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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _GFX_GFXTRANSFORMSAVER_H_
- #define _GFX_GFXTRANSFORMSAVER_H_
- #ifndef _GFXDEVICE_H_
- #include "gfx/gfxDevice.h"
- #endif
- /// Helper class to store viewport and matrix stack state, and restore it
- /// later.
- ///
- /// When doing complex out-of-scene rendering, for instance, doing a
- /// render to texture operation that needs its own transform state, it
- /// is very easy to nuke important rendering state, like the viewport
- /// or the projection matrix stored in vertex shader constant zero.
- ///
- /// This class simplifies save and cleanup of those properties. You can
- /// either treat it as a stack helper, e.g.
- ///
- /// @code
- /// void myFunc()
- /// {
- /// GFXTransformSaver saver;
- ///
- /// // Lots of nasty render state changes...
- ///
- /// // Everything is magically cleaned up when saver is destructed!
- /// }
- /// @endcode
- ///
- /// Or you can manually control when you do saves or restores:
- ///
- /// @code
- /// void myFunc()
- /// {
- /// GFXTransformSaver saver(false, false);
- ///
- /// if(!somePrecondition)
- /// return false; // Note early out.
- ///
- /// saver.save();
- ///
- /// // Lots of nasty render state changes...
- ///
- /// // If we had passed (false, true) to the constructor then it would
- /// // clean up automagically for us; but we want to do it manually.
- /// saver.restore();
- /// }
- /// @endcode
- ///
- class GFXTransformSaver
- {
- protected:
- RectI mSavedViewport;
- MatrixF mSavedProjectionMatrix, mSavedViewMatrix;
- bool mHaveSavedData, mRestoreSavedDataOnDestruct;
- public:
- /// Constructor - controls how data is saved.
- ///
- /// @param saveDataNow If true, indicates that saveData() should be called
- /// immediately. Otherwise, you can do it manually.
- ///
- /// @param restoreDataOnDestruct If true, indicates that restoreData() should
- /// be called on destruct. Otherwise, you'll
- /// have to do it manually.
- GFXTransformSaver(bool saveDataNow = true, bool restoreDataOnDestruct = true)
- {
- mHaveSavedData = false;
- if(saveDataNow)
- save();
-
- mRestoreSavedDataOnDestruct = restoreDataOnDestruct;
- }
- ~GFXTransformSaver()
- {
- if(mRestoreSavedDataOnDestruct)
- restore();
- }
- void save()
- {
- AssertFatal(mHaveSavedData==false, "GFXTransformSaver::saveData - can't save twice!");
- mSavedViewport = GFX->getViewport();
- mSavedProjectionMatrix = GFX->getProjectionMatrix();
- mSavedViewMatrix = GFX->getViewMatrix();
- GFX->pushWorldMatrix();
- // Note we have saved data!
- mHaveSavedData = true;
- }
- void restore()
- {
- AssertFatal(mHaveSavedData==true, "GFXTransformSaver::restoreData - no saved data to restore!");
- GFX->popWorldMatrix();
- GFX->setViewMatrix(mSavedViewMatrix);
- GFX->setProjectionMatrix(mSavedProjectionMatrix);
- GFX->setViewport(mSavedViewport);
- // Once we've restored we do not want to be able to restore again...
- mHaveSavedData = false;
- // And we don't want to restore on destruct!
- mRestoreSavedDataOnDestruct = false;
- }
- /// Returns the saved viewport.
- const RectI& getViewport() const { return mSavedViewport; }
- /// Returns the saved projection matrix.
- const MatrixF& getProjectionMatrix() const { return mSavedProjectionMatrix; }
- /// Returns the saved projection matrix.
- const MatrixF& getViewMatrix() const { return mSavedViewMatrix; }
- };
- #endif // _GFX_GFXTRANSFORMSAVER_H_
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