irrlicht/source/Irrlicht/CTextSceneNode.cpp
cutealien 2928a632a4 Material.ZWriteEnable is now of type E_ZWRITE instead of bool and ZWriteFineControl get removed (or merged into ZWriteEnable).
This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO.

There's a bit history to this change. ZWriteFineControl got introduced after 1.8 so it was never in a released version.
Basically it was needed after some changes had been made to allow shaders to have zwrite enabled independent
of the material-type (which worked badly for shaders). This had caused other problems as it was then enabled too often instead. 
So to quickly fix those bugs and avoid breaking compatibility I had introduced a new enum ZWriteFineControl in SMaterial.
This worked and didn't break compiling - but I noticed by now that introducing a second flag for this made maintainance for an already 
very hard to understand problem (figuring out the implementation of transparency and zwriting) even more complicated. 
So to keep maintance somewhat sane I decided to break compiling now and merge those two flags. 
The behavior should not be affected by this commit - except for users which set this flag already in their code and have to switch to the enum now.

Serialization is switched on loading old files (so SMaterial has enum already and writes that out).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6026 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-02 15:34:52 +00:00

522 lines
13 KiB
C++

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