/usr/src/castle-game-engine-5.2.0/x3d/x3d_text.inc is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{$ifdef read_interface}
{ }
TAbstractFontStyleNode = class(TAbstractNode)
public
procedure CreateNode; override;
end;
{ Font family that can be specified by a TFontStyleNode. }
TX3DFontFamily = (ffSerif, ffSans, ffTypeWriter);
{ Font justification that can be specified by a TFontStyleNode. }
TX3DFontJustify = (fjFirst, fjBegin, fjMiddle, fjEnd);
TFontStyleNode = class(TAbstractFontStyleNode)
strict private
JustifyWarningUppercaseDone, JustifyWarningObsoleteDone,
JustifyWarningNotSupportedDone: boolean;
function GetBlending: boolean;
procedure SetBlending(const Value: boolean);
function JustifyToString(const S: string;
const DefaultValue: TX3DFontJustify): TX3DFontJustify;
public
const
DefaultSize = 1.0;
DefaultSpacing = 1.0;
DefaultFamily = ffSerif;
DefaultBold = false;
DefaultItalic = false;
DefaultJustify = fjBegin;
DefaultJustifyMinor = fjFirst;
DefaultBlending = true;
procedure CreateNode; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
private FFdFamily: TMFString;
public property FdFamily: TMFString read FFdFamily;
private FFdHorizontal: TSFBool;
public property FdHorizontal: TSFBool read FFdHorizontal;
private FFdJustify: TMFString;
public property FdJustify: TMFString read FFdJustify;
private FFdLanguage: TSFString;
public property FdLanguage: TSFString read FFdLanguage;
private FFdLeftToRight: TSFBool;
public property FdLeftToRight: TSFBool read FFdLeftToRight;
private FFdSize: TSFFloat;
public property FdSize: TSFFloat read FFdSize;
private FFdSpacing: TSFFloat;
public property FdSpacing: TSFFloat read FFdSpacing;
private FFdStyle: TSFString;
public property FdStyle: TSFString read FFdStyle;
private FFdTopToBottom: TSFBool;
public property FdTopToBottom: TSFBool read FFdTopToBottom;
private FFdBlending: TSFBool;
public property FdBlending: TSFBool read FFdBlending;
property Blending: boolean read GetBlending write SetBlending;
class function ForVRMLVersion(const Version: TX3DVersion): boolean;
override;
function Family: TX3DFontFamily;
function Bold: boolean;
function Italic: boolean;
function Justify: TX3DFontJustify;
function JustifyMinor: TX3DFontJustify;
end;
TFontStyleNode_2 = TFontStyleNode;
TPixelTextureNode = class;
TTextNode = class(TAbstractX3DGeometryNode)
strict private
FFontTextureNode: TPixelTextureNode;
function Font: TTextureFontData;
public
procedure CreateNode; override;
destructor Destroy; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
private FFdFontStyle: TSFNode;
public property FdFontStyle: TSFNode read FFdFontStyle;
private FFdLength: TMFFloat;
public property FdLength: TMFFloat read FFdLength;
private FFdMaxExtent: TSFFloat;
public property FdMaxExtent: TSFFloat read FFdMaxExtent;
private FFdString: TMFString;
public property FdString: TMFString read FFdString;
{ Event out } { }
private FEventLineBounds: TMFVec2fEvent;
public property EventLineBounds: TMFVec2fEvent read FEventLineBounds;
{ Event out } { }
private FEventOrigin: TSFVec3fEvent;
public property EventOrigin: TSFVec3fEvent read FEventOrigin;
{ Event out } { }
private FEventTextBounds: TSFVec2fEvent;
public property EventTextBounds: TSFVec2fEvent read FEventTextBounds;
private FFdSolid: TSFBool;
public property FdSolid: TSFBool read FFdSolid;
private FFdTexCoord: TSFNode;
public property FdTexCoord: TSFNode read FFdTexCoord;
function TexCoordField: TSFNode; override;
function Proxy(var State: TX3DGraphTraverseState;
const OverTriangulate: boolean): TAbstractGeometryNode; override;
function ProxyUsesOverTriangulate: boolean; override;
function LocalBoundingBox(State: TX3DGraphTraverseState;
ProxyGeometry: TAbstractGeometryNode; ProxyState: TX3DGraphTraverseState): TBox3D; override;
{ This returns FdFontStyle.Value. Returns nil if FdFontStyle.Value
is nil or if it's not TFontStyleNode. }
function FontStyle: TFontStyleNode;
function SolidField: TSFBool; override;
function FontTextureNode: TAbstractTexture2DNode; override;
end;
{$endif read_interface}
{$ifdef read_implementation}
procedure TAbstractFontStyleNode.CreateNode;
begin
inherited;
DefaultContainerField := 'fontStyle';
end;
procedure TFontStyleNode.CreateNode;
begin
inherited;
FFdFamily := TMFString.Create(Self, 'family', ['SERIF']);
FdFamily.Exposed := false;
FdFamily.ChangesAlways := [chFontStyle];
Fields.Add(FFdFamily);
FFdHorizontal := TSFBool.Create(Self, 'horizontal', true);
FdHorizontal.Exposed := false;
FdHorizontal.ChangesAlways := [chFontStyle];
Fields.Add(FFdHorizontal);
FFdJustify := TMFString.Create(Self, 'justify', ['BEGIN']);
FdJustify.Exposed := false;
FdJustify.ChangesAlways := [chFontStyle];
Fields.Add(FFdJustify);
{ X3D specification comment: ["BEGIN","END","FIRST","MIDDLE",""] }
FFdLanguage := TSFString.Create(Self, 'language', '');
FdLanguage.Exposed := false;
FdLanguage.ChangesAlways := [chFontStyle];
Fields.Add(FFdLanguage);
FFdLeftToRight := TSFBool.Create(Self, 'leftToRight', true);
FdLeftToRight.Exposed := false;
FdLeftToRight.ChangesAlways := [chFontStyle];
Fields.Add(FFdLeftToRight);
FFdSize := TSFFloat.Create(Self, 'size', DefaultSize);
FdSize.Exposed := false;
FdSize.ChangesAlways := [chFontStyle];
Fields.Add(FFdSize);
{ X3D specification comment: (0,Inf) }
FFdSpacing := TSFFloat.Create(Self, 'spacing', DefaultSpacing);
FdSpacing.Exposed := false;
FdSpacing.ChangesAlways := [chFontStyle];
Fields.Add(FFdSpacing);
{ X3D specification comment: [0,Inf) }
FFdStyle := TSFString.Create(Self, 'style', 'PLAIN');
FdStyle.Exposed := false;
FdStyle.ChangesAlways := [chFontStyle];
Fields.Add(FFdStyle);
{ X3D specification comment: ["PLAIN"|"BOLD"|"ITALIC"|"BOLDITALIC"|""] }
FFdTopToBottom := TSFBool.Create(Self, 'topToBottom', true);
FdTopToBottom.Exposed := false;
FdTopToBottom.ChangesAlways := [chFontStyle];
Fields.Add(FFdTopToBottom);
FFdBlending := TSFBool.Create(Self, 'blending', DefaultBlending);
FdBlending.Exposed := false;
FdBlending.ChangesAlways := [chFontStyle];
Fields.Add(FFdBlending);
end;
class function TFontStyleNode.ClassNodeTypeName: string;
begin
Result := 'FontStyle';
end;
class function TFontStyleNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNVRML97Nodes + ClassNodeTypeName) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
class function TFontStyleNode.ForVRMLVersion(const Version: TX3DVersion): boolean;
begin
Result := Version.Major >= 2;
end;
function TFontStyleNode.Family: TX3DFontFamily;
var
I: Integer;
begin
for I := 0 to FdFamily.Items.Count - 1 do
if FdFamily.Items[I] = 'SERIF' then
Exit(ffSerif) else
if FdFamily.Items[I] = 'SANS' then
Exit(ffSans) else
if FdFamily.Items[I] = 'TYPEWRITER' then
Exit(ffTypeWriter) else
OnWarning(wtMajor, 'VRML/X3D', 'Font family "' + FdFamily.Items[I] + '" not supported');
{ If no supported values on FdFamily.Items then fall back to serif }
Result := ffSerif;
end;
const
StyleBold = 'BOLD';
StyleBoldItalic = 'BOLDITALIC';
StyleItalic = 'ITALIC';
StylePlain = 'PLAIN';
function TFontStyleNode.Bold: boolean;
begin
Result :=
(FdStyle.Value = StyleBold) or
(FdStyle.Value = StyleBoldItalic);
{ This is the end of calculating Result.
But we would like to make a warning in case of invalid FdStyle
value, so we do check below. }
if not Result then
begin
if not (
(FdStyle.Value = StyleItalic) or
(FdStyle.Value = StylePlain) or
(FdStyle.Value = '')) then
OnWarning(wtMajor, 'VRML/X3D', 'Font style "' + FdStyle.Value + '" not supported');
end;
end;
function TFontStyleNode.Italic: boolean;
begin
Result :=
(FdStyle.Value = StyleItalic) or
(FdStyle.Value = StyleBoldItalic);
{ This is the end of calculating Result.
But we would like to make a warning in case of invalid FdStyle
value, so we do check below. }
if not Result then
begin
if not (
(FdStyle.Value = StyleBold) or
(FdStyle.Value = StylePlain) or
(FdStyle.Value = '')) then
OnWarning(wtMajor, 'VRML/X3D', 'Font style "' + FdStyle.Value + '" not supported');
end;
end;
function TFontStyleNode.JustifyToString(const S: string;
const DefaultValue: TX3DFontJustify): TX3DFontJustify;
const
SJustifyObsolete = 'Font justify "%s" should not be used in VRML >= 2.0, use "%s" instead';
var
J: string;
begin
{ Some X3D models use lowercase names, like [http://instant-reality.com/]
test models. }
J := UpperCase(S);
if (J <> S) and not JustifyWarningUppercaseDone then
begin
OnWarning(wtMajor, 'VRML/X3D', Format('Font justify value "%s" should be specified in uppercase',
[S]));
JustifyWarningUppercaseDone := true;
end;
if J = 'BEGIN' then Result := fjBegin else
if J = 'FIRST' then Result := fjFirst else
if J = 'MIDDLE' then Result := fjMiddle else
if J = 'END' then Result := fjEnd else
{ Some X3D models use old justify names, like cic.nist.gov X3D demos. }
if J = 'LEFT' then
begin
if not JustifyWarningObsoleteDone then
begin
OnWarning(wtMajor, 'VRML/X3D', Format(SJustifyObsolete, ['LEFT', 'BEGIN']));
JustifyWarningObsoleteDone := true;
end;
Result := fjBegin;
end else
if J = 'CENTER' then
begin
if not JustifyWarningObsoleteDone then
begin
OnWarning(wtMajor, 'VRML/X3D', Format(SJustifyObsolete, ['CENTER', 'MIDDLE']));
JustifyWarningObsoleteDone := true;
end;
Result := fjMiddle;
end else
if J = 'RIGHT' then
begin
if not JustifyWarningObsoleteDone then
begin
OnWarning(wtMajor, 'VRML/X3D', Format(SJustifyObsolete, ['RIGHT', 'END']));
JustifyWarningObsoleteDone := true;
end;
Result := fjEnd;
end else
begin
Result := DefaultValue;
if not JustifyWarningNotSupportedDone then
begin
OnWarning(wtMajor, 'VRML/X3D', 'Font justify "' + S + '" not supported');
JustifyWarningNotSupportedDone := true;
end;
end;
end;
function TFontStyleNode.Justify: TX3DFontJustify;
begin
if FdJustify.Items.Count > 0 then
Result := JustifyToString(FdJustify.Items[0], DefaultJustify) else
Result := DefaultJustify;
end;
function TFontStyleNode.JustifyMinor: TX3DFontJustify;
begin
if FdJustify.Items.Count > 1 then
Result := JustifyToString(FdJustify.Items[1], DefaultJustifyMinor) else
Result := DefaultJustifyMinor;
end;
function TFontStyleNode.GetBlending: boolean;
begin
Result := FdBlending.Value;
end;
procedure TFontStyleNode.SetBlending(const Value: boolean);
begin
FdBlending.Send(Value);
end;
procedure TTextNode.CreateNode;
begin
inherited;
FFdFontStyle := TSFNode.Create(Self, 'fontStyle', [TAbstractFontStyleNode]);
FdFontStyle.ChangesAlways := [chGeometry];
Fields.Add(FFdFontStyle);
FFdLength := TMFFloat.Create(Self, 'length', []);
FdLength.ChangesAlways := [chGeometry];
Fields.Add(FFdLength);
{ X3D specification comment: [0,Inf) }
FFdMaxExtent := TSFFloat.Create(Self, 'maxExtent', 0.0);
FdMaxExtent.ChangesAlways := [chGeometry];
Fields.Add(FFdMaxExtent);
{ X3D specification comment: [0,Inf) }
FFdString := TMFString.Create(Self, 'string', []);
FdString.ChangesAlways := [chGeometry];
Fields.Add(FFdString);
FEventLineBounds := TMFVec2fEvent.Create(Self, 'lineBounds', false);
Events.Add(FEventLineBounds);
FEventOrigin := TSFVec3fEvent.Create(Self, 'origin', false);
Events.Add(FEventOrigin);
FEventTextBounds := TSFVec2fEvent.Create(Self, 'textBounds', false);
Events.Add(FEventTextBounds);
FFdSolid := TSFBool.Create(Self, 'solid', false);
FdSolid.Exposed := false;
FdSolid.ChangesAlways := [chGeometry];
Fields.Add(FFdSolid);
FFdTexCoord := TSFNode.Create(Self, 'texCoord', [TTextureCoordinateGeneratorNode, TProjectedTextureCoordinateNode, TMultiTextureCoordinateNode]);
FdTexCoord.ChangesAlways := [chGeometry];
Fields.Add(FFdTexCoord);
end;
destructor TTextNode.Destroy;
begin
{ actually FreeAndNil would also be OK, as this is never
a child of another node. But for safety... }
FreeIfUnusedAndNil(FFontTextureNode);
inherited;
end;
class function TTextNode.ClassNodeTypeName: string;
begin
Result := 'Text';
end;
class function TTextNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNVRML97Nodes + ClassNodeTypeName) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
function TTextNode.TexCoordField: TSFNode;
begin
Result := FdTexCoord;
end;
function TTextNode.FontStyle: TFontStyleNode;
begin
if (FdFontStyle.Value <> nil) and
(FdFontStyle.Value is TFontStyleNode) then
Result := TFontStyleNode(FdFontStyle.Value) else
Result := nil;
end;
function TTextNode.SolidField: TSFBool;
begin
Result := FdSolid;
end;
{ Create a simple mesh (filling OutCoords, OutTexCoords fields
to initialize X3D node like QuadSet) that represents input Text node.
The interface is suitable for both VRML 2.0 / X3D Text node,
as well as VRML 1.0 AsciiText node. }
procedure TextProxy(const OriginalNode: TX3DNode;
const Size, Spacing: Single;
const Justify, JustifyMinor: TX3DFontJustify;
const Strings: TCastleStringList;
const Font: TTextureFontData;
const Solid: boolean;
const EventLineBounds: TMFVec2fEvent;
const EventOrigin: TSFVec3fEvent;
const EventTextBounds: TSFVec2fEvent;
const OutCoord: TMFVec3f; const OutTexCoord, OutExtraTexCoord: TMFVec2f);
var
TextWidths: TSingleList;
{ StringPos* calculate position to start the given line of text.
They ignore the Size parameter. }
function StringPosX(I: Integer): Single;
begin
case Justify of
fjBegin, fjFirst :
Result := 0;
fjMiddle: Result := - TextWidths.Items[I] / 2;
fjEnd : Result := - TextWidths.Items[I];
else raise EInternalError.Create('StringPosX: Invalid font Justify value');
end;
end;
function StringPosY(I: Integer): Single;
begin
case JustifyMinor of
fjFirst : Result := - I;
fjBegin : Result := - (I + 1);
fjMiddle: Result := Strings.Count / 2 - (I + 1);
fjEnd : Result := Strings.Count - (I + 1);
else raise EInternalError.Create('StringPosY: Invalid font JustifyMinor value');
end;
Result *= Font.RowHeight * Spacing;
end;
var
YScale, XScale, MaxTextWidth: Single;
ExtraTexOrigin: TVector2Single;
procedure SendEvents;
var
Origin: TVector3Single;
LineBounds: TMFVec2f;
Time: TX3DTime;
FinalRowHeight: Single;
I: Integer;
begin
if (EventOrigin <> nil) and
(OriginalNode.Scene <> nil) then
begin
{ This is all simple, since we ignore topToBottom, leftToRight.
Also, we don't honour the rule that the upper line of the text
is exactly on Y = 0 (instead, our *row* (which is slightly higher
than the upper text line) is on Y = 0, this is documented
on [http://castle-engine.sourceforge.net/x3d_implementation_status.php]
by failed NIST test about it.
So the lacks of current Text rendering implementation
make this somewhat simple :) }
Time := OriginalNode.Scene.GetTime;
FinalRowHeight := Font.RowHeight * Spacing * YScale;
{ calculate and send Origin }
Origin := ZeroVector3Single;
case Justify of
fjBegin, fjFirst :
Origin[0] := 0;
fjMiddle: Origin[0] := -MaxTextWidth * XScale / 2;
fjEnd : Origin[0] := -MaxTextWidth * XScale ;
else raise EInternalError.Create('SendEvents: Invalid font justify value');
end;
case JustifyMinor of
fjFirst : Origin[1] := -FinalRowHeight;
fjBegin : Origin[1] := 0;
fjMiddle: Origin[1] := -FinalRowHeight * Strings.Count / 2;
fjEnd : Origin[1] := -FinalRowHeight * Strings.Count;
else raise EInternalError.Create('SendEvents: Invalid font justify value');
end;
EventOrigin.Send(Origin, Time);
if EventLineBounds.SendNeeded then
begin
LineBounds := TMFVec2f.CreateUndefined(OriginalNode, EventLineBounds.Name, false);
try
LineBounds.Items.Count := TextWidths.Count;
case Justify of
fjBegin, fjFirst:
for I := 0 to TextWidths.Count - 1 do
LineBounds.Items.L[I] := Vector2Single(
TextWidths[I] * XScale, FinalRowHeight);
fjMiddle:
for I := 0 to TextWidths.Count - 1 do
LineBounds.Items.L[I] := Vector2Single(
(MaxTextWidth + TextWidths[I]) * XScale / 2, FinalRowHeight);
fjEnd :
for I := 0 to TextWidths.Count - 1 do
LineBounds.Items.L[I] := Vector2Single(
MaxTextWidth * XScale, FinalRowHeight);
else raise EInternalError.Create('Invalid font justify value');
end;
EventLineBounds.Send(LineBounds, Time);
finally FreeAndNil(LineBounds) end;
end;
EventTextBounds.Send(Vector2Single(
MaxTextWidth * XScale, FinalRowHeight * Strings.Count), Time);
end;
end;
{ Print the string, by adding rectangles to current QuadSet.
This is somewhat analogous to printing straight in 2D done
by TCastleFont.Print and TGLImage.Draw. }
procedure Print(X, Y: Single; const S: string; const XScale, YScale: Single);
function ConvertCoordToExtraTex(const CoordIndex: Integer; const Coord: Single): Single;
begin
Result := MapRange(Coord,
ExtraTexOrigin[CoordIndex],
ExtraTexOrigin[CoordIndex] + Font.RowHeight * Spacing * YScale,
0, 1);
end;
var
C: TUnicodeChar;
TextPtr: PChar;
CharLen: Integer;
G: TTextureFontData.TGlyph;
CoordX0, CoordX1, CoordY0, CoordY1,
TexX0, TexX1, TexY0, TexY1,
ExtraTexX0, ExtraTexX1, ExtraTexY0, ExtraTexY1: Single;
begin
TextPtr := PChar(S);
C := UTF8CharacterToUnicode(TextPtr, CharLen);
while (C > 0) and (CharLen > 0) do
begin
Inc(TextPtr, CharLen);
G := Font.Glyph(C);
if G <> nil then
begin
if (G.Width <> 0) and (G.Height <> 0) then
begin
{ Use a small margin around every glyph to allow bilinear
filtering to smoothly go from opaque to fully transparent
at glyph border. This prevents glyph border from ending suddenly,
it looks much better in the case of blending.
This cooperates with TTextureFontData.Create (used by
texturefont2pascal) that makes sure that each letter is
surrounded with a padding that allows such border,
see GlyphPadding in castletexturefontdata.pas. }
{$define EXTRA_GLYPH_SPACE}
CoordX0 := X - G.X {$ifdef EXTRA_GLYPH_SPACE} - 0.5 {$endif};
CoordY0 := Y - G.Y {$ifdef EXTRA_GLYPH_SPACE} - 0.5 {$endif};
CoordX1 := CoordX0 + G.Width {$ifdef EXTRA_GLYPH_SPACE} + 1 {$endif};
CoordY1 := CoordY0 + G.Height {$ifdef EXTRA_GLYPH_SPACE} + 1 {$endif};
CoordX0 *= XScale;
CoordX1 *= XScale;
CoordY0 *= YScale;
CoordY1 *= YScale;
OutCoord.Items.Add(Vector3Single(CoordX0, CoordY0, 0));
OutCoord.Items.Add(Vector3Single(CoordX1, CoordY0, 0));
OutCoord.Items.Add(Vector3Single(CoordX1, CoordY1, 0));
OutCoord.Items.Add(Vector3Single(CoordX0, CoordY1, 0));
TexX0 := (G.ImageX {$ifdef EXTRA_GLYPH_SPACE} - 0.5 {$endif}) / Font.Image.Width;
TexY0 := (G.ImageY {$ifdef EXTRA_GLYPH_SPACE} - 0.5 {$endif}) / Font.Image.Height;
TexX1 := (G.ImageX + G.Width {$ifdef EXTRA_GLYPH_SPACE} + 1 {$endif}) / Font.Image.Width;
TexY1 := (G.ImageY + G.Height {$ifdef EXTRA_GLYPH_SPACE} + 1 {$endif}) / Font.Image.Height;
OutTexCoord.Items.Add(Vector2Single(TexX0, TexY0));
OutTexCoord.Items.Add(Vector2Single(TexX1, TexY0));
OutTexCoord.Items.Add(Vector2Single(TexX1, TexY1));
OutTexCoord.Items.Add(Vector2Single(TexX0, TexY1));
{ if we want extra texture coordinates, generate them knowing
ExtraTexOrigin and current Coord* values. This is enough,
see the specification:
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, and T increases up. }
if OutExtraTexCoord <> nil then
begin
ExtraTexX0 := ConvertCoordToExtraTex(0, CoordX0);
ExtraTexY0 := ConvertCoordToExtraTex(1, CoordY0);
ExtraTexX1 := ConvertCoordToExtraTex(0, CoordX1);
ExtraTexY1 := ConvertCoordToExtraTex(1, CoordY1);
OutExtraTexCoord.Items.Add(Vector2Single(ExtraTexX0, ExtraTexY0));
OutExtraTexCoord.Items.Add(Vector2Single(ExtraTexX1, ExtraTexY0));
OutExtraTexCoord.Items.Add(Vector2Single(ExtraTexX1, ExtraTexY1));
OutExtraTexCoord.Items.Add(Vector2Single(ExtraTexX0, ExtraTexY1));
end;
end;
X += G.AdvanceX;
Y += G.AdvanceY;
end;
C := UTF8CharacterToUnicode(TextPtr, CharLen);
end;
end;
var
I: Integer;
begin
YScale := Size / Font.RowHeight;
{ TODO: Use maxEntent, length for VRML 2.0. Use width for VRML 1.0. }
XScale := YScale;
TextWidths := TSingleList.Create;
try
TextWidths.Count := Strings.Count;
MaxTextWidth := 0;
for I := 0 to TextWidths.Count - 1 do
begin
TextWidths.L[I] := Font.TextWidth(Strings[I]);
MaxTo1st(MaxTextWidth, TextWidths.L[I]);
end;
if Strings.Count <> 0 then
begin
ExtraTexOrigin := Vector2Single(StringPosX(0) * XScale, StringPosY(0) * YScale);
for I := 0 to Strings.Count - 1 do
Print(StringPosX(I), StringPosY(I), Strings[I], XScale, YScale);
end;
{ These events should be generated only when
the default values of length and maxExtent are used.
For now, we ignore length and maxExtent, so these events are
simply always generated. }
SendEvents;
finally FreeAndNil(TextWidths) end;
end;
function TTextNode.Proxy(var State: TX3DGraphTraverseState;
const OverTriangulate: boolean): TAbstractGeometryNode;
{ Using TQuadSetNode may be a little more efficient, as it can be rendered
using QUADS, and there's no need for dumb FdCoordIndex either.
But it cannot be used on OpenGLES that doesn't support rendering QUADS,
and right now simply fails rendering TQuadSetNode. }
{$ifndef OpenGLES} {$define TEXT_PROXY_QUAD_SET} {$endif}
var
Size, Spacing: Single;
Justify, JustifyMinor: TX3DFontJustify;
FaceSet: {$ifdef TEXT_PROXY_QUAD_SET} TQuadSetNode {$else} TIndexedFaceSetNode {$endif};
CoordNode: TCoordinateNode;
MultiTexCoordNode: TMultiTextureCoordinateNode;
TexCoordNode, ExtraTexCoordNode: TTextureCoordinateNode;
I: Integer;
ExtraTexCoordField: TMFVec2f;
begin
if FontStyle = nil then
begin
Size := TFontStyleNode.DefaultSize;
Spacing := TFontStyleNode.DefaultSpacing;
Justify := TFontStyleNode.DefaultJustify;
JustifyMinor := TFontStyleNode.DefaultJustifyMinor;
end else
begin
Size := FontStyle.FdSize.Value;
Spacing := FontStyle.FdSpacing.Value;
Justify := FontStyle.Justify;
JustifyMinor := FontStyle.JustifyMinor;
end;
FaceSet := {$ifdef TEXT_PROXY_QUAD_SET} TQuadSetNode {$else} TIndexedFaceSetNode {$endif}
.Create(NodeName, BaseUrl);
try
FaceSet.Solid := Solid;
CoordNode := TCoordinateNode.Create('', BaseUrl);
FaceSet.FdCoord.Value := CoordNode;
MultiTexCoordNode := TMultiTextureCoordinateNode.Create('', BaseUrl);
FaceSet.FdTexCoord.Value := MultiTexCoordNode;
TexCoordNode := TTextureCoordinateNode.Create('', BaseUrl);
MultiTexCoordNode.FdTexCoord.Add(TexCoordNode);
if (FdTexCoord.Value <> nil) and FdTexCoord.CurrentChildAllowed then
begin
{ If you specify explicit Text.texCoord value, we assume you want
to use it for Appearance.texture, instead of automatic texture
coordinates that would be placed inside ExtraTexCoordNode.
So we don't use ExtraTexCoordNode then.
Note: don't worry about X3DShadowMaps processing here.
X3DShadowMaps processing happens on the resulting geometry node,
it *does not* modify source FdTexCoord field. So shadow maps
will work on both textured and untextured text,
because X3DShadowMaps processing will actually cut off ExtraTexCoordNode
in case they are unused (because text is not textured),
before adding ProjectedTextureCoordinate. }
ExtraTexCoordNode := nil;
if FdTexCoord.Value is TMultiTextureCoordinateNode then
begin
for I := 0 to TMultiTextureCoordinateNode(FdTexCoord.Value).FdTexCoord.Count - 1 do
MultiTexCoordNode.FdTexCoord.Add(
TMultiTextureCoordinateNode(FdTexCoord.Value).FdTexCoord.Items[I]);
end else
MultiTexCoordNode.FdTexCoord.Add(FdTexCoord.Value);
end else
begin
ExtraTexCoordNode := TTextureCoordinateNode.Create('', BaseUrl);
MultiTexCoordNode.FdTexCoord.Add(ExtraTexCoordNode);
end;
if ExtraTexCoordNode <> nil then
ExtraTexCoordField := ExtraTexCoordNode.FdPoint else
ExtraTexCoordField := nil;
TextProxy(Self, Size, Spacing, Justify, JustifyMinor, FdString.Items, Font,
Solid, EventLineBounds, EventOrigin, EventTextBounds,
CoordNode.FdPoint, TexCoordNode.FdPoint, ExtraTexCoordField);
{$ifndef TEXT_PROXY_QUAD_SET}
{ calculate FaceSet.FdCoordIndex, just include all quads from CoordNode }
FaceSet.FdCoordIndex.Items.Clear;
for I := 0 to CoordNode.FdPoint.Count - 1 do
begin
FaceSet.FdCoordIndex.Items.Add(I);
if (I + 1) mod 4 = 0 then
FaceSet.FdCoordIndex.Items.Add(-1);
end;
{$endif}
Result := FaceSet;
except FreeAndNil(FaceSet); raise end;
end;
function TTextNode.ProxyUsesOverTriangulate: boolean;
begin
Result := false;
end;
function GetFont(const Family: TX3DFontFamily; const Bold, Italic: boolean): TTextureFontData;
{$ifdef CASTLE_EMBED_ALL_3D_FONT_VARIATIONS}
begin
case Family of
ffSerif:
if Bold and Italic then
Result := TextureFont_DejaVuSerifBoldItalic_20 else
if Bold then
Result := TextureFont_DejaVuSerifBold_20 else
if Italic then
Result := TextureFont_DejaVuSerifItalic_20 else
Result := TextureFont_DejaVuSerif_20;
ffSans:
if Bold and Italic then
Result := TextureFont_DejaVuSansBoldOblique_20 else
if Bold then
Result := TextureFont_DejaVuSansBold_20 else
if Italic then
Result := TextureFont_DejaVuSansOblique_20 else
Result := TextureFont_DejaVuSans_20;
ffTypeWriter:
if Bold and Italic then
Result := TextureFont_DejaVuSansMonoBoldOblique_20 else
if Bold then
Result := TextureFont_DejaVuSansMonoBold_20 else
if Italic then
Result := TextureFont_DejaVuSansMonoOblique_20 else
Result := TextureFont_DejaVuSansMono_20;
else raise EInternalError.Create('GetFont:Family?');
end;
{$else}
begin
Result := TextureFont_DejaVuSans_20;
{$endif}
end;
function TTextNode.Font: TTextureFontData;
begin
if FontStyle <> nil then
Result := GetFont(
FontStyle.Family,
FontStyle.Bold,
FontStyle.Italic) else
Result := GetFont(
TFontStyleNode.DefaultFamily,
TFontStyleNode.DefaultBold,
TFontStyleNode.DefaultItalic);
end;
function CreateFontTextureNode(const Font: TTextureFontData;
const Blending: boolean): TPixelTextureNode;
begin
Result := TPixelTextureNode.Create('', '');
FreeAndNil(Result.FdImage.Value);
{ although repeat=TRUE seems counter-intuitive, in fact:
- We *can* use it, since CastleTextureFontData surrounds each glyph from
the right and top with GlyphPadding, so we will not accidentally pick
other glyph by slightly going outside the texture area.
- We *want* to use it actually, for EXTRA_GLYPH_SPACE. This way glyphs
on the very left and bottom border of the font texture will also
have a transparent pixel row to the left / bottom. }
Result.FdRepeatS.Value := true;
Result.FdRepeatT.Value := true;
{ convert grayscale image with TreatAsAlpha to TGrayscaleAlphaImage }
Result.FdImage.Value := Font.Image.ToGrayscaleAlphaImage;
if Blending then
Result.FdAlphaChannel.Value := 'FULL_RANGE' else
Result.FdAlphaChannel.Value := 'SIMPLE_YES_NO';
end;
function TTextNode.FontTextureNode: TAbstractTexture2DNode;
var
Blending: boolean;
begin
{ For now, we assume that font value never changes,
and so FFontTextureNode is neved changed once it's initially
created. This is correct for normal X3D usage, since FontStyle
fields, like family and style, are initializeOnly.
In the future, if we want to handle FontStyle field changes,
then chFontStyle should provoke recreating proxy (just like
chGeometry does now) and it should provoke recreating FontTextureNode. }
if FFontTextureNode = nil then
begin
if FontStyle <> nil then
Blending := FontStyle.Blending else
Blending := TFontStyleNode.DefaultBlending;
FFontTextureNode := CreateFontTextureNode(Font, Blending);
end;
Result := FFontTextureNode;
end;
procedure RegisterTextNodes;
begin
NodesManager.RegisterNodeClasses([
TFontStyleNode,
TTextNode
]);
end;
{$endif read_implementation}
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