guiTSControl.cpp 34 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965
  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. #include "platform/platform.h"
  23. #include "gui/3d/guiTSControl.h"
  24. #include "gui/core/guiOffscreenCanvas.h"
  25. #include "console/engineAPI.h"
  26. #include "scene/sceneManager.h"
  27. #include "lighting/lightManager.h"
  28. #include "gfx/sim/debugDraw.h"
  29. #include "gfx/gfxTransformSaver.h"
  30. #include "gfx/screenshot.h"
  31. #include "math/mathUtils.h"
  32. #include "gui/core/guiCanvas.h"
  33. #include "scene/reflectionManager.h"
  34. #include "postFx/postEffectManager.h"
  35. #include "gfx/gfxTransformSaver.h"
  36. #include "gfx/gfxDrawUtil.h"
  37. #include "gfx/gfxDebugEvent.h"
  38. #include "core/stream/fileStream.h"
  39. #include "platform/output/IDisplayDevice.h"
  40. #include "T3D/gameBase/extended/extendedMove.h"
  41. #define TS_OVERLAY_SCREEN_WIDTH 0.75
  42. IMPLEMENT_CONOBJECT( GuiTSCtrl );
  43. ConsoleDocClass( GuiTSCtrl,
  44. "@brief Abstract base class for controls that render 3D scenes.\n\n"
  45. "GuiTSCtrl is the base class for controls that render 3D camera views in Torque. The class itself "
  46. "does not implement a concrete scene rendering. Use GuiObjectView to display invidiual shapes in "
  47. "the Gui and GameTSCtrl to render full scenes.\n\n"
  48. "@see GameTSCtrl\n"
  49. "@see GuiObjectView\n"
  50. "@ingroup Gui3D\n"
  51. );
  52. U32 GuiTSCtrl::smFrameCount = 0;
  53. bool GuiTSCtrl::smUseLatestDisplayTransform = true;
  54. Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
  55. ImplementEnumType( GuiTSRenderStyles,
  56. "Style of rendering for a GuiTSCtrl.\n\n"
  57. "@ingroup Gui3D" )
  58. { GuiTSCtrl::RenderStyleStandard, "standard" },
  59. { GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
  60. { GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" },
  61. EndImplementEnumType;
  62. //-----------------------------------------------------------------------------
  63. namespace
  64. {
  65. void _drawLine( const Point3F &p0, const Point3F &p1, const ColorI &color, F32 width )
  66. {
  67. F32 x1, x2, y1, y2, z1, z2;
  68. x1 = p0.x;
  69. y1 = p0.y;
  70. z1 = p0.z;
  71. x2 = p1.x;
  72. y2 = p1.y;
  73. z2 = p1.z;
  74. //
  75. // Convert Line a----------b
  76. //
  77. // Into Quad v0---------v1
  78. // a b
  79. // v2---------v3
  80. //
  81. Point2F start(x1, y1);
  82. Point2F end(x2, y2);
  83. Point2F perp, lineVec;
  84. // handle degenerate case where point a = b
  85. if(x1 == x2 && y1 == y2)
  86. {
  87. perp.set(0.0f, width * 0.5f);
  88. lineVec.set(0.1f, 0.0f);
  89. }
  90. else
  91. {
  92. perp.set(start.y - end.y, end.x - start.x);
  93. lineVec.set(end.x - start.x, end.y - start.y);
  94. perp.normalize(width * 0.5f);
  95. lineVec.normalize(0.1f);
  96. }
  97. start -= lineVec;
  98. end += lineVec;
  99. GFXVertexBufferHandle<GFXVertexPCT> verts(GFX, 4, GFXBufferTypeVolatile);
  100. verts.lock();
  101. verts[0].point.set( start.x+perp.x, start.y+perp.y, z1 );
  102. verts[1].point.set( end.x+perp.x, end.y+perp.y, z2 );
  103. verts[2].point.set( start.x-perp.x, start.y-perp.y, z1 );
  104. verts[3].point.set( end.x-perp.x, end.y-perp.y, z2 );
  105. verts[0].color = color;
  106. verts[1].color = color;
  107. verts[2].color = color;
  108. verts[3].color = color;
  109. verts.unlock();
  110. GFX->setVertexBuffer( verts );
  111. GFXStateBlockDesc desc;
  112. desc.setCullMode(GFXCullNone);
  113. desc.setZReadWrite(false);
  114. desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
  115. GFX->setStateBlockByDesc( desc );
  116. GFX->setupGenericShaders();
  117. GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
  118. }
  119. }
  120. //-----------------------------------------------------------------------------
  121. GuiTSCtrl::GuiTSCtrl()
  122. {
  123. mCameraZRot = 0;
  124. mForceFOV = 0;
  125. mReflectPriority = 1.0f;
  126. mRenderStyle = RenderStyleStandard;
  127. mSaveModelview.identity();
  128. mSaveProjection.identity();
  129. mSaveViewport.set( 0, 0, 10, 10 );
  130. mSaveWorldToScreenScale.set( 0, 0 );
  131. mLastCameraQuery.cameraMatrix.identity();
  132. mLastCameraQuery.fov = 45.0f;
  133. mLastCameraQuery.object = NULL;
  134. mLastCameraQuery.farPlane = 10.0f;
  135. mLastCameraQuery.nearPlane = 0.01f;
  136. mLastCameraQuery.hasFovPort = false;
  137. mLastCameraQuery.hasStereoTargets = false;
  138. mLastCameraQuery.ortho = false;
  139. }
  140. //-----------------------------------------------------------------------------
  141. void GuiTSCtrl::initPersistFields()
  142. {
  143. addGroup( "Camera" );
  144. addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl),
  145. "Z rotation angle of camera." );
  146. addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl),
  147. "The vertical field of view in degrees or zero to use the normal camera FOV." );
  148. endGroup( "Camera" );
  149. addGroup( "Rendering" );
  150. addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ),
  151. "The share of the per-frame reflection update work this control's rendering should run.\n"
  152. "The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned "
  153. "a share of the per-frame reflection update time according to its percentage of the total priority value." );
  154. addField("renderStyle", TYPEID< RenderStyles >(), Offset(mRenderStyle, GuiTSCtrl),
  155. "Indicates how this control should render its contents." );
  156. endGroup( "Rendering" );
  157. Parent::initPersistFields();
  158. }
  159. //-----------------------------------------------------------------------------
  160. void GuiTSCtrl::consoleInit()
  161. {
  162. Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
  163. "@ingroup Rendering\n");
  164. Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n"
  165. "@ingroup Rendering\n");
  166. }
  167. //-----------------------------------------------------------------------------
  168. bool GuiTSCtrl::onWake()
  169. {
  170. if ( !Parent::onWake() )
  171. return false;
  172. // Add ourselves to the active viewport list.
  173. AssertFatal( !smAwakeTSCtrls.contains( this ),
  174. "GuiTSCtrl::onWake - This control is already in the awake list!" );
  175. smAwakeTSCtrls.push_back( this );
  176. // For VR
  177. mLastCameraQuery.drawCanvas = getRoot();
  178. return true;
  179. }
  180. //-----------------------------------------------------------------------------
  181. void GuiTSCtrl::onSleep()
  182. {
  183. Parent::onSleep();
  184. AssertFatal( smAwakeTSCtrls.contains( this ),
  185. "GuiTSCtrl::onSleep - This control is not in the awake list!" );
  186. smAwakeTSCtrls.remove( this );
  187. }
  188. //-----------------------------------------------------------------------------
  189. void GuiTSCtrl::onPreRender()
  190. {
  191. setUpdate();
  192. }
  193. //-----------------------------------------------------------------------------
  194. bool GuiTSCtrl::processCameraQuery(CameraQuery *)
  195. {
  196. return false;
  197. }
  198. //-----------------------------------------------------------------------------
  199. void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
  200. {
  201. }
  202. //-----------------------------------------------------------------------------
  203. F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const
  204. {
  205. // Fixup any negative or zero distance so we
  206. // don't get a divide by zero.
  207. dist = dist > 0.0f ? dist : 0.001f;
  208. return ( radius / dist ) * mSaveWorldToScreenScale.y;
  209. }
  210. //-----------------------------------------------------------------------------
  211. bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const
  212. {
  213. return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection);
  214. }
  215. //-----------------------------------------------------------------------------
  216. bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const
  217. {
  218. MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane);
  219. return true;
  220. }
  221. //-----------------------------------------------------------------------------
  222. F32 GuiTSCtrl::calculateViewDistance(F32 radius)
  223. {
  224. F32 fov = mLastCameraQuery.fov;
  225. F32 wwidth;
  226. F32 wheight;
  227. F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
  228. F32 renderHeight = F32(getHeight());
  229. F32 aspectRatio = renderWidth / renderHeight;
  230. // Use the FOV to calculate the viewport height scale
  231. // then generate the width scale from the aspect ratio.
  232. if(!mLastCameraQuery.ortho)
  233. {
  234. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  235. wwidth = aspectRatio * wheight;
  236. }
  237. else
  238. {
  239. wheight = mLastCameraQuery.fov;
  240. wwidth = aspectRatio * wheight;
  241. }
  242. // Now determine if we should use the width
  243. // fov or height fov.
  244. //
  245. // If the window is taller than it is wide, use the
  246. // width fov to keep the object completely in view.
  247. if (wheight > wwidth)
  248. fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f;
  249. return radius / mTan(fov / 2.0f);
  250. }
  251. //-----------------------------------------------------------------------------
  252. static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery)
  253. {
  254. F32 wwidth;
  255. F32 wheight;
  256. F32 renderWidth = viewport.extent.x;
  257. F32 renderHeight = viewport.extent.y;
  258. F32 aspectRatio = renderWidth / renderHeight;
  259. // Use the FOV to calculate the viewport height scale
  260. // then generate the width scale from the aspect ratio.
  261. if(!cameraQuery.ortho)
  262. {
  263. wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f);
  264. wwidth = aspectRatio * wheight;
  265. }
  266. else
  267. {
  268. wheight = cameraQuery.fov;
  269. wwidth = aspectRatio * wheight;
  270. }
  271. F32 hscale = wwidth * 2.0f / renderWidth;
  272. F32 vscale = wheight * 2.0f / renderHeight;
  273. F32 left = 0.0f * hscale - wwidth;
  274. F32 right = renderWidth * hscale - wwidth;
  275. F32 top = wheight - vscale * 0.0f;
  276. F32 bottom = wheight - vscale * renderHeight;
  277. FovPort fovPort;
  278. fovPort.upTan = top;
  279. fovPort.downTan = -bottom;
  280. fovPort.leftTan = -left;
  281. fovPort.rightTan = right;
  282. return fovPort;
  283. }
  284. void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
  285. {
  286. GFXTransformSaver saver;
  287. Point2I renderSize = viewport.extent;
  288. if (mReflectPriority > 0)
  289. {
  290. // Get the total reflection priority.
  291. F32 totalPriority = 0;
  292. for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
  293. if (smAwakeTSCtrls[i]->isVisible())
  294. totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
  295. REFLECTMGR->update(mReflectPriority / totalPriority,
  296. getExtent(),
  297. mLastCameraQuery);
  298. }
  299. if (mForceFOV != 0)
  300. mLastCameraQuery.fov = mDegToRad(mForceFOV);
  301. if (mCameraZRot)
  302. {
  303. MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
  304. mLastCameraQuery.cameraMatrix.mul(rotMat);
  305. }
  306. GFX->setViewport(viewport);
  307. // Clear the zBuffer so GUI doesn't hose object rendering accidentally
  308. GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
  309. GFX->setFrustum(frustum);
  310. mSaveProjection = GFX->getProjectionMatrix();
  311. if (mLastCameraQuery.ortho)
  312. {
  313. mOrthoWidth = frustum.getWidth();
  314. mOrthoHeight = frustum.getHeight();
  315. }
  316. // We're going to be displaying this render at size of this control in
  317. // pixels - let the scene know so that it can calculate e.g. reflections
  318. // correctly for that final display result.
  319. gClientSceneGraph->setDisplayTargetResolution(renderSize);
  320. // Set the GFX world matrix to the world-to-camera transform, but don't
  321. // change the cameraMatrix in mLastCameraQuery. This is because
  322. // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
  323. // transform. In-place invert would save a copy but mess up any GUIs that
  324. // depend on that value.
  325. MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
  326. worldToCamera.inverse();
  327. GFX->setWorldMatrix(worldToCamera);
  328. mSaveProjection = GFX->getProjectionMatrix();
  329. mSaveModelview = GFX->getWorldMatrix();
  330. mSaveViewport = viewport;
  331. mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
  332. mSaveFrustum = GFX->getFrustum();
  333. mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix);
  334. // Set the default non-clip projection as some
  335. // objects depend on this even in non-reflect cases.
  336. gClientSceneGraph->setNonClipProjection(mSaveProjection);
  337. // Give the post effect manager the worldToCamera, and cameraToScreen matrices
  338. PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection);
  339. renderWorld(viewport);
  340. DebugDrawer::get()->render();
  341. // Render the canvas overlay if its available
  342. if (mStereoCanvas.getPointer() && mStereoGuiTarget.getPointer() && mStereoCanvas->size() != 0)
  343. {
  344. GFXDEBUGEVENT_SCOPE(StereoGui_Render, ColorI(255, 0, 0));
  345. MatrixF proj(1);
  346. Frustum originalFrustum = frustum;
  347. GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
  348. const FovPort *currentFovPort = GFX->getStereoFovPort();
  349. const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
  350. const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
  351. Frustum gfxFrustum = originalFrustum;
  352. GFX->setClipRect(viewport);
  353. GFX->setViewport(viewport);
  354. GFX->setFrustum(frustum);
  355. MatrixF eyeWorldTrans(1);
  356. if (mLastCameraQuery.currentEye != -1)
  357. {
  358. eyeWorldTrans.setPosition(Point3F(eyeOffset[mLastCameraQuery.currentEye].x, eyeOffset[mLastCameraQuery.currentEye].y, eyeOffset[mLastCameraQuery.currentEye].z));
  359. }
  360. MatrixF eyeWorld(1);
  361. eyeWorld.mul(eyeWorldTrans);
  362. eyeWorld.inverse();
  363. GFX->setWorldMatrix(eyeWorld);
  364. GFX->setViewMatrix(MatrixF::Identity);
  365. if (!mStereoOverlayVB.getPointer())
  366. {
  367. mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
  368. GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);
  369. F32 texLeft = 0.0f;
  370. F32 texRight = 1.0f;
  371. F32 texTop = 1.0f;
  372. F32 texBottom = 0.0f;
  373. F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
  374. F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
  375. F32 rectHeight = rectWidth * rectRatio;
  376. F32 screenLeft = -rectWidth * 0.5;
  377. F32 screenRight = rectWidth * 0.5;
  378. F32 screenTop = -rectHeight * 0.5;
  379. F32 screenBottom = rectHeight * 0.5;
  380. const F32 fillConv = 0.0f;
  381. const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
  382. verts[0].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenTop - fillConv);
  383. verts[1].point.set(screenRight - fillConv, frustumDepthAdjusted, screenTop - fillConv);
  384. verts[2].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
  385. verts[3].point.set(screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
  386. verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
  387. verts[0].texCoord.set(texLeft, texTop);
  388. verts[1].texCoord.set(texRight, texTop);
  389. verts[2].texCoord.set(texLeft, texBottom);
  390. verts[3].texCoord.set(texRight, texBottom);
  391. mStereoOverlayVB.unlock();
  392. }
  393. if (!mStereoGuiSB.getPointer())
  394. {
  395. // DrawBitmapStretchSR
  396. GFXStateBlockDesc bitmapStretchSR;
  397. bitmapStretchSR.setCullMode(GFXCullNone);
  398. bitmapStretchSR.setZReadWrite(false, false);
  399. bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
  400. bitmapStretchSR.samplersDefined = true;
  401. bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  402. bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
  403. bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
  404. bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
  405. mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
  406. }
  407. GFX->setPrimitiveBuffer(NULL);
  408. GFX->setVertexBuffer(mStereoOverlayVB);
  409. GFX->setStateBlock(mStereoGuiSB);
  410. GFX->setTexture(0, texObject);
  411. GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
  412. GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
  413. }
  414. saver.restore();
  415. }
  416. //-----------------------------------------------------------------------------
  417. void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
  418. {
  419. // Save the current transforms so we can restore
  420. // it for child control rendering below.
  421. GFXTransformSaver saver;
  422. bool renderingToTarget = false;
  423. mLastCameraQuery.displayDevice = NULL;
  424. if (!processCameraQuery(&mLastCameraQuery))
  425. {
  426. // We have no camera, but render the GUI children
  427. // anyway. This makes editing GuiTSCtrl derived
  428. // controls easier in the GuiEditor.
  429. renderChildControls(offset, updateRect);
  430. return;
  431. }
  432. // jamesu - currently a little bit of a hack. Ideally we need to ditch the viewports in the query data and just rely on the display device
  433. if (mLastCameraQuery.displayDevice)
  434. {
  435. if (mRenderStyle == RenderStyleStereoSideBySide)
  436. {
  437. mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSideBySide);
  438. }
  439. else if (mRenderStyle == RenderStyleStereoSeparate)
  440. {
  441. mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSeparate);
  442. }
  443. else
  444. {
  445. mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_Standard);
  446. }
  447. // The connection's display device may want to set the eye offset
  448. if (mLastCameraQuery.displayDevice->providesEyeOffsets())
  449. {
  450. mLastCameraQuery.displayDevice->getEyeOffsets(mLastCameraQuery.eyeOffset);
  451. }
  452. // Grab field of view for both eyes
  453. if (mLastCameraQuery.displayDevice->providesFovPorts())
  454. {
  455. mLastCameraQuery.displayDevice->getFovPorts(mLastCameraQuery.fovPort);
  456. mLastCameraQuery.hasFovPort = true;
  457. }
  458. mLastCameraQuery.displayDevice->getStereoViewports(mLastCameraQuery.stereoViewports);
  459. mLastCameraQuery.displayDevice->getStereoTargets(mLastCameraQuery.stereoTargets);
  460. mLastCameraQuery.hasStereoTargets = mLastCameraQuery.stereoTargets[0];
  461. }
  462. GFXTargetRef origTarget = GFX->getActiveRenderTarget();
  463. U32 origStyle = GFX->getCurrentRenderStyle();
  464. // Set up the appropriate render style
  465. U32 prevRenderStyle = GFX->getCurrentRenderStyle();
  466. Point2I renderSize = getExtent();
  467. Frustum frustum;
  468. mLastCameraQuery.currentEye = -1;
  469. if (mRenderStyle == RenderStyleStereoSideBySide)
  470. {
  471. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
  472. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  473. GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
  474. if (!mLastCameraQuery.hasStereoTargets)
  475. {
  476. // Need to calculate our current viewport here
  477. mLastCameraQuery.stereoViewports[0] = updateRect;
  478. mLastCameraQuery.stereoViewports[0].extent.x /= 2;
  479. mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
  480. mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
  481. }
  482. if (!mLastCameraQuery.hasFovPort)
  483. {
  484. // Need to make our own fovPort
  485. mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
  486. mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
  487. }
  488. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  489. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  490. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  491. MatrixF myTransforms[2];
  492. Frustum frustum;
  493. if (smUseLatestDisplayTransform)
  494. {
  495. // Use the view matrix determined from the display device
  496. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  497. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  498. }
  499. else
  500. {
  501. // Use the view matrix determined from the control object
  502. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  503. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  504. QuatF qrot = mLastCameraQuery.cameraMatrix;
  505. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  506. Point3F rotEyePos;
  507. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  508. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  509. }
  510. GFX->setStereoEyeTransforms(myTransforms);
  511. // Allow render size to originate from the render target
  512. if (mLastCameraQuery.stereoTargets[0])
  513. {
  514. renderSize = mLastCameraQuery.stereoViewports[0].extent;
  515. renderingToTarget = true;
  516. }
  517. // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
  518. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  519. GFX->activateStereoTarget(-1);
  520. _internalRender(RectI(updateRect.point, updateRect.extent), frustum);
  521. // Notify device we've rendered the right, thus the last stereo frame.
  522. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  523. // Render preview
  524. if (mLastCameraQuery.displayDevice)
  525. {
  526. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  527. if (!previewTexture.isNull())
  528. {
  529. GFX->setActiveRenderTarget(origTarget);
  530. GFX->setCurrentRenderStyle(origStyle);
  531. GFX->setClipRect(updateRect);
  532. renderDisplayPreview(updateRect, previewTexture);
  533. }
  534. }
  535. }
  536. else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.displayDevice)
  537. {
  538. // In this case we render the scene twice to different render targets, then
  539. // render the final composite view
  540. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate);
  541. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  542. GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
  543. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  544. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  545. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  546. MatrixF myTransforms[2];
  547. if (smUseLatestDisplayTransform)
  548. {
  549. // Use the view matrix determined from the display device
  550. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  551. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  552. }
  553. else
  554. {
  555. // Use the view matrix determined from the control object
  556. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  557. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  558. QuatF qrot = mLastCameraQuery.cameraMatrix;
  559. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  560. Point3F rotEyePos;
  561. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  562. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  563. }
  564. MatrixF origMatrix = mLastCameraQuery.cameraMatrix;
  565. // Left
  566. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  567. mLastCameraQuery.cameraMatrix = myTransforms[0];
  568. frustum.update();
  569. GFX->activateStereoTarget(0);
  570. mLastCameraQuery.currentEye = 0;
  571. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
  572. GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
  573. // Right
  574. GFX->activateStereoTarget(1);
  575. mLastCameraQuery.currentEye = 1;
  576. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
  577. mLastCameraQuery.cameraMatrix = myTransforms[1];
  578. frustum.update();
  579. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), frustum);
  580. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  581. mLastCameraQuery.cameraMatrix = origMatrix;
  582. // Render preview
  583. if (mLastCameraQuery.displayDevice)
  584. {
  585. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  586. if (!previewTexture.isNull())
  587. {
  588. GFX->setActiveRenderTarget(origTarget);
  589. GFX->setCurrentRenderStyle(origStyle);
  590. GFX->setClipRect(updateRect);
  591. renderDisplayPreview(updateRect, previewTexture);
  592. }
  593. }
  594. }
  595. else
  596. {
  597. #ifdef TORQUE_OS_MAC
  598. Point2I screensize = getRoot()->getWindowSize();
  599. tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
  600. #endif
  601. // set up the camera and viewport stuff:
  602. F32 wwidth;
  603. F32 wheight;
  604. F32 renderWidth = F32(renderSize.x);
  605. F32 renderHeight = F32(renderSize.y);
  606. F32 aspectRatio = renderWidth / renderHeight;
  607. // Use the FOV to calculate the viewport height scale
  608. // then generate the width scale from the aspect ratio.
  609. if (!mLastCameraQuery.ortho)
  610. {
  611. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  612. wwidth = aspectRatio * wheight;
  613. }
  614. else
  615. {
  616. wheight = mLastCameraQuery.fov;
  617. wwidth = aspectRatio * wheight;
  618. }
  619. F32 hscale = wwidth * 2.0f / renderWidth;
  620. F32 vscale = wheight * 2.0f / renderHeight;
  621. F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
  622. F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
  623. F32 top = wheight - vscale * (updateRect.point.y - offset.y);
  624. F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
  625. frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane);
  626. // Manipulate the frustum for tiled screenshots
  627. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  628. if (screenShotMode)
  629. {
  630. gScreenShot->tileFrustum(frustum);
  631. GFX->setViewMatrix(MatrixF::Identity);
  632. }
  633. RectI tempRect = updateRect;
  634. #ifdef TORQUE_OS_MAC
  635. Point2I screensize = getRoot()->getWindowSize();
  636. tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
  637. #endif
  638. _internalRender(tempRect, frustum);
  639. }
  640. // TODO: Some render to sort of overlay system?
  641. // Allow subclasses to render 2D elements.
  642. GFX->setActiveRenderTarget(origTarget);
  643. GFX->setCurrentRenderStyle(origStyle);
  644. GFX->setClipRect(updateRect);
  645. renderGui(offset, updateRect);
  646. if (shouldRenderChildControls())
  647. {
  648. renderChildControls(offset, updateRect);
  649. }
  650. smFrameCount++;
  651. }
  652. //-----------------------------------------------------------------------------
  653. void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width )
  654. {
  655. if ( !mSaveFrustum.clipSegment( p0, p1 ) )
  656. return;
  657. MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection );
  658. MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection );
  659. p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x );
  660. p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y );
  661. p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x );
  662. p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y );
  663. p0.z = p1.z = 0.0f;
  664. _drawLine( p0, p1, color, width );
  665. }
  666. //-----------------------------------------------------------------------------
  667. void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width )
  668. {
  669. for ( S32 i = 0; i < points.size() - 1; i++ )
  670. drawLine( points[i], points[i+1], color, width );
  671. }
  672. //-----------------------------------------------------------------------------
  673. void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
  674. {
  675. mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
  676. mStereoCanvas = canvas;
  677. }
  678. //-----------------------------------------------------------------------------
  679. void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture)
  680. {
  681. GFX->setWorldMatrix(MatrixF(1));
  682. GFX->setViewMatrix(MatrixF::Identity);
  683. GFX->setClipRect(updateRect);
  684. GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK);
  685. GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED);
  686. if (!mStereoPreviewVB.getPointer())
  687. {
  688. mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic);
  689. GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4);
  690. F32 texLeft = 0.0f;
  691. F32 texRight = 1.0f;
  692. F32 texTop = 0.0f;
  693. F32 texBottom = 1.0f;
  694. F32 rectWidth = updateRect.extent.x;
  695. F32 rectHeight = updateRect.extent.y;
  696. F32 screenLeft = 0;
  697. F32 screenRight = rectWidth;
  698. F32 screenTop = 0;
  699. F32 screenBottom = rectHeight;
  700. const F32 fillConv = 0.0f;
  701. const F32 frustumDepthAdjusted = 0.0f;
  702. verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f);
  703. verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f);
  704. verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f);
  705. verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f);
  706. verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
  707. verts[0].texCoord.set(texLeft, texTop);
  708. verts[1].texCoord.set(texRight, texTop);
  709. verts[2].texCoord.set(texLeft, texBottom);
  710. verts[3].texCoord.set(texRight, texBottom);
  711. mStereoPreviewVB.unlock();
  712. }
  713. if (!mStereoPreviewSB.getPointer())
  714. {
  715. // DrawBitmapStretchSR
  716. GFXStateBlockDesc bitmapStretchSR;
  717. bitmapStretchSR.setCullMode(GFXCullNone);
  718. bitmapStretchSR.setZReadWrite(false, false);
  719. bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
  720. bitmapStretchSR.samplersDefined = true;
  721. bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  722. bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
  723. bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
  724. bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
  725. mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR);
  726. }
  727. GFX->setVertexBuffer(mStereoPreviewVB);
  728. GFX->setStateBlock(mStereoPreviewSB);
  729. GFX->setTexture(0, previewTexture);
  730. GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
  731. GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
  732. }
  733. //=============================================================================
  734. // Console Methods.
  735. //=============================================================================
  736. // MARK: ---- Console Methods ----
  737. //-----------------------------------------------------------------------------
  738. DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),,
  739. "Transform 3D screen-space coordinates (x, y, depth) to world space.\n"
  740. "This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n"
  741. "@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n"
  742. "@return The world-space position corresponding to the given screen-space coordinates." )
  743. {
  744. Point3F worldPos;
  745. object->unproject( screenPosition, &worldPos );
  746. return worldPos;
  747. }
  748. //-----------------------------------------------------------------------------
  749. DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),,
  750. "Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n"
  751. "@param worldPosition The world-space position to transform to screen-space.\n"
  752. "@return The " )
  753. {
  754. Point3F screenPos;
  755. object->project( worldPosition, &screenPos );
  756. return screenPos;
  757. }
  758. //-----------------------------------------------------------------------------
  759. DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
  760. "Get the ratio between world-space units and pixels.\n"
  761. "@return The amount of world-space units covered by the extent of a single pixel." )
  762. {
  763. return object->getWorldToScreenScale();
  764. }
  765. //-----------------------------------------------------------------------------
  766. DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
  767. "Given the camera's current FOV, get the distance from the camera's viewpoint at which the given radius will fit in the render area.\n"
  768. "@param radius Radius in world-space units which should fit in the view.\n"
  769. "@return The distance from the viewpoint at which the given radius would be fully visible." )
  770. {
  771. return object->calculateViewDistance( radius );
  772. }
  773. DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
  774. "Sets the current stereo texture to an offscreen canvas\n"
  775. "@param canvas The desired canvas." )
  776. {
  777. object->setStereoGui(canvas);
  778. }