From David Callu, Text3D
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include/osgText/Text3D
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165
include/osgText/Text3D
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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
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* 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
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* 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,
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* 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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*/
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#ifndef OSGTEXT_TEXT3D
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#define OSGTEXT_TEXT3D 1
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#include <osgText/TextBase>
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#include <osgText/Font3D>
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namespace osgText {
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class OSGTEXT_EXPORT Text3D : public osgText::TextBase
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{
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public:
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/** Reder mode used to render the Text.
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* PER_FACE : render all front face with the default StateSet
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* all wall face with the wall StateSet
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* all back face with the back StateSet (back face of the character, no the OpenGL back face)
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*
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* PER_GLYPH : render all Charactere with the default StateSet
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*/
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enum RenderMode
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{
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PER_FACE,
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PER_GLYPH
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};
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Text3D();
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Text3D(const Text3D& text,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgText,Text3D)
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/** Get the Charactere Depth of text. */
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float getCharacterDepth() const { return _characterDepth; }
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/** Set the Charactere Depth of text. */
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void setCharacterDepth(float characterDepth) { _characterDepth = characterDepth; }
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/** Get the render mode used to render the text. */
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RenderMode getRenderMode() const { return _renderMode; }
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/** Set the render mode used to render the text. */
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void setRenderMode(RenderMode renderMode) { _renderMode = renderMode; }
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// /** Get the wall StateSet */
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// osg::StateSet * getWallStateSet() { return _wallStateSet.get(); }
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// /** Get or create the wall StateSet */
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// osg::StateSet * getOrCreateWallStateSet()
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// {
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// if (_wallStateSet.valid() == false) _wallStateSet = new osg::StateSet;
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// return _wallStateSet.get();
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// }
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// /** Set the wall StateSet */
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// void setWallStateSet(osg::StateSet * wallStateSet) { _wallStateSet = wallStateSet; }
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//
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// /** Get the back StateSet */
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// osg::StateSet * getBackStateSet() { return _backStateSet.get(); }
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// /** Get or create the back StateSet */
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// osg::StateSet * getOrCreateBackStateSet() { if (_backStateSet.valid() == false) _backStateSet = new osg::StateSet; return _backStateSet.get(); }
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// /** Set the back StateSet */
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// void setBackStateSet(osg::StateSet * backStateSet) { _backStateSet = backStateSet; }
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//
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/** Set the Font to use to render the text.
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* setFont(0) sets the use of the default font.*/
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void setFont(Font3D* font=0);
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/** Set the font, loaded from the specified front file, to use to render the text,
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* setFont("") sets the use of the default font.
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* See the osgText::readFontFile function for how the font file will be located. */
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void setFont(const std::string& fontfile);
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/** Get the font. Return 0 if default is being used.*/
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const Font3D* getFont() const { return _font.get(); }
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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 false; }
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/** accept an ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
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// virtual void accept(osg::Drawable::ConstAttributeFunctor& af) const;
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/** return true, osgText::Text does support accept(PrimitiveFunctor&) .*/
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virtual bool supports(const osg::PrimitiveFunctor&) const { return false; }
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/** accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has.*/
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// virtual void accept(osg::PrimitiveFunctor& pf) const;
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objexts
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* state=0) const;
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// // make Font a friend to allow it set the _font to 0 if the font is
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// // forcefully unloaded.
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friend class Font3D;
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protected:
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virtual ~Text3D() {}
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void renderPerGlyph(osg::State & state) const;
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void renderPerFace(osg::State & state) const;
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String::iterator computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last);
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void computeGlyphRepresentation();
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void computePositions(unsigned int contextID) const;
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// ** glyph and other information to render the glyph
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struct GlyphRenderInfo
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{
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GlyphRenderInfo(Font3D::Glyph3D * glyph, osg::Vec3 & pos) :
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_glyph(glyph), _position(pos) {}
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osg::ref_ptr<Font3D::Glyph3D> _glyph;
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osg::Vec3 _position;
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};
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typedef std::vector<GlyphRenderInfo> LineRenderInfo;
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typedef std::vector<LineRenderInfo> TextRenderInfo;
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TextRenderInfo _textRenderInfo;
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osg::ref_ptr<Font3D> _font;
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float _characterDepth;
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RenderMode _renderMode;
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osg::ref_ptr<osg::StateSet> _wallStateSet;
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osg::ref_ptr<osg::StateSet> _backStateSet;
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};
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}
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#endif
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