blender/source/gameengine/Ketsji/KX_FontObject.cpp
Dalai Felinto 6a598148a7 bge font objects: fix for difference in size when object has a parent
for after 2.62 I would like to try if using doubles would help to increase the precision here.

Also now that the mipmap patch is reverted we may want to look at this problem from a different perspective.
RES could be calculated taking the object size in relation to the camera (i.e. size and distance, ignoring rotation).
That may solve both problems of wrong resolution and lack of smoothness.

For the time being users still need to use object.resolution to fine tune the rendered text.
2012-02-10 07:52:21 +00:00

288 lines
7.7 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Ketsji/KX_FontObject.cpp
* \ingroup ketsji
*/
#include "KX_FontObject.h"
#include "DNA_curve_types.h"
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "BLI_math.h"
#include "StringValue.h"
/* paths needed for font load */
#include "BLI_blenlib.h"
#include "BKE_global.h"
#include "BKE_font.h"
#include "BKE_main.h"
#include "DNA_packedFile_types.h"
extern "C" {
#include "BLF_api.h"
}
#define BGE_FONT_RES 100
/* proptotype */
int GetFontId(VFont *font);
std::vector<STR_String> split_string(STR_String str)
{
std::vector<STR_String> text = std::vector<STR_String>();
/* Split the string upon new lines */
int begin=0, end=0;
while (end < str.Length())
{
if(str.GetAt(end) == '\n')
{
text.push_back(str.Mid(begin, end-begin));
begin = end+1;
}
end++;
}
//Now grab the last line
text.push_back(str.Mid(begin, end-begin));
return text;
}
KX_FontObject::KX_FontObject( void* sgReplicationInfo,
SG_Callbacks callbacks,
RAS_IRenderTools* rendertools,
Object *ob):
KX_GameObject(sgReplicationInfo, callbacks),
m_object(ob),
m_dpi(72),
m_resolution(1.f),
m_rendertools(rendertools)
{
Curve *text = static_cast<Curve *> (ob->data);
m_text = split_string(text->str);
m_fsize = text->fsize;
m_line_spacing = text->linedist;
m_offset = MT_Vector3(text->xof, text->yof, 0);
m_fontid = GetFontId(text->vfont);
/* initialize the color with the object color and store it in the KX_Object class
This is a workaround waiting for the fix:
[#25487] BGE: Object Color only works when it has a keyed frame */
copy_v4_v4(m_color, (const float*) ob->col);
this->SetObjectColor((const MT_Vector4&) m_color);
}
KX_FontObject::~KX_FontObject()
{
//remove font from the scene list
//it's handled in KX_Scene::NewRemoveObject
}
CValue* KX_FontObject::GetReplica() {
KX_FontObject* replica = new KX_FontObject(*this);
replica->ProcessReplica();
return replica;
}
void KX_FontObject::ProcessReplica()
{
KX_GameObject::ProcessReplica();
KX_GetActiveScene()->AddFont(this);
}
int GetFontId (VFont *font) {
PackedFile *packedfile=NULL;
int fontid = -1;
if (font->packedfile) {
packedfile= font->packedfile;
fontid= BLF_load_mem(font->name, (unsigned char*)packedfile->data, packedfile->size);
if (fontid == -1) {
printf("ERROR: packed font \"%s\" could not be loaded.\n", font->name);
fontid = BLF_load("default");
}
return fontid;
}
/* once we have packed working we can load the FO_BUILTIN_NAME font */
const char *filepath = font->name;
if (strcmp(FO_BUILTIN_NAME, filepath) == 0) {
fontid = BLF_load("default");
/* XXX the following code is supposed to work (after you add get_builtin_packedfile to BKE_font.h )
* unfortunately it's crashing on blf_glyph.c:173 because gc->max_glyph_width is 0
*/
// packedfile=get_builtin_packedfile();
// fontid= BLF_load_mem(font->name, (unsigned char*)packedfile->data, packedfile->size);
// return fontid;
return BLF_load("default");
}
/* convert from absolute to relative */
char expanded[256]; // font names can be bigger than FILE_MAX (240)
BLI_strncpy(expanded, filepath, 256);
BLI_path_abs(expanded, G.main->name);
fontid = BLF_load(expanded);
/* fallback */
if (fontid == -1)
fontid = BLF_load("default");
return fontid;
}
void KX_FontObject::DrawText()
{
/* Allow for some logic brick control */
if(this->GetProperty("Text"))
m_text = split_string(this->GetProperty("Text")->GetText());
/* only draws the text if visible */
if(this->GetVisible() == 0) return;
/* update the animated color */
this->GetObjectColor().getValue(m_color);
/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
const float RES = BGE_FONT_RES * m_resolution;
const float size = m_fsize * this->NodeGetWorldScaling()[0] * RES;
const float aspect = m_fsize / size;
/* Get a working copy of the OpenGLMatrix to use */
double mat[16];
memcpy(mat, this->GetOpenGLMatrix(), sizeof(double)*16);
/* Account for offset */
MT_Vector3 offset = this->NodeGetWorldOrientation() * m_offset * this->NodeGetWorldScaling();
mat[12] += offset[0]; mat[13] += offset[1]; mat[14] += offset[2];
/* Orient the spacing vector */
MT_Vector3 spacing = MT_Vector3(0, m_fsize*m_line_spacing, 0);
spacing = this->NodeGetWorldOrientation() * spacing * this->NodeGetWorldScaling()[1];
/* Draw each line, taking spacing into consideration */
for(int i=0; i<m_text.size(); ++i)
{
if (i!=0)
{
mat[12] -= spacing[0];
mat[13] -= spacing[1];
mat[14] -= spacing[2];
}
m_rendertools->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, m_color, mat, aspect);
}
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject KX_FontObject::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_FontObject",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,
&KX_GameObject::Sequence,
&KX_GameObject::Mapping,
0,0,0,
NULL,
NULL,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&KX_GameObject::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_FontObject::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_FontObject::Attributes[] = {
//KX_PYATTRIBUTE_STRING_RW("text", 0, 280, false, KX_FontObject, m_text[0]), //arbitrary limit. 280 = 140 unicode chars in unicode
KX_PYATTRIBUTE_RW_FUNCTION("text", KX_FontObject, pyattr_get_text, pyattr_set_text),
KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize),
KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution),
/* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think
{ NULL } //Sentinel
};
PyObject* KX_FontObject::pyattr_get_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_FontObject* self= static_cast<KX_FontObject*>(self_v);
STR_String str = STR_String();
for(int i=0; i<self->m_text.size(); ++i)
{
if(i!=0)
str += '\n';
str += self->m_text[i];
}
return PyUnicode_From_STR_String(str);
}
int KX_FontObject::pyattr_set_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_FontObject* self= static_cast<KX_FontObject*>(self_v);
if(!PyUnicode_Check(value))
return PY_SET_ATTR_FAIL;
char* chars = _PyUnicode_AsString(value);
/* Allow for some logic brick control */
CValue* tprop = self->GetProperty("Text");
if(tprop) {
CValue *newstringprop = new CStringValue(STR_String(chars), "Text");
self->SetProperty("Text", newstringprop);
newstringprop->Release();
}
else {
self->m_text = split_string(STR_String(chars));
}
return PY_SET_ATTR_SUCCESS;
}
#endif // WITH_PYTHON