UIBatch.cpp 10.0 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Graphics/Graphics.h"
  23. #include "../Math/Matrix3x4.h"
  24. #include "../Graphics/ShaderVariation.h"
  25. #include "../Graphics/Texture.h"
  26. #include "../UI/UIElement.h"
  27. #include "../DebugNew.h"
  28. namespace Urho3D
  29. {
  30. Vector3 UIBatch::posAdjust(0.0f, 0.0f, 0.0f);
  31. UIBatch::UIBatch() :
  32. element_(0),
  33. blendMode_(BLEND_REPLACE),
  34. texture_(0),
  35. invTextureSize_(Vector2::ONE),
  36. vertexData_(0),
  37. vertexStart_(0),
  38. vertexEnd_(0)
  39. {
  40. SetDefaultColor();
  41. }
  42. UIBatch::UIBatch(UIElement* element, BlendMode blendMode, const IntRect& scissor, Texture* texture, PODVector<float>* vertexData) :
  43. element_(element),
  44. blendMode_(blendMode),
  45. scissor_(scissor),
  46. texture_(texture),
  47. invTextureSize_(texture ? Vector2(1.0f / (float)texture->GetWidth(), 1.0f / (float)texture->GetHeight()) : Vector2::ONE),
  48. vertexData_(vertexData),
  49. vertexStart_(vertexData->Size()),
  50. vertexEnd_(vertexData->Size())
  51. {
  52. SetDefaultColor();
  53. }
  54. void UIBatch::SetColor(const Color& color, bool overrideAlpha)
  55. {
  56. if (!element_)
  57. overrideAlpha = true;
  58. useGradient_ = false;
  59. color_ = overrideAlpha ? color.ToUInt() : Color(color.r_, color.g_, color.b_, color.a_ * element_->GetDerivedOpacity()).ToUInt();
  60. }
  61. void UIBatch::SetDefaultColor()
  62. {
  63. if (element_)
  64. {
  65. color_ = element_->GetDerivedColor().ToUInt();
  66. useGradient_ = element_->HasColorGradient();
  67. }
  68. else
  69. {
  70. color_ = 0xffffffff;
  71. useGradient_ = false;
  72. }
  73. }
  74. void UIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight)
  75. {
  76. unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
  77. if (!useGradient_)
  78. {
  79. // If alpha is 0, nothing will be rendered, so do not add the quad
  80. if (!(color_ & 0xff000000))
  81. return;
  82. topLeftColor = color_;
  83. topRightColor = color_;
  84. bottomLeftColor = color_;
  85. bottomRightColor = color_;
  86. }
  87. else
  88. {
  89. topLeftColor = GetInterpolatedColor(x, y);
  90. topRightColor = GetInterpolatedColor(x + width, y);
  91. bottomLeftColor = GetInterpolatedColor(x, y + height);
  92. bottomRightColor = GetInterpolatedColor(x + width, y + height);
  93. }
  94. const IntVector2& screenPos = element_->GetScreenPosition();
  95. float left = (float)(x + screenPos.x_) - posAdjust.x_;
  96. float right = left + (float)width;
  97. float top = (float)(y + screenPos.y_) - posAdjust.x_;
  98. float bottom = top + (float)height;
  99. float leftUV = texOffsetX * invTextureSize_.x_;
  100. float topUV = texOffsetY * invTextureSize_.y_;
  101. float rightUV = (texOffsetX + (texWidth ? texWidth : width)) * invTextureSize_.x_;
  102. float bottomUV = (texOffsetY + (texHeight ? texHeight : height)) * invTextureSize_.y_;
  103. unsigned begin = vertexData_->Size();
  104. vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
  105. float* dest = &(vertexData_->At(begin));
  106. vertexEnd_ = vertexData_->Size();
  107. dest[0] = left; dest[1] = top; dest[2] = 0.0f;
  108. ((unsigned&)dest[3]) = topLeftColor;
  109. dest[4] = leftUV; dest[5] = topUV;
  110. dest[6] = right; dest[7] = top; dest[8] = 0.0f;
  111. ((unsigned&)dest[9]) = topRightColor;
  112. dest[10] = rightUV; dest[11] = topUV;
  113. dest[12] = left; dest[13] = bottom; dest[14] = 0.0f;
  114. ((unsigned&)dest[15]) = bottomLeftColor;
  115. dest[16] = leftUV; dest[17] = bottomUV;
  116. dest[18] = right; dest[19] = top; dest[20] = 0.0f;
  117. ((unsigned&)dest[21]) = topRightColor;
  118. dest[22] = rightUV; dest[23] = topUV;
  119. dest[24] = right; dest[25] = bottom; dest[26] = 0.0f;
  120. ((unsigned&)dest[27]) = bottomRightColor;
  121. dest[28] = rightUV; dest[29] = bottomUV;
  122. dest[30] = left; dest[31] = bottom; dest[32] = 0.0f;
  123. ((unsigned&)dest[33]) = bottomLeftColor;
  124. dest[34] = leftUV; dest[35] = bottomUV;
  125. dest += 36;
  126. }
  127. void UIBatch::AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY,
  128. int texWidth, int texHeight)
  129. {
  130. unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
  131. if (!useGradient_)
  132. {
  133. // If alpha is 0, nothing will be rendered, so do not add the quad
  134. if (!(color_ & 0xff000000))
  135. return;
  136. topLeftColor = color_;
  137. topRightColor = color_;
  138. bottomLeftColor = color_;
  139. bottomRightColor = color_;
  140. }
  141. else
  142. {
  143. topLeftColor = GetInterpolatedColor(x, y);
  144. topRightColor = GetInterpolatedColor(x + width, y);
  145. bottomLeftColor = GetInterpolatedColor(x, y + height);
  146. bottomRightColor = GetInterpolatedColor(x + width, y + height);
  147. }
  148. Vector3 v1 = (transform * Vector3((float)x, (float)y, 0.0f)) - posAdjust;
  149. Vector3 v2 = (transform * Vector3((float)x + (float)width, (float)y, 0.0f)) - posAdjust;
  150. Vector3 v3 = (transform * Vector3((float)x, (float)y + (float)height, 0.0f)) - posAdjust;
  151. Vector3 v4 = (transform * Vector3((float)x + (float)width, (float)y + (float)height, 0.0f)) - posAdjust;
  152. float leftUV = ((float)texOffsetX) * invTextureSize_.x_;
  153. float topUV = ((float)texOffsetY) * invTextureSize_.y_;
  154. float rightUV = ((float)(texOffsetX + (texWidth ? texWidth : width))) * invTextureSize_.x_;
  155. float bottomUV = ((float)(texOffsetY + (texHeight ? texHeight : height))) * invTextureSize_.y_;
  156. unsigned begin = vertexData_->Size();
  157. vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
  158. float* dest = &(vertexData_->At(begin));
  159. vertexEnd_ = vertexData_->Size();
  160. dest[0] = v1.x_; dest[1] = v1.y_; dest[2] = 0.0f;
  161. ((unsigned&)dest[3]) = topLeftColor;
  162. dest[4] = leftUV; dest[5] = topUV;
  163. dest[6] = v2.x_; dest[7] = v2.y_; dest[8] = 0.0f;
  164. ((unsigned&)dest[9]) = topRightColor;
  165. dest[10] = rightUV; dest[11] = topUV;
  166. dest[12] = v3.x_; dest[13] = v3.y_; dest[14] = 0.0f;
  167. ((unsigned&)dest[15]) = bottomLeftColor;
  168. dest[16] = leftUV; dest[17] = bottomUV;
  169. dest[18] = v2.x_; dest[19] = v2.y_; dest[20] = 0.0f;
  170. ((unsigned&)dest[21]) = topRightColor;
  171. dest[22] = rightUV; dest[23] = topUV;
  172. dest[24] = v4.x_; dest[25] = v4.y_; dest[26] = 0.0f;
  173. ((unsigned&)dest[27]) = bottomRightColor;
  174. dest[28] = rightUV; dest[29] = bottomUV;
  175. dest[30] = v3.x_; dest[31] = v3.y_; dest[32] = 0.0f;
  176. ((unsigned&)dest[33]) = bottomLeftColor;
  177. dest[34] = leftUV; dest[35] = bottomUV;
  178. }
  179. void UIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled)
  180. {
  181. if (!(element_->HasColorGradient() || element_->GetDerivedColor().ToUInt() & 0xff000000))
  182. return; // No gradient and alpha is 0, so do not add the quad
  183. if (!tiled)
  184. {
  185. AddQuad(x, y, width, height, texOffsetX, texOffsetY, texWidth, texHeight);
  186. return;
  187. }
  188. int tileX = 0;
  189. int tileY = 0;
  190. int tileW = 0;
  191. int tileH = 0;
  192. while (tileY < height)
  193. {
  194. tileX = 0;
  195. tileH = Min(height - tileY, texHeight);
  196. while (tileX < width)
  197. {
  198. tileW = Min(width - tileX, texWidth);
  199. AddQuad(x + tileX, y + tileY, tileW, tileH, texOffsetX, texOffsetY, tileW, tileH);
  200. tileX += tileW;
  201. }
  202. tileY += tileH;
  203. }
  204. }
  205. bool UIBatch::Merge(const UIBatch& batch)
  206. {
  207. if (batch.blendMode_ != blendMode_ ||
  208. batch.scissor_ != scissor_ ||
  209. batch.texture_ != texture_ ||
  210. batch.vertexData_ != vertexData_ ||
  211. batch.vertexStart_ != vertexEnd_)
  212. return false;
  213. vertexEnd_ = batch.vertexEnd_;
  214. return true;
  215. }
  216. unsigned UIBatch::GetInterpolatedColor(int x, int y)
  217. {
  218. const IntVector2& size = element_->GetSize();
  219. if (size.x_ && size.y_)
  220. {
  221. float cLerpX = Clamp((float)x / (float)size.x_, 0.0f, 1.0f);
  222. float cLerpY = Clamp((float)y / (float)size.y_, 0.0f, 1.0f);
  223. Color topColor = element_->GetColor(C_TOPLEFT).Lerp(element_->GetColor(C_TOPRIGHT), cLerpX);
  224. Color bottomColor = element_->GetColor(C_BOTTOMLEFT).Lerp(element_->GetColor(C_BOTTOMRIGHT), cLerpX);
  225. Color color = topColor.Lerp(bottomColor, cLerpY);
  226. color.a_ *= element_->GetDerivedOpacity();
  227. return color.ToUInt();
  228. }
  229. else
  230. {
  231. Color color = element_->GetColor(C_TOPLEFT);
  232. color.a_ *= element_->GetDerivedOpacity();
  233. return color.ToUInt();
  234. }
  235. }
  236. void UIBatch::AddOrMerge(const UIBatch& batch, PODVector<UIBatch>& batches)
  237. {
  238. if (batch.vertexEnd_ == batch.vertexStart_)
  239. return;
  240. if (!batches.Empty() && batches.Back().Merge(batch))
  241. return;
  242. batches.Push(batch);
  243. }
  244. }