/* * 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. * */ #pragma once #include #include #include #include #include #include #include //////////////////////////////////////////////////////////////////////////////////////////////////// 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 texture ID of the render target int m_contentRenderTargetHandle = -1; //! 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 int m_maskRenderTargetHandle = -1; //! 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 };