//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2018- Ceetron Solutions 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 <> // 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 <> // for more details. // //################################################################################################## #include "cafInternalLegendRenderTools.h" #include "cvfOpenGL.h" #include "cvfOpenGLContext.h" #include "cvfOpenGLResourceManager.h" #include "cvfRenderStateBlending.h" #include "cvfRenderStateDepth.h" #include "cvfRenderStateLine.h" #include "cvfRenderState_FF.h" #include "cvfShaderProgram.h" #include "cvfUniform.h" #include using namespace cvf; namespace caf { //-------------------------------------------------------------------------------------------------- /// Render a semi transparent background frame //-------------------------------------------------------------------------------------------------- void InternalLegendRenderTools::renderBackgroundUsingShaders( OpenGLContext* oglContext, const MatrixState& matrixState, const Vec2f& size, const Color4f& backgroundColor, const Color4f& backgroundFrameColor ) { CVF_CALLSITE_OPENGL( oglContext ); RenderStateDepth depth( false ); depth.applyOpenGL( oglContext ); RenderStateLine line( 1.0f ); line.applyOpenGL( oglContext ); RenderStateBlending blend; blend.configureTransparencyBlending(); blend.applyOpenGL( oglContext ); // Shader program ref shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram( oglContext ); CVF_TIGHT_ASSERT( shaderProgram.notNull() ); if ( shaderProgram->useProgram( oglContext ) ) { shaderProgram->clearUniformApplyTracking(); shaderProgram->applyFixedUniforms( oglContext, matrixState ); } std::array vertexArray = { Vec3f( 1, 1, 0.0f ), Vec3f( size.x(), 1, 0.0f ), Vec3f( size.x(), size.y(), 0.0f ), Vec3f( 1, size.y(), 0.0f ), }; 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", backgroundColor ); shaderProgram->applyUniform( oglContext, backgroundColorUniform ); // Triangle indices for the frame background static const ushort backgroundTriangleIndices[] = { 0, 1, 2, 2, 3, 0 }; glDrawRangeElements( GL_TRIANGLES, 0, 3, 6, GL_UNSIGNED_SHORT, backgroundTriangleIndices ); // Draw frame border lines UniformFloat uniformColor( "u_color", backgroundFrameColor ); shaderProgram->applyUniform( oglContext, uniformColor ); static const ushort frameLineIndices[] = { 0, 1, 1, 2, 2, 3, 3, 0 }; glDrawRangeElements( GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameLineIndices ); glDisableVertexAttribArray( ShaderProgram::VERTEX ); CVF_TIGHT_ASSERT( shaderProgram.notNull() ); shaderProgram->useNoProgram( oglContext ); // Reset render states RenderStateDepth resetDepth; resetDepth.applyOpenGL( oglContext ); RenderStateLine resetLine; resetLine.applyOpenGL( oglContext ); RenderStateBlending resetblend; resetblend.applyOpenGL( oglContext ); CVF_CHECK_OGL( oglContext ); } //-------------------------------------------------------------------------------------------------- /// Draw a background rectangle using OGL 1.1 compatibility //-------------------------------------------------------------------------------------------------- void InternalLegendRenderTools::renderBackgroundImmediateMode( OpenGLContext* oglContext, const Vec2f& size, const Color4f& backgroundColor, const Color4f& backgroundFrameColor ) { RenderStateDepth depth( false ); depth.applyOpenGL( oglContext ); RenderStateLighting_FF lighting( false ); lighting.applyOpenGL( oglContext ); RenderStateBlending blend; blend.configureTransparencyBlending(); blend.applyOpenGL( oglContext ); // Frame vertices std::array vertexArray = { Vec3f( 1, 1, 0.0f ), Vec3f( size.x(), 1, 0.0f ), Vec3f( size.x(), size.y(), 0.0f ), Vec3f( 1, size.y(), 0.0f ), }; glColor4fv( backgroundColor.ptr() ); glBegin( GL_TRIANGLE_FAN ); glVertex3fv( vertexArray[0].ptr() ); glVertex3fv( vertexArray[1].ptr() ); glVertex3fv( vertexArray[2].ptr() ); glVertex3fv( vertexArray[3].ptr() ); glEnd(); // Render Line around { glColor4fv( backgroundFrameColor.ptr() ); glBegin( GL_LINES ); glVertex3fv( vertexArray[0].ptr() ); glVertex3fv( vertexArray[1].ptr() ); glVertex3fv( vertexArray[1].ptr() ); glVertex3fv( vertexArray[2].ptr() ); glVertex3fv( vertexArray[2].ptr() ); glVertex3fv( vertexArray[3].ptr() ); glVertex3fv( vertexArray[3].ptr() ); glVertex3fv( vertexArray[0].ptr() ); glEnd(); } // Reset render states RenderStateLighting_FF resetLighting; resetLighting.applyOpenGL( oglContext ); RenderStateDepth resetDepth; resetDepth.applyOpenGL( oglContext ); RenderStateBlending resetblend; resetblend.applyOpenGL( oglContext ); CVF_CHECK_OGL( oglContext ); } } // namespace caf