Cyber/Assets/Scripts/Util/TextTextureRenderer.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Console;
namespace Cyber.Util {
/// <summary>
/// Renders textures that have text written on them.
/// </summary>
public class TextTextureRenderer : MonoBehaviour {
private static TextTextureRenderer Singleton;
private static Dictionary<string, Texture2D> Cache =
new Dictionary<string, Texture2D>();
/// <summary>
/// The camera the text is rendered with.
/// </summary>
public Camera Camera;
/// <summary>
/// The text that is rendered on screen.
/// </summary>
public TextMesh Text;
/// <summary>
/// Sets the singleton.
/// </summary>
public TextTextureRenderer() {
Singleton = this;
}
private Texture2D RenderText(TextTextureProperties text) {
// Set scales
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float Scale = 2.0f / text.Width;
Text.fontSize = text.FontSize;
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Text.characterSize = text.FontSize * Scale * 0.25f;
// Fix newlines
Text.text = text.Text.Replace("\\n", "\n");
float CharacterWidth = FontUtil.GetCharacterWidth(Text.font,
Text.fontSize, Text.fontStyle);
string FixedText = "";
int CutAmount = 0;
for (int i = 0; i < Text.text.Length; i++) {
int RowLength = i - CutAmount;
string Line = Text.text.Substring(CutAmount, RowLength).Trim() + "\n";
int NextWordLength = 0;
if (Text.text[i] == ' ' && i + 1 < Text.text.Length) {
NextWordLength = Text.text.Substring(i + 1).Split(' ')[0].Length;
}
if ((Line.Length + NextWordLength) * CharacterWidth > text.Width - text.OffsetX ||
Text.text[i] == '\n') {
FixedText += Line;
CutAmount = i;
}
}
FixedText += Text.text.Substring(CutAmount).Trim();
Text.text = FixedText;
// Setup render textures
RenderTexture TextTexture = RenderTexture.GetTemporary(text.Width, text.Height);
RenderTexture OldRT = Camera.targetTexture;
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// Calculate positions
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float OffsetX = -text.Width / 2f;
float OffsetY = -text.Height / 2f;
if (text.Centered) {
OffsetX = 0;
Text.anchor = TextAnchor.UpperCenter;
} else {
Text.anchor = TextAnchor.UpperLeft;
}
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Camera.orthographicSize = 1.0f * text.Height / text.Width;
Camera.transform.localPosition = new Vector3(
-(text.OffsetX + OffsetX) * Scale,
(text.OffsetY + OffsetY) * Scale);
// Setup camera
Camera.targetTexture = TextTexture;
Camera.backgroundColor = text.Background;
// *click*
Camera.Render();
Camera.targetTexture = OldRT;
// Copy the result to a Texture2D
OldRT = RenderTexture.active;
Texture2D Result = new Texture2D(text.Width, text.Height);
RenderTexture.active = TextTexture;
Result.ReadPixels(new Rect(0, 0, Result.width, Result.height), 0, 0);
Result.Apply();
// Clean up
RenderTexture.active = OldRT;
RenderTexture.ReleaseTemporary(TextTexture);
return Result;
}
/// <summary>
/// Renders a texture and caches it so it can be used as a texture
/// for a material (like a computer screen for example).
/// </summary>
/// <returns>The text.</returns>
/// <param name="text">Text.</param>
/// <param name="forceRender">Whether the texture should be rendered
/// again even if it's cached.</param>
public static Texture2D GetText(TextTextureProperties text, bool forceRender = false) {
string Hash = CreateHash(text);
if (forceRender || !Cache.ContainsKey(Hash)) {
Cache[Hash] = Singleton.RenderText(text);
}
return Cache[Hash];
}
private static string CreateHash(TextTextureProperties text) {
return text.Text + "," + text.OffsetX + "," + text.OffsetY + "," +
text.Width + "," + text.Height + "," +
text.FontSize + "," + text.Background.r + "," +
text.Background.g + "," + text.Background.b;
}
}
}