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729 lines
25 KiB
C++
729 lines
25 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfTextDrawer.h"
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#include "cvfFont.h"
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#include "cvfGlyph.h"
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#include "cvfTextureImage.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLResourceManager.h"
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#include "cvfShaderProgram.h"
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#include "cvfUniform.h"
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#include "cvfCamera.h"
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#include "cvfViewport.h"
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#include "cvfBoundingBox.h"
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#include "cvfShaderProgramGenerator.h"
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#include "cvfShaderSourceProvider.h"
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#include "cvfMatrixState.h"
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#include "cvfRenderStateDepth.h"
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#include "cvfRenderStateBlending.h"
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#include "cvfRenderStatePolygonOffset.h"
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#include "cvfOpenGLCapabilities.h"
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#ifndef CVF_OPENGL_ES
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#include "cvfRenderState_FF.h"
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#endif
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::TextDrawer
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/// \ingroup Render
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///
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/// Contains text which can be rendered with a given font
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TextDrawer::TextDrawer(Font* font)
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: m_font(font),
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m_drawBackground(false),
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m_drawBorder(false),
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m_textColor(Color3::GRAY),
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m_backgroundColor(1.0f, 1.0f, 0.8f),
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m_borderColor(Color3::DARK_GRAY),
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m_useDepthBuffer(false),
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m_verticalAlignment(0) // BASELINE
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{
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CVF_ASSERT(font);
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CVF_ASSERT(!font->isEmpty());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TextDrawer::~TextDrawer()
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{
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}
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// --------------------------------------------------------------------------------------------------
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/// Add text to be drawn
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// --------------------------------------------------------------------------------------------------
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void TextDrawer::addText(const String& text, const Vec2f& pos, const Vec2f& dir)
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{
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CVF_ASSERT(!text.isEmpty());
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CVF_ASSERT(!pos.isUndefined());
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m_texts.push_back(text);
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m_positions.push_back(Vec3f(pos));
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m_directions.push_back(Vec3f(dir));
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}
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//--------------------------------------------------------------------------------------------------
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/// Add text to be drawn
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///
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/// Note: The Z coordinate needs to correspond with the orthographic projection that is setup
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/// to render the text. So the range should be <1..-1> with 1 being closest to the near plane.
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::addText(const String& text, const Vec3f& pos, const Vec3f& dir)
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{
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CVF_ASSERT(!text.isEmpty());
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CVF_ASSERT(!pos.isUndefined());
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m_texts.push_back(text);
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m_positions.push_back(pos);
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m_directions.push_back(dir);
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}
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//--------------------------------------------------------------------------------------------------
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/// Remove all texts in the drawer
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::removeAllTexts()
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{
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m_texts.clear();
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m_positions.clear();
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m_directions.clear();
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}
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//--------------------------------------------------------------------------------------------------
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/// Set color of the text to be rendered
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setTextColor(const Color3f& color)
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{
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m_textColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set color of the text to be rendered
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setBackgroundColor(const Color3f& color)
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{
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m_backgroundColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set color of the text to be rendered
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setBorderColor(const Color3f& color)
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{
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m_borderColor = color;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set vertical alignment for horizontal text
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setVerticalAlignment(TextDrawer::Alignment alignment)
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{
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CVF_ASSERT(m_font.notNull());
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CVF_ASSERT(!m_font->isEmpty());
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m_verticalAlignment = calculateVerticalAlignmentOffset(*m_font, alignment);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setDrawBackground(bool drawBackground)
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{
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m_drawBackground = drawBackground;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setDrawBorder(bool drawBorder)
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{
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m_drawBorder = drawBorder;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::setUseDepthBuffer(bool useDepthBuffer)
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{
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m_useDepthBuffer = useDepthBuffer;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color used to draw the text
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//--------------------------------------------------------------------------------------------------
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Color3f TextDrawer::textColor() const
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{
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return m_textColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color of the background
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//--------------------------------------------------------------------------------------------------
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Color3f TextDrawer::backgroundColor() const
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{
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return m_backgroundColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns the color of the border.
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//--------------------------------------------------------------------------------------------------
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Color3f TextDrawer::borderColor() const
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{
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return m_borderColor;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns true if the background will be drawn
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//--------------------------------------------------------------------------------------------------
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bool TextDrawer::drawBackground() const
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{
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return m_drawBackground;
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}
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//--------------------------------------------------------------------------------------------------
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/// Returns true if the border will be drawn
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//--------------------------------------------------------------------------------------------------
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bool TextDrawer::drawBorder() const
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{
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return m_drawBorder;
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw text based using OpenGL shader programs
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::render(OpenGLContext* oglContext, const MatrixState& matrixState)
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{
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doRender2d(oglContext, matrixState, false);
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}
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//--------------------------------------------------------------------------------------------------
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/// Draw text based using OpenGL shader programs
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::renderSoftware(OpenGLContext* oglContext, const MatrixState& matrixState)
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{
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doRender2d(oglContext, matrixState, true);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void TextDrawer::doRender2d(OpenGLContext* oglContext, const MatrixState& matrixState, bool softwareRendering)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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CVF_ASSERT(m_positions.size() == m_texts.size() && m_positions.size() == m_directions.size());
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static const ushort connects[] = { 0, 1, 2, 0, 2, 3 };
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static const ushort lineConnects[] = { 0, 1, 1, 2, 2, 3, 3, 0 };
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float vertexArray[12];
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float textureCoords[8]; // Will be updated for each glyph
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std::array<float*, 4> vertices = { &vertexArray[0], &vertexArray[3], &vertexArray[6], &vertexArray[9] };
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for (size_t i = 0; i < vertices.size(); ++i)
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{
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vertices[i][2] = 0.0f;
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}
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// Prepare 2D pixel exact projection to draw texts
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Camera projCam;
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projCam.setViewport(matrixState.viewportPosition().x(), matrixState.viewportPosition().y(), matrixState.viewportSize().x(), matrixState.viewportSize().y());
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projCam.setProjectionAsPixelExact2D();
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projCam.setViewMatrix(Mat4d::IDENTITY);
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MatrixState projMatrixState(projCam);
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// Turn off depth test
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RenderStateDepth depth(m_useDepthBuffer, RenderStateDepth::LESS, m_useDepthBuffer);
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depth.applyOpenGL(oglContext);
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// Setup viewport
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projCam.viewport()->applyOpenGL(oglContext, Viewport::DO_NOT_CLEAR);
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if (softwareRendering)
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{
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if (ShaderProgram::supportedOpenGL(oglContext))
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{
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ShaderProgram::useNoProgram(oglContext);
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}
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#ifndef CVF_OPENGL_ES
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RenderStateMaterial_FF mat;
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mat.enableColorMaterial(true);
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mat.applyOpenGL(oglContext);
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RenderStateLighting_FF light(false);
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light.applyOpenGL(oglContext);
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// The active texture may be set to something different than unit 0 if we end up using
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// software rendering here, BUT the context actually has higher capabilities
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// Must be set before any texture related OpenGL calls
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if (oglContext->capabilities()->supportsOpenGL2())
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{
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glActiveTexture(GL_TEXTURE0);
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}
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// Will get turned on during rendering of text, but must be off for background and border
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glDisable(GL_TEXTURE_2D);
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projCam.applyOpenGL();
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#endif
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(ShaderProgram::VERTEX);
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glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, vertexArray);
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}
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// Use a fixed line spacing
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float lineSpacing = m_font->lineSpacing();
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Vec2f offset(0, 0);
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// Render background and border
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// -------------------------------------------------------------------------
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if (m_drawBackground || m_drawBorder)
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{
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if (m_useDepthBuffer)
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{
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RenderStatePolygonOffset polygonOffset;
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polygonOffset.configurePolygonPositiveOffset();
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polygonOffset.applyOpenGL(oglContext);
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}
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ref<ShaderProgram> backgroundShader;
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if (!softwareRendering)
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{
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backgroundShader = oglContext->resourceManager()->getLinkedUnlitColorShaderProgram(oglContext);
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if (backgroundShader->useProgram(oglContext))
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{
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backgroundShader->clearUniformApplyTracking();
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backgroundShader->applyFixedUniforms(oglContext, projMatrixState);
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}
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}
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// Figure out margin
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ref<Glyph> glyph = m_font->getGlyph(L'A');
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float glyphMarginX = cvf::Math::floor(0.5f * static_cast<float>(glyph->width()));
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float glyphMarginY = cvf::Math::floor(0.5f * static_cast<float>(glyph->height()));
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size_t numTexts = m_texts.size();
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for (size_t i = 0; i < numTexts; i++)
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{
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Vec3f pos = m_positions[i];
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String text = m_texts[i];
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Vec2f textExtent(m_font->textExtent(text));
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std::array<Vec3f, 4> corners = textCorners(*glyph, cvf::Vec2f::ZERO, textExtent, m_verticalAlignment, m_directions[i], glyphMarginX, glyphMarginY);
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for (size_t v = 0; v < vertices.size(); ++v)
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{
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for (int c = 0; c < 3; ++c)
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{
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vertices[v][c] = pos[c] + corners[v][c];
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}
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}
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if (m_drawBackground)
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{
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if (softwareRendering)
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{
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#ifndef CVF_OPENGL_ES
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_TEXTURE_2D);
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glColor3fv(m_backgroundColor.ptr());
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glBegin(GL_TRIANGLE_FAN);
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for (size_t v = 0; v < vertices.size(); ++v)
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{
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glVertex3fv(vertices[v]);
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}
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glEnd();
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#endif
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}
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else
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{
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UniformFloat backgroundColor("u_color", Color4f(m_backgroundColor));
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backgroundShader->applyUniform(oglContext, backgroundColor);
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// Draw background
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, connects);
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}
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}
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if (m_drawBorder)
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{
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if (softwareRendering)
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{
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#ifndef CVF_OPENGL_ES
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glColor3fv(m_borderColor.ptr());
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glBegin(GL_LINE_LOOP);
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for (size_t v = 0; v < vertices.size(); ++v)
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{
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glVertex3fv(vertices[v]);
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}
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glEnd();
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#endif
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}
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else
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{
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UniformFloat borderColor("u_color", Color4f(m_borderColor));
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backgroundShader->applyUniform(oglContext, borderColor);
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// Draw border
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glDrawElements(GL_LINES, 8, GL_UNSIGNED_SHORT, lineConnects);
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}
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}
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}
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if (m_useDepthBuffer)
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{
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RenderStatePolygonOffset resetPolygonOffset;
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resetPolygonOffset.applyOpenGL(oglContext);
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}
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}
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// Render texts
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// -------------------------------------------------------------------------
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if (softwareRendering)
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{
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#ifndef CVF_OPENGL_ES
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glEnable(GL_TEXTURE_2D);
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glColor3fv(m_textColor.ptr());
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#endif
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}
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else
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{
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ref<ShaderProgram> textShader = oglContext->resourceManager()->getLinkedTextShaderProgram(oglContext);
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if (textShader->useProgram(oglContext))
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{
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textShader->clearUniformApplyTracking();
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textShader->applyFixedUniforms(oglContext, projMatrixState);
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UniformFloat uniformColor("u_color", m_textColor);
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textShader->applyUniform(oglContext, uniformColor);
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UniformInt uniformTexture("u_texture2D", 0);
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textShader->applyUniform(oglContext, uniformTexture);
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}
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glEnableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0);
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glVertexAttribPointer(ShaderProgram::TEX_COORD_2F_0, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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// Setup texture, Note: Each glyph will do additional setup
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glActiveTexture(GL_TEXTURE0);
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}
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RenderStateBlending blending;
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blending.configureTransparencyBlending();
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blending.applyOpenGL(oglContext);
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wchar_t character;
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size_t numCharacters;
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size_t numTexts = m_texts.size();
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size_t i, j;
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for (i = 0; i < numTexts; i++)
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{
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Vec3f pos = m_positions[i];
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Vec3f textDir = m_directions[i];
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String text = m_texts[i];
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// Need to round off to integer positions to avoid buggy text drawing on iPad2
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pos.x() = cvf::Math::floor(pos.x());
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pos.y() = cvf::Math::floor(pos.y());
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// Cursor incrementor
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Vec2f cursor(Vec2f::ZERO);
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cursor += offset;
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std::vector<cvf::String> lines = text.split("\n");
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for (size_t lineIdx = lines.size(); lineIdx-- > 0; )
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{
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String line = lines[lineIdx];
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numCharacters = line.size();
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for (j = 0; j < numCharacters; j++)
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{
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character = line[j];
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ref<Glyph> glyph = m_font->getGlyph(character);
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cvf::Vec2f glyphExtent(static_cast<float>(glyph->width()), static_cast<float>(glyph->height()));
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std::array<Vec3f, 4> corners = textCorners(*glyph, cursor, glyphExtent, m_verticalAlignment, textDir);
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for (size_t v = 0; v < vertices.size(); ++v)
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{
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for (int c = 0; c < 3; ++c)
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{
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vertices[v][c] = pos[c] + corners[v][c];
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}
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}
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if (textDir.dot(cvf::Vec3f::X_AXIS) < 0.9 && textDir.dot(cvf::Vec3f::Y_AXIS) < 0.9)
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{
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glyph->setMinFilter(Glyph::LINEAR);
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glyph->setMagFilter(Glyph::LINEAR);
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}
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else
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{
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glyph->setMinFilter(Glyph::NEAREST);
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glyph->setMagFilter(Glyph::NEAREST);
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}
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glyph->setupAndBindTexture(oglContext, softwareRendering);
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// Get texture coordinates
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const FloatArray* textureCoordinates = glyph->textureCoordinates();
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CVF_ASSERT(textureCoordinates);
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CVF_ASSERT(textureCoordinates->size() == 8);
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const float* textureCoordinatesPtr = textureCoordinates->ptr();
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CVF_ASSERT(textureCoordinatesPtr);
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int t;
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for (t = 0; t < 8; t++)
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{
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textureCoords[t] = textureCoordinatesPtr[t];
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}
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if (softwareRendering)
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{
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#ifndef CVF_OPENGL_ES
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glBegin(GL_TRIANGLES);
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// First triangle in quad
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glTexCoord2fv(&textureCoordinatesPtr[0]);
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glVertex3fv(vertices[0]);
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glTexCoord2fv(&textureCoordinatesPtr[2]);
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glVertex3fv(vertices[1]);
|
|
glTexCoord2fv(&textureCoordinatesPtr[4]);
|
|
glVertex3fv(vertices[2]);
|
|
|
|
// Second triangle in quad
|
|
glTexCoord2fv(&textureCoordinatesPtr[0]);
|
|
glVertex3fv(vertices[0]);
|
|
glTexCoord2fv(&textureCoordinatesPtr[4]);
|
|
glVertex3fv(vertices[2]);
|
|
glTexCoord2fv(&textureCoordinatesPtr[6]);
|
|
glVertex3fv(vertices[3]);
|
|
|
|
glEnd();
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, connects);
|
|
}
|
|
|
|
// Jump to the next character in the string, if any
|
|
if (j < (numCharacters - 1))
|
|
{
|
|
float advance = static_cast<float>(m_font->advance(character, text[j + 1]));
|
|
cursor.x() += advance;
|
|
}
|
|
}
|
|
|
|
// CR
|
|
cursor.x() = offset.x();
|
|
cursor.y() += lineSpacing;
|
|
}
|
|
}
|
|
|
|
if (softwareRendering)
|
|
{
|
|
#ifndef CVF_OPENGL_ES
|
|
// apply the projection matrix
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(matrixState.projectionMatrix().ptr());
|
|
|
|
// apply the view matrix
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadMatrixf(matrixState.viewMatrix().ptr());
|
|
|
|
RenderStateMaterial_FF mat;
|
|
mat.applyOpenGL(oglContext);
|
|
|
|
RenderStateLighting_FF light;
|
|
light.applyOpenGL(oglContext);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
glDisableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0);
|
|
glDisableVertexAttribArray(ShaderProgram::VERTEX);
|
|
|
|
ShaderProgram::useNoProgram(oglContext);
|
|
}
|
|
|
|
// Reset render states
|
|
RenderStateBlending resetBlending;
|
|
resetBlending.applyOpenGL(oglContext);
|
|
|
|
// Turn off depth test
|
|
RenderStateDepth resetDepth;
|
|
resetDepth.applyOpenGL(oglContext);
|
|
|
|
CVF_CHECK_OGL(oglContext);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
bool TextDrawer::pickText(const Vec3f& pickCoord2d, const String& text, const Vec3f& pos, Font* font)
|
|
{
|
|
// Figure out margin
|
|
ref<Glyph> glyph = font->getGlyph(L'A');
|
|
float charHeight = static_cast<float>(glyph->height());
|
|
float charWidth = static_cast<float>(glyph->width());
|
|
|
|
float offsetX = cvf::Math::floor(charWidth/2.0f);
|
|
float offsetY = cvf::Math::floor(charHeight/2.0f);
|
|
|
|
Vec2ui textExtent = font->textExtent(text);
|
|
|
|
Vec3f min = pos;
|
|
Vec3f max = Vec3f(min.x() + static_cast<float>(textExtent.x()) + offsetX*2.0f, min.y() + static_cast<float>(textExtent.y()) + offsetY*2.0f, 0.0f);
|
|
|
|
if (pickCoord2d.x() > min.x() && pickCoord2d.x() < max.x() &&
|
|
pickCoord2d.y() > min.y() && pickCoord2d.y() < max.y())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
short TextDrawer::calculateVerticalAlignmentOffset(Font& font, Alignment alignment)
|
|
{
|
|
switch (alignment)
|
|
{
|
|
case TextDrawer::TOP:
|
|
{
|
|
// Character assumed to reach all the way up
|
|
ref<Glyph> glyph_top = font.getGlyph(L'`');
|
|
return static_cast<short>(-glyph_top->horizontalBearingY());
|
|
}
|
|
|
|
case TextDrawer::CENTER:
|
|
{
|
|
// Center around A
|
|
ref<Glyph> glyph_top = font.getGlyph(L'A');
|
|
return static_cast<short>(-((glyph_top->horizontalBearingY() + 1) >> 1));
|
|
}
|
|
|
|
case TextDrawer::BASELINE:
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
case TextDrawer::BOTTOM:
|
|
{
|
|
// Character assumed to reach all the way down
|
|
ref<Glyph> glyph_bottom = font.getGlyph(L'g');
|
|
return static_cast<short>(static_cast<short>(glyph_bottom->height()) + glyph_bottom->horizontalBearingY());
|
|
}
|
|
|
|
default:
|
|
{
|
|
CVF_FAIL_MSG("Unsupported alignment type");
|
|
break;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------
|
|
///
|
|
//--------------------------------------------------------------------------------------------------
|
|
std::array<cvf::Vec3f, 4> TextDrawer::textCorners(const Glyph& glyph, const Vec2f& textStart, const Vec2f& textExtent, short verticalAlignment, const Vec3f& textDirection, float marginX, float marginY)
|
|
{
|
|
Vec3f tangent = textDirection;
|
|
if (tangent.x() < 0.0f) tangent *= -1.0f;
|
|
Vec2f tan2d(tangent.x(), tangent.y());
|
|
Vec3f normal(-tan2d.perpendicularVector(), tangent.z());
|
|
|
|
float x1 = textStart.x() + static_cast<float>(glyph.horizontalBearingX()) - marginY;
|
|
float y1 = textStart.y() + static_cast<float>(glyph.horizontalBearingY()) - static_cast<float>(glyph.height()) + static_cast<float>(verticalAlignment) - marginY;
|
|
|
|
float x2 = x1 + textExtent.x() + 2.0f * marginX;
|
|
float y2 = y1 + textExtent.y() + 2.0f * marginY;
|
|
|
|
// Lower left corner
|
|
Vec3f c1 = tangent * x1 + normal * y1;
|
|
// Lower right corner
|
|
Vec3f c2 = tangent * x2 + normal * y1;
|
|
// Upper right corner
|
|
Vec3f c3 = tangent * x2 + normal * y2;
|
|
// Upper left corner
|
|
Vec3f c4 = tangent * x1 + normal * y2;
|
|
|
|
|
|
std::array<cvf::Vec3f, 4> retArr = { c1, c2, c3, c4 };
|
|
return retArr;
|
|
}
|
|
|
|
} // namespace cvf
|