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/**
*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux
*
* Tulip is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* Tulip is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
*/
#include <GL/glew.h>
#include <tulip/Glyph.h>
#include <tulip/GlPolygon.h>
#include <tulip/GlShaderProgram.h>
#include <tulip/GlTextureManager.h>
#include <tulip/GlGraphInputData.h>
#include <tulip/GlTools.h>
#include <tulip/TulipViewSettings.h>
using namespace tlp;
using namespace std;
namespace tlp {
const string roundedBoxFragmentShaderSrc =
"uniform float boxWidth;"
"uniform float boxHeight;"
"uniform bool textureActivated;"
"uniform sampler2D texture;"
"void main() {"
" float radius = min(boxWidth / 4.0, boxHeight / 4.0);"
" float sRadius = radius / boxWidth;"
" float tRadius = radius / boxHeight;"
" if (gl_TexCoord[0].s < sRadius && gl_TexCoord[0].t < tRadius) {"
" float dist = distance(vec2(sRadius*boxWidth, tRadius*boxHeight), gl_TexCoord[0].st * vec2(boxWidth, boxHeight));"
" if (dist > radius)"
" discard;"
" }"
" if (gl_TexCoord[0].s > (1.0 - sRadius) && gl_TexCoord[0].t > (1.0 - tRadius)) {"
" float dist = distance(vec2((1.0 - sRadius)*boxWidth, (1.0 - tRadius)*boxHeight), gl_TexCoord[0].st * vec2(boxWidth, boxHeight));"
" if (dist > radius)"
" discard;"
" }"
" if (gl_TexCoord[0].s < sRadius && gl_TexCoord[0].t > (1.0 - tRadius)) {"
" float dist = distance(vec2(sRadius*boxWidth, (1.0 - tRadius)*boxHeight), gl_TexCoord[0].st * vec2(boxWidth, boxHeight));"
" if (dist > radius)"
" discard;"
" }"
" if (gl_TexCoord[0].s > (1.0 - sRadius) && gl_TexCoord[0].t < tRadius) {"
" float dist = distance(vec2((1.0 - sRadius)*boxWidth, tRadius*boxHeight), gl_TexCoord[0].st * vec2(boxWidth, boxHeight));"
" if (dist > radius)"
" discard;"
" } "
" gl_FragColor = gl_Color;"
" if (textureActivated)"
" gl_FragColor *= texture2D(texture, gl_TexCoord[0].st);"
"}"
;
const string roundedBoxOutlineVertexShaderSrc =
"#version 120\n"
"void main() {"
" gl_Position = gl_Vertex;"
" gl_FrontColor = gl_Color;"
"}"
;
const string roundedBoxOutlineGeometryShaderSrc =
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"#define M_PI 3.141592653589793238462643\n"
"uniform float boxWidth;"
"uniform float boxHeight;"
"const int steps = 20;"
"const float delta = (M_PI/2.0) / float(steps);"
"void main() {"
" float radius = min(boxWidth / 4.0, boxHeight / 4.0);"
" float radiusL = radius / boxWidth;"
" float radiusH = radius / boxHeight;"
" float wi = 1.0 - 2*radiusL;"
" float hi = 1.0 - 2*radiusH;"
" vec3 P1 = gl_PositionIn[0].xyz + vec3(radiusL, -radiusH, 0.0);"
" vec3 P2 = P1 + vec3(wi, 0.0, 0.0);"
" vec3 P3 = P2 + vec3(0.0, -hi, 0.0);"
" vec3 P4 = P1 + vec3(0.0, -hi, 0.0);"
" float w = 0.0;"
" float x = 0.0;"
" float y = 0.0;"
" vec3 p = vec3(0.0);"
" gl_FrontColor = gl_FrontColorIn[0];"
" for (int i = 0 ; i < steps; ++i ) {"
" w = delta + float(i) * delta;"
" x = -cos(w);"
" y = sin(w);"
" p = P1 + vec3(x, y, 0.0) * vec3(radiusL, radiusH, 0.0);"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0);"
" EmitVertex();"
" }"
" gl_FrontColor = gl_FrontColorIn[1];"
" for (int i = 0 ; i < steps; ++i ) {"
" w = delta + float(steps - i - 1) * delta;"
" x = cos(w);"
" y = sin(w);"
" p = P2 + vec3(x, y, 0.0) * vec3(radiusL, radiusH, 0.0);"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0);"
" EmitVertex();"
" }"
" gl_FrontColor = gl_FrontColorIn[2];"
" for (int i = 0 ; i < steps; ++i ) {"
" w = delta + float(i) * delta;"
" x = cos(w);"
" y = -sin(w);"
" p = P3 + vec3(x, y, 0.0) * vec3(radiusL, radiusH, 0.0);"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0);"
" EmitVertex();"
" }"
" gl_FrontColor = gl_FrontColorIn[3];"
" for (int i = 0 ; i < steps; ++i ) {"
" float w = delta + float(steps - i - 1) * delta;"
" float x = -cos(w);"
" float y = -sin(w);"
" p = P4 + vec3(x, y, 0.0) * vec3(radiusL, radiusH, 0.0);"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0);"
" EmitVertex();"
" }"
" w = delta;"
" x = -cos(w);"
" y = sin(w);"
" p = P1 + vec3(x, y, 0.0) * vec3(radiusL, radiusH, 0.0);"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0);"
" EmitVertex();"
"}"
;
/** @addtogroup glyph */
/// A 2D glyph.
/**
* This glyph draws a rounded box, meaning a rectangle with rounded corners.
* The box is colored according to the "viewColor" property. It can also be outlined if
* "viewBorderWidth" is greater than zero. The outline is colored according to the
* "viewBorderColor" property. Last but not least, it can also be textured according
* to the "viewTexture" property.
*/
class RoundedBox : public Glyph {
public:
GLYPHINFORMATION("2D - Rounded Box", "Antoine LAMBERT", "02/11/2010", "Rounded Box", "1.0", NodeShape::RoundedBox)
RoundedBox(const tlp::PluginContext *context = NULL);
~RoundedBox() {}
void draw(node n, float lod);
Coord getAnchor(const Coord &vector) const;
void getIncludeBoundingBox(BoundingBox &boundingBox, node);
private:
void initRoundedSquare();
GlPolygon *createRoundedRect(const Size &size);
static GlPolygon *roundedSquare;
static Coord minIncludeBBSquare;
static Coord maxIncludeBBSquare;
};
static Coord computeCircleArcMidPoint(const Coord &start, const Coord &end, const Coord ¢er) {
float radius = start.dist(center);
float c=atan2(start[1]+end[1], start[0]+end[0]);
return Coord(center.x() + radius*cos(c), center.y() + radius*sin(c));
}
GlPolygon* RoundedBox::roundedSquare=NULL;
Coord RoundedBox::minIncludeBBSquare;
Coord RoundedBox::maxIncludeBBSquare;
RoundedBox::RoundedBox(const tlp::PluginContext* context) : Glyph(context) {
minIncludeBBSquare = computeCircleArcMidPoint(Coord(-0.25, -0.5), Coord(-0.5, -0.25), Coord(-0.25, -0.25));
maxIncludeBBSquare = -minIncludeBBSquare;
}
void RoundedBox::initRoundedSquare() {
roundedSquare = createRoundedRect(Size(1,1,1));
}
void RoundedBox::getIncludeBoundingBox(BoundingBox &boundingBox,node n) {
const Size &size = glGraphInputData->getElementSize()->getNodeValue(n);
if (size[0] == size[1]) {
boundingBox[0] = minIncludeBBSquare;
boundingBox[1] = maxIncludeBBSquare;
}
else {
float radius = min(size[0] / 4, size[1] / 4);
radius = min(radius/size[0], radius/size[1]);
boundingBox[0] = computeCircleArcMidPoint(Coord(-0.5+radius, -0.5), Coord(-0.5, -0.5+radius), Coord(-0.5+radius, -0.5+radius));
boundingBox[1] = -boundingBox[0];
}
}
GlPolygon *RoundedBox::createRoundedRect(const Size &size) {
float radius = min(size[0] / 4, size[1] / 4);
float radiusL = radius / size[0];
float radiusH = radius / size[1];
float wi = 1.0 - 2*radiusL;
float hi = 1.0 - 2*radiusH;
Coord P1 = Coord(-0.5, 0.5) + Coord(radiusL, -radiusH);
Coord P2 = P1 + Coord(wi, 0);
Coord P3 = P2 + Coord(0, -hi);
Coord P4 = P1 + Coord(0, -hi);
int steps = 20;
float delta = (M_PI/2) / steps;
vector<Coord> boxPoints;
boxPoints.resize(steps * 4);
#ifdef _OPENMP
#pragma omp parallel for
#endif
for (int i = 0 ; i < steps; ++i ) {
float w = delta + i * delta;
float x = -cos(w);
float y = sin(w);
Coord p = P1 + Coord(x, y) * Coord(radiusL, radiusH);
boxPoints[i] = p;
w = delta + (steps - i - 1) * delta;
x = cos(w);
y = sin(w);
p = P2 + Coord(x, y) * Coord(radiusL, radiusH);
boxPoints[steps + i] = p;
w = delta + i * delta;
x = cos(w);
y = -sin(w);
p = P3 + Coord(x, y) * Coord(radiusL, radiusH);
boxPoints[2 * steps + i] = p;
w = delta + (steps - i - 1) * delta;
x = -cos(w);
y = -sin(w);
p = P4 + Coord(x, y) * Coord(radiusL, radiusH);
boxPoints[3 * steps + i] = p;
}
vector<Color> fillColors;
vector<Color> outlineColors;
fillColors.push_back(Color(255,255,255));
outlineColors.push_back(Color(0,0,0));
GlPolygon *ret = new GlPolygon(boxPoints, fillColors, outlineColors, true, true);
ret->setInvertYTexture(false);
return ret;
}
const float squareVerticesData[56] = {
/* front face (vvttnnn) */
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
/* back face (vvttnnn) */
-0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f
};
const float outlineVeticesData[8] = {
-0.5f, 0.5f,
0.5f, 0.5f,
0.5f, -0.5f,
-0.5f, -0.5f
};
void RoundedBox::draw(node n, float lod) {
static string glVendor(((const char*)glGetString(GL_VENDOR)));
static bool glVendorOk = (glVendor.find("NVIDIA")!=string::npos) || (glVendor.find("ATI")!=string::npos);
static GlShaderProgram *roundedBoxShader = NULL;
static GlShaderProgram *roundedBoxOutlineShader = NULL;
// don't use geometry shader rendering on MacOS as that feature does seem stable on that platform
bool apple = false;
#ifdef __APPLE__
apple = true;
#endif
if (!apple && roundedBoxShader == NULL && glVendorOk && GlShaderProgram::shaderProgramsSupported() && GlShaderProgram::geometryShaderSupported()) {
roundedBoxShader = new GlShaderProgram();
roundedBoxShader->addShaderFromSourceCode(Fragment, roundedBoxFragmentShaderSrc);
roundedBoxShader->link();
roundedBoxShader->printInfoLog();
roundedBoxOutlineShader = new GlShaderProgram();
roundedBoxOutlineShader->addShaderFromSourceCode(Vertex, roundedBoxOutlineVertexShaderSrc);
roundedBoxOutlineShader->addGeometryShaderFromSourceCode(roundedBoxOutlineGeometryShaderSrc, GL_LINES_ADJACENCY_EXT, GL_LINE_STRIP);
roundedBoxOutlineShader->link();
roundedBoxOutlineShader->printInfoLog();
}
const Size &size = glGraphInputData->getElementSize()->getNodeValue(n);
float outlineWidth = glGraphInputData->getElementBorderWidth()->getNodeValue(n);
const string &texture = glGraphInputData->getElementTexture()->getNodeValue(n);
if (roundedBoxShader == NULL || !roundedBoxShader->isLinked() || !roundedBoxOutlineShader->isLinked() || GlShaderProgram::getCurrentActiveShader()) {
if (roundedSquare == NULL)
initRoundedSquare();
GlPolygon *polygon = roundedSquare;
if (size[0] != size[1]) {
polygon = createRoundedRect(size);
}
polygon->setFillColor(glGraphInputData->getElementColor()->getNodeValue(n));
polygon->setOutlineColor(glGraphInputData->getElementBorderColor()->getNodeValue(n));
polygon->setOutlineSize(outlineWidth);
polygon->setTextureName(texture);
polygon->draw(lod,NULL);
if (polygon != roundedSquare)
// because createRoundedRect() creates a new GlPolygon
delete polygon;
}
else {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(2, GL_FLOAT, 7 * sizeof(float), &squareVerticesData[0]);
glTexCoordPointer(2, GL_FLOAT, 7 * sizeof(float), &squareVerticesData[2]);
glNormalPointer(GL_FLOAT, 7 * sizeof(float), &squareVerticesData[4]);
setMaterial(glGraphInputData->getElementColor()->getNodeValue(n));
bool textureOK = false;
if (texture != "") {
textureOK = GlTextureManager::getInst().activateTexture(texture);
}
roundedBoxShader->activate();
roundedBoxShader->setUniformFloat("boxWidth", size[0]);
roundedBoxShader->setUniformFloat("boxHeight", size[1]);
roundedBoxShader->setUniformBool("textureActivated", textureOK);
roundedBoxShader->setUniformTextureSampler("texture", 0);
glDrawArrays(GL_QUADS, 0, 8);
roundedBoxShader->desactivate();
if (textureOK) {
GlTextureManager::getInst().desactivateTexture();
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (outlineWidth == 0) {
glLineWidth(1.0);
setMaterial(glGraphInputData->getElementColor()->getNodeValue(n));
}
else {
glLineWidth(outlineWidth);
setMaterial(glGraphInputData->getElementBorderColor()->getNodeValue(n));
}
glVertexPointer(2, GL_FLOAT, 2 * sizeof(float), outlineVeticesData);
roundedBoxOutlineShader->activate();
roundedBoxOutlineShader->setUniformFloat("boxWidth", size[0]);
roundedBoxOutlineShader->setUniformFloat("boxHeight", size[1]);
glDrawArrays(GL_LINE_STRIP_ADJACENCY_EXT, 0, 4);
roundedBoxOutlineShader->desactivate();
glDisableClientState(GL_VERTEX_ARRAY);
}
}
Coord RoundedBox::getAnchor(const Coord &vector) const {
Coord v(vector);
float x, y, z, fmax;
v.get(x, y, z);
v.setZ(0.0f);
fmax = std::max(fabsf(x), fabsf(y));
if (fmax > 0.0f)
return v * (0.5f / fmax);
else
return v;
}
PLUGIN(RoundedBox)
} // end of namespace tlp
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