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- #include "BsGUIWidget.h"
- #include "BsGUIManager.h"
- #include "BsGUISkin.h"
- #include "BsGUILabel.h"
- #include "CmDeferredRenderContext.h"
- #include "CmMaterial.h"
- #include "CmPass.h"
- #include "CmMesh.h"
- #include "BsCamera.h"
- #include "CmViewport.h"
- #include "CmSceneObject.h"
- using namespace CamelotFramework;
- namespace BansheeEngine
- {
- GUISkin GUIWidget::DefaultSkin;
- GUIWidget::GUIWidget(const HSceneObject& parent)
- :Overlay(parent), mSkin(nullptr)
- {
- GUIManager::instance().registerWidget(this);
- }
- GUIWidget::~GUIWidget()
- {
- GUIManager::instance().unregisterWidget(this);
- for(auto& elem : mElements)
- {
- GUIElement::destroy(elem);
- }
- mElements.clear();
- }
- void GUIWidget::registerElement(GUIElement* elem)
- {
- mElements.push_back(elem);
- }
- void GUIWidget::setSkin(const GUISkin* skin)
- {
- mSkin = skin;
- }
- const GUISkin* GUIWidget::getGUISkin() const
- {
- if(mSkin != nullptr)
- return mSkin;
- else
- return &DefaultSkin;
- }
- void GUIWidget::mouseEvent(const GUIMouseEvent& ev)
- {
- }
- void GUIWidget::updateMeshes() const
- {
- struct TempMeshData
- {
- TempMeshData()
- :numQuads(0), quadOffset(0)
- { }
- UINT32 numQuads;
- UINT32 quadOffset;
- HMaterial material;
- std::shared_ptr<MeshData> meshData;
- };
- std::unordered_map<UINT64, TempMeshData> meshDataPerRenderElement;
- // Group meshes based on used materials
- // Determine mesh sizes per group
- for(auto& elem : mElements)
- {
- UINT32 numRenderElems = elem->getNumRenderElements();
- for(UINT32 i = 0; i < numRenderElems; i++)
- {
- const HMaterial& mat = elem->getMaterial(i);
- UINT64 meshGroup = mat->getInternalID(); // TODO - I group based on material ID. So if two widgets used exact copies of the same material
- // this system won't detect it. Find a better way of determining material similarity?
- UINT32 numQuads = elem->getNumQuads(i);
- meshDataPerRenderElement[meshGroup].numQuads += numQuads;
- meshDataPerRenderElement[meshGroup].material = mat;
- }
- }
- // Allocate buffers for each group
- UINT32 numMeshes = 0;
- for(auto& renderElem : meshDataPerRenderElement)
- {
- MeshDataPtr meshData = std::shared_ptr<MeshData>(CM_NEW(MeshData, PoolAlloc) MeshData(renderElem.second.numQuads * 4),
- &MemAllocDeleter<MeshData, PoolAlloc>::deleter);
- meshData->beginDesc();
- meshData->addVertElem(VET_FLOAT2, VES_POSITION);
- meshData->addVertElem(VET_FLOAT2, VES_TEXCOORD);
- meshData->addSubMesh(renderElem.second.numQuads * 6);
- meshData->endDesc();
- renderElem.second.meshData = meshData;
- numMeshes++;
- }
- // TODO - Sorting from scratch every time is not optimal.
- // If more performance is needed, try re-sorting only modified elements
- // Sort so that farthest away elements get drawn first (needed due to transparency)
- std::vector<GUIElement*> sortedElements = mElements;
- std::sort(sortedElements.begin(), sortedElements.end(),
- [](GUIElement* a, GUIElement* b)
- {
- return a->getDepth() > b->getDepth();
- });
- // Fill buffers for each group
- for(auto& elem : sortedElements)
- {
- UINT32 numRenderElems = elem->getNumRenderElements();
- for(UINT32 i = 0; i < numRenderElems; i++)
- {
- const HMaterial& mat = elem->getMaterial(i);
- UINT64 meshGroup = mat->getInternalID();
- MeshDataPtr meshData = meshDataPerRenderElement[meshGroup].meshData;
- UINT8* vertices = meshData->getElementData(VES_POSITION);
- UINT8* uvs = meshData->getElementData(VES_TEXCOORD);
- UINT32* indices = meshData->getIndices32();
- UINT32 startingQuad = meshDataPerRenderElement[meshGroup].quadOffset;
- UINT32 maxNumQuads = meshDataPerRenderElement[meshGroup].numQuads;
- UINT32 vertexStride = meshData->getVertexStride();
- UINT32 indexStride = meshData->getIndexElementSize();
- elem->fillBuffer(vertices, uvs, indices, startingQuad, maxNumQuads, vertexStride, indexStride, i);
- UINT32 numQuads = elem->getNumQuads(i);
- meshDataPerRenderElement[meshGroup].quadOffset += numQuads;
- }
- }
- // Update meshes
- for(UINT32 i = (UINT32)mCachedMeshes.size(); i < numMeshes; i++)
- {
- HMesh newMesh = Mesh::create();
- mCachedMeshes.push_back(newMesh);
- newMesh.waitUntilLoaded();
- }
- while((UINT32)mCachedMeshes.size() > numMeshes && (UINT32)mCachedMeshes.size() > 0)
- {
- mCachedMeshes.erase(mCachedMeshes.end() - 1); // TODO: Destroying meshes as soon as they're not used might be a perf. penalty?
- // Maybe instead pool the meshes and only actually remove them when a certain number of unused ones exists.
- }
- mCachedMaterials.resize(numMeshes);
- UINT32 meshIdx = 0;
- for(auto& renderElem : meshDataPerRenderElement)
- {
- mCachedMeshes[meshIdx]->setMeshData(renderElem.second.meshData);
- mCachedMaterials[meshIdx] = renderElem.second.material;
- meshIdx++;
- }
- updateBounds();
- }
- void GUIWidget::updateBounds() const
- {
- mCachedBounds.clear();
- const Matrix4& worldTfrm = SO()->getWorldTfrm();
- for(auto& elem : mElements)
- {
- ORect elemBounds(elem->getBounds());
- elemBounds.applyTransform(worldTfrm);
- mCachedBounds.push_back(std::make_pair(elemBounds, elem));
- }
- }
- void GUIWidget::render(const Camera* camera, RenderContext& renderContext) const
- {
- // Mesh is re-created every frame. There might be a better approach that only recreates it upon change,
- // but for now it seems like too much hassle for something like GUI that is pretty dynamic anyway.
- updateMeshes();
- // Render the meshes
- UINT32 meshIdx = 0;
- for(auto& mesh : mCachedMeshes)
- {
- HMaterial material = mCachedMaterials[meshIdx];
- // TODO - Possible optimization. I currently divide by width/height inside the shader, while it
- // might be more optimal to just scale the mesh as the resolution changes?
- material->setFloat("halfViewportWidth", camera->getViewport()->getWidth() * 0.5f);
- material->setFloat("halfViewportHeight", camera->getViewport()->getHeight() * 0.5f);
- material->setMat4("worldTransform", SO()->getWorldTfrm());
- if(material == nullptr || !material.isLoaded())
- continue;
- if(mesh == nullptr || !mesh.isLoaded())
- continue;
- for(UINT32 i = 0; i < material->getNumPasses(); i++)
- {
- PassPtr pass = material->getPass(i);
- pass->activate(renderContext);
- PassParametersPtr paramsPtr = material->getPassParameters(i);
- pass->bindParameters(renderContext, paramsPtr);
- renderContext.render(mesh->getRenderOperation());
- }
- meshIdx++;
- }
- }
- }
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