guiTSControl.cpp 31 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.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 guiViewport, RectI renderViewport, Frustum &frustum)
  285. {
  286. GFXTransformSaver saver;
  287. Point2I renderSize = renderViewport.extent;
  288. GFXTarget *origTarget = GFX->getActiveRenderTarget();
  289. S32 origStereoTarget = GFX->getCurrentStereoTarget();
  290. if (mForceFOV != 0)
  291. mLastCameraQuery.fov = mDegToRad(mForceFOV);
  292. if (mCameraZRot)
  293. {
  294. MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
  295. mLastCameraQuery.cameraMatrix.mul(rotMat);
  296. }
  297. if (mReflectPriority > 0)
  298. {
  299. // Get the total reflection priority.
  300. F32 totalPriority = 0;
  301. for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
  302. if (smAwakeTSCtrls[i]->isVisible())
  303. totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
  304. REFLECTMGR->update(mReflectPriority / totalPriority,
  305. renderSize,
  306. mLastCameraQuery);
  307. }
  308. GFX->setActiveRenderTarget(origTarget);
  309. GFX->setCurrentStereoTarget(origStereoTarget);
  310. GFX->setViewport(renderViewport);
  311. // Clear the zBuffer so GUI doesn't hose object rendering accidentally
  312. GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
  313. GFX->setFrustum(frustum);
  314. mSaveProjection = GFX->getProjectionMatrix();
  315. if (mLastCameraQuery.ortho)
  316. {
  317. mOrthoWidth = frustum.getWidth();
  318. mOrthoHeight = frustum.getHeight();
  319. }
  320. // We're going to be displaying this render at size of this control in
  321. // pixels - let the scene know so that it can calculate e.g. reflections
  322. // correctly for that final display result.
  323. gClientSceneGraph->setDisplayTargetResolution(renderSize);
  324. // Set the GFX world matrix to the world-to-camera transform, but don't
  325. // change the cameraMatrix in mLastCameraQuery. This is because
  326. // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
  327. // transform. In-place invert would save a copy but mess up any GUIs that
  328. // depend on that value.
  329. MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
  330. worldToCamera.inverse();
  331. GFX->setWorldMatrix(worldToCamera);
  332. mSaveProjection = GFX->getProjectionMatrix();
  333. mSaveModelview = GFX->getWorldMatrix();
  334. mSaveViewport = guiViewport;
  335. mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
  336. mSaveFrustum = GFX->getFrustum();
  337. mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix);
  338. // Set the default non-clip projection as some
  339. // objects depend on this even in non-reflect cases.
  340. gClientSceneGraph->setNonClipProjection(mSaveProjection);
  341. // Give the post effect manager the worldToCamera, and cameraToScreen matrices
  342. PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection);
  343. renderWorld(guiViewport);
  344. DebugDrawer* debugDraw = DebugDrawer::get();
  345. if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
  346. {
  347. // For SBS we need to render over each viewport
  348. Frustum frustum;
  349. GFX->setViewport(mLastCameraQuery.stereoViewports[0]);
  350. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  351. GFX->setFrustum(frustum);
  352. debugDraw->render(false);
  353. GFX->setViewport(mLastCameraQuery.stereoViewports[1]);
  354. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
  355. GFX->setFrustum(frustum);
  356. debugDraw->render();
  357. }
  358. else
  359. {
  360. debugDraw->render();
  361. }
  362. saver.restore();
  363. }
  364. //-----------------------------------------------------------------------------
  365. void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
  366. {
  367. // Save the current transforms so we can restore
  368. // it for child control rendering below.
  369. GFXTransformSaver saver;
  370. bool renderingToTarget = false;
  371. mLastCameraQuery.displayDevice = NULL;
  372. if (!processCameraQuery(&mLastCameraQuery))
  373. {
  374. // We have no camera, but render the GUI children
  375. // anyway. This makes editing GuiTSCtrl derived
  376. // controls easier in the GuiEditor.
  377. renderChildControls(offset, updateRect);
  378. return;
  379. }
  380. // 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
  381. if (mLastCameraQuery.displayDevice)
  382. {
  383. if (mRenderStyle == RenderStyleStereoSideBySide)
  384. {
  385. mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSideBySide);
  386. }
  387. else if (mRenderStyle == RenderStyleStereoSeparate)
  388. {
  389. mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSeparate);
  390. }
  391. else
  392. {
  393. mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_Standard);
  394. }
  395. // The connection's display device may want to set the eye offset
  396. if (mLastCameraQuery.displayDevice->providesEyeOffsets())
  397. {
  398. mLastCameraQuery.displayDevice->getEyeOffsets(mLastCameraQuery.eyeOffset);
  399. }
  400. // Grab field of view for both eyes
  401. if (mLastCameraQuery.displayDevice->providesFovPorts())
  402. {
  403. mLastCameraQuery.displayDevice->getFovPorts(mLastCameraQuery.fovPort);
  404. mLastCameraQuery.hasFovPort = true;
  405. }
  406. mLastCameraQuery.displayDevice->getStereoViewports(mLastCameraQuery.stereoViewports);
  407. mLastCameraQuery.displayDevice->getStereoTargets(mLastCameraQuery.stereoTargets);
  408. mLastCameraQuery.hasStereoTargets = mLastCameraQuery.stereoTargets[0];
  409. }
  410. GFXTargetRef origTarget = GFX->getActiveRenderTarget();
  411. U32 origStyle = GFX->getCurrentRenderStyle();
  412. // Set up the appropriate render style
  413. Point2I renderSize = getExtent();
  414. Frustum frustum;
  415. mLastCameraQuery.currentEye = -1;
  416. if (mRenderStyle == RenderStyleStereoSideBySide)
  417. {
  418. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
  419. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  420. GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
  421. if (!mLastCameraQuery.hasStereoTargets)
  422. {
  423. // Need to calculate our current viewport here
  424. mLastCameraQuery.stereoViewports[0] = updateRect;
  425. mLastCameraQuery.stereoViewports[0].extent.x /= 2;
  426. mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
  427. mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
  428. }
  429. if (!mLastCameraQuery.hasFovPort)
  430. {
  431. // Need to make our own fovPort
  432. mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
  433. mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
  434. }
  435. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  436. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  437. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  438. MatrixF myTransforms[2];
  439. Frustum frustum;
  440. if (smUseLatestDisplayTransform)
  441. {
  442. // Use the view matrix determined from the display device
  443. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  444. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  445. }
  446. else
  447. {
  448. // Use the view matrix determined from the control object
  449. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  450. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  451. mLastCameraQuery.headMatrix = mLastCameraQuery.cameraMatrix; // override head
  452. QuatF qrot = mLastCameraQuery.cameraMatrix;
  453. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  454. Point3F rotEyePos;
  455. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  456. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  457. }
  458. GFX->setStereoEyeTransforms(myTransforms);
  459. // Allow render size to originate from the render target
  460. if (mLastCameraQuery.stereoTargets[0])
  461. {
  462. renderSize = mLastCameraQuery.stereoTargets[0]->getSize();
  463. renderingToTarget = true;
  464. }
  465. // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
  466. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  467. GFX->activateStereoTarget(-1);
  468. _internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum);
  469. // Notify device we've rendered the right, thus the last stereo frame.
  470. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  471. // Render preview
  472. if (mLastCameraQuery.displayDevice)
  473. {
  474. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  475. if (!previewTexture.isNull())
  476. {
  477. GFX->setActiveRenderTarget(origTarget);
  478. GFX->setCurrentRenderStyle(origStyle);
  479. GFX->setClipRect(updateRect);
  480. renderDisplayPreview(updateRect, previewTexture);
  481. }
  482. }
  483. }
  484. else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.displayDevice)
  485. {
  486. // In this case we render the scene twice to different render targets, then
  487. // render the final composite view
  488. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate);
  489. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  490. GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
  491. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  492. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  493. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  494. MatrixF myTransforms[2];
  495. if (smUseLatestDisplayTransform)
  496. {
  497. // Use the view matrix determined from the display device
  498. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  499. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  500. }
  501. else
  502. {
  503. // Use the view matrix determined from the control object
  504. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  505. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  506. QuatF qrot = mLastCameraQuery.cameraMatrix;
  507. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  508. Point3F rotEyePos;
  509. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  510. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  511. }
  512. MatrixF origMatrix = mLastCameraQuery.cameraMatrix;
  513. // Left
  514. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  515. mLastCameraQuery.cameraMatrix = myTransforms[0];
  516. frustum.update();
  517. GFX->activateStereoTarget(0);
  518. mLastCameraQuery.currentEye = 0;
  519. GFX->beginField();
  520. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
  521. GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
  522. GFX->endField();
  523. // Right
  524. GFX->activateStereoTarget(1);
  525. mLastCameraQuery.currentEye = 1;
  526. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
  527. mLastCameraQuery.cameraMatrix = myTransforms[1];
  528. frustum.update();
  529. GFX->beginField();
  530. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
  531. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  532. GFX->endField();
  533. mLastCameraQuery.cameraMatrix = origMatrix;
  534. // Render preview
  535. if (mLastCameraQuery.displayDevice)
  536. {
  537. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  538. if (!previewTexture.isNull())
  539. {
  540. GFX->setActiveRenderTarget(origTarget);
  541. GFX->setCurrentRenderStyle(origStyle);
  542. GFX->setClipRect(updateRect);
  543. renderDisplayPreview(updateRect, previewTexture);
  544. }
  545. }
  546. }
  547. else
  548. {
  549. // set up the camera and viewport stuff:
  550. F32 wwidth;
  551. F32 wheight;
  552. F32 renderWidth = F32(renderSize.x);
  553. F32 renderHeight = F32(renderSize.y);
  554. F32 aspectRatio = renderWidth / renderHeight;
  555. // Use the FOV to calculate the viewport height scale
  556. // then generate the width scale from the aspect ratio.
  557. if (!mLastCameraQuery.ortho)
  558. {
  559. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  560. wwidth = aspectRatio * wheight;
  561. }
  562. else
  563. {
  564. wheight = mLastCameraQuery.fov;
  565. wwidth = aspectRatio * wheight;
  566. }
  567. F32 hscale = wwidth * 2.0f / renderWidth;
  568. F32 vscale = wheight * 2.0f / renderHeight;
  569. F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
  570. F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
  571. F32 top = wheight - vscale * (updateRect.point.y - offset.y);
  572. F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
  573. frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane);
  574. // Manipulate the frustum for tiled screenshots
  575. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  576. if (screenShotMode)
  577. {
  578. gScreenShot->tileFrustum(frustum);
  579. GFX->setViewMatrix(MatrixF::Identity);
  580. }
  581. RectI tempRect = updateRect;
  582. _internalRender(tempRect, tempRect, frustum);
  583. }
  584. // TODO: Some render to sort of overlay system?
  585. // Allow subclasses to render 2D elements.
  586. GFX->setActiveRenderTarget(origTarget);
  587. GFX->setCurrentRenderStyle(origStyle);
  588. GFX->setClipRect(updateRect);
  589. renderGui(offset, updateRect);
  590. if (shouldRenderChildControls())
  591. {
  592. renderChildControls(offset, updateRect);
  593. }
  594. smFrameCount++;
  595. }
  596. //-----------------------------------------------------------------------------
  597. void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width )
  598. {
  599. if ( !mSaveFrustum.clipSegment( p0, p1 ) )
  600. return;
  601. MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection );
  602. MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection );
  603. p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x );
  604. p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y );
  605. p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x );
  606. p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y );
  607. p0.z = p1.z = 0.0f;
  608. _drawLine( p0, p1, color, width );
  609. }
  610. //-----------------------------------------------------------------------------
  611. void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width )
  612. {
  613. for ( S32 i = 0; i < points.size() - 1; i++ )
  614. drawLine( points[i], points[i+1], color, width );
  615. }
  616. //-----------------------------------------------------------------------------
  617. void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
  618. {
  619. mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
  620. mStereoCanvas = canvas;
  621. }
  622. //-----------------------------------------------------------------------------
  623. void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture)
  624. {
  625. GFX->setWorldMatrix(MatrixF(1));
  626. GFX->setViewMatrix(MatrixF::Identity);
  627. GFX->setClipRect(updateRect);
  628. GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK);
  629. GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED);
  630. if (!mStereoPreviewVB.getPointer())
  631. {
  632. mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic);
  633. GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4);
  634. F32 texLeft = 0.0f;
  635. F32 texRight = 1.0f;
  636. F32 texTop = 0.0f;
  637. F32 texBottom = 1.0f;
  638. F32 rectWidth = updateRect.extent.x;
  639. F32 rectHeight = updateRect.extent.y;
  640. F32 screenLeft = 0;
  641. F32 screenRight = rectWidth;
  642. F32 screenTop = 0;
  643. F32 screenBottom = rectHeight;
  644. const F32 fillConv = 0.0f;
  645. verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f);
  646. verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f);
  647. verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f);
  648. verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f);
  649. verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
  650. verts[0].texCoord.set(texLeft, texTop);
  651. verts[1].texCoord.set(texRight, texTop);
  652. verts[2].texCoord.set(texLeft, texBottom);
  653. verts[3].texCoord.set(texRight, texBottom);
  654. mStereoPreviewVB.unlock();
  655. }
  656. if (!mStereoPreviewSB.getPointer())
  657. {
  658. // DrawBitmapStretchSR
  659. GFXStateBlockDesc bitmapStretchSR;
  660. bitmapStretchSR.setCullMode(GFXCullNone);
  661. bitmapStretchSR.setZReadWrite(false, false);
  662. bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
  663. bitmapStretchSR.samplersDefined = true;
  664. bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  665. bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
  666. bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
  667. bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
  668. mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR);
  669. }
  670. GFX->setVertexBuffer(mStereoPreviewVB);
  671. GFX->setStateBlock(mStereoPreviewSB);
  672. GFX->setTexture(0, previewTexture);
  673. GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
  674. GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
  675. }
  676. //=============================================================================
  677. // Console Methods.
  678. //=============================================================================
  679. // MARK: ---- Console Methods ----
  680. //-----------------------------------------------------------------------------
  681. DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),,
  682. "Transform 3D screen-space coordinates (x, y, depth) to world space.\n"
  683. "This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n"
  684. "@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n"
  685. "@return The world-space position corresponding to the given screen-space coordinates." )
  686. {
  687. Point3F worldPos;
  688. object->unproject( screenPosition, &worldPos );
  689. return worldPos;
  690. }
  691. //-----------------------------------------------------------------------------
  692. DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),,
  693. "Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n"
  694. "@param worldPosition The world-space position to transform to screen-space.\n"
  695. "@return The " )
  696. {
  697. Point3F screenPos;
  698. object->project( worldPosition, &screenPos );
  699. return screenPos;
  700. }
  701. //-----------------------------------------------------------------------------
  702. DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
  703. "Get the ratio between world-space units and pixels.\n"
  704. "@return The amount of world-space units covered by the extent of a single pixel." )
  705. {
  706. return object->getWorldToScreenScale();
  707. }
  708. //-----------------------------------------------------------------------------
  709. DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
  710. "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"
  711. "@param radius Radius in world-space units which should fit in the view.\n"
  712. "@return The distance from the viewpoint at which the given radius would be fully visible." )
  713. {
  714. return object->calculateViewDistance( radius );
  715. }
  716. DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
  717. "Sets the current stereo texture to an offscreen canvas\n"
  718. "@param canvas The desired canvas." )
  719. {
  720. object->setStereoGui(canvas);
  721. }