From Eric Wing, added support for outline/shadow and colour gradient effects.
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@ -211,6 +211,117 @@ public:
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unsigned int getDrawMode() const { return _drawMode; }
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enum BackdropType
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{
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DROP_SHADOW_BOTTOM_RIGHT = 0, // usually the type of shadow you see
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DROP_SHADOW_CENTER_RIGHT,
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DROP_SHADOW_TOP_RIGHT,
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DROP_SHADOW_BOTTOM_CENTER,
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DROP_SHADOW_TOP_CENTER,
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DROP_SHADOW_BOTTOM_LEFT,
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DROP_SHADOW_CENTER_LEFT,
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DROP_SHADOW_TOP_LEFT,
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OUTLINE,
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NONE
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};
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/**
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* BackdropType gives you a background shadow text behind your regular
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* text. This helps give text extra contrast which can be useful when
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* 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.
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* OUTLINE will draw backdrop text so that it appears the text has an outline
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* 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
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* all types of colors which you don't have control over.
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* 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).
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* The default is NONE.
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*/
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void setBackdropType(BackdropType type);
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BackdropType getBackdropType() const { return _backdropType; }
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/**
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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"
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* effect where you see duplicates of the text in a 3x3 grid.
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* Set the value too small and you won't see anything.
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* The values represent percentages. 1.0 means 100% so a value of 1.0
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* in DROW_SHADOW_LEFT_CENTER mode would cause each glyph to be echoed
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* next to it self. So the letter 'e' might look like 'ee'.
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* Good values tend to be in the 0.03 to 0.10 range (but will be subject
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* to your specific font and display characteristics).
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* Note that the text bounding boxes are updated to include backdrop offsets.
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* 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.
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* The default is 0.07 (7% offset).
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*/
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void setBackdropOffset(float offset = 0.07f);
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/**
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* This overloaded version lets you specify the offset for the horizontal
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* and vertical components separately.
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*/
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void setBackdropOffset(float horizontal, float vertical);
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float getBackdropHorizontalOffet() const { return _backdropHorizontalOffset; }
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float getBackdropVerticalOffset() const { return _backdropVerticalOffset; }
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/**
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* This specifies the color of the backdrop text.
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* The default is black.
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*/
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void setBackdropColor(const osg::Vec4& color);
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const osg::Vec4& getBackdropColor() const { return _backdropColor; }
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enum ColorGradientMode
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{
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SOLID = 0, // a.k.a. ColorGradients off
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PER_CHARACTER,
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OVERALL
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};
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/**
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* 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
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* the colors for the text.
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* When the gradient mode is OVERALL, the coloring scheme
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* attempts to approximate the effect as if the entire text box/region
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* were a single polygon and you had applied colors to each of the four
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* 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
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* 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
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* of across the overall text box.
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* The default is SOLID (a.k.a. off).
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*/
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void setColorGradientMode(ColorGradientMode mode);
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ColorGradientMode getColorGradientMode() const { return _colorGradientMode; }
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/**
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* 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.
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*/
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void setColorGradientCorners(const osg::Vec4& topLeft, const osg::Vec4& bottomLeft, const osg::Vec4& bottomRight, const osg::Vec4& topRight);
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const osg::Vec4& getColorGradientTopLeft() const { return _colorGradientTopLeft; }
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const osg::Vec4& getColorGradientBottomLeft() const { return _colorGradientBottomLeft; }
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const osg::Vec4& getColorGradientBottomRight() const { return _colorGradientBottomRight; }
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const osg::Vec4& getColorGradientTopRight() const { return _colorGradientTopRight; }
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void setKerningType(KerningType kerningType) { _kerningType = kerningType; }
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KerningType getKerningType() const { return _kerningType; }
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@ -254,6 +365,7 @@ public:
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typedef std::vector<osg::Vec2> Coords2;
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typedef std::vector<osg::Vec3> Coords3;
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typedef std::vector<osg::Vec2> TexCoords;
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typedef std::vector<osg::Vec4> ColorCoords;
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Glyphs _glyphs;
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Coords2 _coords;
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@ -261,6 +373,9 @@ public:
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TexCoords _texcoords;
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LineNumbers _lineNumbers;
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osg::buffered_object<Coords3> _transformedBackdropCoords[8];
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ColorCoords _colorCoords;
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Glyphs getGlyphs() { return _glyphs; }
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const Glyphs getGlyphs() const { return _glyphs; }
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@ -356,6 +471,26 @@ protected:
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void computePositions();
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void computePositions(unsigned int contextID) const;
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void computeBackdropPositions(unsigned int contextID) const;
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void computeColorGradients() const;
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void computeColorGradientsOverall() const;
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void computeColorGradientsPerCharacter() const;
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BackdropType _backdropType;
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float _backdropHorizontalOffset;
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float _backdropVerticalOffset;
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osg::Vec4 _backdropColor;
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ColorGradientMode _colorGradientMode;
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osg::Vec4 _colorGradientTopLeft;
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osg::Vec4 _colorGradientBottomLeft;
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osg::Vec4 _colorGradientBottomRight;
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osg::Vec4 _colorGradientTopRight;
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// Helper functions 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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void convertHsvToRgb( float hsv[], float rgb[] ) const;
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void convertRgbToHsv( float rgb[], float hsv[] ) const;
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};
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}
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@ -42,7 +42,16 @@ Text::Text():
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_color(1.0f,1.0f,1.0f,1.0f),
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_drawMode(TEXT),
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_kerningType(KERNING_DEFAULT),
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_lineCount(0)
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_lineCount(0),
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_backdropType(NONE),
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_backdropHorizontalOffset(0.07f),
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_backdropVerticalOffset(0.07f),
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_backdropColor(0.0f, 0.0f, 0.0f, 1.0f),
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_colorGradientMode(SOLID),
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_colorGradientTopLeft(1.0f, 0.0f, 0.0f, 1.0f),
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_colorGradientBottomLeft(0.0f, 1.0f, 0.0f, 1.0f),
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_colorGradientBottomRight(0.0f, 0.0f, 1.0f, 1.0f),
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_colorGradientTopRight(1.0f, 1.0f, 1.0f, 1.0f)
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{
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setUseDisplayList(false);
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setSupportsDisplayList(false);
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@ -693,6 +702,7 @@ void Text::computeGlyphRepresentation()
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setStateSet(const_cast<osg::StateSet*>((*_textureGlyphQuadMap.begin()).first.get()));
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computePositions();
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computeColorGradients();
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}
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void Text::computePositions()
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@ -706,7 +716,6 @@ void Text::computePositions()
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void Text::computePositions(unsigned int contextID) const
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{
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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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@ -730,8 +739,6 @@ void Text::computePositions(unsigned int contextID) const
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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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@ -809,11 +816,9 @@ void Text::computePositions(unsigned int contextID) const
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}
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if (_autoRotateToScreen)
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{
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matrix.postMult(rotate_matrix);
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}
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if (!_rotation.zeroRotation() )
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@ -834,8 +839,6 @@ void Text::computePositions(unsigned int contextID) const
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matrix.makeTranslate(_position-_offset);
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}
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// now apply matrix to the glyphs.
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for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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@ -857,12 +860,508 @@ void Text::computePositions(unsigned int contextID) const
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}
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}
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computeBackdropPositions(contextID);
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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<Text*>(this)->dirtyBound();
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}
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// Presumes the atc matrix is already up-to-date
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void Text::computeBackdropPositions(unsigned int contextID) const
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{
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if(_backdropType == NONE)
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{
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return;
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}
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float width = 0.0f;
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float height = 0.0f;
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float running_width = 0.0f;
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float running_height = 0.0f;
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float avg_width = 0.0f;
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float avg_height = 0.0f;
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int counter = 0;
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unsigned int i;
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AutoTransformCache& atc = _autoTransformCache[contextID];
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osg::Matrix& matrix = atc._matrix;
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// This section is going to try to compute the average width and height
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// for a character among the text. The reason I shift by an
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// average amount per-character instead of shifting each character
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// by its per-instance amount is because it may look strange to see
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// the individual backdrop text letters not space themselves the same
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// way the foreground text does. Using one value gives uniformity.
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for(TextureGlyphQuadMap::const_iterator const_titr=_textureGlyphQuadMap.begin();
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const_titr!=_textureGlyphQuadMap.end();
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++const_titr)
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{
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const GlyphQuads& glyphquad = const_titr->second;
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const GlyphQuads::Coords2& coords2 = glyphquad._coords;
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for(i = 0; i < coords2.size(); i+=4)
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{
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width = coords2[i+2].x() - coords2[i].x();
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height = coords2[i].y() - coords2[i+1].y();
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running_width += width;
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running_height += height;
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counter++;
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}
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}
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avg_width = running_width/counter;
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avg_height = running_height/counter;
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// now apply matrix to the glyphs.
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for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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GlyphQuads& glyphquad = titr->second;
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GlyphQuads::Coords2& coords2 = glyphquad._coords;
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unsigned int backdrop_index;
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unsigned int max_backdrop_index;
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if(_backdropType == OUTLINE)
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{
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// For outline, we want to draw the in every direction
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backdrop_index = 0;
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max_backdrop_index = 8;
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}
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else
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{
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// Yes, this may seem a little strange,
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// but since the code is using references,
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// I would have to duplicate the following code twice
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// for each part of the if/else because I can't
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// declare a reference without setting it immediately
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// and it wouldn't survive the scope.
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// So it happens that the _backdropType value matches
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// the index in the array I want to store the coordinates
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// in. So I'll just setup the for-loop so it only does
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// the one direction I'm interested in.
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backdrop_index = _backdropType;
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max_backdrop_index = _backdropType+1;
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}
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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GlyphQuads::Coords3& transformedCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
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unsigned int numCoords = coords2.size();
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if (numCoords!=transformedCoords.size())
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{
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transformedCoords.resize(numCoords);
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}
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for(i=0;i<numCoords;++i)
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{
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float horizontal_shift_direction;
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float vertical_shift_direction;
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switch(backdrop_index)
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{
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case DROP_SHADOW_BOTTOM_RIGHT:
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{
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horizontal_shift_direction = 1.0f;
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vertical_shift_direction = -1.0f;
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break;
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}
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case DROP_SHADOW_CENTER_RIGHT:
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{
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horizontal_shift_direction = 1.0f;
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vertical_shift_direction = 0.0f;
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break;
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}
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case DROP_SHADOW_TOP_RIGHT:
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{
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horizontal_shift_direction = 1.0f;
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vertical_shift_direction = 1.0f;
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break;
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}
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case DROP_SHADOW_BOTTOM_CENTER:
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{
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horizontal_shift_direction = 0.0f;
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vertical_shift_direction = -1.0f;
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break;
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}
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case DROP_SHADOW_TOP_CENTER:
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{
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horizontal_shift_direction = 0.0f;
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vertical_shift_direction = 1.0f;
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break;
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}
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case DROP_SHADOW_BOTTOM_LEFT:
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{
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horizontal_shift_direction = -1.0f;
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vertical_shift_direction = -1.0f;
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break;
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}
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case DROP_SHADOW_CENTER_LEFT:
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{
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horizontal_shift_direction = -1.0f;
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vertical_shift_direction = 0.0f;
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break;
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}
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case DROP_SHADOW_TOP_LEFT:
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{
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horizontal_shift_direction = -1.0f;
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vertical_shift_direction = 1.0f;
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break;
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}
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default: // error
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{
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horizontal_shift_direction = 1.0f;
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vertical_shift_direction = -1.0f;
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}
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}
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transformedCoords[i] = osg::Vec3(horizontal_shift_direction * _backdropHorizontalOffset * avg_width+coords2[i].x(),vertical_shift_direction * _backdropVerticalOffset * avg_height+coords2[i].y(),0.0f)*matrix;
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}
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}
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}
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// Finally, we have one more issue to deal with.
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// Now that the text takes more space, we need
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// to adjust the size of the bounding box.
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switch(_backdropType)
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{
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case DROP_SHADOW_BOTTOM_RIGHT:
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{
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_textBB.set(
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_textBB.xMin(),
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_textBB.yMin() - avg_height * _backdropVerticalOffset,
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_textBB.zMin(),
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_textBB.xMax() + avg_width * _backdropHorizontalOffset,
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_textBB.yMax(),
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_textBB.zMax()
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);
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break;
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}
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case DROP_SHADOW_CENTER_RIGHT:
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{
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_textBB.set(
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_textBB.xMin(),
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_textBB.yMin(),
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_textBB.zMin(),
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_textBB.xMax() + avg_width * _backdropHorizontalOffset,
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_textBB.yMax(),
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_textBB.zMax()
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);
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break;
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}
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case DROP_SHADOW_TOP_RIGHT:
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{
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_textBB.set(
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_textBB.xMin(),
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_textBB.yMin(),
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_textBB.zMin(),
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_textBB.xMax() + avg_width * _backdropHorizontalOffset,
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_textBB.yMax() + avg_height * _backdropVerticalOffset,
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_textBB.zMax()
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);
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break;
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}
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case DROP_SHADOW_BOTTOM_CENTER:
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{
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_textBB.set(
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_textBB.xMin(),
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_textBB.yMin() - avg_height * _backdropVerticalOffset,
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_textBB.zMin(),
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_textBB.xMax(),
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_textBB.yMax(),
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_textBB.zMax()
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);
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break;
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}
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case DROP_SHADOW_TOP_CENTER:
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{
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_textBB.set(
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_textBB.xMin(),
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_textBB.yMin(),
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_textBB.zMin(),
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_textBB.xMax(),
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_textBB.yMax() + avg_height * _backdropVerticalOffset,
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_textBB.zMax()
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);
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break;
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}
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case DROP_SHADOW_BOTTOM_LEFT:
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{
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_textBB.set(
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_textBB.xMin() - avg_width * _backdropHorizontalOffset,
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_textBB.yMin() - avg_height * _backdropVerticalOffset,
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_textBB.zMin(),
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_textBB.xMax(),
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_textBB.yMax(),
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_textBB.zMax()
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);
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||||
break;
|
||||
}
|
||||
case DROP_SHADOW_CENTER_LEFT:
|
||||
{
|
||||
_textBB.set(
|
||||
_textBB.xMin() - avg_width * _backdropHorizontalOffset,
|
||||
_textBB.yMin(),
|
||||
_textBB.zMin(),
|
||||
_textBB.xMax(),
|
||||
_textBB.yMax(),
|
||||
_textBB.zMax()
|
||||
); break;
|
||||
}
|
||||
case DROP_SHADOW_TOP_LEFT:
|
||||
{
|
||||
_textBB.set(
|
||||
_textBB.xMin() - avg_width * _backdropHorizontalOffset,
|
||||
_textBB.yMin(),
|
||||
_textBB.zMin(),
|
||||
_textBB.xMax(),
|
||||
_textBB.yMax() + avg_height * _backdropVerticalOffset,
|
||||
_textBB.zMax()
|
||||
);
|
||||
break;
|
||||
}
|
||||
case OUTLINE:
|
||||
{
|
||||
_textBB.set(
|
||||
_textBB.xMin() - avg_width * _backdropHorizontalOffset,
|
||||
_textBB.yMin() - avg_height * _backdropVerticalOffset,
|
||||
_textBB.zMin(),
|
||||
_textBB.xMax() + avg_width * _backdropHorizontalOffset,
|
||||
_textBB.yMax() + avg_height * _backdropVerticalOffset,
|
||||
_textBB.zMax()
|
||||
);
|
||||
break;
|
||||
}
|
||||
default: // error
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Text::computeColorGradients() const
|
||||
{
|
||||
switch(_colorGradientMode)
|
||||
{
|
||||
case SOLID:
|
||||
return;
|
||||
break;
|
||||
case PER_CHARACTER:
|
||||
computeColorGradientsPerCharacter();
|
||||
break;
|
||||
case OVERALL:
|
||||
computeColorGradientsOverall();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Text::computeColorGradientsOverall() const
|
||||
{
|
||||
|
||||
float min_x = FLT_MAX;
|
||||
float min_y = FLT_MAX;
|
||||
float max_x = FLT_MIN;
|
||||
float max_y = FLT_MIN;
|
||||
|
||||
float rgb_q11[3];
|
||||
float hsv_q11[3];
|
||||
float rgb_q12[3];
|
||||
float hsv_q12[3];
|
||||
float rgb_q21[3];
|
||||
float hsv_q21[3];
|
||||
float rgb_q22[3];
|
||||
float hsv_q22[3];
|
||||
|
||||
float rgb[3];
|
||||
float hsv[3];
|
||||
unsigned int i;
|
||||
|
||||
for(TextureGlyphQuadMap::const_iterator const_titr=_textureGlyphQuadMap.begin();
|
||||
const_titr!=_textureGlyphQuadMap.end();
|
||||
++const_titr)
|
||||
{
|
||||
const GlyphQuads& glyphquad = const_titr->second;
|
||||
const GlyphQuads::Coords2& coords2 = glyphquad._coords;
|
||||
|
||||
for(i=0;i<coords2.size();++i)
|
||||
{
|
||||
// Min and Max are needed for color gradients
|
||||
if(coords2[i].x() > max_x)
|
||||
{
|
||||
max_x = coords2[i].x();
|
||||
}
|
||||
if(coords2[i].x() < min_x)
|
||||
{
|
||||
min_x = coords2[i].x();
|
||||
}
|
||||
if(coords2[i].y() > max_y)
|
||||
{
|
||||
max_y = coords2[i].y();
|
||||
}
|
||||
if(coords2[i].y() < min_y)
|
||||
{
|
||||
min_y = coords2[i].y();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
rgb_q11[0] = _colorGradientBottomLeft[0];
|
||||
rgb_q11[1] = _colorGradientBottomLeft[1];
|
||||
rgb_q11[2] = _colorGradientBottomLeft[2];
|
||||
|
||||
rgb_q12[0] = _colorGradientTopLeft[0];
|
||||
rgb_q12[1] = _colorGradientTopLeft[1];
|
||||
rgb_q12[2] = _colorGradientTopLeft[2];
|
||||
|
||||
rgb_q21[0] = _colorGradientBottomRight[0];
|
||||
rgb_q21[1] = _colorGradientBottomRight[1];
|
||||
rgb_q21[2] = _colorGradientBottomRight[2];
|
||||
|
||||
rgb_q22[0] = _colorGradientTopRight[0];
|
||||
rgb_q22[1] = _colorGradientTopRight[1];
|
||||
rgb_q22[2] = _colorGradientTopRight[2];
|
||||
|
||||
// for linear interpolation to look correct
|
||||
// for colors and imitate what OpenGL does,
|
||||
// we need to convert over to Hue-Saturation-Value
|
||||
// and linear interpolate in that space.
|
||||
// HSV will interpolate through the color spectrum.
|
||||
// Now that I think about this, perhaps we could
|
||||
// extend this to use function pointers or something
|
||||
// so users may specify their own color interpolation
|
||||
// scales such as Intensity, or Heated Metal, etc.
|
||||
convertRgbToHsv(rgb_q11, hsv_q11);
|
||||
convertRgbToHsv(rgb_q12, hsv_q12);
|
||||
convertRgbToHsv(rgb_q21, hsv_q21);
|
||||
convertRgbToHsv(rgb_q22, hsv_q22);
|
||||
|
||||
for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
|
||||
titr!=_textureGlyphQuadMap.end();
|
||||
++titr)
|
||||
{
|
||||
GlyphQuads& glyphquad = titr->second;
|
||||
GlyphQuads::Coords2& coords2 = glyphquad._coords;
|
||||
GlyphQuads::ColorCoords& colorCoords = glyphquad._colorCoords;
|
||||
|
||||
unsigned int numCoords = coords2.size();
|
||||
if (numCoords!=colorCoords.size())
|
||||
{
|
||||
colorCoords.resize(numCoords);
|
||||
}
|
||||
|
||||
for(i=0;i<numCoords;++i)
|
||||
{
|
||||
float hue = bilinearInterpolate(
|
||||
min_x,
|
||||
max_x,
|
||||
min_y,
|
||||
max_y,
|
||||
coords2[i].x(),
|
||||
coords2[i].y(),
|
||||
hsv_q11[0],
|
||||
hsv_q12[0],
|
||||
hsv_q21[0],
|
||||
hsv_q22[0]
|
||||
);
|
||||
|
||||
float saturation = bilinearInterpolate(
|
||||
min_x,
|
||||
max_x,
|
||||
min_y,
|
||||
max_y,
|
||||
coords2[i].x(),
|
||||
coords2[i].y(),
|
||||
hsv_q11[1],
|
||||
hsv_q12[1],
|
||||
hsv_q21[1],
|
||||
hsv_q22[1]
|
||||
);
|
||||
|
||||
float value = bilinearInterpolate(
|
||||
min_x,
|
||||
max_x,
|
||||
min_y,
|
||||
max_y,
|
||||
coords2[i].x(),
|
||||
coords2[i].y(),
|
||||
hsv_q11[2],
|
||||
hsv_q12[2],
|
||||
hsv_q21[2],
|
||||
hsv_q22[2]
|
||||
);
|
||||
// Alpha does not convert to HSV
|
||||
float alpha = bilinearInterpolate(
|
||||
min_x,
|
||||
max_x,
|
||||
min_y,
|
||||
max_y,
|
||||
coords2[i].x(),
|
||||
coords2[i].y(),
|
||||
_colorGradientBottomLeft[3],
|
||||
_colorGradientTopLeft[3],
|
||||
_colorGradientBottomRight[3],
|
||||
_colorGradientTopRight[3]
|
||||
);
|
||||
|
||||
hsv[0] = hue;
|
||||
hsv[1] = saturation;
|
||||
hsv[2] = value;
|
||||
// Convert back to RGB
|
||||
convertHsvToRgb(hsv, rgb);
|
||||
colorCoords[i] = osg::Vec4(rgb[0],rgb[1],rgb[2],alpha);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Text::computeColorGradientsPerCharacter() const
|
||||
{
|
||||
for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
|
||||
titr!=_textureGlyphQuadMap.end();
|
||||
++titr)
|
||||
{
|
||||
GlyphQuads& glyphquad = titr->second;
|
||||
GlyphQuads::Coords2& coords2 = glyphquad._coords;
|
||||
GlyphQuads::ColorCoords& colorCoords = glyphquad._colorCoords;
|
||||
|
||||
unsigned int numCoords = coords2.size();
|
||||
if (numCoords!=colorCoords.size())
|
||||
{
|
||||
colorCoords.resize(numCoords);
|
||||
}
|
||||
|
||||
for(unsigned int i=0;i<numCoords;++i)
|
||||
{
|
||||
switch(i%4)
|
||||
{
|
||||
case 0: // top-left
|
||||
{
|
||||
colorCoords[i] = _colorGradientTopLeft;
|
||||
break;
|
||||
}
|
||||
case 1: // bottom-left
|
||||
{
|
||||
colorCoords[i] = _colorGradientBottomLeft;
|
||||
break;
|
||||
}
|
||||
case 2: // bottom-right
|
||||
{
|
||||
colorCoords[i] = _colorGradientBottomRight;
|
||||
break;
|
||||
}
|
||||
case 3: // top-right
|
||||
{
|
||||
colorCoords[i] = _colorGradientTopRight;
|
||||
break;
|
||||
}
|
||||
default: // error
|
||||
{
|
||||
colorCoords[i] = osg::Vec4(0.0f,0.0f,0.0f,1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Text::drawImplementation(osg::State& state) const
|
||||
{
|
||||
unsigned int contextID = state.getContextID();
|
||||
@ -932,14 +1431,19 @@ void Text::drawImplementation(osg::State& state) const
|
||||
}
|
||||
|
||||
glNormal3fv(_normal.ptr());
|
||||
glColor4fv(_color.ptr());
|
||||
|
||||
if (_drawMode & TEXT)
|
||||
{
|
||||
|
||||
state.disableAllVertexArrays();
|
||||
|
||||
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
|
||||
if(_backdropType != NONE)
|
||||
{
|
||||
// Do I really need to do this for glPolygonOffset?
|
||||
glPushAttrib(GL_POLYGON_OFFSET_FILL);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
|
||||
titr!=_textureGlyphQuadMap.end();
|
||||
++titr)
|
||||
{
|
||||
@ -948,14 +1452,67 @@ void Text::drawImplementation(osg::State& state) const
|
||||
|
||||
const GlyphQuads& glyphquad = titr->second;
|
||||
|
||||
// For backdrop text
|
||||
if(_backdropType != NONE)
|
||||
{
|
||||
unsigned int backdrop_index;
|
||||
unsigned int max_backdrop_index;
|
||||
if(_backdropType == OUTLINE)
|
||||
{
|
||||
backdrop_index = 0;
|
||||
max_backdrop_index = 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
backdrop_index = _backdropType;
|
||||
max_backdrop_index = _backdropType+1;
|
||||
}
|
||||
|
||||
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
|
||||
state.disableColorPointer();
|
||||
glColor4fv(_backdropColor.ptr());
|
||||
|
||||
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
|
||||
{
|
||||
const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
|
||||
if (!transformedBackdropCoords.empty())
|
||||
{
|
||||
state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
|
||||
glPolygonOffset(-1.0f, -1.0f * (backdrop_index+1) );
|
||||
glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
|
||||
}
|
||||
}
|
||||
} // end of backdrop text
|
||||
|
||||
const GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID];
|
||||
if (!transformedCoords.empty())
|
||||
{
|
||||
state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedCoords.front()));
|
||||
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
|
||||
|
||||
glDrawArrays(GL_QUADS,0,transformedCoords.size());
|
||||
if(_colorGradientMode == SOLID)
|
||||
{
|
||||
state.disableColorPointer();
|
||||
glColor4fv(_color.ptr());
|
||||
}
|
||||
else
|
||||
{
|
||||
state.setColorPointer( 4, GL_FLOAT, 0, &(glyphquad._colorCoords.front()));
|
||||
}
|
||||
|
||||
if(_backdropType != NONE)
|
||||
{
|
||||
// Make sure that the main (foreground) text is on top
|
||||
glPolygonOffset(-10, -10);
|
||||
}
|
||||
glDrawArrays(GL_QUADS,0,transformedCoords.size());
|
||||
glPolygonOffset(0,0);
|
||||
}
|
||||
}
|
||||
|
||||
if(_backdropType != NONE)
|
||||
{
|
||||
glPopAttrib();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1007,9 +1564,6 @@ void Text::drawImplementation(osg::State& state) const
|
||||
glEnd();
|
||||
|
||||
}
|
||||
|
||||
|
||||
// glPopMatrix();
|
||||
}
|
||||
|
||||
void Text::accept(osg::Drawable::ConstAttributeFunctor& af) const
|
||||
@ -1047,3 +1601,251 @@ void Text::releaseGLObjects(osg::State* state) const
|
||||
Drawable::releaseGLObjects(state);
|
||||
if (_font.valid()) _font->releaseGLObjects(state);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Text::setBackdropType(BackdropType type)
|
||||
{
|
||||
if (_backdropType==type) return;
|
||||
|
||||
_backdropType = type;
|
||||
computeGlyphRepresentation();
|
||||
}
|
||||
|
||||
void Text::setBackdropOffset(float offset)
|
||||
{
|
||||
_backdropHorizontalOffset = offset;
|
||||
_backdropVerticalOffset = offset;
|
||||
computeGlyphRepresentation();
|
||||
}
|
||||
|
||||
void Text::setBackdropOffset(float horizontal, float vertical)
|
||||
{
|
||||
_backdropHorizontalOffset = horizontal;
|
||||
_backdropVerticalOffset = vertical;
|
||||
computeGlyphRepresentation();
|
||||
}
|
||||
|
||||
void Text::setBackdropColor(const osg::Vec4& color)
|
||||
{
|
||||
_backdropColor = color;
|
||||
computeGlyphRepresentation();
|
||||
}
|
||||
|
||||
void Text::setColorGradientMode(ColorGradientMode mode)
|
||||
{
|
||||
if (_colorGradientMode==mode) return;
|
||||
|
||||
_colorGradientMode = mode;
|
||||
computeGlyphRepresentation();
|
||||
}
|
||||
|
||||
void Text::setColorGradientCorners(const osg::Vec4& topLeft, const osg::Vec4& bottomLeft, const osg::Vec4& bottomRight, const osg::Vec4& topRight)
|
||||
{
|
||||
_colorGradientTopLeft = topLeft;
|
||||
_colorGradientBottomLeft = bottomLeft;
|
||||
_colorGradientBottomRight = bottomRight;
|
||||
_colorGradientTopRight = topRight;
|
||||
computeGlyphRepresentation();
|
||||
}
|
||||
|
||||
// Formula for f(x,y) from Wikipedia "Bilinear interpolation", 2006-06-18
|
||||
float Text::bilinearInterpolate(float x1, float x2, float y1, float y2, float x, float y, float q11, float q12, float q21, float q22) const
|
||||
{
|
||||
return (
|
||||
((q11 / ((x2-x1)*(y2-y1))) * (x2-x)*(y2-y))
|
||||
+ ((q21 / ((x2-x1)*(y2-y1))) * (x-x1)*(y2-y))
|
||||
+ ((q12 / ((x2-x1)*(y2-y1))) * (x2-x)*(y-y1))
|
||||
+ ((q22 / ((x2-x1)*(y2-y1))) * (x-x1)*(y-y1))
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
** routines to convert between RGB and HSV
|
||||
**
|
||||
** Reference: Foley, van Dam, Feiner, Hughes,
|
||||
** "Computer Graphics Principles and Practices,"
|
||||
** Additon-Wesley, 1990, pp592-593.
|
||||
**/
|
||||
/*
|
||||
* FUNCTION
|
||||
* HsvRgb( hsv, rgb )
|
||||
*
|
||||
* DESCRIPTION
|
||||
* convert a hue-saturation-value into a red-green-blue value
|
||||
*
|
||||
* NOTE
|
||||
* Array sizes are 3
|
||||
* Values are between 0.0 and 1.0
|
||||
*/
|
||||
|
||||
void Text::convertHsvToRgb( float hsv[], float rgb[] ) const
|
||||
{
|
||||
float h, s, v; /* hue, sat, value */
|
||||
/* double delta; */ /* change in color value */
|
||||
float r, g, b; /* red, green, blue */
|
||||
float i, f, p, q, t; /* interim values */
|
||||
|
||||
|
||||
/* guarantee valid input: */
|
||||
|
||||
h = hsv[0] / 60.f;
|
||||
while( h >= 6.f ) h -= 6.f;
|
||||
while( h < 0.f ) h += 6.f;
|
||||
|
||||
s = hsv[1];
|
||||
if( s < 0.f )
|
||||
s = 0.f;
|
||||
if( s > 1.f )
|
||||
s = 1.f;
|
||||
|
||||
v = hsv[2];
|
||||
if( v < 0.f )
|
||||
v = 0.f;
|
||||
if( v > 1.f )
|
||||
v = 1.f;
|
||||
|
||||
|
||||
/* if sat==0, then is a gray: */
|
||||
|
||||
if( s == 0.0f )
|
||||
{
|
||||
rgb[0] = rgb[1] = rgb[2] = v;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
/* get an rgb from the hue itself: */
|
||||
|
||||
i = floor( h );
|
||||
f = h - i;
|
||||
p = v * ( 1.f - s );
|
||||
q = v * ( 1.f - s*f );
|
||||
t = v * ( 1.f - ( s * (1.f-f) ) );
|
||||
|
||||
switch( (int) i )
|
||||
{
|
||||
case 0:
|
||||
r = v; g = t; b = p;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
r = q; g = v; b = p;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
r = p; g = v; b = t;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
r = p; g = q; b = v;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
r = t; g = p; b = v;
|
||||
break;
|
||||
|
||||
case 5:
|
||||
r = v; g = p; b = q;
|
||||
break;
|
||||
|
||||
default:
|
||||
/* never happens? */
|
||||
r = 0; g = 0; b = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
rgb[0] = r;
|
||||
rgb[1] = g;
|
||||
rgb[2] = b;
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* FUNCTION
|
||||
* RgbHsv
|
||||
*
|
||||
* DESCRIPTION
|
||||
* convert a red-green-blue value into hue-saturation-value
|
||||
*
|
||||
* NOTE
|
||||
* Array sizes are 3
|
||||
* Values are between 0.0 and 1.0
|
||||
*/
|
||||
|
||||
void Text::convertRgbToHsv( float rgb[], float hsv[] ) const
|
||||
{
|
||||
float r, g, b; /* red, green, blue */
|
||||
float min, max; /* min and max rgb values */
|
||||
float fmin, fmax, diff; /* min, max, and range of rgb vals */
|
||||
float hue, sat, value; /* h s v */
|
||||
float cr, cg, cb; /* coefficients for computing hue */
|
||||
|
||||
|
||||
/* determine min and max color primary values: */
|
||||
|
||||
r = rgb[0]; g = rgb[1]; b = rgb[2];
|
||||
min = r; max = r;
|
||||
if( g < min ) min = g;
|
||||
if( g > max ) max = g;
|
||||
if( b < min ) min = b;
|
||||
if( b > max ) max = b;
|
||||
|
||||
fmin = min;
|
||||
fmax = max;
|
||||
diff = fmax - fmin;
|
||||
|
||||
|
||||
/* get value and saturation: */
|
||||
|
||||
value = fmax;
|
||||
if( max == 0.f )
|
||||
sat = 0.0f;
|
||||
else
|
||||
sat = diff/fmax;
|
||||
|
||||
|
||||
|
||||
/* compute hue: */
|
||||
|
||||
if( sat == 0.0f )
|
||||
hue = 0.0f;
|
||||
else
|
||||
{
|
||||
float inv_diff = 1.0f / diff;
|
||||
cr = ( fmax-r ) * inv_diff;
|
||||
cg = ( fmax-g ) * inv_diff;
|
||||
cb = ( fmax-b ) * inv_diff;
|
||||
|
||||
if( max == r )
|
||||
hue = (g-b) * inv_diff;
|
||||
else if( max == g )
|
||||
hue = 2.f + (b-r) * inv_diff;
|
||||
else if( max == b )
|
||||
hue = 4.f + (r-g) * inv_diff;
|
||||
else
|
||||
hue = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
hue *= 60.0f;
|
||||
if( hue < 0.0f )
|
||||
hue += 360.0f;
|
||||
if( hue > 360.0f )
|
||||
hue -= 360.0f;
|
||||
|
||||
|
||||
/* store output values: */
|
||||
|
||||
hsv[0] = hue;
|
||||
hsv[1] = sat;
|
||||
hsv[2] = value;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user