pandemonium_engine/scene/3d/label_3d.h
2023-12-10 21:26:28 +01:00

257 lines
7.1 KiB
C++

/*************************************************************************/
/* 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<TriangleMesh> 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<SurfaceKey, SurfaceData, SurfaceKeyHasher> 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> font_override;
mutable Ref<Font> 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<Font> &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<Font> &p_font);
Ref<Font> get_font() const;
Ref<Font> _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<TriangleMesh> generate_triangle_mesh() const;
virtual PoolVector<Face3> 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