set. The optimization is based on the observation that matrix matrix multiplication with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a transform, or scale matrix is only 4^2 operations. Which is a gain of a *FACTOR*4* for these special cases. The change implements these special cases, provides a unit test for these implementation and converts uses of the expensiver dense matrix matrix routine with the specialized versions. Depending on the transform nodes in the scenegraph this change gives a noticable improovement. For example the osgforest code using the MatrixTransform is about 20% slower than the same codepath using the PositionAttitudeTransform instead of the MatrixTransform with this patch applied. If I remember right, the sse type optimizations did *not* provide a factor 4 improovement. Also these changes are totally independent of any cpu or instruction set architecture. So I would prefer to have this current kind of change instead of some hand coded and cpu dependent assembly stuff. If we need that hand tuned stuff, these can go on top of this changes which must provide than hand optimized additional variants for the specialized versions to give a even better result in the end. An other change included here is a change to rotation matrix from quaterion code. There is a sqrt call which couold be optimized away. Since we divide in effect by sqrt(length)*sqrt(length) which is just length ... "
724 lines
24 KiB
C++
724 lines
24 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgText/Text3D>
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#include <osg/io_utils>
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namespace osgText
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{
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Text3D::Text3D():
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_font(0),
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_characterDepth(1),
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_renderMode(PER_GLYPH)
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{
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}
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Text3D::Text3D(const Text3D & text3D, const osg::CopyOp & copyop):
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osgText::TextBase(text3D, copyop),
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_font(text3D._font),
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_characterDepth(text3D._characterDepth),
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_renderMode(text3D._renderMode)
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{
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computeGlyphRepresentation();
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}
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//void Text3D::accept(osg::Drawable::ConstAttributeFunctor& af) const
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//{
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// TODO
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//}
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//void Text3D::accept(osg::PrimitiveFunctor& /*pf*/) const
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//{
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// TODO
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//}
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void Text3D::setFont(osg::ref_ptr<Font3D> font)
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{
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_font = font;
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computeGlyphRepresentation();
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}
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void Text3D::setFont(const std::string & fontfile)
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{
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setFont(readRefFont3DFile(fontfile));
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}
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String::iterator Text3D::computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last)
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{
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if (_font.valid() == false) return last;
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bool kerning = true;
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unsigned int previous_charcode = 0;
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String::iterator lastChar = first;
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std::set<unsigned int> deliminatorSet;
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deliminatorSet.insert(' ');
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deliminatorSet.insert('\n');
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deliminatorSet.insert(':');
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deliminatorSet.insert('/');
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deliminatorSet.insert(',');
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deliminatorSet.insert(';');
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deliminatorSet.insert(':');
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deliminatorSet.insert('.');
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float maximumHeight = _maximumHeight / _font->getScale();
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float maximumWidth = _maximumWidth / _font->getScale();
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for(bool outOfSpace=false;lastChar!=last;++lastChar)
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{
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unsigned int charcode = *lastChar;
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if (charcode=='\n')
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{
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return lastChar;
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}
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Font3D::Glyph3D* glyph = _font->getGlyph(charcode);
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if (glyph)
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{
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const osg::BoundingBox & bb = glyph->getBoundingBox();
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// adjust cursor position w.r.t any kerning.
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if (previous_charcode)
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{
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if (_layout == RIGHT_TO_LEFT)
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{
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cursor.x() -= glyph->getHorizontalAdvance();
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}
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if (kerning)
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{
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switch (_layout)
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{
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case LEFT_TO_RIGHT:
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{
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cursor += _font->getKerning(previous_charcode, charcode, _kerningType);
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break;
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}
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case RIGHT_TO_LEFT:
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{
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cursor -= _font->getKerning(charcode, previous_charcode, _kerningType);
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break;
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}
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case VERTICAL:
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break; // no kerning when vertical.
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}
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}
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}
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else
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{
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switch (_layout)
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{
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case LEFT_TO_RIGHT:
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{
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cursor.x() -= glyph->getHorizontalBearing().x();
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break;
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}
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case RIGHT_TO_LEFT:
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{
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cursor.x() -= bb.xMax();
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break;
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}
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case VERTICAL:
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break;
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}
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}
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switch(_layout)
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{
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case LEFT_TO_RIGHT:
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{
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if (maximumWidth>0.0f && cursor.x()+bb.xMax()>maximumWidth) outOfSpace=true;
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if(maximumHeight>0.0f && cursor.y()<-maximumHeight) outOfSpace=true;
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break;
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}
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case RIGHT_TO_LEFT:
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{
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if (maximumWidth>0.0f && cursor.x()+bb.xMin()<-maximumWidth) outOfSpace=true;
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if(maximumHeight>0.0f && cursor.y()<-maximumHeight) outOfSpace=true;
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break;
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}
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case VERTICAL:
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if (maximumHeight>0.0f && cursor.y()<-maximumHeight) outOfSpace=true;
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break;
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}
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// => word boundary detection & wrapping
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if (outOfSpace) break;
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// move the cursor onto the next character.
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switch(_layout)
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{
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case LEFT_TO_RIGHT: cursor.x() += glyph->getHorizontalAdvance(); break;
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case RIGHT_TO_LEFT: break;
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case VERTICAL: cursor.y() -= glyph->getVerticalAdvance(); break;
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}
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previous_charcode = charcode;
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}
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}
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// word boundary detection & wrapping
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if (lastChar!=last)
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{
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if (deliminatorSet.count(*lastChar)==0)
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{
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String::iterator lastValidChar = lastChar;
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while (lastValidChar!=first && deliminatorSet.count(*lastValidChar)==0)
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{
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--lastValidChar;
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//Substract off glyphs from the cursor position (to correctly center text)
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Font3D::Glyph3D* glyph = _font->getGlyph(*lastValidChar);
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if (glyph)
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{
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switch(_layout)
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{
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case LEFT_TO_RIGHT: cursor.x() -= glyph->getHorizontalAdvance(); break;
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case RIGHT_TO_LEFT: cursor.x() += glyph->getHorizontalAdvance(); break;
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case VERTICAL: cursor.y() += glyph->getVerticalAdvance(); break;
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}
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}
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}
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if (first!=lastValidChar)
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{
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++lastValidChar;
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lastChar = lastValidChar;
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}
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}
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}
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return lastChar;
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}
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void Text3D::computeGlyphRepresentation()
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{
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if (_font.valid() == false) return;
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_textRenderInfo.clear();
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_lineCount = 0;
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if (_text.empty())
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{
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_textBB.set(0,0,0, 0,0,0);//no size text
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TextBase::computePositions(); //to reset the origin
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return;
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}
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// initialize bounding box, it will be expanded during glyph position calculation
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_textBB.init();
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osg::Vec2 startOfLine_coords(0.0f,0.0f);
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osg::Vec2 cursor(startOfLine_coords);
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osg::Vec2 local(0.0f,0.0f);
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osg::Vec2 startOffset(0.0f,0.0f);
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unsigned int previous_charcode = 0;
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unsigned int linelength = 0;
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bool kerning = true;
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unsigned int lineNumber = 0;
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for(String::iterator itr=_text.begin(); itr!=_text.end(); )
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{
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_textRenderInfo.resize(lineNumber + 1);
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LineRenderInfo & currentLineRenderInfo = _textRenderInfo.back();
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// record the start of the current line
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String::iterator startOfLine_itr = itr;
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// find the end of the current line.
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osg::Vec2 endOfLine_coords(cursor);
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String::iterator endOfLine_itr = computeLastCharacterOnLine(endOfLine_coords, itr,_text.end());
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// ** position the cursor function to the Layout and the alignement
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TextBase::positionCursor(endOfLine_coords, cursor, (unsigned int) (endOfLine_itr - startOfLine_itr));
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if (itr!=endOfLine_itr)
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{
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for(;itr!=endOfLine_itr;++itr)
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{
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unsigned int charcode = *itr;
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Font3D::Glyph3D* glyph = _font->getGlyph(charcode);
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if (glyph)
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{
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const osg::BoundingBox & bb = glyph->getBoundingBox();
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// adjust cursor position w.r.t any kerning.
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if (previous_charcode)
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{
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if (_layout == RIGHT_TO_LEFT)
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{
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cursor.x() -= glyph->getHorizontalAdvance();
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}
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if (kerning)
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{
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switch (_layout)
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{
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case LEFT_TO_RIGHT:
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{
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cursor += _font->getKerning(previous_charcode, charcode, _kerningType);
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break;
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}
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case RIGHT_TO_LEFT:
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{
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cursor -= _font->getKerning(charcode, previous_charcode, _kerningType);
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break;
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}
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case VERTICAL:
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break; // no kerning when vertical.
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}
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}
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}
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else
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{
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switch (_layout)
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{
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case LEFT_TO_RIGHT:
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{
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cursor.x() -= glyph->getHorizontalBearing().x();
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break;
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}
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case RIGHT_TO_LEFT:
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{
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cursor.x() -= bb.xMax();
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break;
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}
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case VERTICAL:
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{
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// cursor.y() += glyph->getVerticalBearing().y();
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break;
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}
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}
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}
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local = cursor;
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if (_layout==VERTICAL)
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{
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local.x() += -glyph->getVerticalBearing().x();
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local.y() += -glyph->getVerticalBearing().y();
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}
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// move the cursor onto the next character.
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// also expand bounding box
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switch (_layout)
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{
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case LEFT_TO_RIGHT:
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_textBB.expandBy(osg::Vec3(cursor.x() + bb.xMin(), cursor.y() + bb.yMin(), 0.0f)); //lower left corner
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_textBB.expandBy(osg::Vec3(cursor.x() + bb.xMax(), cursor.y() + bb.yMax(), 0.0f)); //upper right corner
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cursor.x() += glyph->getHorizontalAdvance();
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break;
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case VERTICAL:
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_textBB.expandBy(osg::Vec3(cursor.x(), cursor.y(), 0.0f)); //upper left corner
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_textBB.expandBy(osg::Vec3(cursor.x() + glyph->getWidth(), cursor.y() - glyph->getHeight(), 0.0f)); //lower right corner
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cursor.y() -= glyph->getVerticalAdvance();
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break;
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case RIGHT_TO_LEFT:
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_textBB.expandBy(osg::Vec3(cursor.x()+bb.xMax(), cursor.y() + bb.yMax(), 0.0f)); //upper right corner
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_textBB.expandBy(osg::Vec3(cursor.x()+bb.xMin(), cursor.y()+bb.yMin(), 0.0f)); //lower left corner
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break;
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}
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osg::Vec3 pos = osg::Vec3(local.x(), local.y(), 0.0f);
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currentLineRenderInfo.push_back(Text3D::GlyphRenderInfo(glyph, pos));
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previous_charcode = charcode;
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}
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}
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}
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else
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{
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++itr;
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}
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if (itr!=_text.end())
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{
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// skip over return.
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if (*itr=='\n') ++itr;
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}
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// move to new line.
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switch(_layout)
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{
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case LEFT_TO_RIGHT:
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case RIGHT_TO_LEFT:
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{
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startOfLine_coords.y() -= (1.0 + _lineSpacing) / _font->getScale();
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++_lineCount;
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break;
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}
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case VERTICAL:
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{
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startOfLine_coords.x() += _characterHeight / _font->getScale() / _characterAspectRatio * (1.0 + _lineSpacing);
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// because _lineCount is the max vertical no. of characters....
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_lineCount = (_lineCount >linelength)?_lineCount:linelength;
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break;
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}
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default:
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break;
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}
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cursor = startOfLine_coords;
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previous_charcode = 0;
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++lineNumber;
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}
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_textBB.expandBy(0.0f,0.0f,-1);
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TextBase::computePositions();
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}
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osg::BoundingBox Text3D::computeBound() const
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{
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osg::BoundingBox bbox;
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if (_textBB.valid())
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{
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for(unsigned int i=0;i<_autoTransformCache.size();++i)
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{
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osg::Matrix& matrix = _autoTransformCache[i]._matrix;
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bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);
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// bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin())*matrix);
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bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);
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// bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin())*matrix);
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}
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}
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return bbox;
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}
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void Text3D::computePositions(unsigned int contextID) const
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{
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if (_font.valid() == false) return;
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switch(_alignment)
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{
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case LEFT_TOP: _offset.set(_textBB.xMin(),_textBB.yMax(),_textBB.zMin()); break;
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case LEFT_CENTER: _offset.set(_textBB.xMin(),(_textBB.yMax()+_textBB.yMin())*0.5f,_textBB.zMin()); break;
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case LEFT_BOTTOM: _offset.set(_textBB.xMin(),_textBB.yMin(),_textBB.zMin()); break;
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case CENTER_TOP: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,_textBB.yMax(),_textBB.zMin()); break;
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case CENTER_CENTER: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,(_textBB.yMax()+_textBB.yMin())*0.5f,_textBB.zMin()); break;
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case CENTER_BOTTOM: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,_textBB.yMin(),_textBB.zMin()); break;
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case RIGHT_TOP: _offset.set(_textBB.xMax(),_textBB.yMax(),_textBB.zMin()); break;
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case RIGHT_CENTER: _offset.set(_textBB.xMax(),(_textBB.yMax()+_textBB.yMin())*0.5f,_textBB.zMin()); break;
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case RIGHT_BOTTOM: _offset.set(_textBB.xMax(),_textBB.yMin(),_textBB.zMin()); break;
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case LEFT_BASE_LINE: _offset.set(0.0f,0.0f,0.0f); break;
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case CENTER_BASE_LINE: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,0.0f,0.0f); break;
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case RIGHT_BASE_LINE: _offset.set(_textBB.xMax(),0.0f,0.0f); break;
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case LEFT_BOTTOM_BASE_LINE: _offset.set(0.0f,-_characterHeight*(_lineCount-1),0.0f); break;
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case CENTER_BOTTOM_BASE_LINE: _offset.set((_textBB.xMax()+_textBB.xMin())*0.5f,-_characterHeight*(_lineCount-1),0.0f); break;
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case RIGHT_BOTTOM_BASE_LINE: _offset.set(_textBB.xMax(),-_characterHeight*(_lineCount-1),0.0f); break;
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}
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AutoTransformCache& atc = _autoTransformCache[contextID];
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osg::Matrix& matrix = atc._matrix;
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|
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float scale = _font->getScale();
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osg::Vec3 scaleVec(scale * _characterHeight, scale * _characterHeight / _characterAspectRatio, _characterDepth);
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matrix.makeTranslate(-_offset);
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matrix.postMultScale(scaleVec);
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matrix.postMultRotate(_rotation);
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matrix.postMultTranslate(_position);
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|
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_normal = osg::Matrix::transform3x3(osg::Vec3(0.0f,0.0f,1.0f),matrix);
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_normal.normalize();
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const_cast<Text3D*>(this)->dirtyBound();
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}
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|
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void Text3D::drawImplementation(osg::RenderInfo& renderInfo) const
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{
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osg::State & state = *renderInfo.getState();
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unsigned int contextID = state.getContextID();
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|
|
|
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// ** save the previous modelview matrix
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osg::ref_ptr<osg::RefMatrix> previous(new osg::RefMatrix(state.getModelViewMatrix()));
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// ** get the modelview for this context
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osg::ref_ptr<osg::RefMatrix> modelview(new osg::RefMatrix(_autoTransformCache[contextID]._matrix));
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// ** mult previous by the modelview for this context
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modelview->postMult(*previous.get());
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// ** apply this new modelview matrix
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state.applyModelViewMatrix(modelview.get());
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|
|
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if (_drawMode & TEXT)
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{
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renderInfo.getState()->disableAllVertexArrays();
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|
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glPushAttrib(GL_TRANSFORM_BIT);
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glEnable(GL_RESCALE_NORMAL);
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|
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switch(_renderMode)
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{
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case PER_FACE: renderPerFace(*renderInfo.getState()); break;
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case PER_GLYPH:
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default: renderPerGlyph(*renderInfo.getState()); break;
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}
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|
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glPopAttrib();
|
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}
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|
|
if (_drawMode & BOUNDINGBOX)
|
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{
|
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if (_textBB.valid())
|
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{
|
|
osg::Vec3 c000(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMax()));
|
|
osg::Vec3 c100(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMax()));
|
|
osg::Vec3 c110(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax()));
|
|
osg::Vec3 c010(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMax()));
|
|
|
|
osg::Vec3 c001(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin()));
|
|
osg::Vec3 c101(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin()));
|
|
osg::Vec3 c111(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMin()));
|
|
osg::Vec3 c011(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin()));
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex3fv(c000.ptr());
|
|
glVertex3fv(c100.ptr());
|
|
glVertex3fv(c110.ptr());
|
|
glVertex3fv(c010.ptr());
|
|
glEnd();
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex3fv(c001.ptr());
|
|
glVertex3fv(c011.ptr());
|
|
glVertex3fv(c111.ptr());
|
|
glVertex3fv(c101.ptr());
|
|
glEnd();
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(c000.ptr());
|
|
glVertex3fv(c001.ptr());
|
|
|
|
glVertex3fv(c100.ptr());
|
|
glVertex3fv(c101.ptr());
|
|
|
|
glVertex3fv(c110.ptr());
|
|
glVertex3fv(c111.ptr());
|
|
|
|
glVertex3fv(c010.ptr());
|
|
glVertex3fv(c011.ptr());
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
if (_drawMode & ALIGNMENT)
|
|
{
|
|
float cursorsize = _characterHeight*0.5f;
|
|
|
|
osg::Vec3 hl(osg::Vec3(_offset.x()-cursorsize,_offset.y(),_offset.z()));
|
|
osg::Vec3 hr(osg::Vec3(_offset.x()+cursorsize,_offset.y(),_offset.z()));
|
|
osg::Vec3 vt(osg::Vec3(_offset.x(),_offset.y()-cursorsize,_offset.z()));
|
|
osg::Vec3 vb(osg::Vec3(_offset.x(),_offset.y()+cursorsize,_offset.z()));
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(hl.ptr());
|
|
glVertex3fv(hr.ptr());
|
|
glVertex3fv(vt.ptr());
|
|
glVertex3fv(vb.ptr());
|
|
glEnd();
|
|
|
|
}
|
|
|
|
// restore the previous modelview matrix
|
|
state.applyModelViewMatrix(previous.get());
|
|
}
|
|
|
|
|
|
|
|
void Text3D::renderPerGlyph(osg::State & state) const
|
|
{
|
|
// ** for each line, do ...
|
|
TextRenderInfo::const_iterator itLine, endLine = _textRenderInfo.end();
|
|
for (itLine = _textRenderInfo.begin(); itLine!=endLine; ++itLine)
|
|
{
|
|
// ** for each glyph in the line, do ...
|
|
LineRenderInfo::const_iterator it, end = itLine->end();
|
|
for (it = itLine->begin(); it!=end; ++it)
|
|
{
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef(it->_position.x(), it->_position.y(), it->_position.z());
|
|
|
|
// ** apply the vertex array
|
|
state.setVertexPointer(it->_glyph->getVertexArray());
|
|
|
|
// ** render the front face of the glyph
|
|
glNormal3f(0.0f,0.0f,1.0f);
|
|
|
|
osg::Geometry::PrimitiveSetList & pslFront = it->_glyph->getFrontPrimitiveSetList();
|
|
for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslFront.begin(), end = pslFront.end(); itr!=end; ++itr)
|
|
{
|
|
|
|
(*itr)->draw(state, false);
|
|
}
|
|
|
|
// ** render the wall face of the glyph
|
|
state.setNormalPointer(it->_glyph->getNormalArray());
|
|
osg::Geometry::PrimitiveSetList & pslWall = it->_glyph->getWallPrimitiveSetList();
|
|
for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslWall.begin(), end=pslWall.end(); itr!=end; ++itr)
|
|
{
|
|
(*itr)->draw(state, false);
|
|
}
|
|
|
|
// ** render the back face of the glyph
|
|
glNormal3f(0.0f,0.0f,-1.0f);
|
|
|
|
osg::Geometry::PrimitiveSetList & pslBack = it->_glyph->getBackPrimitiveSetList();
|
|
for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslBack.begin(), end=pslBack.end(); itr!=end; ++itr)
|
|
{
|
|
(*itr)->draw(state, false);
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Text3D::renderPerFace(osg::State & state) const
|
|
{
|
|
// ** render all front faces
|
|
glNormal3f(0.0f,0.0f,1.0f);
|
|
|
|
TextRenderInfo::const_iterator itLine, endLine = _textRenderInfo.end();
|
|
for (itLine = _textRenderInfo.begin(); itLine!=endLine; ++itLine)
|
|
{
|
|
// ** for each glyph in the line, do ...
|
|
LineRenderInfo::const_iterator it, end = itLine->end();
|
|
for (it = itLine->begin(); it!=end; ++it)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(it->_position.x(), it->_position.y(), it->_position.z());
|
|
state.setVertexPointer(it->_glyph->getVertexArray());
|
|
|
|
// ** render the front face of the glyph
|
|
osg::Geometry::PrimitiveSetList & psl = it->_glyph->getFrontPrimitiveSetList();
|
|
for(osg::Geometry::PrimitiveSetList::const_iterator itr=psl.begin(), end=psl.end(); itr!=end; ++itr)
|
|
{
|
|
(*itr)->draw(state, false);
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
// ** render all wall face of the text
|
|
for (itLine = _textRenderInfo.begin(); itLine!=endLine; ++itLine)
|
|
{
|
|
// ** for each glyph in the line, do ...
|
|
LineRenderInfo::const_iterator it, end = itLine->end();
|
|
for (it = itLine->begin(); it!=end; ++it)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(it->_position.x(), it->_position.y(), it->_position.z());
|
|
state.setVertexPointer(it->_glyph->getVertexArray());
|
|
state.setNormalPointer(it->_glyph->getNormalArray());
|
|
|
|
osg::Geometry::PrimitiveSetList & psl = it->_glyph->getWallPrimitiveSetList();
|
|
for(osg::Geometry::PrimitiveSetList::const_iterator itr=psl.begin(), end=psl.end(); itr!=end; ++itr)
|
|
{
|
|
(*itr)->draw(state, false);
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
// ** render all back face of the text
|
|
glNormal3f(0.0f,0.0f,-1.0f);
|
|
|
|
for (itLine = _textRenderInfo.begin(); itLine!=endLine; ++itLine)
|
|
{
|
|
// ** for each glyph in the line, do ...
|
|
LineRenderInfo::const_iterator it, end = itLine->end();
|
|
for (it = itLine->begin(); it!=end; ++it)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(it->_position.x(), it->_position.y(), it->_position.z());
|
|
state.setVertexPointer(it->_glyph->getVertexArray());
|
|
|
|
// ** render the back face of the glyph
|
|
osg::Geometry::PrimitiveSetList & psl = it->_glyph->getBackPrimitiveSetList();
|
|
for(osg::Geometry::PrimitiveSetList::const_iterator itr=psl.begin(), end=psl.end(); itr!=end; ++itr)
|
|
{
|
|
(*itr)->draw(state, false);
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Text3D::setThreadSafeRefUnref(bool threadSafe)
|
|
{
|
|
TextBase::setThreadSafeRefUnref(threadSafe);
|
|
|
|
if (_font.valid()) _font->setThreadSafeRefUnref(threadSafe);
|
|
}
|
|
|
|
void Text3D::resizeGLObjectBuffers(unsigned int maxSize)
|
|
{
|
|
TextBase::resizeGLObjectBuffers(maxSize);
|
|
|
|
if (_font.valid()) _font->resizeGLObjectBuffers(maxSize);
|
|
}
|
|
|
|
void Text3D::releaseGLObjects(osg::State* state) const
|
|
{
|
|
TextBase::releaseGLObjects(state);
|
|
|
|
if (_font.valid()) _font->releaseGLObjects(state);
|
|
}
|
|
|
|
}
|