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835 lines
26 KiB
C++
Executable File
835 lines
26 KiB
C++
Executable File
// Created on: 2011-07-13
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// Created by: Sergey ZERCHANINOV
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// Copyright (c) 2011-2013 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <OpenGl_AspectText.hxx>
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#include <OpenGl_GlCore11.hxx>
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#include <OpenGl_GraphicDriver.hxx>
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#include <OpenGl_ShaderManager.hxx>
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#include <OpenGl_ShaderProgram.hxx>
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#include <OpenGl_ShaderStates.hxx>
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#include <OpenGl_Sampler.hxx>
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#include <OpenGl_Text.hxx>
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#include <OpenGl_Workspace.hxx>
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#include <Font_FontMgr.hxx>
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#include <TCollection_HAsciiString.hxx>
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#ifdef HAVE_GL2PS
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#include <gl2ps.h>
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#endif
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namespace
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{
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static const GLdouble THE_IDENTITY_MATRIX[4][4] =
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{
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{1.,0.,0.,0.},
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{0.,1.,0.,0.},
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{0.,0.,1.,0.},
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{0.,0.,0.,1.}
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};
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#ifdef HAVE_GL2PS
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static char const* TheFamily[] = {"Helvetica", "Courier", "Times"};
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static char const* TheItalic[] = {"Oblique", "Oblique", "Italic"};
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static char const* TheBase[] = {"", "", "-Roman"};
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//! Convert font name used for rendering to some "good" font names
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//! that produce good vector text.
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static void getGL2PSFontName (const char* theSrcFont,
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char* thePsFont)
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{
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if (strstr (theSrcFont, "Symbol"))
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{
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sprintf (thePsFont, "%s", "Symbol");
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return;
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}
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else if (strstr (theSrcFont, "ZapfDingbats"))
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{
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sprintf (thePsFont, "%s", "WingDings");
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return;
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}
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int aFontId = 0;
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bool isBold = false;
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bool isItalic = false;
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if (strstr (theSrcFont, "Courier"))
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{
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aFontId = 1;
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}
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else if (strstr (theSrcFont, "Times"))
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{
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aFontId = 2;
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}
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if (strstr (theSrcFont, "Bold"))
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{
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isBold = true;
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}
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if (strstr (theSrcFont, "Italic")
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|| strstr (theSrcFont, "Oblique"))
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{
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isItalic = true;
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}
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if (isBold)
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{
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if (isItalic)
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{
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sprintf (thePsFont, "%s-Bold%s", TheFamily[aFontId], TheItalic[aFontId]);
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}
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else
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{
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sprintf (thePsFont, "%s-Bold", TheFamily[aFontId]);
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}
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}
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else if (isItalic)
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{
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sprintf (thePsFont, "%s-%s", TheFamily[aFontId], TheItalic[aFontId]);
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}
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else
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{
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sprintf (thePsFont, "%s%s", TheFamily[aFontId], TheBase[aFontId]);
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}
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}
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static void exportText (const NCollection_String& theText,
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const Standard_Boolean theIs2d,
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const OpenGl_AspectText& theAspect,
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const Standard_Integer theHeight)
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{
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char aPsFont[64];
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getGL2PSFontName (theAspect.FontName().ToCString(), aPsFont);
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#if !defined(GL_ES_VERSION_2_0)
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if (theIs2d)
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{
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glRasterPos2f (0.0f, 0.0f);
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}
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else
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{
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glRasterPos3f (0.0f, 0.0f, 0.0f);
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}
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GLubyte aZero = 0;
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glBitmap (1, 1, 0, 0, 0, 0, &aZero);
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#endif
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// Standard GL2PS's alignment isn't used, because it doesn't work correctly
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// for all formats, therefore alignment is calculated manually relative
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// to the bottom-left corner, which corresponds to the GL2PS_TEXT_BL value
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gl2psTextOpt (theText.ToCString(), aPsFont, (GLshort)theHeight, GL2PS_TEXT_BL, theAspect.Angle());
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}
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#endif
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};
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// =======================================================================
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// function : OpenGl_Text
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// purpose :
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// =======================================================================
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OpenGl_Text::OpenGl_Text()
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: myWinX (0.0f),
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myWinY (0.0f),
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myWinZ (0.0f),
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myScaleHeight (1.0f),
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myPoint (0.0f, 0.0f, 0.0f),
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myIs2d (false)
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{
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myParams.Height = 10;
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myParams.HAlign = Graphic3d_HTA_LEFT;
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myParams.VAlign = Graphic3d_VTA_BOTTOM;
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}
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// =======================================================================
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// function : OpenGl_Text
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// purpose :
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// =======================================================================
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OpenGl_Text::OpenGl_Text (const Standard_Utf8Char* theText,
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const OpenGl_Vec3& thePoint,
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const OpenGl_TextParam& theParams)
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: myWinX (0.0f),
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myWinY (0.0f),
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myWinZ (0.0f),
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myScaleHeight (1.0f),
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myExportHeight (1.0f),
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myParams (theParams),
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myString (theText),
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myPoint (thePoint),
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myIs2d (false)
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{
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//
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}
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// =======================================================================
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// function : SetPosition
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// purpose :
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// =======================================================================
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void OpenGl_Text::SetPosition (const OpenGl_Vec3& thePoint)
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{
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myPoint = thePoint;
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}
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// =======================================================================
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// function : SetFontSize
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// purpose :
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// =======================================================================
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void OpenGl_Text::SetFontSize (const Handle(OpenGl_Context)& theCtx,
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const Standard_Integer theFontSize)
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{
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if (myParams.Height != theFontSize)
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{
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Release (theCtx.operator->());
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}
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myParams.Height = theFontSize;
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
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const Standard_Utf8Char* theText,
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const OpenGl_Vec3& thePoint)
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{
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releaseVbos (theCtx.operator->());
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myIs2d = false;
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myPoint = thePoint;
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myString.FromUnicode (theText);
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
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const Standard_Utf8Char* theText,
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const OpenGl_Vec3& thePoint,
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const OpenGl_TextParam& theParams)
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{
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if (myParams.Height != theParams.Height)
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{
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Release (theCtx.operator->());
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}
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else
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{
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releaseVbos (theCtx.operator->());
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}
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myIs2d = false;
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myParams = theParams;
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myPoint = thePoint;
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myString.FromUnicode (theText);
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
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const TCollection_ExtendedString& theText,
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const OpenGl_Vec2& thePoint,
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const OpenGl_TextParam& theParams)
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{
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if (myParams.Height != theParams.Height)
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{
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Release (theCtx.operator->());
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}
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else
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{
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releaseVbos (theCtx.operator->());
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}
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myIs2d = true;
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myParams = theParams;
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myPoint.xy() = thePoint;
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myPoint.z() = 0.0f;
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myString.FromUnicode ((Standard_Utf16Char* )theText.ToExtString());
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}
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// =======================================================================
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// function : ~OpenGl_Text
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// purpose :
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// =======================================================================
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OpenGl_Text::~OpenGl_Text()
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{
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//
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}
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// =======================================================================
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// function : releaseVbos
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// purpose :
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// =======================================================================
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void OpenGl_Text::releaseVbos (OpenGl_Context* theCtx)
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{
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for (Standard_Integer anIter = 0; anIter < myVertsVbo.Length(); ++anIter)
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{
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Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.ChangeValue (anIter);
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Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.ChangeValue (anIter);
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if (theCtx)
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{
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theCtx->DelayedRelease (aVerts);
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theCtx->DelayedRelease (aTCrds);
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}
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aVerts.Nullify();
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aTCrds.Nullify();
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}
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myTextures.Clear();
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myVertsVbo.Clear();
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myTCrdsVbo.Clear();
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}
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// =======================================================================
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// function : Release
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// purpose :
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// =======================================================================
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void OpenGl_Text::Release (OpenGl_Context* theCtx)
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{
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releaseVbos (theCtx);
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if (!myFont.IsNull())
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{
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Handle(OpenGl_Context) aCtx = theCtx;
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const TCollection_AsciiString aKey = myFont->ResourceKey();
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myFont.Nullify();
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if (aCtx)
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aCtx->ReleaseResource (aKey, Standard_True);
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}
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}
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// =======================================================================
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// function : StringSize
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// purpose :
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// =======================================================================
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void OpenGl_Text::StringSize (const Handle(OpenGl_Context)& theCtx,
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const NCollection_String& theText,
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const OpenGl_AspectText& theTextAspect,
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const OpenGl_TextParam& theParams,
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Standard_ShortReal& theWidth,
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Standard_ShortReal& theAscent,
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Standard_ShortReal& theDescent)
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{
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theWidth = 0.0f;
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theAscent = 0.0f;
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theDescent = 0.0f;
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const TCollection_AsciiString aFontKey = FontKey (theTextAspect, theParams.Height);
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Handle(OpenGl_Font) aFont = FindFont (theCtx, theTextAspect, theParams.Height, aFontKey);
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if (aFont.IsNull() || !aFont->IsValid())
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{
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return;
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}
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theAscent = aFont->Ascender();
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theDescent = aFont->Descender();
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GLfloat aWidth = 0.0f;
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for (NCollection_Utf8Iter anIter = theText.Iterator(); *anIter != 0;)
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{
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const Standard_Utf32Char aCharThis = *anIter;
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const Standard_Utf32Char aCharNext = *++anIter;
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if (aCharThis == '\x0D' // CR (carriage return)
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|| aCharThis == '\a' // BEL (alarm)
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|| aCharThis == '\f' // FF (form feed) NP (new page)
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|| aCharThis == '\b' // BS (backspace)
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|| aCharThis == '\v') // VT (vertical tab)
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{
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continue; // skip unsupported carriage control codes
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}
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else if (aCharThis == '\x0A') // LF (line feed, new line)
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{
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theWidth = Max (theWidth, aWidth);
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aWidth = 0.0f;
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continue;
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}
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else if (aCharThis == ' ')
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{
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aWidth += aFont->AdvanceX (aCharThis, aCharNext);
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continue;
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}
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else if (aCharThis == '\t')
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{
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aWidth += aFont->AdvanceX (' ', aCharNext) * 8.0f;
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continue;
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}
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aWidth += aFont->AdvanceX (aCharThis, aCharNext);
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}
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theWidth = Max (theWidth, aWidth);
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Handle(OpenGl_Context) aCtx = theCtx;
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aFont.Nullify();
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aCtx->ReleaseResource (aFontKey, Standard_True);
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}
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// =======================================================================
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// function : Render
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// purpose :
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// =======================================================================
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void OpenGl_Text::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
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{
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const OpenGl_AspectText* aTextAspect = theWorkspace->AspectText (Standard_True);
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const Handle(OpenGl_Texture) aPrevTexture = theWorkspace->DisableTexture();
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const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
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const Handle(OpenGl_Sampler)& aSampler = aCtx->TextureSampler();
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if (!aSampler.IsNull())
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{
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aSampler->Unbind (*aCtx);
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}
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if (aCtx->IsGlGreaterEqual (2, 0))
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{
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const Handle(OpenGl_ShaderProgram)& aProgram = aTextAspect->ShaderProgramRes (aCtx);
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aCtx->BindProgram (aProgram);
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if (!aProgram.IsNull())
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{
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aProgram->ApplyVariables (aCtx);
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const OpenGl_MaterialState* aMaterialState = aCtx->ShaderManager()->MaterialState (aProgram);
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if (aMaterialState == NULL || aMaterialState->Aspect() != aTextAspect)
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aCtx->ShaderManager()->UpdateMaterialStateTo (aProgram, aTextAspect);
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aCtx->ShaderManager()->PushState (aProgram);
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}
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}
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// use highlight color or colors from aspect
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if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT)
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{
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render (theWorkspace->PrinterContext(),
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aCtx,
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*aTextAspect,
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*theWorkspace->HighlightColor,
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*theWorkspace->HighlightColor);
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}
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else
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{
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render (theWorkspace->PrinterContext(),
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aCtx,
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*aTextAspect,
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aTextAspect->Color(),
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aTextAspect->SubtitleColor());
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}
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// restore aspects
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if (!aSampler.IsNull())
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{
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aSampler->Bind (*aCtx);
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}
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if (!aPrevTexture.IsNull())
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{
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theWorkspace->EnableTexture (aPrevTexture);
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}
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}
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// =======================================================================
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// function : Render
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// purpose :
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// =======================================================================
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void OpenGl_Text::Render (const Handle(OpenGl_PrinterContext)& thePrintCtx,
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const Handle(OpenGl_Context)& theCtx,
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const OpenGl_AspectText& theTextAspect) const
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{
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render (thePrintCtx, theCtx, theTextAspect, theTextAspect.Color(), theTextAspect.SubtitleColor());
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}
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// =======================================================================
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// function : setupMatrix
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// purpose :
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// =======================================================================
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void OpenGl_Text::setupMatrix (const Handle(OpenGl_PrinterContext)& thePrintCtx,
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const Handle(OpenGl_Context)& theCtx,
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const OpenGl_AspectText& theTextAspect,
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const OpenGl_Vec3 theDVec) const
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{
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// setup matrix
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#if !defined(GL_ES_VERSION_2_0)
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if (myIs2d)
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{
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glLoadIdentity();
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glTranslatef (myPoint.x() + theDVec.x(), myPoint.y() + theDVec.y(), 0.0f);
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glScalef (1.0f, -1.0f, 1.0f);
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glRotatef (theTextAspect.Angle(), 0.0, 0.0, 1.0);
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}
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else
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{
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// align coordinates to the nearest integer
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// to avoid extra interpolation issues
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GLdouble anObjX, anObjY, anObjZ;
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gluUnProject (std::floor (myWinX + (GLdouble )theDVec.x()),
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std::floor (myWinY + (GLdouble )theDVec.y()),
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myWinZ + (GLdouble )theDVec.z(),
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(GLdouble* )THE_IDENTITY_MATRIX, myProjMatrix, myViewport,
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&anObjX, &anObjY, &anObjZ);
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glLoadIdentity();
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theCtx->core11->glTranslated (anObjX, anObjY, anObjZ);
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theCtx->core11->glRotated (theTextAspect.Angle(), 0.0, 0.0, 1.0);
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if (!theTextAspect.IsZoomable())
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{
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#ifdef _WIN32
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// if the context has assigned printer context, use it's parameters
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if (!thePrintCtx.IsNull())
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{
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// get printing scaling in x and y dimensions
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GLfloat aTextScalex = 1.0f, aTextScaley = 1.0f;
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thePrintCtx->GetScale (aTextScalex, aTextScaley);
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// text should be scaled in all directions with same
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// factor to save its proportions, so use height (y) scaling
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// as it is better for keeping text/3d graphics proportions
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theCtx->core11->glScaled ((GLfloat )aTextScaley, (GLfloat )aTextScaley, (GLfloat )aTextScaley);
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}
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#endif
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theCtx->core11->glScaled (myScaleHeight, myScaleHeight, myScaleHeight);
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}
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}
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#endif
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}
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// =======================================================================
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// function : drawText
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// purpose :
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// =======================================================================
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void OpenGl_Text::drawText (const Handle(OpenGl_PrinterContext)& ,
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const Handle(OpenGl_Context)& theCtx,
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#ifdef HAVE_GL2PS
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const OpenGl_AspectText& theTextAspect) const
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#else
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const OpenGl_AspectText& ) const
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#endif
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{
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#ifdef HAVE_GL2PS
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if (theCtx->IsFeedback())
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{
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// position of the text and alignment is calculated by transformation matrix
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exportText (myString, myIs2d, theTextAspect, (Standard_Integer )myExportHeight);
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return;
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}
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#endif
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if (myVertsVbo.Length() != myTextures.Length()
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|| myTextures.IsEmpty())
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{
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return;
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}
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|
|
for (Standard_Integer anIter = 0; anIter < myTextures.Length(); ++anIter)
|
|
{
|
|
const GLuint aTexId = myTextures.Value (anIter);
|
|
glBindTexture (GL_TEXTURE_2D, aTexId);
|
|
|
|
const Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.Value (anIter);
|
|
const Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.Value (anIter);
|
|
aVerts->BindAttribute (theCtx, Graphic3d_TOA_POS);
|
|
aTCrds->BindAttribute (theCtx, Graphic3d_TOA_UV);
|
|
|
|
glDrawArrays (GL_TRIANGLES, 0, GLsizei(aVerts->GetElemsNb()));
|
|
|
|
aVerts->UnbindAttribute (theCtx, Graphic3d_TOA_UV);
|
|
aVerts->UnbindAttribute (theCtx, Graphic3d_TOA_POS);
|
|
}
|
|
glBindTexture (GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : FontKey
|
|
// purpose :
|
|
// =======================================================================
|
|
TCollection_AsciiString OpenGl_Text::FontKey (const OpenGl_AspectText& theAspect,
|
|
const Standard_Integer theHeight)
|
|
{
|
|
const Font_FontAspect anAspect = (theAspect.FontAspect() != Font_FA_Undefined) ? theAspect.FontAspect() : Font_FA_Regular;
|
|
return theAspect.FontName()
|
|
+ TCollection_AsciiString(":") + Standard_Integer(anAspect)
|
|
+ TCollection_AsciiString(":") + theHeight;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : FindFont
|
|
// purpose :
|
|
// =======================================================================
|
|
Handle(OpenGl_Font) OpenGl_Text::FindFont (const Handle(OpenGl_Context)& theCtx,
|
|
const OpenGl_AspectText& theAspect,
|
|
const Standard_Integer theHeight,
|
|
const TCollection_AsciiString theKey)
|
|
{
|
|
Handle(OpenGl_Font) aFont;
|
|
if (theHeight < 2)
|
|
{
|
|
return aFont; // invalid parameters
|
|
}
|
|
|
|
if (!theCtx->GetResource (theKey, aFont))
|
|
{
|
|
Handle(Font_FontMgr) aFontMgr = Font_FontMgr::GetInstance();
|
|
const Handle(TCollection_HAsciiString) aFontName = new TCollection_HAsciiString (theAspect.FontName());
|
|
const Font_FontAspect anAspect = (theAspect.FontAspect() != Font_FA_Undefined) ? theAspect.FontAspect() : Font_FA_Regular;
|
|
Handle(Font_SystemFont) aRequestedFont = aFontMgr->FindFont (aFontName, anAspect, theHeight);
|
|
if (aRequestedFont.IsNull())
|
|
{
|
|
return aFont;
|
|
}
|
|
|
|
Handle(Font_FTFont) aFontFt = new Font_FTFont (NULL);
|
|
if (!aFontFt->Init (aRequestedFont->FontPath()->ToCString(), theHeight))
|
|
{
|
|
return aFont;
|
|
}
|
|
|
|
Handle(OpenGl_Context) aCtx = theCtx;
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
glPushAttrib (GL_TEXTURE_BIT);
|
|
#endif
|
|
aFont = new OpenGl_Font (aFontFt, theKey);
|
|
if (!aFont->Init (aCtx))
|
|
{
|
|
//glPopAttrib();
|
|
//return aFont; // out of resources?
|
|
}
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
glPopAttrib(); // texture bit
|
|
#endif
|
|
|
|
aCtx->ShareResource (theKey, aFont);
|
|
}
|
|
return aFont;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : render
|
|
// purpose :
|
|
// =======================================================================
|
|
void OpenGl_Text::render (const Handle(OpenGl_PrinterContext)& thePrintCtx,
|
|
const Handle(OpenGl_Context)& theCtx,
|
|
const OpenGl_AspectText& theTextAspect,
|
|
const TEL_COLOUR& theColorText,
|
|
const TEL_COLOUR& theColorSubs) const
|
|
{
|
|
if (myString.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
const TCollection_AsciiString aFontKey = FontKey (theTextAspect, myParams.Height);
|
|
if (!myFont.IsNull()
|
|
&& !myFont->ResourceKey().IsEqual (aFontKey))
|
|
{
|
|
// font changed
|
|
const_cast<OpenGl_Text* > (this)->Release (theCtx.operator->());
|
|
}
|
|
|
|
if (myFont.IsNull())
|
|
{
|
|
myFont = FindFont (theCtx, theTextAspect, myParams.Height, aFontKey);
|
|
if (myFont.IsNull())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (myTextures.IsEmpty())
|
|
{
|
|
OpenGl_TextFormatter aFormatter;
|
|
aFormatter.SetupAlignment (myParams.HAlign, myParams.VAlign);
|
|
aFormatter.Reset();
|
|
aFormatter.Append (theCtx, myString, *myFont.operator->());
|
|
aFormatter.Format();
|
|
|
|
aFormatter.Result (theCtx, myTextures, myVertsVbo, myTCrdsVbo);
|
|
aFormatter.BndBox (myBndBox);
|
|
}
|
|
|
|
if (myTextures.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
myExportHeight = 1.0f;
|
|
myScaleHeight = 1.0f;
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPushMatrix();
|
|
if (!myIs2d)
|
|
{
|
|
// retrieve active matrices for project/unproject calls
|
|
glGetDoublev (GL_MODELVIEW_MATRIX, myModelMatrix);
|
|
glGetDoublev (GL_PROJECTION_MATRIX, myProjMatrix);
|
|
glGetIntegerv (GL_VIEWPORT, myViewport);
|
|
gluProject (myPoint.x(), myPoint.y(), myPoint.z(),
|
|
myModelMatrix, myProjMatrix, myViewport,
|
|
&myWinX, &myWinY, &myWinZ);
|
|
|
|
// compute scale factor for constant text height
|
|
GLdouble x1, y1, z1;
|
|
gluUnProject (myWinX, myWinY, myWinZ,
|
|
(GLdouble* )THE_IDENTITY_MATRIX, myProjMatrix, myViewport,
|
|
&x1, &y1, &z1);
|
|
|
|
GLdouble x2, y2, z2;
|
|
const GLdouble h = (GLdouble )myFont->FTFont()->PointSize();
|
|
gluUnProject (myWinX, myWinY + h, myWinZ,
|
|
(GLdouble* )THE_IDENTITY_MATRIX, myProjMatrix, myViewport,
|
|
&x2, &y2, &z2);
|
|
|
|
myScaleHeight = (y2 - y1) / h;
|
|
if (theTextAspect.IsZoomable())
|
|
{
|
|
myExportHeight = (float )h;
|
|
}
|
|
}
|
|
myExportHeight = (float )myFont->FTFont()->PointSize() / myExportHeight;
|
|
|
|
// push enabled flags to the stack
|
|
glPushAttrib (GL_ENABLE_BIT);
|
|
glDisable (GL_LIGHTING);
|
|
|
|
// setup depth test
|
|
if (!myIs2d
|
|
&& theTextAspect.StyleType() != Aspect_TOST_ANNOTATION)
|
|
{
|
|
glEnable (GL_DEPTH_TEST);
|
|
}
|
|
else
|
|
{
|
|
glDisable (GL_DEPTH_TEST);
|
|
}
|
|
|
|
|
|
// setup alpha test
|
|
GLint aTexEnvParam = GL_REPLACE;
|
|
glGetTexEnviv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &aTexEnvParam);
|
|
if (aTexEnvParam != GL_REPLACE)
|
|
{
|
|
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
glAlphaFunc (GL_GEQUAL, 0.285f);
|
|
glEnable (GL_ALPHA_TEST);
|
|
|
|
// setup blending
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // GL_ONE
|
|
|
|
// activate texture unit
|
|
glDisable (GL_TEXTURE_1D);
|
|
glEnable (GL_TEXTURE_2D);
|
|
if (theCtx->core15fwd != NULL)
|
|
{
|
|
theCtx->core15fwd->glActiveTexture (GL_TEXTURE0);
|
|
}
|
|
|
|
// unbind current OpenGL sampler
|
|
const Handle(OpenGl_Sampler)& aSampler = theCtx->TextureSampler();
|
|
if (!aSampler.IsNull() && aSampler->IsValid())
|
|
{
|
|
aSampler->Unbind (*theCtx);
|
|
}
|
|
|
|
// extra drawings
|
|
switch (theTextAspect.DisplayType())
|
|
{
|
|
case Aspect_TODT_BLEND:
|
|
{
|
|
glEnable (GL_COLOR_LOGIC_OP);
|
|
glLogicOp (GL_XOR);
|
|
break;
|
|
}
|
|
case Aspect_TODT_SUBTITLE:
|
|
{
|
|
theCtx->core11->glColor3fv (theColorSubs.rgb);
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.00001f));
|
|
|
|
glBindTexture (GL_TEXTURE_2D, 0);
|
|
glBegin (GL_QUADS);
|
|
glVertex2f (myBndBox.Left, myBndBox.Top);
|
|
glVertex2f (myBndBox.Right, myBndBox.Top);
|
|
glVertex2f (myBndBox.Right, myBndBox.Bottom);
|
|
glVertex2f (myBndBox.Left, myBndBox.Bottom);
|
|
glEnd();
|
|
break;
|
|
}
|
|
case Aspect_TODT_DEKALE:
|
|
{
|
|
theCtx->core11->glColor3fv (theColorSubs.rgb);
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, +1.0f, 0.00001f));
|
|
drawText (thePrintCtx, theCtx, theTextAspect);
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, -1.0f, 0.00001f));
|
|
drawText (thePrintCtx, theCtx, theTextAspect);
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, +1.0f, 0.00001f));
|
|
drawText (thePrintCtx, theCtx, theTextAspect);
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, -1.0f, 0.00001f));
|
|
drawText (thePrintCtx, theCtx, theTextAspect);
|
|
break;
|
|
}
|
|
case Aspect_TODT_DIMENSION:
|
|
case Aspect_TODT_NORMAL:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// main draw call
|
|
theCtx->core11->glColor3fv (theColorText.rgb);
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.0f));
|
|
drawText (thePrintCtx, theCtx, theTextAspect);
|
|
|
|
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aTexEnvParam);
|
|
|
|
if (theTextAspect.DisplayType() == Aspect_TODT_DIMENSION)
|
|
{
|
|
setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.00001f));
|
|
|
|
glDisable (GL_BLEND);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glDisable (GL_ALPHA_TEST);
|
|
if (!myIs2d)
|
|
{
|
|
glDisable (GL_DEPTH_TEST);
|
|
}
|
|
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
glClear (GL_STENCIL_BUFFER_BIT);
|
|
glEnable (GL_STENCIL_TEST);
|
|
glStencilFunc (GL_ALWAYS, 1, 0xFF);
|
|
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
|
|
glBegin (GL_QUADS);
|
|
glVertex2f (myBndBox.Left, myBndBox.Top);
|
|
glVertex2f (myBndBox.Right, myBndBox.Top);
|
|
glVertex2f (myBndBox.Right, myBndBox.Bottom);
|
|
glVertex2f (myBndBox.Left, myBndBox.Bottom);
|
|
glEnd();
|
|
|
|
glStencilFunc (GL_ALWAYS, 0, 0xFF);
|
|
// glPopAttrib() will reset state for us
|
|
//glDisable (GL_STENCIL_TEST);
|
|
//if (!myIs2d) glEnable (GL_DEPTH_TEST);
|
|
|
|
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
}
|
|
|
|
// revert OpenGL state
|
|
glPopAttrib(); // enable bit
|
|
glPopMatrix(); // model view matrix was modified
|
|
|
|
// revert custom OpenGL sampler
|
|
if (!aSampler.IsNull() && aSampler->IsValid())
|
|
{
|
|
aSampler->Bind (*theCtx);
|
|
}
|
|
#endif
|
|
}
|