You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
KSP-Conformal-Decals/Source/ConformalDecals/Text/TextRenderer.cs

296 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using ConformalDecals.Util;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Rendering;
namespace ConformalDecals.Text {
// TODO: Testing shows the job system is unnecessary, so remove job system code.
/// Class handing text rendering.
/// Is a singleton referencing a single gameobject in the scene which contains the TextMeshPro component
[KSPAddon(KSPAddon.Startup.Instantly, true)]
public class TextRenderer : MonoBehaviour {
/// Texture format used for returned textures.
/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
/// so theres always a superfluous green channel using memory
public static TextureFormat textTextureFormat = TextureFormat.RG16;
/// Render Texture format used when rendering
/// Overriden below to be ARGB32 on DirectX because DirectX is dumb
public static RenderTextureFormat textRenderTextureFormat = RenderTextureFormat.R8;
/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
public static TextRenderer Instance {
get {
if (!_instance._isSetup) {
_instance.Setup();
}
return _instance;
}
}
/// Text Render unityevent, used with the job system to signal render completion
[Serializable]
public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
private const string ShaderName = "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 Shader _blitShader;
private static readonly Dictionary<DecalText, TextRenderOutput> RenderCache = new Dictionary<DecalText, TextRenderOutput>();
private static readonly Queue<TextRenderJob> RenderJobs = new Queue<TextRenderJob>();
/// Update text using the job queue
public static TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
if (newText == null) throw new ArgumentNullException(nameof(newText));
var job = new TextRenderJob(oldText, newText, renderFinishedCallback);
RenderJobs.Enqueue(job);
return job;
}
/// Update text immediately without using job queue
public static TextRenderOutput UpdateTextNow(DecalText oldText, DecalText newText) {
if (newText == null) throw new ArgumentNullException(nameof(newText));
return Instance.RunJob(new TextRenderJob(oldText, newText, null), out _);
}
/// Unregister a user of a piece of text
public static 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) {
Logging.LogError("Duplicate TextRenderer created???");
}
Logging.Log("Creating TextRenderer Object");
_instance = this;
DontDestroyOnLoad(gameObject);
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12) {
textRenderTextureFormat = RenderTextureFormat.ARGB32; // DirectX is dumb
}
if (!SystemInfo.SupportsTextureFormat(textTextureFormat)) {
Logging.LogError($"Text texture format {textTextureFormat} not supported on this platform.");
}
if (!SystemInfo.SupportsRenderTextureFormat(textRenderTextureFormat)) {
Logging.LogError($"Text texture format {textRenderTextureFormat} not supported on this platform.");
}
}
/// Setup this text renderer instance for rendering
private void Setup() {
if (_isSetup) return;
Logging.Log("Setting Up TextRenderer Object");
_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}'");
_isSetup = true;
}
/// Run a text render job
private TextRenderOutput RunJob(TextRenderJob job, out bool renderNeeded) {
if (!job.Needed) {
renderNeeded = false;
return null;
}
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
texture = oldRender.Texture;
RenderCache.Remove(job.OldText);
}
}
// now that all old references are handled, begin rendering the new output
if (RenderCache.TryGetValue(job.NewText, out var renderOutput)) {
renderNeeded = false;
}
else {
renderNeeded = true;
renderOutput = RenderText(job.NewText, texture);
RenderCache.Add(job.NewText, renderOutput);
}
renderOutput.UserCount++;
job.Finish(renderOutput);
return renderOutput;
}
/// Render a piece of text to a given texture
public TextRenderOutput RenderText(DecalText text, Texture2D texture) {
if (text == null) throw new ArgumentNullException(nameof(text));
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;
// GENERATE MESH
_tmp.ClearMesh(false);
_tmp.ForceMeshUpdate();
var meshFilters = gameObject.GetComponentsInChildren<MeshFilter>();
var meshes = new Mesh[meshFilters.Length];
var materials = new Material[meshFilters.Length];
var bounds = new Bounds();
// SETUP MATERIALS AND BOUNDS
for (int i = 0; i < meshFilters.Length; i++) {
var renderer = meshFilters[i].gameObject.GetComponent<MeshRenderer>();
meshes[i] = meshFilters[i].mesh;
if (i == 0) meshes[i] = _tmp.mesh;
materials[i] = Instantiate(renderer.material);
materials[i].shader = _blitShader;
if (renderer == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has filter but no renderer");
if (meshes[i] == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has a null mesh");
if (i == 0) {
bounds = meshes[i].bounds;
}
else {
bounds.Encapsulate(meshes[i].bounds);
}
}
// CALCULATE SIZES
var size = bounds.size * PixelDensity;
size.x = Mathf.Max(size.x, 0.1f);
size.y = Mathf.Max(size.y, 0.1f);
var textureSize = new Vector2Int {
x = Mathf.NextPowerOfTwo((int) size.x),
y = Mathf.NextPowerOfTwo((int) size.y)
};
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);
}
// 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, true);
}
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != textTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, textTextureFormat, true);
}
// 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);
GL.LoadIdentity();
GL.Clear(false, true, Color.black);
for (var i = 0; i < meshes.Length; i++) {
if (meshes[i].vertexCount >= 3) {
materials[i].SetPass(0);
Graphics.DrawMeshNow(meshes[i], Matrix4x4.identity);
}
}
GL.PopMatrix();
// COPY TEXTURE BACK INTO RAM
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
texture.Apply();
// RELEASE RENDERTEX
RenderTexture.ReleaseTemporary(renderTex);
// CLEAR SUBMESHES
_tmp.text = "";
for (int i = 0; i < transform.childCount; i++) {
var child = transform.GetChild(i);
Destroy(child.gameObject);
}
return new TextRenderOutput(texture, window);
}
}
}