mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
214 lines
8.6 KiB
C#
214 lines
8.6 KiB
C#
using System;
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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.Rendering;
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using Object = UnityEngine.Object;
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namespace ConformalDecals.Text {
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/// Class handing text rendering.
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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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public static TextureFormat textTextureFormat = TextureFormat.RG16;
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/// Render Texture format used when rendering
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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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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 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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/// Update text immediately without using job queue
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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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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) Object.Destroy(texture);
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}
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}
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}
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/// Render a piece of text to a given texture
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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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// 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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tmp.fontStyle = text.Style | text.Font.FontStyle;
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tmp.lineSpacing = text.LineSpacing;
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tmp.characterSpacing = text.CharSpacing;
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tmp.extraPadding = true;
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tmp.enableKerning = true;
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tmp.enableWordWrapping = false;
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tmp.overflowMode = TextOverflowModes.Overflow;
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tmp.alignment = TextAlignmentOptions.Center;
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tmp.fontSize = FontSize;
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// GENERATE MESH
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tmp.ClearMesh(false);
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tmp.ForceMeshUpdate();
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var meshFilters = tmpObject.GetComponentsInChildren<MeshFilter>();
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var meshes = new Mesh[meshFilters.Length];
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var materials = new Material[meshFilters.Length];
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var bounds = new Bounds();
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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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meshes[i] = meshFilters[i].mesh;
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if (i == 0) meshes[i] = tmp.mesh;
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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($"Object {meshFilters[i].gameObject.name} has filter but no renderer");
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if (meshes[i] == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has a null mesh");
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if (i == 0) {
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bounds = meshes[i].bounds;
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}
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else {
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bounds.Encapsulate(meshes[i].bounds);
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}
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}
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// CALCULATE SIZES
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var size = bounds.size * PixelDensity;
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size.x = Mathf.Max(size.x, 0.1f);
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size.y = Mathf.Max(size.y, 0.1f);
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var textureSize = new Vector2Int {
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x = Mathf.NextPowerOfTwo((int) size.x),
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y = Mathf.NextPowerOfTwo((int) size.y)
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};
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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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// 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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textureSize.y /= textureSize.x / MaxTextureSize;
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textureSize.x = MaxTextureSize;
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}
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if (textureSize.y > MaxTextureSize) {
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textureSize.x /= textureSize.y / MaxTextureSize;
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textureSize.y = MaxTextureSize;
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}
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// scale up everything to fit the texture for maximum usage
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float sizeRatio = Mathf.Min(textureSize.x / size.x, textureSize.y / size.y);
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// calculate where in the texture the used area actually is
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var window = new Rect {
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size = size * sizeRatio,
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center = (Vector2) textureSize / 2
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};
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// SETUP TEXTURE
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var texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, false);
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// GENERATE PROJECTION MATRIX
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var halfSize = (Vector2) textureSize / PixelDensity / 2 / sizeRatio;
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var matrix = Matrix4x4.Ortho(bounds.center.x - halfSize.x, bounds.center.x + halfSize.x,
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bounds.center.y - halfSize.y, bounds.center.y + halfSize.y, -1, 1);
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// GET RENDERTEX
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var renderTex = RenderTexture.GetTemporary(textureSize.x, textureSize.y, 0, textRenderTextureFormat, RenderTextureReadWrite.Linear);
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// RENDER
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Graphics.SetRenderTarget(renderTex);
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GL.PushMatrix();
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GL.LoadProjectionMatrix(matrix);
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GL.LoadIdentity();
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GL.Clear(false, true, Color.black);
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for (var i = 0; i < meshes.Length; i++) {
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if (meshes[i].vertexCount >= 3) {
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materials[i].SetPass(0);
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Graphics.DrawMeshNow(meshes[i], Matrix4x4.identity);
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}
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}
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// COPY RENDERTEX INTO TEXTURE
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var prevRT = RenderTexture.active;
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RenderTexture.active = renderTex;
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texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, false);
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texture.Apply(false, true);
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RenderTexture.active = prevRT;
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GL.PopMatrix();
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// RELEASE RENDERTEX
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RenderTexture.ReleaseTemporary(renderTex);
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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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} |