Torque3D/Engine/source/gfx/gfxTransformSaver.h
2012-09-19 11:15:01 -04:00

145 lines
4.7 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.
//-----------------------------------------------------------------------------
#ifndef _GFX_GFXTRANSFORMSAVER_H_
#define _GFX_GFXTRANSFORMSAVER_H_
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
/// Helper class to store viewport and matrix stack state, and restore it
/// later.
///
/// When doing complex out-of-scene rendering, for instance, doing a
/// render to texture operation that needs its own transform state, it
/// is very easy to nuke important rendering state, like the viewport
/// or the projection matrix stored in vertex shader constant zero.
///
/// This class simplifies save and cleanup of those properties. You can
/// either treat it as a stack helper, e.g.
///
/// @code
/// void myFunc()
/// {
/// GFXTransformSaver saver;
///
/// // Lots of nasty render state changes...
///
/// // Everything is magically cleaned up when saver is destructed!
/// }
/// @endcode
///
/// Or you can manually control when you do saves or restores:
///
/// @code
/// void myFunc()
/// {
/// GFXTransformSaver saver(false, false);
///
/// if(!somePrecondition)
/// return false; // Note early out.
///
/// saver.save();
///
/// // Lots of nasty render state changes...
///
/// // If we had passed (false, true) to the constructor then it would
/// // clean up automagically for us; but we want to do it manually.
/// saver.restore();
/// }
/// @endcode
///
class GFXTransformSaver
{
protected:
RectI mSavedViewport;
MatrixF mSavedProjectionMatrix, mSavedViewMatrix;
bool mHaveSavedData, mRestoreSavedDataOnDestruct;
public:
/// Constructor - controls how data is saved.
///
/// @param saveDataNow If true, indicates that saveData() should be called
/// immediately. Otherwise, you can do it manually.
///
/// @param restoreDataOnDestruct If true, indicates that restoreData() should
/// be called on destruct. Otherwise, you'll
/// have to do it manually.
GFXTransformSaver(bool saveDataNow = true, bool restoreDataOnDestruct = true)
{
mHaveSavedData = false;
if(saveDataNow)
save();
mRestoreSavedDataOnDestruct = restoreDataOnDestruct;
}
~GFXTransformSaver()
{
if(mRestoreSavedDataOnDestruct)
restore();
}
void save()
{
AssertFatal(mHaveSavedData==false, "GFXTransformSaver::saveData - can't save twice!");
mSavedViewport = GFX->getViewport();
mSavedProjectionMatrix = GFX->getProjectionMatrix();
mSavedViewMatrix = GFX->getViewMatrix();
GFX->pushWorldMatrix();
// Note we have saved data!
mHaveSavedData = true;
}
void restore()
{
AssertFatal(mHaveSavedData==true, "GFXTransformSaver::restoreData - no saved data to restore!");
GFX->popWorldMatrix();
GFX->setViewMatrix(mSavedViewMatrix);
GFX->setProjectionMatrix(mSavedProjectionMatrix);
GFX->setViewport(mSavedViewport);
// Once we've restored we do not want to be able to restore again...
mHaveSavedData = false;
// And we don't want to restore on destruct!
mRestoreSavedDataOnDestruct = false;
}
/// Returns the saved viewport.
const RectI& getViewport() const { return mSavedViewport; }
/// Returns the saved projection matrix.
const MatrixF& getProjectionMatrix() const { return mSavedProjectionMatrix; }
/// Returns the saved projection matrix.
const MatrixF& getViewMatrix() const { return mSavedViewMatrix; }
};
#endif // _GFX_GFXTRANSFORMSAVER_H_