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- //
- // Copyright (c) 2008-2015 the Urho3D project.
- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Atomic/UI/UI.h>
- #include <Atomic/UI/UIBatch.h>
- #include <Atomic/UI/UIView.h>
- #include <Atomic/IO/Log.h>
- #include <Atomic/Engine/Engine.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/Graphics/RenderPath.h>
- #include <Atomic/Graphics/Renderer.h>
- #include <Atomic/Core/CoreEvents.h>
- #include "UIRenderer.h"
- #include "UISceneView.h"
- using namespace tb;
- namespace Atomic
- {
- UISceneView::UISceneView(Context* context, bool createWidget) : UIWidget(context, false),
- rttFormat_(Graphics::GetRGBFormat()),
- autoUpdate_(false),
- size_(-1, -1),
- resizeRequired_(false)
- {
- UI* ui= GetSubsystem<UI>();
- if (createWidget)
- {
- renderTexture_ = new Texture2D(context_);
- depthTexture_ = new Texture2D(context_);
- viewport_ = new Viewport(context_);
- widget_ = new SceneViewWidget();
- widget_->SetDelegate(this);
- widget_->SetGravity(WIDGET_GRAVITY_ALL);
- ((SceneViewWidget*)widget_)->sceneView_ = this;
- ui->WrapWidget(this, widget_);
- }
- renderer_ = ui->GetRenderer();
- SubscribeToEvent(E_ENDFRAME, ATOMIC_HANDLER(UISceneView, HandleEndFrame));
- }
- UISceneView::~UISceneView()
- {
- }
- bool UISceneView::OnEvent(const TBWidgetEvent &ev)
- {
- return UIWidget::OnEvent(ev);
- }
- void UISceneView::HandleEndFrame(StringHash eventType, VariantMap& eventData)
- {
- if (resizeRequired_)
- {
- TBRect rect = widget_->GetRect();
- OnResize(IntVector2(rect.w, rect.h));
- resizeRequired_ = false;
- }
- }
- void UISceneView::OnResize(const IntVector2 &newSize)
- {
- if (newSize.x_ == size_.x_ && newSize.y_ == size_.y_)
- return;
- int width = newSize.x_;
- int height = newSize.y_;
- if (width > 0 && height > 0)
- {
- viewport_->SetRect(IntRect(0, 0, width, height));
- renderTexture_->SetSize(width, height, rttFormat_, TEXTURE_RENDERTARGET);
- depthTexture_->SetSize(width, height, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
- RenderSurface* surface = renderTexture_->GetRenderSurface();
- surface->SetViewport(0, viewport_);
- surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
- surface->SetLinkedDepthStencil(depthTexture_->GetRenderSurface());
- size_ = newSize;
- }
- }
- void UISceneView::SetView(Scene* scene, Camera* camera)
- {
- scene_ = scene;
- cameraNode_ = camera ? camera->GetNode() : 0;
- viewport_->SetScene(scene_);
- viewport_->SetCamera(camera);
- QueueUpdate();
- }
- void UISceneView::SetFormat(unsigned format)
- {
- if (format != rttFormat_)
- {
- rttFormat_ = format;
- }
- }
- void UISceneView::SetAutoUpdate(bool enable)
- {
- if (enable != autoUpdate_)
- {
- autoUpdate_ = enable;
- RenderSurface* surface = renderTexture_->GetRenderSurface();
- if (surface)
- surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
- }
- }
- void UISceneView::QueueUpdate()
- {
- if (!autoUpdate_)
- {
- RenderSurface* surface = renderTexture_->GetRenderSurface();
- if (surface)
- surface->QueueUpdate();
- }
- }
- Scene* UISceneView::GetScene() const
- {
- return scene_;
- }
- Node* UISceneView::GetCameraNode() const
- {
- return cameraNode_;
- }
- Texture2D* UISceneView::GetRenderTexture() const
- {
- return renderTexture_;
- }
- Texture2D* UISceneView::GetDepthTexture() const
- {
- return depthTexture_;
- }
- Viewport* UISceneView::GetViewport() const
- {
- return viewport_;
- }
- SceneViewWidget::SceneViewWidget()
- {
- vertexData_.Resize(6 * UI_VERTEX_SIZE);
- float color;
- ((unsigned&)color) = 0xFFFFFFFF;
- float* data = &vertexData_[0];
- data[2] = 0; data[3] = color; data[4] = 0; data[5] = 0;
- data[8] = 0; data[9] = color; data[10] = 1; data[11] = 0;
- data[14] = 0; data[15] = color; data[16] = 1; data[17] = 1;
- data[20] = 0; data[21] = color; data[22] = 0; data[23] = 0;
- data[26] = 0; data[27] = color; data[28] = 1; data[29] = 1;
- data[32] = 0; data[33] = color; data[34] = 0; data[35] = 1;
- }
- void SceneViewWidget::OnPaint(const PaintProps &paint_props)
- {
- if (sceneView_.Null())
- return;
- TBRect rect = GetRect();
- rect.x = rect.y = 0;
- ConvertToRoot(rect.x, rect.y);
- IntVector2 size = sceneView_->GetSize();
- if (size.x_ != rect.w || size.y_ != rect.h)
- {
- size.x_ = rect.w;
- size.y_ = rect.h;
- sceneView_->SetResizeRequired();
- // early out here, responsible for flicker
- // https://github.com/AtomicGameEngine/AtomicGameEngine/issues/115
- return;
- }
- float* data = &vertexData_[0];
- float color;
- float fopacity = GetOpacity() * sceneView_->renderer_->GetOpacity();
- unsigned char opacity = (unsigned char) (fopacity* 255.0f);
- ((unsigned&)color) = (0x00FFFFFF + (((uint32)opacity) << 24));
- float x = (float) rect.x;
- float y = (float) rect.y;
- float w = (float) rect.w;
- float h = (float) rect.h;
- #ifdef ATOMIC_PLATFORM_WINDOWS
- #ifndef ATOMIC_D3D11
- //Direct3D9 Adjustment
- x += 0.5f;
- y += 0.5f;
- #endif
- #endif
- data[3] = color;
- data[9] = color;
- data[15] = color;
- data[21] = color;
- data[27] = color;
- data[33] = color;
- data[0] = x;
- data[1] = y;
- data[6] = x + w;
- data[7] = y;
- data[12] = x + w;
- data[13] = y + h;
- data[18] = x;
- data[19] = y;
- data[24] = x + w;
- data[25] = y + h;
- data[30] = x;
- data[31] = y + h;
- UIView *view = sceneView_->GetView();
- if (view)
- {
- view->SubmitBatchVertexData(sceneView_->GetRenderTexture(), vertexData_);
- }
- }
- }
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