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