ResInsight/Fwk/VizFwk/LibRender/cvfOverlayAxisCross.cpp
Sigurd Pettersen ce9a65ee41
VizFwk housekeeping (#11026)
Housekeeping in VizFwk in preparation for introducing support for QOpenGLWidget and Qt6

* Adjusted unit tests to changes in source code
* Use Qt5 as default and removed copying of Qt DLLs
* Removed support for Qt4
* Removed the CVF_OPENGL_ES define. If we ever want to re-introduce support fro OpenGLES/Angle it should be handled differently.
*Added include of <locale.h>
* Added target for running Glsl2Include in order to build cvfShaderSourceStrings.h
* Removed all usage of CVF_USING_CMAKE
* Removed visual studio project files
2024-01-09 14:38:57 +01:00

376 lines
14 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron 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 "cvfBase.h"
#include "cvfOverlayAxisCross.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfGeometryBuilderDrawableGeo.h"
#include "cvfGeometryUtils.h"
#include "cvfViewport.h"
#include "cvfCamera.h"
#include "cvfTextDrawer.h"
#include "cvfFont.h"
#include "cvfShaderProgram.h"
#include "cvfUniform.h"
#include "cvfMatrixState.h"
#include "cvfDrawableVectors.h"
#include "cvfGeometryBuilderTriangles.h"
#include "cvfArrowGenerator.h"
#include "cvfBufferObjectManaged.h"
#include "cvfDrawableText.h"
#include "cvfRenderState_FF.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::OverlayAxisCross
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
/// Constructor
//--------------------------------------------------------------------------------------------------
OverlayAxisCross::OverlayAxisCross(Camera* camera, Font* font)
: m_camera(camera),
m_xLabel("x"),
m_yLabel("y"),
m_zLabel("z"),
m_textColor(Color3::BLACK),
m_font(font),
m_size(120, 120)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OverlayAxisCross::~OverlayAxisCross()
{
// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::setAxisLabels( const String& xLabel, const String& yLabel, const String& zLabel )
{
// Clipping of axis label text is depends on m_size and
// z-part of axisMatrix.setTranslation(Vec3d(0, 0, -4.4)) defined in OverlayAxisCross::render()
CVF_ASSERT (xLabel.size() < 7 && yLabel.size() < 7 && zLabel.size() < 7);
m_xLabel = xLabel;
m_yLabel = yLabel;
m_zLabel = zLabel;
}
//--------------------------------------------------------------------------------------------------
/// Set color of the axis labels
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::setAxisLabelsColor(const Color3f& color)
{
m_textColor = color;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui OverlayAxisCross::sizeHint()
{
return m_size;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::setSize(const Vec2ui& size)
{
m_size = size;
}
//--------------------------------------------------------------------------------------------------
/// Hardware rendering using shader programs
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
Mat4d viewMatrix = m_camera->viewMatrix();
render(oglContext, position, size, false, viewMatrix);
}
//--------------------------------------------------------------------------------------------------
/// Software rendering
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
Mat4d viewMatrix = m_camera->viewMatrix();
render(oglContext, position, size, true, viewMatrix);
}
//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software, const Mat4d& viewMatrix)
{
if (size.x() <= 0 || size.y() <= 0)
{
return;
}
if (m_axis.isNull())
{
createAxisGeometry(software);
}
// Position the camera far enough away to make the axis and the text fit within the viewport
Mat4d axisMatrix = viewMatrix;
axisMatrix.setTranslation(Vec3d(-0.4, 0, -4.4));
// Setup camera
Camera cam;
cam.setProjectionAsPerspective(40.0, 0.05, 100.0);
cam.setViewMatrix(axisMatrix);
cam.setViewport(position.x(), position.y(), size.x(), size.y());
// Setup viewport
cam.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH);
cam.applyOpenGL();
// Do the actual rendering
// -----------------------------------------------
MatrixState matrixState(cam);
if (software)
{
renderAxisImmediateMode(oglContext, matrixState);
}
else
{
renderAxis(oglContext, matrixState);
}
renderAxisLabels(oglContext, software, matrixState);
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::renderAxis(OpenGLContext* oglContext, const MatrixState& matrixState)
{
CVF_ASSERT(m_axis.notNull());
CVF_ASSERT(m_xAxisTriangle.notNull());
CVF_ASSERT(m_yAxisTriangle.notNull());
OpenGLResourceManager* resourceManager = oglContext->resourceManager();
ref<ShaderProgram> vectorProgram = resourceManager->getLinkedVectorDrawerShaderProgram(oglContext);
if (vectorProgram->useProgram(oglContext))
{
vectorProgram->clearUniformApplyTracking();
vectorProgram->applyFixedUniforms(oglContext, matrixState);
}
// Draw X, Y and Z vectors
m_axis->render(oglContext, vectorProgram.p(), matrixState);
// Draw X axis triangle
ref<ShaderProgram> triangleProgram = resourceManager->getLinkedUnlitColorShaderProgram(oglContext);
if (triangleProgram->useProgram(oglContext))
{
triangleProgram->clearUniformApplyTracking();
triangleProgram->applyFixedUniforms(oglContext, matrixState);
}
UniformFloat xUniformColor("u_color", Color4f(Color3::RED));
triangleProgram->applyUniform(oglContext, xUniformColor);
m_xAxisTriangle->render(oglContext, triangleProgram.p(), matrixState);
// Draw Y axis triangle
UniformFloat yUniformColor("u_color", Color4f(Color3::GREEN));
triangleProgram->applyUniform(oglContext, yUniformColor);
m_yAxisTriangle->render(oglContext, triangleProgram.p(), matrixState);
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::renderAxisImmediateMode(OpenGLContext* oglContext, const MatrixState& matrixState)
{
m_axis->renderImmediateMode(oglContext, matrixState);
// Draw X axis triangle
RenderStateMaterial_FF xMaterial(RenderStateMaterial_FF::PURE_RED);
xMaterial.applyOpenGL(oglContext);
m_xAxisTriangle->renderImmediateMode(oglContext, matrixState);
// Draw Y axis triangle
RenderStateMaterial_FF yMaterial(RenderStateMaterial_FF::PURE_GREEN);
yMaterial.applyOpenGL(oglContext);
m_yAxisTriangle->renderImmediateMode(oglContext, matrixState);
}
//--------------------------------------------------------------------------------------------------
/// Create the geometry used to draw the axis (vector arrows) and the two triangles
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::createAxisGeometry(bool software)
{
CVF_ASSERT(m_axis.isNull());
// Axis colors
ref<Color3fArray> colorArray = new Color3fArray;
colorArray->resize(3);
colorArray->set(0, Color3::RED); // X axis
colorArray->set(1, Color3::GREEN); // Y axis
colorArray->set(2, Color3::BLUE); // Z axis
// Positions of the vectors - All in origo
ref<cvf::Vec3fArray> vertexArray = new Vec3fArray;
vertexArray->resize(3);
vertexArray->set(0, Vec3f(0.0f, 0.0f, 0.0f)); // X axis
vertexArray->set(1, Vec3f(0.0f, 0.0f, 0.0f)); // Y axis
vertexArray->set(2, Vec3f(0.0f, 0.0f, 0.0f)); // Z axis
// Direction & magnitude of the vectors
ref<cvf::Vec3fArray> vectorArray = new Vec3fArray;
vectorArray->resize(3);
vectorArray->set(0, Vec3f::X_AXIS); // X axis
vectorArray->set(1, Vec3f::Y_AXIS); // Y axis
vectorArray->set(2, Vec3f::Z_AXIS); // Z axis
// Create the arrow glyph for the vector drawer
GeometryBuilderTriangles arrowBuilder;
ArrowGenerator gen;
gen.setShaftRelativeRadius(0.045f);
gen.setHeadRelativeRadius(0.12f);
gen.setHeadRelativeLength(0.2f);
gen.setNumSlices(30);
gen.generate(&arrowBuilder);
if (software)
{
m_axis = new DrawableVectors();
}
else
{
m_axis = new DrawableVectors("u_transformationMatrix", "u_color");
}
m_axis->setVectors(vertexArray.p(), vectorArray.p());
m_axis->setColors(colorArray.p());
m_axis->setGlyph(arrowBuilder.trianglesUShort().p(), arrowBuilder.vertices().p());
// X axis triangle
GeometryBuilderDrawableGeo xAxisTriBuilder;
xAxisTriBuilder.addTriangle(0, 1, 2);
Vec3fArray xAxisTriVerts;
xAxisTriVerts.resize(3);
xAxisTriVerts[0] = Vec3f(0, 0, 0);
xAxisTriVerts[1] = Vec3f(0.5f, 0, 0);
xAxisTriVerts[2] = Vec3f(0.2f, 0.2f, 0);
xAxisTriBuilder.addVertices(xAxisTriVerts);
m_xAxisTriangle = xAxisTriBuilder.drawableGeo();
// Y axis triangle
GeometryBuilderDrawableGeo yAxisTriBuilder;
yAxisTriBuilder.addTriangle(0, 1, 2);
Vec3fArray yAxisTriVerts;
yAxisTriVerts.resize(3);
yAxisTriVerts[0] = Vec3f(0, 0, 0);
yAxisTriVerts[1] = Vec3f(0.2f, 0.2f, 0);
yAxisTriVerts[2] = Vec3f(0, 0.4f, 0);
yAxisTriBuilder.addVertices(yAxisTriVerts);
m_yAxisTriangle = yAxisTriBuilder.drawableGeo();
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis labels
//--------------------------------------------------------------------------------------------------
void OverlayAxisCross::renderAxisLabels(OpenGLContext* oglContext, bool software, const MatrixState& matrixState)
{
// Multiply with 1.08 will slightly pull the labels away from the corresponding arrow head
Vec3f xPos(1.08f, 0, 0);
Vec3f yPos(0, 1.08f, 0);
Vec3f zPos(0, 0, 1.08f);
DrawableText drawableText;
drawableText.setFont(m_font.p());
drawableText.setCheckPosVisible(false);
drawableText.setDrawBorder(false);
drawableText.setDrawBackground(false);
drawableText.setVerticalAlignment(TextDrawer::CENTER);
drawableText.setTextColor(m_textColor);
if (!m_xLabel.isEmpty()) drawableText.addText(m_xLabel, xPos);
if (!m_yLabel.isEmpty()) drawableText.addText(m_yLabel, yPos);
if (!m_zLabel.isEmpty()) drawableText.addText(m_zLabel, zPos);
// Do the actual rendering
// -----------------------------------------------
if (software)
{
drawableText.renderSoftware(oglContext, matrixState);
}
else
{
ref<ShaderProgram> textShader = oglContext->resourceManager()->getLinkedTextShaderProgram(oglContext);
drawableText.render(oglContext, textShader.p(), matrixState);
}
}
} // namespace cvf