Torque3D/Engine/source/gui/worldEditor/guiTerrPreviewCtrl.cpp

362 lines
11 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 "console/console.h"
#include "console/engineAPI.h"
#include "console/consoleTypes.h"
#include "terrain/terrData.h"
#include "gui/worldEditor/guiTerrPreviewCtrl.h"
#include "gfx/primBuilder.h"
#include "T3D/gameFunctions.h"
IMPLEMENT_CONOBJECT(GuiTerrPreviewCtrl);
ConsoleDocClass( GuiTerrPreviewCtrl,
"@brief Very old GUI used for terrain preview\n\n"
"Deprecated\n\n"
"@internal"
);
GuiTerrPreviewCtrl::GuiTerrPreviewCtrl(void) : mTerrainEditor(NULL), mTerrainSize(2048.0f)
{
mRoot.set( 0, 0 );
mOrigin.set( 0, 0 );
mWorldScreenCenter.set( mTerrainSize*0.5f, mTerrainSize*0.5f );
mControlsStateBlock = NULL;
mTerrainBitmapStateBlock = NULL;
}
bool GuiTerrPreviewCtrl::onAdd()
{
if(Parent::onAdd() == false)
{
return false;
}
SimObject* inTerrEditor = Sim::findObject("ETerrainEditor");
if(!inTerrEditor)
{
Con::errorf(ConsoleLogEntry::General, "TerrainEditor::onAdd: failed to load Terrain Editor");
return false;
}
mTerrainEditor = dynamic_cast<TerrainEditor*>(inTerrEditor);
GFXStateBlockDesc desc;
desc.setBlend(false, GFXBlendOne, GFXBlendZero);
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;
desc.samplers[0].textureColorOp = GFXTOPSelectARG1;
desc.samplers[0].colorArg1 = GFXTATexture;
desc.setCullMode(GFXCullNone);
desc.setZReadWrite(false);
mTerrainBitmapStateBlock = GFX->createStateBlock(desc);
desc.samplers[0].textureColorOp = GFXTOPDisable;
mControlsStateBlock = GFX->createStateBlock(desc);
return true;
}
void GuiTerrPreviewCtrl::initPersistFields()
{
Parent::initPersistFields();
}
DefineConsoleMethod( GuiTerrPreviewCtrl, reset, void, (), , "Reset the view of the terrain.")
{
object->reset();
}
DefineConsoleMethod( GuiTerrPreviewCtrl, setRoot, void, (), , "Add the origin to the root and reset the origin.")
{
object->setRoot();
}
DefineConsoleMethod( GuiTerrPreviewCtrl, getRoot, Point2F, (), , "Return a Point2F representing the position of the root.")
{
return object->getRoot();
}
DefineConsoleMethod( GuiTerrPreviewCtrl, setOrigin, void, (Point2F pos), , "(float x, float y)"
"Set the origin of the view.")
{
object->setOrigin( pos );
}
DefineConsoleMethod( GuiTerrPreviewCtrl, getOrigin, Point2F, (), , "Return a Point2F containing the position of the origin.")
{
return object->getOrigin();
}
DefineConsoleMethod( GuiTerrPreviewCtrl, getValue, const char*, (), , "Returns a 4-tuple containing: root_x root_y origin_x origin_y")
{
Point2F r = object->getRoot();
Point2F o = object->getOrigin();
static char valuebuf[64];
dSprintf(valuebuf,sizeof(valuebuf),"%g %g %g %g", r.x, -r.y, o.x, -o.y);
return valuebuf;
}
DefineConsoleMethod( GuiTerrPreviewCtrl, setValue, void, (const char * tuple), , "Accepts a 4-tuple in the same form as getValue returns.\n\n"
"@see GuiTerrPreviewCtrl::getValue()")
{
Point2F r,o;
dSscanf(tuple, "%g %g %g %g", &r.x, &r.y, &o.x, &o.y);
r.y = -r.y;
o.y = -o.y;
object->reset();
object->setRoot(r);
object->setOrigin(o);
}
bool GuiTerrPreviewCtrl::onWake()
{
if (! Parent::onWake())
return false;
return true;
}
void GuiTerrPreviewCtrl::onSleep()
{
Parent::onSleep();
}
void GuiTerrPreviewCtrl::setBitmap(const GFXTexHandle &handle)
{
mTextureHandle = handle;
}
void GuiTerrPreviewCtrl::reset()
{
mRoot.set(0,0);
mOrigin.set(0,0);
}
void GuiTerrPreviewCtrl::setRoot()
{
mRoot += mOrigin;
mOrigin.set(0,0);
}
void GuiTerrPreviewCtrl::setRoot(const Point2F &p)
{
mRoot = p;
}
void GuiTerrPreviewCtrl::setOrigin(const Point2F &p)
{
mOrigin = p;
}
Point2F& GuiTerrPreviewCtrl::wrap(const Point2F &p)
{
static Point2F result;
result = p;
while (result.x < 0.0f)
result.x += mTerrainSize;
while (result.x > mTerrainSize)
result.x -= mTerrainSize;
while (result.y < 0.0f)
result.y += mTerrainSize;
while (result.y > mTerrainSize)
result.y -= mTerrainSize;
return result;
}
Point2F& GuiTerrPreviewCtrl::worldToTexture(const Point2F &p)
{
static Point2F result;
result = wrap( p + mRoot ) / mTerrainSize;
return result;
}
Point2F& GuiTerrPreviewCtrl::worldToCtrl(const Point2F &p)
{
static Point2F result;
result = wrap( p - mCamera - mWorldScreenCenter );
result *= getWidth() / mTerrainSize;
return result;
}
void GuiTerrPreviewCtrl::onPreRender()
{
setUpdate();
}
void GuiTerrPreviewCtrl::onRender(Point2I offset, const RectI &updateRect)
{
CameraQuery query;
GameProcessCameraQuery(&query);
Point3F cameraRot;
TerrainBlock *terrBlock = NULL;
MatrixF matrix = query.cameraMatrix;
matrix.getColumn(3,&cameraRot); // get Camera translation
mCamera.set(cameraRot.x, -cameraRot.y);
matrix.getRow(1,&cameraRot); // get camera rotation
if (mTerrainEditor != NULL)
terrBlock = mTerrainEditor->getActiveTerrain();
if (!terrBlock)
return;
for(U32 i = 0; i < GFX->getNumSamplers(); i++)
GFX->setTexture(i, NULL);
GFX->disableShaders();
Point2F terrPos(terrBlock->getPosition().x, terrBlock->getPosition().y);
mTerrainSize = terrBlock->getWorldBlockSize();
//----------------------------------------- RENDER the Terrain Bitmap
if (mTextureHandle)
{
GFXTextureObject *texture = (GFXTextureObject*)mTextureHandle;
if (texture)
{
//GFX->setLightingEnable(false);
GFX->setStateBlock(mTerrainBitmapStateBlock);
GFX->setTexture(0, texture);
Point2F screenP1(offset.x - 0.5f, offset.y + 0.5f);
Point2F screenP2(offset.x + getWidth() - 0.5f, offset.y + getWidth() + 0.5f);
Point2F textureP1( worldToTexture( mCamera - terrPos ) - Point2F(0.5f, 0.5f));
Point2F textureP2(textureP1 + Point2F(1.0f, 1.0f));
// the texture if flipped horz to reflect how the terrain is really drawn
PrimBuild::color3f(1.0f, 1.0f, 1.0f);
PrimBuild::begin(GFXTriangleFan, 4);
PrimBuild::texCoord2f(textureP1.x, textureP2.y);
PrimBuild::vertex2f(screenP1.x, screenP2.y); // left bottom
PrimBuild::texCoord2f(textureP2.x, textureP2.y);
PrimBuild::vertex2f(screenP2.x, screenP2.y); // right bottom
PrimBuild::texCoord2f(textureP2.x, textureP1.y);
PrimBuild::vertex2f(screenP2.x, screenP1.y); // right top
PrimBuild::texCoord2f(textureP1.x, textureP1.y);
PrimBuild::vertex2f(screenP1.x, screenP1.y); // left top
PrimBuild::end();
}
}
//Draw blank texture
else
{
RectI rect(offset.x, offset.y, getWidth(), getHeight());
GFX->getDrawUtil()->drawRect(rect, ColorI(0,0,0));
}
GFX->setStateBlock(mControlsStateBlock);
//----------------------------------------- RENDER the '+' at the center of the Block
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 1.0f);
Point2F center( worldToCtrl(terrPos + Point2F(mTerrainSize * 0.5f, mTerrainSize * 0.5f)) );
S32 y;
for (y=-1; y<=1; y++)
{
F32 yoffset = offset.y + y*256.0f;
for (S32 x=-1; x<=1; x++)
{
F32 xoffset = offset.x + x*256.0f;
PrimBuild::begin(GFXLineList, 4);
PrimBuild::vertex2f(xoffset + center.x, yoffset + center.y-5);
PrimBuild::vertex2f(xoffset + center.x, yoffset + center.y+6);
PrimBuild::vertex2f(xoffset + center.x-5, yoffset + center.y);
PrimBuild::vertex2f(xoffset + center.x+6, yoffset + center.y);
PrimBuild::end();
}
}
//----------------------------------------- RENDER the Block Corners
Point2F cornerf( worldToCtrl(terrPos) + Point2F(0.125f, 0.125f));
Point2I corner=Point2I((S32)cornerf.x,(S32)cornerf.y);
for (y=-1; y<=1; y++)
{
S32 yoffset = offset.y + y*256;
for (S32 x=-1; x<=1; x++)
{
S32 xoffset = offset.x + x*256;
PrimBuild::begin(GFXLineStrip, 3);
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y-128);
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.7f);
PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y);
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
PrimBuild::vertex2i(xoffset + corner.x+128, yoffset + corner.y);
PrimBuild::end();
PrimBuild::begin(GFXLineStrip, 3);
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y+128);
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.7f);
PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y);
PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
PrimBuild::vertex2i(xoffset + corner.x-128, yoffset + corner.y);
PrimBuild::end();
}
}
//----------------------------------------- RENDER the Viewcone
Point2F pointA(cameraRot.x * -40, cameraRot.y * -40);
Point2F pointB(-pointA.y, pointA.x);
F32 tann = mTan(0.5f);
Point2F point1( pointA + pointB * tann );
Point2F point2( pointA - pointB * tann );
center.set((F32)(offset.x + getWidth() / 2), (F32)(offset.y + getHeight() / 2 ));
PrimBuild::begin(GFXLineStrip, 3);
PrimBuild::color4f(1.0f, 0.0f, 0.0f, 0.7f);
PrimBuild::vertex2i((S32)(center.x + point1.x), (S32)(center.y + point1.y));
PrimBuild::color4f(1.0f, 0.0f, 0.0f, 1.0f);
PrimBuild::vertex2i((S32)center.x,(S32)center.y);
PrimBuild::color4f(1.0f, 0.0f, 0.0f, 0.7f);
PrimBuild::vertex2i((S32)(center.x + point2.x), (S32)(center.y + point2.y));
PrimBuild::end();
renderChildControls(offset, updateRect);
}