//################################################################################################## // // 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 "cvfRenderStateDepth.h" #include "cvfRenderStateLine.h" #include "cvfRenderStateBlending.h" #include "cvfShaderProgram.h" #include "cvfOpenGLContext.h" #include "cvfOpenGLResourceManager.h" #include #include "cvfUniform.h" #include "cvfRenderState_FF.h" 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); } }