Removed no longer supported code paths
This commit is contained in:
@@ -1174,8 +1174,6 @@ void Text::drawImplementationSinglePass(osg::State& state, const osg::Vec4& colo
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}
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#ifdef NEW_APPROACH
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void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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@@ -1227,15 +1225,18 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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drawImplementationSinglePass(state, colorMultiplier);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_TRUE);
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if (_enableDepthWrites)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_TRUE);
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drawImplementationSinglePass(state, colorMultiplier);
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drawImplementationSinglePass(state, colorMultiplier);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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state.haveAppliedAttribute(osg::StateAttribute::COLORMASK);
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}
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state.haveAppliedAttribute(osg::StateAttribute::DEPTH);
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state.haveAppliedAttribute(osg::StateAttribute::COLORMASK);
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#endif
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if (usingVertexBufferObjects && !usingVertexArrayObjects)
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@@ -1257,174 +1258,6 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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#else
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void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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state.applyMode(GL_BLEND,true);
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#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
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state.applyTextureAttribute(0,getActiveFont()->getTexEnv());
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#endif
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// save the previous modelview matrix
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osg::Matrix previous_modelview = state.getModelViewMatrix();
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// set up the new modelview matrix
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osg::Matrix modelview;
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bool needToApplyMatrix = computeMatrix(modelview, &state);
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if (needToApplyMatrix)
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{
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// ** mult previous by the modelview for this context
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modelview.postMult(previous_modelview);
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// ** apply this new modelview matrix
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state.applyModelViewMatrix(modelview);
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// workaround for GL3/GL2
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if (state.getUseModelViewAndProjectionUniforms()) state.applyModelViewAndProjectionUniformsIfRequired();
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// OSG_NOTICE<<"New state.applyModelViewMatrix() "<<modelview<<std::endl;
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}
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else
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{
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// OSG_NOTICE<<"No need to apply matrix "<<std::endl;
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}
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state.Normal(_normal.x(), _normal.y(), _normal.z());
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osg::VertexArrayState* vas = state.getCurrentVertexArrayState();
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bool usingVertexArrayObjects = usingVertexBufferObjects && state.useVertexArrayObject(_useVertexArrayObject);
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bool requiresSetArrays = !usingVertexBufferObjects || !usingVertexArrayObjects || vas->getRequiresSetArrays();
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if (requiresSetArrays)
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{
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vas->lazyDisablingOfVertexAttributes();
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vas->setVertexArray(state, _coords.get());
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vas->setTexCoordArray(state, 0, _texcoords.get());
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vas->applyDisablingOfVertexAttributes(state);
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}
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if ((_drawMode&(~TEXT))!=0)
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{
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if (!_decorationPrimitives.empty())
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{
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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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#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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#endif
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for(Primitives::const_iterator itr = _decorationPrimitives.begin();
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itr != _decorationPrimitives.end();
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++itr)
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{
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if ((*itr)->getMode()==GL_TRIANGLES) state.Color(colorMultiplier.r()*_textBBColor.r(), colorMultiplier.g()*_textBBColor.g(), colorMultiplier.b()*_textBBColor.b(), colorMultiplier.a()*_textBBColor.a());
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else state.Color(colorMultiplier.r(), colorMultiplier.g(), colorMultiplier.b(), colorMultiplier.a());
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(*itr)->draw(state, usingVertexBufferObjects);
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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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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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}
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#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
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state.applyTextureAttribute(0,getActiveFont()->getTexEnv());
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#endif
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if (_drawMode & TEXT)
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{
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// Okay, since ATI's cards/drivers are not working correctly,
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// we need alternative solutions to glPolygonOffset.
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// So this is a pick your poison approach. Each alternative
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// backend has trade-offs associated with it, but with luck,
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// the user may find that works for them.
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if(_backdropType != NONE && _backdropImplementation != DELAYED_DEPTH_WRITES)
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{
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switch(_backdropImplementation)
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{
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case POLYGON_OFFSET:
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renderWithPolygonOffset(state,colorMultiplier);
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break;
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case NO_DEPTH_BUFFER:
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renderWithNoDepthBuffer(state,colorMultiplier);
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break;
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case DEPTH_RANGE:
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renderWithDepthRange(state,colorMultiplier);
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break;
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case STENCIL_BUFFER:
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renderWithStencilBuffer(state,colorMultiplier);
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break;
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default:
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renderWithPolygonOffset(state,colorMultiplier);
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}
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}
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else
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{
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renderWithDelayedDepthWrites(state,colorMultiplier);
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}
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}
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if (!usingVertexArrayObjects)
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{
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// unbind the VBO's if any are used.
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vas->unbindVertexBufferObject();
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vas->unbindElementBufferObject();
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}
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if (needToApplyMatrix)
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{
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// apply this new modelview matrix
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// workaround for GL3/GL2
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if (state.getUseModelViewAndProjectionUniforms()) state.applyModelViewAndProjectionUniformsIfRequired();
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}
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}
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#endif
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void Text::accept(osg::Drawable::ConstAttributeFunctor& af) const
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{
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if (_coords.valid() )
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@@ -1538,445 +1371,6 @@ float Text::bilinearInterpolate(float x1, float x2, float y1, float y2, float x,
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);
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}
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void Text::drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, const osg::Vec4& colorMultiplier) const
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{
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if (glyphquad._primitives.empty()) return;
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const Coords& coords = _coords;
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const ColorCoords& colors = _colorCoords;
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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if (coords.valid() && !coords->empty())
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{
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VertexArrayState* vas = state.getCurrentVertexArrayState();
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bool usingVertexArrayObjects = usingVertexBufferObjects && state.useVertexArrayObject(_useVertexArrayObject);
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if(_colorGradientMode == SOLID)
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{
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vas->disableColorArray(state);
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state.Color(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
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}
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else
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{
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bool requiresSetArrays = (_backdropType!=NONE) || !usingVertexBufferObjects || !usingVertexArrayObjects || vas->getRequiresSetArrays();
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if (requiresSetArrays)
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{
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vas->setColorArray(state, colors.get());
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}
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}
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glyphquad._primitives[0]->draw(state, usingVertexBufferObjects);
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}
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}
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void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.applyTextureAttribute(0,titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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drawForegroundText(state, glyphquad, colorMultiplier);
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}
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}
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void Text::renderWithDelayedDepthWrites(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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// If depth testing is disabled, then just render text as normal
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if( !state.getLastAppliedMode(GL_DEPTH_TEST) ) {
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drawTextWithBackdrop(state,colorMultiplier);
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return;
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}
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//glPushAttrib( _enableDepthWrites ? (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) : GL_DEPTH_BUFFER_BIT);
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// Render to color buffer without writing to depth buffer.
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glDepthMask(GL_FALSE);
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drawTextWithBackdrop(state,colorMultiplier);
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// Render to depth buffer if depth writes requested.
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if( _enableDepthWrites )
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{
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glDepthMask(GL_TRUE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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drawTextWithBackdrop(state,colorMultiplier);
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}
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state.haveAppliedAttribute(osg::StateAttribute::DEPTH);
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state.haveAppliedAttribute(osg::StateAttribute::COLORMASK);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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//glPopAttrib();
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}
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void Text::drawTextWithBackdrop(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.applyTextureAttribute(0,titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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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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{
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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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drawForegroundText(state, glyphquad, colorMultiplier);
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}
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}
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void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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VertexArrayState* vas = state.getCurrentVertexArrayState();
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if (!osg::PolygonOffset::areFactorAndUnitsMultipliersSet())
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{
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osg::PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver();
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}
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// Do I really need to do this for glPolygonOffset?
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glPushAttrib(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.applyTextureAttribute(0,titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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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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vas->disableColorArray(state);
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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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float factor = 0.1f * osg::PolygonOffset::getFactorMultiplier();
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float units = 10.0f * float((max_backdrop_index-backdrop_index)) * osg::PolygonOffset::getUnitsMultiplier();
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glPolygonOffset(factor, units);
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glyphquad._primitives[backdrop_index]->draw(state, usingVertexBufferObjects);
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}
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// Reset the polygon offset so the foreground text is on top
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glPolygonOffset(0.0f,0.0f);
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drawForegroundText(state, glyphquad, colorMultiplier);
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}
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glPopAttrib();
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#else
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OSG_NOTICE<<"Warning: Text::renderWithPolygonOffset(..) not implemented."<<std::endl;
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#endif
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}
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void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.applyTextureAttribute(0,titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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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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drawForegroundText(state, glyphquad, colorMultiplier);
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}
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glPopAttrib();
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#else
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OSG_NOTICE<<"Warning: Text::renderWithNoDepthBuffer(..) not implemented."<<std::endl;
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#endif
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}
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// This idea comes from Paul Martz's OpenGL FAQ: 13.050
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void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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// Hmmm, the man page says GL_VIEWPORT_BIT for Depth range (near and far)
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// but experimentally, GL_DEPTH_BUFFER_BIT for glDepthRange.
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// glPushAttrib(GL_VIEWPORT_BIT);
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
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||||
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()
|
||||
{
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user