Torque3D/Engine/source/gui/controls/guiMaterialCtrl.cpp
2018-04-17 21:01:50 +02:00

175 lines
5.5 KiB
C++

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