// 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.
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#include <OpenGl_AspectText.hxx>
#include <OpenGl_GlCore11.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_ShaderStates.hxx>
#include <OpenGl_Text.hxx>
+#include <OpenGl_Utils.hxx>
#include <OpenGl_Workspace.hxx>
#include <Font_FontMgr.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
char aPsFont[64];
getGL2PSFontName (theAspect.FontName().ToCString(), aPsFont);
+ #if !defined(GL_ES_VERSION_2_0)
if (theIs2d)
{
glRasterPos2f (0.0f, 0.0f);
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
// 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)
{
{
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;
// 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)
{
theCtx->DelayedRelease (aVerts);
theCtx->DelayedRelease (aTCrds);
myTextures.Clear();
myVertsVbo.Clear();
myTCrdsVbo.Clear();
- myVertsArray.Clear();
- myTCrdsArray.Clear();
}
// =======================================================================
// 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 (! aCtx.IsNull())
+ aCtx->ReleaseResource (aKey, Standard_True);
}
}
// =======================================================================
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_AspectText* aTextAspect = theWorkspace->AspectText (Standard_True);
+ const Handle(OpenGl_Texture) aPrevTexture = theWorkspace->DisableTexture();
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
- if (aCtx->IsGlGreaterEqual (2, 0))
+ // Bind custom shader program or generate default version
+ if (aCtx->core20fwd != NULL)
{
- Handle(OpenGl_ShaderProgram) aProgram = aTextAspect->ShaderProgramRes (theWorkspace);
-
- 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);
- }
+ aCtx->ShaderManager()->BindProgram (
+ aTextAspect, aTextAspect->ShaderProgramRes (aCtx));
}
// use highlight color or colors from aspect
aTextAspect->SubtitleColor());
}
+ aCtx->BindProgram (NULL);
+
// restore aspects
if (!aPrevTexture.IsNull())
{
theWorkspace->EnableTexture (aPrevTexture);
}
+
+ // restore Z buffer settings
+ if (theWorkspace->UseZBuffer())
+ {
+ glEnable (GL_DEPTH_TEST);
+ }
}
// =======================================================================
// purpose :
// =======================================================================
void OpenGl_Text::setupMatrix (const Handle(OpenGl_PrinterContext)& thePrintCtx,
- const Handle(OpenGl_Context)& /*theCtx*/,
+ const Handle(OpenGl_Context)& theCtx,
const OpenGl_AspectText& theTextAspect,
const OpenGl_Vec3 theDVec) const
{
- // setup matrix
+ OpenGl_Mat4d aModViewMat;
+
if (myIs2d)
{
- glLoadIdentity();
- glTranslatef (myPoint.x() + theDVec.x(), myPoint.y() + theDVec.y(), 0.0f);
- glRotatef (180.0f, 1.0f, 0.0f, 0.0f);
+ 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);
}
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);
+ 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())
{
#ifdef _WIN32
// 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_Utils::Scale<GLdouble> (aModViewMat, aTextScaley, aTextScaley, aTextScaley);
}
#endif
- glScaled (myScaleHeight, myScaleHeight, myScaleHeight);
+ OpenGl_Utils::Scale<GLdouble> (aModViewMat, myScaleHeight, myScaleHeight, myScaleHeight);
}
}
+
+ theCtx->WorldViewState.SetCurrent<Standard_Real> (aModViewMat);
+ theCtx->ApplyWorldViewMatrix();
+
+ if (!theCtx->ActiveProgram().IsNull())
+ {
+ // Upload updated state to shader program
+ theCtx->ShaderManager()->PushState (theCtx->ActiveProgram());
+ }
}
// =======================================================================
}
#endif
- if (myVertsVbo.Length() == myTextures.Length())
+ if (myVertsVbo.Length() != myTextures.Length()
+ || myTextures.IsEmpty())
{
- 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);
- }
+ return;
}
- else if (myVertsArray.Length() == myTextures.Length())
+
+ for (Standard_Integer anIter = 0; anIter < myTextures.Length(); ++anIter)
{
- 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);
}
// =======================================================================
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())
+ Handle(Font_FTFont) aFontFt;
+ if (!aRequestedFont.IsNull())
{
- return aFont;
- }
+ aFontFt = new Font_FTFont (NULL);
- Handle(Font_FTFont) aFontFt = new Font_FTFont (NULL);
- if (!aFontFt->Init (aRequestedFont->FontPath()->ToCString(), theHeight))
- {
- return aFont;
+ 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->Release (theCtx.operator->());
+ aFont = new OpenGl_Font (aFontFt, theKey);
+ }
+ }
+ else
+ {
+ 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);
+ aFontFt.Nullify();
+ aFont = new OpenGl_Font (aFontFt, theKey);
+ }
}
-
- 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?
+ 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);
+ aFont = new OpenGl_Font (aFontFt, theKey);
}
- glPopAttrib(); // texture bit
- aCtx->ShareResource (theKey, aFont);
+ theCtx->ShareResource (theKey, aFont);
}
return aFont;
}
&& !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;
- }
+ }
+ 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());
aFormatter.Format();
- if (!theCtx->caps->vboDisable && theCtx->core15 != NULL)
- {
- aFormatter.Result (theCtx, myTextures, myVertsVbo, myTCrdsVbo);
- }
- else
- {
- aFormatter.Result (theCtx, myTextures, myVertsArray, myTCrdsArray);
- }
+ OpenGl_TextBuilder aBuilder;
+ aBuilder.Perform (aFormatter,
+ theCtx,
+ *myFont.operator->(),
+ myTextures,
+ myVertsVbo,
+ myTCrdsVbo);
+
aFormatter.BndBox (myBndBox);
}
myExportHeight = 1.0f;
myScaleHeight = 1.0f;
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix();
+ theCtx->WorldViewState.Push();
+
+ myModelMatrix.Convert (theCtx->WorldViewState.Current() * theCtx->ModelWorldState.Current());
+
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);
+ myProjMatrix.Convert (theCtx->ProjectionState.Current());
+
+ OpenGl_Utils::Project<Standard_Real> (myPoint.x(),
+ myPoint.y(),
+ myPoint.z(),
+ myModelMatrix,
+ myProjMatrix,
+ myViewport,
+ 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);
+ 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();
- gluUnProject (myWinX, myWinY + h - 1.0, myWinZ,
- (GLdouble* )THE_IDENTITY_MATRIX, myProjMatrix, myViewport,
- &x2, &y2, &z2);
+ 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())
}
myExportHeight = (float )myFont->FTFont()->PointSize() / 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)
{
- glEnable (GL_DEPTH_TEST);
+ glDisable (GL_LIGHTING);
}
- else
+#endif
+
+ // setup depth test
+ if (myIs2d
+ || theTextAspect.StyleType() == Aspect_TOST_ANNOTATION)
{
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);
+ // 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);
+ 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
-
- // activate texture unit
- glDisable (GL_TEXTURE_1D);
- glEnable (GL_TEXTURE_2D);
- if (theCtx->core13 != NULL)
- {
- theCtx->core13->glActiveTexture (GL_TEXTURE0);
- }
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// extra drawings
switch (theTextAspect.DisplayType())
{
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();
+ #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
break;
}
case Aspect_TODT_DEKALE:
{
- glColor3fv (theColorSubs.rgb);
+ 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);
break;
}
+ case Aspect_TODT_DIMENSION:
case Aspect_TODT_NORMAL:
{
break;
}
// main draw call
- glColor3fv (theColorText.rgb);
+ theCtx->SetColor4fv (*(const OpenGl_Vec4* )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
+#if !defined(GL_ES_VERSION_2_0)
+ if (theCtx->core11 != NULL)
+ {
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, aTexEnvParam);
+ }
+#endif
+
+ if (theTextAspect.DisplayType() == Aspect_TODT_DIMENSION)
+ {
+ setupMatrix (thePrintCtx, theCtx, theTextAspect, OpenGl_Vec3 (0.0f, 0.0f, 0.00001f));
+
+ glDisable (GL_BLEND);
+ if (!myIs2d)
+ {
+ glDisable (GL_DEPTH_TEST);
+ }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (theCtx->core11 != NULL)
+ {
+ glDisable (GL_TEXTURE_2D);
+ glDisable (GL_ALPHA_TEST);
+ }
+ #endif
+ glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_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
+
+ glStencilFunc (GL_ALWAYS, 0, 0xFF);
+
+ glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ }
+
+ // 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
+
+ // model view matrix was modified
+ theCtx->WorldViewState.Pop();
+ theCtx->ApplyModelViewMatrix();
}