mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-08-04 01:33:30 -04:00
201 lines
6.2 KiB
C#
201 lines
6.2 KiB
C#
using Sandbox.Rendering;
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namespace Sandbox.UI;
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internal partial class PanelRenderer
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{
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private void SetColor( CommandList.AttributeAccess attributes, string v, Color color, float opacity )
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{
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if ( opacity < 1 )
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{
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color.a *= opacity;
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}
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attributes.Set( v, color );
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}
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void SetBorderRadius( CommandList.AttributeAccess attributes, Styles style, float size )
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{
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var borderRadius = new Vector4(
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style.BorderBottomRightRadius.Value.GetPixels( size ),
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style.BorderTopRightRadius.Value.GetPixels( size ),
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style.BorderBottomLeftRadius.Value.GetPixels( size ),
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style.BorderTopLeftRadius.Value.GetPixels( size )
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);
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attributes.Set( "BorderRadius", borderRadius );
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}
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public void BuildCommandList_BackgroundTexture( Panel panel, Texture texture, in RenderState state, Length defaultSize, CommandList commandList )
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{
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var style = panel.ComputedStyle;
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if ( style == null ) return;
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if ( texture == Texture.Invalid )
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texture = null;
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var attributes = commandList.Attributes;
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attributes.Set( "HasInverseScissor", 0 );
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SetScissorAttributes( commandList, ScissorGPU );
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var rect = panel.Box.Rect;
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var opacity = panel.Opacity * state.RenderOpacity;
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var color = style.BackgroundColor.Value;
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color.a *= opacity;
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var size = (rect.Width + rect.Height) * 0.5f;
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var borderSize = new Vector4(
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style.BorderLeftWidth.Value.GetPixels( size ),
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style.BorderTopWidth.Value.GetPixels( size ),
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style.BorderRightWidth.Value.GetPixels( size ),
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style.BorderBottomWidth.Value.GetPixels( size )
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);
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attributes.Set( "BoxPosition", new Vector2( rect.Left, rect.Top ) );
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attributes.Set( "BoxSize", new Vector2( rect.Width, rect.Height ) );
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SetBorderRadius( attributes, style, size );
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if ( borderSize.x == 0 && borderSize.y == 0 && borderSize.z == 0 && borderSize.w == 0 )
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{
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attributes.Set( "HasBorder", 0 );
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}
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else
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{
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attributes.Set( "HasBorder", 1 );
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attributes.Set( "BorderSize", borderSize );
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SetColor( attributes, "BorderColorL", style.BorderLeftColor.Value, opacity );
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SetColor( attributes, "BorderColorT", style.BorderTopColor.Value, opacity );
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SetColor( attributes, "BorderColorR", style.BorderRightColor.Value, opacity );
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SetColor( attributes, "BorderColorB", style.BorderBottomColor.Value, opacity );
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}
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// We have a border image
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if ( style.BorderImageSource != null )
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{
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attributes.Set( "BorderImageTexture", style.BorderImageSource );
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attributes.Set( "BorderImageSlice", new Vector4(
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style.BorderImageWidthLeft.Value.GetPixels( size ),
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style.BorderImageWidthTop.Value.GetPixels( size ),
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style.BorderImageWidthRight.Value.GetPixels( size ),
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style.BorderImageWidthBottom.Value.GetPixels( size ) )
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);
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attributes.SetCombo( "D_BORDER_IMAGE", (byte)(style.BorderImageRepeat == BorderImageRepeat.Stretch ? 2 : 1) );
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attributes.Set( "HasBorderImageFill", (byte)(style.BorderImageFill == BorderImageFill.Filled ? 1 : 0) );
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SetColor( attributes, "BorderImageTint", style.BorderImageTint.Value, opacity );
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}
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else
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{
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attributes.SetCombo( "D_BORDER_IMAGE", 0 );
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}
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var backgroundRepeat = style.BackgroundRepeat ?? BackgroundRepeat.Repeat;
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if ( texture != null )
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{
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var imageRectInput = new ImageRect.Input
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{
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ScaleToScreen = panel.ScaleToScreen,
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Image = texture,
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PanelRect = rect,
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DefaultSize = defaultSize,
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ImagePositionX = style.BackgroundPositionX,
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ImagePositionY = style.BackgroundPositionY,
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ImageSizeX = style.BackgroundSizeX,
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ImageSizeY = style.BackgroundSizeY,
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};
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var imageCalc = ImageRect.Calculate( imageRectInput );
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attributes.Set( "Texture", texture );
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attributes.Set( "BgPos", imageCalc.Rect );
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attributes.Set( "BgAngle", style.BackgroundAngle.Value.GetPixels( 1.0f ) );
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attributes.Set( "BgRepeat", (int)backgroundRepeat );
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attributes.SetCombo( "D_BACKGROUND_IMAGE", 1 );
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SetColor( attributes, "BgTint", style.BackgroundTint.Value, opacity );
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}
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else
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{
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attributes.SetCombo( "D_BACKGROUND_IMAGE", 0 );
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}
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var filter = (style?.ImageRendering ?? ImageRendering.Anisotropic) switch
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{
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ImageRendering.Point => FilterMode.Point,
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ImageRendering.Bilinear => FilterMode.Bilinear,
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ImageRendering.Trilinear => FilterMode.Trilinear,
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_ => FilterMode.Anisotropic
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};
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var sampler = backgroundRepeat switch
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{
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BackgroundRepeat.RepeatX => new SamplerState { AddressModeV = TextureAddressMode.Clamp, Filter = filter },
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BackgroundRepeat.RepeatY => new SamplerState { AddressModeU = TextureAddressMode.Clamp, Filter = filter },
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BackgroundRepeat.NoRepeat => new SamplerState
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{
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AddressModeU = TextureAddressMode.Border,
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AddressModeV = TextureAddressMode.Border,
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Filter = filter
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},
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BackgroundRepeat.Clamp => new SamplerState
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{
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AddressModeU = TextureAddressMode.Clamp,
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AddressModeV = TextureAddressMode.Clamp,
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Filter = filter
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},
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_ => new SamplerState { Filter = filter }
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};
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attributes.Set( "SamplerIndex", SamplerState.GetBindlessIndex( sampler ) );
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attributes.Set( "ClampSamplerIndex", SamplerState.GetBindlessIndex( new SamplerState
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{
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AddressModeU = TextureAddressMode.Clamp,
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AddressModeV = TextureAddressMode.Clamp,
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Filter = filter
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} ) );
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attributes.SetCombo( "D_BLENDMODE", OverrideBlendMode );
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commandList.DrawQuad( rect, Material.UI.Box, color );
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}
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private void BuildCommandList( Panel panel, ref RenderState state )
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{
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panel.CommandList.Reset();
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// Insert transform (TransformMat attribute)
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panel.CommandList.InsertList( panel.TransformCommandList );
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panel.CommandList.InsertList( panel.ClipCommandList );
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// Push layer so everything renders into the layer texture for filters/masks
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panel.PushLayer( this );
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// Draw backdrops (e.g. blurs)
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BuildCommandList_Backdrop( panel, ref state, panel.CommandList );
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// Draw box shadows (outset, underlay)
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BuildCommandList_BoxShadows( panel, ref state, inset: false, panel.CommandList );
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// Draw background (e.g. color, image)
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BuildCommandList_Background( panel, ref state, panel.CommandList );
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// Draw box shadows (inset, overlay)
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BuildCommandList_BoxShadows( panel, ref state, inset: true, panel.CommandList );
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// Draw outline (renders outside the border, does not affect layout)
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BuildCommandList_Outline( panel, ref state );
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panel.IsRenderDirty = false;
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}
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}
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