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https://github.com/OPM/ResInsight.git
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90402c285d
The setting for current OpenGL texture engine is not controlled well enough, causing the wrong texture to be active when rendering text - hence giving semi-random colors for the text.
381 lines
14 KiB
C++
381 lines
14 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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#include "cvfBase.h"
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#include "cvfOpenGL.h"
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#include "cvfGlyph.h"
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#include "cvfMath.h"
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#include "cvfTextureImage.h"
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#include "cvfTexture.h"
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#include "cvfSampler.h"
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#include "cvfRenderStateTextureBindings.h"
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#ifndef CVF_OPENGL_ES
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#include "cvfTexture2D_FF.h"
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#include "cvfRenderState_FF.h"
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#endif
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::Glyph
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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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/// Constructor
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/// \param character The character this glyph is generated from
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//--------------------------------------------------------------------------------------------------
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Glyph::Glyph(wchar_t character)
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: m_character(character),
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m_width(0),
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m_height(0),
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m_horizontalBearingX(0),
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m_horizontalBearingY(0),
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m_horizontalAdvance(0),
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m_textureImage(new TextureImage),
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m_textureCoordinates(new FloatArray(8))
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{
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// Lower left
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m_textureCoordinates->set(0, 0.0f);
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m_textureCoordinates->set(1, 0.0f);
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// Lower right
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m_textureCoordinates->set(2, 1.0f);
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m_textureCoordinates->set(3, 0.0f);
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// Upper right
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m_textureCoordinates->set(4, 1.0f);
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m_textureCoordinates->set(5, 1.0f);
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// Upper left
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m_textureCoordinates->set(6, 0.0f);
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m_textureCoordinates->set(7, 1.0f);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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Glyph::~Glyph()
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{
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}
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//--------------------------------------------------------------------------------------------------
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/// Get character this glyph is generated from
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//--------------------------------------------------------------------------------------------------
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wchar_t Glyph::character() const
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{
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return m_character;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set width of the pre-rendered character, in pixels.
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///
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/// \note May be smaller than texture image width. Use the texture coordinates to identify the glyph pixels.
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///
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/// \sa width(), setHeight(), height(), textureImage(), textureCoordinates()
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//--------------------------------------------------------------------------------------------------
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void Glyph::setWidth(uint width)
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{
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m_width = width;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get width of the pre-rendered character, in pixels.
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///
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/// \note May be smaller than texture image width. Use the texture coordinates to identify the glyph pixels.
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///
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/// \sa setWidth(), setHeight(), height(), textureImage(), textureCoordinates()
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//--------------------------------------------------------------------------------------------------
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uint Glyph::width() const
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{
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return m_width;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set height of the pre-rendered character, in pixels.
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///
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/// \note May be smaller than texture image height. Use the texture coordinates to identify the glyph pixels.
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///
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/// \sa height(), setWidth(), width(), textureImage(), textureCoordinates()
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//--------------------------------------------------------------------------------------------------
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void Glyph::setHeight(uint height)
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{
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m_height = height;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get height of the pre-rendered character, in pixels.
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///
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/// \note May be smaller than texture image height. Use the texture coordinates to identify the glyph pixels.
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///
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/// \sa setHeight(), setWidth(), width(), textureImage(), textureCoordinates()
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//--------------------------------------------------------------------------------------------------
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uint Glyph::height() const
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{
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return m_height;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set pre-rendered image of m_character
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///
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/// \sa textureImage(), width(), height()
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//--------------------------------------------------------------------------------------------------
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void Glyph::setTextureImage(TextureImage* textureImage)
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{
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m_textureImage = textureImage;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get pre-rendered image of m_character
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///
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/// \sa textureCoordinates(), width(), height()
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//--------------------------------------------------------------------------------------------------
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const TextureImage* Glyph::textureImage() const
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{
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return m_textureImage.p();
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}
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//--------------------------------------------------------------------------------------------------
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/// Get texture coordinates
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///
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/// \sa textureImage(), width(), height()
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//--------------------------------------------------------------------------------------------------
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const FloatArray* Glyph::textureCoordinates() const
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{
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return m_textureCoordinates.p();
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}
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//--------------------------------------------------------------------------------------------------
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/// Set horizontal distance from the current cursor position to the leftmost
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/// border of the glyph image's bounding box
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//--------------------------------------------------------------------------------------------------
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void Glyph::setHorizontalBearingX(short bearing)
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{
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m_horizontalBearingX = bearing;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get horizontal distance from the current cursor position to the leftmost
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/// border of the glyph image's bounding box
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//--------------------------------------------------------------------------------------------------
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short Glyph::horizontalBearingX() const
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{
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return m_horizontalBearingX;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set vertical distance from the current cursor position (on the baseline)
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/// to the topmost border of the glyph image's bounding box.
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//--------------------------------------------------------------------------------------------------
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void Glyph::setHorizontalBearingY(short bearing)
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{
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m_horizontalBearingY = bearing;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get vertical distance from the current cursor position (on the baseline)
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/// to the topmost border of the glyph image's bounding box.
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//--------------------------------------------------------------------------------------------------
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short Glyph::horizontalBearingY() const
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{
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return m_horizontalBearingY;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set horizontal distance used to increment the pen position
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/// when the glyph is drawn as part of a string of text.
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//--------------------------------------------------------------------------------------------------
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void Glyph::setHorizontalAdvance(uint advance)
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{
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m_horizontalAdvance = advance;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get horizontal distance used to increment the pen position
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/// when the glyph is drawn as part of a string of text.
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//--------------------------------------------------------------------------------------------------
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uint Glyph::horizontalAdvance() const
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{
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return m_horizontalAdvance;
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}
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//--------------------------------------------------------------------------------------------------
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/// Setup and bind texture
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//--------------------------------------------------------------------------------------------------
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void Glyph::setupAndBindTexture(OpenGLContext* oglContext, bool software)
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{
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// Short path first if everything is in place
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if (m_textureBindings.notNull())
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{
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RenderState::Type renderStateType = m_textureBindings->type();
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if (software)
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{
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#ifndef CVF_OPENGL_ES
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if (renderStateType == RenderState::TEXTURE_MAPPING_FF)
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{
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RenderStateTextureMapping_FF* texMapping = static_cast<RenderStateTextureMapping_FF*>(m_textureBindings.p());
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texMapping->setupTexture(oglContext);
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texMapping->applyOpenGL(oglContext);
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return;
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}
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#else
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CVF_FAIL_MSG("Not supported on OpenGL ES");
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#endif
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}
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else
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{
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if (renderStateType == RenderState::TEXTURE_BINDINGS)
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{
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RenderStateTextureBindings* texBindings = static_cast<RenderStateTextureBindings*>(m_textureBindings.p());
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texBindings->setupTextures(oglContext);
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texBindings->applyOpenGL(oglContext);
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return;
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}
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}
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}
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m_textureBindings = NULL;
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if (m_textureBindings.isNull())
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{
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// TODO
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// Revisit the code that sets up the texture image
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// The code below ends up modifying the stored texture image
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// Is this intentional - there is an external getter for the image!!
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CVF_TIGHT_ASSERT(0 < m_textureImage->width());
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CVF_TIGHT_ASSERT(0 < m_textureImage->height());
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uint pow2Width = Math::roundUpPow2(m_width);
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uint pow2Height = Math::roundUpPow2(m_height);
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TextureImage* pow2Image = new TextureImage;
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pow2Image->allocate(pow2Width, pow2Height);
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pow2Image->fill(Color4ub(255, 255, 255, 0));
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uint i, j;
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for (j = 0; j < m_height; j++)
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{
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for (i = 0; i < m_width; i++)
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{
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pow2Image->setPixel(i, j, m_textureImage->pixel(i, j));
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}
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}
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float textureCoordinateMaxX = static_cast<float>(m_width) / static_cast<float>(pow2Width);
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float textureCoordinateMaxY = static_cast<float>(m_height) / static_cast<float>(pow2Height);
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// Lower left
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m_textureCoordinates->set(0, 0.0f);
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m_textureCoordinates->set(1, 0.0f);
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// Lower right
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m_textureCoordinates->set(2, textureCoordinateMaxX);
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m_textureCoordinates->set(3, 0.0f);
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// Upper right
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m_textureCoordinates->set(4, textureCoordinateMaxX);
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m_textureCoordinates->set(5, textureCoordinateMaxY);
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// Upper left
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m_textureCoordinates->set(6, 0.0f);
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m_textureCoordinates->set(7, textureCoordinateMaxY);
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m_textureImage = pow2Image;
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if (software)
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{
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#ifdef CVF_OPENGL_ES
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CVF_FAIL_MSG("Not supported on OpenGL ES");
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#else
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// Use fixed function texture setup
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ref<Texture2D_FF> texture = new Texture2D_FF(m_textureImage.p());
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texture->setWrapMode(Texture2D_FF::CLAMP);
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texture->setMinFilter(Texture2D_FF::NEAREST);
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texture->setMagFilter(Texture2D_FF::NEAREST);
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ref<RenderStateTextureMapping_FF> textureMapping = new RenderStateTextureMapping_FF(texture.p());
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textureMapping->setTextureFunction(RenderStateTextureMapping_FF::MODULATE);
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textureMapping->setupTexture(oglContext);
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m_textureBindings = textureMapping;
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#endif
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}
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else
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{
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ref<Sampler> sampler = new Sampler;
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sampler->setWrapMode(Sampler::CLAMP_TO_EDGE);
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sampler->setMinFilter(Sampler::NEAREST);
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sampler->setMagFilter(Sampler::NEAREST);
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ref<Texture> texture = new Texture(m_textureImage.p());
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RenderStateTextureBindings* textureBindings = new RenderStateTextureBindings(texture.p(), sampler.p(), "dummy");
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textureBindings->setupTextures(oglContext);
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m_textureBindings = textureBindings;
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}
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}
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if (m_textureBindings.notNull())
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{
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m_textureBindings->applyOpenGL(oglContext);
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}
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}
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} // namespace cvf
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