Play around more with text rendering

feature-better-tweakables
Andrew Cassidy 4 years ago
parent 2c8773ce61
commit 0a77ef57b7

1
.gitignore vendored

@ -2,6 +2,7 @@
Assets/*
!Assets/Shaders/
!Assets/Textures/
!Assets/Scripts/
KSP/
Library/
Logs/

@ -0,0 +1,90 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Rendering;
public class TextRenderTest : MonoBehaviour {
//[InspectorButton("go")] public bool button;
public Camera _camera;
public GameObject _cameraObject;
public TextMeshPro _tmp;
public Material _blitMaterial;
public Material _targetMaterial;
public RenderTexture renderTex;
private float pixelDensity = 36;
private int MaxTextureSize = 4096;
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
// Start is called before the first frame update
void Start() {
Debug.Log("starting...");
StartCoroutine(OnRender());
}
// Update is called once per frame
void Update() {
}
private void go() {
Debug.Log("starting...");
}
private IEnumerator OnRender() {
Debug.Log("starting...2");
// calculate camera and texture size
_tmp.ForceMeshUpdate();
var mesh = _tmp.mesh;
mesh.RecalculateBounds();
var bounds = mesh.bounds;
Debug.Log(bounds.size);
var width = Mathf.NextPowerOfTwo((int) (bounds.size.x * pixelDensity));
var height = Mathf.NextPowerOfTwo((int) (bounds.size.y * pixelDensity));
Debug.Log($"width = {width}");
Debug.Log($"height = {height}");
_camera.orthographicSize = height / pixelDensity / 2;
_camera.aspect = (float) width / height;
_cameraObject.transform.localPosition = new Vector3(bounds.center.x, bounds.center.y, -1);
width = Mathf.Min(width, MaxTextureSize);
height = Mathf.Min(height, MaxTextureSize);
// setup texture
var texture = new Texture2D(width, height, TextTextureFormat, true);
_targetMaterial.mainTexture = texture;
// setup render texture
renderTex = RenderTexture.GetTemporary(width, height, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
renderTex.autoGenerateMips = true;
_camera.targetTexture = renderTex;
// setup material
_blitMaterial.mainTexture = _tmp.font.atlas;
// draw the mesh
Graphics.DrawMesh(mesh, _tmp.renderer.localToWorldMatrix, _blitMaterial, 0, _camera, 0);
_camera.Render();
yield return null;
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, width, height), 0, 0, true);
texture.Apply(false, true);
RenderTexture.ReleaseTemporary(renderTex);
}
}

@ -0,0 +1,51 @@
Shader "ConformalDecals/TMP_Blit"
{
Properties
{
_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Off
ZWrite Off
Pass
{
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) {
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 c = 0;
c.r = tex2D(_MainTex,(i.uv)).a;
return c;
}
ENDCG
}
}
}

@ -52,6 +52,9 @@
<Reference Include="UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="DecalConfig.cs" />
@ -70,6 +73,7 @@
<Compile Include="Text\DecalFont.cs" />
<Compile Include="Text\FontLoader.cs" />
<Compile Include="Text\TextRenderer.cs" />
<Compile Include="Text\TextSettings.cs" />
<Compile Include="Util\Logging.cs" />
<Compile Include="Util\OrientedBounds.cs" />
<Compile Include="Util\TextureUtils.cs" />

@ -1,3 +1,4 @@
using ConformalDecals.Text;
using ConformalDecals.Util;
using TMPro;
using UnityEngine;

@ -1,146 +1,112 @@
using System;
using ConformalDecals.Util;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.Rendering;
namespace ConformalDecals.Text {
[KSPAddon(KSPAddon.Startup.FlightAndEditor, true)]
public class TextRenderer : MonoBehaviour {
public static TextRenderer Instance {
get {
if (!_instance._isSetup) {
_instance.Setup();
}
namespace ConformalDecals {
public class TextRenderer {
private struct GlyphInfo {
public TMP_Glyph glyph;
public Vector2Int size;
public Vector2Int position;
public int fontIndex;
public bool needsResample;
return _instance;
}
}
private struct FontInfo {
public TMP_FontAsset font;
public Texture2D fontAtlas;
public Color32[] fontAtlasColors;
}
public const TextureFormat TextTextureFormat = TextureFormat.Alpha8;
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
public static Texture2D RenderToTexture(TMP_FontAsset font, string text) {
Debug.Log($"Rendering text: {text}");
var charArray = text.ToCharArray();
var glyphInfoArray = new GlyphInfo[charArray.Length];
var fontInfoArray = new FontInfo[charArray.Length];
private const string BlitShader = "ConformalDecals/TMP_Blit";
private const int MaxTextureSize = 4096;
var baseScale = font.fontInfo.Scale;
private static TextRenderer _instance;
var padding = (int) font.fontInfo.Padding;
var ascender = (int) font.fontInfo.Ascender;
var descender = (int) font.fontInfo.Descender;
var baseline = (int) baseScale * (descender + padding);
Debug.Log($"baseline: {baseline}");
Debug.Log($"ascender: {ascender}");
Debug.Log($"descender: {descender}");
Debug.Log($"baseScale: {baseScale}");
private bool _isSetup;
private TextMeshPro _tmp;
private GameObject _cameraObject;
private Camera _camera;
private Material _blitMaterial;
fontInfoArray[0].font = font;
private void Start() {
if (_instance._isSetup) {
Debug.Log("[ConformalDecals] Duplicate TextRenderer created???");
}
int xAdvance = 0;
for (var i = 0; i < charArray.Length; i++) {
Debug.Log("[ConformalDecals] Creating TextRenderer Object");
_instance = this;
DontDestroyOnLoad(gameObject);
}
var glyphFont = TMP_FontUtilities.SearchForGlyph(font, charArray[i], out var glyph);
public void Setup() {
if (_isSetup) return;
if (glyphFont == font) {
glyphInfoArray[i].fontIndex = 0;
}
else {
for (int f = 1; i < charArray.Length; i++) {
if (fontInfoArray[f].font == null) {
fontInfoArray[f].font = glyphFont;
glyphInfoArray[i].fontIndex = f;
break;
}
if (fontInfoArray[f].font == glyphFont) {
glyphInfoArray[i].fontIndex = f;
break;
}
}
}
Debug.Log($"getting font info for character: '{charArray[i]}'");
Debug.Log($"character font: {glyphFont.name}");
Debug.Log("[ConformalDecals] Setting Up TextRenderer Object");
glyphInfoArray[i].glyph = glyph;
glyphInfoArray[i].needsResample = false;
_tmp = gameObject.AddComponent<TextMeshPro>();
_tmp.renderer.enabled = false; // dont automatically render
float elementScale = glyph.scale;
_cameraObject = new GameObject("ConformalDecals text camera");
_cameraObject.transform.parent = transform;
_cameraObject.transform.SetPositionAndRotation(Vector3.back, Quaternion.identity);
if (glyphFont == font) {
if (!Mathf.Approximately(elementScale, 1)) {
glyphInfoArray[i].needsResample = true;
}
_camera = _cameraObject.AddComponent<Camera>();
_camera.enabled = false; // dont automatically render
_camera.orthographic = true;
_camera.depthTextureMode = DepthTextureMode.None;
_camera.nearClipPlane = 0.1f;
_camera.farClipPlane = 2f;
_isSetup = true;
elementScale *= baseScale;
}
else {
var fontScale = glyphFont.fontInfo.Scale / glyphFont.fontInfo.PointSize;
if (!Mathf.Approximately(fontScale, baseScale)) {
glyphInfoArray[i].needsResample = true;
}
_blitMaterial = new Material(Shabby.Shabby.FindShader(BlitShader));
}
elementScale *= fontScale;
}
public Texture2D RenderToTexture(Texture2D texture2D, TMP_FontAsset font, string text, float fontSize, float pixelDensity) {
// generate text mesh
_tmp.SetText(text);
_tmp.font = font;
_tmp.fontSize = fontSize;
_tmp.ForceMeshUpdate();
Debug.Log($"character scale: {glyphFont.fontInfo.Scale / glyphFont.fontInfo.PointSize}");
Debug.Log($"character needs resampling: {glyphInfoArray[i].needsResample}");
// calculate camera and texture size
var mesh = _tmp.mesh;
var bounds = mesh.bounds;
glyphInfoArray[i].size.x = (int) ((glyph.width + (padding * 2)) * elementScale);
glyphInfoArray[i].size.y = (int) ((glyph.height + (padding * 2)) * elementScale);
glyphInfoArray[i].position.x = (int) ((xAdvance + glyph.xOffset - padding) * elementScale);
glyphInfoArray[i].position.y = (int) ((baseline + glyph.yOffset - padding) * elementScale);
Debug.Log($"character size: {glyphInfoArray[i].size}");
Debug.Log($"character position: {glyphInfoArray[i].position}");
}
var width = Mathf.NextPowerOfTwo((int) (bounds.size.x * pixelDensity));
var height = Mathf.NextPowerOfTwo((int) (bounds.size.y * pixelDensity));
// calculate texture bounds
int xOffset = glyphInfoArray[0].position.x;
var textureWidth = (glyphInfoArray[charArray.Length - 1].position.x + glyphInfoArray[charArray.Length - 1].size.x) - xOffset;
var textureHeight = (int) baseScale * (ascender + descender + padding * 2);
_camera.orthographicSize = height / pixelDensity / 2;
_camera.aspect = (float) width / height;
// ensure texture sizes are powers of 2
textureWidth = Mathf.NextPowerOfTwo(textureWidth);
textureHeight = Mathf.NextPowerOfTwo(textureHeight);
Debug.Log($"texture is {textureWidth} x {textureHeight}");
_cameraObject.transform.localPosition = new Vector3(bounds.center.x, bounds.center.y, -1);
var texture = new Texture2D(textureWidth, textureHeight, TextureFormat.Alpha8, true);
width = Mathf.Min(width, MaxTextureSize);
height = Mathf.Max(height, MaxTextureSize);
var colors = new Color32[textureWidth * textureHeight];
// setup render texture
var renderTex = RenderTexture.GetTemporary(width, height, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
_camera.targetTexture = renderTex;
for (var i = 0; i < fontInfoArray.Length; i++) {
if (fontInfoArray[i].font == null) break;
fontInfoArray[i].fontAtlas = fontInfoArray[i].font.atlas;
fontInfoArray[i].fontAtlasColors = fontInfoArray[i].fontAtlas.GetPixels32();
}
// setup material
_blitMaterial.SetTexture(PropertyIDs._MainTex, font.atlas);
_blitMaterial.SetPass(0);
for (int i = 0; i < charArray.Length; i++) {
var glyphInfo = glyphInfoArray[i];
var glyph = glyphInfo.glyph;
var fontInfo = fontInfoArray[glyphInfo.fontIndex];
var srcPos = new Vector2Int((int) glyph.x, (int) glyph.y);
var dstPos = glyphInfo.position;
dstPos.x += xOffset;
var dstSize = glyphInfo.size;
Debug.Log($"rendering character number {i}");
if (glyphInfo.needsResample) {
var srcSize = new Vector2(glyph.width, glyph.height);
TextureUtils.BlitRectBilinearAlpha(fontInfo.fontAtlas, srcPos, srcSize, texture, colors, dstPos, dstSize, TextureUtils.BlitMode.Add);
}
else {
TextureUtils.BlitRectAlpha(fontInfo.fontAtlas, fontInfo.fontAtlasColors, srcPos, texture, colors, dstPos, dstSize, TextureUtils.BlitMode.Add);
}
}
// draw the mesh
Graphics.DrawMeshNow(mesh, _tmp.renderer.localToWorldMatrix);
texture.Apply(true);
var request = AsyncGPUReadback.Request(renderTex, 0, TextTextureFormat);
return texture;
request.WaitForCompletion();
if (request.hasError) {
throw new Exception("[ConformalDecals] Error encountered trying to request render texture data from the GPU!");
}
}
}
}

@ -0,0 +1,5 @@
namespace ConformalDecals.Text {
public struct TextSettings {
}
}
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