mirror of
https://github.com/OPM/ResInsight.git
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Migrate all assert macros in ApplicationLibCode to CAF_ASSERT and remove every use of cvfAssert.h. CVF_ASSERT is replaced one to one. CVF_TIGHT_ASSERT is also replaced by CAF_ASSERT, which is semantically exact: CVF_ENABLE_TIGHT_ASSERTS is 1 only under _DEBUG, and that is what CAF_ASSERT now does. The two CVF_FAIL_MSG sites become CAF_ASSERT( false && "message" ), preserving the message with the idiom already used elsewhere in the code base. Counts before and after: CVF_ASSERT 1044 to 0, CVF_TIGHT_ASSERT 66 to 0, CVF_FAIL_MSG 2 to 0, cvfAssert.h references 154 to 0. Include handling: files that included cvfAssert.h directly now include cafAssert.h instead, includes left dead by the migration are removed, and files that were relying on cvfAssert.h transitively get an explicit cafAssert.h. Files that reach cafAssert.h through another caf header are left unchanged; a missing include here is a compile error, not a silently disabled assert. ResultStatisticsCache links only LibCore and therefore had no path to cafAssert.h. Add the cafPdmCore directory as a private include path rather than linking the library, since cafAssert.h is header only. Note that this stops these asserts from firing in Release and RelWithDebInfo, where CVF_ASSERT was previously active.
697 lines
25 KiB
C++
697 lines
25 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2018- Equinor 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 "cvfBufferObjectManaged.h"
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#include "cvfCamera.h"
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#include "cvfFont.h"
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#include "cvfGeometryBuilderDrawableGeo.h"
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#include "cvfGeometryUtils.h"
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#include "cvfGlyph.h"
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#include "cvfMatrixState.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.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 "cvfTextDrawer.h"
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#include "cvfUniform.h"
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#include "cvfViewport.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 "cafTickMarkGenerator.h"
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#include "cvfRenderStateBlending.h"
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#include "cvfScalarMapper.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_frameColor( Color3::WHITE )
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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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, m_showAxisLines( false )
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, m_domainAxes( XZ_AXES )
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{
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CAF_ASSERT( font );
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CAF_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_displayCoordsTransform = 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( -1.999e-17 );
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m_textSize = m_font->textExtent( str );
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m_pixelSpacing = 5.0f;
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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_displayCoordsTransform.notNull() )
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{
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windowOrigoInDomain = m_displayCoordsTransform->transformToDomainCoord( windowOrigoInDomain );
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windowMaxInDomain = m_displayCoordsTransform->transformToDomainCoord( windowMaxInDomain );
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}
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// For extreme zoom factors we might end up with both variables as zero. Return to avoid divide by zero.
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if ( windowOrigoInDomain == windowMaxInDomain ) return;
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double domainMinX = windowOrigoInDomain.x();
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double domainMaxX = windowMaxInDomain.x();
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double domainMinY = m_domainAxes == XY_AXES ? windowOrigoInDomain.y() : windowOrigoInDomain.z();
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double domainMaxY = m_domainAxes == XY_AXES ? windowMaxInDomain.y() : windowMaxInDomain.z();
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int textSizeX = 2 * m_textSize.x();
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int xTickMaxCount = m_windowSize.x() / textSizeX;
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// Use same textsize for Y dimension for XY axes to get square "tiles".
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// For XZ axes more ticks looks better in Z (depth) axis.
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int textSizeY = m_domainAxes == XY_AXES ? textSizeX : 4 * m_textSize.y();
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int yTickMaxCount = m_windowSize.y() / textSizeY;
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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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auto createDomainVec = []( auto domainAxes, double x, double y )
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{ return ( domainAxes == XY_AXES ) ? Vec3d( x, y, 0 ) : Vec3d( x, 0, y ); };
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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 = createDomainVec( m_domainAxes, domainX, domainMinY );
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if ( m_displayCoordsTransform.notNull() )
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{
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displayDomainTick = m_displayCoordsTransform->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 = createDomainVec( m_domainAxes, domainMinX, domainY );
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if ( m_displayCoordsTransform.notNull() )
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{
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displayDomainTick = m_displayCoordsTransform->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 || ( m_windowTickXValues.empty() && m_windowTickYValues.empty() ) )
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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 textYTop = m_windowSize.y() - m_pixelSpacing - m_textSize.y() * 0.5f;
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const float textYBott = 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, 'f', 0 );
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auto labelSize = m_font->textExtent( valueString );
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Vec2f pos( textX - labelSize.x() * 0.5f, textYBott );
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textDrawer->addText( valueString, pos );
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pos[1] = textYTop;
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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 textXRight = m_windowSize.x() - m_pixelSpacing - m_textSize.x();
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const float textXLeft = 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, 'f', 0 );
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auto labelSize = m_font->textExtent( valueString );
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Vec2f pos( textXRight, textY );
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textDrawer->addText( valueString, pos );
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Vec2f posl( textXLeft - labelSize.x(), textY );
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textDrawer->addText( valueString, posl );
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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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// 3 2
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// 7 6
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//
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// 4 5
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// 0 1
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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 - m_frameBorderHeight, 0.0f ),
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Vec3f( m_frameBorderWidth, windowHeight - m_frameBorderHeight, 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( m_frameColor.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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glBegin( GL_TRIANGLE_FAN );
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glVertex3fv( vertexArray[2].ptr() );
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glVertex3fv( vertexArray[3].ptr() );
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glVertex3fv( vertexArray[7].ptr() );
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glVertex3fv( vertexArray[6].ptr() );
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glEnd();
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// Render Line around
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{
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cvf::Color4f lineColorWithAlpha( m_lineColor, m_showAxisLines ? 0.25f : 1.0f );
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glColor4fv( lineColorWithAlpha.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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glVertex3fv( vertexArray[6].ptr() );
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glVertex3fv( vertexArray[7].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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if ( m_showAxisLines )
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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 - m_tickLineLength;
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p2[0] = (float)txpos;
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p2[1] = m_windowSize.y() - 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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else
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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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p1[0] = (float)txpos;
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p1[1] = m_windowSize.y() - m_frameBorderHeight;
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p2[0] = (float)txpos;
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p2[1] = m_windowSize.y() - 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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}
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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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if ( m_showAxisLines )
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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 - m_tickLineLength;
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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() );
|
|
}
|
|
else
|
|
{
|
|
Vec3f p1( Vec3f::ZERO );
|
|
Vec3f p2( Vec3f::ZERO );
|
|
|
|
p1[0] = m_frameBorderWidth;
|
|
p1[1] = (float)typos;
|
|
p2[0] = m_frameBorderWidth - m_tickLineLength;
|
|
p2[1] = (float)typos;
|
|
|
|
glVertex3fv( p1.ptr() );
|
|
glVertex3fv( p2.ptr() );
|
|
|
|
p1[0] = m_windowSize.x() - m_frameBorderWidth;
|
|
p1[1] = (float)typos;
|
|
p2[0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
|
|
p2[1] = (float)typos;
|
|
|
|
glVertex3fv( p1.ptr() );
|
|
glVertex3fv( p2.ptr() );
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
// Reset render states
|
|
|
|
RenderStateLighting_FF resetLighting;
|
|
resetLighting.applyOpenGL( oglContext );
|
|
RenderStateDepth resetDepth;
|
|
resetDepth.applyOpenGL( oglContext );
|
|
RenderStateBlending resetblend;
|
|
resetblend.applyOpenGL( oglContext );
|
|
CVF_CHECK_OGL( oglContext );
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
/// Draw the frame using shader programs
|
|
//--------------------------------------------------------------------------------------------------
|
|
void RivWindowEdgeAxesOverlayItem::renderShaderFrameAndTickLines( OpenGLContext* oglContext, const MatrixState& matrixState )
|
|
{
|
|
CVF_CALLSITE_OPENGL( oglContext );
|
|
|
|
RenderStateDepth depth( false );
|
|
depth.applyOpenGL( oglContext );
|
|
|
|
RenderStateLine line( static_cast<float>( m_lineWidth ) );
|
|
line.applyOpenGL( oglContext );
|
|
|
|
RenderStateBlending blend;
|
|
blend.configureTransparencyBlending();
|
|
blend.applyOpenGL( oglContext );
|
|
|
|
// Shader program
|
|
|
|
ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram( oglContext );
|
|
CAF_ASSERT( shaderProgram.notNull() );
|
|
|
|
if ( shaderProgram->useProgram( oglContext ) )
|
|
{
|
|
shaderProgram->clearUniformApplyTracking();
|
|
shaderProgram->applyFixedUniforms( oglContext, matrixState );
|
|
}
|
|
|
|
// Frame vertices
|
|
std::array<Vec3f, 8> vertexArray = frameVertexArray();
|
|
|
|
cvfGL->glBindBuffer( GL_ARRAY_BUFFER, 0 );
|
|
cvfGL->glEnableVertexAttribArray( ShaderProgram::VERTEX );
|
|
cvfGL->glVertexAttribPointer( ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray.data() );
|
|
|
|
// Draw frame background
|
|
|
|
UniformFloat backgroundColorUniform( "u_color", m_frameColor );
|
|
shaderProgram->applyUniform( oglContext, backgroundColorUniform );
|
|
|
|
// Triangle indices for the frame background
|
|
|
|
static const ushort backgroundTriangleIndices[] = { 0, 1, 5, 0, 5, 4, 1, 2, 6, 1, 6, 5, 3, 0, 4, 3, 4, 7, 2, 3, 6, 3, 7, 6 };
|
|
|
|
cvfGL->glDrawRangeElements( GL_TRIANGLES, 0, 7, 24, GL_UNSIGNED_SHORT, backgroundTriangleIndices );
|
|
|
|
// Draw frame border lines
|
|
|
|
UniformFloat uniformColor( "u_color", Color4f( m_lineColor, m_showAxisLines ? 0.25f : 1.0f ) );
|
|
shaderProgram->applyUniform( oglContext, uniformColor );
|
|
|
|
static const ushort frameLineIndices[] = { 7, 4, 4, 5, 5, 6, 6, 7 };
|
|
|
|
cvfGL->glDrawRangeElements( GL_LINES, 0, 7, 8, GL_UNSIGNED_SHORT, frameLineIndices );
|
|
|
|
// Render tickmarks
|
|
|
|
static const ushort tickLineIndices[] = { 0, 1 };
|
|
|
|
// X - axis Tick lines
|
|
|
|
for ( double txpos : m_windowTickXValues )
|
|
{
|
|
if ( m_showAxisLines )
|
|
{
|
|
vertexArray[0][0] = (float)txpos;
|
|
vertexArray[0][1] = m_frameBorderHeight - m_tickLineLength;
|
|
vertexArray[1][0] = (float)txpos;
|
|
vertexArray[1][1] = m_windowSize.y() - m_frameBorderHeight + m_tickLineLength;
|
|
|
|
cvfGL->glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
|
}
|
|
else
|
|
{
|
|
vertexArray[0][0] = (float)txpos;
|
|
vertexArray[0][1] = m_frameBorderHeight;
|
|
vertexArray[1][0] = (float)txpos;
|
|
vertexArray[1][1] = m_frameBorderHeight - m_tickLineLength;
|
|
|
|
cvfGL->glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
|
|
|
vertexArray[0][0] = (float)txpos;
|
|
vertexArray[0][1] = m_windowSize.y() - m_frameBorderHeight;
|
|
vertexArray[1][0] = (float)txpos;
|
|
vertexArray[1][1] = m_windowSize.y() - m_frameBorderHeight + m_tickLineLength;
|
|
|
|
cvfGL->glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
|
}
|
|
}
|
|
|
|
// Left Y - axis Tick lines
|
|
|
|
for ( double typos : m_windowTickYValues )
|
|
{
|
|
if ( m_showAxisLines )
|
|
{
|
|
vertexArray[0][0] = m_frameBorderWidth - m_tickLineLength;
|
|
vertexArray[0][1] = (float)typos;
|
|
vertexArray[1][0] = m_windowSize.x() - m_frameBorderWidth + m_tickLineLength;
|
|
vertexArray[1][1] = (float)typos;
|
|
cvfGL->glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
|
}
|
|
else
|
|
{
|
|
vertexArray[0][0] = m_frameBorderWidth;
|
|
vertexArray[0][1] = (float)typos;
|
|
vertexArray[1][0] = m_frameBorderWidth - m_tickLineLength;
|
|
vertexArray[1][1] = (float)typos;
|
|
|
|
cvfGL->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;
|
|
|
|
cvfGL->glDrawRangeElements( GL_LINES, 0, 1, 2, GL_UNSIGNED_SHORT, tickLineIndices );
|
|
}
|
|
}
|
|
|
|
cvfGL->glDisableVertexAttribArray( ShaderProgram::VERTEX );
|
|
|
|
CAF_ASSERT( shaderProgram.notNull() );
|
|
cvf::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;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
void RivWindowEdgeAxesOverlayItem::setFrameColor( const Color4f& frameColor )
|
|
{
|
|
m_frameColor = frameColor;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
void RivWindowEdgeAxesOverlayItem::setDomainAxes( DomainAxes axes )
|
|
{
|
|
m_domainAxes = axes;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
void RivWindowEdgeAxesOverlayItem::setIsSwitchingYAxisSign( bool switchSign )
|
|
{
|
|
m_isSwitchingYAxisValueSign = switchSign;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
void RivWindowEdgeAxesOverlayItem::setShowAxisLines( bool showAxisLines )
|
|
{
|
|
m_showAxisLines = showAxisLines;
|
|
}
|