private void DoIMGUIRepaint() { Matrix4x4 currentOffset = base.elementPanel.repaintData.currentOffset; this.m_CachedClippingRect = VisualElement.ComputeAAAlignedBound(base.worldClip, currentOffset); this.m_CachedTransform = currentOffset * base.worldTransform; this.HandleIMGUIEvent(base.elementPanel.repaintData.repaintEvent, this.m_CachedTransform, this.m_CachedClippingRect, this.onGUIHandler, true); }
private void PaintSubTree(VisualElement root, Matrix4x4 offset, bool shouldClip, bool shouldCache, Rect currentGlobalClip) { if (root == null || root.panel != panel) { return; } if (root.visible == false || root.resolvedStyle.opacity < Mathf.Epsilon || root.resolvedStyle.display == DisplayStyle.None) { return; } // update clip if (root.ShouldClip()) { var worldBound = VisualElement.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); shouldClip = true; shouldCache = root.cacheAsBitmap; } var prevElement = m_StylePainter.currentElement; m_StylePainter.currentElement = root; var repaintData = panel.repaintData; if (ShouldUsePixelCache(root)) { // now actually paint the texture to previous group // validate cache texture size first var worldBound = root.worldBound; Rect alignedRect; int textureWidth, textureHeight; repaintData.currentWorldClip = currentGlobalClip; repaintData.currentOffset = offset; using (new GUIClip.ParentClipScope(offset * root.worldTransform, 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) && (!panel.keepPixelCacheOnWorldBoundChange || m_RepaintList.Contains(root))) { 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 (m_RepaintList.Contains(root) || root.renderData.pixelCache == null || !root.renderData.pixelCache.IsCreated()) { // Recreate as needed if (cache == null) { root.renderData.pixelCache = cache = new RenderTexture( textureWidth, textureHeight, 32, // depth GraphicsFormat.R8G8B8A8_UNorm); } bool hasRoundedBorderRects = (root.computedStyle.borderTopLeftRadius.value.value > 0 || root.computedStyle.borderTopRightRadius.value.value > 0 || root.computedStyle.borderBottomLeftRadius.value.value > 0 || root.computedStyle.borderBottomRightRadius.value.value > 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) { // This should be an sRGB texture to conform with editor texture guidelines, however // converting the cache to sRGB requires a shader to do it, and this whole pixel cache // thing is slated to go away, so we take a short-cut here and use a linear texture // along with the use of manualTex2SRGBEnabled to get the correct results. temporaryTexture = cache = RenderTexture.GetTemporary(textureWidth, textureHeight, 32, GraphicsFormat.R8G8B8A8_UNorm); } // 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); repaintData.currentOffset = childrenOffset; using (new GUIClip.ParentClipScope(offsetWorldTransform, textureClip)) { // Paint self repaintData.currentWorldClip = textureClip; m_StylePainter.opacity = root.resolvedStyle.opacity; root.Repaint(m_StylePainter); m_StylePainter.opacity = 1.0f; PaintSubTreeChildren(root, childrenOffset, shouldClip, shouldCache, textureClip); } if (hasRoundedBorderRects) { RenderTexture.active = root.renderData.pixelCache; bool oldManualTex2SRGBEnabled = GUIUtility.manualTex2SRGBEnabled; GUIUtility.manualTex2SRGBEnabled = false; using (new GUIClip.ParentClipScope(Matrix4x4.identity, textureClip)) { GL.Clear(true, true, new Color(0, 0, 0, 0)); var textureParams = TextureStylePainterParameters.GetDefault(root); textureParams.color = Color.white; 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; m_StylePainter.DrawTexture(textureParams); } // Redraw the border (border was already drawn in first root.DoRepaint call). using (new GUIClip.ParentClipScope(offsetWorldTransform, textureClip)) { m_StylePainter.DrawBorder(); } GUIUtility.manualTex2SRGBEnabled = oldManualTex2SRGBEnabled; } } finally { cache = null; if (temporaryTexture != null) { RenderTexture.ReleaseTemporary(temporaryTexture); } RenderTexture.active = old; } } // now actually paint the texture to previous group repaintData.currentWorldClip = currentGlobalClip; repaintData.currentOffset = offset; bool oldManualTex2SRGBEnabled2 = GUIUtility.manualTex2SRGBEnabled; GUIUtility.manualTex2SRGBEnabled = false; using (new GUIClip.ParentClipScope(offset * root.worldTransform, 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 }; // We must not reapply the editor Play Mode Tint if it was already applied ! var playModeTint = UIElementsUtility.editorPlayModeTintColor; UIElementsUtility.editorPlayModeTintColor = Color.white; m_StylePainter.DrawTexture(painterParams); UIElementsUtility.editorPlayModeTintColor = playModeTint; } GUIUtility.manualTex2SRGBEnabled = oldManualTex2SRGBEnabled2; } else { repaintData.currentOffset = offset; using (new GUIClip.ParentClipScope(offset * root.worldTransform, currentGlobalClip)) { repaintData.currentWorldClip = currentGlobalClip; repaintData.mousePosition = VisualElement.MultiplyMatrix44Point2(root.worldTransformInverse, repaintData.repaintEvent.mousePosition); m_StylePainter.opacity = root.resolvedStyle.opacity; root.Repaint(m_StylePainter); m_StylePainter.opacity = 1.0f; PaintSubTreeChildren(root, offset, shouldClip, shouldCache, currentGlobalClip); } } m_StylePainter.currentElement = prevElement; }