// 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_ShaderProgram.hxx>
#include <OpenGl_ShaderStates.hxx>
#include <OpenGl_Text.hxx>
-#include <OpenGl_Utils.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] =
- {
- 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
- };
+ static const OpenGl_Mat4d THE_IDENTITY_MATRIX;
-#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"))
+ BackPolygonOffsetSentry (OpenGl_Context* theCtx)
+ : myCtx (theCtx)
{
- 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 != NULL)
{
- sprintf (thePsFont, "%s-Bold", TheFamily[aFontId]);
+ myOffsetBack = theCtx->PolygonOffset();
+ 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 !defined(GL_ES_VERSION_2_0)
- if (theIs2d)
- {
- glRasterPos2f (0.0f, 0.0f);
- }
- else
+ ~BackPolygonOffsetSentry()
{
- glRasterPos3f (0.0f, 0.0f, 0.0f);
+ if (myCtx != NULL)
+ {
+ 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, theAspect.Angle());
- }
-#endif
+ private:
+ BackPolygonOffsetSentry (const BackPolygonOffsetSentry& );
+ BackPolygonOffsetSentry& operator= (const BackPolygonOffsetSentry& );
+ private:
+ OpenGl_Context* myCtx;
+ Graphic3d_PolygonOffset myOffsetBack;
+ };
-};
+} // anonymous namespace
// =======================================================================
// function : OpenGl_Text
// purpose :
// =======================================================================
OpenGl_Text::OpenGl_Text()
-: myWinX (0.0f),
- myWinY (0.0f),
- myWinZ (0.0f),
- myScaleHeight (1.0f),
- myPoint (0.0f, 0.0f, 0.0f),
- myIs2d (false)
+: myScaleHeight (1.0f),
+ myIs2d (Standard_False)
{
- myParams.Height = 10;
- myParams.HAlign = Graphic3d_HTA_LEFT;
- myParams.VAlign = Graphic3d_VTA_BOTTOM;
+ myText = new Graphic3d_Text (10.);
}
+
// =======================================================================
// function : OpenGl_Text
// purpose :
// =======================================================================
-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 (theText),
- myPoint (thePoint),
- myIs2d (false)
+OpenGl_Text::OpenGl_Text (const Handle(Graphic3d_Text)& theTextParams)
+: myText (theTextParams),
+ myScaleHeight (1.0f),
+ myIs2d (Standard_False)
{
- //
}
// =======================================================================
// =======================================================================
void OpenGl_Text::SetPosition (const OpenGl_Vec3& thePoint)
{
- myPoint = thePoint;
+ myText->SetPosition (gp_Pnt (thePoint.x(), thePoint.y(), thePoint.z()));
}
// =======================================================================
void OpenGl_Text::SetFontSize (const Handle(OpenGl_Context)& theCtx,
const Standard_Integer theFontSize)
{
- if (myParams.Height != theFontSize)
+ if (myText->Height() != theFontSize)
{
Release (theCtx.operator->());
}
- myParams.Height = theFontSize;
+ myText->SetHeight ((Standard_ShortReal)theFontSize);
}
// =======================================================================
-// function : Init
+// function : Reset
// purpose :
// =======================================================================
-void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
- const Standard_Utf8Char* theText,
- const OpenGl_Vec3& thePoint)
+void OpenGl_Text::Reset (const Handle(OpenGl_Context)& theCtx)
{
- releaseVbos (theCtx.operator->());
- myIs2d = false;
- myPoint = thePoint;
- myString.FromUnicode (theText);
-}
-
-// =======================================================================
-// function : Init
-// purpose :
-// =======================================================================
-void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
- const Standard_Utf8Char* theText,
- const OpenGl_Vec3& thePoint,
- const OpenGl_TextParam& theParams)
-{
- if (myParams.Height != theParams.Height)
+ if (!myFont.IsNull() && myFont->FTFont()->PointSize() != myText->Height())
{
Release (theCtx.operator->());
}
{
releaseVbos (theCtx.operator->());
}
- myIs2d = false;
- myParams = theParams;
- myPoint = thePoint;
- myString.FromUnicode (theText);
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
-void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
- const TCollection_ExtendedString& theText,
- const OpenGl_Vec2& thePoint,
- const OpenGl_TextParam& theParams)
+void OpenGl_Text::Init (const Handle(OpenGl_Context)& theCtx,
+ const Standard_Utf8Char* theText,
+ const OpenGl_Vec3& thePoint)
{
- if (myParams.Height != theParams.Height)
- {
- Release (theCtx.operator->());
- }
- else
- {
- releaseVbos (theCtx.operator->());
- }
- myIs2d = true;
- myParams = theParams;
- myPoint.xy() = thePoint;
- myPoint.z() = 0.0f;
- myString.FromUnicode ((Standard_Utf16Char* )theText.ToExtString());
+ Reset (theCtx);
+ Set2D (Standard_False);
+
+ NCollection_String aText;
+ aText.FromUnicode (theText);
+ myText->SetText (aText);
+ myText->SetPosition (gp_Pnt (thePoint.x(), thePoint.y(), thePoint.z()));
}
// =======================================================================
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)
- aCtx->ReleaseResource (aKey, Standard_True);
+ if (theCtx != NULL)
+ {
+ theCtx->ReleaseResource (aKey, Standard_True);
+ }
+ }
+}
+
+// =======================================================================
+// function : EstimatedDataSize
+// purpose :
+// =======================================================================
+Standard_Size OpenGl_Text::EstimatedDataSize() const
+{
+ Standard_Size aSize = 0;
+ for (Standard_Integer anIter = myVertsVbo.Lower(); anIter <= myVertsVbo.Upper(); ++anIter)
+ {
+ if (const Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.Value (anIter))
+ {
+ aSize += aVerts->EstimatedDataSize();
+ }
+ if (const Handle(OpenGl_VertexBuffer)& aTCrds = myTCrdsVbo.Value (anIter))
+ {
+ aSize += aTCrds->EstimatedDataSize();
+ }
+ }
+ if (!myBndVertsVbo.IsNull())
+ {
+ aSize += myBndVertsVbo->EstimatedDataSize();
+ }
+ return aSize;
+}
+
+// =======================================================================
+// function : UpdateDrawStats
+// purpose :
+// =======================================================================
+void OpenGl_Text::UpdateDrawStats (Graphic3d_FrameStatsDataTmp& theStats,
+ bool theIsDetailed) const
+{
+ ++theStats[Graphic3d_FrameStatsCounter_NbElemsNotCulled];
+ ++theStats[Graphic3d_FrameStatsCounter_NbElemsTextNotCulled];
+ if (theIsDetailed)
+ {
+ for (Standard_Integer anIter = myVertsVbo.Lower(); anIter <= myVertsVbo.Upper(); ++anIter)
+ {
+ if (const Handle(OpenGl_VertexBuffer)& aVerts = myVertsVbo.Value (anIter))
+ {
+ theStats[Graphic3d_FrameStatsCounter_NbTrianglesNotCulled] += aVerts->GetElemsNb() / 3; // 2 non-indexed triangles per glyph
+ }
+ }
}
}
// =======================================================================
void OpenGl_Text::StringSize (const Handle(OpenGl_Context)& theCtx,
const NCollection_String& theText,
- const OpenGl_AspectText& theTextAspect,
- const OpenGl_TextParam& theParams,
+ const OpenGl_Aspects& theTextAspect,
+ const Standard_ShortReal theHeight,
+ const unsigned int theResolution,
Standard_ShortReal& theWidth,
Standard_ShortReal& theAscent,
Standard_ShortReal& theDescent)
theWidth = 0.0f;
theAscent = 0.0f;
theDescent = 0.0f;
- const TCollection_AsciiString aFontKey = FontKey (theTextAspect, theParams.Height);
- Handle(OpenGl_Font) aFont = FindFont (theCtx, theTextAspect, theParams.Height, aFontKey);
+ const TCollection_AsciiString aFontKey = FontKey (theTextAspect, (Standard_Integer)theHeight, theResolution);
+ Handle(OpenGl_Font) aFont = FindFont (theCtx, theTextAspect, (Standard_Integer)theHeight, theResolution, aFontKey);
if (aFont.IsNull() || !aFont->IsValid())
{
return;
}
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 Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
+ const OpenGl_Aspects* aTextAspect = theWorkspace->ApplyAspects (false); // do not bind textures as they will be disabled anyway
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
// Bind custom shader program or generate default version
- if (aCtx->core20fwd != NULL)
+ aCtx->ShaderManager()->BindFontProgram (aTextAspect->ShaderProgramRes (aCtx));
+ const Handle(OpenGl_TextureSet) aPrevTexture = aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
+
+ if (myText->HasPlane() && myText->HasOwnAnchorPoint())
{
- aCtx->ShaderManager()->BindProgram (
- aTextAspect, aTextAspect->ShaderProgramRes (aCtx));
+ myOrientationMatrix = theWorkspace->View()->Camera()->OrientationMatrix();
+ // reset translation part
+ myOrientationMatrix.ChangeValue (0, 3) = 0.0;
+ myOrientationMatrix.ChangeValue (1, 3) = 0.0;
+ myOrientationMatrix.ChangeValue (2, 3) = 0.0;
}
+ myProjMatrix.Convert (aCtx->ProjectionState.Current());
+
// use highlight color or colors from aspect
- 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, Handle(OpenGl_ShaderProgram)());
}
// restore Z buffer settings
- if (theWorkspace->UseZBuffer() && theWorkspace->UseDepthTest())
+ 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
{
- OpenGl_Mat4d aModViewMat;
+ OpenGl_Mat4d aModViewMat, aProjectMat;
+ if (myText->HasPlane() && myText->HasOwnAnchorPoint())
+ {
+ aProjectMat = myProjMatrix * myOrientationMatrix;
+ }
+ else
+ {
+ aProjectMat = myProjMatrix;
+ }
if (myIs2d)
{
- OpenGl_Utils::Translate<GLdouble> (aModViewMat, myPoint.x() + theDVec.x(), myPoint.y() + theDVec.y(), 0.f);
- OpenGl_Utils::Scale<GLdouble> (aModViewMat, 1.f, -1.f, 1.f);
- OpenGl_Utils::Rotate<GLdouble> (aModViewMat, theTextAspect.Angle(), 0.f, 0.f, 1.f);
+ const gp_Pnt& aPoint = myText->Position();
+ Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, aPoint.X() + theDVec.x(), aPoint.Y() + theDVec.y(), 0.f);
+ Graphic3d_TransformUtils::Scale<GLdouble> (aModViewMat, 1.f, -1.f, 1.f);
+ Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->TextAngle(), 0.f, 0.f, 1.f);
}
else
{
- // align coordinates to the nearest integer
- // to avoid extra interpolation issues
- GLdouble anObjX, anObjY, anObjZ;
- OpenGl_Utils::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 (myProjMatrix),
- myViewport,
- anObjX,
- anObjY,
- anObjZ);
-
- OpenGl_Utils::Translate<GLdouble> (aModViewMat, anObjX, anObjY, anObjZ);
- OpenGl_Utils::Rotate<GLdouble> (aModViewMat, theTextAspect.Angle(), 0.0, 0.0, 1.0);
-
- if (!theTextAspect.IsZoomable())
+ OpenGl_Vec3d anObjXYZ;
+ OpenGl_Vec3d aWinXYZ = myWinXYZ + OpenGl_Vec3d (theDVec);
+ if (!myText->HasPlane() && !theTextAspect.Aspect()->IsTextZoomable())
{
- #ifdef _WIN32
- // if the context has assigned printer context, use it's parameters
- if (!thePrintCtx.IsNull())
+ // Align coordinates to the nearest integer to avoid extra interpolation issues.
+ // Note that for better readability we could also try aligning freely rotated in 3D text (myHasPlane),
+ // when camera orientation co-aligned with horizontal text orientation,
+ // but this might look awkward while rotating camera.
+ aWinXYZ.x() = Floor (aWinXYZ.x());
+ aWinXYZ.y() = Floor (aWinXYZ.y());
+ }
+ Graphic3d_TransformUtils::UnProject<Standard_Real> (aWinXYZ.x(), aWinXYZ.y(), aWinXYZ.z(),
+ THE_IDENTITY_MATRIX, aProjectMat, theCtx->Viewport(),
+ anObjXYZ.x(), anObjXYZ.y(), anObjXYZ.z());
+
+ if (myText->HasPlane())
+ {
+ const gp_Ax2& anOrientation = myText->Orientation();
+ const gp_Dir& aVectorDir = anOrientation.XDirection();
+ const gp_Dir& aVectorUp = anOrientation.Direction();
+ const gp_Dir& aVectorRight = anOrientation.YDirection();
+
+ aModViewMat.SetColumn (2, OpenGl_Vec3d (aVectorUp.X(), aVectorUp.Y(), aVectorUp.Z()));
+ aModViewMat.SetColumn (1, OpenGl_Vec3d (aVectorRight.X(), aVectorRight.Y(), aVectorRight.Z()));
+ aModViewMat.SetColumn (0, OpenGl_Vec3d (aVectorDir.X(), aVectorDir.Y(), aVectorDir.Z()));
+
+ if (!myText->HasOwnAnchorPoint())
{
- // 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
- OpenGl_Utils::Scale<GLdouble> (aModViewMat, aTextScaley, aTextScaley, aTextScaley);
+ OpenGl_Mat4d aPosMat;
+ const gp_Pnt& aPoint = myText->Position();
+ aPosMat.SetColumn (3, OpenGl_Vec3d (aPoint.X(), aPoint.Y(), aPoint.Z()));
+ aPosMat *= aModViewMat;
+ aModViewMat.SetColumn (3, aPosMat.GetColumn (3));
}
- #endif
- OpenGl_Utils::Scale<GLdouble> (aModViewMat, myScaleHeight, myScaleHeight, myScaleHeight);
+ else
+ {
+ aModViewMat.SetColumn (3, anObjXYZ);
+ }
+ }
+ else
+ {
+ Graphic3d_TransformUtils::Translate<GLdouble> (aModViewMat, anObjXYZ.x(), anObjXYZ.y(), anObjXYZ.z());
+ Graphic3d_TransformUtils::Rotate<GLdouble> (aModViewMat, theTextAspect.Aspect()->TextAngle(), 0.0, 0.0, 1.0);
+ }
+
+ if (!theTextAspect.Aspect()->IsTextZoomable())
+ {
+ Graphic3d_TransformUtils::Scale<GLdouble> (aModViewMat, myScaleHeight, myScaleHeight, myScaleHeight);
+ }
+ else if (theCtx->HasRenderScale())
+ {
+ Graphic3d_TransformUtils::Scale<GLdouble> (aModViewMat, theCtx->RenderScaleInv(), theCtx->RenderScaleInv(), theCtx->RenderScaleInv());
}
}
- theCtx->WorldViewState.SetCurrent<Standard_Real> (aModViewMat);
+ if (myText->HasPlane() && !myText->HasOwnAnchorPoint())
+ {
+ 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 (!theCtx->ActiveProgram().IsNull())
+ if (!myIs2d)
{
- // Upload updated state to shader program
- theCtx->ShaderManager()->PushState (theCtx->ActiveProgram());
+ 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())
- {
- // position of the text and alignment is calculated by transformation matrix
- exportText (myString, myIs2d, theTextAspect, (Standard_Integer )myExportHeight);
- return;
- }
-#endif
-
+ (void )theTextAspect;
if (myVertsVbo.Length() != myTextures.Length()
|| myTextures.IsEmpty())
{
// 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);
- 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))
- {
- aFont = new OpenGl_Font (aFontFt, theKey);
- if (!aFont->Init (theCtx))
- {
- TCollection_ExtendedString aMsg;
- aMsg += "Font '";
- aMsg += theAspect.FontName();
- aMsg += "' - initialization of GL resources has failed!";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMsg);
- aFontFt.Nullify();
- aFont = new OpenGl_Font (aFontFt, theKey);
- }
- }
- else
+ aFont = new OpenGl_Font (aFontFt, theKey);
+ if (!aFont->Init (theCtx))
{
- TCollection_ExtendedString aMsg;
- aMsg += "Font '";
- aMsg += theAspect.FontName();
- aMsg += "' is broken or has incompatible format! File path: ";
- aMsg += aRequestedFont->FontPath()->ToCString();
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, 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.FontName();
- aMsg += "' is not found in the system!";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, 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_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())
+ if (myText->Text().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, (Standard_Integer)myText->Height(), theResolution);
if (!myFont.IsNull()
&& !myFont->ResourceKey().IsEqual (aFontKey))
{
if (myFont.IsNull())
{
- myFont = FindFont (theCtx, theTextAspect, myParams.Height, aFontKey);
+ myFont = FindFont (theCtx, theTextAspect, (Standard_Integer)myText->Height(), theResolution, aFontKey);
}
if (!myFont->WasInitialized())
{
if (myTextures.IsEmpty())
{
- OpenGl_TextFormatter aFormatter;
- aFormatter.SetupAlignment (myParams.HAlign, myParams.VAlign);
+ Font_TextFormatter aFormatter;
+
+ aFormatter.SetupAlignment (myText->HorizontalAlignment(), myText->VerticalAlignment());
aFormatter.Reset();
- aFormatter.Append (theCtx, myString, *myFont.operator->());
+
+ aFormatter.Append (myText->Text(), *myFont->FTFont());
aFormatter.Format();
- aFormatter.Result (theCtx, myTextures, myVertsVbo, myTCrdsVbo);
+ OpenGl_TextBuilder aBuilder;
+ aBuilder.Perform (aFormatter,
+ theCtx,
+ *myFont.operator->(),
+ myTextures,
+ myVertsVbo,
+ myTCrdsVbo);
+
aFormatter.BndBox (myBndBox);
+ if (!myBndVertsVbo.IsNull())
+ {
+ myBndVertsVbo->Release (theCtx.get());
+ myBndVertsVbo.Nullify();
+ }
}
if (myTextures.IsEmpty())
return;
}
- myExportHeight = 1.0f;
myScaleHeight = 1.0f;
theCtx->WorldViewState.Push();
-
myModelMatrix.Convert (theCtx->WorldViewState.Current() * theCtx->ModelWorldState.Current());
+ const GLdouble aPointSize = (GLdouble )myFont->FTFont()->PointSize();
if (!myIs2d)
{
- glGetIntegerv (GL_VIEWPORT, myViewport);
- myProjMatrix.Convert (theCtx->ProjectionState.Current());
-
- OpenGl_Utils::Project<Standard_Real> (myPoint.x(),
- myPoint.y(),
- myPoint.z(),
- myModelMatrix,
- myProjMatrix,
- myViewport,
- myWinX,
- myWinY,
- myWinZ);
+ const gp_Pnt& aPoint = myText->Position();
+ Graphic3d_TransformUtils::Project<Standard_Real> (aPoint.X(), aPoint.Y(), aPoint.Z(),
+ myModelMatrix, myProjMatrix, theCtx->Viewport(),
+ myWinXYZ.x(), myWinXYZ.y(), myWinXYZ.z());
// compute scale factor for constant text height
- GLdouble x1, y1, z1;
- OpenGl_Utils::UnProject<Standard_Real> (myWinX,
- myWinY,
- myWinZ,
- OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX),
- myProjMatrix,
- myViewport,
- x1,
- y1,
- z1);
-
- GLdouble x2, y2, z2;
- const GLdouble h = (GLdouble )myFont->FTFont()->PointSize();
- OpenGl_Utils::UnProject<Standard_Real> (myWinX,
- myWinY + h,
- myWinZ,
- OpenGl_Mat4d::Map (THE_IDENTITY_MATRIX),
- myProjMatrix,
- myViewport,
- x2,
- y2,
- z2);
-
- myScaleHeight = (y2 - y1) / h;
- if (theTextAspect.IsZoomable())
+ if (!theTextAspect.Aspect()->IsTextZoomable())
{
- myExportHeight = (float )h;
+ Graphic3d_Vec3d aPnt1, aPnt2;
+ Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinXYZ.x(), myWinXYZ.y(), myWinXYZ.z(),
+ THE_IDENTITY_MATRIX, myProjMatrix, theCtx->Viewport(),
+ aPnt1.x(), aPnt1.y(), aPnt1.z());
+ Graphic3d_TransformUtils::UnProject<Standard_Real> (myWinXYZ.x(), myWinXYZ.y() + aPointSize, myWinXYZ.z(),
+ THE_IDENTITY_MATRIX, myProjMatrix, theCtx->Viewport(),
+ aPnt2.x(), aPnt2.y(), aPnt2.z());
+ myScaleHeight = (aPnt2.y() - aPnt1.y()) / aPointSize;
}
}
- myExportHeight = (float )myFont->FTFont()->PointSize() / 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.StyleType() != Aspect_TOST_ANNOTATION)
- {
- glEnable (GL_DEPTH_TEST);
- }
- else
+ const bool hasDepthTest = !myIs2d
+ && theTextAspect.Aspect()->TextStyle() != Aspect_TOST_ANNOTATION;
+ if (!hasDepthTest)
{
glDisable (GL_DEPTH_TEST);
}
theCtx->core15fwd->glActiveTexture (GL_TEXTURE0);
}
#if !defined(GL_ES_VERSION_2_0)
- // setup alpha test
- glAlphaFunc (GL_GEQUAL, 0.285f);
- glEnable (GL_ALPHA_TEST);
-
// activate texture unit
GLint aTexEnvParam = GL_REPLACE;
if (theCtx->core11 != NULL)
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.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->core11->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();
- }
- #endif
+ BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx.get() : NULL);
+ drawRect (theCtx, theTextAspect, theColorSubs);
break;
}
case Aspect_TODT_DEKALE:
{
- theCtx->SetColor4fv (*(const OpenGl_Vec4* )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.get() : NULL);
+ theCtx->SetColor4fv (theColorSubs);
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, +1.0f, 0.0f));
+ drawText (theCtx, theTextAspect);
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, -1.0f, 0.0f));
+ drawText (theCtx, theTextAspect);
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (-1.0f, +1.0f, 0.0f));
+ drawText (theCtx, theTextAspect);
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, -1.0f, 0.0f));
+ drawText (theCtx, theTextAspect);
+ break;
+ }
+ case Aspect_TODT_SHADOW:
+ {
+ BackPolygonOffsetSentry aPolygonOffsetTmp (hasDepthTest ? theCtx.get() : NULL);
+ theCtx->SetColor4fv (theColorSubs);
+ setupMatrix (theCtx, theTextAspect, OpenGl_Vec3 (+1.0f, -1.0f, 0.0f));
+ drawText (theCtx, theTextAspect);
break;
}
case Aspect_TODT_DIMENSION:
}
// main draw call
- theCtx->SetColor4fv (*(const OpenGl_Vec4* )theColorText.rgb);
- setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.0f));
- drawText (thePrintCtx, theCtx, theTextAspect);
+ 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)
}
#endif
- if (theTextAspect.DisplayType() == Aspect_TODT_DIMENSION)
+ if (theTextAspect.Aspect()->TextDisplayType() == Aspect_TODT_DIMENSION)
{
- setupMatrix (thePrintCtx, 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)
- glDisable (GL_ALPHA_TEST);
glDisable (GL_COLOR_LOGIC_OP);
#endif
theCtx->WorldViewState.Pop();
theCtx->ApplyModelViewMatrix();
}
+
+// =======================================================================
+// function : DumpJson
+// purpose :
+// =======================================================================
+void OpenGl_Text::DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth) const
+{
+ OCCT_DUMP_CLASS_BEGIN (theOStream, OpenGl_Text)
+ OCCT_DUMP_BASE_CLASS (theOStream, theDepth, OpenGl_Element)
+
+ OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myTextures.Size())
+
+ for (NCollection_Vector<Handle(OpenGl_VertexBuffer)>::Iterator aCrdsIt (myTCrdsVbo); aCrdsIt.More(); aCrdsIt.Next())
+ {
+ const Handle(OpenGl_VertexBuffer)& aVertexBuffer = aCrdsIt.Value();
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, aVertexBuffer.get())
+ }
+
+ OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, &myBndBox)
+}