mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 03:33:49 +01:00
f64732cd7e
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6388 dfc29bdd-3216-0410-991c-e03cc46cb475
532 lines
14 KiB
C++
532 lines
14 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;
|
|
|
|
video::ITexture* texture = Font->getSpriteBank()->getTexture(texno);
|
|
if (texture)
|
|
{
|
|
const core::dimension2d<u32>& texSize = texture->getOriginalSize();
|
|
dim[0] = core::reciprocal((f32)texSize.Width);
|
|
dim[1] = core::reciprocal((f32)texSize.Height);
|
|
}
|
|
else
|
|
{
|
|
dim[0] = 0;
|
|
dim[1] = 0;
|
|
}
|
|
|
|
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
|
|
|