Initial phase of UI Canvas Editor rendering with Atom (#164)
* Move Draw2d.h to Include folder * Initial phase of UI Canvas Editor rendering with Atom * Simplify Draw2d by removing BeginDraw2d/EndDraw2d which is no longer needed * Fix compile errors for non-unity builds
This commit is contained in:
+207
-105
@@ -10,17 +10,24 @@
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*
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*/
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#include "LyShine_precompiled.h"
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#include "Draw2d.h"
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#include "IFont.h"
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#include "IRenderer.h"
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#include <LyShine/Draw2d.h>
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#include <AzCore/Math/Matrix3x3.h>
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#include <AzCore/Math/MatrixUtils.h>
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#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
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#include <Atom/RPI.Public/RPISystemInterface.h>
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#include <Atom/RHI/RHISystemInterface.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Image/StreamingImage.h>
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#include <Atom/RPI.Public/RPIUtils.h>
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#include <Atom/RPI.Public/ViewportContextBus.h>
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static const int g_defaultBlendState = GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA;
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static const int g_defaultBaseState = GS_NODEPTHTEST;
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static const int g_2dModeNotStarted = -1;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// LOCAL STATIC FUNCTIONS
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -37,9 +44,9 @@ static AZ::u32 PackARGB8888(const AZ::Color& color)
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////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////
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CDraw2d::CDraw2d()
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CDraw2d::CDraw2d(AZ::RPI::ViewportContextPtr viewportContext)
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: m_deferCalls(false)
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, m_nestLevelAtWhichStarted2dMode(g_2dModeNotStarted)
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, m_viewportContext(viewportContext)
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{
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// These default options are set here and never change. They are stored so that if a null options
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// structure is passed into the draw functions then this default one can be used instead
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@@ -57,78 +64,75 @@ CDraw2d::CDraw2d()
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m_defaultTextOptions.dropShadowColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
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m_defaultTextOptions.rotation = 0.0f;
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m_defaultTextOptions.baseState = g_defaultBaseState;
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AZ::Render::Bootstrap::NotificationBus::Handler::BusConnect();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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CDraw2d::~CDraw2d()
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{
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AZ::Render::Bootstrap::NotificationBus::Handler::BusDisconnect();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::BeginDraw2d(bool deferCalls)
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void CDraw2d::OnBootstrapSceneReady([[maybe_unused]] AZ::RPI::Scene* bootstrapScene)
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{
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IRenderer* renderer = gEnv->pRenderer;
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AZ::Vector2 viewportSize(
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static_cast<float>(renderer->GetOverlayWidth()),
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static_cast<float>(renderer->GetOverlayHeight()));
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BeginDraw2d(viewportSize, deferCalls);
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}
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// At this point the RPI is ready for use
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::BeginDraw2d(AZ::Vector2 viewportSize, bool deferCalls)
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{
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// So that nested calls to BeginDraw2d/EndDraw2d do not end 2D drawmode prematurely we only
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// switch to 2D mode once and do not do it again until the corresponding call to EndDraw2d
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// is processed.
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// It may seem overkill to allow nested calls rather than just asserting in that case. But
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// a) it is more flexible to do so
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// b) it can be useful to draw some debug primitives in deferred mode while rendering a
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// canvas in non-deferred mode for example
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// Load the shader to be used for 2d drawing
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const char* shaderFilepath = "Shaders/SimpleTextured.azshader";
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AZ::Data::Instance<AZ::RPI::Shader> shader = AZ::RPI::LoadShader(shaderFilepath);
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// Push the current state of the m_deferCalls onto a stack to support nested calls
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m_deferCallsFlagStack.push(m_deferCalls);
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m_deferCalls = deferCalls;
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// if this is the outermost call with non-deferred rendering then switch to 2D mode
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if (!m_deferCalls && m_nestLevelAtWhichStarted2dMode == g_2dModeNotStarted)
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// Set scene to be associated with the dynamic draw context
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AZ::RPI::ScenePtr scene;
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if (m_viewportContext)
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{
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IRenderer* renderer = gEnv->pRenderer;
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renderer->SetCullMode(R_CULL_DISABLE);
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renderer->Set2DMode(static_cast<uint32>(viewportSize.GetX()), static_cast<uint32>(viewportSize.GetY()), m_backupSceneMatrices);
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renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
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renderer->SetState(g_defaultBlendState | g_defaultBaseState);
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// remember the nesting level that we turned on 2D mode so we can turn it off as
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// we unwind the stack
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m_nestLevelAtWhichStarted2dMode = m_deferCallsFlagStack.size();
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// Use scene associated with the specified viewport context
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scene = m_viewportContext->GetRenderScene();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::EndDraw2d()
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{
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// if we are ending a non-deferred series of calls and we turned on 2D draw mode when we started
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// this series then turn it off.
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if (!m_deferCalls && m_nestLevelAtWhichStarted2dMode == m_deferCallsFlagStack.size())
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else
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{
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IRenderer* renderer = gEnv->pRenderer;
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renderer->Unset2DMode(m_backupSceneMatrices);
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m_nestLevelAtWhichStarted2dMode = -1;
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// No viewport context specified, use default scene
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scene = AZ::RPI::RPISystemInterface::Get()->GetDefaultScene();
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}
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AZ_Assert(scene != nullptr, "Attempting to create a DynamicDrawContext for a viewport context that has not been associated with a scene yet.");
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// unwind the nesting stack
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m_deferCalls = m_deferCallsFlagStack.top();
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m_deferCallsFlagStack.pop();
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// Create and initialize a DynamicDrawContext for 2d drawing
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m_dynamicDraw = AZ::RPI::DynamicDrawInterface::Get()->CreateDynamicDrawContext(scene.get());
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AZ::RPI::ShaderOptionList shaderOptions;
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shaderOptions.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
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shaderOptions.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("false")));
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m_dynamicDraw->InitShaderWithVariant(shader, &shaderOptions);
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m_dynamicDraw->InitVertexFormat(
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{ {"POSITION", AZ::RHI::Format::R32G32B32_FLOAT},
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{"COLOR", AZ::RHI::Format::B8G8R8A8_UNORM},
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{"TEXCOORD0", AZ::RHI::Format::R32G32_FLOAT} });
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m_dynamicDraw->AddDrawStateOptions(AZ::RPI::DynamicDrawContext::DrawStateOptions::PrimitiveType
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| AZ::RPI::DynamicDrawContext::DrawStateOptions::BlendMode);
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m_dynamicDraw->EndInit();
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AZ::RHI::TargetBlendState targetBlendState;
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targetBlendState.m_enable = true;
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targetBlendState.m_blendSource = AZ::RHI::BlendFactor::AlphaSource;
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targetBlendState.m_blendDest = AZ::RHI::BlendFactor::AlphaSourceInverse;
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m_dynamicDraw->SetTarget0BlendState(targetBlendState);
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// Cache draw srg input indices for later use
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static const char textureIndexName[] = "m_texture";
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static const char worldToProjIndexName[] = "m_worldToProj";
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AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
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const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetAsset()->GetLayout();
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m_shaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
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AZ_Error("Draw2d", m_shaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
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textureIndexName);
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m_shaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
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AZ_Error("Draw2d", m_shaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
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worldToProjIndexName);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Draw a textured quad with the top left corner at the given position.
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void CDraw2d::DrawImage(int texId, AZ::Vector2 position, AZ::Vector2 size, float opacity,
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void CDraw2d::DrawImage(AZ::Data::Instance<AZ::RPI::Image> image, AZ::Vector2 position, AZ::Vector2 size, float opacity,
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float rotation, const AZ::Vector2* pivotPoint, const AZ::Vector2* minMaxTexCoords,
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ImageOptions* imageOptions)
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{
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@@ -169,7 +173,7 @@ void CDraw2d::DrawImage(int texId, AZ::Vector2 position, AZ::Vector2 size, float
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quad.m_texCoords[3].Set(0.0f, 1.0f);
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}
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quad.m_texId = texId;
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quad.m_image = image;
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// add the blendMode flags to the base state
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quad.m_state = blendMode | actualImageOptions->baseState;
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@@ -185,17 +189,17 @@ void CDraw2d::DrawImage(int texId, AZ::Vector2 position, AZ::Vector2 size, float
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::DrawImageAligned(int texId, AZ::Vector2 position, AZ::Vector2 size,
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void CDraw2d::DrawImageAligned(AZ::Data::Instance<AZ::RPI::Image> image, AZ::Vector2 position, AZ::Vector2 size,
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HAlign horizontalAlignment, VAlign verticalAlignment,
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float opacity, float rotation, const AZ::Vector2* minMaxTexCoords, ImageOptions* imageOptions)
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{
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AZ::Vector2 alignedPosition = Align(position, size, horizontalAlignment, verticalAlignment);
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DrawImage(texId, alignedPosition, size, opacity, rotation, &position, minMaxTexCoords, imageOptions);
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DrawImage(image, alignedPosition, size, opacity, rotation, &position, minMaxTexCoords, imageOptions);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::DrawQuad(int texId, VertexPosColUV* verts, int blendMode, Rounding pixelRounding, int baseState)
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void CDraw2d::DrawQuad(AZ::Data::Instance<AZ::RPI::Image> image, VertexPosColUV* verts, int blendMode, Rounding pixelRounding, int baseState)
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{
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int actualBlendMode = (blendMode == -1) ? g_defaultBlendState : blendMode;
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int actualBaseState = (baseState == -1) ? g_defaultBaseState : baseState;
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@@ -208,7 +212,7 @@ void CDraw2d::DrawQuad(int texId, VertexPosColUV* verts, int blendMode, Rounding
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quad.m_texCoords[i] = verts[i].uv;
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quad.m_packedColors[i] = PackARGB8888(verts[i].color);
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}
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quad.m_texId = texId;
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quad.m_image = image;
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// add the blendMode flags to the base state
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quad.m_state = actualBlendMode | actualBaseState;
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@@ -221,9 +225,7 @@ void CDraw2d::DrawLine(AZ::Vector2 start, AZ::Vector2 end, AZ::Color color, int
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{
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int actualBaseState = (baseState == -1) ? g_defaultBaseState : baseState;
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IRenderer* renderer = gEnv->pRenderer;
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int texId = renderer->GetWhiteTextureId();
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auto image = AZ::RPI::ImageSystemInterface::Get()->GetSystemImage(AZ::RPI::SystemImage::White);
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int actualBlendMode = (blendMode == -1) ? g_defaultBlendState : blendMode;
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@@ -231,7 +233,7 @@ void CDraw2d::DrawLine(AZ::Vector2 start, AZ::Vector2 end, AZ::Color color, int
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uint32 packedColor = PackARGB8888(color);
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DeferredLine line;
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line.m_texId = texId;
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line.m_image = image;
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line.m_points[0] = Draw2dHelper::RoundXY(start, pixelRounding);
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line.m_points[1] = Draw2dHelper::RoundXY(end, pixelRounding);
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@@ -250,7 +252,7 @@ void CDraw2d::DrawLine(AZ::Vector2 start, AZ::Vector2 end, AZ::Color color, int
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////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::DrawLineTextured(int texId, VertexPosColUV* verts, int blendMode, Rounding pixelRounding, int baseState)
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void CDraw2d::DrawLineTextured(AZ::Data::Instance<AZ::RPI::Image> image, VertexPosColUV* verts, int blendMode, Rounding pixelRounding, int baseState)
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{
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int actualBaseState = (baseState == -1) ? g_defaultBaseState : baseState;
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@@ -258,7 +260,7 @@ void CDraw2d::DrawLineTextured(int texId, VertexPosColUV* verts, int blendMode,
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// define line
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DeferredLine line;
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line.m_texId = texId;
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line.m_image = image;
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for (int i = 0; i < 2; ++i)
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{
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@@ -327,15 +329,19 @@ AZ::Vector2 CDraw2d::GetTextSize(const char* textString, float pointSize, TextOp
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////////////////////////////////////////////////////////////////////////////////////////////////////
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float CDraw2d::GetViewportWidth() const
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{
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IRenderer* renderer = gEnv->pRenderer;
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return (float)renderer->GetOverlayWidth();
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auto windowContext = GetViewportContext()->GetWindowContext();
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const AZ::RHI::Viewport& viewport = windowContext->GetViewport();
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const float viewWidth = viewport.m_maxX - viewport.m_minX;
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return viewWidth;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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float CDraw2d::GetViewportHeight() const
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{
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IRenderer* renderer = gEnv->pRenderer;
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return (float)renderer->GetOverlayHeight();
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auto windowContext = GetViewportContext()->GetWindowContext();
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const AZ::RHI::Viewport& viewport = windowContext->GetViewport();
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const float viewHeight = viewport.m_maxY - viewport.m_minY;
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return viewHeight;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -353,27 +359,28 @@ const CDraw2d::TextOptions& CDraw2d::GetDefaultTextOptions() const
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::RenderDeferredPrimitives()
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{
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IRenderer* renderer = gEnv->pRenderer;
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// Set up the 2D drawing state
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renderer->SetCullMode(R_CULL_DISABLE);
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renderer->Set2DMode(renderer->GetOverlayWidth(), renderer->GetOverlayHeight(), m_backupSceneMatrices);
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renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
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renderer->SetState(g_defaultBlendState | g_defaultBaseState);
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// Draw and delete the deferred primitives
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AZ::RPI::ViewportContextPtr viewportContext = GetViewportContext();
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for (auto primIter : m_deferredPrimitives)
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{
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primIter->Draw();
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primIter->Draw(m_dynamicDraw, m_shaderData, viewportContext);
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delete primIter;
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}
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// clear the list of deferred primitives
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m_deferredPrimitives.clear();
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}
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// Reset the render state
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renderer->Unset2DMode(m_backupSceneMatrices);
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::SetDeferPrimitives(bool deferPrimitives)
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{
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m_deferCalls = deferPrimitives;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CDraw2d::GetDeferPrimitives()
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{
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return m_deferCalls;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -414,6 +421,30 @@ AZ::Vector2 CDraw2d::Align(AZ::Vector2 position, AZ::Vector2 size,
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return result;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZ::Data::Instance<AZ::RPI::Image> CDraw2d::LoadTexture(const AZStd::string& pathName)
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{
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AZStd::string sourceRelativePath(pathName);
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AZStd::string cacheRelativePath = sourceRelativePath + ".streamingimage";
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// The file may not be in the AssetCatalog at this point if it is still processing or doesn't exist on disk.
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// Use GenerateAssetIdTEMP instead of GetAssetIdByPath so that it will return a valid AssetId anyways
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AZ::Data::AssetId streamingImageAssetId;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(
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streamingImageAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GenerateAssetIdTEMP,
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sourceRelativePath.c_str());
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streamingImageAssetId.m_subId = AZ::RPI::StreamingImageAsset::GetImageAssetSubId();
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auto streamingImageAsset = AZ::Data::AssetManager::Instance().FindOrCreateAsset<AZ::RPI::StreamingImageAsset>(streamingImageAssetId, AZ::Data::AssetLoadBehavior::PreLoad);
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AZ::Data::Instance<AZ::RPI::Image> image = AZ::RPI::StreamingImage::FindOrCreate(streamingImageAsset);
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if (!image)
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{
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AZ_Error("Draw2d", false, "Failed to find or create an image instance from image asset '%s'", streamingImageAsset.GetHint().c_str());
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}
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return image;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// PROTECTED MEMBER FUNCTIONS
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -542,7 +573,7 @@ void CDraw2d::DrawOrDeferQuad(const DeferredQuad* quad)
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}
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else
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{
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quad->Draw();
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quad->Draw(m_dynamicDraw, m_shaderData, GetViewportContext());
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}
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}
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@@ -557,16 +588,33 @@ void CDraw2d::DrawOrDeferLine(const DeferredLine* line)
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}
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else
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{
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line->Draw();
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line->Draw(m_dynamicDraw, m_shaderData, GetViewportContext());
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZ::RPI::ViewportContextPtr CDraw2d::GetViewportContext() const
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{
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if (!m_viewportContext)
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{
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// Return the default viewport context
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auto viewContextManager = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get();
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return viewContextManager->GetDefaultViewportContext();
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}
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// Return the user specified viewport context
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return m_viewportContext;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// CDraw2d::DeferredQuad
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////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void CDraw2d::DeferredQuad::Draw() const
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void CDraw2d::DeferredQuad::Draw(AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> dynamicDraw,
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const Draw2dShaderData& shaderData,
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AZ::RPI::ViewportContextPtr viewportContext) const
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{
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const int32 NUM_VERTS = 6;
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@@ -585,17 +633,41 @@ void CDraw2d::DeferredQuad::Draw() const
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vertices[i].st = Vec2(m_texCoords[j].GetX(), m_texCoords[j].GetY());
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}
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IRenderer* renderer = gEnv->pRenderer;
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renderer->SetTexture(m_texId);
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// Set up per draw SRG
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AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = dynamicDraw->NewDrawSrg();
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// Set the render state, can't rely on this being right because font rendering changes it
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renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
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// Set texture
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const AZ::RHI::ImageView* imageView = m_image ? m_image->GetImageView() : nullptr;
|
||||
if (!imageView)
|
||||
{
|
||||
// Default to white texture
|
||||
auto image = AZ::RPI::ImageSystemInterface::Get()->GetSystemImage(AZ::RPI::SystemImage::White);
|
||||
imageView = image->GetImageView();
|
||||
}
|
||||
|
||||
// set the desired render state
|
||||
renderer->SetState(m_state);
|
||||
if (imageView)
|
||||
{
|
||||
drawSrg->SetImageView(shaderData.m_imageInputIndex, imageView, 0);
|
||||
}
|
||||
|
||||
// This will end up using DrawPrimitive to render the quad
|
||||
renderer->DrawDynVB(vertices, nullptr, NUM_VERTS, 0, prtTriangleList);
|
||||
// Set projection matrix
|
||||
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);
|
||||
drawSrg->SetConstant(shaderData.m_viewProjInputIndex, modelViewProjMat);
|
||||
|
||||
drawSrg->Compile();
|
||||
|
||||
// Add the primitive to the dynamic draw context for drawing
|
||||
dynamicDraw->SetPrimitiveType(AZ::RHI::PrimitiveTopology::TriangleList);
|
||||
dynamicDraw->DrawLinear(vertices, NUM_VERTS, drawSrg);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -603,7 +675,9 @@ void CDraw2d::DeferredQuad::Draw() const
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void CDraw2d::DeferredLine::Draw() const
|
||||
void CDraw2d::DeferredLine::Draw(AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> dynamicDraw,
|
||||
const Draw2dShaderData& shaderData,
|
||||
AZ::RPI::ViewportContextPtr viewportContext) const
|
||||
{
|
||||
const float z = 1.0f; // depth test disabled, if writing Z this will write at far plane
|
||||
|
||||
@@ -618,15 +692,41 @@ void CDraw2d::DeferredLine::Draw() const
|
||||
vertices[i].st = Vec2(m_texCoords[i].GetX(), m_texCoords[i].GetY());
|
||||
}
|
||||
|
||||
IRenderer* renderer = gEnv->pRenderer;
|
||||
renderer->SetTexture(m_texId);
|
||||
// Set up per draw SRG
|
||||
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = dynamicDraw->NewDrawSrg();
|
||||
|
||||
// Set the render state, can't rely on this being right because font rendering changes it
|
||||
renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
|
||||
renderer->SetState(m_state);
|
||||
// Set texture
|
||||
const AZ::RHI::ImageView* imageView = m_image ? m_image->GetImageView() : nullptr;
|
||||
if (!imageView)
|
||||
{
|
||||
// Default to white texture
|
||||
auto image = AZ::RPI::ImageSystemInterface::Get()->GetSystemImage(AZ::RPI::SystemImage::White);
|
||||
imageView = image->GetImageView();
|
||||
}
|
||||
|
||||
// This will end up using DrawPrimitive to render the quad
|
||||
renderer->DrawDynVB(vertices, nullptr, NUM_VERTS, 0, prtLineList);
|
||||
if (imageView)
|
||||
{
|
||||
drawSrg->SetImageView(shaderData.m_imageInputIndex, imageView, 0);
|
||||
}
|
||||
|
||||
// Set projection matrix
|
||||
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);
|
||||
drawSrg->SetConstant(shaderData.m_viewProjInputIndex, modelViewProjMat);
|
||||
|
||||
drawSrg->Compile();
|
||||
|
||||
// Add the primitive to the dynamic draw context for drawing
|
||||
dynamicDraw->SetPrimitiveType(AZ::RHI::PrimitiveTopology::LineList);
|
||||
dynamicDraw->DrawLinear(vertices, NUM_VERTS, drawSrg);
|
||||
}
|
||||
|
||||
|
||||
@@ -635,7 +735,9 @@ void CDraw2d::DeferredLine::Draw() const
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void CDraw2d::DeferredText::Draw() const
|
||||
void CDraw2d::DeferredText::Draw([[maybe_unused]] AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> dynamicDraw,
|
||||
[[maybe_unused]] const Draw2dShaderData& shaderData,
|
||||
[[maybe_unused]] AZ::RPI::ViewportContextPtr viewportContext) const
|
||||
{
|
||||
m_font->DrawString(m_position.GetX(), m_position.GetY(), m_string.c_str(), true, m_fontContext);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user