在3D场景中创建文本标签的方法

在3D图形编程中,有时希望在场景中添加一些静态文本,以提高可读性。例如,在游戏开发中,可能需要在屏幕上显示得分、状态信息或提示。本文将介绍如何在3D场景中创建一个基于文本的标签。

创建文本标签的步骤

创建文本标签的过程可以分为以下几个步骤:

  1. 创建包含文本的位图
  2. 基于该图像创建纹理,然后创建材质
  3. 创建一个矩形(poster)并将纹理应用到上面
  4. 返回创建的ManualObject

这个过程可能会涉及到一些关键的技术点,比如如何根据文本内容确定位图的大小,以及如何使用ManualObject。

代码实现

以下是使用C#语言实现上述功能的代码示例:

private static ManualObject createALabel(SceneManager Smgr, String text) { String textureName = Guid.NewGuid().ToString(); System.Drawing.Font font = new System.Drawing.Font("Calibri", 12, FontStyle.Bold); Bitmap bitmap = new Bitmap(1, 1); Graphics g = Graphics.FromImage(bitmap); float measureString = g.MeasureString(text, font).Width; bitmap = new Bitmap((int)measureString, (int)g.MeasureString(text, font).Height); g = Graphics.FromImage(bitmap); g.FillRectangle(Brushes.Black, new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height)); g.DrawString(text, font, new System.Drawing.SolidBrush(Color.White), new Point(3, 3)); g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; Stream oStream = new MemoryStream(); g.Save(); bitmap.Save(oStream, ImageFormat.Png); oStream.Flush(); bitmap.Dispose(); oStream.Position = 0; BinaryReader oBinaryReader = new BinaryReader(oStream); byte[] pBuffer = oBinaryReader.ReadBytes((int)oBinaryReader.BaseStream.Length); oStream.Close(); GCHandle handle = GCHandle.Alloc(pBuffer, GCHandleType.Pinned); byte* pUnsafeByte = (byte*)handle.AddrOfPinnedObject(); void* pUnsafeBuffer = (void*)handle.AddrOfPinnedObject(); MemoryDataStream oMemoryStream = new MemoryDataStream(pUnsafeBuffer, (uint)pBuffer.Length); DataStreamPtr oPtrDataStream = new DataStreamPtr(oMemoryStream); Mogre.Image oMogreImage = new Mogre.Image().Load(oPtrDataStream, "png"); TextureManager.Singleton.LoadImageW(textureName, ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, oMogreImage); handle.Free(); String matNam = Guid.NewGuid().ToString(); MaterialPtr _dynamicMaterial = MaterialManager.Singleton.Create(matNam, ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME); Pass pass = _dynamicMaterial.GetTechnique(0).GetPass(0); pass.ShadingMode = ShadeOptions.SO_PHONG; TextureUnitState tus = pass.CreateTextureUnitState(textureName); tus.SetTextureAddressingMode(TextureUnitState.TextureAddressingMode.TAM_CLAMP); pass.AddTextureUnitState(tus); _dynamicMaterial.Dispose(); ManualObject manualObject = Smgr.CreateManualObject(Guid.NewGuid().ToString()); manualObject.EstimateIndexCount(6); manualObject.EstimateVertexCount(6); manualObject.Begin(matNam, RenderOperation.OperationTypes.OT_TRIANGLE_LIST); int yWidthVariable = bitmap.Width; int xWidth = bitmap.Height; manualObject.Position(new Vector3(0, 0, 0)); manualObject.TextureCoord(1, 0); manualObject.Normal(Vector3.UNIT_Z); manualObject.Position(new Vector3(0, -yWidthVariable, 0)); manualObject.TextureCoord(0, 0f); manualObject.Normal(Vector3.UNIT_Z); manualObject.Position(new Vector3(xWidth, 0, 0)); manualObject.TextureCoord(1f, 1); manualObject.Normal(Vector3.UNIT_Z); manualObject.Position(new Vector3(0, -yWidthVariable, 0)); manualObject.TextureCoord(0f, 0f); manualObject.Normal(Vector3.UNIT_Z); manualObject.Position(new Vector3(xWidth, -yWidthVariable, 0)); manualObject.TextureCoord(0f, 1.0f); manualObject.Normal(Vector3.UNIT_Z); manualObject.Position(new Vector3(xWidth, 0, 0)); manualObject.TextureCoord(1f, 1.0f); manualObject.Normal(Vector3.UNIT_Z); manualObject.End(); manualObject.CastShadows = false; return manualObject; }

这段代码首先创建了一个包含文本的位图,然后创建了一个纹理,并将其应用到一个材质上。接着,它创建了一个ManualObject,这是一个可以在场景中渲染的自定义几何体。最后,它设置了ManualObject的一些属性,比如不投射阴影,并返回了这个对象。

获取标签大小

可以通过ManualObject的BoundingBox属性来获取标签的大小。例如:

manualObject.BoundingBox.Size.x * 0.5f * Vector3.UNIT_Y;
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