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791 lines
27 KiB
C++
791 lines
27 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2018- Ceetron Solutions 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 "cafOverlayScaleLegend.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfGeometryBuilderDrawableGeo.h"
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#include "cvfGeometryUtils.h"
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#include "cvfViewport.h"
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#include "cvfCamera.h"
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#include "cvfTextDrawer.h"
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#include "cvfFont.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 "cvfUniform.h"
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#include "cvfMatrixState.h"
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#include "cvfBufferObjectManaged.h"
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#include "cvfGlyph.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateLine.h"
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#include "cafInternalLegendRenderTools.h"
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#include "cafTickMarkGenerator.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 <array>
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#include "cvfRenderStateBlending.h"
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#include <algorithm>
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#include <cmath>
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namespace caf {
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using namespace cvf;
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//==================================================================================================
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///
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/// \class cvf::OverlayColorLegend
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/// \ingroup Render
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///
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///
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// Constructor
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//--------------------------------------------------------------------------------------------------
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OverlayScaleLegend::OverlayScaleLegend(Font* font)
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: TitledOverlayFrame(font, 200, 200)
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, m_tickNumberPrecision(4)
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, m_numberFormat(AUTO)
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, m_Layout(Vec2ui(200u, 200u))
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, m_font(font)
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, m_orientation(HORIZONTAL)
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, m_currentScale(1.0)
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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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OverlayScaleLegend::~OverlayScaleLegend()
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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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/// Hardware rendering using shader programs
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//--------------------------------------------------------------------------------------------------
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void OverlayScaleLegend::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 OverlayScaleLegend::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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/// Set up camera/viewport and render
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//--------------------------------------------------------------------------------------------------
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void OverlayScaleLegend::renderGeneric(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, 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 = LayoutInfo(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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if(m_orientation == HORIZONTAL)
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setupHorizontalTextDrawer(m_textDrawer.p(), &m_Layout );
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else
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setupVerticalTextDrawer(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() )
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{
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InternalLegendRenderTools::renderBackgroundImmediateMode(oglContext,
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backgroundSize,
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this->backgroundColor(),
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this->backgroundFrameColor());
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}
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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() )
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{
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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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}
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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 OverlayScaleLegend::setupHorizontalTextDrawer(TextDrawer* textDrawer, const LayoutInfo* layout)
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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_visibleTickLabels.clear();
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const float textY = layout->axisStartPt.y() + layout->majorTickSize / 2.0f + layout->tickTextLeadSpace + layout->charHeight;
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const float overlapTolerance = 1.2f * layout->charWidth;
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float lastVisibleTextX = 0.0;
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size_t numTicks = layout->ticks.size();
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size_t numMajorTicks = std::count_if(layout->ticks.begin(), layout->ticks.end(), [](const LayoutInfo::Tick& t) {return t.isMajor; });
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size_t it;
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for (it = 0; it < numTicks; it++)
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{
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if(/*numMajorTicks > 4 && */!layout->ticks[it].isMajor) continue;
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double tickValue = layout->ticks[it].domainValue;
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String valueString;
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switch (m_numberFormat)
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{
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case FIXED:
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valueString = String::number(tickValue, 'f', m_tickNumberPrecision);
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break;
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case SCIENTIFIC:
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valueString = String::number(tickValue, 'e', m_tickNumberPrecision);
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break;
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default:
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valueString = String::number(tickValue);
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break;
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}
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auto textSize = m_font->textExtent(valueString);
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float textX = static_cast<float>(layout->axisStartPt.x() + layout->ticks[it].displayValue - textSize.x() / 2.0f);
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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 != (numTicks - 1))
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{
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if (cvf::Math::abs(textX - lastVisibleTextX) < overlapTolerance)
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{
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m_visibleTickLabels.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->axisStartPt.y() + layout->axisLength);
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if (cvf::Math::abs(textX - lastTickY) < overlapTolerance)
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{
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m_visibleTickLabels.push_back(false);
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continue;
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}
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}
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Vec2f pos(textX, textY);
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textDrawer->addText(valueString, pos);
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lastVisibleTextX = textX;
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m_visibleTickLabels.push_back(true);
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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 OverlayScaleLegend::setupVerticalTextDrawer(TextDrawer* textDrawer, const LayoutInfo* layout)
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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_visibleTickLabels.clear();
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const float textX = layout->axisStartPt.x() + layout->majorTickSize / 2.0f + 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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size_t numTicks = layout->ticks.size();
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size_t it;
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for (it = 0; it < numTicks; it++)
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{
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if (numTicks > 4 && !layout->ticks[it].isMajor) continue;
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float textY = static_cast<float>(layout->axisStartPt.y() + layout->ticks[it].displayValue);
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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 != (numTicks - 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_visibleTickLabels.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->axisStartPt.y() + layout->axisLength);
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if (cvf::Math::abs(textY - lastTickY) < overlapTolerance)
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{
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m_visibleTickLabels.push_back(false);
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continue;
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}
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}
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double tickValue = layout->ticks[it].domainValue;
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String valueString;
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switch (m_numberFormat)
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{
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case FIXED:
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valueString = String::number(tickValue, 'f', m_tickNumberPrecision);
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break;
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case SCIENTIFIC:
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valueString = String::number(tickValue, 'e', m_tickNumberPrecision);
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break;
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default:
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valueString = String::number(tickValue);
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break;
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}
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Vec2f pos(textX, textY);
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textDrawer->addText(valueString, pos);
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lastVisibleTextY = textY;
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m_visibleTickLabels.push_back(true);
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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 OverlayScaleLegend::renderLegendUsingShaders(OpenGLContext* oglContext, LayoutInfo* layout, 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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// 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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// Draw axis
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{
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v0[0] = layout->axisStartPt.x();
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v0[1] = layout->axisStartPt.y();
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if (m_orientation == HORIZONTAL)
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{
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v1[0] = v0[0] + layout->axisLength;
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v1[1] = v0[1];
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}
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else
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{
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v1[0] = v0[0];
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v1[1] = v0[1] + layout->axisLength;
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}
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static const ushort axisConnects[] = { 0, 1 };
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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, 2, GL_UNSIGNED_SHORT, axisConnects);
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#else
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glDrawRangeElements(GL_LINES, 0, 3, 2, GL_UNSIGNED_SHORT, axisConnects);
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#endif
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}
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// Draw ticks
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for (const auto& tickInfo : layout->ticks)
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{
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float currTickSize = tickInfo.isMajor ? layout->majorTickSize : layout->minorTickSize;
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if (m_orientation == HORIZONTAL)
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{
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v0[0] = layout->axisStartPt.x() + static_cast<float>(tickInfo.displayValue);
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v0[1] = layout->axisStartPt.y() - currTickSize / 2.0f;
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v1[0] = v0[0];
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v1[1] = v0[1] + currTickSize;
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}
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else
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{
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v0[0] = layout->axisStartPt.x() - currTickSize / 2.0f;
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v0[1] = layout->axisStartPt.y() + static_cast<float>(tickInfo.displayValue);
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v1[0] = v0[0] + currTickSize;
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v1[1] = v0[1];
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}
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static const ushort tickConnects[] = {0, 1};
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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, 2, GL_UNSIGNED_SHORT, axisConnects);
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#else
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glDrawRangeElements(GL_LINES, 0, 3, 2, GL_UNSIGNED_SHORT, tickConnects);
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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 OverlayScaleLegend::renderLegendImmediateMode(OpenGLContext* oglContext, LayoutInfo* layout)
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{
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#if 0
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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->tickYPixelPos->get(m_tickValues.size() - 1) - layout->tickYPixelPos->get(0) + 0.01);
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if (m_scalarMapper.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_scalarMapper->mapToColor(m_scalarMapper->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);
|
|
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);
|
|
}
|
|
|
|
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 cvf
|
|
|