mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
174 lines
5.4 KiB
C++
174 lines
5.4 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/controls/guiMaterialCtrl.h"
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#include "materials/baseMatInstance.h"
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#include "materials/materialManager.h"
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#include "materials/sceneData.h"
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#include "core/util/safeDelete.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxDevice.h"
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#include "math/util/matrixSet.h"
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#include "scene/sceneRenderState.h"
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IMPLEMENT_CONOBJECT( GuiMaterialCtrl );
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ConsoleDocClass( GuiMaterialCtrl,
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"@brief Container for GuiMaterialPreview\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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GuiMaterialCtrl::GuiMaterialCtrl()
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: mMaterialInst( NULL )
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{
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}
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void GuiMaterialCtrl::initPersistFields()
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{
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addGroup( "Material" );
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addProtectedField( "materialName", TypeStringFilename, Offset( mMaterialName, GuiMaterialCtrl ), &GuiMaterialCtrl::_setMaterial, &defaultProtectedGetFn, "" );
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endGroup( "Material" );
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Parent::initPersistFields();
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}
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bool GuiMaterialCtrl::onWake()
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{
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if ( !Parent::onWake() )
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return false;
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setActive( true );
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setMaterial( mMaterialName );
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return true;
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}
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void GuiMaterialCtrl::onSleep()
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{
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SAFE_DELETE( mMaterialInst );
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Parent::onSleep();
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}
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bool GuiMaterialCtrl::_setMaterial( void *object, const char *index, const char *data )
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{
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static_cast<GuiMaterialCtrl *>( object )->setMaterial( data );
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// Return false to keep the caller from setting the field.
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return false;
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}
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bool GuiMaterialCtrl::setMaterial( const String &materialName )
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{
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SAFE_DELETE( mMaterialInst );
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mMaterialName = materialName;
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if ( mMaterialName.isNotEmpty() && isAwake() )
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mMaterialInst = MATMGR->createMatInstance( mMaterialName, getGFXVertexFormat<GFXVertexPCT>() );
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return true;
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}
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void GuiMaterialCtrl::inspectPostApply()
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{
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Parent::inspectPostApply();
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}
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void GuiMaterialCtrl::onRender( Point2I offset, const RectI &updateRect )
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{
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Parent::onRender( offset, updateRect );
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if ( !mMaterialInst )
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return;
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// Draw a quad with the material assigned
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GFXVertexBufferHandle<GFXVertexPCT> verts( GFX, 4, GFXBufferTypeVolatile );
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verts.lock();
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F32 screenLeft = updateRect.point.x;
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F32 screenRight = (updateRect.point.x + updateRect.extent.x);
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F32 screenTop = updateRect.point.y;
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F32 screenBottom = (updateRect.point.y + updateRect.extent.y);
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const F32 fillConv = GFX->getFillConventionOffset();
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verts[0].point.set( screenLeft - fillConv, screenTop - fillConv, 0.f );
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verts[1].point.set( screenRight - fillConv, screenTop - fillConv, 0.f );
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verts[2].point.set( screenLeft - fillConv, screenBottom - fillConv, 0.f );
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verts[3].point.set( screenRight - fillConv, screenBottom - fillConv, 0.f );
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verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI( 255, 255, 255, 255 );
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verts[0].texCoord.set( 0.0f, 0.0f );
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verts[1].texCoord.set( 1.0f, 0.0f );
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verts[2].texCoord.set( 0.0f, 1.0f );
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verts[3].texCoord.set( 1.0f, 1.0f );
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verts.unlock();
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GFX->setVertexBuffer( verts );
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MatrixSet matSet;
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matSet.setWorld(GFX->getWorldMatrix());
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matSet.setView(GFX->getViewMatrix());
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matSet.setProjection(GFX->getProjectionMatrix());
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MatrixF cameraMatrix( true );
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F32 left, right, top, bottom, nearPlane, farPlane;
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bool isOrtho;
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GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho );
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Frustum frust( isOrtho, left, right, top, bottom, nearPlane, farPlane, cameraMatrix );
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SceneRenderState state
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(
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gClientSceneGraph,
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SPT_Diffuse,
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SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
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gClientSceneGraph->getDefaultRenderPass(),
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false
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);
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SceneData sgData;
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sgData.init( &state );
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sgData.wireframe = false; // Don't wireframe this.
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while( mMaterialInst->setupPass( &state, sgData ) )
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{
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mMaterialInst->setSceneInfo( &state, sgData );
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mMaterialInst->setTransforms( matSet, &state );
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GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
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}
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// Clean up
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GFX->setShader( NULL );
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GFX->setTexture( 0, NULL );
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}
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ConsoleMethod( GuiMaterialCtrl, setMaterial, bool, 3, 3, "( string materialName )"
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"Set the material to be displayed in the control." )
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{
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return object->setMaterial( argv[2] );
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}
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