ResInsight/Fwk/AppFwk/cafVizExtensions/cafInternalLegendRenderTools.cpp

204 lines
7.0 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2018- Ceetron Solutions AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cafInternalLegendRenderTools.h"
#include "cvfOpenGL.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStateLine.h"
#include "cvfRenderStateBlending.h"
#include "cvfShaderProgram.h"
#include "cvfOpenGLContext.h"
#include "cvfOpenGLResourceManager.h"
#include <array>
#include "cvfUniform.h"
#include "cvfRenderState_FF.h"
using namespace cvf;
namespace caf
{
//--------------------------------------------------------------------------------------------------
/// Render a semi transparent background frame
//--------------------------------------------------------------------------------------------------
void InternalLegendRenderTools::renderBackgroundUsingShaders(OpenGLContext* oglContext,
const MatrixState& matrixState,
const Vec2f& size,
const Color4f& backgroundColor,
const Color4f& backgroundFrameColor)
{
CVF_CALLSITE_OPENGL(oglContext);
RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
RenderStateLine line(1.0f);
line.applyOpenGL(oglContext);
RenderStateBlending blend;
blend.configureTransparencyBlending();
blend.applyOpenGL(oglContext);
// Shader program
ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram(oglContext);
CVF_TIGHT_ASSERT(shaderProgram.notNull());
if (shaderProgram->useProgram(oglContext))
{
shaderProgram->clearUniformApplyTracking();
shaderProgram->applyFixedUniforms(oglContext, matrixState);
}
std::array<Vec3f, 4> vertexArray ={
Vec3f(1 , 1, 0.0f),
Vec3f(size.x(), 1, 0.0f),
Vec3f(size.x(), size.y(), 0.0f),
Vec3f(1 , size.y(), 0.0f),
};
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(ShaderProgram::VERTEX);
glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray.data());
// Draw frame background
UniformFloat backgroundColorUniform("u_color", backgroundColor);
shaderProgram->applyUniform(oglContext, backgroundColorUniform);
// Triangle indices for the frame background
static const ushort backgroundTriangleIndices[] = { 0, 1, 2, 2, 3, 0};
glDrawRangeElements(GL_TRIANGLES, 0, 3, 6, GL_UNSIGNED_SHORT, backgroundTriangleIndices);
// Draw frame border lines
UniformFloat uniformColor("u_color", backgroundFrameColor);
shaderProgram->applyUniform(oglContext, uniformColor);
static const ushort frameLineIndices[] = { 0, 1,
1, 2,
2, 3,
3, 0 };
glDrawRangeElements(GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameLineIndices);
glDisableVertexAttribArray(ShaderProgram::VERTEX);
CVF_TIGHT_ASSERT(shaderProgram.notNull());
shaderProgram->useNoProgram(oglContext);
// Reset render states
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
RenderStateLine resetLine;
resetLine.applyOpenGL(oglContext);
RenderStateBlending resetblend;
resetblend.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
/// Draw a background rectangle using OGL 1.1 compatibility
//--------------------------------------------------------------------------------------------------
void InternalLegendRenderTools::renderBackgroundImmediateMode(OpenGLContext* oglContext,
const Vec2f& size,
const Color4f& backgroundColor,
const Color4f& backgroundFrameColor)
{
RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
RenderStateLighting_FF lighting(false);
lighting.applyOpenGL(oglContext);
RenderStateBlending blend;
blend.configureTransparencyBlending();
blend.applyOpenGL(oglContext);
// Frame vertices
std::array<Vec3f, 4> vertexArray = {
Vec3f(1 , 1, 0.0f),
Vec3f(size.x(), 1, 0.0f),
Vec3f(size.x(), size.y(), 0.0f),
Vec3f(1 , size.y(), 0.0f),
};
glColor4fv(backgroundColor.ptr());
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(vertexArray[0].ptr());
glVertex3fv(vertexArray[1].ptr());
glVertex3fv(vertexArray[2].ptr());
glVertex3fv(vertexArray[3].ptr());
glEnd();
// Render Line around
{
glColor4fv(backgroundFrameColor.ptr());
glBegin(GL_LINES);
glVertex3fv(vertexArray[0].ptr());
glVertex3fv(vertexArray[1].ptr());
glVertex3fv(vertexArray[1].ptr());
glVertex3fv(vertexArray[2].ptr());
glVertex3fv(vertexArray[2].ptr());
glVertex3fv(vertexArray[3].ptr());
glVertex3fv(vertexArray[3].ptr());
glVertex3fv(vertexArray[0].ptr());
glEnd();
}
// Reset render states
RenderStateLighting_FF resetLighting;
resetLighting.applyOpenGL(oglContext);
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
RenderStateBlending resetblend;
resetblend.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
}
}