47db2da8b4
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14717 16af8721-9629-0410-8352-f15c8da7e697
306 lines
9.8 KiB
C++
306 lines
9.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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_GLYPH
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#define OSGTEXT_GLYPH 1
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#include <string>
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#include <istream>
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#include <osg/Vec2>
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#include <osg/Image>
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#include <osg/Texture2D>
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#include <osg/StateSet>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osgText/Export>
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#include <osgText/KerningType>
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#include <osgText/Style>
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#include <OpenThreads/Mutex>
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// GL_ALPHA is deprecated in GL3/GL4 core profile, use GL_RED and a shader in this case. See osgText example.
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#if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE)
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#define OSGTEXT_GLYPH_FORMAT GL_RED
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#define OSGTEXT_GLYPH_INTERNALFORMAT GL_R8
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#else
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#define OSGTEXT_GLYPH_FORMAT GL_ALPHA
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#define OSGTEXT_GLYPH_INTERNALFORMAT GL_ALPHA
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#endif
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namespace osgText {
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class Font;
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class Text;
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class Glyph3D;
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class GlyphGeometry;
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class GlyphTexture;
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class OSGTEXT_EXPORT Glyph : public osg::Image
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{
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public:
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Glyph(Font* font, unsigned int glyphCode);
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Font* getFont() { return _font; }
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const Font* getFont() const { return _font; }
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unsigned int getGlyphCode() const { return _glyphCode; }
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void setWidth(float width) { _width = width; }
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float getWidth() const { return _width; }
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void setHeight(float height) { _height = height; }
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float getHeight() const { return _height; }
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void setHorizontalBearing(const osg::Vec2& bearing);
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const osg::Vec2& getHorizontalBearing() const;
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void setHorizontalAdvance(float advance);
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float getHorizontalAdvance() const;
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void setVerticalBearing(const osg::Vec2& bearing);
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const osg::Vec2& getVerticalBearing() const;
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void setVerticalAdvance(float advance);
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float getVerticalAdvance() const;
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void setTexture(GlyphTexture* texture);
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GlyphTexture* getTexture();
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const GlyphTexture* getTexture() const;
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void setTexturePosition(int posX,int posY);
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int getTexturePositionX() const;
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int getTexturePositionY() const;
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void setMinTexCoord(const osg::Vec2& coord);
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const osg::Vec2& getMinTexCoord() const;
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void setMaxTexCoord(const osg::Vec2& coord);
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const osg::Vec2& getMaxTexCoord() const;
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void subload() const;
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protected:
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virtual ~Glyph();
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Font* _font;
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unsigned int _glyphCode;
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float _width;
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float _height;
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osg::Vec2 _horizontalBearing;
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float _horizontalAdvance;
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osg::Vec2 _verticalBearing;
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float _verticalAdvance;
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GlyphTexture* _texture;
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int _texturePosX;
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int _texturePosY;
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osg::Vec2 _minTexCoord;
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osg::Vec2 _maxTexCoord;
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typedef osg::buffered_value<GLuint> GLObjectList;
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mutable GLObjectList _globjList;
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};
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class OSGTEXT_EXPORT GlyphGeometry : public osg::Referenced
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{
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public:
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GlyphGeometry();
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void setup(const Glyph3D* glyph, const Style* style);
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bool match(const Style* style) const;
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osg::Geode* getGeode() const { return _geode.get(); }
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osg::Geometry* getGeometry() const { return _geometry.get(); }
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/** Set the VertexArray of the glyph. */
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void setVertexArray(osg::Vec3Array * va) { _vertices = va; }
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/** Get the VertexArray of the glyph. */
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osg::Vec3Array * getVertexArray() const { return _vertices.get(); }
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/** Set the VertexArray of the glyph. */
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void setNormalArray(osg::Vec3Array* na) { _normals = na; }
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/** Get the NormalArray for the wall face. */
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osg::Vec3Array* getNormalArray() const { return _normals.get(); }
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/** Get the PrimitiveSetList for the front face. */
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osg::Geometry::PrimitiveSetList& getFrontPrimitiveSetList() { return _frontPrimitiveSetList; }
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/** Get the PrimitiveSetList for the wall face. */
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osg::Geometry::PrimitiveSetList& getWallPrimitiveSetList() { return _wallPrimitiveSetList; }
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/** Get et the PrimitiveSetList for the back face. */
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osg::Geometry::PrimitiveSetList& getBackPrimitiveSetList() { return _backPrimitiveSetList; }
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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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protected:
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osg::ref_ptr<Style> _style;
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osg::ref_ptr<osg::Geode> _geode;
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osg::ref_ptr<osg::Geometry> _geometry;
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osg::ref_ptr<osg::Vec3Array> _vertices;
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osg::ref_ptr<osg::Vec3Array> _normals;
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osg::Geometry::PrimitiveSetList _frontPrimitiveSetList;
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osg::Geometry::PrimitiveSetList _wallPrimitiveSetList;
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osg::Geometry::PrimitiveSetList _backPrimitiveSetList;
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};
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class OSGTEXT_EXPORT Glyph3D : public osg::Referenced
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{
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public:
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Glyph3D(Font* font, unsigned int glyphCode);
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Font* getFont() { return _font; }
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const Font* getFont() const { return _font; }
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unsigned int getGlyphCode() const { return _glyphCode; }
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void setWidth(float width) { _width = width; }
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float getWidth() const { return _width; }
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void setHeight(float height) { _height = height; }
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float getHeight() const { return _height; }
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void setHorizontalBearing(const osg::Vec2& bearing) { _horizontalBearing=bearing; }
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const osg::Vec2 & getHorizontalBearing() const { return _horizontalBearing; }
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void setHorizontalAdvance(float advance) { _horizontalAdvance=advance; }
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float getHorizontalAdvance() const { return _horizontalAdvance; }
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void setVerticalBearing(const osg::Vec2& bearing) { _verticalBearing=bearing; }
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const osg::Vec2& getVerticalBearing() const { return _verticalBearing; }
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void setVerticalAdvance(float advance) { _verticalAdvance=advance; }
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float getVerticalAdvance() const { return _verticalAdvance; }
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void setBoundingBox(osg::BoundingBox & bb) { _bb=bb; }
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const osg::BoundingBox & getBoundingBox() const { return _bb; }
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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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void setRawVertexArray(osg::Vec3Array* vertices) { _rawVertexArray = vertices; }
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osg::Vec3Array* getRawVertexArray() { return _rawVertexArray.get(); }
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const osg::Vec3Array* getRawVertexArray() const { return _rawVertexArray.get(); }
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/** Get the PrimitiveSetList for the raw face which hasn't been tessellated. */
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osg::Geometry::PrimitiveSetList & getRawFacePrimitiveSetList() { return _rawFacePrimitiveSetList; }
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const osg::Geometry::PrimitiveSetList & getRawFacePrimitiveSetList() const { return _rawFacePrimitiveSetList; }
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GlyphGeometry* getGlyphGeometry(const Style* style);
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protected:
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virtual ~Glyph3D() {}
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Font* _font;
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unsigned int _glyphCode;
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float _width;
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float _height;
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osg::Vec2 _horizontalBearing;
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float _horizontalAdvance;
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osg::Vec2 _verticalBearing;
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float _verticalAdvance;
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osg::BoundingBox _bb;
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// osg::Vec2 _advance;
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osg::ref_ptr<osg::Vec3Array> _rawVertexArray;
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osg::Geometry::PrimitiveSetList _rawFacePrimitiveSetList;
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typedef std::list< osg::ref_ptr<GlyphGeometry> > GlyphGeometries;
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GlyphGeometries _glyphGeometries;
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};
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class OSGTEXT_EXPORT GlyphTexture : public osg::Texture2D
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{
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public:
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GlyphTexture();
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const char* className() const { return "GlyphTexture"; }
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const osg::StateAttribute& rhs) const;
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/** Set the margin around each glyph, to ensure that texture filtering doesn't bleed adjacent glyph's into each other.*/
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void setGlyphImageMargin(unsigned int margin) { _margin = margin; }
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unsigned int getGlyphImageMargin() const { return _margin; }
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void setGlyphImageMarginRatio(float margin) { _marginRatio = margin; }
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float getGlyphImageMarginRatio() const { return _marginRatio; }
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bool getSpaceForGlyph(Glyph* glyph, int& posX, int& posY);
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void addGlyph(Glyph* glyph,int posX, int posY);
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virtual void apply(osg::State& state) 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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/** 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.*/
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osg::Image* createImage();
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protected:
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virtual ~GlyphTexture();
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// parameter used to compute the size and position of empty space
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// in the texture which could accommodate new glyphs.
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int _margin;
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float _marginRatio;
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int _usedY;
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int _partUsedX;
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int _partUsedY;
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typedef std::vector< osg::ref_ptr<Glyph> > GlyphRefList;
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typedef std::vector< const Glyph* > GlyphPtrList;
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typedef osg::buffered_object< GlyphPtrList > GlyphBuffer;
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GlyphRefList _glyphs;
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mutable GlyphBuffer _glyphsToSubload;
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mutable OpenThreads::Mutex _mutex;
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};
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}
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#endif
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