CmGUIWidget.cpp 5.3 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)
  27. {
  28. GUILabel* label = CM_NEW(GUILabel, GUIAlloc) GUILabel(this, text, getGUISkin());
  29. mElements.push_back(label);
  30. return label;
  31. }
  32. void GUIWidget::setSkin(const GUISkin* skin)
  33. {
  34. mSkin = skin;
  35. }
  36. const GUISkin* GUIWidget::getGUISkin() const
  37. {
  38. if(mSkin != nullptr)
  39. return mSkin;
  40. else
  41. return &DefaultSkin;
  42. }
  43. void GUIWidget::updateMeshes() const
  44. {
  45. struct TempMeshData
  46. {
  47. TempMeshData()
  48. :numQuads(0), quadOffset(0), vertices(nullptr),
  49. uvs(nullptr), indices(nullptr)
  50. { }
  51. UINT32 numQuads;
  52. UINT32 quadOffset;
  53. Vector2* vertices;
  54. Vector2* uvs;
  55. UINT32* indices;
  56. HMaterial material;
  57. std::shared_ptr<MeshData> meshData;
  58. };
  59. std::unordered_map<UINT64, TempMeshData> meshDataPerRenderElement;
  60. // Group meshes based on used materials
  61. // Determine mesh sizes per group
  62. for(auto& elem : mElements)
  63. {
  64. UINT32 numRenderElems = elem->getNumRenderElements();
  65. for(UINT32 i = 0; i < numRenderElems; i++)
  66. {
  67. const HMaterial& mat = elem->getMaterial(i);
  68. UINT64 meshGroup = mat->getInternalID(); // TODO - I group based on material ID. So if two widgets used exact copies of the same material
  69. // this system won't detect it. Find a better way of determining material similarity?
  70. UINT32 numQuads = elem->getNumQuads(i);
  71. meshDataPerRenderElement[meshGroup].numQuads += numQuads;
  72. meshDataPerRenderElement[meshGroup].material = mat;
  73. }
  74. }
  75. // Allocate buffers for each group
  76. UINT32 numMeshes = 0;
  77. for(auto& renderElem : meshDataPerRenderElement)
  78. {
  79. renderElem.second.meshData = std::shared_ptr<MeshData>(CM_NEW(MeshData, PoolAlloc) MeshData(),
  80. &MemAllocDeleter<MeshData, PoolAlloc>::deleter);
  81. renderElem.second.vertices = renderElem.second.meshData->addPositionsVec2(renderElem.second.numQuads * 4);
  82. renderElem.second.uvs = renderElem.second.meshData->addUV0(renderElem.second.numQuads * 4);
  83. renderElem.second.indices = renderElem.second.meshData->addIndices32(renderElem.second.numQuads * 6);
  84. numMeshes++;
  85. }
  86. // Fill buffers for each group
  87. for(auto& elem : mElements)
  88. {
  89. UINT32 numRenderElems = elem->getNumRenderElements();
  90. for(UINT32 i = 0; i < numRenderElems; i++)
  91. {
  92. const HMaterial& mat = elem->getMaterial(i);
  93. UINT64 meshGroup = mat->getInternalID();
  94. Vector2* vertices = meshDataPerRenderElement[meshGroup].vertices;
  95. Vector2* uvs = meshDataPerRenderElement[meshGroup].uvs;
  96. UINT32* indices = meshDataPerRenderElement[meshGroup].indices;
  97. UINT32 startingQuad = meshDataPerRenderElement[meshGroup].quadOffset;
  98. UINT32 maxNumQuads = meshDataPerRenderElement[meshGroup].numQuads;
  99. elem->fillBuffer(vertices, uvs, indices, startingQuad, maxNumQuads, i);
  100. UINT32 numQuads = elem->getNumQuads(i);
  101. meshDataPerRenderElement[meshGroup].quadOffset += numQuads;
  102. }
  103. }
  104. // Update meshes
  105. for(UINT32 i = (UINT32)mCachedMeshes.size(); i < numMeshes; i++)
  106. {
  107. HMesh newMesh = Mesh::create();
  108. mCachedMeshes.push_back(newMesh);
  109. newMesh.waitUntilLoaded();
  110. }
  111. while((UINT32)mCachedMeshes.size() > numMeshes && (UINT32)mCachedMeshes.size() > 0)
  112. {
  113. mCachedMeshes.erase(mCachedMeshes.end() - 1); // TODO: Destroying meshes as soon as they're not used might be a perf. penalty?
  114. // Maybe instead pool the meshes and only actually remove them when a certain number of unused ones exists.
  115. }
  116. mCachedMaterials.resize(numMeshes);
  117. UINT32 meshIdx = 0;
  118. for(auto& renderElem : meshDataPerRenderElement)
  119. {
  120. mCachedMeshes[meshIdx]->setMeshData(renderElem.second.meshData);
  121. mCachedMaterials[meshIdx] = renderElem.second.material;
  122. meshIdx++;
  123. }
  124. }
  125. void GUIWidget::render(const Camera* camera, DeferredRenderContextPtr& renderContext) const
  126. {
  127. // Mesh is re-created every frame. There might be a better approach that only recreates it upon change,
  128. // but for now it seems like too much hassle for something like GUI that is pretty dynamic anyway.
  129. updateMeshes();
  130. // Render the meshes
  131. UINT32 meshIdx = 0;
  132. for(auto& mesh : mCachedMeshes)
  133. {
  134. HMaterial material = mCachedMaterials[meshIdx];
  135. if(material == nullptr || !material.isLoaded())
  136. continue;
  137. if(mesh == nullptr || !mesh.isLoaded())
  138. continue;
  139. // TODO - Set current viewport resolution so that GUI can be rendered properly
  140. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  141. {
  142. PassPtr pass = material->getPass(i);
  143. pass->activate(renderContext);
  144. PassParametersPtr paramsPtr = material->getPassParameters(i);
  145. pass->bindParameters(renderContext, paramsPtr);
  146. renderContext->render(mesh->getRenderOperation());
  147. }
  148. meshIdx++;
  149. }
  150. }
  151. }