예제 #1
0
        public override void DoRepaint()
        {
            Texture2D     backgroundTexture = GradientEditor.GetBackgroundTexture();
            IStylePainter stylePainter      = base.elementPanel.stylePainter;
            TextureStylePainterParameters defaultTextureParameters = stylePainter.GetDefaultTextureParameters(this);

            defaultTextureParameters.texture = backgroundTexture;
            stylePainter.DrawTexture(defaultTextureParameters);
            base.DoRepaint();
        }
        internal static void DrawBackground(this IStylePainter painter, VisualElement ve)
        {
            IStyle style = ve.style;

            if (style.backgroundColor != Color.clear)
            {
                RectStylePainterParameters defaultRectParameters = painter.GetDefaultRectParameters(ve);
                defaultRectParameters.border.SetWidth(0f);
                painter.DrawRect(defaultRectParameters);
            }
            if (style.backgroundImage.value != null)
            {
                TextureStylePainterParameters defaultTextureParameters = painter.GetDefaultTextureParameters(ve);
                defaultTextureParameters.border.SetWidth(0f);
                painter.DrawTexture(defaultTextureParameters);
            }
        }
예제 #3
0
        private void PaintSubTree(Event e, VisualElement root, Matrix4x4 offset, VisualElement.ClippingOptions clippingOption, Rect currentGlobalClip)
        {
            if (root == null || root.panel != this)
            {
                return;
            }

            if (root.visible == false ||
                root.style.opacity.GetSpecifiedValueOrDefault(1.0f) < Mathf.Epsilon)
            {
                return;
            }

            // update clip
            if (root.clippingOptions != VisualElement.ClippingOptions.NoClipping)
            {
                var worldBound = ComputeAAAlignedBound(root.rect, offset * root.worldTransform);
                // are we and our children clipped?
                if (!worldBound.Overlaps(currentGlobalClip))
                {
                    return;
                }

                float x1 = Mathf.Max(worldBound.x, currentGlobalClip.x);
                float x2 = Mathf.Min(worldBound.xMax, currentGlobalClip.xMax);
                float y1 = Mathf.Max(worldBound.y, currentGlobalClip.y);
                float y2 = Mathf.Min(worldBound.yMax, currentGlobalClip.yMax);

                // new global clip and hierarchical clip space option.
                currentGlobalClip = new Rect(x1, y1, x2 - x1, y2 - y1);
                clippingOption    = root.clippingOptions;
            }
            else
            {
                //since our children are not clipped, there is no early out.
            }

            // Check for the rotated space - clipping issue.
            if (!whinedOnceAboutRotatedClipSpaceThisFrame && clippingOption == VisualElement.ClippingOptions.ClipContents && DoesMatrixHaveUnsupportedRotation(root.worldTransform))
            {
                Debug.LogError("Panel.PaintSubTree - Rotated clip-spaces are only supported by the VisualElement.ClippingOptions.ClipAndCacheContents mode. First offending Panel:'" + root.name + "'.");
                whinedOnceAboutRotatedClipSpaceThisFrame = true;
            }

            if (ShouldUsePixelCache(root))
            {
                // now actually paint the texture to previous group
                IStylePainter painter = stylePainter;

                // validate cache texture size first
                var worldBound = root.worldBound;

                Rect alignedRect;
                int  textureWidth, textureHeight;
                painter.currentWorldClip = currentGlobalClip;
                painter.currentTransform = offset * root.worldTransform;
                using (new GUIClip.ParentClipScope(painter.currentTransform, currentGlobalClip))
                {
                    alignedRect = GUIUtility.AlignRectToDevice(root.rect, out textureWidth, out textureHeight);
                }

                // Prevent the texture size from going empty, which may occur if the element has a sub-pixel size
                textureWidth  = Math.Max(textureWidth, 1);
                textureHeight = Math.Max(textureHeight, 1);

                var cache = root.renderData.pixelCache;

                if (cache != null &&
                    (cache.width != textureWidth || cache.height != textureHeight) &&
                    (!keepPixelCacheOnWorldBoundChange || root.IsDirty(ChangeType.Repaint)))
                {
                    Object.DestroyImmediate(cache);
                    cache = root.renderData.pixelCache = null;
                }

                // if the child node world transforms are not up to date due to changes below the pixel cache this is fine.
                if (root.IsDirty(ChangeType.Repaint) ||
                    root.renderData.pixelCache == null ||
                    !root.renderData.pixelCache.IsCreated())
                {
                    // Recreate as needed
                    if (cache == null)
                    {
                        root.renderData.pixelCache = cache = new RenderTexture(
                            textureWidth,
                            textureHeight,
                            32,         // depth
                            RenderTextureFormat.ARGB32,
                            RenderTextureReadWrite.sRGB);
                    }


                    bool hasRoundedBorderRects = (root.style.borderTopLeftRadius > 0 ||
                                                  root.style.borderTopRightRadius > 0 ||
                                                  root.style.borderBottomLeftRadius > 0 ||
                                                  root.style.borderBottomRightRadius > 0);

                    RenderTexture temporaryTexture = null;
                    var           old = RenderTexture.active;

                    try
                    {
                        // We first render to a temp texture, then blit the result into the result pixelCache again to mask the rounder corners
                        if (hasRoundedBorderRects)
                        {
                            temporaryTexture = cache = RenderTexture.GetTemporary(textureWidth, textureHeight, 32,
                                                                                  RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
                        }

                        // render the texture again to clip the round rect borders
                        RenderTexture.active = cache;

                        GL.Clear(true, true, new Color(0, 0, 0, 0));

                        // Calculate the offset required to translate the origin of the rect to the upper left corner
                        // of the pixel cache. We need to round because the rect will be rounded when rendered.
                        Rect worldAlignedRect = root.LocalToWorld(alignedRect);
                        var  childrenOffset   = Matrix4x4.Translate(new Vector3(-worldAlignedRect.x, -worldAlignedRect.y, 0));

                        Matrix4x4 offsetWorldTransform = childrenOffset * root.worldTransform;

                        // reset clipping
                        var textureClip = new Rect(0, 0, worldAlignedRect.width, worldAlignedRect.height);
                        painter.currentTransform = offsetWorldTransform;

                        // Metal ignores the sRGBWrite flag and will always do linear to gamma conversions
                        // when writing to an sRGB buffer.  In this situation, we disable the manual sRGB
                        // conversion since it will be done automatically when writing to the framebuffer.
                        bool manualTex2SRGBEnabled = (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Metal);
                        using (new GUIUtility.ManualTex2SRGBScope(manualTex2SRGBEnabled))
                            using (new GUIClip.ParentClipScope(painter.currentTransform, textureClip))
                            {
                                // Paint self
                                painter.currentWorldClip = textureClip;

                                stylePainter.opacity = root.style.opacity.GetSpecifiedValueOrDefault(1.0f);
                                root.DoRepaint(painter);
                                stylePainter.opacity = 1.0f;

                                root.ClearDirty(ChangeType.Repaint);

                                PaintSubTreeChildren(e, root, childrenOffset, clippingOption, textureClip);
                            }

                        if (hasRoundedBorderRects)
                        {
                            RenderTexture.active = root.renderData.pixelCache;

                            // Fix up transform for subtree to match texture upper left.
                            painter.currentTransform = Matrix4x4.identity;

                            using (new GUIUtility.ManualTex2SRGBScope(manualTex2SRGBEnabled))
                                using (new GUIClip.ParentClipScope(painter.currentTransform, textureClip))
                                {
                                    GL.Clear(true, true, new Color(0, 0, 0, 0));

                                    var textureParams = painter.GetDefaultTextureParameters(root);
                                    textureParams.texture   = cache;
                                    textureParams.scaleMode = ScaleMode.StretchToFill;
                                    textureParams.rect      = textureClip;

                                    textureParams.border.SetWidth(0.0f);

                                    // The rect of the temporary texture implicitly carries the scale factor of the
                                    // transform. Since we are blitting with an identity matrix, we need to scale the
                                    // radius manually.
                                    // We assume uniform positive scaling without rotations.
                                    Vector4 toScale     = new Vector4(1, 0, 0, 0);
                                    Vector4 scaled      = offsetWorldTransform * toScale;
                                    float   radiusScale = scaled.x;
                                    textureParams.border.SetRadius(
                                        textureParams.border.topLeftRadius * radiusScale,
                                        textureParams.border.topRightRadius * radiusScale,
                                        textureParams.border.bottomRightRadius * radiusScale,
                                        textureParams.border.bottomLeftRadius * radiusScale);

                                    // No border is drawn but the rounded corners are clipped properly.
                                    // Use premultiply alpha to avoid blending again.
                                    textureParams.usePremultiplyAlpha = true;
                                    painter.DrawTexture(textureParams);
                                }

                            // Redraw the border (border was already drawn in first root.DoRepaint call).
                            painter.currentTransform = offsetWorldTransform;
                            using (new GUIUtility.ManualTex2SRGBScope(manualTex2SRGBEnabled))
                                using (new GUIClip.ParentClipScope(painter.currentTransform, textureClip))
                                {
                                    painter.DrawBorder(root);
                                }
                        }
                    }
                    finally
                    {
                        cache = null;
                        if (temporaryTexture != null)
                        {
                            RenderTexture.ReleaseTemporary(temporaryTexture);
                        }
                        RenderTexture.active = old;
                    }
                }

                // now actually paint the texture to previous group
                painter.currentWorldClip = currentGlobalClip;
                painter.currentTransform = offset * root.worldTransform;

                using (new GUIClip.ParentClipScope(painter.currentTransform, currentGlobalClip))
                {
                    var painterParams = new TextureStylePainterParameters
                    {
                        rect                = GUIUtility.AlignRectToDevice(root.rect),
                        uv                  = new Rect(0, 0, 1, 1),
                        texture             = root.renderData.pixelCache,
                        color               = Color.white,
                        scaleMode           = ScaleMode.StretchToFill,
                        usePremultiplyAlpha = true
                    };
                    painter.DrawTexture(painterParams);
                }
            }
            else
            {
                stylePainter.currentTransform = offset * root.worldTransform;

                using (new GUIClip.ParentClipScope(stylePainter.currentTransform, currentGlobalClip))
                {
                    stylePainter.currentWorldClip = currentGlobalClip;
                    stylePainter.mousePosition    = root.worldTransform.inverse.MultiplyPoint3x4(e.mousePosition);

                    stylePainter.opacity = root.style.opacity.GetSpecifiedValueOrDefault(1.0f);

                    root.DoRepaint(stylePainter);
                    stylePainter.opacity = 1.0f;
                    root.ClearDirty(ChangeType.Repaint);

                    PaintSubTreeChildren(e, root, offset, clippingOption, currentGlobalClip);
                }
            }
        }
예제 #4
0
 private void PaintSubTree(Event e, VisualElement root, Matrix4x4 offset, Rect currentGlobalClip)
 {
     if (root != null && root.panel == this)
     {
         if ((root.pseudoStates & PseudoStates.Invisible) != PseudoStates.Invisible && root.style.opacity.GetSpecifiedValueOrDefault(1f) >= Mathf.Epsilon)
         {
             if (root.clippingOptions != VisualElement.ClippingOptions.NoClipping)
             {
                 Rect rect = this.ComputeAAAlignedBound(root.rect, offset * root.worldTransform);
                 if (!rect.Overlaps(currentGlobalClip))
                 {
                     return;
                 }
                 float num  = Mathf.Max(rect.x, currentGlobalClip.x);
                 float num2 = Mathf.Min(rect.x + rect.width, currentGlobalClip.x + currentGlobalClip.width);
                 float num3 = Mathf.Max(rect.y, currentGlobalClip.y);
                 float num4 = Mathf.Min(rect.y + rect.height, currentGlobalClip.y + currentGlobalClip.height);
                 currentGlobalClip = new Rect(num, num3, num2 - num, num4 - num3);
             }
             if (this.ShouldUsePixelCache(root))
             {
                 IStylePainter stylePainter = this.stylePainter;
                 Rect          worldBound   = root.worldBound;
                 int           num5         = Mathf.RoundToInt(worldBound.xMax) - Mathf.RoundToInt(worldBound.xMin);
                 int           num6         = Mathf.RoundToInt(worldBound.yMax) - Mathf.RoundToInt(worldBound.yMin);
                 int           num7         = Mathf.RoundToInt((float)num5 * GUIUtility.pixelsPerPoint);
                 int           num8         = Mathf.RoundToInt((float)num6 * GUIUtility.pixelsPerPoint);
                 num7 = Math.Max(num7, 1);
                 num8 = Math.Max(num8, 1);
                 RenderTexture renderTexture = root.renderData.pixelCache;
                 if (renderTexture != null && (renderTexture.width != num7 || renderTexture.height != num8) && (!this.keepPixelCacheOnWorldBoundChange || root.IsDirty(ChangeType.Repaint)))
                 {
                     UnityEngine.Object.DestroyImmediate(renderTexture);
                     renderTexture = (root.renderData.pixelCache = null);
                 }
                 if (root.IsDirty(ChangeType.Repaint) || root.renderData.pixelCache == null || !root.renderData.pixelCache.IsCreated())
                 {
                     if (renderTexture == null)
                     {
                         renderTexture = (root.renderData.pixelCache = new RenderTexture(num7, num8, 32, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB));
                     }
                     bool          flag           = root.style.borderTopLeftRadius > 0f || root.style.borderTopRightRadius > 0f || root.style.borderBottomLeftRadius > 0f || root.style.borderBottomRightRadius > 0f;
                     RenderTexture renderTexture2 = null;
                     RenderTexture active         = RenderTexture.active;
                     try
                     {
                         if (flag)
                         {
                             renderTexture = (renderTexture2 = RenderTexture.GetTemporary(num7, num8, 32, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB));
                         }
                         RenderTexture.active = renderTexture;
                         GL.Clear(true, true, new Color(0f, 0f, 0f, 0f));
                         Matrix4x4 matrix4x  = Matrix4x4.Translate(new Vector3((float)(-(float)Mathf.RoundToInt(worldBound.x)), (float)(-(float)Mathf.RoundToInt(worldBound.y)), 0f));
                         Matrix4x4 matrix4x2 = matrix4x * root.worldTransform;
                         Rect      rect2     = new Rect(0f, 0f, (float)num5, (float)num6);
                         stylePainter.currentTransform = matrix4x2;
                         bool enabled = SystemInfo.graphicsDeviceType != GraphicsDeviceType.Metal;
                         using (new GUIUtility.ManualTex2SRGBScope(enabled))
                         {
                             using (new GUIClip.ParentClipScope(stylePainter.currentTransform, rect2))
                             {
                                 stylePainter.currentWorldClip = rect2;
                                 root.DoRepaint(stylePainter);
                                 root.ClearDirty(ChangeType.Repaint);
                                 this.PaintSubTreeChildren(e, root, matrix4x, rect2);
                             }
                         }
                         if (flag)
                         {
                             RenderTexture.active          = root.renderData.pixelCache;
                             stylePainter.currentTransform = Matrix4x4.identity;
                             using (new GUIUtility.ManualTex2SRGBScope(enabled))
                             {
                                 using (new GUIClip.ParentClipScope(stylePainter.currentTransform, rect2))
                                 {
                                     GL.Clear(true, true, new Color(0f, 0f, 0f, 0f));
                                     TextureStylePainterParameters defaultTextureParameters = stylePainter.GetDefaultTextureParameters(root);
                                     defaultTextureParameters.texture   = renderTexture;
                                     defaultTextureParameters.scaleMode = ScaleMode.StretchToFill;
                                     defaultTextureParameters.rect      = rect2;
                                     defaultTextureParameters.border.SetWidth(0f);
                                     Vector4 vector = new Vector4(1f, 0f, 0f, 0f);
                                     float   x      = (matrix4x2 * vector).x;
                                     defaultTextureParameters.border.SetRadius(defaultTextureParameters.border.topLeftRadius * x, defaultTextureParameters.border.topRightRadius * x, defaultTextureParameters.border.bottomRightRadius * x, defaultTextureParameters.border.bottomLeftRadius * x);
                                     defaultTextureParameters.usePremultiplyAlpha = true;
                                     stylePainter.DrawTexture(defaultTextureParameters);
                                 }
                             }
                             stylePainter.currentTransform = matrix4x2;
                             using (new GUIUtility.ManualTex2SRGBScope(enabled))
                             {
                                 using (new GUIClip.ParentClipScope(stylePainter.currentTransform, rect2))
                                 {
                                     stylePainter.DrawBorder(root);
                                 }
                             }
                         }
                     }
                     finally
                     {
                         renderTexture = null;
                         if (renderTexture2 != null)
                         {
                             RenderTexture.ReleaseTemporary(renderTexture2);
                         }
                         RenderTexture.active = active;
                     }
                 }
                 stylePainter.currentWorldClip = currentGlobalClip;
                 stylePainter.currentTransform = offset * root.worldTransform;
                 TextureStylePainterParameters painterParams = new TextureStylePainterParameters
                 {
                     rect                = root.rect,
                     uv                  = new Rect(0f, 0f, 1f, 1f),
                     texture             = root.renderData.pixelCache,
                     color               = Color.white,
                     scaleMode           = ScaleMode.ScaleAndCrop,
                     usePremultiplyAlpha = true
                 };
                 using (new GUIClip.ParentClipScope(stylePainter.currentTransform, currentGlobalClip))
                 {
                     stylePainter.DrawTexture(painterParams);
                 }
             }
             else
             {
                 this.stylePainter.currentTransform = offset * root.worldTransform;
                 using (new GUIClip.ParentClipScope(this.stylePainter.currentTransform, currentGlobalClip))
                 {
                     this.stylePainter.currentWorldClip = currentGlobalClip;
                     this.stylePainter.mousePosition    = root.worldTransform.inverse.MultiplyPoint3x4(e.mousePosition);
                     this.stylePainter.opacity          = root.style.opacity.GetSpecifiedValueOrDefault(1f);
                     root.DoRepaint(this.stylePainter);
                     this.stylePainter.opacity = 1f;
                     root.ClearDirty(ChangeType.Repaint);
                     this.PaintSubTreeChildren(e, root, offset, currentGlobalClip);
                 }
             }
         }
     }
 }