private void Update() { //We need to create a texture if one is requested //has to be done on the main thread in Unity3D if (!TextureCreationRequestQueue.IsEmpty) { TextureCreationRequestQueue.TryDequeue(out var request); Texture2D texture = new Texture2D(request.Width, request.Height, TextureFormat.BGRA32, false, false); texture.wrapMode = TextureWrapMode.Clamp; //Point mode is important otherwise the filtering will cause bleeding by mips at the seams. //texture.filterMode = FilterMode.Point; TextureDictionary[request.Name] = texture; request.CompleteRequest(texture); Drawables[request.Name] = new TextureDrawable(texture); if (!IsIngameImage(request.Name)) { DrawablesList.Add(Drawables[request.Name]); } else { InGameDrawablesList.Add(Drawables[request.Name]); } } }
private void UpdateDrawableTexture(string imageName, int x, int y) { TextureDrawable drawable = Drawables[imageName]; drawable.X = x; drawable.Y = y; lock (SyncObj) TextureDictionary[imageName].Apply(false); if (ReorderDrawablesOnUpdate) { if (!IsIngameImage(imageName)) { //TODO: Avoid shifting cost. //Remove from the list and then re-add //so that freshly updated textures are forced on top. DrawablesList.Remove(drawable); DrawablesList.Add(drawable); } else { //TODO: Avoid shifting cost. //Remove from the list and then re-add //so that freshly updated textures are forced on top. InGameDrawablesList.Remove(drawable); InGameDrawablesList.Add(drawable); } } }
public void DrawImageToScreen(string imageName, int x, int y) { DrawQueue.Enqueue(() => { Drawables[imageName].X = x; Drawables[imageName].Y = y; lock (SyncObj) TextureDictionary[imageName].Apply(false); if (!IsIngameImage(imageName)) { //TODO: Avoid shifting cost. //Remove from the list and then re-add //so that freshly updated textures are forced on top. DrawablesList.Remove(Drawables[imageName]); DrawablesList.Add(Drawables[imageName]); } else { //TODO: Avoid shifting cost. //Remove from the list and then re-add //so that freshly updated textures are forced on top. InGameDrawablesList.Remove(Drawables[imageName]); InGameDrawablesList.Add(Drawables[imageName]); } }); }
private void Update() { //Client rendering can be turned off by things such as WebGL background throttling //so we should opt not to draw in those cases. if (!RsUnityClient.ShouldClientRender) { return; } DrawableSize = DrawablesList.Count; InGameDrawableSize = InGameDrawablesList.Count; //We need to create a texture if one is requested //has to be done on the main thread in Unity3D if (!TextureCreationRequestQueue.IsEmpty) { TextureCreationRequestQueue.TryDequeue(out var request); Texture2D texture = new Texture2D(request.Width, request.Height, TextureFormat.BGRA32, false, false); texture.wrapMode = TextureWrapMode.Clamp; //Point mode is important otherwise the filtering will cause bleeding by mips at the seams. //texture.filterMode = FilterMode.Point; TextureDictionary[request.Name] = texture; request.CompleteRequest(texture); //If we already have a drawable with this name //we need to remove it from the current draw list //This can happen going from the game back to the titlescreen //and etc. if (Drawables.ContainsKey(request.Name)) { if (!IsIngameImage(request.Name)) { DrawablesList.Remove(Drawables[request.Name]); } else { InGameDrawablesList.Remove(Drawables[request.Name]); } } Drawables[request.Name] = new TextureDrawable(texture, OptionalRenderMaterial); if (!IsIngameImage(request.Name)) { DrawablesList.Add(Drawables[request.Name]); } else { InGameDrawablesList.Add(Drawables[request.Name]); } } }