guiTSControl.h 5.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _GUITSCONTROL_H_
  23. #define _GUITSCONTROL_H_
  24. #ifndef _GUICONTAINER_H_
  25. #include "gui/containers/guiContainer.h"
  26. #endif
  27. #ifndef _MMATH_H_
  28. #include "math/mMath.h"
  29. #endif
  30. struct CameraQuery
  31. {
  32. SimObject* object;
  33. F32 nearPlane;
  34. F32 farPlane;
  35. F32 fov;
  36. bool ortho;
  37. MatrixF cameraMatrix;
  38. };
  39. /// Abstract base class for 3D viewport GUIs.
  40. class GuiTSCtrl : public GuiContainer
  41. {
  42. typedef GuiContainer Parent;
  43. static U32 smFrameCount;
  44. F32 mCameraZRot;
  45. F32 mForceFOV;
  46. protected:
  47. /// A list of GuiTSCtrl which are awake and
  48. /// most likely rendering.
  49. static Vector<GuiTSCtrl*> smAwakeTSCtrls;
  50. /// A scalar which controls how much of the reflection
  51. /// update timeslice for this viewport to get.
  52. F32 mReflectPriority;
  53. F32 mOrthoWidth;
  54. F32 mOrthoHeight;
  55. MatrixF mSaveModelview;
  56. MatrixF mSaveProjection;
  57. RectI mSaveViewport;
  58. Frustum mSaveFrustum;
  59. /// The saved world to screen space scale.
  60. /// @see getWorldToScreenScale
  61. Point2F mSaveWorldToScreenScale;
  62. /// The last camera query set in onRender.
  63. /// @see getLastCameraQuery
  64. CameraQuery mLastCameraQuery;
  65. public:
  66. GuiTSCtrl();
  67. void onPreRender();
  68. void onRender(Point2I offset, const RectI &updateRect);
  69. virtual bool processCameraQuery(CameraQuery *query);
  70. /// Subclasses can override this to perform 3D rendering.
  71. virtual void renderWorld(const RectI &updateRect);
  72. /// Subclasses can override this to perform 2D rendering.
  73. virtual void renderGui(Point2I offset, const RectI &updateRect) {}
  74. static void initPersistFields();
  75. static void consoleInit();
  76. virtual bool onWake();
  77. virtual void onSleep();
  78. /// Returns the last World Matrix set in onRender.
  79. const MatrixF& getLastWorldMatrix() const { return mSaveModelview; }
  80. /// Returns the last Projection Matrix set in onRender.
  81. const MatrixF& getLastProjectionMatrix() const { return mSaveProjection; }
  82. /// Returns the last Viewport Rect set in onRender.
  83. const RectI& getLastViewportRect() const { return mSaveViewport; }
  84. /// Returns the last Frustum set in onRender.
  85. const Frustum& getLastFrustum() const { return mSaveFrustum; }
  86. /// Returns the scale for converting world space
  87. /// units to screen space units... aka pixels.
  88. /// @see GFXDevice::getWorldToScreenScale
  89. const Point2F& getWorldToScreenScale() const { return mSaveWorldToScreenScale; }
  90. /// Returns the last camera query set in onRender.
  91. const CameraQuery& getLastCameraQuery() const { return mLastCameraQuery; }
  92. /// Returns the screen space X,Y and Z for world space point.
  93. /// The input z coord is depth, from 0 to 1.
  94. bool project( const Point3F &pt, Point3F *dest ) const;
  95. /// Returns the world space point for X, Y and Z. The ouput
  96. /// z coord is depth, from 0 to 1
  97. bool unproject( const Point3F &pt, Point3F *dest ) const;
  98. ///
  99. F32 projectRadius( F32 dist, F32 radius ) const;
  100. /// Returns the distance required to fit the given
  101. /// radius within the camera's view.
  102. F32 calculateViewDistance(F32 radius);
  103. /// Takes Points in World Space representing a Line or LineList.
  104. /// These will be projected into screen space and rendered with the requested
  105. /// width in pixels.
  106. ///
  107. /// This is a 2D drawing operation and should not be called from within
  108. /// renderScene without preparing the GFX for 2D rendering first.
  109. ///
  110. /// These methods are NOT optimized for performance in any way and are only
  111. /// intended for debug rendering, editor rendering, or infrequent rendering.
  112. ///
  113. void drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width );
  114. void drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width );
  115. static const U32& getFrameCount() { return smFrameCount; }
  116. DECLARE_CONOBJECT(GuiTSCtrl);
  117. DECLARE_CATEGORY( "Gui 3D" );
  118. DECLARE_DESCRIPTION( "Abstract base class for controls that render a 3D viewport." );
  119. };
  120. #endif // _GUITSCONTROL_H_