ResInsight/Fwk/VizFwk/LibRender/cvfGlyph.cpp
Magne Sjaastad 90402c285d VizFramework: Improve the stability of text color in ResInsight.
The setting for current OpenGL texture engine is not controlled well
enough, causing the wrong texture to be active when rendering text -
hence giving semi-random colors for the text.
2013-10-04 14:02:14 +02:00

381 lines
14 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfOpenGL.h"
#include "cvfGlyph.h"
#include "cvfMath.h"
#include "cvfTextureImage.h"
#include "cvfTexture.h"
#include "cvfSampler.h"
#include "cvfRenderStateTextureBindings.h"
#ifndef CVF_OPENGL_ES
#include "cvfTexture2D_FF.h"
#include "cvfRenderState_FF.h"
#endif
namespace cvf {
//==================================================================================================
///
/// \class cvf::Glyph
/// \ingroup Render
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
/// Constructor
/// \param character The character this glyph is generated from
//--------------------------------------------------------------------------------------------------
Glyph::Glyph(wchar_t character)
: m_character(character),
m_width(0),
m_height(0),
m_horizontalBearingX(0),
m_horizontalBearingY(0),
m_horizontalAdvance(0),
m_textureImage(new TextureImage),
m_textureCoordinates(new FloatArray(8))
{
// Lower left
m_textureCoordinates->set(0, 0.0f);
m_textureCoordinates->set(1, 0.0f);
// Lower right
m_textureCoordinates->set(2, 1.0f);
m_textureCoordinates->set(3, 0.0f);
// Upper right
m_textureCoordinates->set(4, 1.0f);
m_textureCoordinates->set(5, 1.0f);
// Upper left
m_textureCoordinates->set(6, 0.0f);
m_textureCoordinates->set(7, 1.0f);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Glyph::~Glyph()
{
}
//--------------------------------------------------------------------------------------------------
/// Get character this glyph is generated from
//--------------------------------------------------------------------------------------------------
wchar_t Glyph::character() const
{
return m_character;
}
//--------------------------------------------------------------------------------------------------
/// Set width of the pre-rendered character, in pixels.
///
/// \note May be smaller than texture image width. Use the texture coordinates to identify the glyph pixels.
///
/// \sa width(), setHeight(), height(), textureImage(), textureCoordinates()
//--------------------------------------------------------------------------------------------------
void Glyph::setWidth(uint width)
{
m_width = width;
}
//--------------------------------------------------------------------------------------------------
/// Get width of the pre-rendered character, in pixels.
///
/// \note May be smaller than texture image width. Use the texture coordinates to identify the glyph pixels.
///
/// \sa setWidth(), setHeight(), height(), textureImage(), textureCoordinates()
//--------------------------------------------------------------------------------------------------
uint Glyph::width() const
{
return m_width;
}
//--------------------------------------------------------------------------------------------------
/// Set height of the pre-rendered character, in pixels.
///
/// \note May be smaller than texture image height. Use the texture coordinates to identify the glyph pixels.
///
/// \sa height(), setWidth(), width(), textureImage(), textureCoordinates()
//--------------------------------------------------------------------------------------------------
void Glyph::setHeight(uint height)
{
m_height = height;
}
//--------------------------------------------------------------------------------------------------
/// Get height of the pre-rendered character, in pixels.
///
/// \note May be smaller than texture image height. Use the texture coordinates to identify the glyph pixels.
///
/// \sa setHeight(), setWidth(), width(), textureImage(), textureCoordinates()
//--------------------------------------------------------------------------------------------------
uint Glyph::height() const
{
return m_height;
}
//--------------------------------------------------------------------------------------------------
/// Set pre-rendered image of m_character
///
/// \sa textureImage(), width(), height()
//--------------------------------------------------------------------------------------------------
void Glyph::setTextureImage(TextureImage* textureImage)
{
m_textureImage = textureImage;
}
//--------------------------------------------------------------------------------------------------
/// Get pre-rendered image of m_character
///
/// \sa textureCoordinates(), width(), height()
//--------------------------------------------------------------------------------------------------
const TextureImage* Glyph::textureImage() const
{
return m_textureImage.p();
}
//--------------------------------------------------------------------------------------------------
/// Get texture coordinates
///
/// \sa textureImage(), width(), height()
//--------------------------------------------------------------------------------------------------
const FloatArray* Glyph::textureCoordinates() const
{
return m_textureCoordinates.p();
}
//--------------------------------------------------------------------------------------------------
/// Set horizontal distance from the current cursor position to the leftmost
/// border of the glyph image's bounding box
//--------------------------------------------------------------------------------------------------
void Glyph::setHorizontalBearingX(short bearing)
{
m_horizontalBearingX = bearing;
}
//--------------------------------------------------------------------------------------------------
/// Get horizontal distance from the current cursor position to the leftmost
/// border of the glyph image's bounding box
//--------------------------------------------------------------------------------------------------
short Glyph::horizontalBearingX() const
{
return m_horizontalBearingX;
}
//--------------------------------------------------------------------------------------------------
/// Set vertical distance from the current cursor position (on the baseline)
/// to the topmost border of the glyph image's bounding box.
//--------------------------------------------------------------------------------------------------
void Glyph::setHorizontalBearingY(short bearing)
{
m_horizontalBearingY = bearing;
}
//--------------------------------------------------------------------------------------------------
/// Get vertical distance from the current cursor position (on the baseline)
/// to the topmost border of the glyph image's bounding box.
//--------------------------------------------------------------------------------------------------
short Glyph::horizontalBearingY() const
{
return m_horizontalBearingY;
}
//--------------------------------------------------------------------------------------------------
/// Set horizontal distance used to increment the pen position
/// when the glyph is drawn as part of a string of text.
//--------------------------------------------------------------------------------------------------
void Glyph::setHorizontalAdvance(uint advance)
{
m_horizontalAdvance = advance;
}
//--------------------------------------------------------------------------------------------------
/// Get horizontal distance used to increment the pen position
/// when the glyph is drawn as part of a string of text.
//--------------------------------------------------------------------------------------------------
uint Glyph::horizontalAdvance() const
{
return m_horizontalAdvance;
}
//--------------------------------------------------------------------------------------------------
/// Setup and bind texture
//--------------------------------------------------------------------------------------------------
void Glyph::setupAndBindTexture(OpenGLContext* oglContext, bool software)
{
// Short path first if everything is in place
if (m_textureBindings.notNull())
{
RenderState::Type renderStateType = m_textureBindings->type();
if (software)
{
#ifndef CVF_OPENGL_ES
if (renderStateType == RenderState::TEXTURE_MAPPING_FF)
{
RenderStateTextureMapping_FF* texMapping = static_cast<RenderStateTextureMapping_FF*>(m_textureBindings.p());
texMapping->setupTexture(oglContext);
texMapping->applyOpenGL(oglContext);
return;
}
#else
CVF_FAIL_MSG("Not supported on OpenGL ES");
#endif
}
else
{
if (renderStateType == RenderState::TEXTURE_BINDINGS)
{
RenderStateTextureBindings* texBindings = static_cast<RenderStateTextureBindings*>(m_textureBindings.p());
texBindings->setupTextures(oglContext);
texBindings->applyOpenGL(oglContext);
return;
}
}
}
m_textureBindings = NULL;
if (m_textureBindings.isNull())
{
// TODO
// Revisit the code that sets up the texture image
// The code below ends up modifying the stored texture image
// Is this intentional - there is an external getter for the image!!
CVF_TIGHT_ASSERT(0 < m_textureImage->width());
CVF_TIGHT_ASSERT(0 < m_textureImage->height());
uint pow2Width = Math::roundUpPow2(m_width);
uint pow2Height = Math::roundUpPow2(m_height);
TextureImage* pow2Image = new TextureImage;
pow2Image->allocate(pow2Width, pow2Height);
pow2Image->fill(Color4ub(255, 255, 255, 0));
uint i, j;
for (j = 0; j < m_height; j++)
{
for (i = 0; i < m_width; i++)
{
pow2Image->setPixel(i, j, m_textureImage->pixel(i, j));
}
}
float textureCoordinateMaxX = static_cast<float>(m_width) / static_cast<float>(pow2Width);
float textureCoordinateMaxY = static_cast<float>(m_height) / static_cast<float>(pow2Height);
// Lower left
m_textureCoordinates->set(0, 0.0f);
m_textureCoordinates->set(1, 0.0f);
// Lower right
m_textureCoordinates->set(2, textureCoordinateMaxX);
m_textureCoordinates->set(3, 0.0f);
// Upper right
m_textureCoordinates->set(4, textureCoordinateMaxX);
m_textureCoordinates->set(5, textureCoordinateMaxY);
// Upper left
m_textureCoordinates->set(6, 0.0f);
m_textureCoordinates->set(7, textureCoordinateMaxY);
m_textureImage = pow2Image;
if (software)
{
#ifdef CVF_OPENGL_ES
CVF_FAIL_MSG("Not supported on OpenGL ES");
#else
// Use fixed function texture setup
ref<Texture2D_FF> texture = new Texture2D_FF(m_textureImage.p());
texture->setWrapMode(Texture2D_FF::CLAMP);
texture->setMinFilter(Texture2D_FF::NEAREST);
texture->setMagFilter(Texture2D_FF::NEAREST);
ref<RenderStateTextureMapping_FF> textureMapping = new RenderStateTextureMapping_FF(texture.p());
textureMapping->setTextureFunction(RenderStateTextureMapping_FF::MODULATE);
textureMapping->setupTexture(oglContext);
m_textureBindings = textureMapping;
#endif
}
else
{
ref<Sampler> sampler = new Sampler;
sampler->setWrapMode(Sampler::CLAMP_TO_EDGE);
sampler->setMinFilter(Sampler::NEAREST);
sampler->setMagFilter(Sampler::NEAREST);
ref<Texture> texture = new Texture(m_textureImage.p());
RenderStateTextureBindings* textureBindings = new RenderStateTextureBindings(texture.p(), sampler.p(), "dummy");
textureBindings->setupTextures(oglContext);
m_textureBindings = textureBindings;
}
}
if (m_textureBindings.notNull())
{
m_textureBindings->applyOpenGL(oglContext);
}
}
} // namespace cvf