e433b42bc0
Compile fixes for VisualStudio6.0 because its a hideous pile of junk and can't compile its way out of a paper bag.
362 lines
12 KiB
C++
362 lines
12 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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#include <osgText/Font>
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#include <osg/State>
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#include <osg/Notify>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osg/GLU>
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using namespace osgText;
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std::string findFontFile(const std::string& str)
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{
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// try looking in OSGFILEPATH etc first for fonts.
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std::string filename = osgDB::findDataFile(str);
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if (!filename.empty()) return std::string(filename);
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static osgDB::FilePathList s_FontFilePath;
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static bool initialized = false;
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if (!initialized)
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{
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initialized = true;
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#if defined(WIN32)
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osgDB::Registry::convertStringPathIntoFilePathList(
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".;C:/winnt/fonts;C:/windows/fonts",
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s_FontFilePath);
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char *ptr;
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if ((ptr = getenv( "windir" )))
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{
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s_FontFilePath.push_back(ptr);
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}
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#else
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osgDB::Registry::convertStringPathIntoFilePathList(
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".:/usr/share/fonts/ttf:/usr/share/fonts/ttf/western:/usr/share/fonts/ttf/decoratives",
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s_FontFilePath);
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#endif
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}
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filename = osgDB::findFileInPath(str,s_FontFilePath);
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if (!filename.empty()) return filename;
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osg::notify(osg::WARN)<<"Warning: font file \""<<str<<"\" not found."<<std::endl;
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return std::string();
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}
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osgText::Font* osgText::readFontFile(const std::string& filename)
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{
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std::string foundFile = findFontFile(filename);
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if (foundFile.empty()) return 0;
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osg::Object* object = osgDB::readObjectFile(filename);
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// if the object is a font then return it.
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osgText::Font* font = dynamic_cast<osgText::Font*>(object);
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if (font) return font;
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// otherwise if the object has zero references then delete it by doing another unref().
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if (object && object->referenceCount()==0) object->unref();
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return 0;
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}
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Font::Font():
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_width(16),
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_height(16)
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{
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}
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Font::~Font()
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{
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}
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void Font::addGlyph(unsigned int charcode, Glyph* glyph)
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{
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_glyphMap[charcode]=glyph;
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int posX=0,posY=0;
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GlyphTexture* glyphTexture = 0;
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for(GlyphTextureList::iterator itr=_glyphTextureList.begin();
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itr!=_glyphTextureList.end() && !glyphTexture;
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++itr)
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{
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if ((*itr)->getSpaceForGlyph(glyph,posX,posY)) glyphTexture = itr->get();
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}
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if (!glyphTexture)
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{
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//std::cout<<"Creating new GlyphTexture & StateSet"<<std::endl;
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osg::StateSet* stateset = new osg::StateSet;
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_stateSetList.push_back(stateset);
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glyphTexture = new GlyphTexture;
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// reserve enough space for the glyphs.
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glyphTexture->setTextureSize(256,256);
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glyphTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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//glyphTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR_MIPMAP_LINEAR);
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//glyphTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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glyphTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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glyphTexture->setMaxAnisotropy(8);
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_glyphTextureList.push_back(glyphTexture);
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glyphTexture->setStateSet(stateset);
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stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(0,glyphTexture,osg::StateAttribute::ON);
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if (!glyphTexture->getSpaceForGlyph(glyph,posX,posY))
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{
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osg::notify(osg::WARN)<<"Warning: unable to allocate texture big enough for glyph"<<std::endl;
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return;
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}
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}
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// add the glyph into the texture.
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glyphTexture->addGlyph(glyph,posX,posY);
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}
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Font::GlyphTexture::GlyphTexture():
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_stateset(0),
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_usedY(0),
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_partUsedX(0),
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_partUsedY(0)
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{
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}
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Font::GlyphTexture::~GlyphTexture()
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{
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}
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bool Font::GlyphTexture::getSpaceForGlyph(Glyph* glyph, int& posX, int& posY)
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{
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int margin = 2;
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int width = glyph->s()+2*margin;
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int height = glyph->t()+2*margin;
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// first check box (_partUsedX,_usedY) to (width,height)
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if (width <= (getTextureWidth()-_partUsedX) &&
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height <= (getTextureHeight()-_usedY))
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{
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// can fit in existing row.
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// record the position in which the texture will be stored.
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posX = _partUsedX+margin;
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posY = _usedY+margin;
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// move used markers on.
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_partUsedX += width;
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if (_usedY+height>_partUsedY) _partUsedY = _usedY+height;
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return true;
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}
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// start an new row.
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if (width <= getTextureWidth() &&
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height <= (getTextureHeight()-_partUsedY))
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{
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// can fit next row.
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_partUsedX = 0;
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_usedY = _partUsedY;
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posX = _partUsedX+margin;
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posY = _usedY+margin;
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// move used markers on.
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_partUsedX += width;
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if (_usedY+height>_partUsedY) _partUsedY = _usedY+height;
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return true;
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}
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// doesn't fit into glyph.
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return false;
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}
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void Font::GlyphTexture::addGlyph(Glyph* glyph, int posX, int posY)
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{
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_glyphs.push_back(glyph);
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for(unsigned int i=0;i<_glyphsToSubload.size();++i)
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{
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_glyphsToSubload[i].push_back(glyph);
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}
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// set up the details of where to place glyph's image in the texture.
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glyph->setTexture(this);
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glyph->setTexturePosition(posX,posY);
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glyph->setMinTexCoord(osg::Vec2((float)posX/((float)getTextureWidth()-1.0f),(float)posY/((float)getTextureHeight()-1.0f)));
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glyph->setMaxTexCoord(osg::Vec2((float)(posX+glyph->s())/((float)getTextureWidth()-1.0f),(float)(posY+glyph->t())/((float)getTextureHeight()-1.0f)));
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}
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void Font::GlyphTexture::apply(osg::State& state) const
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{
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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if (contextID>=_glyphsToSubload.size())
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{
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// graphics context is beyond the number of glyphsToSubloads, so
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// we must now copy the glyph list across, this is a potential
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// threading issue though is multiple applies are happening the
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// same time on this object - to avoid this condition number of
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// graphics contexts should be set before create text.
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for(unsigned int i=_glyphsToSubload.size();i<=contextID;++i)
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{
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GlyphPtrList& glyphPtrs = _glyphsToSubload[i];
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for(GlyphRefList::const_iterator itr=_glyphs.begin();
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itr!=_glyphs.end();
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++itr)
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{
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glyphPtrs.push_back(itr->get());
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}
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}
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}
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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if (handle == 0)
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{
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// being bound for the first time, need to allocate the texture
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glGenTextures( 1L, (GLuint *)&handle );
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glBindTexture( GL_TEXTURE_2D, handle );
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applyTexParameters(GL_TEXTURE_2D,state);
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
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// allocate the texture memory.
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glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
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getTextureWidth(), getTextureHeight(), 0,
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GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE,
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0 );
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}
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else
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{
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// reuse texture by binding.
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glBindTexture( GL_TEXTURE_2D, handle );
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if (getTextureParameterDirty(contextID))
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applyTexParameters(GL_TEXTURE_2D,state);
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}
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//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
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// now subload the glyphs that are outstanding for this graphics context.
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GlyphPtrList& glyphsWereSubloading = _glyphsToSubload[contextID];
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if (!glyphsWereSubloading.empty())
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{
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for(GlyphPtrList::iterator itr=glyphsWereSubloading.begin();
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itr!=glyphsWereSubloading.end();
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++itr)
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{
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(*itr)->subload();
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}
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// clear the list since we have now subloaded them.
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glyphsWereSubloading.clear();
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}
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else
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{
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//std::cout << "no need to subload "<<std::endl;
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}
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}
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// all the methods in Font::Glyph have been made non inline because VisualStudio6.0 is STUPID, STUPID, STUPID PILE OF JUNK.
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Font::Glyph::Glyph() {}
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Font::Glyph::~Glyph() {}
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unsigned int Font::Glyph::getGlyphCode() const { return _glyphCode; }
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void Font::Glyph::setFont(Font* font) { _font = font; }
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Font* Font::Glyph::getFont() const { return _font; }
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void Font::Glyph::setHorizontalBearing(const osg::Vec2& bearing) { _horizontalBearing=bearing; }
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const osg::Vec2& Font::Glyph::getHorizontalBearing() const { return _horizontalBearing; }
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void Font::Glyph::setHorizontalAdvance(float advance) { _horizontalAdvance=advance; }
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float Font::Glyph::getHorizontalAdvance() const { return _horizontalAdvance; }
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void Font::Glyph::setVerticalBearing(const osg::Vec2& bearing) { _verticalBearing=bearing; }
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const osg::Vec2& Font::Glyph::getVerticalBearing() const { return _verticalBearing; }
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void Font::Glyph::setVerticalAdvance(float advance) { _verticalAdvance=advance; }
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float Font::Glyph::getVerticalAdvance() const { return _verticalAdvance; }
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void Font::Glyph::setTexture(GlyphTexture* texture) { _texture = texture; }
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Font::GlyphTexture* Font::Glyph::getTexture() { return _texture; }
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const Font::GlyphTexture* Font::Glyph::getTexture() const { return _texture; }
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osg::StateSet* Font::Glyph::getStateSet() { return _texture?_texture->getStateSet():0; }
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const osg::StateSet* Font::Glyph::getStateSet() const { return _texture?_texture->getStateSet():0; }
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void Font::Glyph::setTexturePosition(int posX,int posY) { _texturePosX = posX; _texturePosY = posY; }
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int Font::Glyph::getTexturePositionX() const { return _texturePosX; }
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int Font::Glyph::getTexturePositionY() const { return _texturePosY; }
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void Font::Glyph::setMinTexCoord(const osg::Vec2& coord) { _minTexCoord=coord; }
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const osg::Vec2& Font::Glyph::getMinTexCoord() const { return _minTexCoord; }
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void Font::Glyph::setMaxTexCoord(const osg::Vec2& coord) { _maxTexCoord=coord; }
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const osg::Vec2& Font::Glyph::getMaxTexCoord() const { return _maxTexCoord; }
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void Font::Glyph::subload() const
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{
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GLenum errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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{
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osg::notify(osg::WARN)<<"before: detected OpenGL error '"<<gluErrorString(errorNo)<<std::endl;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT,getPacking());
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glTexSubImage2D(GL_TEXTURE_2D,0,
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_texturePosX,_texturePosY,
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s(),t(),
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(GLenum)getPixelFormat(),
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(GLenum)getDataType(),
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data());
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errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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{
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std::cout << " "<<GL_TEXTURE_2D<<"\t"<<0<<"\t"<<
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_texturePosX<<"\t"<<_texturePosY<<"\t"<<
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s()<<"\t"<<t()<<"\t"<<
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(GLenum)getPixelFormat()<<"\t"<<
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(GLenum)getDataType()<<"\t"<<
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(int)(*data())<<std::endl;
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osg::notify(osg::WARN)<<"after: detected OpenGL error '"<<gluErrorString(errorNo)<<std::endl;
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}
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}
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