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using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
public partial class PictureFlusher {
readonly RenderTexture _renderTexture;
readonly float _fringeWidth;
readonly float _devicePixelRatio;
readonly MeshPool _meshPool;
readonly List<RenderLayer> _layers = new List<RenderLayer>();
RenderLayer _currentLayer;
uiRect? _lastScissor;
readonly List<string> _renderTextureKeys = new List<string>();
int _curRenderTextureId = 0;
string _getNewRenderTextureKey() {
if (this._curRenderTextureId == this._renderTextureKeys.Count) {
for (int i = 0; i < 32; i++) {
this._renderTextureKeys.Add($"_RtKey_{i + this._curRenderTextureId}");
}
}
var ret = this._renderTextureKeys[this._curRenderTextureId];
this._curRenderTextureId++;
return ret;
}
void _resetRenderTextureId() {
this._curRenderTextureId = 0;
}
public void dispose() {
if (this._currentLayer != null) {
this._clearLayer(this._currentLayer);
ObjectPool<RenderLayer>.release(this._currentLayer);
this._currentLayer = null;
this._lastScissor = null;
this._layers.Clear();
}
_instanceNum--;
_releaseComputeBuffer();
}
public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool) {
D.assert(renderTexture);
D.assert(devicePixelRatio > 0);
D.assert(meshPool != null);
this._renderTexture = renderTexture;
this._fringeWidth = 1.0f / devicePixelRatio;
this._devicePixelRatio = devicePixelRatio;
this._meshPool = meshPool;
this.___drawTextDrawMeshCallback = this._drawTextDrawMeshCallback;
this.___drawPathDrawMeshCallback2 = this._drawPathDrawMeshCallback2;
this.___drawPathDrawMeshCallback = this._drawPathDrawMeshCallback;
_instanceNum++;
}
readonly _drawPathDrawMeshCallbackDelegate ___drawTextDrawMeshCallback;
readonly _drawPathDrawMeshCallbackDelegate ___drawPathDrawMeshCallback2;
readonly _drawPathDrawMeshCallbackDelegate ___drawPathDrawMeshCallback;
public float getDevicePixelRatio() {
return this._devicePixelRatio;
}
void _reset() {
//clear all states
D.assert(this._currentLayer == null && this._layers.Count == 0);
var width = this._renderTexture.width;
var height = this._renderTexture.height;
var bounds = uiRectHelper.fromLTWH(0, 0,
width * this._fringeWidth,
height * this._fringeWidth);
RenderLayer firstLayer = RenderLayer.create(
width: width,
height: height,
layerBounds: bounds
);
this._layers.Add(firstLayer);
this._currentLayer = firstLayer;
}
void _save() {
var layer = this._currentLayer;
layer.currentState = layer.currentState.copy();
layer.states.Add(layer.currentState);
layer.clipStack.save();
}
readonly uiOffset[] _saveLayer_Points = new uiOffset[4];
void _saveLayer(uiRect bounds, uiPaint paint) {
D.assert(bounds.width > 0);
D.assert(bounds.height > 0);
var parentLayer = this._currentLayer;
var state = parentLayer.currentState;
var textureWidth = Mathf.CeilToInt(
bounds.width * state.scale * this._devicePixelRatio);
if (textureWidth < 1) {
textureWidth = 1;
}
var textureHeight = Mathf.CeilToInt(
bounds.height * state.scale * this._devicePixelRatio);
if (textureHeight < 1) {
textureHeight = 1;
}
var layer = RenderLayer.create(
rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
width: textureWidth,
height: textureHeight,
layerBounds: bounds,
layerPaint: paint
);
parentLayer.addLayer(layer);
this._layers.Add(layer);
this._currentLayer = layer;
if (paint.backdrop != null) {
if (paint.backdrop is _BlurImageFilter) {
var filter = (_BlurImageFilter) paint.backdrop;
if (!(filter.sigmaX == 0 && filter.sigmaY == 0)) {
this._saveLayer_Points[0] = bounds.topLeft;
this._saveLayer_Points[1] = bounds.bottomLeft;
this._saveLayer_Points[2] = bounds.bottomRight;
this._saveLayer_Points[3] = bounds.topRight;
state.matrix.Value.mapPoints(this._saveLayer_Points);
var parentBounds = parentLayer.layerBounds;
for (int i = 0; i < 4; i++) {
this._saveLayer_Points[i] = new uiOffset(
(this._saveLayer_Points[i].dx - parentBounds.left) / parentBounds.width,
(this._saveLayer_Points[i].dy - parentBounds.top) / parentBounds.height
);
}
var mesh = ImageMeshGenerator.imageMesh(
null,
this._saveLayer_Points[0],
this._saveLayer_Points[1],
this._saveLayer_Points[2],
this._saveLayer_Points[3],
bounds);
var renderDraw = CanvasShader.texRT(layer, layer.layerPaint.Value, mesh, parentLayer);
layer.draws.Add(renderDraw);
var blurLayer = this._createBlurLayer(layer, filter.sigmaX, filter.sigmaY, layer);
var blurMesh = ImageMeshGenerator.imageMesh(null, uiRectHelper.one, bounds);
layer.draws.Add(CanvasShader.texRT(layer, paint, blurMesh, blurLayer));
}
}
else if (paint.backdrop is _MatrixImageFilter) {
var filter = (_MatrixImageFilter) paint.backdrop;
if (!filter.transform.isIdentity()) {
layer.filterMode = filter.filterMode;
this._saveLayer_Points[0] = bounds.topLeft;
this._saveLayer_Points[1] = bounds.bottomLeft;
this._saveLayer_Points[2] = bounds.bottomRight;
this._saveLayer_Points[3] = bounds.topRight;
state.matrix.Value.mapPoints(this._saveLayer_Points);
var parentBounds = parentLayer.layerBounds;
for (int i = 0; i < 4; i++) {
this._saveLayer_Points[i] = new uiOffset(
(this._saveLayer_Points[i].dx - parentBounds.left) / parentBounds.width,
(this._saveLayer_Points[i].dy - parentBounds.top) / parentBounds.height
);
}
var matrix = uiMatrix3.makeTrans(-bounds.left, -bounds.top);
matrix.postConcat(uiMatrix3.fromMatrix3(filter.transform));
matrix.postTranslate(bounds.left, bounds.top);
var mesh = ImageMeshGenerator.imageMesh(
matrix,
this._saveLayer_Points[0],
this._saveLayer_Points[1],
this._saveLayer_Points[2],
this._saveLayer_Points[3],
bounds);
var renderDraw = CanvasShader.texRT(layer, layer.layerPaint.Value, mesh, parentLayer);
layer.draws.Add(renderDraw);
}
}
}
}
void _restore() {
var layer = this._currentLayer;
D.assert(layer.states.Count > 0);
if (layer.states.Count > 1) {
ObjectPool<State>.release(layer.states[layer.states.Count - 1]);
layer.states.RemoveAt(layer.states.Count - 1);
layer.currentState = layer.states[layer.states.Count - 1];
layer.clipStack.restore();
return;
}
this._layers.RemoveAt(this._layers.Count - 1);
var currentLayer = this._currentLayer = this._layers[this._layers.Count - 1];
var state = currentLayer.currentState;
var mesh = ImageMeshGenerator.imageMesh(state.matrix, uiRectHelper.one, layer.layerBounds);
if (!this._applyClip(mesh.bounds)) {
ObjectPool<uiMeshMesh>.release(mesh);
return;
}
var renderDraw = CanvasShader.texRT(currentLayer, layer.layerPaint.Value, mesh, layer);
currentLayer.draws.Add(renderDraw);
}
void _translate(float dx, float dy) {
var state = this._currentLayer.currentState;
var matrix = uiMatrix3.makeTrans(dx, dy);
matrix.postConcat(state.matrix.Value);
state.matrix = matrix;
}
void _scale(float sx, float? sy = null) {
var state = this._currentLayer.currentState;
var matrix = uiMatrix3.makeScale(sx, (sy ?? sx));
matrix.postConcat(state.matrix.Value);
state.matrix = matrix;
}
void _rotate(float radians, uiOffset? offset = null) {
var state = this._currentLayer.currentState;
if (offset == null) {
var matrix = uiMatrix3.makeRotate(radians);
matrix.postConcat(state.matrix.Value);
state.matrix = matrix;
}
else {
var matrix = uiMatrix3.makeRotate(radians, offset.Value.dx, offset.Value.dy);
matrix.postConcat(state.matrix.Value);
state.matrix = matrix;
}
}
void _skew(float sx, float sy) {
var state = this._currentLayer.currentState;
var matrix = uiMatrix3.makeSkew(sx, sy);
matrix.postConcat(state.matrix.Value);
state.matrix = matrix;
}
void _concat(uiMatrix3 matrix) {
var state = this._currentLayer.currentState;
matrix = new uiMatrix3(matrix);
matrix.postConcat(state.matrix.Value);
state.matrix = matrix;
}
void _resetMatrix() {
var state = this._currentLayer.currentState;
state.matrix = uiMatrix3.I();
}
void _setMatrix(uiMatrix3 matrix) {
var state = this._currentLayer.currentState;
state.matrix = new uiMatrix3(matrix);
}
void _clipRect(Rect rect) {
var path = uiPath.create();
path.addRect(uiRectHelper.fromRect(rect));
this._clipPath(path);
uiPathCacheManager.putToCache(path);
}
void _clipUIRect(uiRect rect) {
var path = uiPath.create();
path.addRect(rect);
this._clipPath(path);
uiPathCacheManager.putToCache(path);
}
void _clipRRect(RRect rrect) {
var path = uiPath.create();
path.addRRect(rrect);
this._clipPath(path);
uiPathCacheManager.putToCache(path);
}
void _clipPath(uiPath path) {
var layer = this._currentLayer;
var state = layer.currentState;
layer.clipStack.clipPath(path, state.matrix.Value, state.scale * this._devicePixelRatio);
}
void _tryAddScissor(RenderLayer layer, uiRect? scissor) {
if (uiRectHelper.equals(scissor, this._lastScissor)) {
return;
}
layer.draws.Add(CmdScissor.create(
deviceScissor: scissor
));
this._lastScissor = scissor;
}
bool _applyClip(uiRect? queryBounds) {
if (queryBounds == null || queryBounds.Value.isEmpty) {
return false;
}
var layer = this._currentLayer;
var layerBounds = layer.layerBounds;
ReducedClip reducedClip = ReducedClip.create(layer.clipStack, layerBounds, queryBounds.Value);
if (reducedClip.isEmpty()) {
ObjectPool<ReducedClip>.release(reducedClip);
return false;
}
var scissor = reducedClip.scissor;
var physicalRect = uiRectHelper.fromLTRB(0, 0, layer.width, layer.height);
if (uiRectHelper.equals(scissor, layerBounds)) {
this._tryAddScissor(layer, null);
}
else {
var deviceScissor = uiRectHelper.fromLTRB(
scissor.Value.left - layerBounds.left, layerBounds.bottom - scissor.Value.bottom,
scissor.Value.right - layerBounds.left, layerBounds.bottom - scissor.Value.top
);
deviceScissor = uiRectHelper.scale(deviceScissor, layer.width / layerBounds.width,
layer.height / layerBounds.height);
deviceScissor = uiRectHelper.roundOut(deviceScissor);
deviceScissor = uiRectHelper.intersect(deviceScissor, physicalRect);
if (deviceScissor.isEmpty) {
ObjectPool<ReducedClip>.release(reducedClip);
return false;
}
this._tryAddScissor(layer, deviceScissor);
}
var maskGenID = reducedClip.maskGenID();
if (this._mustRenderClip(maskGenID, reducedClip.scissor.Value)) {
if (maskGenID == ClipStack.wideOpenGenID) {
layer.ignoreClip = true;
}
else {
layer.ignoreClip = false;
// need to inflate a bit to make sure all area is cleared.
var inflatedScissor = uiRectHelper.inflate(reducedClip.scissor.Value, this._fringeWidth);
var boundsMesh = uiMeshMesh.create(inflatedScissor);
layer.draws.Add(CanvasShader.stencilClear(layer, boundsMesh));
foreach (var maskElement in reducedClip.maskElements) {
layer.draws.Add(CanvasShader.stencil0(layer, maskElement.mesh.duplicate()));
layer.draws.Add(CanvasShader.stencil1(layer, boundsMesh.duplicate()));
}
}
this._setLastClipGenId(maskGenID, reducedClip.scissor.Value);
}
ObjectPool<ReducedClip>.release(reducedClip);
return true;
}
void _setLastClipGenId(uint clipGenId, uiRect clipBounds) {
var layer = this._currentLayer;
layer.lastClipGenId = clipGenId;
layer.lastClipBounds = clipBounds;
}
bool _mustRenderClip(uint clipGenId, uiRect clipBounds) {
var layer = this._currentLayer;
return layer.lastClipGenId != clipGenId || !uiRectHelper.equals(layer.lastClipBounds, clipBounds);
}
RenderLayer _createMaskLayer(RenderLayer parentLayer, uiRect maskBounds,
_drawPathDrawMeshCallbackDelegate drawCallback,
uiPaint paint, bool convex, float alpha, float strokeMult, Texture tex, uiRect texBound,
TextBlobMesh textMesh,
uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool notEmoji) {
var textureWidth = Mathf.CeilToInt(maskBounds.width * this._devicePixelRatio);
if (textureWidth < 1) {
textureWidth = 1;
}
var textureHeight = Mathf.CeilToInt(maskBounds.height * this._devicePixelRatio);
if (textureHeight < 1) {
textureHeight = 1;
}
var maskLayer = RenderLayer.create(
rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
width: textureWidth,
height: textureHeight,
layerBounds: maskBounds,
filterMode: FilterMode.Bilinear,
noMSAA: true
);
parentLayer.addLayer(maskLayer);
this._layers.Add(maskLayer);
this._currentLayer = maskLayer;
var parentState = parentLayer.states[parentLayer.states.Count - 1];
var maskState = maskLayer.states[maskLayer.states.Count - 1];
maskState.matrix = parentState.matrix;
drawCallback.Invoke(uiPaint.shapeOnly(paint), fillMesh, strokeMesh, convex, alpha, strokeMult, tex,
texBound, textMesh, notEmoji);
var removed = this._layers.removeLast();
D.assert(removed == maskLayer);
this._currentLayer = this._layers[this._layers.Count - 1];
return maskLayer;
}
RenderLayer _createBlurLayer(RenderLayer maskLayer, float sigmaX, float sigmaY, RenderLayer parentLayer) {
sigmaX = BlurUtils.adjustSigma(sigmaX, out var scaleFactorX, out var radiusX);
sigmaY = BlurUtils.adjustSigma(sigmaY, out var scaleFactorY, out var radiusY);
var textureWidth = Mathf.CeilToInt((float) maskLayer.width / scaleFactorX);
if (textureWidth < 1) {
textureWidth = 1;
}
var textureHeight = Mathf.CeilToInt((float) maskLayer.height / scaleFactorY);
if (textureHeight < 1) {
textureHeight = 1;
}
var blurXLayer = RenderLayer.create(
rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
width: textureWidth,
height: textureHeight,
layerBounds: maskLayer.layerBounds,
filterMode: FilterMode.Bilinear,
noMSAA: true
);
parentLayer.addLayer(blurXLayer);
var blurYLayer = RenderLayer.create(
rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
width: textureWidth,
height: textureHeight,
layerBounds: maskLayer.layerBounds,
filterMode: FilterMode.Bilinear,
noMSAA: true
);
parentLayer.addLayer(blurYLayer);
var blurMesh = ImageMeshGenerator.imageMesh(null, uiRectHelper.one, maskLayer.layerBounds);
var kernelX = BlurUtils.get1DGaussianKernel(sigmaX, radiusX);
var kernelY = BlurUtils.get1DGaussianKernel(sigmaY, radiusY);
blurXLayer.draws.Add(CanvasShader.maskFilter(
blurXLayer, blurMesh, maskLayer,
radiusX, new Vector2(1f / textureWidth, 0), kernelX));
blurYLayer.draws.Add(CanvasShader.maskFilter(
blurYLayer, blurMesh.duplicate(), blurXLayer,
radiusY, new Vector2(0, -1f / textureHeight), kernelY));
return blurYLayer;
}
void _drawWithMaskFilter(uiRect meshBounds, uiPaint paint, uiMaskFilter maskFilter,
uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool convex, float alpha, float strokeMult, Texture tex,
uiRect texBound, TextBlobMesh textMesh, bool notEmoji,
_drawPathDrawMeshCallbackDelegate drawCallback) {
var layer = this._currentLayer;
var clipBounds = layer.layerBounds;
uiRect? stackBounds;
bool iior;
layer.clipStack.getBounds(out stackBounds, out iior);
if (stackBounds != null) {
clipBounds = uiRectHelper.intersect(clipBounds, stackBounds.Value);
}
if (clipBounds.isEmpty) {
this._drawPathDrawMeshQuit(fillMesh, strokeMesh, textMesh);
return;
}
var state = layer.currentState;
float sigma = state.scale * maskFilter.sigma;
if (sigma <= 0) {
this._drawPathDrawMeshQuit(fillMesh, strokeMesh, textMesh);
return;
}
float sigma3 = 3 * sigma;
var maskBounds = uiRectHelper.inflate(meshBounds, sigma3);
maskBounds = uiRectHelper.intersect(maskBounds, uiRectHelper.inflate(clipBounds, sigma3));
if (maskBounds.isEmpty) {
this._drawPathDrawMeshQuit(fillMesh, strokeMesh, textMesh);
return;
}
var maskLayer = this._createMaskLayer(layer, maskBounds, drawCallback, paint, convex, alpha, strokeMult,
tex, texBound,
textMesh, fillMesh, strokeMesh, notEmoji);
var blurLayer = this._createBlurLayer(maskLayer, sigma, sigma, layer);
var blurMesh = ImageMeshGenerator.imageMesh(null, uiRectHelper.one, maskBounds);
if (!this._applyClip(blurMesh.bounds)) {
ObjectPool<uiMeshMesh>.release(blurMesh);
return;
}
layer.draws.Add(CanvasShader.texRT(layer, paint, blurMesh, blurLayer));
}
delegate void _drawPathDrawMeshCallbackDelegate(uiPaint p, uiMeshMesh fillMesh, uiMeshMesh strokeMesh,
bool convex, float alpha, float strokeMult,
Texture tex, uiRect textBlobBounds, TextBlobMesh textMesh, bool notEmoji);
void _drawPathDrawMeshCallback(uiPaint p, uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool convex, float alpha,
float strokeMult, Texture tex,
uiRect textBlobBounds, TextBlobMesh textMesh, bool notEmoji) {
if (!this._applyClip(fillMesh.bounds)) {
ObjectPool<uiMeshMesh>.release(fillMesh);
ObjectPool<uiMeshMesh>.release(strokeMesh);
return;
}
var layer = this._currentLayer;
if (convex) {
layer.draws.Add(CanvasShader.convexFill(layer, p, fillMesh));
}
else {
layer.draws.Add(CanvasShader.fill0(layer, fillMesh));
layer.draws.Add(CanvasShader.fill1(layer, p, fillMesh.boundsMesh));
}
if (strokeMesh != null) {
layer.draws.Add(CanvasShader.strokeAlpha(layer, p, alpha, strokeMult, strokeMesh));
layer.draws.Add(CanvasShader.stroke1(layer, strokeMesh.duplicate()));
}
}
void _drawPathDrawMeshCallback2(uiPaint p, uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool convex, float alpha,
float strokeMult, Texture tex,
uiRect textBlobBounds, TextBlobMesh textMesh, bool notEmoji) {
if (!this._applyClip(strokeMesh.bounds)) {
ObjectPool<uiMeshMesh>.release(strokeMesh);
return;
}
var layer = this._currentLayer;
layer.draws.Add(CanvasShader.strokeAlpha(layer, p, alpha, strokeMult, strokeMesh));
layer.draws.Add(CanvasShader.stroke1(layer, strokeMesh.duplicate()));
}
void _drawTextDrawMeshCallback(uiPaint p, uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool convex, float alpha,
float strokeMult, Texture tex,
uiRect textBlobBounds, TextBlobMesh textMesh, bool notEmoji) {
if (!this._applyClip(textBlobBounds)) {
ObjectPool<TextBlobMesh>.release(textMesh);
return;
}
var layer = this._currentLayer;
if (notEmoji) {
layer.draws.Add(CanvasShader.texAlpha(layer, p, textMesh, tex));
}
else {
uiPaint paintWithWhite = new uiPaint(p);
paintWithWhite.color = uiColor.white;
if (EmojiUtils.image == null) {
ObjectPool<TextBlobMesh>.release(textMesh);
return;
}
var raw_mesh = textMesh.resolveMesh();
var meshmesh = raw_mesh.duplicate();
ObjectPool<TextBlobMesh>.release(textMesh);
layer.draws.Add(CanvasShader.tex(layer, paintWithWhite, meshmesh, EmojiUtils.image));
}
}
void _drawPathDrawMeshQuit(uiMeshMesh fillMesh, uiMeshMesh strokeMesh, TextBlobMesh textMesh) {
ObjectPool<uiMeshMesh>.release(fillMesh);
ObjectPool<uiMeshMesh>.release(strokeMesh);
ObjectPool<TextBlobMesh>.release(textMesh);
}
void _drawPath(uiPath path, uiPaint paint) {
D.assert(path != null);
//draw fast shadow
if (paint.maskFilter != null && paint.maskFilter.Value.style == BlurStyle.fast_shadow) {
this._drawRRectShadow(path, paint);
return;
}
if (paint.style == PaintingStyle.fill) {
var state = this._currentLayer.currentState;
var cache = path.flatten(state.scale * this._devicePixelRatio);
bool convex;
cache.computeFillMesh(this._fringeWidth, out convex);
var fillMesh = cache.fillMesh;
var strokeMesh = cache.strokeMesh;
var fmesh = fillMesh.transform(state.matrix);
var smesh = strokeMesh?.transform(state.matrix);
float strokeMult = 1.0f;
if (paint.maskFilter != null && paint.maskFilter.Value.sigma != 0) {
this._drawWithMaskFilter(fmesh.bounds, paint, paint.maskFilter.Value, fmesh, smesh, convex, 0,
strokeMult, null,
uiRectHelper.zero, null, false, this.___drawPathDrawMeshCallback);
return;
}
this._drawPathDrawMeshCallback(paint, fmesh, smesh, convex, 1.0f, strokeMult, null, uiRectHelper.zero,
null, false);
}
else {
var state = this._currentLayer.currentState;
float strokeWidth = (paint.strokeWidth * state.scale).clamp(0, 200.0f);
float alpha = 1.0f;
if (strokeWidth == 0) {
strokeWidth = this._fringeWidth;
}
else if (strokeWidth < this._fringeWidth) {
// If the stroke width is less than pixel size, use alpha to emulate coverage.
// Since coverage is area, scale by alpha*alpha.
alpha = (strokeWidth / this._fringeWidth).clamp(0.0f, 1.0f);
alpha *= alpha;
strokeWidth = this._fringeWidth;
}
strokeWidth = strokeWidth / state.scale * 0.5f;
float strokeMult = (this._fringeWidth * 0.5f + strokeWidth * 0.5f) / this._fringeWidth;
var cache = path.flatten(state.scale * this._devicePixelRatio);
cache.computeStrokeMesh(
strokeWidth,
this._fringeWidth,
paint.strokeCap,
paint.strokeJoin,
paint.strokeMiterLimit);
var strokeMesh = cache.strokeMesh;
var mesh = strokeMesh.transform(state.matrix);
if (paint.maskFilter != null && paint.maskFilter.Value.sigma != 0) {
this._drawWithMaskFilter(mesh.bounds, paint, paint.maskFilter.Value, null, mesh, false, alpha,
strokeMult, null,
uiRectHelper.zero, null, false, this.___drawPathDrawMeshCallback2);
return;
}
this._drawPathDrawMeshCallback2(paint, null, mesh, false, alpha, strokeMult, null, uiRectHelper.zero,
null, false);
}
}
void _drawImage(Image image, uiOffset offset, uiPaint paint) {
D.assert(image != null);
this._drawImageRect(image,
null,
uiRectHelper.fromLTWH(
offset.dx, offset.dy,
image.width / this._devicePixelRatio,
image.height / this._devicePixelRatio),
paint);
}
void _drawImageRect(Image image, uiRect? src, uiRect dst, uiPaint paint) {
D.assert(image != null);
if (src == null) {
src = uiRectHelper.one;
}
else {
src = uiRectHelper.scale(src.Value, 1f / image.width, 1f / image.height);
}
var layer = this._currentLayer;
var state = layer.currentState;
var mesh = ImageMeshGenerator.imageMesh(state.matrix, src.Value, dst);
if (!this._applyClip(mesh.bounds)) {
ObjectPool<uiMeshMesh>.release(mesh);
return;
}
layer.draws.Add(CanvasShader.tex(layer, paint, mesh, image));
}
void _drawImageNine(Image image, uiRect? src, uiRect center, uiRect dst, uiPaint paint) {
D.assert(image != null);
var scaleX = 1f / image.width;
var scaleY = 1f / image.height;
if (src == null) {
src = uiRectHelper.one;
}
else {
src = uiRectHelper.scale(src.Value, scaleX, scaleY);
}
center = uiRectHelper.scale(center, scaleX, scaleY);
var layer = this._currentLayer;
var state = layer.currentState;
var mesh = ImageMeshGenerator.imageNineMesh(state.matrix, src.Value, center, image.width, image.height,
dst);
if (!this._applyClip(mesh.bounds)) {
ObjectPool<uiMeshMesh>.release(mesh);
return;
}
layer.draws.Add(CanvasShader.tex(layer, paint, mesh, image));
}
void _drawPicture(Picture picture, bool needsSave = true) {
if (needsSave) {
this._save();
}
int saveCount = 0;
var drawCmds = picture.drawCmds;
foreach (var drawCmd in drawCmds) {
switch (drawCmd) {
case DrawSave _:
saveCount++;
this._save();
break;
case DrawSaveLayer cmd: {
saveCount++;
this._saveLayer(uiRectHelper.fromRect(cmd.rect), uiPaint.fromPaint(cmd.paint));
break;
}
case DrawRestore _: {
saveCount--;
if (saveCount < 0) {
throw new Exception("unmatched save/restore in picture");
}
this._restore();
break;
}
case DrawTranslate cmd: {
this._translate(cmd.dx, cmd.dy);
break;
}
case DrawScale cmd: {
this._scale(cmd.sx, cmd.sy);
break;
}
case DrawRotate cmd: {
this._rotate(cmd.radians, uiOffset.fromOffset(cmd.offset));
break;
}
case DrawSkew cmd: {
this._skew(cmd.sx, cmd.sy);
break;
}
case DrawConcat cmd: {
this._concat(uiMatrix3.fromMatrix3(cmd.matrix));
break;
}
case DrawResetMatrix _:
this._resetMatrix();
break;
case DrawSetMatrix cmd: {
this._setMatrix(uiMatrix3.fromMatrix3(cmd.matrix));
break;
}
case DrawClipRect cmd: {
this._clipRect(cmd.rect);
break;
}
case DrawClipRRect cmd: {
this._clipRRect(cmd.rrect);
break;
}
case DrawClipPath cmd: {
var uipath = uiPath.fromPath(cmd.path);
this._clipPath(uipath);
uiPathCacheManager.putToCache(uipath);
break;
}
case DrawPath cmd: {
var uipath = uiPath.fromPath(cmd.path);
this._drawPath(uipath, uiPaint.fromPaint(cmd.paint));
uiPathCacheManager.putToCache(uipath);
break;
}
case DrawImage cmd: {
this._drawImage(cmd.image, (uiOffset.fromOffset(cmd.offset)).Value,
uiPaint.fromPaint(cmd.paint));
break;
}
case DrawImageRect cmd: {
this._drawImageRect(cmd.image, uiRectHelper.fromRect(cmd.src), uiRectHelper.fromRect(cmd.dst),
uiPaint.fromPaint(cmd.paint));
break;
}
case DrawImageNine cmd: {
this._drawImageNine(cmd.image, uiRectHelper.fromRect(cmd.src),
uiRectHelper.fromRect(cmd.center), uiRectHelper.fromRect(cmd.dst),
uiPaint.fromPaint(cmd.paint));
break;
}
case DrawPicture cmd: {
this._drawPicture(cmd.picture);
break;
}
case DrawTextBlob cmd: {
this._drawTextBlob(cmd.textBlob, (uiOffset.fromOffset(cmd.offset)).Value,
uiPaint.fromPaint(cmd.paint));
break;
}
default:
throw new Exception("unknown drawCmd: " + drawCmd);
}
}
if (saveCount != 0) {
throw new Exception("unmatched save/restore in picture");
}
if (needsSave) {
this._restore();
}
}
void _drawUIPicture(uiPicture picture, bool needsSave = true) {
if (needsSave) {
this._save();
}
int saveCount = 0;
var drawCmds = picture.drawCmds;
foreach (var drawCmd in drawCmds) {
switch (drawCmd) {
case uiDrawSave _:
saveCount++;
this._save();
break;
case uiDrawSaveLayer cmd: {
saveCount++;
this._saveLayer(cmd.rect.Value, cmd.paint);
break;
}
case uiDrawRestore _: {
saveCount--;
if (saveCount < 0) {
throw new Exception("unmatched save/restore in picture");
}
this._restore();
break;
}
case uiDrawTranslate cmd: {
this._translate(cmd.dx, cmd.dy);
break;
}
case uiDrawScale cmd: {
this._scale(cmd.sx, cmd.sy);
break;
}
case uiDrawRotate cmd: {
this._rotate(cmd.radians, cmd.offset);
break;
}
case uiDrawSkew cmd: {
this._skew(cmd.sx, cmd.sy);
break;
}
case uiDrawConcat cmd: {
this._concat(cmd.matrix.Value);
break;
}
case uiDrawResetMatrix _:
this._resetMatrix();
break;
case uiDrawSetMatrix cmd: {
this._setMatrix(cmd.matrix.Value);
break;
}
case uiDrawClipRect cmd: {
this._clipUIRect(cmd.rect.Value);
break;
}
case uiDrawClipRRect cmd: {
this._clipRRect(cmd.rrect);
break;
}
case uiDrawClipPath cmd: {
this._clipPath(cmd.path);
break;
}
case uiDrawPath cmd: {
this._drawPath(cmd.path, cmd.paint);
break;
}
case uiDrawImage cmd: {
this._drawImage(cmd.image, cmd.offset.Value, cmd.paint);
break;
}
case uiDrawImageRect cmd: {
this._drawImageRect(cmd.image, cmd.src, cmd.dst.Value, cmd.paint);
break;
}
case uiDrawImageNine cmd: {
this._drawImageNine(cmd.image, cmd.src, cmd.center.Value, cmd.dst.Value, cmd.paint);
break;
}
case uiDrawPicture cmd: {
this._drawPicture(cmd.picture);
break;
}
case uiDrawTextBlob cmd: {
this._drawTextBlob(cmd.textBlob, cmd.offset.Value, cmd.paint);
break;
}
default:
throw new Exception("unknown drawCmd: " + drawCmd);
}
}
if (saveCount != 0) {
throw new Exception("unmatched save/restore in picture");
}
if (needsSave) {
this._restore();
}
}
void _drawTextBlob(TextBlob? textBlob, uiOffset offset, uiPaint paint) {
D.assert(textBlob != null);
var state = this._currentLayer.currentState;
var scale = state.scale * this._devicePixelRatio;
var matrix = new uiMatrix3(state.matrix.Value);
matrix.preTranslate(offset.dx, offset.dy);
var mesh = TextBlobMesh.create(textBlob.Value, scale, matrix);
var textBlobBounds = matrix.mapRect(uiRectHelper.fromRect(textBlob.Value.boundsInText));
// request font texture so text mesh could be generated correctly
var style = textBlob.Value.style;
var font = FontManager.instance.getOrCreate(style.fontFamily, style.fontWeight, style.fontStyle).font;
var fontSizeToLoad = Mathf.CeilToInt(style.UnityFontSize * scale);
var subText = textBlob.Value.text.Substring(textBlob.Value.textOffset, textBlob.Value.textSize);
Texture tex = null;
bool notEmoji = !char.IsHighSurrogate(subText[0]) && !EmojiUtils.isSingleCharEmoji(subText[0]);
if (notEmoji) {
font.RequestCharactersInTextureSafe(subText, fontSizeToLoad, style.UnityFontStyle);
tex = font.material.mainTexture;
}
if (paint.maskFilter != null && paint.maskFilter.Value.sigma != 0) {
this._drawWithMaskFilter(textBlobBounds, paint, paint.maskFilter.Value, null, null, false, 0, 0, tex,
textBlobBounds, mesh, notEmoji, this.___drawTextDrawMeshCallback);
return;
}
this._drawTextDrawMeshCallback(paint, null, null, false, 0, 0, tex, textBlobBounds, mesh, notEmoji);
}
public void flush(uiPicture picture) {
this._reset();
this._resetRenderTextureId();
this._resetComputeBuffer();
this._drawUIPicture(picture, false);
D.assert(this._layers.Count == 1);
D.assert(this._layers[0].states.Count == 1);
var layer = this._currentLayer;
using (var cmdBuf = new CommandBuffer()) {
cmdBuf.name = "CommandBufferCanvas";
this._lastRtID = -1;
this._drawLayer(layer, cmdBuf);
// this is necessary for webgl2. not sure why... just to be safe to disable the scissor.
cmdBuf.DisableScissorRect();
this._bindComputeBuffer();
Graphics.ExecuteCommandBuffer(cmdBuf);
}
D.assert(this._layers.Count == 0 || (this._layers.Count == 1 && this._layers[0] == this._currentLayer));
if (this._currentLayer != null) {
this._clearLayer(this._currentLayer);
ObjectPool<RenderLayer>.release(this._currentLayer);
this._currentLayer = null;
this._lastScissor = null;
this._layers.Clear();
}
AllocDebugger.onFrameEnd();
}
int _lastRtID;
void _setRenderTarget(CommandBuffer cmdBuf, int rtID, ref bool toClear) {
if (this._lastRtID == rtID) {
return;
}
this._lastRtID = rtID;
if (rtID == 0) {
cmdBuf.SetRenderTarget(this._renderTexture);
}
else {
cmdBuf.SetRenderTarget(rtID);
}
if (toClear) {
cmdBuf.ClearRenderTarget(true, true, UnityEngine.Color.clear);
toClear = false;
}
}
readonly float[] _drawLayer_matArray = new float[9];
void _drawLayer(RenderLayer layer, CommandBuffer cmdBuf) {
bool toClear = true;
foreach (var cmdObj in layer.draws) {
switch (cmdObj) {
case CmdLayer cmd:
var subLayer = cmd.layer;
var desc = new RenderTextureDescriptor(
subLayer.width, subLayer.height,
RenderTextureFormat.Default, 24) {
useMipMap = false,
autoGenerateMips = false,
};
if (this._renderTexture.antiAliasing != 0 && !subLayer.noMSAA) {
desc.msaaSamples = this._renderTexture.antiAliasing;
}
cmdBuf.GetTemporaryRT(subLayer.rtID, desc, subLayer.filterMode);
this._drawLayer(subLayer, cmdBuf);
break;
case CmdDraw cmd:
this._setRenderTarget(cmdBuf, layer.rtID, ref toClear);
if (cmd.layerId != null) {
if (cmd.layerId == 0) {
cmdBuf.SetGlobalTexture(CmdDraw.texId, this._renderTexture);
}
else {
cmdBuf.SetGlobalTexture(CmdDraw.texId, cmd.layerId.Value);
}
}
D.assert(cmd.meshObj == null);
cmd.meshObj = this._meshPool.getMesh();
cmd.meshObjCreated = true;
// clear triangles first in order to bypass validation in SetVertices.
cmd.meshObj.SetTriangles((int[]) null, 0, false);
uiMeshMesh mesh = cmd.mesh;
if (cmd.textMesh != null) {
mesh = cmd.textMesh.resolveMesh();
}
if (mesh == null) {
continue;
}
if (mesh.matrix == null) {
cmd.properties.SetFloatArray(CmdDraw.matId, CmdDraw.idMat3.fMat);
}
else {
var mat = mesh.matrix.Value;
this._drawLayer_matArray[0] = mat.kMScaleX;
this._drawLayer_matArray[1] = mat.kMSkewX;
this._drawLayer_matArray[2] = mat.kMTransX;
this._drawLayer_matArray[3] = mat.kMSkewY;
this._drawLayer_matArray[4] = mat.kMScaleY;
this._drawLayer_matArray[5] = mat.kMTransY;
this._drawLayer_matArray[6] = mat.kMPersp0;
this._drawLayer_matArray[7] = mat.kMPersp1;
this._drawLayer_matArray[8] = mat.kMPersp2;
cmd.properties.SetFloatArray(CmdDraw.matId, this._drawLayer_matArray);
}
D.assert(mesh.vertices.Count > 0);
if (CanvasShader.supportComputeBuffer) {
this._addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
cmd.properties.SetBuffer(CmdDraw.vertexBufferId, _computeBuffer);
cmd.properties.SetBuffer(CmdDraw.indexBufferId, _indexBuffer);
cmd.properties.SetInt(CmdDraw.startIndexId, _startIndex);
cmdBuf.DrawProcedural(Matrix4x4.identity, cmd.material, cmd.pass, MeshTopology.Triangles, mesh.triangles.Count, 1, cmd.properties.mpb);
}
else {
cmd.meshObj.SetVertices(mesh.vertices?.data);
cmd.meshObj.SetTriangles(mesh.triangles?.data, 0, false);
cmd.meshObj.SetUVs(0, mesh.uv?.data);
cmdBuf.DrawMesh(cmd.meshObj, CmdDraw.idMat, cmd.material, 0, cmd.pass, cmd.properties.mpb);
}
if (cmd.layerId != null) {
cmdBuf.SetGlobalTexture(CmdDraw.texId, BuiltinRenderTextureType.None);
}
break;
case CmdScissor cmd:
this._setRenderTarget(cmdBuf, layer.rtID, ref toClear);
if (cmd.deviceScissor == null) {
cmdBuf.DisableScissorRect();
}
else {
cmdBuf.EnableScissorRect(uiRectHelper.toRect(cmd.deviceScissor.Value));
}
break;
}
}
if (toClear) {
this._setRenderTarget(cmdBuf, layer.rtID, ref toClear);
}
D.assert(!toClear);
foreach (var subLayer in layer.layers) {
cmdBuf.ReleaseTemporaryRT(subLayer.rtID);
}
}
void _clearLayer(RenderLayer layer) {
foreach (var cmdObj in layer.draws) {
switch (cmdObj) {
case CmdDraw cmd:
if (cmd.meshObjCreated) {
this._meshPool.returnMesh(cmd.meshObj);
cmd.meshObj = null;
cmd.meshObjCreated = false;
}
break;
}
cmdObj.release();
}
layer.draws.Clear();
foreach (var subLayer in layer.layers) {
this._clearLayer(subLayer);
ObjectPool<RenderLayer>.release(subLayer);
}
layer.layers.Clear();
}
}
}