コード例 #1
0
//--------------------------------------------------------------------------------------------------
/// Draw a background rectangle using OGL 1.1 compatibility
//--------------------------------------------------------------------------------------------------
void InternalLegendRenderTools::renderBackgroundImmediateMode(OpenGLContext* oglContext,
                                                      const Vec2f& size,
                                                      const Color4f& backgroundColor,
                                                      const Color4f& backgroundFrameColor)
{
    RenderStateDepth depth(false);
    depth.applyOpenGL(oglContext);

    RenderStateLighting_FF lighting(false);
    lighting.applyOpenGL(oglContext);

    RenderStateBlending blend;
    blend.configureTransparencyBlending();
    blend.applyOpenGL(oglContext);

    // Frame vertices

    std::array<Vec3f, 4> vertexArray = {
        Vec3f(1       ,        1, 0.0f),
        Vec3f(size.x(),        1, 0.0f),
        Vec3f(size.x(), size.y(), 0.0f),
        Vec3f(1       , size.y(), 0.0f),
    };


    glColor4fv(backgroundColor.ptr());
    glBegin(GL_TRIANGLE_FAN);
    glVertex3fv(vertexArray[0].ptr());
    glVertex3fv(vertexArray[1].ptr());
    glVertex3fv(vertexArray[2].ptr());
    glVertex3fv(vertexArray[3].ptr());
    glEnd();

    // Render Line around

    {
        glColor4fv(backgroundFrameColor.ptr());
        glBegin(GL_LINES);
        glVertex3fv(vertexArray[0].ptr());
        glVertex3fv(vertexArray[1].ptr());
        glVertex3fv(vertexArray[1].ptr());
        glVertex3fv(vertexArray[2].ptr());
        glVertex3fv(vertexArray[2].ptr());
        glVertex3fv(vertexArray[3].ptr());
        glVertex3fv(vertexArray[3].ptr());
        glVertex3fv(vertexArray[0].ptr());
        glEnd();
    }

    // Reset render states

    RenderStateLighting_FF resetLighting;
    resetLighting.applyOpenGL(oglContext);
    RenderStateDepth resetDepth;
    resetDepth.applyOpenGL(oglContext);
    RenderStateBlending resetblend;
    resetblend.applyOpenGL(oglContext);
    CVF_CHECK_OGL(oglContext);
}
コード例 #2
0
//--------------------------------------------------------------------------------------------------
/// 
//--------------------------------------------------------------------------------------------------
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);
}
コード例 #3
0
//--------------------------------------------------------------------------------------------------
/// Draw the legend using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void OverlayScalarMapperLegend::renderLegendImmediateMode(OpenGLContext* oglContext, OverlayColorLegendLayoutInfo* layout)
{
#ifdef CVF_OPENGL_ES
    CVF_UNUSED(layout);
    CVF_FAIL_MSG("Not supported on OpenGL ES");
#else
    CVF_TIGHT_ASSERT(layout);
    CVF_TIGHT_ASSERT(layout->size.x() > 0);
    CVF_TIGHT_ASSERT(layout->size.y() > 0);

    RenderStateDepth depth(false);
    depth.applyOpenGL(oglContext);

    RenderStateLighting_FF lighting(false);
    lighting.applyOpenGL(oglContext);

    // All vertices. Initialized here to set Z to zero once and for all.
    static float vertexArray[] = 
    {
        0.0f, 0.0f, 0.0f,
        0.0f, 0.0f, 0.0f,
        0.0f, 0.0f, 0.0f,
        0.0f, 0.0f, 0.0f,
        0.0f, 0.0f, 0.0f,
    };

    // Per vector convenience pointers
    float* v0 = &vertexArray[0];    
    float* v1 = &vertexArray[3];    
    float* v2 = &vertexArray[6];    
    float* v3 = &vertexArray[9];    
    float* v4 = &vertexArray[12];   

    // Constant coordinates
    v0[0] = v3[0] = layout->x0;
    v1[0] = v4[0] = layout->x1;

    // Render color bar as one colored quad per pixel

    int legendHeightPixelCount = static_cast<int>(layout->tickPixelPos->get(m_tickValues.size() - 1) - layout->tickPixelPos->get(0) + 0.01);
    if (m_scalarMapper.notNull())
    {
        int iPx;
        for (iPx = 0; iPx < legendHeightPixelCount; iPx++)
        {
            const Color3ub& clr = m_scalarMapper->mapToColor(m_scalarMapper->domainValue((iPx+0.5)/legendHeightPixelCount));
            float y0 = static_cast<float>(layout->legendRect.min().y() + iPx);
            float y1 = static_cast<float>(layout->legendRect.min().y() + iPx + 1);

            // Dynamic coordinates for rectangle
            v0[1] = v1[1] = y0;
            v3[1] = v4[1] = y1;

            // Draw filled rectangle elements
            glColor3ubv(clr.ptr());
            glBegin(GL_TRIANGLE_FAN);
            glVertex3fv(v0);
            glVertex3fv(v1);
            glVertex3fv(v4);
            glVertex3fv(v3);
            glEnd();
        }
    }

    // Render frame

    // Dynamic coordinates for  tickmarks-lines
    bool isRenderingFrame = true;
    if (isRenderingFrame)
    {
        v0[0] = v2[0] = layout->legendRect.min().x()-0.5f;
        v1[0] = v3[0] = layout->legendRect.max().x()-0.5f;
        v0[1] = v1[1] = layout->legendRect.min().y()-0.5f;
        v2[1] = v3[1] = layout->legendRect.max().y()-0.5f;

        glColor3fv(m_color.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->x0;
        v1[0] = layout->x1 - 0.5f*(layout->tickX - layout->x1) - 0.5f;
        v2[0] = layout->x1;
        v3[0] = layout->tickX - 0.5f*(layout->tickX - layout->x1) - 0.5f;
        v4[0] = layout->tickX;

        size_t ic;
        for (ic = 0; ic < m_tickValues.size(); ic++)
        {
            float y0 = static_cast<float>(layout->legendRect.min().y() + layout->tickPixelPos->get(ic) - 0.5f);

            // Dynamic coordinates for  tickmarks-lines
            v0[1] = v1[1] = v2[1] = v3[1] = v4[1] = y0;

            glColor3fv(m_color.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
}