Refactored osgText so that it no longer uses GLBeginEndAdapter
This commit is contained in:
@@ -538,6 +538,9 @@ void Text::computeGlyphRepresentation()
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computeBackdropBoundingBox();
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computeBoundingBoxMargin();
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computeColorGradients();
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// set up the vertices for any boundinbox or alignment decoration
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setupDecoration();
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}
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// Returns false if there are no glyphs and the width/height values are invalid.
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@@ -1311,71 +1314,89 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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}
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}
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osg::GLBeginEndAdapter& gl = (state.getGLBeginEndAdapter());
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state.Normal(_normal.x(), _normal.y(), _normal.z());
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if (_drawMode & FILLEDBOUNDINGBOX)
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if ((_drawMode&(~TEXT))!=0)
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{
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if (_textBB.valid())
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// ** save the previous modelview matrix
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osg::Matrix previous(state.getModelViewMatrix());
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// ** get the modelview for this context
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osg::Matrix modelview(_autoTransformCache[contextID]._matrix);
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// ** mult previous by the modelview for this context
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modelview.postMult(previous);
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// ** apply this new modelview matrix
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state.applyModelViewMatrix(modelview);
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state.disableNormalPointer();
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state.Color(colorMultiplier.r()*_textBBColor.r(),colorMultiplier.g()*_textBBColor.g(),colorMultiplier.b()*_textBBColor.b(),colorMultiplier.a()*_textBBColor.a());
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if (_decorationVertices.valid() && !_decorationVertices->empty())
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);
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osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
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osg::State::ApplyTextureModeProxy applyTextureMode(state, 0, GL_TEXTURE_2D, false);
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const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix;
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state.setVertexPointer(_decorationVertices.get());
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osg::Vec3 c00(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);
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osg::Vec3 c10(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin())*matrix);
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osg::Vec3 c11(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMin())*matrix);
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osg::Vec3 c01(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin())*matrix);
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switch(_backdropImplementation)
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unsigned int start_index = 0;
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if ((_drawMode & FILLEDBOUNDINGBOX)!=0 && _textBB.valid())
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{
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case NO_DEPTH_BUFFER:
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// Do nothing. The bounding box will be rendered before the text and that's all that matters.
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break;
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case DEPTH_RANGE:
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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//unsigned int backdrop_index = 0;
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//unsigned int max_backdrop_index = 8;
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//const double offset = double(max_backdrop_index - backdrop_index) * 0.003;
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glDepthRange(0.001, 1.001);
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break;
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/*case STENCIL_BUFFER:
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break;*/
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default:
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glPushAttrib(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.1f * osg::PolygonOffset::getFactorMultiplier(), 10.0f * osg::PolygonOffset::getUnitsMultiplier() );
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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switch(_backdropImplementation)
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{
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case NO_DEPTH_BUFFER:
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// Do nothing. The bounding box will be rendered before the text and that's all that matters.
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break;
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case DEPTH_RANGE:
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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//unsigned int backdrop_index = 0;
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//unsigned int max_backdrop_index = 8;
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//const double offset = double(max_backdrop_index - backdrop_index) * 0.003;
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glDepthRange(0.001, 1.001);
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break;
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/*case STENCIL_BUFFER:
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break;*/
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default:
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glPushAttrib(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.1f * osg::PolygonOffset::getFactorMultiplier(), 10.0f * osg::PolygonOffset::getUnitsMultiplier() );
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}
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glDrawArrays(GL_QUADS, 0, 4);
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start_index += 4;
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switch(_backdropImplementation)
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{
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case NO_DEPTH_BUFFER:
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// Do nothing.
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break;
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case DEPTH_RANGE:
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glDepthRange(0.0, 1.0);
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glPopAttrib();
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break;
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/*case STENCIL_BUFFER:
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break;*/
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default:
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPopAttrib();
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}
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#endif
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}
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gl.Color4f(colorMultiplier.r()*_textBBColor.r(),colorMultiplier.g()*_textBBColor.g(),colorMultiplier.b()*_textBBColor.b(),colorMultiplier.a()*_textBBColor.a());
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gl.Begin(GL_QUADS);
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gl.Vertex3fv(c00.ptr());
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gl.Vertex3fv(c10.ptr());
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gl.Vertex3fv(c11.ptr());
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gl.Vertex3fv(c01.ptr());
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gl.End();
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switch(_backdropImplementation)
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if (start_index<_decorationVertices->size())
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{
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case NO_DEPTH_BUFFER:
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// Do nothing.
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break;
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case DEPTH_RANGE:
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glDepthRange(0.0, 1.0);
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glPopAttrib();
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break;
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/*case STENCIL_BUFFER:
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break;*/
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default:
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPopAttrib();
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state.Color(colorMultiplier.r(),colorMultiplier.g(),colorMultiplier.b(),colorMultiplier.a());
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glDrawArrays(GL_LINES, start_index, _decorationVertices->size());
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}
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#else
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OSG_NOTICE<<"Warning: Text::drawImplementation() fillMode FILLEDBOUNDINGBOX not supported"<<std::endl;
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#endif
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}
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// restore the previous modelview matrix
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state.applyModelViewMatrix(previous);
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}
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#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
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@@ -1423,54 +1444,6 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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state.unbindElementBufferObject();
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}
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if (_drawMode & BOUNDINGBOX)
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{
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if (_textBB.valid())
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{
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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);
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const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix;
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osg::Vec3 c00(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);
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osg::Vec3 c10(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin())*matrix);
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osg::Vec3 c11(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMin())*matrix);
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osg::Vec3 c01(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin())*matrix);
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gl.Color4f(colorMultiplier.r()*_textBBColor.r(),colorMultiplier.g()*_textBBColor.g(),colorMultiplier.b()*_textBBColor.b(),colorMultiplier.a()*_textBBColor.a());
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gl.Begin(GL_LINE_LOOP);
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gl.Vertex3fv(c00.ptr());
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gl.Vertex3fv(c10.ptr());
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gl.Vertex3fv(c11.ptr());
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gl.Vertex3fv(c01.ptr());
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gl.End();
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}
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}
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if (_drawMode & ALIGNMENT)
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{
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gl.Color4fv(colorMultiplier.ptr());
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float cursorsize = _characterHeight*0.5f;
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const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix;
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osg::Vec3 hl(osg::Vec3(_offset.x()-cursorsize,_offset.y(),_offset.z())*matrix);
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osg::Vec3 hr(osg::Vec3(_offset.x()+cursorsize,_offset.y(),_offset.z())*matrix);
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osg::Vec3 vt(osg::Vec3(_offset.x(),_offset.y()-cursorsize,_offset.z())*matrix);
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osg::Vec3 vb(osg::Vec3(_offset.x(),_offset.y()+cursorsize,_offset.z())*matrix);
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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);
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gl.Begin(GL_LINES);
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gl.Vertex3fv(hl.ptr());
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gl.Vertex3fv(hr.ptr());
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gl.Vertex3fv(vt.ptr());
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gl.Vertex3fv(vb.ptr());
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gl.End();
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}
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}
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void Text::accept(osg::Drawable::ConstAttributeFunctor& af) const
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