Fix fitting algorithm for text rendering

feature-better-tweakables
Andrew Cassidy 4 years ago
parent dbb3281e95
commit 2994da628b

@ -17,9 +17,10 @@ public class TextRenderTest : MonoBehaviour {
public Material _targetMaterial;
public RenderTexture renderTex;
private float pixelDensity = 5;
private int MaxTextureSize = 4096;
public RenderTexture renderTex;
private float pixelDensity = 8;
private int MaxTextureSize = 4096;
private static readonly int Decal = Shader.PropertyToID("_Decal");
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
@ -68,6 +69,8 @@ public class TextRenderTest : MonoBehaviour {
var sizeRatio = Mathf.Min(widthRatio, heightRatio);
Debug.Log(sizeRatio);
int scaledHeight = (int) (sizeRatio * height);
int scaledWidth = (int) (sizeRatio * width);
@ -79,14 +82,14 @@ public class TextRenderTest : MonoBehaviour {
_cameraObject.transform.localPosition = new Vector3(bounds.center.x, bounds.center.y, -1);
var halfHeight = scaledHeight / pixelDensity / 2;
var halfWidth = scaledWidth / pixelDensity / 2;
var halfHeight = heightPoT / pixelDensity / 2 / sizeRatio;
var halfWidth = widthPoT / pixelDensity / 2 / sizeRatio;
var matrix = Matrix4x4.Ortho(bounds.center.x - halfWidth, bounds.center.x + halfWidth,
bounds.center.y - halfHeight, bounds.center.y + halfHeight, -1, 1);
// setup texture
var texture = new Texture2D(widthPoT, heightPoT, TextTextureFormat, true);
_targetMaterial.mainTexture = texture;
_targetMaterial.SetTexture(Decal, texture);
// setup render texture

@ -61,29 +61,30 @@ namespace ConformalDecals.Text {
}
public void RenderText(DecalText text, out Texture2D texture, out Rect window) {
// Setup TMP object for rendering
// 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
// SETUP BLIT MATERIAL
_blitMaterial.SetTexture(PropertyIDs._MainTex, text.Font.fontAsset.atlas);
// Generate Mesh
// GENERATE MESH
_tmp.ForceMeshUpdate();
var mesh = _tmp.mesh;
mesh.RecalculateBounds();
var bounds = mesh.bounds;
// Calculate Sizes
// CALCULATE SIZES
var size = bounds.size * PixelDensity;
var textureSize = new Vector2Int {
@ -91,24 +92,28 @@ namespace ConformalDecals.Text {
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.x /= textureSize.x / MaxTextureSize;
textureSize.y /= textureSize.x / MaxTextureSize;
textureSize.x = MaxTextureSize;
}
if (textureSize.y > MaxTextureSize) {
textureSize.x /= textureSize.y / MaxTextureSize;
textureSize.y /= 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
// GET TEXTURE
if (_lastTexture != null) {
texture = _lastTexture;
texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, false);
@ -118,16 +123,16 @@ namespace ConformalDecals.Text {
texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, false);
}
// Generate Projection Matrix
var halfSize = window.size / PixelDensity / 2;
// 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
// GET RENDERTEX
var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
renderTex.autoGenerateMips = false;
// Render
// RENDER
Graphics.SetRenderTarget(renderTex);
GL.PushMatrix();
GL.LoadProjectionMatrix(matrix);
@ -135,11 +140,12 @@ namespace ConformalDecals.Text {
Graphics.DrawMeshNow(mesh, Matrix4x4.identity);
GL.PopMatrix();
// Copy texture back into RAM
// 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);
}
}

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