using System; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.Events; namespace ConformalDecals.Text { [KSPAddon(KSPAddon.Startup.Instantly, true)] public class TextRenderer : MonoBehaviour { public const TextureFormat TextTextureFormat = TextureFormat.RG16; public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8; public static TextRenderer Instance { get { if (!_instance._isSetup) { _instance.Setup(); } return _instance; } } [Serializable] public class TextRenderEvent : UnityEvent { } private const string BlitShader = "ConformalDecals/Text Blit"; private const int MaxTextureSize = 4096; private const float FontSize = 100; private const float PixelDensity = 5; private static TextRenderer _instance; private bool _isSetup; private TextMeshPro _tmp; private Material _blitMaterial; private readonly Dictionary _renderCache = new Dictionary(); private readonly Queue _renderJobs = new Queue(); public TextRenderJob RenderText(DecalText text, UnityAction renderFinishedCallback) { var job = new TextRenderJob(text, renderFinishedCallback); _renderJobs.Enqueue(job); return job; } public TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction renderFinishedCallback) { var job = new TextRenderJob(oldText, newText, renderFinishedCallback); _renderJobs.Enqueue(job); return job; } public void UnregisterText(DecalText text) { if (_renderCache.TryGetValue(text, out var renderedText)) { renderedText.UserCount--; if (renderedText.UserCount <= 0) { _renderCache.Remove(text); Destroy(renderedText.Texture); } } } private void Start() { if (_instance != null) { Debug.Log("[ConformalDecals] Duplicate TextRenderer created???"); } Debug.Log("[ConformalDecals] Creating TextRenderer Object"); _instance = this; DontDestroyOnLoad(gameObject); } private void Update() { TextRenderJob nextJob; do { if (_renderJobs.Count <= 0) return; nextJob = _renderJobs.Dequeue(); } while (nextJob.Needed); RunJob(nextJob); } private void Setup() { if (_isSetup) return; Debug.Log("[ConformalDecals] Setting Up TextRenderer Object"); _tmp = gameObject.AddComponent(); _tmp.renderer.enabled = false; // dont automatically render var shader = Shabby.Shabby.FindShader(BlitShader); if (shader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{shader}'"); _blitMaterial = new Material(Shabby.Shabby.FindShader(BlitShader)); _isSetup = true; } private void RunJob(TextRenderJob job) { Debug.Log($"Starting Text Rendering Job. queue depth = {_renderJobs.Count}, cache size = {_renderCache.Count}"); job.Start(); Texture2D texture = null; 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 Debug.Log("Render output is not shared with other users, so reusing texture and removing cache slot"); texture = oldRender.Texture; _renderCache.Remove(job.OldText); } else { // other things are using this render output, so decriment usercount, and we'll make a new entry instead Debug.Log("Render output is shared with other users, so making new output"); } } // now that all old references are handled, begin rendering the new output if (_renderCache.TryGetValue(job.NewText, out var cachedRender)) { Debug.Log("Using Cached Render Output"); Debug.Log($"Finished Text Rendering Job. queue depth = {_renderJobs.Count}, cache size = {_renderCache.Count}"); cachedRender.UserCount++; return; } var output = RenderText(job.NewText, texture); _renderCache.Add(job.NewText, output); job.Finish(output); Debug.Log($"Finished Text Rendering Job. queue depth = {_renderJobs.Count}, cache size = {_renderCache.Count}"); } public RenderedText RenderText(DecalText text, Texture2D texture) { // 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 _blitMaterial.SetTexture(PropertyIDs._MainTex, text.Font.FontAsset.atlas); // GENERATE MESH _tmp.ForceMeshUpdate(); var mesh = _tmp.mesh; mesh.RecalculateBounds(); var bounds = mesh.bounds; // CALCULATE SIZES var size = bounds.size * PixelDensity; var textureSize = new Vector2Int { x = Mathf.NextPowerOfTwo((int) size.x), 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.y /= textureSize.x / MaxTextureSize; textureSize.x = MaxTextureSize; } if (textureSize.y > MaxTextureSize) { textureSize.x /= 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 var window = new Rect { size = size * sizeRatio, center = (Vector2) textureSize / 2 }; // SETUP TEXTURE if (texture == null) { texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, false); } else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != TextTextureFormat) { texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, false); } // 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 var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1); renderTex.autoGenerateMips = false; // RENDER Graphics.SetRenderTarget(renderTex); GL.PushMatrix(); GL.LoadProjectionMatrix(matrix); _blitMaterial.SetPass(0); Graphics.DrawMeshNow(mesh, Matrix4x4.identity); GL.PopMatrix(); // 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); return new RenderedText(texture, window); } } }