mirror of
https://github.com/OPM/ResInsight.git
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197 lines
7.0 KiB
C++
197 lines
7.0 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2018- Ceetron Solutions AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library 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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// This library 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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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cafInternalLegendRenderTools.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLContext.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfRenderStateBlending.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.h"
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#include "cvfRenderState_FF.h"
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#include "cvfShaderProgram.h"
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#include "cvfUniform.h"
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#include <array>
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using namespace cvf;
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namespace caf
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{
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//--------------------------------------------------------------------------------------------------
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/// Render a semi transparent background frame
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//--------------------------------------------------------------------------------------------------
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void InternalLegendRenderTools::renderBackgroundUsingShaders( OpenGLContext* oglContext,
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const MatrixState& matrixState,
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const Vec2f& size,
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const Color4f& backgroundColor,
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const Color4f& backgroundFrameColor )
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{
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CVF_CALLSITE_OPENGL( oglContext );
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RenderStateDepth depth( false );
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depth.applyOpenGL( oglContext );
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RenderStateLine line( 1.0f );
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line.applyOpenGL( oglContext );
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RenderStateBlending blend;
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blend.configureTransparencyBlending();
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blend.applyOpenGL( oglContext );
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// Shader program
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ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram( oglContext );
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CVF_TIGHT_ASSERT( shaderProgram.notNull() );
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if ( shaderProgram->useProgram( oglContext ) )
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{
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shaderProgram->clearUniformApplyTracking();
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shaderProgram->applyFixedUniforms( oglContext, matrixState );
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}
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std::array<Vec3f, 4> vertexArray = {
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Vec3f( 1, 1, 0.0f ),
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Vec3f( size.x(), 1, 0.0f ),
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Vec3f( size.x(), size.y(), 0.0f ),
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Vec3f( 1, size.y(), 0.0f ),
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};
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glEnableVertexAttribArray( ShaderProgram::VERTEX );
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glVertexAttribPointer( ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray.data() );
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// Draw frame background
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UniformFloat backgroundColorUniform( "u_color", backgroundColor );
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shaderProgram->applyUniform( oglContext, backgroundColorUniform );
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// Triangle indices for the frame background
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static const ushort backgroundTriangleIndices[] = {0, 1, 2, 2, 3, 0};
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glDrawRangeElements( GL_TRIANGLES, 0, 3, 6, GL_UNSIGNED_SHORT, backgroundTriangleIndices );
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// Draw frame border lines
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UniformFloat uniformColor( "u_color", backgroundFrameColor );
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shaderProgram->applyUniform( oglContext, uniformColor );
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static const ushort frameLineIndices[] = {0, 1, 1, 2, 2, 3, 3, 0};
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glDrawRangeElements( GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameLineIndices );
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glDisableVertexAttribArray( ShaderProgram::VERTEX );
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CVF_TIGHT_ASSERT( shaderProgram.notNull() );
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shaderProgram->useNoProgram( oglContext );
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// Reset render states
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RenderStateDepth resetDepth;
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resetDepth.applyOpenGL( oglContext );
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RenderStateLine resetLine;
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resetLine.applyOpenGL( oglContext );
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RenderStateBlending resetblend;
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resetblend.applyOpenGL( oglContext );
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CVF_CHECK_OGL( oglContext );
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw a background rectangle using OGL 1.1 compatibility
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//--------------------------------------------------------------------------------------------------
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void InternalLegendRenderTools::renderBackgroundImmediateMode( OpenGLContext* oglContext,
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const Vec2f& size,
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const Color4f& backgroundColor,
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const Color4f& backgroundFrameColor )
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{
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RenderStateDepth depth( false );
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depth.applyOpenGL( oglContext );
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RenderStateLighting_FF lighting( false );
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lighting.applyOpenGL( oglContext );
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RenderStateBlending blend;
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blend.configureTransparencyBlending();
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blend.applyOpenGL( oglContext );
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// Frame vertices
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std::array<Vec3f, 4> vertexArray = {
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Vec3f( 1, 1, 0.0f ),
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Vec3f( size.x(), 1, 0.0f ),
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Vec3f( size.x(), size.y(), 0.0f ),
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Vec3f( 1, size.y(), 0.0f ),
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};
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glColor4fv( backgroundColor.ptr() );
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glBegin( GL_TRIANGLE_FAN );
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glVertex3fv( vertexArray[0].ptr() );
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glVertex3fv( vertexArray[1].ptr() );
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glVertex3fv( vertexArray[2].ptr() );
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glVertex3fv( vertexArray[3].ptr() );
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glEnd();
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// Render Line around
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{
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glColor4fv( backgroundFrameColor.ptr() );
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glBegin( GL_LINES );
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glVertex3fv( vertexArray[0].ptr() );
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glVertex3fv( vertexArray[1].ptr() );
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glVertex3fv( vertexArray[1].ptr() );
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glVertex3fv( vertexArray[2].ptr() );
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glVertex3fv( vertexArray[2].ptr() );
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glVertex3fv( vertexArray[3].ptr() );
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glVertex3fv( vertexArray[3].ptr() );
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glVertex3fv( vertexArray[0].ptr() );
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glEnd();
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}
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// Reset render states
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RenderStateLighting_FF resetLighting;
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resetLighting.applyOpenGL( oglContext );
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RenderStateDepth resetDepth;
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resetDepth.applyOpenGL( oglContext );
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RenderStateBlending resetblend;
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resetblend.applyOpenGL( oglContext );
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CVF_CHECK_OGL( oglContext );
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}
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} // namespace caf
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