Torque3D/Engine/source/gui/3d/guiTSControl.cpp
2012-09-19 11:15:01 -04:00

498 lines
16 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/3d/guiTSControl.h"
#include "console/engineAPI.h"
#include "scene/sceneManager.h"
#include "lighting/lightManager.h"
#include "gfx/sim/debugDraw.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/screenshot.h"
#include "math/mathUtils.h"
#include "gui/core/guiCanvas.h"
#include "scene/reflectionManager.h"
#include "postFx/postEffectManager.h"
#include "gfx/gfxTransformSaver.h"
IMPLEMENT_CONOBJECT( GuiTSCtrl );
ConsoleDocClass( GuiTSCtrl,
"@brief Abstract base class for controls that render 3D scenes.\n\n"
"GuiTSCtrl is the base class for controls that render 3D camera views in Torque. The class itself "
"does not implement a concrete scene rendering. Use GuiObjectView to display invidiual shapes in "
"the Gui and GameTSCtrl to render full scenes.\n\n"
"@see GameTSCtrl\n"
"@see GuiObjectView\n"
"@ingroup Gui3D\n"
);
U32 GuiTSCtrl::smFrameCount = 0;
Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
//-----------------------------------------------------------------------------
namespace
{
void _drawLine( const Point3F &p0, const Point3F &p1, const ColorI &color, F32 width )
{
F32 x1, x2, y1, y2, z1, z2;
x1 = p0.x;
y1 = p0.y;
z1 = p0.z;
x2 = p1.x;
y2 = p1.y;
z2 = p1.z;
//
// Convert Line a----------b
//
// Into Quad v0---------v1
// a b
// v2---------v3
//
Point2F start(x1, y1);
Point2F end(x2, y2);
Point2F perp, lineVec;
// handle degenerate case where point a = b
if(x1 == x2 && y1 == y2)
{
perp.set(0.0f, width * 0.5f);
lineVec.set(0.1f, 0.0f);
}
else
{
perp.set(start.y - end.y, end.x - start.x);
lineVec.set(end.x - start.x, end.y - start.y);
perp.normalize(width * 0.5f);
lineVec.normalize(0.1f);
}
start -= lineVec;
end += lineVec;
GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
verts.lock();
verts[0].point.set( start.x+perp.x, start.y+perp.y, z1 );
verts[1].point.set( end.x+perp.x, end.y+perp.y, z2 );
verts[2].point.set( start.x-perp.x, start.y-perp.y, z1 );
verts[3].point.set( end.x-perp.x, end.y-perp.y, z2 );
verts[0].color = color;
verts[1].color = color;
verts[2].color = color;
verts[3].color = color;
verts.unlock();
GFX->setVertexBuffer( verts );
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
desc.setZReadWrite(false);
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
GFX->setStateBlockByDesc( desc );
GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
}
}
//-----------------------------------------------------------------------------
GuiTSCtrl::GuiTSCtrl()
{
mCameraZRot = 0;
mForceFOV = 0;
mReflectPriority = 1.0f;
mSaveModelview.identity();
mSaveProjection.identity();
mSaveViewport.set( 0, 0, 10, 10 );
mSaveWorldToScreenScale.set( 0, 0 );
mLastCameraQuery.cameraMatrix.identity();
mLastCameraQuery.fov = 45.0f;
mLastCameraQuery.object = NULL;
mLastCameraQuery.farPlane = 10.0f;
mLastCameraQuery.nearPlane = 0.01f;
mLastCameraQuery.ortho = false;
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::initPersistFields()
{
addGroup( "Camera" );
addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl),
"Z rotation angle of camera." );
addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl),
"The vertical field of view in degrees or zero to use the normal camera FOV." );
endGroup( "Camera" );
addGroup( "Rendering" );
addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ),
"The share of the per-frame reflection update work this control's rendering should run.\n"
"The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned "
"a share of the per-frame reflection update time according to its percentage of the total priority value." );
endGroup( "Rendering" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::consoleInit()
{
Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
"@ingroup Rendering\n");
}
//-----------------------------------------------------------------------------
bool GuiTSCtrl::onWake()
{
if ( !Parent::onWake() )
return false;
// Add ourselves to the active viewport list.
AssertFatal( !smAwakeTSCtrls.contains( this ),
"GuiTSCtrl::onWake - This control is already in the awake list!" );
smAwakeTSCtrls.push_back( this );
return true;
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::onSleep()
{
Parent::onSleep();
AssertFatal( smAwakeTSCtrls.contains( this ),
"GuiTSCtrl::onSleep - This control is not in the awake list!" );
smAwakeTSCtrls.remove( this );
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::onPreRender()
{
setUpdate();
}
//-----------------------------------------------------------------------------
bool GuiTSCtrl::processCameraQuery(CameraQuery *)
{
return false;
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
{
}
//-----------------------------------------------------------------------------
F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const
{
// Fixup any negative or zero distance so we
// don't get a divide by zero.
dist = dist > 0.0f ? dist : 0.001f;
return ( radius / dist ) * mSaveWorldToScreenScale.y;
}
//-----------------------------------------------------------------------------
bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const
{
return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection);
}
//-----------------------------------------------------------------------------
bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const
{
MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane);
return true;
}
//-----------------------------------------------------------------------------
F32 GuiTSCtrl::calculateViewDistance(F32 radius)
{
F32 fov = mLastCameraQuery.fov;
F32 wwidth;
F32 wheight;
F32 aspectRatio = F32(getWidth()) / F32(getHeight());
// 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;
}
// Now determine if we should use the width
// fov or height fov.
//
// If the window is taller than it is wide, use the
// width fov to keep the object completely in view.
if (wheight > wwidth)
fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f;
return radius / mTan(fov / 2.0f);
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
if(!processCameraQuery(&mLastCameraQuery))
{
// We have no camera, but render the GUI children
// anyway. This makes editing GuiTSCtrl derived
// controls easier in the GuiEditor.
renderChildControls( offset, updateRect );
return;
}
if ( mReflectPriority > 0 )
{
// Get the total reflection priority.
F32 totalPriority = 0;
for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
if ( smAwakeTSCtrls[i]->isVisible() )
totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
REFLECTMGR->update( mReflectPriority / totalPriority,
getExtent(),
mLastCameraQuery );
}
if(mForceFOV != 0)
mLastCameraQuery.fov = mDegToRad(mForceFOV);
if(mCameraZRot)
{
MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
mLastCameraQuery.cameraMatrix.mul(rotMat);
}
// set up the camera and viewport stuff:
F32 wwidth;
F32 wheight;
F32 aspectRatio = F32(getWidth()) / F32(getHeight());
// 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 / F32(getWidth());
F32 vscale = wheight * 2.0f / F32(getHeight());
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 frustum;
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;
#ifdef TORQUE_OS_MAC
Point2I screensize = getRoot()->getWindowSize();
tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
#endif
GFX->setViewport( tempRect );
// Clear the zBuffer so GUI doesn't hose object rendering accidentally
GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
GFX->setFrustum( frustum );
if(mLastCameraQuery.ortho)
{
mOrthoWidth = frustum.getWidth();
mOrthoHeight = frustum.getHeight();
}
// We're going to be displaying this render at size of this control in
// pixels - let the scene know so that it can calculate e.g. reflections
// correctly for that final display result.
gClientSceneGraph->setDisplayTargetResolution(getExtent());
// Set the GFX world matrix to the world-to-camera transform, but don't
// change the cameraMatrix in mLastCameraQuery. This is because
// mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
// transform. In-place invert would save a copy but mess up any GUIs that
// depend on that value.
MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
worldToCamera.inverse();
GFX->setWorldMatrix( worldToCamera );
mSaveProjection = GFX->getProjectionMatrix();
mSaveModelview = GFX->getWorldMatrix();
mSaveViewport = updateRect;
mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
mSaveFrustum = GFX->getFrustum();
mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );
// Set the default non-clip projection as some
// objects depend on this even in non-reflect cases.
gClientSceneGraph->setNonClipProjection( mSaveProjection );
// Give the post effect manager the worldToCamera, and cameraToScreen matrices
PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );
renderWorld(updateRect);
DebugDrawer::get()->render();
// Restore the previous matrix state before
// we begin rendering the child controls.
saver.restore();
// Allow subclasses to render 2D elements.
GFX->setClipRect(updateRect);
renderGui( offset, updateRect );
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 );
}
//=============================================================================
// 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, 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 );
}