CmGUIWidget.cpp 5.7 KB

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  1. #include "CmGUIWidget.h"
  2. #include "CmGUIManager.h"
  3. #include "CmGUISkin.h"
  4. #include "CmGUILabel.h"
  5. #include "CmDeferredRenderContext.h"
  6. #include "CmMaterial.h"
  7. #include "CmPass.h"
  8. #include "CmMesh.h"
  9. namespace CamelotEngine
  10. {
  11. GUISkin GUIWidget::DefaultSkin;
  12. GUIWidget::GUIWidget(const HSceneObject& parent)
  13. :Overlay(parent), mSkin(nullptr)
  14. {
  15. GUIManager::instance().registerWidget(this);
  16. }
  17. GUIWidget::~GUIWidget()
  18. {
  19. GUIManager::instance().unregisterWidget(this);
  20. for(auto& elem : mElements)
  21. {
  22. CM_DELETE(elem, GUIElement, GUIAlloc);
  23. }
  24. mElements.clear();
  25. }
  26. GUILabel* GUIWidget::addLabel(const String& text, UINT32 fixedWidth, UINT32 fixedHeight, bool wordWrap, TextHorzAlign horzAlign, TextVertAlign vertAlign)
  27. {
  28. GUILabel* label = CM_NEW(GUILabel, GUIAlloc) GUILabel(this, text, getGUISkin(), fixedWidth, fixedHeight, wordWrap, horzAlign, vertAlign);
  29. mElements.push_back(label);
  30. return label;
  31. }
  32. GUILabel* GUIWidget::addLabel(const String& text, TextHorzAlign horzAlign, TextVertAlign vertAlign)
  33. {
  34. return addLabel(text, 0, 0, false, horzAlign, vertAlign);
  35. }
  36. void GUIWidget::setSkin(const GUISkin* skin)
  37. {
  38. mSkin = skin;
  39. }
  40. const GUISkin* GUIWidget::getGUISkin() const
  41. {
  42. if(mSkin != nullptr)
  43. return mSkin;
  44. else
  45. return &DefaultSkin;
  46. }
  47. void GUIWidget::updateMeshes() const
  48. {
  49. struct TempMeshData
  50. {
  51. TempMeshData()
  52. :numQuads(0), quadOffset(0), vertices(nullptr),
  53. uvs(nullptr), indices(nullptr)
  54. { }
  55. UINT32 numQuads;
  56. UINT32 quadOffset;
  57. Vector2* vertices;
  58. Vector2* uvs;
  59. UINT32* indices;
  60. HMaterial material;
  61. std::shared_ptr<MeshData> meshData;
  62. };
  63. std::unordered_map<UINT64, TempMeshData> meshDataPerRenderElement;
  64. // Group meshes based on used materials
  65. // Determine mesh sizes per group
  66. for(auto& elem : mElements)
  67. {
  68. UINT32 numRenderElems = elem->getNumRenderElements();
  69. for(UINT32 i = 0; i < numRenderElems; i++)
  70. {
  71. const HMaterial& mat = elem->getMaterial(i);
  72. UINT64 meshGroup = mat->getInternalID(); // TODO - I group based on material ID. So if two widgets used exact copies of the same material
  73. // this system won't detect it. Find a better way of determining material similarity?
  74. UINT32 numQuads = elem->getNumQuads(i);
  75. meshDataPerRenderElement[meshGroup].numQuads += numQuads;
  76. meshDataPerRenderElement[meshGroup].material = mat;
  77. }
  78. }
  79. // Allocate buffers for each group
  80. UINT32 numMeshes = 0;
  81. for(auto& renderElem : meshDataPerRenderElement)
  82. {
  83. renderElem.second.meshData = std::shared_ptr<MeshData>(CM_NEW(MeshData, PoolAlloc) MeshData(),
  84. &MemAllocDeleter<MeshData, PoolAlloc>::deleter);
  85. renderElem.second.vertices = renderElem.second.meshData->addPositionsVec2(renderElem.second.numQuads * 4);
  86. renderElem.second.uvs = renderElem.second.meshData->addUV0(renderElem.second.numQuads * 4);
  87. renderElem.second.indices = renderElem.second.meshData->addIndices32(renderElem.second.numQuads * 6);
  88. numMeshes++;
  89. }
  90. // Fill buffers for each group
  91. for(auto& elem : mElements)
  92. {
  93. UINT32 numRenderElems = elem->getNumRenderElements();
  94. for(UINT32 i = 0; i < numRenderElems; i++)
  95. {
  96. const HMaterial& mat = elem->getMaterial(i);
  97. UINT64 meshGroup = mat->getInternalID();
  98. Vector2* vertices = meshDataPerRenderElement[meshGroup].vertices;
  99. Vector2* uvs = meshDataPerRenderElement[meshGroup].uvs;
  100. UINT32* indices = meshDataPerRenderElement[meshGroup].indices;
  101. UINT32 startingQuad = meshDataPerRenderElement[meshGroup].quadOffset;
  102. UINT32 maxNumQuads = meshDataPerRenderElement[meshGroup].numQuads;
  103. elem->fillBuffer(vertices, uvs, indices, startingQuad, maxNumQuads, i);
  104. UINT32 numQuads = elem->getNumQuads(i);
  105. meshDataPerRenderElement[meshGroup].quadOffset += numQuads;
  106. }
  107. }
  108. // Update meshes
  109. for(UINT32 i = (UINT32)mCachedMeshes.size(); i < numMeshes; i++)
  110. {
  111. HMesh newMesh = Mesh::create();
  112. mCachedMeshes.push_back(newMesh);
  113. newMesh.waitUntilLoaded();
  114. }
  115. while((UINT32)mCachedMeshes.size() > numMeshes && (UINT32)mCachedMeshes.size() > 0)
  116. {
  117. mCachedMeshes.erase(mCachedMeshes.end() - 1); // TODO: Destroying meshes as soon as they're not used might be a perf. penalty?
  118. // Maybe instead pool the meshes and only actually remove them when a certain number of unused ones exists.
  119. }
  120. mCachedMaterials.resize(numMeshes);
  121. UINT32 meshIdx = 0;
  122. for(auto& renderElem : meshDataPerRenderElement)
  123. {
  124. mCachedMeshes[meshIdx]->setMeshData(renderElem.second.meshData);
  125. mCachedMaterials[meshIdx] = renderElem.second.material;
  126. meshIdx++;
  127. }
  128. }
  129. void GUIWidget::render(const Camera* camera, DeferredRenderContextPtr& renderContext) const
  130. {
  131. // Mesh is re-created every frame. There might be a better approach that only recreates it upon change,
  132. // but for now it seems like too much hassle for something like GUI that is pretty dynamic anyway.
  133. updateMeshes();
  134. // Render the meshes
  135. UINT32 meshIdx = 0;
  136. for(auto& mesh : mCachedMeshes)
  137. {
  138. HMaterial material = mCachedMaterials[meshIdx];
  139. if(material == nullptr || !material.isLoaded())
  140. continue;
  141. if(mesh == nullptr || !mesh.isLoaded())
  142. continue;
  143. // TODO - Set current viewport resolution so that GUI can be rendered properly
  144. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  145. {
  146. PassPtr pass = material->getPass(i);
  147. pass->activate(renderContext);
  148. PassParametersPtr paramsPtr = material->getPassParameters(i);
  149. pass->bindParameters(renderContext, paramsPtr);
  150. renderContext->render(mesh->getRenderOperation());
  151. }
  152. meshIdx++;
  153. }
  154. }
  155. }