// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #pragma once #include "Engine/Core/Math/Color.h" #include "Engine/Scripting/ScriptingType.h" struct SpriteHandle; struct TextLayoutOptions; struct Matrix; struct Matrix3x3; struct Viewport; struct TextRange; class Font; class GPUPipelineState; class GPUTexture; class GPUTextureView; class GPUContext; class RenderTask; class MaterialBase; class TextureBase; /// /// Rendering 2D shapes and text using Graphics Device. /// API_CLASS(Static) class FLAXENGINE_API Render2D { DECLARE_SCRIPTING_TYPE_NO_SPAWN(Render2D); public: /// /// The rendering features and options flags. /// API_ENUM(Attributes="Flags") enum class RenderingFeatures { /// /// The none. /// None = 0, /// /// Enables automatic geometry vertices snapping to integer coordinates in screen space. Reduces aliasing and sampling artifacts. Might be disabled for 3D projection viewport or for complex UI transformations. /// VertexSnapping = 1, }; public: /// /// Checks if interface is during rendering phrase (Draw calls may be performed without failing). /// /// True if is during rendering, otherwise false/ static bool IsRendering(); /// /// Gets the current rendering viewport. /// /// The viewport static const Viewport& GetViewport(); /// /// The active rendering features flags. /// API_FIELD() static RenderingFeatures Features; public: /// /// Called when frame rendering begins by the graphics device. /// static void BeginFrame(); /// /// Begins the rendering phrase. /// /// The GPU commands context to use. /// The output target. /// The depth buffer. API_FUNCTION() static void Begin(GPUContext* context, GPUTexture* output, GPUTexture* depthBuffer = nullptr); /// /// Begins the rendering phrase. /// /// The GPU commands context to use. /// The output target. /// The depth buffer. /// The View*Projection matrix. Allows to render GUI in 3D or with custom transformations. API_FUNCTION() static void Begin(GPUContext* context, GPUTexture* output, GPUTexture* depthBuffer, API_PARAM(Ref) const Matrix& viewProjection); /// /// Begins the rendering phrase. /// /// The GPU commands context to use. /// The output target. /// The depth buffer. /// The output viewport. API_FUNCTION() static void Begin(GPUContext* context, GPUTextureView* output, GPUTextureView* depthBuffer, API_PARAM(Ref) const Viewport& viewport); /// /// Begins the rendering phrase. /// /// The GPU commands context to use. /// The output target. /// The depth buffer. /// The output viewport. /// The View*Projection matrix. Allows to render GUI in 3D or with custom transformations. API_FUNCTION() static void Begin(GPUContext* context, GPUTextureView* output, GPUTextureView* depthBuffer, API_PARAM(Ref) const Viewport& viewport, API_PARAM(Ref) const Matrix& viewProjection); /// /// Ends the rendering phrase. /// API_FUNCTION() static void End(); /// /// Called when frame rendering ends by the graphics device. /// static void EndFrame(); public: /// /// Pushes transformation layer. /// /// The transformation to apply. API_FUNCTION() static void PushTransform(API_PARAM(Ref) const Matrix3x3& transform); /// /// Peeks the current transformation layer. /// /// The output transformation to apply combined from all the transformations together (pushed into the transformation stack). API_FUNCTION() static void PeekTransform(API_PARAM(Out) Matrix3x3& transform); /// /// Pops transformation layer. /// API_FUNCTION() static void PopTransform(); /// /// Pushes clipping rectangle mask. /// /// The axis aligned clipping mask rectangle. API_FUNCTION() static void PushClip(API_PARAM(Ref) const Rectangle& clipRect); /// /// Peeks the current clipping rectangle mask. /// /// The output axis aligned clipping mask rectangle combined from all the masks together (pushed into the masking stack). API_FUNCTION() static void PeekClip(API_PARAM(Out) Rectangle& clipRect); /// /// Pops clipping rectangle mask. /// API_FUNCTION() static void PopClip(); public: /// /// Draws a text. /// /// The font to use. /// The text to render. /// The text color. /// The text location. /// The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture. API_FUNCTION() static void DrawText(Font* font, const StringView& text, const Color& color, const Vector2& location, MaterialBase* customMaterial = nullptr); /// /// Draws a text. /// /// The font to use. /// The text to render. /// The input text range (substring range of the input text parameter). /// The text color. /// The text location. /// The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture. API_FUNCTION() static void DrawText(Font* font, const StringView& text, API_PARAM(Ref) const TextRange& textRange, const Color& color, const Vector2& location, MaterialBase* customMaterial = nullptr); /// /// Draws a text with formatting. /// /// The font to use. /// The text to render. /// The text color. /// The text layout properties. /// The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture. API_FUNCTION() static void DrawText(Font* font, const StringView& text, const Color& color, API_PARAM(Ref) const TextLayoutOptions& layout, MaterialBase* customMaterial = nullptr); /// /// Draws a text with formatting. /// /// The font to use. /// The text to render. /// The input text range (substring range of the input text parameter). /// The text color. /// The text layout properties. /// The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture. API_FUNCTION() static void DrawText(Font* font, const StringView& text, API_PARAM(Ref) const TextRange& textRange, const Color& color, API_PARAM(Ref) const TextLayoutOptions& layout, MaterialBase* customMaterial = nullptr); /// /// Fills a rectangle area. /// /// The rectangle to fill. /// The color to use. API_FUNCTION() static void FillRectangle(const Rectangle& rect, const Color& color); /// /// Fills a rectangle area. /// /// The rectangle to fill. /// The color to use for upper left vertex. /// The color to use for upper right vertex. /// The color to use for bottom right vertex. /// The color to use for bottom left vertex. API_FUNCTION() static void FillRectangle(const Rectangle& rect, const Color& color1, const Color& color2, const Color& color3, const Color& color4); /// /// Draws a rectangle borders. /// /// The rectangle to draw. /// The color to use. /// The line thickness. API_FUNCTION() FORCE_INLINE static void DrawRectangle(const Rectangle& rect, const Color& color, float thickness = 1.0f) { DrawRectangle(rect, color, color, color, color, thickness); } /// /// Draws a rectangle borders. /// /// The rectangle to fill. /// The color to use for upper left vertex. /// The color to use for upper right vertex. /// The color to use for bottom right vertex. /// The color to use for bottom left vertex. /// The line thickness. API_FUNCTION() static void DrawRectangle(const Rectangle& rect, const Color& color1, const Color& color2, const Color& color3, const Color& color4, float thickness = 1.0f); /// /// Draws the render target. /// /// The render target handle to draw. /// The rectangle to draw. /// The color to multiply all texture pixels. API_FUNCTION() static void DrawTexture(GPUTextureView* rt, const Rectangle& rect, const Color& color = Color::White); /// /// Draws the texture. /// /// The texture to draw. /// The rectangle to draw. /// The color to multiply all texture pixels. API_FUNCTION() static void DrawTexture(GPUTexture* t, const Rectangle& rect, const Color& color = Color::White); /// /// Draws the texture. /// /// The texture to draw. /// The rectangle to draw. /// The color to multiply all texture pixels. API_FUNCTION() static void DrawTexture(TextureBase* t, const Rectangle& rect, const Color& color = Color::White); /// /// Draws a sprite. /// /// The sprite to draw. /// The rectangle to draw. /// The color to multiply all texture pixels. API_FUNCTION() static void DrawSprite(const SpriteHandle& spriteHandle, const Rectangle& rect, const Color& color = Color::White); /// /// Draws the texture (uses point sampler). /// /// The texture to draw. /// The rectangle to draw. /// The color to multiply all texture pixels. API_FUNCTION() static void DrawTexturePoint(GPUTexture* t, const Rectangle& rect, const Color& color = Color::White); /// /// Draws a sprite (uses point sampler). /// /// The sprite to draw. /// The rectangle to draw. /// The color to multiply all texture pixels. API_FUNCTION() static void DrawSpritePoint(const SpriteHandle& spriteHandle, const Rectangle& rect, const Color& color = Color::White); /// /// Performs custom rendering. /// /// The texture to use. /// The rectangle area to draw. /// The custom pipeline state to use (input must match default Render2D vertex shader and can use single texture). /// The color to multiply all texture pixels. API_FUNCTION() static void DrawCustom(GPUTexture* t, const Rectangle& rect, GPUPipelineState* ps, const Color& color = Color::White); /// /// Draws a line. /// /// The start point. /// The end point. /// The line color. /// The line thickness. API_FUNCTION() FORCE_INLINE static void DrawLine(const Vector2& p1, const Vector2& p2, const Color& color, float thickness = 1.0f) { DrawLine(p1, p2, color, color, thickness); } /// /// Draws a line. /// /// The start point. /// The end point. /// The line start color. /// The line end color. /// The line thickness. API_FUNCTION() static void DrawLine(const Vector2& p1, const Vector2& p2, const Color& color1, const Color& color2, float thickness = 1.0f); /// /// Draws a Bezier curve. /// /// The start point. /// The first control point. /// The second control point. /// The end point. /// The line color /// The line thickness. API_FUNCTION() static void DrawBezier(const Vector2& p1, const Vector2& p2, const Vector2& p3, const Vector2& p4, const Color& color, float thickness = 1.0f); /// /// Draws the GUI material. /// /// The material to render. Must be a GUI material type. /// The target rectangle to draw. /// The color to use. API_FUNCTION() static void DrawMaterial(MaterialBase* material, const Rectangle& rect, const Color& color); /// /// Draws the background blur. /// /// The target rectangle to draw (blurs its background). /// The blur strength defines how blurry the background is. Larger numbers increase blur, resulting in a larger runtime cost on the GPU. API_FUNCTION() static void DrawBlur(const Rectangle& rect, float blurStrength); };