_windowSize.y() - m_frameBorderHeight + m_tickLineLength;
|
||||
|
||||
glVertex3fv(p1.ptr());
|
||||
glVertex3fv(p2.ptr());
|
||||
glVertex3fv( p1.ptr() );
|
||||
glVertex3fv( p2.ptr() );
|
||||
}
|
||||
}
|
||||
|
||||
// Left Y - axis Tick lines
|
||||
for (double typos : m_windowTickYValues)
|
||||
for ( double typos : m_windowTickYValues )
|
||||
{
|
||||
if (m_showAxisLines)
|
||||
if ( m_showAxisLines )
|
||||
{
|
||||
Vec3f p1(Vec3f::ZERO);
|
||||
Vec3f p2(Vec3f::ZERO);
|
||||
Vec3f p1( Vec3f::ZERO );
|
||||
Vec3f p2( Vec3f::ZERO );
|
||||
|
||||
p1[0] = m_frameBorderWidth - m_tickLineLength;
|
||||
p1[1] = (float)typos;
|
||||
p2[0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
|
||||
p2[1] = (float)typos;
|
||||
|
||||
glVertex3fv(p1.ptr());
|
||||
glVertex3fv(p2.ptr());
|
||||
glVertex3fv( p1.ptr() );
|
||||
glVertex3fv( p2.ptr() );
|
||||
}
|
||||
else
|
||||
{
|
||||
Vec3f p1(Vec3f::ZERO);
|
||||
Vec3f p2(Vec3f::ZERO);
|
||||
Vec3f p1( Vec3f::ZERO );
|
||||
Vec3f p2( Vec3f::ZERO );
|
||||
|
||||
p1[0] = m_frameBorderWidth;
|
||||
p1[1] = (float)typos;
|
||||
p2[0] = m_frameBorderWidth - m_tickLineLength;
|
||||
p2[1] = (float)typos;
|
||||
|
||||
glVertex3fv(p1.ptr());
|
||||
glVertex3fv(p2.ptr());
|
||||
glVertex3fv( p1.ptr() );
|
||||
glVertex3fv( p2.ptr() );
|
||||
|
||||
p1[0] = m_windowSize.x() - m_frameBorderWidth;
|
||||
p1[1] = (float)typos;
|
||||
p2[0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
|
||||
p2[1] = (float)typos;
|
||||
|
||||
glVertex3fv(p1.ptr());
|
||||
glVertex3fv(p2.ptr());
|
||||
glVertex3fv( p1.ptr() );
|
||||
glVertex3fv( p2.ptr() );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -521,92 +509,87 @@ void RivWindowEdgeAxesOverlayItem::renderSoftwareFrameAndTickLines(OpenGLContext
|
||||
// Reset render states
|
||||
|
||||
RenderStateLighting_FF resetLighting;
|
||||
resetLighting.applyOpenGL(oglContext);
|
||||
resetLighting.applyOpenGL( oglContext );
|
||||
RenderStateDepth resetDepth;
|
||||
resetDepth.applyOpenGL(oglContext);
|
||||
resetDepth.applyOpenGL( oglContext );
|
||||
RenderStateBlending resetblend;
|
||||
resetblend.applyOpenGL(oglContext);
|
||||
CVF_CHECK_OGL(oglContext);
|
||||
resetblend.applyOpenGL( oglContext );
|
||||
CVF_CHECK_OGL( oglContext );
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
/// Draw the frame using shader programs
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
void RivWindowEdgeAxesOverlayItem::renderShaderFrameAndTickLines(OpenGLContext* oglContext, const MatrixState& matrixState)
|
||||
void RivWindowEdgeAxesOverlayItem::renderShaderFrameAndTickLines( OpenGLContext* oglContext,
|
||||
const MatrixState& matrixState )
|
||||
{
|
||||
CVF_CALLSITE_OPENGL(oglContext);
|
||||
CVF_CALLSITE_OPENGL( oglContext );
|
||||
|
||||
RenderStateDepth depth(false);
|
||||
depth.applyOpenGL(oglContext);
|
||||
RenderStateDepth depth( false );
|
||||
depth.applyOpenGL( oglContext );
|
||||
|
||||
RenderStateLine line(static_cast<float>(m_lineWidth));
|
||||
line.applyOpenGL(oglContext);
|
||||
RenderStateLine line( static_cast<float>( m_lineWidth ) );
|
||||
line.applyOpenGL( oglContext );
|
||||
|
||||
RenderStateBlending blend;
|
||||
blend.configureTransparencyBlending();
|
||||
blend.applyOpenGL(oglContext);
|
||||
blend.applyOpenGL( oglContext );
|
||||
|
||||
// Shader program
|
||||
|
||||
ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram(oglContext);
|
||||
CVF_TIGHT_ASSERT(shaderProgram.notNull());
|
||||
|
||||
if (shaderProgram->useProgram(oglContext))
|
||||
ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram( oglContext );
|
||||
CVF_TIGHT_ASSERT( shaderProgram.notNull() );
|
||||
|
||||
if ( shaderProgram->useProgram( oglContext ) )
|
||||
{
|
||||
shaderProgram->clearUniformApplyTracking();
|
||||
shaderProgram->applyFixedUniforms(oglContext, matrixState);
|
||||
shaderProgram->applyFixedUniforms( oglContext, matrixState );
|
||||
}
|
||||
|
||||
// Frame vertices
|
||||
std::array<Vec3f, 8> vertexArray = frameVertexArray();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glEnableVertexAttribArray(ShaderProgram::VERTEX);
|
||||
glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray.data());
|
||||
glBindBuffer( GL_ARRAY_BUFFER, 0 );
|
||||
glEnableVertexAttribArray( ShaderProgram::VERTEX );
|
||||
glVertexAttribPointer( ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray.data() );
|
||||
|
||||
// Draw frame background
|
||||
|
||||
UniformFloat backgroundColorUniform("u_color", m_frameColor);
|
||||
shaderProgram->applyUniform(oglContext, backgroundColorUniform);
|
||||
UniformFloat backgroundColorUniform( "u_color", m_frameColor );
|
||||
shaderProgram->applyUniform( oglContext, backgroundColorUniform );
|
||||
|
||||
// Triangle indices for the frame background
|
||||
|
||||
static const ushort backgroundTriangleIndices[] = { 0, 1, 5, 0, 5, 4,
|
||||
1, 2, 6, 1, 6, 5,
|
||||
3, 0, 4, 3, 4, 7,
|
||||
2, 3, 6, 3, 7, 6 };
|
||||
|
||||
glDrawRangeElements(GL_TRIANGLES, 0, 7, 24, GL_UNSIGNED_SHORT, backgroundTriangleIndices);
|
||||
static const ushort backgroundTriangleIndices[] = {0, 1, 5, 0, 5, 4, 1, 2, 6, 1, 6, 5,
|
||||
3, 0, 4, 3, 4, 7, 2, 3, 6, 3, 7, 6};
|
||||
|
||||
glDrawRangeElements( GL_TRIANGLES, 0, 7, 24, GL_UNSIGNED_SHORT, backgroundTriangleIndices );
|
||||
|
||||
// Draw frame border lines
|
||||
|
||||
UniformFloat uniformColor("u_color", Color4f(m_lineColor, m_showAxisLines ? 0.25f : 1.0f));
|
||||
shaderProgram->applyUniform(oglContext, uniformColor);
|
||||
UniformFloat uniformColor( "u_color", Color4f( m_lineColor, m_showAxisLines ? 0.25f : 1.0f ) );
|
||||
shaderProgram->applyUniform( oglContext, uniformColor );
|
||||
|
||||
static const ushort frameLineIndices[] = { 7, 4,
|
||||
4, 5,
|
||||
5, 6,
|
||||
6, 7 };
|
||||
static const ushort frameLineIndices[] = {7, 4, 4, 5, 5, 6, 6, 7};
|
||||
|
||||
glDrawRangeElements(GL_LINES, 0, 7, 8, GL_UNSIGNED_SHORT, frameLineIndices);
|
||||
glDrawRangeElements( GL_LINES, 0, 7, 8, GL_UNSIGNED_SHORT, frameLineIndices );
|
||||
|
||||
// Render tickmarks
|
||||
|
||||
static const ushort tickLineIndices[] = { 0, 1 };
|
||||
static const ushort tickLineIndices[] = {0, 1};
|
||||
|
||||
// X - axis Tick lines
|
||||
|
||||
for (double txpos : m_windowTickXValues)
|
||||
for ( double txpos : m_windowTickXValues )
|
||||
{
|
||||
if (m_showAxisLines)
|
||||
if ( m_showAxisLines )
|
||||
{
|
||||
vertexArray[0][0] = (float)txpos;
|
||||
vertexArray[0][1] = m_frameBorderHeight - m_tickLineLength;
|
||||
vertexArray[1][0] = (float)txpos;
|
||||
vertexArray[1][1] = m_windowSize.y() - m_frameBorderHeight + m_tickLineLength;
|
||||
|
||||
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
||||
glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -615,29 +598,28 @@ void RivWindowEdgeAxesOverlayItem::renderShaderFrameAndTickLines(OpenGLContext*
|
||||
vertexArray[1][0] = (float)txpos;
|
||||
vertexArray[1][1] = m_frameBorderHeight - m_tickLineLength;
|
||||
|
||||
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
||||
glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
||||
|
||||
vertexArray[0][0] = (float)txpos;
|
||||
vertexArray[0][1] = m_windowSize.y() - m_frameBorderHeight;
|
||||
vertexArray[1][0] = (float)txpos;
|
||||
vertexArray[1][1] = m_windowSize.y() - m_frameBorderHeight + m_tickLineLength;
|
||||
|
||||
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
||||
glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
||||
}
|
||||
}
|
||||
|
||||
// Left Y - axis Tick lines
|
||||
|
||||
for (double typos : m_windowTickYValues)
|
||||
|
||||
for ( double typos : m_windowTickYValues )
|
||||
{
|
||||
if (m_showAxisLines)
|
||||
if ( m_showAxisLines )
|
||||
{
|
||||
vertexArray[0][0] = m_frameBorderWidth - m_tickLineLength;
|
||||
vertexArray[0][1] = (float)typos;
|
||||
vertexArray[1][0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
|
||||
vertexArray[1][1] = (float)typos;
|
||||
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
||||
|
||||
glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -646,45 +628,45 @@ void RivWindowEdgeAxesOverlayItem::renderShaderFrameAndTickLines(OpenGLContext*
|
||||
vertexArray[1][0] = m_frameBorderWidth - m_tickLineLength;
|
||||
vertexArray[1][1] = (float)typos;
|
||||
|
||||
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
||||
glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
||||
|
||||
vertexArray[0][0] = m_windowSize.x() - m_frameBorderWidth;
|
||||
vertexArray[0][1] = (float)typos;
|
||||
vertexArray[1][0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
|
||||
vertexArray[1][1] = (float)typos;
|
||||
|
||||
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
||||
glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
||||
}
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(ShaderProgram::VERTEX);
|
||||
|
||||
CVF_TIGHT_ASSERT(shaderProgram.notNull());
|
||||
shaderProgram->useNoProgram(oglContext);
|
||||
glDisableVertexAttribArray( ShaderProgram::VERTEX );
|
||||
|
||||
CVF_TIGHT_ASSERT( shaderProgram.notNull() );
|
||||
shaderProgram->useNoProgram( oglContext );
|
||||
|
||||
// Reset render states
|
||||
RenderStateDepth resetDepth;
|
||||
resetDepth.applyOpenGL(oglContext);
|
||||
resetDepth.applyOpenGL( oglContext );
|
||||
|
||||
RenderStateLine resetLine;
|
||||
resetLine.applyOpenGL(oglContext);
|
||||
resetLine.applyOpenGL( oglContext );
|
||||
|
||||
RenderStateBlending resetblend;
|
||||
resetblend.applyOpenGL(oglContext);
|
||||
resetblend.applyOpenGL( oglContext );
|
||||
|
||||
CVF_CHECK_OGL(oglContext);
|
||||
CVF_CHECK_OGL( oglContext );
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
///
|
||||
///
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
void RivWindowEdgeAxesOverlayItem::setLineColor(const Color3f& lineColor)
|
||||
void RivWindowEdgeAxesOverlayItem::setLineColor( const Color3f& lineColor )
|
||||
{
|
||||
m_lineColor = lineColor;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
///
|
||||
///
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
const Color3f& RivWindowEdgeAxesOverlayItem::lineColor() const
|
||||
{
|
||||
@@ -694,7 +676,7 @@ const Color3f& RivWindowEdgeAxesOverlayItem::lineColor() const
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
///
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
void RivWindowEdgeAxesOverlayItem::setDomainAxes(DomainAxes axes)
|
||||
void RivWindowEdgeAxesOverlayItem::setDomainAxes( DomainAxes axes )
|
||||
{
|
||||
m_domainAxes = axes;
|
||||
}
|
||||
@@ -702,7 +684,7 @@ void RivWindowEdgeAxesOverlayItem::setDomainAxes(DomainAxes axes)
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
///
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
void RivWindowEdgeAxesOverlayItem::setIsSwitchingYAxisSign(bool switchSign)
|
||||
void RivWindowEdgeAxesOverlayItem::setIsSwitchingYAxisSign( bool switchSign )
|
||||
{
|
||||
m_isSwitchingYAxisValueSign = switchSign;
|
||||
}
|
||||
@@ -710,8 +692,7 @@ void RivWindowEdgeAxesOverlayItem::setIsSwitchingYAxisSign(bool switchSign)
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
///
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
void RivWindowEdgeAxesOverlayItem::setShowAxisLines(bool showAxisLines)
|
||||
void RivWindowEdgeAxesOverlayItem::setShowAxisLines( bool showAxisLines )
|
||||
{
|
||||
m_showAxisLines = showAxisLines;
|
||||
}
|
||||
|
||||
|
||||
@@ -34,20 +34,18 @@
|
||||
//
|
||||
//##################################################################################################
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
#include "cvfOverlayItem.h"
|
||||
#include "cafDisplayCoordTransform.h"
|
||||
#include "cvfArray.h"
|
||||
#include "cvfCamera.h"
|
||||
#include "cvfString.h"
|
||||
#include "cvfOverlayItem.h"
|
||||
#include "cvfRect.h"
|
||||
#include "cafDisplayCoordTransform.h"
|
||||
#include "cvfString.h"
|
||||
|
||||
namespace caf
|
||||
{
|
||||
class DisplayCoordTransform;
|
||||
class DisplayCoordTransform;
|
||||
}
|
||||
|
||||
namespace cvf
|
||||
@@ -57,7 +55,7 @@ class ShaderProgram;
|
||||
class MatrixState;
|
||||
class TextDrawer;
|
||||
class ScalarMapper;
|
||||
}
|
||||
} // namespace cvf
|
||||
|
||||
//==================================================================================================
|
||||
//
|
||||
@@ -66,83 +64,90 @@ class ScalarMapper;
|
||||
//==================================================================================================
|
||||
class RivWindowEdgeAxesOverlayItem : public cvf::OverlayItem
|
||||
{
|
||||
using Font = cvf::Font;
|
||||
using Vec2ui = cvf::Vec2ui;
|
||||
using ScalarMapper = cvf::ScalarMapper;
|
||||
using Font = cvf::Font;
|
||||
using Vec2ui = cvf::Vec2ui;
|
||||
using ScalarMapper = cvf::ScalarMapper;
|
||||
using OpenGLContext = cvf::OpenGLContext;
|
||||
using Vec2i = cvf::Vec2i;
|
||||
using Color3f = cvf::Color3f;
|
||||
using Color4f = cvf::Color4f;
|
||||
using String = cvf::String;
|
||||
using Vec2f = cvf::Vec2f;
|
||||
using Vec3f = cvf::Vec3f;
|
||||
using Rectf = cvf::Rectf;
|
||||
using DoubleArray = cvf::DoubleArray;
|
||||
using MatrixState = cvf::MatrixState;
|
||||
using TextDrawer = cvf::TextDrawer;
|
||||
using Camera = cvf::Camera;
|
||||
using Vec2i = cvf::Vec2i;
|
||||
using Color3f = cvf::Color3f;
|
||||
using Color4f = cvf::Color4f;
|
||||
using String = cvf::String;
|
||||
using Vec2f = cvf::Vec2f;
|
||||
using Vec3f = cvf::Vec3f;
|
||||
using Rectf = cvf::Rectf;
|
||||
using DoubleArray = cvf::DoubleArray;
|
||||
using MatrixState = cvf::MatrixState;
|
||||
using TextDrawer = cvf::TextDrawer;
|
||||
using Camera = cvf::Camera;
|
||||
|
||||
public:
|
||||
enum DomainAxes
|
||||
{
|
||||
XY_AXES,
|
||||
XZ_AXES
|
||||
};
|
||||
public:
|
||||
|
||||
RivWindowEdgeAxesOverlayItem(Font* font);
|
||||
public:
|
||||
RivWindowEdgeAxesOverlayItem( Font* font );
|
||||
~RivWindowEdgeAxesOverlayItem() override;
|
||||
|
||||
void setDisplayCoordTransform(const caf::DisplayCoordTransform* displayCoordTransform);
|
||||
void updateFromCamera(const Camera* camera);
|
||||
void setDisplayCoordTransform( const caf::DisplayCoordTransform* displayCoordTransform );
|
||||
void updateFromCamera( const Camera* camera );
|
||||
|
||||
void setTextColor(const Color3f& color);
|
||||
const Color3f& textColor() const;
|
||||
void setLineColor(const Color3f& lineColor);
|
||||
const Color3f& lineColor() const;
|
||||
void setFrameColor(const Color4f& frameColor);
|
||||
void setDomainAxes(DomainAxes axes);
|
||||
void setIsSwitchingYAxisSign(bool switchSign);
|
||||
int frameBorderWidth() { return static_cast<int>( m_frameBorderWidth); }
|
||||
int frameBorderHeight() { return static_cast<int>( m_frameBorderHeight); }
|
||||
void setTextColor( const Color3f& color );
|
||||
const Color3f& textColor() const;
|
||||
void setLineColor( const Color3f& lineColor );
|
||||
const Color3f& lineColor() const;
|
||||
void setFrameColor( const Color4f& frameColor );
|
||||
void setDomainAxes( DomainAxes axes );
|
||||
void setIsSwitchingYAxisSign( bool switchSign );
|
||||
int frameBorderWidth()
|
||||
{
|
||||
return static_cast<int>( m_frameBorderWidth );
|
||||
}
|
||||
int frameBorderHeight()
|
||||
{
|
||||
return static_cast<int>( m_frameBorderHeight );
|
||||
}
|
||||
|
||||
void setShowAxisLines( bool showAxisLines );
|
||||
|
||||
void setShowAxisLines(bool showAxisLines);
|
||||
protected:
|
||||
Vec2ui sizeHint() override;
|
||||
void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size) override;
|
||||
void renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size) override;
|
||||
bool pick(int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size) override;
|
||||
|
||||
Vec2ui sizeHint() override;
|
||||
void render( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size ) override;
|
||||
void renderSoftware( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size ) override;
|
||||
bool pick( int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size ) override;
|
||||
|
||||
private:
|
||||
void updateGeomerySizes();
|
||||
void renderGeneric(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software);
|
||||
void renderSoftwareFrameAndTickLines(OpenGLContext* oglContext);
|
||||
void renderShaderFrameAndTickLines(OpenGLContext* oglContext, const MatrixState& matrixState);
|
||||
void addTextToTextDrawer(TextDrawer* textDrawer);
|
||||
void updateGeomerySizes();
|
||||
void renderGeneric( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software );
|
||||
void renderSoftwareFrameAndTickLines( OpenGLContext* oglContext );
|
||||
void renderShaderFrameAndTickLines( OpenGLContext* oglContext, const MatrixState& matrixState );
|
||||
void addTextToTextDrawer( TextDrawer* textDrawer );
|
||||
|
||||
std::array<Vec3f, 8> frameVertexArray();
|
||||
|
||||
private:
|
||||
cvf::cref<caf::DisplayCoordTransform> m_dispalyCoordsTransform;
|
||||
|
||||
Vec2ui m_windowSize; // Pixel size of the window
|
||||
Vec2ui m_textSize;
|
||||
Color3f m_textColor;
|
||||
Color3f m_lineColor;
|
||||
Color4f m_frameColor;
|
||||
int m_lineWidth;
|
||||
cvf::ref<Font> m_font;
|
||||
Vec2ui m_windowSize; // Pixel size of the window
|
||||
Vec2ui m_textSize;
|
||||
Color3f m_textColor;
|
||||
Color3f m_lineColor;
|
||||
Color4f m_frameColor;
|
||||
int m_lineWidth;
|
||||
cvf::ref<Font> m_font;
|
||||
|
||||
float m_frameBorderHeight;
|
||||
float m_frameBorderWidth;
|
||||
float m_tickLineLength;
|
||||
float m_pixelSpacing;
|
||||
bool m_isSwitchingYAxisValueSign;
|
||||
bool m_showAxisLines;
|
||||
DomainAxes m_domainAxes;
|
||||
float m_frameBorderHeight;
|
||||
float m_frameBorderWidth;
|
||||
float m_tickLineLength;
|
||||
float m_pixelSpacing;
|
||||
bool m_isSwitchingYAxisValueSign;
|
||||
bool m_showAxisLines;
|
||||
DomainAxes m_domainAxes;
|
||||
|
||||
std::vector<double> m_domainCoordsXValues;
|
||||
std::vector<double> m_domainCoordsYValues;
|
||||
std::vector<double> m_windowTickXValues;
|
||||
std::vector<double> m_windowTickYValues;
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user