[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33707] trunk/blender/source/gameengine: Patch:[#25163] BGE support for Blender Font objects - unicode support

Dalai Felinto dfelinto at gmail.com
Thu Dec 16 11:36:46 CET 2010


I forgot to mention ... to add colored text you have to use the object color
(not the material one). Well it will eventually be in the documentation
(volunteers to put that in a wiki?). It supports alpha :)

2010/12/16 Dalai Felinto <dfelinto at gmail.com>

> Revision: 33707
>
> http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33707
> Author:   dfelinto
> Date:     2010-12-16 11:25:41 +0100 (Thu, 16 Dec 2010)
>
> Log Message:
> -----------
> Patch:[#25163] BGE support for Blender Font objects - unicode support
> Problem/Bug:
> ------------
> There were no way to have proper unicode characters (e.g. Japanese) in
> Blender Game Engine. Now we can :)
> You can see a sample here:
> http://blog.mikepan.com/multi-language-support-in-blender/
>
> Functionality Explanation:
> --------------------------
> This patch converts the Blender Font Objects to a new BGE type:
> KX_FontObject
> This object inherits KX_GameObject.cpp and has the following properties:
> - text (the text of the object)
> - size (taken from the Blender object, usually is 1.0)
> - resolution (1.0 by default, maybe not really needed, but at least for
> debugging/the time being it's nice to have)
>
> The way we deal with linked objects is different than Blender. In Blender
> the text and size are a property of the Text databock. Therefore linked
> objects necessarily share the same text (and size, although the size of the
> object datablock affects that too). In BGE they are stored and accessed per
> object. Without that it would be problematic to have addObject adding texts
> that don't share the same data.
>
> Known problems/limitations/ToDo:
> --------------------------------
> 1) support for packed font and the <builtin>
> 2) figure why some fonts are displayed in a different size in 3DView/BGE
> (BLF)
> 3) investigate some glitches I see some times
> 4) support for multiline
> 5) support for more Blender Font Object options (text aligment, text boxes,
> ...)
>
> [1] Diego (bdiego) evantually will help on that. For the time being we are
> using the "default" (ui) font to replace the <builtin>.
> [2] but not all of them. I need to cross check who is calculating the
> size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS
> Gothic)
> [3] I think this may be related to the resolution we are drawing the font
> [4] It can't/will not be handled inside BFL. So the way I see it is to
> implement a mini text library/api that works as a middlelayer between the
> drawing step and BLF.
>    So instead of:
>      BLF_draw(fontid, (char *)text, strlen(text));
>    We would do:
>      MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width,
> height);
> [5] don't hold your breath ... but if someone wants to have fun in the
> holidays the (4) and (5) are part of the same problem.
>
> Code Explanation:
> -----------------
> The patch should be simple to read. They are three may parts:
> 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a
> KX_FontObject.cpp and store it in the KX_Scene->m_fonts
> 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their
> internal drawing routine.
> 3) KX_FontObject.cpp::
>  a) constructor: load the font of the object, and store other values.
>  b) DrawText: calculate the aspect for the given size (sounds hacky but
> this is how blf works) and call the render routine in RenderTools
> 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws
> the text. Using the BLF API
>
> *) In order to handle visibility of the object added with AddObject I'm
> adding to the m_scene.m_fonts list only the Fonts in a visible layer -
> unlike Cameras and Lamps where all the objects are added.
>
> Acknowledgements:
> ----------------
> Thanks Benoit for the review and adjustment suggestions.
> Thanks Diego for the BFL expertise, patches and support (Latin community
> ftw)
> Thanks my boss for letting me do part of this patch during work time. Good
> thing we are starting a project in a partnership with a Japanese Foundation
> and eventual will need unicode in BGE :) for more details on that -
> www.nereusprogram.org - let's call it the main sponsor of this "bug
> feature" ;)
>
> Modified Paths:
> --------------
>    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
>    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.h
>
>  trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
>    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
>    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
>    trunk/blender/source/gameengine/GamePlayer/common/CMakeLists.txt
>    trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
>    trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
>    trunk/blender/source/gameengine/GamePlayer/common/Makefile
>    trunk/blender/source/gameengine/GamePlayer/common/SConscript
>    trunk/blender/source/gameengine/Ketsji/CMakeLists.txt
>    trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
>    trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
>    trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.h
>    trunk/blender/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
>    trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
>    trunk/blender/source/gameengine/Ketsji/KX_Scene.h
>    trunk/blender/source/gameengine/Ketsji/Makefile
>    trunk/blender/source/gameengine/Ketsji/SConscript
>    trunk/blender/source/gameengine/Rasterizer/RAS_IRenderTools.h
>
> Added Paths:
> -----------
>    trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp
>    trunk/blender/source/gameengine/Ketsji/KX_FontObject.h
>
> Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
>  2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
>  2010-12-16 10:25:41 UTC (rev 33707)
> @@ -123,6 +123,32 @@
>        }
>  }
>
> +/* Print 3D text */
> +void BL_print_game_line(int fontid, const char* text, int size, int dpi,
> float* color, double* mat, float aspect)
> +{
> +       /* gl prepping */
> +       DisableForText();
> +
> +       /* the actual drawing */
> +       glColor4fv(color);
> +
> +       /* multiply the text matrix by the object matrix */
> +       BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
> +       BLF_matrix(fontid, mat);
> +
> +       /* aspect is the inverse scale that allows you to increase */
> +       /* your resolution without sizing the final text size      */
> +       /* the bigger the size, the smaller the aspect             */
> +       BLF_aspect(fontid, aspect, aspect, aspect);
> +
> +       BLF_size(fontid, size, dpi);
> +       BLF_position(fontid, 0, 0, 0);
> +       BLF_draw(fontid, (char *)text, strlen(text));
> +
> +       BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
> +       glEnable(GL_DEPTH_TEST);
> +}
> +
>  void BL_print_gamedebug_line(const char* text, int xco, int yco, int
> width, int height)
>  {
>        /* gl prepping */
>
> Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.h
> ===================================================================
> --- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.h
>  2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.h
>  2010-12-16 10:25:41 UTC (rev 33707)
> @@ -47,6 +47,7 @@
>  void   BL_NormalMouse(struct wmWindow *win);
>  void   BL_WaitMouse(struct wmWindow *win);
>
> +void BL_print_game_line(int fontid, const char* text, int size, int dpi,
> float* color, double* mat, float aspect);
>  void BL_print_gamedebug_line(const char* text, int xco, int yco, int
> width, int height);
>  void BL_print_gamedebug_line_padded(const char* text, int xco, int yco,
> int width, int height);
>
>
> Modified:
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> ===================================================================
> ---
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> 2010-12-16 10:18:32 UTC (rev 33706)
> +++
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
> 2010-12-16 10:25:41 UTC (rev 33707)
> @@ -275,8 +275,17 @@
>                }
>        }
>  }
> +void KX_BlenderRenderTools::RenderText3D(int fontid,
> +
>      const char* text,
> +
>      int size,
> +
>      int dpi,
> +
>      float* color,
> +
>      double* mat,
> +
>      float aspect)
> +{
> +       BL_print_game_line(fontid, text, size, dpi, color, mat, aspect);
> +}
>
> -
>  void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
>
>     const char* text,
>
>     int xco,
>
> Modified:
> trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
> ===================================================================
> --- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
>     2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
>     2010-12-16 10:25:41 UTC (rev 33707)
> @@ -69,8 +69,16 @@
>        void                            DisableOpenGLLights();
>        void                            ProcessLighting(RAS_IRasterizer
> *rasty, bool uselights, const MT_Transform& viewmat);
>
> -       void                        RenderText2D(RAS_TEXT_RENDER_MODE mode,
> +       void                            RenderText3D(int fontid,
>
> const char* text,
> +
>  int size,
> +
>  int dpi,
> +
>  float* color,
> +
>  double* mat,
> +
>  float aspect);
> +
> +       void            RenderText2D(RAS_TEXT_RENDER_MODE mode,
> +
>  const char* text,
>                                                                         int
> xco,
>                                                                         int
> yco,
>                                                                         int
> width,
>
> Modified:
> trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
>      2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
>      2010-12-16 10:25:41 UTC (rev 33707)
> @@ -64,6 +64,7 @@
>  #include "KX_Light.h"
>  #include "KX_Camera.h"
>  #include "KX_EmptyObject.h"
> +#include "KX_FontObject.h"
>  #include "MT_Point3.h"
>  #include "MT_Transform.h"
>  #include "MT_MinMax.h"
> @@ -1266,10 +1267,13 @@
>                        break;
>                case OB_CURVE:
>                case OB_SURF:
> -               case OB_FONT:
>                        center[0]= center[1]= center[2]= 0.0;
>                        size[0]  = size[1]=size[2]=0.0;
>                        break;
> +               case OB_FONT:
> +                       center[0]= center[1]= center[2]= 0.0;
> +                       size[0]  = size[1]=size[2]=1.0;
> +                       break;
>                case OB_MBALL:
>                        bb= ob->bb;
>                        break;
> @@ -1801,7 +1805,19 @@
>                // set transformation
>                break;
>        }
> +
> +       case OB_FONT:
> +       {
> +               /* font objects have no bounding box */
> +               gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks,
> rendertools, ob);
> +
> +               /* add to the list only the visible fonts */
> +               if((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
> +
> kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
> +               break;
>        }
> +
> +       }
>        if (gameobj)
>        {
>                gameobj->SetLayer(ob->lay);
> @@ -2703,4 +2719,4 @@
>        MT_Scalar distance = (activecam)? activecam->GetCameraFar() -
> activecam->GetCameraNear(): 100.0f;
>        RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
>        bucketmanager->OptimizeBuckets(distance);
> -}
> +}
> \ No newline at end of file
>
> Modified: trunk/blender/source/gameengine/GamePlayer/common/CMakeLists.txt
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/CMakeLists.txt
>  2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/GamePlayer/common/CMakeLists.txt
>  2010-12-16 10:25:41 UTC (rev 33707)
> @@ -37,6 +37,7 @@
>        ../../../../source/blender/imbuf
>        ../../../../source/gameengine/Ketsji
>        ../../../../source/blender/blenlib
> +       ../../../../source/blender/blenfont
>        ../../../../source/blender/blenkernel
>        ../../../../source/blender
>        ../../../../source/blender/makesdna
>
> Modified:
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
>     2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
>     2010-12-16 10:25:41 UTC (rev 33707)
> @@ -53,7 +53,11 @@
>
>  #include "GPC_RenderTools.h"
>
> +extern "C" {
> +#include "BLF_api.h"
> +}
>
> +
>  unsigned int GPC_RenderTools::m_numgllights;
>
>  GPC_RenderTools::GPC_RenderTools()
> @@ -276,7 +280,36 @@
>        }
>  }
>
> +void GPC_RenderTools::RenderText3D(    int fontid,
> +
> const char* text,
> +                                                                       int
> size,
> +                                                                       int
> dpi,
> +
> float* color,
> +
> double* mat,
> +
> float aspect)
> +{
> +       /* the actual drawing */
> +       glColor3fv(color);
> +
> +       /* multiply the text matrix by the object matrix */
> +       BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
> +       BLF_matrix(fontid, mat);
>
> +       /* aspect is the inverse scale that allows you to increase */
> +       /* your resolution without sizing the final text size */
> +       /* the bigger the size, the smaller the aspect  */
> +       BLF_aspect(fontid, aspect, aspect, aspect);
> +
> +       BLF_size(fontid, size, dpi);
> +       BLF_position(fontid, 0, 0, 0);
> +       BLF_draw(fontid, (char *)text, strlen(text));
> +
> +       BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
> +       glEnable(GL_DEPTH_TEST);
> +}
> +
> +
> +
>  void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
>
>     const char* text,
>
>     int xco,
>
> Modified:
> trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
> 2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.h
> 2010-12-16 10:25:41 UTC (rev 33707)
> @@ -68,6 +68,13 @@
>        void                            DisableOpenGLLights();
>        void                            ProcessLighting(RAS_IRasterizer
> *rasty, bool uselights, const MT_Transform& viewmat);
>
> +       void                            RenderText3D(int fontid,
> +
>  const char* text,
> +
>  int size,
> +
>  int dpi,
> +
>  float* color,
> +
>  double* mat,
> +
>  float aspect);
>        /* @attention mode is ignored here */
>        void                        RenderText2D(RAS_TEXT_RENDER_MODE mode,
>
> const char* text,
>
> Modified: trunk/blender/source/gameengine/GamePlayer/common/Makefile
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/Makefile  2010-12-16
> 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/GamePlayer/common/Makefile  2010-12-16
> 10:25:41 UTC (rev 33707)
> @@ -41,6 +41,7 @@
>  CPPFLAGS += -I../../../blender/blenkernel
>  CPPFLAGS += -I../../../blender/blenloader
>  CPPFLAGS += -I../../../blender/blenlib
> +CPPFLAGS += -I../../../blender/blenfont
>  CPPFLAGS += -I../../../blender/imbuf
>  CPPFLAGS += -I../../../blender/makesdna
>  CPPFLAGS += -I../../../blender/gpu
>
> Modified: trunk/blender/source/gameengine/GamePlayer/common/SConscript
> ===================================================================
> --- trunk/blender/source/gameengine/GamePlayer/common/SConscript
>  2010-12-16 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/GamePlayer/common/SConscript
>  2010-12-16 10:25:41 UTC (rev 33707)
> @@ -26,6 +26,7 @@
>         '#source/blender/imbuf',
>         '#source/gameengine/Ketsji',
>         '#source/blender/blenlib',
> +        '#source/blender/blenfont',
>         '#source/blender/blenkernel',
>         '#source/blender',
>         '#source/blender/include',
>
> Modified: trunk/blender/source/gameengine/Ketsji/CMakeLists.txt
> ===================================================================
> --- trunk/blender/source/gameengine/Ketsji/CMakeLists.txt       2010-12-16
> 10:18:32 UTC (rev 33706)
> +++ trunk/blender/source/gameengine/Ketsji/CMakeLists.txt       2010-12-16
> 10:25:41 UTC (rev 33707)
> @@ -35,6 +35,7 @@
>        ../../../intern/moto/include
>        ../../../source/gameengine/Ketsji
>        ../../../source/blender/blenlib
> +       ../../../source/blender/blenfont
>        ../../../source/blender/blenkernel
>        ../../../source/blender/python
>        ../../../source/blender/python/generic
> @@ -70,6 +71,7 @@
>        KX_ConvertPhysicsObjects.cpp
>        KX_Dome.cpp
>        KX_EmptyObject.cpp
> +       KX_FontObject.cpp
>        KX_GameActuator.cpp
>        KX_GameObject.cpp
>        KX_IPO_SGController.cpp
> @@ -135,6 +137,7 @@
>        KX_ConvertPhysicsObject.h
>        KX_Dome.h
>        KX_EmptyObject.h
> +       KX_FontObject.h
>        KX_GameActuator.h
>        KX_GameObject.h
>        KX_IInterpolator.h
>
> Added: trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp
>
> @@ Diff output truncated at 10240 characters. @@
>
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