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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Documentation and cleanup pass
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@ -5,11 +5,21 @@ using UnityEngine;
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using UnityEngine.Events;
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namespace ConformalDecals.Text {
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// TODO: Testing shows the job system is unnecessary, so remove job system code.
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/// Class handing text rendering.
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/// Is a singleton referencing a single gameobject in the scene which contains the TextMeshPro component
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[KSPAddon(KSPAddon.Startup.Instantly, true)]
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public class TextRenderer : MonoBehaviour {
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public const TextureFormat TextTextureFormat = TextureFormat.RG16;
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/// Texture format used for returned textures.
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/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
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/// so theres always a superfluous green channel using memory
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public const TextureFormat TextTextureFormat = TextureFormat.RG16;
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/// Render Texture format used when rendering
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public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
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/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
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public static TextRenderer Instance {
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get {
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if (!_instance._isSetup) {
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@ -20,6 +30,7 @@ namespace ConformalDecals.Text {
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}
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}
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/// Text Render unityevent, used with the job system to signal render completion
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[Serializable]
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public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
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@ -37,7 +48,7 @@ namespace ConformalDecals.Text {
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private static readonly Dictionary<DecalText, TextRenderOutput> RenderCache = new Dictionary<DecalText, TextRenderOutput>();
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private static readonly Queue<TextRenderJob> RenderJobs = new Queue<TextRenderJob>();
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// Update text using the job queue
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/// Update text using the job queue
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public static TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
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if (newText == null) throw new ArgumentNullException(nameof(newText));
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@ -46,14 +57,14 @@ namespace ConformalDecals.Text {
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return job;
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}
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// Update text immediately without using job queue
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/// Update text immediately without using job queue
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public static TextRenderOutput UpdateTextNow(DecalText oldText, DecalText newText) {
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if (newText == null) throw new ArgumentNullException(nameof(newText));
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return Instance.RunJob(new TextRenderJob(oldText, newText, null), out _);
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}
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// Unregister a user of a piece of text
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/// Unregister a user of a piece of text
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public static void UnregisterText(DecalText text) {
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Debug.Log($"[ConformalDecals] Unregistering text '{text.Text}'");
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if (RenderCache.TryGetValue(text, out var renderedText)) {
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@ -75,6 +86,7 @@ namespace ConformalDecals.Text {
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DontDestroyOnLoad(gameObject);
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}
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/// Setup this text renderer instance for rendering
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private void Setup() {
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if (_isSetup) return;
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@ -89,7 +101,7 @@ namespace ConformalDecals.Text {
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_isSetup = true;
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}
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// Run a text render job
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/// Run a text render job
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private TextRenderOutput RunJob(TextRenderJob job, out bool renderNeeded) {
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if (!job.Needed) {
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renderNeeded = false;
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@ -100,6 +112,7 @@ namespace ConformalDecals.Text {
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foreach (var cacheitem in RenderCache) {
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Debug.Log($"[ConformalDecals] Cache item: '{cacheitem.Key.Text}' with {cacheitem.Value.UserCount} users");
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}
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job.Start();
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Texture2D texture = null;
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@ -134,16 +147,16 @@ namespace ConformalDecals.Text {
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}
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renderOutput.UserCount++;
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job.Finish(renderOutput);
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return renderOutput;
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}
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// Render a piece of text to a given texture
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/// Render a piece of text to a given texture
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public TextRenderOutput RenderText(DecalText text, Texture2D texture) {
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if (text == null) throw new ArgumentNullException(nameof(text));
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if (_tmp == null) throw new InvalidOperationException("TextMeshPro object not yet created.");
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// SETUP TMP OBJECT FOR RENDERING
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_tmp.text = text.FormattedText;
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_tmp.font = text.Font.FontAsset;
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@ -171,13 +184,13 @@ namespace ConformalDecals.Text {
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// SETUP MATERIALS AND BOUNDS
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for (int i = 0; i < meshFilters.Length; i++) {
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var renderer = meshFilters[i].gameObject.GetComponent<MeshRenderer>();
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meshes[i] = meshFilters[i].mesh;
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if (i == 0) meshes[i] = _tmp.mesh;
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materials[i] = Instantiate(renderer.material);
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materials[i].shader = _blitShader;
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if (renderer == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has filter but no renderer");
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if (meshes[i] == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has a null mesh");
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