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285 lines
10 KiB
C++
285 lines
10 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 "cvfViewport.h"
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#include "cvfOpenGL.h"
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#include "cvfMath.h"
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::Viewport
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/// \ingroup Render
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///
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/// An OpenGL viewport.
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///
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/// Stores the viewport dimensions and the clear options (flags, color, depth, etc.).
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/// Use the activate() method to apply the settings to OpenGL. This will setup the viewport and
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/// clear it according to the clear flags.
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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Viewport::Viewport()
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: m_x(0),
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m_y(0),
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m_width(0),
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m_height(0),
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m_clearColor(0.69f, 0.77f, 0.87f, 1.0f),
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m_clearDepth(1.0f),
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m_clearStencil(0)
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{
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}
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//--------------------------------------------------------------------------------------------------
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/// Specify the position and dimensions of the viewport
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///
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/// The window coordinates (x,y) are in OpenGL style coordinates, which means a right handed
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/// coordinate system with the origin in the lower left corner of the window.
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//--------------------------------------------------------------------------------------------------
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void Viewport::set(int x, int y, uint width, uint height)
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{
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m_x = x;
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m_y = y;
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m_width = width;
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m_height = height;
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}
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//--------------------------------------------------------------------------------------------------
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/// Specify the clear color to use for the color buffer
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//--------------------------------------------------------------------------------------------------
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void Viewport::setClearColor(Color4f color)
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{
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// Note: Clear of non-normalized buffers (e.g. RGBA32F) attached to an FBO allows clearing
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// other values than [0-1]. The GL spec is a bit vague on this, but it seems to work fine.
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// As an alternative glClearBuffer() should maybe be used. Will be considered when refactoring
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// Viewport (moving clear color etc).
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//
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// CVF_ASSERT(color.isValid());
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m_clearColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get the x coordinate of the lower left corner of the viewport
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//--------------------------------------------------------------------------------------------------
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int Viewport::x() const
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{
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return m_x;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get the y coordinate of the lower left corner of the viewport
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//--------------------------------------------------------------------------------------------------
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int Viewport::y() const
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{
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return m_y;
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}
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//--------------------------------------------------------------------------------------------------
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/// Get the width of the viewport
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//--------------------------------------------------------------------------------------------------
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uint Viewport::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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/// Get the height of the viewport
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//--------------------------------------------------------------------------------------------------
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uint Viewport::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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/// Get the aspect ratio (width / height)
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//--------------------------------------------------------------------------------------------------
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double Viewport::aspectRatio() const
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{
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if (height() <= 0)
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{
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return 1.0;
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}
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return static_cast<double>(width())/static_cast<double>(height());
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the current clear color used for the color buffer
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//--------------------------------------------------------------------------------------------------
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Color4f Viewport::clearColor() const
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{
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return m_clearColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Convert ClearMode to corresponding OpenGL GLbitfield
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//--------------------------------------------------------------------------------------------------
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cvfGLbitfield Viewport::clearFlagsOpenGL(ClearMode clearMode)
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{
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switch (clearMode)
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{
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case DO_NOT_CLEAR: return 0;
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case CLEAR_COLOR: return GL_COLOR_BUFFER_BIT;
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case CLEAR_DEPTH: return GL_DEPTH_BUFFER_BIT;
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case CLEAR_STENCIL: return GL_STENCIL_BUFFER_BIT;
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case CLEAR_COLOR_DEPTH: return (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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case CLEAR_COLOR_STENCIL: return (GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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case CLEAR_DEPTH_STENCIL: return (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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case CLEAR_COLOR_DEPTH_STENCIL: return (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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default: CVF_FAIL_MSG("Unhandled clear mode");
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}
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return 0;
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}
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//--------------------------------------------------------------------------------------------------
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/// Specify the viewport setting to OpenGL and clear the view port according to the clear flags
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//--------------------------------------------------------------------------------------------------
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void Viewport::applyOpenGL(OpenGLContext* oglContext, ClearMode clearMode)
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{
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CVF_CHECK_OGL(oglContext);
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glViewport(static_cast<GLsizei>(m_x), static_cast<GLsizei>(m_y), static_cast<GLsizei>(m_width), static_cast<GLsizei>(m_height));
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CVF_CHECK_OGL(oglContext);
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GLbitfield clearFlags = clearFlagsOpenGL(clearMode);
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if (clearFlags != 0)
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{
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if (clearFlags & GL_COLOR_BUFFER_BIT)
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{
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(m_clearColor.r(), m_clearColor.g(), m_clearColor.b(), m_clearColor.a());
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}
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if (clearFlags & GL_DEPTH_BUFFER_BIT)
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{
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glDepthMask(GL_TRUE);
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#ifndef CVF_OPENGL_ES
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glClearDepth(m_clearDepth);
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#endif // CVF_OPENGL_ES
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}
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if (clearFlags & GL_STENCIL_BUFFER_BIT)
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{
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glStencilMask(0xffffffff);
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glClearStencil(m_clearStencil);
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}
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// Must setup a scissor since the clear calls disregard the viewport settings
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GLboolean scissorWasOn = glIsEnabled(GL_SCISSOR_TEST);
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int scissorBox[4] = {0, 0, -1, -1};
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glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
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glScissor(static_cast<GLsizei>(m_x), static_cast<GLsizei>(m_y), static_cast<GLsizei>(m_width), static_cast<GLsizei>(m_height));
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glEnable(GL_SCISSOR_TEST);
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// Do the actual clear
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glClear(clearFlags);
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// {
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// // Code to draw a full screen quad into color buffer using FF
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// // Experimented with this code when seeing problems with rendering to texture on ATI Catalys 11.3 where
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// // it seemed that lazy clearing of color buffer was causing problems with depth peeling and glGenerateMipmap()
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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//
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// glDisable(GL_DEPTH_TEST);
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// glDepthMask(GL_FALSE);
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// glDisable(GL_LIGHTING);
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// glColor3f(0, 1, 0);
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//
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// glBegin(GL_QUADS);
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// {
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// glVertex2f(-1.0, -1.0);
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// glVertex2f( 1.0, -1.0);
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// glVertex2f( 1.0, 1.0);
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// glVertex2f(-1.0, 1.0);
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// }
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// glEnd();
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//
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// glEnable(GL_DEPTH_TEST);
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// glDepthMask(GL_TRUE);
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// }
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// Restore scissor settings
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if (!scissorWasOn) glDisable(GL_SCISSOR_TEST);
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glScissor(scissorBox[0], scissorBox[1], scissorBox[2], scissorBox[3]);
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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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//--------------------------------------------------------------------------------------------------
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String Viewport::debugString() const
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{
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String str = "Viewport: ";
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str += "\n Pos: x=" + String(m_x) + ", y=" + String(m_y);
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str += "\n Size: x=" + String(m_width) + ", y=" + String(m_height);
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str += "\n ClearColor: " + String(m_clearColor.r()) + ", " + String(m_clearColor.g()) + ", " + String(m_clearColor.b()) + ", " + String(m_clearColor.a());
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str += "\n m_clearDepth: " + String(m_clearDepth);
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str += "\n m_clearStencil: " + String(m_clearStencil);
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return str;
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}
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} // namespace cvf
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