engine/gui/guiTSControl.cc
2024-01-07 04:36:33 +00:00

131 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "GUI/guiTSControl.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneLighting.h"
IMPLEMENT_CONOBJECT(GuiTSCtrl);
U32 GuiTSCtrl::smFrameCount = 0;
GuiTSCtrl::GuiTSCtrl()
{
for(U32 i = 0; i < 16; i++)
{
mSaveModelview[i] = 0;
mSaveProjection[i] = 0;
}
mSaveModelview[0] = 1;
mSaveModelview[5] = 1;
mSaveModelview[10] = 1;
mSaveModelview[15] = 1;
mSaveProjection[0] = 1;
mSaveProjection[5] = 1;
mSaveProjection[10] = 1;
mSaveProjection[15] = 1;
mSaveViewport[0] = 0;
mSaveViewport[1] = 0;
mSaveViewport[2] = 2;
mSaveViewport[3] = 2;
}
void GuiTSCtrl::consoleInit()
{
Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount);
}
void GuiTSCtrl::onPreRender()
{
setUpdate();
}
bool GuiTSCtrl::processCameraQuery(CameraQuery *)
{
return false;
}
void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
{
}
bool GuiTSCtrl::project(const Point3F &pt, Point3F *dest)
{
GLdouble winx, winy, winz;
GLint result = gluProject(pt.x, pt.y, pt.z,
mSaveModelview, mSaveProjection, mSaveViewport,
&winx, &winy, &winz);
if(result == GL_FALSE || winz < 0 || winz > 1)
return false;
dest->set(winx, winy, winz);
return true;
}
bool GuiTSCtrl::unproject(const Point3F &pt, Point3F *dest)
{
GLdouble objx, objy, objz;
GLint result = gluUnProject(pt.x, pt.y, pt.z,
mSaveModelview, mSaveProjection, mSaveViewport,
&objx, &objy, &objz);
if(result == GL_FALSE)
return false;
dest->set(objx, objy, objz);
return true;
}
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect, GuiControl* /*firstResponder*/)
{
if(SceneLighting::isLighting())
return;
if(!processCameraQuery(&mLastCameraQuery))
return;
// set up the camera and viewport stuff:
F32 wwidth = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2);
F32 wheight = F32(mBounds.extent.y) / F32(mBounds.extent.x) * wwidth;
F32 hscale = wwidth * 2 / F32(mBounds.extent.x);
F32 vscale = wheight * 2 / F32(mBounds.extent.y);
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);
dglSetViewport(updateRect);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
dglSetFrustum(left, right, bottom, top, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Point3F refPt = query.position + query.viewVector;
mLastCameraQuery.cameraMatrix.inverse();
dglMultMatrix(&mLastCameraQuery.cameraMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, mSaveProjection);
glGetDoublev(GL_MODELVIEW_MATRIX, mSaveModelview);
//glGetIntegerv(GL_VIEWPORT, mSaveViewport);
//U32 screenHeight = Platform::getWindowSize().y;
mSaveViewport[0] = updateRect.point.x;
mSaveViewport[1] = updateRect.point.y + updateRect.extent.y;
mSaveViewport[2] = updateRect.extent.x;
mSaveViewport[3] = -updateRect.extent.y;
//gluLookAt(query.position.x, query.position.y, query.position.z,
// refPt.x, refPt.y, refPt.z,
// query.upVector.x, query.upVector.y, query.upVector.z);
renderWorld(updateRect);
smFrameCount++;
}