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1248 行
48 KiB
1248 行
48 KiB
using System;
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using System.Collections.Generic;
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using Unity.UIWidgets.foundation;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Unity.UIWidgets.ui {
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public partial class PictureFlusher {
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readonly RenderTexture _renderTexture;
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readonly float _fringeWidth;
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readonly float _devicePixelRatio;
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readonly MeshPool _meshPool;
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readonly List<RenderLayer> _layers = new List<RenderLayer>();
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RenderLayer _currentLayer;
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uiRect? _lastScissor;
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readonly List<string> _renderTextureKeys = new List<string>();
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int _curRenderTextureId = 0;
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string _getNewRenderTextureKey() {
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if (this._curRenderTextureId == this._renderTextureKeys.Count) {
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for (int i = 0; i < 32; i++) {
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this._renderTextureKeys.Add($"_RtKey_{i + this._curRenderTextureId}");
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}
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}
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var ret = this._renderTextureKeys[this._curRenderTextureId];
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this._curRenderTextureId++;
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return ret;
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}
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void _resetRenderTextureId() {
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this._curRenderTextureId = 0;
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}
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public void dispose() {
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if (this._currentLayer != null) {
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this._clearLayer(this._currentLayer);
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ObjectPool<RenderLayer>.release(this._currentLayer);
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this._currentLayer = null;
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this._lastScissor = null;
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this._layers.Clear();
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}
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this._releaseComputeBuffer();
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}
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public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool) {
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D.assert(renderTexture);
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D.assert(devicePixelRatio > 0);
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D.assert(meshPool != null);
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this._renderTexture = renderTexture;
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this._fringeWidth = 1.0f / devicePixelRatio;
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this._devicePixelRatio = devicePixelRatio;
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this._meshPool = meshPool;
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this.___drawTextDrawMeshCallback = this._drawTextDrawMeshCallback;
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this.___drawPathDrawMeshCallback2 = this._drawPathDrawMeshCallback2;
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this.___drawPathDrawMeshCallback = this._drawPathDrawMeshCallback;
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}
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readonly _drawPathDrawMeshCallbackDelegate ___drawTextDrawMeshCallback;
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readonly _drawPathDrawMeshCallbackDelegate ___drawPathDrawMeshCallback2;
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readonly _drawPathDrawMeshCallbackDelegate ___drawPathDrawMeshCallback;
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public float getDevicePixelRatio() {
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return this._devicePixelRatio;
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}
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void _reset() {
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//clear all states
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D.assert(this._currentLayer == null && this._layers.Count == 0);
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var width = this._renderTexture.width;
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var height = this._renderTexture.height;
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var bounds = uiRectHelper.fromLTWH(0, 0,
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width * this._fringeWidth,
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height * this._fringeWidth);
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RenderLayer firstLayer = RenderLayer.create(
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width: width,
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height: height,
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layerBounds: bounds
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);
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this._layers.Add(firstLayer);
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this._currentLayer = firstLayer;
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}
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void _save() {
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var layer = this._currentLayer;
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layer.currentState = layer.currentState.copy();
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layer.states.Add(layer.currentState);
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layer.clipStack.save();
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}
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static uiOffset[] _cachedPoints = new uiOffset[4];
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void _saveLayer(uiRect bounds, uiPaint paint) {
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D.assert(bounds.width > 0);
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D.assert(bounds.height > 0);
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var parentLayer = this._currentLayer;
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var state = parentLayer.currentState;
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var textureWidth = Mathf.CeilToInt(
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bounds.width * state.scale * this._devicePixelRatio);
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if (textureWidth < 1) {
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textureWidth = 1;
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}
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var textureHeight = Mathf.CeilToInt(
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bounds.height * state.scale * this._devicePixelRatio);
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if (textureHeight < 1) {
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textureHeight = 1;
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}
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var layer = RenderLayer.create(
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rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
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width: textureWidth,
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height: textureHeight,
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layerBounds: bounds,
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layerPaint: paint
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);
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parentLayer.addLayer(layer);
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this._layers.Add(layer);
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this._currentLayer = layer;
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if (paint.backdrop != null) {
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if (paint.backdrop is _uiBlurImageFilter) {
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var filter = (_uiBlurImageFilter) paint.backdrop;
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if (!(filter.sigmaX == 0 && filter.sigmaY == 0)) {
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_cachedPoints[0] = bounds.topLeft;
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_cachedPoints[1] = bounds.bottomLeft;
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_cachedPoints[2] = bounds.bottomRight;
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_cachedPoints[3] = bounds.topRight;
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state.matrix.Value.mapPoints(ref _cachedPoints);
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var parentBounds = parentLayer.layerBounds;
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for (int i = 0; i < 4; i++) {
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_cachedPoints[i] = new uiOffset(
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(_cachedPoints[i].dx - parentBounds.left) / parentBounds.width,
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(_cachedPoints[i].dy - parentBounds.top) / parentBounds.height
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);
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}
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var mesh = ImageMeshGenerator.imageMesh(
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null,
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_cachedPoints[0],
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_cachedPoints[1],
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_cachedPoints[2],
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_cachedPoints[3],
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bounds);
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var renderDraw = CanvasShader.texRT(layer, layer.layerPaint.Value, mesh, parentLayer);
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layer.draws.Add(renderDraw);
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var blurLayer = this._createBlurLayer(layer, filter.sigmaX, filter.sigmaY, layer);
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var blurMesh = ImageMeshGenerator.imageMesh(null, uiRectHelper.one, bounds);
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layer.draws.Add(CanvasShader.texRT(layer, paint, blurMesh, blurLayer));
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}
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}
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else if (paint.backdrop is _uiMatrixImageFilter) {
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var filter = (_uiMatrixImageFilter) paint.backdrop;
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if (!filter.transform.isIdentity()) {
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layer.filterMode = filter.filterMode;
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_cachedPoints[0] = bounds.topLeft;
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_cachedPoints[1] = bounds.bottomLeft;
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_cachedPoints[2] = bounds.bottomRight;
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_cachedPoints[3] = bounds.topRight;
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state.matrix.Value.mapPoints(ref _cachedPoints);
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var parentBounds = parentLayer.layerBounds;
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for (int i = 0; i < 4; i++) {
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_cachedPoints[i] = new uiOffset(
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(_cachedPoints[i].dx - parentBounds.left) / parentBounds.width,
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(_cachedPoints[i].dy - parentBounds.top) / parentBounds.height
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);
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}
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var matrix = uiMatrix3.makeTrans(-bounds.left, -bounds.top);
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matrix.postConcat(filter.transform);
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matrix.postTranslate(bounds.left, bounds.top);
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var mesh = ImageMeshGenerator.imageMesh(
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matrix,
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_cachedPoints[0],
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_cachedPoints[1],
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_cachedPoints[2],
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_cachedPoints[3],
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bounds);
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var renderDraw = CanvasShader.texRT(layer, layer.layerPaint.Value, mesh, parentLayer);
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layer.draws.Add(renderDraw);
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}
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}
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}
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}
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void _restore() {
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var layer = this._currentLayer;
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D.assert(layer.states.Count > 0);
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if (layer.states.Count > 1) {
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ObjectPool<State>.release(layer.states[layer.states.Count - 1]);
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layer.states.RemoveAt(layer.states.Count - 1);
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layer.currentState = layer.states[layer.states.Count - 1];
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layer.clipStack.restore();
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return;
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}
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this._layers.RemoveAt(this._layers.Count - 1);
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var currentLayer = this._currentLayer = this._layers[this._layers.Count - 1];
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var state = currentLayer.currentState;
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var mesh = ImageMeshGenerator.imageMesh(state.matrix, uiRectHelper.one, layer.layerBounds);
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if (!this._applyClip(mesh.bounds)) {
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ObjectPool<uiMeshMesh>.release(mesh);
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return;
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}
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var renderDraw = CanvasShader.texRT(currentLayer, layer.layerPaint.Value, mesh, layer);
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currentLayer.draws.Add(renderDraw);
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}
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void _translate(float dx, float dy) {
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var state = this._currentLayer.currentState;
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var matrix = uiMatrix3.makeTrans(dx, dy);
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matrix.postConcat(state.matrix.Value);
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state.matrix = matrix;
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}
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void _scale(float sx, float? sy = null) {
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var state = this._currentLayer.currentState;
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var matrix = uiMatrix3.makeScale(sx, (sy ?? sx));
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matrix.postConcat(state.matrix.Value);
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state.matrix = matrix;
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}
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void _rotate(float radians, uiOffset? offset = null) {
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var state = this._currentLayer.currentState;
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if (offset == null) {
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var matrix = uiMatrix3.makeRotate(radians);
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matrix.postConcat(state.matrix.Value);
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state.matrix = matrix;
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}
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else {
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var matrix = uiMatrix3.makeRotate(radians, offset.Value.dx, offset.Value.dy);
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matrix.postConcat(state.matrix.Value);
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state.matrix = matrix;
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}
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}
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void _skew(float sx, float sy) {
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var state = this._currentLayer.currentState;
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var matrix = uiMatrix3.makeSkew(sx, sy);
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matrix.postConcat(state.matrix.Value);
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state.matrix = matrix;
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}
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void _concat(uiMatrix3 matrix) {
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var state = this._currentLayer.currentState;
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matrix = new uiMatrix3(matrix);
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matrix.postConcat(state.matrix.Value);
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state.matrix = matrix;
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}
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void _resetMatrix() {
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var state = this._currentLayer.currentState;
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state.matrix = uiMatrix3.I();
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}
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void _setMatrix(uiMatrix3 matrix) {
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var state = this._currentLayer.currentState;
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state.matrix = new uiMatrix3(matrix);
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}
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void _clipRect(Rect rect) {
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var path = uiPath.create();
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path.addRect(uiRectHelper.fromRect(rect).Value);
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this._clipPath(path);
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uiPathCacheManager.putToCache(path);
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}
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void _clipUIRect(uiRect rect) {
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var path = uiPath.create();
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path.addRect(rect);
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this._clipPath(path);
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uiPathCacheManager.putToCache(path);
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}
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void _clipRRect(RRect rrect) {
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var path = uiPath.create();
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path.addRRect(rrect);
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this._clipPath(path);
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uiPathCacheManager.putToCache(path);
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}
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void _clipPath(uiPath path) {
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var layer = this._currentLayer;
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var state = layer.currentState;
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layer.clipStack.clipPath(path, state.matrix.Value, state.scale * this._devicePixelRatio);
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}
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void _tryAddScissor(RenderLayer layer, uiRect? scissor) {
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if (uiRectHelper.equals(scissor, this._lastScissor)) {
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return;
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}
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layer.draws.Add(CmdScissor.create(
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deviceScissor: scissor
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));
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this._lastScissor = scissor;
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}
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bool _applyClip(uiRect? queryBounds) {
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if (queryBounds == null || queryBounds.Value.isEmpty) {
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return false;
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}
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var layer = this._currentLayer;
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var layerBounds = layer.layerBounds;
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ReducedClip reducedClip = ReducedClip.create(layer.clipStack, layerBounds, queryBounds.Value);
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if (reducedClip.isEmpty()) {
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ObjectPool<ReducedClip>.release(reducedClip);
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return false;
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}
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var scissor = reducedClip.scissor;
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var physicalRect = uiRectHelper.fromLTRB(0, 0, layer.width, layer.height);
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if (uiRectHelper.equals(scissor, layerBounds)) {
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this._tryAddScissor(layer, null);
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}
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else {
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var deviceScissor = uiRectHelper.fromLTRB(
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scissor.Value.left - layerBounds.left, layerBounds.bottom - scissor.Value.bottom,
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scissor.Value.right - layerBounds.left, layerBounds.bottom - scissor.Value.top
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);
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deviceScissor = uiRectHelper.scale(deviceScissor, layer.width / layerBounds.width,
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layer.height / layerBounds.height);
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deviceScissor = uiRectHelper.roundOut(deviceScissor);
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deviceScissor = uiRectHelper.intersect(deviceScissor, physicalRect);
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if (deviceScissor.isEmpty) {
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ObjectPool<ReducedClip>.release(reducedClip);
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return false;
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}
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this._tryAddScissor(layer, deviceScissor);
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}
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var maskGenID = reducedClip.maskGenID();
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if (this._mustRenderClip(maskGenID, reducedClip.scissor.Value)) {
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if (maskGenID == ClipStack.wideOpenGenID) {
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layer.ignoreClip = true;
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}
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else {
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layer.ignoreClip = false;
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// need to inflate a bit to make sure all area is cleared.
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var inflatedScissor = uiRectHelper.inflate(reducedClip.scissor.Value, this._fringeWidth);
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var boundsMesh = uiMeshMesh.create(inflatedScissor);
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layer.draws.Add(CanvasShader.stencilClear(layer, boundsMesh));
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foreach (var maskElement in reducedClip.maskElements) {
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layer.draws.Add(CanvasShader.stencil0(layer, maskElement.mesh.duplicate()));
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layer.draws.Add(CanvasShader.stencil1(layer, boundsMesh.duplicate()));
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}
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}
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this._setLastClipGenId(maskGenID, reducedClip.scissor.Value);
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}
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ObjectPool<ReducedClip>.release(reducedClip);
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return true;
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}
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void _setLastClipGenId(uint clipGenId, uiRect clipBounds) {
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var layer = this._currentLayer;
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layer.lastClipGenId = clipGenId;
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layer.lastClipBounds = clipBounds;
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}
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bool _mustRenderClip(uint clipGenId, uiRect clipBounds) {
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var layer = this._currentLayer;
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return layer.lastClipGenId != clipGenId || !uiRectHelper.equals(layer.lastClipBounds, clipBounds);
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}
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RenderLayer _createMaskLayer(RenderLayer parentLayer, uiRect maskBounds,
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_drawPathDrawMeshCallbackDelegate drawCallback,
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uiPaint paint, bool convex, float alpha, float strokeMult, Texture tex, uiRect texBound,
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TextBlobMesh textMesh,
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uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool notEmoji) {
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var textureWidth = Mathf.CeilToInt(maskBounds.width * this._devicePixelRatio);
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if (textureWidth < 1) {
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textureWidth = 1;
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}
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var textureHeight = Mathf.CeilToInt(maskBounds.height * this._devicePixelRatio);
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if (textureHeight < 1) {
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textureHeight = 1;
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}
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var maskLayer = RenderLayer.create(
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rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
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width: textureWidth,
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height: textureHeight,
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layerBounds: maskBounds,
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filterMode: FilterMode.Bilinear,
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noMSAA: true
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);
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parentLayer.addLayer(maskLayer);
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this._layers.Add(maskLayer);
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this._currentLayer = maskLayer;
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var parentState = parentLayer.states[parentLayer.states.Count - 1];
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var maskState = maskLayer.states[maskLayer.states.Count - 1];
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maskState.matrix = parentState.matrix;
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drawCallback.Invoke(uiPaint.shapeOnly(paint), fillMesh, strokeMesh, convex, alpha, strokeMult, tex,
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texBound, textMesh, notEmoji);
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var removed = this._layers.removeLast();
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D.assert(removed == maskLayer);
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this._currentLayer = this._layers[this._layers.Count - 1];
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return maskLayer;
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}
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RenderLayer _createBlurLayer(RenderLayer maskLayer, float sigmaX, float sigmaY, RenderLayer parentLayer) {
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sigmaX = BlurUtils.adjustSigma(sigmaX, out var scaleFactorX, out var radiusX);
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sigmaY = BlurUtils.adjustSigma(sigmaY, out var scaleFactorY, out var radiusY);
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var textureWidth = Mathf.CeilToInt((float) maskLayer.width / scaleFactorX);
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if (textureWidth < 1) {
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textureWidth = 1;
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}
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var textureHeight = Mathf.CeilToInt((float) maskLayer.height / scaleFactorY);
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if (textureHeight < 1) {
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textureHeight = 1;
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}
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var blurXLayer = RenderLayer.create(
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rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
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width: textureWidth,
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height: textureHeight,
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layerBounds: maskLayer.layerBounds,
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filterMode: FilterMode.Bilinear,
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noMSAA: true
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);
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parentLayer.addLayer(blurXLayer);
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var blurYLayer = RenderLayer.create(
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rtID: Shader.PropertyToID(this._getNewRenderTextureKey()),
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width: textureWidth,
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height: textureHeight,
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layerBounds: maskLayer.layerBounds,
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filterMode: FilterMode.Bilinear,
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noMSAA: true
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);
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parentLayer.addLayer(blurYLayer);
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var blurMesh = ImageMeshGenerator.imageMesh(null, uiRectHelper.one, maskLayer.layerBounds);
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var kernelX = BlurUtils.get1DGaussianKernel(sigmaX, radiusX);
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var kernelY = BlurUtils.get1DGaussianKernel(sigmaY, radiusY);
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blurXLayer.draws.Add(CanvasShader.maskFilter(
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blurXLayer, blurMesh, maskLayer,
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radiusX, new Vector2(1f / textureWidth, 0), kernelX));
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blurYLayer.draws.Add(CanvasShader.maskFilter(
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blurYLayer, blurMesh.duplicate(), blurXLayer,
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radiusY, new Vector2(0, -1f / textureHeight), kernelY));
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return blurYLayer;
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}
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void _drawWithMaskFilter(uiRect meshBounds, uiPaint paint, uiMaskFilter maskFilter,
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uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool convex, float alpha, float strokeMult, Texture tex,
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uiRect texBound, TextBlobMesh textMesh, bool notEmoji,
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_drawPathDrawMeshCallbackDelegate drawCallback) {
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var layer = this._currentLayer;
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var clipBounds = layer.layerBounds;
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uiRect? stackBounds;
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bool iior;
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layer.clipStack.getBounds(out stackBounds, out iior);
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if (stackBounds != null) {
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clipBounds = uiRectHelper.intersect(clipBounds, stackBounds.Value);
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}
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if (clipBounds.isEmpty) {
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this._drawPathDrawMeshQuit(fillMesh, strokeMesh, textMesh);
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return;
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}
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var state = layer.currentState;
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float sigma = state.scale * maskFilter.sigma;
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if (sigma <= 0) {
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this._drawPathDrawMeshQuit(fillMesh, strokeMesh, textMesh);
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|
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 && image.valid);
|
|
|
|
if (image == null || !image.valid) {
|
|
return;
|
|
}
|
|
|
|
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 && image.valid);
|
|
|
|
if (image == null || !image.valid) {
|
|
return;
|
|
}
|
|
|
|
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 && image.valid);
|
|
|
|
if (image == null || !image.valid) {
|
|
return;
|
|
}
|
|
|
|
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).Value, 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).Value,
|
|
uiPaint.fromPaint(cmd.paint));
|
|
break;
|
|
}
|
|
|
|
case DrawImageNine cmd: {
|
|
this._drawImageNine(cmd.image, uiRectHelper.fromRect(cmd.src),
|
|
uiRectHelper.fromRect(cmd.center).Value, uiRectHelper.fromRect(cmd.dst).Value,
|
|
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).Value);
|
|
|
|
// 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 (this.supportComputeBuffer) {
|
|
this._addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
|
|
cmd.properties.SetBuffer(CmdDraw.vertexBufferId, this._computeBuffer);
|
|
cmd.properties.SetBuffer(CmdDraw.indexBufferId, this._indexBuffer);
|
|
cmd.properties.SetInt(CmdDraw.startIndexId, this._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();
|
|
}
|
|
}
|
|
}
|