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https://github.com/OPM/ResInsight.git
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204 lines
7.0 KiB
C++
204 lines
7.0 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2018- Ceetron Solutions 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 "cafInternalLegendRenderTools.h"
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#include "cvfOpenGL.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.h"
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#include "cvfRenderStateBlending.h"
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#include "cvfShaderProgram.h"
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#include "cvfOpenGLContext.h"
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#include "cvfOpenGLResourceManager.h"
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#include <array>
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#include "cvfUniform.h"
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#include "cvfRenderState_FF.h"
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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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/// Render a semi transparent background frame
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//--------------------------------------------------------------------------------------------------
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void InternalLegendRenderTools::renderBackgroundUsingShaders(OpenGLContext* oglContext,
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const MatrixState& matrixState,
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const Vec2f& size,
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const Color4f& backgroundColor,
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const Color4f& backgroundFrameColor)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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RenderStateDepth depth(false);
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depth.applyOpenGL(oglContext);
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RenderStateLine line(1.0f);
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line.applyOpenGL(oglContext);
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RenderStateBlending blend;
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blend.configureTransparencyBlending();
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blend.applyOpenGL(oglContext);
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// Shader program
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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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std::array<Vec3f, 4> vertexArray ={
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Vec3f(1 , 1, 0.0f),
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Vec3f(size.x(), 1, 0.0f),
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Vec3f(size.x(), size.y(), 0.0f),
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Vec3f(1 , size.y(), 0.0f),
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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.data());
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// Draw frame background
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UniformFloat backgroundColorUniform("u_color", backgroundColor);
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shaderProgram->applyUniform(oglContext, backgroundColorUniform);
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// Triangle indices for the frame background
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static const ushort backgroundTriangleIndices[] = { 0, 1, 2, 2, 3, 0};
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glDrawRangeElements(GL_TRIANGLES, 0, 3, 6, GL_UNSIGNED_SHORT, backgroundTriangleIndices);
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// Draw frame border lines
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UniformFloat uniformColor("u_color", backgroundFrameColor);
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shaderProgram->applyUniform(oglContext, uniformColor);
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static const ushort frameLineIndices[] = { 0, 1,
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1, 2,
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2, 3,
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3, 0 };
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glDrawRangeElements(GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameLineIndices);
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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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RenderStateBlending resetblend;
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resetblend.applyOpenGL(oglContext);
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CVF_CHECK_OGL(oglContext);
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw a background rectangle using OGL 1.1 compatibility
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//--------------------------------------------------------------------------------------------------
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void InternalLegendRenderTools::renderBackgroundImmediateMode(OpenGLContext* oglContext,
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const Vec2f& size,
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const Color4f& backgroundColor,
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const Color4f& backgroundFrameColor)
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{
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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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RenderStateBlending blend;
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blend.configureTransparencyBlending();
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blend.applyOpenGL(oglContext);
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// Frame vertices
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std::array<Vec3f, 4> vertexArray = {
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Vec3f(1 , 1, 0.0f),
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Vec3f(size.x(), 1, 0.0f),
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Vec3f(size.x(), size.y(), 0.0f),
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Vec3f(1 , size.y(), 0.0f),
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};
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glColor4fv(backgroundColor.ptr());
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(vertexArray[0].ptr());
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glVertex3fv(vertexArray[1].ptr());
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glVertex3fv(vertexArray[2].ptr());
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glVertex3fv(vertexArray[3].ptr());
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glEnd();
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// Render Line around
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{
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glColor4fv(backgroundFrameColor.ptr());
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glBegin(GL_LINES);
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glVertex3fv(vertexArray[0].ptr());
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glVertex3fv(vertexArray[1].ptr());
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glVertex3fv(vertexArray[1].ptr());
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glVertex3fv(vertexArray[2].ptr());
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glVertex3fv(vertexArray[2].ptr());
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glVertex3fv(vertexArray[3].ptr());
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glVertex3fv(vertexArray[3].ptr());
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glVertex3fv(vertexArray[0].ptr());
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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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RenderStateBlending resetblend;
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resetblend.applyOpenGL(oglContext);
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CVF_CHECK_OGL(oglContext);
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}
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}
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