Files
OpenSceneGraph/src/osgText/Text3D.cpp
Robert Osfield 22eae68e48 From Mathias Froehlich, "This is a generic optimization that does not depend on any cpu or instruction
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 ...
"
2008-09-17 16:14:28 +00:00

724 lines
24 KiB
C++

/* -*-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 <osgText/Text3D>
#include <osg/io_utils>
namespace osgText
{
Text3D::Text3D():
_font(0),
_characterDepth(1),
_renderMode(PER_GLYPH)
{
}
Text3D::Text3D(const Text3D & text3D, const osg::CopyOp & copyop):
osgText::TextBase(text3D, copyop),
_font(text3D._font),
_characterDepth(text3D._characterDepth),
_renderMode(text3D._renderMode)
{
computeGlyphRepresentation();
}
//void Text3D::accept(osg::Drawable::ConstAttributeFunctor& af) const
//{
// TODO
//}
//void Text3D::accept(osg::PrimitiveFunctor& /*pf*/) const
//{
// TODO
//}
void Text3D::setFont(osg::ref_ptr<Font3D> font)
{
_font = font;
computeGlyphRepresentation();
}
void Text3D::setFont(const std::string & fontfile)
{
setFont(readRefFont3DFile(fontfile));
}
String::iterator Text3D::computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last)
{
if (_font.valid() == false) return last;
bool kerning = true;
unsigned int previous_charcode = 0;
String::iterator lastChar = first;
std::set<unsigned int> deliminatorSet;
deliminatorSet.insert(' ');
deliminatorSet.insert('\n');
deliminatorSet.insert(':');
deliminatorSet.insert('/');
deliminatorSet.insert(',');
deliminatorSet.insert(';');
deliminatorSet.insert(':');
deliminatorSet.insert('.');
float maximumHeight = _maximumHeight / _font->getScale();
float maximumWidth = _maximumWidth / _font->getScale();
for(bool outOfSpace=false;lastChar!=last;++lastChar)
{
unsigned int charcode = *lastChar;
if (charcode=='\n')
{
return lastChar;
}
Font3D::Glyph3D* glyph = _font->getGlyph(charcode);
if (glyph)
{
const osg::BoundingBox & bb = glyph->getBoundingBox();
// adjust cursor position w.r.t any kerning.
if (previous_charcode)
{
if (_layout == RIGHT_TO_LEFT)
{
cursor.x() -= glyph->getHorizontalAdvance();
}
if (kerning)
{
switch (_layout)
{
case LEFT_TO_RIGHT:
{
cursor += _font->getKerning(previous_charcode, charcode, _kerningType);
break;
}
case RIGHT_TO_LEFT:
{
cursor -= _font->getKerning(charcode, previous_charcode, _kerningType);
break;
}
case VERTICAL:
break; // no kerning when vertical.
}
}
}
else
{
switch (_layout)
{
case LEFT_TO_RIGHT:
{
cursor.x() -= glyph->getHorizontalBearing().x();
break;
}
case RIGHT_TO_LEFT:
{
cursor.x() -= bb.xMax();
break;
}
case VERTICAL:
break;
}
}
switch(_layout)
{
case LEFT_TO_RIGHT:
{
if (maximumWidth>0.0f && cursor.x()+bb.xMax()>maximumWidth) outOfSpace=true;
if(maximumHeight>0.0f && cursor.y()<-maximumHeight) outOfSpace=true;
break;
}
case RIGHT_TO_LEFT:
{
if (maximumWidth>0.0f && cursor.x()+bb.xMin()<-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(); break;
case RIGHT_TO_LEFT: break;
case VERTICAL: cursor.y() -= glyph->getVerticalAdvance(); break;
}
previous_charcode = charcode;
}
}
// word boundary detection & wrapping
if (lastChar!=last)
{
if (deliminatorSet.count(*lastChar)==0)
{
String::iterator lastValidChar = lastChar;
while (lastValidChar!=first && deliminatorSet.count(*lastValidChar)==0)
{
--lastValidChar;
//Substract off glyphs from the cursor position (to correctly center text)
Font3D::Glyph3D* glyph = _font->getGlyph(*lastValidChar);
if (glyph)
{
switch(_layout)
{
case LEFT_TO_RIGHT: cursor.x() -= glyph->getHorizontalAdvance(); break;
case RIGHT_TO_LEFT: cursor.x() += glyph->getHorizontalAdvance(); break;
case VERTICAL: cursor.y() += glyph->getVerticalAdvance(); break;
}
}
}
if (first!=lastValidChar)
{
++lastValidChar;
lastChar = lastValidChar;
}
}
}
return lastChar;
}
void Text3D::computeGlyphRepresentation()
{
if (_font.valid() == false) return;
_textRenderInfo.clear();
_lineCount = 0;
if (_text.empty())
{
_textBB.set(0,0,0, 0,0,0);//no size text
TextBase::computePositions(); //to reset the origin
return;
}
// 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);
osg::Vec2 startOffset(0.0f,0.0f);
unsigned int previous_charcode = 0;
unsigned int linelength = 0;
bool kerning = true;
unsigned int lineNumber = 0;
for(String::iterator itr=_text.begin(); itr!=_text.end(); )
{
_textRenderInfo.resize(lineNumber + 1);
LineRenderInfo & currentLineRenderInfo = _textRenderInfo.back();
// 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());
// ** position the cursor function to the Layout and the alignement
TextBase::positionCursor(endOfLine_coords, cursor, (unsigned int) (endOfLine_itr - startOfLine_itr));
if (itr!=endOfLine_itr)
{
for(;itr!=endOfLine_itr;++itr)
{
unsigned int charcode = *itr;
Font3D::Glyph3D* glyph = _font->getGlyph(charcode);
if (glyph)
{
const osg::BoundingBox & bb = glyph->getBoundingBox();
// adjust cursor position w.r.t any kerning.
if (previous_charcode)
{
if (_layout == RIGHT_TO_LEFT)
{
cursor.x() -= glyph->getHorizontalAdvance();
}
if (kerning)
{
switch (_layout)
{
case LEFT_TO_RIGHT:
{
cursor += _font->getKerning(previous_charcode, charcode, _kerningType);
break;
}
case RIGHT_TO_LEFT:
{
cursor -= _font->getKerning(charcode, previous_charcode, _kerningType);
break;
}
case VERTICAL:
break; // no kerning when vertical.
}
}
}
else
{
switch (_layout)
{
case LEFT_TO_RIGHT:
{
cursor.x() -= glyph->getHorizontalBearing().x();
break;
}
case RIGHT_TO_LEFT:
{
cursor.x() -= bb.xMax();
break;
}
case VERTICAL:
{
// cursor.y() += glyph->getVerticalBearing().y();
break;
}
}
}
local = cursor;
if (_layout==VERTICAL)
{
local.x() += -glyph->getVerticalBearing().x();
local.y() += -glyph->getVerticalBearing().y();
}
// move the cursor onto the next character.
// also expand bounding box
switch (_layout)
{
case LEFT_TO_RIGHT:
_textBB.expandBy(osg::Vec3(cursor.x() + bb.xMin(), cursor.y() + bb.yMin(), 0.0f)); //lower left corner
_textBB.expandBy(osg::Vec3(cursor.x() + bb.xMax(), cursor.y() + bb.yMax(), 0.0f)); //upper right corner
cursor.x() += glyph->getHorizontalAdvance();
break;
case VERTICAL:
_textBB.expandBy(osg::Vec3(cursor.x(), cursor.y(), 0.0f)); //upper left corner
_textBB.expandBy(osg::Vec3(cursor.x() + glyph->getWidth(), cursor.y() - glyph->getHeight(), 0.0f)); //lower right corner
cursor.y() -= glyph->getVerticalAdvance();
break;
case RIGHT_TO_LEFT:
_textBB.expandBy(osg::Vec3(cursor.x()+bb.xMax(), cursor.y() + bb.yMax(), 0.0f)); //upper right corner
_textBB.expandBy(osg::Vec3(cursor.x()+bb.xMin(), cursor.y()+bb.yMin(), 0.0f)); //lower left corner
break;
}
osg::Vec3 pos = osg::Vec3(local.x(), local.y(), 0.0f);
currentLineRenderInfo.push_back(Text3D::GlyphRenderInfo(glyph, pos));
previous_charcode = charcode;
}
}
}
else
{
++itr;
}
if (itr!=_text.end())
{
// skip over return.
if (*itr=='\n') ++itr;
}
// move to new line.
switch(_layout)
{
case LEFT_TO_RIGHT:
case RIGHT_TO_LEFT:
{
startOfLine_coords.y() -= (1.0 + _lineSpacing) / _font->getScale();
++_lineCount;
break;
}
case VERTICAL:
{
startOfLine_coords.x() += _characterHeight / _font->getScale() / _characterAspectRatio * (1.0 + _lineSpacing);
// because _lineCount is the max vertical no. of characters....
_lineCount = (_lineCount >linelength)?_lineCount:linelength;
break;
}
default:
break;
}
cursor = startOfLine_coords;
previous_charcode = 0;
++lineNumber;
}
_textBB.expandBy(0.0f,0.0f,-1);
TextBase::computePositions();
}
osg::BoundingBox Text3D::computeBound() const
{
osg::BoundingBox bbox;
if (_textBB.valid())
{
for(unsigned int i=0;i<_autoTransformCache.size();++i)
{
osg::Matrix& matrix = _autoTransformCache[i]._matrix;
bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);
// bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMin(),_textBB.zMin())*matrix);
bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);
// bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMax(),_textBB.zMin())*matrix);
}
}
return bbox;
}
void Text3D::computePositions(unsigned int contextID) const
{
if (_font.valid() == false) return;
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;
float scale = _font->getScale();
osg::Vec3 scaleVec(scale * _characterHeight, scale * _characterHeight / _characterAspectRatio, _characterDepth);
matrix.makeTranslate(-_offset);
matrix.postMultScale(scaleVec);
matrix.postMultRotate(_rotation);
matrix.postMultTranslate(_position);
_normal = osg::Matrix::transform3x3(osg::Vec3(0.0f,0.0f,1.0f),matrix);
_normal.normalize();
const_cast<Text3D*>(this)->dirtyBound();
}
void Text3D::drawImplementation(osg::RenderInfo& renderInfo) const
{
osg::State & state = *renderInfo.getState();
unsigned int contextID = state.getContextID();
// ** save the previous modelview matrix
osg::ref_ptr<osg::RefMatrix> previous(new osg::RefMatrix(state.getModelViewMatrix()));
// ** get the modelview for this context
osg::ref_ptr<osg::RefMatrix> modelview(new osg::RefMatrix(_autoTransformCache[contextID]._matrix));
// ** mult previous by the modelview for this context
modelview->postMult(*previous.get());
// ** apply this new modelview matrix
state.applyModelViewMatrix(modelview.get());
if (_drawMode & TEXT)
{
renderInfo.getState()->disableAllVertexArrays();
glPushAttrib(GL_TRANSFORM_BIT);
glEnable(GL_RESCALE_NORMAL);
switch(_renderMode)
{
case PER_FACE: renderPerFace(*renderInfo.getState()); break;
case PER_GLYPH:
default: renderPerGlyph(*renderInfo.getState()); break;
}
glPopAttrib();
}
if (_drawMode & BOUNDINGBOX)
{
if (_textBB.valid())
{
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);
}
}