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@@ -1,597 +0,0 @@
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-//
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-// Copyright (c) 2008-2015 the Urho3D project.
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to deal
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-// in the Software without restriction, including without limitation the rights
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-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-// copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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-// THE SOFTWARE.
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-//
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-
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-#include "../Precompiled.h"
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-
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-#include "../Core/Context.h"
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-#include "../Graphics/Camera.h"
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-#include "../Graphics/Geometry.h"
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-#include "../Graphics/Material.h"
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-#include "../Graphics/Technique.h"
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-#include "../Graphics/VertexBuffer.h"
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-#include "../IO/Log.h"
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-#include "../Resource/ResourceCache.h"
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-#include "../Scene/Node.h"
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-#include "../UI/Font.h"
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-#include "../UI/Text.h"
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-#include "../UI/Text3D.h"
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-
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-namespace Urho3D
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-{
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-
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-extern const char* horizontalAlignments[];
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-extern const char* verticalAlignments[];
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-extern const char* textEffects[];
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-extern const char* faceCameraModeNames[];
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-extern const char* GEOMETRY_CATEGORY;
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-
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-static const float TEXT_SCALING = 1.0f / 128.0f;
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-static const float DEFAULT_EFFECT_DEPTH_BIAS = 0.1f;
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-
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-Text3D::Text3D(Context* context) :
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- Drawable(context, DRAWABLE_GEOMETRY),
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- text_(context),
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- vertexBuffer_(new VertexBuffer(context_)),
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- customWorldTransform_(Matrix3x4::IDENTITY),
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- faceCameraMode_(FC_NONE),
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- textDirty_(true),
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- geometryDirty_(true),
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- usingSDFShader_(false)
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-{
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- text_.SetUsedInText3D(true);
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- text_.SetEffectDepthBias(DEFAULT_EFFECT_DEPTH_BIAS);
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-}
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-
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-Text3D::~Text3D()
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-{
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-}
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-
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-void Text3D::RegisterObject(Context* context)
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-{
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- context->RegisterFactory<Text3D>(GEOMETRY_CATEGORY);
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-
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- ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
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- MIXED_ACCESSOR_ATTRIBUTE("Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_DEFAULT);
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- MIXED_ACCESSOR_ATTRIBUTE("Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()),
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- AM_DEFAULT);
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- ATTRIBUTE("Font Size", int, text_.fontSize_, DEFAULT_FONT_SIZE, AM_DEFAULT);
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- ATTRIBUTE("Text", String, text_.text_, String::EMPTY, AM_DEFAULT);
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- ENUM_ATTRIBUTE("Text Alignment", text_.textAlignment_, horizontalAlignments, HA_LEFT, AM_DEFAULT);
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- ATTRIBUTE("Row Spacing", float, text_.rowSpacing_, 1.0f, AM_DEFAULT);
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- ATTRIBUTE("Word Wrap", bool, text_.wordWrap_, false, AM_DEFAULT);
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- ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
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- ENUM_ATTRIBUTE("Face Camera Mode", faceCameraMode_, faceCameraModeNames, FC_NONE, AM_DEFAULT);
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- ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
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- ACCESSOR_ATTRIBUTE("Width", GetWidth, SetWidth, int, 0, AM_DEFAULT);
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- ENUM_ACCESSOR_ATTRIBUTE("Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment,
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- horizontalAlignments, HA_LEFT, AM_DEFAULT);
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- ENUM_ACCESSOR_ATTRIBUTE("Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments,
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- VA_TOP, AM_DEFAULT);
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- ACCESSOR_ATTRIBUTE("Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_DEFAULT);
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- ATTRIBUTE("Top Left Color", Color, text_.color_[0], Color::WHITE, AM_DEFAULT);
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- ATTRIBUTE("Top Right Color", Color, text_.color_[1], Color::WHITE, AM_DEFAULT);
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- ATTRIBUTE("Bottom Left Color", Color, text_.color_[2], Color::WHITE, AM_DEFAULT);
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- ATTRIBUTE("Bottom Right Color", Color, text_.color_[3], Color::WHITE, AM_DEFAULT);
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- ENUM_ATTRIBUTE("Text Effect", text_.textEffect_, textEffects, TE_NONE, AM_DEFAULT);
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- ACCESSOR_ATTRIBUTE("Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_DEFAULT);
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- ATTRIBUTE("Effect Depth Bias", float, text_.effectDepthBias_, DEFAULT_EFFECT_DEPTH_BIAS, AM_DEFAULT);
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- COPY_BASE_ATTRIBUTES(Drawable);
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-}
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-
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-void Text3D::ApplyAttributes()
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-{
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- text_.ApplyAttributes();
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- MarkTextDirty();
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- UpdateTextBatches();
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- UpdateTextMaterials();
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-}
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-
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-void Text3D::UpdateBatches(const FrameInfo& frame)
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-{
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- distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
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-
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- if (faceCameraMode_ != FC_NONE)
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- {
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- Vector3 worldPosition = node_->GetWorldPosition();
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- customWorldTransform_ = Matrix3x4(worldPosition, frame.camera_->GetFaceCameraRotation(
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- worldPosition, node_->GetWorldRotation(), faceCameraMode_), node_->GetWorldScale());
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- worldBoundingBoxDirty_ = true;
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- }
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-
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- for (unsigned i = 0; i < batches_.Size(); ++i)
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- {
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- batches_[i].distance_ = distance_;
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- batches_[i].worldTransform_ = faceCameraMode_ != FC_NONE ? &customWorldTransform_ : &node_->GetWorldTransform();
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- }
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-}
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-
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-void Text3D::UpdateGeometry(const FrameInfo& frame)
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-{
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- if (geometryDirty_)
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- {
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- for (unsigned i = 0; i < batches_.Size(); ++i)
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- {
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- Geometry* geometry = geometries_[i];
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- geometry->SetDrawRange(TRIANGLE_LIST, 0, 0, uiBatches_[i].vertexStart_,
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- (uiBatches_[i].vertexEnd_ - uiBatches_[i].vertexStart_) / UI_VERTEX_SIZE);
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- }
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- }
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-
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- if ((geometryDirty_ || vertexBuffer_->IsDataLost()) && uiVertexData_.Size())
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- {
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- unsigned vertexCount = uiVertexData_.Size() / UI_VERTEX_SIZE;
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- if (vertexBuffer_->GetVertexCount() != vertexCount)
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- vertexBuffer_->SetSize(vertexCount, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
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- vertexBuffer_->SetData(&uiVertexData_[0]);
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- }
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-
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- geometryDirty_ = false;
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-}
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-
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-UpdateGeometryType Text3D::GetUpdateGeometryType()
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-{
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- if (geometryDirty_ || vertexBuffer_->IsDataLost())
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- return UPDATE_MAIN_THREAD;
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- else
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- return UPDATE_NONE;
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-}
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-
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-void Text3D::SetMaterial(Material* material)
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-{
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- material_ = material;
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-
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- UpdateTextMaterials(true);
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-}
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-
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-bool Text3D::SetFont(const String& fontName, int size)
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-{
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- bool success = text_.SetFont(fontName, size);
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-
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- // Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
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- // so UI batches must be brought up-to-date immediately
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- MarkTextDirty();
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- UpdateTextBatches();
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- UpdateTextMaterials();
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-
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- return success;
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-}
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-
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-bool Text3D::SetFont(Font* font, int size)
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-{
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- bool success = text_.SetFont(font, size);
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-
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- MarkTextDirty();
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- UpdateTextBatches();
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- UpdateTextMaterials();
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-
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- return success;
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-}
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-
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-void Text3D::SetText(const String& text)
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-{
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- text_.SetText(text);
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-
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- // Changing text requires materials to be re-evaluated, in case the font is multi-page
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- MarkTextDirty();
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- UpdateTextBatches();
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- UpdateTextMaterials();
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-}
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-
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-void Text3D::SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign)
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-{
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- text_.SetAlignment(hAlign, vAlign);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetHorizontalAlignment(HorizontalAlignment align)
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-{
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- text_.SetHorizontalAlignment(align);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetVerticalAlignment(VerticalAlignment align)
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-{
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- text_.SetVerticalAlignment(align);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetTextAlignment(HorizontalAlignment align)
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-{
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- text_.SetTextAlignment(align);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetRowSpacing(float spacing)
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-{
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- text_.SetRowSpacing(spacing);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetWordwrap(bool enable)
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-{
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- text_.SetWordwrap(enable);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetTextEffect(TextEffect textEffect)
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-{
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- text_.SetTextEffect(textEffect);
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-
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- MarkTextDirty();
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- UpdateTextMaterials(true);
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-}
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-
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-void Text3D::SetEffectColor(const Color& effectColor)
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-{
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- text_.SetEffectColor(effectColor);
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-
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- MarkTextDirty();
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- UpdateTextMaterials();
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-}
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-
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-void Text3D::SetEffectDepthBias(float bias)
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-{
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- text_.SetEffectDepthBias(bias);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetWidth(int width)
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-{
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- text_.SetMinWidth(width);
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- text_.SetWidth(width);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetColor(const Color& color)
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-{
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- text_.SetColor(color);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetColor(Corner corner, const Color& color)
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-{
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- text_.SetColor(corner, color);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetOpacity(float opacity)
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-{
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- text_.SetOpacity(opacity);
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-
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- MarkTextDirty();
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-}
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-
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-void Text3D::SetFaceCameraMode(FaceCameraMode mode)
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-{
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- if (mode != faceCameraMode_)
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- {
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- faceCameraMode_ = mode;
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-
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- // Bounding box must be recalculated
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- OnMarkedDirty(node_);
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- }
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-}
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-
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-Material* Text3D::GetMaterial() const
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-{
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- return material_;
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-}
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-
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-Font* Text3D::GetFont() const
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-{
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- return text_.GetFont();
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-}
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-
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-int Text3D::GetFontSize() const
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-{
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- return text_.GetFontSize();
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-}
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-
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-const String& Text3D::GetText() const
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-{
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- return text_.GetText();
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-}
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-
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-HorizontalAlignment Text3D::GetHorizontalAlignment() const
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-{
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- return text_.GetHorizontalAlignment();
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-}
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-
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-VerticalAlignment Text3D::GetVerticalAlignment() const
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-{
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- return text_.GetVerticalAlignment();
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-}
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-
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-HorizontalAlignment Text3D::GetTextAlignment() const
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-{
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- return text_.GetTextAlignment();
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-}
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-
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-float Text3D::GetRowSpacing() const
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-{
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- return text_.GetRowSpacing();
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-}
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-
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-bool Text3D::GetWordwrap() const
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-{
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- return text_.GetWordwrap();
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-}
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-
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-TextEffect Text3D::GetTextEffect() const
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-{
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- return text_.GetTextEffect();
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-}
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-
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-const Color& Text3D::GetEffectColor() const
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-{
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- return text_.GetEffectColor();
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-}
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-
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-float Text3D::GetEffectDepthBias() const
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-{
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- return text_.GetEffectDepthBias();
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-}
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-
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-int Text3D::GetWidth() const
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-{
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- return text_.GetWidth();
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-}
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-
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-int Text3D::GetRowHeight() const
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-{
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- return text_.GetRowHeight();
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-}
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-
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-unsigned Text3D::GetNumRows() const
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-{
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- return text_.GetNumRows();
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-}
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-
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-unsigned Text3D::GetNumChars() const
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-{
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- return text_.GetNumChars();
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-}
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-
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-int Text3D::GetRowWidth(unsigned index) const
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-{
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- return text_.GetRowWidth(index);
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-}
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-
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-IntVector2 Text3D::GetCharPosition(unsigned index)
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-{
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- return text_.GetCharPosition(index);
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-}
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-
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-IntVector2 Text3D::GetCharSize(unsigned index)
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-{
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- return text_.GetCharSize(index);
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-}
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-
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-const Color& Text3D::GetColor(Corner corner) const
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-{
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- return text_.GetColor(corner);
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-}
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-
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-float Text3D::GetOpacity() const
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-{
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- return text_.GetOpacity();
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-}
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-
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-void Text3D::OnNodeSet(Node* node)
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-{
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- Drawable::OnNodeSet(node);
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-
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- if (node)
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- customWorldTransform_ = node->GetWorldTransform();
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-}
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-
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-void Text3D::OnWorldBoundingBoxUpdate()
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-{
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- if (textDirty_)
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- UpdateTextBatches();
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-
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- // In face camera mode, use the last camera rotation to build the world bounding box
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- worldBoundingBox_ = boundingBox_.Transformed(faceCameraMode_ != FC_NONE ? Matrix3x4(node_->GetWorldPosition(),
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- customWorldTransform_.Rotation(), node_->GetWorldScale()) : node_->GetWorldTransform());
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-}
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-
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-void Text3D::MarkTextDirty()
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-{
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- textDirty_ = true;
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-
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- OnMarkedDirty(node_);
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- MarkNetworkUpdate();
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-}
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-
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-void Text3D::SetMaterialAttr(const ResourceRef& value)
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-{
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- ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
- SetMaterial(cache->GetResource<Material>(value.name_));
|
|
|
-}
|
|
|
-
|
|
|
-void Text3D::SetFontAttr(const ResourceRef& value)
|
|
|
-{
|
|
|
- ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
- text_.font_ = cache->GetResource<Font>(value.name_);
|
|
|
-}
|
|
|
-
|
|
|
-ResourceRef Text3D::GetMaterialAttr() const
|
|
|
-{
|
|
|
- return GetResourceRef(material_, Material::GetTypeStatic());
|
|
|
-}
|
|
|
-
|
|
|
-ResourceRef Text3D::GetFontAttr() const
|
|
|
-{
|
|
|
- return GetResourceRef(text_.font_, Font::GetTypeStatic());
|
|
|
-}
|
|
|
-
|
|
|
-void Text3D::UpdateTextBatches()
|
|
|
-{
|
|
|
- uiBatches_.Clear();
|
|
|
- uiVertexData_.Clear();
|
|
|
-
|
|
|
- text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
|
|
|
-
|
|
|
- Vector3 offset(Vector3::ZERO);
|
|
|
-
|
|
|
- switch (text_.GetHorizontalAlignment())
|
|
|
- {
|
|
|
- case HA_LEFT:
|
|
|
- break;
|
|
|
-
|
|
|
- case HA_CENTER:
|
|
|
- offset.x_ -= (float)text_.GetWidth() * 0.5f;
|
|
|
- break;
|
|
|
-
|
|
|
- case HA_RIGHT:
|
|
|
- offset.x_ -= (float)text_.GetWidth();
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- switch (text_.GetVerticalAlignment())
|
|
|
- {
|
|
|
- case VA_TOP:
|
|
|
- break;
|
|
|
-
|
|
|
- case VA_CENTER:
|
|
|
- offset.y_ -= (float)text_.GetHeight() * 0.5f;
|
|
|
- break;
|
|
|
-
|
|
|
- case VA_BOTTOM:
|
|
|
- offset.y_ -= (float)text_.GetHeight();
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- boundingBox_.defined_ = false;
|
|
|
- boundingBox_.min_ = boundingBox_.max_ = Vector3::ZERO;
|
|
|
-
|
|
|
- for (unsigned i = 0; i < uiVertexData_.Size(); i += UI_VERTEX_SIZE)
|
|
|
- {
|
|
|
- Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
|
|
|
- position += offset;
|
|
|
- position *= TEXT_SCALING;
|
|
|
- position.y_ = -position.y_;
|
|
|
- boundingBox_.Merge(position);
|
|
|
- }
|
|
|
-
|
|
|
- textDirty_ = false;
|
|
|
- geometryDirty_ = true;
|
|
|
-}
|
|
|
-
|
|
|
-void Text3D::UpdateTextMaterials(bool forceUpdate)
|
|
|
-{
|
|
|
- Font* font = GetFont();
|
|
|
- bool isSDFFont = font ? font->IsSDFFont() : false;
|
|
|
-
|
|
|
- batches_.Resize(uiBatches_.Size());
|
|
|
- geometries_.Resize(uiBatches_.Size());
|
|
|
-
|
|
|
- for (unsigned i = 0; i < batches_.Size(); ++i)
|
|
|
- {
|
|
|
- if (!geometries_[i])
|
|
|
- {
|
|
|
- Geometry* geometry = new Geometry(context_);
|
|
|
- geometry->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
|
|
|
- batches_[i].geometry_ = geometries_[i] = geometry;
|
|
|
- }
|
|
|
-
|
|
|
- if (!batches_[i].material_ || forceUpdate || isSDFFont != usingSDFShader_)
|
|
|
- {
|
|
|
- // If material not defined, create a reasonable default from scratch
|
|
|
- if (!material_)
|
|
|
- {
|
|
|
- Material* material = new Material(context_);
|
|
|
- Technique* tech = new Technique(context_);
|
|
|
- Pass* pass = tech->CreatePass("alpha");
|
|
|
- pass->SetVertexShader("Text");
|
|
|
- pass->SetPixelShader("Text");
|
|
|
-
|
|
|
- if (isSDFFont)
|
|
|
- {
|
|
|
- switch (GetTextEffect())
|
|
|
- {
|
|
|
- case TE_NONE:
|
|
|
- pass->SetPixelShaderDefines("SIGNED_DISTANCE_FIELD");
|
|
|
- break;
|
|
|
-
|
|
|
- case TE_SHADOW:
|
|
|
- pass->SetPixelShaderDefines("SIGNED_DISTANCE_FIELD TEXT_EFFECT_SHADOW");
|
|
|
- break;
|
|
|
-
|
|
|
- case TE_STROKE:
|
|
|
- pass->SetPixelShaderDefines("SIGNED_DISTANCE_FIELD TEXT_EFFECT_STROKE");
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- pass->SetBlendMode(BLEND_ALPHA);
|
|
|
- pass->SetDepthWrite(false);
|
|
|
- material->SetTechnique(0, tech);
|
|
|
- material->SetCullMode(CULL_NONE);
|
|
|
- batches_[i].material_ = material;
|
|
|
- }
|
|
|
- else
|
|
|
- batches_[i].material_ = material_->Clone();
|
|
|
-
|
|
|
- // Note: custom material is assumed to use the right kind of shader; it is not modified to define SIGNED_DISTANCE_FIELD
|
|
|
- usingSDFShader_ = isSDFFont;
|
|
|
- }
|
|
|
-
|
|
|
- Material* material = batches_[i].material_;
|
|
|
- Texture* texture = uiBatches_[i].texture_;
|
|
|
- material->SetTexture(TU_DIFFUSE, texture);
|
|
|
-
|
|
|
- if (isSDFFont)
|
|
|
- {
|
|
|
- switch (GetTextEffect())
|
|
|
- {
|
|
|
- case TE_SHADOW:
|
|
|
- if (texture)
|
|
|
- {
|
|
|
- Vector2 shadowOffset(0.5f / texture->GetWidth(), 0.5f / texture->GetHeight());
|
|
|
- material->SetShaderParameter("ShadowOffset", shadowOffset);
|
|
|
- }
|
|
|
- material->SetShaderParameter("ShadowColor", GetEffectColor());
|
|
|
- break;
|
|
|
-
|
|
|
- case TE_STROKE:
|
|
|
- material->SetShaderParameter("StrokeColor", GetEffectColor());
|
|
|
- break;
|
|
|
-
|
|
|
- default:
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-}
|