Files
FlaxEngine/Source/Engine/UI/SpriteRender.cpp

236 lines
6.5 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "SpriteRender.h"
#include "Engine/Core/Types/Variant.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Level/Scene/SceneRendering.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Assets/MaterialInstance.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Level/Actors/Camera.h"
#include "Engine/Serialization/Serialization.h"
SpriteRender::SpriteRender(const SpawnParams& params)
: Actor(params)
, _color(Color::White)
, _size(100.0f)
{
_quadModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/Quad"));
Material.Loaded.Bind<SpriteRender, &SpriteRender::OnMaterialLoaded>(this);
Image.Changed.Bind<SpriteRender, &SpriteRender::SetImageParam>(this);
}
Float2 SpriteRender::GetSize() const
{
return _size;
}
void SpriteRender::SetSize(const Float2& value)
{
if (_size == value)
return;
_size = value;
OnTransformChanged();
}
Color SpriteRender::GetColor() const
{
return _color;
}
void SpriteRender::SetColor(const Color& value)
{
_color = value;
SetColorParam();
}
SpriteHandle SpriteRender::GetSprite() const
{
return _sprite;
}
void SpriteRender::SetSprite(const SpriteHandle& value)
{
_sprite = value;
SetImageParam();
}
void SpriteRender::OnMaterialLoaded()
{
// Setup material instance
if (!_materialInstance)
{
_materialInstance = Content::CreateVirtualAsset<MaterialInstance>();
_materialInstance->AddReference();
}
_materialInstance->SetBaseMaterial(Material);
_materialInstance->ResetParameters();
// Cache parameters
_paramImageMAD = _materialInstance->GetParameter(TEXT("ImageMAD"));
if (_paramImageMAD && _paramImageMAD->GetParameterType() != MaterialParameterType::Vector4)
_paramImageMAD = nullptr;
_paramImage = _materialInstance->GetParameter(TEXT("Image"));
if (_paramImage && _paramImage->GetParameterType() != MaterialParameterType::Texture)
_paramImage = nullptr;
else if (_paramImage)
SetImageParam();
_paramColor = _materialInstance->GetParameter(TEXT("Color"));
if (_paramColor && _paramColor->GetParameterType() != MaterialParameterType::Color && _paramColor->GetParameterType() != MaterialParameterType::Vector4 && _paramColor->GetParameterType() != MaterialParameterType::Vector3)
_paramColor = nullptr;
else if (_paramColor)
SetColorParam();
}
void SpriteRender::SetImageParam()
{
TextureBase* image = Image.Get();
Vector4 imageMAD(Vector2::One, Vector2::Zero);
if (!image && _sprite.IsValid())
{
image = _sprite.Atlas.Get();
Sprite* sprite = &_sprite.Atlas->Sprites.At(_sprite.Index);
imageMAD = Vector4(sprite->Area.Size, sprite->Area.Location);
}
if (_paramImage)
{
_paramImage->SetValue(image);
_paramImage->SetIsOverride(true);
}
if (_paramImageMAD)
{
_paramImageMAD->SetValue(imageMAD);
_paramImageMAD->SetIsOverride(true);
}
}
void SpriteRender::SetColorParam()
{
if (_paramColor)
{
_paramColor->SetValue(_color);
_paramColor->SetIsOverride(true);
}
}
bool SpriteRender::HasContentLoaded() const
{
return (Material == nullptr || Material->IsLoaded()) && (Image == nullptr || Image->IsLoaded());
}
void SpriteRender::Draw(RenderContext& renderContext)
{
if (renderContext.View.Pass == DrawPass::GlobalSDF || renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
return;
if (!Material || !Material->IsLoaded() || !_quadModel || !_quadModel->IsLoaded())
return;
auto model = _quadModel.As<Model>();
if (model->GetLoadedLODs() == 0)
return;
const auto& view = (renderContext.LodProxyView ? *renderContext.LodProxyView : renderContext.View);
Matrix m1, m2, m3, world;
Matrix::Scaling(_size.X, _size.Y, 1.0f, m2);
Matrix::RotationY(PI, m3);
Matrix::Multiply(m2, m3, m1);
if (FaceCamera)
{
Matrix::Billboard(_transform.Translation - view.Origin, view.Position, Vector3::Up, view.Direction, m2);
Matrix::Multiply(m1, m2, m3);
Matrix::Scaling(_transform.Scale, m1);
Matrix::Multiply(m1, m3, world);
}
else
{
view.GetWorldMatrix(_transform, m2);
Matrix::Multiply(m1, m2, world);
}
model->LODs[0].Draw(renderContext, _materialInstance, world, GetStaticFlags(), false, DrawModes, GetPerInstanceRandom(), SortOrder);
}
void SpriteRender::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
Actor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(SpriteRender);
SERIALIZE_MEMBER(Size, _size);
SERIALIZE_MEMBER(Color, _color);
SERIALIZE_MEMBER(Sprite, _sprite);
SERIALIZE(Image);
SERIALIZE(Material);
SERIALIZE(FaceCamera);
SERIALIZE(DrawModes);
SERIALIZE(SortOrder);
}
void SpriteRender::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
Actor::Deserialize(stream, modifier);
DESERIALIZE_MEMBER(Size, _size);
DESERIALIZE_MEMBER(Color, _color);
DESERIALIZE_MEMBER(Sprite, _sprite);
DESERIALIZE(Image);
DESERIALIZE(Material);
DESERIALIZE(FaceCamera);
DESERIALIZE(DrawModes);
DESERIALIZE(SortOrder);
SetImageParam();
SetColorParam();
}
void SpriteRender::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
}
void SpriteRender::OnEndPlay()
{
// Base
Actor::OnEndPlay();
// Release material instance
if (_materialInstance)
{
_materialInstance->SetBaseMaterial(nullptr);
_materialInstance->Params.Resize(0);
_materialInstance->RemoveReference();
_materialInstance = nullptr;
}
}
void SpriteRender::OnEnable()
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
// Base
Actor::OnEnable();
}
void SpriteRender::OnDisable()
{
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
// Base
Actor::OnDisable();
}
void SpriteRender::OnTransformChanged()
{
// Base
Actor::OnTransformChanged();
const BoundingSphere localSphere(Vector3::Zero, _size.Length());
Matrix world;
GetLocalToWorldMatrix(world);
BoundingSphere::Transform(localSphere, world, _sphere);
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
}