Add line breaking support to the TextMesh.
This commit is contained in:
@@ -2519,9 +2519,7 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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dirty_text = false;
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dirty_font = false;
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if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
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TS->shaped_text_fit_to_width(text_rid, width, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
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}
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dirty_lines = true;
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} else if (dirty_font) {
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int spans = TS->shaped_get_span_count(text_rid);
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for (int i = 0; i < spans; i++) {
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@@ -2532,73 +2530,63 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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}
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dirty_font = false;
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dirty_lines = true;
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}
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if (dirty_lines) {
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for (int i = 0; i < lines_rid.size(); i++) {
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TS->free_rid(lines_rid[i]);
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}
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lines_rid.clear();
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BitField<TextServer::LineBreakFlag> autowrap_flags = TextServer::BREAK_MANDATORY;
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switch (autowrap_mode) {
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case TextServer::AUTOWRAP_WORD_SMART:
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autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_ADAPTIVE | TextServer::BREAK_MANDATORY;
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break;
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case TextServer::AUTOWRAP_WORD:
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autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_MANDATORY;
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break;
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case TextServer::AUTOWRAP_ARBITRARY:
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autowrap_flags = TextServer::BREAK_GRAPHEME_BOUND | TextServer::BREAK_MANDATORY;
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break;
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case TextServer::AUTOWRAP_OFF:
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break;
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}
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PackedInt32Array line_breaks = TS->shaped_text_get_line_breaks(text_rid, width, 0, autowrap_flags);
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float max_line_w = 0.0;
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for (int i = 0; i < line_breaks.size(); i = i + 2) {
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RID line = TS->shaped_text_substr(text_rid, line_breaks[i], line_breaks[i + 1] - line_breaks[i]);
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max_line_w = MAX(max_line_w, TS->shaped_text_get_width(line));
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lines_rid.push_back(line);
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}
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if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
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TS->shaped_text_fit_to_width(text_rid, width, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
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for (int i = 0; i < lines_rid.size() - 1; i++) {
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TS->shaped_text_fit_to_width(lines_rid[i], (width > 0) ? width : max_line_w, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
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}
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}
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dirty_lines = false;
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}
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Vector2 offset;
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const Glyph *glyphs = TS->shaped_text_get_glyphs(text_rid);
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int gl_size = TS->shaped_text_get_glyph_count(text_rid);
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float line_width = TS->shaped_text_get_width(text_rid) * pixel_size;
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switch (horizontal_alignment) {
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case HORIZONTAL_ALIGNMENT_LEFT:
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offset.x = 0.0;
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break;
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case HORIZONTAL_ALIGNMENT_FILL:
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case HORIZONTAL_ALIGNMENT_CENTER: {
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offset.x = -line_width / 2.0;
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} break;
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case HORIZONTAL_ALIGNMENT_RIGHT: {
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offset.x = -line_width;
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} break;
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float total_h = 0.0;
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for (int i = 0; i < lines_rid.size(); i++) {
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total_h += (TS->shaped_text_get_size(lines_rid[i]).y + line_spacing) * pixel_size;
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}
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bool has_depth = !Math::is_zero_approx(depth);
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// Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
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int64_t p_size = 0;
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int64_t i_size = 0;
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Vector2 min_p = Vector2(INFINITY, INFINITY);
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Vector2 max_p = Vector2(-INFINITY, -INFINITY);
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Vector2 offset_pre = offset;
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for (int i = 0; i < gl_size; i++) {
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if (glyphs[i].index == 0) {
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offset.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
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continue;
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}
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if (glyphs[i].font_rid != RID()) {
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GlyphMeshKey key = GlyphMeshKey(glyphs[i].font_rid.get_id(), glyphs[i].index);
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_generate_glyph_mesh_data(key, glyphs[i]);
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GlyphMeshData &gl_data = cache[key];
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p_size += glyphs[i].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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i_size += glyphs[i].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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if (has_depth) {
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for (int j = 0; j < gl_data.contours.size(); j++) {
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p_size += glyphs[i].repeat * gl_data.contours[j].size() * 4;
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i_size += glyphs[i].repeat * gl_data.contours[j].size() * 6;
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}
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}
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for (int j = 0; j < glyphs[i].repeat; j++) {
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min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
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min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
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max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
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max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
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offset_pre.x += glyphs[i].advance * pixel_size;
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}
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} else {
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p_size += glyphs[i].repeat * 4;
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i_size += glyphs[i].repeat * 6;
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offset_pre.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
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}
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float vbegin = 0.0;
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switch (vertical_alignment) {
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case VERTICAL_ALIGNMENT_FILL:
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case VERTICAL_ALIGNMENT_TOP: {
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// Nothing.
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} break;
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case VERTICAL_ALIGNMENT_CENTER: {
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vbegin = (total_h - line_spacing * pixel_size) / 2.0;
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} break;
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case VERTICAL_ALIGNMENT_BOTTOM: {
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vbegin = (total_h - line_spacing * pixel_size);
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} break;
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}
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Vector<Vector3> vertices;
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@@ -2607,6 +2595,73 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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Vector<Vector2> uvs;
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Vector<int32_t> indices;
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Vector2 min_p = Vector2(INFINITY, INFINITY);
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Vector2 max_p = Vector2(-INFINITY, -INFINITY);
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int32_t p_size = 0;
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int32_t i_size = 0;
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Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
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for (int i = 0; i < lines_rid.size(); i++) {
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const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
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int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
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float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
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switch (horizontal_alignment) {
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case HORIZONTAL_ALIGNMENT_LEFT:
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offset.x = 0.0;
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break;
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case HORIZONTAL_ALIGNMENT_FILL:
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case HORIZONTAL_ALIGNMENT_CENTER: {
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offset.x = -line_width / 2.0;
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} break;
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case HORIZONTAL_ALIGNMENT_RIGHT: {
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offset.x = -line_width;
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} break;
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}
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offset.x += lbl_offset.x * pixel_size;
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offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
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bool has_depth = !Math::is_zero_approx(depth);
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for (int j = 0; j < gl_size; j++) {
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if (glyphs[j].index == 0) {
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offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
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continue;
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}
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if (glyphs[j].font_rid != RID()) {
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GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
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_generate_glyph_mesh_data(key, glyphs[j]);
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GlyphMeshData &gl_data = cache[key];
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p_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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i_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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if (has_depth) {
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for (int k = 0; k < gl_data.contours.size(); k++) {
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p_size += glyphs[j].repeat * gl_data.contours[k].size() * 4;
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i_size += glyphs[j].repeat * gl_data.contours[k].size() * 6;
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}
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}
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for (int r = 0; r < glyphs[j].repeat; r++) {
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min_p.x = MIN(gl_data.min_p.x + offset.x, min_p.x);
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min_p.y = MIN(gl_data.min_p.y - offset.y, min_p.y);
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max_p.x = MAX(gl_data.max_p.x + offset.x, max_p.x);
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max_p.y = MAX(gl_data.max_p.y - offset.y, max_p.y);
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offset.x += glyphs[j].advance * pixel_size;
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}
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} else {
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p_size += glyphs[j].repeat * 4;
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i_size += glyphs[j].repeat * 6;
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offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
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}
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}
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offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
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}
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vertices.resize(p_size);
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normals.resize(p_size);
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uvs.resize(p_size);
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@@ -2622,149 +2677,176 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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// Generate mesh.
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int32_t p_idx = 0;
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int32_t i_idx = 0;
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for (int i = 0; i < gl_size; i++) {
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if (glyphs[i].index == 0) {
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offset.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
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continue;
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offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
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for (int i = 0; i < lines_rid.size(); i++) {
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const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
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int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
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float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
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switch (horizontal_alignment) {
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case HORIZONTAL_ALIGNMENT_LEFT:
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offset.x = 0.0;
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break;
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case HORIZONTAL_ALIGNMENT_FILL:
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case HORIZONTAL_ALIGNMENT_CENTER: {
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offset.x = -line_width / 2.0;
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} break;
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case HORIZONTAL_ALIGNMENT_RIGHT: {
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offset.x = -line_width;
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} break;
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}
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if (glyphs[i].font_rid != RID()) {
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GlyphMeshKey key = GlyphMeshKey(glyphs[i].font_rid.get_id(), glyphs[i].index);
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_generate_glyph_mesh_data(key, glyphs[i]);
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const GlyphMeshData &gl_data = cache[key];
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offset.x += lbl_offset.x * pixel_size;
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offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
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int64_t ts = gl_data.triangles.size();
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const Vector2 *ts_ptr = gl_data.triangles.ptr();
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bool has_depth = !Math::is_zero_approx(depth);
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for (int j = 0; j < glyphs[i].repeat; j++) {
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for (int k = 0; k < ts; k += 3) {
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// Add front face.
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for (int l = 0; l < 3; l++) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
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if (has_depth) {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
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} else {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
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}
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tangents_ptr[p_idx * 4 + 0] = 1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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tangents_ptr[p_idx * 4 + 3] = 1.0;
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indices_ptr[i_idx++] = p_idx;
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p_idx++;
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}
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if (has_depth) {
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// Add back face.
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for (int l = 2; l >= 0; l--) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
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// Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
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for (int j = 0; j < gl_size; j++) {
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if (glyphs[j].index == 0) {
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offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
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continue;
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}
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if (glyphs[j].font_rid != RID()) {
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GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
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_generate_glyph_mesh_data(key, glyphs[j]);
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const GlyphMeshData &gl_data = cache[key];
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int64_t ts = gl_data.triangles.size();
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const Vector2 *ts_ptr = gl_data.triangles.ptr();
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for (int r = 0; r < glyphs[j].repeat; r++) {
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for (int k = 0; k < ts; k += 3) {
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// Add front face.
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for (int l = 0; l < 3; l++) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
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tangents_ptr[p_idx * 4 + 0] = -1.0;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
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if (has_depth) {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
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} else {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
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}
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tangents_ptr[p_idx * 4 + 0] = 1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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tangents_ptr[p_idx * 4 + 3] = 1.0;
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indices_ptr[i_idx++] = p_idx;
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p_idx++;
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}
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}
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}
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// Add sides.
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if (has_depth) {
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for (int k = 0; k < gl_data.contours.size(); k++) {
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int64_t ps = gl_data.contours[k].size();
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const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
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const ContourInfo &ps_info = gl_data.contours_info[k];
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real_t length = 0.0;
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for (int l = 0; l < ps; l++) {
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int prev = (l == 0) ? (ps - 1) : (l - 1);
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int next = (l + 1 == ps) ? 0 : (l + 1);
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Vector2 d1;
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Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
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if (ps_ptr[l].sharp) {
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d1 = d2;
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} else {
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d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
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if (has_depth) {
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// Add back face.
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for (int l = 2; l >= 0; l--) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4)));
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tangents_ptr[p_idx * 4 + 0] = -1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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tangents_ptr[p_idx * 4 + 3] = 1.0;
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indices_ptr[i_idx++] = p_idx;
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p_idx++;
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}
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real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
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Vector3 quad_faces[4] = {
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Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
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Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
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Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
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Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
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};
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for (int m = 0; m < 4; m++) {
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const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
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real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
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vertices_ptr[p_idx + m] = quad_faces[m];
|
||||
normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
|
||||
if (m < 2) {
|
||||
uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
|
||||
} else {
|
||||
uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
|
||||
}
|
||||
tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
|
||||
tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
|
||||
tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
|
||||
tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
|
||||
}
|
||||
|
||||
indices_ptr[i_idx++] = p_idx;
|
||||
indices_ptr[i_idx++] = p_idx + 1;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
|
||||
indices_ptr[i_idx++] = p_idx + 1;
|
||||
indices_ptr[i_idx++] = p_idx + 3;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
|
||||
length += seg_len;
|
||||
p_idx += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
offset.x += glyphs[i].advance * pixel_size;
|
||||
}
|
||||
} else {
|
||||
// Add fallback quad for missing glyphs.
|
||||
for (int j = 0; j < glyphs[i].repeat; j++) {
|
||||
Size2 sz = TS->get_hex_code_box_size(glyphs[i].font_size, glyphs[i].index) * pixel_size;
|
||||
Vector3 quad_faces[4] = {
|
||||
Vector3(offset.x, offset.y, 0.0),
|
||||
Vector3(offset.x, sz.y + offset.y, 0.0),
|
||||
Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
|
||||
Vector3(sz.x + offset.x, offset.y, 0.0),
|
||||
};
|
||||
for (int k = 0; k < 4; k++) {
|
||||
vertices_ptr[p_idx + k] = quad_faces[k];
|
||||
normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
|
||||
// Add sides.
|
||||
if (has_depth) {
|
||||
uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
|
||||
} else {
|
||||
uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
|
||||
for (int k = 0; k < gl_data.contours.size(); k++) {
|
||||
int64_t ps = gl_data.contours[k].size();
|
||||
const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
|
||||
const ContourInfo &ps_info = gl_data.contours_info[k];
|
||||
real_t length = 0.0;
|
||||
for (int l = 0; l < ps; l++) {
|
||||
int prev = (l == 0) ? (ps - 1) : (l - 1);
|
||||
int next = (l + 1 == ps) ? 0 : (l + 1);
|
||||
Vector2 d1;
|
||||
Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
|
||||
if (ps_ptr[l].sharp) {
|
||||
d1 = d2;
|
||||
} else {
|
||||
d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
|
||||
}
|
||||
real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
|
||||
|
||||
Vector3 quad_faces[4] = {
|
||||
Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
|
||||
Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
|
||||
Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
|
||||
Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
|
||||
};
|
||||
for (int m = 0; m < 4; m++) {
|
||||
const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
|
||||
real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
|
||||
vertices_ptr[p_idx + m] = quad_faces[m];
|
||||
normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
|
||||
if (m < 2) {
|
||||
uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
|
||||
} else {
|
||||
uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
|
||||
}
|
||||
tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
|
||||
tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
|
||||
tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
|
||||
tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
|
||||
}
|
||||
|
||||
indices_ptr[i_idx++] = p_idx;
|
||||
indices_ptr[i_idx++] = p_idx + 1;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
|
||||
indices_ptr[i_idx++] = p_idx + 1;
|
||||
indices_ptr[i_idx++] = p_idx + 3;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
|
||||
length += seg_len;
|
||||
p_idx += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
|
||||
tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
|
||||
tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
|
||||
tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
|
||||
offset.x += glyphs[j].advance * pixel_size;
|
||||
}
|
||||
} else {
|
||||
// Add fallback quad for missing glyphs.
|
||||
for (int r = 0; r < glyphs[j].repeat; r++) {
|
||||
Size2 sz = TS->get_hex_code_box_size(glyphs[j].font_size, glyphs[j].index) * pixel_size;
|
||||
Vector3 quad_faces[4] = {
|
||||
Vector3(offset.x, offset.y, 0.0),
|
||||
Vector3(offset.x, sz.y + offset.y, 0.0),
|
||||
Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
|
||||
Vector3(sz.x + offset.x, offset.y, 0.0),
|
||||
};
|
||||
for (int k = 0; k < 4; k++) {
|
||||
vertices_ptr[p_idx + k] = quad_faces[k];
|
||||
normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
|
||||
if (has_depth) {
|
||||
uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
|
||||
} else {
|
||||
uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
|
||||
}
|
||||
tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
|
||||
tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
|
||||
tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
|
||||
tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
|
||||
}
|
||||
|
||||
indices_ptr[i_idx++] = p_idx;
|
||||
indices_ptr[i_idx++] = p_idx + 1;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
indices_ptr[i_idx++] = p_idx;
|
||||
indices_ptr[i_idx++] = p_idx + 1;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
|
||||
indices_ptr[i_idx++] = p_idx + 0;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
indices_ptr[i_idx++] = p_idx + 3;
|
||||
p_idx += 4;
|
||||
indices_ptr[i_idx++] = p_idx + 0;
|
||||
indices_ptr[i_idx++] = p_idx + 2;
|
||||
indices_ptr[i_idx++] = p_idx + 3;
|
||||
p_idx += 4;
|
||||
|
||||
offset.x += glyphs[i].advance * pixel_size;
|
||||
offset.x += glyphs[j].advance * pixel_size;
|
||||
}
|
||||
}
|
||||
}
|
||||
offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
|
||||
}
|
||||
|
||||
if (p_size == 0) {
|
||||
if (indices.is_empty()) {
|
||||
// If empty, add single triangle to suppress errors.
|
||||
vertices.push_back(Vector3());
|
||||
normals.push_back(Vector3());
|
||||
@@ -2789,6 +2871,9 @@ void TextMesh::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextMesh::set_horizontal_alignment);
|
||||
ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextMesh::get_horizontal_alignment);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_vertical_alignment", "alignment"), &TextMesh::set_vertical_alignment);
|
||||
ClassDB::bind_method(D_METHOD("get_vertical_alignment"), &TextMesh::get_vertical_alignment);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_text", "text"), &TextMesh::set_text);
|
||||
ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text);
|
||||
|
||||
@@ -2798,6 +2883,12 @@ void TextMesh::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_font_size", "font_size"), &TextMesh::set_font_size);
|
||||
ClassDB::bind_method(D_METHOD("get_font_size"), &TextMesh::get_font_size);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_line_spacing", "line_spacing"), &TextMesh::set_line_spacing);
|
||||
ClassDB::bind_method(D_METHOD("get_line_spacing"), &TextMesh::get_line_spacing);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_autowrap_mode", "autowrap_mode"), &TextMesh::set_autowrap_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_autowrap_mode"), &TextMesh::get_autowrap_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth);
|
||||
|
||||
@@ -2807,6 +2898,9 @@ void TextMesh::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &TextMesh::set_pixel_size);
|
||||
ClassDB::bind_method(D_METHOD("get_pixel_size"), &TextMesh::get_pixel_size);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &TextMesh::set_offset);
|
||||
ClassDB::bind_method(D_METHOD("get_offset"), &TextMesh::get_offset);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_curve_step", "curve_step"), &TextMesh::set_curve_step);
|
||||
ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step);
|
||||
|
||||
@@ -2829,17 +2923,21 @@ void TextMesh::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("_request_update"), &TextMesh::_request_update);
|
||||
|
||||
ADD_GROUP("Text", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "text"), "set_text", "get_text");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, ""), "set_text", "get_text");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "font_size", PROPERTY_HINT_RANGE, "1,256,1,or_greater,suffix:px"), "set_font_size", "get_font_size");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_alignment", PROPERTY_HINT_ENUM, "Top,Center,Bottom"), "set_vertical_alignment", "get_vertical_alignment");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "line_spacing", PROPERTY_HINT_NONE, "suffix:px"), "set_line_spacing", "get_line_spacing");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode");
|
||||
|
||||
ADD_GROUP("Mesh", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "set_pixel_size", "get_pixel_size");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1,suffix:px"), "set_curve_step", "get_curve_step");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater,suffix:m"), "set_depth", "get_depth");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_NONE, "suffix:m"), "set_width", "get_width");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
|
||||
|
||||
ADD_GROUP("BiDi", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left"), "set_text_direction", "get_text_direction");
|
||||
@@ -2868,6 +2966,11 @@ TextMesh::TextMesh() {
|
||||
}
|
||||
|
||||
TextMesh::~TextMesh() {
|
||||
for (int i = 0; i < lines_rid.size(); i++) {
|
||||
TS->free_rid(lines_rid[i]);
|
||||
}
|
||||
lines_rid.clear();
|
||||
|
||||
TS->free_rid(text_rid);
|
||||
}
|
||||
|
||||
@@ -2875,7 +2978,7 @@ void TextMesh::set_horizontal_alignment(HorizontalAlignment p_alignment) {
|
||||
ERR_FAIL_INDEX((int)p_alignment, 4);
|
||||
if (horizontal_alignment != p_alignment) {
|
||||
if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
|
||||
dirty_text = true;
|
||||
dirty_lines = true;
|
||||
}
|
||||
horizontal_alignment = p_alignment;
|
||||
_request_update();
|
||||
@@ -2886,6 +2989,18 @@ HorizontalAlignment TextMesh::get_horizontal_alignment() const {
|
||||
return horizontal_alignment;
|
||||
}
|
||||
|
||||
void TextMesh::set_vertical_alignment(VerticalAlignment p_alignment) {
|
||||
ERR_FAIL_INDEX((int)p_alignment, 4);
|
||||
if (vertical_alignment != p_alignment) {
|
||||
vertical_alignment = p_alignment;
|
||||
_request_update();
|
||||
}
|
||||
}
|
||||
|
||||
VerticalAlignment TextMesh::get_vertical_alignment() const {
|
||||
return vertical_alignment;
|
||||
}
|
||||
|
||||
void TextMesh::set_text(const String &p_string) {
|
||||
if (text != p_string) {
|
||||
text = p_string;
|
||||
@@ -2970,6 +3085,29 @@ int TextMesh::get_font_size() const {
|
||||
return font_size;
|
||||
}
|
||||
|
||||
void TextMesh::set_line_spacing(float p_line_spacing) {
|
||||
if (line_spacing != p_line_spacing) {
|
||||
line_spacing = p_line_spacing;
|
||||
_request_update();
|
||||
}
|
||||
}
|
||||
|
||||
float TextMesh::get_line_spacing() const {
|
||||
return line_spacing;
|
||||
}
|
||||
|
||||
void TextMesh::set_autowrap_mode(TextServer::AutowrapMode p_mode) {
|
||||
if (autowrap_mode != p_mode) {
|
||||
autowrap_mode = p_mode;
|
||||
dirty_lines = true;
|
||||
_request_update();
|
||||
}
|
||||
}
|
||||
|
||||
TextServer::AutowrapMode TextMesh::get_autowrap_mode() const {
|
||||
return autowrap_mode;
|
||||
}
|
||||
|
||||
void TextMesh::set_depth(real_t p_depth) {
|
||||
if (depth != p_depth) {
|
||||
depth = MAX(p_depth, 0.0);
|
||||
@@ -2984,9 +3122,7 @@ real_t TextMesh::get_depth() const {
|
||||
void TextMesh::set_width(real_t p_width) {
|
||||
if (width != p_width) {
|
||||
width = p_width;
|
||||
if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
|
||||
dirty_text = true;
|
||||
}
|
||||
dirty_lines = true;
|
||||
_request_update();
|
||||
}
|
||||
}
|
||||
@@ -3007,6 +3143,17 @@ real_t TextMesh::get_pixel_size() const {
|
||||
return pixel_size;
|
||||
}
|
||||
|
||||
void TextMesh::set_offset(const Point2 &p_offset) {
|
||||
if (lbl_offset != p_offset) {
|
||||
lbl_offset = p_offset;
|
||||
_request_update();
|
||||
}
|
||||
}
|
||||
|
||||
Point2 TextMesh::get_offset() const {
|
||||
return lbl_offset;
|
||||
}
|
||||
|
||||
void TextMesh::set_curve_step(real_t p_step) {
|
||||
if (curve_step != p_step) {
|
||||
curve_step = CLAMP(p_step, 0.1, 10.0);
|
||||
|
||||
@@ -548,14 +548,21 @@ private:
|
||||
mutable HashMap<GlyphMeshKey, GlyphMeshData, GlyphMeshKeyHasher> cache;
|
||||
|
||||
RID text_rid;
|
||||
mutable Vector<RID> lines_rid;
|
||||
|
||||
String text;
|
||||
String xl_text;
|
||||
|
||||
int font_size = 16;
|
||||
Ref<Font> font_override;
|
||||
|
||||
TextServer::AutowrapMode autowrap_mode = TextServer::AUTOWRAP_OFF;
|
||||
float width = 500.0;
|
||||
float line_spacing = 0.f;
|
||||
Point2 lbl_offset;
|
||||
|
||||
HorizontalAlignment horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER;
|
||||
VerticalAlignment vertical_alignment = VERTICAL_ALIGNMENT_CENTER;
|
||||
bool uppercase = false;
|
||||
String language;
|
||||
TextServer::Direction text_direction = TextServer::DIRECTION_AUTO;
|
||||
@@ -566,6 +573,7 @@ private:
|
||||
real_t pixel_size = 0.01;
|
||||
real_t curve_step = 0.5;
|
||||
|
||||
mutable bool dirty_lines = true;
|
||||
mutable bool dirty_text = true;
|
||||
mutable bool dirty_font = true;
|
||||
mutable bool dirty_cache = true;
|
||||
@@ -588,6 +596,9 @@ public:
|
||||
void set_horizontal_alignment(HorizontalAlignment p_alignment);
|
||||
HorizontalAlignment get_horizontal_alignment() const;
|
||||
|
||||
void set_vertical_alignment(VerticalAlignment p_alignment);
|
||||
VerticalAlignment get_vertical_alignment() const;
|
||||
|
||||
void set_text(const String &p_string);
|
||||
String get_text() const;
|
||||
|
||||
@@ -598,6 +609,12 @@ public:
|
||||
void set_font_size(int p_size);
|
||||
int get_font_size() const;
|
||||
|
||||
void set_line_spacing(float p_size);
|
||||
float get_line_spacing() const;
|
||||
|
||||
void set_autowrap_mode(TextServer::AutowrapMode p_mode);
|
||||
TextServer::AutowrapMode get_autowrap_mode() const;
|
||||
|
||||
void set_text_direction(TextServer::Direction p_text_direction);
|
||||
TextServer::Direction get_text_direction() const;
|
||||
|
||||
@@ -624,6 +641,9 @@ public:
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(RibbonTrailMesh::Shape)
|
||||
|
||||
Reference in New Issue
Block a user