ResInsight/Fwk/AppFwk/cafVizExtensions/cafCategoryLegend.cpp
Jacob Støren d37ed9bb7c #2889 Fix crash when few tick marks in legend.
Set legend title before adding to view to make size calculaltion correct first time.
2018-05-11 14:06:08 +02:00

530 lines
19 KiB
C++

#include "cafCategoryLegend.h"
#include "cafCategoryMapper.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"
#ifndef CVF_OPENGL_ES
#include "cvfRenderState_FF.h"
#endif
#include "cvfScalarMapper.h"
#include "cafInternalLegendRenderTools.h"
#include <cmath>
using namespace cvf;
namespace caf {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
CategoryLegend::CategoryLegend(Font* font, const CategoryMapper* categoryMapper)
: TitledOverlayFrame(font, 200, 200)
, m_categoryMapper(categoryMapper)
, m_Layout(Vec2ui(200u, 200u))
{
CVF_ASSERT(font);
CVF_ASSERT(!font->isEmpty());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
CategoryLegend::~CategoryLegend()
{
// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
size_t CategoryLegend::categoryCount() const
{
if (m_categoryMapper.notNull())
{
return m_categoryMapper->categoryCount();
}
return 0;
}
//--------------------------------------------------------------------------------------------------
/// Hardware rendering using shader programs
//--------------------------------------------------------------------------------------------------
void CategoryLegend::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
renderGeneric(oglContext, position, size, false);
}
//--------------------------------------------------------------------------------------------------
/// Software rendering using software
//--------------------------------------------------------------------------------------------------
void CategoryLegend::renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size)
{
renderGeneric(oglContext, position, size, true);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool CategoryLegend::pick(int oglXCoord, int oglYCoord, const Vec2i& position, const Vec2ui& size)
{
Recti oglRect(position, size.x(), size.y());
OverlayColorLegendLayoutInfo layoutInViewPortCoords( Vec2ui(oglRect.width(), oglRect.height()));
layoutInfo(&layoutInViewPortCoords);
Vec2i legendBarOrigin = oglRect.min();
legendBarOrigin.x() += static_cast<uint>(layoutInViewPortCoords.colorBarRect.min().x());
legendBarOrigin.y() += static_cast<uint>(layoutInViewPortCoords.colorBarRect.min().y());
Recti legendBarRect = Recti(legendBarOrigin, static_cast<uint>(layoutInViewPortCoords.colorBarRect.width()), static_cast<uint>(layoutInViewPortCoords.colorBarRect.height()));
if ((oglXCoord > legendBarRect.min().x()) && (oglXCoord < legendBarRect.max().x()) &&
(oglYCoord > legendBarRect.min().y()) && (oglYCoord < legendBarRect.max().y()))
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void CategoryLegend::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 = OverlayColorLegendLayoutInfo(size);
layoutInfo(&m_Layout);
m_textDrawer = new TextDrawer(this->font());
// Set up text drawer
float maxLegendRightPos = 0;
setupTextDrawer(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 CategoryLegend::setupTextDrawer(TextDrawer* textDrawer,
const OverlayColorLegendLayoutInfo* layout)
{
if (m_categoryMapper.isNull())
{
return;
}
CVF_ASSERT(layout);
textDrawer->setVerticalAlignment(TextDrawer::CENTER);
textDrawer->setTextColor(this->textColor());
m_visibleCategoryLabels.clear();
const float textX = layout->tickEndX + layout->tickTextLeadSpace;
const float overlapTolerance = 1.2f * layout->charHeight;
float lastVisibleTextY = 0.0;
CVF_ASSERT(m_categoryMapper.notNull());
size_t numLabels = m_categoryMapper->categoryCount();
float categoryHeight = static_cast<float>(layout->colorBarRect.height() / numLabels);
for (size_t it = 0; it < numLabels; it++)
{
float textY = static_cast<float>(layout->colorBarRect.min().y() + it * categoryHeight + categoryHeight / 2);
// 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 != (numLabels - 1))
{
if (cvf::Math::abs(textY - lastVisibleTextY) < overlapTolerance)
{
m_visibleCategoryLabels.push_back(false);
continue;
}
// Make sure it does not overlap the last tick as well
float lastTickY = static_cast<float>(layout->colorBarRect.max().y());
if (cvf::Math::abs(textY - lastTickY) < overlapTolerance)
{
m_visibleCategoryLabels.push_back(false);
continue;
}
}
String displayText = m_categoryMapper->textForCategoryIndex(it);
Vec2f pos(textX, textY);
textDrawer->addText(displayText, pos);
lastVisibleTextY = textY;
m_visibleCategoryLabels.push_back(true);
}
float titleY = static_cast<float>(layout->overallLegendSize.y()) - layout->margins.y() - layout->charHeight / 2.0f;
for (size_t it = 0; it < this->titleStrings().size(); it++)
{
Vec2f pos(layout->margins.x(), titleY);
textDrawer->addText(this->titleStrings()[it], pos);
titleY -= layout->lineSpacing;
}
}
//--------------------------------------------------------------------------------------------------
/// Draw the legend using shader programs
//--------------------------------------------------------------------------------------------------
void CategoryLegend::renderLegendUsingShaders(OpenGLContext* oglContext,
OverlayColorLegendLayoutInfo* 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];
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;
// Connects
static const ushort trianglesConnects[] = { 0, 1, 4, 0, 4, 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);
// Render color bar as one colored quad per pixel
int legendHeightPixelCount = static_cast<int>(layout->colorBarRect.height());
if (m_categoryMapper.notNull())
{
int iPx;
for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
{
const Color3ub& clr = m_categoryMapper->mapToColor(m_categoryMapper->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
{
UniformFloat uniformColor("u_color", Color4f(Color3f(clr)));
shaderProgram->applyUniform(oglContext, uniformColor);
#ifdef CVF_OPENGL_ES
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, trianglesConnects);
#else
glDrawRangeElements(GL_TRIANGLES, 0, 4, 6, GL_UNSIGNED_SHORT, trianglesConnects);
#endif
}
}
}
// 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;
static const ushort frameConnects[] = { 0, 1, 1, 3, 3, 2, 2, 0 };
UniformFloat uniformColor("u_color", Color4f(this->lineColor()));
shaderProgram->applyUniform(oglContext, uniformColor);
#ifdef CVF_OPENGL_ES
glDrawElements(GL_LINES, 8, GL_UNSIGNED_SHORT, frameConnects);
#else
glDrawRangeElements(GL_LINES, 0, 3, 8, GL_UNSIGNED_SHORT, frameConnects);
#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 CategoryLegend::renderLegendImmediateMode(OpenGLContext* oglContext, OverlayColorLegendLayoutInfo* layout)
{
#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->colorBarRect.height());
if (m_categoryMapper.notNull())
{
int iPx;
for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
{
const Color3ub& clr = m_categoryMapper->mapToColor(m_categoryMapper->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();
}
// Reset render states
RenderStateLighting_FF resetLighting;
resetLighting.applyOpenGL(oglContext);
RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
#endif // CVF_OPENGL_ES
}
//--------------------------------------------------------------------------------------------------
/// Get layout information
//--------------------------------------------------------------------------------------------------
void CategoryLegend::layoutInfo(OverlayColorLegendLayoutInfo* layout)
{
CVF_TIGHT_ASSERT(layout);
ref<Glyph> glyph = this->font()->getGlyph(L'A');
layout->charHeight = static_cast<float>(glyph->height());
layout->lineSpacing = layout->charHeight*1.5f;
layout->margins = Vec2f(8.0f, 8.0f);
layout->tickTextLeadSpace = 5.0f;
float colorBarWidth = 25.0f;
float colorBarHeight = static_cast<float>(layout->overallLegendSize.y())
- 2 * layout->margins.y()
- static_cast<float>(this->titleStrings().size()) * layout->lineSpacing
- layout->lineSpacing;
layout->colorBarRect = Rectf(layout->margins.x(),
layout->margins.y() + layout->charHeight / 2.0f,
colorBarWidth,
colorBarHeight);
layout->tickStartX = layout->margins.x();
layout->tickMidX = layout->margins.x() + layout->colorBarRect.width();
layout->tickEndX = layout->tickMidX + 5;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui CategoryLegend::preferredSize()
{
OverlayColorLegendLayoutInfo layout({200,200}); // Use default size
layoutInfo(&layout);
float prefferredYSize = 2 * layout.margins.y()
+ layout.lineSpacing * (this->titleStrings().size())
+ 1.5f * layout.lineSpacing * (m_categoryMapper->categoryCount() + 1);
unsigned int maxTickTextWidth = 0;
for (size_t cIdx = 0; cIdx < m_categoryMapper->categoryCount(); ++cIdx )
{
cvf::String cathegoryText = m_categoryMapper->textForCategoryIndex(cIdx);
unsigned int textWidth = this->font()->textExtent(cathegoryText).x();
maxTickTextWidth = maxTickTextWidth < textWidth ? textWidth : maxTickTextWidth;
}
float prefferredXSize = layout.tickEndX + layout.margins.x() + layout.tickTextLeadSpace + maxTickTextWidth;
for (const cvf::String& titleLine : titleStrings())
{
float titleWidth = this->font()->textExtent(titleLine).x() + 2*layout.margins.x();
prefferredXSize = prefferredXSize < titleWidth ? titleWidth : prefferredXSize;
}
prefferredXSize = std::min(prefferredXSize, 400.0f);
return { (unsigned int)(std::ceil(prefferredXSize)), (unsigned int)(std::ceil(prefferredYSize)) };
}
} // namespace cvf