mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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145 lines
4.7 KiB
C++
145 lines
4.7 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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#ifndef _GFX_GFXTRANSFORMSAVER_H_
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#define _GFX_GFXTRANSFORMSAVER_H_
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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/// Helper class to store viewport and matrix stack state, and restore it
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/// later.
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///
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/// When doing complex out-of-scene rendering, for instance, doing a
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/// render to texture operation that needs its own transform state, it
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/// is very easy to nuke important rendering state, like the viewport
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/// or the projection matrix stored in vertex shader constant zero.
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///
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/// This class simplifies save and cleanup of those properties. You can
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/// either treat it as a stack helper, e.g.
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///
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/// @code
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/// void myFunc()
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/// {
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/// GFXTransformSaver saver;
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///
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/// // Lots of nasty render state changes...
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///
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/// // Everything is magically cleaned up when saver is destructed!
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/// }
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/// @endcode
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///
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/// Or you can manually control when you do saves or restores:
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///
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/// @code
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/// void myFunc()
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/// {
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/// GFXTransformSaver saver(false, false);
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///
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/// if(!somePrecondition)
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/// return false; // Note early out.
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///
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/// saver.save();
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///
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/// // Lots of nasty render state changes...
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///
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/// // If we had passed (false, true) to the constructor then it would
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/// // clean up automagically for us; but we want to do it manually.
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/// saver.restore();
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/// }
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/// @endcode
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///
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class GFXTransformSaver
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{
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protected:
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RectI mSavedViewport;
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MatrixF mSavedProjectionMatrix, mSavedViewMatrix;
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bool mHaveSavedData, mRestoreSavedDataOnDestruct;
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public:
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/// Constructor - controls how data is saved.
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///
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/// @param saveDataNow If true, indicates that saveData() should be called
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/// immediately. Otherwise, you can do it manually.
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///
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/// @param restoreDataOnDestruct If true, indicates that restoreData() should
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/// be called on destruct. Otherwise, you'll
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/// have to do it manually.
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GFXTransformSaver(bool saveDataNow = true, bool restoreDataOnDestruct = true)
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{
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mHaveSavedData = false;
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if(saveDataNow)
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save();
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mRestoreSavedDataOnDestruct = restoreDataOnDestruct;
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}
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~GFXTransformSaver()
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{
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if(mRestoreSavedDataOnDestruct)
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restore();
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}
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void save()
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{
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AssertFatal(mHaveSavedData==false, "GFXTransformSaver::saveData - can't save twice!");
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mSavedViewport = GFX->getViewport();
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mSavedProjectionMatrix = GFX->getProjectionMatrix();
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mSavedViewMatrix = GFX->getViewMatrix();
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GFX->pushWorldMatrix();
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// Note we have saved data!
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mHaveSavedData = true;
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}
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void restore()
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{
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AssertFatal(mHaveSavedData==true, "GFXTransformSaver::restoreData - no saved data to restore!");
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GFX->popWorldMatrix();
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GFX->setViewMatrix(mSavedViewMatrix);
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GFX->setProjectionMatrix(mSavedProjectionMatrix);
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GFX->setViewport(mSavedViewport);
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// Once we've restored we do not want to be able to restore again...
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mHaveSavedData = false;
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// And we don't want to restore on destruct!
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mRestoreSavedDataOnDestruct = false;
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}
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/// Returns the saved viewport.
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const RectI& getViewport() const { return mSavedViewport; }
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/// Returns the saved projection matrix.
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const MatrixF& getProjectionMatrix() const { return mSavedProjectionMatrix; }
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/// Returns the saved projection matrix.
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const MatrixF& getViewMatrix() const { return mSavedViewMatrix; }
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};
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#endif // _GFX_GFXTRANSFORMSAVER_H_
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