BsGUIMaterialManager.cpp 5.1 KB

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  1. #include "BsGUIMaterialManager.h"
  2. #include "BsMaterial.h"
  3. #include "BsSamplerState.h"
  4. #include "BsDebug.h"
  5. #include "BsBuiltinResources.h"
  6. #include "BsColor.h"
  7. namespace BansheeEngine
  8. {
  9. GUIMaterialManager::GUIMaterialManager()
  10. {
  11. SAMPLER_STATE_DESC ssDesc;
  12. ssDesc.magFilter = FO_POINT;
  13. ssDesc.minFilter = FO_POINT;
  14. ssDesc.mipFilter = FO_POINT;
  15. mGUISamplerState = SamplerState::create(ssDesc);
  16. }
  17. const GUIMaterialInfo& GUIMaterialManager::requestTextMaterial(UINT64 groupId, const HTexture& texture, const Color& tint) const
  18. {
  19. Vector4 vecColor(tint.r, tint.g, tint.b, tint.a);
  20. const GUIMaterialInfo* matInfo = findExistingTextMaterial(groupId, texture, tint);
  21. if(matInfo != nullptr)
  22. return *matInfo;
  23. mTextMaterials.push_back(GUIMaterial());
  24. GUIMaterial& guiMat = mTextMaterials[mTextMaterials.size() - 1];
  25. guiMat.handle = BuiltinResources::instance().createSpriteTextMaterial();
  26. guiMat.handle.mainTexSampler.set(mGUISamplerState);
  27. guiMat.handle.mainTexture.set(texture);
  28. guiMat.handle.tint.set(vecColor);
  29. guiMat.refCount = 1;
  30. guiMat.groupId = groupId;
  31. return guiMat.handle;
  32. }
  33. const GUIMaterialInfo& GUIMaterialManager::requestImageMaterial(UINT64 groupId, const HTexture& texture, const Color& tint) const
  34. {
  35. Vector4 vecColor(tint.r, tint.g, tint.b, tint.a);
  36. const GUIMaterialInfo* matInfo = findExistingImageMaterial(groupId, texture, tint);
  37. if(matInfo != nullptr)
  38. return *matInfo;
  39. mImageMaterials.push_back(GUIMaterial());
  40. GUIMaterial& guiMat = mImageMaterials[mImageMaterials.size() - 1];
  41. guiMat.handle = BuiltinResources::instance().createSpriteImageMaterial();
  42. guiMat.handle.mainTexSampler.set(mGUISamplerState);
  43. guiMat.handle.mainTexture.set(texture);
  44. guiMat.handle.tint.set(vecColor);
  45. guiMat.refCount = 1;
  46. guiMat.groupId = groupId;
  47. return guiMat.handle;
  48. }
  49. const GUIMaterialInfo& GUIMaterialManager::requestNonAlphaImageMaterial(UINT64 groupId, const HTexture& texture, const Color& tint) const
  50. {
  51. Vector4 vecColor(tint.r, tint.g, tint.b, tint.a);
  52. const GUIMaterialInfo* matInfo = findExistingNonAlphaImageMaterial(groupId, texture, tint);
  53. if (matInfo != nullptr)
  54. return *matInfo;
  55. mNonAlphaImageMaterials.push_back(GUIMaterial());
  56. GUIMaterial& guiMat = mNonAlphaImageMaterials[mNonAlphaImageMaterials.size() - 1];
  57. guiMat.handle = BuiltinResources::instance().createSpriteNonAlphaImageMaterial();
  58. guiMat.handle.mainTexSampler.set(mGUISamplerState);
  59. guiMat.handle.mainTexture.set(texture);
  60. guiMat.handle.tint.set(vecColor);
  61. guiMat.refCount = 1;
  62. guiMat.groupId = groupId;
  63. return guiMat.handle;
  64. }
  65. const GUIMaterialInfo* GUIMaterialManager::findExistingTextMaterial(UINT64 groupId, const HTexture& texture, const Color& tint) const
  66. {
  67. Vector4 vecColor(tint.r, tint.g, tint.b, tint.a);
  68. for(auto& matHandle : mTextMaterials)
  69. {
  70. if (matHandle.handle.mainTexture.get() == texture && matHandle.handle.tint.get() == vecColor && matHandle.groupId == groupId)
  71. {
  72. matHandle.refCount++;
  73. return &matHandle.handle;
  74. }
  75. }
  76. return nullptr;
  77. }
  78. const GUIMaterialInfo* GUIMaterialManager::findExistingImageMaterial(UINT64 groupId, const HTexture& texture, const Color& tint) const
  79. {
  80. Vector4 vecColor(tint.r, tint.g, tint.b, tint.a);
  81. for(auto& matHandle : mImageMaterials)
  82. {
  83. if (matHandle.handle.mainTexture.get() == texture && matHandle.handle.tint.get() == vecColor && matHandle.groupId == groupId)
  84. {
  85. matHandle.refCount++;
  86. return &matHandle.handle;
  87. }
  88. }
  89. return nullptr;
  90. }
  91. const GUIMaterialInfo* GUIMaterialManager::findExistingNonAlphaImageMaterial(UINT64 groupId, const HTexture& texture, const Color& tint) const
  92. {
  93. Vector4 vecColor(tint.r, tint.g, tint.b, tint.a);
  94. for (auto& matHandle : mNonAlphaImageMaterials)
  95. {
  96. if (matHandle.handle.mainTexture.get() == texture && matHandle.handle.tint.get() == vecColor && matHandle.groupId == groupId)
  97. {
  98. matHandle.refCount++;
  99. return &matHandle.handle;
  100. }
  101. }
  102. return nullptr;
  103. }
  104. void GUIMaterialManager::releaseMaterial(const GUIMaterialInfo& material) const
  105. {
  106. bool released = false;
  107. UINT32 i = 0;
  108. for(auto& matHandle : mTextMaterials)
  109. {
  110. if(&matHandle.handle == &material)
  111. {
  112. if(--matHandle.refCount == 0)
  113. {
  114. mTextMaterials.erase(mTextMaterials.begin() + i);
  115. released = true;
  116. break;
  117. }
  118. }
  119. i++;
  120. }
  121. i = 0;
  122. for(auto& matHandle : mImageMaterials)
  123. {
  124. if(&matHandle.handle == &material)
  125. {
  126. if(--matHandle.refCount == 0)
  127. {
  128. mImageMaterials.erase(mImageMaterials.begin() + i);
  129. released = true;
  130. break;
  131. }
  132. }
  133. i++;
  134. }
  135. i = 0;
  136. for (auto& matHandle : mNonAlphaImageMaterials)
  137. {
  138. if (&matHandle.handle == &material)
  139. {
  140. if (--matHandle.refCount == 0)
  141. {
  142. mNonAlphaImageMaterials.erase(mNonAlphaImageMaterials.begin() + i);
  143. released = true;
  144. break;
  145. }
  146. }
  147. i++;
  148. }
  149. }
  150. void GUIMaterialManager::clearMaterials()
  151. {
  152. mTextMaterials.clear();
  153. mImageMaterials.clear();
  154. mNonAlphaImageMaterials.clear();
  155. }
  156. }