OpenSceneGraph/examples/osgtext/osgtext.cpp
Robert Osfield 0ab467483f Added support for automatic scaling of text to screen coords. Optimized
the text implementation to provide better speed, especially by using the
alignement to screen option.

Deprecated the Text::setFontSize(,) method, which is now being replaced
by setFontResolution(,)

Fixed typos in Texture*.cpp.

Removed old deprecated methods from osg headers.
2003-04-30 11:40:17 +00:00

561 lines
19 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/Registry>
#include <osgProducer/Viewer>
#include <osg/Geode>
#include <osg/Projection>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osg/Sequence>
#include <osgText/Font>
#include <osgText/Text>
osg::Group* createHUDText()
{
osg::Group* rootNode = new osg::Group;
osgText::Font* font = osgText::readFontFile("fonts/arial.ttf");
osg::Geode* geode = new osg::Geode;
rootNode->addChild(geode);
float windowHeight = 1024.0f;
float windowWidth = 1280.0f;
float margin = 50.0f;
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different text layout
//
osg::Vec4 layoutColor(1.0f,1.0f,0.0f,1.0f);
float layoutCharacterSize = 20.0f;
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(layoutColor);
text->setCharacterSize(layoutCharacterSize);
text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f));
// the default layout is left to right, typically used in languages
// originating from europe such as English, French, German, Spanish etc..
text->setLayout(osgText::Text::LEFT_TO_RIGHT);
text->setText("text->setLayout(osgText::Text::LEFT_TO_RIGHT);");
geode->addDrawable(text);
}
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(layoutColor);
text->setCharacterSize(layoutCharacterSize);
text->setPosition(osg::Vec3(windowWidth-margin,windowHeight-margin,0.0f));
// right to left layouts would be used for hebrew or arabic fonts.
text->setLayout(osgText::Text::RIGHT_TO_LEFT);
text->setText("text->setLayout(osgText::Text::RIGHT_TO_LEFT);");
geode->addDrawable(text);
}
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(layoutColor);
text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f));
text->setCharacterSize(layoutCharacterSize);
// vertical font layout would be used for asian fonts.
text->setLayout(osgText::Text::VERTICAL);
text->setText("text->setLayout(osgText::Text::VERTICAL);");
geode->addDrawable(text);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different font resolution
//
osg::Vec4 fontSizeColor(0.0f,1.0f,1.0f,1.0f);
float fontSizeCharacterSize = 30;
osg::Vec3 cursor = osg::Vec3(margin*2,windowHeight-margin*2,0.0f);
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(fontSizeColor);
text->setCharacterSize(fontSizeCharacterSize);
text->setPosition(cursor);
// use text that uses 10 by 10 texels as a target resolution for fonts.
text->setFontResolution(10,10); // blocky but small texture memory usage
text->setText("text->setFontResolution(10,10); // blocky but small texture memory usage");
geode->addDrawable(text);
}
cursor.y() -= fontSizeCharacterSize;
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(fontSizeColor);
text->setCharacterSize(fontSizeCharacterSize);
text->setPosition(cursor);
// use text that uses 10 by 10 texels as a target resolution for fonts.
text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low).
text->setText("text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low).");
geode->addDrawable(text);
}
cursor.y() -= fontSizeCharacterSize;
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(fontSizeColor);
text->setCharacterSize(fontSizeCharacterSize);
text->setPosition(cursor);
// use text that uses 10 by 10 texels as a target resolution for fonts.
text->setFontResolution(40,40); // even smoother but again higher texture memory usage.
text->setText("text->setFontResolution(40,40); // even smoother but again higher texture memory usage.");
geode->addDrawable(text);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different sized text
//
osg::Vec4 characterSizeColor(1.0f,0.0f,1.0f,1.0f);
cursor.y() -= fontSizeCharacterSize*2.0f;
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(characterSizeColor);
text->setFontResolution(20,20);
text->setPosition(cursor);
// use text that 20 units high.
text->setCharacterSize(20); // small
text->setText("text->setCharacterSize(15.0f); // small");
geode->addDrawable(text);
}
cursor.y() -= 30.0f;
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(characterSizeColor);
text->setFontResolution(30,30);
text->setPosition(cursor);
// use text that 20 units high.
text->setCharacterSize(30.0f); // medium
text->setText("text->setCharacterSize(30.0f); // medium");
geode->addDrawable(text);
}
cursor.y() -= 50.0f;
{
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(characterSizeColor);
text->setFontResolution(40,40);
text->setPosition(cursor);
// use text that uses 10 by 10 texels as a target resolution for fonts.
text->setCharacterSize(60.0f); // large
text->setText("text->setCharacterSize(60.0f); // large");
geode->addDrawable(text);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different alignments
//
osg::Vec4 alignmentSizeColor(0.0f,1.0f,0.0f,1.0f);
float alignmentCharacterSize = 25.0f;
cursor.x() = 640;
cursor.y() = margin*4.0f;
typedef std::pair<osgText::Text::AlignmentType,std::string> AlignmentPair;
typedef std::vector<AlignmentPair> AlignmentList;
AlignmentList alignmentList;
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_TOP,"text->setAlignment(osgText::Text::LEFT_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_CENTER,"text->setAlignment(osgText::Text::LEFT_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM,"text->setAlignment(osgText::Text::LEFT_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_TOP,"text->setAlignment(osgText::Text::CENTER_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_CENTER,"text->setAlignment(osgText::Text::CENTER_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM,"text->setAlignment(osgText::Text::CENTER_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_TOP,"text->setAlignment(osgText::Text::RIGHT_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_CENTER,"text->setAlignment(osgText::Text::RIGHT_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM,"text->setAlignment(osgText::Text::RIGHT_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BASE_LINE,"text->setAlignment(osgText::Text::BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BASE_LINE,"text->setAlignment(osgText::Text::CENTER_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BASE_LINE,"text->setAlignment(osgText::Text::RIGHT_BASE_LINE);"));
osg::Sequence* sequence = new osg::Sequence;
{
for(AlignmentList::iterator itr=alignmentList.begin();
itr!=alignmentList.end();
++itr)
{
osg::Geode* alignmentGeode = new osg::Geode;
sequence->addChild(alignmentGeode);
sequence->setTime(sequence->getNumChildren(), 1.0f);
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(alignmentSizeColor);
text->setCharacterSize(alignmentCharacterSize);
text->setPosition(cursor);
text->setDrawMode(osgText::Text::TEXT|osgText::Text::ALIGNMENT|osgText::Text::BOUNDINGBOX);
text->setAlignment(itr->first);
text->setText(itr->second);
alignmentGeode->addDrawable(text);
}
}
sequence->setMode(osg::Sequence::START);
sequence->setInterval(osg::Sequence::LOOP, 0, -1);
sequence->setDuration(1.0f, -1);
rootNode->addChild(sequence);
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different fonts...
//
cursor.x() = margin*2.0f;
cursor.y() = margin*2.0f;
osg::Vec4 fontColor(1.0f,0.5f,0.0f,1.0f);
float fontCharacterSize = 20.0f;
float spacing = 40.0f;
{
osgText::Text* text = new osgText::Text;
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(0);
text->setText("text->setFont(0); // inbuilt font.");
geode->addDrawable(text);
cursor.x() = text->getBound().xMax() + spacing ;
}
{
osgText::Font* arial = osgText::readFontFile("fonts/arial.ttf");
osgText::Text* text = new osgText::Text;
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(arial);
text->setText(arial!=0?
"text->setFont(\"fonts/arial.ttf\");":
"unable to load \"fonts/arial.ttf\"");
geode->addDrawable(text);
cursor.x() = text->getBound().xMax() + spacing ;
}
{
osgText::Font* times = osgText::readFontFile("fonts/times.ttf");
osgText::Text* text = new osgText::Text;
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
geode->addDrawable(text);
text->setFont(times);
text->setText(times!=0?
"text->setFont(\"fonts/times.ttf\");":
"unable to load \"fonts/times.ttf\"");
cursor.x() = text->getBound().xMax() + spacing ;
}
cursor.x() = margin*2.0f;
cursor.y() = margin;
{
osgText::Font* dirtydoz = osgText::readFontFile("fonts/dirtydoz.ttf");
osgText::Text* text = new osgText::Text;
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(dirtydoz);
text->setText(dirtydoz!=0?
"text->setFont(\"fonts/dirtydoz.ttf\");":
"unable to load \"fonts/dirtydoz.ttf\"");
geode->addDrawable(text);
cursor.x() = text->getBound().xMax() + spacing ;
}
{
osgText::Font* fudd = osgText::readFontFile("fonts/fudd.ttf");
osgText::Text* text = new osgText::Text;
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(fudd);
text->setText(fudd!=0?
"text->setFont(\"fonts/fudd.ttf\");":
"unable to load \"fonts/fudd.ttf\"");
geode->addDrawable(text);
cursor.x() = text->getBound().xMax() + spacing ;
}
return rootNode;
}
// create text which sits in 3D space such as would be inserted into a normal model
osg::Group* create3DText(const osg::Vec3& center,float radius)
{
osg::Geode* geode = new osg::Geode;
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up axis/orientation alignments
//
float characterSize=radius*0.2f;
osg::Vec3 pos(center.x()-radius*.5f,center.y()-radius*.5f,center.z()-radius*.5f);
osgText::Text* text1 = new osgText::Text;
text1->setFont("fonts/times.ttf");
text1->setCharacterSize(characterSize);
text1->setPosition(pos);
text1->setAxisAlignment(osgText::Text::XY_PLANE);
text1->setText("XY_PLANE");
geode->addDrawable(text1);
osgText::Text* text2 = new osgText::Text;
text2->setFont("fonts/times.ttf");
text2->setCharacterSize(characterSize);
text2->setPosition(pos);
text2->setAxisAlignment(osgText::Text::YZ_PLANE);
text2->setText("YZ_PLANE");
geode->addDrawable(text2);
osgText::Text* text3 = new osgText::Text;
text3->setFont("fonts/times.ttf");
text3->setCharacterSize(characterSize);
text3->setPosition(pos);
text3->setAxisAlignment(osgText::Text::XZ_PLANE);
text3->setText("XZ_PLANE");
geode->addDrawable(text3);
osgText::Text* text4 = new osgText::Text;
text4->setFont("fonts/times.ttf");
text4->setCharacterSize(characterSize);
text4->setPosition(center);
text4->setAxisAlignment(osgText::Text::SCREEN);
text4->setText("SCREEN");
geode->addDrawable(text4);
osg::ShapeDrawable* shape = new osg::ShapeDrawable(new osg::Sphere(center,characterSize*0.2f));
shape->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON);
geode->addDrawable(shape);
osg::Group* rootNode = new osg::Group;
rootNode->addChild(geode);
return rootNode;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of text.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [filename] ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> rootNode = osgDB::readNodeFiles(arguments);
// prepare scene.
{
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 1.0f;
if (rootNode.valid())
{
// optimize the scene graph, remove rendundent nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(rootNode.get());
const osg::BoundingSphere& bs = rootNode->getBound();
center = bs.center();
radius = bs.radius();
}
// make sure the root node is group so we can add extra nodes to it.
osg::Group* group = dynamic_cast<osg::Group*>(rootNode.get());
if (!group)
{
group = new osg::Group;
if (rootNode.valid()) group->addChild(rootNode.get());
rootNode = group;
}
{
// create the hud.
osg::Projection* projection = new osg::Projection;
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
modelview_abs->setReferenceFrame(osg::Transform::RELATIVE_TO_ABSOLUTE);
modelview_abs->setMatrix(osg::Matrix::identity());
modelview_abs->addChild(createHUDText());
projection->addChild(modelview_abs);
group->addChild(projection);
}
group->addChild(create3DText(center,radius));
}
// set the scene to render
viewer.setSceneData(rootNode.get());
// create the windows and run the threads.
viewer.realize();
#if 0
// this optional compile block is done as a test against graphics
// drivers that claim support for generate mip map, but the actual
// implementation is flacky. It is not compiled by default.
// go through each graphics context and switch off the generate mip map extension.
// note, this must be done after the realize so that init of texture state and as
// result extension structures have been iniatilized.
for(unsigned int contextID = 0;
contextID<viewer.getDisplaySettings()->getMaxNumberOfGraphicsContexts();
++contextID)
{
osg::Texture::Extensions* textureExt = osg::Texture::getExtensions(contextID,false);
if (textureExt) textureExt->setGenerateMipMapSupported(false);
}
#endif
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}