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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Text render simplification and small optimizations
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@ -89,8 +89,10 @@ namespace ConformalDecals {
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[KSPField] public Transform decalProjectorTransform;
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[KSPField] public Transform decalColliderTransform;
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[KSPField] public Material backMaterial;
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[KSPField] public Vector2 backTextureBaseScale;
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[KSPField] public MeshRenderer boundsRenderer;
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[KSPField] public MeshRenderer frontRenderer;
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[KSPField] public Material backMaterial;
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[KSPField] public Vector2 backTextureBaseScale;
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private const int DecalQueueMin = 2100;
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private const int DecalQueueMax = 2400;
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@ -101,9 +103,8 @@ namespace ConformalDecals {
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private bool _isAttached;
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private Matrix4x4 _orthoMatrix;
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private Material _decalMaterial;
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private Material _previewMaterial;
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private MeshRenderer _boundsRenderer;
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private Material _decalMaterial;
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private Material _previewMaterial;
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private int DecalQueue {
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get {
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@ -132,24 +133,33 @@ namespace ConformalDecals {
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public override void OnLoad(ConfigNode node) {
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try {
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// SETUP TRANSFORMS
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decalFrontTransform = part.FindModelTransform(decalFront);
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if (decalFrontTransform == null) throw new FormatException($"Could not find decalFront transform: '{decalFront}'.");
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decalBackTransform = part.FindModelTransform(decalBack);
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if (decalBackTransform == null) throw new FormatException($"Could not find decalBack transform: '{decalBack}'.");
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decalModelTransform = part.FindModelTransform(decalModel);
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if (decalModelTransform == null) throw new FormatException($"Could not find decalModel transform: '{decalModel}'.");
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// Projector transform, where the decal is projected from when attached
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decalProjectorTransform = part.FindModelTransform(decalProjector);
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if (decalProjectorTransform == null) throw new FormatException($"Could not find decalProjector transform: '{decalProjector}'.");
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// Model transform, containing all visible elements of the decal when not attached
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decalModelTransform = part.FindModelTransform(decalModel);
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if (decalModelTransform == null) throw new FormatException($"Could not find decalModel transform: '{decalModel}'.");
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// Front transform, shows a preview of the decal when unattached
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decalFrontTransform = part.FindModelTransform(decalFront);
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if (decalFrontTransform == null) throw new FormatException($"Could not find decalFront transform: '{decalFront}'.");
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frontRenderer = decalFrontTransform.GetComponent<MeshRenderer>();
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// Collider transform, selectable area and shows where the decal is projecting onto
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decalColliderTransform = part.FindModelTransform(decalCollider);
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if (decalColliderTransform == null) throw new FormatException($"Could not find decalCollider transform: '{decalCollider}'.");
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// SETUP BACK MATERIAL
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boundsRenderer = decalColliderTransform.GetComponent<MeshRenderer>();
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// SETUP BACK
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if (updateBackScale) {
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decalBackTransform = part.FindModelTransform(decalBack);
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if (decalBackTransform == null) throw new FormatException($"Could not find decalBack transform: '{decalBack}'.");
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var backRenderer = decalBackTransform.GetComponent<MeshRenderer>();
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if (backRenderer == null) {
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this.LogError($"Specified decalBack transform {decalBack} has no renderer attached! Setting updateBackScale to false.");
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updateBackScale = false;
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@ -244,7 +254,8 @@ namespace ConformalDecals {
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public override void OnStart(StartState state) {
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materialProperties.RenderQueue = DecalQueue;
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_boundsRenderer = decalProjectorTransform.GetComponent<MeshRenderer>();
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boundsRenderer = decalProjectorTransform.GetComponent<MeshRenderer>();
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frontRenderer = decalFrontTransform.GetComponent<MeshRenderer>();
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// handle tweakables
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if (HighLogic.LoadedSceneIsEditor) {
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@ -278,7 +289,7 @@ namespace ConformalDecals {
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if (!selectableInFlight || !DecalConfig.SelectableInFlight) {
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decalColliderTransform.GetComponent<Collider>().enabled = false;
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_boundsRenderer.enabled = false;
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boundsRenderer.enabled = false;
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}
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}
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}
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@ -440,7 +451,7 @@ namespace ConformalDecals {
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// update projection
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foreach (var target in _targets) {
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target.Project(_orthoMatrix, decalProjectorTransform, _boundsRenderer.bounds, useBaseNormal);
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target.Project(_orthoMatrix, decalProjectorTransform, boundsRenderer.bounds, useBaseNormal);
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}
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}
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else {
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@ -465,7 +476,7 @@ namespace ConformalDecals {
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_decalMaterial = materialProperties.DecalMaterial;
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_previewMaterial = materialProperties.PreviewMaterial;
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if (!_isAttached) decalFrontTransform.GetComponent<MeshRenderer>().material = _previewMaterial;
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if (!_isAttached) frontRenderer.material = _previewMaterial;
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}
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protected void UpdateTargets() {
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@ -89,7 +89,6 @@ namespace ConformalDecals {
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private MaterialColorProperty _outlineColorProperty;
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private MaterialFloatProperty _outlineWidthProperty;
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private TextRenderJob _currentJob;
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private DecalText _currentText;
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public override void OnLoad(ConfigNode node) {
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@ -253,7 +252,6 @@ namespace ConformalDecals {
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decal.charSpacing = charSpacing;
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decal.lineSpacing = lineSpacing;
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decal._currentJob = _currentJob;
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decal._currentText = _currentText;
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decal.UpdateText();
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}
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@ -267,7 +265,7 @@ namespace ConformalDecals {
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private void UpdateText() {
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// Render text
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var newText = new DecalText(text, font, style, vertical, lineSpacing, charSpacing);
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var output = TextRenderer.UpdateTextNow(_currentText, newText);
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var output = TextRenderer.UpdateText(_currentText, newText);
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_currentText = newText;
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UpdateTexture(output);
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@ -1,35 +0,0 @@
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using System;
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using UnityEngine.Events;
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namespace ConformalDecals.Text {
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public class TextRenderJob {
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public DecalText OldText { get; }
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public DecalText NewText { get; }
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public bool Needed { get; private set; }
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public bool IsStarted { get; private set; }
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public bool IsDone { get; private set; }
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public readonly TextRenderer.TextRenderEvent onRenderFinished = new TextRenderer.TextRenderEvent();
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public TextRenderJob(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
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OldText = oldText;
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NewText = newText ?? throw new ArgumentNullException(nameof(newText));
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Needed = true;
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if (renderFinishedCallback != null) onRenderFinished.AddListener(renderFinishedCallback);
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}
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public void Cancel() {
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Needed = false;
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}
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public void Start() {
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IsStarted = true;
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}
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public void Finish(TextRenderOutput output) {
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IsDone = true;
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onRenderFinished.Invoke(output);
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}
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}
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}
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@ -3,16 +3,12 @@ using System.Collections.Generic;
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using ConformalDecals.Util;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Rendering;
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using Object = UnityEngine.Object;
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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 static class TextRenderer {
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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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@ -22,142 +18,55 @@ namespace ConformalDecals.Text {
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/// Overriden below to be ARGB32 on DirectX because DirectX is dumb
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public static 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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_instance.Setup();
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}
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return _instance;
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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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private const string ShaderName = "ConformalDecals/Text Blit";
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private const int MaxTextureSize = 4096;
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private const float FontSize = 100;
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private const float PixelDensity = 5;
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private static TextRenderer _instance;
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private bool _isSetup;
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private Shader _blitShader;
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private static Shader _blitShader;
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private static Texture2D _blankTexture;
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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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private static Texture2D _blankTexture;
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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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var job = new TextRenderJob(oldText, newText, renderFinishedCallback);
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RenderJobs.Enqueue(job);
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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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public static TextRenderOutput UpdateText(DecalText oldText, DecalText newText) {
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if (newText == null) throw new ArgumentNullException(nameof(newText));
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Logging.Log($"Rendering text {newText}");
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return Instance.RunJob(new TextRenderJob(oldText, newText, null), out _);
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if (!(oldText is null)) UnregisterText(oldText);
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// now that all old references are handled, begin rendering the new output
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if (!RenderCache.TryGetValue(newText, out var renderOutput)) {
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renderOutput = RenderText(newText);
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RenderCache.Add(newText, renderOutput);
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}
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renderOutput.UserCount++;
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return renderOutput;
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}
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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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if (text == null) throw new ArgumentNullException(nameof(text));
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if (RenderCache.TryGetValue(text, out var renderedText)) {
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renderedText.UserCount--;
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if (renderedText.UserCount <= 0) {
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RenderCache.Remove(text);
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var texture = renderedText.Texture;
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if (texture != _blankTexture) Destroy(texture);
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if (texture != _blankTexture) Object.Destroy(texture);
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}
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}
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}
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private void Start() {
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if (_instance != null) {
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Logging.LogError("Duplicate TextRenderer created???");
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}
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Logging.Log("Creating TextRenderer Object");
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_instance = this;
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DontDestroyOnLoad(gameObject);
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12) {
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textRenderTextureFormat = RenderTextureFormat.ARGB32; // DirectX is dumb
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}
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if (!SystemInfo.SupportsTextureFormat(textTextureFormat)) {
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Logging.LogError($"Text texture format {textTextureFormat} not supported on this platform.");
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}
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if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
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Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
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}
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_blankTexture = Texture2D.blackTexture;
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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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Logging.Log("Setting Up TextRenderer Object");
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// _tmp = gameObject.AddComponent<TextMeshPro>();
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// _tmp.renderer.enabled = false; // dont automatically render
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_blitShader = Shabby.Shabby.FindShader(ShaderName);
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if (_blitShader == null) Logging.LogError($"Could not find text blit shader named '{ShaderName}'");
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_isSetup = true;
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}
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/// Run a text render job
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private TextRenderOutput RunJob(TextRenderJob job, out bool renderNeeded) {
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if (!job.Needed) {
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renderNeeded = false;
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return null;
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}
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Logging.Log($"Rendering text {job.NewText}");
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job.Start();
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if (!(job.OldText is null)) UnregisterText(job.OldText);
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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 renderOutput)) {
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renderNeeded = false;
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}
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else {
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renderNeeded = true;
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renderOutput = RenderText(job.NewText);
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RenderCache.Add(job.NewText, renderOutput);
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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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public TextRenderOutput RenderText(DecalText text) {
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public static TextRenderOutput RenderText(DecalText text) {
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if (text == null) throw new ArgumentNullException(nameof(text));
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var tmpObject = new GameObject("Text Mesh Pro renderer");
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var tmp = tmpObject.AddComponent<TextMeshPro>();
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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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@ -189,7 +98,7 @@ namespace ConformalDecals.Text {
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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] = Object.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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@ -215,6 +124,7 @@ namespace ConformalDecals.Text {
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if (textureSize.x == 0 || textureSize.y == 0) {
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Logging.LogError("No text present or error in texture size calculation. Aborting.");
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Object.Destroy(tmpObject);
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return new TextRenderOutput(_blankTexture, Rect.zero);
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}
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@ -276,10 +186,30 @@ namespace ConformalDecals.Text {
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// RELEASE RENDERTEX
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RenderTexture.ReleaseTemporary(renderTex);
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// CLEAR SUBMESHES
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Destroy(tmpObject);
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// DESTROY THE RENDERER OBJECT
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Object.Destroy(tmpObject);
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return new TextRenderOutput(texture, window);
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}
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/// Setup shader and texture
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public static void ModuleManagerPostLoad() {
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12) {
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textRenderTextureFormat = RenderTextureFormat.ARGB32; // DirectX is dumb
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}
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if (!SystemInfo.SupportsTextureFormat(textTextureFormat)) {
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Logging.LogError($"Text texture format {textTextureFormat} not supported on this platform.");
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}
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if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
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Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
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}
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_blankTexture = Texture2D.blackTexture;
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_blitShader = Shabby.Shabby.FindShader(ShaderName);
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if (_blitShader == null) Logging.LogError($"Could not find text blit shader named '{ShaderName}'");
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}
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}
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}
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@ -3,6 +3,8 @@ v0.2.7
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- Fixes:
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- Fixed certain non-ascii strings not rendering correctly under certain circumstances.
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- Yet another attempted fix for the planet text glitch.
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- Changes:
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- Small optimizations and simplified text rendering.
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v0.2.6
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------
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