/*************************************************************************/ /* label_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef LABEL_3D_H #define LABEL_3D_H #include "scene/3d/visual_instance.h" #include "scene/resources/font/font.h" #include "scene/resources/material/material.h" #include "scene/resources/material/spatial_material.h" class TriangleMesh; class Label3D : public GeometryInstance { GDCLASS(Label3D, GeometryInstance); public: enum DrawFlags { FLAG_SHADED, FLAG_DOUBLE_SIDED, FLAG_DISABLE_DEPTH_TEST, FLAG_FIXED_SIZE, FLAG_MAX }; enum AlphaCutMode { ALPHA_CUT_DISABLED, ALPHA_CUT_DISCARD, ALPHA_CUT_OPAQUE_PREPASS }; enum Align { ALIGN_LEFT, ALIGN_CENTER, ALIGN_RIGHT, ALIGN_FILL }; enum VAlign { VALIGN_TOP, VALIGN_CENTER, VALIGN_BOTTOM, VALIGN_FILL }; private: real_t pixel_size = 0.01; bool flags[FLAG_MAX] = {}; AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED; float alpha_scissor_threshold = 0.5; AABB aabb; mutable Ref triangle_mesh; RID mesh; struct SurfaceData { PoolVector3Array mesh_vertices; PoolVector3Array mesh_normals; PoolRealArray mesh_tangents; PoolColorArray mesh_colors; PoolVector2Array mesh_uvs; PoolIntArray indices; int offset = 0; float z_shift = 0.0; RID material; }; struct SurfaceKey { uint64_t texture_id; int32_t priority; bool operator==(const SurfaceKey &p_b) const { return (texture_id == p_b.texture_id) && (priority == p_b.priority); } SurfaceKey(uint64_t p_texture_id, int p_priority) { texture_id = p_texture_id; priority = p_priority; } }; struct SurfaceKeyHasher { _FORCE_INLINE_ static uint32_t hash(const SurfaceKey &p_a) { uint32_t hash = hash_djb2_one_32(p_a.texture_id); return hash_djb2_one_32(p_a.priority, hash); } }; HashMap surfaces; struct WordCache { enum { CHAR_NEWLINE = -1, CHAR_WRAPLINE = -2 }; int char_pos; // if -1, then newline int word_len; int pixel_width; int space_count; WordCache *next; WordCache() { char_pos = 0; word_len = 0; pixel_width = 0; next = nullptr; space_count = 0; } }; bool word_cache_dirty = true; WordCache *word_cache = nullptr; int line_count = 0; Align horizontal_alignment = ALIGN_CENTER; VAlign vertical_alignment = VALIGN_CENTER; String text; String xl_text; bool uppercase = false; bool autowrap = false; float width = 500.0; Ref font_override; mutable Ref theme_font; Color modulate = Color(1, 1, 1, 1); Point2 lbl_offset; int outline_render_priority = -1; int render_priority = 0; Color outline_modulate = Color(0, 0, 0, 1); float line_spacing = 0.f; RID base_material; SpatialMaterial::BillboardMode billboard_mode = SpatialMaterial::BILLBOARD_DISABLED; bool pending_update = false; void regenerate_word_cache(); int get_longest_line_width() const; float _generate_glyph_surfaces(const Ref &p_font, CharType p_char, CharType p_next, Vector2 p_offset, const Color &p_modulate, int p_priority, bool p_outline); protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &property) const; void _im_update(); void _font_changed(); void _queue_update(); void _shape(); public: void set_horizontal_alignment(Align p_alignment); Align get_horizontal_alignment() const; void set_vertical_alignment(VAlign p_alignment); VAlign get_vertical_alignment() const; void set_render_priority(int p_priority); int get_render_priority() const; void set_outline_render_priority(int p_priority); int get_outline_render_priority() const; void set_text(const String &p_string); String get_text() const; void set_uppercase(bool p_uppercase); bool is_uppercase() const; void set_font(const Ref &p_font); Ref get_font() const; Ref _get_font_or_default() const; void set_line_spacing(float p_size); float get_line_spacing() const; void set_modulate(const Color &p_color); Color get_modulate() const; void set_outline_modulate(const Color &p_color); Color get_outline_modulate() const; void set_autowrap(bool p_mode); bool get_autowrap() const; void set_width(float p_width); float get_width() const; void set_pixel_size(real_t p_amount); real_t get_pixel_size() const; void set_offset(const Point2 &p_offset); Point2 get_offset() const; void set_draw_flag(DrawFlags p_flag, bool p_enable); bool get_draw_flag(DrawFlags p_flag) const; void set_alpha_cut_mode(AlphaCutMode p_mode); AlphaCutMode get_alpha_cut_mode() const; void set_alpha_scissor_threshold(float p_threshold); float get_alpha_scissor_threshold() const; void set_billboard_mode(SpatialMaterial::BillboardMode p_mode); SpatialMaterial::BillboardMode get_billboard_mode() const; virtual AABB get_aabb() const; Ref generate_triangle_mesh() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; Label3D(); ~Label3D(); }; VARIANT_ENUM_CAST(Label3D::DrawFlags); VARIANT_ENUM_CAST(Label3D::AlphaCutMode); VARIANT_ENUM_CAST(Label3D::Align); VARIANT_ENUM_CAST(Label3D::VAlign); #endif // LABEL_3D_H