View3D.cpp 4.6 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Graphics/Camera.h"
  25. #include "../Graphics/Graphics.h"
  26. #include "../Graphics/Octree.h"
  27. #include "../Scene/Scene.h"
  28. #include "../Graphics/Texture2D.h"
  29. #include "../Graphics/Viewport.h"
  30. #include "../UI/View3D.h"
  31. #include "../UI/UI.h"
  32. #include "../UI/UIEvents.h"
  33. #include "../Graphics/Zone.h"
  34. namespace Atomic
  35. {
  36. extern const char* UI_CATEGORY;
  37. View3D::View3D(Context* context) :
  38. Window(context),
  39. ownScene_(true),
  40. rttFormat_(Graphics::GetRGBFormat()),
  41. autoUpdate_(true)
  42. {
  43. renderTexture_ = new Texture2D(context_);
  44. depthTexture_ = new Texture2D(context_);
  45. viewport_ = new Viewport(context_);
  46. }
  47. View3D::~View3D()
  48. {
  49. ResetScene();
  50. }
  51. void View3D::RegisterObject(Context* context)
  52. {
  53. context->RegisterFactory<View3D>(UI_CATEGORY);
  54. COPY_BASE_ATTRIBUTES(Window);
  55. // The texture format is API specific, so do not register it as a serializable attribute
  56. ACCESSOR_ATTRIBUTE("Auto Update", GetAutoUpdate, SetAutoUpdate, bool, true, AM_FILE);
  57. UPDATE_ATTRIBUTE_DEFAULT_VALUE("Clip Children", true);
  58. UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
  59. }
  60. void View3D::OnResize()
  61. {
  62. int width = GetWidth();
  63. int height = GetHeight();
  64. if (width > 0 && height > 0)
  65. {
  66. renderTexture_->SetSize(width, height, rttFormat_, TEXTURE_RENDERTARGET);
  67. depthTexture_->SetSize(width, height, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
  68. RenderSurface* surface = renderTexture_->GetRenderSurface();
  69. surface->SetViewport(0, viewport_);
  70. surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
  71. surface->SetLinkedDepthStencil(depthTexture_->GetRenderSurface());
  72. SetTexture(renderTexture_);
  73. SetImageRect(IntRect(0, 0, width, height));
  74. if (!autoUpdate_)
  75. surface->QueueUpdate();
  76. }
  77. }
  78. void View3D::SetView(Scene* scene, Camera* camera, bool ownScene)
  79. {
  80. ResetScene();
  81. scene_ = scene;
  82. cameraNode_ = camera ? camera->GetNode() : 0;
  83. ownScene_ = ownScene;
  84. viewport_->SetScene(scene_);
  85. viewport_->SetCamera(camera);
  86. QueueUpdate();
  87. }
  88. void View3D::SetFormat(unsigned format)
  89. {
  90. if (format != rttFormat_)
  91. {
  92. rttFormat_ = format;
  93. OnResize();
  94. }
  95. }
  96. void View3D::SetAutoUpdate(bool enable)
  97. {
  98. if (enable != autoUpdate_)
  99. {
  100. autoUpdate_ = enable;
  101. RenderSurface* surface = renderTexture_->GetRenderSurface();
  102. if (surface)
  103. surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
  104. }
  105. }
  106. void View3D::QueueUpdate()
  107. {
  108. if (!autoUpdate_)
  109. {
  110. RenderSurface* surface = renderTexture_->GetRenderSurface();
  111. if (surface)
  112. surface->QueueUpdate();
  113. }
  114. }
  115. Scene* View3D::GetScene() const
  116. {
  117. return scene_;
  118. }
  119. Node* View3D::GetCameraNode() const
  120. {
  121. return cameraNode_;
  122. }
  123. Texture2D* View3D::GetRenderTexture() const
  124. {
  125. return renderTexture_;
  126. }
  127. Texture2D* View3D::GetDepthTexture() const
  128. {
  129. return depthTexture_;
  130. }
  131. Viewport* View3D::GetViewport() const
  132. {
  133. return viewport_;
  134. }
  135. void View3D::ResetScene()
  136. {
  137. if (!scene_)
  138. return;
  139. if (!ownScene_)
  140. {
  141. RefCount* refCount = scene_->RefCountPtr();
  142. ++refCount->refs_;
  143. scene_ = 0;
  144. --refCount->refs_;
  145. }
  146. else
  147. scene_ = 0;
  148. }
  149. }