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* faceCameraModeNames[];
  41. extern const char* GEOMETRY_CATEGORY;
  42. static const float TEXT_SCALING = 1.0f / 128.0f;
  43. static const float DEFAULT_EFFECT_DEPTH_BIAS = 0.1f;
  44. Text3D::Text3D(Context* context) :
  45. Drawable(context, DRAWABLE_GEOMETRY),
  46. text_(context),
  47. vertexBuffer_(new VertexBuffer(context_)),
  48. customWorldTransform_(Matrix3x4::IDENTITY),
  49. faceCameraMode_(FC_NONE),
  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. ENUM_ATTRIBUTE(Text3D, "Face Camera Mode", faceCameraMode_, faceCameraModeNames, FC_NONE, AM_DEFAULT);
  71. ACCESSOR_ATTRIBUTE(Text3D, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  72. ACCESSOR_ATTRIBUTE(Text3D, VAR_INT, "Width", GetWidth, SetWidth, int, 0, AM_DEFAULT);
  73. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  74. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments, VA_TOP, AM_DEFAULT);
  75. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_DEFAULT);
  76. ATTRIBUTE(Text3D, VAR_COLOR, "Top Left Color", text_.color_[0], Color::WHITE, AM_DEFAULT);
  77. ATTRIBUTE(Text3D, VAR_COLOR, "Top Right Color", text_.color_[1], Color::WHITE, AM_DEFAULT);
  78. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Left Color", text_.color_[2], Color::WHITE, AM_DEFAULT);
  79. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Right Color", text_.color_[3], Color::WHITE, AM_DEFAULT);
  80. ENUM_ATTRIBUTE(Text3D, "Text Effect", text_.textEffect_, textEffects, TE_NONE, AM_DEFAULT);
  81. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_DEFAULT);
  82. ATTRIBUTE(Text3D, VAR_FLOAT, "Effect Depth Bias", text_.effectDepthBias_, DEFAULT_EFFECT_DEPTH_BIAS, AM_DEFAULT);
  83. COPY_BASE_ATTRIBUTES(Text3D, Drawable);
  84. }
  85. void Text3D::ApplyAttributes()
  86. {
  87. text_.ApplyAttributes();
  88. MarkTextDirty();
  89. UpdateTextBatches();
  90. UpdateTextMaterials();
  91. }
  92. void Text3D::UpdateBatches(const FrameInfo& frame)
  93. {
  94. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  95. if (faceCameraMode_ != FC_NONE)
  96. {
  97. Vector3 worldPosition = node_->GetWorldPosition();
  98. customWorldTransform_ = Matrix3x4(worldPosition, frame.camera_->GetFaceCameraRotation(
  99. worldPosition, node_->GetWorldRotation(), faceCameraMode_), node_->GetWorldScale());
  100. worldBoundingBoxDirty_ = true;
  101. }
  102. for (unsigned i = 0; i < batches_.Size(); ++i)
  103. {
  104. batches_[i].distance_ = distance_;
  105. batches_[i].worldTransform_ = faceCameraMode_ != FC_NONE ? &customWorldTransform_ : &node_->GetWorldTransform();
  106. }
  107. }
  108. void Text3D::UpdateGeometry(const FrameInfo& frame)
  109. {
  110. if (geometryDirty_)
  111. {
  112. for (unsigned i = 0; i < batches_.Size(); ++i)
  113. {
  114. Geometry* geometry = geometries_[i];
  115. geometry->SetDrawRange(TRIANGLE_LIST, 0, 0, uiBatches_[i].vertexStart_, (uiBatches_[i].vertexEnd_ -
  116. uiBatches_[i].vertexStart_) / UI_VERTEX_SIZE);
  117. }
  118. }
  119. if ((geometryDirty_ || vertexBuffer_->IsDataLost()) && uiVertexData_.Size())
  120. {
  121. unsigned vertexCount = uiVertexData_.Size() / UI_VERTEX_SIZE;
  122. if (vertexBuffer_->GetVertexCount() != vertexCount)
  123. vertexBuffer_->SetSize(vertexCount, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  124. vertexBuffer_->SetData(&uiVertexData_[0]);
  125. }
  126. geometryDirty_ = false;
  127. }
  128. UpdateGeometryType Text3D::GetUpdateGeometryType()
  129. {
  130. if (geometryDirty_ || vertexBuffer_->IsDataLost())
  131. return UPDATE_MAIN_THREAD;
  132. else
  133. return UPDATE_NONE;
  134. }
  135. void Text3D::SetMaterial(Material* material)
  136. {
  137. material_ = material;
  138. UpdateTextMaterials(true);
  139. }
  140. bool Text3D::SetFont(const String& fontName, int size)
  141. {
  142. bool success = text_.SetFont(fontName, size);
  143. // Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
  144. // so UI batches must be brought up-to-date immediately
  145. MarkTextDirty();
  146. UpdateTextBatches();
  147. UpdateTextMaterials();
  148. return success;
  149. }
  150. bool Text3D::SetFont(Font* font, int size)
  151. {
  152. bool success = text_.SetFont(font, size);
  153. MarkTextDirty();
  154. UpdateTextBatches();
  155. UpdateTextMaterials();
  156. return success;
  157. }
  158. void Text3D::SetText(const String& text)
  159. {
  160. text_.SetText(text);
  161. // Changing text requires materials to be re-evaluated, in case the font is multi-page
  162. MarkTextDirty();
  163. UpdateTextBatches();
  164. UpdateTextMaterials();
  165. }
  166. void Text3D::SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign)
  167. {
  168. text_.SetAlignment(hAlign, vAlign);
  169. MarkTextDirty();
  170. }
  171. void Text3D::SetHorizontalAlignment(HorizontalAlignment align)
  172. {
  173. text_.SetHorizontalAlignment(align);
  174. MarkTextDirty();
  175. }
  176. void Text3D::SetVerticalAlignment(VerticalAlignment align)
  177. {
  178. text_.SetVerticalAlignment(align);
  179. MarkTextDirty();
  180. }
  181. void Text3D::SetTextAlignment(HorizontalAlignment align)
  182. {
  183. text_.SetTextAlignment(align);
  184. MarkTextDirty();
  185. }
  186. void Text3D::SetRowSpacing(float spacing)
  187. {
  188. text_.SetRowSpacing(spacing);
  189. MarkTextDirty();
  190. }
  191. void Text3D::SetWordwrap(bool enable)
  192. {
  193. text_.SetWordwrap(enable);
  194. MarkTextDirty();
  195. }
  196. void Text3D::SetTextEffect(TextEffect textEffect)
  197. {
  198. text_.SetTextEffect(textEffect);
  199. MarkTextDirty();
  200. }
  201. void Text3D::SetEffectColor(const Color& effectColor)
  202. {
  203. text_.SetEffectColor(effectColor);
  204. MarkTextDirty();
  205. }
  206. void Text3D::SetEffectDepthBias(float bias)
  207. {
  208. text_.SetEffectDepthBias(bias);
  209. MarkTextDirty();
  210. }
  211. void Text3D::SetWidth(int width)
  212. {
  213. text_.SetMinWidth(width);
  214. text_.SetWidth(width);
  215. MarkTextDirty();
  216. }
  217. void Text3D::SetColor(const Color& color)
  218. {
  219. text_.SetColor(color);
  220. MarkTextDirty();
  221. }
  222. void Text3D::SetColor(Corner corner, const Color& color)
  223. {
  224. text_.SetColor(corner, color);
  225. MarkTextDirty();
  226. }
  227. void Text3D::SetOpacity(float opacity)
  228. {
  229. text_.SetOpacity(opacity);
  230. MarkTextDirty();
  231. }
  232. void Text3D::SetFaceCameraMode(FaceCameraMode mode)
  233. {
  234. if (mode != faceCameraMode_)
  235. {
  236. faceCameraMode_ = mode;
  237. // Bounding box must be recalculated
  238. OnMarkedDirty(node_);
  239. }
  240. }
  241. Material* Text3D::GetMaterial() const
  242. {
  243. return material_;
  244. }
  245. Font* Text3D::GetFont() const
  246. {
  247. return text_.GetFont();
  248. }
  249. int Text3D::GetFontSize() const
  250. {
  251. return text_.GetFontSize();
  252. }
  253. const String& Text3D::GetText() const
  254. {
  255. return text_.GetText();
  256. }
  257. HorizontalAlignment Text3D::GetHorizontalAlignment() const
  258. {
  259. return text_.GetHorizontalAlignment();
  260. }
  261. VerticalAlignment Text3D::GetVerticalAlignment() const
  262. {
  263. return text_.GetVerticalAlignment();
  264. }
  265. HorizontalAlignment Text3D::GetTextAlignment() const
  266. {
  267. return text_.GetTextAlignment();
  268. }
  269. float Text3D::GetRowSpacing() const
  270. {
  271. return text_.GetRowSpacing();
  272. }
  273. bool Text3D::GetWordwrap() const
  274. {
  275. return text_.GetWordwrap();
  276. }
  277. TextEffect Text3D::GetTextEffect() const
  278. {
  279. return text_.GetTextEffect();
  280. }
  281. const Color& Text3D::GetEffectColor() const
  282. {
  283. return text_.GetEffectColor();
  284. }
  285. float Text3D::GetEffectDepthBias() const
  286. {
  287. return text_.GetEffectDepthBias();
  288. }
  289. int Text3D::GetWidth() const
  290. {
  291. return text_.GetWidth();
  292. }
  293. int Text3D::GetRowHeight() const
  294. {
  295. return text_.GetRowHeight();
  296. }
  297. unsigned Text3D::GetNumRows() const
  298. {
  299. return text_.GetNumRows();
  300. }
  301. unsigned Text3D::GetNumChars() const
  302. {
  303. return text_.GetNumChars();
  304. }
  305. int Text3D::GetRowWidth(unsigned index) const
  306. {
  307. return text_.GetRowWidth(index);
  308. }
  309. IntVector2 Text3D::GetCharPosition(unsigned index)
  310. {
  311. return text_.GetCharPosition(index);
  312. }
  313. IntVector2 Text3D::GetCharSize(unsigned index)
  314. {
  315. return text_.GetCharSize(index);
  316. }
  317. const Color& Text3D::GetColor(Corner corner) const
  318. {
  319. return text_.GetColor(corner);
  320. }
  321. float Text3D::GetOpacity() const
  322. {
  323. return text_.GetOpacity();
  324. }
  325. void Text3D::OnNodeSet(Node* node)
  326. {
  327. Drawable::OnNodeSet(node);
  328. if (node)
  329. customWorldTransform_ = node->GetWorldTransform();
  330. }
  331. void Text3D::OnWorldBoundingBoxUpdate()
  332. {
  333. if (textDirty_)
  334. UpdateTextBatches();
  335. // In face camera mode, use the last camera rotation to build the world bounding box
  336. worldBoundingBox_ = boundingBox_.Transformed(faceCameraMode_ != FC_NONE ? Matrix3x4(node_->GetWorldPosition(),
  337. customWorldTransform_.Rotation(), node_->GetWorldScale()) : node_->GetWorldTransform());
  338. }
  339. void Text3D::MarkTextDirty()
  340. {
  341. textDirty_ = true;
  342. OnMarkedDirty(node_);
  343. MarkNetworkUpdate();
  344. }
  345. void Text3D::SetMaterialAttr(ResourceRef value)
  346. {
  347. ResourceCache* cache = GetSubsystem<ResourceCache>();
  348. SetMaterial(cache->GetResource<Material>(value.name_));
  349. }
  350. void Text3D::SetFontAttr(ResourceRef value)
  351. {
  352. ResourceCache* cache = GetSubsystem<ResourceCache>();
  353. text_.font_ = cache->GetResource<Font>(value.name_);
  354. }
  355. ResourceRef Text3D::GetMaterialAttr() const
  356. {
  357. return GetResourceRef(material_, Material::GetTypeStatic());
  358. }
  359. ResourceRef Text3D::GetFontAttr() const
  360. {
  361. return GetResourceRef(text_.font_, Font::GetTypeStatic());
  362. }
  363. void Text3D::UpdateTextBatches()
  364. {
  365. uiBatches_.Clear();
  366. uiVertexData_.Clear();
  367. text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
  368. Vector3 offset(Vector3::ZERO);
  369. switch (text_.GetHorizontalAlignment())
  370. {
  371. case HA_LEFT:
  372. break;
  373. case HA_CENTER:
  374. offset.x_ -= (float)text_.GetWidth() * 0.5f;
  375. break;
  376. case HA_RIGHT:
  377. offset.x_ -= (float)text_.GetWidth();
  378. break;
  379. }
  380. switch (text_.GetVerticalAlignment())
  381. {
  382. case VA_TOP:
  383. break;
  384. case VA_CENTER:
  385. offset.y_ -= (float)text_.GetHeight() * 0.5f;
  386. break;
  387. case VA_BOTTOM:
  388. offset.y_ -= (float)text_.GetHeight();
  389. break;
  390. }
  391. boundingBox_.defined_ = false;
  392. boundingBox_.min_ = boundingBox_.max_ = Vector3::ZERO;
  393. for (unsigned i = 0; i < uiVertexData_.Size(); i += UI_VERTEX_SIZE)
  394. {
  395. Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
  396. position += offset;
  397. position *= TEXT_SCALING;
  398. position.y_ = -position.y_;
  399. boundingBox_.Merge(position);
  400. }
  401. textDirty_ = false;
  402. geometryDirty_ = true;
  403. }
  404. void Text3D::UpdateTextMaterials(bool forceUpdate)
  405. {
  406. batches_.Resize(uiBatches_.Size());
  407. geometries_.Resize(uiBatches_.Size());
  408. for (unsigned i = 0; i < batches_.Size(); ++i)
  409. {
  410. if (!geometries_[i])
  411. {
  412. Geometry* geometry = new Geometry(context_);
  413. geometry->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  414. batches_[i].geometry_ = geometries_[i] = geometry;
  415. }
  416. if (!batches_[i].material_ || forceUpdate)
  417. {
  418. // If material not defined, create a reasonable default from scratch
  419. if (!material_)
  420. {
  421. Material* material = new Material(context_);
  422. Technique* tech = new Technique(context_);
  423. Pass* pass = tech->CreatePass(PASS_ALPHA);
  424. pass->SetVertexShader("Basic");
  425. pass->SetVertexShaderDefines("DIFFMAP VERTEXCOLOR");
  426. pass->SetPixelShader("Basic");
  427. pass->SetPixelShaderDefines("ALPHAMAP VERTEXCOLOR");
  428. pass->SetBlendMode(BLEND_ALPHA);
  429. pass->SetDepthWrite(false);
  430. material->SetTechnique(0, tech);
  431. material->SetCullMode(CULL_NONE);
  432. batches_[i].material_ = material;
  433. }
  434. else
  435. batches_[i].material_ = material_->Clone();
  436. }
  437. Material* material = batches_[i].material_;
  438. material->SetTexture(TU_DIFFUSE, uiBatches_[i].texture_);
  439. }
  440. }
  441. }