// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-#include <OpenGl_AspectText.hxx>
+#include <OpenGl_Aspects.hxx>
#include <OpenGl_GlCore11.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_ShaderManager.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_GL2PS
- #include <gl2ps.h>
-#endif
-
namespace
{
static const GLdouble THE_IDENTITY_MATRIX[16] =
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"))
- {
- 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)
+ BackPolygonOffsetSentry (const Handle(OpenGl_Context)& theCtx)
+ : myCtx (theCtx),
+ myOffsetBack (!theCtx.IsNull() ? theCtx->PolygonOffset() : Graphic3d_PolygonOffset())
{
- if (isItalic)
+ if (!theCtx.IsNull())
{
- sprintf (thePsFont, "%s-Bold%s", TheFamily[aFontId], TheItalic[aFontId]);
+ Graphic3d_PolygonOffset aPolyOffset = myOffsetBack;
+ aPolyOffset.Mode = Aspect_POM_Fill;
+ aPolyOffset.Units += 1.0f;
+ theCtx->SetPolygonOffset (aPolyOffset);
}
- else
- {
- sprintf (thePsFont, "%s-Bold", TheFamily[aFontId]);
- }
- }
- 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.Aspect()->Font().ToCString(), aPsFont);
-
- #if !defined(GL_ES_VERSION_2_0)
- if (theIs2d)
+ ~BackPolygonOffsetSentry()
{
- glRasterPos2f (0.0f, 0.0f);
- }
- else
- {
- glRasterPos3f (0.0f, 0.0f, 0.0f);
+ if (!myCtx.IsNull())
+ {
+ myCtx->SetPolygonOffset (myOffsetBack);
+ }
}
- GLubyte aZero = 0;
- glBitmap (1, 1, 0, 0, 0, 0, &aZero);
- #endif
-
- // 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, (float )theAspect.Aspect()->GetTextAngle());
- }
-#endif
+ private:
+ BackPolygonOffsetSentry (const BackPolygonOffsetSentry& );
+ BackPolygonOffsetSentry& operator= (const BackPolygonOffsetSentry& );
+ private:
+ const Handle(OpenGl_Context)& myCtx;
+ const Graphic3d_PolygonOffset myOffsetBack;
+ };
} // anonymous namespace
}
myIs2d = true;
myParams = theParams;
- myPoint.xy() = thePoint;
- myPoint.z() = 0.0f;
+ myPoint.SetValues (thePoint, 0.0f);
myString.FromUnicode (theText.ToExtString());
}
Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.ChangeValue (anIter);
Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.ChangeValue (anIter);
- if (theCtx)
+ if (theCtx != NULL)
{
theCtx->DelayedRelease (aVerts);
theCtx->DelayedRelease (aTCrds);
aVerts.Nullify();
aTCrds.Nullify();
}
+ if (theCtx != NULL
+ && !myBndVertsVbo.IsNull())
+ {
+ theCtx->DelayedRelease (myBndVertsVbo);
+ }
+
myTextures.Clear();
myVertsVbo.Clear();
myTCrdsVbo.Clear();
+ myBndVertsVbo.Nullify();
}
// =======================================================================
releaseVbos (theCtx);
if (!myFont.IsNull())
{
- Handle(OpenGl_Context) aCtx = theCtx;
const TCollection_AsciiString aKey = myFont->ResourceKey();
myFont.Nullify();
- if (! aCtx.IsNull())
- 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,
// =======================================================================
void OpenGl_Text::Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
- const OpenGl_AspectText* aTextAspect = theWorkspace->ApplyAspectText();
- const Handle(OpenGl_Texture) aPrevTexture = theWorkspace->DisableTexture();
- const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
-#if !defined(GL_ES_VERSION_2_0)
- const Standard_Integer aPrevPolygonMode = aCtx->SetPolygonMode (GL_FILL);
- const bool aPrevHatchingMode = aCtx->SetPolygonHatchEnabled (false);
-#endif
+ const OpenGl_Aspects* aTextAspect = theWorkspace->ApplyAspects();
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
+ const Handle(OpenGl_TextureSet) aPrevTexture = aCtx->BindTextures (Handle(OpenGl_TextureSet)());
// Bind custom shader program or generate default version
- if (aCtx->core20fwd != NULL)
- {
- aCtx->ShaderManager()->BindFontProgram (aTextAspect->ShaderProgramRes (aCtx));
- }
+ aCtx->ShaderManager()->BindFontProgram (aTextAspect->ShaderProgramRes (aCtx));
myOrientationMatrix = theWorkspace->View()->Camera()->OrientationMatrix();
myProjMatrix.Convert (aCtx->ProjectionState.Current());
*aTextAspect,
theWorkspace->TextColor(),
theWorkspace->TextSubtitleColor(),
- theWorkspace->View()->RenderingParams().Resolution);
-
- aCtx->BindProgram (NULL);
+ aCtx->Resolution());
// restore aspects
if (!aPrevTexture.IsNull())
{
- theWorkspace->EnableTexture (aPrevTexture);
+ aCtx->BindTextures (aPrevTexture);
}
-#if !defined(GL_ES_VERSION_2_0)
- aCtx->SetPolygonMode (aPrevPolygonMode);
- aCtx->SetPolygonHatchEnabled (aPrevHatchingMode);
-#endif
// restore Z buffer settings
if (theWorkspace->UseZBuffer())
// purpose :
// =======================================================================
void OpenGl_Text::Render (const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theTextAspect,
- const unsigned int theResolution) const
+ const OpenGl_Aspects& theTextAspect,
+ unsigned int theResolution) const
{
+#if !defined(GL_ES_VERSION_2_0)
+ const Standard_Integer aPrevPolygonMode = theCtx->SetPolygonMode (GL_FILL);
+ const bool aPrevHatchingMode = theCtx->SetPolygonHatchEnabled (false);
+#endif
+
render (theCtx, theTextAspect,
theTextAspect.Aspect()->ColorRGBA(),
theTextAspect.Aspect()->ColorSubTitleRGBA(),
theResolution);
+
+#if !defined(GL_ES_VERSION_2_0)
+ theCtx->SetPolygonMode (aPrevPolygonMode);
+ theCtx->SetPolygonHatchEnabled (aPrevHatchingMode);
+#endif
}
// =======================================================================
// purpose :
// =======================================================================
void OpenGl_Text::setupMatrix (const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theTextAspect,
- const OpenGl_Vec3 theDVec) const
+ const OpenGl_Aspects& theTextAspect,
+ const OpenGl_Vec3& theDVec) const
{
OpenGl_Mat4d aModViewMat;
OpenGl_Mat4d aProjectMat;
{
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()->GetTextAngle(), 0.f, 0.f, 1.f);
+ Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->TextAngle(), 0.f, 0.f, 1.f);
}
else
{
else
{
Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, anObjX, anObjY, anObjZ);
- Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->GetTextAngle(), 0.0, 0.0, 1.0);
+ Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->TextAngle(), 0.0, 0.0, 1.0);
}
- if (!theTextAspect.Aspect()->GetTextZoomable())
+ 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)
theCtx->ApplyProjectionMatrix();
}
- if (!theCtx->ActiveProgram().IsNull())
- {
- // Upload updated state to shader program
- theCtx->ShaderManager()->PushState (theCtx->ActiveProgram());
- }
+ // Upload updated state to shader program
+ theCtx->ShaderManager()->PushState (theCtx->ActiveProgram());
}
// =======================================================================
// purpose :
// =======================================================================
void OpenGl_Text::drawText (const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theTextAspect) const
+ const OpenGl_Aspects& theTextAspect) const
{
-#ifdef HAVE_GL2PS
- if (theCtx->IsFeedback())
- {
- // position of the text and alignment is calculated by transformation matrix
- exportText (myString, myIs2d, theTextAspect, (Standard_Integer )myExportHeight);
- return;
- }
-#else
(void )theTextAspect;
-#endif
-
if (myVertsVbo.Length() != myTextures.Length()
|| myTextures.IsEmpty())
{
// function : FontKey
// purpose :
// =======================================================================
-TCollection_AsciiString OpenGl_Text::FontKey (const OpenGl_AspectText& theAspect,
- const Standard_Integer theHeight,
- const unsigned int theResolution)
+TCollection_AsciiString OpenGl_Text::FontKey (const OpenGl_Aspects& theAspect,
+ Standard_Integer theHeight,
+ unsigned int theResolution)
{
- const Font_FontAspect anAspect = theAspect.Aspect()->GetTextFontAspect() != Font_FA_Undefined
- ? theAspect.Aspect()->GetTextFontAspect()
+ const Font_FontAspect anAspect = theAspect.Aspect()->TextFontAspect() != Font_FA_Undefined
+ ? theAspect.Aspect()->TextFontAspect()
: Font_FA_Regular;
- return theAspect.Aspect()->Font()
+ 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 unsigned int theResolution,
- 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.Aspect()->Font());
- const Font_FontAspect anAspect = theAspect.Aspect()->GetTextFontAspect() != Font_FA_Undefined
- ? theAspect.Aspect()->GetTextFontAspect()
- : Font_FA_Regular;
- Handle(Font_SystemFont) aRequestedFont = aFontMgr->FindFont (aFontName, anAspect, theHeight);
- Handle(Font_FTFont) aFontFt;
- 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))
{
- aFontFt = new Font_FTFont (NULL);
-
- if (aFontFt->Init (aRequestedFont->FontPath()->ToCString(), theHeight, theResolution))
- {
- aFont = new OpenGl_Font (aFontFt, theKey);
- if (!aFont->Init (theCtx))
- {
- TCollection_ExtendedString aMsg;
- aMsg += "Font '";
- aMsg += theAspect.Aspect()->Font();
- aMsg += "' - initialization of GL resources has failed!";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
- aFontFt.Nullify();
- aFont->Release (theCtx.operator->());
- aFont = new OpenGl_Font (aFontFt, theKey);
- }
- }
- else
+ aFont = new OpenGl_Font (aFontFt, theKey);
+ if (!aFont->Init (theCtx))
{
- TCollection_ExtendedString aMsg;
- aMsg += "Font '";
- aMsg += theAspect.Aspect()->Font();
- aMsg += "' is broken or has incompatible format! File path: ";
- aMsg += aRequestedFont->FontPath()->ToCString();
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ 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
{
- TCollection_ExtendedString aMsg;
- aMsg += "Font '";
- aMsg += theAspect.Aspect()->Font();
- aMsg += "' is not found in the system!";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
+ 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);
}
return aFont;
}
+// =======================================================================
+// function : drawRect
+// purpose :
+// =======================================================================
+void OpenGl_Text::drawRect (const Handle(OpenGl_Context)& theCtx,
+ const OpenGl_Aspects& theTextAspect,
+ const OpenGl_Vec4& theColorSubs) const
+{
+ Handle(OpenGl_ShaderProgram) aPrevProgram = theCtx->ActiveProgram();
+ if (myBndVertsVbo.IsNull())
+ {
+ OpenGl_Vec2 aQuad[4] =
+ {
+ OpenGl_Vec2(myBndBox.Right, myBndBox.Bottom),
+ OpenGl_Vec2(myBndBox.Right, myBndBox.Top),
+ OpenGl_Vec2(myBndBox.Left, myBndBox.Bottom),
+ OpenGl_Vec2(myBndBox.Left, myBndBox.Top)
+ };
+ if (theCtx->ToUseVbo())
+ {
+ myBndVertsVbo = new OpenGl_VertexBuffer();
+ }
+ else
+ {
+ myBndVertsVbo = new OpenGl_VertexBufferCompat();
+ }
+ myBndVertsVbo->Init (theCtx, 2, 4, aQuad[0].GetData());
+ }
+
+ // bind unlit program
+ theCtx->ShaderManager()->BindFaceProgram (Handle(OpenGl_TextureSet)(), Graphic3d_TOSM_UNLIT,
+ Graphic3d_AlphaMode_Opaque, Standard_False, Standard_False,
+ Handle(OpenGl_ShaderProgram)());
+
+#if !defined(GL_ES_VERSION_2_0)
+ if (theCtx->core11 != NULL
+ && theCtx->ActiveProgram().IsNull())
+ {
+ glBindTexture (GL_TEXTURE_2D, 0);
+ }
+#endif
+ theCtx->SetColor4fv (theColorSubs);
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.0f));
+ myBndVertsVbo->BindAttribute (theCtx, Graphic3d_TOA_POS);
+
+ theCtx->core20fwd->glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
+
+ myBndVertsVbo->UnbindAttribute (theCtx, Graphic3d_TOA_POS);
+ theCtx->BindProgram (aPrevProgram);
+}
+
// =======================================================================
// function : render
// purpose :
// =======================================================================
void OpenGl_Text::render (const Handle(OpenGl_Context)& theCtx,
- const OpenGl_AspectText& theTextAspect,
- const OpenGl_Vec4& theColorText,
- const OpenGl_Vec4& theColorSubs,
- const unsigned int theResolution) const
+ const OpenGl_Aspects& theTextAspect,
+ const OpenGl_Vec4& theColorText,
+ const OpenGl_Vec4& theColorSubs,
+ unsigned int theResolution) const
{
if (myString.IsEmpty())
{
myTCrdsVbo);
aFormatter.BndBox (myBndBox);
+ if (!myBndVertsVbo.IsNull())
+ {
+ myBndVertsVbo->Release (theCtx.get());
+ myBndVertsVbo.Nullify();
+ }
}
if (myTextures.IsEmpty())
myExportHeight = 1.0f;
myScaleHeight = 1.0f;
- if (myHasPlane && !myHasAnchorPoint)
- {
- OpenGl_Mat4d aWorldViewMat;
- aWorldViewMat.Convert (theCtx->WorldViewState.Current());
- theCtx->WorldViewState.Push();
- theCtx->WorldViewState.SetCurrent<Standard_Real> (aWorldViewMat);
- theCtx->ApplyWorldViewMatrix();
- }
- else
- {
- theCtx->WorldViewState.Push();
- }
-
+ theCtx->WorldViewState.Push();
myModelMatrix.Convert (theCtx->WorldViewState.Current() * theCtx->ModelWorldState.Current());
+ const GLdouble aPointSize = (GLdouble )myFont->FTFont()->PointSize();
if (!myIs2d)
{
- Graphic3d_TransformUtils::Project<Standard_Real> (myPoint.x(),
- myPoint.y(),
- myPoint.z(),
- myModelMatrix,
- myProjMatrix,
- theCtx->Viewport(),
- 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;
- Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinX,
- myWinY,
- myWinZ,
- OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX),
- myProjMatrix,
- theCtx->Viewport(),
- x1,
- y1,
- z1);
-
- GLdouble x2, y2, z2;
- const GLdouble h = (GLdouble )myFont->FTFont()->PointSize();
- Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinX,
- myWinY + h,
- myWinZ,
- OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX),
- myProjMatrix,
- theCtx->Viewport(),
- x2,
- y2,
- z2);
-
- myScaleHeight = (y2 - y1) / h;
- if (theTextAspect.Aspect()->GetTextZoomable())
+ if (theTextAspect.Aspect()->IsTextZoomable())
{
- myExportHeight = (float )h;
+ myExportHeight = aPointSize;
+ }
+ else
+ {
+ 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;
#if !defined(GL_ES_VERSION_2_0)
- if (theCtx->core11 != NULL)
+ if (theCtx->core11 != NULL
+ && theCtx->caps->ffpEnable)
{
glDisable (GL_LIGHTING);
}
#endif
// setup depth test
- if (myIs2d
- || theTextAspect.Aspect()->Style() == Aspect_TOST_ANNOTATION)
+ const bool hasDepthTest = !myIs2d
+ && theTextAspect.Aspect()->TextStyle() != Aspect_TOST_ANNOTATION;
+ if (!hasDepthTest)
{
glDisable (GL_DEPTH_TEST);
}
GLint aTexEnvParam = GL_REPLACE;
if (theCtx->core11 != NULL)
{
- // setup alpha test
- glAlphaFunc (GL_GEQUAL, 0.285f);
- glEnable (GL_ALPHA_TEST);
-
glDisable (GL_TEXTURE_1D);
glEnable (GL_TEXTURE_2D);
glGetTexEnviv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &aTexEnvParam);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // alpha to coverage makes text too thin
+ theCtx->SetSampleAlphaToCoverage (false);
+
// extra drawings
- switch (theTextAspect.Aspect()->DisplayType())
+ switch (theTextAspect.Aspect()->TextDisplayType())
{
case Aspect_TODT_BLEND:
{
}
case Aspect_TODT_SUBTITLE:
{
- #if !defined(GL_ES_VERSION_2_0)
- if (theCtx->core11 != NULL)
- {
- theCtx->SetColor4fv (theColorSubs);
- setupMatrix (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();
- }
- #endif
+ BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx : Handle(OpenGl_Context)());
+ drawRect (theCtx, theTextAspect, theColorSubs);
break;
}
case Aspect_TODT_DEKALE:
{
+ BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx : Handle(OpenGl_Context)());
theCtx->SetColor4fv (theColorSubs);
- setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, +1.0f, 0.00001f));
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, +1.0f, 0.0f));
drawText (theCtx, theTextAspect);
- setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, -1.0f, 0.00001f));
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, -1.0f, 0.0f));
drawText (theCtx, theTextAspect);
- setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, +1.0f, 0.00001f));
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, +1.0f, 0.0f));
drawText (theCtx, theTextAspect);
- setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, -1.0f, 0.00001f));
+ 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;
}
}
#endif
- if (theTextAspect.Aspect()->DisplayType() == Aspect_TODT_DIMENSION)
+ if (theTextAspect.Aspect()->TextDisplayType() == Aspect_TODT_DIMENSION)
{
- setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.00001f));
-
glDisable (GL_BLEND);
if (!myIs2d)
{
if (theCtx->core11 != NULL)
{
glDisable (GL_TEXTURE_2D);
- glDisable (GL_ALPHA_TEST);
}
#endif
- glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ 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);
- #if !defined(GL_ES_VERSION_2_0)
- if (theCtx->core11 != NULL)
- {
- glBegin (GL_QUADS);
- glVertex2f (myBndBox.Left, myBndBox.Top);
- glVertex2f (myBndBox.Right, myBndBox.Top);
- glVertex2f (myBndBox.Right, myBndBox.Bottom);
- glVertex2f (myBndBox.Left, myBndBox.Bottom);
- glEnd();
- }
- #endif
+ drawRect (theCtx, theTextAspect, OpenGl_Vec4 (1.0f, 1.0f, 1.0f, 1.0f));
glStencilFunc (GL_ALWAYS, 0, 0xFF);
- glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ theCtx->SetColorMask (aColorMaskBack);
}
// reset OpenGL state
glDisable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
#if !defined(GL_ES_VERSION_2_0)
- if (theCtx->core11 != NULL)
- {
- glDisable (GL_ALPHA_TEST);
- }
glDisable (GL_COLOR_LOGIC_OP);
#endif