/** * Draws text for subsequent Label ordered renderables in the ordered renderable list. This method * is called after the text renderer has been set up (after beginRendering has been called), so * this method can only draw text for subsequent labels that use the same font and rotation as * this label. This method differs from {@link #drawBatched(gov.nasa.worldwind.render.DrawContext) * drawBatched} in that this method reuses the active text renderer context to draw as many labels * as possible without switching text renderer state. * * @param dc the current draw context. * @param textRenderer Text renderer used to draw the label. */ protected void drawBatchedText(DrawContext dc, TextRenderer textRenderer) { // Draw as many as we can in a batch to save ogl state switching. Object nextItem = dc.peekOrderedRenderables(); if (!dc.isPickingMode()) { while (nextItem != null && nextItem instanceof TacticalGraphicLabel) { TacticalGraphicLabel nextLabel = (TacticalGraphicLabel) nextItem; if (!nextLabel.isEnableBatchRendering()) break; boolean sameFont = this.font.equals(nextLabel.getFont()); boolean sameRotation = (this.rotation == null && nextLabel.rotation == null) || (this.rotation != null && this.rotation.equals(nextLabel.rotation)); boolean drawInterior = nextLabel.isDrawInterior(); // We've already set up the text renderer state, so we can can't change the font or text // rotation. // Also can't batch render if the next label needs an interior since that will require // tearing down the // text renderer context. if (!sameFont || !sameRotation || drawInterior) break; dc.pollOrderedRenderables(); // take it off the queue nextLabel.doDrawText(textRenderer); nextItem = dc.peekOrderedRenderables(); } } }
/** * Draw labels for picking. * * @param dc Current draw context. * @param pickSupport the PickSupport instance to be used. */ protected void doPick(DrawContext dc, PickSupport pickSupport) { GL gl = dc.getGL(); Angle heading = this.rotation; double headingDegrees; if (heading != null) headingDegrees = heading.degrees; else headingDegrees = 0; int x = this.screenPoint.x; int y = this.screenPoint.y; boolean matrixPushed = false; try { if (headingDegrees != 0) { gl.glPushMatrix(); matrixPushed = true; gl.glTranslated(x, y, 0); gl.glRotated(headingDegrees, 0, 0, 1); gl.glTranslated(-x, -y, 0); } for (int i = 0; i < this.lines.length; i++) { Rectangle2D bounds = this.lineBounds[i]; double width = bounds.getWidth(); double height = bounds.getHeight(); x = this.screenPoint.x; if (this.textAlign.equals(AVKey.CENTER)) x = x - (int) (width / 2.0); else if (this.textAlign.equals(AVKey.RIGHT)) x = x - (int) width; y -= this.lineHeight; Color color = dc.getUniquePickColor(); int colorCode = color.getRGB(); PickedObject po = new PickedObject(colorCode, this.getPickedObject(), this.position, false); pickSupport.addPickableObject(po); // Draw line rectangle gl.glColor3ub((byte) color.getRed(), (byte) color.getGreen(), (byte) color.getBlue()); try { gl.glBegin(GL.GL_POLYGON); gl.glVertex3d(x, y, 0); gl.glVertex3d(x + width - 1, y, 0); gl.glVertex3d(x + width - 1, y + height - 1, 0); gl.glVertex3d(x, y + height - 1, 0); gl.glVertex3d(x, y, 0); } finally { gl.glEnd(); } y -= this.lineSpacing; } } finally { if (matrixPushed) { gl.glPopMatrix(); } } }
/** * Establish the OpenGL state needed to draw text. * * @param dc the current draw context. */ protected void beginDrawing(DrawContext dc) { GL gl = dc.getGL(); int attrMask = GL.GL_DEPTH_BUFFER_BIT // for depth test, depth mask and depth func | GL.GL_TRANSFORM_BIT // for modelview and perspective | GL.GL_VIEWPORT_BIT // for depth range | GL.GL_CURRENT_BIT // for current color | GL.GL_COLOR_BUFFER_BIT // for alpha test func and ref, and blend | GL.GL_DEPTH_BUFFER_BIT // for depth func | GL.GL_ENABLE_BIT; // for enable/disable changes this.BEogsh.pushAttrib(gl, attrMask); if (!dc.isPickingMode()) { gl.glEnable(GL.GL_BLEND); OGLUtil.applyBlending(gl, false); } // Do not depth buffer the label. (Labels beyond the horizon are culled above.) gl.glDisable(GL.GL_DEPTH_TEST); gl.glDepthMask(false); // The image is drawn using a parallel projection. this.BEogsh.pushProjectionIdentity(gl); gl.glOrtho( 0d, dc.getView().getViewport().width, 0d, dc.getView().getViewport().height, -1d, 1d); this.BEogsh.pushModelviewIdentity(gl); }
/** * Draw this label during ordered rendering. * * @param dc Current draw context. * @param pickSupport Support object used during picking. */ protected void doDrawOrderedRenderable(DrawContext dc, PickSupport pickSupport) { TextRenderer textRenderer = OGLTextRenderer.getOrCreateTextRenderer(dc.getTextRendererCache(), font); if (dc.isPickingMode()) { this.doPick(dc, pickSupport); } else { this.drawText(dc, textRenderer); } }
/** * Draws the graphic as an ordered renderable. * * @param dc the current draw context. */ protected void makeOrderedRenderable(DrawContext dc) { if (this.lines == null || this.position == null) return; this.computeGeometryIfNeeded(dc); // Don't draw if beyond the horizon. double horizon = dc.getView().getHorizonDistance(); if (this.eyeDistance > horizon) return; if (this.intersectsFrustum(dc)) dc.addOrderedRenderable(this); if (dc.isPickingMode()) this.pickLayer = dc.getCurrentLayer(); }
/** * Determine if this label intersects the view or pick frustum. * * @param dc Current draw context. * @return True if this label intersects the active frustum (view or pick). Otherwise false. */ protected boolean intersectsFrustum(DrawContext dc) { View view = dc.getView(); Frustum frustum = view.getFrustumInModelCoordinates(); // Test the label's model coordinate point against the near and far clipping planes. if (this.placePoint != null && (frustum.getNear().distanceTo(this.placePoint) < 0 || frustum.getFar().distanceTo(this.placePoint) < 0)) { return false; } if (dc.isPickingMode()) return dc.getPickFrustums().intersectsAny(this.screenExtent); else return view.getViewport().intersects(this.screenExtent); }
/** * Compute the bounds of the text, if necessary. * * @param dc the current DrawContext. */ protected void computeBoundsIfNeeded(DrawContext dc) { // Do not compute bounds if they are available. Computing text bounds is expensive, so only do // this // calculation if necessary. if (this.bounds != null) return; TextRenderer textRenderer = OGLTextRenderer.getOrCreateTextRenderer(dc.getTextRendererCache(), this.getFont()); int width = 0; int maxLineHeight = 0; this.lineBounds = new Rectangle2D[this.lines.length]; for (int i = 0; i < this.lines.length; i++) { Rectangle2D lineBounds = textRenderer.getBounds(lines[i]); width = (int) Math.max(lineBounds.getWidth(), width); double thisLineHeight = Math.abs(lineBounds.getY()); maxLineHeight = (int) Math.max(thisLineHeight, maxLineHeight); this.lineBounds[i] = lineBounds; } this.lineHeight = maxLineHeight; // Compute final height using maxLineHeight and number of lines this.bounds = new Rectangle( this.lines.length, maxLineHeight, width, this.lines.length * maxLineHeight + this.lines.length * this.lineSpacing); }
/** * Render the label interior as a filled rectangle. * * @param dc Current draw context. */ protected void drawInterior(DrawContext dc) { GL gl = dc.getGL(); double width = this.bounds.getWidth(); double height = this.bounds.getHeight(); int x = this.screenPoint.x; int y = this.screenPoint.y; // Adjust x to account for text alignment int xAligned = x; if (AVKey.CENTER.equals(textAlign)) xAligned = x - (int) (width / 2); else if (AVKey.RIGHT.equals(textAlign)) xAligned = x - (int) width; // We draw text top-down, so adjust y to compensate. int yAligned = (int) (y - height); // Apply insets Insets insets = this.getInsets(); xAligned -= insets.left; width = width + insets.left + insets.right; yAligned -= insets.bottom; height = height + insets.bottom + insets.top; if (!dc.isPickingMode()) { // Apply the frame background color and opacity if we're in normal rendering mode. Color color = this.computeBackgroundColor(this.getMaterial().getDiffuse()); gl.glColor4ub( (byte) color.getRed(), (byte) color.getGreen(), (byte) color.getBlue(), (byte) (this.interiorOpacity < 1 ? (int) (this.interiorOpacity * 255 + 0.5) : 255)); } try { // Draw a quad gl.glPushMatrix(); gl.glTranslated(xAligned, yAligned, 0); gl.glScaled(width, height, 1.0); dc.drawUnitQuad(); } finally { gl.glPopMatrix(); } }
/** * Compute label geometry, if it has not already been computed this frame, or if the label * position has changed since the extent was last computed. * * @param dc Current geometry. */ protected void computeGeometryIfNeeded(DrawContext dc) { // Re-use rendering state values already calculated this frame. If the screenExtent is null, // recompute even if // the timestamp is the same. This prevents using a stale position if the application calls // setPosition and // getBounds multiple times before the label is rendered. long timeStamp = dc.getFrameTimeStamp(); if (timeStamp != this.frameTimeStamp || this.screenExtent == null) { this.computeGeometry(dc); this.frameTimeStamp = timeStamp; } }
/** * Draws this ordered renderable and all subsequent Label ordered renderables in the ordered * renderable list. This method differs from {@link * #drawBatchedText(gov.nasa.worldwind.render.DrawContext, TextRenderer) drawBatchedText} in that * this method re-initializes the text renderer to draw the next label, while {@code * drawBatchedText} re-uses the active text renderer context. That is, {@code drawBatchedText} * attempts to draw as many labels as possible that share same text renderer configuration as this * label, and this method attempts to draw as many labels as possible regardless of the text * renderer configuration of the subsequent labels. * * @param dc the current draw context. */ protected void drawBatched(DrawContext dc) { // Draw as many as we can in a batch to save ogl state switching. Object nextItem = dc.peekOrderedRenderables(); if (!dc.isPickingMode()) { while (nextItem != null && nextItem instanceof TacticalGraphicLabel) { TacticalGraphicLabel nextLabel = (TacticalGraphicLabel) nextItem; if (!nextLabel.isEnableBatchRendering()) break; dc.pollOrderedRenderables(); // take it off the queue nextLabel.doDrawOrderedRenderable(dc, this.pickSupport); nextItem = dc.peekOrderedRenderables(); } } else if (this.isEnableBatchPicking()) { while (nextItem != null && nextItem instanceof TacticalGraphicLabel) { TacticalGraphicLabel nextLabel = (TacticalGraphicLabel) nextItem; if (!nextLabel.isEnableBatchRendering() || !nextLabel.isEnableBatchPicking()) break; if (nextLabel.pickLayer != this.pickLayer) // batch pick only within a single layer break; dc.pollOrderedRenderables(); // take it off the queue nextLabel.doDrawOrderedRenderable(dc, this.pickSupport); nextItem = dc.peekOrderedRenderables(); } } }
@Override public void render(DrawContext dc) { if (dc.isPickingMode() && this.isResizeable()) return; // This is called twice: once during normal rendering, then again during ordered surface // rendering. During // normal renering we render both the interior and border shapes. During ordered surface // rendering, both // shapes are already added to the DrawContext and both will be individually processed. // Therefore we just // call our superclass behavior if (dc.isOrderedRenderingMode()) { super.render(dc); return; } if (!this.isResizeable()) { if (this.hasSelection()) { this.doRender(dc); } return; } PickedObjectList pos = dc.getPickedObjects(); PickedObject terrainObject = pos != null ? pos.getTerrainObject() : null; if (terrainObject == null) return; if (this.getStartPosition() != null) { Position end = terrainObject.getPosition(); if (!this.getStartPosition().equals(end)) { this.setEndPosition(end); this.setSector(Sector.boundingSector(this.getStartPosition(), this.getEndPosition())); this.doRender(dc); } } else { this.setStartPosition(pos.getTerrainObject().getPosition()); } }
public void preRender(DrawContext dc) { // This is called twice: once during normal rendering, then again during ordered surface // rendering. During // normal renering we pre-render both the interior and border shapes. During ordered surface // rendering, both // shapes are already added to the DrawContext and both will be individually processed. // Therefore we just // call our superclass behavior if (dc.isOrderedRenderingMode()) { super.preRender(dc); return; } this.doPreRender(dc); }
/** {@inheritDoc} */ public void render(DrawContext dc) { // This render method is called three times during frame generation. It's first called as a // Renderable // during Renderable picking. It's called again during normal rendering. And it's called a third // time as an OrderedRenderable. The first two calls determine whether to add the label the // ordered renderable // list during pick and render. The third call just draws the ordered renderable. if (dc == null) { String msg = Logging.getMessage("nullValue.DrawContextIsNull"); Logging.logger().severe(msg); throw new IllegalArgumentException(msg); } if (dc.isOrderedRenderingMode()) this.drawOrderedRenderable(dc); else this.makeOrderedRenderable(dc); }
/** * Draw the label's text. This method sets up the text renderer, and then calls {@link * #doDrawText(TextRenderer) doDrawText} to actually draw the text. * * @param dc Current draw context. * @param textRenderer Text renderer. */ protected void drawText(DrawContext dc, TextRenderer textRenderer) { GL gl = dc.getGL(); Angle heading = this.rotation; double headingDegrees; if (heading != null) headingDegrees = heading.degrees; else headingDegrees = 0; boolean matrixPushed = false; try { int x = this.screenPoint.x; int y = this.screenPoint.y; if (headingDegrees != 0) { gl.glPushMatrix(); matrixPushed = true; gl.glTranslated(x, y, 0); gl.glRotated(headingDegrees, 0, 0, 1); gl.glTranslated(-x, -y, 0); } if (this.isDrawInterior()) this.drawInterior(dc); textRenderer.begin3DRendering(); try { this.doDrawText(textRenderer); // Draw other labels that share the same text renderer configuration, if possible. if (this.isEnableBatchRendering()) this.drawBatchedText(dc, textRenderer); } finally { textRenderer.end3DRendering(); } } finally { if (matrixPushed) { gl.glPopMatrix(); } } }
/** * Pop the state set in beginDrawing. * * @param dc the current draw context. */ protected void endDrawing(DrawContext dc) { this.BEogsh.pop(dc.getGL()); }
/** * Compute the label's screen position from its geographic position. * * @param dc Current draw context. */ protected void computeGeometry(DrawContext dc) { // Project the label position onto the viewport Position pos = this.getPosition(); if (pos == null) return; this.placePoint = dc.computeTerrainPoint(pos.getLatitude(), pos.getLongitude(), 0); this.screenPlacePoint = dc.getView().project(this.placePoint); this.eyeDistance = this.placePoint.distanceTo3(dc.getView().getEyePoint()); boolean orientationReversed = false; if (this.orientationPosition != null) { // Project the orientation point onto the screen Vec4 orientationPlacePoint = dc.computeTerrainPoint( this.orientationPosition.getLatitude(), this.orientationPosition.getLongitude(), 0); Vec4 orientationScreenPoint = dc.getView().project(orientationPlacePoint); this.rotation = this.computeRotation(this.screenPlacePoint, orientationScreenPoint); // The orientation is reversed if the orientation point falls to the right of the screen // point. Text is // never drawn upside down, so when the orientation is reversed the text flips vertically to // keep the text // right side up. orientationReversed = (orientationScreenPoint.x <= this.screenPlacePoint.x); } this.computeBoundsIfNeeded(dc); Offset offset = this.getOffset(); Point2D offsetPoint = offset.computeOffset(this.bounds.getWidth(), this.bounds.getHeight(), null, null); // If a rotation is applied to the text, then rotate the offset as well. An offset in the x // direction // will move the text along the orientation line, and a offset in the y direction will move the // text // perpendicular to the orientation line. if (this.rotation != null) { double dy = offsetPoint.getY(); // If the orientation is reversed we need to adjust the vertical offset to compensate for the // flipped // text. For example, if the offset normally aligns the top of the text with the place point // then without // this adjustment the bottom of the text would align with the place point when the // orientation is // reversed. if (orientationReversed) { dy = -(dy + this.bounds.getHeight()); } Vec4 pOffset = new Vec4(offsetPoint.getX(), dy); Matrix rot = Matrix.fromRotationZ(this.rotation.multiply(-1)); pOffset = pOffset.transformBy3(rot); offsetPoint = new Point((int) pOffset.getX(), (int) pOffset.getY()); } int x = (int) (this.screenPlacePoint.x + offsetPoint.getX()); int y = (int) (this.screenPlacePoint.y - offsetPoint.getY()); this.screenPoint = new Point(x, y); this.screenExtent = this.computeTextExtent(x, y, this.rotation); }