/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include #include #include #include using namespace osg; using namespace osgText; //#define TREES_CODE_FOR_MAKING_SPACES_EDITABLE Text::Text(): _color(1.0f,1.0f,1.0f,1.0f), _backdropType(NONE), _backdropImplementation(DEPTH_RANGE), _backdropHorizontalOffset(0.07f), _backdropVerticalOffset(0.07f), _backdropColor(0.0f, 0.0f, 0.0f, 1.0f), _colorGradientMode(SOLID), _colorGradientTopLeft(1.0f, 0.0f, 0.0f, 1.0f), _colorGradientBottomLeft(0.0f, 1.0f, 0.0f, 1.0f), _colorGradientBottomRight(0.0f, 0.0f, 1.0f, 1.0f), _colorGradientTopRight(1.0f, 1.0f, 1.0f, 1.0f) {} Text::Text(const Text& text,const osg::CopyOp& copyop): osgText::TextBase(text,copyop), _font(text._font), _color(text._color), _backdropType(text._backdropType), _backdropImplementation(text._backdropImplementation), _backdropHorizontalOffset(text._backdropHorizontalOffset), _backdropVerticalOffset(text._backdropVerticalOffset), _backdropColor(text._backdropColor), _colorGradientMode(text._colorGradientMode), _colorGradientTopLeft(text._colorGradientTopLeft), _colorGradientBottomLeft(text._colorGradientBottomLeft), _colorGradientBottomRight(text._colorGradientBottomRight), _colorGradientTopRight(text._colorGradientTopRight) { computeGlyphRepresentation(); } Text::~Text() { } void Text::setFont(osg::ref_ptr font) { if (_font==font) return; osg::StateSet* previousFontStateSet = _font.valid() ? _font->getStateSet() : Font::getDefaultFont()->getStateSet(); osg::StateSet* newFontStateSet = font.valid() ? font->getStateSet() : Font::getDefaultFont()->getStateSet(); if (getStateSet() == previousFontStateSet) { setStateSet( newFontStateSet ); } _font = font; computeGlyphRepresentation(); } void Text::setFont(const std::string& fontfile) { setFont(readRefFontFile(fontfile)); } void Text::setColor(const osg::Vec4& color) { _color = color; } Font* Text::getActiveFont() { return _font.valid() ? _font.get() : Font::getDefaultFont().get(); } const Font* Text::getActiveFont() const { return _font.valid() ? _font.get() : Font::getDefaultFont().get(); } String::iterator Text::computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last) { Font* activefont = getActiveFont(); if (!activefont) return last; float hr = _characterHeight/getFontHeight(); float wr = hr/_characterAspectRatio; bool kerning = true; unsigned int previous_charcode = 0; String::iterator lastChar = first; for(bool outOfSpace=false;lastChar!=last;++lastChar) { unsigned int charcode = *lastChar; if (charcode=='\n') { return lastChar; } Glyph* glyph = activefont->getGlyph(_fontSize, charcode); if (glyph) { float width = (float)(glyph->s()) * wr; //float height = (float)(glyph->t()) * hr; #ifdef TREES_CODE_FOR_MAKING_SPACES_EDITABLE if (width == 0.0f) width = glyph->getHorizontalAdvance() * wr; //if (height == 0.0f) height = glyph->getVerticalAdvance() * hr; #endif if (_layout==RIGHT_TO_LEFT) { cursor.x() -= glyph->getHorizontalAdvance() * wr; } // adjust cursor position w.r.t any kerning. if (kerning && previous_charcode) { switch(_layout) { case LEFT_TO_RIGHT: { osg::Vec2 delta(activefont->getKerning(_fontSize, previous_charcode,charcode,_kerningType)); cursor.x() += delta.x() * wr; cursor.y() += delta.y() * hr; break; } case RIGHT_TO_LEFT: { osg::Vec2 delta(activefont->getKerning(_fontSize, charcode,previous_charcode,_kerningType)); cursor.x() -= delta.x() * wr; cursor.y() -= delta.y() * hr; break; } case VERTICAL: break; // no kerning when vertical. } // check to see if we are still within line if not move to next line. } switch(_layout) { case LEFT_TO_RIGHT: { if (_maximumWidth>0.0f && cursor.x()+width>_maximumWidth) outOfSpace=true; if(_maximumHeight>0.0f && cursor.y()<-_maximumHeight) outOfSpace=true; break; } case RIGHT_TO_LEFT: { if (_maximumWidth>0.0f && cursor.x()<-_maximumWidth) outOfSpace=true; if(_maximumHeight>0.0f && cursor.y()<-_maximumHeight) outOfSpace=true; break; } case VERTICAL: if (_maximumHeight>0.0f && cursor.y()<-_maximumHeight) outOfSpace=true; break; } // => word boundary detection & wrapping if (outOfSpace) break; // move the cursor onto the next character. switch(_layout) { case LEFT_TO_RIGHT: cursor.x() += glyph->getHorizontalAdvance() * wr; break; case VERTICAL: cursor.y() -= glyph->getVerticalAdvance() *hr; break; case RIGHT_TO_LEFT: break; // nop. } previous_charcode = charcode; } } // word boundary detection & wrapping if (lastChar!=last) { String::iterator lastValidChar = lastChar; String::iterator prevChar; while (lastValidChar != first){ prevChar = lastValidChar - 1; // last char is after a hyphen if(*lastValidChar == '-') return lastValidChar + 1; // last char is start of whitespace if((*lastValidChar == ' ' || *lastValidChar == '\n') && (*prevChar != ' ' && *prevChar != '\n')) return lastValidChar; // Subtract off glyphs from the cursor position (to correctly center text) if(*prevChar != '-') { Glyph* glyph = activefont->getGlyph(_fontSize, *prevChar); if (glyph) { switch(_layout) { case LEFT_TO_RIGHT: cursor.x() -= glyph->getHorizontalAdvance() * wr; break; case VERTICAL: cursor.y() += glyph->getVerticalAdvance() * hr; break; case RIGHT_TO_LEFT: break; // nop. } } } lastValidChar = prevChar; } } return lastChar; } void Text::computeGlyphRepresentation() { Font* activefont = getActiveFont(); if (!activefont) return; _textureGlyphQuadMap.clear(); _lineCount = 0; if (_text.empty()) { _textBB.set(0,0,0,0,0,0);//no size text TextBase::computePositions(); //to reset the origin return; } //OpenThreads::ScopedLock lock(*(activefont->getSerializeFontCallsMutex())); // initialize bounding box, it will be expanded during glyph position calculation _textBB.init(); osg::Vec2 startOfLine_coords(0.0f,0.0f); osg::Vec2 cursor(startOfLine_coords); osg::Vec2 local(0.0f,0.0f); unsigned int previous_charcode = 0; unsigned int linelength = 0; bool horizontal = _layout!=VERTICAL; bool kerning = true; unsigned int lineNumber = 0; float hr = _characterHeight/getFontHeight(); float wr = hr/_characterAspectRatio; for(String::iterator itr=_text.begin(); itr!=_text.end(); ) { // record the start of the current line String::iterator startOfLine_itr = itr; // find the end of the current line. osg::Vec2 endOfLine_coords(cursor); String::iterator endOfLine_itr = computeLastCharacterOnLine(endOfLine_coords, itr,_text.end()); linelength = endOfLine_itr - startOfLine_itr; // Set line position to correct alignment. switch(_layout) { case LEFT_TO_RIGHT: { switch(_alignment) { // nothing to be done for these //case LEFT_TOP: //case LEFT_CENTER: //case LEFT_BOTTOM: //case LEFT_BASE_LINE: //case LEFT_BOTTOM_BASE_LINE: // break; case CENTER_TOP: case CENTER_CENTER: case CENTER_BOTTOM: case CENTER_BASE_LINE: case CENTER_BOTTOM_BASE_LINE: cursor.x() = (cursor.x() - endOfLine_coords.x()) * 0.5f; break; case RIGHT_TOP: case RIGHT_CENTER: case RIGHT_BOTTOM: case RIGHT_BASE_LINE: case RIGHT_BOTTOM_BASE_LINE: cursor.x() = cursor.x() - endOfLine_coords.x(); break; default: break; } break; } case RIGHT_TO_LEFT: { switch(_alignment) { case LEFT_TOP: case LEFT_CENTER: case LEFT_BOTTOM: case LEFT_BASE_LINE: case LEFT_BOTTOM_BASE_LINE: cursor.x() = 2*cursor.x() - endOfLine_coords.x(); break; case CENTER_TOP: case CENTER_CENTER: case CENTER_BOTTOM: case CENTER_BASE_LINE: case CENTER_BOTTOM_BASE_LINE: cursor.x() = cursor.x() + (cursor.x() - endOfLine_coords.x()) * 0.5f; break; // nothing to be done for these //case RIGHT_TOP: //case RIGHT_CENTER: //case RIGHT_BOTTOM: //case RIGHT_BASE_LINE: //case RIGHT_BOTTOM_BASE_LINE: // break; default: break; } break; } case VERTICAL: { switch(_alignment) { // TODO: current behaviour top baselines lined up in both cases - need to implement // top of characters alignment - Question is this necessary? // ... otherwise, nothing to be done for these 6 cases //case LEFT_TOP: //case CENTER_TOP: //case RIGHT_TOP: // break; //case LEFT_BASE_LINE: //case CENTER_BASE_LINE: //case RIGHT_BASE_LINE: // break; case LEFT_CENTER: case CENTER_CENTER: case RIGHT_CENTER: cursor.y() = cursor.y() + (cursor.y() - endOfLine_coords.y()) * 0.5f; break; case LEFT_BOTTOM_BASE_LINE: case CENTER_BOTTOM_BASE_LINE: case RIGHT_BOTTOM_BASE_LINE: cursor.y() = cursor.y() - (linelength * _characterHeight); break; case LEFT_BOTTOM: case CENTER_BOTTOM: case RIGHT_BOTTOM: cursor.y() = 2*cursor.y() - endOfLine_coords.y(); break; default: break; } break; } } if (itr!=endOfLine_itr) { for(;itr!=endOfLine_itr;++itr) { unsigned int charcode = *itr; Glyph* glyph = activefont->getGlyph(_fontSize, charcode); if (glyph) { float width = (float)(glyph->s()) * wr; float height = (float)(glyph->t()) * hr; #ifdef TREES_CODE_FOR_MAKING_SPACES_EDITABLE if (width == 0.0f) width = glyph->getHorizontalAdvance() * wr; if (height == 0.0f) height = glyph->getVerticalAdvance() * hr; #endif if (_layout==RIGHT_TO_LEFT) { cursor.x() -= glyph->getHorizontalAdvance() * wr; } // adjust cursor position w.r.t any kerning. if (kerning && previous_charcode) { switch(_layout) { case LEFT_TO_RIGHT: { osg::Vec2 delta(activefont->getKerning(_fontSize, previous_charcode,charcode,_kerningType)); cursor.x() += delta.x() * wr; cursor.y() += delta.y() * hr; break; } case RIGHT_TO_LEFT: { osg::Vec2 delta(activefont->getKerning(_fontSize, charcode,previous_charcode,_kerningType)); cursor.x() -= delta.x() * wr; cursor.y() -= delta.y() * hr; break; } case VERTICAL: break; // no kerning when vertical. } } local = cursor; osg::Vec2 bearing(horizontal?glyph->getHorizontalBearing():glyph->getVerticalBearing()); local.x() += bearing.x() * wr; local.y() += bearing.y() * hr; GlyphQuads& glyphquad = _textureGlyphQuadMap[glyph->getTexture()]; glyphquad._glyphs.push_back(glyph); glyphquad._lineNumbers.push_back(lineNumber); // set up the coords of the quad glyphquad._coords.push_back(local+osg::Vec2(0.0f,height)); glyphquad._coords.push_back(local+osg::Vec2(0.0f,0.0f)); glyphquad._coords.push_back(local+osg::Vec2(width,0.0f)); glyphquad._coords.push_back(local+osg::Vec2(width,height)); // set up the tex coords of the quad const osg::Vec2& mintc = glyph->getMinTexCoord(); const osg::Vec2& maxtc = glyph->getMaxTexCoord(); glyphquad._texcoords.push_back(osg::Vec2(mintc.x(),maxtc.y())); glyphquad._texcoords.push_back(osg::Vec2(mintc.x(),mintc.y())); glyphquad._texcoords.push_back(osg::Vec2(maxtc.x(),mintc.y())); glyphquad._texcoords.push_back(osg::Vec2(maxtc.x(),maxtc.y())); // move the cursor onto the next character. // also expand bounding box switch(_layout) { case LEFT_TO_RIGHT: cursor.x() += glyph->getHorizontalAdvance() * wr; _textBB.expandBy(osg::Vec3(local.x(),local.y(),0.0f)); //lower left corner _textBB.expandBy(osg::Vec3(cursor.x(),local.y()+height,0.0f)); //upper right corner break; case VERTICAL: cursor.y() -= glyph->getVerticalAdvance() *hr; _textBB.expandBy(osg::Vec3(local.x(),local.y()+height,0.0f)); //upper left corner _textBB.expandBy(osg::Vec3(local.x()+width,cursor.y(),0.0f)); //lower right corner break; case RIGHT_TO_LEFT: _textBB.expandBy(osg::Vec3(local.x()+width,local.y(),0.0f)); //lower right corner _textBB.expandBy(osg::Vec3(cursor.x(),local.y()+height,0.0f)); //upper left corner break; } previous_charcode = charcode; } } // skip over spaces and return. while (itr != _text.end() && *itr==' ') ++itr; if (itr != _text.end() && *itr=='\n') ++itr; } else { ++itr; } // move to new line. switch(_layout) { case LEFT_TO_RIGHT: { startOfLine_coords.y() -= _characterHeight * (1.0 + _lineSpacing); cursor = startOfLine_coords; previous_charcode = 0; _lineCount++; break; } case RIGHT_TO_LEFT: { startOfLine_coords.y() -= _characterHeight * (1.0 + _lineSpacing); cursor = startOfLine_coords; previous_charcode = 0; _lineCount++; break; } case VERTICAL: { startOfLine_coords.x() += _characterHeight/_characterAspectRatio * (1.0 + _lineSpacing); cursor = startOfLine_coords; previous_charcode = 0; // because _lineCount is the max vertical no. of characters.... _lineCount = (_lineCount >linelength)?_lineCount:linelength; } break; } ++lineNumber; } TextBase::computePositions(); computeBackdropBoundingBox(); computeBoundingBoxMargin(); computeColorGradients(); } // Returns false if there are no glyphs and the width/height values are invalid. // Also sets avg_width and avg_height to 0.0f if the value is invalid. // This method is used several times in a loop for the same object which will produce the same values. // Further optimization may try saving these values instead of recomputing them. bool Text::computeAverageGlyphWidthAndHeight(float& avg_width, float& avg_height) const { float width = 0.0f; float height = 0.0f; float running_width = 0.0f; float running_height = 0.0f; avg_width = 0.0f; avg_height = 0.0f; int counter = 0; unsigned int i; bool is_valid_size = true; // This section is going to try to compute the average width and height // for a character among the text. The reason I shift by an // average amount per-character instead of shifting each character // by its per-instance amount is because it may look strange to see // the individual backdrop text letters not space themselves the same // way the foreground text does. Using one value gives uniformity. // Note: This loop is repeated for each context. I think it may produce // the same values regardless of context. This code be optimized by moving // this loop outside the loop. for(TextureGlyphQuadMap::const_iterator const_titr=_textureGlyphQuadMap.begin(); const_titr!=_textureGlyphQuadMap.end(); ++const_titr) { const GlyphQuads& glyphquad = const_titr->second; const GlyphQuads::Coords2& coords2 = glyphquad._coords; for(i = 0; i < coords2.size(); i+=4) { width = coords2[i+2].x() - coords2[i].x(); height = coords2[i].y() - coords2[i+1].y(); running_width += width; running_height += height; counter++; } } if(0 == counter) { is_valid_size = false; } else { avg_width = running_width/counter; avg_height = running_height/counter; } return is_valid_size; } void Text::computePositions(unsigned int contextID) const { switch(_alignment) { case LEFT_TOP: _offset.set(_textBB.xMin(),_textBB.yMax(),_textBB.zMin()); break; case LEFT_CENTER: _offset.set(_textBB.xMin(),(_textBB.yMax()+_textBB.yMin())*0.5f,_textBB.zMin()); break; case LEFT_BOTTOM: _offset.set(_textBB.xMin(),_textBB.yMin(),_textBB.zMin()); break; case CENTER_TOP: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,_textBB.yMax(),_textBB.zMin()); break; case CENTER_CENTER: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,(_textBB.yMax()+_textBB.yMin())*0.5f,_textBB.zMin()); break; case CENTER_BOTTOM: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,_textBB.yMin(),_textBB.zMin()); break; case RIGHT_TOP: _offset.set(_textBB.xMax(),_textBB.yMax(),_textBB.zMin()); break; case RIGHT_CENTER: _offset.set(_textBB.xMax(),(_textBB.yMax()+_textBB.yMin())*0.5f,_textBB.zMin()); break; case RIGHT_BOTTOM: _offset.set(_textBB.xMax(),_textBB.yMin(),_textBB.zMin()); break; case LEFT_BASE_LINE: _offset.set(0.0f,0.0f,0.0f); break; case CENTER_BASE_LINE: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,0.0f,0.0f); break; case RIGHT_BASE_LINE: _offset.set(_textBB.xMax(),0.0f,0.0f); break; case LEFT_BOTTOM_BASE_LINE: _offset.set(0.0f,-_characterHeight*(_lineCount-1),0.0f); break; case CENTER_BOTTOM_BASE_LINE: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,-_characterHeight*(_lineCount-1),0.0f); break; case RIGHT_BOTTOM_BASE_LINE: _offset.set(_textBB.xMax(),-_characterHeight*(_lineCount-1),0.0f); break; } AutoTransformCache& atc = _autoTransformCache[contextID]; osg::Matrix& matrix = atc._matrix; if (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen) { matrix.makeTranslate(-_offset); osg::Matrix rotate_matrix; if (_autoRotateToScreen) { osg::Vec3d trans(atc._modelview.getTrans()); atc._modelview.setTrans(0.0f,0.0f,0.0f); rotate_matrix.invert(atc._modelview); atc._modelview.setTrans(trans); } matrix.postMultRotate(_rotation); if (_characterSizeMode!=OBJECT_COORDS) { osg::Matrix M(rotate_matrix); M.postMultTranslate(_position); M.postMult(atc._modelview); osg::Matrix& P = atc._projection; // compute the pixel size vector. // pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix. // here we do it in short hand with the knowledge of how the window matrix is formed // note P23,P33 are multiplied by an implicit 1 which would come from the window matrix. // Robert Osfield, June 2002. // scaling for horizontal pixels float P00 = P(0,0)*atc._width*0.5f; float P20_00 = P(2,0)*atc._width*0.5f + P(2,3)*atc._width*0.5f; osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00, M(1,0)*P00 + M(1,2)*P20_00, M(2,0)*P00 + M(2,2)*P20_00); // scaling for vertical pixels float P10 = P(1,1)*atc._height*0.5f; float P20_10 = P(2,1)*atc._height*0.5f + P(2,3)*atc._height*0.5f; osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10, M(1,1)*P10 + M(1,2)*P20_10, M(2,1)*P10 + M(2,2)*P20_10); float P23 = P(2,3); float P33 = P(3,3); float pixelSizeVector_w = M(3,2)*P23 + M(3,3)*P33; float pixelSizeVert=(_characterHeight*sqrtf(scale_10.length2()))/(pixelSizeVector_w*0.701f); float pixelSizeHori=(_characterHeight/_characterAspectRatio*sqrtf(scale_00.length2()))/(pixelSizeVector_w*0.701f); // avoid nasty math by preventing a divide by zero if (pixelSizeVert == 0.0f) pixelSizeVert= 1.0f; if (pixelSizeHori == 0.0f) pixelSizeHori= 1.0f; if (_characterSizeMode==SCREEN_COORDS) { float scale_font_vert=_characterHeight/pixelSizeVert; float scale_font_hori=_characterHeight/_characterAspectRatio/pixelSizeHori; if (P10<0) scale_font_vert=-scale_font_vert; matrix.postMultScale(osg::Vec3f(scale_font_hori, scale_font_vert,1.0f)); } else if (pixelSizeVert>getFontHeight()) { float scale_font = getFontHeight()/pixelSizeVert; matrix.postMultScale(osg::Vec3f(scale_font, scale_font,1.0f)); } } if (_autoRotateToScreen) { matrix.postMult(rotate_matrix); } matrix.postMultTranslate(_position); } else if (!_rotation.zeroRotation()) { matrix.makeRotate(_rotation); matrix.preMultTranslate(-_offset); matrix.postMultTranslate(_position); } else { matrix.makeTranslate(_position-_offset); } // now apply matrix to the glyphs. for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin(); titr!=_textureGlyphQuadMap.end(); ++titr) { GlyphQuads& glyphquad = titr->second; GlyphQuads::Coords2& coords2 = glyphquad._coords; GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID]; unsigned int numCoords = coords2.size(); if (numCoords!=transformedCoords.size()) { transformedCoords.resize(numCoords); } for(unsigned int i=0;i(this)->dirtyBound(); } // Presumes the atc matrix is already up-to-date void Text::computeBackdropPositions(unsigned int contextID) const { if(_backdropType == NONE) { return; } float avg_width = 0.0f; float avg_height = 0.0f; unsigned int i; bool is_valid_size; AutoTransformCache& atc = _autoTransformCache[contextID]; osg::Matrix& matrix = atc._matrix; // FIXME: OPTIMIZE: This function produces the same value regardless of contextID. // Since we tend to loop over contextID, we should cache this value some how // instead of recomputing it each time. is_valid_size = computeAverageGlyphWidthAndHeight(avg_width, avg_height); // now apply matrix to the glyphs. for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin(); titr!=_textureGlyphQuadMap.end(); ++titr) { GlyphQuads& glyphquad = titr->second; GlyphQuads::Coords2& coords2 = glyphquad._coords; unsigned int backdrop_index; unsigned int max_backdrop_index; if(_backdropType == OUTLINE) { // For outline, we want to draw the in every direction backdrop_index = 0; max_backdrop_index = 8; } else { // Yes, this may seem a little strange, // but since the code is using references, // I would have to duplicate the following code twice // for each part of the if/else because I can't // declare a reference without setting it immediately // and it wouldn't survive the scope. // So it happens that the _backdropType value matches // the index in the array I want to store the coordinates // in. So I'll just setup the for-loop so it only does // the one direction I'm interested in. backdrop_index = _backdropType; max_backdrop_index = _backdropType+1; } for( ; backdrop_index < max_backdrop_index; backdrop_index++) { GlyphQuads::Coords3& transformedCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID]; unsigned int numCoords = coords2.size(); if (numCoords!=transformedCoords.size()) { transformedCoords.resize(numCoords); } for(i=0;isecond; const GlyphQuads::Coords2& coords2 = glyphquad._coords; for(i=0;i max_x) { max_x = coords2[i].x(); } if(coords2[i].x() < min_x) { min_x = coords2[i].x(); } if(coords2[i].y() > max_y) { max_y = coords2[i].y(); } if(coords2[i].y() < min_y) { min_y = coords2[i].y(); } } } for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin(); titr!=_textureGlyphQuadMap.end(); ++titr) { GlyphQuads& glyphquad = titr->second; GlyphQuads::Coords2& coords2 = glyphquad._coords; GlyphQuads::ColorCoords& colorCoords = glyphquad._colorCoords; unsigned int numCoords = coords2.size(); if (numCoords!=colorCoords.size()) { colorCoords.resize(numCoords); } for(i=0;isecond; GlyphQuads::Coords2& coords2 = glyphquad._coords; GlyphQuads::ColorCoords& colorCoords = glyphquad._colorCoords; unsigned int numCoords = coords2.size(); if (numCoords!=colorCoords.size()) { colorCoords.resize(numCoords); } for(unsigned int i=0;igetTexEnv()); if (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen) { int frameNumber = state.getFrameStamp()?state.getFrameStamp()->getFrameNumber():0; AutoTransformCache& atc = _autoTransformCache[contextID]; const osg::Matrix& modelview = state.getModelViewMatrix(); const osg::Matrix& projection = state.getProjectionMatrix(); osg::Vec3 newTransformedPosition = _position*modelview; int width = atc._width; int height = atc._height; const osg::Viewport* viewport = state.getCurrentViewport(); if (viewport) { width = static_cast(viewport->width()); height = static_cast(viewport->height()); } bool doUpdate = atc._traversalNumber==-1; if (atc._traversalNumber>=0) { if (atc._modelview!=modelview) { doUpdate = true; } else if (width!=atc._width || height!=atc._height) { doUpdate = true; } else if (atc._projection!=projection) { doUpdate = true; } } atc._traversalNumber = frameNumber; atc._width = width; atc._height = height; if (doUpdate) { atc._transformedPosition = newTransformedPosition; atc._projection = projection; atc._modelview = modelview; computePositions(contextID); } } // Ensure that the glyph coordinates have been transformed for // this context id. if ( !_textureGlyphQuadMap.empty() ) { const GlyphQuads& glyphquad = (_textureGlyphQuadMap.begin())->second; if ( glyphquad._transformedCoords[contextID].empty() ) { computePositions(contextID); } } osg::GLBeginEndAdapter& gl = (state.getGLBeginEndAdapter()); state.Normal(_normal.x(), _normal.y(), _normal.z()); if (_drawMode & FILLEDBOUNDINGBOX) { if (_textBB.valid()) { #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF); const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix; osg::Vec3 c00(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix); osg::Vec3 c10(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin())*matrix); osg::Vec3 c11(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMin())*matrix); osg::Vec3 c01(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin())*matrix); 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() ); } gl.Color4f(colorMultiplier.r()*_textBBColor.r(),colorMultiplier.g()*_textBBColor.g(),colorMultiplier.b()*_textBBColor.b(),colorMultiplier.a()*_textBBColor.a()); gl.Begin(GL_QUADS); gl.Vertex3fv(c00.ptr()); gl.Vertex3fv(c10.ptr()); gl.Vertex3fv(c11.ptr()); gl.Vertex3fv(c01.ptr()); gl.End(); 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(); } #else OSG_NOTICE<<"Warning: Text::drawImplementation() fillMode FILLEDBOUNDINGBOX not supported"<getTexEnv()); if (_drawMode & TEXT) { state.disableAllVertexArrays(); // 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) { 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 { renderOnlyForegroundText(state,colorMultiplier); } } if (_drawMode & BOUNDINGBOX) { if (_textBB.valid()) { state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF); const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix; osg::Vec3 c00(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix); osg::Vec3 c10(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin())*matrix); osg::Vec3 c11(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMin())*matrix); osg::Vec3 c01(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin())*matrix); gl.Color4f(colorMultiplier.r()*_textBBColor.r(),colorMultiplier.g()*_textBBColor.g(),colorMultiplier.b()*_textBBColor.b(),colorMultiplier.a()*_textBBColor.a()); gl.Begin(GL_LINE_LOOP); gl.Vertex3fv(c00.ptr()); gl.Vertex3fv(c10.ptr()); gl.Vertex3fv(c11.ptr()); gl.Vertex3fv(c01.ptr()); gl.End(); } } if (_drawMode & ALIGNMENT) { gl.Color4fv(colorMultiplier.ptr()); float cursorsize = _characterHeight*0.5f; const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix; osg::Vec3 hl(osg::Vec3(_offset.x()-cursorsize,_offset.y(),_offset.z())*matrix); osg::Vec3 hr(osg::Vec3(_offset.x()+cursorsize,_offset.y(),_offset.z())*matrix); osg::Vec3 vt(osg::Vec3(_offset.x(),_offset.y()-cursorsize,_offset.z())*matrix); osg::Vec3 vb(osg::Vec3(_offset.x(),_offset.y()+cursorsize,_offset.z())*matrix); state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF); gl.Begin(GL_LINES); gl.Vertex3fv(hl.ptr()); gl.Vertex3fv(hr.ptr()); gl.Vertex3fv(vt.ptr()); gl.Vertex3fv(vb.ptr()); gl.End(); } } void Text::accept(osg::Drawable::ConstAttributeFunctor& af) const { for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin(); titr!=_textureGlyphQuadMap.end(); ++titr) { const GlyphQuads& glyphquad = titr->second; af.apply(osg::Drawable::VERTICES,glyphquad._transformedCoords[0].size(),&(glyphquad._transformedCoords[0].front())); af.apply(osg::Drawable::TEXTURE_COORDS_0,glyphquad._texcoords.size(),&(glyphquad._texcoords.front())); } } void Text::accept(osg::PrimitiveFunctor& pf) const { for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin(); titr!=_textureGlyphQuadMap.end(); ++titr) { const GlyphQuads& glyphquad = titr->second; pf.setVertexArray(glyphquad._transformedCoords[0].size(),&(glyphquad._transformedCoords[0].front())); pf.drawArrays(GL_QUADS,0,glyphquad._transformedCoords[0].size()); } } void Text::setThreadSafeRefUnref(bool threadSafe) { TextBase::setThreadSafeRefUnref(threadSafe); getActiveFont()->setThreadSafeRefUnref(threadSafe); } void Text::resizeGLObjectBuffers(unsigned int maxSize) { TextBase::resizeGLObjectBuffers(maxSize); getActiveFont()->resizeGLObjectBuffers(maxSize); } void Text::releaseGLObjects(osg::State* state) const { TextBase::releaseGLObjects(state); getActiveFont()->releaseGLObjects(state); } void Text::setBackdropType(BackdropType type) { if (_backdropType==type) return; _backdropType = type; computeGlyphRepresentation(); } void Text::setBackdropImplementation(BackdropImplementation implementation) { if (_backdropImplementation==implementation) return; _backdropImplementation = implementation; computeGlyphRepresentation(); } void Text::setBackdropOffset(float offset) { _backdropHorizontalOffset = offset; _backdropVerticalOffset = offset; computeGlyphRepresentation(); } void Text::setBackdropOffset(float horizontal, float vertical) { _backdropHorizontalOffset = horizontal; _backdropVerticalOffset = vertical; computeGlyphRepresentation(); } void Text::setBackdropColor(const osg::Vec4& color) { _backdropColor = color; } void Text::setColorGradientMode(ColorGradientMode mode) { if (_colorGradientMode==mode) return; _colorGradientMode = mode; computeGlyphRepresentation(); } void Text::setColorGradientCorners(const osg::Vec4& topLeft, const osg::Vec4& bottomLeft, const osg::Vec4& bottomRight, const osg::Vec4& topRight) { _colorGradientTopLeft = topLeft; _colorGradientBottomLeft = bottomLeft; _colorGradientBottomRight = bottomRight; _colorGradientTopRight = topRight; computeGlyphRepresentation(); } // Formula for f(x,y) from Wikipedia "Bilinear interpolation", 2006-06-18 float Text::bilinearInterpolate(float x1, float x2, float y1, float y2, float x, float y, float q11, float q12, float q21, float q22) const { return ( ((q11 / ((x2-x1)*(y2-y1))) * (x2-x)*(y2-y)) + ((q21 / ((x2-x1)*(y2-y1))) * (x-x1)*(y2-y)) + ((q12 / ((x2-x1)*(y2-y1))) * (x2-x)*(y-y1)) + ((q22 / ((x2-x1)*(y2-y1))) * (x-x1)*(y-y1)) ); } void Text::drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, const osg::Vec4& colorMultiplier) const { unsigned int contextID = state.getContextID(); const GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); if(_colorGradientMode == SOLID) { state.disableColorPointer(); state.Color(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a()); } else { state.setColorPointer( 4, GL_FLOAT, 0, &(glyphquad._colorCoords.front())); } state.drawQuads(0,transformedCoords.size()); } } void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMultiplier) const { for(TextureGlyphQuadMap::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::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const { #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) unsigned int contextID = state.getContextID(); 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::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 = 0; max_backdrop_index = 8; } else { backdrop_index = _backdropType; max_backdrop_index = _backdropType+1; } state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); state.disableColorPointer(); state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a()); for( ; backdrop_index < max_backdrop_index; backdrop_index++) { const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID]; if (!transformedBackdropCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front())); glPolygonOffset(0.1f * osg::PolygonOffset::getFactorMultiplier(), osg::PolygonOffset::getUnitsMultiplier() * (max_backdrop_index-backdrop_index) ); state.drawQuads(0,transformedBackdropCoords.size()); } } // 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."<first.get()); const GlyphQuads& glyphquad = titr->second; unsigned int backdrop_index; unsigned int max_backdrop_index; if(_backdropType == OUTLINE) { backdrop_index = 0; max_backdrop_index = 8; } else { backdrop_index = _backdropType; max_backdrop_index = _backdropType+1; } state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); state.disableColorPointer(); state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a()); for( ; backdrop_index < max_backdrop_index; backdrop_index++) { const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID]; if (!transformedBackdropCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front())); state.drawQuads(0,transformedBackdropCoords.size()); } } drawForegroundText(state, glyphquad, colorMultiplier); } glPopAttrib(); #else OSG_NOTICE<<"Warning: Text::renderWithNoDepthBuffer(..) not implemented."<first.get()); const GlyphQuads& glyphquad = titr->second; unsigned int backdrop_index; unsigned int max_backdrop_index; if(_backdropType == OUTLINE) { backdrop_index = 0; max_backdrop_index = 8; } else { backdrop_index = _backdropType; max_backdrop_index = _backdropType+1; } state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); state.disableColorPointer(); state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a()); for( ; backdrop_index < max_backdrop_index; backdrop_index++) { const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID]; if (!transformedBackdropCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front())); double offset = double(max_backdrop_index-backdrop_index)*0.0001; glDepthRange( offset, 1.0+offset); state.drawQuads(0,transformedBackdropCoords.size()); } } glDepthRange(0.0, 1.0); drawForegroundText(state, glyphquad, colorMultiplier); } glPopAttrib(); #else OSG_NOTICE<<"Warning: Text::renderWithDepthRange(..) not implemented."<first.get()); const GlyphQuads& glyphquad = titr->second; unsigned int backdrop_index; unsigned int max_backdrop_index; if(_backdropType == OUTLINE) { backdrop_index = 0; max_backdrop_index = 8; } else { backdrop_index = _backdropType; max_backdrop_index = _backdropType+1; } state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); state.disableColorPointer(); for( ; backdrop_index < max_backdrop_index; backdrop_index++) { const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID]; if (!transformedBackdropCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front())); state.drawQuads(0,transformedBackdropCoords.size()); } } // Draw the foreground text const GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); state.drawQuads(0,transformedCoords.size()); } } // 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(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 = 0; max_backdrop_index = 8; } else { backdrop_index = _backdropType; max_backdrop_index = _backdropType+1; } state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front())); state.disableColorPointer(); state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a()); for( ; backdrop_index < max_backdrop_index; backdrop_index++) { const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID]; if (!transformedBackdropCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front())); state.drawQuads(0,transformedBackdropCoords.size()); } } drawForegroundText(state, glyphquad, colorMultiplier); } glPopAttrib(); #else OSG_NOTICE<<"Warning: Text::renderWithStencilBuffer(..) not implemented."<