Text3D.cpp 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547
  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_.SetUsedInText3D(true);
  54. text_.SetEffectDepthBias(DEFAULT_EFFECT_DEPTH_BIAS);
  55. }
  56. Text3D::~Text3D()
  57. {
  58. }
  59. void Text3D::RegisterObject(Context* context)
  60. {
  61. context->RegisterFactory<Text3D>(GEOMETRY_CATEGORY);
  62. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  63. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_DEFAULT);
  64. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  65. ATTRIBUTE(Text3D, VAR_INT, "Font Size", text_.fontSize_, DEFAULT_FONT_SIZE, AM_DEFAULT);
  66. ATTRIBUTE(Text3D, VAR_STRING, "Text", text_.text_, String::EMPTY, AM_DEFAULT);
  67. ENUM_ATTRIBUTE(Text3D, "Text Alignment", text_.textAlignment_, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  68. ATTRIBUTE(Text3D, VAR_FLOAT, "Row Spacing", text_.rowSpacing_, 1.0f, AM_DEFAULT);
  69. ATTRIBUTE(Text3D, VAR_BOOL, "Word Wrap", text_.wordWrap_, false, AM_DEFAULT);
  70. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  71. ENUM_ATTRIBUTE(Text3D, "Face Camera Mode", faceCameraMode_, faceCameraModeNames, FC_NONE, 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. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  96. if (faceCameraMode_ != FC_NONE)
  97. {
  98. Vector3 worldPosition = node_->GetWorldPosition();
  99. customWorldTransform_ = Matrix3x4(worldPosition, frame.camera_->GetFaceCameraRotation(
  100. worldPosition, node_->GetWorldRotation(), faceCameraMode_), 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_ = faceCameraMode_ != FC_NONE ? &customWorldTransform_ : &node_->GetWorldTransform();
  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::SetFaceCameraMode(FaceCameraMode mode)
  234. {
  235. if (mode != faceCameraMode_)
  236. {
  237. faceCameraMode_ = mode;
  238. // Bounding box must be recalculated
  239. OnMarkedDirty(node_);
  240. }
  241. }
  242. Material* Text3D::GetMaterial() const
  243. {
  244. return material_;
  245. }
  246. Font* Text3D::GetFont() const
  247. {
  248. return text_.GetFont();
  249. }
  250. int Text3D::GetFontSize() const
  251. {
  252. return text_.GetFontSize();
  253. }
  254. const String& Text3D::GetText() const
  255. {
  256. return text_.GetText();
  257. }
  258. HorizontalAlignment Text3D::GetHorizontalAlignment() const
  259. {
  260. return text_.GetHorizontalAlignment();
  261. }
  262. VerticalAlignment Text3D::GetVerticalAlignment() const
  263. {
  264. return text_.GetVerticalAlignment();
  265. }
  266. HorizontalAlignment Text3D::GetTextAlignment() const
  267. {
  268. return text_.GetTextAlignment();
  269. }
  270. float Text3D::GetRowSpacing() const
  271. {
  272. return text_.GetRowSpacing();
  273. }
  274. bool Text3D::GetWordwrap() const
  275. {
  276. return text_.GetWordwrap();
  277. }
  278. TextEffect Text3D::GetTextEffect() const
  279. {
  280. return text_.GetTextEffect();
  281. }
  282. const Color& Text3D::GetEffectColor() const
  283. {
  284. return text_.GetEffectColor();
  285. }
  286. float Text3D::GetEffectDepthBias() const
  287. {
  288. return text_.GetEffectDepthBias();
  289. }
  290. int Text3D::GetWidth() const
  291. {
  292. return text_.GetWidth();
  293. }
  294. int Text3D::GetRowHeight() const
  295. {
  296. return text_.GetRowHeight();
  297. }
  298. unsigned Text3D::GetNumRows() const
  299. {
  300. return text_.GetNumRows();
  301. }
  302. unsigned Text3D::GetNumChars() const
  303. {
  304. return text_.GetNumChars();
  305. }
  306. int Text3D::GetRowWidth(unsigned index) const
  307. {
  308. return text_.GetRowWidth(index);
  309. }
  310. IntVector2 Text3D::GetCharPosition(unsigned index)
  311. {
  312. return text_.GetCharPosition(index);
  313. }
  314. IntVector2 Text3D::GetCharSize(unsigned index)
  315. {
  316. return text_.GetCharSize(index);
  317. }
  318. const Color& Text3D::GetColor(Corner corner) const
  319. {
  320. return text_.GetColor(corner);
  321. }
  322. float Text3D::GetOpacity() const
  323. {
  324. return text_.GetOpacity();
  325. }
  326. void Text3D::OnNodeSet(Node* node)
  327. {
  328. Drawable::OnNodeSet(node);
  329. if (node)
  330. customWorldTransform_ = node->GetWorldTransform();
  331. }
  332. void Text3D::OnWorldBoundingBoxUpdate()
  333. {
  334. if (textDirty_)
  335. UpdateTextBatches();
  336. // In face camera mode, use the last camera rotation to build the world bounding box
  337. worldBoundingBox_ = boundingBox_.Transformed(faceCameraMode_ != FC_NONE ? Matrix3x4(node_->GetWorldPosition(),
  338. customWorldTransform_.Rotation(), node_->GetWorldScale()) : node_->GetWorldTransform());
  339. }
  340. void Text3D::MarkTextDirty()
  341. {
  342. textDirty_ = true;
  343. OnMarkedDirty(node_);
  344. MarkNetworkUpdate();
  345. }
  346. void Text3D::SetMaterialAttr(ResourceRef value)
  347. {
  348. ResourceCache* cache = GetSubsystem<ResourceCache>();
  349. SetMaterial(cache->GetResource<Material>(value.name_));
  350. }
  351. void Text3D::SetFontAttr(ResourceRef value)
  352. {
  353. ResourceCache* cache = GetSubsystem<ResourceCache>();
  354. text_.font_ = cache->GetResource<Font>(value.name_);
  355. }
  356. ResourceRef Text3D::GetMaterialAttr() const
  357. {
  358. return GetResourceRef(material_, Material::GetTypeStatic());
  359. }
  360. ResourceRef Text3D::GetFontAttr() const
  361. {
  362. return GetResourceRef(text_.font_, Font::GetTypeStatic());
  363. }
  364. void Text3D::UpdateTextBatches()
  365. {
  366. uiBatches_.Clear();
  367. uiVertexData_.Clear();
  368. text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
  369. Vector3 offset(Vector3::ZERO);
  370. switch (text_.GetHorizontalAlignment())
  371. {
  372. case HA_LEFT:
  373. break;
  374. case HA_CENTER:
  375. offset.x_ -= (float)text_.GetWidth() * 0.5f;
  376. break;
  377. case HA_RIGHT:
  378. offset.x_ -= (float)text_.GetWidth();
  379. break;
  380. }
  381. switch (text_.GetVerticalAlignment())
  382. {
  383. case VA_TOP:
  384. break;
  385. case VA_CENTER:
  386. offset.y_ -= (float)text_.GetHeight() * 0.5f;
  387. break;
  388. case VA_BOTTOM:
  389. offset.y_ -= (float)text_.GetHeight();
  390. break;
  391. }
  392. boundingBox_.defined_ = false;
  393. boundingBox_.min_ = boundingBox_.max_ = Vector3::ZERO;
  394. for (unsigned i = 0; i < uiVertexData_.Size(); i += UI_VERTEX_SIZE)
  395. {
  396. Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
  397. position += offset;
  398. position *= TEXT_SCALING;
  399. position.y_ = -position.y_;
  400. boundingBox_.Merge(position);
  401. }
  402. textDirty_ = false;
  403. geometryDirty_ = true;
  404. }
  405. void Text3D::UpdateTextMaterials(bool forceUpdate)
  406. {
  407. batches_.Resize(uiBatches_.Size());
  408. geometries_.Resize(uiBatches_.Size());
  409. for (unsigned i = 0; i < batches_.Size(); ++i)
  410. {
  411. if (!geometries_[i])
  412. {
  413. Geometry* geometry = new Geometry(context_);
  414. geometry->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  415. batches_[i].geometry_ = geometries_[i] = geometry;
  416. }
  417. if (!batches_[i].material_ || forceUpdate)
  418. {
  419. // If material not defined, create a reasonable default from scratch
  420. if (!material_)
  421. {
  422. Material* material = new Material(context_);
  423. Technique* tech = new Technique(context_);
  424. Pass* pass = tech->CreatePass(PASS_ALPHA);
  425. pass->SetVertexShader("Text");
  426. pass->SetPixelShader("Text");
  427. if (GetFont()->IsSDFFont())
  428. pass->SetPixelShaderDefines("SIGNED_DISTANCE_FIELD");
  429. pass->SetBlendMode(BLEND_ALPHA);
  430. pass->SetDepthWrite(false);
  431. material->SetTechnique(0, tech);
  432. material->SetCullMode(CULL_NONE);
  433. batches_[i].material_ = material;
  434. }
  435. else
  436. batches_[i].material_ = material_->Clone();
  437. }
  438. Material* material = batches_[i].material_;
  439. material->SetTexture(TU_DIFFUSE, uiBatches_[i].texture_);
  440. }
  441. }
  442. }