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#if FAIRYGUI_TMPRO
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.TextCore;
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using TMPro;
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namespace FairyGUI
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{
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/// <summary>
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/// TextMeshPro text adapter for FairyGUI. Most of codes were taken from TextMeshPro!
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/// Note that not all of TextMeshPro features are supported.
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/// </summary>
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public class TMPFont : BaseFont
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{
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protected TMP_FontAsset _fontAsset;
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FontStyles _style;
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float _scale;
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float _padding;
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float _stylePadding;
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float _ascent;
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float _lineHeight;
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float _boldMultiplier;
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FontWeight _defaultFontWeight;
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FontWeight _fontWeight;
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TextFormat _topTextFormat;
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TextFormat _format;
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float _fontSizeScale;
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TMP_Character _char;
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NTexture[] _atlasTextures;
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float _gradientScale;
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float _ratioA;
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float _ratioB;
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float _ratioC;
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int _formatVersion;
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TMPFont _fallbackFont;
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List<TMPFont> _fallbackFonts;
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VertexBuffer[] _subMeshBuffers;
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bool _preparing;
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public TMPFont()
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{
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this.canTint = true;
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this.shader = "FairyGUI/TextMeshPro/Distance Field";
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this.keepCrisp = true;
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_defaultFontWeight = FontWeight.Medium;
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_fallbackFonts = new List<TMPFont>();
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_atlasTextures = new NTexture[0];
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_subMeshBuffers = new VertexBuffer[0];
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}
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override public void Dispose()
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{
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Release();
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}
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public TMP_FontAsset fontAsset
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{
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get { return _fontAsset; }
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set
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{
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_fontAsset = value;
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Init();
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}
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}
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public FontWeight fontWeight
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{
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get { return _defaultFontWeight; }
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set { _defaultFontWeight = value; }
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}
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void Release()
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{
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foreach (var tex in _atlasTextures)
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{
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if (tex != null)
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tex.Dispose();
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}
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}
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void Init()
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{
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Release();
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mainTexture = WrapAtlasTexture(0);
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// _ascent = _fontAsset.faceInfo.ascentLine;
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// _lineHeight = _fontAsset.faceInfo.lineHeight;
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_ascent = _fontAsset.faceInfo.pointSize;
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_lineHeight = _fontAsset.faceInfo.pointSize * 1.25f;
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_gradientScale = fontAsset.atlasPadding + 1;
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}
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void OnCreateNewMaterial(Material mat)
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{
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mat.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width);
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mat.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height);
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mat.SetFloat(ShaderUtilities.ID_GradientScale, _gradientScale);
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mat.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
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mat.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
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}
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public override void Prepare(TextFormat format)
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{
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_preparing = true;
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_topTextFormat = _format = format;
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}
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static List<NGraphics> subInstancesCopy = new List<NGraphics>();
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public override bool BuildGraphics(NGraphics graphics)
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{
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_preparing = false;
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_format = _topTextFormat;
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if (graphics.subInstances != null)
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subInstancesCopy.AddRange(graphics.subInstances);
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UpdatePaddings();
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UpdateGraphics(graphics);
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bool changed = CreateSubGraphics(graphics, true);
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for (int i = 0; i < _fallbackFonts.Count; i++)
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{
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_fallbackFonts[i]._format = _format;
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if (_fallbackFonts[i].CreateSubGraphics(graphics, false))
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changed = true;
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}
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if (subInstancesCopy.Count > 0)
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{
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foreach (var g in subInstancesCopy)
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{
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if (g != null)
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{
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g.texture = null;
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g.enabled = false;
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}
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}
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subInstancesCopy.Clear();
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}
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return changed;
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}
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bool CreateSubGraphics(NGraphics graphics, bool paddingsUpdated)
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{
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bool changed = false;
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for (int i = 0; i < _atlasTextures.Length; i++)
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{
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var texture = _atlasTextures[i];
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if (texture == null || texture.lastActive == 0)
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continue;
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texture.lastActive = 0;
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NGraphics sub = null;
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if (graphics.subInstances != null)
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{
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int index = graphics.subInstances.FindIndex(g => g.texture == texture);
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if (index == -1)
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index = graphics.subInstances.FindIndex(g => g.texture == null);
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if (index != -1)
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{
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sub = graphics.subInstances[index];
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subInstancesCopy[index] = null;
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}
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}
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if (sub == null)
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{
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sub = graphics.CreateSubInstance("SubTextField");
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sub.meshFactory = new TMPFont_SubMesh();
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sub.SetShaderAndTexture(shader, texture);
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graphics.subInstances.Add(sub);
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changed = true;
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}
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else if (sub.texture != texture)
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{
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sub.SetShaderAndTexture(shader, texture);
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sub.enabled = true;
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changed = true;
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}
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if (!paddingsUpdated)
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{
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paddingsUpdated = true;
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UpdatePaddings();
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}
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UpdateGraphics(sub);
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((TMPFont_SubMesh)sub.meshFactory).font = this;
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((TMPFont_SubMesh)sub.meshFactory).atlasIndex = i;
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}
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return changed;
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}
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void UpdateGraphics(NGraphics graphics)
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{
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graphics.userData.x = _padding;
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graphics.userData.y = _stylePadding;
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MaterialPropertyBlock block = graphics.materialPropertyBlock;
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_A, _ratioA);
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_B, _ratioB);
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_C, _ratioC);
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block.SetFloat(ShaderUtilities.ID_FaceDilate, _format.faceDilate);
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if (_format.outline > 0)
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{
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graphics.ToggleKeyword("OUTLINE_ON", true);
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block.SetFloat(ShaderUtilities.ID_OutlineWidth, _format.outline);
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block.SetColor(ShaderUtilities.ID_OutlineColor, _format.outlineColor);
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block.SetFloat(ShaderUtilities.ID_OutlineSoftness, _format.outlineSoftness);
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}
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else
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{
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graphics.ToggleKeyword("OUTLINE_ON", false);
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block.SetFloat(ShaderUtilities.ID_OutlineWidth, 0);
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block.SetFloat(ShaderUtilities.ID_OutlineSoftness, 0);
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}
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if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
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{
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graphics.ToggleKeyword("UNDERLAY_ON", true);
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block.SetColor(ShaderUtilities.ID_UnderlayColor, _format.shadowColor);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, _format.shadowOffset.x);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, -_format.shadowOffset.y);
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block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, _format.underlaySoftness);
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}
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else
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{
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graphics.ToggleKeyword("UNDERLAY_ON", false);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, 0);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, 0);
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block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, 0);
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}
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}
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override public void StartDraw(NGraphics graphics)
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{
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_padding = graphics.userData.x;
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_stylePadding = graphics.userData.y;
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if (graphics.subInstances != null)
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{
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foreach (var g in graphics.subInstances)
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{
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if (g.texture == null)
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continue;
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var mesh = g.meshFactory as TMPFont_SubMesh;
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if (mesh != null)
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{
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mesh.font._padding = g.userData.x;
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mesh.font._stylePadding = g.userData.y;
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mesh.font._subMeshBuffers[mesh.atlasIndex] = mesh.source = VertexBuffer.Begin();
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}
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}
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}
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}
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NTexture WrapAtlasTexture(int index)
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{
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if (_atlasTextures.Length != fontAsset.atlasTextures.Length)
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{
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Array.Resize(ref _atlasTextures, fontAsset.atlasTextures.Length);
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Array.Resize(ref _subMeshBuffers, _atlasTextures.Length);
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}
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var texture = _atlasTextures[index];
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if (texture == null)
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{
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texture = new NTexture(_fontAsset.atlasTextures[index]);
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texture.destroyMethod = DestroyMethod.None;
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_atlasTextures[index] = texture;
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var manager = texture.GetMaterialManager(this.shader);
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manager.onCreateNewMaterial += OnCreateNewMaterial;
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}
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else if (texture.nativeTexture != _fontAsset.atlasTextures[index])
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{
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texture.Reload(_fontAsset.atlasTextures[index], null);
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}
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return texture;
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}
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override public void SetFormat(TextFormat format, float fontSizeScale)
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{
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_format = format;
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_formatVersion++;
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_fontSizeScale = fontSizeScale;
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float size = _format.size * fontSizeScale;
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript || _format.specialStyle == TextFormat.SpecialStyle.Superscript)
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size *= SupScale;
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_scale = size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
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_style = FontStyles.Normal;
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if (_format.bold)
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{
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_style |= FontStyles.Bold;
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_fontWeight = FontWeight.Bold;
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_boldMultiplier = 1 + _fontAsset.boldSpacing * 0.01f;
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}
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else
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{
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_fontWeight = _defaultFontWeight;
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_boldMultiplier = 1.0f;
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}
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if (_format.italic)
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_style |= FontStyles.Italic;
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_format.FillVertexColors(vertexColors);
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}
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override public bool GetGlyph(char ch, out float width, out float height, out float baseline)
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{
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if (!GetCharacterFromFontAsset(ch, _style, _fontWeight))
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{
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width = height = baseline = 0;
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return false;
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}
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var font = _fallbackFont ?? this;
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width = _char.glyph.metrics.horizontalAdvance * font._boldMultiplier * font._scale;
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height = font._lineHeight * font._scale;
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baseline = font._ascent * font._scale;
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
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{
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height /= SupScale;
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baseline /= SupScale;
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}
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else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
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{
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height = height / SupScale + baseline * SupOffset;
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baseline *= (SupOffset + 1 / SupScale);
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}
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height = Mathf.RoundToInt(height);
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baseline = Mathf.RoundToInt(baseline);
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return true;
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}
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bool GetCharacterFromFontAsset(uint unicode, FontStyles fontStyle, FontWeight fontWeight)
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{
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bool isAlternativeTypeface;
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// #region OLD_TMP_VERION
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// TMP_FontAsset actualAsset;
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// _char = TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, fontWeight,
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// out isAlternativeTypeface, out actualAsset
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// );
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// if (_char == null)
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// return false;
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// #endregion
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#region NEW_TMP_VERION
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_char = TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, fontWeight,
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out isAlternativeTypeface
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);
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if (_char == null)
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return false;
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TMP_FontAsset actualAsset = _char.textAsset as TMP_FontAsset;
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#endregion
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if (actualAsset != _fontAsset) //fallback
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{
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if (_fallbackFont == null || _fallbackFont._fontAsset != actualAsset)
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{
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_fallbackFont = _fallbackFonts.Find(x => x._fontAsset == actualAsset);
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if (_fallbackFont == null && _preparing)
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{
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_fallbackFont = new TMPFont();
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_fallbackFont.fontAsset = actualAsset;
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_fallbackFonts.Add(_fallbackFont);
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}
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}
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if (_fallbackFont != null)
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{
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if (_fallbackFont._formatVersion != _formatVersion)
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{
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_fallbackFont.SetFormat(_format, _fontSizeScale);
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_fallbackFont._formatVersion = _formatVersion;
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}
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_fallbackFont._char = _char;
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}
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}
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else
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_fallbackFont = null;
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if (_preparing)
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{
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if (_fallbackFont != null)
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{
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_fallbackFont.WrapAtlasTexture(_char.glyph.atlasIndex).lastActive = 1;
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}
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else if (_char.glyph.atlasIndex != 0)
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{
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WrapAtlasTexture(_char.glyph.atlasIndex).lastActive = 1;
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}
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}
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return true;
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}
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static Vector3 bottomLeft;
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static Vector3 topLeft;
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static Vector3 topRight;
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static Vector3 bottomRight;
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static Vector4 uvBottomLeft;
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static Vector4 uvTopLeft;
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static Vector4 uvTopRight;
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static Vector4 uvBottomRight;
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static Vector4 uv2BottomLeft;
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static Vector4 uv2TopLeft;
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static Vector4 uv2TopRight;
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static Vector4 uv2BottomRight;
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static Color32[] vertexColors = new Color32[4];
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override public void DrawGlyph(VertexBuffer vb, float x, float y)
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{
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if (_fallbackFont != null)
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{
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_fallbackFont.DrawGlyph(vb, x, y);
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return;
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}
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vb = _subMeshBuffers[_char.glyph.atlasIndex] ?? vb;
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GlyphMetrics metrics = _char.glyph.metrics;
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GlyphRect rect = _char.glyph.glyphRect;
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
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y = y - Mathf.RoundToInt(_ascent * _scale * SupOffset);
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else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
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y = y + Mathf.RoundToInt(_ascent * _scale * (1 / SupScale - 1 + SupOffset));
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topLeft.x = x + (metrics.horizontalBearingX - _padding - _stylePadding) * _scale;
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topLeft.y = y + (metrics.horizontalBearingY + _padding) * _scale;
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bottomRight.x = topLeft.x + (metrics.width + _padding * 2 + _stylePadding * 2) * _scale;
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bottomRight.y = topLeft.y - (metrics.height + _padding * 2) * _scale;
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topRight.x = bottomRight.x;
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topRight.y = topLeft.y;
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bottomLeft.x = topLeft.x;
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bottomLeft.y = bottomRight.y;
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#region Handle Italic & Shearing
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if (((_style & FontStyles.Italic) == FontStyles.Italic))
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{
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// Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount.
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float shear_value = _fontAsset.italicStyle * 0.01f;
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Vector3 topShear = new Vector3(shear_value * ((metrics.horizontalBearingY + _padding + _stylePadding) * _scale), 0, 0);
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Vector3 bottomShear = new Vector3(shear_value * (((metrics.horizontalBearingY - metrics.height - _padding - _stylePadding)) * _scale), 0, 0);
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topLeft += topShear;
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bottomLeft += bottomShear;
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topRight += topShear;
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bottomRight += bottomShear;
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}
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#endregion Handle Italics & Shearing
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vb.vertices.Add(bottomLeft);
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vb.vertices.Add(topLeft);
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vb.vertices.Add(topRight);
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vb.vertices.Add(bottomRight);
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float u = (rect.x - _padding - _stylePadding) / _fontAsset.atlasWidth;
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float v = (rect.y - _padding - _stylePadding) / _fontAsset.atlasHeight;
|
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float uw = rect.width > 0 ? (rect.width + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasWidth : 0;
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float vw = rect.height > 0 ? (rect.height + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasHeight : 0;
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||||
uvBottomLeft = new Vector2(u, v);
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uvTopLeft = new Vector2(u, v + vw);
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uvTopRight = new Vector2(u + uw, v + vw);
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uvBottomRight = new Vector2(u + uw, v);
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|
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float xScale = _scale * 0.01f;
|
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if (_format.bold)
|
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xScale *= -1;
|
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uv2BottomLeft = new Vector2(0, xScale);
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uv2TopLeft = new Vector2(511, xScale);
|
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uv2TopRight = new Vector2(2093567, xScale);
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||||
uv2BottomRight = new Vector2(2093056, xScale);
|
||||
|
||||
vb.uvs.Add(uvBottomLeft);
|
||||
vb.uvs.Add(uvTopLeft);
|
||||
vb.uvs.Add(uvTopRight);
|
||||
vb.uvs.Add(uvBottomRight);
|
||||
|
||||
vb.uvs2.Add(uv2BottomLeft);
|
||||
vb.uvs2.Add(uv2TopLeft);
|
||||
vb.uvs2.Add(uv2TopRight);
|
||||
vb.uvs2.Add(uv2BottomRight);
|
||||
|
||||
vb.colors.Add(vertexColors[0]);
|
||||
vb.colors.Add(vertexColors[1]);
|
||||
vb.colors.Add(vertexColors[2]);
|
||||
vb.colors.Add(vertexColors[3]);
|
||||
}
|
||||
|
||||
override public void DrawLine(VertexBuffer vb, float x, float y, float width, int fontSize, int type)
|
||||
{
|
||||
if (!GetCharacterFromFontAsset('_', _style, FontWeight.Regular))
|
||||
return;
|
||||
|
||||
if (_fallbackFont != null)
|
||||
_fallbackFont.InternalDrawLine(vb, x, y, width, fontSize, type);
|
||||
else
|
||||
InternalDrawLine(vb, x, y, width, fontSize, type);
|
||||
}
|
||||
|
||||
void InternalDrawLine(VertexBuffer vb, float x, float y, float width, int fontSize, int type)
|
||||
{
|
||||
vb = _subMeshBuffers[_char.glyph.atlasIndex] ?? vb;
|
||||
|
||||
float thickness;
|
||||
float offset;
|
||||
|
||||
if (type == 0)
|
||||
{
|
||||
thickness = _fontAsset.faceInfo.underlineThickness;
|
||||
offset = _fontAsset.faceInfo.underlineOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
thickness = _fontAsset.faceInfo.strikethroughThickness;
|
||||
offset = _fontAsset.faceInfo.strikethroughOffset;
|
||||
}
|
||||
|
||||
GlyphRect rect = _char.glyph.glyphRect;
|
||||
float scale = (float)fontSize / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
|
||||
float segmentWidth = _char.glyph.metrics.width / 2 * scale;
|
||||
width += _padding * 2;
|
||||
if (width < _char.glyph.metrics.width * scale)
|
||||
segmentWidth = width / 2f;
|
||||
|
||||
// UNDERLINE VERTICES FOR (3) LINE SEGMENTS
|
||||
#region UNDERLINE VERTICES
|
||||
|
||||
thickness = thickness * scale;
|
||||
if (thickness < 1)
|
||||
thickness = 1;
|
||||
offset = Mathf.RoundToInt(offset * scale);
|
||||
|
||||
x -= _padding;
|
||||
y += offset;
|
||||
|
||||
// Front Part of the Underline
|
||||
topLeft.x = x;
|
||||
topLeft.y = y + _padding * scale;
|
||||
bottomRight.x = x + segmentWidth;
|
||||
bottomRight.y = y - thickness - _padding * scale;
|
||||
|
||||
topRight.x = bottomRight.x;
|
||||
topRight.y = topLeft.y;
|
||||
bottomLeft.x = topLeft.x;
|
||||
bottomLeft.y = bottomRight.y;
|
||||
|
||||
vb.vertices.Add(bottomLeft);
|
||||
vb.vertices.Add(topLeft);
|
||||
vb.vertices.Add(topRight);
|
||||
vb.vertices.Add(bottomRight);
|
||||
|
||||
// Middle Part of the Underline
|
||||
topLeft = topRight;
|
||||
bottomLeft = bottomRight;
|
||||
|
||||
topRight.x = x + width - segmentWidth;
|
||||
bottomRight.x = topRight.x;
|
||||
|
||||
vb.vertices.Add(bottomLeft);
|
||||
vb.vertices.Add(topLeft);
|
||||
vb.vertices.Add(topRight);
|
||||
vb.vertices.Add(bottomRight);
|
||||
|
||||
// End Part of the Underline
|
||||
topLeft = topRight;
|
||||
bottomLeft = bottomRight;
|
||||
|
||||
topRight.x = x + width;
|
||||
bottomRight.x = topRight.x;
|
||||
|
||||
vb.vertices.Add(bottomLeft);
|
||||
vb.vertices.Add(topLeft);
|
||||
vb.vertices.Add(topRight);
|
||||
vb.vertices.Add(bottomRight);
|
||||
|
||||
#endregion
|
||||
|
||||
// UNDERLINE UV0
|
||||
#region HANDLE UV0
|
||||
|
||||
// Calculate UV required to setup the 3 Quads for the Underline.
|
||||
Vector2 uv0 = new Vector2((rect.x - _padding) / _fontAsset.atlasWidth, (rect.y - _padding) / _fontAsset.atlasHeight); // bottom left
|
||||
Vector2 uv1 = new Vector2(uv0.x, (rect.y + rect.height + _padding) / _fontAsset.atlasHeight); // top left
|
||||
Vector2 uv2 = new Vector2((rect.x - _padding + (float)rect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Left
|
||||
Vector2 uv3 = new Vector2(uv2.x, uv0.y); // Mid Bottom Left
|
||||
Vector2 uv4 = new Vector2((rect.x + _padding + (float)rect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Right
|
||||
Vector2 uv5 = new Vector2(uv4.x, uv0.y); // Mid Bottom right
|
||||
Vector2 uv6 = new Vector2((rect.x + _padding + rect.width) / _fontAsset.atlasWidth, uv1.y); // End Part - Bottom Right
|
||||
Vector2 uv7 = new Vector2(uv6.x, uv0.y); // End Part - Top Right
|
||||
|
||||
vb.uvs.Add(uv0);
|
||||
vb.uvs.Add(uv1);
|
||||
vb.uvs.Add(uv2);
|
||||
vb.uvs.Add(uv3);
|
||||
|
||||
// Middle Part of the Underline
|
||||
vb.uvs.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv0.y));
|
||||
vb.uvs.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv1.y));
|
||||
vb.uvs.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv1.y));
|
||||
vb.uvs.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv0.y));
|
||||
|
||||
// Right Part of the Underline
|
||||
|
||||
vb.uvs.Add(uv5);
|
||||
vb.uvs.Add(uv4);
|
||||
vb.uvs.Add(uv6);
|
||||
vb.uvs.Add(uv7);
|
||||
|
||||
#endregion
|
||||
|
||||
// UNDERLINE UV2
|
||||
#region HANDLE UV2 - SDF SCALE
|
||||
// UV1 contains Face / Border UV layout.
|
||||
float segUv1 = segmentWidth / width;
|
||||
float segUv2 = 1 - segUv1;
|
||||
|
||||
//Calculate the xScale or how much the UV's are getting stretched on the X axis for the middle section of the underline.
|
||||
float xScale = scale * 0.01f;
|
||||
|
||||
vb.uvs2.Add(PackUV(0, 0, xScale));
|
||||
vb.uvs2.Add(PackUV(0, 1, xScale));
|
||||
vb.uvs2.Add(PackUV(segUv1, 1, xScale));
|
||||
vb.uvs2.Add(PackUV(segUv1, 0, xScale));
|
||||
|
||||
vb.uvs2.Add(PackUV(segUv1, 0, xScale));
|
||||
vb.uvs2.Add(PackUV(segUv1, 1, xScale));
|
||||
vb.uvs2.Add(PackUV(segUv2, 1, xScale));
|
||||
vb.uvs2.Add(PackUV(segUv2, 0, xScale));
|
||||
|
||||
vb.uvs2.Add(PackUV(segUv2, 0, xScale));
|
||||
vb.uvs2.Add(PackUV(segUv2, 1, xScale));
|
||||
vb.uvs2.Add(PackUV(1, 1, xScale));
|
||||
vb.uvs2.Add(PackUV(1, 0, xScale));
|
||||
|
||||
#endregion
|
||||
|
||||
// UNDERLINE VERTEX COLORS
|
||||
#region
|
||||
// Alpha is the lower of the vertex color or tag color alpha used.
|
||||
|
||||
for (int i = 0; i < 12; i++)
|
||||
vb.colors.Add(vertexColors[0]);
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
Vector2 PackUV(float x, float y, float xScale)
|
||||
{
|
||||
double x0 = (int)(x * 511);
|
||||
double y0 = (int)(y * 511);
|
||||
|
||||
return new Vector2((float)((x0 * 4096) + y0), xScale);
|
||||
}
|
||||
|
||||
override public bool HasCharacter(char ch)
|
||||
{
|
||||
return _fontAsset.HasCharacter(ch, true);
|
||||
}
|
||||
|
||||
override public int GetLineHeight(int size)
|
||||
{
|
||||
return Mathf.RoundToInt(_lineHeight * ((float)size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale));
|
||||
}
|
||||
|
||||
void UpdatePaddings()
|
||||
{
|
||||
UpdateShaderRatios();
|
||||
|
||||
_padding = GetPadding();
|
||||
_stylePadding = (((_style & FontStyles.Bold) == FontStyles.Bold) ? _fontAsset.boldStyle : _fontAsset.normalStyle)
|
||||
/ 4.0f * _gradientScale * _ratioA;
|
||||
// Clamp overall padding to Gradient Scale size.
|
||||
if (_stylePadding + _padding > _gradientScale)
|
||||
_padding = _gradientScale - _stylePadding;
|
||||
}
|
||||
|
||||
float GetPadding()
|
||||
{
|
||||
Vector4 padding = Vector4.zero;
|
||||
Vector4 maxPadding = Vector4.zero;
|
||||
|
||||
float faceDilate = _format.faceDilate * _ratioA;
|
||||
float outlineSoftness = _format.outline > 0 ? _format.outlineSoftness : 0;
|
||||
float faceSoftness = outlineSoftness * _ratioA;
|
||||
float outlineThickness = _format.outline * _ratioA;
|
||||
|
||||
float uniformPadding = outlineThickness + faceSoftness + faceDilate;
|
||||
|
||||
// Underlay padding contribution
|
||||
if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
|
||||
{
|
||||
float offsetX = _format.shadowOffset.x * _ratioC;
|
||||
float offsetY = -_format.shadowOffset.y * _ratioC;
|
||||
float dilate = _format.faceDilate * _ratioC;
|
||||
float softness = _format.underlaySoftness * _ratioC;
|
||||
|
||||
padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
|
||||
padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
|
||||
padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
|
||||
padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
|
||||
}
|
||||
|
||||
padding.x = Mathf.Max(padding.x, uniformPadding);
|
||||
padding.y = Mathf.Max(padding.y, uniformPadding);
|
||||
padding.z = Mathf.Max(padding.z, uniformPadding);
|
||||
padding.w = Mathf.Max(padding.w, uniformPadding);
|
||||
|
||||
padding.x = Mathf.Min(padding.x, 1);
|
||||
padding.y = Mathf.Min(padding.y, 1);
|
||||
padding.z = Mathf.Min(padding.z, 1);
|
||||
padding.w = Mathf.Min(padding.w, 1);
|
||||
|
||||
maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
|
||||
maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
|
||||
maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
|
||||
maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;
|
||||
|
||||
padding *= _gradientScale;
|
||||
|
||||
// Set UniformPadding to the maximum value of any of its components.
|
||||
uniformPadding = Mathf.Max(padding.x, padding.y);
|
||||
uniformPadding = Mathf.Max(padding.z, uniformPadding);
|
||||
uniformPadding = Mathf.Max(padding.w, uniformPadding);
|
||||
|
||||
return uniformPadding + 1.25f;
|
||||
}
|
||||
|
||||
// Scale Ratios to ensure property ranges are optimum in Material Editor
|
||||
void UpdateShaderRatios()
|
||||
{
|
||||
_ratioA = _ratioB = _ratioC = 1;
|
||||
|
||||
float clamp = 1;
|
||||
|
||||
float weight = Mathf.Max(fontAsset.normalStyle, fontAsset.boldStyle) / 4.0f;
|
||||
float range = (weight + _format.faceDilate) * (_gradientScale - clamp);
|
||||
|
||||
// Compute Ratio A
|
||||
float outlineSoftness = _format.outline > 0 ? _format.outlineSoftness : 0;
|
||||
float t = Mathf.Max(1, weight + _format.faceDilate + _format.outline + outlineSoftness);
|
||||
_ratioA = (_gradientScale - clamp) / (_gradientScale * t);
|
||||
|
||||
// Compute Ratio B
|
||||
// no glow support yet
|
||||
|
||||
// Compute Ratio C
|
||||
if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
|
||||
{
|
||||
t = Mathf.Max(1, Mathf.Max(Mathf.Abs(_format.shadowOffset.x), Mathf.Abs(-_format.shadowOffset.y)) + _format.faceDilate + _format.underlaySoftness);
|
||||
_ratioC = Mathf.Max(0, _gradientScale - clamp - range) / (_gradientScale * t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class TMPFont_SubMesh : IMeshFactory
|
||||
{
|
||||
public TMPFont font;
|
||||
public int atlasIndex;
|
||||
public VertexBuffer source;
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
if (source != null)
|
||||
{
|
||||
vb.Append(source);
|
||||
vb.AddTriangles();
|
||||
source = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user