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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.
- //-----------------------------------------------------------------------------
- #include "console/console.h"
- #include "console/engineAPI.h"
- #include "console/consoleTypes.h"
- #include "terrain/terrData.h"
- #include "gui/worldEditor/guiTerrPreviewCtrl.h"
- #include "gfx/primBuilder.h"
- #include "T3D/gameFunctions.h"
- IMPLEMENT_CONOBJECT(GuiTerrPreviewCtrl);
- ConsoleDocClass( GuiTerrPreviewCtrl,
- "@brief Very old GUI used for terrain preview\n\n"
- "Deprecated\n\n"
- "@internal"
- );
- GuiTerrPreviewCtrl::GuiTerrPreviewCtrl(void) : mTerrainSize(2048.0f), mTerrainEditor(NULL)
- {
- mRoot.set( 0, 0 );
- mOrigin.set( 0, 0 );
- mWorldScreenCenter.set( mTerrainSize*0.5f, mTerrainSize*0.5f );
- mControlsStateBlock = NULL;
- mTerrainBitmapStateBlock = NULL;
- }
- bool GuiTerrPreviewCtrl::onAdd()
- {
- if(Parent::onAdd() == false)
- {
- return false;
- }
- SimObject* inTerrEditor = Sim::findObject("ETerrainEditor");
- if(!inTerrEditor)
- {
- Con::errorf(ConsoleLogEntry::General, "TerrainEditor::onAdd: failed to load Terrain Editor");
- return false;
- }
- mTerrainEditor = dynamic_cast<TerrainEditor*>(inTerrEditor);
- GFXStateBlockDesc desc;
- desc.setBlend(false, GFXBlendOne, GFXBlendZero);
- desc.samplersDefined = true;
- desc.samplers[0].addressModeU = GFXAddressWrap;
- desc.samplers[0].addressModeV = GFXAddressWrap;
- desc.setCullMode(GFXCullNone);
- desc.setZReadWrite(false);
- mTerrainBitmapStateBlock = GFX->createStateBlock(desc);
- mControlsStateBlock = GFX->createStateBlock(desc);
- return true;
- }
- void GuiTerrPreviewCtrl::initPersistFields()
- {
- Parent::initPersistFields();
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, reset, void, (), , "Reset the view of the terrain.")
- {
- object->reset();
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, setRoot, void, (), , "Add the origin to the root and reset the origin.")
- {
- object->setRoot();
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, getRoot, Point2F, (), , "Return a Point2F representing the position of the root.")
- {
- return object->getRoot();
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, setOrigin, void, (Point2F pos), , "(float x, float y)"
- "Set the origin of the view.")
- {
- object->setOrigin( pos );
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, getOrigin, Point2F, (), , "Return a Point2F containing the position of the origin.")
- {
- return object->getOrigin();
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, getValue, const char*, (), , "Returns a 4-tuple containing: root_x root_y origin_x origin_y")
- {
- Point2F r = object->getRoot();
- Point2F o = object->getOrigin();
- static char valuebuf[64];
- dSprintf(valuebuf,sizeof(valuebuf),"%g %g %g %g", r.x, -r.y, o.x, -o.y);
- return valuebuf;
- }
- DefineEngineMethod( GuiTerrPreviewCtrl, setValue, void, (const char * tuple), , "Accepts a 4-tuple in the same form as getValue returns.\n\n"
- "@see GuiTerrPreviewCtrl::getValue()")
- {
- Point2F r,o;
- dSscanf(tuple, "%g %g %g %g", &r.x, &r.y, &o.x, &o.y);
- r.y = -r.y;
- o.y = -o.y;
- object->reset();
- object->setRoot(r);
- object->setOrigin(o);
- }
- bool GuiTerrPreviewCtrl::onWake()
- {
- if (! Parent::onWake())
- return false;
- return true;
- }
- void GuiTerrPreviewCtrl::onSleep()
- {
- Parent::onSleep();
- }
- void GuiTerrPreviewCtrl::setBitmap(const GFXTexHandle &handle)
- {
- mTextureHandle = handle;
- }
- void GuiTerrPreviewCtrl::reset()
- {
- mRoot.set(0,0);
- mOrigin.set(0,0);
- }
- void GuiTerrPreviewCtrl::setRoot()
- {
- mRoot += mOrigin;
- mOrigin.set(0,0);
- }
- void GuiTerrPreviewCtrl::setRoot(const Point2F &p)
- {
- mRoot = p;
- }
- void GuiTerrPreviewCtrl::setOrigin(const Point2F &p)
- {
- mOrigin = p;
- }
- Point2F& GuiTerrPreviewCtrl::wrap(const Point2F &p)
- {
- static Point2F result;
- result = p;
- while (result.x < 0.0f)
- result.x += mTerrainSize;
- while (result.x > mTerrainSize)
- result.x -= mTerrainSize;
- while (result.y < 0.0f)
- result.y += mTerrainSize;
- while (result.y > mTerrainSize)
- result.y -= mTerrainSize;
- return result;
- }
- Point2F& GuiTerrPreviewCtrl::worldToTexture(const Point2F &p)
- {
- static Point2F result;
- result = wrap( p + mRoot ) / mTerrainSize;
- return result;
- }
- Point2F& GuiTerrPreviewCtrl::worldToCtrl(const Point2F &p)
- {
- static Point2F result;
- result = wrap( p - mCamera - mWorldScreenCenter );
- result *= getWidth() / mTerrainSize;
- return result;
- }
- void GuiTerrPreviewCtrl::onPreRender()
- {
- setUpdate();
- }
- void GuiTerrPreviewCtrl::onRender(Point2I offset, const RectI &updateRect)
- {
- CameraQuery query;
- GameProcessCameraQuery(&query);
- Point3F cameraRot;
- TerrainBlock *terrBlock = NULL;
- MatrixF matrix = query.cameraMatrix;
- matrix.getColumn(3,&cameraRot); // get Camera translation
- mCamera.set(cameraRot.x, -cameraRot.y);
- matrix.getRow(1,&cameraRot); // get camera rotation
- if (mTerrainEditor != NULL)
- terrBlock = mTerrainEditor->getActiveTerrain();
- if (!terrBlock)
- return;
- for(U32 i = 0; i < GFX->getNumSamplers(); i++)
- GFX->setTexture(i, NULL);
-
- GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
-
- Point2F terrPos(terrBlock->getPosition().x, terrBlock->getPosition().y);
- mTerrainSize = terrBlock->getWorldBlockSize();
- //----------------------------------------- RENDER the Terrain Bitmap
- if (mTextureHandle)
- {
- GFXTextureObject *texture = (GFXTextureObject*)mTextureHandle;
- if (texture)
- {
- //GFX->setLightingEnable(false);
- GFX->setStateBlock(mTerrainBitmapStateBlock);
- GFX->setTexture(0, texture);
- Point2F screenP1(offset.x - 0.5f, offset.y + 0.5f);
- Point2F screenP2(offset.x + getWidth() - 0.5f, offset.y + getWidth() + 0.5f);
- Point2F textureP1( worldToTexture( mCamera - terrPos ) - Point2F(0.5f, 0.5f));
- Point2F textureP2(textureP1 + Point2F(1.0f, 1.0f));
- // the texture if flipped horz to reflect how the terrain is really drawn
- PrimBuild::color3f(1.0f, 1.0f, 1.0f);
- PrimBuild::begin(GFXTriangleStrip, 4);
- PrimBuild::texCoord2f(textureP1.x, textureP1.y);
- PrimBuild::vertex2f(screenP1.x, screenP1.y); // left top
- PrimBuild::texCoord2f(textureP2.x, textureP1.y);
- PrimBuild::vertex2f(screenP2.x, screenP1.y); // right top
- PrimBuild::texCoord2f(textureP1.x, textureP2.y);
- PrimBuild::vertex2f(screenP1.x, screenP2.y); // left bottom
- PrimBuild::texCoord2f(textureP2.x, textureP2.y);
- PrimBuild::vertex2f(screenP2.x, screenP2.y); // right bottom
- PrimBuild::end();
- }
- }
- //Draw blank texture
- else
- {
- RectI rect(offset.x, offset.y, getWidth(), getHeight());
- GFX->getDrawUtil()->drawRect(rect, ColorI(0,0,0));
- }
- GFX->setStateBlock(mControlsStateBlock);
- //----------------------------------------- RENDER the '+' at the center of the Block
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 1.0f);
- Point2F center( worldToCtrl(terrPos + Point2F(mTerrainSize * 0.5f, mTerrainSize * 0.5f)) );
- S32 y;
- for (y=-1; y<=1; y++)
- {
- F32 yoffset = offset.y + y*256.0f;
- for (S32 x=-1; x<=1; x++)
- {
- F32 xoffset = offset.x + x*256.0f;
- PrimBuild::begin(GFXLineList, 4);
- PrimBuild::vertex2f(xoffset + center.x, yoffset + center.y-5);
- PrimBuild::vertex2f(xoffset + center.x, yoffset + center.y+6);
- PrimBuild::vertex2f(xoffset + center.x-5, yoffset + center.y);
- PrimBuild::vertex2f(xoffset + center.x+6, yoffset + center.y);
- PrimBuild::end();
- }
- }
- //----------------------------------------- RENDER the Block Corners
- Point2F cornerf( worldToCtrl(terrPos) + Point2F(0.125f, 0.125f));
- Point2I corner=Point2I((S32)cornerf.x,(S32)cornerf.y);
- for (y=-1; y<=1; y++)
- {
- S32 yoffset = offset.y + y*256;
- for (S32 x=-1; x<=1; x++)
- {
- S32 xoffset = offset.x + x*256;
- PrimBuild::begin(GFXLineStrip, 3);
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
- PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y-128);
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.7f);
- PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y);
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
- PrimBuild::vertex2i(xoffset + corner.x+128, yoffset + corner.y);
- PrimBuild::end();
- PrimBuild::begin(GFXLineStrip, 3);
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
- PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y+128);
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.7f);
- PrimBuild::vertex2i(xoffset + corner.x, yoffset + corner.y);
- PrimBuild::color4f(1.0f, 1.0f, 1.0f, 0.3f);
- PrimBuild::vertex2i(xoffset + corner.x-128, yoffset + corner.y);
- PrimBuild::end();
- }
- }
- //----------------------------------------- RENDER the Viewcone
- Point2F pointA(cameraRot.x * -40, cameraRot.y * -40);
- Point2F pointB(-pointA.y, pointA.x);
- F32 tann = mTan(0.5f);
- Point2F point1( pointA + pointB * tann );
- Point2F point2( pointA - pointB * tann );
- center.set((F32)(offset.x + getWidth() / 2), (F32)(offset.y + getHeight() / 2 ));
- PrimBuild::begin(GFXLineStrip, 3);
- PrimBuild::color4f(1.0f, 0.0f, 0.0f, 0.7f);
- PrimBuild::vertex2i((S32)(center.x + point1.x), (S32)(center.y + point1.y));
- PrimBuild::color4f(1.0f, 0.0f, 0.0f, 1.0f);
- PrimBuild::vertex2i((S32)center.x,(S32)center.y);
- PrimBuild::color4f(1.0f, 0.0f, 0.0f, 0.7f);
- PrimBuild::vertex2i((S32)(center.x + point2.x), (S32)(center.y + point2.y));
- PrimBuild::end();
- renderChildControls(offset, updateRect);
- }
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