private void RenderStaticPreview(int width, int height, ref RenderTexture tex)
        {
            //No backup of the viewport is currently done
            //It is not necessary if rendereing to a rendertexture in the editor update loop but mandatory to do an IM rendering
            //RectInt oldViewport = UnityEngine.UIElements.UIR.Utility.GetActiveViewport();

            var r            = new Rect(0, 0, width, height);
            var viewportRect = GUIClip.UnclipToWindow(r);  // Still in points, not pixels

            m_Panel.visualTree.SetSize(viewportRect.size); // We will draw relative to a viewport covering the preview area, so draw at 0,0
            m_Panel.visualTree.IncrementVersion(VersionChangeType.Repaint);

            var backup = RenderTexture.active;

            GL.PushMatrix();
            var oldState = SavedGUIState.Create();
            PanelClearSettings oldClearSettings = m_Panel.clearSettings;

            try
            {
                if (tex == null || tex.width != width || tex.height != height)
                {
                    if (tex != null)
                    {
                        tex.Release();
                        tex.DiscardContents();
                        DestroyImmediate(tex);
                    }

                    tex = new RenderTexture((int)viewportRect.size.x, (int)viewportRect.size.y, 24);
                }

                RenderTexture.active = tex;
                GL.LoadPixelMatrix();
                GL.Clear(true, true, Color.black, UIRUtility.k_ClearZ);

                int clips = GUIClip.Internal_GetCount();
                while (clips > 0)
                {
                    GUIClip.Pop();
                    clips--;
                }

                m_Panel.clearSettings = new PanelClearSettings();

                //Use a dummy repaint event, otherwise imgui element wont be shown when using event.current and rendered in the editor update loop
                m_evt.type = EventType.Repaint;
                m_Panel.Repaint(m_evt);
            }
            finally
            {
                m_Panel.clearSettings = oldClearSettings;
                oldState.ApplyAndForget();
                GL.PopMatrix();
                RenderTexture.active = backup;
            }

            // As stated above, viewport is not saved/restored.
            // Doing  " GL.Viewport(new Rect(oldViewport.xMin, oldViewport.yMin, oldViewport.width, oldViewport.height));" is not ennough
        }
Пример #2
0
        public void Render(VisualTreeAsset vta, Rect r, GUIStyle background)
        {
            if (Event.current.type != EventType.Repaint || r.width < 100 && r.height < 100)
            {
                return;
            }

            bool dirty = false;

            if (vta != m_LastTree || !m_LastTree)
            {
                m_LastTree = vta;
                m_Tree     = (vta as UnityEngine.UIElements.VisualTreeAsset).CloneTree();
                m_Tree.StretchToParentSize();
                dirty = true;
            }

            if (m_Panel == null)
            {
                m_Panel = UIElementsUtility.FindOrCreatePanel(m_LastTree, ContextType.Editor);
                var visualTree = m_Panel.visualTree;
                visualTree.pseudoStates |= PseudoStates.Root;
                UIElementsEditorUtility.AddDefaultEditorStyleSheets(visualTree);
                m_Panel.allowPixelCaching = false;
                dirty = true;
            }

            if (dirty)
            {
                m_Panel.visualTree.Clear();
                m_Panel.visualTree.Add(m_Tree);
            }

            EditorGUI.DrawRect(r, EditorGUIUtility.kViewBackgroundColor);

            Rect layoutRect = GUIClip.UnclipToWindow(r);

            m_Panel.visualTree.layout = new Rect(0, 0, layoutRect.width, layoutRect.height); // We will draw relative to a viewport covering the preview area, so draw at 0,0
            m_Panel.visualTree.IncrementVersion(VersionChangeType.Repaint);

            var oldState = SavedGUIState.Create();
            int clips    = GUIClip.Internal_GetCount();

            while (clips > 0)
            {
                GUIClip.Pop();
                clips--;
            }

            // Establish preview area viewport
            var pixelsPerPoint = GUIUtility.pixelsPerPoint;
            var viewportRect   = new Rect(layoutRect.x * pixelsPerPoint, (GUIClip.visibleRect.height - layoutRect.yMax) * pixelsPerPoint, layoutRect.width * pixelsPerPoint, layoutRect.height * pixelsPerPoint);

            GL.Viewport(viewportRect);
            m_Panel.Repaint(Event.current);

            oldState.ApplyAndForget();
        }
Пример #3
0
        public void Render(VisualTreeAsset vta, Rect r, GUIStyle background)
        {
            if (Event.current.type != EventType.Repaint || r.width < 100 && r.height < 100)
            {
                return;
            }

            bool dirty = false;

            if (vta != m_LastTree || !m_LastTree)
            {
                m_LastTree = vta;
                m_Tree     = vta.CloneTree(null);
                m_Tree.StretchToParentSize();
                dirty = true;
            }

            if (m_Panel == null)
            {
                UXMLEditorFactories.RegisterAll();
                m_Panel = UIElementsUtility.FindOrCreatePanel(m_LastTree, ContextType.Editor, new DataWatchService());
                if (m_Panel.visualTree.styleSheets == null)
                {
                    UIElementsEditorUtility.AddDefaultEditorStyleSheets(m_Panel.visualTree);
                    m_Panel.visualTree.LoadStyleSheetsFromPaths();
                }
                m_Panel.allowPixelCaching = false;
                dirty = true;
            }

            if (dirty)
            {
                m_Panel.visualTree.Clear();
                m_Panel.visualTree.Add(m_Tree);
            }

            EditorGUI.DrawRect(r, EditorGUIUtility.isProSkin ? EditorGUIUtility.kDarkViewBackground : HostView.kViewColor);

            m_Panel.visualTree.layout = GUIClip.UnclipToWindow(r);

            m_Panel.visualTree.Dirty(ChangeType.Layout);
            m_Panel.visualTree.Dirty(ChangeType.Repaint);

            var oldState = SavedGUIState.Create();
            int clips    = GUIClip.Internal_GetCount();

            while (clips > 0)
            {
                GUIClip.Pop();
                clips--;
            }

            m_Panel.Repaint(Event.current);

            oldState.ApplyAndForget();
        }
Пример #4
0
 public void Render(VisualTreeAsset vta, Rect r, GUIStyle background)
 {
     if (Event.current.type == EventType.Repaint && (r.width >= 100f || r.height >= 100f))
     {
         bool flag = false;
         if (vta != this.m_LastTree || !this.m_LastTree)
         {
             this.m_LastTree = vta;
             this.m_Tree     = vta.CloneTree(null);
             this.m_Tree.StretchToParentSize();
             flag = true;
         }
         if (this.m_Panel == null)
         {
             UXMLEditorFactories.RegisterAll();
             this.m_Panel = UIElementsUtility.FindOrCreatePanel(this.m_LastTree, ContextType.Editor, new DataWatchService());
             if (this.m_Panel.visualTree.styleSheets == null)
             {
                 UIElementsEditorUtility.AddDefaultEditorStyleSheets(this.m_Panel.visualTree);
                 this.m_Panel.visualTree.LoadStyleSheetsFromPaths();
             }
             this.m_Panel.allowPixelCaching = false;
             flag = true;
         }
         if (flag)
         {
             this.m_Panel.visualTree.Clear();
             this.m_Panel.visualTree.Add(this.m_Tree);
         }
         EditorGUI.DrawRect(r, (!EditorGUIUtility.isProSkin) ? HostView.kViewColor : EditorGUIUtility.kDarkViewBackground);
         this.m_Panel.visualTree.layout = GUIClip.UnclipToWindow(r);
         this.m_Panel.visualTree.Dirty(ChangeType.Layout);
         this.m_Panel.visualTree.Dirty(ChangeType.Repaint);
         SavedGUIState savedGUIState = SavedGUIState.Create();
         for (int i = GUIClip.Internal_GetCount(); i > 0; i--)
         {
             GUIClip.Pop();
         }
         this.m_Panel.Repaint(Event.current);
         savedGUIState.ApplyAndForget();
     }
 }
Пример #5
0
        public void Render(VisualTreeAsset vta, Rect r, GUIStyle background)
        {
            if (Event.current.type != EventType.Repaint || r.width < 100 && r.height < 100)
            {
                return;
            }

            bool dirty = false;

            if (vta != m_LastTree || !m_LastTree)
            {
                m_LastTree = vta;
                m_Tree     = (vta as UnityEngine.UIElements.VisualTreeAsset).Instantiate();
                m_Tree.StretchToParentSize();
                dirty = true;
            }

            if (m_Panel == null)
            {
                m_Panel = UIElementsUtility.FindOrCreateEditorPanel(m_LastTree);
                var visualTree = m_Panel.visualTree;
                visualTree.pseudoStates |= PseudoStates.Root;
                UIElementsEditorUtility.AddDefaultEditorStyleSheets(visualTree);
                dirty = true;
            }

            if (dirty)
            {
                m_Panel.visualTree.Clear();
                m_Panel.visualTree.Add(m_Tree);
            }

            EditorGUI.DrawRect(r, EditorGUIUtility.kViewBackgroundColor);

            m_Panel.visualTree.SetSize(r.size); // We will draw relative to a viewport covering the preview area, so draw at 0,0
            m_Panel.visualTree.IncrementVersion(VersionChangeType.Repaint);

            var oldState = SavedGUIState.Create();
            int clips    = GUIClip.Internal_GetCount();

            while (clips > 0)
            {
                GUIClip.Pop();
                clips--;
            }

            float pixelsPerPoint = EditorGUIUtility.pixelsPerPoint;
            var   desc           = new RenderTextureDescriptor((int)(r.width * pixelsPerPoint), (int)(r.height * pixelsPerPoint), RenderTextureFormat.ARGB32, 16);
            var   rt             = RenderTexture.GetTemporary(desc);
            var   oldRt          = RenderTexture.active;

            RenderTexture.active = rt;
            GL.LoadPixelMatrix(0, rt.width, rt.height, 0);

            m_Panel.Repaint(Event.current);

            RenderTexture.active = oldRt;

            oldState.ApplyAndForget();

            GUI.DrawTexture(r, rt);
            RenderTexture.ReleaseTemporary(rt);
        }
        public void Render(VisualTreeAsset vta, Rect r, GUIStyle background)
        {
            if (Event.current.type != EventType.Repaint || r.width < 100 && r.height < 100)
            {
                return;
            }

            bool dirty = false;

            if (vta != m_LastTree || !m_LastTree)
            {
                m_LastTree = vta;
                m_Tree     = (vta as UnityEngine.UIElements.VisualTreeAsset).Instantiate();
                m_Tree.StretchToParentSize();
                dirty = true;
            }

            if (m_Panel == null)
            {
                m_Panel = UIElementsUtility.FindOrCreateEditorPanel(m_LastTree);
                var visualTree = m_Panel.visualTree;
                visualTree.pseudoStates |= PseudoStates.Root;
                UIElementsEditorUtility.AddDefaultEditorStyleSheets(visualTree);
                dirty = true;
            }

            if (dirty)
            {
                m_Panel.visualTree.Clear();
                m_Panel.visualTree.Add(m_Tree);
            }

            EditorGUI.DrawRect(r, EditorGUIUtility.kViewBackgroundColor);

            var dpiScale       = EditorGUIUtility.pixelsPerPoint;
            var viewportRect   = GUIClip.UnclipToWindow(r); // Still in points, not pixels
            var viewportRectPx = new Rect(viewportRect.min * dpiScale, viewportRect.size * dpiScale);

            m_Panel.visualTree.SetSize(viewportRect.size); // We will draw relative to a viewport covering the preview area, so draw at 0,0
            m_Panel.visualTree.IncrementVersion(VersionChangeType.Repaint);

            var oldState = SavedGUIState.Create();
            int clips    = GUIClip.Internal_GetCount();

            while (clips > 0)
            {
                GUIClip.Pop();
                clips--;
            }

            var oldClearFlags = m_Panel.clearFlags;

            m_Panel.clearFlags = PanelClearFlags.None;
            RectInt oldViewport = UnityEngine.UIElements.UIR.Utility.GetActiveViewport();

            GL.Viewport(new Rect(new Vector2(viewportRectPx.xMin, Screen.height - viewportRectPx.yMin - viewportRectPx.height), viewportRectPx.size));

            m_Panel.Repaint(Event.current);

            GL.Viewport(new Rect(oldViewport.xMin, oldViewport.yMin, oldViewport.width, oldViewport.height));
            oldState.ApplyAndForget();
            m_Panel.clearFlags = oldClearFlags;
        }