mirror of
https://github.com/OPM/ResInsight.git
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149 lines
5.4 KiB
C++
149 lines
5.4 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 "cvfBase.h"
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#include "cvfOverlayItem.h"
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#include "cvfArray.h"
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#include "cvfCamera.h"
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#include "cvfString.h"
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#include "cvfRect.h"
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#include "cafDisplayCoordTransform.h"
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namespace caf
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{
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class DisplayCoordTransform;
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}
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namespace cvf
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{
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class Font;
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class ShaderProgram;
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class MatrixState;
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class TextDrawer;
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class ScalarMapper;
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}
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//==================================================================================================
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//
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// Overlay color legend
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//
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//==================================================================================================
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class RivWindowEdgeAxesOverlayItem : public cvf::OverlayItem
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{
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using Font = cvf::Font;
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using Vec2ui = cvf::Vec2ui;
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using ScalarMapper = cvf::ScalarMapper;
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using OpenGLContext = cvf::OpenGLContext;
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using Vec2i = cvf::Vec2i;
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using Color3f = cvf::Color3f;
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using Color4f = cvf::Color4f;
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using String = cvf::String;
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using Vec2f = cvf::Vec2f;
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using Vec3f = cvf::Vec3f;
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using Rectf = cvf::Rectf;
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using DoubleArray = cvf::DoubleArray;
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using MatrixState = cvf::MatrixState;
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using TextDrawer = cvf::TextDrawer;
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using Camera = cvf::Camera;
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public:
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enum DomainAxes
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{
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XY_AXES,
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XZ_AXES
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};
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public:
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RivWindowEdgeAxesOverlayItem(Font* font);
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~RivWindowEdgeAxesOverlayItem() override;
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void setDisplayCoordTransform(const caf::DisplayCoordTransform* displayCoordTransform);
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void updateFromCamera(const Camera* camera);
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void setTextColor(const Color3f& color);
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const Color3f& textColor() const;
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void setLineColor(const Color3f& lineColor);
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const Color3f& lineColor() const;
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void setFrameColor(const Color4f& frameColor);
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void setDomainAxes(DomainAxes axes);
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void setIsSwitchingYAxisSign(bool switchSign);
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int frameBorderWidth() { return static_cast<int>( m_frameBorderWidth); }
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int frameBorderHeight() { return static_cast<int>( m_frameBorderHeight); }
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void setShowAxisLines(bool showAxisLines);
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protected:
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Vec2ui sizeHint() override;
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void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size) override;
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void renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size) override;
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bool pick(int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size) override;
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private:
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void updateGeomerySizes();
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void renderGeneric(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software);
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void renderSoftwareFrameAndTickLines(OpenGLContext* oglContext);
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void renderShaderFrameAndTickLines(OpenGLContext* oglContext, const MatrixState& matrixState);
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void addTextToTextDrawer(TextDrawer* textDrawer);
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std::array<Vec3f, 8> frameVertexArray();
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private:
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cvf::cref<caf::DisplayCoordTransform> m_dispalyCoordsTransform;
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Vec2ui m_windowSize; // Pixel size of the window
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Vec2ui m_textSize;
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Color3f m_textColor;
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Color3f m_lineColor;
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Color4f m_frameColor;
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int m_lineWidth;
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cvf::ref<Font> m_font;
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float m_frameBorderHeight;
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float m_frameBorderWidth;
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float m_tickLineLength;
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float m_pixelSpacing;
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bool m_isSwitchingYAxisValueSign;
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bool m_showAxisLines;
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DomainAxes m_domainAxes;
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std::vector<double> m_domainCoordsXValues;
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std::vector<double> m_domainCoordsYValues;
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std::vector<double> m_windowTickXValues;
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std::vector<double> m_windowTickYValues;
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};
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