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Merge pull request #61281 from bruvzg/textmesh_3x

Backport TextMesh and expose dynamic font vector outlines
Rémi Verschelde 3 年之前
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b2cdc16a1d

+ 20 - 0
doc/classes/Font.xml

@@ -43,6 +43,17 @@
 				Returns the font ascent (number of pixels above the baseline).
 			</description>
 		</method>
+		<method name="get_char_contours" qualifiers="const">
+			<return type="Dictionary" />
+			<argument index="0" name="char" type="int" />
+			<argument index="1" name="next" type="int" default="0" />
+			<description>
+				Returns outline contours of the glyph as a [code]Dictionary[/code] with the following contents:
+				[code]points[/code]         - [PoolVector3Array], containing outline points. [code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is the type of the point, using the [enum ContourPointTag] values.
+				[code]contours[/code]       - [PoolIntArray], containing indices the end points of each contour.
+				[code]orientation[/code]    - [bool], contour orientation. If [code]true[/code], clockwise contours must be filled.
+			</description>
+		</method>
 		<method name="get_char_size" qualifiers="const">
 			<return type="Vector2" />
 			<argument index="0" name="char" type="int" />
@@ -142,5 +153,14 @@
 		</method>
 	</methods>
 	<constants>
+		<constant name="CONTOUR_CURVE_TAG_ON" value="1" enum="ContourPointTag">
+			Contour point is on the curve.
+		</constant>
+		<constant name="CONTOUR_CURVE_TAG_OFF_CONIC" value="0" enum="ContourPointTag">
+			Contour point isn't on the curve, but serves as a control point for a conic (quadratic) Bézier arc.
+		</constant>
+		<constant name="CONTOUR_CURVE_TAG_OFF_CUBIC" value="2" enum="ContourPointTag">
+			Contour point isn't on the curve, but serves as a control point for a cubic Bézier arc.
+		</constant>
 	</constants>
 </class>

+ 49 - 0
doc/classes/TextMesh.xml

@@ -0,0 +1,49 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="TextMesh" inherits="PrimitiveMesh" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+	<brief_description>
+		Generate an [PrimitiveMesh] from the text.
+	</brief_description>
+	<description>
+		Generate an [PrimitiveMesh] from the text.
+		TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.
+		The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.
+	</description>
+	<tutorials>
+	</tutorials>
+	<methods>
+	</methods>
+	<members>
+		<member name="curve_step" type="float" setter="set_curve_step" getter="get_curve_step" default="0.5">
+			Step (in pixels) used to approximate Bézier curves.
+		</member>
+		<member name="depth" type="float" setter="set_depth" getter="get_depth" default="0.05">
+			Depths of the mesh, if set to [code]0.0[/code] only front surface, is generated, and UV layout is changed to use full texture for the front face only.
+		</member>
+		<member name="font" type="Font" setter="set_font" getter="get_font">
+			[Font] used for the [TextMesh]'s text.
+		</member>
+		<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="TextMesh.Align" default="1">
+			Controls the text's horizontal alignment. Supports left, center and right. Set it to one of the [enum Align] constants.
+		</member>
+		<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
+			The size of one pixel's width on the text to scale it in 3D.
+		</member>
+		<member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
+			The text to generate mesh from.
+		</member>
+		<member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false">
+			If [code]true[/code], all the text displays as UPPERCASE.
+		</member>
+	</members>
+	<constants>
+		<constant name="ALIGN_LEFT" value="0" enum="Align">
+			Align rows to the left (default).
+		</constant>
+		<constant name="ALIGN_CENTER" value="1" enum="Align">
+			Align rows centered.
+		</constant>
+		<constant name="ALIGN_RIGHT" value="2" enum="Align">
+			Align rows to the right.
+		</constant>
+	</constants>
+</class>

+ 1 - 0
editor/icons/icon_text_mesh.svg

@@ -0,0 +1 @@
+<svg stroke-miterlimit="10" style="fill-rule:nonzero;clip-rule:evenodd;stroke-linecap:round;stroke-linejoin:round" viewBox="0 0 16 16" xml:space="preserve" xmlns="http://www.w3.org/2000/svg" xmlns:vectornator="http://vectornator.io"><g fill="#ffca5f" fill-rule="evenodd" vectornator:layerName="Untitled"><path d="M1 1h14v2H1V1Z"/><path d="M7 1h2v14H7V1Z"/><path d="M5 14h6v1H5v-1ZM2 1v4H1V1h1Zm13 0v4h-1V1h1ZM2 3v2a2 2 0 0 1 2-2H2Zm10 0a2 2 0 0 1 2 2V3h-2ZM5 14a2 2 0 0 0 2-2v2H5Zm6 0a2 2 0 0 1-2-2v2h2Z"/></g></svg>

+ 1 - 0
scene/register_scene_types.cpp

@@ -660,6 +660,7 @@ void register_scene_types() {
 	ClassDB::register_class<PrismMesh>();
 	ClassDB::register_class<QuadMesh>();
 	ClassDB::register_class<SphereMesh>();
+	ClassDB::register_class<TextMesh>();
 	ClassDB::register_class<PointMesh>();
 	ClassDB::register_virtual_class<Material>();
 	ClassDB::register_class<SpatialMaterial>();

+ 53 - 0
scene/resources/dynamic_font.cpp

@@ -540,6 +540,51 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT
 	return advance;
 }
 
+Dictionary DynamicFontAtSize::get_char_contours(CharType p_char, CharType p_next, const Vector<Ref<DynamicFontAtSize>> &p_fallbacks) const {
+	if (!valid) {
+		return Dictionary();
+	}
+
+	int32_t c = p_char;
+	if (((p_char & 0xfffffc00) == 0xd800) && (p_next & 0xfffffc00) == 0xdc00) { // decode surrogate pair.
+		c = (p_char << 10UL) + p_next - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
+	}
+	if ((p_char & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
+		return Dictionary();
+	}
+
+	const_cast<DynamicFontAtSize *>(this)->_update_char(c);
+
+	Pair<const Character *, DynamicFontAtSize *> char_pair_with_font = _find_char_with_font(c, p_fallbacks);
+	const Character *ch = char_pair_with_font.first;
+	DynamicFontAtSize *font = char_pair_with_font.second;
+
+	if (ch->found) {
+		PoolVector3Array points;
+		PoolIntArray contours;
+
+		int error = FT_Load_Char(font->face, c, FT_LOAD_NO_BITMAP | (font->font->force_autohinter ? FT_LOAD_FORCE_AUTOHINT : 0));
+		ERR_FAIL_COND_V(error, Dictionary());
+
+		double scale = (1.0 / 64.0) / oversampling * scale_color_font;
+		for (short i = 0; i < font->face->glyph->outline.n_points; i++) {
+			points.push_back(Vector3(font->face->glyph->outline.points[i].x * scale, -font->face->glyph->outline.points[i].y * scale, FT_CURVE_TAG(font->face->glyph->outline.tags[i])));
+		}
+		for (short i = 0; i < font->face->glyph->outline.n_contours; i++) {
+			contours.push_back(font->face->glyph->outline.contours[i]);
+		}
+		bool orientation = (FT_Outline_Get_Orientation(&font->face->glyph->outline) == FT_ORIENTATION_FILL_RIGHT);
+
+		Dictionary out;
+		out["points"] = points;
+		out["contours"] = contours;
+		out["orientation"] = orientation;
+		return out;
+	} else {
+		return Dictionary();
+	}
+}
+
 DynamicFontAtSize::Character DynamicFontAtSize::Character::not_found() {
 	Character ch;
 	ch.texture_idx = -1;
@@ -1178,6 +1223,14 @@ float DynamicFont::draw_char(RID p_canvas_item, const Point2 &p_pos, CharType p_
 	}
 }
 
+Dictionary DynamicFont::get_char_contours(CharType p_char, CharType p_next) const {
+	if (!data_at_size.is_valid()) {
+		return Dictionary();
+	}
+
+	return data_at_size->get_char_contours(p_char, p_next, fallback_data_at_size);
+}
+
 void DynamicFont::set_fallback(int p_idx, const Ref<DynamicFontData> &p_data) {
 	ERR_FAIL_COND(p_data.is_null());
 	ERR_FAIL_INDEX(p_idx, fallbacks.size());

+ 4 - 0
scene/resources/dynamic_font.h

@@ -205,6 +205,8 @@ public:
 	void set_texture_flags(uint32_t p_flags);
 	void update_oversampling();
 
+	Dictionary get_char_contours(CharType p_char, CharType p_next, const Vector<Ref<DynamicFontAtSize>> &p_fallbacks) const;
+
 	DynamicFontAtSize();
 	~DynamicFontAtSize();
 };
@@ -300,6 +302,8 @@ public:
 	Size2 get_char_tx_size(CharType p_char, CharType p_next, bool p_outline) const;
 	Rect2 get_char_tx_uv_rect(CharType p_char, CharType p_next, bool p_outline) const;
 
+	Dictionary get_char_contours(CharType p_char, CharType p_next) const;
+
 	SelfList<DynamicFont> font_list;
 
 	static Mutex dynamic_font_mutex;

+ 5 - 0
scene/resources/font.cpp

@@ -106,6 +106,11 @@ void Font::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_char_tx_uv_rect", "char", "next", "outline"), &Font::get_char_tx_uv_rect, DEFVAL(0), DEFVAL(false));
 
 	ClassDB::bind_method(D_METHOD("update_changes"), &Font::update_changes);
+	ClassDB::bind_method(D_METHOD("get_char_contours", "char", "next"), &Font::get_char_contours, DEFVAL(0));
+
+	BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_ON);
+	BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CONIC);
+	BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CUBIC);
 }
 
 Font::Font() {

+ 10 - 0
scene/resources/font.h

@@ -42,6 +42,12 @@ protected:
 	static void _bind_methods();
 
 public:
+	enum ContourPointTag {
+		CONTOUR_CURVE_TAG_ON = 0x01,
+		CONTOUR_CURVE_TAG_OFF_CONIC = 0x00,
+		CONTOUR_CURVE_TAG_OFF_CUBIC = 0x02
+	};
+
 	virtual float get_height() const = 0;
 
 	virtual float get_ascent() const = 0;
@@ -66,6 +72,8 @@ public:
 	virtual Size2 get_char_tx_size(CharType p_char, CharType p_next, bool p_outline) const = 0;
 	virtual Rect2 get_char_tx_uv_rect(CharType p_char, CharType p_next, bool p_outline) const = 0;
 
+	virtual Dictionary get_char_contours(CharType p_char, CharType p_next = 0) const { return Dictionary(); }
+
 	void update_changes();
 	Font();
 };
@@ -216,4 +224,6 @@ public:
 	virtual String get_resource_type(const String &p_path) const;
 };
 
+VARIANT_ENUM_CAST(Font::ContourPointTag);
+
 #endif

+ 585 - 0
scene/resources/primitive_meshes.cpp

@@ -29,7 +29,13 @@
 /*************************************************************************/
 
 #include "primitive_meshes.h"
+
+#include "core/core_string_names.h"
+#include "core/os/main_loop.h"
+#include "scene/resources/theme.h"
 #include "servers/visual_server.h"
+#include "thirdparty/misc/clipper.hpp"
+#include "thirdparty/misc/triangulator.h"
 
 /**
   PrimitiveMesh
@@ -1631,3 +1637,582 @@ void PointMesh::_create_mesh_array(Array &p_arr) const {
 PointMesh::PointMesh() {
 	primitive_type = PRIMITIVE_POINTS;
 }
+
+/**
+  TextMesh
+*/
+
+void TextMesh::_generate_glyph_mesh_data(uint32_t p_utf32_char, const Ref<Font> &p_font, CharType p_char, CharType p_next) const {
+	if (cache.has(p_utf32_char)) {
+		return;
+	}
+
+	GlyphMeshData &gl_data = cache[p_utf32_char];
+
+	Dictionary d = p_font->get_char_contours(p_char, p_next);
+
+	PoolVector3Array points = d["points"];
+	PoolIntArray contours = d["contours"];
+	bool orientation = d["orientation"];
+
+	if (points.size() < 3 || contours.size() < 1) {
+		return; // No full contours, only glyph control points (or nothing), ignore.
+	}
+
+	// Approximate Bezier curves as polygons.
+	// See https://freetype.org/freetype2/docs/glyphs/glyphs-6.html, for more info.
+	for (int i = 0; i < contours.size(); i++) {
+		int32_t start = (i == 0) ? 0 : (contours[i - 1] + 1);
+		int32_t end = contours[i];
+		Vector<ContourPoint> polygon;
+
+		for (int32_t j = start; j <= end; j++) {
+			if (points[j].z == Font::CONTOUR_CURVE_TAG_ON) {
+				// Point on the curve.
+				Vector2 p = Vector2(points[j].x, points[j].y) * pixel_size;
+				polygon.push_back(ContourPoint(p, true));
+			} else if (points[j].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) {
+				// Conic Bezier arc.
+				int32_t next = (j == end) ? start : (j + 1);
+				int32_t prev = (j == start) ? end : (j - 1);
+				Vector2 p0;
+				Vector2 p1 = Vector2(points[j].x, points[j].y);
+				Vector2 p2;
+
+				// For successive conic OFF points add a virtual ON point in the middle.
+				if (points[prev].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) {
+					p0 = (Vector2(points[prev].x, points[prev].y) + Vector2(points[j].x, points[j].y)) / 2.0;
+				} else if (points[prev].z == Font::CONTOUR_CURVE_TAG_ON) {
+					p0 = Vector2(points[prev].x, points[prev].y);
+				} else {
+					ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j));
+				}
+				if (points[next].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) {
+					p2 = (Vector2(points[j].x, points[j].y) + Vector2(points[next].x, points[next].y)) / 2.0;
+				} else if (points[next].z == Font::CONTOUR_CURVE_TAG_ON) {
+					p2 = Vector2(points[next].x, points[next].y);
+				} else {
+					ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j));
+				}
+
+				real_t step = CLAMP(curve_step / (p0 - p2).length(), 0.01, 0.5);
+				real_t t = step;
+				while (t < 1.0) {
+					real_t omt = (1.0 - t);
+					real_t omt2 = omt * omt;
+					real_t t2 = t * t;
+
+					Vector2 point = p1 + omt2 * (p0 - p1) + t2 * (p2 - p1);
+					Vector2 p = point * pixel_size;
+					polygon.push_back(ContourPoint(p, false));
+					t += step;
+				}
+			} else if (points[j].z == Font::CONTOUR_CURVE_TAG_OFF_CUBIC) {
+				// Cubic Bezier arc.
+				int32_t cur = j;
+				int32_t next1 = (j == end) ? start : (j + 1);
+				int32_t next2 = (next1 == end) ? start : (next1 + 1);
+				int32_t prev = (j == start) ? end : (j - 1);
+
+				// There must be exactly two OFF points and two ON points for each cubic arc.
+				if (points[prev].z != Font::CONTOUR_CURVE_TAG_ON) {
+					cur = (cur == 0) ? end : cur - 1;
+					next1 = (next1 == 0) ? end : next1 - 1;
+					next2 = (next2 == 0) ? end : next2 - 1;
+					prev = (prev == 0) ? end : prev - 1;
+				} else {
+					j++;
+				}
+				ERR_FAIL_COND_MSG(points[prev].z != Font::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, prev));
+				ERR_FAIL_COND_MSG(points[cur].z != Font::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, cur));
+				ERR_FAIL_COND_MSG(points[next1].z != Font::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, next1));
+				ERR_FAIL_COND_MSG(points[next2].z != Font::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, next2));
+
+				Vector2 p0 = Vector2(points[prev].x, points[prev].y);
+				Vector2 p1 = Vector2(points[cur].x, points[cur].y);
+				Vector2 p2 = Vector2(points[next1].x, points[next1].y);
+				Vector2 p3 = Vector2(points[next2].x, points[next2].y);
+
+				real_t step = CLAMP(curve_step / (p0 - p3).length(), 0.01, 0.5);
+				real_t t = step;
+				while (t < 1.0) {
+					real_t omt = (1.0 - t);
+					real_t omt2 = omt * omt;
+					real_t omt3 = omt2 * omt;
+					real_t t2 = t * t;
+					real_t t3 = t2 * t;
+
+					Vector2 point = p0 * omt3 + p1 * omt2 * t * 3.0 + p2 * omt * t2 * 3.0 + p3 * t3;
+					Vector2 p = point * pixel_size;
+					polygon.push_back(ContourPoint(p, false));
+					t += step;
+				}
+			} else {
+				ERR_FAIL_MSG(vformat("Unknown point tag at %d:%d", i, j));
+			}
+		}
+
+		if (polygon.size() < 3) {
+			continue; // Skip glyph control points.
+		}
+
+		if (!orientation) {
+			polygon.invert();
+		}
+
+		gl_data.contours.push_back(polygon);
+	}
+
+	// Calculate bounds.
+	List<TriangulatorPoly> in_poly;
+	for (int i = 0; i < gl_data.contours.size(); i++) {
+		TriangulatorPoly inp;
+		inp.Init(gl_data.contours[i].size());
+		real_t length = 0.0;
+		for (int j = 0; j < gl_data.contours[i].size(); j++) {
+			int next = (j + 1 == gl_data.contours[i].size()) ? 0 : (j + 1);
+
+			gl_data.min_p.x = MIN(gl_data.min_p.x, gl_data.contours[i][j].point.x);
+			gl_data.min_p.y = MIN(gl_data.min_p.y, gl_data.contours[i][j].point.y);
+			gl_data.max_p.x = MAX(gl_data.max_p.x, gl_data.contours[i][j].point.x);
+			gl_data.max_p.y = MAX(gl_data.max_p.y, gl_data.contours[i][j].point.y);
+			length += (gl_data.contours[i][next].point - gl_data.contours[i][j].point).length();
+
+			inp.GetPoint(j) = gl_data.contours[i][j].point;
+		}
+		int poly_orient = inp.GetOrientation();
+		if (poly_orient == TRIANGULATOR_CW) {
+			inp.SetHole(true);
+		}
+		in_poly.push_back(inp);
+		gl_data.contours_info.push_back(ContourInfo(length, poly_orient == TRIANGULATOR_CCW));
+	}
+
+	TriangulatorPartition tpart;
+
+	//Decompose and triangulate.
+	List<TriangulatorPoly> out_poly;
+	if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) {
+		ERR_FAIL_MSG("Convex decomposing failed!");
+	}
+	List<TriangulatorPoly> out_tris;
+	for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
+		if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) {
+			ERR_FAIL_MSG("Triangulation failed!");
+		}
+	}
+
+	for (List<TriangulatorPoly>::Element *I = out_tris.front(); I; I = I->next()) {
+		TriangulatorPoly &tp = I->get();
+		ERR_FAIL_COND(tp.GetNumPoints() != 3); // Trianges only.
+
+		for (int i = 0; i < 3; i++) {
+			gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y));
+		}
+	}
+}
+
+void TextMesh::_create_mesh_array(Array &p_arr) const {
+	Ref<Font> font = _get_font_or_default();
+	ERR_FAIL_COND(font.is_null());
+
+	if (dirty_cache) {
+		cache.clear();
+		dirty_cache = false;
+	}
+
+	String t = (uppercase) ? xl_text.to_upper() : xl_text;
+
+	float line_width = font->get_string_size(t).x * pixel_size;
+
+	Vector2 offset;
+	switch (horizontal_alignment) {
+		case ALIGN_LEFT:
+			offset.x = 0.0;
+			break;
+		case ALIGN_CENTER: {
+			offset.x = -line_width / 2.0;
+		} break;
+		case ALIGN_RIGHT: {
+			offset.x = -line_width;
+		} break;
+	}
+
+	bool has_depth = !Math::is_zero_approx(depth);
+
+	// Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
+	int64_t p_size = 0;
+	int64_t i_size = 0;
+
+	Vector2 min_p = Vector2(INFINITY, INFINITY);
+	Vector2 max_p = Vector2(-INFINITY, -INFINITY);
+
+	Vector2 offset_pre = offset;
+	for (int i = 0; i < t.size(); i++) {
+		CharType c = t[i];
+		CharType n = t[i + 1];
+		uint32_t utf32_char = c;
+		if (((c & 0xfffffc00) == 0xd800) && (n & 0xfffffc00) == 0xdc00) { // decode surrogate pair.
+			utf32_char = (c << 10UL) + n - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
+		}
+		if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
+			continue;
+		}
+
+		_generate_glyph_mesh_data(utf32_char, font, c, n);
+		GlyphMeshData &gl_data = cache[utf32_char];
+
+		p_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
+		i_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
+
+		if (has_depth) {
+			for (int j = 0; j < gl_data.contours.size(); j++) {
+				p_size += gl_data.contours[j].size() * 4;
+				i_size += gl_data.contours[j].size() * 6;
+			}
+		}
+
+		min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
+		min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
+		max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
+		max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
+
+		offset_pre.x += font->get_char_size(c, n).x * pixel_size;
+	}
+
+	PoolVector<Vector3> vertices;
+	PoolVector<Vector3> normals;
+	PoolVector<float> tangents;
+	PoolVector<Vector2> uvs;
+	PoolVector<int> indices;
+
+	vertices.resize(p_size);
+	normals.resize(p_size);
+	uvs.resize(p_size);
+	tangents.resize(p_size * 4);
+	indices.resize(i_size);
+
+	PoolVector<Vector3>::Write vertices_ptr = vertices.write();
+	PoolVector<Vector3>::Write normals_ptr = normals.write();
+	PoolVector<float>::Write tangents_ptr = tangents.write();
+	PoolVector<Vector2>::Write uvs_ptr = uvs.write();
+	PoolVector<int>::Write indices_ptr = indices.write();
+
+	// Generate mesh.
+	int32_t p_idx = 0;
+	int32_t i_idx = 0;
+
+	for (int i = 0; i < t.size(); i++) {
+		CharType c = t[i];
+		CharType n = t[i + 1];
+		uint32_t utf32_char = c;
+		if (((c & 0xfffffc00) == 0xd800) && (n & 0xfffffc00) == 0xdc00) { // decode surrogate pair.
+			utf32_char = (c << 10UL) + n - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
+		}
+		if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
+			continue;
+		}
+		_generate_glyph_mesh_data(utf32_char, font, c, n);
+		GlyphMeshData &gl_data = cache[utf32_char];
+
+		int64_t ts = gl_data.triangles.size();
+		const Vector2 *ts_ptr = gl_data.triangles.ptr();
+
+		for (int k = 0; k < ts; k += 3) {
+			// Add front face.
+			for (int l = 0; l < 3; l++) {
+				Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
+				vertices_ptr[p_idx] = point;
+				normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
+				if (has_depth) {
+					uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
+				} else {
+					uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
+				}
+				tangents_ptr[p_idx * 4 + 0] = 1.0;
+				tangents_ptr[p_idx * 4 + 1] = 0.0;
+				tangents_ptr[p_idx * 4 + 2] = 0.0;
+				tangents_ptr[p_idx * 4 + 3] = 1.0;
+				indices_ptr[i_idx++] = p_idx;
+				p_idx++;
+			}
+			if (has_depth) {
+				// Add back face.
+				for (int l = 2; l >= 0; l--) {
+					Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
+					vertices_ptr[p_idx] = point;
+					normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
+					uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
+					tangents_ptr[p_idx * 4 + 0] = -1.0;
+					tangents_ptr[p_idx * 4 + 1] = 0.0;
+					tangents_ptr[p_idx * 4 + 2] = 0.0;
+					tangents_ptr[p_idx * 4 + 3] = 1.0;
+					indices_ptr[i_idx++] = p_idx;
+					p_idx++;
+				}
+			}
+		}
+		// Add sides.
+		if (has_depth) {
+			for (int k = 0; k < gl_data.contours.size(); k++) {
+				int64_t ps = gl_data.contours[k].size();
+				const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
+				const ContourInfo &ps_info = gl_data.contours_info[k];
+				real_t length = 0.0;
+				for (int l = 0; l < ps; l++) {
+					int prev = (l == 0) ? (ps - 1) : (l - 1);
+					int next = (l + 1 == ps) ? 0 : (l + 1);
+					Vector2 d1;
+					Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
+					if (ps_ptr[l].sharp) {
+						d1 = d2;
+					} else {
+						d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
+					}
+					real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
+
+					Vector3 quad_faces[4] = {
+						Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
+						Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
+						Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
+						Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
+					};
+					for (int m = 0; m < 4; m++) {
+						const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
+						real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
+						vertices_ptr[p_idx + m] = quad_faces[m];
+						normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
+						if (m < 2) {
+							uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
+						} else {
+							uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
+						}
+						tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
+						tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
+						tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
+						tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
+					}
+
+					indices_ptr[i_idx++] = p_idx;
+					indices_ptr[i_idx++] = p_idx + 1;
+					indices_ptr[i_idx++] = p_idx + 2;
+
+					indices_ptr[i_idx++] = p_idx + 1;
+					indices_ptr[i_idx++] = p_idx + 3;
+					indices_ptr[i_idx++] = p_idx + 2;
+
+					length += seg_len;
+					p_idx += 4;
+				}
+			}
+		}
+		offset.x += font->get_char_size(c, n).x * pixel_size;
+	}
+
+	if (p_size == 0) {
+		// If empty, add single trinagle to suppress errors.
+		vertices.push_back(Vector3());
+		normals.push_back(Vector3());
+		uvs.push_back(Vector2());
+		tangents.push_back(1.0);
+		tangents.push_back(0.0);
+		tangents.push_back(0.0);
+		tangents.push_back(1.0);
+		indices.push_back(0);
+		indices.push_back(0);
+		indices.push_back(0);
+	}
+
+	p_arr[VS::ARRAY_VERTEX] = vertices;
+	p_arr[VS::ARRAY_NORMAL] = normals;
+	p_arr[VS::ARRAY_TANGENT] = tangents;
+	p_arr[VS::ARRAY_TEX_UV] = uvs;
+	p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void TextMesh::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextMesh::set_horizontal_alignment);
+	ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextMesh::get_horizontal_alignment);
+
+	ClassDB::bind_method(D_METHOD("set_text", "text"), &TextMesh::set_text);
+	ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text);
+
+	ClassDB::bind_method(D_METHOD("set_font", "font"), &TextMesh::set_font);
+	ClassDB::bind_method(D_METHOD("get_font"), &TextMesh::get_font);
+
+	ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth);
+	ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth);
+
+	ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &TextMesh::set_pixel_size);
+	ClassDB::bind_method(D_METHOD("get_pixel_size"), &TextMesh::get_pixel_size);
+
+	ClassDB::bind_method(D_METHOD("set_curve_step", "curve_step"), &TextMesh::set_curve_step);
+	ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step);
+
+	ClassDB::bind_method(D_METHOD("set_uppercase", "enable"), &TextMesh::set_uppercase);
+	ClassDB::bind_method(D_METHOD("is_uppercase"), &TextMesh::is_uppercase);
+
+	ClassDB::bind_method(D_METHOD("_font_changed"), &TextMesh::_font_changed);
+	ClassDB::bind_method(D_METHOD("_request_update"), &TextMesh::_request_update);
+
+	ADD_GROUP("Text", "");
+	ADD_PROPERTY(PropertyInfo(Variant::STRING, "text"), "set_text", "get_text");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_horizontal_alignment", "get_horizontal_alignment");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase");
+
+	ADD_GROUP("Mesh", "");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1"), "set_curve_step", "get_curve_step");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater"), "set_depth", "get_depth");
+
+	BIND_ENUM_CONSTANT(ALIGN_LEFT);
+	BIND_ENUM_CONSTANT(ALIGN_CENTER);
+	BIND_ENUM_CONSTANT(ALIGN_RIGHT);
+}
+
+void TextMesh::_notification(int p_what) {
+	switch (p_what) {
+		case MainLoop::NOTIFICATION_TRANSLATION_CHANGED: {
+			String new_text = tr(text);
+			if (new_text == xl_text) {
+				return; // Nothing new.
+			}
+			xl_text = new_text;
+			_request_update();
+		} break;
+	}
+}
+
+TextMesh::TextMesh() {
+	primitive_type = PRIMITIVE_TRIANGLES;
+}
+
+TextMesh::~TextMesh() {
+}
+
+void TextMesh::set_horizontal_alignment(TextMesh::Align p_alignment) {
+	ERR_FAIL_INDEX((int)p_alignment, 3);
+	if (horizontal_alignment != p_alignment) {
+		horizontal_alignment = p_alignment;
+		_request_update();
+	}
+}
+
+TextMesh::Align TextMesh::get_horizontal_alignment() const {
+	return horizontal_alignment;
+}
+
+void TextMesh::set_text(const String &p_string) {
+	if (text != p_string) {
+		text = p_string;
+		xl_text = tr(text);
+		_request_update();
+	}
+}
+
+String TextMesh::get_text() const {
+	return text;
+}
+
+void TextMesh::_font_changed() {
+	dirty_cache = true;
+	call_deferred("_request_update");
+}
+
+void TextMesh::set_font(const Ref<Font> &p_font) {
+	if (font_override != p_font) {
+		if (font_override.is_valid()) {
+			font_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_font_changed");
+		}
+		font_override = p_font;
+		dirty_cache = true;
+		if (font_override.is_valid()) {
+			font_override->connect(CoreStringNames::get_singleton()->changed, this, "_font_changed");
+		}
+		_request_update();
+	}
+}
+
+Ref<Font> TextMesh::get_font() const {
+	return font_override;
+}
+
+Ref<Font> TextMesh::_get_font_or_default() const {
+	if (font_override.is_valid()) {
+		return font_override;
+	}
+
+	// Check the project-defined Theme resource.
+	if (Theme::get_project_default().is_valid()) {
+		List<StringName> theme_types;
+		Theme::get_project_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
+
+		for (List<StringName>::Element *E = theme_types.front(); E; E = E->next()) {
+			if (Theme::get_project_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E->get())) {
+				return Theme::get_project_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E->get());
+			}
+		}
+	}
+
+	// Lastly, fall back on the items defined in the default Theme, if they exist.
+	{
+		List<StringName> theme_types;
+		Theme::get_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
+
+		for (List<StringName>::Element *E = theme_types.front(); E; E = E->next()) {
+			if (Theme::get_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E->get())) {
+				return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E->get());
+			}
+		}
+	}
+
+	// If they don't exist, use any type to return the default/empty value.
+	return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", StringName());
+}
+
+void TextMesh::set_depth(real_t p_depth) {
+	if (depth != p_depth) {
+		depth = MAX(p_depth, 0.0);
+		_request_update();
+	}
+}
+
+real_t TextMesh::get_depth() const {
+	return depth;
+}
+
+void TextMesh::set_pixel_size(real_t p_amount) {
+	if (pixel_size != p_amount) {
+		pixel_size = CLAMP(p_amount, 0.0001, 128.0);
+		dirty_cache = true;
+		_request_update();
+	}
+}
+
+real_t TextMesh::get_pixel_size() const {
+	return pixel_size;
+}
+
+void TextMesh::set_curve_step(real_t p_step) {
+	if (curve_step != p_step) {
+		curve_step = CLAMP(p_step, 0.1, 10.0);
+		dirty_cache = true;
+		_request_update();
+	}
+}
+
+real_t TextMesh::get_curve_step() const {
+	return curve_step;
+}
+
+void TextMesh::set_uppercase(bool p_uppercase) {
+	if (uppercase != p_uppercase) {
+		uppercase = p_uppercase;
+		_request_update();
+	}
+}
+
+bool TextMesh::is_uppercase() const {
+	return uppercase;
+}

+ 97 - 0
scene/resources/primitive_meshes.h

@@ -31,6 +31,7 @@
 #ifndef PRIMITIVE_MESHES_H
 #define PRIMITIVE_MESHES_H
 
+#include "scene/resources/font.h"
 #include "scene/resources/mesh.h"
 
 ///@TODO probably should change a few integers to unsigned integers...
@@ -364,4 +365,100 @@ public:
 	PointMesh();
 };
 
+/**
+	Text...
+*/
+
+class TextMesh : public PrimitiveMesh {
+	GDCLASS(TextMesh, PrimitiveMesh);
+
+public:
+	enum Align {
+
+		ALIGN_LEFT,
+		ALIGN_CENTER,
+		ALIGN_RIGHT
+	};
+
+private:
+	struct ContourPoint {
+		Vector2 point;
+		bool sharp = false;
+
+		ContourPoint(){};
+		ContourPoint(const Vector2 &p_pt, bool p_sharp) {
+			point = p_pt;
+			sharp = p_sharp;
+		};
+	};
+	struct ContourInfo {
+		real_t length = 0.0;
+		bool ccw = true;
+		ContourInfo(){};
+		ContourInfo(real_t p_len, bool p_ccw) {
+			length = p_len;
+			ccw = p_ccw;
+		}
+	};
+	struct GlyphMeshData {
+		Vector<Vector2> triangles;
+		Vector<Vector<ContourPoint>> contours;
+		Vector<ContourInfo> contours_info;
+		Vector2 min_p = Vector2(INFINITY, INFINITY);
+		Vector2 max_p = Vector2(-INFINITY, -INFINITY);
+	};
+	mutable HashMap<uint32_t, GlyphMeshData> cache;
+
+	String text;
+	String xl_text;
+
+	Ref<Font> font_override;
+
+	Align horizontal_alignment = ALIGN_CENTER;
+	bool uppercase = false;
+
+	real_t depth = 0.05;
+	real_t pixel_size = 0.01;
+	real_t curve_step = 0.5;
+
+	mutable bool dirty_cache = true;
+
+	void _generate_glyph_mesh_data(uint32_t p_utf32_char, const Ref<Font> &p_font, CharType p_char, CharType p_next) const;
+	void _font_changed();
+
+protected:
+	static void _bind_methods();
+	void _notification(int p_what);
+
+	virtual void _create_mesh_array(Array &p_arr) const;
+
+public:
+	TextMesh();
+	~TextMesh();
+
+	void set_horizontal_alignment(Align p_alignment);
+	Align get_horizontal_alignment() const;
+
+	void set_text(const String &p_string);
+	String get_text() const;
+
+	void set_font(const Ref<Font> &p_font);
+	Ref<Font> get_font() const;
+	Ref<Font> _get_font_or_default() const;
+
+	void set_uppercase(bool p_uppercase);
+	bool is_uppercase() const;
+
+	void set_depth(real_t p_depth);
+	real_t get_depth() const;
+
+	void set_curve_step(real_t p_step);
+	real_t get_curve_step() const;
+
+	void set_pixel_size(real_t p_amount);
+	real_t get_pixel_size() const;
+};
+
+VARIANT_ENUM_CAST(TextMesh::Align);
+
 #endif