guiTSControl.cpp 29 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. #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.projectionOffset = Point2F::Zero;
  137. mLastCameraQuery.hasFovPort = false;
  138. mLastCameraQuery.hasStereoTargets = false;
  139. mLastCameraQuery.ortho = false;
  140. }
  141. //-----------------------------------------------------------------------------
  142. void GuiTSCtrl::initPersistFields()
  143. {
  144. addGroup( "Camera" );
  145. addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl),
  146. "Z rotation angle of camera." );
  147. addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl),
  148. "The vertical field of view in degrees or zero to use the normal camera FOV." );
  149. endGroup( "Camera" );
  150. addGroup( "Rendering" );
  151. addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ),
  152. "The share of the per-frame reflection update work this control's rendering should run.\n"
  153. "The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned "
  154. "a share of the per-frame reflection update time according to its percentage of the total priority value." );
  155. addField("renderStyle", TYPEID< RenderStyles >(), Offset(mRenderStyle, GuiTSCtrl),
  156. "Indicates how this control should render its contents." );
  157. endGroup( "Rendering" );
  158. Parent::initPersistFields();
  159. }
  160. //-----------------------------------------------------------------------------
  161. void GuiTSCtrl::consoleInit()
  162. {
  163. Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
  164. "@ingroup Rendering\n");
  165. Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n"
  166. "@ingroup Rendering\n");
  167. }
  168. //-----------------------------------------------------------------------------
  169. bool GuiTSCtrl::onWake()
  170. {
  171. if ( !Parent::onWake() )
  172. return false;
  173. // Add ourselves to the active viewport list.
  174. AssertFatal( !smAwakeTSCtrls.contains( this ),
  175. "GuiTSCtrl::onWake - This control is already in the awake list!" );
  176. smAwakeTSCtrls.push_back( this );
  177. // For VR
  178. mLastCameraQuery.drawCanvas = getRoot();
  179. return true;
  180. }
  181. //-----------------------------------------------------------------------------
  182. void GuiTSCtrl::onSleep()
  183. {
  184. Parent::onSleep();
  185. AssertFatal( smAwakeTSCtrls.contains( this ),
  186. "GuiTSCtrl::onSleep - This control is not in the awake list!" );
  187. smAwakeTSCtrls.remove( this );
  188. }
  189. //-----------------------------------------------------------------------------
  190. void GuiTSCtrl::onPreRender()
  191. {
  192. setUpdate();
  193. }
  194. //-----------------------------------------------------------------------------
  195. bool GuiTSCtrl::processCameraQuery(CameraQuery *)
  196. {
  197. return false;
  198. }
  199. //-----------------------------------------------------------------------------
  200. void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
  201. {
  202. }
  203. //-----------------------------------------------------------------------------
  204. F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const
  205. {
  206. // Fixup any negative or zero distance so we
  207. // don't get a divide by zero.
  208. dist = dist > 0.0f ? dist : 0.001f;
  209. return ( radius / dist ) * mSaveWorldToScreenScale.y;
  210. }
  211. //-----------------------------------------------------------------------------
  212. bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const
  213. {
  214. return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection);
  215. }
  216. //-----------------------------------------------------------------------------
  217. bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const
  218. {
  219. MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane);
  220. return true;
  221. }
  222. //-----------------------------------------------------------------------------
  223. F32 GuiTSCtrl::calculateViewDistance(F32 radius)
  224. {
  225. F32 fov = mLastCameraQuery.fov;
  226. F32 wwidth;
  227. F32 wheight;
  228. F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
  229. F32 renderHeight = F32(getHeight());
  230. F32 aspectRatio = renderWidth / renderHeight;
  231. // Use the FOV to calculate the viewport height scale
  232. // then generate the width scale from the aspect ratio.
  233. if(!mLastCameraQuery.ortho)
  234. {
  235. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  236. wwidth = aspectRatio * wheight;
  237. }
  238. else
  239. {
  240. wheight = mLastCameraQuery.fov;
  241. wwidth = aspectRatio * wheight;
  242. }
  243. // Now determine if we should use the width
  244. // fov or height fov.
  245. //
  246. // If the window is taller than it is wide, use the
  247. // width fov to keep the object completely in view.
  248. if (wheight > wwidth)
  249. fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f;
  250. return radius / mTan(fov / 2.0f);
  251. }
  252. //-----------------------------------------------------------------------------
  253. static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery)
  254. {
  255. F32 wwidth;
  256. F32 wheight;
  257. F32 renderWidth = viewport.extent.x;
  258. F32 renderHeight = viewport.extent.y;
  259. F32 aspectRatio = renderWidth / renderHeight;
  260. // Use the FOV to calculate the viewport height scale
  261. // then generate the width scale from the aspect ratio.
  262. if(!cameraQuery.ortho)
  263. {
  264. wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f);
  265. wwidth = aspectRatio * wheight;
  266. }
  267. else
  268. {
  269. wheight = cameraQuery.fov;
  270. wwidth = aspectRatio * wheight;
  271. }
  272. F32 hscale = wwidth * 2.0f / renderWidth;
  273. F32 vscale = wheight * 2.0f / renderHeight;
  274. F32 left = 0.0f * hscale - wwidth;
  275. F32 right = renderWidth * hscale - wwidth;
  276. F32 top = wheight - vscale * 0.0f;
  277. F32 bottom = wheight - vscale * renderHeight;
  278. FovPort fovPort;
  279. fovPort.upTan = top;
  280. fovPort.downTan = -bottom;
  281. fovPort.leftTan = -left;
  282. fovPort.rightTan = right;
  283. return fovPort;
  284. }
  285. void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
  286. {
  287. GFXTransformSaver saver;
  288. Point2I renderSize = viewport.extent;
  289. if (mReflectPriority > 0)
  290. {
  291. // Get the total reflection priority.
  292. F32 totalPriority = 0;
  293. for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
  294. if (smAwakeTSCtrls[i]->isVisible())
  295. totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
  296. REFLECTMGR->update(mReflectPriority / totalPriority,
  297. getExtent(),
  298. mLastCameraQuery);
  299. }
  300. if (mForceFOV != 0)
  301. mLastCameraQuery.fov = mDegToRad(mForceFOV);
  302. if (mCameraZRot)
  303. {
  304. MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
  305. mLastCameraQuery.cameraMatrix.mul(rotMat);
  306. }
  307. GFX->setViewport(viewport);
  308. // Clear the zBuffer so GUI doesn't hose object rendering accidentally
  309. GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
  310. GFX->setFrustum(frustum);
  311. mSaveProjection = GFX->getProjectionMatrix();
  312. if (mLastCameraQuery.ortho)
  313. {
  314. mOrthoWidth = frustum.getWidth();
  315. mOrthoHeight = frustum.getHeight();
  316. }
  317. // We're going to be displaying this render at size of this control in
  318. // pixels - let the scene know so that it can calculate e.g. reflections
  319. // correctly for that final display result.
  320. gClientSceneGraph->setDisplayTargetResolution(renderSize);
  321. // Set the GFX world matrix to the world-to-camera transform, but don't
  322. // change the cameraMatrix in mLastCameraQuery. This is because
  323. // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
  324. // transform. In-place invert would save a copy but mess up any GUIs that
  325. // depend on that value.
  326. MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
  327. worldToCamera.inverse();
  328. GFX->setWorldMatrix(worldToCamera);
  329. mSaveProjection = GFX->getProjectionMatrix();
  330. mSaveModelview = GFX->getWorldMatrix();
  331. mSaveViewport = viewport;
  332. mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
  333. mSaveFrustum = GFX->getFrustum();
  334. mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix);
  335. // Set the default non-clip projection as some
  336. // objects depend on this even in non-reflect cases.
  337. gClientSceneGraph->setNonClipProjection(mSaveProjection);
  338. // Give the post effect manager the worldToCamera, and cameraToScreen matrices
  339. PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection);
  340. renderWorld(viewport);
  341. DebugDrawer::get()->render();
  342. // Restore the previous matrix state before
  343. // we begin rendering the child controls.
  344. saver.restore();
  345. }
  346. //-----------------------------------------------------------------------------
  347. void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
  348. {
  349. // Save the current transforms so we can restore
  350. // it for child control rendering below.
  351. GFXTransformSaver saver;
  352. bool renderingToTarget = false;
  353. if (!processCameraQuery(&mLastCameraQuery))
  354. {
  355. // We have no camera, but render the GUI children
  356. // anyway. This makes editing GuiTSCtrl derived
  357. // controls easier in the GuiEditor.
  358. renderChildControls(offset, updateRect);
  359. return;
  360. }
  361. GFXTargetRef origTarget = GFX->getActiveRenderTarget();
  362. U32 origStyle = GFX->getCurrentRenderStyle();
  363. // Set up the appropriate render style
  364. U32 prevRenderStyle = GFX->getCurrentRenderStyle();
  365. Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
  366. Point2I renderSize = getExtent();
  367. Frustum frustum;
  368. if (mRenderStyle == RenderStyleStereoSideBySide)
  369. {
  370. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
  371. GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
  372. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  373. if (!mLastCameraQuery.hasStereoTargets)
  374. {
  375. // Need to calculate our current viewport here
  376. mLastCameraQuery.stereoViewports[0] = updateRect;
  377. mLastCameraQuery.stereoViewports[0].extent.x /= 2;
  378. mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
  379. mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
  380. }
  381. if (!mLastCameraQuery.hasFovPort)
  382. {
  383. // Need to make our own fovPort
  384. mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
  385. mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
  386. }
  387. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  388. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  389. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  390. MatrixF myTransforms[2];
  391. Frustum frustum;
  392. if (smUseLatestDisplayTransform)
  393. {
  394. // Use the view matrix determined from the display device
  395. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  396. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  397. }
  398. else
  399. {
  400. // Use the view matrix determined from the control object
  401. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  402. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  403. QuatF qrot = mLastCameraQuery.cameraMatrix;
  404. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  405. Point3F rotEyePos;
  406. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  407. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  408. }
  409. GFX->setStereoEyeTransforms(myTransforms);
  410. // Allow render size to originate from the render target
  411. if (mLastCameraQuery.stereoTargets[0])
  412. {
  413. renderSize = mLastCameraQuery.stereoViewports[0].extent;
  414. renderingToTarget = true;
  415. }
  416. // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
  417. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  418. GFX->activateStereoTarget(-1);
  419. _internalRender(RectI(updateRect.point, updateRect.extent), frustum);
  420. // Render preview
  421. if (mLastCameraQuery.displayDevice)
  422. {
  423. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  424. if (!previewTexture.isNull())
  425. {
  426. GFX->setActiveRenderTarget(origTarget);
  427. GFX->setCurrentRenderStyle(origStyle);
  428. GFX->setClipRect(updateRect);
  429. renderDisplayPreview(updateRect, previewTexture);
  430. }
  431. }
  432. }
  433. else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.stereoTargets[0])
  434. {
  435. // In this case we render the scene twice to different render targets, then
  436. // render the final composite view
  437. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate);
  438. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  439. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  440. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  441. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  442. MatrixF myTransforms[2];
  443. if (smUseLatestDisplayTransform)
  444. {
  445. // Use the view matrix determined from the display device
  446. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  447. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  448. }
  449. else
  450. {
  451. // Use the view matrix determined from the control object
  452. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  453. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  454. QuatF qrot = mLastCameraQuery.cameraMatrix;
  455. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  456. Point3F rotEyePos;
  457. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  458. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  459. }
  460. MatrixF origMatrix = mLastCameraQuery.cameraMatrix;
  461. // Left
  462. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  463. mLastCameraQuery.cameraMatrix = myTransforms[0];
  464. frustum.update();
  465. GFX->activateStereoTarget(0);
  466. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
  467. GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
  468. // Right
  469. GFX->activateStereoTarget(1);
  470. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
  471. mLastCameraQuery.cameraMatrix = myTransforms[1];
  472. frustum.update();
  473. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), frustum);
  474. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  475. mLastCameraQuery.cameraMatrix = origMatrix;
  476. // Render preview
  477. if (mLastCameraQuery.displayDevice)
  478. {
  479. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  480. if (!previewTexture.isNull())
  481. {
  482. GFX->setActiveRenderTarget(origTarget);
  483. GFX->setCurrentRenderStyle(origStyle);
  484. GFX->setClipRect(updateRect);
  485. renderDisplayPreview(updateRect, previewTexture);
  486. }
  487. }
  488. }
  489. else
  490. {
  491. #ifdef TORQUE_OS_MAC
  492. Point2I screensize = getRoot()->getWindowSize();
  493. tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
  494. #endif
  495. GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
  496. // set up the camera and viewport stuff:
  497. F32 wwidth;
  498. F32 wheight;
  499. F32 renderWidth = F32(renderSize.x);
  500. F32 renderHeight = F32(renderSize.y);
  501. F32 aspectRatio = renderWidth / renderHeight;
  502. // Use the FOV to calculate the viewport height scale
  503. // then generate the width scale from the aspect ratio.
  504. if (!mLastCameraQuery.ortho)
  505. {
  506. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  507. wwidth = aspectRatio * wheight;
  508. }
  509. else
  510. {
  511. wheight = mLastCameraQuery.fov;
  512. wwidth = aspectRatio * wheight;
  513. }
  514. F32 hscale = wwidth * 2.0f / renderWidth;
  515. F32 vscale = wheight * 2.0f / renderHeight;
  516. F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
  517. F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
  518. F32 top = wheight - vscale * (updateRect.point.y - offset.y);
  519. F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
  520. frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane);
  521. // Manipulate the frustum for tiled screenshots
  522. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  523. if (screenShotMode)
  524. {
  525. gScreenShot->tileFrustum(frustum);
  526. GFX->setViewMatrix(MatrixF::Identity);
  527. }
  528. RectI tempRect = updateRect;
  529. #ifdef TORQUE_OS_MAC
  530. Point2I screensize = getRoot()->getWindowSize();
  531. tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
  532. #endif
  533. _internalRender(tempRect, frustum);
  534. }
  535. // TODO: Some render to sort of overlay system?
  536. // Allow subclasses to render 2D elements.
  537. GFX->setActiveRenderTarget(origTarget);
  538. GFX->setCurrentRenderStyle(origStyle);
  539. GFX->setClipRect(updateRect);
  540. renderGui(offset, updateRect);
  541. if (shouldRenderChildControls())
  542. {
  543. renderChildControls(offset, updateRect);
  544. }
  545. smFrameCount++;
  546. }
  547. //-----------------------------------------------------------------------------
  548. void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width )
  549. {
  550. if ( !mSaveFrustum.clipSegment( p0, p1 ) )
  551. return;
  552. MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection );
  553. MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection );
  554. p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x );
  555. p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y );
  556. p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x );
  557. p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y );
  558. p0.z = p1.z = 0.0f;
  559. _drawLine( p0, p1, color, width );
  560. }
  561. //-----------------------------------------------------------------------------
  562. void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width )
  563. {
  564. for ( S32 i = 0; i < points.size() - 1; i++ )
  565. drawLine( points[i], points[i+1], color, width );
  566. }
  567. //-----------------------------------------------------------------------------
  568. void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
  569. {
  570. mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
  571. }
  572. //-----------------------------------------------------------------------------
  573. void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture)
  574. {
  575. GFX->setWorldMatrix(MatrixF(1));
  576. GFX->setViewMatrix(MatrixF::Identity);
  577. GFX->setClipRect(updateRect);
  578. GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK);
  579. GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED);
  580. if (!mStereoPreviewVB.getPointer())
  581. {
  582. mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic);
  583. GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4);
  584. F32 texLeft = 0.0f;
  585. F32 texRight = 1.0f;
  586. F32 texTop = 0.0f;
  587. F32 texBottom = 1.0f;
  588. F32 rectWidth = updateRect.extent.x;
  589. F32 rectHeight = updateRect.extent.y;
  590. F32 screenLeft = 0;
  591. F32 screenRight = rectWidth;
  592. F32 screenTop = 0;
  593. F32 screenBottom = rectHeight;
  594. const F32 fillConv = 0.0f;
  595. const F32 frustumDepthAdjusted = 0.0f;
  596. verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f);
  597. verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f);
  598. verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f);
  599. verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f);
  600. verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
  601. verts[0].texCoord.set(texLeft, texTop);
  602. verts[1].texCoord.set(texRight, texTop);
  603. verts[2].texCoord.set(texLeft, texBottom);
  604. verts[3].texCoord.set(texRight, texBottom);
  605. mStereoPreviewVB.unlock();
  606. }
  607. if (!mStereoPreviewSB.getPointer())
  608. {
  609. // DrawBitmapStretchSR
  610. GFXStateBlockDesc bitmapStretchSR;
  611. bitmapStretchSR.setCullMode(GFXCullNone);
  612. bitmapStretchSR.setZReadWrite(false, false);
  613. bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
  614. bitmapStretchSR.samplersDefined = true;
  615. bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  616. bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
  617. bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
  618. bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
  619. mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR);
  620. }
  621. GFX->setVertexBuffer(mStereoPreviewVB);
  622. GFX->setStateBlock(mStereoPreviewSB);
  623. GFX->setTexture(0, previewTexture);
  624. GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
  625. GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
  626. }
  627. //=============================================================================
  628. // Console Methods.
  629. //=============================================================================
  630. // MARK: ---- Console Methods ----
  631. //-----------------------------------------------------------------------------
  632. DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),,
  633. "Transform 3D screen-space coordinates (x, y, depth) to world space.\n"
  634. "This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n"
  635. "@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n"
  636. "@return The world-space position corresponding to the given screen-space coordinates." )
  637. {
  638. Point3F worldPos;
  639. object->unproject( screenPosition, &worldPos );
  640. return worldPos;
  641. }
  642. //-----------------------------------------------------------------------------
  643. DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),,
  644. "Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n"
  645. "@param worldPosition The world-space position to transform to screen-space.\n"
  646. "@return The " )
  647. {
  648. Point3F screenPos;
  649. object->project( worldPosition, &screenPos );
  650. return screenPos;
  651. }
  652. //-----------------------------------------------------------------------------
  653. DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
  654. "Get the ratio between world-space units and pixels.\n"
  655. "@return The amount of world-space units covered by the extent of a single pixel." )
  656. {
  657. return object->getWorldToScreenScale();
  658. }
  659. //-----------------------------------------------------------------------------
  660. DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
  661. "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"
  662. "@param radius Radius in world-space units which should fit in the view.\n"
  663. "@return The distance from the viewpoint at which the given radius would be fully visible." )
  664. {
  665. return object->calculateViewDistance( radius );
  666. }
  667. DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
  668. "Sets the current stereo texture to an offscreen canvas\n"
  669. "@param canvas The desired canvas." )
  670. {
  671. object->setStereoGui(canvas);
  672. }