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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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TextRenderer cleanup
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@ -1,5 +1,4 @@
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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@ -38,6 +37,7 @@ 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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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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@ -46,6 +46,7 @@ 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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public static TextRenderOutput UpdateTextNow(DecalText oldText, DecalText newText) {
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if (newText == null) throw new ArgumentNullException(nameof(newText));
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@ -74,16 +75,6 @@ namespace ConformalDecals.Text {
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DontDestroyOnLoad(gameObject);
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}
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private void Update() {
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// TODO: ASYNC RENDERING
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// bool renderNeeded;
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// do {
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// if (RenderJobs.Count == 0) return;
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// var nextJob = RenderJobs.Dequeue();
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// RunJob(nextJob, out renderNeeded);
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// } while (!renderNeeded);
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}
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private void Setup() {
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if (_isSetup) return;
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@ -98,6 +89,7 @@ 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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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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@ -131,32 +123,27 @@ namespace ConformalDecals.Text {
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// now that all old references are handled, begin rendering the new output
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if (RenderCache.TryGetValue(job.NewText, out var cachedRender)) {
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Debug.Log("Using Cached Render Output");
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Debug.Log($"Finished Text Rendering Job. queue depth = {RenderJobs.Count}, cache size = {RenderCache.Count}");
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cachedRender.UserCount++;
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job.Finish(cachedRender);
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if (RenderCache.TryGetValue(job.NewText, out var renderOutput)) {
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renderNeeded = false;
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return cachedRender;
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}
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else {
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renderNeeded = true;
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renderOutput = RenderText(job.NewText, texture);
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RenderCache.Add(job.NewText, renderOutput);
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}
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var output = RenderText(job.NewText, texture);
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output.UserCount++;
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RenderCache.Add(job.NewText, output);
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job.Finish(output);
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Debug.Log($"Finished Text Rendering Job. queue depth = {RenderJobs.Count}, cache size = {RenderCache.Count}");
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renderNeeded = true;
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return output;
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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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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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Debug.Log($"[ConformalDecals] rendering text '{text.Text}' in {text.Font.Name}");
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// SETUP TMP OBJECT FOR RENDERING
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_tmp.text = text.FormattedText;
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_tmp.font = text.Font.FontAsset;
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@ -181,7 +168,6 @@ namespace ConformalDecals.Text {
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var bounds = new Bounds();
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Debug.Log($"meshFilter count: {meshFilters.Length}");
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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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@ -215,8 +201,6 @@ namespace ConformalDecals.Text {
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return new TextRenderOutput(Texture2D.blackTexture, Rect.zero);
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}
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Debug.Log($"Texture size: {textureSize}");
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// make sure texture isnt too big, scale it down if it is
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// this is just so you dont crash the game by pasting in the entire script of The Bee Movie
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if (textureSize.x > MaxTextureSize) {
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@ -238,8 +222,6 @@ namespace ConformalDecals.Text {
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center = (Vector2) textureSize / 2
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};
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Debug.Log($"Window size: {window.size}");
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// SETUP TEXTURE
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if (texture == null) {
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texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, true);
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