?? chasctxt.cpp
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/*----------------------------------------------------------------------------
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The contents of this file are subject to the Andromedia Public
License Version 1.0 (the "License"); you may not use this file
except in compliance with the License. You may obtain a copy of
the License at http://www.andromedia.com/APL/
Software distributed under the License is distributed on an
"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
implied. See the License for the specific language governing
rights and limitations under the License.
The Original Code is Pueblo client code, released November 4, 1998.
The Initial Developer of the Original Code is Andromedia Incorporated.
Portions created by Andromedia are Copyright (C) 1998 Andromedia
Incorporated. All Rights Reserved.
Andromedia Incorporated 415.365.6700
818 Mission Street - 2nd Floor 415.365.6701 fax
San Francisco, CA 94103
Contributor(s):
--------------------------------------------------------------------------
Chaco team: Dan Greening, Glenn Crocker, Jim Doubek,
Coyote Lussier, Pritham Shetty.
Wrote and designed original codebase.
------------------------------------------------------------------------------
Implementation for the ChQvAsciiText class for Intel 3DR.
----------------------------------------------------------------------------*/
// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/ChAscTxt.cpp,v 2.19 1996/06/27 03:42:57 jimd Exp $
#include "grheader.h"
#include "CvInstnc.h"
#include <QvInfo.h>
#include <QvState.h>
#include "ChMaze.h"
#include "ChMazDep.h"
#include "CvTrnsfm.h"
#include "CvNormal.h"
#include "CvBound.h"
#include "CvMaterl.h"
#include "CvTextur.h"
#include "ChGrFont.h"
#define USE_TEXTURE_TEXT 1
/*
From the VRML 1.0 Spec
Also see:
http://vrml.wired.com/vrml.tech/vrml10-3.html
AsciiText
This node represents strings of text characters from the ASCII coded character set. The first
string is rendered with its baseline at (0,0,0). All subsequent strings advance y by -(size *
spacing). See FontStyle for a description of the size field. The justification field determines
the placement of the strings in the x dimension. LEFT (the default) places the left edge of each
string at x=0. CENTER places the center of each string at x=0. RIGHT places the right edge of
each string at x=0. Text is rendered from left to right, top to bottom in the font set by FontStyle.
The width field defines a suggested width constraint for each string. The default is to use the
natural width of each string. Setting any value to 0 indicates the natural width should be used for
that string.
The text is transformed by the current cumulative transformation and is drawn with the current
material and texture.
Textures are applied to 3D text as follows. The texture origin is at the origin of the first string, as
determined by the justification. The texture is scaled equally in both S and T dimensions, with
the font height representing 1 unit. S increases to the right. The T origin can occur anywhere
along each character, depending on how that character's outline is defined.
JUSTIFICATION
LEFT Align left edge of text to origin
CENTER Align center of text to origin
RIGHT Align right edge of text to origin
FILE FORMAT/DEFAULTS
AsciiText {
string "" # MFString
spacing 1 # SFFloat
justification LEFT # SFEnum
width 0 # MFFloat
}
*/
/* Helper class for cache */
class ChAsciiCharCache
{
friend class ChQvAsciiTextInstance;
protected:
ChPolyPolygonGx3 *m_pPoly;
unsigned int m_letter;
float m_xAdvance, m_yAdvance;
public:
ChAsciiCharCache(ChPolyPolygonGx3 *pPoly, unsigned int letter, float xAdvance, float yAdvance)
{
m_pPoly = pPoly;
m_letter = letter;
m_xAdvance = xAdvance;
m_yAdvance = yAdvance;
};
~ChAsciiCharCache()
{
delete m_pPoly;
};
};
ChQvAsciiTextInstance::ChQvAsciiTextInstance() : ChQvShapeInstance(), m_pCache(0)
{
}
ChQvAsciiTextInstance::~ChQvAsciiTextInstance()
{
if(m_pCache)
{
while(!m_pCache->IsEmpty())
{
ChAsciiCharCache *pCharCache = m_pCache->RemoveHead();
delete pCharCache;
}
delete m_pCache;
m_pCache = 0;
}
}
float ChQvAsciiTextInstance::GetTextWidth(HFONT hFont, int index)
{
// return specified length if ! 0, else string length in units
QvAsciiText *pNode = (QvAsciiText *)m_pNode;
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
// fixed width not implemented yet for 3dr
if(pNode->width.num > index && pNode->width.values[index] > 0.0)
{ // treat negative like zero
return pNode->width.values[index];
}
else
#endif
{
char *str = (char*)(pNode->string.values[index].getString());
return GetTextWidth( hFont, str );
}
}
float ChQvAsciiTextInstance::GetTextWidth(HFONT hFont, char * text)
{
HDC hdc = ::GetDC(NULL);
HFONT oldFont = HFONT(::SelectObject(hdc, hFont));
SIZE size;
if ( !GetTextExtentPoint32(hdc, text, strlen(text), &size) )
{ // function will fail under Win32s, use GetTextExtentPoint
GetTextExtentPoint(hdc, text, strlen(text), &size);
}
::SelectObject(hdc, oldFont);
ReleaseDC(NULL, hdc);
if(0 == size.cy) size.cy = 1;
return size.cx * GetFontStyle()->size.value / size.cy; //
}
float ChQvAsciiTextInstance::GetBaselineOffset()
{
//return the baseline offset from TL corner for the current font
// Remember that 1.0 * spacing is -total- font height, including all spacing
QvAsciiText *pNode = (QvAsciiText *)m_pNode;
return (-.75 * pNode->spacing.value * GetFontStyle()->size.value); // bogus computation :: TODO - make accurate
}
float ChQvAsciiTextInstance::GetTextHeight()
{
QvAsciiText *pNode = (QvAsciiText *)m_pNode;
return pNode->spacing.value * pNode->string.num * GetFontStyle()->size.value;
}
float ChQvAsciiTextInstance::GetFontLODHeight(ChRenderContext *pRC)
{
float height;
ChQvBounds charBounds;
GxVec3f lower, upper, center(0.,0.,0);
const float MAX_FONT_HEIGHT = 50;
// arbitrary value - determines best possible appearance
const float aMatterOfTaste = 2; // smaller is higher quality
lower.set(0., 0., 0.);
upper.set(GetFontStyle()->size.value * .5, GetFontStyle()->size.value, 0.);
charBounds.SetBounds(lower, upper);
charBounds.SetCenter(center);
charBounds.SetTransform(GetTransform());
ChRect extent = GetBoundsExtent(pRC, &charBounds);
int maxExtent = max(extent.bottom - extent.top, extent.right - extent.left);
height = maxExtent / aMatterOfTaste;
float quality = pRC->GetQuality();
height *= quality;
height = max(height, 2.0);
height = min(height, MAX_FONT_HEIGHT);
return height;
}
bool ChQvAsciiTextInstance::Construct(ChRenderContext *pRC, ChConstructionIterator *pIterator)
{
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
{
ASSERT(m_frame );
pRC->LockQv(); // Lock tree so other threads don't kill our data
if(!pIterator->IsOKToProceed(this)) // This locks scene if available
{
pRC->UnlockQv(); // Unlock tree
return 0;
}
if(IsConstructed())
{
pRC->UnlockScene();
pRC->UnlockQv(); // Unlock tree
return 1;
}
m_boolConstructed = true;
QvAsciiText *pNode = (QvAsciiText *)GetNode();
ChNrMesh mesh = m_mesh = pRC->CreateMesh();
ChNrFrameAddVisual(GetFrame(), mesh);
D3DRelease(mesh);
ChNrObjectSetAppData(mesh, (unsigned long)this);
ChNrMeshSetPerspective(mesh,true);
ChNrMeshSetColorSource(mesh,ColorFromFace);
// flag to say something got put in here
bool boolFilled = false;
HFONT hFont;
#if defined(USE_TEXTURE_TEXT)
{
// Use Textured text
const int minimumAscent = 20; // Before applying quality
ChQvAsciiTextMaterials materialMap( this);
pRC->AdjustTransparency(materialMap);
ChMaterial mat = materialMap.GetMat(0);
ChColor color = mat.GetBase();
// Create the text dib - monochrome
int quality = ((ChMazeWnd*)(pRC->GetWnd()))->GetSettings()->GetAsciiTextQuality();
quality = peg(quality, 0, 2);
float xEnlargement = 1 << quality, yEnlargement = 1 << quality; // Blow up to get rid of jaggies
int minAscent = minimumAscent * 1 << quality;
float fontSize = GetFontStyle()->size.value;
int iAscent = yEnlargement * fontSize;
while(iAscent < minAscent)
{
xEnlargement++; yEnlargement++;
iAscent = yEnlargement * fontSize;
}
hFont = CreateFont(iAscent);
float xChar = 0, yChar = 0; // current character position
int fLeft = 0, fRight = 0, fTotalWidth = 0;
for(int line = 0; line < pNode->string.num; line++)
{
float width = GetTextWidth(hFont, line) * xEnlargement;
float x;
switch(pNode->justification.value)
{
case QvAsciiText::LEFT:
x = 0.;
break;
case QvAsciiText::RIGHT:
x = -width;
break;
case QvAsciiText::CENTER:
x = -((width + 1) / 2);
break;
}
fLeft = min(fLeft, x);
fRight = max(fRight, x + width);
}
fTotalWidth = fRight - fLeft;
int iBmpWidth = int(fTotalWidth);
int iBmpHeight = GetTextHeight() * yEnlargement;
int w = 1, h = 1;
while(w < iBmpWidth) w = w << 1;
float xFactor = float(w) / iBmpWidth;
xEnlargement *= xFactor;
iBmpWidth = w;
while(h < iBmpHeight) h = h << 1;
float yFactor = float(h) / iBmpHeight;
yEnlargement *= yFactor;
iBmpHeight = h;
fLeft *= xFactor;
fRight *= xFactor;
fTotalWidth *= xFactor; // Roughly
float aspect = yFactor > .01 ? xFactor / yFactor : 1;
DeleteObject(hFont);
iAscent = yEnlargement * fontSize;
hFont = CreateFont(iAscent, aspect);
CDC dc;
CBitmap bmp;
bmp.CreateBitmap(iBmpWidth, iBmpHeight, 1, 1, 0);
dc.CreateCompatibleDC(0);
CBitmap *pOldBmp = dc.SelectObject(&bmp);
CFont *pFont = CFont::FromHandle(hFont);
CFont *pOldFont = dc.SelectObject(pFont);
RECT r = {0, 0, iBmpWidth, iBmpHeight};
CBrush brush;
brush.CreateStockObject(BLACK_BRUSH);
dc.FillRect(&r, &brush);
dc.SetTextColor( RGB(0xff, 0xff, 0xff));
dc.SetBkColor( RGB(0x0, 0x0, 0x0));
dc.SetTextAlign( TA_TOP | TA_LEFT );
int charWidths[256];
dc.GetOutputCharWidth( 0, 255, charWidths );
for(line = 0; line < pNode->string.num; line++)
{
// 'string' field is really QvMFString
string text = pNode->string.values[line].getString();
int numChars = text.GetLength();
float width = GetTextWidth(hFont, line) * xEnlargement;
if(!(pNode->width.num > line && pNode->width.values[line] > 0.0) )
{
width /= aspect; // very roughly
}
GxVec3f p;
switch(pNode->justification.value)
{
case QvAsciiText::LEFT:
p.x() = 0.;
break;
case QvAsciiText::RIGHT:
p.x() = -width;
break;
case QvAsciiText::CENTER:
p.x() = -width / 2;
break;
}
p.y() = /*-GetBaselineOffset()*/ + line * pNode->spacing.value * fontSize; // chars ought be on baseline
p.z() = 0;
p.x() -= fLeft;
p.y() *= yEnlargement;
CSize cs = dc.GetOutputTextExtent( text, text.GetLength() );
int * pWidths = 0;
int widthWanted;
if(pNode->width.num > line && pNode->width.values[line] > 0.0)
{
widthWanted = int(pNode->width.values[line] * xEnlargement + .5);
}
else
{
widthWanted = iBmpWidth;
}
pWidths = new int[numChars];
int sum = 0;
for(int ich = 0; ich < numChars; ich++)
{
pWidths[ich] = charWidths[text[ich]];
sum += pWidths[ich];
}
float factor = float(widthWanted) / sum; // how much to expand or contract the string
if(pNode->width.num > line && pNode->width.values[line] > 0.0 || factor < 1.0)
{
int actual = 0;
sum = 0;
for(ich = 0; ich < numChars; ich++)
{
sum += pWidths[ich];
int desired = int(factor * sum);
pWidths[ich] = desired - actual;
actual += pWidths[ich];
}
}
//int nCharExtra = (float(widthWanted - cs.cx)) / (text.GetLength() - 1) + .5;
//dc.SetTextCharacterExtra( nCharExtra );
dc.ExtTextOut(int(p.x()), int(p.y()), 0, 0, text, text.GetLength(), pWidths);
delete [] pWidths;
}
dc.SelectObject(pOldBmp);
dc.SelectObject(pOldFont);
//ChColor color(1., 0., 0.);
#if (defined(CH_USE_RLAB))
ChTexture *pTxt = new ChTexture(pRC, color, bmp);
#else
ChColor chromaKey((~(*(color.GetNative()))) && 0xffffff);
ChTexture *pTxt = new ChTexture(pRC, color, bmp, &chromaKey);
#endif
GxVec3f verts[4], normals[2];
verts[0].set(fLeft / xEnlargement, pNode->spacing.value * fontSize, 0);
verts[1].set(fRight / xEnlargement, pNode->spacing.value * fontSize, 0);
verts[2].set(fRight / xEnlargement, pNode->spacing.value * fontSize - GetTextHeight(), 0);
verts[3].set(fLeft / xEnlargement, pNode->spacing.value * fontSize - GetTextHeight(), 0);
// we need both front and back
normals[0].set(0, 0, 1);
normals[1].set(0, 0, -1);
ChNrFaceData face_data[4 * 2 * 2 + 2 + 1];
int ifd = 0;
ChNrFaceArray facesAdded;
int numFacesAdded;
face_data[ifd++] = 4;
face_data[ifd++] = 0;
face_data[ifd++] = 0;
face_data[ifd++] = 1;
face_data[ifd++] = 0;
face_data[ifd++] = 2;
face_data[ifd++] = 0;
face_data[ifd++] = 3;
face_data[ifd++] = 0;
face_data[ifd++] = 4;
face_data[ifd++] = 0;
face_data[ifd++] = 1;
face_data[ifd++] = 3;
face_data[ifd++] = 1;
face_data[ifd++] = 2;
face_data[ifd++] = 1;
face_data[ifd++] = 1;
face_data[ifd++] = 1;
face_data[ifd++] = 0;
ChNrMeshAddFaces( m_mesh,
4,
(ChNrVector*)verts,
2,
(ChNrVector*)normals,
face_data,
&numFacesAdded,
&facesAdded);
#if defined(CH_USE_D3D)
numFacesAdded = facesAdded->GetSize();
#endif
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