BsImageSprite.cpp 12 KB

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  1. #include "BsImageSprite.h"
  2. #include "BsSpriteTexture.h"
  3. #include "BsGUIMaterialManager.h"
  4. #include "BsSpriteTexture.h"
  5. #include "BsTexture.h"
  6. #include "BsProfilerCPU.h"
  7. namespace BansheeEngine
  8. {
  9. ImageSprite::ImageSprite()
  10. {
  11. }
  12. void ImageSprite::update(const IMAGE_SPRITE_DESC& desc, UINT64 groupId)
  13. {
  14. const FontData* fontData = nullptr;
  15. if(desc.texture == nullptr || desc.texture->getTexture() == nullptr)
  16. {
  17. clearMesh();
  18. return;
  19. }
  20. gProfilerCPU().beginSample("UpdateImageSprite");
  21. // Actually generate a mesh
  22. if(mCachedRenderElements.size() < 1)
  23. mCachedRenderElements.resize(1);
  24. bool useScale9Grid = desc.borderLeft > 0 || desc.borderRight > 0 ||
  25. desc.borderTop > 0 || desc.borderBottom > 0;
  26. UINT32 numQuads = 1;
  27. if(useScale9Grid)
  28. numQuads = 9;
  29. UINT32 texPage = 0;
  30. SpriteRenderElement& renderElem = mCachedRenderElements[0];
  31. {
  32. UINT32 newNumQuads = numQuads;
  33. if(newNumQuads != renderElem.numQuads)
  34. {
  35. UINT32 oldVertexCount = renderElem.numQuads * 4;
  36. UINT32 oldIndexCount = renderElem.numQuads * 6;
  37. if(renderElem.vertices != nullptr) bs_deleteN<ScratchAlloc>(renderElem.vertices, oldVertexCount);
  38. if(renderElem.uvs != nullptr) bs_deleteN<ScratchAlloc>(renderElem.uvs, oldVertexCount);
  39. if(renderElem.indexes != nullptr) bs_deleteN<ScratchAlloc>(renderElem.indexes, oldIndexCount);
  40. renderElem.vertices = bs_newN<Vector2, ScratchAlloc>(newNumQuads * 4);
  41. renderElem.uvs = bs_newN<Vector2, ScratchAlloc>(newNumQuads * 4);
  42. renderElem.indexes = bs_newN<UINT32, ScratchAlloc>(newNumQuads * 6);
  43. renderElem.numQuads = newNumQuads;
  44. }
  45. const HTexture& tex = desc.texture->getTexture();
  46. bool getNewMaterial = false;
  47. if(renderElem.matInfo.material == nullptr)
  48. getNewMaterial = true;
  49. else
  50. {
  51. const GUIMaterialInfo* matInfo = nullptr;
  52. if (desc.transparent)
  53. matInfo = GUIMaterialManager::instance().findExistingImageMaterial(groupId, tex, desc.color);
  54. else
  55. matInfo = GUIMaterialManager::instance().findExistingNonAlphaImageMaterial(groupId, tex, desc.color);
  56. if(matInfo == nullptr)
  57. {
  58. getNewMaterial = true;
  59. }
  60. else
  61. {
  62. if(matInfo->material != renderElem.matInfo.material)
  63. {
  64. GUIMaterialManager::instance().releaseMaterial(renderElem.matInfo);
  65. getNewMaterial = true;
  66. }
  67. }
  68. }
  69. if (getNewMaterial)
  70. {
  71. if (desc.transparent)
  72. renderElem.matInfo = GUIMaterialManager::instance().requestImageMaterial(groupId, tex, desc.color);
  73. else
  74. renderElem.matInfo = GUIMaterialManager::instance().requestNonAlphaImageMaterial(groupId, tex, desc.color);
  75. }
  76. texPage++;
  77. }
  78. for(UINT32 i = 0; i < numQuads; i++)
  79. {
  80. renderElem.indexes[i * 6 + 0] = i * 4 + 0;
  81. renderElem.indexes[i * 6 + 1] = i * 4 + 1;
  82. renderElem.indexes[i * 6 + 2] = i * 4 + 2;
  83. renderElem.indexes[i * 6 + 3] = i * 4 + 1;
  84. renderElem.indexes[i * 6 + 4] = i * 4 + 3;
  85. renderElem.indexes[i * 6 + 5] = i * 4 + 2;
  86. }
  87. Vector2I offset = getAnchorOffset(desc.anchor, desc.width, desc.height);
  88. Vector2 uvOffset = desc.uvOffset;
  89. Vector2 uvScale = desc.uvScale;
  90. if(useScale9Grid)
  91. {
  92. UINT32 leftBorder = desc.borderLeft;
  93. UINT32 rightBorder = desc.borderRight;
  94. UINT32 topBorder = desc.borderTop;
  95. UINT32 bottomBorder = desc.borderBottom;
  96. float centerWidth = (float)std::max((INT32)0, (INT32)desc.width - (INT32)leftBorder - (INT32)rightBorder);
  97. float centerHeight = (float)std::max((INT32)0, (INT32)desc.height - (INT32)topBorder - (INT32)bottomBorder);
  98. float topCenterStart = (float)(offset.x + leftBorder);
  99. float topRightStart = (float)(topCenterStart + centerWidth);
  100. float middleStart = (float)(offset.y + topBorder);
  101. float bottomStart = (float)(middleStart + centerHeight);
  102. // Top left
  103. renderElem.vertices[0] = Vector2((float)offset.x, (float)offset.y);
  104. renderElem.vertices[1] = Vector2((float)offset.x + leftBorder, (float)offset.y);
  105. renderElem.vertices[2] = Vector2((float)offset.x, middleStart);
  106. renderElem.vertices[3] = Vector2((float)offset.x + leftBorder, middleStart);
  107. // Top center
  108. renderElem.vertices[4] = Vector2(topCenterStart, (float)offset.y);
  109. renderElem.vertices[5] = Vector2(topCenterStart + centerWidth, (float)offset.y);
  110. renderElem.vertices[6] = Vector2(topCenterStart, middleStart);
  111. renderElem.vertices[7] = Vector2(topCenterStart + centerWidth, middleStart);
  112. // Top right
  113. renderElem.vertices[8] = Vector2(topRightStart, (float)offset.y);
  114. renderElem.vertices[9] = Vector2(topRightStart + rightBorder, (float)offset.y);
  115. renderElem.vertices[10] = Vector2(topRightStart, middleStart);
  116. renderElem.vertices[11] = Vector2(topRightStart + rightBorder, middleStart);
  117. // Middle left
  118. renderElem.vertices[12] = Vector2((float)offset.x, middleStart);
  119. renderElem.vertices[13] = Vector2((float)offset.x + leftBorder, middleStart);
  120. renderElem.vertices[14] = Vector2((float)offset.x, bottomStart);
  121. renderElem.vertices[15] = Vector2((float)offset.x + leftBorder, bottomStart);
  122. // Middle center
  123. renderElem.vertices[16] = Vector2(topCenterStart, middleStart);
  124. renderElem.vertices[17] = Vector2(topCenterStart + centerWidth, middleStart);
  125. renderElem.vertices[18] = Vector2(topCenterStart, bottomStart);
  126. renderElem.vertices[19] = Vector2(topCenterStart + centerWidth, bottomStart);
  127. // Middle right
  128. renderElem.vertices[20] = Vector2(topRightStart, middleStart);
  129. renderElem.vertices[21] = Vector2(topRightStart + rightBorder, middleStart);
  130. renderElem.vertices[22] = Vector2(topRightStart, bottomStart);
  131. renderElem.vertices[23] = Vector2(topRightStart + rightBorder, bottomStart);
  132. // Bottom left
  133. renderElem.vertices[24] = Vector2((float)offset.x, bottomStart);
  134. renderElem.vertices[25] = Vector2((float)offset.x + leftBorder, bottomStart);
  135. renderElem.vertices[26] = Vector2((float)offset.x, bottomStart + bottomBorder);
  136. renderElem.vertices[27] = Vector2((float)offset.x + leftBorder, bottomStart + bottomBorder);
  137. // Bottom center
  138. renderElem.vertices[28] = Vector2(topCenterStart, bottomStart);
  139. renderElem.vertices[29] = Vector2(topCenterStart + centerWidth, bottomStart);
  140. renderElem.vertices[30] = Vector2(topCenterStart, bottomStart + bottomBorder);
  141. renderElem.vertices[31] = Vector2(topCenterStart + centerWidth, bottomStart + bottomBorder);
  142. // Bottom right
  143. renderElem.vertices[32] = Vector2(topRightStart, bottomStart);
  144. renderElem.vertices[33] = Vector2(topRightStart + rightBorder, bottomStart);
  145. renderElem.vertices[34] = Vector2(topRightStart, bottomStart + bottomBorder);
  146. renderElem.vertices[35] = Vector2(topRightStart + rightBorder, bottomStart + bottomBorder);
  147. float invWidth = 1.0f / (float)desc.texture->getTexture()->getProperties().getWidth();
  148. float invHeight = 1.0f / (float)desc.texture->getTexture()->getProperties().getHeight();
  149. float uvLeftBorder = desc.borderLeft * invWidth;
  150. float uvRightBorder = desc.borderRight * invWidth;
  151. float uvTopBorder = desc.borderTop * invHeight;
  152. float uvBottomBorder = desc.borderBottom * invHeight;
  153. float uvCenterWidth = std::max(0.0f, uvScale.x - uvLeftBorder - uvRightBorder);
  154. float uvCenterHeight = std::max(0.0f, uvScale.y - uvTopBorder - uvBottomBorder);
  155. float uvTopCenterStart = uvOffset.x + uvLeftBorder;
  156. float uvTopRightStart = uvTopCenterStart + uvCenterWidth;
  157. float uvMiddleStart = uvOffset.y + uvTopBorder;
  158. float uvBottomStart = uvMiddleStart + uvCenterHeight;
  159. // UV - Top left
  160. renderElem.uvs[0] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y));
  161. renderElem.uvs[1] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvOffset.y));
  162. renderElem.uvs[2] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y + uvTopBorder));
  163. renderElem.uvs[3] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvOffset.y + uvTopBorder));
  164. // UV - Top center
  165. renderElem.uvs[4] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvOffset.y));
  166. renderElem.uvs[5] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvOffset.y));
  167. renderElem.uvs[6] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvOffset.y + uvTopBorder));
  168. renderElem.uvs[7] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvOffset.y + uvTopBorder));
  169. // UV - Top right
  170. renderElem.uvs[8] = desc.texture->transformUV(Vector2(uvTopRightStart, uvOffset.y));
  171. renderElem.uvs[9] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvOffset.y));
  172. renderElem.uvs[10] = desc.texture->transformUV(Vector2(uvTopRightStart, uvOffset.y + uvTopBorder));
  173. renderElem.uvs[11] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvOffset.y + uvTopBorder));
  174. // UV - Middle left
  175. renderElem.uvs[12] = desc.texture->transformUV(Vector2(uvOffset.x, uvMiddleStart));
  176. renderElem.uvs[13] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvMiddleStart));
  177. renderElem.uvs[14] = desc.texture->transformUV(Vector2(uvOffset.x, uvMiddleStart + uvCenterHeight));
  178. renderElem.uvs[15] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvMiddleStart + uvCenterHeight));
  179. // UV - Middle center
  180. renderElem.uvs[16] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvMiddleStart));
  181. renderElem.uvs[17] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvMiddleStart));
  182. renderElem.uvs[18] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvMiddleStart + uvCenterHeight));
  183. renderElem.uvs[19] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvMiddleStart + uvCenterHeight));
  184. // UV - Middle right
  185. renderElem.uvs[20] = desc.texture->transformUV(Vector2(uvTopRightStart, uvMiddleStart));
  186. renderElem.uvs[21] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvMiddleStart));
  187. renderElem.uvs[22] = desc.texture->transformUV(Vector2(uvTopRightStart, uvMiddleStart + uvCenterHeight));
  188. renderElem.uvs[23] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvMiddleStart + uvCenterHeight));
  189. // UV - Bottom left
  190. renderElem.uvs[24] = desc.texture->transformUV(Vector2(uvOffset.x, uvBottomStart));
  191. renderElem.uvs[25] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvBottomStart));
  192. renderElem.uvs[26] = desc.texture->transformUV(Vector2(uvOffset.x, uvBottomStart + uvBottomBorder));
  193. renderElem.uvs[27] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvBottomStart + uvBottomBorder));
  194. // UV - Bottom center
  195. renderElem.uvs[28] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvBottomStart));
  196. renderElem.uvs[29] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvBottomStart));
  197. renderElem.uvs[30] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvBottomStart + uvBottomBorder));
  198. renderElem.uvs[31] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvBottomStart + uvBottomBorder));
  199. // UV - Bottom right
  200. renderElem.uvs[32] = desc.texture->transformUV(Vector2(uvTopRightStart, uvBottomStart));
  201. renderElem.uvs[33] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvBottomStart));
  202. renderElem.uvs[34] = desc.texture->transformUV(Vector2(uvTopRightStart, uvBottomStart + uvBottomBorder));
  203. renderElem.uvs[35] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvBottomStart + uvBottomBorder));
  204. }
  205. else
  206. {
  207. renderElem.vertices[0] = Vector2((float)offset.x, (float)offset.y);
  208. renderElem.vertices[1] = Vector2((float)offset.x + desc.width, (float)offset.y);
  209. renderElem.vertices[2] = Vector2((float)offset.x, (float)offset.y + desc.height);
  210. renderElem.vertices[3] = Vector2((float)offset.x + desc.width, (float)offset.y + desc.height);
  211. renderElem.uvs[0] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y));
  212. renderElem.uvs[1] = desc.texture->transformUV(Vector2(uvOffset.x + uvScale.x, uvOffset.y));
  213. renderElem.uvs[2] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y + uvScale.y));
  214. renderElem.uvs[3] = desc.texture->transformUV(Vector2(uvOffset.x + uvScale.x, uvOffset.y + uvScale.y));
  215. }
  216. updateBounds();
  217. gProfilerCPU().endSample("UpdateImageSprite");
  218. }
  219. }