CmGUIWidget.cpp 5.2 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(GameObjectPtr 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. delete elem;
  23. }
  24. mElements.clear();
  25. }
  26. GUILabel* GUIWidget::addLabel(const String& text)
  27. {
  28. GUILabel* label = new GUILabel(this, text, getGUISkin());
  29. mElements.push_back(label);
  30. return label;
  31. }
  32. const GUISkin* GUIWidget::getGUISkin() const
  33. {
  34. if(mSkin != nullptr)
  35. return mSkin;
  36. else
  37. return &DefaultSkin;
  38. }
  39. void GUIWidget::updateMeshes() const
  40. {
  41. struct TempMeshData
  42. {
  43. TempMeshData()
  44. :numQuads(0), quadOffset(0), vertices(nullptr),
  45. uvs(nullptr), indices(nullptr)
  46. { }
  47. UINT32 numQuads;
  48. UINT32 quadOffset;
  49. Vector2* vertices;
  50. Vector2* uvs;
  51. UINT32* indices;
  52. MaterialHandle material;
  53. };
  54. std::unordered_map<UINT64, TempMeshData> meshDataPerRenderElement;
  55. // Group meshes based on used materials
  56. // Determine mesh sizes per group
  57. for(auto& elem : mElements)
  58. {
  59. UINT32 numRenderElems = elem->getNumRenderElements();
  60. for(UINT32 i = 0; i < numRenderElems; i++)
  61. {
  62. const MaterialHandle& mat = elem->getMaterial(i);
  63. UINT64 meshGroup = mat->getInternalID(); // TODO - I group based on material ID. So if two widgets used exact copies of the same material
  64. // this system won't detect it. Find a better way of determining material similarity?
  65. UINT32 numQuads = elem->getNumQuads(i);
  66. meshDataPerRenderElement[meshGroup].numQuads += numQuads;
  67. meshDataPerRenderElement[meshGroup].material = mat;
  68. }
  69. }
  70. // Allocate buffers for each group
  71. UINT32 numMeshes = 0;
  72. for(auto& renderElem : meshDataPerRenderElement)
  73. {
  74. renderElem.second.vertices = new Vector2[renderElem.second.numQuads * 4];
  75. renderElem.second.uvs = new Vector2[renderElem.second.numQuads * 4];
  76. renderElem.second.indices = new UINT32[renderElem.second.numQuads * 6];
  77. numMeshes++;
  78. }
  79. // Fill buffers for each group
  80. for(auto& elem : mElements)
  81. {
  82. UINT32 numRenderElems = elem->getNumRenderElements();
  83. for(UINT32 i = 0; i < numRenderElems; i++)
  84. {
  85. const MaterialHandle& mat = elem->getMaterial(i);
  86. UINT64 meshGroup = mat->getInternalID();
  87. Vector2* vertices = meshDataPerRenderElement[meshGroup].vertices;
  88. Vector2* uvs = meshDataPerRenderElement[meshGroup].uvs;
  89. UINT32* indices = meshDataPerRenderElement[meshGroup].indices;
  90. UINT32 startingQuad = meshDataPerRenderElement[meshGroup].quadOffset;
  91. UINT32 maxNumQuads = meshDataPerRenderElement[meshGroup].numQuads;
  92. elem->fillBuffer(vertices, uvs, indices, startingQuad, maxNumQuads, i);
  93. UINT32 numQuads = elem->getNumQuads(i);
  94. meshDataPerRenderElement[meshGroup].quadOffset += numQuads;
  95. }
  96. }
  97. // Update meshes
  98. for(UINT32 i = (UINT32)mCachedMeshes.size(); i < numMeshes; i++)
  99. {
  100. MeshHandle newMesh = Mesh::create();
  101. mCachedMeshes.push_back(newMesh);
  102. }
  103. while((UINT32)mCachedMeshes.size() > numMeshes && (UINT32)mCachedMeshes.size() > 0)
  104. {
  105. mCachedMeshes.erase(mCachedMeshes.end() - 1); // TODO: Destroying meshes as soon as they're not used might be a perf. penalty?
  106. // Maybe instead pool the meshes and only actually remove them when a certain number of unused ones exists.
  107. }
  108. mCachedMaterials.resize(numMeshes);
  109. UINT32 meshIdx = 0;
  110. for(auto& renderElem : meshDataPerRenderElement)
  111. {
  112. std::shared_ptr<MeshData> meshData(new MeshData());
  113. meshData->setPositions(renderElem.second.vertices, renderElem.second.numQuads * 4);
  114. meshData->setUV0(renderElem.second.uvs, renderElem.second.numQuads * 4);
  115. meshData->setIndices(renderElem.second.indices, renderElem.second.numQuads * 6);
  116. mCachedMeshes[meshIdx]->setMeshData(meshData);
  117. mCachedMaterials[meshIdx] = renderElem.second.material;
  118. meshIdx++;
  119. }
  120. }
  121. void GUIWidget::render(const CameraPtr& camera, DeferredRenderContextPtr& renderContext) const
  122. {
  123. // Mesh is re-created every frame. There might be a better approach that only recreates it upon change,
  124. // but for now it seems like too much hassle for something like GUI that is pretty dynamic anyway.
  125. updateMeshes();
  126. // Render the meshes
  127. UINT32 meshIdx = 0;
  128. for(auto& mesh : mCachedMeshes)
  129. {
  130. MaterialHandle material = mCachedMaterials[meshIdx];
  131. if(material == nullptr || !material.isLoaded())
  132. continue;
  133. if(mesh == nullptr || !mesh.isLoaded())
  134. continue;
  135. // TODO - Set current viewport resolution so that GUI can be rendered properly
  136. for(UINT32 i = 0; i < material->getNumPasses(); i++)
  137. {
  138. PassPtr pass = material->getPass(i);
  139. pass->activate(renderContext);
  140. PassParametersPtr paramsPtr = material->getPassParameters(i);
  141. pass->bindParameters(renderContext, paramsPtr);
  142. renderContext->render(mesh->getRenderOperation());
  143. }
  144. meshIdx++;
  145. }
  146. }
  147. }