ResInsight/Fwk/VizFwk/LibRender/cvfDrawableText.h
2019-01-08 11:07:37 +01:00

125 lines
5.5 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron 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 <<http://www.gnu.org/licenses/gpl.html>>
// 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 <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfDrawable.h"
#include "cvfArray.h"
#include "cvfBoundingBox.h"
#include "cvfTextDrawer.h"
namespace cvf {
class Font;
class DrawableGeo;
class ShaderProgram;
class BufferObjectManaged;
class Camera;
//==================================================================================================
//
// DrawableText implements drawing of text strings attached to a 3D point
//
//==================================================================================================
class DrawableText : public Drawable
{
public:
DrawableText();
virtual ~DrawableText();
void setFont(Font* font);
ref<Font> font() const;
void addText(const String& text, const Vec3f& position, const Vec3f& direction = Vec3f::X_AXIS);
size_t numberOfTexts() const;
void setVerticalAlignment(TextDrawer::Alignment alignment);
void setTextColor(const Color3f& color);
void setBackgroundColor(const Color3f& color);
void setBorderColor(const Color3f& color);
void setDrawBackground(bool drawBackground);
void setDrawBorder(bool drawBorder);
void setCheckPosVisible(bool checkpos);
void setUseDepthBuffer(bool useDepthBuffer);
virtual void createUploadBufferObjectsGPU(OpenGLContext* /*oglContext*/) {}
virtual void releaseBufferObjectsGPU() {}
virtual void render(OpenGLContext* oglContext, ShaderProgram* shaderProgram, const MatrixState& matrixState);
/*virtual*/ void renderSoftware(OpenGLContext* oglContext, const MatrixState& matrixState);
virtual size_t vertexCount() const;
virtual size_t triangleCount() const;
virtual size_t faceCount() const;
virtual BoundingBox boundingBox() const;
BoundingBox textBoundingBox(const String& text, const Vec3f& position, const Vec3f& direction = Vec3f::X_AXIS);
virtual bool rayIntersectCreateDetail(const Ray& ray, Vec3d* intersectionPoint, ref<HitDetail>* hitDetail) const;
bool rayIntersect(const Ray& ray, const Camera& camera, Vec3d* intersectionPoint);
// TO BE REMOVED!
virtual void renderFixedFunction(OpenGLContext* oglContext, const MatrixState& matrixState) { renderSoftware(oglContext, matrixState); }
virtual void renderImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState) { renderSoftware(oglContext, matrixState); }
private:
void renderText(OpenGLContext* oglContext, ShaderProgram* shaderProgram, const MatrixState& matrixState);
bool labelAnchorVisible(OpenGLContext* oglContext, const Vec3d winCoord, const Vec3f& worldCoord, bool softwareRendering) const;
private:
std::vector<Vec3f> m_positions; // Coordinate of the lower left corner of where to place the text in pixel coordinates
std::vector<String> m_texts; // Text strings to be drawn
std::vector<Vec3f> m_directions; // Text direction
ref<Font> m_font; // Font used to draw text
TextDrawer::Alignment m_verticalAlignment;
Color3f m_textColor;
Color3f m_backgroundColor;
Color3f m_borderColor;
bool m_drawBackground;
bool m_drawBorder;
bool m_checkPosVisible;
bool m_useDepthBuffer;
BoundingBox m_boundingBox; //
};
} // namespace cvf