ResInsight/ApplicationCode/ModelVisualization/RivTernarySaturationOverlayItem.cpp

262 lines
9.7 KiB
C++

/////////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Statoil ASA
// Copyright (C) Ceetron Solutions AS
//
// ResInsight 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.
//
// ResInsight 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.
//
/////////////////////////////////////////////////////////////////////////////////
#include "cvfBase.h"
#include "RivTernarySaturationOverlayItem.h"
#include "cvfOpenGL.h"
#include "cvfViewport.h"
#include "cvfCamera.h"
#include "cvfTextDrawer.h"
#include "cvfFont.h"
#include "cvfMatrixState.h"
#include "cvfRenderState_FF.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStatePolygonOffset.h"
#include "cafInternalLegendRenderTools.h"
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
RivTernarySaturationOverlayItem::RivTernarySaturationOverlayItem(cvf::Font* font)
: TitledOverlayFrame(font, 120, 150)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
RivTernarySaturationOverlayItem::~RivTernarySaturationOverlayItem()
{
// Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::setAxisLabelsColor(const cvf::Color3f& color)
{
this->setTextColor(color);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::render(cvf::OpenGLContext* oglContext, const cvf::Vec2i& position, const cvf::Vec2ui& size)
{
renderGeneric(oglContext, position, size, false);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::renderSoftware(cvf::OpenGLContext* oglContext, const cvf::Vec2i& position, const cvf::Vec2ui& size)
{
renderGeneric(oglContext, position, size, true);
}
//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::renderGeneric(cvf::OpenGLContext* oglContext,
const cvf::Vec2i& position,
const cvf::Vec2ui& size,
bool software)
{
if (size.x() <= 0 || size.y() <= 0)
{
return;
}
float border = 0.0f;
cvf::Vec2ui sizeFrameBox = size;
cvf::Camera camera;
camera.setViewport(position.x(), position.y(), sizeFrameBox.x(), sizeFrameBox.y());
camera.setProjectionAsPixelExact2D();
camera.setViewMatrix(cvf::Mat4d::IDENTITY);
camera.applyOpenGL();
camera.viewport()->applyOpenGL(oglContext, cvf::Viewport::CLEAR_DEPTH);
if ( this->backgroundEnabled() )
{
if ( software )
{
caf::InternalLegendRenderTools::renderBackgroundImmediateMode(oglContext,
cvf::Vec2f(sizeFrameBox),
this->backgroundColor(),
this->backgroundFrameColor());
}
else
{
const cvf::MatrixState matrixState(camera);
caf::InternalLegendRenderTools::renderBackgroundUsingShaders(oglContext,
matrixState,
cvf::Vec2f(sizeFrameBox),
this->backgroundColor(),
this->backgroundFrameColor());
}
border = 8.0f;
}
cvf::TextDrawer textDrawer(this->font());
textDrawer.setTextColor(this->textColor());
float lineHeightInPixels = (float)(this->font()->textExtent("SWAT").y() + 2);
float textPosY = static_cast<float>(size.y() - lineHeightInPixels - border);
for (size_t it = 0; it < this->titleStrings().size(); it++)
{
cvf::Vec2f pos(border, textPosY);
textDrawer.addText(this->titleStrings()[it], pos);
textPosY -= lineHeightInPixels;
}
cvf::Vec2f pos(border, textPosY);
textDrawer.addText("TERNARY", pos);
textPosY -= lineHeightInPixels;
textPosY -= border;
{
cvf::uint sgasTextWidth = this->font()->textExtent("SGAS").x();
textDrawer.addText("SGAS", cvf::Vec2f(static_cast<float>( (size.x() / 2) - sgasTextWidth / 2 ), textPosY));
cvf::uint sgasRangeTextWidth = this->font()->textExtent(m_sgasRange).x();
textPosY -= lineHeightInPixels;
textDrawer.addText(m_sgasRange, cvf::Vec2f(static_cast<float>( (size.x() / 2) - sgasRangeTextWidth / 2 ), textPosY));
}
textDrawer.addText("SWAT", cvf::Vec2f((float)border, (float)(lineHeightInPixels + border)));
textDrawer.addText(m_swatRange, cvf::Vec2f((float)border, (float)border));
{
cvf::uint soilTextWidth = this->font()->textExtent("SOIL").x();
textDrawer.addText("SOIL", cvf::Vec2f(static_cast<float>(size.x() - soilTextWidth - border), lineHeightInPixels + border));
cvf::uint soilRangeTextWidth = this->font()->textExtent(m_soilRange).x();
float soilRangePos = static_cast<float>(size.x()) - soilRangeTextWidth - border;
textDrawer.addText(m_soilRange, cvf::Vec2f(soilRangePos, (float)border));
}
textDrawer.renderSoftware(oglContext, camera);
textPosY -= 3;
renderAxisImmediateMode(textPosY, 2*lineHeightInPixels + border, border, sizeFrameBox.x(), oglContext);
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
/// Draw the axis using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::renderAxisImmediateMode(float upperBoundY,
float lowerBoundY,
float border,
unsigned int totalWidth,
cvf::OpenGLContext* oglContext)
{
#ifdef CVF_OPENGL_ES
CVF_UNUSED(layout);
CVF_FAIL_MSG("Not supported on OpenGL ES");
#else
cvf::RenderStateDepth depth(false);
depth.applyOpenGL(oglContext);
cvf::RenderStateLighting_FF lighting(false);
lighting.applyOpenGL(oglContext);
cvf::Color3ub colA(cvf::Color3::BLUE);
cvf::Color3ub colB(cvf::Color3::GREEN);
cvf::Color3ub colC(cvf::Color3::RED);
//float upperBoundY = static_cast<float>(this->sizeHint().y() - 20);
cvf::Vec3f a(float(border), lowerBoundY, 0);
cvf::Vec3f b(static_cast<float>(totalWidth - border), lowerBoundY, 0);
cvf::Vec3f c(static_cast<float>(totalWidth / 2), upperBoundY, 0);
// Draw filled rectangle elements
glBegin(GL_TRIANGLE_FAN);
glColor3ubv(colA.ptr());
glVertex3fv(a.ptr());
glColor3ubv(colB.ptr());
glVertex3fv(b.ptr());
glColor3ubv(colC.ptr());
glVertex3fv(c.ptr());
glVertex3fv(c.ptr());
glEnd();
// Lines
cvf::Color3ub linesColor(cvf::Color3::WHITE);
glColor3ubv(linesColor.ptr());
glBegin(GL_LINE_LOOP);
glVertex3fv(a.ptr());
glVertex3fv(b.ptr());
glVertex3fv(c.ptr());
glEnd();
cvf::RenderStateDepth resetDepth;
resetDepth.applyOpenGL(oglContext);
// Reset render states
cvf::RenderStateLighting_FF resetLighting;
resetLighting.applyOpenGL(oglContext);
CVF_CHECK_OGL(oglContext);
#endif // CVF_OPENGL_ES
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::setRangeText(const cvf::String& soilRange, const cvf::String& sgasRange, const cvf::String& swatRange)
{
m_soilRange = soilRange;
m_sgasRange = sgasRange;
m_swatRange = swatRange;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui RivTernarySaturationOverlayItem::preferredSize()
{
return {140, 180}; // Could do more elaborate text width checks.
}