예제 #1
0
bool Label::setTTFConfig(const TTFConfig& ttfConfig)
{
    FontAtlas *newAtlas = FontAtlasCache::getFontAtlasTTF(ttfConfig);

    if (!newAtlas)
    {
        reset();
        return false;
    }
    _systemFontDirty = false;

    _currentLabelType = LabelType::TTF;
    setFontAtlas(newAtlas,ttfConfig.distanceFieldEnabled,true);

    _fontConfig = ttfConfig;
    if (_fontConfig.outlineSize > 0)
    {
        _fontConfig.distanceFieldEnabled = false;
        _useDistanceField = false;
        _useA8Shader = false;
        _currLabelEffect = LabelEffect::OUTLINE;
        updateShaderProgram();
    }
    else 
    {
        _currLabelEffect = LabelEffect::NORMAL;
        updateShaderProgram();
        if(ttfConfig.distanceFieldEnabled)
        {
            this->setFontScale(1.0f * ttfConfig.fontSize / DistanceFieldFontSize);
        }
    }

    return true;
}
예제 #2
0
void Label::enableOutline(const Color4B& outlineColor,int outlineSize /* = -1 */)
{
    CCASSERT(_currentLabelType == LabelType::STRING_TEXTURE || _currentLabelType == LabelType::TTF, "Only supported system font and TTF!");

    _effectColor = outlineColor;
    _effectColorF.r = _effectColor.r / 255.0f;
    _effectColorF.g = _effectColor.g / 255.0f;
    _effectColorF.b = _effectColor.b / 255.0f;
    _effectColorF.a = _effectColor.a / 255.0f;

    if (outlineSize > 0)
    {
        _outlineSize = outlineSize;
        if (_currentLabelType == LabelType::TTF)
        {
            if (_fontConfig.outlineSize != outlineSize)
            { 
                auto config = _fontConfig;
                config.outlineSize = outlineSize;
                setTTFConfig(config);
                updateShaderProgram();
            }
        }

        _currLabelEffect = LabelEffect::OUTLINE;
        _contentDirty = true;
    }
}
예제 #3
0
void Label::enableOutline(const Color4B& outlineColor,int outlineSize /* = -1 */)
{
    _effectColor = outlineColor;
    _effectColorF.r = _effectColor.r / 255.0f;
    _effectColorF.g = _effectColor.g / 255.0f;
    _effectColorF.b = _effectColor.b / 255.0f;
    _effectColorF.a = _effectColor.a / 255.0f;

    if (outlineSize > 0)
    {
        if (_currentLabelType == LabelType::TTF)
        {
            if (_fontConfig.outlineSize != outlineSize)
            { 
                auto config = _fontConfig;
                config.outlineSize = outlineSize;
                setTTFConfig(config);
                updateShaderProgram();
            }
        }
        _fontDefinition._stroke._strokeEnabled = true;
        _fontDefinition._stroke._strokeSize = outlineSize;
        _fontDefinition._stroke._strokeColor = Color3B(outlineColor.r,outlineColor.g,outlineColor.b);

        _currLabelEffect = LabelEffect::OUTLINE;
        _contentDirty = true;
    }
}
예제 #4
0
void ShaderEffectItem::renderEffect(QPainter *painter, const QMatrix4x4 &matrix)
{
    if (!painter || !painter->device())
        return;

    if (!m_program.isLinked() || m_program_dirty)
        updateShaderProgram();

    m_program.bind();

    QMatrix4x4 combinedMatrix;
    combinedMatrix.scale(2.0 / painter->device()->width(), -2.0 / painter->device()->height(), 1.0);
    combinedMatrix.translate(-painter->device()->width() / 2.0, -painter->device()->height() / 2.0 );
    combinedMatrix *= matrix;
    updateEffectState(combinedMatrix);

    for (int i = 0; i < m_attributeNames.size(); ++i) {
        m_program.enableAttributeArray(m_geometry.attributes()[i].position);
    }

    bindGeometry();

    // Optimization, disable depth test when we know we don't need it.
    if (m_defaultVertexShader) {
        glDepthMask(false);
        glDisable(GL_DEPTH_TEST);
    } else {
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_GREATER);
        glDepthMask(true);
#if defined(QT_OPENGL_ES)
        glClearDepthf(0);
#else
        glClearDepth(0);
#endif
        glClearColor(0, 0, 0, 0);
        glClear(GL_DEPTH_BUFFER_BIT);
    }

    if (m_blending){
        glEnable(GL_BLEND);
        glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    } else {
        glDisable(GL_BLEND);
    }

    if (m_geometry.indexCount())
        glDrawElements(m_geometry.drawingMode(), m_geometry.indexCount(), m_geometry.indexType(), m_geometry.indexData());
    else
        glDrawArrays(m_geometry.drawingMode(), 0, m_geometry.vertexCount());

    glDepthMask(false);
    glDisable(GL_DEPTH_TEST);

   for (int i = 0; i < m_attributeNames.size(); ++i)
        m_program.disableAttributeArray(m_geometry.attributes()[i].position);
}
void Label::setFontAtlas(FontAtlas* atlas,bool distanceFieldEnabled /* = false */, bool useA8Shader /* = false */)
{
    if (atlas == _fontAtlas)
    {
        FontAtlasCache::releaseFontAtlas(atlas);
        return;
    }

    if (_fontAtlas)
    {
        FontAtlasCache::releaseFontAtlas(_fontAtlas);
        _fontAtlas = nullptr;
    }

    _fontAtlas = atlas;

    if (_textureAtlas)
    {
        _textureAtlas->setTexture(_fontAtlas->getTexture(0));
    }
    else
    {
        SpriteBatchNode::initWithTexture(_fontAtlas->getTexture(0), 30);
    }

    if (_reusedLetter == nullptr)
    {
        _reusedLetter = Sprite::create();
        _reusedLetter->setOpacityModifyRGB(_isOpacityModifyRGB);            
        _reusedLetter->retain();
        _reusedLetter->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
    }
    _reusedLetter->setBatchNode(this);

    if (_fontAtlas)
    {
        _commonLineHeight = _fontAtlas->getCommonLineHeight();
        _contentDirty = true;
    }
#if CC_TARGET_PLATFORM != CC_PLATFORM_WP8
    _useDistanceField = distanceFieldEnabled;
#else
    // some older Windows Phones cannot run the ccShader_Label_df.frag program
    // so we must disable distance field
    _useDistanceField = false;
#endif
    _useA8Shader = useA8Shader;

    if (_currentLabelType != LabelType::TTF)
    {
        _currLabelEffect = LabelEffect::NORMAL;
        updateShaderProgram();
    }
}
예제 #6
0
void Label::enableGlow(const Color4B& glowColor)
{
    if(! _useDistanceField)
        return;
    _currLabelEffect = LabelEffect::GLOW;
    _effectColor = glowColor;
    _effectColorF.r = _effectColor.r / 255.0f;
    _effectColorF.g = _effectColor.g / 255.0f;
    _effectColorF.b = _effectColor.b / 255.0f;
    _effectColorF.a = _effectColor.a / 255.0f;
    updateShaderProgram();
}
예제 #7
0
void Label::setFontAtlas(FontAtlas* atlas,bool distanceFieldEnabled /* = false */, bool useA8Shader /* = false */)
{
    if (atlas == _fontAtlas)
    {
        FontAtlasCache::releaseFontAtlas(atlas);
        return;
    }

    if (_fontAtlas)
    {
        FontAtlasCache::releaseFontAtlas(_fontAtlas);
        _fontAtlas = nullptr;
    }

    _fontAtlas = atlas;

    if (_textureAtlas)
    {
        _textureAtlas->setTexture(_fontAtlas->getTexture(0));
    }
    else
    {
        SpriteBatchNode::initWithTexture(_fontAtlas->getTexture(0), 30);
    }

    if (_reusedLetter == nullptr)
    {
        _reusedLetter = Sprite::createWithTexture(_fontAtlas->getTexture(0));
        _reusedLetter->setOpacityModifyRGB(_isOpacityModifyRGB);            
        _reusedLetter->retain();
        _reusedLetter->setAnchorPoint(Point::ANCHOR_TOP_LEFT);
        _reusedLetter->setBatchNode(this);
    }
    else
    {
        _reusedLetter->setTexture(_fontAtlas->getTexture(0));
    }

    if (_fontAtlas)
    {
        _commonLineHeight = _fontAtlas->getCommonLineHeight();
        _contentDirty = true;
    }
    _useDistanceField = distanceFieldEnabled;
    _useA8Shader = useA8Shader;

    if (_currentLabelType != LabelType::TTF)
    {
        _currLabelEffect = LabelEffect::NORMAL;
        updateShaderProgram();
    }
}
예제 #8
0
void Label::disableEffect(LabelEffect effect)
{
    switch (effect)
    {
    case cocos2d::LabelEffect::NORMAL:
        break;
    case cocos2d::LabelEffect::OUTLINE:
        if (_currLabelEffect == LabelEffect::OUTLINE)
        {
            if (_currentLabelType == LabelType::TTF)
            {
                _fontConfig.outlineSize = 0;
                setTTFConfig(_fontConfig);
            }
            
            _currLabelEffect = LabelEffect::NORMAL;
            _contentDirty = true;
        }
        break;
    case cocos2d::LabelEffect::SHADOW:
        if (_shadowEnabled)
        {
            _shadowEnabled = false;
            if (_shadowNode)
            {
                Node::removeChild(_shadowNode, true);
                _shadowNode = nullptr;
            }
        }
        break;
    case cocos2d::LabelEffect::GLOW:
        if (_currLabelEffect == LabelEffect::GLOW)
        {
            _currLabelEffect = LabelEffect::NORMAL;
            updateShaderProgram();
        }
        break;
    case LabelEffect::ALL:
        {
            disableEffect(LabelEffect::SHADOW);
            disableEffect(LabelEffect::GLOW);
            disableEffect(LabelEffect::OUTLINE);
        }
        break;
    default:
        break;
    }
}
예제 #9
0
void Label::disableEffect()
{
    if (_currLabelEffect == LabelEffect::OUTLINE)
    {
        _fontConfig.outlineSize = 0;
        setTTFConfig(_fontConfig);
    }
    _currLabelEffect = LabelEffect::NORMAL;
    updateShaderProgram();
    _contentDirty = true;
    _shadowEnabled = false;
    if (_shadowNode)
    {
        Node::removeChild(_shadowNode,true);
        _shadowNode = nullptr;
    }
}
예제 #10
0
파일: CCLabel.cpp 프로젝트: wade0317/Calc
void Label::enableGlow(const Color4B& glowColor)
{
    if (_currentLabelType == LabelType::TTF)
    {
        if (_fontConfig.distanceFieldEnabled == false)
        {
            auto config = _fontConfig;
            config.outlineSize = 0;
            config.distanceFieldEnabled = true;
            setTTFConfig(config);
            _contentDirty = true;
        }
        _currLabelEffect = LabelEffect::GLOW;
        _effectColorF.r = glowColor.r / 255.0f;
        _effectColorF.g = glowColor.g / 255.0f;
        _effectColorF.b = glowColor.b / 255.0f;
        _effectColorF.a = glowColor.a / 255.0f;
        updateShaderProgram();
    }
}
예제 #11
0
파일: CCLabel.cpp 프로젝트: wade0317/Calc
void Label::setFontAtlas(FontAtlas* atlas,bool distanceFieldEnabled /* = false */, bool useA8Shader /* = false */)
{
    if (atlas == _fontAtlas)
    {
        FontAtlasCache::releaseFontAtlas(atlas);
        return;
    }

    if (_fontAtlas)
    {
        _batchNodes.clear();
        FontAtlasCache::releaseFontAtlas(_fontAtlas);
        _fontAtlas = nullptr;
    }

    _fontAtlas = atlas;
    if (_reusedLetter == nullptr)
    {
        _reusedLetter = Sprite::create();
        _reusedLetter->setOpacityModifyRGB(_isOpacityModifyRGB);            
        _reusedLetter->retain();
        _reusedLetter->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
    }

    if (_fontAtlas)
    {
        _lineHeight = _fontAtlas->getLineHeight();
        _contentDirty = true;
    }
    _useDistanceField = distanceFieldEnabled;
    _useA8Shader = useA8Shader;

    if (_currentLabelType != LabelType::TTF)
    {
        _currLabelEffect = LabelEffect::NORMAL;
        updateShaderProgram();
    }
}
예제 #12
0
void ShaderEffectItem::renderEffect(QPainter *painter, const QMatrix4x4 &matrix)
{
    if (!painter || !painter->device())
        return;

    if (!m_program || !m_program->programId()) {
        // Deleted due to deactivation, to save GPU memory,
        // or invalidated due to GL context change.
        delete m_program;
        if (QGLContext::currentContext())
            m_program = new QGLShaderProgram(this);
        if (!m_program)
            qWarning() << "ShaderEffectItem::renderEffect - Creating QGLShaderProgram failed!";
    }

    if (!m_program)
        return;

    if (!m_program->isLinked() || m_program_dirty)
        updateShaderProgram();

    m_program->bind();

    QMatrix4x4 combinedMatrix;
    combinedMatrix.scale(2.0 / painter->device()->width(), -2.0 / painter->device()->height(), 1.0);
    combinedMatrix.translate(-painter->device()->width() / 2.0, -painter->device()->height() / 2.0 );
    combinedMatrix *= matrix;
    updateEffectState(combinedMatrix);

    for (int i = 0; i < m_attributeNames.size(); ++i) {
        m_program->enableAttributeArray(m_geometry.attributes()[i].position);
    }

    bindGeometry();

    // Optimization, disable depth test when we know we don't need it.
    if (m_defaultVertexShader) {
        glDepthMask(false);
        glDisable(GL_DEPTH_TEST);
    } else {
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_GREATER);
        glDepthMask(true);
#if defined(QT_OPENGL_ES)
        glClearDepthf(0);
#else
        glClearDepth(0);
#endif
        glClearColor(0, 0, 0, 0);
        glClear(GL_DEPTH_BUFFER_BIT);
    }

    if (m_blending) {
        glEnable(GL_BLEND);
        glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    } else {
        glDisable(GL_BLEND);
    }

    if (m_geometry.indexCount())
        glDrawElements(m_geometry.drawingMode(), m_geometry.indexCount(), m_geometry.indexType(), m_geometry.indexData());
    else
        glDrawArrays(m_geometry.drawingMode(), 0, m_geometry.vertexCount());

    glDepthMask(false);
    glDisable(GL_DEPTH_TEST);

    for (int i = 0; i < m_attributeNames.size(); ++i)
        m_program->disableAttributeArray(m_geometry.attributes()[i].position);
}