mirror of
https://github.com/OPM/ResInsight.git
synced 2025-01-08 07:03:25 -06:00
fbfbdfca84
Integrated Fwk updates in Resinsight branch up to changelist 173. Summary of changes: * Rewrite of cvf::OverlayItem to allow fixed user controlled positioning of the items. * Removed pure virtual functions OverlayItem::maximumSize() and OverlayItem::minimumSize(). * Use caf::AboutDialog instead of modified cvfqt::BasicAboutDialog. * Removed lapack from link line due to fail on Ubuntu 12.04 when lapack isn't installed. * Fix in OpenGLContext::saveOpenGLState() to avoid application corruption when running on RedHat with VMWare. * Removed unused font manager. * Console assert handler only calls __debugbreak() if debugger is present. Otherwise, calls abort(). Done after trouble running gtest death tests. * Made component access functions in Color3f, Color3ub, Color4f, Color4ub inline. * Added conversion functions between TextureImage and QImage to cvfqt::Utils class. * Optimized TextureImage::setPixel() - relies on new inlined component-wise access functions for Color4ub. * Added TextureImage::clear() and non-const version of TextureImage::ptr().
228 lines
9.1 KiB
C++
228 lines
9.1 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 "cvfOverlayItem.h"
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#include "cvfMatrix4.h"
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#include "cvfColor3.h"
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#include "cvfString.h"
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#include "cvfBoundingBox.h"
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#include "cvfCollection.h"
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#include <map>
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namespace cvf {
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class Camera;
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class DrawableGeo;
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class DrawableVectors;
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class Font;
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class ShaderProgram;
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class MatrixState;
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class TextureImage;
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class RenderState;
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//==================================================================================================
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//
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// Overlay axis cross
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//
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//==================================================================================================
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class OverlayNavigationCube: public OverlayItem
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{
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public:
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enum NavCubeFace
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{
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NCF_X_POS,
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NCF_X_NEG,
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NCF_Y_POS,
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NCF_Y_NEG,
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NCF_Z_POS,
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NCF_Z_NEG
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};
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public:
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OverlayNavigationCube(Camera* camera, Font* font);
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~OverlayNavigationCube();
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virtual Vec2ui sizeHint();
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virtual void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size);
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virtual void renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size);
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virtual bool pick(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size);
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bool updateHighlight(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size);
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bool processSelection(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size, Vec3d* viewDir, Vec3d* up);
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void setSize(const Vec2ui& size);
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void setHome(const Vec3d& viewDirection, const Vec3d& up);
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void setAxisLabels(const String& xLabel, const String& yLabel, const String& zlabel);
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void setAxisLabelsColor(const Color3f& color);
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void setFaceTexture(NavCubeFace face, TextureImage* texture);
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private:
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// Note that the order of the items starting at the NCFI_BOTTOM_LEFT is important (in a CCW order)
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enum NavCubeFaceItem
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{
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NCFI_NONE,
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NCFI_CENTER,
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NCFI_BOTTOM_LEFT,
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NCFI_BOTTOM,
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NCFI_BOTTOM_RIGHT,
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NCFI_RIGHT,
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NCFI_TOP_RIGHT,
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NCFI_TOP,
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NCFI_TOP_LEFT,
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NCFI_LEFT
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};
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enum NavCubeItem
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{
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NCI_NONE,
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NCI_CORNER_XN_YN_ZN,
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NCI_CORNER_XP_YN_ZN,
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NCI_CORNER_XP_YP_ZN,
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NCI_CORNER_XN_YP_ZN,
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NCI_CORNER_XN_YN_ZP,
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NCI_CORNER_XP_YN_ZP,
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NCI_CORNER_XP_YP_ZP,
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NCI_CORNER_XN_YP_ZP,
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NCI_EDGE_YN_ZN,
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NCI_EDGE_XP_ZN,
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NCI_EDGE_YP_ZN,
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NCI_EDGE_XN_ZN,
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NCI_EDGE_YN_ZP,
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NCI_EDGE_XP_ZP,
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NCI_EDGE_YP_ZP,
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NCI_EDGE_XN_ZP,
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NCI_EDGE_XN_YN,
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NCI_EDGE_XP_YN,
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NCI_EDGE_XP_YP,
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NCI_EDGE_XN_YP,
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NCI_FACE_X_POS,
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NCI_FACE_X_NEG,
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NCI_FACE_Y_POS,
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NCI_FACE_Y_NEG,
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NCI_FACE_Z_POS,
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NCI_FACE_Z_NEG,
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NCI_ARROW_LEFT,
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NCI_ARROW_RIGHT,
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NCI_ARROW_TOP,
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NCI_ARROW_BOTTOM,
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NCI_HOME,
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NCI_ROTATE_CW,
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NCI_ROTATE_CCW
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};
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private:
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void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software);
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void createAxisGeometry(bool software);
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void renderAxis(OpenGLContext* oglContext, const MatrixState& matrixState);
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void renderAxisImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState);
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void renderAxisLabels(OpenGLContext* oglContext, bool software, const MatrixState& matrixState);
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void renderCubeGeos(OpenGLContext* oglContext, bool software, const MatrixState& matrixState);
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void render2dItems(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software);
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void createCubeGeos();
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void createCubeFaceGeos(NavCubeFace face, Vec3f p1, Vec3f p2, Vec3f p3, Vec3f p4);
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ref<DrawableGeo> createQuadGeo(const Vec3f& v1, const Vec3f& v2, const Vec3f& v3, const Vec3f& v4, const Vec2f& t1, const Vec2f& t2, const Vec2f& t3, const Vec2f& t4);
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void navCubeCornerPoints(Vec3f points[8]);
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void create2dGeos();
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ref<DrawableGeo> create2dArrow(const Vec3f& start, const Vec3f& end);
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NavCubeItem navCubeItem(NavCubeFace face, NavCubeFaceItem item) const;
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void configureLocalCamera(Camera* camera, const Vec2i& position, const Vec2ui& size) const;
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void viewConfigurationFromNavCubeItem(NavCubeItem item, Vec3d* viewDir, Vec3d* up);
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Vec3d computeNewUpVector(const Vec3d& viewFrom, const Vec3d currentUp) const;
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size_t pickItem(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size) const;
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NavCubeItem pick2dItem(int winCoordX, int winCoordY, const Vec2i& position, const Vec2ui& size) const;
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void updateTextureBindings(OpenGLContext* oglContext, bool software);
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bool isFaceAlignedViewPoint() const;
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static Vec3d snapToAxis(const Vec3d& vector, const Vec3d* pPreferIfEqual = NULL);
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static bool vectorsParallelFuzzy(Vec3d v1, Vec3d v2);
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static int findClosestAxis(const Vec3d& vector);
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private:
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ref<Camera> m_camera; // This camera's view matrix will be used to orient the axis cross
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ref<Font> m_font;
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String m_xLabel; // Label to display on x axis, default 'x'
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String m_yLabel;
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String m_zLabel;
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Color3f m_textColor; // Text color
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Vec2ui m_size; // Pixel size of the nav cube area
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Vec3d m_homeViewDirection;
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Vec3d m_homeUp;
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Collection<DrawableGeo> m_cubeGeos; // These arrays have the same length
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std::vector<NavCubeItem> m_cubeItemType; // These arrays have the same length
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std::vector<NavCubeFace> m_cubeGeoFace; // These arrays have the same length
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ref<DrawableGeo> m_homeGeo; // These arrays have the same length
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Collection<DrawableGeo> m_2dGeos; // These arrays have the same length
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std::vector<NavCubeItem> m_2dItemType;
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ref<ShaderProgram> m_cubeGeoShader;
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ref<ShaderProgram> m_cubeGeoTextureShader;
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ref<DrawableVectors> m_axis;
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NavCubeItem m_hightlightItem; ///< The currently highlighted cube item (face, corner, edge, buttons)
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Vec3f m_upVector; ///< Specify the up vector, which is used for the orientation of the text and textures on the faces
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Vec3f m_frontVector; ///< Specify the front vector, which is used for the orientation of the top and bottom faces
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Color3f m_xFaceColor; ///< The color of the X_POS and X_NEG faces
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Color3f m_yFaceColor; ///< The color of the Y_POS and Y_NEG faces
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Color3f m_zFaceColor; ///< The color of the Z_POS and Z_NEG faces
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Color3f m_itemHighlightColor;
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Color3f m_2dItemsColor;
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std::map<NavCubeFace, ref<TextureImage> > m_faceTextures;
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std::map<NavCubeFace, ref<RenderState> > m_faceTextureBindings;
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};
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}
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