vtk-m/vtkm/rendering/WorldAnnotatorGL.cxx
2016-09-07 16:48:01 -06:00

171 lines
5.2 KiB
C++

//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// Copyright 2016 Sandia Corporation.
// Copyright 2016 UT-Battelle, LLC.
// Copyright 2016 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
//
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//============================================================================
#include <vtkm/rendering/WorldAnnotatorGL.h>
#include <vtkm/Matrix.h>
#include <vtkm/rendering/BitmapFontFactory.h>
#include <vtkm/rendering/Color.h>
#include <vtkm/rendering/DecodePNG.h>
#include <vtkm/rendering/MatrixHelpers.h>
#include <vtkm/rendering/Scene.h>
#include <vtkm/rendering/internal/OpenGLHeaders.h>
namespace vtkm {
namespace rendering {
WorldAnnotatorGL::~WorldAnnotatorGL()
{ }
void WorldAnnotatorGL::AddLine(const vtkm::Vec<vtkm::Float64,3> &point0,
const vtkm::Vec<vtkm::Float64,3> &point1,
vtkm::Float32 lineWidth,
const vtkm::rendering::Color &color,
bool inFront) const
{
if (inFront)
{
glDepthRange(-.0001,.9999);
}
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
glLineWidth(lineWidth);
glBegin(GL_LINES);
glVertex3d(point0[0], point0[1], point0[2]);
glVertex3d(point1[0], point1[1], point1[2]);
glEnd();
if (inFront)
{
glDepthRange(0,1);
}
}
void WorldAnnotatorGL::AddText(const vtkm::Vec<vtkm::Float32,3> &origin,
const vtkm::Vec<vtkm::Float32,3> &right,
const vtkm::Vec<vtkm::Float32,3> &up,
vtkm::Float32 scale,
const vtkm::Vec<vtkm::Float32,2> &anchor,
const vtkm::rendering::Color &color,
const std::string &text) const
{
vtkm::Vec<vtkm::Float32,3> n = vtkm::Cross(right,up);
vtkm::Normalize(n);
vtkm::Matrix<vtkm::Float32,4,4> m;
m = MatrixHelpers::WorldMatrix(origin, right, up, n);
vtkm::Float32 ogl[16];
MatrixHelpers::CreateOGLMatrix(m, ogl);
glPushMatrix();
glMultMatrixf(ogl);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
this->RenderText(scale, anchor[0], anchor[1], text);
glPopMatrix();
}
void WorldAnnotatorGL::RenderText(vtkm::Float32 scale,
vtkm::Float32 anchorx, vtkm::Float32 anchory,
std::string text) const
{
if (!this->FontTexture.Valid())
{
// When we load a font, we save a reference to it for the next time we
// use it. Although technically we are changing the state, the logical
// state does not change, so we go ahead and do it in this const
// function.
vtkm::rendering::WorldAnnotatorGL *self =
const_cast<vtkm::rendering::WorldAnnotatorGL *>(this);
self->Font = BitmapFontFactory::CreateLiberation2Sans();
const std::vector<unsigned char> &rawpngdata =
this->Font.GetRawImageData();
std::vector<unsigned char> rgba;
unsigned long width, height;
int error = vtkm::rendering::DecodePNG(rgba, width, height,
&rawpngdata[0], rawpngdata.size());
if (error != 0)
{
return;
}
self->FontTexture.CreateAlphaFromRGBA(int(width),int(height),rgba);
}
this->FontTexture.Enable();
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_LIGHTING);
//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -.5);
glBegin(GL_QUADS);
vtkm::Float32 textwidth = this->Font.GetTextWidth(text);
vtkm::Float32 fx = -(.5f + .5f*anchorx) * textwidth;
vtkm::Float32 fy = -(.5f + .5f*anchory);
vtkm::Float32 fz = 0;
for (unsigned int i=0; i<text.length(); ++i)
{
char c = text[i];
char nextchar = (i < text.length()-1) ? text[i+1] : 0;
vtkm::Float32 vl,vr,vt,vb;
vtkm::Float32 tl,tr,tt,tb;
this->Font.GetCharPolygon(c, fx, fy,
vl, vr, vt, vb,
tl, tr, tt, tb, nextchar);
glTexCoord2f(tl, 1.f-tt);
glVertex3f(scale*vl, scale*vt, fz);
glTexCoord2f(tl, 1.f-tb);
glVertex3f(scale*vl, scale*vb, fz);
glTexCoord2f(tr, 1.f-tb);
glVertex3f(scale*vr, scale*vb, fz);
glTexCoord2f(tr, 1.f-tt);
glVertex3f(scale*vr, scale*vt, fz);
}
glEnd();
this->FontTexture.Disable();
//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
}
}
} // namespace vtkm::rendering