Esempio n. 1
0
    public void Fill()
    {
        int buffer_size = 0;

        // Cleanup deleted widgets
        for (int i = mWidgets.Count; i > 0;)
        {
            UIWidget widget = mWidgets[--i];
            if (widget == null)
            {
                mWidgets.RemoveAt(i);
            }
            else if (widget.visibleFlag == 1 && widget.gameObject.activeSelf)
            {
                buffer_size += widget.bufferSize;
            }
        }

        ResetBuffer(buffer_size);

        mMtls.Clear();
        mTriangleIdx.Clear();
        mTriangleIdx.Add(0);
        Material currMtl = null;

        // Fill the buffers for the specified material
        //foreach (UIWidget w in mWidgets)
        int filled = 0;

        for (int i = 0; i < mWidgets.Count; i++)
        {
            UIWidget w = mWidgets[i];
            if (w.visibleFlag == 1 && w.gameObject.activeSelf)
            {
                if (currMtl == null || currMtl == w.material)
                {
                    currMtl = w.material;

                    w.WriteToBuffers(mVerts, mUvs, mCols, filled);
                    filled += w.bufferSize;
                }
                else if (currMtl != w.material)
                {
                    mMtls.Add(currMtl);
                    mTriangleIdx.Add(filled);

                    currMtl = w.material;

                    w.WriteToBuffers(mVerts, mUvs, mCols, filled);
                    filled += w.bufferSize;
                }
            }
        }

        CleanVertex(filled);

        if (filled > 0)
        {
            mMtls.Add(currMtl);
            mTriangleIdx.Add(filled);

            //UIDrawCall dc = GetDrawCall(currMtl, true);
            //dc.depthPass = depthPass;

            UIDrawCall dc = GetDrawCall();
            if (dc == null)
            {
                mDrawCalls.RemoveAt(0);
                return;
            }

            Mesh mesh = dc.FillMesh(mMtls.ToArray(), ChangeMtl);
            ChangeMtl = false;

            mesh.vertices     = mVerts;
            mesh.uv           = mUvs;
            mesh.colors       = mCols;
            mesh.subMeshCount = mMtls.Count;


            int   lastidx = 0;
            int[] mIndices;
            for (int i = 0; i < mesh.subMeshCount; i++)
            {
                int count      = mTriangleIdx[i + 1] - mTriangleIdx[i];
                int indexCount = (count >> 1) * 3;
                mIndices = PanelVertexBuffer.GetBuffer(indexCount);

                int index = 0;

                for (int j = 0; j < count; j += 4)
                {
                    mIndices[index++] = j + lastidx;
                    mIndices[index++] = j + lastidx + 1;
                    mIndices[index++] = j + lastidx + 2;

                    mIndices[index++] = j + lastidx + 2;
                    mIndices[index++] = j + lastidx + 3;
                    mIndices[index++] = j + lastidx;
                }

                for (int j = index; j < mIndices.Length; j++)
                {
                    mIndices[j] = 0;
                }

                lastidx += count;
                mesh.SetTriangles(mIndices, i);
            }

            //mesh.RecalculateBounds();
        }
        else
        {
            //Debug.Log("noting");
            if (mDrawCalls.Count > 0 && mDrawCalls[0] != null)
            {
                DestroyImmediate(mDrawCalls[0].gameObject);
                mDrawCalls.RemoveAt(0);
            }
        }
    }