mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution. -Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms. -Corrects alignment of texture type details array.
891 lines
31 KiB
C++
891 lines
31 KiB
C++
//-----------------------------------------------------------------------------
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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 "gui/core/guiOffscreenCanvas.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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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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#include "core/stream/fileStream.h"
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#include "platform/output/IDisplayDevice.h"
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#include "T3D/gameBase/extended/extendedMove.h"
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#define TS_OVERLAY_SCREEN_WIDTH 0.75
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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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bool GuiTSCtrl::smUseLatestDisplayTransform = true;
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Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
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ImplementEnumType( GuiTSRenderStyles,
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"Style of rendering for a GuiTSCtrl.\n\n"
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"@ingroup Gui3D" )
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{ GuiTSCtrl::RenderStyleStandard, "standard" },
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{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
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{ GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" },
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EndImplementEnumType;
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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<GFXVertexPCT> 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->setupGenericShaders();
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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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mRenderStyle = RenderStyleStandard;
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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.hasFovPort = false;
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mLastCameraQuery.hasStereoTargets = false;
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mLastCameraQuery.ortho = false;
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mOrthoWidth = 0.1f;
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mOrthoHeight = 0.1f;
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::initPersistFields()
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{
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docsURL;
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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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addField("renderStyle", TYPEID< RenderStyles >(), Offset(mRenderStyle, GuiTSCtrl),
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"Indicates how this control should render its contents." );
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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("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
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"@ingroup Rendering\n");
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Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\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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// For VR
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mLastCameraQuery.drawCanvas = getRoot();
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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 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
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F32 renderHeight = F32(getHeight());
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F32 aspectRatio = renderWidth / renderHeight;
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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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static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery)
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{
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F32 wwidth;
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F32 wheight;
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F32 renderWidth = viewport.extent.x;
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F32 renderHeight = viewport.extent.y;
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F32 aspectRatio = renderWidth / renderHeight;
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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(!cameraQuery.ortho)
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{
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wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.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 = cameraQuery.fov;
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wwidth = aspectRatio * wheight;
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}
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F32 hscale = wwidth * 2.0f / renderWidth;
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F32 vscale = wheight * 2.0f / renderHeight;
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F32 left = 0.0f * hscale - wwidth;
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F32 right = renderWidth * hscale - wwidth;
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F32 top = wheight - vscale * 0.0f;
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F32 bottom = wheight - vscale * renderHeight;
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FovPort fovPort;
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fovPort.upTan = top;
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fovPort.downTan = -bottom;
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fovPort.leftTan = -left;
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fovPort.rightTan = right;
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return fovPort;
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}
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void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum)
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{
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GFXTransformSaver saver;
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Point2I renderSize = renderViewport.extent;
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GFXTarget *origTarget = GFX->getActiveRenderTarget();
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S32 origStereoTarget = GFX->getCurrentStereoTarget();
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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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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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renderSize,
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mLastCameraQuery);
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}
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GFX->setActiveRenderTarget(origTarget);
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GFX->setCurrentStereoTarget(origStereoTarget);
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GFX->setViewport(renderViewport);
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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), 0.0f, 0);
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GFX->setFrustum(frustum);
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mSaveProjection = GFX->getProjectionMatrix();
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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(renderSize);
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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 = guiViewport;
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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(guiViewport);
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DebugDrawer* debugDraw = DebugDrawer::get();
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if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
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{
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// For SBS we need to render over each viewport
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GFX->setViewport(mLastCameraQuery.stereoViewports[0]);
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
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GFX->setFrustum(frustum);
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debugDraw->render(false);
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GFX->setViewport(mLastCameraQuery.stereoViewports[1]);
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
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GFX->setFrustum(frustum);
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debugDraw->render();
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}
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else
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{
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debugDraw->render();
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}
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saver.restore();
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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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bool renderingToTarget = false;
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mLastCameraQuery.displayDevice = NULL;
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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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// jamesu - currently a little bit of a hack. Ideally we need to ditch the viewports in the query data and just rely on the display device
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if (mLastCameraQuery.displayDevice)
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{
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if (mRenderStyle == RenderStyleStereoSideBySide)
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{
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mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSideBySide);
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}
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else if (mRenderStyle == RenderStyleStereoSeparate)
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{
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mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSeparate);
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}
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else
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{
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mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_Standard);
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}
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// The connection's display device may want to set the eye offset
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if (mLastCameraQuery.displayDevice->providesEyeOffsets())
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{
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mLastCameraQuery.displayDevice->getEyeOffsets(mLastCameraQuery.eyeOffset);
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}
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// Grab field of view for both eyes
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if (mLastCameraQuery.displayDevice->providesFovPorts())
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{
|
|
mLastCameraQuery.displayDevice->getFovPorts(mLastCameraQuery.fovPort);
|
|
mLastCameraQuery.hasFovPort = true;
|
|
}
|
|
|
|
mLastCameraQuery.displayDevice->getStereoViewports(mLastCameraQuery.stereoViewports);
|
|
mLastCameraQuery.displayDevice->getStereoTargets(mLastCameraQuery.stereoTargets);
|
|
|
|
mLastCameraQuery.hasStereoTargets = mLastCameraQuery.stereoTargets[0];
|
|
}
|
|
|
|
GFXTargetRef origTarget = GFX->getActiveRenderTarget();
|
|
U32 origStyle = GFX->getCurrentRenderStyle();
|
|
|
|
// Set up the appropriate render style
|
|
Point2I renderSize = getExtent();
|
|
Frustum frustum;
|
|
|
|
mLastCameraQuery.currentEye = -1;
|
|
|
|
if (mRenderStyle == RenderStyleStereoSideBySide)
|
|
{
|
|
GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
|
|
GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
|
|
GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
|
|
|
|
if (!mLastCameraQuery.hasStereoTargets)
|
|
{
|
|
// Need to calculate our current viewport here
|
|
mLastCameraQuery.stereoViewports[0] = updateRect;
|
|
mLastCameraQuery.stereoViewports[0].extent.x /= 2;
|
|
mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
|
|
mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
|
|
}
|
|
|
|
if (!mLastCameraQuery.hasFovPort)
|
|
{
|
|
// Need to make our own fovPort
|
|
mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
|
|
mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
|
|
}
|
|
|
|
GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
|
|
GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
|
|
GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
|
|
|
|
MatrixF myTransforms[2];
|
|
|
|
if (smUseLatestDisplayTransform)
|
|
{
|
|
// Use the view matrix determined from the display device
|
|
myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
|
|
myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
|
|
}
|
|
else
|
|
{
|
|
// Use the view matrix determined from the control object
|
|
myTransforms[0] = mLastCameraQuery.cameraMatrix;
|
|
myTransforms[1] = mLastCameraQuery.cameraMatrix;
|
|
mLastCameraQuery.headMatrix = mLastCameraQuery.cameraMatrix; // override head
|
|
|
|
QuatF qrot = mLastCameraQuery.cameraMatrix;
|
|
Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
|
|
Point3F rotEyePos;
|
|
|
|
myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
|
|
myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
|
|
}
|
|
|
|
GFX->setStereoEyeTransforms(myTransforms);
|
|
|
|
// Allow render size to originate from the render target
|
|
if (mLastCameraQuery.stereoTargets[0])
|
|
{
|
|
renderSize = mLastCameraQuery.stereoTargets[0]->getSize();
|
|
renderingToTarget = true;
|
|
}
|
|
|
|
// NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
|
|
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
|
|
|
|
GFX->activateStereoTarget(-1);
|
|
_internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum);
|
|
|
|
// Notify device we've rendered the right, thus the last stereo frame.
|
|
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
|
|
|
|
// Render preview
|
|
if (mLastCameraQuery.displayDevice)
|
|
{
|
|
GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
|
|
if (!previewTexture.isNull())
|
|
{
|
|
GFX->setActiveRenderTarget(origTarget);
|
|
GFX->setCurrentRenderStyle(origStyle);
|
|
GFX->setClipRect(updateRect);
|
|
renderDisplayPreview(updateRect, previewTexture);
|
|
}
|
|
}
|
|
}
|
|
else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.displayDevice)
|
|
{
|
|
// In this case we render the scene twice to different render targets, then
|
|
// render the final composite view
|
|
GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate);
|
|
GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
|
|
GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
|
|
GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
|
|
GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
|
|
GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
|
|
|
|
MatrixF myTransforms[2];
|
|
|
|
if (smUseLatestDisplayTransform)
|
|
{
|
|
// Use the view matrix determined from the display device
|
|
myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
|
|
myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
|
|
}
|
|
else
|
|
{
|
|
// Use the view matrix determined from the control object
|
|
myTransforms[0] = mLastCameraQuery.cameraMatrix;
|
|
myTransforms[1] = mLastCameraQuery.cameraMatrix;
|
|
|
|
QuatF qrot = mLastCameraQuery.cameraMatrix;
|
|
Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
|
|
Point3F rotEyePos;
|
|
|
|
myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
|
|
myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
|
|
}
|
|
|
|
MatrixF origMatrix = mLastCameraQuery.cameraMatrix;
|
|
|
|
// Left
|
|
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
|
|
mLastCameraQuery.cameraMatrix = myTransforms[0];
|
|
frustum.update();
|
|
GFX->activateStereoTarget(0);
|
|
mLastCameraQuery.currentEye = 0;
|
|
GFX->beginField();
|
|
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
|
|
GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
|
|
GFX->endField();
|
|
|
|
// Right
|
|
GFX->activateStereoTarget(1);
|
|
mLastCameraQuery.currentEye = 1;
|
|
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
|
|
mLastCameraQuery.cameraMatrix = myTransforms[1];
|
|
frustum.update();
|
|
GFX->beginField();
|
|
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
|
|
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
|
|
GFX->endField();
|
|
|
|
mLastCameraQuery.cameraMatrix = origMatrix;
|
|
|
|
// Render preview
|
|
if (mLastCameraQuery.displayDevice)
|
|
{
|
|
GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
|
|
if (!previewTexture.isNull())
|
|
{
|
|
GFX->setActiveRenderTarget(origTarget);
|
|
GFX->setCurrentRenderStyle(origStyle);
|
|
GFX->setClipRect(updateRect);
|
|
renderDisplayPreview(updateRect, previewTexture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// set up the camera and viewport stuff:
|
|
F32 wwidth;
|
|
F32 wheight;
|
|
F32 renderWidth = F32(renderSize.x);
|
|
F32 renderHeight = F32(renderSize.y);
|
|
F32 aspectRatio = renderWidth / renderHeight;
|
|
|
|
if (mForceFOV != 0)
|
|
mLastCameraQuery.fov = mDegToRad(mForceFOV);
|
|
|
|
// Use the FOV to calculate the viewport height scale
|
|
// then generate the width scale from the aspect ratio.
|
|
if (!mLastCameraQuery.ortho)
|
|
{
|
|
wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
|
|
wwidth = aspectRatio * wheight;
|
|
}
|
|
else
|
|
{
|
|
wheight = mLastCameraQuery.fov;
|
|
wwidth = aspectRatio * wheight;
|
|
}
|
|
|
|
F32 hscale = wwidth * 2.0f / renderWidth;
|
|
F32 vscale = wheight * 2.0f / renderHeight;
|
|
|
|
F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
|
|
F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
|
|
F32 top = wheight - vscale * (updateRect.point.y - offset.y);
|
|
F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
|
|
|
|
frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane);
|
|
|
|
// Manipulate the frustum for tiled screenshots
|
|
const bool screenShotMode = gScreenShot && gScreenShot->isPending();
|
|
if (screenShotMode)
|
|
{
|
|
gScreenShot->tileFrustum(frustum);
|
|
GFX->setViewMatrix(MatrixF::Identity);
|
|
}
|
|
|
|
RectI tempRect = updateRect;
|
|
_internalRender(tempRect, tempRect, frustum);
|
|
}
|
|
|
|
// TODO: Some render to sort of overlay system?
|
|
|
|
// Allow subclasses to render 2D elements.
|
|
GFX->setActiveRenderTarget(origTarget);
|
|
GFX->setCurrentRenderStyle(origStyle);
|
|
GFX->setClipRect(updateRect);
|
|
renderGui(offset, updateRect);
|
|
|
|
if (shouldRenderChildControls())
|
|
{
|
|
renderChildControls(offset, updateRect);
|
|
}
|
|
smFrameCount++;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width )
|
|
{
|
|
if ( !mSaveFrustum.clipSegment( p0, p1 ) )
|
|
return;
|
|
|
|
MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection );
|
|
MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection );
|
|
|
|
p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x );
|
|
p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y );
|
|
p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x );
|
|
p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y );
|
|
p0.z = p1.z = 0.0f;
|
|
|
|
_drawLine( p0, p1, color, width );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width )
|
|
{
|
|
for ( S32 i = 0; i < points.size() - 1; i++ )
|
|
drawLine( points[i], points[i+1], color, width );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
|
|
{
|
|
mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
|
|
mStereoCanvas = canvas;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture)
|
|
{
|
|
GFX->setWorldMatrix(MatrixF(1));
|
|
GFX->setViewMatrix(MatrixF::Identity);
|
|
GFX->setClipRect(updateRect);
|
|
|
|
GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK);
|
|
GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED);
|
|
|
|
if (!mStereoPreviewVB.getPointer())
|
|
{
|
|
mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic);
|
|
GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4);
|
|
|
|
F32 texLeft = 0.0f;
|
|
F32 texRight = 1.0f;
|
|
F32 texTop = 0.0f;
|
|
F32 texBottom = 1.0f;
|
|
|
|
F32 rectWidth = updateRect.extent.x;
|
|
F32 rectHeight = updateRect.extent.y;
|
|
|
|
F32 screenLeft = 0;
|
|
F32 screenRight = rectWidth;
|
|
F32 screenTop = 0;
|
|
F32 screenBottom = rectHeight;
|
|
|
|
const F32 fillConv = 0.0f;
|
|
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(texLeft, texTop);
|
|
verts[1].texCoord.set(texRight, texTop);
|
|
verts[2].texCoord.set(texLeft, texBottom);
|
|
verts[3].texCoord.set(texRight, texBottom);
|
|
|
|
mStereoPreviewVB.unlock();
|
|
}
|
|
|
|
if (!mStereoPreviewSB.getPointer())
|
|
{
|
|
// DrawBitmapStretchSR
|
|
GFXStateBlockDesc bitmapStretchSR;
|
|
bitmapStretchSR.setCullMode(GFXCullNone);
|
|
bitmapStretchSR.setZReadWrite(false, false);
|
|
bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
|
|
bitmapStretchSR.samplersDefined = true;
|
|
|
|
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
|
|
bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
|
|
bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
|
|
bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
|
|
|
|
mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR);
|
|
}
|
|
|
|
GFX->setVertexBuffer(mStereoPreviewVB);
|
|
GFX->setStateBlock(mStereoPreviewSB);
|
|
GFX->setTexture(0, previewTexture);
|
|
GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
|
|
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
|
}
|
|
|
|
//=============================================================================
|
|
// Console Methods.
|
|
//=============================================================================
|
|
// MARK: ---- Console Methods ----
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),,
|
|
"Transform 3D screen-space coordinates (x, y, depth) to world space.\n"
|
|
"This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n"
|
|
"@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n"
|
|
"@return The world-space position corresponding to the given screen-space coordinates." )
|
|
{
|
|
Point3F worldPos;
|
|
object->unproject( screenPosition, &worldPos );
|
|
return worldPos;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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, F32, ( F32 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 );
|
|
}
|
|
|
|
DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
|
|
"Sets the current stereo texture to an offscreen canvas\n"
|
|
"@param canvas The desired canvas." )
|
|
{
|
|
object->setStereoGui(canvas);
|
|
}
|