Text3D.cpp 14 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* 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. faceCamera_(false),
  49. textDirty_(true),
  50. geometryDirty_(true)
  51. {
  52. text_.SetEffectDepthBias(DEFAULT_EFFECT_DEPTH_BIAS);
  53. }
  54. Text3D::~Text3D()
  55. {
  56. }
  57. void Text3D::RegisterObject(Context* context)
  58. {
  59. context->RegisterFactory<Text3D>(GEOMETRY_CATEGORY);
  60. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  61. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_DEFAULT);
  62. ACCESSOR_ATTRIBUTE(Text3D, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  63. ATTRIBUTE(Text3D, VAR_INT, "Font Size", text_.fontSize_, DEFAULT_FONT_SIZE, AM_DEFAULT);
  64. ATTRIBUTE(Text3D, VAR_STRING, "Text", text_.text_, String::EMPTY, AM_DEFAULT);
  65. ENUM_ATTRIBUTE(Text3D, "Text Alignment", text_.textAlignment_, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  66. ATTRIBUTE(Text3D, VAR_FLOAT, "Row Spacing", text_.rowSpacing_, 1.0f, AM_DEFAULT);
  67. ATTRIBUTE(Text3D, VAR_BOOL, "Word Wrap", text_.wordWrap_, false, AM_DEFAULT);
  68. ENUM_ATTRIBUTE(Text3D, "Text Effect", text_.textEffect_, textEffects, TE_NONE, AM_DEFAULT);
  69. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_DEFAULT);
  70. ATTRIBUTE(Text3D, VAR_FLOAT, "Effect Depth Bias", text_.effectDepthBias_, DEFAULT_EFFECT_DEPTH_BIAS, AM_DEFAULT);
  71. ACCESSOR_ATTRIBUTE(Text3D, VAR_INT, "Width", GetWidth, SetWidth, int, 0, AM_DEFAULT);
  72. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment, horizontalAlignments, HA_LEFT, AM_DEFAULT);
  73. ENUM_ACCESSOR_ATTRIBUTE(Text3D, "Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments, VA_TOP, AM_DEFAULT);
  74. REF_ACCESSOR_ATTRIBUTE(Text3D, VAR_COLOR, "Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_DEFAULT);
  75. ATTRIBUTE(Text3D, VAR_COLOR, "Top Left Color", text_.color_[0], Color::WHITE, AM_DEFAULT);
  76. ATTRIBUTE(Text3D, VAR_COLOR, "Top Right Color", text_.color_[1], Color::WHITE, AM_DEFAULT);
  77. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Left Color", text_.color_[2], Color::WHITE, AM_DEFAULT);
  78. ATTRIBUTE(Text3D, VAR_COLOR, "Bottom Right Color", text_.color_[3], Color::WHITE, AM_DEFAULT);
  79. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  80. ACCESSOR_ATTRIBUTE(Text3D, VAR_BOOL, "Face Camera", GetFaceCamera, SetFaceCamera, bool, false, AM_DEFAULT);
  81. ACCESSOR_ATTRIBUTE(Text3D, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  82. COPY_BASE_ATTRIBUTES(Text3D, Drawable);
  83. }
  84. void Text3D::ApplyAttributes()
  85. {
  86. text_.ApplyAttributes();
  87. MarkTextDirty();
  88. UpdateTextBatches();
  89. UpdateTextMaterials();
  90. }
  91. void Text3D::UpdateBatches(const FrameInfo& frame)
  92. {
  93. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  94. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  95. if (faceCamera_)
  96. {
  97. customWorldTransform_ = Matrix3x4(node_->GetWorldPosition(), frame.camera_->GetNode()->GetWorldRotation(), node_->GetWorldScale());
  98. worldBoundingBoxDirty_ = true;
  99. }
  100. for (unsigned i = 0; i < batches_.Size(); ++i)
  101. {
  102. batches_[i].distance_ = distance_;
  103. batches_[i].worldTransform_ = faceCamera_ ? &customWorldTransform_ : &worldTransform;
  104. }
  105. }
  106. void Text3D::UpdateGeometry(const FrameInfo& frame)
  107. {
  108. if (geometryDirty_)
  109. {
  110. for (unsigned i = 0; i < batches_.Size(); ++i)
  111. {
  112. Geometry* geometry = geometries_[i];
  113. geometry->SetDrawRange(TRIANGLE_LIST, 0, 0, uiBatches_[i].vertexStart_, (uiBatches_[i].vertexEnd_ -
  114. uiBatches_[i].vertexStart_) / UI_VERTEX_SIZE);
  115. }
  116. }
  117. if ((geometryDirty_ || vertexBuffer_->IsDataLost()) && uiVertexData_.Size())
  118. {
  119. unsigned vertexCount = uiVertexData_.Size() / UI_VERTEX_SIZE;
  120. if (vertexBuffer_->GetVertexCount() != vertexCount)
  121. vertexBuffer_->SetSize(vertexCount, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  122. vertexBuffer_->SetData(&uiVertexData_[0]);
  123. }
  124. geometryDirty_ = false;
  125. }
  126. UpdateGeometryType Text3D::GetUpdateGeometryType()
  127. {
  128. if (geometryDirty_ || vertexBuffer_->IsDataLost())
  129. return UPDATE_MAIN_THREAD;
  130. else
  131. return UPDATE_NONE;
  132. }
  133. void Text3D::SetMaterial(Material* material)
  134. {
  135. material_ = material;
  136. UpdateTextMaterials(true);
  137. }
  138. bool Text3D::SetFont(const String& fontName, int size)
  139. {
  140. bool success = text_.SetFont(fontName, size);
  141. // Changing font requires materials to be re-evaluated. Material evaluation can not be done in worker threads,
  142. // so UI batches must be brought up-to-date immediately
  143. MarkTextDirty();
  144. UpdateTextBatches();
  145. UpdateTextMaterials();
  146. return success;
  147. }
  148. bool Text3D::SetFont(Font* font, int size)
  149. {
  150. bool success = text_.SetFont(font, size);
  151. MarkTextDirty();
  152. UpdateTextBatches();
  153. UpdateTextMaterials();
  154. return success;
  155. }
  156. void Text3D::SetText(const String& text)
  157. {
  158. text_.SetText(text);
  159. // Changing text requires materials to be re-evaluated, in case the font is multi-page
  160. MarkTextDirty();
  161. UpdateTextBatches();
  162. UpdateTextMaterials();
  163. }
  164. void Text3D::SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign)
  165. {
  166. text_.SetAlignment(hAlign, vAlign);
  167. MarkTextDirty();
  168. }
  169. void Text3D::SetHorizontalAlignment(HorizontalAlignment align)
  170. {
  171. text_.SetHorizontalAlignment(align);
  172. MarkTextDirty();
  173. }
  174. void Text3D::SetVerticalAlignment(VerticalAlignment align)
  175. {
  176. text_.SetVerticalAlignment(align);
  177. MarkTextDirty();
  178. }
  179. void Text3D::SetTextAlignment(HorizontalAlignment align)
  180. {
  181. text_.SetTextAlignment(align);
  182. MarkTextDirty();
  183. }
  184. void Text3D::SetRowSpacing(float spacing)
  185. {
  186. text_.SetRowSpacing(spacing);
  187. MarkTextDirty();
  188. }
  189. void Text3D::SetWordwrap(bool enable)
  190. {
  191. text_.SetWordwrap(enable);
  192. MarkTextDirty();
  193. }
  194. void Text3D::SetTextEffect(TextEffect textEffect)
  195. {
  196. text_.SetTextEffect(textEffect);
  197. MarkTextDirty();
  198. }
  199. void Text3D::SetEffectColor(const Color& effectColor)
  200. {
  201. text_.SetEffectColor(effectColor);
  202. MarkTextDirty();
  203. }
  204. void Text3D::SetEffectDepthBias(float bias)
  205. {
  206. text_.SetEffectDepthBias(bias);
  207. MarkTextDirty();
  208. }
  209. void Text3D::SetWidth(int width)
  210. {
  211. text_.SetMinWidth(width);
  212. text_.SetWidth(width);
  213. MarkTextDirty();
  214. }
  215. void Text3D::SetColor(const Color& color)
  216. {
  217. text_.SetColor(color);
  218. MarkTextDirty();
  219. }
  220. void Text3D::SetColor(Corner corner, const Color& color)
  221. {
  222. text_.SetColor(corner, color);
  223. MarkTextDirty();
  224. }
  225. void Text3D::SetOpacity(float opacity)
  226. {
  227. text_.SetOpacity(opacity);
  228. MarkTextDirty();
  229. }
  230. void Text3D::SetFaceCamera(bool enable)
  231. {
  232. if (enable != faceCamera_)
  233. {
  234. faceCamera_ = enable;
  235. // Bounding box must be recalculated
  236. OnMarkedDirty(node_);
  237. }
  238. }
  239. Material* Text3D::GetMaterial() const
  240. {
  241. return material_;
  242. }
  243. Font* Text3D::GetFont() const
  244. {
  245. return text_.GetFont();
  246. }
  247. int Text3D::GetFontSize() const
  248. {
  249. return text_.GetFontSize();
  250. }
  251. const String& Text3D::GetText() const
  252. {
  253. return text_.GetText();
  254. }
  255. HorizontalAlignment Text3D::GetHorizontalAlignment() const
  256. {
  257. return text_.GetHorizontalAlignment();
  258. }
  259. VerticalAlignment Text3D::GetVerticalAlignment() const
  260. {
  261. return text_.GetVerticalAlignment();
  262. }
  263. HorizontalAlignment Text3D::GetTextAlignment() const
  264. {
  265. return text_.GetTextAlignment();
  266. }
  267. float Text3D::GetRowSpacing() const
  268. {
  269. return text_.GetRowSpacing();
  270. }
  271. bool Text3D::GetWordwrap() const
  272. {
  273. return text_.GetWordwrap();
  274. }
  275. TextEffect Text3D::GetTextEffect() const
  276. {
  277. return text_.GetTextEffect();
  278. }
  279. const Color& Text3D::GetEffectColor() const
  280. {
  281. return text_.GetEffectColor();
  282. }
  283. float Text3D::GetEffectDepthBias() const
  284. {
  285. return text_.GetEffectDepthBias();
  286. }
  287. int Text3D::GetWidth() const
  288. {
  289. return text_.GetWidth();
  290. }
  291. int Text3D::GetRowHeight() const
  292. {
  293. return text_.GetRowHeight();
  294. }
  295. unsigned Text3D::GetNumRows() const
  296. {
  297. return text_.GetNumRows();
  298. }
  299. const PODVector<int>& Text3D::GetRowWidths() const
  300. {
  301. return text_.GetRowWidths();
  302. }
  303. const Color& Text3D::GetColor(Corner corner) const
  304. {
  305. return text_.GetColor(corner);
  306. }
  307. float Text3D::GetOpacity() const
  308. {
  309. return text_.GetOpacity();
  310. }
  311. void Text3D::OnNodeSet(Node* node)
  312. {
  313. Drawable::OnNodeSet(node);
  314. if (node)
  315. customWorldTransform_ = node->GetWorldTransform();
  316. }
  317. void Text3D::OnWorldBoundingBoxUpdate()
  318. {
  319. if (textDirty_)
  320. UpdateTextBatches();
  321. // In face camera mode, use the last camera rotation to build the world bounding box
  322. worldBoundingBox_ = boundingBox_.Transformed(faceCamera_ ? Matrix3x4(node_->GetWorldPosition(),
  323. customWorldTransform_.Rotation(), node_->GetWorldScale()) : node_->GetWorldTransform());
  324. }
  325. void Text3D::MarkTextDirty()
  326. {
  327. textDirty_ = true;
  328. OnMarkedDirty(node_);
  329. MarkNetworkUpdate();
  330. }
  331. void Text3D::SetMaterialAttr(ResourceRef value)
  332. {
  333. ResourceCache* cache = GetSubsystem<ResourceCache>();
  334. SetMaterial(cache->GetResource<Material>(value.id_));
  335. }
  336. void Text3D::SetFontAttr(ResourceRef value)
  337. {
  338. ResourceCache* cache = GetSubsystem<ResourceCache>();
  339. text_.font_ = cache->GetResource<Font>(value.id_);
  340. }
  341. ResourceRef Text3D::GetMaterialAttr() const
  342. {
  343. return GetResourceRef(material_, Material::GetTypeStatic());
  344. }
  345. ResourceRef Text3D::GetFontAttr() const
  346. {
  347. return GetResourceRef(text_.font_, Font::GetTypeStatic());
  348. }
  349. void Text3D::UpdateTextBatches()
  350. {
  351. uiBatches_.Clear();
  352. uiVertexData_.Clear();
  353. text_.GetBatches(uiBatches_, uiVertexData_, IntRect::ZERO);
  354. Vector3 offset(Vector3::ZERO);
  355. switch (text_.GetHorizontalAlignment())
  356. {
  357. case HA_LEFT:
  358. break;
  359. case HA_CENTER:
  360. offset.x_ -= (float)text_.GetWidth() * 0.5f;
  361. break;
  362. case HA_RIGHT:
  363. offset.x_ -= (float)text_.GetWidth();
  364. break;
  365. }
  366. switch (text_.GetVerticalAlignment())
  367. {
  368. case VA_TOP:
  369. break;
  370. case VA_CENTER:
  371. offset.y_ -= (float)text_.GetHeight() * 0.5f;
  372. break;
  373. case VA_BOTTOM:
  374. offset.y_ -= (float)text_.GetHeight();
  375. break;
  376. }
  377. boundingBox_.defined_ = false;
  378. boundingBox_.min_ = boundingBox_.max_ = Vector3::ZERO;
  379. for (unsigned i = 0; i < uiVertexData_.Size(); i += UI_VERTEX_SIZE)
  380. {
  381. Vector3& position = *(reinterpret_cast<Vector3*>(&uiVertexData_[i]));
  382. position += offset;
  383. position *= TEXT_SCALING;
  384. position.y_ = -position.y_;
  385. boundingBox_.Merge(position);
  386. }
  387. textDirty_ = false;
  388. geometryDirty_ = true;
  389. }
  390. void Text3D::UpdateTextMaterials(bool forceUpdate)
  391. {
  392. batches_.Resize(uiBatches_.Size());
  393. geometries_.Resize(uiBatches_.Size());
  394. for (unsigned i = 0; i < batches_.Size(); ++i)
  395. {
  396. if (!geometries_[i])
  397. {
  398. Geometry* geometry = new Geometry(context_);
  399. geometry->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1);
  400. batches_[i].geometry_ = geometries_[i] = geometry;
  401. }
  402. if (!batches_[i].material_ || forceUpdate)
  403. {
  404. // If material not defined, create a reasonable default from scratch
  405. if (!material_)
  406. {
  407. Material* material = new Material(context_);
  408. Technique* tech = new Technique(context_);
  409. Pass* pass = tech->CreatePass(PASS_ALPHA);
  410. pass->SetVertexShader("Basic_DiffVCol");
  411. pass->SetPixelShader("Basic_AlphaVCol");
  412. pass->SetBlendMode(BLEND_ALPHA);
  413. material->SetTechnique(0, tech);
  414. material->SetCullMode(CULL_NONE);
  415. batches_[i].material_ = material;
  416. }
  417. else
  418. batches_[i].material_ = material_->Clone();
  419. }
  420. Material* material = batches_[i].material_;
  421. material->SetTexture(TU_DIFFUSE, uiBatches_[i].texture_);
  422. }
  423. }
  424. }