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ACG::SceneGraph::TextNode Class Reference

`#include <ACG/Scenegraph/TextNode.hh>`

Inheritance diagram for ACG::SceneGraph::TextNode:

## Public Types
enum | TextMode { SCREEN_ALIGNED, SCREEN_ALIGNED_STATIC_SIZE, OBJECT_ALIGNED }
Public Types inherited from ACG::SceneGraph::ACG::SceneGraph::BaseNode
enum | StatusMode { Active = 0x1, HideNode = 0x2, HideChildren = 0x4, HideSubtree = 0x8 }
| Status modi. More...
enum | TraverseMode { NodeFirst = 0x1, ChildrenFirst = 0x2, SecondPass = 0x4 }
| Node traverse types. More...
typedef std::list< BaseNode * > ::const_iterator | ConstChildIter
| allows to iterate over children
typedef std::list< BaseNode * > ::iterator | ChildIter
| allows to iterate over children
typedef std::list< BaseNode * > ::const_reverse_iterator | ConstChildRIter
| allows to reverse iterate over children
typedef std::list< BaseNode * > ::reverse_iterator | ChildRIter
| allows to reverse iterate over children
enum | PASSES { NOPASS = 0, ALLPASSES = 1 << 0, PASS_1 = 1 << 1, PASS_2 = 1 << 2, PASS_3 = 1 << 3, PASS_4 = 1 << 4, PASS_5 = 1 << 5, PASS_6 = 1 << 6, PASS_7 = 1 << 7, PASS_8 = 1 << 8 }
| This enum should be used to enable rendering of a node in different.
typedef unsigned int | MultipassBitMask
| Multipass pass bit mask type.

## Public Member Functions
| TextNode (BaseNode *_parent=0, std::string _name="<TextNode>", TextMode _textMode=SCREEN_ALIGNED, bool _alwaysOnTop=false)
| ~TextNode ()
| destructor
| ACG_CLASSNAME (TextNode)
| static name of this class
DrawModes::DrawMode | availableDrawModes () const
| return available draw modes
void | boundingBox (Vec3d &_bbMin, Vec3d &_bbMax)
| update bounding box
void | draw (GLState &_state, const DrawModes::DrawMode &_drawMode)
| draw Text
void | enter (GLState &_state, const DrawModes::DrawMode &_drawmode)
| set texture and drawing states
void | leave (GLState &_state, const DrawModes::DrawMode &_drawmode)
| restore texture and drawing states
void | getRenderObjects (ACG::IRenderer *_renderer, ACG::GLState &_state, const ACG::SceneGraph::DrawModes::DrawMode &_drawMode, const ACG::SceneGraph::Material *_mat)
| set RenderObject for Shader pipeline renderer
void | setRenderingMode (TextMode _textMode)
void | setAlwaysOnTop (bool _alwaysOnTop)
| draw the text always on top
bool | alwaysOnTop ()
| returns wheter always on top is setted or not
TextMode | renderingMode ()
| returns the rendering mode (SCREEN_ALIGNED or OBJECT_ALIGNED)
void | setText (std::string _text)
| sets the string that will be rendered
void | setSize (const double _size)
| sets the size by which the quads displaying the text will be scaled
void | setPixelSize (const unsigned int _size)
| sets the pixelsize of the text (only available for the SCREEN_ALIGNED_STATIC_SIZE mode and only works, if scaling is 1)
void | setFont (const QFont &_font)
| sets the font to be used for generating a texture with most characters of the chosen font
float | lastScale ()
| returns the scaling factor for screen aligned text the text. returns 0, if textmode is not SCREEN_ALIGNED_STATIC_SIZE More...
Public Member Functions inherited from ACG::SceneGraph::ACG::SceneGraph::BaseNode
| BaseNode (BaseNode *_parent=0, std::string _name="<unknown>")
| Default constructor.
| BaseNode (BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>")
| Put this node between _parent and _child.
virtual | ~BaseNode ()
| Destructor.
void | delete_subtree ()
| Delete the whole subtree of this node. More...
virtual const std::string & | className () const =0
| Return class name (implemented by the ACG_CLASSNAME macro)
virtual void | enter (GLState &, const DrawModes::DrawMode &)
virtual void | draw (GLState &, const DrawModes::DrawMode &)
| Draw this node using the draw modes _drawMode. More...
virtual void | leave (GLState &, const DrawModes::DrawMode &)
virtual void | enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)
virtual void | pick (GLState &, PickTarget)
virtual void | leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)
void | enablePicking (bool _enable)
bool | pickingEnabled ()
virtual void | mouseEvent (GLState &, QMouseEvent *)
| Handle mouse event (some interaction, e.g. modeling)
void | setDirty (bool _dirty=true)
| mark node for redrawn
bool | isDirty () const
| Check if node should be redrawn.
ChildIter | childrenBegin ()
| Returns: begin-iterator of children.
ConstChildIter | childrenBegin () const
| Same but `cont`.
ChildIter | childrenEnd ()
| Returns: end-iterator of children.
ConstChildIter | childrenEnd () const
| Same but `const`.
ChildRIter | childrenRBegin ()
| Returns: reverse begin-iterator of children.
ConstChildRIter | childrenRBegin () const
| Same but const.
ChildRIter | childrenREnd ()
| Returns: reverse end-iterator of children.
ConstChildRIter | childrenREnd () const
| Same but `const`.
void | push_back (BaseNode *_node)
| Insert _node at the end of the list of children.
void | remove (ChildIter _pos)
size_t | nChildren () const
| number of children
ChildIter | find (BaseNode *_node)
BaseNode * | find (const std::string &_name)
BaseNode * | parent ()
| Get the nodes parent node.
const BaseNode * | parent () const
| Get the nodes parent node.
void | set_parent (BaseNode *_parent)
| Set the parent of this node. More...
StatusMode | status () const
| Get node's status.
void | set_status (StatusMode _s)
| Set the status of this node.
void | hide ()
| Hide Node: set status to HideNode.
void | show ()
| Show node: set status to Active.
bool | visible ()
| Is node visible (status == Active)?
bool | hidden ()
| Is node not visible (status != Active)?
std::string | name () const
| Returns: name of node (needs not be unique)
void | name (const std::string &_name)
| rename a node
unsigned int | id () const
DrawModes::DrawMode | drawMode () const
| Return the own draw modes of this node.
void | drawMode (DrawModes::DrawMode _drawMode)
unsigned int | traverseMode () const
| Return how the node should be traversed.
void | setTraverseMode (unsigned int _mode)
| Set traverse mode for node.
MultipassBitMask | multipassStatus () const
| Get the current multipass settings for the nodes status functions. More...
void | setMultipassStatus (const MultipassBitMask _passStatus)
| Set multipass settings for the nodes status functions. More...
void | multipassStatusSetActive (const unsigned int _i, bool _active)
| Set multipass status to traverse in a specific pass. More...
bool | multipassStatusActive (const unsigned int _i) const
| Get multipass status to traverse in a specific pass. More...
MultipassBitMask | multipassNode () const
| Get the current multipass settings for the node. More...
void | setMultipassNode (const MultipassBitMask _passNode)
| Set multipass settings for the node. More...
void | multipassNodeSetActive (const unsigned int _i, bool _active)
| Set Node status to traverse in a specific pass. More...
bool | multipassNodeActive (const unsigned int _i) const
| Get Node status to traverse in a specific pass. More...
void | setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)
| Set custom shaders. More...
void | setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_tessControlShaderFile, const std::string &_tessEvalShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)
| Set custom shaders. More...
void | setRenderObjectUniformPool (const GLSL::UniformPool *_pool)
| Set uniforms for shader based rendering. More...
const GLSL::UniformPool * | getRenderObjectUniformPool ()
| Get uniforms for shader based rendering. More...
void | setRenderObjectTexture (int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D)
| Set textures for shader based rendering. More...
void | setRenderObjectModifier (RenderObjectModifier *_modifier)
| Set modifier for render objects. More...
RenderObjectModifier * | getRenderObjectModifier ()
| Get render-object modifier. More...
void | applyRenderObjectSettings (DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) const
| Set shaders, textures and uniforms as provided by user to a render-object. More...

## Static Protected Member Functions
static void | updateFont ()

## Private Member Functions
void | updateVBO ()
void | bindVBO ()
| binds vbo_ and sets the necessary OpenGL states
void | unbindVBO ()
| unbinds vbo_
void | applyScreenAligned (GLState &_state)
| modifies _state so that the modelviewmatrix will be screenaligned. remember to call "_state.pop_modelview_matrix();" twice

## Static Private Member Functions
static quint32 | nearestPowerOfTwo (quint32 num)
| returns the nearest greater power of 2 to num
static std::map< char, std::pair< unsigned int, unsigned int > > | createMap ()

## Private Attributes
double | size_
| scaling factor by which the quads in vbo_ are scaled
unsigned | pixelSize_
| pixelSize of the text for the SCREEN_ALIGNED_STATIC_SIZE mode
std::string | text_
| text to be displayed on quads in vbo_
TextMode | textMode_
| current display mode of text_ (SCREEN_ALIGNED, SCREEN_ALIGNED_STATIC_SIZE or OBJECT_ALIGNED)
GLuint | vbo_
std::vector< GLfloat > | vertexBuffer_
| buffer of vertex coordinates and texture coordinates of the quads
size_t | oldVboSize_
bool | blendEnabled_
| stores if GL_BLEND was enabled on entering TextNode
bool | texture2dEnabled_
| stores if GL_TEXTURE_2D was enabled on entering TextNode
bool | cullFaceEnabled_
| stores if GL_CULL_FACE was enabled on entering TextNode
bool | depthEnabled_
| stores if GL_DEPTH_TEST was enabled on entering TextNode
bool | alwaysOnTop_
| stores if text should be drawn always on top
bool | alphaTest_
| stores if the alpha test was enabled
float | alphaTestValue_
| stores the alpha value used for alpha test
GLenum | alphaTestFunc_
| stores alpha test comparison function
GLint | blendSrc_
| stores the sfactor parameter of glBlendFunc on entering TextNode
GLint | blendDest_
| stores the dfactor parameter of glBlendFunc on entering TextNode
ACG::VertexDeclaration | vertexDecl_
| stores the vertex declaration
float | lastScale_
| stores the last scaling factor the text computed to SCREEN_ALIGNED_STATIC_SIZE

## Static Private Attributes
static std::map< char, std::pair< unsigned int, unsigned int > > | charToIndex_ = TextNode::createMap()
| maps most readable characters to indices for texture coordinate calculation in updateVBO()
static QFont | qfont_ = QFont("Helvetica", 30)
| font that is used to generate the texture in updateFont()
static GLuint | texture_ = 0
| handle for the texture into which characters from qfont_ are painted in updateFont()
static int | imageWidth_ = 0
| width of the generated texture
static int | imageHeight_ = 0
| height of the generated texture
static qreal | maxFontWidth_ = 0.0
| max width of qfont
static const int | numberOfChars_ = 94
| number of characters that are drawn into the texture
static const unsigned int | rows_ = 10
| number of rows of characters in the texture
static const unsigned int | columns_ = 10
| number of columns of characters in the texture
static bool | initialised_ = false
| this is used to ensure that the texture is only generated once when necessary
static QColor | color_ = QColor(255, 0, 0)
| color that is used to draw the characters into the texture in updateFont()

## Detailed Description

CoordsysNode renders A coordinate system.

TODO: Den Fall mode_ == POSITION implementieren. 25.11.08

TextNode can be used to display a string on quads in OpenGL. This string can be set with setText(std::string _text). A TextNode can be attached to a parent node by using the function BaseObjectData::addAdditionalNode. The quads can then be set to align to the parent (OBJECT_ALIGNED) via the setRenderingMode(TextMode _textMode) function. Alternatively the quads can be aligned to the screen (SCREEN_ALIGNED). The font that is used to display text on the screen can be set with the setFont(const QFont& _font) function. Finally the quads can be scaled via the setSize(double _size) function.

Definition at line 96 of file TextNode.hh.

## Member Enumeration Documentation

enum ACG::SceneGraph::TextNode::TextMode

Enumerator
SCREEN_ALIGNED_STATIC_SIZE | Text will always stay parallel to screen.
OBJECT_ALIGNED | Text will always stay parallel to screen (like SCREEN_ALIGNED) and text has static size, independent of the camera position. Text will be transformed and projected by Modelview and projection matrix

Definition at line 100 of file TextNode.hh.

## Constructor & Destructor Documentation

ACG::SceneGraph::TextNode::TextNode | ( | BaseNode * | _parent = `0`,
|  | std::string | _name = `"<TextNode>"`,
|  | TextMode | _textMode = `SCREEN_ALIGNED`,
|  | bool | _alwaysOnTop = `false`
| ) |  |

default constructor

Parameters

  _parent | Define the parent Node this node gets attached to
  _name | Name of this Node
  _textMode | Define the text rendering style ( see TextNode::TextMode )
  _alwaysOnTop | Draw text on top of everything else?

Definition at line 96 of file TextNode.cc.

## Member Function Documentation

std::map< char, std::pair< unsigned int, unsigned int > > ACG::SceneGraph::TextNode::createMap | ( |  | ) |
| static private

Creates a map charToIndex_ from most characters to an incrementing set of indices. These indices are used to create the texture coordinates in updateVBO().

Definition at line 230 of file TextNode.cc.

float ACG::SceneGraph::TextNode::lastScale | ( |  | ) |
| inline

returns the scaling factor for screen aligned text the text. returns 0, if textmode is not SCREEN_ALIGNED_STATIC_SIZE

screen aligned static size text will be scaled up/down in 3d space to achieve the static size in screen space lastScale returns the last scaling factor where the text was multiplied, to compute e.g. a distance which is also static in screen space

Definition at line 172 of file TextNode.hh.

void ACG::SceneGraph::TextNode::setRenderingMode | ( | TextMode | _textMode | ) |

Set the rendering mode ( see TextNode::TextMode )

Definition at line 167 of file TextNode.cc.

void ACG::SceneGraph::TextNode::updateFont | ( |  | ) |
| static protected

Generates a texture by drawing most characters into one texture. This texture is then used to draw single characters onto quads

Definition at line 369 of file TextNode.cc.

void ACG::SceneGraph::TextNode::updateVBO | ( |  | ) |
| private

generates a quad for each character in text_ and also calculates the texture coordinates for each quad's character

Definition at line 432 of file TextNode.cc.

## Member Data Documentation

GLuint ACG::SceneGraph::TextNode::vbo_
| private

handle to the vertex buffer object, containing the quads on which the characters in text_ are rendered

Definition at line 224 of file TextNode.hh.

The documentation for this class was generated from the following files:

- ACG/Scenegraph/TextNode.hh
- ACG/Scenegraph/TextNode.cc