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531 lines
14 KiB
C++
531 lines
14 KiB
C++
#include "myguirendermanager.hpp"
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#include <stdexcept>
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#include <MyGUI_Gui.h>
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#include <MyGUI_Timer.h>
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#include <osg/Drawable>
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#include <osg/Geode>
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#include <osg/BlendFunc>
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#include <osg/Texture2D>
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#include <osgViewer/Viewer>
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#include <osgGA/GUIEventHandler>
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#include <components/resource/texturemanager.hpp>
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#include "myguitexture.hpp"
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#define MYGUI_PLATFORM_LOG_SECTION "Platform"
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#define MYGUI_PLATFORM_LOG(level, text) MYGUI_LOGGING(MYGUI_PLATFORM_LOG_SECTION, level, text)
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#define MYGUI_PLATFORM_EXCEPT(dest) do { \
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MYGUI_PLATFORM_LOG(Critical, dest); \
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MYGUI_DBG_BREAK;\
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std::ostringstream stream; \
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stream << dest << "\n"; \
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MYGUI_BASE_EXCEPT(stream.str().c_str(), "MyGUI"); \
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} while(0)
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#define MYGUI_PLATFORM_ASSERT(exp, dest) do { \
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if ( ! (exp) ) \
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{ \
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MYGUI_PLATFORM_LOG(Critical, dest); \
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MYGUI_DBG_BREAK;\
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std::ostringstream stream; \
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stream << dest << "\n"; \
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MYGUI_BASE_EXCEPT(stream.str().c_str(), "MyGUI"); \
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} \
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} while(0)
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namespace osgMyGUI
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{
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class Drawable : public osg::Drawable {
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osgMyGUI::RenderManager *mParent;
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// Stage 0: update widget animations and controllers. Run during the Update traversal.
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class FrameUpdate : public osg::Drawable::UpdateCallback
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{
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public:
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FrameUpdate()
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: mRenderManager(nullptr)
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{
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}
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void setRenderManager(osgMyGUI::RenderManager* renderManager)
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{
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mRenderManager = renderManager;
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}
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virtual void update(osg::NodeVisitor*, osg::Drawable*)
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{
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if (mRenderManager)
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mRenderManager->update();
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}
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private:
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osgMyGUI::RenderManager* mRenderManager;
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};
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// Stage 1: collect draw calls. Run during the Cull traversal.
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class CollectDrawCalls : public osg::Drawable::CullCallback
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{
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public:
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CollectDrawCalls()
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: mRenderManager(nullptr)
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{
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}
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void setRenderManager(osgMyGUI::RenderManager* renderManager)
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{
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mRenderManager = renderManager;
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}
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virtual bool cull(osg::NodeVisitor*, osg::Drawable*, osg::State*) const
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{
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if (!mRenderManager)
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return false;
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mRenderManager->collectDrawCalls();
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return false;
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}
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private:
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osgMyGUI::RenderManager* mRenderManager;
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};
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// Stage 2: execute the draw calls. Run during the Draw traversal. May run in parallel with the update traversal of the next frame.
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virtual void drawImplementation(osg::RenderInfo &renderInfo) const
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{
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osg::State *state = renderInfo.getState();
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state->disableAllVertexArrays();
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state->setClientActiveTextureUnit(0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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mReadFrom = (mReadFrom+1)%sNumBuffers;
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const std::vector<Batch>& vec = mBatchVector[mReadFrom];
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for (std::vector<Batch>::const_iterator it = vec.begin(); it != vec.end(); ++it)
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{
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const Batch& batch = *it;
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osg::VertexBufferObject *vbo = batch.mVertexBuffer;
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osg::Texture2D* texture = batch.mTexture;
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if(texture)
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state->applyTextureAttribute(0, texture);
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// VBOs disabled due to crash in OSG: http://forum.openscenegraph.org/viewtopic.php?t=14909
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osg::GLBufferObject* bufferobject = 0;//state->isVertexBufferObjectSupported() ? vbo->getOrCreateGLBufferObject(state->getContextID()) : 0;
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if (bufferobject)
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{
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state->bindVertexBufferObject(bufferobject);
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glVertexPointer(3, GL_FLOAT, sizeof(MyGUI::Vertex), (char*)nullptr);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MyGUI::Vertex), (char*)nullptr + 12);
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glTexCoordPointer(2, GL_FLOAT, sizeof(MyGUI::Vertex), (char*)nullptr + 16);
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}
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else
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{
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glVertexPointer(3, GL_FLOAT, sizeof(MyGUI::Vertex), (char*)vbo->getArray(0)->getDataPointer());
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MyGUI::Vertex), (char*)vbo->getArray(0)->getDataPointer() + 12);
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glTexCoordPointer(2, GL_FLOAT, sizeof(MyGUI::Vertex), (char*)vbo->getArray(0)->getDataPointer() + 16);
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}
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glDrawArrays(GL_TRIANGLES, 0, batch.mVertexCount);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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state->unbindVertexBufferObject();
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state->dirtyAllVertexArrays();
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state->disableAllVertexArrays();
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}
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public:
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Drawable(osgMyGUI::RenderManager *parent = nullptr)
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: mParent(parent)
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, mWriteTo(0)
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, mReadFrom(0)
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{
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setSupportsDisplayList(false);
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osg::ref_ptr<CollectDrawCalls> collectDrawCalls = new CollectDrawCalls;
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collectDrawCalls->setRenderManager(mParent);
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setCullCallback(collectDrawCalls);
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osg::ref_ptr<FrameUpdate> frameUpdate = new FrameUpdate;
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frameUpdate->setRenderManager(mParent);
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setUpdateCallback(frameUpdate);
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}
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Drawable(const Drawable ©, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY)
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: osg::Drawable(copy, copyop)
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, mParent(copy.mParent)
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, mWriteTo(0)
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, mReadFrom(0)
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{
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}
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// Defines the necessary information for a draw call
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struct Batch
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{
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// May be empty
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osg::ref_ptr<osg::Texture2D> mTexture;
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osg::ref_ptr<osg::VertexBufferObject> mVertexBuffer;
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// need to hold on to this too as the mVertexBuffer does not hold a ref to its own array
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osg::ref_ptr<osg::UByteArray> mArray;
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size_t mVertexCount;
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};
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void addBatch(const Batch& batch)
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{
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mBatchVector[mWriteTo].push_back(batch);
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}
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void clear()
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{
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mWriteTo = (mWriteTo+1)%sNumBuffers;
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mBatchVector[mWriteTo].clear();
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}
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META_Object(osgMyGUI, Drawable)
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private:
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// 2 would be enough in most cases, use 4 to get stereo working
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static const int sNumBuffers = 4;
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// double buffering approach, to avoid the need for synchronization with the draw thread
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std::vector<Batch> mBatchVector[sNumBuffers];
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int mWriteTo;
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mutable int mReadFrom;
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};
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class OSGVertexBuffer : public MyGUI::IVertexBuffer
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{
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osg::ref_ptr<osg::VertexBufferObject> mBuffer;
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osg::ref_ptr<osg::UByteArray> mVertexArray;
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size_t mNeedVertexCount;
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bool mQueuedForDrawing;
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void destroy();
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void create();
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public:
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OSGVertexBuffer();
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virtual ~OSGVertexBuffer();
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void markAsQueuedForDrawing();
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virtual void setVertexCount(size_t count);
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virtual size_t getVertexCount();
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virtual MyGUI::Vertex *lock();
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virtual void unlock();
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/*internal:*/
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osg::VertexBufferObject *getBuffer() const { return mBuffer.get(); }
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osg::UByteArray *getArray() const { return mVertexArray.get(); }
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};
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OSGVertexBuffer::OSGVertexBuffer()
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: mNeedVertexCount(0)
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, mQueuedForDrawing(false)
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{
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}
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OSGVertexBuffer::~OSGVertexBuffer()
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{
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destroy();
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}
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void OSGVertexBuffer::markAsQueuedForDrawing()
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{
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mQueuedForDrawing = true;
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}
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void OSGVertexBuffer::setVertexCount(size_t count)
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{
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if(count == mNeedVertexCount)
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return;
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mNeedVertexCount = count;
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}
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size_t OSGVertexBuffer::getVertexCount()
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{
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return mNeedVertexCount;
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}
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MyGUI::Vertex *OSGVertexBuffer::lock()
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{
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if (mQueuedForDrawing || !mVertexArray)
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{
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// Force recreating the buffer, to make sure we are not modifying a buffer currently
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// queued for rendering in the last frame's draw thread.
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// a more efficient solution might be double buffering
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destroy();
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create();
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mQueuedForDrawing = false;
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}
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else
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{
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mVertexArray->resize(mNeedVertexCount * sizeof(MyGUI::Vertex));
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}
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MYGUI_PLATFORM_ASSERT(mBuffer.valid(), "Vertex buffer is not created");
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return (MyGUI::Vertex*)&(*mVertexArray)[0];
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}
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void OSGVertexBuffer::unlock()
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{
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mVertexArray->dirty();
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mBuffer->dirty();
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}
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void OSGVertexBuffer::destroy()
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{
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mBuffer = nullptr;
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mVertexArray = nullptr;
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}
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void OSGVertexBuffer::create()
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{
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MYGUI_PLATFORM_ASSERT(!mBuffer.valid(), "Vertex buffer already exist");
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mVertexArray = new osg::UByteArray(mNeedVertexCount*sizeof(MyGUI::Vertex));
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mBuffer = new osg::VertexBufferObject;
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mBuffer->setDataVariance(osg::Object::DYNAMIC);
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mBuffer->setUsage(GL_DYNAMIC_DRAW);
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// NB mBuffer does not own the array
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mBuffer->setArray(0, mVertexArray.get());
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}
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// ---------------------------------------------------------------------------
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RenderManager::RenderManager(osgViewer::Viewer *viewer, osg::Group *sceneroot, Resource::TextureManager* textureManager, float scalingFactor)
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: mViewer(viewer)
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, mSceneRoot(sceneroot)
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, mTextureManager(textureManager)
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, mUpdate(false)
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, mIsInitialise(false)
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, mInvScalingFactor(1.f)
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{
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if (scalingFactor != 0.f)
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mInvScalingFactor = 1.f / scalingFactor;
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}
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RenderManager::~RenderManager()
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{
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MYGUI_PLATFORM_LOG(Info, "* Shutdown: "<<getClassTypeName());
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if(mGuiRoot.valid())
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mSceneRoot->removeChild(mGuiRoot.get());
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mGuiRoot = nullptr;
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mSceneRoot = nullptr;
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mViewer = nullptr;
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destroyAllResources();
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MYGUI_PLATFORM_LOG(Info, getClassTypeName()<<" successfully shutdown");
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mIsInitialise = false;
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}
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void RenderManager::initialise()
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{
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MYGUI_PLATFORM_ASSERT(!mIsInitialise, getClassTypeName()<<" initialised twice");
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MYGUI_PLATFORM_LOG(Info, "* Initialise: "<<getClassTypeName());
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mVertexFormat = MyGUI::VertexColourType::ColourABGR;
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mUpdate = false;
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mDrawable = new Drawable(this);
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osg::ref_ptr<osg::Geode> geode = new osg::Geode;
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geode->addDrawable(mDrawable.get());
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osg::ref_ptr<osg::Camera> camera = new osg::Camera();
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setProjectionResizePolicy(osg::Camera::FIXED);
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camera->setProjectionMatrix(osg::Matrix::identity());
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camera->setViewMatrix(osg::Matrix::identity());
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camera->setRenderOrder(osg::Camera::POST_RENDER);
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camera->setClearMask(GL_NONE);
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osg::StateSet *state = new osg::StateSet;
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state->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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state->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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state->setMode(GL_BLEND, osg::StateAttribute::ON);
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state->setAttribute(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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geode->setStateSet(state);
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geode->setCullingActive(false);
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camera->addChild(geode.get());
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mGuiRoot = camera;
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mSceneRoot->addChild(mGuiRoot.get());
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osg::ref_ptr<osg::Viewport> vp = mViewer->getCamera()->getViewport();
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setViewSize(vp->width(), vp->height());
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MYGUI_PLATFORM_LOG(Info, getClassTypeName()<<" successfully initialized");
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mIsInitialise = true;
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}
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void RenderManager::shutdown()
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{
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}
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MyGUI::IVertexBuffer* RenderManager::createVertexBuffer()
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{
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return new OSGVertexBuffer();
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}
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void RenderManager::destroyVertexBuffer(MyGUI::IVertexBuffer *buffer)
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{
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delete buffer;
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}
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void RenderManager::begin()
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{
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mDrawable->clear();
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// variance will be recomputed based on textures being rendered in this frame
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mDrawable->setDataVariance(osg::Object::STATIC);
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}
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void RenderManager::doRender(MyGUI::IVertexBuffer *buffer, MyGUI::ITexture *texture, size_t count)
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{
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Drawable::Batch batch;
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batch.mVertexCount = count;
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batch.mVertexBuffer = static_cast<OSGVertexBuffer*>(buffer)->getBuffer();
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static_cast<OSGVertexBuffer*>(buffer)->markAsQueuedForDrawing();
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batch.mArray = static_cast<OSGVertexBuffer*>(buffer)->getArray();
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if (texture)
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{
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batch.mTexture = static_cast<OSGTexture*>(texture)->getTexture();
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if (batch.mTexture->getDataVariance() == osg::Object::DYNAMIC)
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mDrawable->setDataVariance(osg::Object::DYNAMIC); // only for this frame, reset in begin()
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}
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mDrawable->addBatch(batch);
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}
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void RenderManager::end()
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{
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}
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void RenderManager::update()
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{
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static MyGUI::Timer timer;
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static unsigned long last_time = timer.getMilliseconds();
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unsigned long now_time = timer.getMilliseconds();
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unsigned long time = now_time - last_time;
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onFrameEvent((float)((double)(time) / (double)1000));
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last_time = now_time;
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}
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void RenderManager::collectDrawCalls()
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{
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begin();
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onRenderToTarget(this, mUpdate);
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end();
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mUpdate = false;
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}
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void RenderManager::setViewSize(int width, int height)
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{
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if(width < 1) width = 1;
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if(height < 1) height = 1;
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mGuiRoot->setViewport(0, 0, width, height);
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mViewSize.set(width * mInvScalingFactor, height * mInvScalingFactor);
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mInfo.maximumDepth = 1;
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mInfo.hOffset = 0;
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mInfo.vOffset = 0;
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mInfo.aspectCoef = float(mViewSize.height) / float(mViewSize.width);
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mInfo.pixScaleX = 1.0f / float(mViewSize.width);
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mInfo.pixScaleY = 1.0f / float(mViewSize.height);
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onResizeView(mViewSize);
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mUpdate = true;
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}
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bool RenderManager::isFormatSupported(MyGUI::PixelFormat /*format*/, MyGUI::TextureUsage /*usage*/)
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{
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return true;
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}
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MyGUI::ITexture* RenderManager::createTexture(const std::string &name)
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{
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MapTexture::iterator item = mTextures.find(name);
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if (item != mTextures.end())
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{
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delete item->second;
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mTextures.erase(item);
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}
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OSGTexture* texture = new OSGTexture(name, mTextureManager);
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mTextures.insert(std::make_pair(name, texture));
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return texture;
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}
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void RenderManager::destroyTexture(MyGUI::ITexture *texture)
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{
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if(texture == nullptr)
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return;
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MapTexture::iterator item = mTextures.find(texture->getName());
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MYGUI_PLATFORM_ASSERT(item != mTextures.end(), "Texture '"<<texture->getName()<<"' not found");
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mTextures.erase(item);
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delete texture;
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}
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MyGUI::ITexture* RenderManager::getTexture(const std::string &name)
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{
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if (name.empty())
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return nullptr;
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MapTexture::const_iterator item = mTextures.find(name);
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if(item == mTextures.end())
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{
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MyGUI::ITexture* tex = createTexture(name);
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tex->loadFromFile(name);
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return tex;
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}
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return item->second;
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}
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void RenderManager::destroyAllResources()
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{
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for (MapTexture::iterator it = mTextures.begin(); it != mTextures.end(); ++it)
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delete it->second;
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mTextures.clear();
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}
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bool RenderManager::checkTexture(MyGUI::ITexture* _texture)
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{
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// We support external textures that aren't registered via this manager, so can't implement this method sensibly.
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return true;
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}
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}
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