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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-10 18:51:21 +03:00
occt/src/OpenGl/OpenGl_Text.cxx
kgv 43eddb470f 0032217: Visualization, TKOpenGl - drop propagation of unused FFP functions
OpenGl_GlFunctions no more loads unused FFP functions.
OpenGl_GlCoreXX function tables no more defined two hierarchies with and without FFP functions,
and OpenGl_Context::coreXXback fields have been removed.
Introduced OpenGl_Context::core11ffp as more straightforward naming for obsolete FFP function set.
2021-03-17 19:53:14 +03:00

922 lines
31 KiB
C++

// Created on: 2011-07-13
// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OpenGl_Aspects.hxx>
#include <OpenGl_GlCore11.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_ShaderStates.hxx>
#include <OpenGl_Text.hxx>
#include <OpenGl_Workspace.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
#include <Font_FontMgr.hxx>
#include <Font_FTFont.hxx>
#include <Font_TextFormatter.hxx>
#include <Graphic3d_TransformUtils.hxx>
#include <TCollection_HAsciiString.hxx>
namespace
{
static const OpenGl_Mat4d THE_IDENTITY_MATRIX;
static const TCollection_AsciiString THE_DEFAULT_FONT (Font_NOF_ASCII_MONO);
//! Auxiliary tool for setting polygon offset temporarily.
struct BackPolygonOffsetSentry
{
BackPolygonOffsetSentry (OpenGl_Context* theCtx)
: myCtx (theCtx)
{
if (theCtx != NULL)
{
myOffsetBack = theCtx->PolygonOffset();
Graphic3d_PolygonOffset aPolyOffset = myOffsetBack;
aPolyOffset.Mode = Aspect_POM_Fill;
aPolyOffset.Units += 1.0f;
theCtx->SetPolygonOffset (aPolyOffset);
}
}
~BackPolygonOffsetSentry()
{
if (myCtx != NULL)
{
myCtx->SetPolygonOffset (myOffsetBack);
}
}
private:
BackPolygonOffsetSentry (const BackPolygonOffsetSentry& );
BackPolygonOffsetSentry& operator= (const BackPolygonOffsetSentry& );
private:
OpenGl_Context* myCtx;
Graphic3d_PolygonOffset myOffsetBack;
};
} // anonymous namespace
// =======================================================================
// function : OpenGl_Text
// purpose :
// =======================================================================
OpenGl_Text::OpenGl_Text()
: myScaleHeight (1.0f),
myIs2d (Standard_False)
{
myText = new Graphic3d_Text (10.);
}
// =======================================================================
// function : OpenGl_Text
// purpose :
// =======================================================================
OpenGl_Text::OpenGl_Text (const Handle(Graphic3d_Text)& theTextParams)
: myText (theTextParams),
myScaleHeight (1.0f),
myIs2d (Standard_False)
{
}
// =======================================================================
// function : SetPosition
// purpose :
// =======================================================================
void OpenGl_Text::SetPosition (const OpenGl_Vec3& thePoint)
{
myText->SetPosition (gp_Pnt (thePoint.x(), thePoint.y(), thePoint.z()));
}
// =======================================================================
// function : SetFontSize
// purpose :
// =======================================================================
void OpenGl_Text::SetFontSize (const Handle(OpenGl_Context)& theCtx,
const Standard_Integer theFontSize)
{
if (myText->Height() != theFontSize)
{
Release (theCtx.operator->());
}
myText->SetHeight ((Standard_ShortReal)theFontSize);
}
// =======================================================================
// function : Reset
// purpose :
// =======================================================================
void OpenGl_Text::Reset (const Handle(OpenGl_Context)& theCtx)
{
if (!myFont.IsNull() && myFont->FTFont()->PointSize() != myText->Height())
{
Release (theCtx.operator->());
}
else
{
releaseVbos (theCtx.operator->());
}
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
const Standard_Utf8Char* theText,
const OpenGl_Vec3& thePoint)
{
Reset (theCtx);
Set2D (Standard_False);
NCollection_String aText;
aText.FromUnicode (theText);
myText->SetText (aText);
myText->SetPosition (gp_Pnt (thePoint.x(), thePoint.y(), thePoint.z()));
}
// =======================================================================
// function : ~OpenGl_Text
// purpose :
// =======================================================================
OpenGl_Text::~OpenGl_Text()
{
//
}
// =======================================================================
// function : releaseVbos
// purpose :
// =======================================================================
void OpenGl_Text::releaseVbos (OpenGl_Context* theCtx)
{
for (Standard_Integer anIter = 0; anIter < myVertsVbo.Length(); ++anIter)
{
Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.ChangeValue (anIter);
Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.ChangeValue (anIter);
if (theCtx != NULL)
{
theCtx->DelayedRelease (aVerts);
theCtx->DelayedRelease (aTCrds);
}
aVerts.Nullify();
aTCrds.Nullify();
}
if (theCtx != NULL
&& !myBndVertsVbo.IsNull())
{
theCtx->DelayedRelease (myBndVertsVbo);
}
myTextures.Clear();
myVertsVbo.Clear();
myTCrdsVbo.Clear();
myBndVertsVbo.Nullify();
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
void OpenGl_Text::Release (OpenGl_Context* theCtx)
{
releaseVbos (theCtx);
if (!myFont.IsNull())
{
const TCollection_AsciiString aKey = myFont->ResourceKey();
myFont.Nullify();
if (theCtx != NULL)
{
theCtx->ReleaseResource (aKey, Standard_True);
}
}
}
// =======================================================================
// function : EstimatedDataSize
// purpose :
// =======================================================================
Standard_Size OpenGl_Text::EstimatedDataSize() const
{
Standard_Size aSize = 0;
for (Standard_Integer anIter = myVertsVbo.Lower(); anIter <= myVertsVbo.Upper(); ++anIter)
{
if (const Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.Value (anIter))
{
aSize += aVerts->EstimatedDataSize();
}
if (const Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.Value (anIter))
{
aSize += aTCrds->EstimatedDataSize();
}
}
if (!myBndVertsVbo.IsNull())
{
aSize += myBndVertsVbo->EstimatedDataSize();
}
return aSize;
}
// =======================================================================
// function : UpdateDrawStats
// purpose :
// =======================================================================
void OpenGl_Text::UpdateDrawStats (Graphic3d_FrameStatsDataTmp& theStats,
bool theIsDetailed) const
{
++theStats[Graphic3d_FrameStatsCounter_NbElemsNotCulled];
++theStats[Graphic3d_FrameStatsCounter_NbElemsTextNotCulled];
if (theIsDetailed)
{
for (Standard_Integer anIter = myVertsVbo.Lower(); anIter <= myVertsVbo.Upper(); ++anIter)
{
if (const Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.Value (anIter))
{
theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aVerts->GetElemsNb() / 3; // 2 non-indexed triangles per glyph
}
}
}
}
// =======================================================================
// function : StringSize
// purpose :
// =======================================================================
void OpenGl_Text::StringSize (const Handle(OpenGl_Context)& theCtx,
const NCollection_String& theText,
const OpenGl_Aspects& theTextAspect,
const Standard_ShortReal theHeight,
const unsigned int theResolution,
Standard_ShortReal& theWidth,
Standard_ShortReal& theAscent,
Standard_ShortReal& theDescent)
{
theWidth = 0.0f;
theAscent = 0.0f;
theDescent = 0.0f;
const TCollection_AsciiString aFontKey = FontKey (theTextAspect, (Standard_Integer)theHeight, theResolution);
Handle(OpenGl_Font) aFont = FindFont (theCtx, theTextAspect, (Standard_Integer)theHeight, theResolution, aFontKey);
if (aFont.IsNull() || !aFont->IsValid())
{
return;
}
theAscent = aFont->Ascender();
theDescent = aFont->Descender();
GLfloat aWidth = 0.0f;
for (NCollection_Utf8Iter anIter = theText.Iterator(); *anIter != 0;)
{
const Standard_Utf32Char aCharThis = *anIter;
const Standard_Utf32Char aCharNext = *++anIter;
if (aCharThis == '\x0D' // CR (carriage return)
|| aCharThis == '\a' // BEL (alarm)
|| aCharThis == '\f' // FF (form feed) NP (new page)
|| aCharThis == '\b' // BS (backspace)
|| aCharThis == '\v') // VT (vertical tab)
{
continue; // skip unsupported carriage control codes
}
else if (aCharThis == '\x0A') // LF (line feed, new line)
{
theWidth = Max (theWidth, aWidth);
aWidth = 0.0f;
continue;
}
else if (aCharThis == ' ')
{
aWidth += aFont->FTFont()->AdvanceX (aCharThis, aCharNext);
continue;
}
else if (aCharThis == '\t')
{
aWidth += aFont->FTFont()->AdvanceX (' ', aCharNext) * 8.0f;
continue;
}
aWidth += aFont->FTFont()->AdvanceX (aCharThis, aCharNext);
}
theWidth = Max (theWidth, aWidth);
Handle(OpenGl_Context) aCtx = theCtx;
aFont.Nullify();
aCtx->ReleaseResource (aFontKey, Standard_True);
}
// =======================================================================
// function : Render
// purpose :
// =======================================================================
void OpenGl_Text::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
const OpenGl_Aspects* aTextAspect = theWorkspace->ApplyAspects (false); // do not bind textures as they will be disabled anyway
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
// Bind custom shader program or generate default version
aCtx->ShaderManager()->BindFontProgram (aTextAspect->ShaderProgramRes (aCtx));
const Handle(OpenGl_TextureSet) aPrevTexture = aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
if (myText->HasPlane() && myText->HasOwnAnchorPoint())
{
myOrientationMatrix = aCtx->Camera()->OrientationMatrix();
// reset translation part
myOrientationMatrix.ChangeValue (0, 3) = 0.0;
myOrientationMatrix.ChangeValue (1, 3) = 0.0;
myOrientationMatrix.ChangeValue (2, 3) = 0.0;
}
myProjMatrix.Convert (aCtx->ProjectionState.Current());
// use highlight color or colors from aspect
render (aCtx,
*aTextAspect,
theWorkspace->TextColor(),
theWorkspace->TextSubtitleColor(),
aCtx->Resolution());
// restore aspects
if (!aPrevTexture.IsNull())
{
aCtx->BindTextures (aPrevTexture, Handle(OpenGl_ShaderProgram)());
}
// restore Z buffer settings
if (theWorkspace->UseZBuffer())
{
aCtx->core11fwd->glEnable (GL_DEPTH_TEST);
}
}
// =======================================================================
// function : Render
// purpose :
// =======================================================================
void OpenGl_Text::Render (const Handle(OpenGl_Context)& theCtx,
const OpenGl_Aspects& theTextAspect,
unsigned int theResolution) const
{
#if !defined(GL_ES_VERSION_2_0)
const Standard_Integer aPrevPolygonMode = theCtx->SetPolygonMode (GL_FILL);
const bool aPrevHatchingMode = theCtx->SetPolygonHatchEnabled (false);
#endif
render (theCtx, theTextAspect,
theTextAspect.Aspect()->ColorRGBA(),
theTextAspect.Aspect()->ColorSubTitleRGBA(),
theResolution);
#if !defined(GL_ES_VERSION_2_0)
theCtx->SetPolygonMode (aPrevPolygonMode);
theCtx->SetPolygonHatchEnabled (aPrevHatchingMode);
#endif
}
// =======================================================================
// function : setupMatrix
// purpose :
// =======================================================================
void OpenGl_Text::setupMatrix (const Handle(OpenGl_Context)& theCtx,
const OpenGl_Aspects& theTextAspect,
const OpenGl_Vec3& theDVec) const
{
OpenGl_Mat4d aModViewMat, aProjectMat;
if (myText->HasPlane() && myText->HasOwnAnchorPoint())
{
aProjectMat = myProjMatrix * myOrientationMatrix;
}
else
{
aProjectMat = myProjMatrix;
}
if (myIs2d)
{
const gp_Pnt& aPoint = myText->Position();
Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, aPoint.X() + theDVec.x(), aPoint.Y() + theDVec.y(), 0.f);
Graphic3d_TransformUtils::Scale<GLdouble> (aModViewMat, 1.f, -1.f, 1.f);
Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->TextAngle(), 0.f, 0.f, 1.f);
}
else
{
OpenGl_Vec3d anObjXYZ;
OpenGl_Vec3d aWinXYZ = myWinXYZ + OpenGl_Vec3d (theDVec);
if (!myText->HasPlane() && !theTextAspect.Aspect()->IsTextZoomable())
{
// Align coordinates to the nearest integer to avoid extra interpolation issues.
// Note that for better readability we could also try aligning freely rotated in 3D text (myHasPlane),
// when camera orientation co-aligned with horizontal text orientation,
// but this might look awkward while rotating camera.
aWinXYZ.x() = Floor (aWinXYZ.x());
aWinXYZ.y() = Floor (aWinXYZ.y());
}
Graphic3d_TransformUtils::UnProject<Standard_Real> (aWinXYZ.x(), aWinXYZ.y(), aWinXYZ.z(),
THE_IDENTITY_MATRIX, aProjectMat, theCtx->Viewport(),
anObjXYZ.x(), anObjXYZ.y(), anObjXYZ.z());
if (myText->HasPlane())
{
const gp_Ax2& anOrientation = myText->Orientation();
const gp_Dir& aVectorDir = anOrientation.XDirection();
const gp_Dir& aVectorUp = anOrientation.Direction();
const gp_Dir& aVectorRight = anOrientation.YDirection();
aModViewMat.SetColumn (2, OpenGl_Vec3d (aVectorUp.X(), aVectorUp.Y(), aVectorUp.Z()));
aModViewMat.SetColumn (1, OpenGl_Vec3d (aVectorRight.X(), aVectorRight.Y(), aVectorRight.Z()));
aModViewMat.SetColumn (0, OpenGl_Vec3d (aVectorDir.X(), aVectorDir.Y(), aVectorDir.Z()));
if (!myText->HasOwnAnchorPoint())
{
OpenGl_Mat4d aPosMat;
const gp_Pnt& aPoint = myText->Position();
aPosMat.SetColumn (3, OpenGl_Vec3d (aPoint.X(), aPoint.Y(), aPoint.Z()));
aPosMat *= aModViewMat;
aModViewMat.SetColumn (3, aPosMat.GetColumn (3));
}
else
{
aModViewMat.SetColumn (3, anObjXYZ);
}
}
else
{
Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, anObjXYZ.x(), anObjXYZ.y(), anObjXYZ.z());
Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->TextAngle(), 0.0, 0.0, 1.0);
}
if (!theTextAspect.Aspect()->IsTextZoomable())
{
Graphic3d_TransformUtils::Scale<GLdouble> (aModViewMat, myScaleHeight, myScaleHeight, myScaleHeight);
}
else if (theCtx->HasRenderScale())
{
Graphic3d_TransformUtils::Scale<GLdouble> (aModViewMat, theCtx->RenderScaleInv(), theCtx->RenderScaleInv(), theCtx->RenderScaleInv());
}
}
if (myText->HasPlane() && !myText->HasOwnAnchorPoint())
{
OpenGl_Mat4d aCurrentWorldViewMat;
aCurrentWorldViewMat.Convert (theCtx->WorldViewState.Current());
// apply local transformation
OpenGl_Mat4d aModelWorld;
aModelWorld.Convert (theCtx->ModelWorldState.Current());
aCurrentWorldViewMat = aCurrentWorldViewMat * aModelWorld;
theCtx->WorldViewState.SetCurrent<Standard_Real> (aCurrentWorldViewMat * aModViewMat);
}
else
{
theCtx->WorldViewState.SetCurrent<Standard_Real> (aModViewMat);
}
theCtx->ApplyWorldViewMatrix();
if (!myIs2d)
{
theCtx->ProjectionState.SetCurrent<Standard_Real> (aProjectMat);
theCtx->ApplyProjectionMatrix();
}
// Upload updated state to shader program
theCtx->ShaderManager()->PushState (theCtx->ActiveProgram());
}
// =======================================================================
// function : drawText
// purpose :
// =======================================================================
void OpenGl_Text::drawText (const Handle(OpenGl_Context)& theCtx,
const OpenGl_Aspects& theTextAspect) const
{
(void )theTextAspect;
if (myVertsVbo.Length() != myTextures.Length()
|| myTextures.IsEmpty())
{
return;
}
for (Standard_Integer anIter = 0; anIter < myTextures.Length(); ++anIter)
{
const GLuint aTexId = myTextures.Value (anIter);
theCtx->core11fwd->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);
theCtx->core11fwd->glDrawArrays (GL_TRIANGLES, 0, GLsizei(aVerts->GetElemsNb()));
aTCrds->UnbindAttribute (theCtx, Graphic3d_TOA_UV);
aVerts->UnbindAttribute (theCtx, Graphic3d_TOA_POS);
}
theCtx->core11fwd->glBindTexture (GL_TEXTURE_2D, 0);
}
// =======================================================================
// function : FontKey
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_Text::FontKey (const OpenGl_Aspects& theAspect,
Standard_Integer theHeight,
unsigned int theResolution)
{
const Font_FontAspect anAspect = theAspect.Aspect()->TextFontAspect() != Font_FA_Undefined
? theAspect.Aspect()->TextFontAspect()
: Font_FA_Regular;
const TCollection_AsciiString& aFont = !theAspect.Aspect()->TextFont().IsNull() ? theAspect.Aspect()->TextFont()->String() : THE_DEFAULT_FONT;
return aFont
+ TCollection_AsciiString(":") + Standard_Integer(anAspect)
+ TCollection_AsciiString(":") + Standard_Integer(theResolution)
+ TCollection_AsciiString(":") + theHeight;
}
// =======================================================================
// function : FindFont
// purpose :
// =======================================================================
Handle(OpenGl_Font) OpenGl_Text::FindFont (const Handle(OpenGl_Context)& theCtx,
const OpenGl_Aspects& theAspect,
Standard_Integer theHeight,
unsigned int theResolution,
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 TCollection_AsciiString& aFontName = !theAspect.Aspect()->TextFont().IsNull()
? theAspect.Aspect()->TextFont()->String()
: THE_DEFAULT_FONT;
Font_FontAspect anAspect = theAspect.Aspect()->TextFontAspect() != Font_FA_Undefined
? theAspect.Aspect()->TextFontAspect()
: Font_FA_Regular;
Font_FTFontParams aParams;
aParams.PointSize = theHeight;
aParams.Resolution = theResolution;
if (Handle(Font_FTFont) aFontFt = Font_FTFont::FindAndCreate (aFontName, anAspect, aParams, Font_StrictLevel_Any))
{
aFont = new OpenGl_Font (aFontFt, theKey);
if (!aFont->Init (theCtx))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
TCollection_AsciiString ("Font '") + aFontName + "' - initialization of GL resources has failed!");
aFontFt.Nullify();
aFont->Release (theCtx.get());
aFont = new OpenGl_Font (aFontFt, theKey);
}
}
else
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
TCollection_AsciiString ("Font '") + aFontName + "' is not found in the system!");
aFont = new OpenGl_Font (aFontFt, theKey);
}
theCtx->ShareResource (theKey, aFont);
}
return aFont;
}
// =======================================================================
// function : drawRect
// purpose :
// =======================================================================
void OpenGl_Text::drawRect (const Handle(OpenGl_Context)& theCtx,
const OpenGl_Aspects& theTextAspect,
const OpenGl_Vec4& theColorSubs) const
{
Handle(OpenGl_ShaderProgram) aPrevProgram = theCtx->ActiveProgram();
if (myBndVertsVbo.IsNull())
{
OpenGl_Vec2 aQuad[4] =
{
OpenGl_Vec2(myBndBox.Right, myBndBox.Bottom),
OpenGl_Vec2(myBndBox.Right, myBndBox.Top),
OpenGl_Vec2(myBndBox.Left, myBndBox.Bottom),
OpenGl_Vec2(myBndBox.Left, myBndBox.Top)
};
if (theCtx->ToUseVbo())
{
myBndVertsVbo = new OpenGl_VertexBuffer();
}
else
{
myBndVertsVbo = new OpenGl_VertexBufferCompat();
}
myBndVertsVbo->Init (theCtx, 2, 4, aQuad[0].GetData());
}
// bind unlit program
theCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TOSM_UNLIT,
Graphic3d_AlphaMode_Opaque, Standard_False, Standard_False,
Handle(OpenGl_ShaderProgram)());
#if !defined(GL_ES_VERSION_2_0)
if (theCtx->core11ffp != NULL
&& theCtx->ActiveProgram().IsNull())
{
theCtx->core11fwd->glBindTexture (GL_TEXTURE_2D, 0);
}
#endif
theCtx->SetColor4fv (theColorSubs);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.0f));
myBndVertsVbo->BindAttribute (theCtx, Graphic3d_TOA_POS);
theCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
myBndVertsVbo->UnbindAttribute (theCtx, Graphic3d_TOA_POS);
theCtx->BindProgram (aPrevProgram);
}
// =======================================================================
// function : render
// purpose :
// =======================================================================
void OpenGl_Text::render (const Handle(OpenGl_Context)& theCtx,
const OpenGl_Aspects& theTextAspect,
const OpenGl_Vec4& theColorText,
const OpenGl_Vec4& theColorSubs,
unsigned int theResolution) const
{
if (myText->Text().IsEmpty() && myText->TextFormatter().IsNull())
{
return;
}
// Note that using difference resolution in different Views in same Viewer
// will lead to performance regression (for example, text will be recreated every time).
const TCollection_AsciiString aFontKey = FontKey (theTextAspect, (Standard_Integer)myText->Height(), theResolution);
if (!myFont.IsNull()
&& !myFont->ResourceKey().IsEqual (aFontKey))
{
// font changed
const_cast<OpenGl_Text* > (this)->Release (theCtx.operator->());
}
if (myFont.IsNull())
{
myFont = FindFont (theCtx, theTextAspect, (Standard_Integer)myText->Height(), theResolution, aFontKey);
}
if (myFont.IsNull()
|| !myFont->WasInitialized())
{
return;
}
if (myTextures.IsEmpty())
{
Handle(Font_TextFormatter) aFormatter = myText->TextFormatter();
if (aFormatter.IsNull())
{
aFormatter = new Font_TextFormatter();
}
aFormatter->SetupAlignment (myText->HorizontalAlignment(), myText->VerticalAlignment());
aFormatter->Reset();
aFormatter->Append (myText->Text(), *myFont->FTFont());
aFormatter->Format();
OpenGl_TextBuilder aBuilder;
aBuilder.Perform (aFormatter,
theCtx,
*myFont.operator->(),
myTextures,
myVertsVbo,
myTCrdsVbo);
aFormatter->BndBox (myBndBox);
if (!myBndVertsVbo.IsNull())
{
myBndVertsVbo->Release (theCtx.get());
myBndVertsVbo.Nullify();
}
}
if (myTextures.IsEmpty())
{
return;
}
myScaleHeight = 1.0f;
theCtx->WorldViewState.Push();
myModelMatrix.Convert (theCtx->WorldViewState.Current() * theCtx->ModelWorldState.Current());
const GLdouble aPointSize = (GLdouble )myFont->FTFont()->PointSize();
if (!myIs2d)
{
const gp_Pnt& aPoint = myText->Position();
Graphic3d_TransformUtils::Project<Standard_Real> (aPoint.X(), aPoint.Y(), aPoint.Z(),
myModelMatrix, myProjMatrix, theCtx->Viewport(),
myWinXYZ.x(), myWinXYZ.y(), myWinXYZ.z());
// compute scale factor for constant text height
if (!theTextAspect.Aspect()->IsTextZoomable())
{
Graphic3d_Vec3d aPnt1, aPnt2;
Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinXYZ.x(), myWinXYZ.y(), myWinXYZ.z(),
THE_IDENTITY_MATRIX, myProjMatrix, theCtx->Viewport(),
aPnt1.x(), aPnt1.y(), aPnt1.z());
Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinXYZ.x(), myWinXYZ.y() + aPointSize, myWinXYZ.z(),
THE_IDENTITY_MATRIX, myProjMatrix, theCtx->Viewport(),
aPnt2.x(), aPnt2.y(), aPnt2.z());
myScaleHeight = (aPnt2.y() - aPnt1.y()) / aPointSize;
}
}
#if !defined(GL_ES_VERSION_2_0)
if (theCtx->core11ffp != NULL
&& theCtx->caps->ffpEnable)
{
theCtx->core11fwd->glDisable (GL_LIGHTING);
}
#endif
// setup depth test
const bool hasDepthTest = !myIs2d
&& theTextAspect.Aspect()->TextStyle() != Aspect_TOST_ANNOTATION;
if (!hasDepthTest)
{
theCtx->core11fwd->glDisable (GL_DEPTH_TEST);
}
if (theCtx->core15fwd != NULL)
{
theCtx->core15fwd->glActiveTexture (GL_TEXTURE0);
}
#if !defined(GL_ES_VERSION_2_0)
// activate texture unit
GLint aTexEnvParam = GL_REPLACE;
if (theCtx->core11ffp != NULL)
{
theCtx->core11fwd->glDisable (GL_TEXTURE_1D);
theCtx->core11fwd->glEnable (GL_TEXTURE_2D);
theCtx->core11ffp->glGetTexEnviv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &aTexEnvParam);
if (aTexEnvParam != GL_REPLACE)
{
theCtx->core11ffp->glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
}
#endif
// setup blending
if (theTextAspect.Aspect()->AlphaMode() == Graphic3d_AlphaMode_MaskBlend)
{
theCtx->core11fwd->glEnable (GL_BLEND);
theCtx->core11fwd->glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// alpha to coverage makes text too thin
theCtx->SetSampleAlphaToCoverage (false);
// extra drawings
switch (theTextAspect.Aspect()->TextDisplayType())
{
case Aspect_TODT_BLEND:
{
#if !defined(GL_ES_VERSION_2_0)
theCtx->core11fwd->glEnable (GL_COLOR_LOGIC_OP);
theCtx->core11ffp->glLogicOp (GL_XOR);
#endif
break;
}
case Aspect_TODT_SUBTITLE:
{
BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx.get() : NULL);
drawRect (theCtx, theTextAspect, theColorSubs);
break;
}
case Aspect_TODT_DEKALE:
{
BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx.get() : NULL);
theCtx->SetColor4fv (theColorSubs);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, +1.0f, 0.0f));
drawText (theCtx, theTextAspect);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, -1.0f, 0.0f));
drawText (theCtx, theTextAspect);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, +1.0f, 0.0f));
drawText (theCtx, theTextAspect);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, -1.0f, 0.0f));
drawText (theCtx, theTextAspect);
break;
}
case Aspect_TODT_SHADOW:
{
BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx.get() : NULL);
theCtx->SetColor4fv (theColorSubs);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, -1.0f, 0.0f));
drawText (theCtx, theTextAspect);
break;
}
case Aspect_TODT_DIMENSION:
case Aspect_TODT_NORMAL:
{
break;
}
}
// main draw call
theCtx->SetColor4fv (theColorText);
setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.0f));
drawText (theCtx, theTextAspect);
if (!myIs2d)
{
theCtx->ProjectionState.SetCurrent<Standard_Real> (myProjMatrix);
theCtx->ApplyProjectionMatrix();
}
#if !defined(GL_ES_VERSION_2_0)
if (theCtx->core11ffp != NULL)
{
theCtx->core11ffp->glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aTexEnvParam);
}
#endif
if (theTextAspect.Aspect()->TextDisplayType() == Aspect_TODT_DIMENSION)
{
if (theTextAspect.Aspect()->AlphaMode() == Graphic3d_AlphaMode_MaskBlend)
{
theCtx->core11fwd->glDisable (GL_BLEND);
}
if (!myIs2d)
{
theCtx->core11fwd->glDisable (GL_DEPTH_TEST);
}
#if !defined(GL_ES_VERSION_2_0)
if (theCtx->core11ffp != NULL)
{
theCtx->core11fwd->glDisable (GL_TEXTURE_2D);
}
#endif
const bool aColorMaskBack = theCtx->SetColorMask (false);
theCtx->core11fwd->glClear (GL_STENCIL_BUFFER_BIT);
theCtx->core11fwd->glEnable (GL_STENCIL_TEST);
theCtx->core11fwd->glStencilFunc (GL_ALWAYS, 1, 0xFF);
theCtx->core11fwd->glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
drawRect (theCtx, theTextAspect, OpenGl_Vec4 (1.0f, 1.0f, 1.0f, 1.0f));
theCtx->core11fwd->glStencilFunc (GL_ALWAYS, 0, 0xFF);
theCtx->SetColorMask (aColorMaskBack);
}
// reset OpenGL state
if (theTextAspect.Aspect()->AlphaMode() == Graphic3d_AlphaMode_MaskBlend)
{
theCtx->core11fwd->glDisable (GL_BLEND);
}
theCtx->core11fwd->glDisable (GL_STENCIL_TEST);
#if !defined(GL_ES_VERSION_2_0)
theCtx->core11fwd->glDisable (GL_COLOR_LOGIC_OP);
#endif
// model view matrix was modified
theCtx->WorldViewState.Pop();
theCtx->ApplyModelViewMatrix();
}
// =======================================================================
// function : DumpJson
// purpose :
// =======================================================================
void OpenGl_Text::DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth) const
{
OCCT_DUMP_CLASS_BEGIN (theOStream, OpenGl_Text)
OCCT_DUMP_BASE_CLASS (theOStream, theDepth, OpenGl_Element)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myTextures.Size())
for (NCollection_Vector<Handle(OpenGl_VertexBuffer)>::Iterator aCrdsIt (myTCrdsVbo); aCrdsIt.More(); aCrdsIt.Next())
{
const Handle(OpenGl_VertexBuffer)& aVertexBuffer = aCrdsIt.Value();
OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, aVertexBuffer.get())
}
OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myBndBox)
}