mirror of
https://gitlab.kitware.com/vtk/vtk-m
synced 2024-10-05 09:59:12 +00:00
0be50c119d
Should make the code easier to read.
164 lines
4.8 KiB
C++
164 lines
4.8 KiB
C++
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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//
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//============================================================================
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#include <vtkm/rendering/WorldAnnotatorGL.h>
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#include <vtkm/Matrix.h>
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#include <vtkm/rendering/BitmapFontFactory.h>
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#include <vtkm/rendering/Color.h>
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#include <vtkm/rendering/DecodePNG.h>
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#include <vtkm/rendering/MatrixHelpers.h>
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#include <vtkm/rendering/Scene.h>
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#include <vtkm/rendering/internal/OpenGLHeaders.h>
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namespace vtkm
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{
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namespace rendering
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{
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WorldAnnotatorGL::WorldAnnotatorGL(const vtkm::rendering::Canvas* canvas)
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: WorldAnnotator(canvas)
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{
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}
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WorldAnnotatorGL::~WorldAnnotatorGL()
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{
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}
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void WorldAnnotatorGL::AddLine(const vtkm::Vec3f_64& point0,
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const vtkm::Vec3f_64& point1,
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vtkm::Float32 lineWidth,
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const vtkm::rendering::Color& color,
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bool inFront) const
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{
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if (inFront)
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{
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glDepthRange(-.0001, .9999);
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}
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glDisable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glLineWidth(lineWidth);
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glBegin(GL_LINES);
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glVertex3d(point0[0], point0[1], point0[2]);
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glVertex3d(point1[0], point1[1], point1[2]);
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glEnd();
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if (inFront)
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{
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glDepthRange(0, 1);
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}
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}
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void WorldAnnotatorGL::AddText(const vtkm::Vec3f_32& origin,
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const vtkm::Vec3f_32& right,
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const vtkm::Vec3f_32& up,
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vtkm::Float32 scale,
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const vtkm::Vec2f_32& anchor,
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const vtkm::rendering::Color& color,
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const std::string& text,
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const vtkm::Float32 vtkmNotUsed(depth)) const
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{
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vtkm::Vec3f_32 n = vtkm::Cross(right, up);
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vtkm::Normalize(n);
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vtkm::Matrix<vtkm::Float32, 4, 4> m;
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m = MatrixHelpers::WorldMatrix(origin, right, up, n);
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vtkm::Float32 ogl[16];
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MatrixHelpers::CreateOGLMatrix(m, ogl);
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glPushMatrix();
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glMultMatrixf(ogl);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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this->RenderText(scale, anchor[0], anchor[1], text);
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glPopMatrix();
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}
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void WorldAnnotatorGL::RenderText(vtkm::Float32 scale,
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vtkm::Float32 anchorx,
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vtkm::Float32 anchory,
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std::string text) const
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{
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if (!this->FontTexture.Valid())
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{
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// When we load a font, we save a reference to it for the next time we
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// use it. Although technically we are changing the state, the logical
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// state does not change, so we go ahead and do it in this const
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// function.
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vtkm::rendering::WorldAnnotatorGL* self = const_cast<vtkm::rendering::WorldAnnotatorGL*>(this);
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self->Font = BitmapFontFactory::CreateLiberation2Sans();
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const std::vector<unsigned char>& rawpngdata = this->Font.GetRawImageData();
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std::vector<unsigned char> rgba;
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unsigned long width, height;
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int error = vtkm::rendering::DecodePNG(rgba, width, height, &rawpngdata[0], rawpngdata.size());
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if (error != 0)
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{
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return;
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}
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self->FontTexture.CreateAlphaFromRGBA(int(width), int(height), rgba);
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}
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this->FontTexture.Enable();
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_LIGHTING);
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//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -.5);
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glBegin(GL_QUADS);
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vtkm::Float32 textwidth = this->Font.GetTextWidth(text);
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vtkm::Float32 fx = -(.5f + .5f * anchorx) * textwidth;
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vtkm::Float32 fy = -(.5f + .5f * anchory);
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vtkm::Float32 fz = 0;
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for (unsigned int i = 0; i < text.length(); ++i)
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{
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char c = text[i];
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char nextchar = (i < text.length() - 1) ? text[i + 1] : 0;
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vtkm::Float32 vl, vr, vt, vb;
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vtkm::Float32 tl, tr, tt, tb;
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this->Font.GetCharPolygon(c, fx, fy, vl, vr, vt, vb, tl, tr, tt, tb, nextchar);
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glTexCoord2f(tl, 1.f - tt);
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glVertex3f(scale * vl, scale * vt, fz);
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glTexCoord2f(tl, 1.f - tb);
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glVertex3f(scale * vl, scale * vb, fz);
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glTexCoord2f(tr, 1.f - tb);
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glVertex3f(scale * vr, scale * vb, fz);
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glTexCoord2f(tr, 1.f - tt);
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glVertex3f(scale * vr, scale * vt, fz);
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}
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glEnd();
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this->FontTexture.Disable();
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//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
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glDepthMask(GL_TRUE);
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glDisable(GL_ALPHA_TEST);
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}
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}
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} // namespace vtkm::rendering
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