mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
287 lines
11 KiB
C#
287 lines
11 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.Events;
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using UnityEngine.Rendering;
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namespace ConformalDecals.Text {
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// TODO: Testing shows the job system is unnecessary, so remove job system code.
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/// Class handing text rendering.
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/// Is a singleton referencing a single gameobject in the scene which contains the TextMeshPro component
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[KSPAddon(KSPAddon.Startup.Instantly, true)]
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public class TextRenderer : MonoBehaviour {
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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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/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
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public static TextRenderer Instance {
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get {
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if (!_instance._isSetup) {
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_instance.Setup();
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}
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return _instance;
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}
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}
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/// Text Render unityevent, used with the job system to signal render completion
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[Serializable]
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public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
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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 TextRenderer _instance;
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private bool _isSetup;
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private TextMeshPro _tmp;
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private Shader _blitShader;
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private static readonly Dictionary<DecalText, TextRenderOutput> RenderCache = new Dictionary<DecalText, TextRenderOutput>();
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private static readonly Queue<TextRenderJob> RenderJobs = new Queue<TextRenderJob>();
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/// Update text using the job queue
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public static TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
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if (newText == null) throw new ArgumentNullException(nameof(newText));
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var job = new TextRenderJob(oldText, newText, renderFinishedCallback);
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RenderJobs.Enqueue(job);
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return job;
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}
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/// Update text immediately without using job queue
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public static TextRenderOutput UpdateTextNow(DecalText oldText, DecalText newText) {
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if (newText == null) throw new ArgumentNullException(nameof(newText));
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return Instance.RunJob(new TextRenderJob(oldText, newText, null), out _);
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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 (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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Destroy(renderedText.Texture);
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}
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}
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}
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private void Start() {
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if (_instance != null) {
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Logging.LogError("Duplicate TextRenderer created???");
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}
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Logging.Log("Creating TextRenderer Object");
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_instance = this;
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DontDestroyOnLoad(gameObject);
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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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}
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/// Setup this text renderer instance for rendering
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private void Setup() {
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if (_isSetup) return;
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Logging.Log("Setting Up TextRenderer Object");
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_tmp = gameObject.AddComponent<TextMeshPro>();
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_tmp.renderer.enabled = false; // dont automatically render
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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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_isSetup = true;
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}
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/// Run a text render job
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private TextRenderOutput RunJob(TextRenderJob job, out bool renderNeeded) {
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if (!job.Needed) {
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renderNeeded = false;
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return null;
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}
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job.Start();
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Texture2D texture = null;
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if (job.OldText != null && RenderCache.TryGetValue(job.OldText, out var oldRender)) {
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// old output still exists
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oldRender.UserCount--;
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if (oldRender.UserCount <= 0) {
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// this is the only usage of this output, so we are free to re-render into the texture
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texture = oldRender.Texture;
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RenderCache.Remove(job.OldText);
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}
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}
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// now that all old references are handled, begin rendering the new output
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if (RenderCache.TryGetValue(job.NewText, out var renderOutput)) {
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renderNeeded = false;
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}
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else {
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renderNeeded = true;
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renderOutput = RenderText(job.NewText, texture);
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RenderCache.Add(job.NewText, renderOutput);
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}
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renderOutput.UserCount++;
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job.Finish(renderOutput);
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return renderOutput;
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}
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/// Render a piece of text to a given texture
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public TextRenderOutput RenderText(DecalText text, Texture2D texture) {
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if (text == null) throw new ArgumentNullException(nameof(text));
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if (_tmp == null) throw new InvalidOperationException("TextMeshPro object not yet created.");
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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.FontStyle | text.Font.FontStyle;
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_tmp.lineSpacing = text.Style.LineSpacing;
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_tmp.characterSpacing = text.Style.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 = gameObject.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] = 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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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.LogWarning("No text present or error in texture size calculation. Aborting.");
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return new TextRenderOutput(Texture2D.blackTexture, 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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if (texture == null) {
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texture = new Texture2D(textureSize.x, textureSize.y, textTextureFormat, true);
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}
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else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != textTextureFormat) {
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texture.Resize(textureSize.x, textureSize.y, textTextureFormat, true);
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}
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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, 1);
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renderTex.autoGenerateMips = false;
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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.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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GL.PopMatrix();
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// COPY TEXTURE BACK INTO RAM
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RenderTexture.active = renderTex;
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texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
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texture.Apply();
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// RELEASE RENDERTEX
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RenderTexture.ReleaseTemporary(renderTex);
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// CLEAR SUBMESHES
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for (int i = 0; i < transform.childCount; i++) {
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Destroy(transform.GetChild(i).gameObject);
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}
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return new TextRenderOutput(texture, window);
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}
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}
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} |