ResInsight/Fwk/VizFwk/LibRender/cvfOverlayImage.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

398 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 "cvfOverlayImage.h"
#include "cvfMatrixState.h"
#include "cvfCamera.h"
#include "cvfShaderProgram.h"
#include "cvfOpenGL.h"
#include "cvfViewport.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfUniform.h"
#include "cvfTextureImage.h"
#include "cvfSampler.h"
#include "cvfTexture.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceRepository.h"
#include "cvfShaderSourceProvider.h"
#include "cvfShaderProgram.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStateTextureBindings.h"
#include "cvfRenderStateBlending.h"
#include "cvfRenderState_FF.h"
#include "cvfTexture2D_FF.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::OverlayImage
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
/// Constructor. The specified font is used to draw all the text
//--------------------------------------------------------------------------------------------------
OverlayImage::OverlayImage(TextureImage* image)
: m_alpha(1.0f)
{
CVF_ASSERT(image);
m_blendMode = NO_BLENDING;
m_sampler = new cvf::Sampler;
m_sampler->setWrapMode(cvf::Sampler::CLAMP_TO_EDGE);
m_sampler->setMinFilter(cvf::Sampler::NEAREST);
m_sampler->setMagFilter(cvf::Sampler::NEAREST);
setImage(image);
}
//--------------------------------------------------------------------------------------------------
/// Destructor
//--------------------------------------------------------------------------------------------------
OverlayImage::~OverlayImage()
{
}
//--------------------------------------------------------------------------------------------------
/// Returns the wanted size in pixels
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui OverlayImage::sizeHint()
{
return m_size;
}
//--------------------------------------------------------------------------------------------------
/// Render using Shaders
//--------------------------------------------------------------------------------------------------
void OverlayImage::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
render(oglContext, position, size, false);
}
//--------------------------------------------------------------------------------------------------
/// Render using Fixed Function
//--------------------------------------------------------------------------------------------------
void OverlayImage::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
render(oglContext, position, size, true);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayImage::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
{
CVF_CALLSITE_OPENGL(oglContext);
Camera projCam;
projCam.setViewport(position.x(), position.y(), size.x(), size.y());
projCam.setProjectionAsPixelExact2D();
projCam.setViewMatrix(Mat4d::IDENTITY);
// Turn off depth test
RenderStateDepth depth(false, RenderStateDepth::LESS, false);
depth.applyOpenGL(oglContext);
float vertexArray[12];
float textureCoords[] = {0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f};
projCam.viewport()->applyOpenGL(oglContext, Viewport::DO_NOT_CLEAR);
if (software)
{
// Create a POW2 texture for software rendering if needed
if (m_image.notNull() && m_pow2Image.isNull() && (!Math::isPow2(m_image->width()) || !Math::isPow2(m_image->height())))
{
m_pow2Image = new TextureImage;
m_pow2Image->allocate(Math::roundUpPow2(m_image->width()), Math::roundUpPow2(m_image->height()));
m_pow2Image->fill(Color4ub(Color3::BLACK));
for (uint y = 0; y < m_image->height(); ++y)
{
for (uint x = 0; x < m_image->width(); ++x)
{
m_pow2Image->setPixel(x, y, m_image->pixel(x, y));
}
}
}
if (ShaderProgram::supportedOpenGL(oglContext))
{
ShaderProgram::useNoProgram(oglContext);
}
RenderStateMaterial_FF mat;
mat.enableColorMaterial(true);
mat.applyOpenGL(oglContext);
RenderStateLighting_FF light(false);
light.applyOpenGL(oglContext);
if (m_textureBindings.isNull())
{
// Use fixed function texture setup
ref<Texture2D_FF> texture = new Texture2D_FF(m_pow2Image.notNull() ? m_pow2Image.p() : m_image.p());
texture->setWrapMode(Texture2D_FF::CLAMP);
texture->setMinFilter(Texture2D_FF::NEAREST);
texture->setMagFilter(Texture2D_FF::NEAREST);
texture->setupTexture(oglContext);
texture->setupTextureParams(oglContext);
ref<RenderStateTextureMapping_FF> textureMapping = new RenderStateTextureMapping_FF(texture.p());
textureMapping->setTextureFunction(m_blendMode == TEXTURE_ALPHA ? RenderStateTextureMapping_FF::MODULATE : RenderStateTextureMapping_FF::DECAL);
m_textureBindings = textureMapping;
}
// Adjust texture coordinates
if (m_pow2Image.notNull())
{
float xMax = static_cast<float>(m_image->width())/static_cast<float>(m_pow2Image->width());
float yMax = static_cast<float>(m_image->height())/static_cast<float>(m_pow2Image->height());
textureCoords[2] = xMax;
textureCoords[4] = xMax;
textureCoords[5] = yMax;
textureCoords[7] = yMax;
}
projCam.applyOpenGL();
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(ShaderProgram::VERTEX);
glEnableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0);
glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray);
glVertexAttribPointer(ShaderProgram::TEX_COORD_2F_0, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
if (m_shaderProgram.isNull())
{
ShaderProgramGenerator gen("OverlayImage_Shader", ShaderSourceProvider::instance());
gen.addVertexCode(ShaderSourceRepository::vs_MinimalTexture);
if (m_blendMode == GLOBAL_ALPHA)
{
gen.addFragmentCode(ShaderSourceRepository::src_TextureGlobalAlpha);
}
else
{
gen.addFragmentCode(ShaderSourceRepository::src_Texture);
}
gen.addFragmentCode(ShaderSourceRepository::fs_Unlit);
m_shaderProgram = gen.generate();
m_shaderProgram->linkProgram(oglContext);
}
if (m_shaderProgram->useProgram(oglContext))
{
MatrixState projMatrixState(projCam);
m_shaderProgram->clearUniformApplyTracking();
m_shaderProgram->applyFixedUniforms(oglContext, projMatrixState);
}
if (m_texture->textureOglId() == 0)
{
m_texture->setupTexture(oglContext);
}
if (m_textureBindings.isNull())
{
cvf::RenderStateTextureBindings* textureBindings = new cvf::RenderStateTextureBindings;
textureBindings->addBinding(m_texture.p(), m_sampler.p(), "u_texture2D");
m_textureBindings = textureBindings;
}
}
float offset = 0.0f;
Vec3f min(offset, offset, 0.0f);
Vec3f max(static_cast<float>(size.x()) + offset, static_cast<float>(size.y()) + offset, 0.0f);
// Setup the vertex array
float* v1 = &vertexArray[0];
float* v2 = &vertexArray[3];
float* v3 = &vertexArray[6];
float* v4 = &vertexArray[9];
v1[0] = min.x(); v1[1] = min.y(); v1[2] = 0.0f;
v2[0] = max.x(); v2[1] = min.y(); v2[2] = 0.0f;
v3[0] = max.x(); v3[1] = max.y(); v3[2] = 0.0f;
v4[0] = min.x(); v4[1] = max.y(); v4[2] = 0.0f;
if (m_blendMode != NO_BLENDING)
{
RenderStateBlending blend;
blend.configureTransparencyBlending();
blend.applyOpenGL(oglContext);
}
m_textureBindings->applyOpenGL(oglContext);
if (software)
{
glColor4f(1.0f, 1.0f, 1.0f, m_blendMode == GLOBAL_ALPHA ? m_alpha : 1.0f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(textureCoords[0], textureCoords[1]);
glVertex3fv(v1);
glTexCoord2f(textureCoords[2], textureCoords[3]);
glVertex3fv(v2);
glTexCoord2f(textureCoords[4], textureCoords[5]);
glVertex3fv(v3);
glTexCoord2f(textureCoords[6], textureCoords[7]);
glVertex3fv(v4);
glEnd();
}
else
{
if (m_blendMode == GLOBAL_ALPHA)
{
UniformFloat alphaUniform("u_alpha", m_alpha);
m_shaderProgram->applyUniform(oglContext, alphaUniform);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
if (m_blendMode != NO_BLENDING)
{
RenderStateBlending blend;
blend.applyOpenGL(oglContext);
}
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
if (software)
{
RenderStateTextureMapping_FF resetTextureMapping;
resetTextureMapping.applyOpenGL(oglContext);
}
if (!software)
{
glDisableVertexAttribArray(ShaderProgram::VERTEX);
glDisableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayImage::setImage(TextureImage* image)
{
m_image = image;
m_pow2Image = NULL;
m_size.x() = image->width();
m_size.y() = image->height();
m_texture = new Texture(image);
m_textureBindings = NULL;
}
//--------------------------------------------------------------------------------------------------
/// Set the size (in pixels) of the text box
//--------------------------------------------------------------------------------------------------
void OverlayImage::setPixelSize( const Vec2ui& size )
{
m_size = size;
}
//--------------------------------------------------------------------------------------------------
/// Returns the text shown in the text box
//--------------------------------------------------------------------------------------------------
const TextureImage* OverlayImage::image() const
{
return m_image.p();
}
//--------------------------------------------------------------------------------------------------
/// Set the transparency of the image. 1.0 = opaque, 0.0 = invisible
//--------------------------------------------------------------------------------------------------
void OverlayImage::setGlobalAlpha(float alphaFactor)
{
m_alpha = alphaFactor;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayImage::setBlending(Blending mode)
{
m_blendMode = mode;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
float OverlayImage::globalAlpha() const
{
return m_alpha;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OverlayImage::Blending OverlayImage::blending() const
{
return m_blendMode;
}
} // namespace cvf