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Add Use SDF option to Text3D to enable signed distance field text.

aster 11 years ago
parent
commit
436908e031

+ 4 - 2
Source/Engine/LuaScript/pkgs/UI/Text3D.pkg

@@ -5,8 +5,8 @@ class Text3D : public Drawable
     Text3D();
     ~Text3D();
     
-    bool SetFont(const String fontName, int size = DEFAULT_FONT_SIZE);
-    bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
+    bool SetFont(const String fontName, int size = DEFAULT_FONT_SIZE, bool useSDF =  false);
+    bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE, bool useSDF =  false);
     
     void SetMaterial(Material* material);
     
@@ -30,6 +30,7 @@ class Text3D : public Drawable
     Font* GetFont() const;
     Material* GetMaterial() const;
     int GetFontSize() const;
+    bool IsUseSDF() const;
     const String GetText() const;
     HorizontalAlignment GetTextAlignment() const;
     HorizontalAlignment GetHorizontalAlignment() const;
@@ -53,6 +54,7 @@ class Text3D : public Drawable
     tolua_property__get_set Font* font;
     tolua_property__get_set Material* material;
     tolua_readonly tolua_property__get_set int fontSize;
+    tolua_readonly tolua_property__is_set bool useSDF;
     tolua_property__get_set String text;
     tolua_property__get_set HorizontalAlignment textAlignment;
     tolua_property__get_set HorizontalAlignment horizontalAlignment;

+ 2 - 2
Source/Engine/Script/UIAPI.cpp

@@ -370,8 +370,8 @@ static void RegisterText(asIScriptEngine* engine)
 static void RegisterText3D(asIScriptEngine* engine)
 {
     RegisterDrawable<Text3D>(engine, "Text3D");
-    engine->RegisterObjectMethod("Text3D", "bool SetFont(const String&in, int)", asMETHODPR(Text3D, SetFont, (const String&, int), bool), asCALL_THISCALL);
-    engine->RegisterObjectMethod("Text3D", "bool SetFont(Font@+, int)", asMETHODPR(Text3D, SetFont, (Font*, int), bool), asCALL_THISCALL);
+    engine->RegisterObjectMethod("Text3D", "bool SetFont(const String&in, int, bool)", asMETHODPR(Text3D, SetFont, (const String&, int, bool), bool), asCALL_THISCALL);
+    engine->RegisterObjectMethod("Text3D", "bool SetFont(Font@+, int, bool)", asMETHODPR(Text3D, SetFont, (Font*, int, bool), bool), asCALL_THISCALL);
     engine->RegisterObjectMethod("Text3D", "void SetAlignment(HorizontalAlignment, VerticalAlignment)", asMETHOD(Text3D, SetAlignment), asCALL_THISCALL);
     engine->RegisterObjectMethod("Text3D", "Font@+ get_font() const", asMETHOD(Text3D, GetFont), asCALL_THISCALL);
     engine->RegisterObjectMethod("Text3D", "int get_fontSize() const", asMETHOD(Text3D, GetFontSize), asCALL_THISCALL);

+ 11 - 8
Source/Engine/UI/Text3D.cpp

@@ -49,6 +49,7 @@ static const float DEFAULT_EFFECT_DEPTH_BIAS = 0.1f;
 Text3D::Text3D(Context* context) :
     Drawable(context, DRAWABLE_GEOMETRY),
     text_(context),
+    useSDF_(false),
     vertexBuffer_(new VertexBuffer(context_)),
     customWorldTransform_(Matrix3x4::IDENTITY),
     faceCameraMode_(FC_NONE),
@@ -156,10 +157,11 @@ void Text3D::SetMaterial(Material* material)
     UpdateTextMaterials(true);
 }
 
-bool Text3D::SetFont(const String& fontName, int size)
+bool Text3D::SetFont(const String& fontName, int size, bool useSDF)
 {
     bool success = text_.SetFont(fontName, size);
-    
+    useSDF_ = useSDF;
+
     // 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();
@@ -169,10 +171,11 @@ bool Text3D::SetFont(const String& fontName, int size)
     return success;
 }
 
-bool Text3D::SetFont(Font* font, int size)
+bool Text3D::SetFont(Font* font, int size, bool useSDF)
 {
     bool success = text_.SetFont(font, size);
-    
+    useSDF_ = useSDF;
+
     MarkTextDirty();
     UpdateTextBatches();
     UpdateTextMaterials();
@@ -521,10 +524,10 @@ void Text3D::UpdateTextMaterials(bool forceUpdate)
                 Material* material = new Material(context_);
                 Technique* tech = new Technique(context_);
                 Pass* pass = tech->CreatePass(PASS_ALPHA);
-                pass->SetVertexShader("Basic");
-                pass->SetVertexShaderDefines("DIFFMAP VERTEXCOLOR");
-                pass->SetPixelShader("Basic");
-                pass->SetPixelShaderDefines("ALPHAMAP VERTEXCOLOR");
+                pass->SetVertexShader("Text");
+                pass->SetPixelShader("Text");
+                if (useSDF_)
+                    pass->SetPixelShaderDefines("SIGNED_DISTANCE_FIELD");
                 pass->SetBlendMode(BLEND_ALPHA);
                 pass->SetDepthWrite(false);
                 material->SetTechnique(0, tech);

+ 6 - 2
Source/Engine/UI/Text3D.h

@@ -55,9 +55,9 @@ public:
     virtual UpdateGeometryType GetUpdateGeometryType();
     
     /// Set font and font size. Return true if successful.
-    bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE);
+    bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE, bool useSDF = false);
     /// Set font and font size. Return true if successful.
-    bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
+    bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE, bool useSDF = false);
     /// Set material.
     void SetMaterial(Material* material);
     /// Set text. Text is assumed to be either ASCII or UTF8-encoded.
@@ -97,6 +97,8 @@ public:
     Material* GetMaterial() const;
     /// Return font size.
     int GetFontSize() const;
+    /// Is use SDF.
+    bool IsUseSDF() const { return useSDF_; }
     /// Return text.
     const String& GetText() const;
     /// Return row alignment.
@@ -165,6 +167,8 @@ private:
     
     /// Internally used text element.
     Text text_;
+    /// Use signed distance field.
+    bool useSDF_;
     /// Geometries.
     Vector<SharedPtr<Geometry> > geometries_;
     /// Vertex buffer.

+ 33 - 0
Source/Samples/35_SignedDistanceFieldText/CMakeLists.txt

@@ -0,0 +1,33 @@
+#
+# Copyright (c) 2008-2014 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.
+#
+
+# Define target name
+set (TARGET_NAME 35_SignedDistanceFieldText)
+
+# Define source files
+define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()
+
+# Setup test cases
+add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})

+ 216 - 0
Source/Samples/35_SignedDistanceFieldText/SignedDistanceFieldText.cpp

@@ -0,0 +1,216 @@
+//
+// Copyright (c) 2008-2014 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 "Camera.h"
+#include "CoreEvents.h"
+#include "Engine.h"
+#include "Font.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "Material.h"
+#include "Model.h"
+#include "Octree.h"
+#include "Renderer.h"
+#include "ResourceCache.h"
+#include "Scene.h"
+#include "StaticModel.h"
+#include "Text.h"
+#include "Text3D.h"
+#include "UI.h"
+
+#include "SignedDistanceFieldText.h"
+
+#include "DebugNew.h"
+
+DEFINE_APPLICATION_MAIN(SignedDistanceFieldText)
+
+SignedDistanceFieldText::SignedDistanceFieldText(Context* context) :
+    Sample(context)
+{
+}
+
+void SignedDistanceFieldText::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // Create the scene content
+    CreateScene();
+
+    // Create the UI content
+    CreateInstructions();
+
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+
+    // Hook up to the frame update events
+    SubscribeToEvents();
+}
+
+void SignedDistanceFieldText::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+
+    scene_ = new Scene(context_);
+
+    // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
+    // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
+    // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
+    // optimizing manner
+    scene_->CreateComponent<Octree>();
+
+    // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
+    // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
+    // (100 x 100 world units)
+    Node* planeNode = scene_->CreateChild("Plane");
+    planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
+    StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
+    planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
+    planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
+
+    // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
+    // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
+    // The light will use default settings (white light, no shadows)
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
+    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
+    Light* light = lightNode->CreateComponent<Light>();
+    light->SetLightType(LIGHT_DIRECTIONAL);
+
+    // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
+    // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
+    // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
+    // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
+    // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
+    // scene.
+    const unsigned NUM_OBJECTS = 200;
+    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
+    {
+        Node* mushroomNode = scene_->CreateChild("Mushroom");
+        mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
+        mushroomNode->SetScale(0.5f + Random(2.0f));
+        StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
+        mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
+        mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
+
+        Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
+        mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
+        Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
+        mushroomTitleText->SetText("Mushroom " + String(i));
+        if ((i % 2) == 0)
+        {
+            mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.fnt"), 24, true);
+            mushroomTitleText->SetColor(Color::GREEN);
+        }
+        else
+        {
+            mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.ttf"), 24, false);
+            mushroomTitleText->SetColor(Color::RED);
+        }
+        mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER);
+    }
+
+    // Create a scene node for the camera, which we will move around
+    // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
+    cameraNode_ = scene_->CreateChild("Camera");
+    cameraNode_->CreateComponent<Camera>();
+
+    // Set an initial position for the camera scene node above the plane
+    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
+}
+
+void SignedDistanceFieldText::CreateInstructions()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+
+    // Construct new Text object, set string to display and font to use
+    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
+    instructionText->SetText("Use WASD keys and mouse/touch to move");
+    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+
+    // Position the text relative to the screen center
+    instructionText->SetHorizontalAlignment(HA_CENTER);
+    instructionText->SetVerticalAlignment(VA_CENTER);
+    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
+}
+
+void SignedDistanceFieldText::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
+    // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
+    // use, but now we just use full screen and default render path configured in the engine command line options
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void SignedDistanceFieldText::MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    if (GetSubsystem<UI>()->GetFocusElement())
+        return;
+
+    Input* input = GetSubsystem<Input>();
+
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input->GetMouseMove();
+    yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
+    pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
+    pitch_ = Clamp(pitch_, -90.0f, 90.0f);
+
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
+
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    // Use the Translate() function (default local space) to move relative to the node's orientation.
+    if (input->GetKeyDown('W'))
+        cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
+}
+
+void SignedDistanceFieldText::SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent(E_UPDATE, HANDLER(SignedDistanceFieldText, HandleUpdate));
+}
+
+void SignedDistanceFieldText::HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    using namespace Update;
+
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData[P_TIMESTEP].GetFloat();
+
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+}

+ 65 - 0
Source/Samples/35_SignedDistanceFieldText/SignedDistanceFieldText.h

@@ -0,0 +1,65 @@
+//
+// Copyright (c) 2008-2014 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.
+//
+
+#pragma once
+
+#include "Sample.h"
+
+namespace Urho3D
+{
+
+class Node;
+class Scene;
+
+}
+
+/// Signed distance field text example.
+/// This sample demonstrates:
+///     - Creating a 3D scene with static content
+///     - Creating a 3D text use SDF Font
+///     - Displaying the scene using the Renderer subsystem
+///     - Handling keyboard and mouse input to move a freelook camera
+class SignedDistanceFieldText : public Sample
+{
+    OBJECT(SignedDistanceFieldText);
+
+public:
+    /// Construct.
+    SignedDistanceFieldText(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Construct the scene content.
+    void CreateScene();
+    /// Construct an instruction text to the UI.
+    void CreateInstructions();
+    /// Set up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Read input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Subscribe to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Handle the logic update event.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+};

+ 1 - 0
Source/Samples/CMakeLists.txt

@@ -72,3 +72,4 @@ add_subdirectory (31_MaterialAnimation)
 add_subdirectory (32_Urho2DConstraints)
 add_subdirectory (33_Urho2DSpriterAnimation)
 add_subdirectory (34_DynamicGeometry)
+add_subdirectory (35_SignedDistanceFieldText)