OpenSceneGraph/include/osgText/Glyph
2015-02-25 18:56:29 +00:00

306 lines
9.8 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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.
*/
#ifndef OSGTEXT_GLYPH
#define OSGTEXT_GLYPH 1
#include <string>
#include <istream>
#include <osg/Vec2>
#include <osg/Image>
#include <osg/Texture2D>
#include <osg/StateSet>
#include <osg/Geometry>
#include <osg/Geode>
#include <osgText/Export>
#include <osgText/KerningType>
#include <osgText/Style>
#include <OpenThreads/Mutex>
// GL_ALPHA is deprecated in GL3/GL4 core profile, use GL_RED and a shader in this case. See osgText example.
#if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE)
#define OSGTEXT_GLYPH_FORMAT GL_RED
#define OSGTEXT_GLYPH_INTERNALFORMAT GL_R8
#else
#define OSGTEXT_GLYPH_FORMAT GL_ALPHA
#define OSGTEXT_GLYPH_INTERNALFORMAT GL_ALPHA
#endif
namespace osgText {
class Font;
class Text;
class Glyph3D;
class GlyphGeometry;
class GlyphTexture;
class OSGTEXT_EXPORT Glyph : public osg::Image
{
public:
Glyph(Font* font, unsigned int glyphCode);
Font* getFont() { return _font; }
const Font* getFont() const { return _font; }
unsigned int getGlyphCode() const { return _glyphCode; }
void setWidth(float width) { _width = width; }
float getWidth() const { return _width; }
void setHeight(float height) { _height = height; }
float getHeight() const { return _height; }
void setHorizontalBearing(const osg::Vec2& bearing);
const osg::Vec2& getHorizontalBearing() const;
void setHorizontalAdvance(float advance);
float getHorizontalAdvance() const;
void setVerticalBearing(const osg::Vec2& bearing);
const osg::Vec2& getVerticalBearing() const;
void setVerticalAdvance(float advance);
float getVerticalAdvance() const;
void setTexture(GlyphTexture* texture);
GlyphTexture* getTexture();
const GlyphTexture* getTexture() const;
void setTexturePosition(int posX,int posY);
int getTexturePositionX() const;
int getTexturePositionY() const;
void setMinTexCoord(const osg::Vec2& coord);
const osg::Vec2& getMinTexCoord() const;
void setMaxTexCoord(const osg::Vec2& coord);
const osg::Vec2& getMaxTexCoord() const;
void subload() const;
protected:
virtual ~Glyph();
Font* _font;
unsigned int _glyphCode;
float _width;
float _height;
osg::Vec2 _horizontalBearing;
float _horizontalAdvance;
osg::Vec2 _verticalBearing;
float _verticalAdvance;
GlyphTexture* _texture;
int _texturePosX;
int _texturePosY;
osg::Vec2 _minTexCoord;
osg::Vec2 _maxTexCoord;
typedef osg::buffered_value<GLuint> GLObjectList;
mutable GLObjectList _globjList;
};
class OSGTEXT_EXPORT GlyphGeometry : public osg::Referenced
{
public:
GlyphGeometry();
void setup(const Glyph3D* glyph, const Style* style);
bool match(const Style* style) const;
osg::Geode* getGeode() const { return _geode.get(); }
osg::Geometry* getGeometry() const { return _geometry.get(); }
/** Set the VertexArray of the glyph. */
void setVertexArray(osg::Vec3Array * va) { _vertices = va; }
/** Get the VertexArray of the glyph. */
osg::Vec3Array * getVertexArray() const { return _vertices.get(); }
/** Set the VertexArray of the glyph. */
void setNormalArray(osg::Vec3Array* na) { _normals = na; }
/** Get the NormalArray for the wall face. */
osg::Vec3Array* getNormalArray() const { return _normals.get(); }
/** Get the PrimitiveSetList for the front face. */
osg::Geometry::PrimitiveSetList& getFrontPrimitiveSetList() { return _frontPrimitiveSetList; }
/** Get the PrimitiveSetList for the wall face. */
osg::Geometry::PrimitiveSetList& getWallPrimitiveSetList() { return _wallPrimitiveSetList; }
/** Get et the PrimitiveSetList for the back face. */
osg::Geometry::PrimitiveSetList& getBackPrimitiveSetList() { return _backPrimitiveSetList; }
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
protected:
osg::ref_ptr<Style> _style;
osg::ref_ptr<osg::Geode> _geode;
osg::ref_ptr<osg::Geometry> _geometry;
osg::ref_ptr<osg::Vec3Array> _vertices;
osg::ref_ptr<osg::Vec3Array> _normals;
osg::Geometry::PrimitiveSetList _frontPrimitiveSetList;
osg::Geometry::PrimitiveSetList _wallPrimitiveSetList;
osg::Geometry::PrimitiveSetList _backPrimitiveSetList;
};
class OSGTEXT_EXPORT Glyph3D : public osg::Referenced
{
public:
Glyph3D(Font* font, unsigned int glyphCode);
Font* getFont() { return _font; }
const Font* getFont() const { return _font; }
unsigned int getGlyphCode() const { return _glyphCode; }
void setWidth(float width) { _width = width; }
float getWidth() const { return _width; }
void setHeight(float height) { _height = height; }
float getHeight() const { return _height; }
void setHorizontalBearing(const osg::Vec2& bearing) { _horizontalBearing=bearing; }
const osg::Vec2 & getHorizontalBearing() const { return _horizontalBearing; }
void setHorizontalAdvance(float advance) { _horizontalAdvance=advance; }
float getHorizontalAdvance() const { return _horizontalAdvance; }
void setVerticalBearing(const osg::Vec2& bearing) { _verticalBearing=bearing; }
const osg::Vec2& getVerticalBearing() const { return _verticalBearing; }
void setVerticalAdvance(float advance) { _verticalAdvance=advance; }
float getVerticalAdvance() const { return _verticalAdvance; }
void setBoundingBox(osg::BoundingBox & bb) { _bb=bb; }
const osg::BoundingBox & getBoundingBox() const { return _bb; }
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
void setRawVertexArray(osg::Vec3Array* vertices) { _rawVertexArray = vertices; }
osg::Vec3Array* getRawVertexArray() { return _rawVertexArray.get(); }
const osg::Vec3Array* getRawVertexArray() const { return _rawVertexArray.get(); }
/** Get the PrimitiveSetList for the raw face which hasn't been tessellated. */
osg::Geometry::PrimitiveSetList & getRawFacePrimitiveSetList() { return _rawFacePrimitiveSetList; }
const osg::Geometry::PrimitiveSetList & getRawFacePrimitiveSetList() const { return _rawFacePrimitiveSetList; }
GlyphGeometry* getGlyphGeometry(const Style* style);
protected:
virtual ~Glyph3D() {}
Font* _font;
unsigned int _glyphCode;
float _width;
float _height;
osg::Vec2 _horizontalBearing;
float _horizontalAdvance;
osg::Vec2 _verticalBearing;
float _verticalAdvance;
osg::BoundingBox _bb;
// osg::Vec2 _advance;
osg::ref_ptr<osg::Vec3Array> _rawVertexArray;
osg::Geometry::PrimitiveSetList _rawFacePrimitiveSetList;
typedef std::list< osg::ref_ptr<GlyphGeometry> > GlyphGeometries;
GlyphGeometries _glyphGeometries;
};
class OSGTEXT_EXPORT GlyphTexture : public osg::Texture2D
{
public:
GlyphTexture();
const char* className() const { return "GlyphTexture"; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& rhs) const;
/** Set the margin around each glyph, to ensure that texture filtering doesn't bleed adjacent glyph's into each other.*/
void setGlyphImageMargin(unsigned int margin) { _margin = margin; }
unsigned int getGlyphImageMargin() const { return _margin; }
void setGlyphImageMarginRatio(float margin) { _marginRatio = margin; }
float getGlyphImageMarginRatio() const { return _marginRatio; }
bool getSpaceForGlyph(Glyph* glyph, int& posX, int& posY);
void addGlyph(Glyph* glyph,int posX, int posY);
virtual void apply(osg::State& state) const;
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** create an image that maps all the associated Glyph's onto a single image, that is equivilant to what will be downloaded to the texture.*/
osg::Image* createImage();
protected:
virtual ~GlyphTexture();
// parameter used to compute the size and position of empty space
// in the texture which could accommodate new glyphs.
int _margin;
float _marginRatio;
int _usedY;
int _partUsedX;
int _partUsedY;
typedef std::vector< osg::ref_ptr<Glyph> > GlyphRefList;
typedef std::vector< const Glyph* > GlyphPtrList;
typedef osg::buffered_object< GlyphPtrList > GlyphBuffer;
GlyphRefList _glyphs;
mutable GlyphBuffer _glyphsToSubload;
mutable OpenThreads::Mutex _mutex;
};
}
#endif