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https://github.com/minetest/irrlicht.git
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2928a632a4
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
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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