//-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- void VertexColoring::onKeyPressEvent(KeyEvent* keyEvent) { Key key = keyEvent->key(); char character = keyEvent->character(); if (key == Key_S || key == Key_F) { m_useShaders = (key == Key_S) ? true : false; Collection<Part> partCollection; m_renderSequence->firstRendering()->scene()->model(0)->allParts(&partCollection); for (size_t i = 0; i < partCollection.size(); i++) { ref<Part> part = partCollection[i]; part->setEffect(m_useShaders ? m_shaderEffect.p() : m_fixedFuncEffect.p()); } } if (key == Key_L) { bool lightingOn = (character == 'l') ? true : false; RenderStateLighting_FF* rsLighting = dynamic_cast<RenderStateLighting_FF*>(m_fixedFuncEffect->renderStateOfType(RenderState::LIGHTING_FF)); rsLighting->enable(lightingOn); } if (key == Key_C) { bool colorMaterialOn = (character == 'c') ? true : false; RenderStateMaterial_FF* rsMaterial = dynamic_cast<RenderStateMaterial_FF*>(m_fixedFuncEffect->renderStateOfType(RenderState::MATERIAL_FF)); rsMaterial->enableColorMaterial(colorMaterialOn); } keyEvent->setRequestedAction(REDRAW); }
//-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- void OverlayImage::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software) { CVF_CALLSITE_OPENGL(oglContext); Camera projCam; projCam.setViewport(position.x(), position.y(), size.x(), size.y()); projCam.setProjectionAsPixelExact2D(); projCam.setViewMatrix(Mat4d::IDENTITY); // Turn off depth test RenderStateDepth depth(false, RenderStateDepth::LESS, false); depth.applyOpenGL(oglContext); float vertexArray[12]; float textureCoords[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f}; projCam.viewport()->applyOpenGL(oglContext, Viewport::DO_NOT_CLEAR); if (software) { // Create a POW2 texture for software rendering if needed if (m_image.notNull() && m_pow2Image.isNull() && (!Math::isPow2(m_image->width()) || !Math::isPow2(m_image->height()))) { m_pow2Image = new TextureImage; m_pow2Image->allocate(Math::roundUpPow2(m_image->width()), Math::roundUpPow2(m_image->height())); m_pow2Image->fill(Color4ub(Color3::BLACK)); for (uint y = 0; y < m_image->height(); ++y) { for (uint x = 0; x < m_image->width(); ++x) { m_pow2Image->setPixel(x, y, m_image->pixel(x, y)); } } } if (ShaderProgram::supportedOpenGL(oglContext)) { ShaderProgram::useNoProgram(oglContext); } #ifndef CVF_OPENGL_ES RenderStateMaterial_FF mat; mat.enableColorMaterial(true); mat.applyOpenGL(oglContext); RenderStateLighting_FF light(false); light.applyOpenGL(oglContext); if (m_textureBindings.isNull()) { // Use fixed function texture setup ref<Texture2D_FF> texture = new Texture2D_FF(m_pow2Image.notNull() ? m_pow2Image.p() : m_image.p()); texture->setWrapMode(Texture2D_FF::CLAMP); texture->setMinFilter(Texture2D_FF::NEAREST); texture->setMagFilter(Texture2D_FF::NEAREST); texture->setupTexture(oglContext); texture->setupTextureParams(oglContext); ref<RenderStateTextureMapping_FF> textureMapping = new RenderStateTextureMapping_FF(texture.p()); textureMapping->setTextureFunction(m_blendMode == TEXTURE_ALPHA ? RenderStateTextureMapping_FF::MODULATE : RenderStateTextureMapping_FF::DECAL); m_textureBindings = textureMapping; } #endif // Adjust texture coordinates if (m_pow2Image.notNull()) { float xMax = static_cast<float>(m_image->width())/static_cast<float>(m_pow2Image->width()); float yMax = static_cast<float>(m_image->height())/static_cast<float>(m_pow2Image->height()); textureCoords[2] = xMax; textureCoords[4] = xMax; textureCoords[5] = yMax; textureCoords[7] = yMax; } projCam.applyOpenGL(); } else { glBindBuffer(GL_ARRAY_BUFFER, 0); glEnableVertexAttribArray(ShaderProgram::VERTEX); glEnableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0); glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray); glVertexAttribPointer(ShaderProgram::TEX_COORD_2F_0, 2, GL_FLOAT, GL_FALSE, 0, textureCoords); if (m_shaderProgram.isNull()) { ShaderProgramGenerator gen("OverlayImage_Shader", ShaderSourceProvider::instance()); gen.addVertexCode(ShaderSourceRepository::vs_MinimalTexture); if (m_blendMode == GLOBAL_ALPHA) { gen.addFragmentCode(ShaderSourceRepository::src_TextureGlobalAlpha); } else { gen.addFragmentCode(ShaderSourceRepository::src_Texture); } gen.addFragmentCode(ShaderSourceRepository::fs_Unlit); m_shaderProgram = gen.generate(); m_shaderProgram->linkProgram(oglContext); } if (m_shaderProgram->useProgram(oglContext)) { MatrixState projMatrixState(projCam); m_shaderProgram->clearUniformApplyTracking(); m_shaderProgram->applyFixedUniforms(oglContext, projMatrixState); } if (m_texture->textureOglId() == 0) { m_texture->setupTexture(oglContext); } if (m_textureBindings.isNull()) { cvf::RenderStateTextureBindings* textureBindings = new cvf::RenderStateTextureBindings; textureBindings->addBinding(m_texture.p(), m_sampler.p(), "u_texture2D"); m_textureBindings = textureBindings; } } float offset = 0.0f; Vec3f min(offset, offset, 0.0f); Vec3f max(static_cast<float>(size.x()) + offset, static_cast<float>(size.y()) + offset, 0.0f); // Setup the vertex array float* v1 = &vertexArray[0]; float* v2 = &vertexArray[3]; float* v3 = &vertexArray[6]; float* v4 = &vertexArray[9]; v1[0] = min.x(); v1[1] = min.y(); v1[2] = 0.0f; v2[0] = max.x(); v2[1] = min.y(); v2[2] = 0.0f; v3[0] = max.x(); v3[1] = max.y(); v3[2] = 0.0f; v4[0] = min.x(); v4[1] = max.y(); v4[2] = 0.0f; if (m_blendMode != NO_BLENDING) { RenderStateBlending blend; blend.configureTransparencyBlending(); blend.applyOpenGL(oglContext); } m_textureBindings->applyOpenGL(oglContext); if (software) { #ifndef CVF_OPENGL_ES glColor4f(1.0f, 1.0f, 1.0f, m_blendMode == GLOBAL_ALPHA ? m_alpha : 1.0f); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(textureCoords[0], textureCoords[1]); glVertex3fv(v1); glTexCoord2f(textureCoords[2], textureCoords[3]); glVertex3fv(v2); glTexCoord2f(textureCoords[4], textureCoords[5]); glVertex3fv(v3); glTexCoord2f(textureCoords[6], textureCoords[7]); glVertex3fv(v4); glEnd(); #endif } else { if (m_blendMode == GLOBAL_ALPHA) { UniformFloat alphaUniform("u_alpha", m_alpha); m_shaderProgram->applyUniform(oglContext, alphaUniform); } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } if (m_blendMode != NO_BLENDING) { RenderStateBlending blend; blend.applyOpenGL(oglContext); } RenderStateDepth resetDepth; resetDepth.applyOpenGL(oglContext); if (software) { #ifndef CVF_OPENGL_ES RenderStateTextureMapping_FF resetTextureMapping; resetTextureMapping.applyOpenGL(oglContext); #endif } if (!software) { glDisableVertexAttribArray(ShaderProgram::VERTEX); glDisableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0); } }
//-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- void OverlayTextBox::renderBackgroundAndBorder(OpenGLContext* oglContext, const Vec2ui& position, const Vec2ui& size, bool software) { CVF_CALLSITE_OPENGL(oglContext); // Prepare 2D pixel exact projection to draw texts Camera projCam; projCam.setViewport(position.x(), position.y(), size.x(), size.y()); projCam.setProjectionAsPixelExact2D(); projCam.setViewMatrix(Mat4d::IDENTITY); // Turn off depth test RenderStateDepth depth(false, RenderStateDepth::LESS, false); depth.applyOpenGL(oglContext); ref<ShaderProgram> backgroundShader; float vertexArray[12]; projCam.viewport()->applyOpenGL(oglContext, Viewport::DO_NOT_CLEAR); if (software) { if (ShaderProgram::supportedOpenGL(oglContext)) { ShaderProgram::useNoProgram(oglContext); } #ifndef CVF_OPENGL_ES RenderStateMaterial_FF mat; mat.enableColorMaterial(true); mat.applyOpenGL(oglContext); RenderStateLighting_FF light(false); light.applyOpenGL(oglContext); #endif projCam.applyOpenGL(); } else { glBindBuffer(GL_ARRAY_BUFFER, 0); glEnableVertexAttribArray(ShaderProgram::VERTEX); glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray); backgroundShader = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram(oglContext); if (backgroundShader->useProgram(oglContext)) { MatrixState projMatrixState(projCam); backgroundShader->clearUniformApplyTracking(); backgroundShader->applyFixedUniforms(oglContext, projMatrixState); } } Vec3f min(1.0f, 1.0f, 0.0f); Vec3f max(static_cast<float>(size.x() - 1), static_cast<float>(size.y() - 1), 0.0f); // Setup the vertex array float* v1 = &vertexArray[0]; float* v2 = &vertexArray[3]; float* v3 = &vertexArray[6]; float* v4 = &vertexArray[9]; v1[0] = min.x(); v1[1] = min.y(); v1[2] = 0.0f; v2[0] = max.x(); v2[1] = min.y(); v2[2] = 0.0f; v3[0] = max.x(); v3[1] = max.y(); v3[2] = 0.0f; v4[0] = min.x(); v4[1] = max.y(); v4[2] = 0.0f; if (m_drawBackground) { if (software) { #ifndef CVF_OPENGL_ES glColor4fv(m_backgroundColor.ptr()); glBegin(GL_TRIANGLE_FAN); glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3); glVertex3fv(v4); glEnd(); #endif } else { // Draw background UniformFloat backgroundColor("u_color", Color4f(m_backgroundColor)); backgroundShader->applyUniform(oglContext, backgroundColor); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } } if (m_drawBorder) { if (software) { #ifndef CVF_OPENGL_ES glColor3fv(m_borderColor.ptr()); glBegin(GL_LINE_LOOP); glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3); glVertex3fv(v4); glEnd(); #endif } else { UniformFloat borderColor("u_color", Color4f(m_borderColor)); backgroundShader->applyUniform(oglContext, borderColor); RenderStateLine line(static_cast<float>(3)); line.applyOpenGL(oglContext); // Draw border glDrawArrays(GL_LINE_LOOP, 0, 4); RenderStateLine resetLine; resetLine.applyOpenGL(oglContext); } } }