Removed no longer supported code paths

This commit is contained in:
Robert Osfield
2017-03-17 13:11:43 +00:00
parent feb0214ddc
commit e6703e3cb0
2 changed files with 13 additions and 686 deletions

View File

@@ -1174,8 +1174,6 @@ void Text::drawImplementationSinglePass(osg::State& state, const osg::Vec4& colo
}
#ifdef NEW_APPROACH
void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const
{
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
@@ -1227,15 +1225,18 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
drawImplementationSinglePass(state, colorMultiplier);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
if (_enableDepthWrites)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
drawImplementationSinglePass(state, colorMultiplier);
drawImplementationSinglePass(state, colorMultiplier);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
state.haveAppliedAttribute(osg::StateAttribute::COLORMASK);
}
state.haveAppliedAttribute(osg::StateAttribute::DEPTH);
state.haveAppliedAttribute(osg::StateAttribute::COLORMASK);
#endif
if (usingVertexBufferObjects && !usingVertexArrayObjects)
@@ -1257,174 +1258,6 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
#else
void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const
{
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
state.applyMode(GL_BLEND,true);
#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
state.applyTextureAttribute(0,getActiveFont()->getTexEnv());
#endif
// save the previous modelview matrix
osg::Matrix previous_modelview = state.getModelViewMatrix();
// set up the new modelview matrix
osg::Matrix modelview;
bool needToApplyMatrix = computeMatrix(modelview, &state);
if (needToApplyMatrix)
{
// ** mult previous by the modelview for this context
modelview.postMult(previous_modelview);
// ** apply this new modelview matrix
state.applyModelViewMatrix(modelview);
// workaround for GL3/GL2
if (state.getUseModelViewAndProjectionUniforms()) state.applyModelViewAndProjectionUniformsIfRequired();
// OSG_NOTICE<<"New state.applyModelViewMatrix() "<<modelview<<std::endl;
}
else
{
// OSG_NOTICE<<"No need to apply matrix "<<std::endl;
}
state.Normal(_normal.x(), _normal.y(), _normal.z());
osg::VertexArrayState* vas = state.getCurrentVertexArrayState();
bool usingVertexArrayObjects = usingVertexBufferObjects && state.useVertexArrayObject(_useVertexArrayObject);
bool requiresSetArrays = !usingVertexBufferObjects || !usingVertexArrayObjects || vas->getRequiresSetArrays();
if (requiresSetArrays)
{
vas->lazyDisablingOfVertexAttributes();
vas->setVertexArray(state, _coords.get());
vas->setTexCoordArray(state, 0, _texcoords.get());
vas->applyDisablingOfVertexAttributes(state);
}
if ((_drawMode&(~TEXT))!=0)
{
if (!_decorationPrimitives.empty())
{
osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
osg::State::ApplyTextureModeProxy applyTextureMode(state, 0, GL_TEXTURE_2D, false);
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
switch(_backdropImplementation)
{
case NO_DEPTH_BUFFER:
// Do nothing. The bounding box will be rendered before the text and that's all that matters.
break;
case DEPTH_RANGE:
glPushAttrib(GL_DEPTH_BUFFER_BIT);
//unsigned int backdrop_index = 0;
//unsigned int max_backdrop_index = 8;
//const double offset = double(max_backdrop_index - backdrop_index) * 0.003;
glDepthRange(0.001, 1.001);
break;
/*case STENCIL_BUFFER:
break;*/
default:
glPushAttrib(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.1f * osg::PolygonOffset::getFactorMultiplier(), 10.0f * osg::PolygonOffset::getUnitsMultiplier() );
}
#endif
for(Primitives::const_iterator itr = _decorationPrimitives.begin();
itr != _decorationPrimitives.end();
++itr)
{
if ((*itr)->getMode()==GL_TRIANGLES) state.Color(colorMultiplier.r()*_textBBColor.r(), colorMultiplier.g()*_textBBColor.g(), colorMultiplier.b()*_textBBColor.b(), colorMultiplier.a()*_textBBColor.a());
else state.Color(colorMultiplier.r(), colorMultiplier.g(), colorMultiplier.b(), colorMultiplier.a());
(*itr)->draw(state, usingVertexBufferObjects);
}
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
switch(_backdropImplementation)
{
case NO_DEPTH_BUFFER:
// Do nothing.
break;
case DEPTH_RANGE:
glDepthRange(0.0, 1.0);
glPopAttrib();
break;
/*case STENCIL_BUFFER:
break;*/
default:
glDisable(GL_POLYGON_OFFSET_FILL);
glPopAttrib();
}
#endif
}
}
#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
state.applyTextureAttribute(0,getActiveFont()->getTexEnv());
#endif
if (_drawMode & TEXT)
{
// Okay, since ATI's cards/drivers are not working correctly,
// we need alternative solutions to glPolygonOffset.
// So this is a pick your poison approach. Each alternative
// backend has trade-offs associated with it, but with luck,
// the user may find that works for them.
if(_backdropType != NONE && _backdropImplementation != DELAYED_DEPTH_WRITES)
{
switch(_backdropImplementation)
{
case POLYGON_OFFSET:
renderWithPolygonOffset(state,colorMultiplier);
break;
case NO_DEPTH_BUFFER:
renderWithNoDepthBuffer(state,colorMultiplier);
break;
case DEPTH_RANGE:
renderWithDepthRange(state,colorMultiplier);
break;
case STENCIL_BUFFER:
renderWithStencilBuffer(state,colorMultiplier);
break;
default:
renderWithPolygonOffset(state,colorMultiplier);
}
}
else
{
renderWithDelayedDepthWrites(state,colorMultiplier);
}
}
if (!usingVertexArrayObjects)
{
// unbind the VBO's if any are used.
vas->unbindVertexBufferObject();
vas->unbindElementBufferObject();
}
if (needToApplyMatrix)
{
// apply this new modelview matrix
// workaround for GL3/GL2
if (state.getUseModelViewAndProjectionUniforms()) state.applyModelViewAndProjectionUniformsIfRequired();
}
}
#endif
void Text::accept(osg::Drawable::ConstAttributeFunctor& af) const
{
if (_coords.valid() )
@@ -1538,445 +1371,6 @@ float Text::bilinearInterpolate(float x1, float x2, float y1, float y2, float x,
);
}
void Text::drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, const osg::Vec4& colorMultiplier) const
{
if (glyphquad._primitives.empty()) return;
const Coords& coords = _coords;
const ColorCoords& colors = _colorCoords;
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
if (coords.valid() && !coords->empty())
{
VertexArrayState* vas = state.getCurrentVertexArrayState();
bool usingVertexArrayObjects = usingVertexBufferObjects && state.useVertexArrayObject(_useVertexArrayObject);
if(_colorGradientMode == SOLID)
{
vas->disableColorArray(state);
state.Color(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
}
else
{
bool requiresSetArrays = (_backdropType!=NONE) || !usingVertexBufferObjects || !usingVertexArrayObjects || vas->getRequiresSetArrays();
if (requiresSetArrays)
{
vas->setColorArray(state, colors.get());
}
}
glyphquad._primitives[0]->draw(state, usingVertexBufferObjects);
}
}
void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMultiplier) const
{
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
// need to set the texture here...
state.applyTextureAttribute(0,titr->first.get());
const GlyphQuads& glyphquad = titr->second;
drawForegroundText(state, glyphquad, colorMultiplier);
}
}
void Text::renderWithDelayedDepthWrites(osg::State& state, const osg::Vec4& colorMultiplier) const
{
// If depth testing is disabled, then just render text as normal
if( !state.getLastAppliedMode(GL_DEPTH_TEST) ) {
drawTextWithBackdrop(state,colorMultiplier);
return;
}
//glPushAttrib( _enableDepthWrites ? (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) : GL_DEPTH_BUFFER_BIT);
// Render to color buffer without writing to depth buffer.
glDepthMask(GL_FALSE);
drawTextWithBackdrop(state,colorMultiplier);
// Render to depth buffer if depth writes requested.
if( _enableDepthWrites )
{
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
drawTextWithBackdrop(state,colorMultiplier);
}
state.haveAppliedAttribute(osg::StateAttribute::DEPTH);
state.haveAppliedAttribute(osg::StateAttribute::COLORMASK);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//glPopAttrib();
}
void Text::drawTextWithBackdrop(osg::State& state, const osg::Vec4& colorMultiplier) const
{
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
// need to set the texture here...
state.applyTextureAttribute(0,titr->first.get());
const GlyphQuads& glyphquad = titr->second;
if(_backdropType != NONE)
{
unsigned int backdrop_index;
unsigned int max_backdrop_index;
if(_backdropType == OUTLINE)
{
backdrop_index = 1;
max_backdrop_index = 8;
}
else
{
backdrop_index = _backdropType+1;
max_backdrop_index = backdrop_index+1;
}
if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
state.disableColorPointer();
state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
}
}
drawForegroundText(state, glyphquad, colorMultiplier);
}
}
void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
VertexArrayState* vas = state.getCurrentVertexArrayState();
if (!osg::PolygonOffset::areFactorAndUnitsMultipliersSet())
{
osg::PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver();
}
// Do I really need to do this for glPolygonOffset?
glPushAttrib(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_FILL);
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
// need to set the texture here...
state.applyTextureAttribute(0,titr->first.get());
const GlyphQuads& glyphquad = titr->second;
unsigned int backdrop_index;
unsigned int max_backdrop_index;
if(_backdropType == OUTLINE)
{
backdrop_index = 1;
max_backdrop_index = 8;
}
else
{
backdrop_index = _backdropType+1;
max_backdrop_index = backdrop_index+1;
}
if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
vas->disableColorArray(state);
state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
float factor = 0.1f * osg::PolygonOffset::getFactorMultiplier();
float units = 10.0f * float((max_backdrop_index-backdrop_index)) * osg::PolygonOffset::getUnitsMultiplier();
glPolygonOffset(factor, units);
glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
}
// Reset the polygon offset so the foreground text is on top
glPolygonOffset(0.0f,0.0f);
drawForegroundText(state, glyphquad, colorMultiplier);
}
glPopAttrib();
#else
OSG_NOTICE<<"Warning: Text::renderWithPolygonOffset(..) not implemented."<<std::endl;
#endif
}
void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
glPushAttrib(GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
// need to set the texture here...
state.applyTextureAttribute(0,titr->first.get());
const GlyphQuads& glyphquad = titr->second;
unsigned int backdrop_index;
unsigned int max_backdrop_index;
if(_backdropType == OUTLINE)
{
backdrop_index = 1;
max_backdrop_index = 8;
}
else
{
backdrop_index = _backdropType+1;
max_backdrop_index = backdrop_index+1;
}
if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
state.disableColorPointer();
state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
}
drawForegroundText(state, glyphquad, colorMultiplier);
}
glPopAttrib();
#else
OSG_NOTICE<<"Warning: Text::renderWithNoDepthBuffer(..) not implemented."<<std::endl;
#endif
}
// This idea comes from Paul Martz's OpenGL FAQ: 13.050
void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
// Hmmm, the man page says GL_VIEWPORT_BIT for Depth range (near and far)
// but experimentally, GL_DEPTH_BUFFER_BIT for glDepthRange.
// glPushAttrib(GL_VIEWPORT_BIT);
glPushAttrib(GL_DEPTH_BUFFER_BIT);
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
// need to set the texture here...
state.applyTextureAttribute(0,titr->first.get());
const GlyphQuads& glyphquad = titr->second;
unsigned int backdrop_index;
unsigned int max_backdrop_index;
if(_backdropType == OUTLINE)
{
backdrop_index = 1;
max_backdrop_index = 8;
}
else
{
backdrop_index = _backdropType+1;
max_backdrop_index = backdrop_index+1;
}
if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
state.disableColorPointer();
state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
double offset = double(max_backdrop_index-backdrop_index)*0.0001;
glDepthRange( offset, 1.0+offset);
glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
}
glDepthRange(0.0, 1.0);
drawForegroundText(state, glyphquad, colorMultiplier);
}
glPopAttrib();
#else
OSG_NOTICE<<"Warning: Text::renderWithDepthRange(..) not implemented."<<std::endl;
#endif
}
void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
/* Here are the steps:
* 1) Disable drawing color
* 2) Enable the stencil buffer
* 3) Draw all the text to the stencil buffer
* 4) Disable the stencil buffer
* 5) Enable color
* 6) Disable the depth buffer
* 7) Draw all the text again.
* 7b) Make sure the foreground text is drawn last if priority levels
* are the same OR
* 7c) If priority levels are different, then make sure the foreground
* text has the higher priority.
*/
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_STENCIL_TEST);
// It seems I can get away without calling this here
//glClear(GL_STENCIL_BUFFER_BIT);
// enable stencil buffer
glEnable(GL_STENCIL_TEST);
// write a one to the stencil buffer everywhere we are about to draw
glStencilFunc(GL_ALWAYS, 1, 1);
// write only to the stencil buffer if we pass the depth test
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// Disable writing to the color buffer so we only write to the stencil
// buffer and the depth buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// make sure the depth buffer is enabled
// glEnable(GL_DEPTH_TEST);
// glDepthMask(GL_TRUE);
// glDepthFunc(GL_LESS);
// Arrrgh! Why does the code only seem to work correctly if I call this?
glDepthMask(GL_FALSE);
// Draw all the text to the stencil buffer to mark out the region
// that we can write too.
state.disableColorPointer();
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
const GlyphQuads& glyphquad = titr->second;
if (glyphquad._primitives.empty()) continue;
// need to set the texture here...
state.applyTextureAttribute(0, titr->first.get());
unsigned int backdrop_index;
unsigned int max_backdrop_index;
if(_backdropType == OUTLINE)
{
backdrop_index = 1;
max_backdrop_index = 8;
}
else
{
backdrop_index = _backdropType+1;
max_backdrop_index = backdrop_index+1;
}
if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
}
// Draw the foreground text
glyphquad._primitives[0]->draw(state, usingVertexBufferObjects);
}
// disable the depth buffer
// glDisable(GL_DEPTH_TEST);
// glDepthMask(GL_FALSE);
// glDepthMask(GL_TRUE);
// glDepthFunc(GL_ALWAYS);
// Set the stencil function to pass when the stencil is 1
// Bug: This call seems to have no effect. Try changing to NOTEQUAL
// and see the exact same results.
glStencilFunc(GL_EQUAL, 1, 1);
// disable writing to the stencil buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(GL_FALSE);
// Re-enable writing to the color buffer so we can see the results
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Draw all the text again
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
// need to set the texture here...
state.applyTextureAttribute(0,titr->first.get());
const GlyphQuads& glyphquad = titr->second;
unsigned int backdrop_index;
unsigned int max_backdrop_index;
if(_backdropType == OUTLINE)
{
backdrop_index = 1;
max_backdrop_index = 8;
}
else
{
backdrop_index = _backdropType+1;
max_backdrop_index = backdrop_index+1;
}
if (max_backdrop_index>glyphquad._primitives.size()) max_backdrop_index=glyphquad._primitives.size();
state.disableColorPointer();
state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
}
drawForegroundText(state, glyphquad, colorMultiplier);
}
glPopAttrib();
#else
OSG_NOTICE<<"Warning: Text::renderWithStencilBuffer(..) not implemented."<<std::endl;
#endif
}
Text::GlyphQuads::GlyphQuads()
{
}