From March Sciabica, "Here is the solution I coded up over the weekend. For improved
performance option, I added a flag to control whether the depth writing pass is performed. Since text is alpha-blended when rendering, it is placed in the transparent bin and rendered back to front. Writing to the depth buffer should therefore be unnecessary. Indeed, rendering something behind text (or any blended object) after that object is drawn will give incorrect results whether the depth buffer is written or not. I therefore think it is safe to keep this option off by default. Users can turn it on for any special needs they have. I did not fix the existing backdrop implementations to work with the new code since this new method of rendering intrinsically handles backdrops correctly. Its results are more accurate than all of the existing backdrop implementations. Its only downside is that it requires two passes if depth buffer updates are desired, whereas DEPTH_RANGE and POLYGON_OFFSET achieve their (less accurate) results in one pass. The NO_DEPTH_BUFFER method also only uses one pass, but it disables depth tests and not depth writes so will have serious problems if anything is drawn in front of the text before OR after the text is drawn. Given the better all-around behavior of the new method, I believe the other backdrop implementations can be safely removed. Code that adjusts the backdrop implementation will of course be broken if the member functions are removed. For this reason I left them in, but set the new rendering method as the default backdrop implementation. At the very least I think the old backdrop implementations should be deprecated and removed at a later date. " Note from Robert Osfield, testing this submission with osgtext I found that the text would not render correctly when different text labels were overlapping in deth and screen space. I change _enableDepthWrites to default to true and found the that which artifacts still occurred around the alpha blended edges the artifacts where better than issue with occlusion of nearer pixels that was happening with _enableDepthWrites set to false.I therefore set the _enableDepthWrites to true as I feel it's the lesser of the two artefacts.
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@ -62,6 +62,16 @@ public:
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/**
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* Turns off writing to the depth buffer when rendering text. This only affects text
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* with no backdrop or text using the DELAYED_DEPTH_WRITES implementation, since
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* the other backdrop implementations are really only useful for backwards
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* compatibility and are not worth updating to utilize this flag.
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*/
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bool setEnableDepthWrites() { return _enableDepthWrites; }
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void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; }
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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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@ -146,7 +156,17 @@ public:
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* are significant on your particular hardware.) This mode is best for
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* when quality is important and stencil buffer hardware acceleration
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* is available.*/
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STENCIL_BUFFER
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STENCIL_BUFFER,
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/* DELAYED_DEPTH_WRITES
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* This mode renders all text with depth writes turned off, then
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* again with depth writes on, but with the color buffer disabled.
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* This should render text accurately for all graphics cards. The
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* only downside is the additional pass to render to the depth
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* buffer. But if you don't need the depth buffer updated for
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* your, this extra pass can be disabled by calling
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* enableDepthWrites(false).*/
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DELAYED_DEPTH_WRITES
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};
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/**
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@ -378,12 +398,16 @@ protected:
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void drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, const osg::Vec4& colorMultiplier) const;
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void drawTextWithBackdrop(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithDelayedDepthWrites(osg::State& state, const osg::Vec4& colorMultiplier) const;
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bool _enableDepthWrites;
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BackdropType _backdropType;
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BackdropImplementation _backdropImplementation;
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@ -31,8 +31,9 @@ using namespace osgText;
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Text::Text():
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_color(1.0f,1.0f,1.0f,1.0f),
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_enableDepthWrites(true),
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_backdropType(NONE),
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_backdropImplementation(DEPTH_RANGE),
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_backdropImplementation(DELAYED_DEPTH_WRITES),
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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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@ -40,13 +41,14 @@ Text::Text():
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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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_colorGradientTopRight(1.0f, 1.0f, 1.0f, 1.0f)
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{}
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Text::Text(const Text& text,const osg::CopyOp& copyop):
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osgText::TextBase(text,copyop),
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_font(text._font),
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_color(text._color),
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_enableDepthWrites(text._enableDepthWrites),
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_backdropType(text._backdropType),
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_backdropImplementation(text._backdropImplementation),
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_backdropHorizontalOffset(text._backdropHorizontalOffset),
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@ -445,16 +447,31 @@ void Text::computeGlyphRepresentation()
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glyphquad._glyphs.push_back(glyph);
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glyphquad._lineNumbers.push_back(lineNumber);
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// Adjust coordinates and texture coordinates to avoid
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// clipping the edges of antialiased characters.
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osg::Vec2 mintc = glyph->getMinTexCoord();
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osg::Vec2 maxtc = glyph->getMaxTexCoord();
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osg::Vec2 vDiff = maxtc - mintc;
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float fHorizTCMargin = 1.0f / glyph->getTexture()->getTextureWidth();
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float fVertTCMargin = 1.0f / glyph->getTexture()->getTextureHeight();
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float fHorizQuadMargin = vDiff.x() == 0.0f ? 0.0f : width * fHorizTCMargin / vDiff.x();
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float fVertQuadMargin = vDiff.y() == 0.0f ? 0.0f : height * fVertTCMargin / vDiff.y();
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mintc.x() -= fHorizTCMargin;
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mintc.y() -= fVertTCMargin;
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maxtc.x() += fHorizTCMargin;
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maxtc.y() += fVertTCMargin;
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// set up the coords of the quad
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glyphquad._coords.push_back(local+osg::Vec2(0.0f,height));
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glyphquad._coords.push_back(local+osg::Vec2(0.0f,0.0f));
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glyphquad._coords.push_back(local+osg::Vec2(width,0.0f));
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glyphquad._coords.push_back(local+osg::Vec2(width,height));
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osg::Vec2 upLeft = local+osg::Vec2(0.0f-fHorizQuadMargin,height+fVertQuadMargin);
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osg::Vec2 lowLeft = local+osg::Vec2(0.0f-fHorizQuadMargin,0.0f-fVertQuadMargin);
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osg::Vec2 lowRight = local+osg::Vec2(width+fHorizQuadMargin,0.0f-fVertQuadMargin);
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osg::Vec2 upRight = local+osg::Vec2(width+fHorizQuadMargin,height+fVertQuadMargin);
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glyphquad._coords.push_back(upLeft);
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glyphquad._coords.push_back(lowLeft);
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glyphquad._coords.push_back(lowRight);
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glyphquad._coords.push_back(upRight);
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// set up the tex coords of the quad
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const osg::Vec2& mintc = glyph->getMinTexCoord();
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const osg::Vec2& maxtc = glyph->getMaxTexCoord();
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glyphquad._texcoords.push_back(osg::Vec2(mintc.x(),maxtc.y()));
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glyphquad._texcoords.push_back(osg::Vec2(mintc.x(),mintc.y()));
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glyphquad._texcoords.push_back(osg::Vec2(maxtc.x(),mintc.y()));
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@ -466,20 +483,19 @@ void Text::computeGlyphRepresentation()
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{
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case LEFT_TO_RIGHT:
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cursor.x() += glyph->getHorizontalAdvance() * wr;
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_textBB.expandBy(osg::Vec3(local.x(),local.y(),0.0f)); //lower left corner
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_textBB.expandBy(osg::Vec3(cursor.x(),local.y()+height,0.0f)); //upper right corner
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_textBB.expandBy(osg::Vec3(lowLeft.x(), lowLeft.y(), 0.0f)); //lower left corner
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_textBB.expandBy(osg::Vec3(upRight.x(), upRight.y(), 0.0f)); //upper right corner
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break;
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case VERTICAL:
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cursor.y() -= glyph->getVerticalAdvance() *hr;
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_textBB.expandBy(osg::Vec3(local.x(),local.y()+height,0.0f)); //upper left corner
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_textBB.expandBy(osg::Vec3(local.x()+width,cursor.y(),0.0f)); //lower right corner
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cursor.y() -= glyph->getVerticalAdvance() * hr;
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_textBB.expandBy(osg::Vec3(upLeft.x(),upLeft.y(),0.0f)); //upper left corner
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_textBB.expandBy(osg::Vec3(lowRight.x(),lowRight.y(),0.0f)); //lower right corner
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break;
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case RIGHT_TO_LEFT:
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_textBB.expandBy(osg::Vec3(local.x()+width,local.y(),0.0f)); //lower right corner
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_textBB.expandBy(osg::Vec3(cursor.x(),local.y()+height,0.0f)); //upper left corner
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_textBB.expandBy(osg::Vec3(lowRight.x(),lowRight.y(),0.0f)); //lower right corner
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_textBB.expandBy(osg::Vec3(upLeft.x(),upLeft.y(),0.0f)); //upper left corner
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break;
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}
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previous_charcode = charcode;
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}
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@ -1372,7 +1388,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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// So this is a pick your poison approach. Each alternative
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// backend has trade-offs associated with it, but with luck,
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// the user may find that works for them.
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if(_backdropType != NONE)
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if(_backdropType != NONE && _backdropImplementation != DELAYED_DEPTH_WRITES)
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{
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switch(_backdropImplementation)
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{
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@ -1394,7 +1410,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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}
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else
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{
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renderOnlyForegroundText(state,colorMultiplier);
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renderWithDelayedDepthWrites(state,colorMultiplier);
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}
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}
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@ -1600,7 +1616,70 @@ void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMul
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drawForegroundText(state, glyphquad, colorMultiplier);
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}
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}
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void Text::renderWithDelayedDepthWrites(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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glPushAttrib( _enableDepthWrites ? (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) : GL_DEPTH_BUFFER_BIT);
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// Render to color buffer without writing to depth buffer.
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glDepthMask(GL_FALSE);
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drawTextWithBackdrop(state,colorMultiplier);
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// Render to depth buffer if depth writes requested.
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if( _enableDepthWrites )
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{
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glDepthMask(GL_TRUE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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drawTextWithBackdrop(state,colorMultiplier);
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}
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glPopAttrib();
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}
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void Text::drawTextWithBackdrop(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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unsigned int contextID = state.getContextID();
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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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// need to set the texture here...
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state.applyTextureAttribute(0,titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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if(_backdropType != NONE)
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{
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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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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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backdrop_index = _backdropType;
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max_backdrop_index = _backdropType+1;
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}
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state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
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state.disableColorPointer();
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state.Color(_backdropColor.r(),_backdropColor.g(),_backdropColor.b(),_backdropColor.a());
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
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if (!transformedBackdropCoords.empty())
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{
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state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
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state.drawQuads(0,transformedBackdropCoords.size());
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}
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}
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}
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drawForegroundText(state, glyphquad, colorMultiplier);
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}
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}
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