mirror of
https://github.com/OPM/ResInsight.git
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d37ed9bb7c
Set legend title before adding to view to make size calculaltion correct first time.
530 lines
19 KiB
C++
530 lines
19 KiB
C++
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#include "cafCategoryLegend.h"
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#include "cafCategoryMapper.h"
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#include "cvfBase.h"
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#include "cvfBufferObjectManaged.h"
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#include "cvfCamera.h"
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#include "cvfFont.h"
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#include "cvfGeometryBuilderDrawableGeo.h"
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#include "cvfGeometryUtils.h"
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#include "cvfGlyph.h"
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#include "cvfMatrixState.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.h"
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#include "cvfShaderProgram.h"
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#include "cvfShaderProgramGenerator.h"
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#include "cvfShaderSourceProvider.h"
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#include "cvfShaderSourceRepository.h"
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#include "cvfTextDrawer.h"
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#include "cvfUniform.h"
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#include "cvfViewport.h"
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#ifndef CVF_OPENGL_ES
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#include "cvfRenderState_FF.h"
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#endif
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#include "cvfScalarMapper.h"
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#include "cafInternalLegendRenderTools.h"
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#include <cmath>
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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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//--------------------------------------------------------------------------------------------------
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CategoryLegend::CategoryLegend(Font* font, const CategoryMapper* categoryMapper)
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: TitledOverlayFrame(font, 200, 200)
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, m_categoryMapper(categoryMapper)
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, m_Layout(Vec2ui(200u, 200u))
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{
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CVF_ASSERT(font);
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CVF_ASSERT(!font->isEmpty());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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CategoryLegend::~CategoryLegend()
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{
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// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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size_t CategoryLegend::categoryCount() const
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{
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if (m_categoryMapper.notNull())
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{
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return m_categoryMapper->categoryCount();
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}
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return 0;
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}
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//--------------------------------------------------------------------------------------------------
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/// Hardware rendering using shader programs
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
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{
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renderGeneric(oglContext, position, size, false);
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}
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//--------------------------------------------------------------------------------------------------
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/// Software rendering using software
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
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{
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renderGeneric(oglContext, position, size, true);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool CategoryLegend::pick(int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size)
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{
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Recti oglRect(position, size.x(), size.y());
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OverlayColorLegendLayoutInfo layoutInViewPortCoords( Vec2ui(oglRect.width(), oglRect.height()));
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layoutInfo(&layoutInViewPortCoords);
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Vec2i legendBarOrigin = oglRect.min();
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legendBarOrigin.x() += static_cast<uint>(layoutInViewPortCoords.colorBarRect.min().x());
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legendBarOrigin.y() += static_cast<uint>(layoutInViewPortCoords.colorBarRect.min().y());
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Recti legendBarRect = Recti(legendBarOrigin, static_cast<uint>(layoutInViewPortCoords.colorBarRect.width()), static_cast<uint>(layoutInViewPortCoords.colorBarRect.height()));
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if ((oglXCoord > legendBarRect.min().x()) && (oglXCoord < legendBarRect.max().x()) &&
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(oglYCoord > legendBarRect.min().y()) && (oglYCoord < legendBarRect.max().y()))
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{
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return true;
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set up camera/viewport and render
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::renderGeneric(OpenGLContext* oglContext,
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const Vec2i& position,
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const Vec2ui& size,
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bool software)
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{
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if (size.x() <= 0 || size.y() <= 0)
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{
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return;
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}
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Camera camera;
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camera.setViewport(position.x(), position.y(), size.x(), size.y());
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camera.setProjectionAsPixelExact2D();
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camera.setViewMatrix(Mat4d::IDENTITY);
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camera.applyOpenGL();
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camera.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH);
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m_Layout = OverlayColorLegendLayoutInfo(size);
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layoutInfo(&m_Layout);
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m_textDrawer = new TextDrawer(this->font());
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// Set up text drawer
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float maxLegendRightPos = 0;
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setupTextDrawer(m_textDrawer.p(), &m_Layout);
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Vec2f backgroundSize(size);
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// Do the actual rendering
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if (software)
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{
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if (this->backgroundEnabled()) InternalLegendRenderTools::renderBackgroundImmediateMode(oglContext,
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backgroundSize,
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this->backgroundColor(),
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this->backgroundFrameColor());
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renderLegendImmediateMode(oglContext, &m_Layout);
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m_textDrawer->renderSoftware(oglContext, camera);
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}
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else
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{
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const MatrixState matrixState(camera);
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if (this->backgroundEnabled()) InternalLegendRenderTools::renderBackgroundUsingShaders(oglContext,
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matrixState,
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backgroundSize,
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this->backgroundColor(),
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this->backgroundFrameColor());
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renderLegendUsingShaders(oglContext, &m_Layout, matrixState);
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m_textDrawer->render(oglContext, camera);
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}
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CVF_CHECK_OGL(oglContext);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::setupTextDrawer(TextDrawer* textDrawer,
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const OverlayColorLegendLayoutInfo* layout)
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{
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if (m_categoryMapper.isNull())
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{
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return;
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}
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CVF_ASSERT(layout);
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textDrawer->setVerticalAlignment(TextDrawer::CENTER);
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textDrawer->setTextColor(this->textColor());
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m_visibleCategoryLabels.clear();
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const float textX = layout->tickEndX + layout->tickTextLeadSpace;
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const float overlapTolerance = 1.2f * layout->charHeight;
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float lastVisibleTextY = 0.0;
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CVF_ASSERT(m_categoryMapper.notNull());
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size_t numLabels = m_categoryMapper->categoryCount();
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float categoryHeight = static_cast<float>(layout->colorBarRect.height() / numLabels);
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for (size_t it = 0; it < numLabels; it++)
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{
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float textY = static_cast<float>(layout->colorBarRect.min().y() + it * categoryHeight + categoryHeight / 2);
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// Always draw first and last tick label. For all others, skip drawing if text ends up
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// on top of the previous label.
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if (it != 0 && it != (numLabels - 1))
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{
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if (cvf::Math::abs(textY - lastVisibleTextY) < overlapTolerance)
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{
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m_visibleCategoryLabels.push_back(false);
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continue;
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}
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// Make sure it does not overlap the last tick as well
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float lastTickY = static_cast<float>(layout->colorBarRect.max().y());
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if (cvf::Math::abs(textY - lastTickY) < overlapTolerance)
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{
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m_visibleCategoryLabels.push_back(false);
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continue;
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}
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}
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String displayText = m_categoryMapper->textForCategoryIndex(it);
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Vec2f pos(textX, textY);
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textDrawer->addText(displayText, pos);
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lastVisibleTextY = textY;
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m_visibleCategoryLabels.push_back(true);
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}
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float titleY = static_cast<float>(layout->overallLegendSize.y()) - layout->margins.y() - layout->charHeight / 2.0f;
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for (size_t it = 0; it < this->titleStrings().size(); it++)
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{
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Vec2f pos(layout->margins.x(), titleY);
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textDrawer->addText(this->titleStrings()[it], pos);
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titleY -= layout->lineSpacing;
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw the legend using shader programs
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::renderLegendUsingShaders(OpenGLContext* oglContext,
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OverlayColorLegendLayoutInfo* layout,
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const MatrixState& matrixState)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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CVF_TIGHT_ASSERT(layout);
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CVF_TIGHT_ASSERT(layout->overallLegendSize.x() > 0);
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CVF_TIGHT_ASSERT(layout->overallLegendSize.y() > 0);
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RenderStateDepth depth(false);
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depth.applyOpenGL(oglContext);
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RenderStateLine line(static_cast<float>(this->lineWidth()));
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line.applyOpenGL(oglContext);
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// All vertices. Initialized here to set Z to zero once and for all.
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static float vertexArray[] =
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{
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f
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};
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// Per vector convenience pointers
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float* v0 = &vertexArray[0];
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float* v1 = &vertexArray[3];
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float* v2 = &vertexArray[6];
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float* v3 = &vertexArray[9];
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float* v4 = &vertexArray[12];
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// Constant coordinates
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v0[0] = v3[0] = layout->tickStartX;
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v1[0] = v4[0] = layout->tickMidX;
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// Connects
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static const ushort trianglesConnects[] = { 0, 1, 4, 0, 4, 3 };
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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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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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// Render color bar as one colored quad per pixel
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int legendHeightPixelCount = static_cast<int>(layout->colorBarRect.height());
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if (m_categoryMapper.notNull())
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{
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int iPx;
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for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
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{
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const Color3ub& clr = m_categoryMapper->mapToColor(m_categoryMapper->domainValue((iPx + 0.5) / legendHeightPixelCount));
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float y0 = static_cast<float>(layout->colorBarRect.min().y() + iPx);
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float y1 = static_cast<float>(layout->colorBarRect.min().y() + iPx + 1);
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// Dynamic coordinates for rectangle
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v0[1] = v1[1] = y0;
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v3[1] = v4[1] = y1;
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// Draw filled rectangle elements
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{
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UniformFloat uniformColor("u_color", Color4f(Color3f(clr)));
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shaderProgram->applyUniform(oglContext, uniformColor);
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#ifdef CVF_OPENGL_ES
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, trianglesConnects);
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#else
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glDrawRangeElements(GL_TRIANGLES, 0, 4, 6, GL_UNSIGNED_SHORT, trianglesConnects);
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#endif
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}
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}
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}
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// Render frame
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// Dynamic coordinates for tickmarks-lines
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bool isRenderingFrame = true;
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if (isRenderingFrame)
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{
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v0[0] = v2[0] = layout->colorBarRect.min().x() - 0.5f;
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v1[0] = v3[0] = layout->colorBarRect.max().x() - 0.5f;
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v0[1] = v1[1] = layout->colorBarRect.min().y() - 0.5f;
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v2[1] = v3[1] = layout->colorBarRect.max().y() - 0.5f;
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static const ushort frameConnects[] = { 0, 1, 1, 3, 3, 2, 2, 0 };
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UniformFloat uniformColor("u_color", Color4f(this->lineColor()));
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shaderProgram->applyUniform(oglContext, uniformColor);
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#ifdef CVF_OPENGL_ES
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glDrawElements(GL_LINES, 8, GL_UNSIGNED_SHORT, frameConnects);
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#else
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glDrawRangeElements(GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameConnects);
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#endif
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}
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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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CVF_CHECK_OGL(oglContext);
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw the legend using immediate mode OpenGL
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::renderLegendImmediateMode(OpenGLContext* oglContext, OverlayColorLegendLayoutInfo* layout)
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{
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#ifdef CVF_OPENGL_ES
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CVF_UNUSED(layout);
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CVF_FAIL_MSG("Not supported on OpenGL ES");
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#else
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CVF_TIGHT_ASSERT(layout);
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CVF_TIGHT_ASSERT(layout->overallLegendSize.x() > 0);
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CVF_TIGHT_ASSERT(layout->overallLegendSize.y() > 0);
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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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// All vertices. Initialized here to set Z to zero once and for all.
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static float vertexArray[] =
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{
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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};
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// Per vector convenience pointers
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float* v0 = &vertexArray[0];
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float* v1 = &vertexArray[3];
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float* v2 = &vertexArray[6];
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float* v3 = &vertexArray[9];
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float* v4 = &vertexArray[12];
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// Constant coordinates
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v0[0] = v3[0] = layout->tickStartX;
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v1[0] = v4[0] = layout->tickMidX;
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// Render color bar as one colored quad per pixel
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int legendHeightPixelCount = static_cast<int>(layout->colorBarRect.height());
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if (m_categoryMapper.notNull())
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{
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int iPx;
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for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
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{
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const Color3ub& clr = m_categoryMapper->mapToColor(m_categoryMapper->domainValue((iPx + 0.5) / legendHeightPixelCount));
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float y0 = static_cast<float>(layout->colorBarRect.min().y() + iPx);
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float y1 = static_cast<float>(layout->colorBarRect.min().y() + iPx + 1);
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// Dynamic coordinates for rectangle
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v0[1] = v1[1] = y0;
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v3[1] = v4[1] = y1;
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// Draw filled rectangle elements
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glColor3ubv(clr.ptr());
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(v0);
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glVertex3fv(v1);
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glVertex3fv(v4);
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glVertex3fv(v3);
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glEnd();
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}
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}
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// Render frame
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// Dynamic coordinates for tickmarks-lines
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bool isRenderingFrame = true;
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if (isRenderingFrame)
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{
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v0[0] = v2[0] = layout->colorBarRect.min().x() - 0.5f;
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v1[0] = v3[0] = layout->colorBarRect.max().x() - 0.5f;
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v0[1] = v1[1] = layout->colorBarRect.min().y() - 0.5f;
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v2[1] = v3[1] = layout->colorBarRect.max().y() - 0.5f;
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glColor3fv(this->textColor().ptr());
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glBegin(GL_LINES);
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glVertex3fv(v0);
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glVertex3fv(v1);
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glVertex3fv(v1);
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glVertex3fv(v3);
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glVertex3fv(v3);
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glVertex3fv(v2);
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glVertex3fv(v2);
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glVertex3fv(v0);
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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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CVF_CHECK_OGL(oglContext);
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#endif // CVF_OPENGL_ES
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}
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//--------------------------------------------------------------------------------------------------
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/// Get layout information
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//--------------------------------------------------------------------------------------------------
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void CategoryLegend::layoutInfo(OverlayColorLegendLayoutInfo* layout)
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{
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CVF_TIGHT_ASSERT(layout);
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ref<Glyph> glyph = this->font()->getGlyph(L'A');
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layout->charHeight = static_cast<float>(glyph->height());
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layout->lineSpacing = layout->charHeight*1.5f;
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layout->margins = Vec2f(8.0f, 8.0f);
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layout->tickTextLeadSpace = 5.0f;
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float colorBarWidth = 25.0f;
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float colorBarHeight = static_cast<float>(layout->overallLegendSize.y())
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- 2 * layout->margins.y()
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- static_cast<float>(this->titleStrings().size()) * layout->lineSpacing
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- layout->lineSpacing;
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layout->colorBarRect = Rectf(layout->margins.x(),
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layout->margins.y() + layout->charHeight / 2.0f,
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colorBarWidth,
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colorBarHeight);
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layout->tickStartX = layout->margins.x();
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layout->tickMidX = layout->margins.x() + layout->colorBarRect.width();
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layout->tickEndX = layout->tickMidX + 5;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::Vec2ui CategoryLegend::preferredSize()
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{
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OverlayColorLegendLayoutInfo layout({200,200}); // Use default size
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layoutInfo(&layout);
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float prefferredYSize = 2 * layout.margins.y()
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+ layout.lineSpacing * (this->titleStrings().size())
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+ 1.5f * layout.lineSpacing * (m_categoryMapper->categoryCount() + 1);
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unsigned int maxTickTextWidth = 0;
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for (size_t cIdx = 0; cIdx < m_categoryMapper->categoryCount(); ++cIdx )
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{
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cvf::String cathegoryText = m_categoryMapper->textForCategoryIndex(cIdx);
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unsigned int textWidth = this->font()->textExtent(cathegoryText).x();
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maxTickTextWidth = maxTickTextWidth < textWidth ? textWidth : maxTickTextWidth;
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}
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float prefferredXSize = layout.tickEndX + layout.margins.x() + layout.tickTextLeadSpace + maxTickTextWidth;
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for (const cvf::String& titleLine : titleStrings())
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{
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float titleWidth = this->font()->textExtent(titleLine).x() + 2*layout.margins.x();
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prefferredXSize = prefferredXSize < titleWidth ? titleWidth : prefferredXSize;
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}
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prefferredXSize = std::min(prefferredXSize, 400.0f);
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return { (unsigned int)(std::ceil(prefferredXSize)), (unsigned int)(std::ceil(prefferredYSize)) };
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}
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} // namespace cvf
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