Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
+131
View File
@@ -12,6 +12,17 @@
#include "LyShine_precompiled.h"
#include "UiRenderer.h"
#include <Atom/RPI.Public/DynamicDraw/DynamicDrawInterface.h>
#include <Atom/RPI.Public/RPISystemInterface.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/Bootstrap/DefaultWindowBus.h>
#include <Atom/RPI.Public/ViewportContextBus.h>
#include <IRenderer.h> // LYSHINE_ATOM_TODO - remove when GS_DEPTHFUNC_LEQUAL reference is removed with LyShine render target Atom conversion
#include <AzCore/Math/MatrixUtils.h>
#include <AzCore/Debug/Trace.h>
#include <LyShine/IDraw2d.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -23,16 +34,81 @@ UiRenderer::UiRenderer()
: m_baseState(GS_DEPTHFUNC_LEQUAL)
, m_stencilRef(0)
{
AZ::Render::Bootstrap::NotificationBus::Handler::BusConnect();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiRenderer::~UiRenderer()
{
AZ::Render::Bootstrap::NotificationBus::Handler::BusDisconnect();
m_dynamicDraw = nullptr;
}
bool UiRenderer::IsReady()
{
return m_isReady;
}
void UiRenderer::OnBootstrapSceneReady([[maybe_unused]] AZ::RPI::Scene* bootstrapScene)
{
// Create a dynamic draw context for UI Canvas drawing
AZ::RPI::Scene* scene = AZ::RPI::RPISystemInterface::Get()->GetDefaultScene().get();
m_dynamicDraw = AZ::RPI::DynamicDrawInterface::Get()->CreateDynamicDrawContext(scene);
// Load the UI shader
const char* uiShaderFilepath = "Shaders/LyShineUI.azshader";
AZ::Data::Instance<AZ::RPI::Shader> uiShader = AZ::RPI::LoadShader(uiShaderFilepath);
// Initialize the dynamic draw context
m_dynamicDraw->InitShader(uiShader);
m_dynamicDraw->InitVertexFormat(
{ { "POSITION", AZ::RHI::Format::R32G32_FLOAT },
{ "COLOR", AZ::RHI::Format::B8G8R8A8_UNORM },
{ "TEXCOORD", AZ::RHI::Format::R32G32_FLOAT },
{ "BLENDINDICES", AZ::RHI::Format::R16G16_UINT } }
);
m_dynamicDraw->EndInit();
// Cache shader data such as input indices for later use
CacheShaderData(uiShader);
m_isReady = true;
}
void UiRenderer::CacheShaderData(const AZ::Data::Instance<AZ::RPI::Shader> shader)
{
// Cache draw srg input indices
static const char textureIndexName[] = "m_texture";
static const char worldToProjIndexName[] = "m_worldToProj";
static const char isClampIndexName[] = "m_isClamp";
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetAsset()->GetLayout();
m_uiShaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
AZ_Error(LogName, m_uiShaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
textureIndexName);
m_uiShaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
AZ_Error(LogName, m_uiShaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
worldToProjIndexName);
m_uiShaderData.m_isClampInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(isClampIndexName));
AZ_Error(LogName, m_uiShaderData.m_isClampInputIndex.IsValid(), "Failed to find shader input constant %s.",
isClampIndexName);
// Cache shader variants that will be used
// LYSHINE_ATOM_TODO - more variants will be used in future phase (masks/render target support)
AZ::RPI::ShaderOptionList shaderOptionsDefault;
shaderOptionsDefault.push_back(AZ::RPI::ShaderOption(AZ::Name("o_preMultiplyAlpha"), AZ::Name("false")));
shaderOptionsDefault.push_back(AZ::RPI::ShaderOption(AZ::Name("o_alphaTest"), AZ::Name("false")));
shaderOptionsDefault.push_back(AZ::RPI::ShaderOption(AZ::Name("o_srgbWrite"), AZ::Name("true")));
shaderOptionsDefault.push_back(AZ::RPI::ShaderOption(AZ::Name("o_modulate"), AZ::Name("Modulate::None")));
m_uiShaderData.m_shaderVariantDefault = m_dynamicDraw->UseShaderVariant(shaderOptionsDefault);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::BeginUiFrameRender()
{
#ifdef LYSHINE_ATOM_TODO
m_renderer = gEnv->pRenderer;
// we are rendering at the end of the frame, after tone mapping, so we should be writing sRGB values
@@ -43,6 +119,7 @@ void UiRenderer::BeginUiFrameRender()
{
m_texturesUsedInFrame.clear();
}
#endif
#endif
// Various platform drivers expect all texture slots used in the shader to be bound
@@ -60,6 +137,7 @@ void UiRenderer::EndUiFrameRender()
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::BeginCanvasRender()
{
#ifdef LYSHINE_ATOM_TODO
m_baseState = GS_NODEPTHTEST;
m_stencilRef = 0;
@@ -70,6 +148,7 @@ void UiRenderer::BeginCanvasRender()
renderer->SetCullMode(R_CULL_DISABLE);
renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
renderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST);
#endif
}
////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -77,6 +156,51 @@ void UiRenderer::EndCanvasRender()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> UiRenderer::GetDynamicDrawContext()
{
return m_dynamicDraw;
}
const UiRenderer::UiShaderData& UiRenderer::GetUiShaderData()
{
return m_uiShaderData;
}
AZ::Matrix4x4 UiRenderer::GetModelViewProjectionMatrix()
{
auto viewContextManager = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get();
auto viewportContext = viewContextManager->GetViewportContextByName(viewContextManager->GetDefaultViewportContextName());
auto windowContext = viewportContext->GetWindowContext();
const AZ::RHI::Viewport& viewport = windowContext->GetViewport();
const float viewX = viewport.m_minX;
const float viewY = viewport.m_minY;
const float viewWidth = viewport.m_maxX - viewport.m_minX;
const float viewHeight = viewport.m_maxY - viewport.m_minY;
const float zf = viewport.m_minZ;
const float zn = viewport.m_maxZ;
AZ::Matrix4x4 modelViewProjMat;
AZ::MakeOrthographicMatrixRH(modelViewProjMat, viewX, viewX + viewWidth, viewY + viewHeight, viewY, zn, zf);
return modelViewProjMat;
}
AZ::Vector2 UiRenderer::GetViewportSize()
{
auto viewContextManager = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get();
auto viewportContext = viewContextManager->GetViewportContextByName(viewContextManager->GetDefaultViewportContextName());
auto windowContext = viewportContext->GetWindowContext();
const AZ::RHI::Viewport& viewport = windowContext->GetViewport();
const float viewX = viewport.m_minX;
const float viewY = viewport.m_minY;
const float viewWidth = viewport.m_maxX - viewport.m_minX;
const float viewHeight = viewport.m_maxY - viewport.m_minY;
return AZ::Vector2(viewWidth, viewHeight);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiRenderer::GetBaseState()
{
@@ -113,6 +237,7 @@ void UiRenderer::DecrementStencilRef()
--m_stencilRef;
}
#ifdef LYSHINE_ATOM_TODO
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::SetTexture(ITexture* texture, int texUnit, bool clamp)
{
@@ -134,10 +259,13 @@ void UiRenderer::SetTexture(ITexture* texture, int texUnit, bool clamp)
}
#endif
}
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::BindNullTexture()
{
#ifdef LYSHINE_ATOM_TODO
// Bind the global white texture for all the texture units we use
const int MaxTextures = 16;
int whiteTexId = m_renderer->GetWhiteTextureId();
@@ -145,6 +273,7 @@ void UiRenderer::BindNullTexture()
{
m_renderer->SetTexture(whiteTexId, texUnit);
}
#endif
}
#ifndef _RELEASE
@@ -160,6 +289,7 @@ void UiRenderer::DebugDisplayTextureData(int recordingOption)
{
if (recordingOption > 0)
{
#ifdef LYSHINE_ATOM_TODO
// compute the total area of all the textures, also create a vector that we can sort by area
AZStd::vector<ITexture*> textures;
int totalArea = 0;
@@ -241,6 +371,7 @@ void UiRenderer::DebugDisplayTextureData(int recordingOption)
}
draw2d->EndDraw2d();
#endif
}
}