mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 00:08:20 +01:00
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
522 lines
13 KiB
C++
522 lines
13 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CTextSceneNode.h"
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#include "ISceneManager.h"
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#include "IVideoDriver.h"
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#include "ICameraSceneNode.h"
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#include "IGUISpriteBank.h"
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#include "SMeshBuffer.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CTextSceneNode::CTextSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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gui::IGUIFont* font, scene::ISceneCollisionManager* coll,
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const core::vector3df& position, const wchar_t* text,
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video::SColor color)
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: ITextSceneNode(parent, mgr, id, position), Text(text), Color(color),
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Font(font), Coll(coll)
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{
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#ifdef _DEBUG
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setDebugName("CTextSceneNode");
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#endif
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if (Font)
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Font->grab();
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setAutomaticCulling(scene::EAC_OFF);
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}
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//! destructor
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CTextSceneNode::~CTextSceneNode()
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{
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if (Font)
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Font->drop();
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}
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void CTextSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
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ISceneNode::OnRegisterSceneNode();
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}
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//! renders the node.
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void CTextSceneNode::render()
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{
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if (!Font || !Coll)
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return;
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core::position2d<s32> pos = Coll->getScreenCoordinatesFrom3DPosition(getAbsolutePosition(),
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SceneManager->getActiveCamera());
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core::rect<s32> r(pos, core::dimension2d<s32>(1,1));
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Font->draw(Text, r, Color, true, true);
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CTextSceneNode::getBoundingBox() const
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{
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return Box;
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}
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//! sets the text string
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void CTextSceneNode::setText(const wchar_t* text)
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{
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Text = text;
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}
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//! get the text string
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const wchar_t* CTextSceneNode::getText() const
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{
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return Text.c_str();
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}
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//! sets the color of the text
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void CTextSceneNode::setTextColor(video::SColor color)
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{
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Color = color;
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}
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//! get the color of the text
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video::SColor CTextSceneNode::getTextColor() const
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{
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return Color;
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}
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void CTextSceneNode::setFont(gui::IGUIFont* font)
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{
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if ( font != Font )
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{
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if ( font )
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font->grab();
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if ( Font )
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Font->drop();
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Font = font;
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}
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}
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//! Get the font used to draw the text
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gui::IGUIFont* CTextSceneNode::getFont() const
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{
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return Font;
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}
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//!--------------------------------- CBillboardTextSceneNode ----------------------------------------------
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//! constructor
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CBillboardTextSceneNode::CBillboardTextSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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gui::IGUIFont* font,const wchar_t* text,
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const core::vector3df& position, const core::dimension2d<f32>& size,
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video::SColor colorTop,video::SColor shade_bottom )
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: IBillboardTextSceneNode(parent, mgr, id, position),
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Font(0), ColorTop(colorTop), ColorBottom(shade_bottom), Mesh(0)
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{
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#ifdef _DEBUG
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setDebugName("CBillboardTextSceneNode");
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#endif
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Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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Material.MaterialTypeParam = 1.f / 255.f;
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Material.BackfaceCulling = false;
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Material.Lighting = false;
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Material.ZBuffer = video::ECFN_LESSEQUAL;
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Material.ZWriteEnable = video::EZW_OFF;
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if (font)
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{
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// doesn't support other font types
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if (font->getType() == gui::EGFT_BITMAP)
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{
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Font = (gui::IGUIFontBitmap*)font;
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Font->grab();
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// mesh with one buffer per texture
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Mesh = new SMesh();
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for (u32 i=0; i<Font->getSpriteBank()->getTextureCount(); ++i)
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{
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SMeshBuffer *mb = new SMeshBuffer();
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mb->Material = Material;
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mb->Material.setTexture(0, Font->getSpriteBank()->getTexture(i));
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Mesh->addMeshBuffer(mb);
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mb->drop();
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}
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}
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else
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{
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os::Printer::log("Sorry, CBillboardTextSceneNode does not support this font type", ELL_INFORMATION);
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}
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}
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setText(text);
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setSize(size);
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setAutomaticCulling ( scene::EAC_BOX );
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}
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CBillboardTextSceneNode::~CBillboardTextSceneNode()
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{
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if (Font)
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Font->drop();
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if (Mesh)
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Mesh->drop();
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}
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//! sets the text string
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void CBillboardTextSceneNode::setText(const wchar_t* text)
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{
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if ( !Mesh )
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return;
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Text = text;
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Symbol.clear();
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// clear mesh
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for (u32 j=0; j < Mesh->getMeshBufferCount(); ++j)
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{
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((SMeshBuffer*)Mesh->getMeshBuffer(j))->Indices.clear();
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((SMeshBuffer*)Mesh->getMeshBuffer(j))->Vertices.clear();
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}
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if (!Font)
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return;
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const core::array< core::rect<s32> > &sourceRects = Font->getSpriteBank()->getPositions();
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const core::array< gui::SGUISprite > &sprites = Font->getSpriteBank()->getSprites();
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f32 dim[2];
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f32 tex[4];
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u32 i;
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for ( i = 0; i != Text.size (); ++i )
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{
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SSymbolInfo info;
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u32 spriteno = Font->getSpriteNoFromChar( &text[i] );
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u32 rectno = sprites[spriteno].Frames[0].rectNumber;
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u32 texno = sprites[spriteno].Frames[0].textureNumber;
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dim[0] = core::reciprocal ( (f32) Font->getSpriteBank()->getTexture(texno)->getSize().Width );
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dim[1] = core::reciprocal ( (f32) Font->getSpriteBank()->getTexture(texno)->getSize().Height );
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const core::rect<s32>& s = sourceRects[rectno];
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// add space for letter to buffer
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SMeshBuffer* buf = (SMeshBuffer*)Mesh->getMeshBuffer(texno);
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u32 firstInd = buf->Indices.size();
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u32 firstVert = buf->Vertices.size();
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buf->Indices.set_used(firstInd + 6);
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buf->Vertices.set_used(firstVert + 4);
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tex[0] = (s.LowerRightCorner.X * dim[0]) + 0.5f*dim[0]; // half pixel
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tex[1] = (s.LowerRightCorner.Y * dim[1]) + 0.5f*dim[1];
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tex[2] = (s.UpperLeftCorner.Y * dim[1]) - 0.5f*dim[1];
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tex[3] = (s.UpperLeftCorner.X * dim[0]) - 0.5f*dim[0];
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buf->Vertices[firstVert+0].TCoords.set(tex[0], tex[1]);
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buf->Vertices[firstVert+1].TCoords.set(tex[0], tex[2]);
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buf->Vertices[firstVert+2].TCoords.set(tex[3], tex[2]);
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buf->Vertices[firstVert+3].TCoords.set(tex[3], tex[1]);
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buf->Vertices[firstVert+0].Color = ColorBottom;
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buf->Vertices[firstVert+3].Color = ColorBottom;
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buf->Vertices[firstVert+1].Color = ColorTop;
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buf->Vertices[firstVert+2].Color = ColorTop;
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buf->Indices[firstInd+0] = (u16)firstVert+0;
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buf->Indices[firstInd+1] = (u16)firstVert+2;
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buf->Indices[firstInd+2] = (u16)firstVert+1;
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buf->Indices[firstInd+3] = (u16)firstVert+0;
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buf->Indices[firstInd+4] = (u16)firstVert+3;
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buf->Indices[firstInd+5] = (u16)firstVert+2;
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wchar_t *tp = 0;
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if (i>0)
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tp = &Text[i-1];
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info.Width = (f32)s.getWidth();
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info.bufNo = texno;
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info.Kerning = (f32)Font->getKerningWidth(&Text[i], tp);
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info.firstInd = firstInd;
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info.firstVert = firstVert;
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Symbol.push_back(info);
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}
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}
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//! get the text string
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const wchar_t* CBillboardTextSceneNode::getText() const
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{
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return Text.c_str();
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}
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//! pre render event
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void CBillboardTextSceneNode::OnAnimate(u32 timeMs)
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{
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ISceneNode::OnAnimate(timeMs);
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if (!IsVisible || !Font || !Mesh)
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return;
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ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera)
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return;
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// TODO: Risky - if camera is later in the scene-graph then it's not yet updated here
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// CBillBoardSceneNode does it different, but maybe real solution would be to enforce cameras to update earlier?
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// Maybe we can also unify the code by using a common base-class or having updateMesh functionality in an animator instead.
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updateMesh(camera);
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// mesh uses vertices with absolute coordinates so to get a bbox for culling we have to get back to local ones.
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BBox = Mesh->getBoundingBox();
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core::matrix4 mat( getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE );
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mat.transformBoxEx(BBox);
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}
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const core::aabbox3d<f32>& CBillboardTextSceneNode::getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera)
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{
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updateMesh(camera);
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return Mesh->getBoundingBox();
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}
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void CBillboardTextSceneNode::updateMesh(const irr::scene::ICameraSceneNode* camera)
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{
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// get text width
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f32 textLength = 0.f;
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u32 i;
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for(i=0; i!=Symbol.size(); ++i)
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{
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SSymbolInfo &info = Symbol[i];
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textLength += info.Kerning + info.Width;
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}
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if (textLength<0.0f)
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textLength=1.0f;
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//const core::matrix4 &m = camera->getViewFrustum()->Matrices[ video::ETS_VIEW ];
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// make billboard look to camera
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core::vector3df pos = getAbsolutePosition();
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core::vector3df campos = camera->getAbsolutePosition();
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core::vector3df target = camera->getTarget();
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core::vector3df up = camera->getUpVector();
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core::vector3df view = target - campos;
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view.normalize();
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core::vector3df horizontal = up.crossProduct(view);
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if ( horizontal.getLength() == 0 )
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{
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horizontal.set(up.Y,up.X,up.Z);
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}
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horizontal.normalize();
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core::vector3df space = horizontal;
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horizontal *= 0.5f * Size.Width;
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core::vector3df vertical = horizontal.crossProduct(view);
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vertical.normalize();
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vertical *= 0.5f * Size.Height;
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view *= -1.0f;
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// center text
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pos += space * (Size.Width * -0.5f);
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for ( i = 0; i!= Symbol.size(); ++i )
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{
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SSymbolInfo &info = Symbol[i];
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f32 infw = info.Width / textLength;
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f32 infk = info.Kerning / textLength;
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f32 w = (Size.Width * infw * 0.5f);
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pos += space * w;
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SMeshBuffer* buf = (SMeshBuffer*)Mesh->getMeshBuffer(info.bufNo);
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buf->Vertices[info.firstVert+0].Normal = view;
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buf->Vertices[info.firstVert+1].Normal = view;
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buf->Vertices[info.firstVert+2].Normal = view;
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buf->Vertices[info.firstVert+3].Normal = view;
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buf->Vertices[info.firstVert+0].Pos = pos + (space * w) + vertical;
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buf->Vertices[info.firstVert+1].Pos = pos + (space * w) - vertical;
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buf->Vertices[info.firstVert+2].Pos = pos - (space * w) - vertical;
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buf->Vertices[info.firstVert+3].Pos = pos - (space * w) + vertical;
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pos += space * (Size.Width*infk + w);
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}
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// make bounding box
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for (i=0; i< Mesh->getMeshBufferCount() ; ++i)
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Mesh->getMeshBuffer(i)->recalculateBoundingBox();
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Mesh->recalculateBoundingBox();
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}
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void CBillboardTextSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible && Font && Mesh)
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{
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SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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//! render
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void CBillboardTextSceneNode::render()
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{
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if ( !Mesh )
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return;
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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// draw
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core::matrix4 mat;
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driver->setTransform(video::ETS_WORLD, mat);
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for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
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{
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driver->setMaterial(Mesh->getMeshBuffer(i)->getMaterial());
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driver->drawMeshBuffer(Mesh->getMeshBuffer(i));
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}
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if ( DebugDataVisible & scene::EDS_BBOX )
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{
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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driver->draw3DBox(BBox, video::SColor(0,208,195,152));
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}
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CBillboardTextSceneNode::getBoundingBox() const
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{
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return BBox;
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}
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//! sets the size of the billboard
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void CBillboardTextSceneNode::setSize(const core::dimension2d<f32>& size)
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{
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Size = size;
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if (Size.Width == 0.0f)
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Size.Width = 1.0f;
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if (Size.Height == 0.0f )
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Size.Height = 1.0f;
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//f32 avg = (size.Width + size.Height)/6;
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//BBox.MinEdge.set(-avg,-avg,-avg);
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//BBox.MaxEdge.set(avg,avg,avg);
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}
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video::SMaterial& CBillboardTextSceneNode::getMaterial(u32 i)
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{
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if (Mesh && Mesh->getMeshBufferCount() > i )
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return Mesh->getMeshBuffer(i)->getMaterial();
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else
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return Material;
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}
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//! returns amount of materials used by this scene node.
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u32 CBillboardTextSceneNode::getMaterialCount() const
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{
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if (Mesh)
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return Mesh->getMeshBufferCount();
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else
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return 0;
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}
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//! gets the size of the billboard
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const core::dimension2d<f32>& CBillboardTextSceneNode::getSize() const
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{
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return Size;
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}
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//! Get the font used to draw the text
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gui::IGUIFont* CBillboardTextSceneNode::getFont() const
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{
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return Font;
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}
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//! Set the color of all vertices of the billboard
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//! \param overallColor: the color to set
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void CBillboardTextSceneNode::setColor(const video::SColor & overallColor)
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{
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if ( !Mesh )
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return;
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for ( u32 i = 0; i != Text.size (); ++i )
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{
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const SSymbolInfo &info = Symbol[i];
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SMeshBuffer* buf = (SMeshBuffer*)Mesh->getMeshBuffer(info.bufNo);
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buf->Vertices[info.firstVert+0].Color = overallColor;
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buf->Vertices[info.firstVert+1].Color = overallColor;
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buf->Vertices[info.firstVert+2].Color = overallColor;
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buf->Vertices[info.firstVert+3].Color = overallColor;
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}
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}
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//! Set the color of the top and bottom vertices of the billboard
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//! \param topColor: the color to set the top vertices
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//! \param bottomColor: the color to set the bottom vertices
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void CBillboardTextSceneNode::setColor(const video::SColor & topColor, const video::SColor & bottomColor)
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{
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if ( !Mesh )
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return;
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ColorBottom = bottomColor;
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ColorTop = topColor;
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for ( u32 i = 0; i != Text.size (); ++i )
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{
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const SSymbolInfo &info = Symbol[i];
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SMeshBuffer* buf = (SMeshBuffer*)Mesh->getMeshBuffer(info.bufNo);
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buf->Vertices[info.firstVert+0].Color = ColorBottom;
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buf->Vertices[info.firstVert+3].Color = ColorBottom;
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buf->Vertices[info.firstVert+1].Color = ColorTop;
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buf->Vertices[info.firstVert+2].Color = ColorTop;
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}
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}
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//! Gets the color of the top and bottom vertices of the billboard
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//! \param topColor: stores the color of the top vertices
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//! \param bottomColor: stores the color of the bottom vertices
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void CBillboardTextSceneNode::getColor(video::SColor & topColor, video::SColor & bottomColor) const
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{
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topColor = ColorTop;
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bottomColor = ColorBottom;
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}
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} // end namespace scene
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} // end namespace irr
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