Text3D.cpp 15 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "Context.h"
  25. #include "Font.h"
  26. #include "Geometry.h"
  27. #include "Log.h"
  28. #include "Material.h"
  29. #include "Node.h"
  30. #include "ResourceCache.h"
  31. #include "Technique.h"
  32. #include "Text.h"
  33. #include "Text3D.h"
  34. #include "VertexBuffer.h"
  35. namespace Urho3D
  36. {
  37. extern const char* horizontalAlignments[];
  38. extern const char* verticalAlignments[];
  39. extern const char* textEffects[];
  40. extern const char* GEOMETRY_CATEGORY;
  41. static const float TEXT_SCALING = 1.0f / 128.0f;
  42. static const float DEFAULT_EFFECT_DEPTH_BIAS = 0.1f;
  43. Text3D::Text3D(Context* context) :
  44. Drawable(context, DRAWABLE_GEOMETRY),
  45. text_(context),
  46. vertexBuffer_(new VertexBuffer(context_)),
  47. customWorldTransform_(Matrix3x4::IDENTITY),
  48. faceCameraAxes_(Vector3::ONE),
  49. faceCamera_(false),
  50. textDirty_(true),
  51. geometryDirty_(true)
  52. {
  53. text_.SetEffectDepthBias(DEFAULT_EFFECT_DEPTH_BIAS);
  54. }
  55. Text3D::~Text3D()
  56. {
  57. }
  58. void Text3D::RegisterObject(Context* context)
  59. {
  60. context->RegisterFactory<Text3D>(GEOMETRY_CATEGORY);
  61. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  62. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_DEFAULT);
  63. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  64. ATTRIBUTE(Text3D, VAR_INT, "Font Size", text_.fontSize_, DEFAULT_FONT_SIZE, AM_DEFAULT);
  65. ATTRIBUTE(Text3D, VAR_STRING, "Text", text_.text_, String::EMPTY, AM_DEFAULT);
  66. ENUM_ATTRIBUTE(Text3D, "Text Alignment", text_.textAlignment_, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  67. ATTRIBUTE(Text3D, VAR_FLOAT, "Row Spacing", text_.rowSpacing_, 1.0f, AM_DEFAULT);
  68. ATTRIBUTE(Text3D, VAR_BOOL, "Word Wrap", text_.wordWrap_, false, AM_DEFAULT);
  69. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  70. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Face Camera", GetFaceCamera, SetFaceCamera, bool, false, AM_DEFAULT);
  71. ATTRIBUTE(Text3D, VAR_VECTOR3, "Face Camera Axes", faceCameraAxes_, Vector3::ONE, AM_DEFAULT);
  72. ACCESSOR_ATTRIBUTE(Text3D, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  73. ACCESSOR_ATTRIBUTE(Text3D, VAR_INT, "Width", GetWidth, SetWidth, int, 0, AM_DEFAULT);
  74. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  75. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments, VA_TOP, AM_DEFAULT);
  76. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_DEFAULT);
  77. ATTRIBUTE(Text3D, VAR_COLOR, "Top Left Color", text_.color_[0], Color::WHITE, AM_DEFAULT);
  78. ATTRIBUTE(Text3D, VAR_COLOR, "Top Right Color", text_.color_[1], Color::WHITE, AM_DEFAULT);
  79. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Left Color", text_.color_[2], Color::WHITE, AM_DEFAULT);
  80. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Right Color", text_.color_[3], Color::WHITE, AM_DEFAULT);
  81. ENUM_ATTRIBUTE(Text3D, "Text Effect", text_.textEffect_, textEffects, TE_NONE, AM_DEFAULT);
  82. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_DEFAULT);
  83. ATTRIBUTE(Text3D, VAR_FLOAT, "Effect Depth Bias", text_.effectDepthBias_, DEFAULT_EFFECT_DEPTH_BIAS, AM_DEFAULT);
  84. COPY_BASE_ATTRIBUTES(Text3D, Drawable);
  85. }
  86. void Text3D::ApplyAttributes()
  87. {
  88. text_.ApplyAttributes();
  89. MarkTextDirty();
  90. UpdateTextBatches();
  91. UpdateTextMaterials();
  92. }
  93. void Text3D::UpdateBatches(const FrameInfo& frame)
  94. {
  95. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  96. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  97. if (faceCamera_)
  98. {
  99. customWorldTransform_ = Matrix3x4(node_->GetWorldPosition(), frame.camera_->GetFaceCameraRotation(
  100. node_->GetWorldRotation(), faceCameraAxes_), node_->GetWorldScale());
  101. worldBoundingBoxDirty_ = true;
  102. }
  103. for (unsigned i = 0; i < batches_.Size(); ++i)
  104. {
  105. batches_[i].distance_ = distance_;
  106. batches_[i].worldTransform_ = faceCamera_ ? &customWorldTransform_ : &worldTransform;
  107. }
  108. }
  109. void Text3D::UpdateGeometry(const FrameInfo& frame)
  110. {
  111. if (geometryDirty_)
  112. {
  113. for (unsigned i = 0; i < batches_.Size(); ++i)
  114. {
  115. Geometry* geometry = geometries_[i];
  116. geometry->SetDrawRange(TRIANGLE_LIST, 0, 0, uiBatches_[i].vertexStart_, (uiBatches_[i].vertexEnd_ -
  117. uiBatches_[i].vertexStart_) / UI_VERTEX_SIZE);
  118. }
  119. }
  120. if ((geometryDirty_ || vertexBuffer_->IsDataLost()) && uiVertexData_.Size())
  121. {
  122. unsigned vertexCount = uiVertexData_.Size() / UI_VERTEX_SIZE;
  123. if (vertexBuffer_->GetVertexCount() != vertexCount)
  124. vertexBuffer_->SetSize(vertexCount, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  125. vertexBuffer_->SetData(&uiVertexData_[0]);
  126. }
  127. geometryDirty_ = false;
  128. }
  129. UpdateGeometryType Text3D::GetUpdateGeometryType()
  130. {
  131. if (geometryDirty_ || vertexBuffer_->IsDataLost())
  132. return UPDATE_MAIN_THREAD;
  133. else
  134. return UPDATE_NONE;
  135. }
  136. void Text3D::SetMaterial(Material* material)
  137. {
  138. material_ = material;
  139. UpdateTextMaterials(true);
  140. }
  141. bool Text3D::SetFont(const String& fontName, int size)
  142. {
  143. bool success = text_.SetFont(fontName, size);
  144. // Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
  145. // so UI batches must be brought up-to-date immediately
  146. MarkTextDirty();
  147. UpdateTextBatches();
  148. UpdateTextMaterials();
  149. return success;
  150. }
  151. bool Text3D::SetFont(Font* font, int size)
  152. {
  153. bool success = text_.SetFont(font, size);
  154. MarkTextDirty();
  155. UpdateTextBatches();
  156. UpdateTextMaterials();
  157. return success;
  158. }
  159. void Text3D::SetText(const String& text)
  160. {
  161. text_.SetText(text);
  162. // Changing text requires materials to be re-evaluated, in case the font is multi-page
  163. MarkTextDirty();
  164. UpdateTextBatches();
  165. UpdateTextMaterials();
  166. }
  167. void Text3D::SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign)
  168. {
  169. text_.SetAlignment(hAlign, vAlign);
  170. MarkTextDirty();
  171. }
  172. void Text3D::SetHorizontalAlignment(HorizontalAlignment align)
  173. {
  174. text_.SetHorizontalAlignment(align);
  175. MarkTextDirty();
  176. }
  177. void Text3D::SetVerticalAlignment(VerticalAlignment align)
  178. {
  179. text_.SetVerticalAlignment(align);
  180. MarkTextDirty();
  181. }
  182. void Text3D::SetTextAlignment(HorizontalAlignment align)
  183. {
  184. text_.SetTextAlignment(align);
  185. MarkTextDirty();
  186. }
  187. void Text3D::SetRowSpacing(float spacing)
  188. {
  189. text_.SetRowSpacing(spacing);
  190. MarkTextDirty();
  191. }
  192. void Text3D::SetWordwrap(bool enable)
  193. {
  194. text_.SetWordwrap(enable);
  195. MarkTextDirty();
  196. }
  197. void Text3D::SetTextEffect(TextEffect textEffect)
  198. {
  199. text_.SetTextEffect(textEffect);
  200. MarkTextDirty();
  201. }
  202. void Text3D::SetEffectColor(const Color& effectColor)
  203. {
  204. text_.SetEffectColor(effectColor);
  205. MarkTextDirty();
  206. }
  207. void Text3D::SetEffectDepthBias(float bias)
  208. {
  209. text_.SetEffectDepthBias(bias);
  210. MarkTextDirty();
  211. }
  212. void Text3D::SetWidth(int width)
  213. {
  214. text_.SetMinWidth(width);
  215. text_.SetWidth(width);
  216. MarkTextDirty();
  217. }
  218. void Text3D::SetColor(const Color& color)
  219. {
  220. text_.SetColor(color);
  221. MarkTextDirty();
  222. }
  223. void Text3D::SetColor(Corner corner, const Color& color)
  224. {
  225. text_.SetColor(corner, color);
  226. MarkTextDirty();
  227. }
  228. void Text3D::SetOpacity(float opacity)
  229. {
  230. text_.SetOpacity(opacity);
  231. MarkTextDirty();
  232. }
  233. void Text3D::SetFaceCamera(bool enable)
  234. {
  235. if (enable != faceCamera_)
  236. {
  237. faceCamera_ = enable;
  238. // Bounding box must be recalculated
  239. OnMarkedDirty(node_);
  240. }
  241. }
  242. void Text3D::SetFaceCameraAxes(const Vector3& axes)
  243. {
  244. faceCameraAxes_ = axes;
  245. }
  246. Material* Text3D::GetMaterial() const
  247. {
  248. return material_;
  249. }
  250. Font* Text3D::GetFont() const
  251. {
  252. return text_.GetFont();
  253. }
  254. int Text3D::GetFontSize() const
  255. {
  256. return text_.GetFontSize();
  257. }
  258. const String& Text3D::GetText() const
  259. {
  260. return text_.GetText();
  261. }
  262. HorizontalAlignment Text3D::GetHorizontalAlignment() const
  263. {
  264. return text_.GetHorizontalAlignment();
  265. }
  266. VerticalAlignment Text3D::GetVerticalAlignment() const
  267. {
  268. return text_.GetVerticalAlignment();
  269. }
  270. HorizontalAlignment Text3D::GetTextAlignment() const
  271. {
  272. return text_.GetTextAlignment();
  273. }
  274. float Text3D::GetRowSpacing() const
  275. {
  276. return text_.GetRowSpacing();
  277. }
  278. bool Text3D::GetWordwrap() const
  279. {
  280. return text_.GetWordwrap();
  281. }
  282. TextEffect Text3D::GetTextEffect() const
  283. {
  284. return text_.GetTextEffect();
  285. }
  286. const Color& Text3D::GetEffectColor() const
  287. {
  288. return text_.GetEffectColor();
  289. }
  290. float Text3D::GetEffectDepthBias() const
  291. {
  292. return text_.GetEffectDepthBias();
  293. }
  294. int Text3D::GetWidth() const
  295. {
  296. return text_.GetWidth();
  297. }
  298. int Text3D::GetRowHeight() const
  299. {
  300. return text_.GetRowHeight();
  301. }
  302. unsigned Text3D::GetNumRows() const
  303. {
  304. return text_.GetNumRows();
  305. }
  306. unsigned Text3D::GetNumChars() const
  307. {
  308. return text_.GetNumChars();
  309. }
  310. int Text3D::GetRowWidth(unsigned index) const
  311. {
  312. return text_.GetRowWidth(index);
  313. }
  314. IntVector2 Text3D::GetCharPosition(unsigned index)
  315. {
  316. return text_.GetCharPosition(index);
  317. }
  318. IntVector2 Text3D::GetCharSize(unsigned index)
  319. {
  320. return text_.GetCharSize(index);
  321. }
  322. const Color& Text3D::GetColor(Corner corner) const
  323. {
  324. return text_.GetColor(corner);
  325. }
  326. float Text3D::GetOpacity() const
  327. {
  328. return text_.GetOpacity();
  329. }
  330. void Text3D::OnNodeSet(Node* node)
  331. {
  332. Drawable::OnNodeSet(node);
  333. if (node)
  334. customWorldTransform_ = node->GetWorldTransform();
  335. }
  336. void Text3D::OnWorldBoundingBoxUpdate()
  337. {
  338. if (textDirty_)
  339. UpdateTextBatches();
  340. // In face camera mode, use the last camera rotation to build the world bounding box
  341. worldBoundingBox_ = boundingBox_.Transformed(faceCamera_ ? Matrix3x4(node_->GetWorldPosition(),
  342. customWorldTransform_.Rotation(), node_->GetWorldScale()) : node_->GetWorldTransform());
  343. }
  344. void Text3D::MarkTextDirty()
  345. {
  346. textDirty_ = true;
  347. OnMarkedDirty(node_);
  348. MarkNetworkUpdate();
  349. }
  350. void Text3D::SetMaterialAttr(ResourceRef value)
  351. {
  352. ResourceCache* cache = GetSubsystem<ResourceCache>();
  353. SetMaterial(cache->GetResource<Material>(value.name_));
  354. }
  355. void Text3D::SetFontAttr(ResourceRef value)
  356. {
  357. ResourceCache* cache = GetSubsystem<ResourceCache>();
  358. text_.font_ = cache->GetResource<Font>(value.name_);
  359. }
  360. ResourceRef Text3D::GetMaterialAttr() const
  361. {
  362. return GetResourceRef(material_, Material::GetTypeStatic());
  363. }
  364. ResourceRef Text3D::GetFontAttr() const
  365. {
  366. return GetResourceRef(text_.font_, Font::GetTypeStatic());
  367. }
  368. void Text3D::UpdateTextBatches()
  369. {
  370. uiBatches_.Clear();
  371. uiVertexData_.Clear();
  372. text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
  373. Vector3 offset(Vector3::ZERO);
  374. switch (text_.GetHorizontalAlignment())
  375. {
  376. case HA_LEFT:
  377. break;
  378. case HA_CENTER:
  379. offset.x_ -= (float)text_.GetWidth() * 0.5f;
  380. break;
  381. case HA_RIGHT:
  382. offset.x_ -= (float)text_.GetWidth();
  383. break;
  384. }
  385. switch (text_.GetVerticalAlignment())
  386. {
  387. case VA_TOP:
  388. break;
  389. case VA_CENTER:
  390. offset.y_ -= (float)text_.GetHeight() * 0.5f;
  391. break;
  392. case VA_BOTTOM:
  393. offset.y_ -= (float)text_.GetHeight();
  394. break;
  395. }
  396. boundingBox_.defined_ = false;
  397. boundingBox_.min_ = boundingBox_.max_ = Vector3::ZERO;
  398. for (unsigned i = 0; i < uiVertexData_.Size(); i += UI_VERTEX_SIZE)
  399. {
  400. Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
  401. position += offset;
  402. position *= TEXT_SCALING;
  403. position.y_ = -position.y_;
  404. boundingBox_.Merge(position);
  405. }
  406. textDirty_ = false;
  407. geometryDirty_ = true;
  408. }
  409. void Text3D::UpdateTextMaterials(bool forceUpdate)
  410. {
  411. batches_.Resize(uiBatches_.Size());
  412. geometries_.Resize(uiBatches_.Size());
  413. for (unsigned i = 0; i < batches_.Size(); ++i)
  414. {
  415. if (!geometries_[i])
  416. {
  417. Geometry* geometry = new Geometry(context_);
  418. geometry->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  419. batches_[i].geometry_ = geometries_[i] = geometry;
  420. }
  421. if (!batches_[i].material_ || forceUpdate)
  422. {
  423. // If material not defined, create a reasonable default from scratch
  424. if (!material_)
  425. {
  426. Material* material = new Material(context_);
  427. Technique* tech = new Technique(context_);
  428. Pass* pass = tech->CreatePass(PASS_ALPHA);
  429. pass->SetVertexShader("Basic");
  430. pass->SetVertexShaderDefines("DIFFMAP VERTEXCOLOR");
  431. pass->SetPixelShader("Basic");
  432. pass->SetPixelShaderDefines("ALPHAMAP VERTEXCOLOR");
  433. pass->SetBlendMode(BLEND_ALPHA);
  434. pass->SetDepthWrite(false);
  435. material->SetTechnique(0, tech);
  436. material->SetCullMode(CULL_NONE);
  437. batches_[i].material_ = material;
  438. }
  439. else
  440. batches_[i].material_ = material_->Clone();
  441. }
  442. Material* material = batches_[i].material_;
  443. material->SetTexture(TU_DIFFUSE, uiBatches_[i].texture_);
  444. }
  445. }
  446. }