RenderManager.cpp 11 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "../../Include/RmlUi/Core/RenderManager.h"
  29. #include "../../Include/RmlUi/Core/Core.h"
  30. #include "../../Include/RmlUi/Core/Geometry.h"
  31. #include "../../Include/RmlUi/Core/RenderInterface.h"
  32. #include "../../Include/RmlUi/Core/SystemInterface.h"
  33. #include "TextureDatabase.h"
  34. namespace Rml {
  35. RenderManager::RenderManager(RenderInterface* render_interface) : render_interface(render_interface), texture_database(MakeUnique<TextureDatabase>())
  36. {
  37. RMLUI_ASSERT(render_interface);
  38. constexpr size_t reserve_geometry = 256;
  39. geometry_list.reserve(reserve_geometry);
  40. }
  41. RenderManager::~RenderManager()
  42. {
  43. struct ResourceCount {
  44. const char* name;
  45. int count;
  46. };
  47. ResourceCount elements[] = {
  48. {"Geometry", (int)geometry_list.size()},
  49. {"CompiledFilter", compiled_filter_count},
  50. {"CompiledShader", compiled_shader_count},
  51. {"CallbackTexture", (int)texture_database->callback_database.size()},
  52. };
  53. for (auto& element : elements)
  54. {
  55. if (element.count != 0)
  56. {
  57. Log::Message(Log::LT_ERROR, "Leaking %s detected (%d). Ensure that all RmlUi resources have been released by the end of Rml::Shutdown.",
  58. element.name, element.count);
  59. }
  60. }
  61. ReleaseAllTextures();
  62. }
  63. void RenderManager::PrepareRender()
  64. {
  65. #ifdef RMLUI_DEBUG
  66. const RenderState default_state;
  67. RMLUI_ASSERT(state.clip_mask_list == default_state.clip_mask_list);
  68. RMLUI_ASSERT(state.scissor_region == default_state.scissor_region);
  69. RMLUI_ASSERT(state.transform == default_state.transform);
  70. #endif
  71. }
  72. void RenderManager::SetViewport(Vector2i dimensions)
  73. {
  74. viewport_dimensions = dimensions;
  75. }
  76. Vector2i RenderManager::GetViewport() const
  77. {
  78. return viewport_dimensions;
  79. }
  80. Geometry RenderManager::MakeGeometry(Mesh&& mesh)
  81. {
  82. return Geometry(this, InsertGeometry(std::move(mesh)));
  83. }
  84. Texture RenderManager::LoadTexture(const String& source, const String& document_path)
  85. {
  86. String path;
  87. if (source.size() > 0 && source[0] == '?')
  88. path = source;
  89. else
  90. GetSystemInterface()->JoinPath(path, StringUtilities::Replace(document_path, '|', ':'), source);
  91. return Texture(this, texture_database->file_database.LoadTexture(render_interface, path));
  92. }
  93. CallbackTexture RenderManager::MakeCallbackTexture(CallbackTextureFunction callback)
  94. {
  95. return CallbackTexture(this, texture_database->callback_database.CreateTexture(std::move(callback)));
  96. }
  97. void RenderManager::DisableScissorRegion()
  98. {
  99. SetScissorRegion(Rectanglei::MakeInvalid());
  100. }
  101. void RenderManager::SetScissorRegion(Rectanglei new_region)
  102. {
  103. const bool old_scissor_enable = state.scissor_region.Valid();
  104. const bool new_scissor_enable = new_region.Valid();
  105. if (new_scissor_enable != old_scissor_enable)
  106. render_interface->EnableScissorRegion(new_scissor_enable);
  107. if (new_scissor_enable)
  108. {
  109. new_region.Intersect(Rectanglei::FromSize(viewport_dimensions));
  110. if (new_region != state.scissor_region)
  111. render_interface->SetScissorRegion(new_region);
  112. }
  113. state.scissor_region = new_region;
  114. }
  115. void RenderManager::DisableClipMask()
  116. {
  117. if (!state.clip_mask_list.empty())
  118. {
  119. state.clip_mask_list.clear();
  120. ApplyClipMask(state.clip_mask_list);
  121. }
  122. }
  123. void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
  124. {
  125. RMLUI_ASSERT(geometry && geometry->render_manager == this);
  126. state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
  127. ApplyClipMask(state.clip_mask_list);
  128. }
  129. void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
  130. {
  131. if (state.clip_mask_list != in_clip_elements)
  132. {
  133. state.clip_mask_list = std::move(in_clip_elements);
  134. ApplyClipMask(state.clip_mask_list);
  135. }
  136. }
  137. void RenderManager::SetTransform(const Matrix4f* p_new_transform)
  138. {
  139. static const Matrix4f identity_transform = Matrix4f::Identity();
  140. const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
  141. if (state.transform != new_transform)
  142. {
  143. render_interface->SetTransform(p_new_transform);
  144. state.transform = new_transform;
  145. }
  146. }
  147. void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
  148. {
  149. const bool clip_mask_enabled = !clip_elements.empty();
  150. render_interface->EnableClipMask(clip_mask_enabled);
  151. if (clip_mask_enabled)
  152. {
  153. const Matrix4f initial_transform = state.transform;
  154. for (const ClipMaskGeometry& element_clip : clip_elements)
  155. {
  156. RMLUI_ASSERT(element_clip.geometry->render_manager == this);
  157. SetTransform(element_clip.transform);
  158. if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
  159. render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
  160. }
  161. // Apply the initially set transform in case it was changed.
  162. SetTransform(&initial_transform);
  163. }
  164. }
  165. void RenderManager::SetState(const RenderState& next)
  166. {
  167. SetScissorRegion(next.scissor_region);
  168. SetClipMask(next.clip_mask_list);
  169. SetTransform(&next.transform);
  170. }
  171. void RenderManager::ResetState()
  172. {
  173. SetState(RenderState{});
  174. }
  175. StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
  176. {
  177. return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
  178. }
  179. CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
  180. {
  181. if (index == StableVectorIndex::Invalid)
  182. return {};
  183. GeometryData& geometry = geometry_list[index];
  184. if (!geometry.handle && !geometry.mesh.indices.empty())
  185. {
  186. geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
  187. if (!geometry.handle)
  188. Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
  189. }
  190. return geometry.handle;
  191. }
  192. void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
  193. {
  194. RMLUI_ASSERT(geometry);
  195. if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
  196. {
  197. RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
  198. return;
  199. }
  200. if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
  201. {
  202. TextureHandle texture_handle = {};
  203. if (texture.file_index != TextureFileIndex::Invalid)
  204. texture_handle = texture_database->file_database.GetHandle(texture.file_index);
  205. else if (texture.callback_index != StableVectorIndex::Invalid)
  206. texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
  207. if (shader)
  208. render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
  209. else
  210. render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
  211. }
  212. }
  213. void RenderManager::GetTextureSourceList(StringList& source_list) const
  214. {
  215. texture_database->file_database.GetSourceList(source_list);
  216. }
  217. void RenderManager::ReleaseAllTextures()
  218. {
  219. texture_database->callback_database.ReleaseAllTextures(render_interface);
  220. texture_database->file_database.ReleaseAllTextures(render_interface);
  221. }
  222. void RenderManager::ReleaseAllCompiledGeometry()
  223. {
  224. geometry_list.for_each([this](GeometryData& data) {
  225. if (data.handle)
  226. {
  227. render_interface->ReleaseGeometry(data.handle);
  228. data.handle = {};
  229. }
  230. });
  231. }
  232. CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
  233. {
  234. if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
  235. {
  236. compiled_filter_count += 1;
  237. return CompiledFilter(this, handle);
  238. }
  239. return CompiledFilter();
  240. }
  241. CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
  242. {
  243. if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
  244. {
  245. compiled_shader_count += 1;
  246. return CompiledShader(this, handle);
  247. }
  248. return CompiledShader();
  249. }
  250. void RenderManager::PushLayer(LayerFill layer_fill)
  251. {
  252. render_interface->PushLayer(layer_fill);
  253. }
  254. void RenderManager::PopLayer(BlendMode blend_mode, Span<const CompiledFilterHandle> filters)
  255. {
  256. render_interface->PopLayer(blend_mode, filters);
  257. }
  258. CompiledFilter RenderManager::SaveLayerAsMaskImage()
  259. {
  260. if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
  261. {
  262. compiled_filter_count += 1;
  263. return CompiledFilter(this, handle);
  264. }
  265. return CompiledFilter();
  266. }
  267. void RenderManager::ReleaseResource(const CallbackTexture& texture)
  268. {
  269. RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
  270. texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
  271. }
  272. Mesh RenderManager::ReleaseResource(const Geometry& geometry)
  273. {
  274. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  275. GeometryData& data = geometry_list[geometry.resource_handle];
  276. if (data.handle)
  277. {
  278. render_interface->ReleaseGeometry(data.handle);
  279. data.handle = {};
  280. }
  281. Mesh result = std::exchange(data.mesh, Mesh());
  282. geometry_list.erase(geometry.resource_handle);
  283. return result;
  284. }
  285. void RenderManager::ReleaseResource(const CompiledFilter& filter)
  286. {
  287. RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
  288. render_interface->ReleaseCompiledFilter(filter.resource_handle);
  289. compiled_filter_count -= 1;
  290. }
  291. void RenderManager::ReleaseResource(const CompiledShader& shader)
  292. {
  293. RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
  294. render_interface->ReleaseCompiledShader(shader.resource_handle);
  295. compiled_shader_count -= 1;
  296. }
  297. } // namespace Rml