gfxTransformSaver.h
Engine/source/gfx/gfxTransformSaver.h
Classes:
class
Helper class to store viewport and matrix stack state, and restore it later.
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFX_GFXTRANSFORMSAVER_H_ 25#define _GFX_GFXTRANSFORMSAVER_H_ 26 27#ifndef _GFXDEVICE_H_ 28#include "gfx/gfxDevice.h" 29#endif 30 31 32/// Helper class to store viewport and matrix stack state, and restore it 33/// later. 34/// 35/// When doing complex out-of-scene rendering, for instance, doing a 36/// render to texture operation that needs its own transform state, it 37/// is very easy to nuke important rendering state, like the viewport 38/// or the projection matrix stored in vertex shader constant zero. 39/// 40/// This class simplifies save and cleanup of those properties. You can 41/// either treat it as a stack helper, e.g. 42/// 43/// @code 44/// void myFunc() 45/// { 46/// GFXTransformSaver saver; 47/// 48/// // Lots of nasty render state changes... 49/// 50/// // Everything is magically cleaned up when saver is destructed! 51/// } 52/// @endcode 53/// 54/// Or you can manually control when you do saves or restores: 55/// 56/// @code 57/// void myFunc() 58/// { 59/// GFXTransformSaver saver(false, false); 60/// 61/// if(!somePrecondition) 62/// return false; // Note early out. 63/// 64/// saver.save(); 65/// 66/// // Lots of nasty render state changes... 67/// 68/// // If we had passed (false, true) to the constructor then it would 69/// // clean up automagically for us; but we want to do it manually. 70/// saver.restore(); 71/// } 72/// @endcode 73/// 74class GFXTransformSaver 75{ 76protected: 77 78 RectI mSavedViewport; 79 MatrixF mSavedProjectionMatrix, mSavedViewMatrix; 80 bool mHaveSavedData, mRestoreSavedDataOnDestruct; 81 82public: 83 84 /// Constructor - controls how data is saved. 85 /// 86 /// @param saveDataNow If true, indicates that saveData() should be called 87 /// immediately. Otherwise, you can do it manually. 88 /// 89 /// @param restoreDataOnDestruct If true, indicates that restoreData() should 90 /// be called on destruct. Otherwise, you'll 91 /// have to do it manually. 92 GFXTransformSaver(bool saveDataNow = true, bool restoreDataOnDestruct = true) 93 { 94 mHaveSavedData = false; 95 96 if(saveDataNow) 97 save(); 98 99 mRestoreSavedDataOnDestruct = restoreDataOnDestruct; 100 } 101 102 ~GFXTransformSaver() 103 { 104 if(mRestoreSavedDataOnDestruct) 105 restore(); 106 } 107 108 void save() 109 { 110 AssertFatal(mHaveSavedData==false, "GFXTransformSaver::saveData - can't save twice!"); 111 mSavedViewport = GFX->getViewport(); 112 mSavedProjectionMatrix = GFX->getProjectionMatrix(); 113 mSavedViewMatrix = GFX->getViewMatrix(); 114 GFX->pushWorldMatrix(); 115 116 // Note we have saved data! 117 mHaveSavedData = true; 118 } 119 120 void restore() 121 { 122 AssertFatal(mHaveSavedData==true, "GFXTransformSaver::restoreData - no saved data to restore!"); 123 124 GFX->popWorldMatrix(); 125 GFX->setViewMatrix(mSavedViewMatrix); 126 GFX->setProjectionMatrix(mSavedProjectionMatrix); 127 GFX->setViewport(mSavedViewport); 128 129 // Once we've restored we do not want to be able to restore again... 130 mHaveSavedData = false; 131 132 // And we don't want to restore on destruct! 133 mRestoreSavedDataOnDestruct = false; 134 } 135 136 /// Returns the saved viewport. 137 const RectI& getViewport() const { return mSavedViewport; } 138 139 /// Returns the saved projection matrix. 140 const MatrixF& getProjectionMatrix() const { return mSavedProjectionMatrix; } 141 142 /// Returns the saved projection matrix. 143 const MatrixF& getViewMatrix() const { return mSavedViewMatrix; } 144}; 145 146#endif // _GFX_GFXTRANSFORMSAVER_H_ 147