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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "../../Precompiled.h"
- #include "../../Core/Context.h"
- #include "../Camera.h"
- #include "../Geometry.h"
- #include "../Graphics.h"
- #include "../Material.h"
- #include "../Technique.h"
- #include "../VertexBuffer.h"
- #include "../../IO/Log.h"
- #include "../../Resource/ResourceCache.h"
- #include "../../Scene/Node.h"
- #include "Text3DFont.h"
- #include "Text3DText.h"
- #include "Text3D.h"
- namespace Atomic
- {
- extern const char* horizontalAlignments[];
- extern const char* verticalAlignments[];
- extern const char* textEffects[];
- extern const char* faceCameraModeNames[];
- extern const char* GEOMETRY_CATEGORY;
- static const float TEXT_SCALING = 1.0f / 128.0f;
- static const float DEFAULT_EFFECT_DEPTH_BIAS = 0.1f;
- Text3D::Text3D(Context* context) :
- Drawable(context, DRAWABLE_GEOMETRY),
- text_(context),
- vertexBuffer_(new VertexBuffer(context_)),
- customWorldTransform_(Matrix3x4::IDENTITY),
- faceCameraMode_(FC_NONE),
- minAngle_(0.0f),
- fixedScreenSize_(false),
- textDirty_(true),
- geometryDirty_(true),
- usingSDFShader_(false),
- fontDataLost_(false),
- horizontalAlignment_(HA_CENTER),
- verticalAlignment_(VA_CENTER)
- {
- text_.SetEffectDepthBias(DEFAULT_EFFECT_DEPTH_BIAS);
- }
- Text3D::~Text3D()
- {
- }
- void Text3D::RegisterObject(Context* context)
- {
- context->RegisterFactory<Text3D>(GEOMETRY_CATEGORY);
- ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Text3DFont::GetTypeStatic()), AM_DEFAULT);
- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()),
- AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Font Size", float, text_.fontSize_, TEXT3D_DEFAULT_FONT_SIZE, AM_DEFAULT);
- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Text", GetTextAttr, SetTextAttr, String, String::EMPTY, AM_DEFAULT);
- ATOMIC_ENUM_ATTRIBUTE("Text Alignment", text_.textAlignment_, horizontalAlignments, HA_LEFT, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Row Spacing", float, text_.rowSpacing_, 1.0f, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Word Wrap", bool, text_.wordWrap_, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Fixed Screen Size", IsFixedScreenSize, SetFixedScreenSize, bool, false, AM_DEFAULT);
- ATOMIC_ENUM_ATTRIBUTE("Face Camera Mode", faceCameraMode_, faceCameraModeNames, FC_NONE, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Min Angle", float, minAngle_, 0.0f, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Width", GetWidth, SetWidth, int, 0, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Opacity", GetOpacity, SetOpacity, float, 1.0f, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Top Left Color", Color, text_.color_[0], Color::WHITE, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Top Right Color", Color, text_.color_[1], Color::WHITE, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Bottom Left Color", Color, text_.color_[2], Color::WHITE, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Bottom Right Color", Color, text_.color_[3], Color::WHITE, AM_DEFAULT);
- ATOMIC_ENUM_ATTRIBUTE("Text Effect", text_.textEffect_, textEffects, TE_NONE, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Shadow Offset", IntVector2, text_.shadowOffset_, IntVector2(1, 1), AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Stroke Thickness", int, text_.strokeThickness_, 1, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Round Stroke", bool, text_.roundStroke_, false, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Effect Depth Bias", float, text_.effectDepthBias_, DEFAULT_EFFECT_DEPTH_BIAS, AM_DEFAULT);
- ATOMIC_COPY_BASE_ATTRIBUTES(Drawable);
- }
- void Text3D::ApplyAttributes()
- {
- text_.ApplyAttributes();
- MarkTextDirty();
- UpdateTextBatches();
- UpdateTextMaterials();
- }
- void Text3D::UpdateBatches(const FrameInfo& frame)
- {
- distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
- if (faceCameraMode_ != FC_NONE || fixedScreenSize_)
- CalculateFixedScreenSize(frame);
- for (unsigned i = 0; i < batches_.Size(); ++i)
- {
- batches_[i].distance_ = distance_;
- batches_[i].worldTransform_ = faceCameraMode_ != FC_NONE ? &customWorldTransform_ : &node_->GetWorldTransform();
- }
- for (unsigned i = 0; i < uiBatches_.Size(); ++i)
- {
- if (uiBatches_[i].texture_ && uiBatches_[i].texture_->IsDataLost())
- {
- fontDataLost_ = true;
- break;
- }
- }
- }
- void Text3D::UpdateGeometry(const FrameInfo& frame)
- {
- if (fontDataLost_)
- {
- // Re-evaluation of the text triggers the font face to reload itself
- UpdateTextBatches();
- UpdateTextMaterials();
- fontDataLost_ = false;
- }
- // In case is being rendered from multiple views, recalculate camera facing & fixed size
- if (faceCameraMode_ != FC_NONE || fixedScreenSize_)
- CalculateFixedScreenSize(frame);
- if (geometryDirty_)
- {
- for (unsigned i = 0; i < batches_.Size() && i < uiBatches_.Size(); ++i)
- {
- Geometry* geometry = geometries_[i];
- geometry->SetDrawRange(TRIANGLE_LIST, 0, 0, uiBatches_[i].vertexStart_ / TEXT3D_VERTEX_SIZE,
- (uiBatches_[i].vertexEnd_ - uiBatches_[i].vertexStart_) / TEXT3D_VERTEX_SIZE);
- }
- }
- if ((geometryDirty_ || vertexBuffer_->IsDataLost()) && uiVertexData_.Size())
- {
- unsigned vertexCount = uiVertexData_.Size() / TEXT3D_VERTEX_SIZE;
- if (vertexBuffer_->GetVertexCount() != vertexCount)
- vertexBuffer_->SetSize(vertexCount, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
- vertexBuffer_->SetData(&uiVertexData_[0]);
- }
- geometryDirty_ = false;
- }
- UpdateGeometryType Text3D::GetUpdateGeometryType()
- {
- if (geometryDirty_ || fontDataLost_ || vertexBuffer_->IsDataLost() || faceCameraMode_ != FC_NONE || fixedScreenSize_)
- return UPDATE_MAIN_THREAD;
- else
- return UPDATE_NONE;
- }
- void Text3D::SetMaterial(Material* material)
- {
- material_ = material;
- UpdateTextMaterials(true);
- }
- bool Text3D::SetFont(const String& fontName, float size)
- {
- bool success = text_.SetFont(fontName, size);
- // Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
- // so UI batches must be brought up-to-date immediately
- MarkTextDirty();
- UpdateTextBatches();
- UpdateTextMaterials();
- return success;
- }
- bool Text3D::SetFont(Text3DFont* font, float size)
- {
- bool success = text_.SetFont(font, size);
- MarkTextDirty();
- UpdateTextBatches();
- UpdateTextMaterials();
- return success;
- }
- bool Text3D::SetFontSize(float size)
- {
- bool success = text_.SetFontSize(size);
- MarkTextDirty();
- UpdateTextBatches();
- UpdateTextMaterials();
- return success;
- }
- void Text3D::SetText(const String& text)
- {
- text_.SetText(text);
- // Changing text requires materials to be re-evaluated, in case the font is multi-page
- MarkTextDirty();
- UpdateTextBatches();
- UpdateTextMaterials();
- }
- void Text3D::SetTextAlignment(Text3DHorizontalAlignment align)
- {
- text_.SetTextAlignment(align);
- MarkTextDirty();
- }
- void Text3D::SetRowSpacing(float spacing)
- {
- text_.SetRowSpacing(spacing);
- MarkTextDirty();
- }
- void Text3D::SetWordwrap(bool enable)
- {
- text_.SetWordwrap(enable);
- MarkTextDirty();
- }
- void Text3D::SetTextEffect(Text3DTextEffect textEffect)
- {
- text_.SetTextEffect(textEffect);
- MarkTextDirty();
- UpdateTextMaterials(true);
- }
- void Text3D::SetEffectShadowOffset(const IntVector2& offset)
- {
- text_.SetEffectShadowOffset(offset);
- }
- void Text3D::SetEffectStrokeThickness(int thickness)
- {
- text_.SetEffectStrokeThickness(thickness);
- }
- void Text3D::SetEffectRoundStroke(bool roundStroke)
- {
- text_.SetEffectRoundStroke(roundStroke);
- }
- void Text3D::SetEffectColor(const Color& effectColor)
- {
- text_.SetEffectColor(effectColor);
- MarkTextDirty();
- UpdateTextMaterials();
- }
- void Text3D::SetEffectDepthBias(float bias)
- {
- text_.SetEffectDepthBias(bias);
- MarkTextDirty();
- }
- void Text3D::SetWidth(int width)
- {
- text_.SetMinWidth(width);
- text_.SetWidth(width);
- MarkTextDirty();
- }
- void Text3D::SetColor(const Color& color)
- {
- float oldAlpha = text_.GetColor(C_TOPLEFT).a_;
- text_.SetColor(color);
- MarkTextDirty();
- // If alpha changes from zero to nonzero or vice versa, amount of text batches changes (optimization), so do full update
- if ((oldAlpha == 0.0f && color.a_ != 0.0f) || (oldAlpha != 0.0f && color.a_ == 0.0f))
- {
- UpdateTextBatches();
- UpdateTextMaterials();
- }
- }
- void Text3D::SetColor(Text3DCorner corner, const Color& color)
- {
- text_.SetColor(corner, color);
- MarkTextDirty();
- }
- void Text3D::SetOpacity(float opacity)
- {
- float oldOpacity = text_.GetOpacity();
- text_.SetOpacity(opacity);
- float newOpacity = text_.GetOpacity();
- MarkTextDirty();
- // If opacity changes from zero to nonzero or vice versa, amount of text batches changes (optimization), so do full update
- if ((oldOpacity == 0.0f && newOpacity != 0.0f) || (oldOpacity != 0.0f && newOpacity == 0.0f))
- {
- UpdateTextBatches();
- UpdateTextMaterials();
- }
- }
- void Text3D::SetFixedScreenSize(bool enable)
- {
- if (enable != fixedScreenSize_)
- {
- fixedScreenSize_ = enable;
- // Bounding box must be recalculated
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- }
- void Text3D::SetFaceCameraMode(FaceCameraMode mode)
- {
- if (mode != faceCameraMode_)
- {
- faceCameraMode_ = mode;
- // Bounding box must be recalculated
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- }
- Material* Text3D::GetMaterial() const
- {
- return material_;
- }
- Text3DFont* Text3D::GetFont() const
- {
- return text_.GetFont();
- }
- float Text3D::GetFontSize() const
- {
- return text_.GetFontSize();
- }
- const String& Text3D::GetText() const
- {
- return text_.GetText();
- }
- Text3DHorizontalAlignment Text3D::GetTextAlignment() const
- {
- return text_.GetTextAlignment();
- }
- float Text3D::GetRowSpacing() const
- {
- return text_.GetRowSpacing();
- }
- bool Text3D::GetWordwrap() const
- {
- return text_.GetWordwrap();
- }
- Text3DTextEffect Text3D::GetTextEffect() const
- {
- return text_.GetTextEffect();
- }
- const IntVector2& Text3D::GetEffectShadowOffset() const
- {
- return text_.GetEffectShadowOffset();
- }
- int Text3D::GetEffectStrokeThickness() const
- {
- return text_.GetEffectStrokeThickness();
- }
- bool Text3D::GetEffectRoundStroke() const
- {
- return text_.GetEffectRoundStroke();
- }
- const Color& Text3D::GetEffectColor() const
- {
- return text_.GetEffectColor();
- }
- float Text3D::GetEffectDepthBias() const
- {
- return text_.GetEffectDepthBias();
- }
- int Text3D::GetWidth() const
- {
- return text_.GetWidth();
- }
- int Text3D::GetHeight() const
- {
- return text_.GetHeight();
- }
- int Text3D::GetRowHeight() const
- {
- return text_.GetRowHeight();
- }
- unsigned Text3D::GetNumRows() const
- {
- return text_.GetNumRows();
- }
- unsigned Text3D::GetNumChars() const
- {
- return text_.GetNumChars();
- }
- int Text3D::GetRowWidth(unsigned index) const
- {
- return text_.GetRowWidth(index);
- }
- Vector2 Text3D::GetCharPosition(unsigned index)
- {
- return text_.GetCharPosition(index);
- }
- Vector2 Text3D::GetCharSize(unsigned index)
- {
- return text_.GetCharSize(index);
- }
- const Color& Text3D::GetColor(Text3DCorner corner) const
- {
- return text_.GetColor(corner);
- }
- float Text3D::GetOpacity() const
- {
- return text_.GetOpacity();
- }
- void Text3D::OnNodeSet(Node* node)
- {
- Drawable::OnNodeSet(node);
- if (node)
- customWorldTransform_ = node->GetWorldTransform();
- }
- void Text3D::OnWorldBoundingBoxUpdate()
- {
- if (textDirty_)
- UpdateTextBatches();
- // In face camera mode, use the last camera rotation to build the world bounding box
- if (faceCameraMode_ != FC_NONE || fixedScreenSize_)
- {
- worldBoundingBox_ = boundingBox_.Transformed(Matrix3x4(node_->GetWorldPosition(),
- customWorldTransform_.Rotation(), customWorldTransform_.Scale()));
- }
- else
- worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
- }
- void Text3D::MarkTextDirty()
- {
- textDirty_ = true;
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- void Text3D::SetMaterialAttr(const ResourceRef& value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- SetMaterial(cache->GetResource<Material>(value.name_));
- }
- void Text3D::SetFontAttr(const ResourceRef& value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- text_.font_ = cache->GetResource<Text3DFont>(value.name_);
- }
- void Text3D::SetTextAttr(const String& value)
- {
- text_.SetTextAttr(value);
- }
- String Text3D::GetTextAttr() const
- {
- return text_.GetTextAttr();
- }
- ResourceRef Text3D::GetMaterialAttr() const
- {
- return GetResourceRef(material_, Material::GetTypeStatic());
- }
- ResourceRef Text3D::GetFontAttr() const
- {
- return GetResourceRef(text_.font_, Text3DFont::GetTypeStatic());
- }
- void Text3D::UpdateTextBatches()
- {
- uiBatches_.Clear();
- uiVertexData_.Clear();
- text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
- Vector3 offset(Vector3::ZERO);
- switch (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 (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;
- }
- if (uiVertexData_.Size())
- {
- boundingBox_.Clear();
- for (unsigned i = 0; i < uiVertexData_.Size(); i += TEXT3D_VERTEX_SIZE)
- {
- Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
- position += offset;
- position *= TEXT_SCALING;
- position.y_ = -position.y_;
- boundingBox_.Merge(position);
- }
- }
- else
- boundingBox_.Define(Vector3::ZERO, Vector3::ZERO);
- textDirty_ = false;
- geometryDirty_ = true;
- }
- void Text3D::UpdateTextMaterials(bool forceUpdate)
- {
- Text3DFont* 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_);
- 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");
- 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();
- usingSDFShader_ = isSDFFont;
- }
- Material* material = batches_[i].material_;
- Texture* texture = uiBatches_[i].texture_;
- material->SetTexture(TU_DIFFUSE, texture);
- if (isSDFFont)
- {
- // Note: custom defined material is assumed to have right shader defines; they aren't modified here
- if (!material_)
- {
- Technique* tech = material->GetTechnique(0);
- Pass* pass = tech ? tech->GetPass("alpha") : (Pass*)0;
- if (pass)
- {
- 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;
- }
- }
- }
- 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;
- }
- }
- else
- {
- // If not SDF, set shader defines based on whether font texture is full RGB or just alpha
- if (!material_)
- {
- Technique* tech = material->GetTechnique(0);
- Pass* pass = tech ? tech->GetPass("alpha") : (Pass*)0;
- if (pass)
- {
- if (texture && texture->GetFormat() == Graphics::GetAlphaFormat())
- pass->SetPixelShaderDefines("ALPHAMAP");
- else
- pass->SetPixelShaderDefines("");
- }
- }
- }
- }
- }
- void Text3D::CalculateFixedScreenSize(const FrameInfo& frame)
- {
- Vector3 worldPosition = node_->GetWorldPosition();
- Vector3 worldScale = node_->GetWorldScale();
- if (fixedScreenSize_)
- {
- float textScaling = 2.0f / TEXT_SCALING / frame.viewSize_.y_;
- float halfViewWorldSize = frame.camera_->GetHalfViewSize();
- if (!frame.camera_->IsOrthographic())
- {
- Matrix4 viewProj(frame.camera_->GetProjection() * frame.camera_->GetView());
- Vector4 projPos(viewProj * Vector4(worldPosition, 1.0f));
- worldScale *= textScaling * halfViewWorldSize * projPos.w_;
- }
- else
- worldScale *= textScaling * halfViewWorldSize;
- }
- customWorldTransform_ = Matrix3x4(worldPosition, frame.camera_->GetFaceCameraRotation(
- worldPosition, node_->GetWorldRotation(), faceCameraMode_, minAngle_), worldScale);
- worldBoundingBoxDirty_ = true;
- }
- Text3DHorizontalAlignment Text3D::GetHorizontalAlignment() const
- {
- return horizontalAlignment_;
- }
- Text3DVerticalAlignment Text3D::GetVerticalAlignment() const
- {
- return verticalAlignment_;
- }
- void Text3D::SetAlignment(Text3DHorizontalAlignment hAlign, Text3DVerticalAlignment vAlign)
- {
- horizontalAlignment_ = hAlign;
- verticalAlignment_ = vAlign;
- MarkTextDirty();
- }
- void Text3D::SetHorizontalAlignment(Text3DHorizontalAlignment align)
- {
- horizontalAlignment_ = align;
- MarkTextDirty();
- }
- void Text3D::SetVerticalAlignment(Text3DVerticalAlignment align)
- {
- verticalAlignment_ = align;
- MarkTextDirty();
- }
- }
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