guiTSControl.h 5.6 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. Point2F projectionOffset;
  37. Point3F eyeOffset;
  38. bool ortho;
  39. MatrixF cameraMatrix;
  40. };
  41. /// Abstract base class for 3D viewport GUIs.
  42. class GuiTSCtrl : public GuiContainer
  43. {
  44. typedef GuiContainer Parent;
  45. public:
  46. enum RenderStyles {
  47. RenderStyleStandard = 0,
  48. RenderStyleStereoSideBySide = (1<<0),
  49. };
  50. protected:
  51. static U32 smFrameCount;
  52. F32 mCameraZRot;
  53. F32 mForceFOV;
  54. /// A list of GuiTSCtrl which are awake and
  55. /// most likely rendering.
  56. static Vector<GuiTSCtrl*> smAwakeTSCtrls;
  57. /// A scalar which controls how much of the reflection
  58. /// update timeslice for this viewport to get.
  59. F32 mReflectPriority;
  60. /// The current render type
  61. U32 mRenderStyle;
  62. F32 mOrthoWidth;
  63. F32 mOrthoHeight;
  64. MatrixF mSaveModelview;
  65. MatrixF mSaveProjection;
  66. RectI mSaveViewport;
  67. Frustum mSaveFrustum;
  68. /// The saved world to screen space scale.
  69. /// @see getWorldToScreenScale
  70. Point2F mSaveWorldToScreenScale;
  71. /// The last camera query set in onRender.
  72. /// @see getLastCameraQuery
  73. CameraQuery mLastCameraQuery;
  74. public:
  75. GuiTSCtrl();
  76. void onPreRender();
  77. void onRender(Point2I offset, const RectI &updateRect);
  78. virtual bool processCameraQuery(CameraQuery *query);
  79. /// Subclasses can override this to perform 3D rendering.
  80. virtual void renderWorld(const RectI &updateRect);
  81. /// Subclasses can override this to perform 2D rendering.
  82. virtual void renderGui(Point2I offset, const RectI &updateRect) {}
  83. static void initPersistFields();
  84. static void consoleInit();
  85. virtual bool onWake();
  86. virtual void onSleep();
  87. /// Returns the last World Matrix set in onRender.
  88. const MatrixF& getLastWorldMatrix() const { return mSaveModelview; }
  89. /// Returns the last Projection Matrix set in onRender.
  90. const MatrixF& getLastProjectionMatrix() const { return mSaveProjection; }
  91. /// Returns the last Viewport Rect set in onRender.
  92. const RectI& getLastViewportRect() const { return mSaveViewport; }
  93. /// Returns the last Frustum set in onRender.
  94. const Frustum& getLastFrustum() const { return mSaveFrustum; }
  95. /// Returns the scale for converting world space
  96. /// units to screen space units... aka pixels.
  97. /// @see GFXDevice::getWorldToScreenScale
  98. const Point2F& getWorldToScreenScale() const { return mSaveWorldToScreenScale; }
  99. /// Returns the last camera query set in onRender.
  100. const CameraQuery& getLastCameraQuery() const { return mLastCameraQuery; }
  101. /// Returns the screen space X,Y and Z for world space point.
  102. /// The input z coord is depth, from 0 to 1.
  103. bool project( const Point3F &pt, Point3F *dest ) const;
  104. /// Returns the world space point for X, Y and Z. The ouput
  105. /// z coord is depth, from 0 to 1
  106. bool unproject( const Point3F &pt, Point3F *dest ) const;
  107. ///
  108. F32 projectRadius( F32 dist, F32 radius ) const;
  109. /// Returns the distance required to fit the given
  110. /// radius within the camera's view.
  111. F32 calculateViewDistance(F32 radius);
  112. /// Takes Points in World Space representing a Line or LineList.
  113. /// These will be projected into screen space and rendered with the requested
  114. /// width in pixels.
  115. ///
  116. /// This is a 2D drawing operation and should not be called from within
  117. /// renderScene without preparing the GFX for 2D rendering first.
  118. ///
  119. /// These methods are NOT optimized for performance in any way and are only
  120. /// intended for debug rendering, editor rendering, or infrequent rendering.
  121. ///
  122. void drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width );
  123. void drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width );
  124. static const U32& getFrameCount() { return smFrameCount; }
  125. DECLARE_CONOBJECT(GuiTSCtrl);
  126. DECLARE_CATEGORY( "Gui 3D" );
  127. DECLARE_DESCRIPTION( "Abstract base class for controls that render a 3D viewport." );
  128. };
  129. typedef GuiTSCtrl::RenderStyles GuiTSRenderStyles;
  130. DefineEnumType( GuiTSRenderStyles );
  131. #endif // _GUITSCONTROL_H_