Refactored Text3D so that it no longer depends upon GLBeginEndAdapter

This commit is contained in:
Robert Osfield 2016-09-02 14:22:47 +01:00
parent 1914eb435b
commit 53cdacd926
2 changed files with 110 additions and 73 deletions

View File

@ -149,6 +149,10 @@ class OSGTEXT_EXPORT Text3D : public osgText::TextBase
osg::ref_ptr<osg::StateSet> _wallStateSet;
osg::ref_ptr<osg::StateSet> _backStateSet;
void setupDecoration();
osg::ref_ptr<osg::Vec3Array> _decorationVertices;
};
}

View File

@ -405,6 +405,9 @@ void Text3D::computeGlyphRepresentation()
float thickness = _style.valid() ? _style->getThicknessRatio() : 0.1f;
_textBB.zMin() = -thickness;
// set up the vertices for any boundinbox or alignment decoration
setupDecoration();
TextBase::computePositions();
}
@ -493,80 +496,29 @@ void Text3D::drawImplementation(osg::RenderInfo& renderInfo) const
// ** apply this new modelview matrix
state.applyModelViewMatrix(modelview);
osg::GLBeginEndAdapter& gl = (state.getGLBeginEndAdapter());
state.disableAllVertexArrays();
if (_drawMode & BOUNDINGBOX)
state.Color(_color.r(),_color.g(),_color.b(),_color.a());
if (_decorationVertices.valid() && !_decorationVertices->empty())
{
if (_textBB.valid())
{
gl.Color4fv(_color.ptr());
state.disableNormalPointer();
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::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
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()));
// bool lighting_value = state.getLastAppliedModeValue(GL_LIGHTING);
// if (lighting_value) state.applyMode(GL_LIGHTING, false);
gl.Begin(GL_LINE_LOOP);
gl.Vertex3fv(c000.ptr());
gl.Vertex3fv(c100.ptr());
gl.Vertex3fv(c110.ptr());
gl.Vertex3fv(c010.ptr());
gl.End();
state.setVertexPointer(_decorationVertices.get());
gl.Begin(GL_LINE_LOOP);
gl.Vertex3fv(c001.ptr());
gl.Vertex3fv(c011.ptr());
gl.Vertex3fv(c111.ptr());
gl.Vertex3fv(c101.ptr());
gl.End();
gl.Begin(GL_LINES);
gl.Vertex3fv(c000.ptr());
gl.Vertex3fv(c001.ptr());
gl.Vertex3fv(c100.ptr());
gl.Vertex3fv(c101.ptr());
gl.Vertex3fv(c110.ptr());
gl.Vertex3fv(c111.ptr());
gl.Vertex3fv(c010.ptr());
gl.Vertex3fv(c011.ptr());
gl.End();
}
}
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()));
gl.Color4fv(_color.ptr());
gl.Begin(GL_LINES);
gl.Vertex3fv(hl.ptr());
gl.Vertex3fv(hr.ptr());
gl.Vertex3fv(vt.ptr());
gl.Vertex3fv(vb.ptr());
gl.End();
glDrawArrays(GL_LINES, 0, _decorationVertices->size());
///if (lighting_value) state.applyMode(GL_LIGHTING, true);
}
if (_drawMode & TEXT)
{
state.disableColorPointer();
state.Color(_color.r(),_color.g(),_color.b(),_color.a());
renderInfo.getState()->disableAllVertexArrays();
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
renderInfo.getState()->applyMode(GL_NORMALIZE, true);
@ -580,7 +532,6 @@ void Text3D::drawImplementation(osg::RenderInfo& renderInfo) const
}
}
// restore the previous modelview matrix
state.applyModelViewMatrix(previous);
}
@ -660,10 +611,6 @@ void Text3D::renderPerGlyph(osg::State & state) const
void Text3D::renderPerFace(osg::State & state) const
{
osg::Matrix original_modelview = state.getModelViewMatrix();
#if 0
// ** render all front faces
state.Normal(0.0f,0.0f,1.0f);
#endif
const osg::StateSet* frontStateSet = getStateSet();
const osg::StateSet* wallStateSet = getWallStateSet();
@ -723,12 +670,6 @@ void Text3D::renderPerFace(osg::State & state) const
}
}
}
#if 0
state.disableNormalPointer();
// ** render all back face of the text
state.Normal(0.0f,0.0f,-1.0f);
#endif
if (backStateSet!=wallStateSet)
{
@ -786,4 +727,96 @@ void Text3D::releaseGLObjects(osg::State* state) const
if (_font.valid()) _font->releaseGLObjects(state);
}
void Text3D::setupDecoration()
{
unsigned int numVerticesRequired = 0;
if (_drawMode & BOUNDINGBOX) numVerticesRequired += 24;
if (_drawMode & ALIGNMENT) numVerticesRequired += 4;
if (numVerticesRequired==0)
{
_decorationVertices = 0;
return;
}
if (!_decorationVertices)
{
_decorationVertices = new osg::Vec3Array;
_decorationVertices->resize(numVerticesRequired);
}
_decorationVertices->clear();
if ((_drawMode & BOUNDINGBOX)!=0 && _textBB.valid())
{
osg::Vec3 c000(_textBB.xMin(),_textBB.yMin(),_textBB.zMin());
osg::Vec3 c100(_textBB.xMax(),_textBB.yMin(),_textBB.zMin());
osg::Vec3 c110(_textBB.xMax(),_textBB.yMax(),_textBB.zMin());
osg::Vec3 c010(_textBB.xMin(),_textBB.yMax(),_textBB.zMin());
osg::Vec3 c001(_textBB.xMin(),_textBB.yMin(),_textBB.zMax());
osg::Vec3 c101(_textBB.xMax(),_textBB.yMin(),_textBB.zMax());
osg::Vec3 c111(_textBB.xMax(),_textBB.yMax(),_textBB.zMax());
osg::Vec3 c011(_textBB.xMin(),_textBB.yMax(),_textBB.zMax());
// edges from corner 000
_decorationVertices->push_back(c000);
_decorationVertices->push_back(c100);
_decorationVertices->push_back(c000);
_decorationVertices->push_back(c001);
_decorationVertices->push_back(c000);
_decorationVertices->push_back(c010);
// edges from corner C101
_decorationVertices->push_back(c101);
_decorationVertices->push_back(c100);
_decorationVertices->push_back(c101);
_decorationVertices->push_back(c001);
_decorationVertices->push_back(c101);
_decorationVertices->push_back(c111);
// edges from corner C110
_decorationVertices->push_back(c110);
_decorationVertices->push_back(c010);
_decorationVertices->push_back(c110);
_decorationVertices->push_back(c100);
_decorationVertices->push_back(c110);
_decorationVertices->push_back(c111);
// edges from corner C011
_decorationVertices->push_back(c011);
_decorationVertices->push_back(c010);
_decorationVertices->push_back(c011);
_decorationVertices->push_back(c001);
_decorationVertices->push_back(c011);
_decorationVertices->push_back(c111);
}
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()));
_decorationVertices->push_back(hl);
_decorationVertices->push_back(hr);
_decorationVertices->push_back(vt);
_decorationVertices->push_back(vb);
}
}
}