Add a texture renderer for text textures

This commit is contained in:
excitedneon 2017-05-11 06:13:52 +03:00
parent af75616e2c
commit ec84bb38ad
11 changed files with 582 additions and 14 deletions

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@ -4,6 +4,10 @@ using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Entities.SyncBases {
/// <summary>
/// Door that slides open and closed. Can be interacted to toggle openness.
/// </summary>
public class Door : Interactable {
/// <summary>

9
Assets/Scripts/Util.meta Normal file
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@ -0,0 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Util;
namespace Cyber.Util {
/// <summary>
/// Applies a texture to a specificed material containing specified text.
/// </summary>
public class TextTextureApplier : MonoBehaviour {
/// <summary>
/// The text and related properties that defines the texture that
/// will be applied.
/// </summary>
public TextTextureProperties TextProperties = new TextTextureProperties("");
/// <summary>
/// The mesh that has the material that should use this texture.
/// </summary>
public MeshRenderer Mesh;
/// <summary>
/// The index of the material that should use this texture.
/// </summary>
public int MaterialIndex = 0;
/// <summary>
/// Whether the Emissive or Albedo map is set.
/// </summary>
public bool Emissive = true;
/// <summary>
/// The brightness of the texture if this is <see cref="Emissive"/>.
/// </summary>
public float Brightness = 1f;
private TextTextureProperties LastText = new TextTextureProperties("");
private Material Material;
private bool Dirty = true;
/// <summary>
/// Sets the text properties.
/// </summary>
/// <param name="Props">Properties.</param>
public void SetTextProperties(TextTextureProperties Props) {
TextProperties = Props;
Dirty = true;
}
private void Start() {
Material = Mesh.materials[MaterialIndex];
}
private void Update() {
Texture2D Tex;
if (Dirty && (Tex = TextTextureRenderer.GetText(TextProperties)) != null) {
if (Emissive) {
Material.SetTexture("_EmissionMap", Tex);
Material.SetColor("_EmissionColor",
new Color(Brightness, Brightness, Brightness));
} else {
Material.SetTexture("_MainTex", Tex);
}
Dirty = false;
}
}
}
}

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@ -0,0 +1,55 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Cyber.Util {
/// <summary>
/// Text texture properties. See <see cref="TextTextureRenderer"/>.
/// </summary>
[System.Serializable]
public struct TextTextureProperties {
/// <summary>
/// The text.
/// </summary>
public string Text;
/// <summary>
/// The background color.
/// </summary>
public Color Background;
/// <summary>
/// The size of the font.
/// </summary>
public int FontSize;
/// <summary>
/// The width of the texture.
/// </summary>
public int Width;
/// <summary>
/// The height of the texture.
/// </summary>
public int Height;
/// <summary>
/// Creates new properties for a specified kind of text. See
/// <see cref="TextTextureRenderer"/> for usage.
/// </summary>
/// <param name="text">Text.</param>
/// <param name="background">Background.</param>
/// <param name="fontSize">Font size.</param>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
public TextTextureProperties(string text, Color background = new Color(), int fontSize = 32, int width = 128, int height = 128) {
Text = text;
Background = background;
FontSize = fontSize;
Width = width;
Height = height;
}
}
}

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@ -0,0 +1,73 @@
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) {
Term.Println("Rendering: " + text.Text);
Text.text = text.Text.Replace("\\n", "\n");
Text.fontSize = text.FontSize;
Text.characterSize = 0.5f * text.FontSize / text.Width;
RenderTexture TextTexture = RenderTexture.GetTemporary(text.Width, text.Height);
RenderTexture OldRT = Camera.targetTexture;
Camera.targetTexture = TextTexture;
Camera.backgroundColor = text.Background;
Camera.Render();
Camera.targetTexture = OldRT;
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();
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) {
if (forceRender || !Cache.ContainsKey(text.Text)) {
Cache[text.Text] = Singleton.RenderText(text);
}
return Cache[text.Text];
}
}
}

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@ -13,7 +13,7 @@ TagManager:
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