OpenSceneGraph/include/osgText/Text3D
2010-09-06 15:43:59 +00:00

168 lines
5.9 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_TEXT3D
#define OSGTEXT_TEXT3D 1
#include <osgText/TextBase>
#include <osgText/Font>
namespace osgText {
class OSGTEXT_EXPORT Text3D : public osgText::TextBase
{
public:
/** Reder mode used to render the Text.
* PER_FACE : render all front face with the default StateSet
* all wall face with the wall StateSet
* all back face with the back StateSet (back face of the character, no the OpenGL back face)
*
* PER_GLYPH : render all Charactere with the default StateSet
*/
enum RenderMode
{
PER_FACE,
PER_GLYPH
};
Text3D();
Text3D(const Text3D& text,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgText,Text3D)
/** Get the Charactere Depth of text. */
float getCharacterDepth() const { return _characterDepth; }
/** Set the Charactere Depth of text. */
void setCharacterDepth(float characterDepth) { _characterDepth = characterDepth; computeGlyphRepresentation(); }
/** Get the render mode used to render the text. */
RenderMode getRenderMode() const { return _renderMode; }
/** Set the render mode used to render the text. */
void setRenderMode(RenderMode renderMode) { _renderMode = renderMode; computeGlyphRepresentation(); }
// /** Get the wall StateSet */
// osg::StateSet * getWallStateSet() { return _wallStateSet.get(); }
// /** Get or create the wall StateSet */
// osg::StateSet * getOrCreateWallStateSet()
// {
// if (_wallStateSet.valid() == false) _wallStateSet = new osg::StateSet;
// return _wallStateSet.get();
// }
// /** Set the wall StateSet */
// void setWallStateSet(osg::StateSet * wallStateSet) { _wallStateSet = wallStateSet; }
//
// /** Get the back StateSet */
// osg::StateSet * getBackStateSet() { return _backStateSet.get(); }
// /** Get or create the back StateSet */
// osg::StateSet * getOrCreateBackStateSet() { if (_backStateSet.valid() == false) _backStateSet = new osg::StateSet; return _backStateSet.get(); }
// /** Set the back StateSet */
// void setBackStateSet(osg::StateSet * backStateSet) { _backStateSet = backStateSet; }
//
/** Set the Font to use to render the text.
* setFont(0) sets the use of the default font.*/
void setFont(Font* font);
/** Set the font, loaded from the specified front file, to use to render the text,
* setFont("") sets the use of the default font.
* See the osgText::readFontFile function for how the font file will be located. */
void setFont(const std::string& fontfile);
/** Get the font. Return 0 if default is being used.*/
const Font* getFont() const { return _font.get(); }
/** Draw the text.*/
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
/** return false, osgText::Text does not support accept(AttributeFunctor&).*/
virtual bool supports(const osg::Drawable::AttributeFunctor&) const { return false; }
/** return true, osgText::Text does support accept(ConstAttributeFunctor&).*/
virtual bool supports(const osg::Drawable::ConstAttributeFunctor&) const { return false; }
/** accept an ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
virtual void accept(osg::Drawable::ConstAttributeFunctor& af) const;
/** return true, osgText::Text does support accept(PrimitiveFunctor&) .*/
virtual bool supports(const osg::PrimitiveFunctor&) const { return false; }
/** accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has.*/
virtual void accept(osg::PrimitiveFunctor& pf) 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);
/** If State is non-zero, this function releases OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objexts
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* state=0) const;
// // make Font a friend to allow it set the _font to 0 if the font is
// // forcefully unloaded.
friend class Font;
virtual osg::BoundingBox computeBound() const;
protected:
virtual ~Text3D() {}
void renderPerGlyph(osg::State & state) const;
void renderPerFace(osg::State & state) const;
String::iterator computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last);
void computeGlyphRepresentation();
void computePositions(unsigned int contextID) const;
// ** glyph and other information to render the glyph
struct GlyphRenderInfo
{
GlyphRenderInfo(Glyph3D * glyph, osg::Vec3 & pos) :
_glyph(glyph), _position(pos) {}
osg::ref_ptr<Glyph3D> _glyph;
osg::Vec3 _position;
};
typedef std::vector<GlyphRenderInfo> LineRenderInfo;
typedef std::vector<LineRenderInfo> TextRenderInfo;
TextRenderInfo _textRenderInfo;
osg::ref_ptr<Font> _font;
float _characterDepth;
RenderMode _renderMode;
osg::ref_ptr<osg::StateSet> _wallStateSet;
osg::ref_ptr<osg::StateSet> _backStateSet;
};
}
#endif