/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "../../Include/RmlUi/Core/RenderManager.h"
#include "../../Include/RmlUi/Core/Core.h"
#include "../../Include/RmlUi/Core/Geometry.h"
#include "../../Include/RmlUi/Core/Profiling.h"
#include "../../Include/RmlUi/Core/RenderInterface.h"
#include "../../Include/RmlUi/Core/SystemInterface.h"
#include "TextureDatabase.h"
namespace Rml {
RenderManager::RenderManager(RenderInterface* render_interface) : render_interface(render_interface), texture_database(MakeUnique())
{
RMLUI_ASSERT(render_interface);
constexpr size_t reserve_geometry = 256;
geometry_list.reserve(reserve_geometry);
}
RenderManager::~RenderManager()
{
struct ResourceCount {
const char* name;
int count;
};
ResourceCount elements[] = {
{"Geometry", (int)geometry_list.size()},
{"CompiledFilter", compiled_filter_count},
{"CompiledShader", compiled_shader_count},
{"CallbackTexture", (int)texture_database->callback_database.size()},
};
for (auto& element : elements)
{
if (element.count != 0)
{
Log::Message(Log::LT_ERROR, "Leaking %s detected (%d). Ensure that all RmlUi resources have been released by the end of Rml::Shutdown.",
element.name, element.count);
}
}
ReleaseAllTextures();
}
void RenderManager::PrepareRender(Vector2i dimensions)
{
#ifdef RMLUI_DEBUG
const RenderState default_state;
RMLUI_ASSERT(state.clip_mask_list == default_state.clip_mask_list);
RMLUI_ASSERT(state.scissor_region == default_state.scissor_region);
RMLUI_ASSERT(state.transform == default_state.transform);
RMLUI_ASSERTMSG(render_stack.empty(), "Unbalanced render stack detected, ensure every PushLayer call has a corresponding call to PopLayer.");
#endif
SetViewport(dimensions);
}
void RenderManager::SetViewport(Vector2i dimensions)
{
viewport_dimensions = dimensions;
}
Vector2i RenderManager::GetViewport() const
{
return viewport_dimensions;
}
Geometry RenderManager::MakeGeometry(Mesh&& mesh)
{
return Geometry(this, InsertGeometry(std::move(mesh)));
}
Texture RenderManager::LoadTexture(const String& source, const String& document_path)
{
String path;
if (source.size() > 0 && source[0] == '?')
path = source;
else
GetSystemInterface()->JoinPath(path, StringUtilities::Replace(document_path, '|', ':'), source);
return Texture(this, texture_database->file_database.InsertTexture(path));
}
CallbackTexture RenderManager::MakeCallbackTexture(CallbackTextureFunction callback)
{
return CallbackTexture(this, texture_database->callback_database.CreateTexture(std::move(callback)));
}
void RenderManager::DisableScissorRegion()
{
SetScissorRegion(Rectanglei::MakeInvalid());
}
void RenderManager::SetScissorRegion(Rectanglei new_region)
{
const bool old_scissor_enable = state.scissor_region.Valid();
const bool new_scissor_enable = new_region.Valid();
if (new_scissor_enable != old_scissor_enable)
render_interface->EnableScissorRegion(new_scissor_enable);
if (new_scissor_enable)
{
new_region = new_region.Intersect(Rectanglei::FromSize(viewport_dimensions));
if (new_region != state.scissor_region)
render_interface->SetScissorRegion(new_region);
}
state.scissor_region = new_region;
}
Rectanglei RenderManager::GetScissorRegion() const
{
return state.scissor_region;
}
void RenderManager::DisableClipMask()
{
if (!state.clip_mask_list.empty())
{
state.clip_mask_list.clear();
ApplyClipMask(state.clip_mask_list);
}
}
void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
{
RMLUI_ASSERT(geometry && geometry->render_manager == this);
state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
ApplyClipMask(state.clip_mask_list);
}
void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
{
if (state.clip_mask_list != in_clip_elements)
{
state.clip_mask_list = std::move(in_clip_elements);
ApplyClipMask(state.clip_mask_list);
}
}
void RenderManager::SetTransform(const Matrix4f* p_new_transform)
{
static const Matrix4f identity_transform = Matrix4f::Identity();
const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
if (state.transform != new_transform)
{
render_interface->SetTransform(p_new_transform);
state.transform = new_transform;
}
}
void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
{
const bool clip_mask_enabled = !clip_elements.empty();
render_interface->EnableClipMask(clip_mask_enabled);
if (clip_mask_enabled)
{
const Matrix4f initial_transform = state.transform;
for (const ClipMaskGeometry& element_clip : clip_elements)
{
RMLUI_ASSERT(element_clip.geometry->render_manager == this);
SetTransform(element_clip.transform);
if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
}
// Apply the initially set transform in case it was changed.
SetTransform(&initial_transform);
}
}
void RenderManager::SetState(const RenderState& next)
{
SetScissorRegion(next.scissor_region);
SetClipMask(next.clip_mask_list);
SetTransform(&next.transform);
}
void RenderManager::ResetState()
{
SetState(RenderState{});
}
StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
{
return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
}
CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
{
if (index == StableVectorIndex::Invalid)
return {};
GeometryData& geometry = geometry_list[index];
if (!geometry.handle && !geometry.mesh.indices.empty())
{
RMLUI_ZoneScopedNC("CompileGeometry", 0x1E60D2);
geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
if (!geometry.handle)
Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
}
return geometry.handle;
}
void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
{
RMLUI_ASSERT(geometry);
RMLUI_ASSERTMSG(translation == translation.Round(), "RenderManager::Render expects translation to be rounded");
if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
{
RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
return;
}
if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
{
TextureHandle texture_handle = {};
if (texture.file_index != TextureFileIndex::Invalid)
texture_handle = texture_database->file_database.GetHandle(render_interface, texture.file_index);
else if (texture.callback_index != StableVectorIndex::Invalid)
texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
RMLUI_ZoneScopedNC("RenderGeometry", 0x3E60B2);
if (shader)
render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
else
render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
}
}
void RenderManager::GetTextureSourceList(StringList& source_list) const
{
texture_database->file_database.GetSourceList(source_list);
}
const Mesh& RenderManager::GetMesh(const Geometry& geometry) const
{
RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
return geometry_list[geometry.resource_handle].mesh;
}
bool RenderManager::ReleaseTexture(const String& texture_source)
{
return texture_database->file_database.ReleaseTexture(render_interface, texture_source);
}
void RenderManager::ReleaseAllTextures()
{
texture_database->callback_database.ReleaseAllTextures(render_interface);
texture_database->file_database.ReleaseAllTextures(render_interface);
}
void RenderManager::ReleaseAllCompiledGeometry()
{
geometry_list.for_each([this](GeometryData& data) {
if (data.handle)
{
render_interface->ReleaseGeometry(data.handle);
data.handle = {};
}
});
}
CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
{
if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
{
compiled_filter_count += 1;
return CompiledFilter(this, handle);
}
return CompiledFilter();
}
CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
{
if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
{
compiled_shader_count += 1;
return CompiledShader(this, handle);
}
return CompiledShader();
}
LayerHandle RenderManager::PushLayer()
{
const LayerHandle layer = render_interface->PushLayer();
render_stack.push_back(layer);
return layer;
}
void RenderManager::CompositeLayers(LayerHandle source, LayerHandle destination, BlendMode blend_mode, Span filters)
{
RMLUI_ASSERT(source == 0 || std::find(render_stack.begin(), render_stack.end(), source) != render_stack.end());
RMLUI_ASSERT(destination == 0 || std::find(render_stack.begin(), render_stack.end(), destination) != render_stack.end());
render_interface->CompositeLayers(source, destination, blend_mode, filters);
}
void RenderManager::PopLayer()
{
RMLUI_ASSERT(!render_stack.empty());
render_interface->PopLayer();
render_stack.pop_back();
}
LayerHandle RenderManager::GetTopLayer() const
{
return render_stack.empty() ? LayerHandle{} : render_stack.back();
}
LayerHandle RenderManager::GetNextLayer() const
{
RMLUI_ASSERT(!render_stack.empty());
return render_stack.size() < 2 ? LayerHandle{} : render_stack[render_stack.size() - 2];
}
CompiledFilter RenderManager::SaveLayerAsMaskImage()
{
if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
{
compiled_filter_count += 1;
return CompiledFilter(this, handle);
}
return CompiledFilter();
}
void RenderManager::ReleaseResource(const CallbackTexture& texture)
{
RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
}
Mesh RenderManager::ReleaseResource(const Geometry& geometry)
{
RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
RMLUI_ZoneScopedNC("ReleaseGeometry", 0x1E60D2);
GeometryData data = geometry_list.erase(geometry.resource_handle);
if (data.handle)
render_interface->ReleaseGeometry(data.handle);
return std::move(data.mesh);
}
void RenderManager::ReleaseResource(const CompiledFilter& filter)
{
RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
render_interface->ReleaseFilter(filter.resource_handle);
compiled_filter_count -= 1;
}
void RenderManager::ReleaseResource(const CompiledShader& shader)
{
RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
render_interface->ReleaseShader(shader.resource_handle);
compiled_shader_count -= 1;
}
} // namespace Rml