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215 lines
9.2 KiB
C++
215 lines
9.2 KiB
C++
/*
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* 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.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <LyShine/Bus/UiRenderControlBus.h>
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#include <LyShine/Bus/UiMaskBus.h>
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#include <LyShine/Bus/UiInteractionMaskBus.h>
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#include <LyShine/Bus/UiTransformBus.h>
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#include <LyShine/UiComponentTypes.h>
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#include <LyShine/IRenderGraph.h>
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#include <AzCore/Component/Component.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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class UiMaskComponent
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: public AZ::Component
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, public UiRenderControlBus::Handler
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, public UiMaskBus::Handler
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, public UiInteractionMaskBus::Handler
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, public UiTransformChangeNotificationBus::Handler
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{
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public: // member functions
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AZ_COMPONENT(UiMaskComponent, LyShine::UiMaskComponentUuid, AZ::Component);
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UiMaskComponent();
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~UiMaskComponent() override;
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// UiRenderControlInterface
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void Render(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
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UiRenderInterface* renderInterface, int numChildren, bool isInGame) override;
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// ~UiRenderControlInterface
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// UiMaskInterface
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bool GetIsMaskingEnabled() override;
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void SetIsMaskingEnabled(bool enableMasking) override;
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bool GetIsInteractionMaskingEnabled() override;
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void SetIsInteractionMaskingEnabled(bool enableMasking) override;
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bool GetDrawBehind() override;
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void SetDrawBehind(bool drawMaskVisualBehindChildren) override;
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bool GetDrawInFront() override;
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void SetDrawInFront(bool drawMaskVisualInFrontOfChildren) override;
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bool GetUseAlphaTest() override;
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void SetUseAlphaTest(bool useAlphaTest) override;
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bool GetUseRenderToTexture() override;
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void SetUseRenderToTexture(bool useRenderToTexture) override;
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// ~UiMaskInterface
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// UiInteractionMaskInterface
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bool IsPointMasked(AZ::Vector2 point) override;
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// ~UiInteractionMaskInterface
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// UiTransformChangeNotification
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void OnCanvasSpaceRectChanged(AZ::EntityId entityId, const UiTransformInterface::Rect& oldRect, const UiTransformInterface::Rect& newRect) override;
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void OnTransformToViewportChanged() override;
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// ~UiTransformChangeNotification
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public: // static member functions
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("UiMaskService", 0x806f6dac));
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provided.push_back(AZ_CRC("UiRenderControlService", 0x4e302454));
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}
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static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC("UiRenderControlService", 0x4e302454));
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}
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static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
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{
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// Note that the UiVisualService is not required because a child mask element can be used instead.
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required.push_back(AZ_CRC("UiElementService", 0x3dca7ad4));
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required.push_back(AZ_CRC("UiTransformService", 0x3a838e34));
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}
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static void Reflect(AZ::ReflectContext* context);
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protected: // member functions
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// AZ::Component
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void Activate() override;
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void Deactivate() override;
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// ~AZ::Component
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AZ_DISABLE_COPY_MOVE(UiMaskComponent);
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private: // member functions
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//! Method used to populate the drop down for the m_childMaskElement property field
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using EntityComboBoxVec = AZStd::vector< AZStd::pair< AZ::EntityId, AZStd::string > >;
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EntityComboBoxVec PopulateChildEntityList();
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//! Mark the render graph as dirty, this should be done when any change is made affects the structure of the graph
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void MarkRenderGraphDirty();
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//! Called when a property changed in property pane that invalidates render settings
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void OnEditorRenderSettingChange();
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//! Called when something changed that invalidates render target
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void OnRenderTargetChange();
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//! When m_useRenderToTexture is true this is used to create the render targets and depth surface or resize them if they exist
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void CreateOrResizeRenderTarget(const AZ::Vector2& pixelAlignedTopLeft, const AZ::Vector2& pixelAlignedBottomRight);
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//! Destroy the render targets and depth surface that are used when m_useRenderToTexture is true
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void DestroyRenderTarget();
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//! Update cached primitive vertices
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void UpdateCachedPrimitive(const AZ::Vector2& pixelAlignedTopLeft, const AZ::Vector2& pixelAlignedBottomRight);
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// compute pixel aligned bounds of element in viewport space
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void ComputePixelAlignedBounds(AZ::Vector2& pixelAlignedTopLeft, AZ::Vector2& pixelAlignedBottomRight);
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//! Some properties are only visible when this is a stencil mask as opposed to a gradient mask
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bool IsStencilMask();
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// render the element and its children using stencil mask
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void RenderUsingStencilMask(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
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UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
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// render the element and its children using render-to-texture and an alpha gradient mask
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void RenderUsingGradientMask(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
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UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
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// render a disabled mask (in case where we don't have both draw behind and draw in front enabled)
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void RenderDisabledMask(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
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UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
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// render a disabled mask (in case where we do have both draw behind and draw in front enabled
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void RenderDisabledMaskWithDoubleRender(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
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UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
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// render this element's component and the child mask element
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void RenderMaskPrimitives(LyShine::IRenderGraph* renderGraph,
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UiRenderInterface* renderInterface, UiElementInterface* childMaskElementInterface, bool isInGame);
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// render this element's child elements (excluding the child mask element)
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void RenderContentPrimitives(LyShine::IRenderGraph* renderGraph, UiElementInterface* elementInterface,
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UiElementInterface* childMaskElementInterface, int numChildren, bool isInGame);
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// validate that nested mask configurations are valid during rendering and output a warning if not
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bool ValidateMaskConfiguration(const LyShine::IRenderGraph* renderGraph);
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// Get the element interface child mask element after checking that the configuration of it is valid
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// output a warning if not (used during render).
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UiElementInterface* GetValidatedChildMaskElement();
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private: // data
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// Serialized members
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//! flag allows for easy debugging, also can be used to turn mask on/off from C++
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//! or in an animation.
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bool m_enableMasking;
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//! flags to control whether the mask is drawn to color buffer as well as to the
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//! stencil in the first and second passes
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bool m_drawMaskVisualBehindChildren;
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bool m_drawMaskVisualInFrontOfChildren;
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//! Whether to enable alphatest when drawing mask visual.
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bool m_useAlphaTest;
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//! Whether to mask interaction
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bool m_maskInteraction;
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//! An optional child element that defines additional mask visuals
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AZ::EntityId m_childMaskElement;
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bool m_useRenderToTexture = false; //!< If true, render this element and children to a separate render target and fade that
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// Non-serialized members
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//! This is generated from the entity ID and cached
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AZStd::string m_renderTargetName;
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//! This is generated from the entity ID and cached
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AZStd::string m_maskRenderTargetName;
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//! When rendering to a texture this is the texture ID of the render target
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int m_contentRenderTargetHandle = -1;
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//! When rendering to a texture this is our depth surface, we use the same one for rendering the mask elements
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//! and the content elements - it is cleared in between.
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SDepthTexture* m_renderTargetDepthSurface = nullptr;
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//! When rendering to a texture this is the texture ID of the render target
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int m_maskRenderTargetHandle = -1;
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//! The positions used for the render to texture viewport and to render the render target to the screen
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AZ::Vector2 m_viewportTopLeft = AZ::Vector2::CreateZero();
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AZ::Vector2 m_viewportSize = AZ::Vector2::CreateZero();
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// currently allocated size of render target
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int m_renderTargetWidth = 0;
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int m_renderTargetHeight = 0;
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//! cached rendering data for performance optimization of rendering the render target to screen
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IRenderer::DynUiPrimitive m_cachedPrimitive;
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#ifndef _RELEASE
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//! This variable is only used to prevent spamming a warning message each frame (for nested stencil masks)
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bool m_reportedNestedStencilWarning = false;
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//! This variable is only used to prevent spamming a warning message each frame (for invalid child mask elements)
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bool m_reportedInvalidChildMaskElementWarning = false;
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#endif
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};
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