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->setupGenericShaders();
  116. GFX->setStateBlockByDesc( desc );
  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. mOrthoWidth = 0.1f;
  140. mOrthoHeight = 0.1f;
  141. }
  142. //-----------------------------------------------------------------------------
  143. void GuiTSCtrl::initPersistFields()
  144. {
  145. docsURL;
  146. addGroup( "Camera" );
  147. addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl),
  148. "Z rotation angle of camera." );
  149. addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl),
  150. "The vertical field of view in degrees or zero to use the normal camera FOV." );
  151. endGroup( "Camera" );
  152. addGroup( "Rendering" );
  153. addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ),
  154. "The share of the per-frame reflection update work this control's rendering should run.\n"
  155. "The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned "
  156. "a share of the per-frame reflection update time according to its percentage of the total priority value." );
  157. addField("renderStyle", TYPEID< RenderStyles >(), Offset(mRenderStyle, GuiTSCtrl),
  158. "Indicates how this control should render its contents." );
  159. endGroup( "Rendering" );
  160. Parent::initPersistFields();
  161. }
  162. //-----------------------------------------------------------------------------
  163. void GuiTSCtrl::consoleInit()
  164. {
  165. Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
  166. "@ingroup Rendering\n");
  167. Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n"
  168. "@ingroup Rendering\n");
  169. }
  170. //-----------------------------------------------------------------------------
  171. bool GuiTSCtrl::onWake()
  172. {
  173. if ( !Parent::onWake() )
  174. return false;
  175. // Add ourselves to the active viewport list.
  176. AssertFatal( !smAwakeTSCtrls.contains( this ),
  177. "GuiTSCtrl::onWake - This control is already in the awake list!" );
  178. smAwakeTSCtrls.push_back( this );
  179. // For VR
  180. mLastCameraQuery.drawCanvas = getRoot();
  181. return true;
  182. }
  183. //-----------------------------------------------------------------------------
  184. void GuiTSCtrl::onSleep()
  185. {
  186. Parent::onSleep();
  187. AssertFatal( smAwakeTSCtrls.contains( this ),
  188. "GuiTSCtrl::onSleep - This control is not in the awake list!" );
  189. smAwakeTSCtrls.remove( this );
  190. }
  191. //-----------------------------------------------------------------------------
  192. void GuiTSCtrl::onPreRender()
  193. {
  194. setUpdate();
  195. }
  196. //-----------------------------------------------------------------------------
  197. bool GuiTSCtrl::processCameraQuery(CameraQuery *)
  198. {
  199. return false;
  200. }
  201. //-----------------------------------------------------------------------------
  202. void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
  203. {
  204. }
  205. //-----------------------------------------------------------------------------
  206. F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const
  207. {
  208. // Fixup any negative or zero distance so we
  209. // don't get a divide by zero.
  210. dist = dist > 0.0f ? dist : 0.001f;
  211. return ( radius / dist ) * mSaveWorldToScreenScale.y;
  212. }
  213. //-----------------------------------------------------------------------------
  214. bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const
  215. {
  216. return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection);
  217. }
  218. //-----------------------------------------------------------------------------
  219. bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const
  220. {
  221. MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane);
  222. return true;
  223. }
  224. //-----------------------------------------------------------------------------
  225. F32 GuiTSCtrl::calculateViewDistance(F32 radius)
  226. {
  227. F32 fov = mLastCameraQuery.fov;
  228. F32 wwidth;
  229. F32 wheight;
  230. F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
  231. F32 renderHeight = F32(getHeight());
  232. F32 aspectRatio = renderWidth / renderHeight;
  233. // Use the FOV to calculate the viewport height scale
  234. // then generate the width scale from the aspect ratio.
  235. if(!mLastCameraQuery.ortho)
  236. {
  237. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  238. wwidth = aspectRatio * wheight;
  239. }
  240. else
  241. {
  242. wheight = mLastCameraQuery.fov;
  243. wwidth = aspectRatio * wheight;
  244. }
  245. // Now determine if we should use the width
  246. // fov or height fov.
  247. //
  248. // If the window is taller than it is wide, use the
  249. // width fov to keep the object completely in view.
  250. if (wheight > wwidth)
  251. fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f;
  252. return radius / mTan(fov / 2.0f);
  253. }
  254. //-----------------------------------------------------------------------------
  255. static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery)
  256. {
  257. F32 wwidth;
  258. F32 wheight;
  259. F32 renderWidth = viewport.extent.x;
  260. F32 renderHeight = viewport.extent.y;
  261. F32 aspectRatio = renderWidth / renderHeight;
  262. // Use the FOV to calculate the viewport height scale
  263. // then generate the width scale from the aspect ratio.
  264. if(!cameraQuery.ortho)
  265. {
  266. wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f);
  267. wwidth = aspectRatio * wheight;
  268. }
  269. else
  270. {
  271. wheight = cameraQuery.fov;
  272. wwidth = aspectRatio * wheight;
  273. }
  274. F32 hscale = wwidth * 2.0f / renderWidth;
  275. F32 vscale = wheight * 2.0f / renderHeight;
  276. F32 left = 0.0f * hscale - wwidth;
  277. F32 right = renderWidth * hscale - wwidth;
  278. F32 top = wheight - vscale * 0.0f;
  279. F32 bottom = wheight - vscale * renderHeight;
  280. FovPort fovPort;
  281. fovPort.upTan = top;
  282. fovPort.downTan = -bottom;
  283. fovPort.leftTan = -left;
  284. fovPort.rightTan = right;
  285. return fovPort;
  286. }
  287. void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum)
  288. {
  289. GFXTransformSaver saver;
  290. Point2I renderSize = renderViewport.extent;
  291. GFXTarget *origTarget = GFX->getActiveRenderTarget();
  292. S32 origStereoTarget = GFX->getCurrentStereoTarget();
  293. if (mCameraZRot)
  294. {
  295. MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
  296. mLastCameraQuery.cameraMatrix.mul(rotMat);
  297. }
  298. if (mReflectPriority > 0)
  299. {
  300. // Get the total reflection priority.
  301. F32 totalPriority = 0;
  302. for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
  303. if (smAwakeTSCtrls[i]->isVisible())
  304. totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
  305. REFLECTMGR->update(mReflectPriority / totalPriority,
  306. renderSize,
  307. mLastCameraQuery);
  308. }
  309. GFX->setActiveRenderTarget(origTarget);
  310. GFX->setCurrentStereoTarget(origStereoTarget);
  311. GFX->setViewport(renderViewport);
  312. // Clear the zBuffer so GUI doesn't hose object rendering accidentally
  313. GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
  314. GFX->setFrustum(frustum);
  315. mSaveProjection = GFX->getProjectionMatrix();
  316. if (mLastCameraQuery.ortho)
  317. {
  318. mOrthoWidth = frustum.getWidth();
  319. mOrthoHeight = frustum.getHeight();
  320. }
  321. // We're going to be displaying this render at size of this control in
  322. // pixels - let the scene know so that it can calculate e.g. reflections
  323. // correctly for that final display result.
  324. gClientSceneGraph->setDisplayTargetResolution(renderSize);
  325. // Set the GFX world matrix to the world-to-camera transform, but don't
  326. // change the cameraMatrix in mLastCameraQuery. This is because
  327. // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
  328. // transform. In-place invert would save a copy but mess up any GUIs that
  329. // depend on that value.
  330. MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
  331. worldToCamera.inverse();
  332. GFX->setWorldMatrix(worldToCamera);
  333. mSaveProjection = GFX->getProjectionMatrix();
  334. mSaveModelview = GFX->getWorldMatrix();
  335. mSaveViewport = guiViewport;
  336. mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
  337. mSaveFrustum = GFX->getFrustum();
  338. mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix);
  339. // Set the default non-clip projection as some
  340. // objects depend on this even in non-reflect cases.
  341. gClientSceneGraph->setNonClipProjection(mSaveProjection);
  342. // Give the post effect manager the worldToCamera, and cameraToScreen matrices
  343. PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection);
  344. renderWorld(guiViewport);
  345. DebugDrawer* debugDraw = DebugDrawer::get();
  346. if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
  347. {
  348. // For SBS we need to render over each viewport
  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. if (smUseLatestDisplayTransform)
  440. {
  441. // Use the view matrix determined from the display device
  442. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  443. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  444. }
  445. else
  446. {
  447. // Use the view matrix determined from the control object
  448. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  449. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  450. mLastCameraQuery.headMatrix = mLastCameraQuery.cameraMatrix; // override head
  451. QuatF qrot = mLastCameraQuery.cameraMatrix;
  452. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  453. Point3F rotEyePos;
  454. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  455. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  456. }
  457. GFX->setStereoEyeTransforms(myTransforms);
  458. // Allow render size to originate from the render target
  459. if (mLastCameraQuery.stereoTargets[0])
  460. {
  461. renderSize = mLastCameraQuery.stereoTargets[0]->getSize();
  462. renderingToTarget = true;
  463. }
  464. // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
  465. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  466. GFX->activateStereoTarget(-1);
  467. _internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum);
  468. // Notify device we've rendered the right, thus the last stereo frame.
  469. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  470. // Render preview
  471. if (mLastCameraQuery.displayDevice)
  472. {
  473. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  474. if (!previewTexture.isNull())
  475. {
  476. GFX->setActiveRenderTarget(origTarget);
  477. GFX->setCurrentRenderStyle(origStyle);
  478. GFX->setClipRect(updateRect);
  479. renderDisplayPreview(updateRect, previewTexture);
  480. }
  481. }
  482. }
  483. else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.displayDevice)
  484. {
  485. // In this case we render the scene twice to different render targets, then
  486. // render the final composite view
  487. GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate);
  488. GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
  489. GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix);
  490. GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
  491. GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
  492. GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
  493. MatrixF myTransforms[2];
  494. if (smUseLatestDisplayTransform)
  495. {
  496. // Use the view matrix determined from the display device
  497. myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
  498. myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
  499. }
  500. else
  501. {
  502. // Use the view matrix determined from the control object
  503. myTransforms[0] = mLastCameraQuery.cameraMatrix;
  504. myTransforms[1] = mLastCameraQuery.cameraMatrix;
  505. QuatF qrot = mLastCameraQuery.cameraMatrix;
  506. Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
  507. Point3F rotEyePos;
  508. myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
  509. myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
  510. }
  511. MatrixF origMatrix = mLastCameraQuery.cameraMatrix;
  512. // Left
  513. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
  514. mLastCameraQuery.cameraMatrix = myTransforms[0];
  515. frustum.update();
  516. GFX->activateStereoTarget(0);
  517. mLastCameraQuery.currentEye = 0;
  518. GFX->beginField();
  519. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
  520. GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
  521. GFX->endField();
  522. // Right
  523. GFX->activateStereoTarget(1);
  524. mLastCameraQuery.currentEye = 1;
  525. MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
  526. mLastCameraQuery.cameraMatrix = myTransforms[1];
  527. frustum.update();
  528. GFX->beginField();
  529. _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
  530. GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
  531. GFX->endField();
  532. mLastCameraQuery.cameraMatrix = origMatrix;
  533. // Render preview
  534. if (mLastCameraQuery.displayDevice)
  535. {
  536. GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture();
  537. if (!previewTexture.isNull())
  538. {
  539. GFX->setActiveRenderTarget(origTarget);
  540. GFX->setCurrentRenderStyle(origStyle);
  541. GFX->setClipRect(updateRect);
  542. renderDisplayPreview(updateRect, previewTexture);
  543. }
  544. }
  545. }
  546. else
  547. {
  548. // set up the camera and viewport stuff:
  549. F32 wwidth;
  550. F32 wheight;
  551. F32 renderWidth = F32(renderSize.x);
  552. F32 renderHeight = F32(renderSize.y);
  553. F32 aspectRatio = renderWidth / renderHeight;
  554. if (mForceFOV != 0)
  555. mLastCameraQuery.fov = mDegToRad(mForceFOV);
  556. // Use the FOV to calculate the viewport height scale
  557. // then generate the width scale from the aspect ratio.
  558. if (!mLastCameraQuery.ortho)
  559. {
  560. wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
  561. wwidth = aspectRatio * wheight;
  562. }
  563. else
  564. {
  565. wheight = mLastCameraQuery.fov;
  566. wwidth = aspectRatio * wheight;
  567. }
  568. F32 hscale = wwidth * 2.0f / renderWidth;
  569. F32 vscale = wheight * 2.0f / renderHeight;
  570. F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
  571. F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
  572. F32 top = wheight - vscale * (updateRect.point.y - offset.y);
  573. F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
  574. frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane);
  575. // Manipulate the frustum for tiled screenshots
  576. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  577. if (screenShotMode)
  578. {
  579. gScreenShot->tileFrustum(frustum);
  580. GFX->setViewMatrix(MatrixF::Identity);
  581. }
  582. RectI tempRect = updateRect;
  583. _internalRender(tempRect, tempRect, frustum);
  584. }
  585. // TODO: Some render to sort of overlay system?
  586. // Allow subclasses to render 2D elements.
  587. GFX->setActiveRenderTarget(origTarget);
  588. GFX->setCurrentRenderStyle(origStyle);
  589. GFX->setClipRect(updateRect);
  590. renderGui(offset, updateRect);
  591. if (shouldRenderChildControls())
  592. {
  593. renderChildControls(offset, updateRect);
  594. }
  595. smFrameCount++;
  596. }
  597. //-----------------------------------------------------------------------------
  598. void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width )
  599. {
  600. if ( !mSaveFrustum.clipSegment( p0, p1 ) )
  601. return;
  602. MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection );
  603. MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection );
  604. p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x );
  605. p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y );
  606. p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x );
  607. p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y );
  608. p0.z = p1.z = 0.0f;
  609. _drawLine( p0, p1, color, width );
  610. }
  611. //-----------------------------------------------------------------------------
  612. void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width )
  613. {
  614. for ( S32 i = 0; i < points.size() - 1; i++ )
  615. drawLine( points[i], points[i+1], color, width );
  616. }
  617. //-----------------------------------------------------------------------------
  618. void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
  619. {
  620. mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
  621. mStereoCanvas = canvas;
  622. }
  623. //-----------------------------------------------------------------------------
  624. void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture)
  625. {
  626. GFX->setWorldMatrix(MatrixF(1));
  627. GFX->setViewMatrix(MatrixF::Identity);
  628. GFX->setClipRect(updateRect);
  629. GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK);
  630. GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED);
  631. if (!mStereoPreviewVB.getPointer())
  632. {
  633. mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic);
  634. GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4);
  635. F32 texLeft = 0.0f;
  636. F32 texRight = 1.0f;
  637. F32 texTop = 0.0f;
  638. F32 texBottom = 1.0f;
  639. F32 rectWidth = updateRect.extent.x;
  640. F32 rectHeight = updateRect.extent.y;
  641. F32 screenLeft = 0;
  642. F32 screenRight = rectWidth;
  643. F32 screenTop = 0;
  644. F32 screenBottom = rectHeight;
  645. const F32 fillConv = 0.0f;
  646. verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f);
  647. verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f);
  648. verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f);
  649. verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f);
  650. verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
  651. verts[0].texCoord.set(texLeft, texTop);
  652. verts[1].texCoord.set(texRight, texTop);
  653. verts[2].texCoord.set(texLeft, texBottom);
  654. verts[3].texCoord.set(texRight, texBottom);
  655. mStereoPreviewVB.unlock();
  656. }
  657. if (!mStereoPreviewSB.getPointer())
  658. {
  659. // DrawBitmapStretchSR
  660. GFXStateBlockDesc bitmapStretchSR;
  661. bitmapStretchSR.setCullMode(GFXCullNone);
  662. bitmapStretchSR.setZReadWrite(false, false);
  663. bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
  664. bitmapStretchSR.samplersDefined = true;
  665. bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  666. bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
  667. bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
  668. bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
  669. mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR);
  670. }
  671. GFX->setVertexBuffer(mStereoPreviewVB);
  672. GFX->setStateBlock(mStereoPreviewSB);
  673. GFX->setTexture(0, previewTexture);
  674. GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
  675. GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
  676. }
  677. //=============================================================================
  678. // Console Methods.
  679. //=============================================================================
  680. // MARK: ---- Console Methods ----
  681. //-----------------------------------------------------------------------------
  682. DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),,
  683. "Transform 3D screen-space coordinates (x, y, depth) to world space.\n"
  684. "This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n"
  685. "@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n"
  686. "@return The world-space position corresponding to the given screen-space coordinates." )
  687. {
  688. Point3F worldPos;
  689. object->unproject( screenPosition, &worldPos );
  690. return worldPos;
  691. }
  692. //-----------------------------------------------------------------------------
  693. DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),,
  694. "Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n"
  695. "@param worldPosition The world-space position to transform to screen-space.\n"
  696. "@return The " )
  697. {
  698. Point3F screenPos;
  699. object->project( worldPosition, &screenPos );
  700. return screenPos;
  701. }
  702. //-----------------------------------------------------------------------------
  703. DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),,
  704. "Get the ratio between world-space units and pixels.\n"
  705. "@return The amount of world-space units covered by the extent of a single pixel." )
  706. {
  707. return object->getWorldToScreenScale();
  708. }
  709. //-----------------------------------------------------------------------------
  710. DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
  711. "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"
  712. "@param radius Radius in world-space units which should fit in the view.\n"
  713. "@return The distance from the viewpoint at which the given radius would be fully visible." )
  714. {
  715. return object->calculateViewDistance( radius );
  716. }
  717. DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
  718. "Sets the current stereo texture to an offscreen canvas\n"
  719. "@param canvas The desired canvas." )
  720. {
  721. object->setStereoGui(canvas);
  722. }