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- #include "CmGUIWidget.h"
- #include "CmGUIManager.h"
- #include "CmGUISkin.h"
- #include "CmGUILabel.h"
- #include "CmDeferredRenderContext.h"
- #include "CmMaterial.h"
- #include "CmPass.h"
- #include "CmMesh.h"
- namespace CamelotEngine
- {
- GUISkin GUIWidget::DefaultSkin;
- GUIWidget::GUIWidget(GameObjectPtr parent)
- :Overlay(parent), mSkin(nullptr)
- {
- GUIManager::instance().registerWidget(this);
- }
- GUIWidget::~GUIWidget()
- {
- GUIManager::instance().unregisterWidget(this);
- for(auto& elem : mElements)
- {
- delete elem;
- }
- mElements.clear();
- }
- GUILabel* GUIWidget::addLabel(const String& text)
- {
- GUILabel* label = new GUILabel(this, text, getGUISkin());
- mElements.push_back(label);
- return label;
- }
- const GUISkin* GUIWidget::getGUISkin() const
- {
- if(mSkin != nullptr)
- return mSkin;
- else
- return &DefaultSkin;
- }
- void GUIWidget::updateMeshes() const
- {
- struct TempMeshData
- {
- TempMeshData()
- :numQuads(0), quadOffset(0), vertices(nullptr),
- uvs(nullptr), indices(nullptr)
- { }
- UINT32 numQuads;
- UINT32 quadOffset;
- Vector2* vertices;
- Vector2* uvs;
- UINT32* indices;
- MaterialHandle material;
- };
- 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 MaterialHandle& 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)
- {
- renderElem.second.vertices = new Vector2[renderElem.second.numQuads * 4];
- renderElem.second.uvs = new Vector2[renderElem.second.numQuads * 4];
- renderElem.second.indices = new UINT32[renderElem.second.numQuads * 6];
- numMeshes++;
- }
- // Fill buffers for each group
- for(auto& elem : mElements)
- {
- UINT32 numRenderElems = elem->getNumRenderElements();
- for(UINT32 i = 0; i < numRenderElems; i++)
- {
- const MaterialHandle& mat = elem->getMaterial(i);
- UINT64 meshGroup = mat->getInternalID();
- Vector2* vertices = meshDataPerRenderElement[meshGroup].vertices;
- Vector2* uvs = meshDataPerRenderElement[meshGroup].uvs;
- UINT32* indices = meshDataPerRenderElement[meshGroup].indices;
- UINT32 startingQuad = meshDataPerRenderElement[meshGroup].quadOffset;
- UINT32 maxNumQuads = meshDataPerRenderElement[meshGroup].numQuads;
- elem->fillBuffer(vertices, uvs, indices, startingQuad, maxNumQuads, i);
- UINT32 numQuads = elem->getNumQuads(i);
- meshDataPerRenderElement[meshGroup].quadOffset += numQuads;
- }
- }
- // Update meshes
- for(UINT32 i = (UINT32)mCachedMeshes.size(); i < numMeshes; i++)
- {
- MeshHandle newMesh = Mesh::create();
- mCachedMeshes.push_back(newMesh);
- }
- 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)
- {
- std::shared_ptr<MeshData> meshData(new MeshData());
- meshData->setPositions(renderElem.second.vertices, renderElem.second.numQuads * 4);
- meshData->setUV0(renderElem.second.uvs, renderElem.second.numQuads * 4);
- meshData->setIndices(renderElem.second.indices, renderElem.second.numQuads * 6);
- mCachedMeshes[meshIdx]->setMeshData(meshData);
- mCachedMaterials[meshIdx] = renderElem.second.material;
- meshIdx++;
- }
- }
- void GUIWidget::render(const CameraPtr& camera, DeferredRenderContextPtr& 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)
- {
- MaterialHandle material = mCachedMaterials[meshIdx];
- if(material == nullptr || !material.isLoaded())
- continue;
- if(mesh == nullptr || !mesh.isLoaded())
- continue;
- // TODO - Set current viewport resolution so that GUI can be rendered properly
- 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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