//----------------------------------------------------------------------------- // 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_