mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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257 lines
7.1 KiB
C++
257 lines
7.1 KiB
C++
/*************************************************************************/
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/* label_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef LABEL_3D_H
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#define LABEL_3D_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/font/font.h"
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#include "scene/resources/material/material.h"
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#include "scene/resources/material/spatial_material.h"
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class TriangleMesh;
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class Label3D : public GeometryInstance {
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GDCLASS(Label3D, GeometryInstance);
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public:
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enum DrawFlags {
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FLAG_SHADED,
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FLAG_DOUBLE_SIDED,
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FLAG_DISABLE_DEPTH_TEST,
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FLAG_FIXED_SIZE,
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FLAG_MAX
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};
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enum AlphaCutMode {
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ALPHA_CUT_DISABLED,
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ALPHA_CUT_DISCARD,
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ALPHA_CUT_OPAQUE_PREPASS
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};
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enum Align {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT,
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ALIGN_FILL
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};
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enum VAlign {
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VALIGN_TOP,
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VALIGN_CENTER,
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VALIGN_BOTTOM,
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VALIGN_FILL
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};
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private:
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real_t pixel_size = 0.01;
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bool flags[FLAG_MAX] = {};
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AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED;
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float alpha_scissor_threshold = 0.5;
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AABB aabb;
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mutable Ref<TriangleMesh> triangle_mesh;
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RID mesh;
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struct SurfaceData {
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PoolVector3Array mesh_vertices;
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PoolVector3Array mesh_normals;
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PoolRealArray mesh_tangents;
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PoolColorArray mesh_colors;
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PoolVector2Array mesh_uvs;
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PoolIntArray indices;
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int offset = 0;
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float z_shift = 0.0;
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RID material;
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};
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struct SurfaceKey {
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uint64_t texture_id;
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int32_t priority;
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bool operator==(const SurfaceKey &p_b) const {
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return (texture_id == p_b.texture_id) && (priority == p_b.priority);
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}
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SurfaceKey(uint64_t p_texture_id, int p_priority) {
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texture_id = p_texture_id;
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priority = p_priority;
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}
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};
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struct SurfaceKeyHasher {
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_FORCE_INLINE_ static uint32_t hash(const SurfaceKey &p_a) {
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uint32_t hash = hash_djb2_one_32(p_a.texture_id);
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return hash_djb2_one_32(p_a.priority, hash);
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}
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};
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HashMap<SurfaceKey, SurfaceData, SurfaceKeyHasher> surfaces;
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struct WordCache {
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enum {
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CHAR_NEWLINE = -1,
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CHAR_WRAPLINE = -2
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};
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int char_pos; // if -1, then newline
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int word_len;
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int pixel_width;
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int space_count;
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WordCache *next;
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WordCache() {
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char_pos = 0;
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word_len = 0;
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pixel_width = 0;
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next = nullptr;
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space_count = 0;
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}
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};
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bool word_cache_dirty = true;
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WordCache *word_cache = nullptr;
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int line_count = 0;
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Align horizontal_alignment = ALIGN_CENTER;
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VAlign vertical_alignment = VALIGN_CENTER;
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String text;
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String xl_text;
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bool uppercase = false;
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bool autowrap = false;
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float width = 500.0;
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Ref<Font> font_override;
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mutable Ref<Font> theme_font;
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Color modulate = Color(1, 1, 1, 1);
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Point2 lbl_offset;
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int outline_render_priority = -1;
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int render_priority = 0;
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Color outline_modulate = Color(0, 0, 0, 1);
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float line_spacing = 0.f;
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RID base_material;
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SpatialMaterial::BillboardMode billboard_mode = SpatialMaterial::BILLBOARD_DISABLED;
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bool pending_update = false;
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void regenerate_word_cache();
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int get_longest_line_width() const;
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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);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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void _im_update();
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void _font_changed();
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void _queue_update();
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void _shape();
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public:
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void set_horizontal_alignment(Align p_alignment);
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Align get_horizontal_alignment() const;
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void set_vertical_alignment(VAlign p_alignment);
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VAlign get_vertical_alignment() const;
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void set_render_priority(int p_priority);
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int get_render_priority() const;
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void set_outline_render_priority(int p_priority);
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int get_outline_render_priority() const;
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void set_text(const String &p_string);
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String get_text() const;
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void set_uppercase(bool p_uppercase);
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bool is_uppercase() const;
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void set_font(const Ref<Font> &p_font);
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Ref<Font> get_font() const;
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Ref<Font> _get_font_or_default() const;
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void set_line_spacing(float p_size);
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float get_line_spacing() const;
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void set_modulate(const Color &p_color);
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Color get_modulate() const;
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void set_outline_modulate(const Color &p_color);
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Color get_outline_modulate() const;
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void set_autowrap(bool p_mode);
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bool get_autowrap() const;
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void set_width(float p_width);
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float get_width() const;
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void set_pixel_size(real_t p_amount);
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real_t get_pixel_size() const;
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void set_offset(const Point2 &p_offset);
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Point2 get_offset() const;
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void set_draw_flag(DrawFlags p_flag, bool p_enable);
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bool get_draw_flag(DrawFlags p_flag) const;
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void set_alpha_cut_mode(AlphaCutMode p_mode);
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AlphaCutMode get_alpha_cut_mode() const;
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void set_alpha_scissor_threshold(float p_threshold);
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float get_alpha_scissor_threshold() const;
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void set_billboard_mode(SpatialMaterial::BillboardMode p_mode);
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SpatialMaterial::BillboardMode get_billboard_mode() const;
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virtual AABB get_aabb() const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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Label3D();
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~Label3D();
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};
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VARIANT_ENUM_CAST(Label3D::DrawFlags);
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VARIANT_ENUM_CAST(Label3D::AlphaCutMode);
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VARIANT_ENUM_CAST(Label3D::Align);
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VARIANT_ENUM_CAST(Label3D::VAlign);
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#endif // LABEL_3D_H
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