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sbox-public/engine/Sandbox.Engine/Systems/UI/Render/PanelRenderer.Draw.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

256 lines
8.1 KiB
C#

using Sandbox.Rendering;
namespace Sandbox.UI
{
internal partial class PanelRenderer
{
private void SetColor( RenderAttributes attr, string v, Color color, float opacity )
{
if ( opacity < 1 )
{
color.a *= opacity;
}
attr.Set( v, color );
}
void SetBorderRadius( Styles style, float size )
{
var borderRadius = new Vector4(
style.BorderBottomRightRadius.Value.GetPixels( size ),
style.BorderTopRightRadius.Value.GetPixels( size ),
style.BorderBottomLeftRadius.Value.GetPixels( size ),
style.BorderTopLeftRadius.Value.GetPixels( size )
);
Graphics.Attributes.Set( "BorderRadius", borderRadius );
}
internal void DrawBackgroundTexture( Panel panel, Texture texture, in RenderState state, Length defaultSize )
{
var style = panel.ComputedStyle;
if ( style == null ) return; // Not layed out yet
var attr = RenderAttributes.Pool.Get();
if ( texture == Texture.Invalid )
texture = null;
var rect = panel.Box.Rect;
var opacity = panel.Opacity * state.RenderOpacity;
var color = style.BackgroundColor.Value;
color.a *= opacity;
var size = (rect.Width + rect.Height) * 0.5f;
var borderSize = new Vector4(
style.BorderLeftWidth.Value.GetPixels( size ),
style.BorderTopWidth.Value.GetPixels( size ),
style.BorderRightWidth.Value.GetPixels( size ),
style.BorderBottomWidth.Value.GetPixels( size )
);
attr.Set( "BoxPosition", new Vector2( rect.Left, rect.Top ) );
attr.Set( "BoxSize", new Vector2( rect.Width, rect.Height ) );
SetBorderRadius( style, size );
if ( borderSize.x == 0 && borderSize.y == 0 && borderSize.z == 0 && borderSize.w == 0 )
{
attr.Set( "HasBorder", 0 );
}
else
{
attr.Set( "HasBorder", 1 );
attr.Set( "BorderSize", borderSize );
SetColor( attr, "BorderColorL", style.BorderLeftColor.Value, opacity );
SetColor( attr, "BorderColorT", style.BorderTopColor.Value, opacity );
SetColor( attr, "BorderColorR", style.BorderRightColor.Value, opacity );
SetColor( attr, "BorderColorB", style.BorderBottomColor.Value, opacity );
}
// We have a border image
if ( style.BorderImageSource != null )
{
attr.Set( "BorderImageTexture", style.BorderImageSource );
attr.Set( "BorderImageSlice", new Vector4(
style.BorderImageWidthLeft.Value.GetPixels( size ),
style.BorderImageWidthTop.Value.GetPixels( size ),
style.BorderImageWidthRight.Value.GetPixels( size ),
style.BorderImageWidthBottom.Value.GetPixels( size ) )
);
attr.SetCombo( "D_BORDER_IMAGE", (byte)(style.BorderImageRepeat == BorderImageRepeat.Stretch ? 2 : 1) );
attr.Set( "HasBorderImageFill", (byte)(style.BorderImageFill == BorderImageFill.Filled ? 1 : 0) );
SetColor( attr, "BorderImageTint", style.BorderImageTint.Value, opacity );
}
else
{
attr.SetCombo( "D_BORDER_IMAGE", 0 );
}
var backgroundRepeat = style.BackgroundRepeat ?? BackgroundRepeat.Repeat;
if ( texture != null )
{
var imageRectInput = new ImageRect.Input
{
ScaleToScreen = panel.ScaleToScreen,
Image = texture,
PanelRect = rect,
DefaultSize = defaultSize,
ImagePositionX = style.BackgroundPositionX,
ImagePositionY = style.BackgroundPositionY,
ImageSizeX = style.BackgroundSizeX,
ImageSizeY = style.BackgroundSizeY,
};
var imageCalc = ImageRect.Calculate( imageRectInput );
attr.Set( "Texture", texture );
attr.Set( "BgPos", imageCalc.Rect );
attr.Set( "BgAngle", style.BackgroundAngle.Value.GetPixels( 1.0f ) );
attr.Set( "BgRepeat", (int)backgroundRepeat );
attr.SetCombo( "D_BACKGROUND_IMAGE", 1 );
SetColor( attr, "BgTint", style.BackgroundTint.Value, opacity );
}
else
{
attr.SetCombo( "D_BACKGROUND_IMAGE", 0 );
}
var filter = (style?.ImageRendering ?? ImageRendering.Anisotropic) switch
{
ImageRendering.Point => FilterMode.Point,
ImageRendering.Bilinear => FilterMode.Bilinear,
ImageRendering.Trilinear => FilterMode.Trilinear,
_ => FilterMode.Anisotropic
};
var sampler = backgroundRepeat switch
{
BackgroundRepeat.RepeatX => new SamplerState { AddressModeV = TextureAddressMode.Clamp, Filter = filter },
BackgroundRepeat.RepeatY => new SamplerState { AddressModeU = TextureAddressMode.Clamp, Filter = filter },
BackgroundRepeat.Clamp => new SamplerState
{
AddressModeU = TextureAddressMode.Clamp,
AddressModeV = TextureAddressMode.Clamp,
Filter = filter
},
_ => new SamplerState { Filter = filter }
};
attr.Set( "SamplerIndex", SamplerState.GetBindlessIndex( sampler ) );
attr.Set( "ClampSamplerIndex", SamplerState.GetBindlessIndex( new SamplerState
{
AddressModeU = TextureAddressMode.Clamp,
AddressModeV = TextureAddressMode.Clamp,
Filter = filter
} ) );
attr.SetComboEnum( "D_BLENDMODE", OverrideBlendMode );
Graphics.DrawQuad( rect, Material.UI.Box, color, attr );
RenderAttributes.Pool.Return( attr );
}
RenderAttributes shadowAttr = new RenderAttributes();
public void DrawBoxShadow( Panel panel, ref RenderState state, in Shadow shadow )
{
if ( shadow.Color.a <= 0 ) return;
var inset = shadow.Inset;
var style = panel.ComputedStyle;
var rect = panel.Box.Rect;
var size = (rect.Width + rect.Height) * 0.5f;
var shadowOffset = new Vector2( shadow.OffsetX, shadow.OffsetY );
var shadowrect = inset ? rect : rect + shadowOffset;
var blur = shadow.Blur;
var spread = shadow.Spread;
var borderRadius = new Vector4(
style.BorderTopLeftRadius.Value.GetPixels( size ),
style.BorderTopRightRadius.Value.GetPixels( size ),
style.BorderBottomLeftRadius.Value.GetPixels( size ),
style.BorderBottomRightRadius.Value.GetPixels( size )
);
shadowrect = shadowrect.Grow( spread );
var opacity = panel.Opacity * state.RenderOpacity;
var color = shadow.Color;
color.a *= opacity;
shadowAttr.Clear();
shadowAttr.Set( "BoxPosition", new Vector2( shadowrect.Left, shadowrect.Top ) );
shadowAttr.Set( "BoxSize", new Vector2( shadowrect.Width, shadowrect.Height ) );
shadowAttr.Set( "BorderRadius", borderRadius );
shadowAttr.Set( "ShadowWidth", blur );
shadowAttr.Set( "ShadowOffset", shadowOffset );
shadowAttr.Set( "Bloat", blur );
shadowAttr.Set( "Inset", inset );
shadowAttr.SetComboEnum( "D_BLENDMODE", OverrideBlendMode );
if ( inset )
{
// Inset shadows appear inside the panel, so we clip for that
shadowAttr.Set( "ScissorRect", panel.Box.ClipRect.ToVector4() );
shadowAttr.Set( "ScissorCornerRadius", borderRadius );
shadowAttr.Set( "ScissorTransformMat", panel.GlobalMatrix ?? Matrix.Identity );
shadowAttr.Set( "HasScissor", 1 );
}
else
{
// Normal/outset shadows appear outside the panel
shadowAttr.Set( "InverseScissorRect", panel.Box.ClipRect.ToVector4() );
shadowAttr.Set( "InverseScissorCornerRadius", borderRadius );
shadowAttr.Set( "InverseScissorTransformMat", panel.GlobalMatrix ?? Matrix.Identity );
shadowAttr.Set( "HasInverseScissor", 1 );
}
Graphics.DrawQuad( shadowrect.Grow( blur ), Material.UI.BoxShadow, color, shadowAttr );
}
/// <summary>
/// Draw the outset box shadows - this is called *before* drawing the background
/// </summary>
public void DrawBoxShadows( Panel panel, ref RenderState state, bool inset )
{
var shadows = panel.ComputedStyle.BoxShadow;
var c = shadows.Count;
if ( c == 0 )
return;
for ( int i = 0; i < c; i++ )
{
if ( shadows[i].Inset != inset ) continue;
DrawBoxShadow( panel, ref state, shadows[i] );
}
}
public void DrawRect( Rect rect, Texture texture, Color color )
{
var attr = RenderAttributes.Pool.Get();
attr.Set( "BoxPosition", new Vector2( rect.Left, rect.Top ) );
attr.Set( "BoxSize", new Vector2( rect.Width, rect.Height ) );
attr.Set( "BorderRadius", new Vector4() );
attr.Set( "BorderSize", new Vector4() );
attr.Set( "Texture", texture );
attr.SetCombo( "D_BACKGROUND_IMAGE", 1 );
attr.Set( "BgPos", new Vector4( 0, 0, rect.Width, rect.Height ) );
attr.SetComboEnum( "D_BLENDMODE", OverrideBlendMode );
Graphics.DrawQuad( rect, Material.UI.Box, color, attr );
RenderAttributes.Pool.Return( attr );
}
}
}