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o3de/Gems/LyShine/Code/Source/Draw2d.cpp

948 lines
38 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "Draw2d.h"
#include <LyShine/UiRenderFormats.h>
#include "LyShinePassDataBus.h"
#include <AzCore/Math/Matrix3x3.h>
#include <AzCore/Math/MatrixUtils.h>
#include <AzFramework/Font/FontInterface.h>
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/RPISystemInterface.h>
#include <Atom/RHI/RHISystemInterface.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/ViewportContextBus.h>
namespace
{
////////////////////////////////////////////////////////////////////////////////////////////////////
// Color to u32 => 0xAARRGGBB
AZ::u32 PackARGB8888(const AZ::Color& color)
{
return (color.GetA8() << 24) | (color.GetR8() << 16) | (color.GetG8() << 8) | color.GetB8();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Vertex format for Dynamic Draw Context
struct Draw2dVertex
{
Vec3 xyz;
LyShine::UCol color;
Vec2 st;
};
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
CDraw2d::CDraw2d(AZ::RPI::ViewportContextPtr viewportContext)
: m_deferCalls(false)
, m_viewportContext(viewportContext)
{
// These default options are set here and never change. They are stored so that if a null options
// structure is passed into the draw functions then this default one can be used instead
m_defaultTextOptions.fontName = "default";
m_defaultTextOptions.effectIndex = 0;
m_defaultTextOptions.color.Set(1.0f, 1.0f, 1.0f);
m_defaultTextOptions.horizontalAlignment = HAlign::Left;
m_defaultTextOptions.verticalAlignment = VAlign::Top;
m_defaultTextOptions.dropShadowOffset.Set(0.0f, 0.0f);
m_defaultTextOptions.dropShadowColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
m_defaultTextOptions.rotation = 0.0f;
m_defaultTextOptions.depthTestEnabled = false;
AZ::Render::Bootstrap::NotificationBus::Handler::BusConnect();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
CDraw2d::~CDraw2d()
{
AZ::Render::Bootstrap::NotificationBus::Handler::BusDisconnect();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
{
// At this point the RPI is ready for use
// Load the shader to be used for 2d drawing
const char* shaderFilepath = "Shaders/SimpleTextured.azshader";
AZ::Data::Instance<AZ::RPI::Shader> shader = AZ::RPI::LoadCriticalShader(shaderFilepath);
// Set scene to be associated with the dynamic draw context
AZ::RPI::Scene* scene = nullptr;
if (m_viewportContext)
{
// Use scene associated with the specified viewport context
scene = m_viewportContext->GetRenderScene().get();
}
else
{
// No viewport context specified, use main scene
scene = bootstrapScene;
}
AZ_Assert(scene != nullptr, "Attempting to create a DynamicDrawContext for a viewport context that has not been associated with a scene yet.");
// Create and initialize a DynamicDrawContext for 2d drawing
// Get the pass for the dynamic draw context to render to
AZ::RPI::RasterPass* uiCanvasPass = nullptr;
AZ::RPI::SceneId sceneId = scene->GetId();
LyShinePassRequestBus::EventResult(uiCanvasPass, sceneId, &LyShinePassRequestBus::Events::GetUiCanvasPass);
m_dynamicDraw = AZ::RPI::DynamicDrawInterface::Get()->CreateDynamicDrawContext();
m_dynamicDraw->InitShader(shader);
m_dynamicDraw->InitVertexFormat(
{ {"POSITION", AZ::RHI::Format::R32G32B32_FLOAT},
{"COLOR", AZ::RHI::Format::B8G8R8A8_UNORM},
{"TEXCOORD0", AZ::RHI::Format::R32G32_FLOAT} });
m_dynamicDraw->AddDrawStateOptions(AZ::RPI::DynamicDrawContext::DrawStateOptions::PrimitiveType
| AZ::RPI::DynamicDrawContext::DrawStateOptions::BlendMode
| AZ::RPI::DynamicDrawContext::DrawStateOptions::DepthState);
if (uiCanvasPass)
{
m_dynamicDraw->SetOutputScope(uiCanvasPass);
}
else
{
// Render target support is disabled
m_dynamicDraw->SetOutputScope(scene);
}
m_dynamicDraw->EndInit();
// Check that the dynamic draw context has been initialized appropriately
if (m_dynamicDraw->IsReady())
{
// Cache draw srg input indices for later use
static const char textureIndexName[] = "m_texture";
static const char worldToProjIndexName[] = "m_worldToProj";
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
if (drawSrg)
{
const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetLayout();
m_shaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
AZ_Error("Draw2d", m_shaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
textureIndexName);
m_shaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
AZ_Error("Draw2d", m_shaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
worldToProjIndexName);
}
// Cache shader variants that will be used
AZ::RPI::ShaderOptionList shaderOptionsClamp;
shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("true")));
shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
m_shaderData.m_shaderOptionsClamp = m_dynamicDraw->UseShaderVariant(shaderOptionsClamp);
AZ::RPI::ShaderOptionList shaderOptionsWrap;
shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("false")));
shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
m_shaderData.m_shaderOptionsWrap = m_dynamicDraw->UseShaderVariant(shaderOptionsWrap);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Draw a textured quad with the top left corner at the given position.
void CDraw2d::DrawImage(AZ::Data::Instance<AZ::RPI::Image> image, AZ::Vector2 position, AZ::Vector2 size, float opacity,
float rotation, const AZ::Vector2* pivotPoint, const AZ::Vector2* minMaxTexCoords,
ImageOptions* imageOptions)
{
ImageOptions* actualImageOptions = (imageOptions) ? imageOptions : &m_defaultImageOptions;
AZ::Color color = AZ::Color::CreateFromVector3AndFloat(actualImageOptions->color, opacity);
AZ::u32 packedColor = PackARGB8888(color);
// Depending on the requested pixel rounding setting we may round position to an exact pixel
AZ::Vector2 pos = Draw2dHelper::RoundXY(position, actualImageOptions->pixelRounding);
// define quad (in clockwise order)
DeferredQuad quad;
quad.m_points[0].Set(pos.GetX(), pos.GetY());
quad.m_points[1].Set(pos.GetX() + size.GetX(), pos.GetY());
quad.m_points[2].Set(pos.GetX() + size.GetX(), pos.GetY() + size.GetY());
quad.m_points[3].Set(pos.GetX(), pos.GetY() + size.GetY());
quad.m_packedColors[0] = packedColor;
quad.m_packedColors[1] = packedColor;
quad.m_packedColors[2] = packedColor;
quad.m_packedColors[3] = packedColor;
if (minMaxTexCoords)
{
quad.m_texCoords[0] = AZ::Vector2(minMaxTexCoords[0].GetX(), minMaxTexCoords[0].GetY());
quad.m_texCoords[1] = AZ::Vector2(minMaxTexCoords[1].GetX(), minMaxTexCoords[0].GetY());
quad.m_texCoords[2] = AZ::Vector2(minMaxTexCoords[1].GetX(), minMaxTexCoords[1].GetY());
quad.m_texCoords[3] = AZ::Vector2(minMaxTexCoords[0].GetX(), minMaxTexCoords[1].GetY());
}
else
{
quad.m_texCoords[0].Set(0.0f, 0.0f);
quad.m_texCoords[1].Set(1.0f, 0.0f);
quad.m_texCoords[2].Set(1.0f, 1.0f);
quad.m_texCoords[3].Set(0.0f, 1.0f);
}
quad.m_image = image;
quad.m_clamp = actualImageOptions->m_clamp;
// add the blendMode flags to the base state
quad.m_renderState = actualImageOptions->m_renderState;
// apply rotation if requested
if (rotation != 0.0f)
{
AZ::Vector2 pivot = (pivotPoint) ? *pivotPoint : quad.m_points[0];
RotatePointsAboutPivot(quad.m_points, 4, pivot, rotation);
}
DrawOrDeferQuad(&quad);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawImageAligned(AZ::Data::Instance<AZ::RPI::Image> image, AZ::Vector2 position, AZ::Vector2 size,
HAlign horizontalAlignment, VAlign verticalAlignment,
float opacity, float rotation, const AZ::Vector2* minMaxTexCoords, ImageOptions* imageOptions)
{
AZ::Vector2 alignedPosition = Draw2dHelper::Align(position, size, horizontalAlignment, verticalAlignment);
DrawImage(image, alignedPosition, size, opacity, rotation, &position, minMaxTexCoords, imageOptions);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawQuad(AZ::Data::Instance<AZ::RPI::Image> image, VertexPosColUV* verts, Rounding pixelRounding,
bool clamp, const CDraw2d::RenderState& renderState)
{
// define quad
DeferredQuad quad;
for (int i = 0; i < 4; ++i)
{
quad.m_points[i] = Draw2dHelper::RoundXY(verts[i].position, pixelRounding);
quad.m_texCoords[i] = verts[i].uv;
quad.m_packedColors[i] = PackARGB8888(verts[i].color);
}
quad.m_image = image;
quad.m_clamp = clamp;
// add the blendMode flags to the base state
quad.m_renderState = renderState;
DrawOrDeferQuad(&quad);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawLine(AZ::Vector2 start, AZ::Vector2 end, AZ::Color color, Rounding pixelRounding,
const CDraw2d::RenderState& renderState)
{
auto image = AZ::RPI::ImageSystemInterface::Get()->GetSystemImage(AZ::RPI::SystemImage::White);
// define line
uint32 packedColor = PackARGB8888(color);
DeferredLine line;
line.m_image = image;
line.m_points[0] = Draw2dHelper::RoundXY(start, pixelRounding);
line.m_points[1] = Draw2dHelper::RoundXY(end, pixelRounding);
line.m_texCoords[0] = AZ::Vector2(0, 0);
line.m_texCoords[1] = AZ::Vector2(1, 1);
line.m_packedColors[0] = packedColor;
line.m_packedColors[1] = packedColor;
// add the blendMode flags to the base state
line.m_renderState = renderState;
DrawOrDeferLine(&line);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawLineTextured(AZ::Data::Instance<AZ::RPI::Image> image, VertexPosColUV* verts, Rounding pixelRounding,
const CDraw2d::RenderState& renderState)
{
// define line
DeferredLine line;
line.m_image = image;
for (int i = 0; i < 2; ++i)
{
line.m_points[i] = Draw2dHelper::RoundXY(verts[i].position, pixelRounding);
line.m_texCoords[i] = verts[i].uv;
line.m_packedColors[i] = PackARGB8888(verts[i].color);
}
// add the blendMode flags to the base state
line.m_renderState = renderState;
DrawOrDeferLine(&line);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE: The alignment does not take account of the drop shadow. i.e. the non-shadow text is centered
// and the drop shadow text is offset from that.
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawText(const char* textString, AZ::Vector2 position, float pointSize, float opacity, TextOptions* textOptions)
{
TextOptions* actualTextOptions = (textOptions) ? textOptions : &m_defaultTextOptions;
AzFramework::FontId fontId = AzFramework::InvalidFontId;
AzFramework::FontQueryInterface* fontQueryInterface = AZ::Interface<AzFramework::FontQueryInterface>::Get();
if (fontQueryInterface)
{
fontId = fontQueryInterface->GetFontId(actualTextOptions->fontName);
}
// render the drop shadow, if needed
if ((actualTextOptions->dropShadowColor.GetA() > 0.0f) &&
(actualTextOptions->dropShadowOffset.GetX() || actualTextOptions->dropShadowOffset.GetY()))
{
// calculate the drop shadow pos and render it
AZ::Vector2 dropShadowPosition(position + actualTextOptions->dropShadowOffset);
DrawTextInternal(textString, fontId, actualTextOptions->effectIndex,
dropShadowPosition, pointSize, actualTextOptions->dropShadowColor,
actualTextOptions->rotation,
actualTextOptions->horizontalAlignment, actualTextOptions->verticalAlignment,
actualTextOptions->depthTestEnabled);
}
// draw the text string
AZ::Color textColor = AZ::Color::CreateFromVector3AndFloat(actualTextOptions->color, opacity);
DrawTextInternal(textString, fontId, actualTextOptions->effectIndex,
position, pointSize, textColor,
actualTextOptions->rotation,
actualTextOptions->horizontalAlignment, actualTextOptions->verticalAlignment,
actualTextOptions->depthTestEnabled);
}
void CDraw2d::DrawRectOutlineTextured(AZ::Data::Instance<AZ::RPI::Image> image,
UiTransformInterface::RectPoints points,
AZ::Vector2 rightVec,
AZ::Vector2 downVec,
AZ::Color color,
uint32_t lineThickness)
{
// since the rect can be transformed we have to add the offsets by multiplying them
// by unit vectors parallel with the edges of the rect. However, the rect could be
// zero width and/or height so we can't use "points" to compute these unit vectors.
// So we instead get two transformed unit vectors and then normalize them
rightVec.NormalizeSafe();
downVec.NormalizeSafe();
// calculate the transformed width and height of the rect
// (in case it is smaller than the texture height)
AZ::Vector2 widthVec = points.TopRight() - points.TopLeft();
AZ::Vector2 heightVec = points.BottomLeft() - points.TopLeft();
float rectWidth = widthVec.GetLength();
float rectHeight = heightVec.GetLength();
if (lineThickness == 0 && image)
{
lineThickness = image->GetDescriptor().m_size.m_height;
}
if (lineThickness == 0)
{
AZ_Assert(false, "Attempting to draw a rect outline with of zero thickness.");
return;
}
// the outline is centered on the element rect so half the outline is outside
// the rect and half is inside the rect
float offset = aznumeric_cast<float>(lineThickness);
float outerOffset = -offset * 0.5f;
float innerOffset = offset * 0.5f;
float outerV = 0.0f;
float innerV = 1.0f;
// if the rect is small there may not be space for the half of the outline that
// is inside the rect. If this is the case reduce the innerOffset so the inner
// points are coincident. Adjust the UVs according to keep a 1-1 texel to pixel ratio.
float minDimension = min(rectWidth, rectHeight);
if (innerOffset > minDimension * 0.5f)
{
float oldInnerOffset = innerOffset;
innerOffset = minDimension * 0.5f;
// note oldInnerOffset can't be zero because of early return if lineThickness is zero
innerV = 0.5f + 0.5f * innerOffset / oldInnerOffset;
}
DeferredRectOutline rectOutline;
// fill out the 8 verts to define the 2 rectangles - outer and inner
// The vertices are in the order of outer rect then inner rect. e.g.:
// 0 1
// 4 5
// 6 7
// 2 3
//
// four verts of outer rect
rectOutline.m_verts2d[0] = points.pt[0] + rightVec * outerOffset + downVec * outerOffset;
rectOutline.m_verts2d[1] = points.pt[1] - rightVec * outerOffset + downVec * outerOffset;
rectOutline.m_verts2d[2] = points.pt[3] + rightVec * outerOffset - downVec * outerOffset;
rectOutline.m_verts2d[3] = points.pt[2] - rightVec * outerOffset - downVec * outerOffset;
// four verts of inner rect
rectOutline.m_verts2d[4] = points.pt[0] + rightVec * innerOffset + downVec * innerOffset;
rectOutline.m_verts2d[5] = points.pt[1] - rightVec * innerOffset + downVec * innerOffset;
rectOutline.m_verts2d[6] = points.pt[3] + rightVec * innerOffset - downVec * innerOffset;
rectOutline.m_verts2d[7] = points.pt[2] - rightVec * innerOffset - downVec * innerOffset;
// and define the UV coordinates for these 8 verts
rectOutline.m_uvs[0] = AZ::Vector2(0.0f, outerV);
rectOutline.m_uvs[1] = AZ::Vector2(1.0f, outerV);
rectOutline.m_uvs[2] = AZ::Vector2(1.0f, outerV);
rectOutline.m_uvs[3] = AZ::Vector2(0.0f, outerV);
rectOutline.m_uvs[4] = AZ::Vector2(0.0f, innerV);
rectOutline.m_uvs[5] = AZ::Vector2(1.0f, innerV);
rectOutline.m_uvs[6] = AZ::Vector2(1.0f, innerV);
rectOutline.m_uvs[7] = AZ::Vector2(0.0f, innerV);
rectOutline.m_image = image;
rectOutline.m_color = color;
DrawOrDeferRectOutline(&rectOutline);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// TBD should the size include the offset of the drop shadow (if any)?
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Vector2 CDraw2d::GetTextSize(const char* textString, float pointSize, TextOptions* textOptions)
{
AzFramework::FontDrawInterface* fontDrawInterface = nullptr;
AzFramework::FontQueryInterface* fontQueryInterface = AZ::Interface<AzFramework::FontQueryInterface>::Get();
if (fontQueryInterface)
{
TextOptions* actualTextOptions = (textOptions) ? textOptions : &m_defaultTextOptions;
AzFramework::FontId fontId = fontQueryInterface->GetFontId(actualTextOptions->fontName);
fontDrawInterface = fontQueryInterface->GetFontDrawInterface(fontId);
}
if (!fontDrawInterface)
{
return AZ::Vector2(0.0f, 0.0f);
}
// Set up draw parameters
AzFramework::TextDrawParameters drawParams;
drawParams.m_drawViewportId = GetViewportContext()->GetId();
drawParams.m_position = AZ::Vector3(0.0f, 0.0f, 1.0f);
drawParams.m_effectIndex = 0;
drawParams.m_textSizeFactor = pointSize;
drawParams.m_scale = AZ::Vector2(1.0f, 1.0f);
drawParams.m_lineSpacing = 1.0f;
drawParams.m_monospace = false;
drawParams.m_depthTest = false;
drawParams.m_virtual800x600ScreenSize = false;
drawParams.m_scaleWithWindow = false;
drawParams.m_multiline = true;
AZ::Vector2 textSize = fontDrawInterface->GetTextSize(drawParams, textString);
return textSize;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float CDraw2d::GetViewportWidth() const
{
auto windowContext = GetViewportContext()->GetWindowContext();
const AZ::RHI::Viewport& viewport = windowContext->GetViewport();
const float viewWidth = viewport.m_maxX - viewport.m_minX;
return viewWidth;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float CDraw2d::GetViewportHeight() const
{
auto windowContext = GetViewportContext()->GetWindowContext();
const AZ::RHI::Viewport& viewport = windowContext->GetViewport();
const float viewHeight = viewport.m_maxY - viewport.m_minY;
return viewHeight;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float CDraw2d::GetViewportDpiScalingFactor() const
{
return GetViewportContext()->GetDpiScalingFactor();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
const CDraw2d::ImageOptions& CDraw2d::GetDefaultImageOptions() const
{
return m_defaultImageOptions;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
const CDraw2d::TextOptions& CDraw2d::GetDefaultTextOptions() const
{
return m_defaultTextOptions;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::RenderDeferredPrimitives()
{
// Draw and delete the deferred primitives
AZ::RPI::ViewportContextPtr viewportContext = GetViewportContext();
for (auto primIter : m_deferredPrimitives)
{
primIter->Draw(m_dynamicDraw, m_shaderData, viewportContext);
delete primIter;
}
// clear the list of deferred primitives
m_deferredPrimitives.clear();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::SetDeferPrimitives(bool deferPrimitives)
{
m_deferCalls = deferPrimitives;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool CDraw2d::GetDeferPrimitives()
{
return m_deferCalls;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::SetSortKey(int64_t key)
{
m_dynamicDraw->SetSortKey(key);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC STATIC FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Data::Instance<AZ::RPI::Image> CDraw2d::LoadTexture(const AZStd::string& pathName)
{
// The file may not be in the AssetCatalog at this point if it is still processing or doesn't exist on disk.
// Use GenerateAssetIdTEMP instead of GetAssetIdByPath so that it will return a valid AssetId anyways
AZ::Data::AssetId streamingImageAssetId;
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
streamingImageAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GenerateAssetIdTEMP,
pathName.c_str());
streamingImageAssetId.m_subId = AZ::RPI::StreamingImageAsset::GetImageAssetSubId();
auto streamingImageAsset = AZ::Data::AssetManager::Instance().FindOrCreateAsset<AZ::RPI::StreamingImageAsset>(streamingImageAssetId, AZ::Data::AssetLoadBehavior::PreLoad);
AZ::Data::Instance<AZ::RPI::Image> image = AZ::RPI::StreamingImage::FindOrCreate(streamingImageAsset);
if (!image)
{
AZ_Error("Draw2d", false, "Failed to find or create an image instance from image asset '%s'", pathName.c_str());
}
return image;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// PROTECTED MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::RotatePointsAboutPivot(AZ::Vector2* points, [[maybe_unused]] int numPoints, AZ::Vector2 pivot, float angle) const
{
float angleRadians = DEG2RAD(angle);
AZ::Matrix3x3 rotationMatrix = AZ::Matrix3x3::CreateRotationZ(angleRadians);
for (int i = 0; i < 4; ++i)
{
AZ::Vector2 offset = points[i] - pivot;
AZ::Vector3 offset3(offset.GetX(), offset.GetY(), 0.0f);
offset3 = offset3 * rotationMatrix;
offset.Set(offset3.GetX(), offset3.GetY());
points[i] = pivot + offset;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawTextInternal(const char* textString, AzFramework::FontId fontId, unsigned int effectIndex,
AZ::Vector2 position, float pointSize, AZ::Color color, float rotation,
HAlign horizontalAlignment, VAlign verticalAlignment, bool depthTestEnabled)
{
// FFont.cpp uses the alpha value of the color to decide whether to use the color, if the alpha value is zero
// (in a ColorB format) then the color set via SetColor is ignored and it usually ends up drawing with an alpha of 1.
// This is not what we want so in this case do not draw at all.
if (AZ::IsClose(color.GetA(), 0.0f))
{
return;
}
// Convert Draw2d alignment to text alignment
AzFramework::TextHorizontalAlignment hAlignment = AzFramework::TextHorizontalAlignment::Left;
switch (horizontalAlignment)
{
case HAlign::Left:
hAlignment = AzFramework::TextHorizontalAlignment::Left;
break;
case HAlign::Center:
hAlignment = AzFramework::TextHorizontalAlignment::Center;
break;
case HAlign::Right:
hAlignment = AzFramework::TextHorizontalAlignment::Right;
break;
default:
AZ_Assert(false, "Attempting to draw text with unsupported horizontal alignment.");
break;
}
AzFramework::TextVerticalAlignment vAlignment = AzFramework::TextVerticalAlignment::Top;
switch (verticalAlignment)
{
case VAlign::Top:
vAlignment = AzFramework::TextVerticalAlignment::Top;
break;
case VAlign::Center:
vAlignment = AzFramework::TextVerticalAlignment::Center;
break;
case VAlign::Bottom:
vAlignment = AzFramework::TextVerticalAlignment::Bottom;
break;
default:
AZ_Assert(false, "Attempting to draw text with unsupported vertical alignment.");
break;
}
// Set up draw parameters for font interface
AzFramework::TextDrawParameters drawParams;
drawParams.m_drawViewportId = GetViewportContext()->GetId();
drawParams.m_position = AZ::Vector3(position.GetX(), position.GetY(), 1.0f);
drawParams.m_color = color;
drawParams.m_effectIndex = effectIndex;
drawParams.m_textSizeFactor = pointSize;
drawParams.m_scale = AZ::Vector2(1.0f, 1.0f);
drawParams.m_lineSpacing = 1.0f; //!< Spacing between new lines, as a percentage of m_scale.
drawParams.m_hAlign = hAlignment;
drawParams.m_vAlign = vAlignment;
drawParams.m_monospace = false;
drawParams.m_depthTest = depthTestEnabled;
drawParams.m_virtual800x600ScreenSize = false;
drawParams.m_scaleWithWindow = false;
drawParams.m_multiline = true;
if (rotation != 0.0f)
{
// rotate around the position (if aligned to center will rotate about center etc)
float rotRad = DEG2RAD(rotation);
AZ::Vector3 pivot(position.GetX(), position.GetY(), 0.0f);
AZ::Matrix3x4 moveToPivotSpaceMat = AZ::Matrix3x4::CreateTranslation(-pivot);
AZ::Matrix3x4 rotMat = AZ::Matrix3x4::CreateRotationZ(rotRad);
AZ::Matrix3x4 moveFromPivotSpaceMat = AZ::Matrix3x4::CreateTranslation(pivot);
drawParams.m_transform = moveFromPivotSpaceMat * rotMat * moveToPivotSpaceMat;
drawParams.m_useTransform = true;
}
DeferredText newText;
newText.m_drawParameters = drawParams;
newText.m_fontId = fontId;
newText.m_string = textString;
DrawOrDeferTextString(&newText);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawOrDeferQuad(const DeferredQuad* quad)
{
if (m_deferCalls)
{
DeferredQuad* newQuad = new DeferredQuad;
*newQuad = *quad;
m_deferredPrimitives.push_back(newQuad);
}
else
{
quad->Draw(m_dynamicDraw, m_shaderData, GetViewportContext());
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DrawOrDeferLine(const DeferredLine* line)
{
if (m_deferCalls)
{
DeferredLine* newLine = new DeferredLine;
*newLine = *line;
m_deferredPrimitives.push_back(newLine);
}
else
{
line->Draw(m_dynamicDraw, m_shaderData, GetViewportContext());
}
}
void CDraw2d::DrawOrDeferTextString(const DeferredText* text)
{
if (m_deferCalls)
{
DeferredText* newText = new DeferredText;
*newText = *text;
m_deferredPrimitives.push_back(newText);
}
else
{
text->Draw(m_dynamicDraw, m_shaderData, GetViewportContext());
}
}
void CDraw2d::DrawOrDeferRectOutline(const DeferredRectOutline* rectOutline)
{
if (m_deferCalls)
{
DeferredRectOutline* newRectOutline = new DeferredRectOutline;
*newRectOutline = *rectOutline;
m_deferredPrimitives.push_back(newRectOutline);
}
else
{
rectOutline->Draw(m_dynamicDraw, m_shaderData, GetViewportContext());
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::RPI::ViewportContextPtr CDraw2d::GetViewportContext() const
{
if (!m_viewportContext)
{
// Return the default viewport context
auto viewContextManager = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get();
return viewContextManager->GetDefaultViewportContext();
}
// Return the user specified viewport context
return m_viewportContext;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// CDraw2d::DeferredQuad
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
void CDraw2d::DeferredQuad::Draw(AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> dynamicDraw,
const Draw2dShaderData& shaderData,
AZ::RPI::ViewportContextPtr viewportContext) const
{
const int32 NUM_VERTS = 6;
const float z = 1.0f; // depth test disabled, if writing Z this will write at far plane
Draw2dVertex vertices[NUM_VERTS];
const int vertIndex[NUM_VERTS] = {
0, 1, 3, 3, 1, 2
};
for (int i = 0; i < NUM_VERTS; ++i)
{
int j = vertIndex[i];
vertices[i].xyz = Vec3(m_points[j].GetX(), m_points[j].GetY(), z);
vertices[i].color.dcolor = m_packedColors[j];
vertices[i].st = Vec2(m_texCoords[j].GetX(), m_texCoords[j].GetY());
}
dynamicDraw->SetShaderVariant(m_clamp ? shaderData.m_shaderOptionsClamp : shaderData.m_shaderOptionsWrap);
// Set up per draw SRG
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = dynamicDraw->NewDrawSrg();
// 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();
}
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::TriangleList);
dynamicDraw->SetDepthState(m_renderState.m_depthState);
dynamicDraw->SetTarget0BlendState(m_renderState.m_blendState);
dynamicDraw->DrawLinear(vertices, NUM_VERTS, drawSrg);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// CDraw2d::DeferredLine
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
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
const int32 NUM_VERTS = 2;
Draw2dVertex vertices[NUM_VERTS];
for (int i = 0; i < NUM_VERTS; ++i)
{
vertices[i].xyz = Vec3(m_points[i].GetX(), m_points[i].GetY(), z);
vertices[i].color.dcolor = m_packedColors[i];
vertices[i].st = Vec2(m_texCoords[i].GetX(), m_texCoords[i].GetY());
}
// Set up per draw SRG
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = dynamicDraw->NewDrawSrg();
// 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();
}
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->SetDepthState(m_renderState.m_depthState);
dynamicDraw->SetTarget0BlendState(m_renderState.m_blendState);
dynamicDraw->DrawLinear(vertices, NUM_VERTS, drawSrg);
}
void CDraw2d::DeferredRectOutline::Draw(AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> dynamicDraw,
const Draw2dShaderData& shaderData,
AZ::RPI::ViewportContextPtr viewportContext) const
{
// Create the 8 verts in the right vertex format for the dynamic draw context
Draw2dVertex vertices[NUM_VERTS];
const float z = 1.0f; // depth test disabled, if writing Z this will write at far plane
uint32 packedColor = PackARGB8888(m_color);
for (int i = 0; i < NUM_VERTS; ++i)
{
vertices[i].xyz = Vec3(m_verts2d[i].GetX(), m_verts2d[i].GetY(), z);
vertices[i].color.dcolor = packedColor;
vertices[i].st = Vec2(m_uvs[i].GetX(), m_uvs[i].GetY());
}
// The indices are for four quads (one for each side of the rect).
// The quads are drawn using a triangle list (simpler than a tri-strip)
// We draw each quad in the same order that the image component draws quads to
// maximize chances of things lining up so each quad is drawn as two triangles:
// top-left, top-right, bottom-left / bottom-left, top-right, bottom-right
// e.g. for a quad like this:
//
// 0 1
// |/|
// 2 3
//
// The two triangles would be 0,1,2 and 2,1,3
//
static constexpr int32 NUM_INDICES = 24;
uint16 indices[NUM_INDICES] =
{
0, 1, 4, 4, 1, 5, // top quad
6, 7, 2, 2, 7, 3, // bottom quad
0, 4, 2, 2, 4, 6, // left quad
5, 1, 7, 1, 7, 3, // right quad
};
// Set up per draw SRG
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = dynamicDraw->NewDrawSrg();
// 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();
}
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::TriangleList);
dynamicDraw->DrawIndexed(vertices, NUM_VERTS, indices, NUM_INDICES, AZ::RHI::IndexFormat::Uint16, drawSrg);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// CDraw2d::DeferredText
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
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
{
AzFramework::FontDrawInterface* fontDrawInterface = nullptr;
AzFramework::FontQueryInterface* fontQueryInterface = AZ::Interface<AzFramework::FontQueryInterface>::Get();
if (fontQueryInterface)
{
fontDrawInterface = fontQueryInterface->GetFontDrawInterface(m_fontId);
if (fontDrawInterface)
{
fontDrawInterface->DrawScreenAlignedText2d(m_drawParameters, m_string.c_str());
}
}
}