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o3de/Gems/LyShine/Code/Source/UiMaskComponent.h

218 lines
9.4 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
*
*/
#pragma once
#include <LyShine/Bus/UiRenderControlBus.h>
#include <LyShine/Bus/UiMaskBus.h>
#include <LyShine/Bus/UiInteractionMaskBus.h>
#include <LyShine/Bus/UiTransformBus.h>
#include <LyShine/UiComponentTypes.h>
#include <LyShine/IRenderGraph.h>
#include <AzCore/Component/Component.h>
#include <Atom/RHI.Reflect/AttachmentId.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiMaskComponent
: public AZ::Component
, public UiRenderControlBus::Handler
, public UiMaskBus::Handler
, public UiInteractionMaskBus::Handler
, public UiTransformChangeNotificationBus::Handler
{
public: // member functions
AZ_COMPONENT(UiMaskComponent, LyShine::UiMaskComponentUuid, AZ::Component);
UiMaskComponent();
~UiMaskComponent() override;
// UiRenderControlInterface
void Render(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, int numChildren, bool isInGame) override;
// ~UiRenderControlInterface
// UiMaskInterface
bool GetIsMaskingEnabled() override;
void SetIsMaskingEnabled(bool enableMasking) override;
bool GetIsInteractionMaskingEnabled() override;
void SetIsInteractionMaskingEnabled(bool enableMasking) override;
bool GetDrawBehind() override;
void SetDrawBehind(bool drawMaskVisualBehindChildren) override;
bool GetDrawInFront() override;
void SetDrawInFront(bool drawMaskVisualInFrontOfChildren) override;
bool GetUseAlphaTest() override;
void SetUseAlphaTest(bool useAlphaTest) override;
bool GetUseRenderToTexture() override;
void SetUseRenderToTexture(bool useRenderToTexture) override;
// ~UiMaskInterface
// UiInteractionMaskInterface
bool IsPointMasked(AZ::Vector2 point) override;
// ~UiInteractionMaskInterface
// UiTransformChangeNotification
void OnCanvasSpaceRectChanged(AZ::EntityId entityId, const UiTransformInterface::Rect& oldRect, const UiTransformInterface::Rect& newRect) override;
void OnTransformToViewportChanged() override;
// ~UiTransformChangeNotification
public: // static member functions
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("UiMaskService", 0x806f6dac));
provided.push_back(AZ_CRC("UiRenderControlService", 0x4e302454));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("UiRenderControlService", 0x4e302454));
}
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
// Note that the UiVisualService is not required because a child mask element can be used instead.
required.push_back(AZ_CRC("UiElementService", 0x3dca7ad4));
required.push_back(AZ_CRC("UiTransformService", 0x3a838e34));
}
static void Reflect(AZ::ReflectContext* context);
protected: // member functions
// AZ::Component
void Activate() override;
void Deactivate() override;
// ~AZ::Component
AZ_DISABLE_COPY_MOVE(UiMaskComponent);
private: // member functions
//! Method used to populate the drop down for the m_childMaskElement property field
using EntityComboBoxVec = AZStd::vector< AZStd::pair< AZ::EntityId, AZStd::string > >;
EntityComboBoxVec PopulateChildEntityList();
//! Mark the render graph as dirty, this should be done when any change is made affects the structure of the graph
void MarkRenderGraphDirty();
//! Called when a property changed in property pane that invalidates render settings
void OnEditorRenderSettingChange();
//! Called when something changed that invalidates render target
void OnRenderTargetChange();
//! When m_useRenderToTexture is true this is used to create the render targets and depth surface or resize them if they exist
void CreateOrResizeRenderTarget(const AZ::Vector2& pixelAlignedTopLeft, const AZ::Vector2& pixelAlignedBottomRight);
//! Destroy the render targets and depth surface that are used when m_useRenderToTexture is true
void DestroyRenderTarget();
//! Update cached primitive vertices
void UpdateCachedPrimitive(const AZ::Vector2& pixelAlignedTopLeft, const AZ::Vector2& pixelAlignedBottomRight);
// compute pixel aligned bounds of element in viewport space
void ComputePixelAlignedBounds(AZ::Vector2& pixelAlignedTopLeft, AZ::Vector2& pixelAlignedBottomRight);
//! Some properties are only visible when this is a stencil mask as opposed to a gradient mask
bool IsStencilMask();
// render the element and its children using stencil mask
void RenderUsingStencilMask(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
// render the element and its children using render-to-texture and an alpha gradient mask
void RenderUsingGradientMask(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
// render a disabled mask (in case where we don't have both draw behind and draw in front enabled)
void RenderDisabledMask(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
// render a disabled mask (in case where we do have both draw behind and draw in front enabled
void RenderDisabledMaskWithDoubleRender(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
// render this element's component and the child mask element
void RenderMaskPrimitives(LyShine::IRenderGraph* renderGraph,
UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, bool isInGame);
// render this element's child elements (excluding the child mask element)
void RenderContentPrimitives(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
// validate that nested mask configurations are valid during rendering and output a warning if not
bool ValidateMaskConfiguration(const LyShine::IRenderGraph* renderGraph);
// Get the element interface child mask element after checking that the configuration of it is valid
// output a warning if not (used during render).
UiElementInterface* GetValidatedChildMaskElement();
private: // data
// Serialized members
//! flag allows for easy debugging, also can be used to turn mask on/off from C++
//! or in an animation.
bool m_enableMasking;
//! flags to control whether the mask is drawn to color buffer as well as to the
//! stencil in the first and second passes
bool m_drawMaskVisualBehindChildren;
bool m_drawMaskVisualInFrontOfChildren;
//! Whether to enable alphatest when drawing mask visual.
bool m_useAlphaTest;
//! Whether to mask interaction
bool m_maskInteraction;
//! An optional child element that defines additional mask visuals
AZ::EntityId m_childMaskElement;
bool m_useRenderToTexture = false; //!< If true, render this element and children to a separate render target and fade that
// Non-serialized members
//! This is generated from the entity ID and cached
AZStd::string m_renderTargetName;
//! This is generated from the entity ID and cached
AZStd::string m_maskRenderTargetName;
//! When rendering to a texture this is the attachment image for the render target
AZ::RHI::AttachmentId m_contentAttachmentImageId;
//! When rendering to a texture this is our depth surface, we use the same one for rendering the mask elements
//! and the content elements - it is cleared in between.
SDepthTexture* m_renderTargetDepthSurface = nullptr;
//! When rendering to a texture this is the texture ID of the render target
//! When rendering to a texture this is the attachment image for the render target
AZ::RHI::AttachmentId m_maskAttachmentImageId;
//! The positions used for the render to texture viewport and to render the render target to the screen
AZ::Vector2 m_viewportTopLeft = AZ::Vector2::CreateZero();
AZ::Vector2 m_viewportSize = AZ::Vector2::CreateZero();
// currently allocated size of render target
int m_renderTargetWidth = 0;
int m_renderTargetHeight = 0;
//! cached rendering data for performance optimization of rendering the render target to screen
IRenderer::DynUiPrimitive m_cachedPrimitive;
#ifndef _RELEASE
//! This variable is only used to prevent spamming a warning message each frame (for nested stencil masks)
bool m_reportedNestedStencilWarning = false;
//! This variable is only used to prevent spamming a warning message each frame (for invalid child mask elements)
bool m_reportedInvalidChildMaskElementWarning = false;
#endif
};