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114 lines
4.4 KiB
C++
114 lines
4.4 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron 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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#pragma once
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#include "cvfObject.h"
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#include "cvfArray.h"
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namespace cvf {
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class TextureImage;
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class RenderState;
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class OpenGLContext;
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//==================================================================================================
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//
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// Pre-rendered text character
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//
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//==================================================================================================
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class Glyph : public Object
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{
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public:
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enum TextureFilter
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{
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NEAREST,
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LINEAR
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};
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Glyph(wchar_t character);
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virtual ~Glyph();
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wchar_t character() const;
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void setWidth(uint width);
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uint width() const;
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void setHeight(uint height);
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uint height() const;
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void setTextureImage(TextureImage* textureImage);
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const TextureImage* textureImage() const;
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const FloatArray* textureCoordinates() const;
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void setHorizontalBearingX(short bearing);
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short horizontalBearingX() const;
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void setHorizontalBearingY(short bearing);
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short horizontalBearingY() const;
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void setHorizontalAdvance(uint advance);
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uint horizontalAdvance() const;
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void setupAndBindTexture(OpenGLContext* oglContext, bool software);
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void setMinFilter(TextureFilter filter);
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void setMagFilter(TextureFilter filter);
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private:
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wchar_t m_character; // Character this glyph is generated from
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// Size of the pre-rendered character in pixels.
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// Note: May be smaller than the size of m_textureImage since this may contain alpha's and even more characters
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uint m_width;
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uint m_height;
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// For horizontal text layouts
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short m_horizontalBearingX; // Horizontal distance from the current cursor position to the leftmost border of the glyph image's bounding box.
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short m_horizontalBearingY; // Vertical distance from the current cursor position (on the baseline) to the topmost border of the glyph image's bounding box.
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uint m_horizontalAdvance; // Horizontal distance used to increment the pen position when the glyph is drawn as part of a string of text.
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// Texture info
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ref<TextureImage> m_textureImage; // Pre-rendered image of m_character
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ref<FloatArray> m_textureCoordinates; // Texture coordinates of where in the m_texgtureImage to find the given pre-rendered character
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ref<RenderState> m_textureBindings; // For shader based rendering this is a TextureBindings object, while software rendering uses RenderStateTextureMapping_FF instead
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// Texture filter options
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TextureFilter m_minFilter;
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TextureFilter m_magFilter;
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};
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} // namespace cvf
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