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Engine directory for ticket #1
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497
Engine/source/gui/3d/guiTSControl.cpp
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497
Engine/source/gui/3d/guiTSControl.cpp
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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/3d/guiTSControl.h"
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#include "console/engineAPI.h"
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#include "scene/sceneManager.h"
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#include "lighting/lightManager.h"
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#include "gfx/sim/debugDraw.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/screenshot.h"
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#include "math/mathUtils.h"
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#include "gui/core/guiCanvas.h"
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#include "scene/reflectionManager.h"
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#include "postFx/postEffectManager.h"
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#include "gfx/gfxTransformSaver.h"
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IMPLEMENT_CONOBJECT( GuiTSCtrl );
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ConsoleDocClass( GuiTSCtrl,
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"@brief Abstract base class for controls that render 3D scenes.\n\n"
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"GuiTSCtrl is the base class for controls that render 3D camera views in Torque. The class itself "
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"does not implement a concrete scene rendering. Use GuiObjectView to display invidiual shapes in "
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"the Gui and GameTSCtrl to render full scenes.\n\n"
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"@see GameTSCtrl\n"
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"@see GuiObjectView\n"
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"@ingroup Gui3D\n"
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);
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U32 GuiTSCtrl::smFrameCount = 0;
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Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
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//-----------------------------------------------------------------------------
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namespace
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{
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void _drawLine( const Point3F &p0, const Point3F &p1, const ColorI &color, F32 width )
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{
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F32 x1, x2, y1, y2, z1, z2;
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x1 = p0.x;
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y1 = p0.y;
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z1 = p0.z;
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x2 = p1.x;
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y2 = p1.y;
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z2 = p1.z;
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//
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// Convert Line a----------b
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//
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// Into Quad v0---------v1
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// a b
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// v2---------v3
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//
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Point2F start(x1, y1);
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Point2F end(x2, y2);
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Point2F perp, lineVec;
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// handle degenerate case where point a = b
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if(x1 == x2 && y1 == y2)
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{
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perp.set(0.0f, width * 0.5f);
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lineVec.set(0.1f, 0.0f);
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}
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else
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{
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perp.set(start.y - end.y, end.x - start.x);
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lineVec.set(end.x - start.x, end.y - start.y);
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perp.normalize(width * 0.5f);
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lineVec.normalize(0.1f);
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}
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start -= lineVec;
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end += lineVec;
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GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
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verts.lock();
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verts[0].point.set( start.x+perp.x, start.y+perp.y, z1 );
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verts[1].point.set( end.x+perp.x, end.y+perp.y, z2 );
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verts[2].point.set( start.x-perp.x, start.y-perp.y, z1 );
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verts[3].point.set( end.x-perp.x, end.y-perp.y, z2 );
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verts[0].color = color;
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verts[1].color = color;
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verts[2].color = color;
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verts[3].color = color;
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verts.unlock();
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GFX->setVertexBuffer( verts );
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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desc.setZReadWrite(false);
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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GFX->setStateBlockByDesc( desc );
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GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
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}
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}
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//-----------------------------------------------------------------------------
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GuiTSCtrl::GuiTSCtrl()
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{
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mCameraZRot = 0;
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mForceFOV = 0;
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mReflectPriority = 1.0f;
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mSaveModelview.identity();
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mSaveProjection.identity();
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mSaveViewport.set( 0, 0, 10, 10 );
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mSaveWorldToScreenScale.set( 0, 0 );
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mLastCameraQuery.cameraMatrix.identity();
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mLastCameraQuery.fov = 45.0f;
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mLastCameraQuery.object = NULL;
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mLastCameraQuery.farPlane = 10.0f;
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mLastCameraQuery.nearPlane = 0.01f;
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mLastCameraQuery.ortho = false;
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::initPersistFields()
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{
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addGroup( "Camera" );
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addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl),
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"Z rotation angle of camera." );
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addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl),
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"The vertical field of view in degrees or zero to use the normal camera FOV." );
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endGroup( "Camera" );
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addGroup( "Rendering" );
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addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ),
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"The share of the per-frame reflection update work this control's rendering should run.\n"
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"The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned "
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"a share of the per-frame reflection update time according to its percentage of the total priority value." );
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endGroup( "Rendering" );
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::consoleInit()
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{
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Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
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"@ingroup Rendering\n");
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}
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//-----------------------------------------------------------------------------
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bool GuiTSCtrl::onWake()
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{
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if ( !Parent::onWake() )
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return false;
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// Add ourselves to the active viewport list.
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AssertFatal( !smAwakeTSCtrls.contains( this ),
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"GuiTSCtrl::onWake - This control is already in the awake list!" );
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smAwakeTSCtrls.push_back( this );
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return true;
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::onSleep()
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{
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Parent::onSleep();
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AssertFatal( smAwakeTSCtrls.contains( this ),
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"GuiTSCtrl::onSleep - This control is not in the awake list!" );
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smAwakeTSCtrls.remove( this );
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::onPreRender()
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{
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setUpdate();
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}
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//-----------------------------------------------------------------------------
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bool GuiTSCtrl::processCameraQuery(CameraQuery *)
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
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{
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}
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//-----------------------------------------------------------------------------
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F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const
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{
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// Fixup any negative or zero distance so we
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// don't get a divide by zero.
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dist = dist > 0.0f ? dist : 0.001f;
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return ( radius / dist ) * mSaveWorldToScreenScale.y;
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}
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//-----------------------------------------------------------------------------
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bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const
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{
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return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection);
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}
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//-----------------------------------------------------------------------------
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bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const
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{
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MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane);
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return true;
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}
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//-----------------------------------------------------------------------------
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F32 GuiTSCtrl::calculateViewDistance(F32 radius)
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{
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F32 fov = mLastCameraQuery.fov;
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F32 wwidth;
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F32 wheight;
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F32 aspectRatio = F32(getWidth()) / F32(getHeight());
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// Use the FOV to calculate the viewport height scale
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// then generate the width scale from the aspect ratio.
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if(!mLastCameraQuery.ortho)
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{
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wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
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wwidth = aspectRatio * wheight;
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}
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else
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{
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wheight = mLastCameraQuery.fov;
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wwidth = aspectRatio * wheight;
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}
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// Now determine if we should use the width
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// fov or height fov.
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//
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// If the window is taller than it is wide, use the
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// width fov to keep the object completely in view.
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if (wheight > wwidth)
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fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f;
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return radius / mTan(fov / 2.0f);
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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// Save the current transforms so we can restore
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// it for child control rendering below.
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GFXTransformSaver saver;
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if(!processCameraQuery(&mLastCameraQuery))
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{
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// We have no camera, but render the GUI children
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// anyway. This makes editing GuiTSCtrl derived
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// controls easier in the GuiEditor.
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renderChildControls( offset, updateRect );
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return;
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}
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if ( mReflectPriority > 0 )
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{
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// Get the total reflection priority.
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F32 totalPriority = 0;
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for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
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if ( smAwakeTSCtrls[i]->isVisible() )
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totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
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REFLECTMGR->update( mReflectPriority / totalPriority,
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getExtent(),
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mLastCameraQuery );
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}
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if(mForceFOV != 0)
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mLastCameraQuery.fov = mDegToRad(mForceFOV);
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if(mCameraZRot)
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{
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MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
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mLastCameraQuery.cameraMatrix.mul(rotMat);
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}
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// set up the camera and viewport stuff:
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F32 wwidth;
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F32 wheight;
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F32 aspectRatio = F32(getWidth()) / F32(getHeight());
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// Use the FOV to calculate the viewport height scale
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// then generate the width scale from the aspect ratio.
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if(!mLastCameraQuery.ortho)
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{
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wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
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wwidth = aspectRatio * wheight;
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}
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else
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{
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wheight = mLastCameraQuery.fov;
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wwidth = aspectRatio * wheight;
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}
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F32 hscale = wwidth * 2.0f / F32(getWidth());
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F32 vscale = wheight * 2.0f / F32(getHeight());
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F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
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F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
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F32 top = wheight - vscale * (updateRect.point.y - offset.y);
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F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
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Frustum frustum;
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frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
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// Manipulate the frustum for tiled screenshots
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const bool screenShotMode = gScreenShot && gScreenShot->isPending();
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if ( screenShotMode )
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{
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gScreenShot->tileFrustum( frustum );
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GFX->setViewMatrix(MatrixF::Identity);
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}
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RectI tempRect = updateRect;
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#ifdef TORQUE_OS_MAC
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Point2I screensize = getRoot()->getWindowSize();
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tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
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#endif
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GFX->setViewport( tempRect );
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// Clear the zBuffer so GUI doesn't hose object rendering accidentally
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GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
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GFX->setFrustum( frustum );
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if(mLastCameraQuery.ortho)
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{
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mOrthoWidth = frustum.getWidth();
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mOrthoHeight = frustum.getHeight();
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}
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// We're going to be displaying this render at size of this control in
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// pixels - let the scene know so that it can calculate e.g. reflections
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// correctly for that final display result.
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gClientSceneGraph->setDisplayTargetResolution(getExtent());
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// Set the GFX world matrix to the world-to-camera transform, but don't
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// change the cameraMatrix in mLastCameraQuery. This is because
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// mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
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// transform. In-place invert would save a copy but mess up any GUIs that
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// depend on that value.
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MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
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worldToCamera.inverse();
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GFX->setWorldMatrix( worldToCamera );
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mSaveProjection = GFX->getProjectionMatrix();
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mSaveModelview = GFX->getWorldMatrix();
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mSaveViewport = updateRect;
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mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
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mSaveFrustum = GFX->getFrustum();
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mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );
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// Set the default non-clip projection as some
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// objects depend on this even in non-reflect cases.
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gClientSceneGraph->setNonClipProjection( mSaveProjection );
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// Give the post effect manager the worldToCamera, and cameraToScreen matrices
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PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );
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renderWorld(updateRect);
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DebugDrawer::get()->render();
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// Restore the previous matrix state before
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// we begin rendering the child controls.
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saver.restore();
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// Allow subclasses to render 2D elements.
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GFX->setClipRect(updateRect);
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renderGui( offset, updateRect );
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renderChildControls(offset, updateRect);
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smFrameCount++;
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width )
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{
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if ( !mSaveFrustum.clipSegment( p0, p1 ) )
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return;
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MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection );
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MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection );
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p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x );
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p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y );
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p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x );
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p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y );
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p0.z = p1.z = 0.0f;
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_drawLine( p0, p1, color, width );
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width )
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{
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for ( S32 i = 0; i < points.size() - 1; i++ )
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drawLine( points[i], points[i+1], color, width );
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}
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||||
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//=============================================================================
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// Console Methods.
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//=============================================================================
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// MARK: ---- Console Methods ----
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||||
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||||
//-----------------------------------------------------------------------------
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DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),,
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"Transform 3D screen-space coordinates (x, y, depth) to world space.\n"
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"This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n"
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||||
"@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n"
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||||
"@return The world-space position corresponding to the given screen-space coordinates." )
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{
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||||
Point3F worldPos;
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object->unproject( screenPosition, &worldPos );
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return worldPos;
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||||
}
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||||
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||||
//-----------------------------------------------------------------------------
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||||
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DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),,
|
||||
"Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n"
|
||||
"@param worldPosition The world-space position to transform to screen-space.\n"
|
||||
"@return The " )
|
||||
{
|
||||
Point3F screenPos;
|
||||
object->project( worldPosition, &screenPos );
|
||||
return screenPos;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
|
||||
"Get the ratio between world-space units and pixels.\n"
|
||||
"@return The amount of world-space units covered by the extent of a single pixel." )
|
||||
{
|
||||
return object->getWorldToScreenScale();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
DefineEngineMethod( GuiTSCtrl, calculateViewDistance, float, ( float radius ),,
|
||||
"Given the camera's current FOV, get the distance from the camera's viewpoint at which the given radius will fit in the render area.\n"
|
||||
"@param radius Radius in world-space units which should fit in the view.\n"
|
||||
"@return The distance from the viewpoint at which the given radius would be fully visible." )
|
||||
{
|
||||
return object->calculateViewDistance( radius );
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue