OpenSceneGraph/src/osgText/Font.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
* 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.
*/
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#include <osgText/Font>
#include <osg/State>
#include <osg/Notify>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osg/GLU>
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using namespace osgText;
std::string findFontFile(const std::string& str)
{
// try looking in OSGFILEPATH etc first for fonts.
std::string filename = osgDB::findDataFile(str);
if (!filename.empty()) return std::string(filename);
static osgDB::FilePathList s_FontFilePath;
static bool initialized = false;
if (!initialized)
{
initialized = true;
#if defined(WIN32)
osgDB::Registry::convertStringPathIntoFilePathList(
".;C:/winnt/fonts;C:/windows/fonts",
s_FontFilePath);
char *ptr;
if ((ptr = getenv( "windir" )))
{
s_FontFilePath.push_back(ptr);
}
#else
osgDB::Registry::convertStringPathIntoFilePathList(
".:/usr/share/fonts/ttf:/usr/share/fonts/ttf/western:/usr/share/fonts/ttf/decoratives",
s_FontFilePath);
#endif
}
filename = osgDB::findFileInPath(str,s_FontFilePath);
if (!filename.empty()) return filename;
osg::notify(osg::WARN)<<"Warning: font file \""<<str<<"\" not found."<<std::endl;
return std::string();
}
osgText::Font* osgText::readFontFile(const std::string& filename)
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{
std::string foundFile = findFontFile(filename);
if (foundFile.empty()) return 0;
osg::Object* object = osgDB::readObjectFile(filename);
// if the object is a font then return it.
osgText::Font* font = dynamic_cast<osgText::Font*>(object);
if (font) return font;
// otherwise if the object has zero references then delete it by doing another unref().
if (object && object->referenceCount()==0) object->unref();
return 0;
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}
Font::Font():
_width(16),
_height(16)
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{
}
Font::~Font()
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{
}
void Font::addGlyph(unsigned int charcode, Glyph* glyph)
{
_glyphMap[charcode]=glyph;
int posX=0,posY=0;
GlyphTexture* glyphTexture = 0;
for(GlyphTextureList::iterator itr=_glyphTextureList.begin();
itr!=_glyphTextureList.end() && !glyphTexture;
++itr)
{
if ((*itr)->getSpaceForGlyph(glyph,posX,posY)) glyphTexture = itr->get();
}
if (!glyphTexture)
{
//std::cout<<"Creating new GlyphTexture & StateSet"<<std::endl;
osg::StateSet* stateset = new osg::StateSet;
_stateSetList.push_back(stateset);
glyphTexture = new GlyphTexture;
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// reserve enough space for the glyphs.
glyphTexture->setTextureSize(256,256);
glyphTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
//glyphTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR_MIPMAP_LINEAR);
//glyphTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
glyphTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
glyphTexture->setMaxAnisotropy(8);
_glyphTextureList.push_back(glyphTexture);
glyphTexture->setStateSet(stateset);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(0,glyphTexture,osg::StateAttribute::ON);
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if (!glyphTexture->getSpaceForGlyph(glyph,posX,posY))
{
osg::notify(osg::WARN)<<"Warning: unable to allocate texture big enough for glyph"<<std::endl;
return;
}
}
// add the glyph into the texture.
glyphTexture->addGlyph(glyph,posX,posY);
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}
Font::GlyphTexture::GlyphTexture():
_stateset(0),
_usedY(0),
_partUsedX(0),
_partUsedY(0)
{
}
Font::GlyphTexture::~GlyphTexture()
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{
}
bool Font::GlyphTexture::getSpaceForGlyph(Glyph* glyph, int& posX, int& posY)
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{
int margin = 2;
int width = glyph->s()+2*margin;
int height = glyph->t()+2*margin;
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// first check box (_partUsedX,_usedY) to (width,height)
if (width <= (getTextureWidth()-_partUsedX) &&
height <= (getTextureHeight()-_usedY))
{
// can fit in existing row.
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// record the position in which the texture will be stored.
posX = _partUsedX+margin;
posY = _usedY+margin;
// move used markers on.
_partUsedX += width;
if (_usedY+height>_partUsedY) _partUsedY = _usedY+height;
return true;
}
// start an new row.
if (width <= getTextureWidth() &&
height <= (getTextureHeight()-_partUsedY))
{
// can fit next row.
_partUsedX = 0;
_usedY = _partUsedY;
posX = _partUsedX+margin;
posY = _usedY+margin;
// move used markers on.
_partUsedX += width;
if (_usedY+height>_partUsedY) _partUsedY = _usedY+height;
return true;
}
// doesn't fit into glyph.
return false;
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}
void Font::GlyphTexture::addGlyph(Glyph* glyph, int posX, int posY)
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{
_glyphs.push_back(glyph);
for(unsigned int i=0;i<_glyphsToSubload.size();++i)
{
_glyphsToSubload[i].push_back(glyph);
}
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// set up the details of where to place glyph's image in the texture.
glyph->setTexture(this);
glyph->setTexturePosition(posX,posY);
glyph->setMinTexCoord(osg::Vec2((float)posX/((float)getTextureWidth()-1.0f),(float)posY/((float)getTextureHeight()-1.0f)));
glyph->setMaxTexCoord(osg::Vec2((float)(posX+glyph->s())/((float)getTextureWidth()-1.0f),(float)(posY+glyph->t())/((float)getTextureHeight()-1.0f)));
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}
void Font::GlyphTexture::apply(osg::State& state) const
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{
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
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if (contextID>=_glyphsToSubload.size())
{
// graphics context is beyond the number of glyphsToSubloads, so
// we must now copy the glyph list across, this is a potential
// threading issue though is multiple applies are happening the
// same time on this object - to avoid this condition number of
// graphics contexts should be set before create text.
for(unsigned int i=_glyphsToSubload.size();i<=contextID;++i)
{
GlyphPtrList& glyphPtrs = _glyphsToSubload[i];
for(GlyphRefList::const_iterator itr=_glyphs.begin();
itr!=_glyphs.end();
++itr)
{
glyphPtrs.push_back(itr->get());
}
}
}
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// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
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if (handle == 0)
{
// being bound for the first time, need to allocate the texture
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_2D, handle );
applyTexParameters(GL_TEXTURE_2D,state);
//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
// allocate the texture memory.
glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
getTextureWidth(), getTextureHeight(), 0,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
0 );
}
else
{
// reuse texture by binding.
glBindTexture( GL_TEXTURE_2D, handle );
if (getTextureParameterDirty(contextID))
applyTexParameters(GL_TEXTURE_2D,state);
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}
//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
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// now subload the glyphs that are outstanding for this graphics context.
GlyphPtrList& glyphsWereSubloading = _glyphsToSubload[contextID];
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if (!glyphsWereSubloading.empty())
{
for(GlyphPtrList::iterator itr=glyphsWereSubloading.begin();
itr!=glyphsWereSubloading.end();
++itr)
{
(*itr)->subload();
}
// clear the list since we have now subloaded them.
glyphsWereSubloading.clear();
}
else
{
//std::cout << "no need to subload "<<std::endl;
}
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}
// all the methods in Font::Glyph have been made non inline because VisualStudio6.0 is STUPID, STUPID, STUPID PILE OF JUNK.
Font::Glyph::Glyph() {}
Font::Glyph::~Glyph() {}
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unsigned int Font::Glyph::getGlyphCode() const { return _glyphCode; }
void Font::Glyph::setFont(Font* font) { _font = font; }
Font* Font::Glyph::getFont() const { return _font; }
void Font::Glyph::setHorizontalBearing(const osg::Vec2& bearing) { _horizontalBearing=bearing; }
const osg::Vec2& Font::Glyph::getHorizontalBearing() const { return _horizontalBearing; }
void Font::Glyph::setHorizontalAdvance(float advance) { _horizontalAdvance=advance; }
float Font::Glyph::getHorizontalAdvance() const { return _horizontalAdvance; }
void Font::Glyph::setVerticalBearing(const osg::Vec2& bearing) { _verticalBearing=bearing; }
const osg::Vec2& Font::Glyph::getVerticalBearing() const { return _verticalBearing; }
void Font::Glyph::setVerticalAdvance(float advance) { _verticalAdvance=advance; }
float Font::Glyph::getVerticalAdvance() const { return _verticalAdvance; }
void Font::Glyph::setTexture(GlyphTexture* texture) { _texture = texture; }
Font::GlyphTexture* Font::Glyph::getTexture() { return _texture; }
const Font::GlyphTexture* Font::Glyph::getTexture() const { return _texture; }
osg::StateSet* Font::Glyph::getStateSet() { return _texture?_texture->getStateSet():0; }
const osg::StateSet* Font::Glyph::getStateSet() const { return _texture?_texture->getStateSet():0; }
void Font::Glyph::setTexturePosition(int posX,int posY) { _texturePosX = posX; _texturePosY = posY; }
int Font::Glyph::getTexturePositionX() const { return _texturePosX; }
int Font::Glyph::getTexturePositionY() const { return _texturePosY; }
void Font::Glyph::setMinTexCoord(const osg::Vec2& coord) { _minTexCoord=coord; }
const osg::Vec2& Font::Glyph::getMinTexCoord() const { return _minTexCoord; }
void Font::Glyph::setMaxTexCoord(const osg::Vec2& coord) { _maxTexCoord=coord; }
const osg::Vec2& Font::Glyph::getMaxTexCoord() const { return _maxTexCoord; }
void Font::Glyph::subload() const
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{
GLenum errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
osg::notify(osg::WARN)<<"before: detected OpenGL error '"<<gluErrorString(errorNo)<<std::endl;
}
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glPixelStorei(GL_UNPACK_ALIGNMENT,getPacking());
glTexSubImage2D(GL_TEXTURE_2D,0,
_texturePosX,_texturePosY,
s(),t(),
(GLenum)getPixelFormat(),
(GLenum)getDataType(),
data());
errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
std::cout << " "<<GL_TEXTURE_2D<<"\t"<<0<<"\t"<<
_texturePosX<<"\t"<<_texturePosY<<"\t"<<
s()<<"\t"<<t()<<"\t"<<
(GLenum)getPixelFormat()<<"\t"<<
(GLenum)getDataType()<<"\t"<<
(int)(*data())<<std::endl;
osg::notify(osg::WARN)<<"after: detected OpenGL error '"<<gluErrorString(errorNo)<<std::endl;
}
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}