Files
o3de/Gems/LyShine/Code/Source/UiRenderer.h
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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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.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <CryCommon/BaseTypes.h>
#include <Atom/RPI.Public/DynamicDraw/DynamicDrawContext.h>
#include <Atom/RPI.Public/WindowContext.h>
#include <Atom/RPI.Public/ViewportContext.h>
#include <Atom/RHI.Reflect/RenderStates.h>
#include <Atom/Bootstrap/BootstrapNotificationBus.h>
#ifndef _RELEASE
#include <AzCore/std/containers/unordered_set.h>
#endif
class ITexture;
////////////////////////////////////////////////////////////////////////////////////////////////////
//! UI render interface
//
class UiRenderer
: public AZ::Render::Bootstrap::NotificationBus::Handler
{
public: // types
// Cached shader data
struct UiShaderData
{
AZ::RHI::ShaderInputImageIndex m_imageInputIndex;
AZ::RHI::ShaderInputConstantIndex m_viewProjInputIndex;
AZ::RHI::ShaderInputConstantIndex m_isClampInputIndex;
AZ::RPI::ShaderVariantId m_shaderVariantDefault;
AZ::RPI::ShaderVariantId m_shaderVariantAlphaTest;
};
// Base state
struct BaseState
{
BaseState()
{
ResetToDefault();
}
void ResetToDefault()
{
// Enable blend/color write
m_blendState.m_enable = true;
m_blendState.m_writeMask = 0xF;
m_blendState.m_blendSource = AZ::RHI::BlendFactor::AlphaSource;
m_blendState.m_blendDest = AZ::RHI::BlendFactor::AlphaSourceInverse;
m_blendState.m_blendOp = AZ::RHI::BlendOp::Add;
// Disable stencil
m_stencilState = AZ::RHI::StencilState();
m_stencilState.m_enable = 0;
m_useAlphaTest = false;
}
AZ::RHI::TargetBlendState m_blendState;
AZ::RHI::StencilState m_stencilState;
bool m_useAlphaTest = false;
};
public: // member functions
//! Constructor, constructed by the LyShine class
UiRenderer(AZ::RPI::ViewportContextPtr viewportContext = nullptr);
~UiRenderer();
//! Returns whether RPI has loaded all its assets and is ready to render
bool IsReady();
//! Start the rendering of the frame for LyShine
void BeginUiFrameRender();
//! End the rendering of the frame for LyShine
void EndUiFrameRender();
//! Start the rendering of a UI canvas
void BeginCanvasRender();
//! End the rendering of a UI canvas
void EndCanvasRender();
//! Return the dynamic draw context associated with this UI renderer
AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> GetDynamicDrawContext();
//! Return the shader data for the ui shader
const UiShaderData& GetUiShaderData();
//! Return the current orthographic view matrix
AZ::Matrix4x4 GetModelViewProjectionMatrix();
//! Return the curent viewport size
AZ::Vector2 GetViewportSize();
//! Get the current base state
BaseState GetBaseState();
//! Set the base state
void SetBaseState(BaseState state);
//! Get the shader variant based on current render properties
AZ::RPI::ShaderVariantId GetCurrentShaderVariant();
//! Get the current stencil test reference value
uint32 GetStencilRef();
//! Set the stencil test reference value
void SetStencilRef(uint32);
//! Increment the current stencil reference value
void IncrementStencilRef();
//! Decrement the current stencil reference value
void DecrementStencilRef();
#ifndef _RELEASE
//! Setup to record debug texture data before rendering
void DebugSetRecordingOptionForTextureData(int recordingOption);
//! Display debug texture data after rendering
void DebugDisplayTextureData(int recordingOption);
#endif
private: // member functions
AZ_DISABLE_COPY_MOVE(UiRenderer);
// AZ::Render::Bootstrap::Notification
void OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene) override;
// ~AZ::Render::Bootstrap::Notification
//! Create a scene for the user defined viewportContext
AZ::RPI::ScenePtr CreateScene(AZStd::shared_ptr<AZ::RPI::ViewportContext> viewportContext);
//! Create a dynamic draw context for this renderer
void CreateDynamicDrawContext(AZ::RPI::ScenePtr scene, AZ::Data::Instance<AZ::RPI::Shader>);
//! Return the viewport context set by the user, or the default if not set
AZStd::shared_ptr<AZ::RPI::ViewportContext> GetViewportContext();
//! Bind the global white texture for all the texture units we use
void BindNullTexture();
//! Store shader data for later use
void CacheShaderData(const AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext>& dynamicDraw);
protected: // attributes
static constexpr char LogName[] = "UiRenderer";
BaseState m_baseState;
uint32 m_stencilRef = 0;
UiShaderData m_uiShaderData;
AZ::RHI::Ptr<AZ::RPI::DynamicDrawContext> m_dynamicDraw;
bool m_isRPIReady = false;
// Set by user when viewport context is not the main/default viewport
AZStd::shared_ptr<AZ::RPI::ViewportContext> m_viewportContext;
#ifndef _RELEASE
int m_debugTextureDataRecordLevel = 0;
AZStd::unordered_set<ITexture*> m_texturesUsedInFrame; // LYSHINE_ATOM_TODO - convert to RPI::Image
#endif
};