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New UI rendering that groups multiple panels to be grouped into a single draw call when possible. New custom rendering API for custom panels using `Panel.Draw.XX` to emit drawing commands.
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Sandbox.UI;
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namespace Sandbox;
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/// <summary>
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/// Renders a panel in a scene world. You are probably looking for <a href="https://sbox.game/api/Sandbox.UI.WorldPanel">WorldPanel</a>.
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/// </summary>
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internal sealed class ScenePanelObject : SceneCustomObject
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{
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/// <summary>
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/// Global scale for panel rendering within a scene world.
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/// </summary>
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public const float ScreenToWorldScale = 0.05f;
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/// <summary>
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/// The panel that will be rendered.
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/// </summary>
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public RootPanel Panel { get; private set; }
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public ScenePanelObject( SceneWorld world, RootPanel Panel ) : base( world )
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{
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this.Panel = Panel;
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}
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public override void RenderSceneObject()
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{
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Graphics.Attributes.SetCombo( "D_WORLDPANEL", 1 );
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//
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// This converts it to front left up (instead of right, down, whatever)
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// and we apply a sensible enough default scale.
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// Then bake in the scene object's world transform so the shader
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// doesn't need to read from the instancing transform buffer.
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//
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Matrix mat = Matrix.CreateRotation( Rotation.From( 0, 90, 90 ) );
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mat *= Matrix.CreateScale( ScreenToWorldScale );
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mat *= Matrix.CreateScale( Transform.Scale );
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mat *= Matrix.CreateRotation( Transform.Rotation );
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mat *= Matrix.CreateTranslation( Transform.Position );
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Graphics.Attributes.Set( "WorldMat", mat );
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Panel?.RenderManual();
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}
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}
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