Files
ResInsight/Fwk/AppFwk/cafVizExtensions/cafOverlayScaleLegend.cpp
Magne Sjaastad d23c6b4bb6 Janitor: Several code hygiene adjustments (#9981)
* Include all libraries in APP_FWK_LIBRARIES
* Several fixes detected by Static Code Analysis
* Remove unused code
* Add .clang.tidy
* Use QElapsedTimer
* Use horizontalAdvance
* Avoid | between enum of different classes
* Avoid illegal character
* Renaming and reorder of constructor initialization
2023-03-23 15:49:06 +01:00

773 lines
28 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 "cafOverlayScaleLegend.h"
#include "cvfBase.h"
#include "cvfBufferObjectManaged.h"
#include "cvfCamera.h"
#include "cvfFont.h"
#include "cvfGeometryBuilderDrawableGeo.h"
#include "cvfGeometryUtils.h"
#include "cvfGlyph.h"
#include "cvfMatrixState.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStateLine.h"
#include "cvfShaderProgram.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceProvider.h"
#include "cvfShaderSourceRepository.h"
#include "cvfTextDrawer.h"
#include "cvfUniform.h"
#include "cvfViewport.h"
#include "cafInternalLegendRenderTools.h"
#include "cafTickMarkGenerator.h"
#ifndef CVF_OPENGL_ES
#include "cvfRenderState_FF.h"
#endif
#include "cvfRenderStateBlending.h"
#include "cvfScalarMapper.h"
#include <algorithm>
#include <array>
#include <cmath>
namespace caf
{
using namespace cvf;
//==================================================================================================
///
/// \class cvf::OverlayColorLegend
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
/// Constructor
//--------------------------------------------------------------------------------------------------
OverlayScaleLegend::OverlayScaleLegend( Font* font )
: TitledOverlayFrame( font, 200, 200 )
, m_tickNumberPrecision( 4 )
, m_numberFormat( AUTO )
, m_orientation( HORIZONTAL )
, m_layout( Vec2ui( 200u, 200u ) )
, m_font( font )
, m_currentScale( 1.0 )
{
CVF_ASSERT( font );
CVF_ASSERT( !font->isEmpty() );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OverlayScaleLegend::~OverlayScaleLegend()
{
// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
}
//--------------------------------------------------------------------------------------------------
/// Hardware rendering using shader programs
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::render( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size )
{
renderGeneric( oglContext, position, size, false );
}
//--------------------------------------------------------------------------------------------------
/// Software rendering using software
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderSoftware( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size )
{
renderGeneric( oglContext, position, size, true );
}
//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderGeneric( OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software )
{
if ( size.x() <= 0 || size.y() <= 0 )
{
return;
}
Camera camera;
camera.setViewport( position.x(), position.y(), size.x(), size.y() );
camera.setProjectionAsPixelExact2D();
camera.setViewMatrix( Mat4d::IDENTITY );
camera.applyOpenGL();
camera.viewport()->applyOpenGL( oglContext, Viewport::CLEAR_DEPTH );
m_layout = LayoutInfo( size );
layoutInfo( &m_layout );
m_textDrawer = new TextDrawer( this->font() );
// Set up text drawer
if ( m_orientation == HORIZONTAL )
setupHorizontalTextDrawer( m_textDrawer.p(), &m_layout );
else
setupVerticalTextDrawer( m_textDrawer.p(), &m_layout );
Vec2f backgroundSize( size );
// Do the actual rendering
if ( software )
{
if ( this->backgroundEnabled() )
{
InternalLegendRenderTools::renderBackgroundImmediateMode( oglContext,
backgroundSize,
this->backgroundColor(),
this->backgroundFrameColor() );
}
renderLegendImmediateMode( oglContext, &m_layout );
m_textDrawer->renderSoftware( oglContext, camera );
}
else
{
const MatrixState matrixState( camera );
if ( this->backgroundEnabled() )
{
InternalLegendRenderTools::renderBackgroundUsingShaders( oglContext,
matrixState,
backgroundSize,
this->backgroundColor(),
this->backgroundFrameColor() );
}
renderLegendUsingShaders( oglContext, &m_layout, matrixState );
m_textDrawer->render( oglContext, camera );
}
CVF_CHECK_OGL( oglContext );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setupHorizontalTextDrawer( TextDrawer* textDrawer, const LayoutInfo* layout )
{
CVF_ASSERT( layout );
textDrawer->setVerticalAlignment( TextDrawer::CENTER );
textDrawer->setTextColor( this->textColor() );
m_visibleTickLabels.clear();
const float textY = layout->axisStartPt.y() + layout->majorTickSize / 2.0f + layout->tickTextLeadSpace +
layout->charHeight;
const float overlapTolerance = 1.2f * layout->charWidth;
float lastVisibleTextX = 0.0;
size_t numTicks = layout->ticks.size();
size_t it;
for ( it = 0; it < numTicks; it++ )
{
if ( /*numMajorTicks > 4 && */ !layout->ticks[it].isMajor ) continue;
double tickValue = layout->ticks[it].domainValue;
String valueString;
switch ( m_numberFormat )
{
case FIXED:
valueString = String::number( tickValue, 'f', m_tickNumberPrecision );
break;
case SCIENTIFIC:
valueString = String::number( tickValue, 'e', m_tickNumberPrecision );
break;
default:
valueString = String::number( tickValue );
break;
}
auto textSize = m_font->textExtent( valueString );
float textX = static_cast<float>( layout->axisStartPt.x() + layout->ticks[it].displayValue - textSize.x() / 2.0f );
// Always draw first and last tick label. For all others, skip drawing if text ends up
// on top of the previous label.
if ( it != 0 && it != ( numTicks - 1 ) )
{
if ( cvf::Math::abs( textX - lastVisibleTextX ) < overlapTolerance )
{
m_visibleTickLabels.push_back( false );
continue;
}
// Make sure it does not overlap the last tick as well
float lastTickY = static_cast<float>( layout->axisStartPt.y() + layout->axisLength );
if ( cvf::Math::abs( textX - lastTickY ) < overlapTolerance )
{
m_visibleTickLabels.push_back( false );
continue;
}
}
Vec2f pos( textX, textY );
textDrawer->addText( valueString, pos );
lastVisibleTextX = textX;
m_visibleTickLabels.push_back( true );
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setupVerticalTextDrawer( TextDrawer* textDrawer, const LayoutInfo* layout )
{
CVF_ASSERT( layout );
textDrawer->setVerticalAlignment( TextDrawer::CENTER );
textDrawer->setTextColor( this->textColor() );
m_visibleTickLabels.clear();
const float textX = layout->axisStartPt.x() + layout->majorTickSize / 2.0f + layout->tickTextLeadSpace;
const float overlapTolerance = 1.2f * layout->charHeight;
float lastVisibleTextY = 0.0;
size_t numTicks = layout->ticks.size();
size_t it;
for ( it = 0; it < numTicks; it++ )
{
if ( numTicks > 4 && !layout->ticks[it].isMajor ) continue;
float textY = static_cast<float>( layout->axisStartPt.y() + layout->ticks[it].displayValue );
// Always draw first and last tick label. For all others, skip drawing if text ends up
// on top of the previous label.
if ( it != 0 && it != ( numTicks - 1 ) )
{
if ( cvf::Math::abs( textY - lastVisibleTextY ) < overlapTolerance )
{
m_visibleTickLabels.push_back( false );
continue;
}
// Make sure it does not overlap the last tick as well
float lastTickY = static_cast<float>( layout->axisStartPt.y() + layout->axisLength );
if ( cvf::Math::abs( textY - lastTickY ) < overlapTolerance )
{
m_visibleTickLabels.push_back( false );
continue;
}
}
double tickValue = layout->ticks[it].domainValue;
String valueString;
switch ( m_numberFormat )
{
case FIXED:
valueString = String::number( tickValue, 'f', m_tickNumberPrecision );
break;
case SCIENTIFIC:
valueString = String::number( tickValue, 'e', m_tickNumberPrecision );
break;
default:
valueString = String::number( tickValue );
break;
}
Vec2f pos( textX, textY );
textDrawer->addText( valueString, pos );
lastVisibleTextY = textY;
m_visibleTickLabels.push_back( true );
}
}
//--------------------------------------------------------------------------------------------------
/// Draw the legend using shader programs
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderLegendUsingShaders( OpenGLContext* oglContext, LayoutInfo* layout, const MatrixState& matrixState )
{
CVF_CALLSITE_OPENGL( oglContext );
CVF_TIGHT_ASSERT( layout );
CVF_TIGHT_ASSERT( layout->overallLegendSize.x() > 0 );
CVF_TIGHT_ASSERT( layout->overallLegendSize.y() > 0 );
RenderStateDepth depth( false );
depth.applyOpenGL( oglContext );
RenderStateLine line( static_cast<float>( this->lineWidth() ) );
line.applyOpenGL( oglContext );
// All vertices. Initialized here to set Z to zero once and for all.
static float vertexArray[] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
// Per vector convenience pointers
float* v0 = &vertexArray[0];
float* v1 = &vertexArray[3];
ref<ShaderProgram> shaderProgram = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram( oglContext );
CVF_TIGHT_ASSERT( shaderProgram.notNull() );
if ( shaderProgram->useProgram( oglContext ) )
{
shaderProgram->clearUniformApplyTracking();
shaderProgram->applyFixedUniforms( oglContext, matrixState );
}
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glEnableVertexAttribArray( ShaderProgram::VERTEX );
glVertexAttribPointer( ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray );
// Draw axis
{
v0[0] = layout->axisStartPt.x();
v0[1] = layout->axisStartPt.y();
if ( m_orientation == HORIZONTAL )
{
v1[0] = v0[0] + layout->axisLength;
v1[1] = v0[1];
}
else
{
v1[0] = v0[0];
v1[1] = v0[1] + layout->axisLength;
}
static const ushort axisConnects[] = { 0, 1 };
UniformFloat uniformColor( "u_color", Color4f( this->lineColor() ) );
shaderProgram->applyUniform( oglContext, uniformColor );
#ifdef CVF_OPENGL_ES
glDrawElements( GL_LINES, 2, GL_UNSIGNED_SHORT, axisConnects );
#else
glDrawRangeElements( GL_LINES, 0, 3, 2, GL_UNSIGNED_SHORT, axisConnects );
#endif
}
// Draw ticks
for ( const auto& tickInfo : layout->ticks )
{
float currTickSize = tickInfo.isMajor ? layout->majorTickSize : layout->minorTickSize;
if ( m_orientation == HORIZONTAL )
{
v0[0] = layout->axisStartPt.x() + static_cast<float>( tickInfo.displayValue );
v0[1] = layout->axisStartPt.y() - currTickSize / 2.0f;
v1[0] = v0[0];
v1[1] = v0[1] + currTickSize;
}
else
{
v0[0] = layout->axisStartPt.x() - currTickSize / 2.0f;
v0[1] = layout->axisStartPt.y() + static_cast<float>( tickInfo.displayValue );
v1[0] = v0[0] + currTickSize;
v1[1] = v0[1];
}
static const ushort tickConnects[] = { 0, 1 };
UniformFloat uniformColor( "u_color", Color4f( this->lineColor() ) );
shaderProgram->applyUniform( oglContext, uniformColor );
#ifdef CVF_OPENGL_ES
glDrawElements( GL_LINES, 2, GL_UNSIGNED_SHORT, axisConnects );
#else
glDrawRangeElements( GL_LINES, 0, 3, 2, GL_UNSIGNED_SHORT, tickConnects );
#endif
}
glDisableVertexAttribArray( ShaderProgram::VERTEX );
CVF_TIGHT_ASSERT( shaderProgram.notNull() );
shaderProgram->useNoProgram( oglContext );
// Reset render states
RenderStateDepth resetDepth;
resetDepth.applyOpenGL( oglContext );
RenderStateLine resetLine;
resetLine.applyOpenGL( oglContext );
CVF_CHECK_OGL( oglContext );
}
//--------------------------------------------------------------------------------------------------
/// Draw the legend using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::renderLegendImmediateMode( OpenGLContext* oglContext, LayoutInfo* layout )
{
#if 0
#ifdef CVF_OPENGL_ES
CVF_UNUSED(layout);
CVF_FAIL_MSG("Not supported on OpenGL ES");
#else
CVF_TIGHT_ASSERT(layout);
CVF_TIGHT_ASSERT(layout->overallLegendSize.x() > 0);
CVF_TIGHT_ASSERT(layout->overallLegendSize.y() > 0);
RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
RenderStateLighting_FF lighting(false);
lighting.applyOpenGL(oglContext);
// All vertices. Initialized here to set Z to zero once and for all.
static float vertexArray[] =
{
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
};
// Per vector convenience pointers
float* v0 = &vertexArray[0];
float* v1 = &vertexArray[3];
float* v2 = &vertexArray[6];
float* v3 = &vertexArray[9];
float* v4 = &vertexArray[12];
// Constant coordinates
v0[0] = v3[0] = layout->tickStartX;
v1[0] = v4[0] = layout->tickMidX;
// Render color bar as one colored quad per pixel
int legendHeightPixelCount = static_cast<int>(layout->tickYPixelPos->get(m_tickValues.size() - 1) - layout->tickYPixelPos->get(0) + 0.01);
if (m_scalarMapper.notNull())
{
int iPx;
for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
{
const Color3ub& clr = m_scalarMapper->mapToColor(m_scalarMapper->domainValue((iPx+0.5)/legendHeightPixelCount));
float y0 = static_cast<float>(layout->colorBarRect.min().y() + iPx);
float y1 = static_cast<float>(layout->colorBarRect.min().y() + iPx + 1);
// Dynamic coordinates for rectangle
v0[1] = v1[1] = y0;
v3[1] = v4[1] = y1;
// Draw filled rectangle elements
glColor3ubv(clr.ptr());
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(v0);
glVertex3fv(v1);
glVertex3fv(v4);
glVertex3fv(v3);
glEnd();
}
}
// Render frame
// Dynamic coordinates for tickmarks-lines
bool isRenderingFrame = true;
if (isRenderingFrame)
{
v0[0] = v2[0] = layout->colorBarRect.min().x()-0.5f;
v1[0] = v3[0] = layout->colorBarRect.max().x()-0.5f;
v0[1] = v1[1] = layout->colorBarRect.min().y()-0.5f;
v2[1] = v3[1] = layout->colorBarRect.max().y()-0.5f;
glColor3fv(this->textColor().ptr());
glBegin(GL_LINES);
glVertex3fv(v0);
glVertex3fv(v1);
glVertex3fv(v1);
glVertex3fv(v3);
glVertex3fv(v3);
glVertex3fv(v2);
glVertex3fv(v2);
glVertex3fv(v0);
glEnd();
}
// Render tickmarks
bool isRenderingTicks = true;
if (isRenderingTicks)
{
// Constant coordinates
v0[0] = layout->tickStartX;
v1[0] = layout->tickMidX - 0.5f*(layout->tickEndX - layout->tickMidX) - 0.5f;
v2[0] = layout->tickMidX;
v3[0] = layout->tickEndX - 0.5f*(layout->tickEndX - layout->tickMidX) - 0.5f;
v4[0] = layout->tickEndX;
size_t ic;
for (ic = 0; ic < m_tickValues.size(); ic++)
{
float y0 = static_cast<float>(layout->colorBarRect.min().y() + layout->tickYPixelPos->get(ic) - 0.5f);
// Dynamic coordinates for tickmarks-lines
v0[1] = v1[1] = v2[1] = v3[1] = v4[1] = y0;
glColor3fv(this->textColor().ptr());
glBegin(GL_LINES);
if ( m_visibleTickLabels[ic])
{
glVertex3fv(v0);
glVertex3fv(v4);
}
else
{
glVertex3fv(v2);
glVertex3fv(v3);
}
glEnd();
}
}
// Reset render states
RenderStateLighting_FF resetLighting;
resetLighting.applyOpenGL(oglContext);
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
#endif // CVF_OPENGL_ES
#endif // 0
}
//--------------------------------------------------------------------------------------------------
/// Get layout information
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::layoutInfo( LayoutInfo* layout )
{
CVF_TIGHT_ASSERT( layout );
// Input values
float marginAlongAxis = 8.0f;
float marginAcrossAxis = 8.0f;
float tickTextLeadSpace = 5.0f;
float majorTickSize = 9.0f;
float minorTickSize = 5.0f;
ref<Glyph> glyph = this->font()->getGlyph( L'A' );
layout->charWidth = static_cast<float>( glyph->width() );
layout->charHeight = static_cast<float>( glyph->height() );
layout->lineSpacing = layout->charHeight * 1.5f;
layout->tickTextLeadSpace = tickTextLeadSpace;
layout->majorTickSize = majorTickSize;
layout->minorTickSize = minorTickSize;
double overallSizeValue;
float marginValue;
if ( m_orientation == HORIZONTAL )
{
layout->margins = Vec2f( marginAlongAxis, marginAcrossAxis );
overallSizeValue = layout->overallLegendSize.x();
marginValue = layout->margins.x();
layout->axisStartPt = { layout->margins.x() + layout->charWidth / 2.0f,
layout->margins.y() + layout->majorTickSize / 2.0f };
}
else
{
layout->margins = Vec2f( marginAcrossAxis, marginAlongAxis );
overallSizeValue = layout->overallLegendSize.y();
marginValue = layout->margins.y();
layout->axisStartPt = { layout->margins.x() + layout->majorTickSize / 2.0f,
layout->margins.y() + layout->charHeight / 2.0f };
}
layout->axisLength = static_cast<float>( overallSizeValue ) - 2 * marginValue -
static_cast<float>( this->titleStrings().size() ) * layout->lineSpacing - layout->lineSpacing;
auto currentScale = m_currentScale != 0.0 ? m_currentScale : 1.0;
layout->ticks.clear();
size_t numTicks = m_ticksInDomain.size();
if ( numTicks > 1 )
{
double tickSpacingInDomain = m_ticksInDomain[1] - m_ticksInDomain[0];
bool finished = false;
for ( size_t i = 0; i < numTicks; i++ )
{
size_t intermediateTickCount = i == 0 ? 9 : 1;
// Add one extra tick per domain tick
for ( size_t j = 0; j < intermediateTickCount + 1; j++ )
{
double tickInDomain = m_ticksInDomain[i] +
( (double)j * tickSpacingInDomain / (double)( intermediateTickCount + 1 ) );
double tickInDisplay = tickInDomain * currentScale;
if ( tickInDisplay < layout->axisLength )
{
bool isCenterTick = ( j == ( intermediateTickCount + 1 ) / 2 );
bool isMajorTick = j == 0 || isCenterTick;
layout->ticks.emplace_back( LayoutInfo::Tick( tickInDisplay, tickInDomain, isMajorTick ) );
if ( i == 0 && isCenterTick ) break;
}
else
{
finished = true;
break;
}
}
if ( finished ) break;
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setTickPrecision( int precision )
{
m_tickNumberPrecision = precision;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setTickFormat( NumberFormat format )
{
m_numberFormat = format;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setOrientation( Orientation orientation )
{
m_orientation = orientation;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
caf::OverlayScaleLegend::Orientation OverlayScaleLegend::orientation() const
{
return m_orientation;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui OverlayScaleLegend::preferredSize()
{
uint preferredXSize = 100;
uint preferredYSize = 100;
return { (unsigned int)( std::ceil( preferredXSize ) ), (unsigned int)( std::ceil( preferredYSize ) ) };
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::setDisplayCoordTransform( const caf::DisplayCoordTransform* displayCoordTransform )
{
m_dispalyCoordsTransform = displayCoordTransform;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void OverlayScaleLegend::updateFromCamera( const Camera* camera )
{
auto windowSize = Vec2ui( camera->viewport()->width(), camera->viewport()->height() );
Vec3d windowOrigoInDomain;
Vec3d windowMaxInDomain;
camera->unproject( Vec3d( 0, 0, 0 ), &windowOrigoInDomain );
camera->unproject( Vec3d( windowSize.x(), windowSize.y(), 0 ), &windowMaxInDomain );
if ( m_dispalyCoordsTransform.notNull() )
{
windowOrigoInDomain = m_dispalyCoordsTransform->transformToDomainCoord( windowOrigoInDomain );
windowMaxInDomain = m_dispalyCoordsTransform->transformToDomainCoord( windowMaxInDomain );
}
// For extreme zoom factors we might end up with both variables as zero. Return to avoid divide by zero.
if ( windowMaxInDomain == windowOrigoInDomain ) return;
Vec3d windowOrigoPoint;
Vec3d windowMaxPoint;
camera->project( windowOrigoInDomain, &windowOrigoPoint );
camera->project( windowMaxInDomain, &windowMaxPoint );
double minStepSizeInDomain;
double windowOrigoInDomainValue;
double windowMaxInDomainValue;
double windowOrigoPointValue;
double windowMaxPointValue;
int tickMaxCount;
auto textSize = m_font->textExtent( String::number( -1.999e-17 ) );
if ( m_orientation == HORIZONTAL )
{
windowOrigoInDomainValue = windowOrigoInDomain.x();
windowMaxInDomainValue = windowMaxInDomain.x();
windowOrigoPointValue = windowOrigoPoint.x();
windowMaxPointValue = windowMaxPoint.x();
tickMaxCount = windowSize.x() / ( 2 * textSize.x() );
}
else
{
windowOrigoInDomainValue = windowOrigoInDomain.y();
windowMaxInDomainValue = windowMaxInDomain.y();
windowOrigoPointValue = windowOrigoPoint.y();
windowMaxPointValue = windowMaxPoint.y();
tickMaxCount = windowSize.y() / ( 2 * textSize.x() );
}
m_currentScale =
( windowMaxPointValue - windowOrigoPointValue ) / ( windowMaxInDomainValue - windowOrigoInDomainValue );
minStepSizeInDomain = ( windowMaxInDomainValue - windowOrigoInDomainValue ) / tickMaxCount;
caf::TickMarkGenerator tickCreator( windowOrigoInDomainValue, windowMaxInDomainValue, minStepSizeInDomain );
auto ticks = tickCreator.tickMarkValues();
m_ticksInDomain.clear();
for ( const auto& tick : ticks )
{
m_ticksInDomain.push_back( tick - ticks.front() );
}
}
} // namespace caf