UISceneView.cpp 5.8 KB

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  1. // Portions Copyright (c) 2008-2015 the Urho3D project.
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // Please see LICENSE.md in repository root for license information
  4. // https://github.com/AtomicGameEngine/AtomicGameEngine
  5. #include "AtomicEditor.h"
  6. #include <Atomic/UI/UI.h>
  7. #include <Atomic/UI/UIBatch.h>
  8. #include <Atomic/IO/Log.h>
  9. #include <Atomic/Engine/Engine.h>
  10. #include <Atomic/Graphics/Graphics.h>
  11. #include <Atomic/Graphics/Camera.h>
  12. #include <Atomic/Graphics/RenderPath.h>
  13. #include <Atomic/Graphics/Renderer.h>
  14. #include <Atomic/Core/CoreEvents.h>
  15. #include "UIRenderer.h"
  16. #include "UISceneView.h"
  17. using namespace tb;
  18. namespace Atomic
  19. {
  20. UISceneView::UISceneView(Context* context, bool createWidget) : UIWidget(context, false),
  21. rttFormat_(Graphics::GetRGBFormat()),
  22. autoUpdate_(false),
  23. size_(-1, -1),
  24. resizeRequired_(false)
  25. {
  26. UI* ui= GetSubsystem<UI>();
  27. if (createWidget)
  28. {
  29. renderTexture_ = new Texture2D(context_);
  30. depthTexture_ = new Texture2D(context_);
  31. viewport_ = new Viewport(context_);
  32. widget_ = new SceneViewWidget();
  33. widget_->SetDelegate(this);
  34. widget_->SetGravity(WIDGET_GRAVITY_ALL);
  35. ((SceneViewWidget*)widget_)->sceneView_ = this;
  36. ui->WrapWidget(this, widget_);
  37. }
  38. renderer_ = ui->GetRenderer();
  39. SubscribeToEvent(E_ENDFRAME, HANDLER(UISceneView, HandleEndFrame));
  40. }
  41. UISceneView::~UISceneView()
  42. {
  43. // FIXME: need to refactor Light2D viewport handling
  44. if (viewport_.NotNull())
  45. {
  46. RenderPath* renderpath = viewport_->GetRenderPath();
  47. if (renderpath)
  48. renderpath->RemoveCommands("Light2D");
  49. }
  50. }
  51. bool UISceneView::OnEvent(const TBWidgetEvent &ev)
  52. {
  53. return false;
  54. }
  55. void UISceneView::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  56. {
  57. if (resizeRequired_)
  58. {
  59. TBRect rect = widget_->GetRect();
  60. OnResize(IntVector2(rect.w, rect.h));
  61. resizeRequired_ = false;
  62. }
  63. }
  64. void UISceneView::OnResize(const IntVector2 &newSize)
  65. {
  66. if (newSize.x_ == size_.x_ && newSize.y_ == size_.y_)
  67. return;
  68. int width = newSize.x_;
  69. int height = newSize.y_;
  70. if (width > 0 && height > 0)
  71. {
  72. viewport_->SetRect(IntRect(0, 0, width, height));
  73. renderTexture_->SetSize(width, height, rttFormat_, TEXTURE_RENDERTARGET);
  74. depthTexture_->SetSize(width, height, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
  75. RenderSurface* surface = renderTexture_->GetRenderSurface();
  76. surface->SetViewport(0, viewport_);
  77. surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
  78. surface->SetLinkedDepthStencil(depthTexture_->GetRenderSurface());
  79. size_ = newSize;
  80. }
  81. }
  82. void UISceneView::SetView(Scene* scene, Camera* camera)
  83. {
  84. scene_ = scene;
  85. cameraNode_ = camera ? camera->GetNode() : 0;
  86. viewport_->SetScene(scene_);
  87. viewport_->SetCamera(camera);
  88. QueueUpdate();
  89. }
  90. void UISceneView::SetFormat(unsigned format)
  91. {
  92. if (format != rttFormat_)
  93. {
  94. rttFormat_ = format;
  95. }
  96. }
  97. void UISceneView::SetAutoUpdate(bool enable)
  98. {
  99. if (enable != autoUpdate_)
  100. {
  101. autoUpdate_ = enable;
  102. RenderSurface* surface = renderTexture_->GetRenderSurface();
  103. if (surface)
  104. surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
  105. }
  106. }
  107. void UISceneView::QueueUpdate()
  108. {
  109. if (!autoUpdate_)
  110. {
  111. RenderSurface* surface = renderTexture_->GetRenderSurface();
  112. if (surface)
  113. surface->QueueUpdate();
  114. }
  115. }
  116. Scene* UISceneView::GetScene() const
  117. {
  118. return scene_;
  119. }
  120. Node* UISceneView::GetCameraNode() const
  121. {
  122. return cameraNode_;
  123. }
  124. Texture2D* UISceneView::GetRenderTexture() const
  125. {
  126. return renderTexture_;
  127. }
  128. Texture2D* UISceneView::GetDepthTexture() const
  129. {
  130. return depthTexture_;
  131. }
  132. Viewport* UISceneView::GetViewport() const
  133. {
  134. return viewport_;
  135. }
  136. SceneViewWidget::SceneViewWidget()
  137. {
  138. vertexData_.Resize(6 * UI_VERTEX_SIZE);
  139. float color;
  140. ((unsigned&)color) = 0xFFFFFFFF;
  141. float* data = &vertexData_[0];
  142. data[2] = 0; data[3] = color; data[4] = 0; data[5] = 0;
  143. data[8] = 0; data[9] = color; data[10] = 1; data[11] = 0;
  144. data[14] = 0; data[15] = color; data[16] = 1; data[17] = 1;
  145. data[20] = 0; data[21] = color; data[22] = 0; data[23] = 0;
  146. data[26] = 0; data[27] = color; data[28] = 1; data[29] = 1;
  147. data[32] = 0; data[33] = color; data[34] = 0; data[35] = 1;
  148. }
  149. void SceneViewWidget::OnPaint(const PaintProps &paint_props)
  150. {
  151. if (sceneView_.Null())
  152. return;
  153. TBRect rect = GetRect();
  154. rect.x = rect.y = 0;
  155. ConvertToRoot(rect.x, rect.y);
  156. IntVector2 size = sceneView_->GetSize();
  157. if (size.x_ != rect.w || size.y_ != rect.h)
  158. {
  159. size.x_ = rect.w;
  160. size.y_ = rect.h;
  161. sceneView_->SetResizeRequired();
  162. // early out here, responsible for flicker
  163. // https://github.com/AtomicGameEngine/AtomicGameEngine/issues/115
  164. return;
  165. }
  166. float* data = &vertexData_[0];
  167. float color;
  168. float fopacity = GetOpacity() * sceneView_->renderer_->GetOpacity();
  169. unsigned char opacity = (unsigned char) (fopacity* 255.0f);
  170. ((unsigned&)color) = (0x00FFFFFF + (((uint32)opacity) << 24));
  171. data[3] = color;
  172. data[9] = color;
  173. data[15] = color;
  174. data[21] = color;
  175. data[27] = color;
  176. data[33] = color;
  177. data[0] = rect.x;
  178. data[1] = rect.y;
  179. data[6] = rect.x + rect.w;
  180. data[7] = rect.y;
  181. data[12] = rect.x + rect.w;
  182. data[13] = rect.y + rect.h;
  183. data[18] = rect.x;
  184. data[19] = rect.y;
  185. data[24] = rect.x + rect.w;
  186. data[25] = rect.y + rect.h;
  187. data[30] = rect.x;
  188. data[31] = rect.y + rect.h;
  189. sceneView_->GetSubsystem<UI>()->SubmitBatchVertexData(sceneView_->GetRenderTexture(), vertexData_);
  190. }
  191. }