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/* -*-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
* 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
* 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,
* 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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#ifndef OSGTEXT_TEXT
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#define OSGTEXT_TEXT 1
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#include <osg/Drawable>
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#include <osg/Quat>
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#include <osgText/TextBase>
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#include <osgText/Font>
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namespace osgText {
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class OSGTEXT_EXPORT Text : public osgText::TextBase
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{
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public:
Text();
Text(const Text& text,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const { return new Text(); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Text(*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Text*>(obj)!=NULL; }
virtual const char* className() const { return "Text"; }
virtual const char* libraryName() const { return "osgText"; }
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/** Set the ShaderTechnique hint to specify what fatures in the text shaders to enable.*/
void setShaderTechnique(ShaderTechnique technique);
/** Get the ShaderTechnique hint.*/
ShaderTechnique getShaderTechnique() { return _shaderTechnique; }
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/**
* Turns off writing to the depth buffer when rendering text. This only affects text
* with no backdrop or text using the DELAYED_DEPTH_WRITES implementation, since
* the other backdrop implementations are really only useful for backwards
* compatibility and are not worth updating to utilize this flag.
*/
void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; }
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bool getEnableDepthWrites() const { return _enableDepthWrites; }
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enum BackdropType
{
DROP_SHADOW_BOTTOM_RIGHT = 0, // usually the type of shadow you see
DROP_SHADOW_CENTER_RIGHT,
DROP_SHADOW_TOP_RIGHT,
DROP_SHADOW_BOTTOM_CENTER,
DROP_SHADOW_TOP_CENTER,
DROP_SHADOW_BOTTOM_LEFT,
DROP_SHADOW_CENTER_LEFT,
DROP_SHADOW_TOP_LEFT,
OUTLINE,
NONE
};
/**
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* BackdropType gives you a background shadow text behind your regular
* text. This helps give text extra contrast which can be useful when
* placing text against noisy backgrounds.
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* The color of the background shadow text is specified by setBackdropColor().
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* DROP_SHADOW_BOTTOM_RIGHT will draw backdrop text to the right and down of
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* the normal text. Other DROW_SHADOW_* modes do the same for their repective directions.
* OUTLINE will draw backdrop text so that it appears the text has an outline
* or border around the normal text. This mode is particularly useful against
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* really noisy backgrounds that may put text on top of things that have
* all types of colors which you don't have control over.
* Some real world examples of this general technique in use that I know of
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* are Google Earth, Sid Meier's Pirates (2004 Remake), and Star Control 2 (PC 1993).
* The default is NONE.
*/
void setBackdropType(BackdropType type);
BackdropType getBackdropType() const { return _backdropType; }
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/**
* Sets the amount text is offset to create the backdrop/shadow effect.
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* Set the value too high and for example, in OUTLINE mode you will get a "Brady Bunch"
* effect where you see duplicates of the text in a 3x3 grid.
* Set the value too small and you won't see anything.
* The values represent percentages. 1.0 means 100% so a value of 1.0
* in DROW_SHADOW_LEFT_CENTER mode would cause each glyph to be echoed
* next to it self. So the letter 'e' might look like 'ee'.
* Good values tend to be in the 0.03 to 0.10 range (but will be subject
* to your specific font and display characteristics).
* Note that the text bounding boxes are updated to include backdrop offsets.
* However, other metric information such as getCharacterHeight() are unaffected
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* by this. This means that individual glyph spacing (kerning?) are unchanged
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* even when this mode is used.
* The default is 0.07 (7% offset).
*/
void setBackdropOffset(float offset = 0.07f);
/**
* This overloaded version lets you specify the offset for the horizontal
* and vertical components separately.
*/
void setBackdropOffset(float horizontal, float vertical);
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float getBackdropHorizontalOffset() const { return _backdropHorizontalOffset; }
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float getBackdropVerticalOffset() const { return _backdropVerticalOffset; }
/**
* This specifies the color of the backdrop text.
* The default is black.
*/
void setBackdropColor(const osg::Vec4& color);
const osg::Vec4& getBackdropColor() const { return _backdropColor; }
enum ColorGradientMode
{
SOLID = 0, // a.k.a. ColorGradients off
PER_CHARACTER,
OVERALL
};
/**
* This sets different types of text coloring modes.
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* When the coloring mode is not set to SOLID, the
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* colors specified in setColorGradientCorners() determine
* the colors for the text.
* When the gradient mode is OVERALL, the coloring scheme
* attempts to approximate the effect as if the entire text box/region
* were a single polygon and you had applied colors to each of the four
* corners with GL_SMOOTH enabled. In this mode, OpenGL interpolates
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* the colors across the polygon, and this is what OVERALL tries to
* emulate. This can be used to give nice embellishments on things
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* like logos and names.
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* PER_CHARACTER is similar to OVERALL except that it applies the
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* color interpolation to the four corners of each character instead
* of across the overall text box.
* The default is SOLID (a.k.a. off).
*/
void setColorGradientMode(ColorGradientMode mode);
ColorGradientMode getColorGradientMode() const { return _colorGradientMode; }
/**
* Used only for gradient mode, let's you specify the colors of the 4 corners.
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* If ColorGradients are off, these values are ignored (and the value from setColor()
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* is the only one that is relevant.
*/
void setColorGradientCorners(const osg::Vec4& topLeft, const osg::Vec4& bottomLeft, const osg::Vec4& bottomRight, const osg::Vec4& topRight);
const osg::Vec4& getColorGradientTopLeft() const { return _colorGradientTopLeft; }
const osg::Vec4& getColorGradientBottomLeft() const { return _colorGradientBottomLeft; }
const osg::Vec4& getColorGradientBottomRight() const { return _colorGradientBottomRight; }
const osg::Vec4& getColorGradientTopRight() const { return _colorGradientTopRight; }
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/** Draw the text.*/
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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/** return false, osgText::Text does not support accept(AttributeFunctor&).*/
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virtual bool supports(const osg::Drawable::AttributeFunctor&) const { return false; }
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/** return true, osgText::Text does support accept(ConstAttributeFunctor&).*/
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virtual bool supports(const osg::Drawable::ConstAttributeFunctor&) const { return true; }
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/** accept an ConstAttributeFunctor and call its methods to tell it about the internal attributes that this Drawable has.*/
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virtual void accept(osg::Drawable::ConstAttributeFunctor& af) const;
/** return true, osgText::Text does support accept(PrimitiveFunctor&) .*/
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virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
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/** accept a PrimtiveFunctor and call its methods to tell it about the internal primitives that this Drawable has.*/
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virtual void accept(osg::PrimitiveFunctor& pf) const;
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/** Get the coordinates of the character corners in local coordinates. Use Text::getMatrix() or Text::computeMatrix(..) to get the transform into model coordinates (see TextBase header.) */
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bool getCharacterCorners(unsigned int index, osg::Vec3& bottomLeft, osg::Vec3& bottomRight, osg::Vec3& topLeft, osg::Vec3& topRight) const;
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/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objexts
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* state=0) const;
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public:
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/** deprecated, value ignored.*/
enum BackdropImplementation
{
POLYGON_OFFSET = 0,
NO_DEPTH_BUFFER,
DEPTH_RANGE,
STENCIL_BUFFER,
DELAYED_DEPTH_WRITES
};
/** deprecated, value ignored.*/
void setBackdropImplementation(BackdropImplementation) {}
/** deprecated, value should be ignored.*/
BackdropImplementation getBackdropImplementation() const { return DELAYED_DEPTH_WRITES; }
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// internal structures, variable and methods used for rendering of characters.
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struct OSGTEXT_EXPORT GlyphQuads
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{
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typedef std::vector<Glyph*> Glyphs;
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Glyphs _glyphs;
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osg::ref_ptr<osg::DrawElements> _primitives;
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GlyphQuads();
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GlyphQuads(const GlyphQuads& gq);
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void setupPrimitives(Text::BackdropType backdropType);
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Glyphs& getGlyphs() { return _glyphs; }
const Glyphs& getGlyphs() const { return _glyphs; }
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/** Resize any per context GLObject buffers to specified size. */
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void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objexts
* for all graphics contexts. */
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void releaseGLObjects(osg::State* state=0) const;
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private:
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GlyphQuads& operator = (const GlyphQuads&) { return *this; }
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};
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typedef std::map<osg::ref_ptr<GlyphTexture>,GlyphQuads> TextureGlyphQuadMap;
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/** Direct Access to GlyphQuads */
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const GlyphQuads* getGlyphQuads(GlyphTexture* texture) const
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{
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TextureGlyphQuadMap::const_iterator itGlyphQuad = _textureGlyphQuadMap.find(texture);
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if (itGlyphQuad == _textureGlyphQuadMap.end()) return NULL;
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return &itGlyphQuad->second;
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}
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const TextureGlyphQuadMap& getTextureGlyphQuadMap() const
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{
return _textureGlyphQuadMap;
}
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void addGlyphQuad(Glyph* glyph, const osg::Vec2& minc, const osg::Vec2& maxc, const osg::Vec2& mintc, const osg::Vec2& maxtc);
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protected:
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virtual ~Text();
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virtual osg::StateSet* createStateSet();
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Font* getActiveFont();
const Font* getActiveFont() const;
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String::iterator computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last);
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// members which have public access.
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// iternal map used for rendering. Set up by the computeGlyphRepresentation() method.
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TextureGlyphQuadMap _textureGlyphQuadMap;
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void computeGlyphRepresentation();
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// internal caches of the positioning of the text.
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bool computeAverageGlyphWidthAndHeight(float& avg_width, float& avg_height) const;
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virtual void computePositionsImplementation();
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void computeBackdropBoundingBox();
void computeBoundingBoxMargin();
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void computeColorGradients();
void computeColorGradientsOverall();
void computeColorGradientsPerCharacter();
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void drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void drawImplementationSinglePass(osg::State& state, const osg::Vec4& colorMultiplier) const;
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ShaderTechnique _shaderTechnique;
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bool _enableDepthWrites;
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BackdropType _backdropType;
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float _backdropHorizontalOffset;
float _backdropVerticalOffset;
osg::Vec4 _backdropColor;
ColorGradientMode _colorGradientMode;
osg::Vec4 _colorGradientTopLeft;
osg::Vec4 _colorGradientBottomLeft;
osg::Vec4 _colorGradientBottomRight;
osg::Vec4 _colorGradientTopRight;
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// Helper function for color interpolation
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float bilinearInterpolate(float x1, float x2, float y1, float y2, float x, float y, float q11, float q12, float q21, float q22) const;
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};
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}
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#endif