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https://github.com/OPM/ResInsight.git
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ce9a65ee41
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
411 lines
14 KiB
C++
411 lines
14 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron 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 "cvfBase.h"
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#include "cvfOverlayTextBox.h"
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#include "cvfDrawableText.h"
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#include "cvfMatrixState.h"
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#include "cvfCamera.h"
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#include "cvfShaderProgram.h"
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#include "cvfOpenGL.h"
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#include "cvfViewport.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfUniform.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfFont.h"
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#include "cvfGlyph.h"
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#include "cvfRenderStateLine.h"
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#include "cvfRenderState_FF.h"
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::OverlayTextBox
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/// \ingroup Render
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///
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/// An view overlay item capable of showing a text with optionally a border and a background
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// Constructor. The specified font is used to draw all the text
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//--------------------------------------------------------------------------------------------------
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OverlayTextBox::OverlayTextBox(Font* font)
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: m_size(200, 50),
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m_font(font),
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m_drawBackground(true),
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m_drawBorder(true),
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m_textColor(Color3::WHITE),
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m_backgroundColor(0.2f, 0.2f, 1.0f),
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m_borderColor(0.6f, 0.6f, 1.0f)
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{
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m_textDrawer = new TextDrawer(font);
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m_textDrawer->setVerticalAlignment(TextDrawer::BASELINE);
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m_textDrawer->setDrawBackground(false);
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m_textDrawer->setDrawBorder(false);
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}
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//--------------------------------------------------------------------------------------------------
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/// Destructor
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//--------------------------------------------------------------------------------------------------
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OverlayTextBox::~OverlayTextBox()
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{
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the wanted size in pixels
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//--------------------------------------------------------------------------------------------------
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cvf::Vec2ui OverlayTextBox::sizeHint()
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{
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return m_size;
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}
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//--------------------------------------------------------------------------------------------------
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/// Render using Shaders
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
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{
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render(oglContext, position, size, false);
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}
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//--------------------------------------------------------------------------------------------------
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/// Render using Fixed Function
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
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{
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render(oglContext, position, size, true);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
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{
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Mat4d ident;
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MatrixState matrixState(position, size, ident, ident);
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Vec2f textPos(0.0f, static_cast<float>(size.y())/2.0f);
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if (m_drawBorder || m_drawBackground)
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{
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renderBackgroundAndBorder(oglContext, position, size, software);
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textPos.x() = 4; // Allow for margin
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}
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Vec2ui textExtent = m_font->textExtent(m_text);
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textPos.y() -= (static_cast<float>(textExtent.y())/2.0f);
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// Set the text
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m_textDrawer->removeAllTexts();
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m_textDrawer->addText(m_text, textPos);
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m_textDrawer->setTextColor(m_textColor);
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// Draw the text
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if (software)
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{
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m_textDrawer->renderSoftware(oglContext, matrixState);
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}
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else
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{
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m_textDrawer->render(oglContext, matrixState);
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::renderBackgroundAndBorder(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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// Prepare 2D pixel exact projection to draw texts
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Camera projCam;
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projCam.setViewport(position.x(), position.y(), size.x(), size.y());
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projCam.setProjectionAsPixelExact2D();
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projCam.setViewMatrix(Mat4d::IDENTITY);
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// Turn off depth test
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RenderStateDepth depth(false, RenderStateDepth::LESS, false);
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depth.applyOpenGL(oglContext);
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ref<ShaderProgram> backgroundShader;
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float vertexArray[12];
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projCam.viewport()->applyOpenGL(oglContext, Viewport::DO_NOT_CLEAR);
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if (software)
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{
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if (ShaderProgram::supportedOpenGL(oglContext))
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{
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ShaderProgram::useNoProgram(oglContext);
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}
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RenderStateMaterial_FF mat;
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mat.enableColorMaterial(true);
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mat.applyOpenGL(oglContext);
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RenderStateLighting_FF light(false);
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light.applyOpenGL(oglContext);
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projCam.applyOpenGL();
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}
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else
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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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backgroundShader = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram(oglContext);
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if (backgroundShader->useProgram(oglContext))
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{
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MatrixState projMatrixState(projCam);
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backgroundShader->clearUniformApplyTracking();
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backgroundShader->applyFixedUniforms(oglContext, projMatrixState);
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}
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}
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Vec3f min(1.0f, 1.0f, 0.0f);
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Vec3f max(static_cast<float>(size.x() - 1), static_cast<float>(size.y() - 1), 0.0f);
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// Setup the vertex array
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float* v1 = &vertexArray[0];
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float* v2 = &vertexArray[3];
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float* v3 = &vertexArray[6];
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float* v4 = &vertexArray[9];
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v1[0] = min.x(); v1[1] = min.y(); v1[2] = 0.0f;
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v2[0] = max.x(); v2[1] = min.y(); v2[2] = 0.0f;
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v3[0] = max.x(); v3[1] = max.y(); v3[2] = 0.0f;
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v4[0] = min.x(); v4[1] = max.y(); v4[2] = 0.0f;
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if (m_drawBackground)
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{
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if (software)
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{
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glColor4fv(m_backgroundColor.ptr());
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(v1);
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glVertex3fv(v2);
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glVertex3fv(v3);
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glVertex3fv(v4);
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glEnd();
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}
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else
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{
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// Draw background
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UniformFloat backgroundColor("u_color", Color4f(m_backgroundColor));
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backgroundShader->applyUniform(oglContext, backgroundColor);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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}
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if (m_drawBorder)
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{
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if (software)
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{
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glColor3fv(m_borderColor.ptr());
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glBegin(GL_LINE_LOOP);
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glVertex3fv(v1);
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glVertex3fv(v2);
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glVertex3fv(v3);
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glVertex3fv(v4);
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glEnd();
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}
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else
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{
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UniformFloat borderColor("u_color", Color4f(m_borderColor));
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backgroundShader->applyUniform(oglContext, borderColor);
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RenderStateLine line(static_cast<float>(3));
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line.applyOpenGL(oglContext);
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// Draw border
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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RenderStateLine resetLine;
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resetLine.applyOpenGL(oglContext);
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}
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the text to draw in the box
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setText(const String& text)
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{
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m_text = text;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the size (in pixels) of the text box
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setPixelSize( const Vec2ui& size )
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{
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m_size = size;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the size of the text box to fit the current text.
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///
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/// The method will also add a bit of space for the border or background if enabled.
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setSizeToFitText()
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{
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cvf::Vec2ui textSize = m_font->textExtent(m_text);
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// Add the size of an 'A' as the margin, same as used in the Text Drawer
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ref<Glyph> glyph = m_font->getGlyph(L'A');
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Vec2ui size = Vec2ui(textSize.x() + glyph->width(), textSize.y() + glyph->height());
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if (m_drawBorder)
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{
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size.x() += 4;
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size.y() += 4;
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}
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setPixelSize(size);
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the text color
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setTextColor(const Color3f& color)
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{
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m_textColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the background color of the text box
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setBackgroundColor(const Color3f& color)
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{
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m_backgroundColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the border color of the text box
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setBorderColor(const Color3f& color)
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{
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m_borderColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set if a filled background of the text box should be drawn or not
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setDrawBackground(bool drawBackground)
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{
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m_drawBackground = drawBackground;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set if the border of the text box should be drawn or not
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//--------------------------------------------------------------------------------------------------
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void OverlayTextBox::setDrawBorder(bool drawBorder)
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{
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m_drawBorder = drawBorder;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the text shown in the text box
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//--------------------------------------------------------------------------------------------------
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String OverlayTextBox::text() const
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{
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return m_text;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color used to draw the text
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//--------------------------------------------------------------------------------------------------
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Color3f OverlayTextBox::textColor() const
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{
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return m_textColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color of the background
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//--------------------------------------------------------------------------------------------------
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Color3f OverlayTextBox::backgroundColor() const
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{
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return m_backgroundColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color of the border.
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//--------------------------------------------------------------------------------------------------
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Color3f OverlayTextBox::borderColor() const
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{
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return m_borderColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns true if the background will be drawn
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//--------------------------------------------------------------------------------------------------
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bool OverlayTextBox::drawBackground() const
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{
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return m_drawBackground;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns true if the border will be drawn
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//--------------------------------------------------------------------------------------------------
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bool OverlayTextBox::drawBorder() const
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{
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return m_drawBorder;
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}
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} // namespace cvf
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