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https://github.com/OPM/ResInsight.git
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598 lines
20 KiB
C++
598 lines
20 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2018- Statoil ASA
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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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// 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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// for more details.
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//
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/////////////////////////////////////////////////////////////////////////////////
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#include "RivWindowEdgeAxesOverlayItem.h"
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#include "cvfBase.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.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 "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 "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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#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 <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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/// 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_lineWidth(1),
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m_font(font),
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m_isSwitchingYAxisValueSign(true)
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{
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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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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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//--------------------------------------------------------------------------------------------------
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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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void RivWindowEdgeAxesOverlayItem::updateGeomerySizes()
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{
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String str = String::number(99999.0);
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m_textSize = m_font->textExtent(str);
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m_pixelSpacing = 2.0f;
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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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void RivWindowEdgeAxesOverlayItem::updateFromCamera(const Camera* camera)
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{
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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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m_windowTickXValues.clear();
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m_windowTickYValues.clear();
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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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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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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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}
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double domainMinX = windowOrigoInDomain.x();
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double domainMaxX = windowMaxInDomain.x();
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double domainMinY = windowOrigoInDomain.z();
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double domainMaxY = 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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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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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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{
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Vec3d displayDomainTick(domainX, 0, domainMinY);
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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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}
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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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{
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Vec3d displayDomainTick(domainMinX, 0, domainY);
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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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}
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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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cvf::Vec2ui RivWindowEdgeAxesOverlayItem::sizeHint()
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{
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return m_windowSize;
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}
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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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{
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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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{
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return m_textColor;
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}
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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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{
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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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{
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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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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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{
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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.setProjectionAsPixelExact2D();
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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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TextDrawer textDrawer(m_font.p());
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addTextToTextDrawer(&textDrawer);
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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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}
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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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textDrawer.render(oglContext, camera);
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}
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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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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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// Bottom X - axis text
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{
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const float textY = 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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double tickValue = m_domainCoordsXValues[i];
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String valueString;
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valueString = String::number(tickValue);
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auto labelSize = m_font->textExtent(valueString);
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Vec2f pos(textX - labelSize.x()*0.5f, textY);
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textDrawer->addText(valueString, pos);
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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 textX = m_windowSize.x() - m_pixelSpacing - m_textSize.x();
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size_t numTicks = m_domainCoordsYValues.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 textY = static_cast<float>(m_windowTickYValues[i]);
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double tickValue = m_isSwitchingYAxisValueSign ? -m_domainCoordsYValues[i]: m_domainCoordsYValues[i];
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String valueString;
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valueString = String::number(tickValue);
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auto labelSize = m_font->textExtent(valueString);
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Vec2f pos(textX, textY);
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textDrawer->addText(valueString, pos);
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}
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}
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// Left Y - axis texts
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{
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const float textX = m_frameBorderWidth - m_tickLineLength - m_pixelSpacing;
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size_t numTicks = m_domainCoordsYValues.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 textY = static_cast<float>(m_windowTickYValues[i]);
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double tickValue = m_isSwitchingYAxisValueSign ? -m_domainCoordsYValues[i]: m_domainCoordsYValues[i];
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String valueString;
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valueString = String::number(tickValue);
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auto labelSize = m_font->textExtent(valueString);
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Vec2f pos(textX - labelSize.x(), textY);
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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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///
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//--------------------------------------------------------------------------------------------------
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std::array<Vec3f, 8> RivWindowEdgeAxesOverlayItem::frameVertexArray()
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{
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float windowWidth = static_cast<float>(m_windowSize.x());
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float windowHeight = static_cast<float>(m_windowSize.y());
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std::array<Vec3f, 8> vertexArray ={
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Vec3f(0.0f , 0.0f , 0.0f),
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Vec3f(windowWidth , 0.0f , 0.0f),
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Vec3f(windowWidth , windowHeight , 0.0f),
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Vec3f(0.0f , windowHeight , 0.0f),
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Vec3f(m_frameBorderWidth , m_frameBorderHeight, 0.0f),
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Vec3f(windowWidth - m_frameBorderWidth, m_frameBorderHeight, 0.0f),
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Vec3f(windowWidth - m_frameBorderWidth, windowHeight , 0.0f),
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Vec3f(m_frameBorderWidth , windowHeight , 0.0f),
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};
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return vertexArray;
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw the legend using immediate mode OpenGL
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::renderSoftwareFrameAndTickLines(OpenGLContext* oglContext)
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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, 8> vertexArray = frameVertexArray();
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glColor4fv(Vec4f(1.0f,1.0f,1.0f,0.5f).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[5].ptr());
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glVertex3fv(vertexArray[4].ptr());
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(vertexArray[1].ptr());
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glVertex3fv(vertexArray[2].ptr());
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glVertex3fv(vertexArray[6].ptr());
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glVertex3fv(vertexArray[5].ptr());
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(vertexArray[3].ptr());
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glVertex3fv(vertexArray[0].ptr());
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glVertex3fv(vertexArray[4].ptr());
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glVertex3fv(vertexArray[7].ptr());
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glEnd();
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// Render Line around
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{
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glColor3fv(m_lineColor.ptr());
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glBegin(GL_LINES);
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// Frame lines
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glVertex3fv(vertexArray[7].ptr());
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glVertex3fv(vertexArray[4].ptr());
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glVertex3fv(vertexArray[4].ptr());
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glVertex3fv(vertexArray[5].ptr());
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glVertex3fv(vertexArray[5].ptr());
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glVertex3fv(vertexArray[6].ptr());
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// X - axis Tick lines
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for (double txpos : m_windowTickXValues)
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{
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Vec3f p1(Vec3f::ZERO);
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Vec3f p2(Vec3f::ZERO);
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p1[0] = (float)txpos;
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p1[1] = m_frameBorderHeight;
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p2[0] = (float)txpos;
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p2[1] = m_frameBorderHeight - m_tickLineLength;
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glVertex3fv(p1.ptr());
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glVertex3fv(p2.ptr());
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}
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// Left Y - axis Tick lines
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for (double typos : m_windowTickYValues)
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{
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Vec3f p1(Vec3f::ZERO);
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Vec3f p2(Vec3f::ZERO);
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p1[0] = m_frameBorderWidth;
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p1[1] = (float)typos;
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p2[0] = m_frameBorderWidth - m_tickLineLength;
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p2[1] = (float)typos;
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glVertex3fv(p1.ptr());
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glVertex3fv(p2.ptr());
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p1[0] = m_windowSize.x() - m_frameBorderWidth;
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p1[1] = (float)typos;
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p2[0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
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p2[1] = (float)typos;
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glVertex3fv(p1.ptr());
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glVertex3fv(p2.ptr());
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}
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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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//--------------------------------------------------------------------------------------------------
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/// Draw the frame using shader programs
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//--------------------------------------------------------------------------------------------------
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void RivWindowEdgeAxesOverlayItem::renderShaderFrameAndTickLines(OpenGLContext* oglContext, const MatrixState& matrixState)
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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(static_cast<float>(m_lineWidth));
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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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// Frame vertices
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std::array<Vec3f, 8> vertexArray = frameVertexArray();
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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", Color4f(1.0f, 1.0f, 1.0f, 0.5f));
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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, 5, 0, 5, 4,
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1, 2, 6, 1, 6, 5,
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3, 0, 4, 3, 4, 7 };
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glDrawRangeElements(GL_TRIANGLES, 0, 7, 18, GL_UNSIGNED_SHORT, backgroundTriangleIndices);
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// Draw frame border lines
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|
UniformFloat uniformColor("u_color", Color4f(m_lineColor));
|
|
shaderProgram->applyUniform(oglContext, uniformColor);
|
|
|
|
static const ushort frameLineIndices[] = { 7, 4,
|
|
4, 5,
|
|
5, 6 };
|
|
|
|
glDrawRangeElements(GL_LINES, 0, 7, 6, GL_UNSIGNED_SHORT, frameLineIndices);
|
|
|
|
// Render tickmarks
|
|
|
|
static const ushort tickLineIndices[] = { 0, 1 };
|
|
|
|
// X - axis Tick lines
|
|
|
|
for (double txpos : m_windowTickXValues)
|
|
{
|
|
vertexArray[0][0] = (float)txpos;
|
|
vertexArray[0][1] = m_frameBorderHeight;
|
|
vertexArray[1][0] = (float)txpos;
|
|
vertexArray[1][1] = m_frameBorderHeight - m_tickLineLength;
|
|
|
|
glDrawRangeElements(GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices);
|
|
}
|
|
|
|
// Left Y - axis Tick lines
|
|
|
|
for (double typos : m_windowTickYValues)
|
|
{
|
|
vertexArray[0][0] = m_frameBorderWidth;
|
|
vertexArray[0][1] = (float)typos;
|
|
vertexArray[1][0] = m_frameBorderWidth - m_tickLineLength;
|
|
vertexArray[1][1] = (float)typos;
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
void RivWindowEdgeAxesOverlayItem::setLineColor(const Color3f& lineColor)
|
|
{
|
|
m_lineColor = lineColor;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
const Color3f& RivWindowEdgeAxesOverlayItem::lineColor() const
|
|
{
|
|
return m_lineColor;
|
|
}
|
|
|