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526 lines
19 KiB
C++
526 lines
19 KiB
C++
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#include "cafCategoryLegend.h"
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#include "cafCategoryMapper.h"
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#include "cvfBase.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 "cafInternalLegendRenderTools.h"
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#include "cvfScalarMapper.h"
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#include <QDebug>
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#include <cmath>
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using namespace cvf;
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namespace caf
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{
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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CategoryLegend::CategoryLegend( Font* font, const CategoryMapper* categoryMapper )
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: TitledOverlayFrame( font, 200, 200 )
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, m_categoryMapper( categoryMapper )
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, m_Layout( Vec2ui( 200u, 200u ) )
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{
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CVF_ASSERT( font );
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CVF_ASSERT( !font->isEmpty() );
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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CategoryLegend::~CategoryLegend()
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{
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// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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size_t CategoryLegend::categoryCount() const
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{
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if ( m_categoryMapper.notNull() )
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{
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return m_categoryMapper->categoryCount();
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}
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return 0;
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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 CategoryLegend::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 CategoryLegend::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 CategoryLegend::pick( int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size )
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{
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Recti oglRect( position, size.x(), size.y() );
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OverlayColorLegendLayoutInfo layoutInViewPortCoords( Vec2ui( oglRect.width(), oglRect.height() ) );
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layoutInfo( &layoutInViewPortCoords );
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Vec2i legendBarOrigin = oglRect.min();
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legendBarOrigin.x() += static_cast<uint>( layoutInViewPortCoords.colorBarRect.min().x() );
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legendBarOrigin.y() += static_cast<uint>( layoutInViewPortCoords.colorBarRect.min().y() );
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Recti legendBarRect = Recti( legendBarOrigin,
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static_cast<uint>( layoutInViewPortCoords.colorBarRect.width() ),
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static_cast<uint>( layoutInViewPortCoords.colorBarRect.height() ) );
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if ( ( oglXCoord > legendBarRect.min().x() ) && ( oglXCoord < legendBarRect.max().x() ) &&
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( oglYCoord > legendBarRect.min().y() ) && ( oglYCoord < legendBarRect.max().y() ) )
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{
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return true;
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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 CategoryLegend::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 )
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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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m_Layout = OverlayColorLegendLayoutInfo( size );
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layoutInfo( &m_Layout );
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m_textDrawer = new TextDrawer( this->font() );
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// Set up text drawer
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float maxLegendRightPos = 0;
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setupTextDrawer( m_textDrawer.p(), &m_Layout );
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Vec2f backgroundSize( size );
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// Do the actual rendering
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if ( software )
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{
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if ( this->backgroundEnabled() )
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InternalLegendRenderTools::renderBackgroundImmediateMode( oglContext,
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backgroundSize,
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this->backgroundColor(),
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this->backgroundFrameColor() );
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renderLegendImmediateMode( oglContext, &m_Layout );
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m_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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if ( this->backgroundEnabled() )
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InternalLegendRenderTools::renderBackgroundUsingShaders( oglContext,
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matrixState,
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backgroundSize,
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this->backgroundColor(),
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this->backgroundFrameColor() );
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renderLegendUsingShaders( oglContext, &m_Layout, matrixState );
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m_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 CategoryLegend::setupTextDrawer( TextDrawer* textDrawer, const OverlayColorLegendLayoutInfo* layout )
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{
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if ( m_categoryMapper.isNull() )
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{
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return;
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}
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CVF_ASSERT( layout );
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textDrawer->setVerticalAlignment( TextDrawer::CENTER );
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textDrawer->setTextColor( this->textColor() );
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m_visibleCategoryLabels.clear();
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const float textX = layout->tickEndX + layout->tickTextLeadSpace;
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const float overlapTolerance = 1.2f * layout->charHeight;
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float lastVisibleTextY = 0.0;
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CVF_ASSERT( m_categoryMapper.notNull() );
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size_t numLabels = m_categoryMapper->categoryCount();
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float categoryHeight = static_cast<float>( layout->colorBarRect.height() / numLabels );
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for ( size_t it = 0; it < numLabels; it++ )
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{
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float textY = static_cast<float>( layout->colorBarRect.min().y() + it * categoryHeight + categoryHeight / 2 );
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// Always draw first and last tick label. For all others, skip drawing if text ends up
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// on top of the previous label.
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if ( it != 0 && it != ( numLabels - 1 ) )
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{
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if ( cvf::Math::abs( textY - lastVisibleTextY ) < overlapTolerance )
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{
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m_visibleCategoryLabels.push_back( false );
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continue;
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}
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// Make sure it does not overlap the last tick as well
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float lastTickY = static_cast<float>( layout->colorBarRect.max().y() );
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if ( cvf::Math::abs( textY - lastTickY ) < overlapTolerance )
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{
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m_visibleCategoryLabels.push_back( false );
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continue;
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}
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}
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size_t inverseIndex = numLabels - 1 - it;
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String displayText = m_categoryMapper->textForCategoryIndex( inverseIndex );
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Vec2f pos( textX, textY );
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textDrawer->addText( displayText, pos );
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lastVisibleTextY = textY;
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m_visibleCategoryLabels.push_back( true );
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}
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float titleY = static_cast<float>( layout->overallLegendSize.y() ) - layout->margins.y() - layout->charHeight / 2.0f;
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for ( size_t it = 0; it < this->titleStrings().size(); it++ )
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{
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Vec2f pos( layout->margins.x(), titleY );
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textDrawer->addText( this->titleStrings()[it], pos );
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titleY -= layout->lineSpacing;
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw the legend using shader programs
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::renderLegendUsingShaders( OpenGLContext* oglContext,
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OverlayColorLegendLayoutInfo* layout,
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const MatrixState& matrixState )
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{
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CVF_CALLSITE_OPENGL( oglContext );
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CVF_TIGHT_ASSERT( layout );
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CVF_TIGHT_ASSERT( layout->overallLegendSize.x() > 0 );
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CVF_TIGHT_ASSERT( layout->overallLegendSize.y() > 0 );
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RenderStateDepth depth( false );
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depth.applyOpenGL( oglContext );
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RenderStateLine line( static_cast<float>( this->lineWidth() ) );
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line.applyOpenGL( oglContext );
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// All vertices. Initialized here to set Z to zero once and for all.
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static float vertexArray[] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
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// Per vector convenience pointers
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float* v0 = &vertexArray[0];
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float* v1 = &vertexArray[3];
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float* v2 = &vertexArray[6];
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float* v3 = &vertexArray[9];
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float* v4 = &vertexArray[12];
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// Constant coordinates
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v0[0] = v3[0] = layout->tickStartX;
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v1[0] = v4[0] = layout->tickMidX;
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// Connects
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static const ushort trianglesConnects[] = { 0, 1, 4, 0, 4, 3 };
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ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram( oglContext );
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CVF_TIGHT_ASSERT( shaderProgram.notNull() );
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if ( shaderProgram->useProgram( oglContext ) )
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{
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shaderProgram->clearUniformApplyTracking();
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shaderProgram->applyFixedUniforms( oglContext, matrixState );
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}
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glEnableVertexAttribArray( ShaderProgram::VERTEX );
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glVertexAttribPointer( ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray );
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// Render color bar as one colored quad per pixel
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int legendHeightPixelCount = static_cast<int>( layout->colorBarRect.height() );
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if ( m_categoryMapper.notNull() )
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{
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int iPx;
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for ( iPx = 0; iPx < legendHeightPixelCount; iPx++ )
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{
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double normalizedValue = ( iPx + 0.5 ) / legendHeightPixelCount;
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double invertedNormalizedValue = 1.0 - normalizedValue;
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const Color3ub& clr = m_categoryMapper->mapToColor( m_categoryMapper->domainValue( invertedNormalizedValue ) );
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float y0 = static_cast<float>( layout->colorBarRect.min().y() + iPx );
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float y1 = static_cast<float>( layout->colorBarRect.min().y() + iPx + 1 );
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// Dynamic coordinates for rectangle
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v0[1] = v1[1] = y0;
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v3[1] = v4[1] = y1;
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// Draw filled rectangle elements
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{
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UniformFloat uniformColor( "u_color", Color4f( Color3f( clr ) ) );
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shaderProgram->applyUniform( oglContext, uniformColor );
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#ifdef CVF_OPENGL_ES
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glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, trianglesConnects );
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#else
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glDrawRangeElements( GL_TRIANGLES, 0, 4, 6, GL_UNSIGNED_SHORT, trianglesConnects );
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#endif
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}
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}
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}
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// Render frame
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// Dynamic coordinates for tickmarks-lines
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bool isRenderingFrame = true;
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if ( isRenderingFrame )
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{
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v0[0] = v2[0] = layout->colorBarRect.min().x() - 0.5f;
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v1[0] = v3[0] = layout->colorBarRect.max().x() - 0.5f;
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v0[1] = v1[1] = layout->colorBarRect.min().y() - 0.5f;
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v2[1] = v3[1] = layout->colorBarRect.max().y() - 0.5f;
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static const ushort frameConnects[] = { 0, 1, 1, 3, 3, 2, 2, 0 };
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UniformFloat uniformColor( "u_color", Color4f( this->lineColor() ) );
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shaderProgram->applyUniform( oglContext, uniformColor );
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#ifdef CVF_OPENGL_ES
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glDrawElements( GL_LINES, 8, GL_UNSIGNED_SHORT, frameConnects );
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#else
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glDrawRangeElements( GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameConnects );
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#endif
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}
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glDisableVertexAttribArray( ShaderProgram::VERTEX );
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CVF_TIGHT_ASSERT( shaderProgram.notNull() );
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shaderProgram->useNoProgram( oglContext );
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// Reset render states
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RenderStateDepth resetDepth;
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resetDepth.applyOpenGL( oglContext );
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RenderStateLine resetLine;
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resetLine.applyOpenGL( oglContext );
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CVF_CHECK_OGL( oglContext );
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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 CategoryLegend::renderLegendImmediateMode( OpenGLContext* oglContext, OverlayColorLegendLayoutInfo* layout )
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{
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#ifdef CVF_OPENGL_ES
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CVF_UNUSED( layout );
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CVF_FAIL_MSG( "Not supported on OpenGL ES" );
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#else
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CVF_TIGHT_ASSERT( layout );
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CVF_TIGHT_ASSERT( layout->overallLegendSize.x() > 0 );
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CVF_TIGHT_ASSERT( layout->overallLegendSize.y() > 0 );
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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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// All vertices. Initialized here to set Z to zero once and for all.
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static float vertexArray[] = {
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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};
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// Per vector convenience pointers
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float* v0 = &vertexArray[0];
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float* v1 = &vertexArray[3];
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float* v2 = &vertexArray[6];
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float* v3 = &vertexArray[9];
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float* v4 = &vertexArray[12];
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// Constant coordinates
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v0[0] = v3[0] = layout->tickStartX;
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v1[0] = v4[0] = layout->tickMidX;
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// Render color bar as one colored quad per pixel
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int legendHeightPixelCount = static_cast<int>( layout->colorBarRect.height() );
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if ( m_categoryMapper.notNull() )
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{
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int iPx;
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for ( iPx = 0; iPx < legendHeightPixelCount; iPx++ )
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{
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double normalizedValue = ( iPx + 0.5 ) / legendHeightPixelCount;
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double invertedNormalizedValue = 1.0 - normalizedValue;
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const Color3ub& clr = m_categoryMapper->mapToColor( m_categoryMapper->domainValue( invertedNormalizedValue ) );
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float y0 = static_cast<float>( layout->colorBarRect.min().y() + iPx );
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float y1 = static_cast<float>( layout->colorBarRect.min().y() + iPx + 1 );
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// Dynamic coordinates for rectangle
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v0[1] = v1[1] = y0;
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v3[1] = v4[1] = y1;
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// Draw filled rectangle elements
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glColor3ubv( clr.ptr() );
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glBegin( GL_TRIANGLE_FAN );
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glVertex3fv( v0 );
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glVertex3fv( v1 );
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glVertex3fv( v4 );
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glVertex3fv( v3 );
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glEnd();
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}
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}
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// Render frame
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// Dynamic coordinates for tickmarks-lines
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bool isRenderingFrame = true;
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if ( isRenderingFrame )
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{
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v0[0] = v2[0] = layout->colorBarRect.min().x() - 0.5f;
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v1[0] = v3[0] = layout->colorBarRect.max().x() - 0.5f;
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v0[1] = v1[1] = layout->colorBarRect.min().y() - 0.5f;
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v2[1] = v3[1] = layout->colorBarRect.max().y() - 0.5f;
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glColor3fv( this->textColor().ptr() );
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glBegin( GL_LINES );
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glVertex3fv( v0 );
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glVertex3fv( v1 );
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glVertex3fv( v1 );
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glVertex3fv( v3 );
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glVertex3fv( v3 );
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glVertex3fv( v2 );
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glVertex3fv( v2 );
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glVertex3fv( v0 );
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glEnd();
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}
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// Reset render states
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RenderStateLighting_FF resetLighting;
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resetLighting.applyOpenGL( oglContext );
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RenderStateDepth resetDepth;
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resetDepth.applyOpenGL( oglContext );
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CVF_CHECK_OGL( oglContext );
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#endif // CVF_OPENGL_ES
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}
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//--------------------------------------------------------------------------------------------------
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/// Get layout information
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::layoutInfo( OverlayColorLegendLayoutInfo* layout )
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{
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CVF_TIGHT_ASSERT( layout );
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ref<Glyph> glyph = this->font()->getGlyph( L'A' );
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layout->charHeight = static_cast<float>( glyph->height() );
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layout->lineSpacing = layout->charHeight * 1.5f;
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layout->margins = Vec2f( 8.0f, 8.0f );
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layout->tickTextLeadSpace = 5.0f;
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float colorBarWidth = 25.0f;
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float colorBarHeight = static_cast<float>( layout->overallLegendSize.y() ) - 2 * layout->margins.y() -
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static_cast<float>( this->titleStrings().size() ) * layout->lineSpacing - layout->lineSpacing;
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layout->colorBarRect =
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Rectf( layout->margins.x(), layout->margins.y() + layout->charHeight / 2.0f, colorBarWidth, colorBarHeight );
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layout->tickStartX = layout->margins.x();
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layout->tickMidX = layout->margins.x() + layout->colorBarRect.width();
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layout->tickEndX = layout->tickMidX + 5;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::Vec2ui CategoryLegend::preferredSize()
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{
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OverlayColorLegendLayoutInfo layout( { 200, 200 } ); // Use default size
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layoutInfo( &layout );
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float prefferredYSize = 2 * layout.margins.y() + layout.lineSpacing * ( this->titleStrings().size() ) +
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1.5f * layout.lineSpacing * ( m_categoryMapper->categoryCount() + 1 );
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unsigned int maxTickTextWidth = 0;
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for ( size_t cIdx = 0; cIdx < m_categoryMapper->categoryCount(); ++cIdx )
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{
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cvf::String cathegoryText = m_categoryMapper->textForCategoryIndex( cIdx );
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unsigned int textWidth = this->font()->textExtent( cathegoryText ).x();
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maxTickTextWidth = maxTickTextWidth < textWidth ? textWidth : maxTickTextWidth;
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}
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float prefferredXSize = layout.tickEndX + layout.margins.x() + layout.tickTextLeadSpace + maxTickTextWidth;
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for ( const cvf::String& titleLine : titleStrings() )
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{
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float titleWidth = this->font()->textExtent( titleLine ).x() + 2 * layout.margins.x();
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prefferredXSize = prefferredXSize < titleWidth ? titleWidth : prefferredXSize;
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}
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prefferredXSize = std::min( prefferredXSize, 400.0f );
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return { (unsigned int)( std::ceil( prefferredXSize ) ), (unsigned int)( std::ceil( prefferredYSize ) ) };
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}
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} // namespace caf
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