Fix text rendering for some non-ascii strings

pull/32/head
Andrew Cassidy 3 years ago
parent b634eb1e8e
commit bf8e98caf0

@ -30,6 +30,8 @@ public class TextRenderTest : MonoBehaviour {
Debug.Log("starting...");
StartCoroutine(OnRender());
var thing = new GameObject();
thing.AddComponent<TextMeshPro>();
}
// Update is called once per frame

@ -105,5 +105,9 @@ namespace ConformalDecals.Text {
public void OnBeforeSerialize() { }
public void OnAfterDeserialize() { }
public override string ToString() {
return _title;
}
}
}

@ -86,5 +86,9 @@ namespace ConformalDecals.Text {
public static bool operator !=(DecalText left, DecalText right) {
return !Equals(left, right);
}
public override string ToString() {
return $"{nameof(_text)}: {_text}, {nameof(_font)}: {_font}, {nameof(_style)}: {_style}, {nameof(_vertical)}: {_vertical}, {nameof(_lineSpacing)}: {_lineSpacing}, {nameof(_charSpacing)}: {_charSpacing}";
}
}
}

@ -44,12 +44,13 @@ namespace ConformalDecals.Text {
private static TextRenderer _instance;
private bool _isSetup;
private TextMeshPro _tmp;
private Shader _blitShader;
private bool _isSetup;
private Shader _blitShader;
private static readonly Dictionary<DecalText, TextRenderOutput> RenderCache = new Dictionary<DecalText, TextRenderOutput>();
private static readonly Queue<TextRenderJob> RenderJobs = new Queue<TextRenderJob>();
private static Texture2D _blankTexture;
/// Update text using the job queue
public static TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
@ -69,11 +70,14 @@ namespace ConformalDecals.Text {
/// Unregister a user of a piece of text
public static void UnregisterText(DecalText text) {
if (text == null) throw new ArgumentNullException(nameof(text));
if (RenderCache.TryGetValue(text, out var renderedText)) {
renderedText.UserCount--;
if (renderedText.UserCount <= 0) {
RenderCache.Remove(text);
Destroy(renderedText.Texture);
var texture = renderedText.Texture;
if (texture != _blankTexture) Destroy(texture);
}
}
}
@ -97,6 +101,8 @@ namespace ConformalDecals.Text {
if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
}
_blankTexture = Texture2D.blackTexture;
}
/// Setup this text renderer instance for rendering
@ -105,8 +111,8 @@ namespace ConformalDecals.Text {
Logging.Log("Setting Up TextRenderer Object");
_tmp = gameObject.AddComponent<TextMeshPro>();
_tmp.renderer.enabled = false; // dont automatically render
// _tmp = gameObject.AddComponent<TextMeshPro>();
// _tmp.renderer.enabled = false; // dont automatically render
_blitShader = Shabby.Shabby.FindShader(ShaderName);
if (_blitShader == null) Logging.LogError($"Could not find text blit shader named '{ShaderName}'");
@ -120,21 +126,11 @@ namespace ConformalDecals.Text {
renderNeeded = false;
return null;
}
Logging.Log($"Rendering text {job.NewText}");
job.Start();
if (job.OldText != null && RenderCache.TryGetValue(job.OldText, out var oldRender)) {
// old output still exists
oldRender.UserCount--;
if (oldRender.UserCount <= 0) {
// this is the only usage of this output, so we are free to re-render into the texture
Destroy(oldRender.Texture);
RenderCache.Remove(job.OldText);
}
}
if (!(job.OldText is null)) UnregisterText(job.OldText);
// now that all old references are handled, begin rendering the new output
@ -156,28 +152,31 @@ namespace ConformalDecals.Text {
/// Render a piece of text to a given texture
public TextRenderOutput RenderText(DecalText text) {
var tmpObject = new GameObject("Text Mesh Pro renderer");
var tmp = tmpObject.AddComponent<TextMeshPro>();
if (text == null) throw new ArgumentNullException(nameof(text));
if (_tmp == null) throw new InvalidOperationException("TextMeshPro object not yet created.");
if (tmp == null) throw new InvalidOperationException("TextMeshPro object not yet created.");
// SETUP TMP OBJECT FOR RENDERING
_tmp.text = text.FormattedText;
_tmp.font = text.Font.FontAsset;
_tmp.fontStyle = text.Style | text.Font.FontStyle;
_tmp.lineSpacing = text.LineSpacing;
_tmp.characterSpacing = text.CharSpacing;
_tmp.extraPadding = true;
_tmp.enableKerning = true;
_tmp.enableWordWrapping = false;
_tmp.overflowMode = TextOverflowModes.Overflow;
_tmp.alignment = TextAlignmentOptions.Center;
_tmp.fontSize = FontSize;
tmp.text = text.FormattedText;
tmp.font = text.Font.FontAsset;
tmp.fontStyle = text.Style | text.Font.FontStyle;
tmp.lineSpacing = text.LineSpacing;
tmp.characterSpacing = text.CharSpacing;
tmp.extraPadding = true;
tmp.enableKerning = true;
tmp.enableWordWrapping = false;
tmp.overflowMode = TextOverflowModes.Overflow;
tmp.alignment = TextAlignmentOptions.Center;
tmp.fontSize = FontSize;
// GENERATE MESH
_tmp.ClearMesh(false);
_tmp.ForceMeshUpdate();
tmp.ClearMesh(false);
tmp.ForceMeshUpdate();
var meshFilters = gameObject.GetComponentsInChildren<MeshFilter>();
var meshFilters = tmpObject.GetComponentsInChildren<MeshFilter>();
var meshes = new Mesh[meshFilters.Length];
var materials = new Material[meshFilters.Length];
@ -188,7 +187,7 @@ namespace ConformalDecals.Text {
var renderer = meshFilters[i].gameObject.GetComponent<MeshRenderer>();
meshes[i] = meshFilters[i].mesh;
if (i == 0) meshes[i] = _tmp.mesh;
if (i == 0) meshes[i] = tmp.mesh;
materials[i] = Instantiate(renderer.material);
materials[i].shader = _blitShader;
@ -215,8 +214,8 @@ namespace ConformalDecals.Text {
};
if (textureSize.x == 0 || textureSize.y == 0) {
Logging.LogWarning("No text present or error in texture size calculation. Aborting.");
return new TextRenderOutput(Texture2D.blackTexture, Rect.zero);
Logging.LogError("No text present or error in texture size calculation. Aborting.");
return new TextRenderOutput(_blankTexture, Rect.zero);
}
// make sure texture isnt too big, scale it down if it is
@ -265,7 +264,7 @@ namespace ConformalDecals.Text {
}
}
// COPY TEXTURE BACK INTO RAM
// COPY RENDERTEX INTO TEXTURE
var prevRT = RenderTexture.active;
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, false);
@ -278,12 +277,7 @@ namespace ConformalDecals.Text {
RenderTexture.ReleaseTemporary(renderTex);
// CLEAR SUBMESHES
_tmp.text = "";
for (int i = 0; i < transform.childCount; i++) {
var child = transform.GetChild(i);
Destroy(child.gameObject);
}
Destroy(tmpObject);
return new TextRenderOutput(texture, window);
}

@ -1,3 +1,9 @@
v0.2.7
------
- Fixes:
- Fixed certain non-ascii strings not rendering correctly under certain circumstances.
- Yet another attempted fix for the planet text glitch.
v0.2.6
------
- Fixes:

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