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KSP-Conformal-Decals/Assets/Scripts/TextRenderTest.cs

91 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Rendering;
public class TextRenderTest : MonoBehaviour {
//[InspectorButton("go")] public bool button;
public Camera _camera;
public GameObject _cameraObject;
public TextMeshPro _tmp;
public Material _blitMaterial;
public Material _targetMaterial;
public RenderTexture renderTex;
private float pixelDensity = 36;
private int MaxTextureSize = 4096;
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
// Start is called before the first frame update
void Start() {
Debug.Log("starting...");
StartCoroutine(OnRender());
}
// Update is called once per frame
void Update() {
}
private void go() {
Debug.Log("starting...");
}
private IEnumerator OnRender() {
Debug.Log("starting...2");
// calculate camera and texture size
_tmp.ForceMeshUpdate();
var mesh = _tmp.mesh;
mesh.RecalculateBounds();
var bounds = mesh.bounds;
Debug.Log(bounds.size);
var width = Mathf.NextPowerOfTwo((int) (bounds.size.x * pixelDensity));
var height = Mathf.NextPowerOfTwo((int) (bounds.size.y * pixelDensity));
Debug.Log($"width = {width}");
Debug.Log($"height = {height}");
_camera.orthographicSize = height / pixelDensity / 2;
_camera.aspect = (float) width / height;
_cameraObject.transform.localPosition = new Vector3(bounds.center.x, bounds.center.y, -1);
width = Mathf.Min(width, MaxTextureSize);
height = Mathf.Min(height, MaxTextureSize);
// setup texture
var texture = new Texture2D(width, height, TextTextureFormat, true);
_targetMaterial.mainTexture = texture;
// setup render texture
renderTex = RenderTexture.GetTemporary(width, height, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
renderTex.autoGenerateMips = true;
_camera.targetTexture = renderTex;
// setup material
_blitMaterial.mainTexture = _tmp.font.atlas;
// draw the mesh
Graphics.DrawMesh(mesh, _tmp.renderer.localToWorldMatrix, _blitMaterial, 0, _camera, 0);
_camera.Render();
yield return null;
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, width, height), 0, 0, true);
texture.Apply(false, true);
RenderTexture.ReleaseTemporary(renderTex);
}
}