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FlaxEngine/Source/Engine/Render2D/Render2D.h
2024-02-18 19:48:43 +01:00

462 lines
21 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Color.h"
#include "Engine/Scripting/ScriptingType.h"
#include "Engine/Core/Types/Span.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Matrix.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;
/// <summary>
/// Rendering 2D shapes and text using Graphics Device.
/// </summary>
API_CLASS(Static) class FLAXENGINE_API Render2D
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Render2D);
/// <summary>
/// The rendering features and options flags.
/// </summary>
API_ENUM(Attributes="Flags") enum class RenderingFeatures
{
/// <summary>
/// The none.
/// </summary>
None = 0,
/// <summary>
/// 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.
/// </summary>
VertexSnapping = 1,
/// <summary>
/// Enables automatic characters usage from fallback fonts.
/// </summary>
FallbackFonts = 2,
};
struct CustomData
{
Matrix ViewProjection;
Float2 ViewSize;
};
public:
/// <summary>
/// Checks if interface is during rendering phrase (Draw calls may be performed without failing).
/// </summary>
static bool IsRendering();
/// <summary>
/// Gets the current rendering viewport.
/// </summary>
static const Viewport& GetViewport();
/// <summary>
/// The active rendering features flags.
/// </summary>
API_FIELD() static RenderingFeatures Features;
/// <summary>
/// Called when frame rendering begins by the graphics device.
/// </summary>
static void BeginFrame();
/// <summary>
/// Begins the rendering phrase.
/// </summary>
/// <param name="context">The GPU commands context to use.</param>
/// <param name="output">The output target.</param>
/// <param name="depthBuffer">The depth buffer.</param>
API_FUNCTION() static void Begin(GPUContext* context, GPUTexture* output, GPUTexture* depthBuffer = nullptr);
/// <summary>
/// Begins the rendering phrase.
/// </summary>
/// <param name="context">The GPU commands context to use.</param>
/// <param name="output">The output target.</param>
/// <param name="depthBuffer">The depth buffer.</param>
/// <param name="viewProjection">The View*Projection matrix. Allows to render GUI in 3D or with custom transformations.</param>
API_FUNCTION() static void Begin(GPUContext* context, GPUTexture* output, GPUTexture* depthBuffer, API_PARAM(Ref) const Matrix& viewProjection);
/// <summary>
/// Begins the rendering phrase.
/// </summary>
/// <param name="context">The GPU commands context to use.</param>
/// <param name="output">The output target.</param>
/// <param name="depthBuffer">The depth buffer.</param>
/// <param name="viewport">The output viewport.</param>
API_FUNCTION() static void Begin(GPUContext* context, GPUTextureView* output, GPUTextureView* depthBuffer, API_PARAM(Ref) const Viewport& viewport);
/// <summary>
/// Begins the rendering phrase.
/// </summary>
/// <param name="context">The GPU commands context to use.</param>
/// <param name="output">The output target.</param>
/// <param name="depthBuffer">The depth buffer.</param>
/// <param name="viewport">The output viewport.</param>
/// <param name="viewProjection">The View*Projection matrix. Allows to render GUI in 3D or with custom transformations.</param>
API_FUNCTION() static void Begin(GPUContext* context, GPUTextureView* output, GPUTextureView* depthBuffer, API_PARAM(Ref) const Viewport& viewport, API_PARAM(Ref) const Matrix& viewProjection);
/// <summary>
/// Ends the rendering phrase.
/// </summary>
API_FUNCTION() static void End();
/// <summary>
/// Called when frame rendering ends by the graphics device.
/// </summary>
static void EndFrame();
public:
/// <summary>
/// Pushes transformation layer.
/// </summary>
/// <param name="transform">The transformation to apply.</param>
API_FUNCTION() static void PushTransform(API_PARAM(Ref) const Matrix3x3& transform);
/// <summary>
/// Peeks the current transformation layer.
/// </summary>
/// <param name="transform">The output transformation to apply combined from all the transformations together (pushed into the transformation stack).</param>
API_FUNCTION() static void PeekTransform(API_PARAM(Out) Matrix3x3& transform);
/// <summary>
/// Pops transformation layer.
/// </summary>
API_FUNCTION() static void PopTransform();
/// <summary>
/// Pushes clipping rectangle mask.
/// </summary>
/// <param name="clipRect">The axis aligned clipping mask rectangle.</param>
API_FUNCTION() static void PushClip(API_PARAM(Ref) const Rectangle& clipRect);
/// <summary>
/// Peeks the current clipping rectangle mask.
/// </summary>
/// <param name="clipRect">The output axis aligned clipping mask rectangle combined from all the masks together (pushed into the masking stack).</param>
API_FUNCTION() static void PeekClip(API_PARAM(Out) Rectangle& clipRect);
/// <summary>
/// Pops clipping rectangle mask.
/// </summary>
API_FUNCTION() static void PopClip();
/// <summary>
/// Pushes tint color.
/// </summary>
/// <param name="tint">The tint color.</param>
/// <param name="inherit">Multiply <paramref ref="tint"/> by the last tint on the stack.</param>
API_FUNCTION() static void PushTint(API_PARAM(Ref) const Color& tint, bool inherit = true);
/// <summary>
/// Peeks the current tint color.
/// </summary>
/// <param name="tint">The output tint color.</param>
API_FUNCTION() static void PeekTint(API_PARAM(Out) Color& tint);
/// <summary>
/// Pops tint color.
/// </summary>
API_FUNCTION() static void PopTint();
public:
/// <summary>
/// Draws a text.
/// </summary>
/// <param name="font">The font to use.</param>
/// <param name="text">The text to render.</param>
/// <param name="color">The text color.</param>
/// <param name="location">The text location.</param>
/// <param name="customMaterial">The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture.</param>
API_FUNCTION() static void DrawText(Font* font, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial = nullptr);
/// <summary>
/// Draws a text.
/// </summary>
/// <param name="font">The font to use.</param>
/// <param name="text">The text to render.</param>
/// <param name="textRange">The input text range (substring range of the input text parameter).</param>
/// <param name="color">The text color.</param>
/// <param name="location">The text location.</param>
/// <param name="customMaterial">The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture.</param>
API_FUNCTION() static void DrawText(Font* font, const StringView& text, API_PARAM(Ref) const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial = nullptr);
/// <summary>
/// Draws a text with formatting.
/// </summary>
/// <param name="font">The font to use.</param>
/// <param name="text">The text to render.</param>
/// <param name="color">The text color.</param>
/// <param name="layout">The text layout properties.</param>
/// <param name="customMaterial">The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture.</param>
API_FUNCTION() static void DrawText(Font* font, const StringView& text, const Color& color, API_PARAM(Ref) const TextLayoutOptions& layout, MaterialBase* customMaterial = nullptr);
/// <summary>
/// Draws a text with formatting.
/// </summary>
/// <param name="font">The font to use.</param>
/// <param name="text">The text to render.</param>
/// <param name="textRange">The input text range (substring range of the input text parameter).</param>
/// <param name="color">The text color.</param>
/// <param name="layout">The text layout properties.</param>
/// <param name="customMaterial">The custom material for font characters rendering. It must contain texture parameter named Font used to sample font texture.</param>
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);
/// <summary>
/// Fills a rectangle area.
/// </summary>
/// <param name="rect">The rectangle to fill.</param>
/// <param name="color">The color to use.</param>
API_FUNCTION() static void FillRectangle(const Rectangle& rect, const Color& color);
/// <summary>
/// Fills a rectangle area.
/// </summary>
/// <param name="rect">The rectangle to fill.</param>
/// <param name="color1">The color to use for upper left vertex.</param>
/// <param name="color2">The color to use for upper right vertex.</param>
/// <param name="color3">The color to use for bottom right vertex.</param>
/// <param name="color4">The color to use for bottom left vertex.</param>
API_FUNCTION() static void FillRectangle(const Rectangle& rect, const Color& color1, const Color& color2, const Color& color3, const Color& color4);
/// <summary>
/// Draws a rectangle borders.
/// </summary>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to use.</param>
/// <param name="thickness">The line thickness.</param>
API_FUNCTION() FORCE_INLINE static void DrawRectangle(const Rectangle& rect, const Color& color, float thickness = 1.0f)
{
DrawRectangle(rect, color, color, color, color, thickness);
}
/// <summary>
/// Draws a rectangle borders.
/// </summary>
/// <param name="rect">The rectangle to fill.</param>
/// <param name="color1">The color to use for upper left vertex.</param>
/// <param name="color2">The color to use for upper right vertex.</param>
/// <param name="color3">The color to use for bottom right vertex.</param>
/// <param name="color4">The color to use for bottom left vertex.</param>
/// <param name="thickness">The line thickness.</param>
API_FUNCTION() static void DrawRectangle(const Rectangle& rect, const Color& color1, const Color& color2, const Color& color3, const Color& color4, float thickness = 1.0f);
/// <summary>
/// Draws the render target.
/// </summary>
/// <param name="rt">The render target handle to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawTexture(GPUTextureView* rt, const Rectangle& rect, const Color& color = Color::White);
/// <summary>
/// Draws the texture.
/// </summary>
/// <param name="t">The texture to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawTexture(GPUTexture* t, const Rectangle& rect, const Color& color = Color::White);
/// <summary>
/// Draws the texture.
/// </summary>
/// <param name="t">The texture to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawTexture(TextureBase* t, const Rectangle& rect, const Color& color = Color::White);
/// <summary>
/// Draws a sprite.
/// </summary>
/// <param name="spriteHandle">The sprite to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawSprite(const SpriteHandle& spriteHandle, const Rectangle& rect, const Color& color = Color::White);
/// <summary>
/// Draws the texture (uses point sampler).
/// </summary>
/// <param name="t">The texture to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawTexturePoint(GPUTexture* t, const Rectangle& rect, const Color& color = Color::White);
/// <summary>
/// Draws a sprite (uses point sampler).
/// </summary>
/// <param name="spriteHandle">The sprite to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawSpritePoint(const SpriteHandle& spriteHandle, const Rectangle& rect, const Color& color = Color::White);
/// <summary>
/// Draws the texture using 9-slicing.
/// </summary>
/// <param name="t">The texture to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="border">The borders for 9-slicing (inside rectangle, ordered: left, right, top, bottom).</param>
/// <param name="borderUVs">The borders UVs for 9-slicing (inside rectangle UVs, ordered: left, right, top, bottom).</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void Draw9SlicingTexture(TextureBase* t, const Rectangle& rect, const Float4& border, const Float4& borderUVs, const Color& color = Color::White);
/// <summary>
/// Draws the texture using 9-slicing (uses point sampler).
/// </summary>
/// <param name="t">The texture to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="border">The borders for 9-slicing (inside rectangle, ordered: left, right, top, bottom).</param>
/// <param name="borderUVs">The borders UVs for 9-slicing (inside rectangle UVs, ordered: left, right, top, bottom).</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void Draw9SlicingTexturePoint(TextureBase* t, const Rectangle& rect, const Float4& border, const Float4& borderUVs, const Color& color = Color::White);
/// <summary>
/// Draws a sprite using 9-slicing.
/// </summary>
/// <param name="spriteHandle">The sprite to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="border">The borders for 9-slicing (inside rectangle, ordered: left, right, top, bottom).</param>
/// <param name="borderUVs">The borders UVs for 9-slicing (inside rectangle UVs, ordered: left, right, top, bottom).</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void Draw9SlicingSprite(const SpriteHandle& spriteHandle, const Rectangle& rect, const Float4& border, const Float4& borderUVs, const Color& color = Color::White);
/// <summary>
/// Draws a sprite using 9-slicing (uses point sampler).
/// </summary>
/// <param name="spriteHandle">The sprite to draw.</param>
/// <param name="rect">The rectangle to draw.</param>
/// <param name="border">The borders for 9-slicing (inside rectangle, ordered: left, right, top, bottom).</param>
/// <param name="borderUVs">The borders UVs for 9-slicing (inside rectangle UVs, ordered: left, right, top, bottom).</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void Draw9SlicingSpritePoint(const SpriteHandle& spriteHandle, const Rectangle& rect, const Float4& border, const Float4& borderUVs, const Color& color = Color::White);
/// <summary>
/// Performs custom rendering.
/// </summary>
/// <param name="t">The texture to use.</param>
/// <param name="rect">The rectangle area to draw.</param>
/// <param name="ps">The custom pipeline state to use (input must match default Render2D vertex shader and can use single texture).</param>
/// <param name="color">The color to multiply all texture pixels.</param>
API_FUNCTION() static void DrawCustom(GPUTexture* t, const Rectangle& rect, GPUPipelineState* ps, const Color& color = Color::White);
/// <summary>
/// Draws a line.
/// </summary>
/// <param name="p1">The start point.</param>
/// <param name="p2">The end point.</param>
/// <param name="color">The line color.</param>
/// <param name="thickness">The line thickness.</param>
API_FUNCTION() FORCE_INLINE static void DrawLine(const Float2& p1, const Float2& p2, const Color& color, float thickness = 1.0f)
{
DrawLine(p1, p2, color, color, thickness);
}
/// <summary>
/// Draws a line.
/// </summary>
/// <param name="p1">The start point.</param>
/// <param name="p2">The end point.</param>
/// <param name="color1">The line start color.</param>
/// <param name="color2">The line end color.</param>
/// <param name="thickness">The line thickness.</param>
API_FUNCTION() static void DrawLine(const Float2& p1, const Float2& p2, const Color& color1, const Color& color2, float thickness = 1.0f);
/// <summary>
/// Draws a Bezier curve.
/// </summary>
/// <param name="p1">The start point.</param>
/// <param name="p2">The first control point.</param>
/// <param name="p3">The second control point.</param>
/// <param name="p4">The end point.</param>
/// <param name="color">The line color</param>
/// <param name="thickness">The line thickness.</param>
API_FUNCTION() static void DrawBezier(const Float2& p1, const Float2& p2, const Float2& p3, const Float2& p4, const Color& color, float thickness = 1.0f);
/// <summary>
/// Draws the GUI material.
/// </summary>
/// <param name="material">The material to render. Must be a GUI material type.</param>
/// <param name="rect">The target rectangle to draw.</param>
/// <param name="color">The color to use.</param>
API_FUNCTION() static void DrawMaterial(MaterialBase* material, const Rectangle& rect, const Color& color);
/// <summary>
/// Draws the background blur.
/// </summary>
/// <param name="rect">The target rectangle to draw (blurs its background).</param>
/// <param name="blurStrength">The blur strength defines how blurry the background is. Larger numbers increase blur, resulting in a larger runtime cost on the GPU.</param>
API_FUNCTION() static void DrawBlur(const Rectangle& rect, float blurStrength);
/// <summary>
/// Draws vertices array.
/// </summary>
/// <param name="t">The texture.</param>
/// <param name="vertices">The vertices array.</param>
/// <param name="uvs">The uvs array.</param>
API_FUNCTION() static void DrawTexturedTriangles(GPUTexture* t, const Span<Float2>& vertices, const Span<Float2>& uvs);
/// <summary>
/// Draws vertices array.
/// </summary>
/// <param name="t">The texture.</param>
/// <param name="vertices">The vertices array.</param>
/// <param name="uvs">The uvs array.</param>
/// <param name="color">The color.</param>
API_FUNCTION() static void DrawTexturedTriangles(GPUTexture* t, const Span<Float2>& vertices, const Span<Float2>& uvs, const Color& color);
/// <summary>
/// Draws vertices array.
/// </summary>
/// <param name="t">The texture.</param>
/// <param name="vertices">The vertices array.</param>
/// <param name="uvs">The uvs array.</param>
/// <param name="colors">The colors array.</param>
API_FUNCTION() static void DrawTexturedTriangles(GPUTexture* t, const Span<Float2>& vertices, const Span<Float2>& uvs, const Span<Color>& colors);
/// <summary>
/// Draws indexed vertices array.
/// </summary>
/// <param name="t">The texture.</param>
/// <param name="indices">The indices array.</param>
/// <param name="vertices">The vertices array.</param>
/// <param name="uvs">The uvs array.</param>
/// <param name="colors">The colors array.</param>
API_FUNCTION() static void DrawTexturedTriangles(GPUTexture* t, const Span<uint16>& indices, const Span<Float2>& vertices, const Span<Float2>& uvs, const Span<Color>& colors);
/// <summary>
/// Draws vertices array.
/// </summary>
/// <param name="vertices">The vertices array.</param>
/// <param name="colors">The colors array.</param>
/// <param name="useAlpha">If true alpha blending will be enabled.</param>
API_FUNCTION() static void FillTriangles(const Span<Float2>& vertices, const Span<Color>& colors, bool useAlpha);
/// <summary>
/// Fills a triangular area.
/// </summary>
/// <param name="p0">The first point.</param>
/// <param name="p1">The second point.</param>
/// <param name="p2">The third point.</param>
/// <param name="color">The color.</param>
API_FUNCTION() static void FillTriangle(const Float2& p0, const Float2& p1, const Float2& p2, const Color& color);
};
DECLARE_ENUM_OPERATORS(Render2D::RenderingFeatures);