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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
- *
- */
- #include "UiImageSequenceComponent.h"
- #include "Sprite.h"
- #include "RenderGraph.h"
- #include <LyShine/IDraw2d.h>
- #include <LyShine/ISprite.h>
- #include <LyShine/IRenderGraph.h>
- #include <LyShine/Bus/UiElementBus.h>
- #include <LyShine/Bus/UiEditorChangeNotificationBus.h>
- #include <LyShine/Bus/UiCanvasBus.h>
- #include <LyShine/Bus/Sprite/UiSpriteBus.h>
- #include <AzFramework/StringFunc/StringFunc.h>
- #include <AzCore/Component/Entity.h>
- #include <AzCore/RTTI/BehaviorContext.h>
- namespace
- {
- //! Set the values for an image vertex
- //! This helper function is used so that we only have to initialize textIndex and texHasColorChannel in one place
- void SetVertex(LyShine::UiPrimitiveVertex& vert, const Vec2& pos, uint32 color, const Vec2& uv)
- {
- vert.xy = pos;
- vert.color.dcolor = color;
- vert.st = uv;
- vert.texIndex = 0;
- vert.texHasColorChannel = 1;
- vert.texIndex2 = 0;
- vert.pad = 0;
- }
- //! Set the values for an image vertex
- //! This version of the helper function takes AZ vectors
- void SetVertex(LyShine::UiPrimitiveVertex& vert, const AZ::Vector2& pos, uint32 color, const AZ::Vector2& uv)
- {
- SetVertex(vert, Vec2(pos.GetX(), pos.GetY()), color, Vec2(uv.GetX(), uv.GetY()));
- }
- //! \brief Loads assets from disk and populates the sprite list with loaded sprites.
- void PopulateSpriteListFromImageList(UiImageSequenceComponent::SpriteList& spriteList, UiImageSequenceComponent::ImageList& imageList)
- {
- AZStd::unordered_set<AZStd::string> invalidTextures;
- spriteList.clear();
- spriteList.reserve(imageList.size());
- for (auto& textureAssetRef : imageList)
- {
- ISprite* sprite = AZ::Interface<ILyShine>::Get()->LoadSprite(textureAssetRef.GetAssetPath().c_str());
- if (sprite)
- {
- spriteList.push_back(sprite);
- }
- else
- {
- invalidTextures.insert(textureAssetRef.GetAssetPath());
- }
- }
- auto newEndIter = AZStd::remove_if(imageList.begin(), imageList.end(),
- [&invalidTextures](const UiImageSequenceComponent::TextureAssetRef& assetRef)
- {
- return invalidTextures.find(assetRef.GetAssetPath()) != invalidTextures.end();
- });
- imageList.erase(newEndIter, imageList.end());
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- UiImageSequenceComponent::UiImageSequenceComponent()
- {
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- UiImageSequenceComponent::~UiImageSequenceComponent()
- {
- for (ISprite* sprite : m_spriteList)
- {
- SAFE_RELEASE(sprite);
- }
- ClearCachedVertices();
- ClearCachedIndices();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::Render(LyShine::IRenderGraph* renderGraph)
- {
- if (m_spriteList.empty())
- {
- return;
- }
- ISprite* sprite = m_spriteList[m_sequenceIndex];
- // get fade value (tracked by UiRenderer) and compute the desired alpha for the image
- float fade = renderGraph->GetAlphaFade();
- uint8 desiredPackedAlpha = static_cast<uint8>(fade * 255.0f);
- if (m_isRenderCacheDirty)
- {
- uint32 packedColor = 0xffffffff;
- switch (m_imageType)
- {
- case ImageType::Stretched:
- RenderStretchedSprite(sprite, 0, packedColor);
- break;
- case ImageType::Fixed:
- AZ_Assert(sprite, "Should not get here if no sprite path is specified");
- RenderFixedSprite(sprite, 0, packedColor);
- break;
- case ImageType::StretchedToFit:
- AZ_Assert(sprite, "Should not get here if no sprite path is specified");
- RenderStretchedToFitOrFillSprite(sprite, 0, packedColor, true);
- break;
- case ImageType::StretchedToFill:
- AZ_Assert(sprite, "Should not get here if no sprite path is specified");
- RenderStretchedToFitOrFillSprite(sprite, 0, packedColor, false);
- break;
- }
- if (!UiCanvasPixelAlignmentNotificationBus::Handler::BusIsConnected())
- {
- AZ::EntityId canvasEntityId;
- UiElementBus::EventResult(canvasEntityId, GetEntityId(), &UiElementBus::Events::GetCanvasEntityId);
- UiCanvasPixelAlignmentNotificationBus::Handler::BusConnect(canvasEntityId);
- }
- }
- // if desired alpha is zero then no need to do any more
- if (desiredPackedAlpha == 0)
- {
- return;
- }
- if (m_cachedPrimitive.m_numVertices > 0)
- {
- // If the fade value has changed we need to update the alpha values in the vertex colors but we do
- // not want to touch or recompute the RGB values
- if (m_cachedPrimitive.m_vertices[0].color.a != desiredPackedAlpha)
- {
- // go through all the cached vertices and update the alpha values
- LyShine::UCol desiredPackedColor = m_cachedPrimitive.m_vertices[0].color;
- desiredPackedColor.a = desiredPackedAlpha;
- for (int i = 0; i < m_cachedPrimitive.m_numVertices; ++i)
- {
- m_cachedPrimitive.m_vertices[i].color = desiredPackedColor;
- }
- }
- AZ::Data::Instance<AZ::RPI::Image> image;
- if (sprite)
- {
- image = sprite->GetImage();
- }
- bool isClampTextureMode = false;
- bool isTextureSRGB = false;
- bool isTexturePremultipliedAlpha = false;
- LyShine::BlendMode blendMode = LyShine::BlendMode::Normal;
- // Add the quad to the render graph
- renderGraph->AddPrimitive(&m_cachedPrimitive, image,
- isClampTextureMode, isTextureSRGB, isTexturePremultipliedAlpha, blendMode);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- UiImageSequenceComponent::ImageType UiImageSequenceComponent::GetImageType()
- {
- return m_imageType;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::SetImageType(ImageType imageType)
- {
- if (m_imageType != imageType)
- {
- m_imageType = imageType;
- MarkRenderCacheDirty();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::Reflect(AZ::ReflectContext* context)
- {
- AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
- if (serializeContext)
- {
- serializeContext->Class<UiImageSequenceComponent, AZ::Component>()
- ->Version(0, &VersionConverter)
- ->Field("ImageType", &UiImageSequenceComponent::m_imageType)
- ->Field("ImageList", &UiImageSequenceComponent::m_imageList)
- ->Field("ImageSequenceDirectory", &UiImageSequenceComponent::m_imageSequenceDirectory)
- ->Field("Index", &UiImageSequenceComponent::m_sequenceIndex);
- AZ::EditContext* ec = serializeContext->GetEditContext();
- if (ec)
- {
- auto editInfo = ec->Class<UiImageSequenceComponent>("ImageSequence", "A visual component that displays one of multiple images in a sequence.");
- // :TODO: update the icon for image sequence
- editInfo->ClassElement(AZ::Edit::ClassElements::EditorData, "")
- ->Attribute(AZ::Edit::Attributes::Category, "UI")
- ->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/UiImage.png")
- ->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/UiImage.png")
- ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("UI", 0x27ff46b0))
- ->Attribute(AZ::Edit::Attributes::AutoExpand, true);
- editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiImageSequenceComponent::m_imageType, "ImageType", "The image type. Affects how the texture/sprite is mapped to the image rectangle.")
- ->EnumAttribute(UiImageSequenceInterface::ImageType::Stretched, "Stretched")
- ->EnumAttribute(UiImageSequenceInterface::ImageType::Fixed, "Fixed")
- ->EnumAttribute(UiImageSequenceInterface::ImageType::StretchedToFit, "Stretched To Fit")
- ->EnumAttribute(UiImageSequenceInterface::ImageType::StretchedToFill, "Stretched To Fill")
- ->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiImageSequenceComponent::OnImageTypeChange);
- editInfo->DataElement("Directory", &UiImageSequenceComponent::m_imageSequenceDirectory, "Sequence Directory", "A directory containing images of the sequence.")
- ->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiImageSequenceComponent::OnImageSequenceDirectoryChange)
- ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ_CRC("RefreshEntireTree", 0xefbc823c));
- editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiImageSequenceComponent::m_sequenceIndex, "Sequence Index", "Image index to display.")
- ->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiImageSequenceComponent::OnImageSequenceIndexChange)
- ->Attribute("EnumValues", &UiImageSequenceComponent::PopulateIndexStringList);
- }
- }
- AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context);
- if (behaviorContext)
- {
- behaviorContext->Enum<(int)UiImageSequenceInterface::ImageType::Stretched>("eUiImageSequenceImageType_Stretched")
- ->Enum<(int)UiImageSequenceInterface::ImageType::Fixed>("eUiImageSequenceImageType_Fixed")
- ->Enum<(int)UiImageSequenceInterface::ImageType::StretchedToFit>("eUiImageSequenceImageType_StretchedToFit")
- ->Enum<(int)UiImageSequenceInterface::ImageType::StretchedToFill>("eUiImageSequenceImageType_StretchedToFill");
- behaviorContext->EBus<UiImageSequenceBus>("UiImageSequenceBus")
- ->Event("GetImageType", &UiImageSequenceBus::Events::GetImageType)
- ->Event("SetImageType", &UiImageSequenceBus::Events::SetImageType);
- behaviorContext->Class<UiImageSequenceComponent>()->RequestBus("UiImageSequenceBus");
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::SetImageIndex(AZ::u32 index)
- {
- if (index < m_spriteList.size())
- {
- m_sequenceIndex = index;
- MarkRenderCacheDirty();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- const AZ::u32 UiImageSequenceComponent::GetImageIndex()
- {
- return m_sequenceIndex;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- const AZ::u32 UiImageSequenceComponent::GetImageIndexCount()
- {
- return static_cast<AZ::u32>(m_spriteList.size());
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- AZStd::string UiImageSequenceComponent::GetImageIndexAlias([[maybe_unused]] AZ::u32 index)
- {
- return AZStd::string();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::SetImageIndexAlias([[maybe_unused]] AZ::u32 index, [[maybe_unused]] const AZStd::string& alias)
- {
- // Purposefully empty
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- AZ::u32 UiImageSequenceComponent::GetImageIndexFromAlias([[maybe_unused]] const AZStd::string& alias)
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::OnCanvasSpaceRectChanged(AZ::EntityId /*entityId*/, const UiTransformInterface::Rect& /*oldRect*/, const UiTransformInterface::Rect& /*newRect*/)
- {
- MarkRenderCacheDirty();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::OnTransformToViewportChanged()
- {
- MarkRenderCacheDirty();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::OnCanvasPixelAlignmentChange()
- {
- MarkRenderCacheDirty();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- LyShine::AZu32ComboBoxVec UiImageSequenceComponent::PopulateIndexStringList()
- {
- const AZ::u32 indexCount = GetImageIndexCount();
- return LyShine::GetEnumSpriteIndexList(GetEntityId(), 0, indexCount - 1);
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::OnImageTypeChange()
- {
- MarkRenderCacheDirty();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::OnImageSequenceDirectoryChange()
- {
- AZ::IO::FileIOBase* fileIO = AZ::IO::FileIOBase::GetInstance();
- if (fileIO)
- {
- // Add all files in the directory - we'll try to load them all as sprites and toss
- // out the ones that don't later.
- AZStd::set<AZStd::string> spriteFilepaths;
- fileIO->FindFiles(m_imageSequenceDirectory.c_str(), "*", [&spriteFilepaths](const char* pFilename) -> bool
- {
- spriteFilepaths.insert(pFilename);
- return true;
- });
- // Take all non *.sprite files and look for *.sprite counterparts; if they exist,
- // then keep the *.sprite counterpart but removed the other image from the
- // list (to prevent loading duplicate images).
- for (auto iter = spriteFilepaths.begin(); iter != spriteFilepaths.end(); )
- {
- AZStd::string filepathCopy = *iter;
- AZStd::string fileExtension;
- const bool hasExtension = AzFramework::StringFunc::Path::GetExtension(filepathCopy.c_str(), fileExtension);
- const bool checkForSpriteFile = hasExtension ? fileExtension != ".sprite" : false;
- if (checkForSpriteFile)
- {
- AzFramework::StringFunc::Path::ReplaceExtension(filepathCopy, "sprite");
- const bool spriteFileExists = spriteFilepaths.find(filepathCopy) != spriteFilepaths.end();
- if (spriteFileExists)
- {
- iter = spriteFilepaths.erase(iter);
- continue;
- }
- }
- ++iter;
- }
- // Build list of TextureAssetRefs from list of paths that contain *.sprite
- // files (for those images that have them)
- m_imageList.clear();
- for (const auto& spriteFilepath : spriteFilepaths)
- {
- TextureAssetRef textureAsset;
- textureAsset.SetAssetPath(spriteFilepath.c_str());
- m_imageList.push_back(textureAsset);
- }
- // Finally, load the sprites in the sequence and notify listeners accordingly
- PopulateSpriteListFromImageList(m_spriteList, m_imageList);
- m_sequenceIndex = 0;
- MarkRenderCacheDirty();
- UiSpriteSourceNotificationBus::Event(GetEntityId(), &UiSpriteSourceNotificationBus::Events::OnSpriteSourceChanged);
- UiEditorChangeNotificationBus::Broadcast(&UiEditorChangeNotificationBus::Events::OnEditorPropertiesRefreshEntireTree);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::OnImageSequenceIndexChange()
- {
- MarkRenderCacheDirty();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::Init()
- {
- // If this is called from RC.exe for example these pointers will not be set. In that case
- // we only need to be able to load, init and save the component. It will never be
- // activated.
- if (!AZ::Interface<ILyShine>::Get())
- {
- return;
- }
- PopulateSpriteListFromImageList(m_spriteList, m_imageList);
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::Activate()
- {
- UiIndexableImageBus::Handler::BusConnect(m_entity->GetId());
- UiEditorRefreshDirectoryNotificationBus::Handler::BusConnect();
- UiRenderBus::Handler::BusConnect(m_entity->GetId());
- UiTransformChangeNotificationBus::Handler::BusConnect(m_entity->GetId());
- MarkRenderCacheDirty();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::Deactivate()
- {
- UiIndexableImageBus::Handler::BusDisconnect();
- UiEditorRefreshDirectoryNotificationBus::Handler::BusDisconnect();
- UiRenderBus::Handler::BusDisconnect();
- UiTransformChangeNotificationBus::Handler::BusDisconnect();
- if (UiCanvasPixelAlignmentNotificationBus::Handler::BusIsConnected())
- {
- UiCanvasPixelAlignmentNotificationBus::Handler::BusDisconnect();
- }
- // reduce memory use on deactivate
- ClearCachedVertices();
- ClearCachedIndices();
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::RenderStretchedSprite(ISprite* sprite, int cellIndex, uint32 packedColor)
- {
- UiTransformInterface::RectPoints points;
- UiTransformBus::Event(GetEntityId(), &UiTransformBus::Events::GetViewportSpacePoints, points);
- if (sprite)
- {
- const UiTransformInterface::RectPoints& uvCoords = sprite->GetCellUvCoords(cellIndex);
- const AZ::Vector2 uvs[4] =
- {
- uvCoords.TopLeft(),
- uvCoords.TopRight(),
- uvCoords.BottomRight(),
- uvCoords.BottomLeft(),
- };
- RenderSingleQuad(points.pt, uvs, packedColor);
- }
- else
- {
- // points are a clockwise quad
- static const AZ::Vector2 uvs[4] = { AZ::Vector2(0, 0), AZ::Vector2(1, 0), AZ::Vector2(1, 1), AZ::Vector2(0, 1) };
- RenderSingleQuad(points.pt, uvs, packedColor);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::RenderFixedSprite(ISprite* sprite, int cellIndex, uint32 packedColor)
- {
- AZ::Vector2 textureSize(sprite->GetCellSize(cellIndex));
- UiTransformInterface::RectPoints points;
- UiTransformBus::Event(GetEntityId(), &UiTransformBus::Events::GetCanvasSpacePointsNoScaleRotate, points);
- AZ::Vector2 pivot;
- UiTransformBus::EventResult(pivot, GetEntityId(), &UiTransformBus::Events::GetPivot);
- // change width and height to match texture
- AZ::Vector2 rectSize = points.GetAxisAlignedSize();
- AZ::Vector2 sizeDiff = textureSize - rectSize;
- AZ::Vector2 topLeftOffset(sizeDiff.GetX() * pivot.GetX(), sizeDiff.GetY() * pivot.GetY());
- AZ::Vector2 bottomRightOffset(sizeDiff.GetX() * (1.0f - pivot.GetX()), sizeDiff.GetY() * (1.0f - pivot.GetY()));
- points.TopLeft() -= topLeftOffset;
- points.BottomRight() += bottomRightOffset;
- points.TopRight() = AZ::Vector2(points.BottomRight().GetX(), points.TopLeft().GetY());
- points.BottomLeft() = AZ::Vector2(points.TopLeft().GetX(), points.BottomRight().GetY());
- // now apply scale and rotation
- UiTransformBus::Event(GetEntityId(), &UiTransformBus::Events::RotateAndScalePoints, points);
- // now draw the same as Stretched
- const UiTransformInterface::RectPoints& uvCoords = sprite->GetCellUvCoords(cellIndex);
- const AZ::Vector2 uvs[4] =
- {
- uvCoords.TopLeft(),
- uvCoords.TopRight(),
- uvCoords.BottomRight(),
- uvCoords.BottomLeft(),
- };
- RenderSingleQuad(points.pt, uvs, packedColor);
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::RenderStretchedToFitOrFillSprite(ISprite* sprite, int cellIndex, uint32 packedColor, bool toFit)
- {
- AZ::Vector2 textureSize = sprite->GetCellSize(cellIndex);
- UiTransformInterface::RectPoints points;
- UiTransformBus::Event(GetEntityId(), &UiTransformBus::Events::GetCanvasSpacePointsNoScaleRotate, points);
- AZ::Vector2 pivot;
- UiTransformBus::EventResult(pivot, GetEntityId(), &UiTransformBus::Events::GetPivot);
- // scale the texture so it either fits or fills the enclosing rect
- AZ::Vector2 rectSize = points.GetAxisAlignedSize();
- const float scaleFactorX = rectSize.GetX() / textureSize.GetX();
- const float scaleFactorY = rectSize.GetY() / textureSize.GetY();
- const float scaleFactor = toFit ?
- AZ::GetMin(scaleFactorX, scaleFactorY) :
- AZ::GetMax(scaleFactorX, scaleFactorY);
- AZ::Vector2 scaledTextureSize = textureSize * scaleFactor;
- AZ::Vector2 sizeDiff = scaledTextureSize - rectSize;
- AZ::Vector2 topLeftOffset(sizeDiff.GetX() * pivot.GetX(), sizeDiff.GetY() * pivot.GetY());
- AZ::Vector2 bottomRightOffset(sizeDiff.GetX() * (1.0f - pivot.GetX()), sizeDiff.GetY() * (1.0f - pivot.GetY()));
- points.TopLeft() -= topLeftOffset;
- points.BottomRight() += bottomRightOffset;
- points.TopRight() = AZ::Vector2(points.BottomRight().GetX(), points.TopLeft().GetY());
- points.BottomLeft() = AZ::Vector2(points.TopLeft().GetX(), points.BottomRight().GetY());
- // now apply scale and rotation
- UiTransformBus::Event(GetEntityId(), &UiTransformBus::Events::RotateAndScalePoints, points);
- // now draw the same as Stretched
- const UiTransformInterface::RectPoints& uvCoords = sprite->GetCellUvCoords(cellIndex);
- const AZ::Vector2 uvs[4] =
- {
- uvCoords.TopLeft(),
- uvCoords.TopRight(),
- uvCoords.BottomRight(),
- uvCoords.BottomLeft(),
- };
- RenderSingleQuad(points.pt, uvs, packedColor);
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::RenderSingleQuad(const AZ::Vector2* positions, const AZ::Vector2* uvs, uint32 packedColor)
- {
- // points are a clockwise quad
- IDraw2d::Rounding pixelRounding = IsPixelAligned() ? IDraw2d::Rounding::Nearest : IDraw2d::Rounding::None;
- const uint32 numVertices = 4;
- LyShine::UiPrimitiveVertex vertices[numVertices];
- for (int i = 0; i < numVertices; ++i)
- {
- AZ::Vector2 roundedPoint = Draw2dHelper::RoundXY(positions[i], pixelRounding);
- SetVertex(vertices[i], roundedPoint, packedColor, uvs[i]);
- }
- const uint32 numIndices = 6;
- uint16 indices[numIndices] = { 0, 1, 2, 2, 3, 0 };
- RenderTriangleList(vertices, indices, numVertices, numIndices);
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::RenderTriangleList(const LyShine::UiPrimitiveVertex* vertices, const uint16* indices, int numVertices, int numIndices)
- {
- if (numVertices != m_cachedPrimitive.m_numVertices)
- {
- ClearCachedVertices();
- m_cachedPrimitive.m_vertices = new LyShine::UiPrimitiveVertex[numVertices];
- m_cachedPrimitive.m_numVertices = numVertices;
- }
- if (numIndices != m_cachedPrimitive.m_numIndices)
- {
- ClearCachedIndices();
- m_cachedPrimitive.m_indices = new uint16[numIndices];
- m_cachedPrimitive.m_numIndices = numIndices;
- }
- memcpy(m_cachedPrimitive.m_vertices, vertices, sizeof(LyShine::UiPrimitiveVertex) * numVertices);
- memcpy(m_cachedPrimitive.m_indices, indices, sizeof(uint16) * numIndices);
- m_isRenderCacheDirty = false;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::ClearCachedVertices()
- {
- if (m_cachedPrimitive.m_vertices)
- {
- delete[] m_cachedPrimitive.m_vertices;
- }
- m_cachedPrimitive.m_vertices = nullptr;
- m_cachedPrimitive.m_numVertices = 0;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::ClearCachedIndices()
- {
- if (m_cachedPrimitive.m_indices)
- {
- delete[] m_cachedPrimitive.m_indices;
- }
- m_cachedPrimitive.m_indices = nullptr;
- m_cachedPrimitive.m_numIndices = 0;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- void UiImageSequenceComponent::MarkRenderCacheDirty()
- {
- m_isRenderCacheDirty = true;
- // tell the canvas to invalidate the render graph (never want to do this while rendering)
- AZ::EntityId canvasEntityId;
- UiElementBus::EventResult(canvasEntityId, GetEntityId(), &UiElementBus::Events::GetCanvasEntityId);
- UiCanvasComponentImplementationBus::Event(canvasEntityId, &UiCanvasComponentImplementationBus::Events::MarkRenderGraphDirty);
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- bool UiImageSequenceComponent::IsPixelAligned()
- {
- AZ::EntityId canvasEntityId;
- UiElementBus::EventResult(canvasEntityId, GetEntityId(), &UiElementBus::Events::GetCanvasEntityId);
- bool isPixelAligned = true;
- UiCanvasBus::EventResult(isPixelAligned, canvasEntityId, &UiCanvasBus::Events::GetIsPixelAligned);
- return isPixelAligned;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////
- bool UiImageSequenceComponent::VersionConverter([[maybe_unused]] AZ::SerializeContext& context,
- [[maybe_unused]] AZ::SerializeContext::DataElementNode& classElement)
- {
- return true;
- }
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