Text3D.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2013 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. static const char* EFFECT_CATEGORY = "Effect";
  38. extern const char* horizontalAlignments[];
  39. extern const char* verticalAlignments[];
  40. static const float TEXT_SCALING = 1.0f / 128.0f;
  41. OBJECTTYPESTATIC(Text3D);
  42. Text3D::Text3D(Context* context) :
  43. Drawable(context, DRAWABLE_GEOMETRY),
  44. text_(context),
  45. vertexBuffer_(new VertexBuffer(context_)),
  46. customWorldTransform_(Matrix3x4::IDENTITY),
  47. faceCamera_(false),
  48. textDirty_(true),
  49. geometryDirty_(true)
  50. {
  51. }
  52. Text3D::~Text3D()
  53. {
  54. }
  55. void Text3D::RegisterObject(Context* context)
  56. {
  57. context->RegisterComponentFactory<Text3D>(EFFECT_CATEGORY);
  58. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  59. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_DEFAULT);
  60. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  61. ATTRIBUTE(Text3D, VAR_INT, "Font Size", text_.fontSize_, DEFAULT_FONT_SIZE, AM_DEFAULT);
  62. ATTRIBUTE(Text3D, VAR_STRING, "Text", text_.text_, String::EMPTY, AM_DEFAULT);
  63. ENUM_ATTRIBUTE(Text3D, "Text Alignment", text_.textAlignment_, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  64. ATTRIBUTE(Text3D, VAR_FLOAT, "Row Spacing", text_.rowSpacing_, 1.0f, AM_DEFAULT);
  65. ATTRIBUTE(Text3D, VAR_BOOL, "Word Wrap", text_.wordWrap_, false, AM_DEFAULT);
  66. ACCESSOR_ATTRIBUTE(Text3D, VAR_INT, "Width", GetWidth, SetWidth, int, 0, AM_DEFAULT);
  67. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  68. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments, VA_TOP, AM_DEFAULT);
  69. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_DEFAULT);
  70. ATTRIBUTE(Text3D, VAR_COLOR, "Top Left Color", text_.color_[0], Color::WHITE, AM_DEFAULT);
  71. ATTRIBUTE(Text3D, VAR_COLOR, "Top Right Color", text_.color_[1], Color::WHITE, AM_DEFAULT);
  72. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Left Color", text_.color_[2], Color::WHITE, AM_DEFAULT);
  73. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Right Color", text_.color_[3], Color::WHITE, AM_DEFAULT);
  74. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  75. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Face Camera", GetFaceCamera, SetFaceCamera, bool, false, AM_DEFAULT);
  76. ACCESSOR_ATTRIBUTE(Text3D, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  77. COPY_BASE_ATTRIBUTES(Text3D, Drawable);
  78. }
  79. void Text3D::ApplyAttributes()
  80. {
  81. text_.ApplyAttributes();
  82. MarkTextDirty();
  83. UpdateTextBatches();
  84. UpdateTextMaterials();
  85. }
  86. void Text3D::UpdateBatches(const FrameInfo& frame)
  87. {
  88. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  89. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  90. if (faceCamera_)
  91. {
  92. customWorldTransform_ = Matrix3x4(node_->GetWorldPosition(), frame.camera_->GetNode()->GetWorldRotation(), node_->GetWorldScale());
  93. worldBoundingBoxDirty_ = true;
  94. }
  95. for (unsigned i = 0; i < batches_.Size(); ++i)
  96. {
  97. batches_[i].distance_ = distance_;
  98. batches_[i].worldTransform_ = faceCamera_ ? &customWorldTransform_ : &worldTransform;
  99. }
  100. }
  101. void Text3D::UpdateGeometry(const FrameInfo& frame)
  102. {
  103. if (geometryDirty_)
  104. {
  105. for (unsigned i = 0; i < batches_.Size(); ++i)
  106. {
  107. Geometry* geometry = geometries_[i];
  108. geometry->SetDrawRange(TRIANGLE_LIST, 0, 0, uiBatches_[i].vertexStart_, (uiBatches_[i].vertexEnd_ -
  109. uiBatches_[i].vertexStart_) / UI_VERTEX_SIZE);
  110. }
  111. }
  112. if ((geometryDirty_ || vertexBuffer_->IsDataLost()) && uiVertexData_.Size())
  113. {
  114. unsigned vertexCount = uiVertexData_.Size() / UI_VERTEX_SIZE;
  115. if (vertexBuffer_->GetVertexCount() != vertexCount)
  116. vertexBuffer_->SetSize(vertexCount, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  117. vertexBuffer_->SetData(&uiVertexData_[0]);
  118. }
  119. geometryDirty_ = false;
  120. }
  121. UpdateGeometryType Text3D::GetUpdateGeometryType()
  122. {
  123. if (geometryDirty_ || vertexBuffer_->IsDataLost())
  124. return UPDATE_MAIN_THREAD;
  125. else
  126. return UPDATE_NONE;
  127. }
  128. void Text3D::SetMaterial(Material* material)
  129. {
  130. material_ = material;
  131. UpdateTextMaterials(true);
  132. }
  133. bool Text3D::SetFont(const String& fontName, int size)
  134. {
  135. bool success = text_.SetFont(fontName, size);
  136. // Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
  137. // so UI batches must be brought up-to-date immediately
  138. MarkTextDirty();
  139. UpdateTextBatches();
  140. UpdateTextMaterials();
  141. return success;
  142. }
  143. bool Text3D::SetFont(Font* font, int size)
  144. {
  145. bool success = text_.SetFont(font, size);
  146. MarkTextDirty();
  147. UpdateTextBatches();
  148. UpdateTextMaterials();
  149. return success;
  150. }
  151. void Text3D::SetText(const String& text)
  152. {
  153. text_.SetText(text);
  154. // Changing text requires materials to be re-evaluated, in case the font is multi-page
  155. MarkTextDirty();
  156. UpdateTextBatches();
  157. UpdateTextMaterials();
  158. }
  159. void Text3D::SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign)
  160. {
  161. text_.SetAlignment(hAlign, vAlign);
  162. MarkTextDirty();
  163. }
  164. void Text3D::SetHorizontalAlignment(HorizontalAlignment align)
  165. {
  166. text_.SetHorizontalAlignment(align);
  167. MarkTextDirty();
  168. }
  169. void Text3D::SetVerticalAlignment(VerticalAlignment align)
  170. {
  171. text_.SetVerticalAlignment(align);
  172. MarkTextDirty();
  173. }
  174. void Text3D::SetTextAlignment(HorizontalAlignment align)
  175. {
  176. text_.SetTextAlignment(align);
  177. MarkTextDirty();
  178. }
  179. void Text3D::SetRowSpacing(float spacing)
  180. {
  181. text_.SetRowSpacing(spacing);
  182. MarkTextDirty();
  183. }
  184. void Text3D::SetWordwrap(bool enable)
  185. {
  186. text_.SetWordwrap(enable);
  187. MarkTextDirty();
  188. }
  189. void Text3D::SetWidth(int width)
  190. {
  191. text_.SetMinWidth(width);
  192. text_.SetWidth(width);
  193. MarkTextDirty();
  194. }
  195. void Text3D::SetColor(const Color& color)
  196. {
  197. text_.SetColor(color);
  198. MarkTextDirty();
  199. }
  200. void Text3D::SetColor(Corner corner, const Color& color)
  201. {
  202. text_.SetColor(corner, color);
  203. MarkTextDirty();
  204. }
  205. void Text3D::SetOpacity(float opacity)
  206. {
  207. text_.SetOpacity(opacity);
  208. MarkTextDirty();
  209. }
  210. void Text3D::SetFaceCamera(bool enable)
  211. {
  212. if (enable != faceCamera_)
  213. {
  214. faceCamera_ = enable;
  215. // Bounding box must be recalculated
  216. OnMarkedDirty(node_);
  217. }
  218. }
  219. Material* Text3D::GetMaterial() const
  220. {
  221. return material_;
  222. }
  223. Font* Text3D::GetFont() const
  224. {
  225. return text_.GetFont();
  226. }
  227. int Text3D::GetFontSize() const
  228. {
  229. return text_.GetFontSize();
  230. }
  231. const String& Text3D::GetText() const
  232. {
  233. return text_.GetText();
  234. }
  235. HorizontalAlignment Text3D::GetHorizontalAlignment() const
  236. {
  237. return text_.GetHorizontalAlignment();
  238. }
  239. VerticalAlignment Text3D::GetVerticalAlignment() const
  240. {
  241. return text_.GetVerticalAlignment();
  242. }
  243. HorizontalAlignment Text3D::GetTextAlignment() const
  244. {
  245. return text_.GetTextAlignment();
  246. }
  247. float Text3D::GetRowSpacing() const
  248. {
  249. return text_.GetRowSpacing();
  250. }
  251. bool Text3D::GetWordwrap() const
  252. {
  253. return text_.GetWordwrap();
  254. }
  255. int Text3D::GetWidth() const
  256. {
  257. return text_.GetWidth();
  258. }
  259. int Text3D::GetRowHeight() const
  260. {
  261. return text_.GetRowHeight();
  262. }
  263. unsigned Text3D::GetNumRows() const
  264. {
  265. return text_.GetNumRows();
  266. }
  267. const PODVector<int>& Text3D::GetRowWidths() const
  268. {
  269. return text_.GetRowWidths();
  270. }
  271. const Color& Text3D::GetColor(Corner corner) const
  272. {
  273. return text_.GetColor(corner);
  274. }
  275. float Text3D::GetOpacity() const
  276. {
  277. return text_.GetOpacity();
  278. }
  279. void Text3D::OnNodeSet(Node* node)
  280. {
  281. Drawable::OnNodeSet(node);
  282. if (node)
  283. customWorldTransform_ = node->GetWorldTransform();
  284. }
  285. void Text3D::OnWorldBoundingBoxUpdate()
  286. {
  287. if (textDirty_)
  288. UpdateTextBatches();
  289. // In face camera mode, use the last camera rotation to build the world bounding box
  290. worldBoundingBox_ = boundingBox_.Transformed(faceCamera_ ? Matrix3x4(node_->GetWorldPosition(),
  291. customWorldTransform_.Rotation(), node_->GetWorldScale()) : node_->GetWorldTransform());
  292. }
  293. void Text3D::MarkTextDirty()
  294. {
  295. textDirty_ = true;
  296. OnMarkedDirty(node_);
  297. MarkNetworkUpdate();
  298. }
  299. void Text3D::SetMaterialAttr(ResourceRef value)
  300. {
  301. ResourceCache* cache = GetSubsystem<ResourceCache>();
  302. SetMaterial(cache->GetResource<Material>(value.id_));
  303. }
  304. void Text3D::SetFontAttr(ResourceRef value)
  305. {
  306. ResourceCache* cache = GetSubsystem<ResourceCache>();
  307. text_.font_ = cache->GetResource<Font>(value.id_);
  308. }
  309. ResourceRef Text3D::GetMaterialAttr() const
  310. {
  311. return GetResourceRef(material_, Material::GetTypeStatic());
  312. }
  313. ResourceRef Text3D::GetFontAttr() const
  314. {
  315. return GetResourceRef(text_.font_, Font::GetTypeStatic());
  316. }
  317. void Text3D::UpdateTextBatches()
  318. {
  319. uiBatches_.Clear();
  320. uiVertexData_.Clear();
  321. text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
  322. Vector3 offset(Vector3::ZERO);
  323. switch (text_.GetHorizontalAlignment())
  324. {
  325. case HA_LEFT:
  326. break;
  327. case HA_CENTER:
  328. offset.x_ -= (float)text_.GetWidth() * 0.5f;
  329. break;
  330. case HA_RIGHT:
  331. offset.x_ -= (float)text_.GetWidth();
  332. break;
  333. }
  334. switch (text_.GetVerticalAlignment())
  335. {
  336. case VA_TOP:
  337. break;
  338. case VA_CENTER:
  339. offset.y_ -= (float)text_.GetHeight() * 0.5f;
  340. break;
  341. case VA_BOTTOM:
  342. offset.y_ -= (float)text_.GetHeight();
  343. break;
  344. }
  345. boundingBox_.defined_ = false;
  346. boundingBox_.min_ = boundingBox_.max_ = Vector3::ZERO;
  347. for (unsigned i = 0; i < uiVertexData_.Size(); i += UI_VERTEX_SIZE)
  348. {
  349. Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
  350. position += offset;
  351. position *= TEXT_SCALING;
  352. position.y_ = -position.y_;
  353. boundingBox_.Merge(position);
  354. }
  355. textDirty_ = false;
  356. geometryDirty_ = true;
  357. }
  358. void Text3D::UpdateTextMaterials(bool forceUpdate)
  359. {
  360. batches_.Resize(uiBatches_.Size());
  361. geometries_.Resize(uiBatches_.Size());
  362. for (unsigned i = 0; i < batches_.Size(); ++i)
  363. {
  364. if (!geometries_[i])
  365. {
  366. Geometry* geometry = new Geometry(context_);
  367. geometry->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  368. batches_[i].geometry_ = geometries_[i] = geometry;
  369. }
  370. if (!batches_[i].material_ || forceUpdate)
  371. {
  372. // If material not defined, create a reasonable default from scratch
  373. if (!material_)
  374. {
  375. Material* material = new Material(context_);
  376. Technique* tech = new Technique(context_);
  377. Pass* pass = tech->CreatePass(PASS_ALPHA);
  378. pass->SetVertexShader("Basic_DiffVCol");
  379. pass->SetPixelShader("Basic_AlphaVCol");
  380. pass->SetBlendMode(BLEND_ALPHA);
  381. material->SetTechnique(0, tech);
  382. material->SetCullMode(CULL_NONE);
  383. batches_[i].material_ = material;
  384. }
  385. else
  386. batches_[i].material_ = material_->Clone();
  387. }
  388. Material* material = batches_[i].material_;
  389. material->SetTexture(TU_DIFFUSE, uiBatches_[i].texture_);
  390. }
  391. }
  392. }