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KSP-Conformal-Decals/Source/ConformalDecals/Text/TextRenderer.cs

152 lines
5.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Rendering;
namespace ConformalDecals.Text {
[KSPAddon(KSPAddon.Startup.Instantly, true)]
public class TextRenderer : MonoBehaviour {
public static TextRenderer Instance {
get {
if (!_instance._isSetup) {
_instance.Setup();
}
return _instance;
}
}
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
private const string BlitShader = "ConformalDecals/Text Blit";
private const int MaxTextureSize = 4096;
private const float FontSize = 100;
private const float PixelDensity = 5;
private static TextRenderer _instance;
private bool _isSetup;
private TextMeshPro _tmp;
private Material _blitMaterial;
private Dictionary<DecalText, RenderedText> _renderedTextures = new Dictionary<DecalText, RenderedText>();
private Texture2D _lastTexture; // to reduce the number of Texture2D objects created and destroyed, keep the last one on hand
private void Start() {
if (_instance != null) {
Debug.Log("[ConformalDecals] Duplicate TextRenderer created???");
}
Debug.Log("[ConformalDecals] Creating TextRenderer Object");
_instance = this;
DontDestroyOnLoad(gameObject);
}
private void Setup() {
if (_isSetup) return;
Debug.Log("[ConformalDecals] Setting Up TextRenderer Object");
_tmp = gameObject.AddComponent<TextMeshPro>();
_tmp.renderer.enabled = false; // dont automatically render
var shader = Shabby.Shabby.FindShader(BlitShader);
if (shader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{shader}'");
_blitMaterial = new Material(Shabby.Shabby.FindShader(BlitShader));
_isSetup = true;
}
public void RenderText(DecalText text, out Texture2D texture, out Rect window) {
// SETUP TMP OBJECT FOR RENDERING
_tmp.text = text.FormattedText;
_tmp.font = text.Font.FontAsset;
_tmp.fontStyle = text.Style.FontStyle | text.Font.FontStyle;
_tmp.lineSpacing = text.Style.LineSpacing;
_tmp.characterSpacing = text.Style.CharacterSpacing;
_tmp.extraPadding = true;
_tmp.enableKerning = true;
_tmp.enableWordWrapping = false;
_tmp.overflowMode = TextOverflowModes.Overflow;
_tmp.alignment = TextAlignmentOptions.Center | TextAlignmentOptions.Baseline;
_tmp.fontSize = FontSize;
// SETUP BLIT MATERIAL
_blitMaterial.SetTexture(PropertyIDs._MainTex, text.Font.FontAsset.atlas);
// GENERATE MESH
_tmp.ForceMeshUpdate();
var mesh = _tmp.mesh;
mesh.RecalculateBounds();
var bounds = mesh.bounds;
// CALCULATE SIZES
var size = bounds.size * PixelDensity;
var textureSize = new Vector2Int {
x = Mathf.NextPowerOfTwo((int) size.x),
y = Mathf.NextPowerOfTwo((int) size.y)
};
// make sure texture isnt too big, scale it down if it is
// this is just so you dont crash the game by pasting in the entire script of The Bee Movie
if (textureSize.x > MaxTextureSize) {
textureSize.y /= textureSize.x / MaxTextureSize;
textureSize.x = MaxTextureSize;
}
if (textureSize.y > MaxTextureSize) {
textureSize.x /= textureSize.y / MaxTextureSize;
textureSize.y = MaxTextureSize;
}
// scale up everything to fit the texture for maximum usage
float sizeRatio = Mathf.Min(textureSize.x / size.x, textureSize.y, size.y);
// calculate where in the texture the used area actually is
window = new Rect {
size = size * sizeRatio,
center = (Vector2) textureSize / 2
};
// GET TEXTURE
if (_lastTexture != null) {
texture = _lastTexture;
texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, false);
_lastTexture = null;
}
else {
texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, false);
}
// GENERATE PROJECTION MATRIX
var halfSize = (Vector2) textureSize / PixelDensity / 2 / sizeRatio;
var matrix = Matrix4x4.Ortho(bounds.center.x - halfSize.x, bounds.center.x + halfSize.x,
bounds.center.y - halfSize.y, bounds.center.y + halfSize.y, -1, 1);
// GET RENDERTEX
var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
renderTex.autoGenerateMips = false;
// RENDER
Graphics.SetRenderTarget(renderTex);
GL.PushMatrix();
GL.LoadProjectionMatrix(matrix);
_blitMaterial.SetPass(0);
Graphics.DrawMeshNow(mesh, Matrix4x4.identity);
GL.PopMatrix();
// COPY TEXTURE BACK INTO RAM
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, false);
texture.Apply();
// RELEASE RENDERTEX
RenderTexture.ReleaseTemporary(renderTex);
}
}
}