/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include "stdafx.h" #include "EditorCommon.h" ViewportIcon::ViewportIcon(const char* textureFilename) : m_texture(gEnv->pRenderer->EF_LoadTexture(textureFilename, FT_DONT_STREAM)) { } ViewportIcon::~ViewportIcon() { gEnv->pRenderer->RemoveTexture(m_texture->GetTextureID()); } AZ::Vector2 ViewportIcon::GetTextureSize() const { return AZ::Vector2(aznumeric_cast(m_texture->GetWidth()), aznumeric_cast(m_texture->GetHeight())); } void ViewportIcon::DrawImageAligned(Draw2dHelper& draw2d, AZ::Vector2& pivot, float opacity) { draw2d.DrawImageAligned(m_texture->GetTextureID(), pivot, GetTextureSize(), IDraw2d::HAlign::Center, IDraw2d::VAlign::Center, opacity); } void ViewportIcon::DrawImageTiled(Draw2dHelper& draw2d, IDraw2d::VertexPosColUV* verts, float opacity) { // Use default blending and rounding modes int blendMode = GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA; IDraw2d::Rounding rounding = IDraw2d::Rounding::Nearest; draw2d.DrawQuad(m_texture->GetTextureID(), verts, blendMode, rounding); } void ViewportIcon::DrawAxisAlignedBoundingBox(Draw2dHelper& draw2d, AZ::Vector2 bound0, AZ::Vector2 bound1) { AZ::Color dottedColor(1.0f, 1.0f, 1.0f, 1.0f); const float pixelLengthForDottedLineTexture = (1.0f / 8.0f); float endTexCoordU = fabsf((bound1.GetX() - bound0.GetX()) * pixelLengthForDottedLineTexture); float endTexCoordV = fabsf((bound1.GetY() - bound0.GetY()) * pixelLengthForDottedLineTexture); IDraw2d::VertexPosColUV verts[2]; { verts[0].color = dottedColor; verts[1].color = dottedColor; } // bound0 // A----B // | | // C----D // bound1 // // Draw line segment A -> B. { verts[0].position = AZ::Vector2(bound0.GetX(), bound0.GetY()); verts[1].position = AZ::Vector2(bound1.GetX(), bound0.GetY()); verts[0].uv = AZ::Vector2(0.0f, 0.5f); verts[1].uv = AZ::Vector2(endTexCoordU, 0.5f); draw2d.DrawLineTextured(m_texture->GetTextureID(), verts); } // bound0 // A----B // | | // C----D // bound1 // // Draw line segment A -> C. { verts[0].position = AZ::Vector2(bound0.GetX(), bound0.GetY()); verts[1].position = AZ::Vector2(bound0.GetX(), bound1.GetY()); verts[0].uv = AZ::Vector2(0.0f, 0.5f); verts[1].uv = AZ::Vector2(endTexCoordV, 0.5f); draw2d.DrawLineTextured(m_texture->GetTextureID(), verts); } // bound0 // A----B // | | // C----D // bound1 // // Draw line segment C -> D. { verts[0].position = AZ::Vector2(bound0.GetX(), bound1.GetY()); verts[1].position = AZ::Vector2(bound1.GetX(), bound1.GetY()); verts[0].uv = AZ::Vector2(0.0f, 0.5f); verts[1].uv = AZ::Vector2(endTexCoordU, 0.5f); draw2d.DrawLineTextured(m_texture->GetTextureID(), verts); } // bound0 // A----B // | | // C----D // bound1 // // Draw line segment B -> D. { verts[0].position = AZ::Vector2(bound1.GetX(), bound0.GetY()); verts[1].position = AZ::Vector2(bound1.GetX(), bound1.GetY()); verts[0].uv = AZ::Vector2(0.0f, 0.5f); verts[1].uv = AZ::Vector2(endTexCoordV, 0.5f); draw2d.DrawLineTextured(m_texture->GetTextureID(), verts); } } void ViewportIcon::Draw(Draw2dHelper& draw2d, AZ::Vector2 anchorPos, const AZ::Matrix4x4& transform, float iconRot, AZ::Color color) const { AZ::Vector2 iconSize = GetTextureSize(); // the icon images are authored with the "point" of the anchor in the center for all icons currently const AZ::Vector2 originRatio(0.5f, 0.5f); float iconOriginX = iconSize.GetX() * originRatio.GetX(); float iconOriginY = iconSize.GetY() * originRatio.GetY(); AZ::Vector2 tl(anchorPos.GetX() - iconOriginX, anchorPos.GetY() - iconOriginY); UiTransformInterface::RectPoints iconPoints; iconPoints.TopLeft() = tl; iconPoints.TopRight() = AZ::Vector2(tl.GetX() + iconSize.GetX(), tl.GetY()); iconPoints.BottomLeft() = AZ::Vector2(tl.GetX(), tl.GetY() + iconSize.GetY()); iconPoints.BottomRight() = AZ::Vector2(tl.GetX() + iconSize.GetX(), tl.GetY() + iconSize.GetY()); // apply the rotation that rotates the anchor icon to point in the correct direction AZ::Vector3 pivot3(anchorPos.GetX(), anchorPos.GetY(), 0); float rotRad = DEG2RAD(iconRot); AZ::Matrix4x4 moveToPivotSpaceMat = AZ::Matrix4x4::CreateTranslation(-pivot3); AZ::Matrix4x4 rotMat = AZ::Matrix4x4::CreateRotationZ(rotRad); AZ::Matrix4x4 moveFromPivotSpaceMat = AZ::Matrix4x4::CreateTranslation(pivot3); AZ::Matrix4x4 newTransform = transform * moveFromPivotSpaceMat * rotMat * moveToPivotSpaceMat; IDraw2d::VertexPosColUV verts[4]; // points are a clockwise quad static const AZ::Vector2 uvs[4] = { AZ::Vector2(0.0f, 0.0f), AZ::Vector2(1.0f, 0.0f), AZ::Vector2(1.0f, 1.0f), AZ::Vector2(0.0f, 1.0f) }; for (int i = 0; i < 4; ++i) { verts[i].color = color; verts[i].uv = uvs[i]; AZ::Vector3 point3(iconPoints.pt[i].GetX(), iconPoints.pt[i].GetY(), 0.0f); point3 = newTransform * point3; verts[i].position = AZ::Vector2(point3.GetX(), point3.GetY()); } // in order to align the anchor icon correctly we do want rotation, shearing and negative scale // in the transform to affect the icon, but we do not want its size to be affected. // So we fix up the transformed points so that it has the correct icon width and height in viewport space. if (transform.GetElement(0, 0) != 1.0f || transform.GetElement(1, 1) != 1.0f || transform.GetElement(2, 2) != 1.0f) { AZ::Vector2 widthVec = verts[1].position - verts[0].position; AZ::Vector2 heightVec = verts[3].position - verts[0].position; AZ::Vector2 originPos = verts[0].position + widthVec * originRatio.GetX() + heightVec * originRatio.GetY(); // adjust both vectors to be of the desired length (iconW and iconH) // Avoid a divide by zero. We could compare with 0.0f here and that would avoid a divide // by zero. However comparing with FLT_EPSILON also avoids the rare case of an overflow. // FLT_EPSILON is small enough to be considered equivalent to zero in this application. float widthVecLength = widthVec.GetLength(); float heightVecLength = heightVec.GetLength(); widthVec *= (fabsf(widthVecLength) > FLT_EPSILON) ? iconSize.GetX() / widthVecLength : 0.0f; heightVec *= (fabsf(heightVecLength) > FLT_EPSILON) ? iconSize.GetY() / heightVecLength : 0.0f; verts[0].position = originPos - widthVec * originRatio.GetX() - heightVec * originRatio.GetY(); verts[1].position = originPos + widthVec * (1.0f - originRatio.GetX()) - heightVec * originRatio.GetY(); verts[2].position = originPos + widthVec * (1.0f - originRatio.GetX()) + heightVec * (1.0f - originRatio.GetY()); verts[3].position = originPos - widthVec * originRatio.GetX() + heightVec * (1.0f - originRatio.GetY()); } draw2d.DrawQuad(m_texture->GetTextureID(), verts); } void ViewportIcon::DrawAnchorLines(Draw2dHelper& draw2d, AZ::Vector2 anchorPos, AZ::Vector2 targetPos, const AZ::Matrix4x4& transform, bool xFirst, bool xText, bool yText) { AZ::Vector2 cornerPos = (xFirst) ? AZ::Vector2(targetPos.GetX(), anchorPos.GetY()) : AZ::Vector2(anchorPos.GetX(), targetPos.GetY()); AZ::Vector3 start3 = EntityHelpers::MakeVec3(anchorPos); AZ::Vector3 end3 = EntityHelpers::MakeVec3(targetPos); AZ::Vector3 corner3 = EntityHelpers::MakeVec3(cornerPos); start3 = transform * start3; corner3 = transform * corner3; end3 = transform * end3; AZ::Vector2 start2(start3.GetX(), start3.GetY()); AZ::Vector2 corner2(corner3.GetX(), corner3.GetY()); AZ::Vector2 end2(end3.GetX(), end3.GetY()); AZ::Color solidColor(1.0f, 1.0f, 1.0f, 0.2f); if ((xFirst && xText) || (!xFirst && yText)) { float displayDistance = (xFirst) ? cornerPos.GetX() - anchorPos.GetX() : cornerPos.GetY() - anchorPos.GetY(); DrawDistanceLine(draw2d, start2, corner2, displayDistance); } else { draw2d.DrawLine(start2, corner2, solidColor); } if ((!xFirst && xText) || (xFirst && yText)) { float displayDistance = (!xFirst) ? targetPos.GetX() - cornerPos.GetX() : targetPos.GetY() - cornerPos.GetY(); DrawDistanceLine(draw2d, corner2, end2, displayDistance); } else { draw2d.DrawLine(corner2, end2, solidColor); } } void ViewportIcon::DrawDistanceLine(Draw2dHelper& draw2d, AZ::Vector2 start, AZ::Vector2 end, float displayDistance, const char* suffix) { // draw a dotted line with the distance displayed on it AZ::Color dottedColor(1.0f, 1.0f, 1.0f, 1.0f); float length = AZ::Vector2(end - start).GetLength(); const float pixelLengthForDottedLineTexture = 8.0f; float endTexCoordU = length / pixelLengthForDottedLineTexture; IDraw2d::VertexPosColUV verts[2]; verts[0].position = start; verts[0].color = dottedColor; verts[0].uv = AZ::Vector2(0.0f, 0.5f); verts[1].position = end; verts[1].color = dottedColor; verts[1].uv = AZ::Vector2(endTexCoordU, 0.5f); draw2d.DrawLineTextured(m_texture->GetTextureID(), verts); // Now draw the text rotated to match the angle of the line and slightly offset from the center point // first swap the start end such that the line always goes left to right if (start.GetX() == end.GetX()) { if (start.GetY() < end.GetY()) { std::swap(start, end); } } else if (start.GetX() > end.GetX()) { std::swap(start, end); } // get the angle of the line (will always be > (-90 < angle <= 90) float rotRad = atan2f(end.GetY() - start.GetY(), end.GetX() - start.GetX()); float rotation = RAD2DEG(rotRad); // offset the bottom center of the text from the line by a fixed offset, // we rotate the offset to match line angle const float offsetDist = 2.0f; AZ::Vector2 textOffset(offsetDist * sinf(rotRad), -offsetDist * cosf(rotRad)); // position for text is the midpoint of the line plus the offset AZ::Vector2 textPos = (start + end) * 0.5f + textOffset; const size_t bufSize = 32; char textBuf[bufSize]; azsnprintf(textBuf, bufSize, "%.2f%s", displayDistance, suffix ? suffix : ""); draw2d.SetTextAlignment(IDraw2d::HAlign::Center, IDraw2d::VAlign::Bottom); draw2d.SetTextRotation(rotation); draw2d.DrawText(textBuf, textPos, 16.0f, 1.0f); } void ViewportIcon::DrawAnchorLinesSplit(Draw2dHelper& draw2d, AZ::Vector2 anchorPos1, AZ::Vector2 anchorPos2, AZ::Vector2 targetPos, const AZ::Matrix4x4& transform, bool horizSplit, const char* suffix) { AZ::Vector2 cornerPos = (horizSplit) ? AZ::Vector2(targetPos.GetX(), anchorPos1.GetY()) : AZ::Vector2(anchorPos1.GetX(), targetPos.GetY()); AZ::Vector3 start1_3 = EntityHelpers::MakeVec3(anchorPos1); AZ::Vector3 start2_3 = EntityHelpers::MakeVec3(anchorPos2); AZ::Vector3 end3 = EntityHelpers::MakeVec3(targetPos); AZ::Vector3 corner3 = EntityHelpers::MakeVec3(cornerPos); start1_3 = transform * start1_3; start2_3 = transform * start2_3; corner3 = transform * corner3; end3 = transform * end3; AZ::Vector2 start1_2(start1_3.GetX(), start1_3.GetY()); AZ::Vector2 start2_2(start2_3.GetX(), start2_3.GetY()); AZ::Vector2 corner2(corner3.GetX(), corner3.GetY()); AZ::Vector2 end2(end3.GetX(), end3.GetY()); AZ::Color solidColor(1.0f, 1.0f, 1.0f, 0.2f); draw2d.DrawLine(start1_2, corner2, solidColor); draw2d.DrawLine(corner2, start2_2, solidColor); float displayDistance = (!horizSplit) ? targetPos.GetX() - cornerPos.GetX() : targetPos.GetY() - cornerPos.GetY(); DrawDistanceLine(draw2d, corner2, end2, displayDistance, suffix); } void ViewportIcon::DrawDistanceLineWithTransform(Draw2dHelper& draw2d, AZ::Vector2 sourcePos, AZ::Vector2 targetPos, const AZ::Matrix4x4& transform, float value, const char* suffix) { AZ::Vector3 start3 = EntityHelpers::MakeVec3(sourcePos); AZ::Vector3 end3 = EntityHelpers::MakeVec3(targetPos); start3 = transform * start3; end3 = transform * end3; AZ::Vector2 start2(start3.GetX(), start3.GetY()); AZ::Vector2 end2(end3.GetX(), end3.GetY()); AZ::Color solidColor(1.0f, 1.0f, 1.0f, 0.2f); DrawDistanceLine(draw2d, start2, end2, value, suffix); } void ViewportIcon::DrawElementRectOutline(Draw2dHelper& draw2d, AZ::EntityId entityId, AZ::Color color) { // get the transformed rect for the element UiTransformInterface::RectPoints points; EBUS_EVENT_ID(entityId, UiTransformBus, GetViewportSpacePoints, points); // work out if we should snap to exact pixel AZ::EntityId canvasEntityId; EBUS_EVENT_ID_RESULT(canvasEntityId, entityId, UiElementBus, GetCanvasEntityId); bool isPixelAligned = true; EBUS_EVENT_ID_RESULT(isPixelAligned, canvasEntityId, UiCanvasBus, GetIsPixelAligned); IDraw2d::Rounding pixelRounding = isPixelAligned ? IDraw2d::Rounding::Nearest : IDraw2d::Rounding::None; // round the points to the nearest pixel if the canvas is set to do that for elements since // we want this outline to line up with the element for (int i = 0; i < 4; ++i) { points.pt[i] = Draw2dHelper::RoundXY(points.pt[i], pixelRounding); } // since the rect is 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 the transform matrix and transform two unit vectors // and then normalize them (they have to be re-normalized since the transform can scale them) AZ::Matrix4x4 transform; EBUS_EVENT_ID(entityId, UiTransformBus, GetTransformToViewport, transform); AZ::Vector3 rightVec3(1.0f, 0.0f, 0.0f); AZ::Vector3 downVec3(0.0f, 1.0f, 0.0f); rightVec3 = transform.Multiply3x3(rightVec3); downVec3 = transform.Multiply3x3(downVec3); AZ::Vector2 rightVec(rightVec3.GetX(), rightVec3.GetY()); AZ::Vector2 downVec(downVec3.GetX(), downVec3.GetY()); 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(); // the outline "width" will be based on the texture height int textureHeight = m_texture->GetHeight(); if (textureHeight <= 0) { return; // should never happen - avoiding possible divide by zero later } // the outline is centered on the element rect so half the outline is outside // the rect and half is inside the rect float outerOffset = -textureHeight * 0.5f; float innerOffset = textureHeight * 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 textureHeight is zero innerV = 0.5f + 0.5f * innerOffset / oldInnerOffset; } // 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 // const int32 NUM_VERTS = 8; AZ::Vector2 verts2d[NUM_VERTS] = { // four verts of outer rect points.pt[0] + rightVec * outerOffset + downVec * outerOffset, points.pt[1] - rightVec * outerOffset + downVec * outerOffset, points.pt[3] + rightVec * outerOffset - downVec * outerOffset, points.pt[2] - rightVec * outerOffset - downVec * outerOffset, // four verts of inner rect points.pt[0] + rightVec * innerOffset + downVec * innerOffset, points.pt[1] - rightVec * innerOffset + downVec * innerOffset, points.pt[3] + rightVec * innerOffset - downVec * innerOffset, points.pt[2] - rightVec * innerOffset - downVec * innerOffset, }; // and define the UV coordinates for these 8 verts AZ::Vector2 uvs[NUM_VERTS] = { AZ::Vector2(0.0f, outerV), AZ::Vector2(1.0f, outerV), AZ::Vector2(1.0f, outerV), AZ::Vector2(0.0f, outerV), AZ::Vector2(0.0f, innerV), AZ::Vector2(1.0f, innerV), AZ::Vector2(1.0f, innerV), AZ::Vector2(0.0f, innerV), }; // Now create the 8 verts in the right vertex format for DrawDynVB SVF_P3F_C4B_T2F vertices[NUM_VERTS]; const float z = 1.0f; // depth test disabled, if writing Z this will write at far plane uint32 packedColor = (color.GetA8() << 24) | (color.GetR8() << 16) | (color.GetG8() << 8) | color.GetB8(); for (int i = 0; i < NUM_VERTS; ++i) { vertices[i].xyz = Vec3(verts2d[i].GetX(), verts2d[i].GetY(), z); vertices[i].color.dcolor = packedColor; vertices[i].st = Vec2(uvs[i].GetX(), uvs[i].GetY()); } // The indicies 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 // const int32 NUM_INDICES = 24; uint16 indicies[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 }; IRenderer* renderer = gEnv->pRenderer; renderer->SetTexture(m_texture->GetTextureID()); renderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST); renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0); // This will end up using DrawIndexedPrimitive to render the quad renderer->DrawDynVB(vertices, indicies, NUM_VERTS, NUM_INDICES, prtTriangleList); }