Added osgText/shaders to support greyscale and Signed Distance Field based text

This commit is contained in:
Robert Osfield
2017-09-19 16:35:28 +01:00
parent cc7cf54353
commit 72cf6734a1
5 changed files with 214 additions and 98 deletions

View File

@@ -28,84 +28,6 @@
using namespace osg;
using namespace osgText;
#if (!defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
#define GLSL_VERSION_STR "330 core"
#define GLYPH_CMP "r"
#else
#define GLSL_VERSION_STR "300 es"
#define GLYPH_CMP "a"
#endif
static const char* gl3_TextVertexShader = {
"#version " GLSL_VERSION_STR "\n"
"// gl3_TextVertexShader\n"
"#ifdef GL_ES\n"
" precision highp float;\n"
"#endif\n"
"in vec4 osg_Vertex;\n"
"in vec4 osg_Color;\n"
"in vec4 osg_MultiTexCoord0;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"out vec2 texCoord;\n"
"out vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
" texCoord = osg_MultiTexCoord0.xy;\n"
" vertexColor = osg_Color; \n"
"}\n"
};
static const char* gl3_TextFragmentShader = {
"#version " GLSL_VERSION_STR "\n"
"// gl3_TextFragmentShader\n"
"#ifdef GL_ES\n"
" precision highp float;\n"
"#endif\n"
"uniform sampler2D glyphTexture;\n"
"in vec2 texCoord;\n"
"in vec4 vertexColor;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" if (texCoord.x>=0.0) color = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord)." GLYPH_CMP ");\n"
" else color = vertexColor;\n"
"}\n"
};
static const char* gl2_TextVertexShader = {
"// gl2_TextVertexShader\n"
"#ifdef GL_ES\n"
" precision highp float;\n"
"#endif\n"
"varying vec2 texCoord;\n"
"varying vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" texCoord = gl_MultiTexCoord0.xy;\n"
" vertexColor = gl_Color; \n"
"}\n"
};
static const char* gl2_TextFragmentShader = {
"// gl2_TextFragmentShader\n"
"#ifdef GL_ES\n"
" precision highp float;\n"
"#endif\n"
"uniform sampler2D glyphTexture;\n"
"varying vec2 texCoord;\n"
"varying vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
" if (texCoord.x>=0.0) gl_FragColor = vertexColor * vec4(1.0, 1.0, 1.0, texture2D(glyphTexture, texCoord).a);\n"
" else gl_FragColor = vertexColor;\n"
"}\n"
};
Text::Text():
_enableDepthWrites(true),
_backdropType(NONE),
@@ -237,35 +159,47 @@ osg::StateSet* Text::createStateSet()
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
OSG_INFO<<"Font::Font() Fixed function pipeline"<<std::endl;
OSG_NOTICE<<"Text::createStateSet() activeFont->getGlyphTextureFeatures()="<<activeFont->getGlyphTextureFeatures()<<std::endl;
stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
#endif
#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
osg::DisplaySettings::ShaderHint shaderHint = osg::DisplaySettings::instance()->getShaderHint();
if (shaderHint==osg::DisplaySettings::SHADER_GL3 || shaderHint==osg::DisplaySettings::SHADER_GLES3)
if (activeFont->getGlyphTextureFeatures()==GlyphTexture::GREYSCALE && shaderHint==osg::DisplaySettings::SHADER_NONE)
{
OSG_INFO<<"Font::Font() Setting up GL3 compatible shaders"<<std::endl;
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3_TextVertexShader));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3_TextFragmentShader));
stateset->setAttributeAndModes(program.get());
stateset->addUniform(new osg::Uniform("glyphTexture", 0));
OSG_INFO<<"Font::Font() Fixed function pipeline"<<std::endl;
stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
return stateset.release();
}
else if (shaderHint==osg::DisplaySettings::SHADER_GL2 || shaderHint==osg::DisplaySettings::SHADER_GLES2)
#endif
// set up the StateSet to use shaders
stateset->addUniform(new osg::Uniform("glyphTexture", 0));
osg::ref_ptr<osg::Program> program = new osg::Program;
stateset->setAttributeAndModes(program.get());
{
OSG_INFO<<"Font::Font() Setting up GL2 compatible shaders"<<std::endl;
OSG_NOTICE<<"Using shaders/text.vert"<<std::endl;
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, gl2_TextVertexShader));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl2_TextFragmentShader));
stateset->setAttributeAndModes(program.get());
stateset->addUniform(new osg::Uniform("glyphTexture", 0));
#include "shaders/text_vert.cpp"
program->addShader(osgDB::readRefShaderFileWithFallback(osg::Shader::VERTEX, "shaders/text.vert", text_vert));
}
if (activeFont->getGlyphTextureFeatures()==GlyphTexture::GREYSCALE)
{
OSG_NOTICE<<"Using shaders/text_greyscale.frag"<<std::endl;
#include "shaders/text_greyscale_frag.cpp"
program->addShader(osgDB::readRefShaderFileWithFallback(osg::Shader::VERTEX, "shaders/text_greyscale.frag", text_greyscale_frag));
}
else
{
OSG_NOTICE<<"Using shaders/text_sdf.frag"<<std::endl;
#include "shaders/text_sdf_frag.cpp"
program->addShader(osgDB::readRefShaderFileWithFallback(osg::Shader::VERTEX, "shaders/text_sdf.frag", text_sdf_frag));
}
return stateset.release();