OpenSceneGraph/examples/osgtext/osgtext.cpp
2005-07-20 15:55:07 +00:00

563 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/CameraNode>
#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->setAlignment(osgText::Text::RIGHT_BASE_LINE);
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 20 by 20 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 40 by 40 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 is 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 is 30 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 is 60 units high.
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(\nosgText::Text::LEFT_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_CENTER,"text->setAlignment(\nosgText::Text::LEFT_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_TOP,"text->setAlignment(\nosgText::Text::CENTER_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_CENTER,"text->setAlignment(\nosgText::Text::CENTER_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_TOP,"text->setAlignment(\nosgText::Text::RIGHT_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_CENTER,"text->setAlignment(\nosgText::Text::RIGHT_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM_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::CameraNode* camera = new osg::CameraNode;
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->addChild(createHUDText());
camera->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
group->addChild(camera);
}
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;
}