RenderManager.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393
  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(Vector2i dimensions)
  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. RMLUI_ASSERTMSG(render_stack.empty(), "Unbalanced render stack detected, ensure every PushLayer call has a corresponding call to PopLayer.");
  71. #endif
  72. SetViewport(dimensions);
  73. }
  74. void RenderManager::SetViewport(Vector2i dimensions)
  75. {
  76. viewport_dimensions = dimensions;
  77. }
  78. Vector2i RenderManager::GetViewport() const
  79. {
  80. return viewport_dimensions;
  81. }
  82. Geometry RenderManager::MakeGeometry(Mesh&& mesh)
  83. {
  84. return Geometry(this, InsertGeometry(std::move(mesh)));
  85. }
  86. Texture RenderManager::LoadTexture(const String& source, const String& document_path)
  87. {
  88. String path;
  89. if (source.size() > 0 && source[0] == '?')
  90. path = source;
  91. else
  92. GetSystemInterface()->JoinPath(path, StringUtilities::Replace(document_path, '|', ':'), source);
  93. return Texture(this, texture_database->file_database.InsertTexture(path));
  94. }
  95. CallbackTexture RenderManager::MakeCallbackTexture(CallbackTextureFunction callback)
  96. {
  97. return CallbackTexture(this, texture_database->callback_database.CreateTexture(std::move(callback)));
  98. }
  99. void RenderManager::DisableScissorRegion()
  100. {
  101. SetScissorRegion(Rectanglei::MakeInvalid());
  102. }
  103. void RenderManager::SetScissorRegion(Rectanglei new_region)
  104. {
  105. const bool old_scissor_enable = state.scissor_region.Valid();
  106. const bool new_scissor_enable = new_region.Valid();
  107. if (new_scissor_enable != old_scissor_enable)
  108. render_interface->EnableScissorRegion(new_scissor_enable);
  109. if (new_scissor_enable)
  110. {
  111. new_region = new_region.Intersect(Rectanglei::FromSize(viewport_dimensions));
  112. if (new_region != state.scissor_region)
  113. render_interface->SetScissorRegion(new_region);
  114. }
  115. state.scissor_region = new_region;
  116. }
  117. Rectanglei RenderManager::GetScissorRegion() const
  118. {
  119. return state.scissor_region;
  120. }
  121. void RenderManager::DisableClipMask()
  122. {
  123. if (!state.clip_mask_list.empty())
  124. {
  125. state.clip_mask_list.clear();
  126. ApplyClipMask(state.clip_mask_list);
  127. }
  128. }
  129. void RenderManager::SetClipMask(ClipMaskOperation operation, Geometry* geometry, Vector2f translation)
  130. {
  131. RMLUI_ASSERT(geometry && geometry->render_manager == this);
  132. state.clip_mask_list = {ClipMaskGeometry{operation, geometry, translation, nullptr}};
  133. ApplyClipMask(state.clip_mask_list);
  134. }
  135. void RenderManager::SetClipMask(ClipMaskGeometryList in_clip_elements)
  136. {
  137. if (state.clip_mask_list != in_clip_elements)
  138. {
  139. state.clip_mask_list = std::move(in_clip_elements);
  140. ApplyClipMask(state.clip_mask_list);
  141. }
  142. }
  143. void RenderManager::SetTransform(const Matrix4f* p_new_transform)
  144. {
  145. static const Matrix4f identity_transform = Matrix4f::Identity();
  146. const Matrix4f& new_transform = (p_new_transform ? *p_new_transform : identity_transform);
  147. if (state.transform != new_transform)
  148. {
  149. render_interface->SetTransform(p_new_transform);
  150. state.transform = new_transform;
  151. }
  152. }
  153. void RenderManager::ApplyClipMask(const ClipMaskGeometryList& clip_elements)
  154. {
  155. const bool clip_mask_enabled = !clip_elements.empty();
  156. render_interface->EnableClipMask(clip_mask_enabled);
  157. if (clip_mask_enabled)
  158. {
  159. const Matrix4f initial_transform = state.transform;
  160. for (const ClipMaskGeometry& element_clip : clip_elements)
  161. {
  162. RMLUI_ASSERT(element_clip.geometry->render_manager == this);
  163. SetTransform(element_clip.transform);
  164. if (CompiledGeometryHandle handle = GetCompiledGeometryHandle(element_clip.geometry->resource_handle))
  165. render_interface->RenderToClipMask(element_clip.operation, handle, element_clip.absolute_offset);
  166. }
  167. // Apply the initially set transform in case it was changed.
  168. SetTransform(&initial_transform);
  169. }
  170. }
  171. void RenderManager::SetState(const RenderState& next)
  172. {
  173. SetScissorRegion(next.scissor_region);
  174. SetClipMask(next.clip_mask_list);
  175. SetTransform(&next.transform);
  176. }
  177. void RenderManager::ResetState()
  178. {
  179. SetState(RenderState{});
  180. }
  181. StableVectorIndex RenderManager::InsertGeometry(Mesh&& mesh)
  182. {
  183. return geometry_list.insert(GeometryData{std::move(mesh), CompiledGeometryHandle{}});
  184. }
  185. CompiledGeometryHandle RenderManager::GetCompiledGeometryHandle(StableVectorIndex index)
  186. {
  187. if (index == StableVectorIndex::Invalid)
  188. return {};
  189. GeometryData& geometry = geometry_list[index];
  190. if (!geometry.handle && !geometry.mesh.indices.empty())
  191. {
  192. geometry.handle = render_interface->CompileGeometry(geometry.mesh.vertices, geometry.mesh.indices);
  193. if (!geometry.handle)
  194. Log::Message(Log::LT_ERROR, "Got empty compiled geometry.");
  195. }
  196. return geometry.handle;
  197. }
  198. void RenderManager::Render(const Geometry& geometry, Vector2f translation, Texture texture, const CompiledShader& shader)
  199. {
  200. RMLUI_ASSERT(geometry);
  201. RMLUI_ASSERTMSG(translation == translation.Round(), "RenderManager::Render expects translation to be rounded");
  202. if (geometry.render_manager != this || (shader && shader.render_manager != this) || (texture && texture.render_manager != this))
  203. {
  204. RMLUI_ERRORMSG("Trying to render geometry with resources constructed in different render managers.");
  205. return;
  206. }
  207. if (CompiledGeometryHandle geometry_handle = GetCompiledGeometryHandle(geometry.resource_handle))
  208. {
  209. TextureHandle texture_handle = {};
  210. if (texture.file_index != TextureFileIndex::Invalid)
  211. texture_handle = texture_database->file_database.GetHandle(render_interface, texture.file_index);
  212. else if (texture.callback_index != StableVectorIndex::Invalid)
  213. texture_handle = texture_database->callback_database.GetHandle(this, render_interface, texture.callback_index);
  214. if (shader)
  215. render_interface->RenderShader(shader.resource_handle, geometry_handle, translation, texture_handle);
  216. else
  217. render_interface->RenderGeometry(geometry_handle, translation, texture_handle);
  218. }
  219. }
  220. void RenderManager::GetTextureSourceList(StringList& source_list) const
  221. {
  222. texture_database->file_database.GetSourceList(source_list);
  223. }
  224. bool RenderManager::ReleaseTexture(const String& texture_source)
  225. {
  226. return texture_database->file_database.ReleaseTexture(render_interface, texture_source);
  227. }
  228. void RenderManager::ReleaseAllTextures()
  229. {
  230. texture_database->callback_database.ReleaseAllTextures(render_interface);
  231. texture_database->file_database.ReleaseAllTextures(render_interface);
  232. }
  233. void RenderManager::ReleaseAllCompiledGeometry()
  234. {
  235. geometry_list.for_each([this](GeometryData& data) {
  236. if (data.handle)
  237. {
  238. render_interface->ReleaseGeometry(data.handle);
  239. data.handle = {};
  240. }
  241. });
  242. }
  243. CompiledFilter RenderManager::CompileFilter(const String& name, const Dictionary& parameters)
  244. {
  245. if (CompiledFilterHandle handle = render_interface->CompileFilter(name, parameters))
  246. {
  247. compiled_filter_count += 1;
  248. return CompiledFilter(this, handle);
  249. }
  250. return CompiledFilter();
  251. }
  252. CompiledShader RenderManager::CompileShader(const String& name, const Dictionary& parameters)
  253. {
  254. if (CompiledShaderHandle handle = render_interface->CompileShader(name, parameters))
  255. {
  256. compiled_shader_count += 1;
  257. return CompiledShader(this, handle);
  258. }
  259. return CompiledShader();
  260. }
  261. LayerHandle RenderManager::PushLayer()
  262. {
  263. const LayerHandle layer = render_interface->PushLayer();
  264. render_stack.push_back(layer);
  265. return layer;
  266. }
  267. void RenderManager::CompositeLayers(LayerHandle source, LayerHandle destination, BlendMode blend_mode, Span<const CompiledFilterHandle> filters)
  268. {
  269. RMLUI_ASSERT(source == 0 || std::find(render_stack.begin(), render_stack.end(), source) != render_stack.end());
  270. RMLUI_ASSERT(destination == 0 || std::find(render_stack.begin(), render_stack.end(), destination) != render_stack.end());
  271. render_interface->CompositeLayers(source, destination, blend_mode, filters);
  272. }
  273. void RenderManager::PopLayer()
  274. {
  275. RMLUI_ASSERT(!render_stack.empty());
  276. render_interface->PopLayer();
  277. render_stack.pop_back();
  278. }
  279. LayerHandle RenderManager::GetTopLayer() const
  280. {
  281. return render_stack.empty() ? LayerHandle{} : render_stack.back();
  282. }
  283. LayerHandle RenderManager::GetNextLayer() const
  284. {
  285. RMLUI_ASSERT(!render_stack.empty());
  286. return render_stack.size() < 2 ? LayerHandle{} : render_stack[render_stack.size() - 2];
  287. }
  288. CompiledFilter RenderManager::SaveLayerAsMaskImage()
  289. {
  290. if (CompiledFilterHandle handle = render_interface->SaveLayerAsMaskImage())
  291. {
  292. compiled_filter_count += 1;
  293. return CompiledFilter(this, handle);
  294. }
  295. return CompiledFilter();
  296. }
  297. void RenderManager::ReleaseResource(const CallbackTexture& texture)
  298. {
  299. RMLUI_ASSERT(texture.render_manager == this && texture.resource_handle != texture.InvalidHandle());
  300. texture_database->callback_database.ReleaseTexture(render_interface, texture.resource_handle);
  301. }
  302. Mesh RenderManager::ReleaseResource(const Geometry& geometry)
  303. {
  304. RMLUI_ASSERT(geometry.render_manager == this && geometry.resource_handle != geometry.InvalidHandle());
  305. GeometryData& data = geometry_list[geometry.resource_handle];
  306. if (data.handle)
  307. {
  308. render_interface->ReleaseGeometry(data.handle);
  309. data.handle = {};
  310. }
  311. Mesh result = std::exchange(data.mesh, Mesh());
  312. geometry_list.erase(geometry.resource_handle);
  313. return result;
  314. }
  315. void RenderManager::ReleaseResource(const CompiledFilter& filter)
  316. {
  317. RMLUI_ASSERT(filter.render_manager == this && filter.resource_handle != filter.InvalidHandle());
  318. render_interface->ReleaseFilter(filter.resource_handle);
  319. compiled_filter_count -= 1;
  320. }
  321. void RenderManager::ReleaseResource(const CompiledShader& shader)
  322. {
  323. RMLUI_ASSERT(shader.render_manager == this && shader.resource_handle != shader.InvalidHandle());
  324. render_interface->ReleaseShader(shader.resource_handle);
  325. compiled_shader_count -= 1;
  326. }
  327. } // namespace Rml