// Created by: Sergey ZERCHANINOV
// Copyright (c) 2011-2013 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// 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.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
-
-#include <OpenGl_AspectText.hxx>
+// 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_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 <Graphic3d_TransformUtils.hxx>
#include <TCollection_HAsciiString.hxx>
-#ifdef HAVE_CONFIG_H
- #include <config.h>
-#endif
-
-#ifdef HAVE_GL2PS
- #include <gl2ps.h>
-#endif
-
namespace
{
- static const GLdouble THE_IDENTITY_MATRIX[4][4] =
+ static const GLdouble THE_IDENTITY_MATRIX[16] =
{
- {1.,0.,0.,0.},
- {0.,1.,0.,0.},
- {0.,0.,1.,0.},
- {0.,0.,0.,1.}
+ 1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0
};
-#ifdef HAVE_GL2PS
- static char const* TheFamily[] = {"Helvetica", "Courier", "Times"};
- static char const* TheItalic[] = {"Oblique", "Oblique", "Italic"};
- static char const* TheBase[] = {"", "", "-Roman"};
+ static const TCollection_AsciiString THE_DEFAULT_FONT (Font_NOF_ASCII_MONO);
- //! Convert font name used for rendering to some "good" font names
- //! that produce good vector text.
- static void getGL2PSFontName (const char* theSrcFont,
- char* thePsFont)
+ //! Auxiliary tool for setting polygon offset temporarily.
+ struct BackPolygonOffsetSentry
{
- if (strstr (theSrcFont, "Symbol"))
- {
- sprintf (thePsFont, "%s", "Symbol");
- return;
- }
- else if (strstr (theSrcFont, "ZapfDingbats"))
+ BackPolygonOffsetSentry (const Handle(OpenGl_Context)& theCtx)
+ : myCtx (theCtx),
+ myOffsetBack (!theCtx.IsNull() ? theCtx->PolygonOffset() : Graphic3d_PolygonOffset())
{
- sprintf (thePsFont, "%s", "WingDings");
- return;
- }
-
- int aFontId = 0;
- bool isBold = false;
- bool isItalic = false;
- if (strstr (theSrcFont, "Courier"))
- {
- aFontId = 1;
- }
- else if (strstr (theSrcFont, "Times"))
- {
- aFontId = 2;
- }
-
- if (strstr (theSrcFont, "Bold"))
- {
- isBold = true;
- }
- if (strstr (theSrcFont, "Italic")
- || strstr (theSrcFont, "Oblique"))
- {
- isItalic = true;
- }
-
- if (isBold)
- {
- if (isItalic)
- {
- sprintf (thePsFont, "%s-Bold%s", TheFamily[aFontId], TheItalic[aFontId]);
- }
- else
+ if (!theCtx.IsNull())
{
- sprintf (thePsFont, "%s-Bold", TheFamily[aFontId]);
+ Graphic3d_PolygonOffset aPolyOffset = myOffsetBack;
+ aPolyOffset.Mode = Aspect_POM_Fill;
+ aPolyOffset.Units += 1.0f;
+ theCtx->SetPolygonOffset (aPolyOffset);
}
}
- else if (isItalic)
- {
- sprintf (thePsFont, "%s-%s", TheFamily[aFontId], TheItalic[aFontId]);
- }
- else
- {
- sprintf (thePsFont, "%s%s", TheFamily[aFontId], TheBase[aFontId]);
- }
- }
-
- static void exportText (const NCollection_String& theText,
- const Standard_Boolean theIs2d,
- const OpenGl_AspectText& theAspect,
- const Standard_Integer theHeight)
- {
- char aPsFont[64];
- getGL2PSFontName (theAspect.FontName().ToCString(), aPsFont);
-
- if (theIs2d)
- {
- glRasterPos2f (0.0f, 0.0f);
- }
- else
+ ~BackPolygonOffsetSentry()
{
- glRasterPos3f (0.0f, 0.0f, 0.0f);
+ if (!myCtx.IsNull())
+ {
+ myCtx->SetPolygonOffset (myOffsetBack);
+ }
}
- GLubyte aZero = 0;
- glBitmap (1, 1, 0, 0, 0, 0, &aZero);
-
- // Standard GL2PS's alignment isn't used, because it doesn't work correctly
- // for all formats, therefore alignment is calculated manually relative
- // to the bottom-left corner, which corresponds to the GL2PS_TEXT_BL value
- gl2psTextOpt (theText.ToCString(), aPsFont, (GLshort)theHeight, GL2PS_TEXT_BL, theAspect.Angle());
- }
-#endif
+ private:
+ BackPolygonOffsetSentry (const BackPolygonOffsetSentry& );
+ BackPolygonOffsetSentry& operator= (const BackPolygonOffsetSentry& );
+ private:
+ const Handle(OpenGl_Context)& myCtx;
+ const Graphic3d_PolygonOffset myOffsetBack;
+ };
-};
+} // anonymous namespace
// =======================================================================
// function : OpenGl_Text
myWinZ (0.0f),
myScaleHeight (1.0f),
myPoint (0.0f, 0.0f, 0.0f),
- myIs2d (false)
+ myIs2d (false),
+ myHasPlane (false),
+ myHasAnchorPoint (true)
{
myParams.Height = 10;
myParams.HAlign = Graphic3d_HTA_LEFT;
// function : OpenGl_Text
// purpose :
// =======================================================================
-OpenGl_Text::OpenGl_Text (const TCollection_ExtendedString& theText,
- const OpenGl_Vec3& thePoint,
- const OpenGl_TextParam& theParams)
+OpenGl_Text::OpenGl_Text (const Standard_Utf8Char* theText,
+ const OpenGl_Vec3& thePoint,
+ const OpenGl_TextParam& theParams)
: myWinX (0.0f),
myWinY (0.0f),
myWinZ (0.0f),
myScaleHeight (1.0f),
myExportHeight (1.0f),
myParams (theParams),
- myString ((Standard_Utf16Char* )theText.ToExtString()),
+ myString (theText),
myPoint (thePoint),
- myIs2d (false)
+ myIs2d (false),
+ myHasPlane (false),
+ myHasAnchorPoint (true)
{
//
}
+// =======================================================================
+// function : OpenGl_Text
+// purpose :
+// =======================================================================
+OpenGl_Text::OpenGl_Text (const Standard_Utf8Char* theText,
+ const gp_Ax2& theOrientation,
+ const OpenGl_TextParam& theParams,
+ const bool theHasOwnAnchor)
+: myWinX (0.0),
+ myWinY (0.0),
+ myWinZ (0.0),
+ myScaleHeight (1.0),
+ myExportHeight (1.0),
+ myParams (theParams),
+ myString (theText),
+ myIs2d (false),
+ myOrientation (theOrientation),
+ myHasPlane (true),
+ myHasAnchorPoint (theHasOwnAnchor)
+{
+ const gp_Pnt& aPoint = theOrientation.Location();
+ myPoint = OpenGl_Vec3 (static_cast<Standard_ShortReal> (aPoint.X()),
+ static_cast<Standard_ShortReal> (aPoint.Y()),
+ static_cast<Standard_ShortReal> (aPoint.Z()));
+}
+
// =======================================================================
// function : SetPosition
// purpose :
{
if (myParams.Height != theFontSize)
{
- Release (theCtx);
+ Release (theCtx.operator->());
}
myParams.Height = theFontSize;
}
const Standard_Utf8Char* theText,
const OpenGl_Vec3& thePoint)
{
- releaseVbos (theCtx);
+ releaseVbos (theCtx.operator->());
myIs2d = false;
myPoint = thePoint;
myString.FromUnicode (theText);
{
if (myParams.Height != theParams.Height)
{
- Release (theCtx);
+ Release (theCtx.operator->());
}
else
{
- releaseVbos (theCtx);
+ releaseVbos (theCtx.operator->());
}
myIs2d = false;
myParams = theParams;
{
if (myParams.Height != theParams.Height)
{
- Release (theCtx);
+ Release (theCtx.operator->());
}
else
{
- releaseVbos (theCtx);
+ releaseVbos (theCtx.operator->());
}
myIs2d = true;
myParams = theParams;
- myPoint.xy() = thePoint;
- myPoint.z() = 0.0f;
- myString.FromUnicode ((Standard_Utf16Char* )theText.ToExtString());
+ myPoint.SetValues (thePoint, 0.0f);
+ myString.FromUnicode (theText.ToExtString());
}
// =======================================================================
// function : releaseVbos
// purpose :
// =======================================================================
-void OpenGl_Text::releaseVbos (const Handle(OpenGl_Context)& theCtx)
+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.IsNull())
+ 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();
- myVertsArray.Clear();
- myTCrdsArray.Clear();
+ myBndVertsVbo.Nullify();
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
-void OpenGl_Text::Release (const Handle(OpenGl_Context)& theCtx)
+void OpenGl_Text::Release (OpenGl_Context* theCtx)
{
releaseVbos (theCtx);
if (!myFont.IsNull())
{
- Handle(OpenGl_Context) aCtx = theCtx;
const TCollection_AsciiString aKey = myFont->ResourceKey();
myFont.Nullify();
- aCtx->ReleaseResource (aKey, Standard_True);
+ if (theCtx != NULL)
+ {
+ theCtx->ReleaseResource (aKey, Standard_True);
+ }
}
}
// =======================================================================
void OpenGl_Text::StringSize (const Handle(OpenGl_Context)& theCtx,
const NCollection_String& theText,
- const OpenGl_AspectText& theTextAspect,
+ const OpenGl_Aspects& theTextAspect,
const OpenGl_TextParam& theParams,
+ 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, theParams.Height);
- Handle(OpenGl_Font) aFont = FindFont (theCtx, theTextAspect, theParams.Height, aFontKey);
+ const TCollection_AsciiString aFontKey = FontKey (theTextAspect, theParams.Height, theResolution);
+ Handle(OpenGl_Font) aFont = FindFont (theCtx, theTextAspect, theParams.Height, theResolution, aFontKey);
if (aFont.IsNull() || !aFont->IsValid())
{
return;
}
else if (aCharThis == ' ')
{
- aWidth += aFont->AdvanceX (aCharThis, aCharNext);
+ aWidth += aFont->FTFont()->AdvanceX (aCharThis, aCharNext);
continue;
}
else if (aCharThis == '\t')
{
- aWidth += aFont->AdvanceX (' ', aCharNext) * 8.0f;
+ aWidth += aFont->FTFont()->AdvanceX (' ', aCharNext) * 8.0f;
continue;
}
- aWidth += aFont->AdvanceX (aCharThis, aCharNext);
+ aWidth += aFont->FTFont()->AdvanceX (aCharThis, aCharNext);
}
theWidth = Max (theWidth, aWidth);
// =======================================================================
void OpenGl_Text::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
- const OpenGl_AspectText* aTextAspect = theWorkspace->AspectText (Standard_True);
- const Handle(OpenGl_Texture) aPrevTexture = theWorkspace->DisableTexture();
-
+ const OpenGl_Aspects* aTextAspect = theWorkspace->ApplyAspects();
const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
+ const Handle(OpenGl_TextureSet) aPrevTexture = aCtx->BindTextures (Handle(OpenGl_TextureSet)());
- if (aCtx->IsGlGreaterEqual (2, 0))
- {
- Handle(OpenGl_ShaderProgram) aProgram = aTextAspect->ShaderProgramRes (theWorkspace);
+ // Bind custom shader program or generate default version
+ aCtx->ShaderManager()->BindFontProgram (aTextAspect->ShaderProgramRes (aCtx));
- if (!aProgram.IsNull())
- {
- aProgram->BindWithVariables (aCtx);
-
- const OpenGl_MaterialState* aMaterialState = aCtx->ShaderManager()->MaterialState (aProgram);
-
- if (aMaterialState == NULL || aMaterialState->Aspect() != aTextAspect)
- aCtx->ShaderManager()->UpdateMaterialStateTo (aProgram, aTextAspect);
-
- aCtx->ShaderManager()->PushState (aProgram);
- }
- else
- {
- OpenGl_ShaderProgram::Unbind (aCtx);
- }
- }
+ myOrientationMatrix = theWorkspace->View()->Camera()->OrientationMatrix();
+ myProjMatrix.Convert (aCtx->ProjectionState.Current());
// use highlight color or colors from aspect
- if (theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT)
- {
- render (theWorkspace->PrinterContext(),
- aCtx,
- *aTextAspect,
- *theWorkspace->HighlightColor,
- *theWorkspace->HighlightColor);
- }
- else
- {
- render (theWorkspace->PrinterContext(),
- aCtx,
- *aTextAspect,
- aTextAspect->Color(),
- aTextAspect->SubtitleColor());
- }
+ render (aCtx,
+ *aTextAspect,
+ theWorkspace->TextColor(),
+ theWorkspace->TextSubtitleColor(),
+ aCtx->Resolution());
// restore aspects
if (!aPrevTexture.IsNull())
{
- theWorkspace->EnableTexture (aPrevTexture);
+ aCtx->BindTextures (aPrevTexture);
+ }
+
+ // restore Z buffer settings
+ if (theWorkspace->UseZBuffer())
+ {
+ glEnable (GL_DEPTH_TEST);
}
}
// function : Render
// purpose :
// =======================================================================
-void OpenGl_Text::Render (const Handle(OpenGl_PrinterContext)& thePrintCtx,
- const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theTextAspect) const
+void OpenGl_Text::Render (const Handle(OpenGl_Context)& theCtx,
+ const OpenGl_Aspects& theTextAspect,
+ unsigned int theResolution) const
{
- render (thePrintCtx, theCtx, theTextAspect, theTextAspect.Color(), theTextAspect.SubtitleColor());
+#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_PrinterContext)& thePrintCtx,
- const Handle(OpenGl_Context)& /*theCtx*/,
- const OpenGl_AspectText& theTextAspect,
- const OpenGl_Vec3 theDVec) const
+void OpenGl_Text::setupMatrix (const Handle(OpenGl_Context)& theCtx,
+ const OpenGl_Aspects& theTextAspect,
+ const OpenGl_Vec3& theDVec) const
{
- // setup matrix
+ OpenGl_Mat4d aModViewMat;
+ OpenGl_Mat4d aProjectMat;
+ if (myHasPlane && myHasAnchorPoint)
+ {
+ aProjectMat = myProjMatrix * myOrientationMatrix;
+ }
+ else
+ {
+ aProjectMat = myProjMatrix;
+ }
+
if (myIs2d)
{
- glLoadIdentity();
- glTranslatef (myPoint.x() + theDVec.x(), myPoint.y() + theDVec.y(), 0.0f);
- glRotatef (180.0f, 1.0f, 0.0f, 0.0f);
+ Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, myPoint.x() + theDVec.x(), myPoint.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
{
// align coordinates to the nearest integer
// to avoid extra interpolation issues
GLdouble anObjX, anObjY, anObjZ;
- gluUnProject (std::floor (myWinX + (GLdouble )theDVec.x()),
- std::floor (myWinY + (GLdouble )theDVec.y()),
- myWinZ + (GLdouble )theDVec.z(),
- (GLdouble* )THE_IDENTITY_MATRIX, myProjMatrix, myViewport,
- &anObjX, &anObjY, &anObjZ);
-
- glLoadIdentity();
- glTranslated (anObjX, anObjY, anObjZ);
- glRotated (theTextAspect.Angle(), 0.0, 0.0, 1.0);
- if (!theTextAspect.IsZoomable())
- {
- #ifdef _WIN32
- // if the context has assigned printer context, use it's parameters
- if (!thePrintCtx.IsNull())
+ Graphic3d_TransformUtils::UnProject<Standard_Real> (std::floor (myWinX + theDVec.x()),
+ std::floor (myWinY + theDVec.y()),
+ myWinZ + theDVec.z(),
+ OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX),
+ OpenGl_Mat4d::Map (aProjectMat),
+ theCtx->Viewport(),
+ anObjX,
+ anObjY,
+ anObjZ);
+
+ if (myHasPlane)
+ {
+ const gp_Dir& aVectorDir = myOrientation.XDirection();
+ const gp_Dir& aVectorUp = myOrientation.Direction();
+ const gp_Dir& aVectorRight = myOrientation.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 (!myHasAnchorPoint)
{
- // get printing scaling in x and y dimensions
- GLfloat aTextScalex = 1.0f, aTextScaley = 1.0f;
- thePrintCtx->GetScale (aTextScalex, aTextScaley);
-
- // text should be scaled in all directions with same
- // factor to save its proportions, so use height (y) scaling
- // as it is better for keeping text/3d graphics proportions
- glScalef (aTextScaley, aTextScaley, aTextScaley);
+ OpenGl_Mat4d aPosMat;
+ aPosMat.SetColumn (3, OpenGl_Vec3d (myPoint.x(), myPoint.y(), myPoint.z()));
+ aPosMat *= aModViewMat;
+ aModViewMat.SetColumn (3, aPosMat.GetColumn (3));
}
- #endif
- glScaled (myScaleHeight, myScaleHeight, myScaleHeight);
+ else
+ {
+ aModViewMat.SetColumn (3, OpenGl_Vec3d (anObjX, anObjY, anObjZ));
+ }
+ }
+ else
+ {
+ Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, anObjX, anObjY, anObjZ);
+ 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 (myHasPlane && !myHasAnchorPoint)
+ {
+ OpenGl_Mat4d aCurrentWorldViewMat;
+ aCurrentWorldViewMat.Convert (theCtx->WorldViewState.Current());
+ 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_PrinterContext)& ,
- const Handle(OpenGl_Context)& theCtx,
- #ifdef HAVE_GL2PS
- const OpenGl_AspectText& theTextAspect) const
- #else
- const OpenGl_AspectText& ) const
- #endif
+void OpenGl_Text::drawText (const Handle(OpenGl_Context)& theCtx,
+ const OpenGl_Aspects& theTextAspect) const
{
-#ifdef HAVE_GL2PS
- if (theCtx->IsFeedback())
+ (void )theTextAspect;
+ if (myVertsVbo.Length() != myTextures.Length()
+ || myTextures.IsEmpty())
{
- // position of the text and alignment is calculated by transformation matrix
- exportText (myString, myIs2d, theTextAspect, (Standard_Integer )myExportHeight);
return;
}
-#endif
- if (myVertsVbo.Length() == myTextures.Length())
+ for (Standard_Integer anIter = 0; anIter < myTextures.Length(); ++anIter)
{
- for (Standard_Integer anIter = 0; anIter < myTextures.Length(); ++anIter)
- {
- const GLuint aTexId = myTextures.Value (anIter);
- const Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.Value (anIter);
- const Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.Value (anIter);
- aVerts->BindFixed (theCtx, GL_VERTEX_ARRAY);
- aTCrds->BindFixed (theCtx, GL_TEXTURE_COORD_ARRAY);
- glBindTexture (GL_TEXTURE_2D, aTexId);
-
- glDrawArrays (GL_TRIANGLES, 0, GLsizei(aVerts->GetElemsNb()));
-
- glBindTexture (GL_TEXTURE_2D, 0);
- aTCrds->UnbindFixed (theCtx, GL_TEXTURE_COORD_ARRAY);
- aVerts->UnbindFixed (theCtx, GL_VERTEX_ARRAY);
- }
- }
- else if (myVertsArray.Length() == myTextures.Length())
- {
- glEnableClientState (GL_VERTEX_ARRAY);
- glEnableClientState (GL_TEXTURE_COORD_ARRAY);
- for (Standard_Integer anIter = 0; anIter < myTextures.Length(); ++anIter)
- {
- const GLuint aTexId = myTextures.Value (anIter);
- const Handle(OpenGl_Vec2Array)& aVerts = myVertsArray.Value (anIter);
- const Handle(OpenGl_Vec2Array)& aTCrds = myTCrdsArray.Value (anIter);
+ const GLuint aTexId = myTextures.Value (anIter);
+ glBindTexture (GL_TEXTURE_2D, aTexId);
- glVertexPointer (2, GL_FLOAT, 0, (GLfloat* )&aVerts->First());
- glTexCoordPointer (2, GL_FLOAT, 0, (GLfloat* )&aTCrds->First());
- 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, aVerts->Length());
+ glDrawArrays (GL_TRIANGLES, 0, GLsizei(aVerts->GetElemsNb()));
- glBindTexture (GL_TEXTURE_2D, 0);
- }
- glDisableClientState (GL_TEXTURE_COORD_ARRAY);
- glDisableClientState (GL_VERTEX_ARRAY);
+ aTCrds->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)
+TCollection_AsciiString OpenGl_Text::FontKey (const OpenGl_Aspects& theAspect,
+ Standard_Integer theHeight,
+ unsigned int theResolution)
{
- const Font_FontAspect anAspect = (theAspect.FontAspect() != Font_FA_Undefined) ? theAspect.FontAspect() : Font_FA_Regular;
- return theAspect.FontName()
+ 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;
}
// purpose :
// =======================================================================
Handle(OpenGl_Font) OpenGl_Text::FindFont (const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theAspect,
- const Standard_Integer theHeight,
- const TCollection_AsciiString theKey)
+ const OpenGl_Aspects& theAspect,
+ Standard_Integer theHeight,
+ unsigned int theResolution,
+ const TCollection_AsciiString& theKey)
{
Handle(OpenGl_Font) aFont;
if (theHeight < 2)
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())
+ 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
{
- return aFont;
+ 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);
}
- Handle(Font_FTFont) aFontFt = new Font_FTFont (NULL);
- if (!aFontFt->Init (aRequestedFont->FontPath()->ToCString(), theHeight))
+ 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())
{
- return aFont;
+ myBndVertsVbo = new OpenGl_VertexBuffer();
}
-
- Handle(OpenGl_Context) aCtx = theCtx;
- glPushAttrib (GL_TEXTURE_BIT);
- aFont = new OpenGl_Font (aFontFt, theKey);
- if (!aFont->Init (aCtx))
+ else
{
- //glPopAttrib();
- //return aFont; // out of resources?
+ myBndVertsVbo = new OpenGl_VertexBufferCompat();
}
- glPopAttrib(); // texture bit
+ 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)());
- aCtx->ShareResource (theKey, aFont);
+#if !defined(GL_ES_VERSION_2_0)
+ if (theCtx->core11 != NULL
+ && theCtx->ActiveProgram().IsNull())
+ {
+ glBindTexture (GL_TEXTURE_2D, 0);
}
- return aFont;
+#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_PrinterContext)& thePrintCtx,
- const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theTextAspect,
- const TEL_COLOUR& theColorText,
- const TEL_COLOUR& theColorSubs) const
+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 (myString.IsEmpty())
{
return;
}
- const TCollection_AsciiString aFontKey = FontKey (theTextAspect, myParams.Height);
+ // 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, myParams.Height, theResolution);
if (!myFont.IsNull()
&& !myFont->ResourceKey().IsEqual (aFontKey))
{
// font changed
- const_cast<OpenGl_Text* > (this)->Release (theCtx);
+ const_cast<OpenGl_Text* > (this)->Release (theCtx.operator->());
}
if (myFont.IsNull())
{
- myFont = FindFont (theCtx, theTextAspect, myParams.Height, aFontKey);
- if (myFont.IsNull())
- {
- return;
- }
+ myFont = FindFont (theCtx, theTextAspect, myParams.Height, theResolution, aFontKey);
+ }
+ if (!myFont->WasInitialized())
+ {
+ return;
}
if (myTextures.IsEmpty())
{
- OpenGl_TextFormatter aFormatter;
+ Font_TextFormatter aFormatter;
aFormatter.SetupAlignment (myParams.HAlign, myParams.VAlign);
aFormatter.Reset();
- aFormatter.Append (theCtx, myString, *myFont.operator->());
+
+ aFormatter.Append (myString, *myFont->FTFont().operator->());
aFormatter.Format();
- if (!theCtx->caps->vboDisable && theCtx->core15 != NULL)
- {
- aFormatter.Result (theCtx, myTextures, myVertsVbo, myTCrdsVbo);
- }
- else
+ OpenGl_TextBuilder aBuilder;
+ aBuilder.Perform (aFormatter,
+ theCtx,
+ *myFont.operator->(),
+ myTextures,
+ myVertsVbo,
+ myTCrdsVbo);
+
+ aFormatter.BndBox (myBndBox);
+ if (!myBndVertsVbo.IsNull())
{
- aFormatter.Result (theCtx, myTextures, myVertsArray, myTCrdsArray);
+ myBndVertsVbo->Release (theCtx.get());
+ myBndVertsVbo.Nullify();
}
- aFormatter.BndBox (myBndBox);
}
if (myTextures.IsEmpty())
myExportHeight = 1.0f;
myScaleHeight = 1.0f;
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix();
+ theCtx->WorldViewState.Push();
+ myModelMatrix.Convert (theCtx->WorldViewState.Current() * theCtx->ModelWorldState.Current());
+
+ const GLdouble aPointSize = (GLdouble )myFont->FTFont()->PointSize();
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);
+ Graphic3d_TransformUtils::Project<Standard_Real> (myPoint.x(), myPoint.y(), myPoint.z(),
+ myModelMatrix, myProjMatrix, theCtx->Viewport(),
+ 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 - 1.0, myWinZ,
- (GLdouble* )THE_IDENTITY_MATRIX, myProjMatrix, myViewport,
- &x2, &y2, &z2);
-
- myScaleHeight = (y2 - y1) / h;
- if (theTextAspect.IsZoomable())
+ if (theTextAspect.Aspect()->IsTextZoomable())
+ {
+ myExportHeight = aPointSize;
+ }
+ else
{
- myExportHeight = (float )h;
+ Graphic3d_Vec3d aPnt1, aPnt2;
+ Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinX, myWinY, myWinZ,
+ OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX), myProjMatrix, theCtx->Viewport(),
+ aPnt1.x(), aPnt1.y(), aPnt1.z());
+ Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinX, myWinY + aPointSize, myWinZ,
+ OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX), myProjMatrix, theCtx->Viewport(),
+ aPnt2.x(), aPnt2.y(), aPnt2.z());
+ myScaleHeight = (aPnt2.y() - aPnt1.y()) / aPointSize;
}
}
- myExportHeight = (float )myFont->FTFont()->PointSize() / myExportHeight;
+ myExportHeight = aPointSize / myExportHeight;
- // push enabled flags to the stack
- glPushAttrib (GL_ENABLE_BIT);
-
- // setup depth test
- if (!myIs2d
- && theTextAspect.StyleType() != Aspect_TOST_ANNOTATION)
+#if !defined(GL_ES_VERSION_2_0)
+ if (theCtx->core11 != NULL
+ && theCtx->caps->ffpEnable)
{
- glEnable (GL_DEPTH_TEST);
+ glDisable (GL_LIGHTING);
}
- else
+#endif
+
+ // setup depth test
+ const bool hasDepthTest = !myIs2d
+ && theTextAspect.Aspect()->TextStyle() != Aspect_TOST_ANNOTATION;
+ if (!hasDepthTest)
{
glDisable (GL_DEPTH_TEST);
}
- // setup alpha test
+ if (theCtx->core15fwd != NULL)
+ {
+ theCtx->core15fwd->glActiveTexture (GL_TEXTURE0);
+ }
+#if !defined(GL_ES_VERSION_2_0)
+ // activate texture unit
GLint aTexEnvParam = GL_REPLACE;
- glGetTexEnviv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &aTexEnvParam);
- if (aTexEnvParam != GL_REPLACE)
+ if (theCtx->core11 != NULL)
{
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glDisable (GL_TEXTURE_1D);
+ glEnable (GL_TEXTURE_2D);
+ 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);
+#endif
// setup blending
glEnable (GL_BLEND);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // GL_ONE
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- // activate texture unit
- glDisable (GL_TEXTURE_1D);
- glEnable (GL_TEXTURE_2D);
- if (theCtx->core13 != NULL)
- {
- theCtx->core13->glActiveTexture (GL_TEXTURE0);
- }
+ // alpha to coverage makes text too thin
+ theCtx->SetSampleAlphaToCoverage (false);
// extra drawings
- switch (theTextAspect.DisplayType())
+ switch (theTextAspect.Aspect()->TextDisplayType())
{
case Aspect_TODT_BLEND:
{
+ #if !defined(GL_ES_VERSION_2_0)
glEnable (GL_COLOR_LOGIC_OP);
glLogicOp (GL_XOR);
+ #endif
break;
}
case Aspect_TODT_SUBTITLE:
{
- 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();
+ BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx : Handle(OpenGl_Context)());
+ drawRect (theCtx, theTextAspect, theColorSubs);
break;
}
case Aspect_TODT_DEKALE:
{
- 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);
+ BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx : Handle(OpenGl_Context)());
+ 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 : Handle(OpenGl_Context)());
+ 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
- glColor3fv (theColorText.rgb);
- setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.0f));
- drawText (thePrintCtx, theCtx, theTextAspect);
-
- // revert OpenGL state
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aTexEnvParam);
- glPopAttrib(); // enable bit
- glPopMatrix(); // model view matrix was modified
+ 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->core11 != NULL)
+ {
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aTexEnvParam);
+ }
+#endif
+
+ if (theTextAspect.Aspect()->TextDisplayType() == Aspect_TODT_DIMENSION)
+ {
+ glDisable (GL_BLEND);
+ if (!myIs2d)
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (theCtx->core11 != NULL)
+ {
+ glDisable (GL_TEXTURE_2D);
+ }
+ #endif
+ const bool aColorMaskBack = theCtx->SetColorMask (false);
+
+ glClear (GL_STENCIL_BUFFER_BIT);
+ glEnable (GL_STENCIL_TEST);
+ glStencilFunc (GL_ALWAYS, 1, 0xFF);
+ glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ drawRect (theCtx, theTextAspect, OpenGl_Vec4 (1.0f, 1.0f, 1.0f, 1.0f));
+
+ glStencilFunc (GL_ALWAYS, 0, 0xFF);
+
+ theCtx->SetColorMask (aColorMaskBack);
+ }
+
+ // reset OpenGL state
+ glDisable (GL_BLEND);
+ glDisable (GL_STENCIL_TEST);
+#if !defined(GL_ES_VERSION_2_0)
+ glDisable (GL_COLOR_LOGIC_OP);
+#endif
+
+ // model view matrix was modified
+ theCtx->WorldViewState.Pop();
+ theCtx->ApplyModelViewMatrix();
}