Shifted set up of osgText related StateSet from osgText::Font into into osg::TextBase/Text to enable grater control over state required for specific Text implementations
This commit is contained in:
@@ -28,10 +28,92 @@
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using namespace osg;
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using namespace osgText;
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#if (!defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
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#define GLSL_VERSION_STR "330 core"
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#define GLYPH_CMP "r"
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#else
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#define GLSL_VERSION_STR "300 es"
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#define GLYPH_CMP "a"
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#endif
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static const char* gl3_TextVertexShader = {
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"#version " GLSL_VERSION_STR "\n"
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"// gl3_TextVertexShader\n"
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"#ifdef GL_ES\n"
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" precision highp float;\n"
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"#endif\n"
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"in vec4 osg_Vertex;\n"
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"in vec4 osg_Color;\n"
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"in vec4 osg_MultiTexCoord0;\n"
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"uniform mat4 osg_ModelViewProjectionMatrix;\n"
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"out vec2 texCoord;\n"
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"out vec4 vertexColor;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
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" texCoord = osg_MultiTexCoord0.xy;\n"
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" vertexColor = osg_Color; \n"
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"}\n"
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};
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static const char* gl3_TextFragmentShader = {
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"#version " GLSL_VERSION_STR "\n"
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"// gl3_TextFragmentShader\n"
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"#ifdef GL_ES\n"
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" precision highp float;\n"
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"#endif\n"
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"uniform sampler2D glyphTexture;\n"
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"in vec2 texCoord;\n"
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"in vec4 vertexColor;\n"
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" if (texCoord.x>=0.0) color = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord)." GLYPH_CMP ");\n"
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" else color = vertexColor;\n"
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"}\n"
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};
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static const char* gl2_TextVertexShader = {
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"// gl2_TextVertexShader\n"
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"#ifdef GL_ES\n"
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" precision highp float;\n"
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"#endif\n"
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"varying vec2 texCoord;\n"
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"varying vec4 vertexColor;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" texCoord = gl_MultiTexCoord0.xy;\n"
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" vertexColor = gl_Color; \n"
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"}\n"
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};
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static const char* gl2_TextFragmentShader = {
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"// gl2_TextFragmentShader\n"
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"#ifdef GL_ES\n"
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" precision highp float;\n"
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"#endif\n"
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"uniform sampler2D glyphTexture;\n"
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"varying vec2 texCoord;\n"
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"varying vec4 vertexColor;\n"
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"void main(void)\n"
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"{\n"
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" if (texCoord.x>=0.0) gl_FragColor = vertexColor * vec4(1.0, 1.0, 1.0, texture2D(glyphTexture, texCoord).a);\n"
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" else gl_FragColor = vertexColor;\n"
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"}\n"
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};
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Text::Text():
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_enableDepthWrites(true),
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_backdropType(NONE),
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#if 1
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_backdropImplementation(DELAYED_DEPTH_WRITES),
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#else
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_backdropImplementation(USE_SHADERS),
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#endif
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_backdropHorizontalOffset(0.07f),
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_backdropVerticalOffset(0.07f),
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_backdropColor(0.0f, 0.0f, 0.0f, 1.0f),
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@@ -42,6 +124,8 @@ Text::Text():
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_colorGradientTopRight(1.0f, 1.0f, 1.0f, 1.0f)
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{
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_supportsVertexBufferObjects = true;
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assignStateSet();
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}
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Text::Text(const Text& text,const osg::CopyOp& copyop):
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@@ -65,21 +149,59 @@ Text::~Text()
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{
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}
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void Text::setFont(osg::ref_ptr<Font> font)
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osg::StateSet* Text::createStateSet()
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{
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if (_font==font) return;
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Font* activeFont = getActiveFont();
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if (!activeFont) return 0;
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osg::StateSet* previousFontStateSet = _font.valid() ? _font->getStateSet() : Font::getDefaultFont()->getStateSet();
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osg::StateSet* newFontStateSet = font.valid() ? font->getStateSet() : Font::getDefaultFont()->getStateSet();
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Font::StateSets& statesets = activeFont->getCachedStateSets();
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if (getStateSet() == previousFontStateSet)
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if (!statesets.empty())
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{
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setStateSet( newFontStateSet );
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return statesets.front().get();
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}
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TextBase::setFont(font);
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}
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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statesets.push_back(stateset.get());
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
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OSG_INFO<<"Font::Font() Fixed function pipeline"<<std::endl;
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stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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#endif
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osg::DisplaySettings::ShaderHint shaderHint = osg::DisplaySettings::instance()->getShaderHint();
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if (shaderHint==osg::DisplaySettings::SHADER_GL3 || shaderHint==osg::DisplaySettings::SHADER_GLES3)
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{
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OSG_INFO<<"Font::Font() Setting up GL3 compatible shaders"<<std::endl;
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3_TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3_TextFragmentShader));
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stateset->setAttributeAndModes(program.get());
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stateset->addUniform(new osg::Uniform("glyphTexture", 0));
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}
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else if (shaderHint==osg::DisplaySettings::SHADER_GL2 || shaderHint==osg::DisplaySettings::SHADER_GLES2)
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{
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OSG_INFO<<"Font::Font() Setting up GL2 compatible shaders"<<std::endl;
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl2_TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl2_TextFragmentShader));
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stateset->setAttributeAndModes(program.get());
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stateset->addUniform(new osg::Uniform("glyphTexture", 0));
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}
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return stateset.release();
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}
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Font* Text::getActiveFont()
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{
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@@ -632,7 +754,7 @@ void Text::computePositionsImplementation()
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// Presumes the atc matrix is already up-to-date
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void Text::computeBackdropPositions()
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{
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if(_backdropType == NONE)
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if(_backdropType == NONE || _backdropImplementation == USE_SHADERS)
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{
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return;
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}
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@@ -1130,33 +1252,39 @@ void Text::drawImplementationSinglePass(osg::State& state, const osg::Vec4& colo
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const GlyphQuads& glyphquad = titr->second;
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#if 1
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if(_backdropType != NONE)
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{
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unsigned int backdrop_index;
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unsigned int max_backdrop_index;
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if(_backdropType == OUTLINE)
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if (_backdropImplementation != USE_SHADERS)
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{
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backdrop_index = 1;
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max_backdrop_index = 8;
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unsigned int backdrop_index;
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unsigned int max_backdrop_index;
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if(_backdropType == OUTLINE)
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{
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backdrop_index = 1;
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max_backdrop_index = 8;
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}
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else
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{
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backdrop_index = _backdropType+1;
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max_backdrop_index = backdrop_index+1;
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}
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if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
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state.disableColorPointer();
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state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
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}
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}
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else
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{
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backdrop_index = _backdropType+1;
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max_backdrop_index = backdrop_index+1;
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}
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if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
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state.disableColorPointer();
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state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
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OSG_NOTICE<<"Using shaders for backdrop"<<std::endl;
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}
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}
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#endif
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if(_colorGradientMode == SOLID)
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{
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vas->disableColorArray(state);
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