vtk-m/vtkm/rendering/WorldAnnotatorGL.cxx
2020-04-22 12:18:43 -06:00

164 lines
4.8 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.
//============================================================================
#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(const vtkm::rendering::Canvas* canvas)
: WorldAnnotator(canvas)
{
}
WorldAnnotatorGL::~WorldAnnotatorGL()
{
}
void WorldAnnotatorGL::AddLine(const vtkm::Vec3f_64& point0,
const vtkm::Vec3f_64& 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::Vec3f_32& origin,
const vtkm::Vec3f_32& right,
const vtkm::Vec3f_32& up,
vtkm::Float32 scale,
const vtkm::Vec2f_32& anchor,
const vtkm::rendering::Color& color,
const std::string& text,
const vtkm::Float32 vtkmNotUsed(depth)) const
{
vtkm::Vec3f_32 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