//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "gui/controls/guiMaterialCtrl.h" #include "materials/baseMatInstance.h" #include "materials/materialManager.h" #include "materials/sceneData.h" #include "core/util/safeDelete.h" #include "console/console.h" #include "console/consoleTypes.h" #include "console/engineAPI.h" #include "gfx/gfxDevice.h" #include "math/util/matrixSet.h" #include "scene/sceneRenderState.h" IMPLEMENT_CONOBJECT( GuiMaterialCtrl ); ConsoleDocClass( GuiMaterialCtrl, "@brief Container for GuiMaterialPreview\n\n" "Editor use only.\n\n" "@internal" ); GuiMaterialCtrl::GuiMaterialCtrl() : mMaterialInst( NULL ) { INIT_ASSET(Material); } void GuiMaterialCtrl::initPersistFields() { addGroup( "Material" ); INITPERSISTFIELD_MATERIALASSET(Material, GuiMaterialCtrl, ""); addProtectedField( "materialName", TypeStringFilename, Offset( mMaterialName, GuiMaterialCtrl ), &GuiMaterialCtrl::_setMaterialData, &defaultProtectedGetFn, "", AbstractClassRep::FIELD_HideInInspectors ); endGroup( "Material" ); Parent::initPersistFields(); } bool GuiMaterialCtrl::onWake() { if ( !Parent::onWake() ) return false; setActive( true ); setMaterial( getMaterial() ); return true; } void GuiMaterialCtrl::onSleep() { SAFE_DELETE( mMaterialInst ); Parent::onSleep(); } bool GuiMaterialCtrl::_setMaterial( void *object, const char *index, const char *data ) { static_cast( object )->setMaterial( data ); // Return false to keep the caller from setting the field. return false; } bool GuiMaterialCtrl::setMaterial( const String &materialName ) { SAFE_DELETE( mMaterialInst ); _setMaterial(StringTable->insert(materialName.c_str())); if ( getMaterial() != StringTable->EmptyString() && isAwake() ) mMaterialInst = MATMGR->createMatInstance( getMaterial(), getGFXVertexFormat() ); return true; } void GuiMaterialCtrl::inspectPostApply() { Parent::inspectPostApply(); } void GuiMaterialCtrl::onRender( Point2I offset, const RectI &updateRect ) { Parent::onRender( offset, updateRect ); if ( !mMaterialInst ) return; // Draw a quad with the material assigned GFXVertexBufferHandle verts( GFX, 4, GFXBufferTypeVolatile ); verts.lock(); F32 screenLeft = updateRect.point.x; F32 screenRight = (updateRect.point.x + updateRect.extent.x); F32 screenTop = updateRect.point.y; F32 screenBottom = (updateRect.point.y + updateRect.extent.y); const F32 fillConv = GFX->getFillConventionOffset(); verts[0].point.set( screenLeft - fillConv, screenTop - fillConv, 0.f ); verts[1].point.set( screenRight - fillConv, screenTop - fillConv, 0.f ); verts[2].point.set( screenLeft - fillConv, screenBottom - fillConv, 0.f ); verts[3].point.set( screenRight - fillConv, screenBottom - fillConv, 0.f ); verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI( 255, 255, 255, 255 ); verts[0].texCoord.set( 0.0f, 0.0f ); verts[1].texCoord.set( 1.0f, 0.0f ); verts[2].texCoord.set( 0.0f, 1.0f ); verts[3].texCoord.set( 1.0f, 1.0f ); verts.unlock(); GFX->setVertexBuffer( verts ); MatrixSet matSet; matSet.setWorld(GFX->getWorldMatrix()); matSet.setView(GFX->getViewMatrix()); matSet.setProjection(GFX->getProjectionMatrix()); MatrixF cameraMatrix( true ); F32 left, right, top, bottom, nearPlane, farPlane; bool isOrtho; GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho ); Frustum frust( isOrtho, left, right, top, bottom, nearPlane, farPlane, cameraMatrix ); SceneRenderState state ( gClientSceneGraph, SPT_Diffuse, SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ), gClientSceneGraph->getDefaultRenderPass(), false ); SceneData sgData; sgData.init( &state ); sgData.wireframe = false; // Don't wireframe this. while( mMaterialInst->setupPass( &state, sgData ) ) { mMaterialInst->setSceneInfo( &state, sgData ); mMaterialInst->setTransforms( matSet, &state ); GFX->drawPrimitive( GFXTriangleStrip, 0, 2 ); } // Clean up GFX->setShader( NULL ); GFX->setTexture( 0, NULL ); } DefineEngineMethod( GuiMaterialCtrl, setMaterial, bool, ( const char * materialName ), , "( string materialName )" "Set the material to be displayed in the control." ) { return object->setMaterial( materialName ); }