guiTSControl.cpp
Engine/source/gui/3d/guiTSControl.cpp
Public Defines
define
TS_OVERLAY_SCREEN_WIDTH() 0.75
Public Variables
Public Functions
CalculateFovPortForCanvas(const RectI viewport, const CameraQuery & cameraQuery)
ConsoleDocClass(GuiTSCtrl , "@brief Abstract base class <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> controls that <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> 3D <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">scenes.\n\n</a>" "<a href="/coding/class/classguitsctrl/">GuiTSCtrl</a> is the base class <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> controls that <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> 3D camera views in Torque. The class itself " "does not implement <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> concrete scene rendering. Use <a href="/coding/class/classguiobjectview/">GuiObjectView</a> <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> display invidiual shapes in " "the Gui and <a href="/coding/class/classgametsctrl/">GameTSCtrl</a> <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> full <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">scenes.\n\n</a>" "@see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">GameTSCtrl\n</a>" "@see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">GuiObjectView\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Gui3D\n</a>" )
DefineEngineMethod(GuiTSCtrl , calculateViewDistance , F32 , (F32 radius) , "Given the camera's current FOV, get the distance from the camera 's viewpoint at which the given radius will fit in the <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">area.\n</a>" " @param radius Radius in world-space units which should fit in the <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">view.\n</a>" " @return The distance from the viewpoint at which the given radius would be fully visible." )
DefineEngineMethod(GuiTSCtrl , getWorldToScreenScale , Point2F , () , "Get the ratio between world-space units and <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">pixels.\n</a>" "@return The amount of world-space units covered by the extent of <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> single pixel." )
DefineEngineMethod(GuiTSCtrl , project , Point3F , (Point3F worldPosition) , "Transform world-space coordinates <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> screen-space (x, y, depth) <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">coordinates.\n</a>" "@param worldPosition The world-space position <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> transform <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> screen-<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">space.\n</a>" "@return The " )
DefineEngineMethod(GuiTSCtrl , setStereoGui , void , (GuiOffscreenCanvas *canvas) , "Sets the current stereo texture <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> an offscreen <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">canvas\n</a>" "@param canvas The desired canvas." )
DefineEngineMethod(GuiTSCtrl , unproject , Point3F , (Point3F screenPosition) , "Transform 3D screen-space coordinates (x, y, depth) <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> world <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">space.\n</a>" "This method can be, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> example, used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> find the world-space position relating <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the current mouse <a href="/coding/file/sdlcursorcontroller_8cpp/#sdlcursorcontroller_8cpp_1a06e8dd1f849973ccc456f8553601e8b9">cursor</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">position.\n</a>" " @param screenPosition The x/y position on the screen plus the depth from the screen-plane <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">outwards.\n</a>" " @return The world-space position corresponding <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the given screen-space coordinates." )
ImplementEnumType(GuiTSRenderStyles , "Style of rendering <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">GuiTSCtrl.\n\n</a>" "@ingroup Gui3D" )
Detailed Description
Public Defines
TS_OVERLAY_SCREEN_WIDTH() 0.75
Public Variables
EndImplementEnumType
Public Functions
CalculateFovPortForCanvas(const RectI viewport, const CameraQuery & cameraQuery)
ConsoleDocClass(GuiTSCtrl , "@brief Abstract base class <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> controls that <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> 3D <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">scenes.\n\n</a>" "<a href="/coding/class/classguitsctrl/">GuiTSCtrl</a> is the base class <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> controls that <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> 3D camera views in Torque. The class itself " "does not implement <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> concrete scene rendering. Use <a href="/coding/class/classguiobjectview/">GuiObjectView</a> <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> display invidiual shapes in " "the Gui and <a href="/coding/class/classgametsctrl/">GameTSCtrl</a> <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> full <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">scenes.\n\n</a>" "@see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">GameTSCtrl\n</a>" "@see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">GuiObjectView\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Gui3D\n</a>" )
DefineEngineMethod(GuiTSCtrl , calculateViewDistance , F32 , (F32 radius) , "Given the camera's current FOV, get the distance from the camera 's viewpoint at which the given radius will fit in the <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">area.\n</a>" " @param radius Radius in world-space units which should fit in the <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">view.\n</a>" " @return The distance from the viewpoint at which the given radius would be fully visible." )
DefineEngineMethod(GuiTSCtrl , getWorldToScreenScale , Point2F , () , "Get the ratio between world-space units and <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">pixels.\n</a>" "@return The amount of world-space units covered by the extent of <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> single pixel." )
DefineEngineMethod(GuiTSCtrl , project , Point3F , (Point3F worldPosition) , "Transform world-space coordinates <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> screen-space (x, y, depth) <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">coordinates.\n</a>" "@param worldPosition The world-space position <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> transform <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> screen-<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">space.\n</a>" "@return The " )
DefineEngineMethod(GuiTSCtrl , setStereoGui , void , (GuiOffscreenCanvas *canvas) , "Sets the current stereo texture <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> an offscreen <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">canvas\n</a>" "@param canvas The desired canvas." )
DefineEngineMethod(GuiTSCtrl , unproject , Point3F , (Point3F screenPosition) , "Transform 3D screen-space coordinates (x, y, depth) <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> world <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">space.\n</a>" "This method can be, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> example, used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> find the world-space position relating <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the current mouse <a href="/coding/file/sdlcursorcontroller_8cpp/#sdlcursorcontroller_8cpp_1a06e8dd1f849973ccc456f8553601e8b9">cursor</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">position.\n</a>" " @param screenPosition The x/y position on the screen plus the depth from the screen-plane <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">outwards.\n</a>" " @return The world-space position corresponding <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the given screen-space coordinates." )
IMPLEMENT_CONOBJECT(GuiTSCtrl )
ImplementEnumType(GuiTSRenderStyles , "Style of rendering <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">GuiTSCtrl.\n\n</a>" "@ingroup Gui3D" )
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#include "platform/platform.h" 25#include "gui/3d/guiTSControl.h" 26#include "gui/core/guiOffscreenCanvas.h" 27 28#include "console/engineAPI.h" 29#include "scene/sceneManager.h" 30#include "lighting/lightManager.h" 31#include "gfx/sim/debugDraw.h" 32#include "gfx/gfxTransformSaver.h" 33#include "gfx/screenshot.h" 34#include "math/mathUtils.h" 35#include "gui/core/guiCanvas.h" 36#include "scene/reflectionManager.h" 37#include "postFx/postEffectManager.h" 38#include "gfx/gfxTransformSaver.h" 39#include "gfx/gfxDrawUtil.h" 40#include "gfx/gfxDebugEvent.h" 41#include "core/stream/fileStream.h" 42#include "platform/output/IDisplayDevice.h" 43#include "T3D/gameBase/extended/extendedMove.h" 44 45#define TS_OVERLAY_SCREEN_WIDTH 0.75 46 47IMPLEMENT_CONOBJECT( GuiTSCtrl ); 48 49ConsoleDocClass( GuiTSCtrl, 50 "@brief Abstract base class for controls that render 3D scenes.\n\n" 51 52 "GuiTSCtrl is the base class for controls that render 3D camera views in Torque. The class itself " 53 "does not implement a concrete scene rendering. Use GuiObjectView to display invidiual shapes in " 54 "the Gui and GameTSCtrl to render full scenes.\n\n" 55 56 "@see GameTSCtrl\n" 57 "@see GuiObjectView\n" 58 "@ingroup Gui3D\n" 59); 60 61U32 GuiTSCtrl::smFrameCount = 0; 62bool GuiTSCtrl::smUseLatestDisplayTransform = true; 63Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls; 64 65ImplementEnumType( GuiTSRenderStyles, 66 "Style of rendering for a GuiTSCtrl.\n\n" 67 "@ingroup Gui3D" ) 68 { GuiTSCtrl::RenderStyleStandard, "standard" }, 69 { GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" }, 70 { GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" }, 71EndImplementEnumType; 72 73//----------------------------------------------------------------------------- 74 75namespace 76{ 77 void _drawLine( const Point3F &p0, const Point3F &p1, const ColorI &color, F32 width ) 78 { 79 F32 x1, x2, y1, y2, z1, z2; 80 81 x1 = p0.x; 82 y1 = p0.y; 83 z1 = p0.z; 84 x2 = p1.x; 85 y2 = p1.y; 86 z2 = p1.z; 87 88 // 89 // Convert Line a----------b 90 // 91 // Into Quad v0---------v1 92 // a b 93 // v2---------v3 94 // 95 96 Point2F start(x1, y1); 97 Point2F end(x2, y2); 98 Point2F perp, lineVec; 99 100 // handle degenerate case where point a = b 101 if(x1 == x2 && y1 == y2) 102 { 103 perp.set(0.0f, width * 0.5f); 104 lineVec.set(0.1f, 0.0f); 105 } 106 else 107 { 108 perp.set(start.y - end.y, end.x - start.x); 109 lineVec.set(end.x - start.x, end.y - start.y); 110 perp.normalize(width * 0.5f); 111 lineVec.normalize(0.1f); 112 } 113 start -= lineVec; 114 end += lineVec; 115 116 GFXVertexBufferHandle<GFXVertexPCT> verts(GFX, 4, GFXBufferTypeVolatile); 117 verts.lock(); 118 119 verts[0].point.set( start.x+perp.x, start.y+perp.y, z1 ); 120 verts[1].point.set( end.x+perp.x, end.y+perp.y, z2 ); 121 verts[2].point.set( start.x-perp.x, start.y-perp.y, z1 ); 122 verts[3].point.set( end.x-perp.x, end.y-perp.y, z2 ); 123 124 verts[0].color = color; 125 verts[1].color = color; 126 verts[2].color = color; 127 verts[3].color = color; 128 129 verts.unlock(); 130 GFX->setVertexBuffer( verts ); 131 132 GFXStateBlockDesc desc; 133 desc.setCullMode(GFXCullNone); 134 desc.setZReadWrite(false); 135 desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); 136 137 GFX->setupGenericShaders(); 138 GFX->setStateBlockByDesc( desc ); 139 GFX->drawPrimitive( GFXTriangleStrip, 0, 2 ); 140 } 141} 142 143//----------------------------------------------------------------------------- 144 145GuiTSCtrl::GuiTSCtrl() 146{ 147 mCameraZRot = 0; 148 mForceFOV = 0; 149 mReflectPriority = 1.0f; 150 151 mRenderStyle = RenderStyleStandard; 152 153 mSaveModelview.identity(); 154 mSaveProjection.identity(); 155 mSaveViewport.set( 0, 0, 10, 10 ); 156 mSaveWorldToScreenScale.set( 0, 0 ); 157 158 mLastCameraQuery.cameraMatrix.identity(); 159 mLastCameraQuery.fov = 45.0f; 160 mLastCameraQuery.object = NULL; 161 mLastCameraQuery.farPlane = 10.0f; 162 mLastCameraQuery.nearPlane = 0.01f; 163 164 mLastCameraQuery.hasFovPort = false; 165 mLastCameraQuery.hasStereoTargets = false; 166 167 mLastCameraQuery.ortho = false; 168 mOrthoWidth = 0.1f; 169 mOrthoHeight = 0.1f; 170} 171 172//----------------------------------------------------------------------------- 173 174void GuiTSCtrl::initPersistFields() 175{ 176 addGroup( "Camera" ); 177 178 addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl), 179 "Z rotation angle of camera." ); 180 addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl), 181 "The vertical field of view in degrees or zero to use the normal camera FOV." ); 182 183 endGroup( "Camera" ); 184 185 addGroup( "Rendering" ); 186 187 addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ), 188 "The share of the per-frame reflection update work this control's rendering should run.\n" 189 "The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned " 190 "a share of the per-frame reflection update time according to its percentage of the total priority value." ); 191 192 addField("renderStyle", TYPEID< RenderStyles >(), Offset(mRenderStyle, GuiTSCtrl), 193 "Indicates how this control should render its contents." ); 194 195 endGroup( "Rendering" ); 196 197 Parent::initPersistFields(); 198} 199 200//----------------------------------------------------------------------------- 201 202void GuiTSCtrl::consoleInit() 203{ 204 Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n" 205 "@ingroup Rendering\n"); 206 Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n" 207 "@ingroup Rendering\n"); 208} 209 210//----------------------------------------------------------------------------- 211 212bool GuiTSCtrl::onWake() 213{ 214 if ( !Parent::onWake() ) 215 return false; 216 217 // Add ourselves to the active viewport list. 218 AssertFatal( !smAwakeTSCtrls.contains( this ), 219 "GuiTSCtrl::onWake - This control is already in the awake list!" ); 220 smAwakeTSCtrls.push_back( this ); 221 222 // For VR 223 mLastCameraQuery.drawCanvas = getRoot(); 224 225 return true; 226} 227 228//----------------------------------------------------------------------------- 229 230void GuiTSCtrl::onSleep() 231{ 232 Parent::onSleep(); 233 234 AssertFatal( smAwakeTSCtrls.contains( this ), 235 "GuiTSCtrl::onSleep - This control is not in the awake list!" ); 236 smAwakeTSCtrls.remove( this ); 237} 238 239//----------------------------------------------------------------------------- 240 241void GuiTSCtrl::onPreRender() 242{ 243 setUpdate(); 244} 245 246//----------------------------------------------------------------------------- 247 248bool GuiTSCtrl::processCameraQuery(CameraQuery *) 249{ 250 return false; 251} 252 253//----------------------------------------------------------------------------- 254 255void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/) 256{ 257} 258 259//----------------------------------------------------------------------------- 260 261F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const 262{ 263 // Fixup any negative or zero distance so we 264 // don't get a divide by zero. 265 dist = dist > 0.0f ? dist : 0.001f; 266 return ( radius / dist ) * mSaveWorldToScreenScale.y; 267} 268 269//----------------------------------------------------------------------------- 270 271bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const 272{ 273 return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection); 274} 275 276//----------------------------------------------------------------------------- 277 278bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const 279{ 280 MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane); 281 return true; 282} 283 284//----------------------------------------------------------------------------- 285 286F32 GuiTSCtrl::calculateViewDistance(F32 radius) 287{ 288 F32 fov = mLastCameraQuery.fov; 289 F32 wwidth; 290 F32 wheight; 291 F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth()); 292 F32 renderHeight = F32(getHeight()); 293 F32 aspectRatio = renderWidth / renderHeight; 294 295 // Use the FOV to calculate the viewport height scale 296 // then generate the width scale from the aspect ratio. 297 if(!mLastCameraQuery.ortho) 298 { 299 wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f); 300 wwidth = aspectRatio * wheight; 301 } 302 else 303 { 304 wheight = mLastCameraQuery.fov; 305 wwidth = aspectRatio * wheight; 306 } 307 308 // Now determine if we should use the width 309 // fov or height fov. 310 // 311 // If the window is taller than it is wide, use the 312 // width fov to keep the object completely in view. 313 if (wheight > wwidth) 314 fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f; 315 316 return radius / mTan(fov / 2.0f); 317} 318 319//----------------------------------------------------------------------------- 320 321static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery) 322{ 323 F32 wwidth; 324 F32 wheight; 325 F32 renderWidth = viewport.extent.x; 326 F32 renderHeight = viewport.extent.y; 327 F32 aspectRatio = renderWidth / renderHeight; 328 329 // Use the FOV to calculate the viewport height scale 330 // then generate the width scale from the aspect ratio. 331 if(!cameraQuery.ortho) 332 { 333 wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f); 334 wwidth = aspectRatio * wheight; 335 } 336 else 337 { 338 wheight = cameraQuery.fov; 339 wwidth = aspectRatio * wheight; 340 } 341 342 F32 hscale = wwidth * 2.0f / renderWidth; 343 F32 vscale = wheight * 2.0f / renderHeight; 344 345 F32 left = 0.0f * hscale - wwidth; 346 F32 right = renderWidth * hscale - wwidth; 347 F32 top = wheight - vscale * 0.0f; 348 F32 bottom = wheight - vscale * renderHeight; 349 350 FovPort fovPort; 351 fovPort.upTan = top; 352 fovPort.downTan = -bottom; 353 fovPort.leftTan = -left; 354 fovPort.rightTan = right; 355 356 return fovPort; 357} 358 359void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum) 360{ 361 GFXTransformSaver saver; 362 Point2I renderSize = renderViewport.extent; 363 GFXTarget *origTarget = GFX->getActiveRenderTarget(); 364 S32 origStereoTarget = GFX->getCurrentStereoTarget(); 365 366 if (mCameraZRot) 367 { 368 MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot))); 369 mLastCameraQuery.cameraMatrix.mul(rotMat); 370 } 371 372 if (mReflectPriority > 0) 373 { 374 // Get the total reflection priority. 375 F32 totalPriority = 0; 376 for (U32 i = 0; i < smAwakeTSCtrls.size(); i++) 377 if (smAwakeTSCtrls[i]->isVisible()) 378 totalPriority += smAwakeTSCtrls[i]->mReflectPriority; 379 380 REFLECTMGR->update(mReflectPriority / totalPriority, 381 renderSize, 382 mLastCameraQuery); 383 } 384 385 GFX->setActiveRenderTarget(origTarget); 386 GFX->setCurrentStereoTarget(origStereoTarget); 387 GFX->setViewport(renderViewport); 388 389 // Clear the zBuffer so GUI doesn't hose object rendering accidentally 390 GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0); 391 392 GFX->setFrustum(frustum); 393 mSaveProjection = GFX->getProjectionMatrix(); 394 395 if (mLastCameraQuery.ortho) 396 { 397 mOrthoWidth = frustum.getWidth(); 398 mOrthoHeight = frustum.getHeight(); 399 } 400 401 // We're going to be displaying this render at size of this control in 402 // pixels - let the scene know so that it can calculate e.g. reflections 403 // correctly for that final display result. 404 gClientSceneGraph->setDisplayTargetResolution(renderSize); 405 406 // Set the GFX world matrix to the world-to-camera transform, but don't 407 // change the cameraMatrix in mLastCameraQuery. This is because 408 // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world 409 // transform. In-place invert would save a copy but mess up any GUIs that 410 // depend on that value. 411 MatrixF worldToCamera = mLastCameraQuery.cameraMatrix; 412 worldToCamera.inverse(); 413 GFX->setWorldMatrix(worldToCamera); 414 415 mSaveProjection = GFX->getProjectionMatrix(); 416 mSaveModelview = GFX->getWorldMatrix(); 417 mSaveViewport = guiViewport; 418 mSaveWorldToScreenScale = GFX->getWorldToScreenScale(); 419 mSaveFrustum = GFX->getFrustum(); 420 mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix); 421 422 // Set the default non-clip projection as some 423 // objects depend on this even in non-reflect cases. 424 gClientSceneGraph->setNonClipProjection(mSaveProjection); 425 426 // Give the post effect manager the worldToCamera, and cameraToScreen matrices 427 PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection); 428 429 renderWorld(guiViewport); 430 431 DebugDrawer* debugDraw = DebugDrawer::get(); 432 if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw()) 433 { 434 // For SBS we need to render over each viewport 435 GFX->setViewport(mLastCameraQuery.stereoViewports[0]); 436 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); 437 GFX->setFrustum(frustum); 438 debugDraw->render(false); 439 440 GFX->setViewport(mLastCameraQuery.stereoViewports[1]); 441 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]); 442 GFX->setFrustum(frustum); 443 debugDraw->render(); 444 } 445 else 446 { 447 debugDraw->render(); 448 } 449 450 saver.restore(); 451} 452 453//----------------------------------------------------------------------------- 454 455void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect) 456{ 457 // Save the current transforms so we can restore 458 // it for child control rendering below. 459 GFXTransformSaver saver; 460 bool renderingToTarget = false; 461 462 mLastCameraQuery.displayDevice = NULL; 463 464 if (!processCameraQuery(&mLastCameraQuery)) 465 { 466 // We have no camera, but render the GUI children 467 // anyway. This makes editing GuiTSCtrl derived 468 // controls easier in the GuiEditor. 469 renderChildControls(offset, updateRect); 470 return; 471 } 472 473 // 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 474 if (mLastCameraQuery.displayDevice) 475 { 476 if (mRenderStyle == RenderStyleStereoSideBySide) 477 { 478 mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSideBySide); 479 } 480 else if (mRenderStyle == RenderStyleStereoSeparate) 481 { 482 mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSeparate); 483 } 484 else 485 { 486 mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_Standard); 487 } 488 489 // The connection's display device may want to set the eye offset 490 if (mLastCameraQuery.displayDevice->providesEyeOffsets()) 491 { 492 mLastCameraQuery.displayDevice->getEyeOffsets(mLastCameraQuery.eyeOffset); 493 } 494 495 // Grab field of view for both eyes 496 if (mLastCameraQuery.displayDevice->providesFovPorts()) 497 { 498 mLastCameraQuery.displayDevice->getFovPorts(mLastCameraQuery.fovPort); 499 mLastCameraQuery.hasFovPort = true; 500 } 501 502 mLastCameraQuery.displayDevice->getStereoViewports(mLastCameraQuery.stereoViewports); 503 mLastCameraQuery.displayDevice->getStereoTargets(mLastCameraQuery.stereoTargets); 504 505 mLastCameraQuery.hasStereoTargets = mLastCameraQuery.stereoTargets[0]; 506 } 507 508 GFXTargetRef origTarget = GFX->getActiveRenderTarget(); 509 U32 origStyle = GFX->getCurrentRenderStyle(); 510 511 // Set up the appropriate render style 512 Point2I renderSize = getExtent(); 513 Frustum frustum; 514 515 mLastCameraQuery.currentEye = -1; 516 517 if (mRenderStyle == RenderStyleStereoSideBySide) 518 { 519 GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide); 520 GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset); 521 GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix); 522 523 if (!mLastCameraQuery.hasStereoTargets) 524 { 525 // Need to calculate our current viewport here 526 mLastCameraQuery.stereoViewports[0] = updateRect; 527 mLastCameraQuery.stereoViewports[0].extent.x /= 2; 528 mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0]; 529 mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x; 530 } 531 532 if (!mLastCameraQuery.hasFovPort) 533 { 534 // Need to make our own fovPort 535 mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery); 536 mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery); 537 } 538 539 GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes 540 GFX->setSteroViewports(mLastCameraQuery.stereoViewports); 541 GFX->setStereoTargets(mLastCameraQuery.stereoTargets); 542 543 MatrixF myTransforms[2]; 544 545 if (smUseLatestDisplayTransform) 546 { 547 // Use the view matrix determined from the display device 548 myTransforms[0] = mLastCameraQuery.eyeTransforms[0]; 549 myTransforms[1] = mLastCameraQuery.eyeTransforms[1]; 550 } 551 else 552 { 553 // Use the view matrix determined from the control object 554 myTransforms[0] = mLastCameraQuery.cameraMatrix; 555 myTransforms[1] = mLastCameraQuery.cameraMatrix; 556 mLastCameraQuery.headMatrix = mLastCameraQuery.cameraMatrix; // override head 557 558 QuatF qrot = mLastCameraQuery.cameraMatrix; 559 Point3F pos = mLastCameraQuery.cameraMatrix.getPosition(); 560 Point3F rotEyePos; 561 562 myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos)); 563 myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos)); 564 } 565 566 GFX->setStereoEyeTransforms(myTransforms); 567 568 // Allow render size to originate from the render target 569 if (mLastCameraQuery.stereoTargets[0]) 570 { 571 renderSize = mLastCameraQuery.stereoTargets[0]->getSize(); 572 renderingToTarget = true; 573 } 574 575 // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye. 576 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); 577 578 GFX->activateStereoTarget(-1); 579 _internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum); 580 581 // Notify device we've rendered the right, thus the last stereo frame. 582 GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered); 583 584 // Render preview 585 if (mLastCameraQuery.displayDevice) 586 { 587 GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture(); 588 if (!previewTexture.isNull()) 589 { 590 GFX->setActiveRenderTarget(origTarget); 591 GFX->setCurrentRenderStyle(origStyle); 592 GFX->setClipRect(updateRect); 593 renderDisplayPreview(updateRect, previewTexture); 594 } 595 } 596 } 597 else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.displayDevice) 598 { 599 // In this case we render the scene twice to different render targets, then 600 // render the final composite view 601 GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate); 602 GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset); 603 GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix); 604 GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes 605 GFX->setSteroViewports(mLastCameraQuery.stereoViewports); 606 GFX->setStereoTargets(mLastCameraQuery.stereoTargets); 607 608 MatrixF myTransforms[2]; 609 610 if (smUseLatestDisplayTransform) 611 { 612 // Use the view matrix determined from the display device 613 myTransforms[0] = mLastCameraQuery.eyeTransforms[0]; 614 myTransforms[1] = mLastCameraQuery.eyeTransforms[1]; 615 } 616 else 617 { 618 // Use the view matrix determined from the control object 619 myTransforms[0] = mLastCameraQuery.cameraMatrix; 620 myTransforms[1] = mLastCameraQuery.cameraMatrix; 621 622 QuatF qrot = mLastCameraQuery.cameraMatrix; 623 Point3F pos = mLastCameraQuery.cameraMatrix.getPosition(); 624 Point3F rotEyePos; 625 626 myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos)); 627 myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos)); 628 } 629 630 MatrixF origMatrix = mLastCameraQuery.cameraMatrix; 631 632 // Left 633 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); 634 mLastCameraQuery.cameraMatrix = myTransforms[0]; 635 frustum.update(); 636 GFX->activateStereoTarget(0); 637 mLastCameraQuery.currentEye = 0; 638 GFX->beginField(); 639 _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum); 640 GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered); 641 GFX->endField(); 642 643 // Right 644 GFX->activateStereoTarget(1); 645 mLastCameraQuery.currentEye = 1; 646 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]); 647 mLastCameraQuery.cameraMatrix = myTransforms[1]; 648 frustum.update(); 649 GFX->beginField(); 650 _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum); 651 GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered); 652 GFX->endField(); 653 654 mLastCameraQuery.cameraMatrix = origMatrix; 655 656 // Render preview 657 if (mLastCameraQuery.displayDevice) 658 { 659 GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture(); 660 if (!previewTexture.isNull()) 661 { 662 GFX->setActiveRenderTarget(origTarget); 663 GFX->setCurrentRenderStyle(origStyle); 664 GFX->setClipRect(updateRect); 665 renderDisplayPreview(updateRect, previewTexture); 666 } 667 } 668 } 669 else 670 { 671 // set up the camera and viewport stuff: 672 F32 wwidth; 673 F32 wheight; 674 F32 renderWidth = F32(renderSize.x); 675 F32 renderHeight = F32(renderSize.y); 676 F32 aspectRatio = renderWidth / renderHeight; 677 678 if (mForceFOV != 0) 679 mLastCameraQuery.fov = mDegToRad(mForceFOV); 680 681 // Use the FOV to calculate the viewport height scale 682 // then generate the width scale from the aspect ratio. 683 if (!mLastCameraQuery.ortho) 684 { 685 wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f); 686 wwidth = aspectRatio * wheight; 687 } 688 else 689 { 690 wheight = mLastCameraQuery.fov; 691 wwidth = aspectRatio * wheight; 692 } 693 694 F32 hscale = wwidth * 2.0f / renderWidth; 695 F32 vscale = wheight * 2.0f / renderHeight; 696 697 F32 left = (updateRect.point.x - offset.x) * hscale - wwidth; 698 F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth; 699 F32 top = wheight - vscale * (updateRect.point.y - offset.y); 700 F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y); 701 702 frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane); 703 704 // Manipulate the frustum for tiled screenshots 705 const bool screenShotMode = gScreenShot && gScreenShot->isPending(); 706 if (screenShotMode) 707 { 708 gScreenShot->tileFrustum(frustum); 709 GFX->setViewMatrix(MatrixF::Identity); 710 } 711 712 RectI tempRect = updateRect; 713 _internalRender(tempRect, tempRect, frustum); 714 } 715 716 // TODO: Some render to sort of overlay system? 717 718 // Allow subclasses to render 2D elements. 719 GFX->setActiveRenderTarget(origTarget); 720 GFX->setCurrentRenderStyle(origStyle); 721 GFX->setClipRect(updateRect); 722 renderGui(offset, updateRect); 723 724 if (shouldRenderChildControls()) 725 { 726 renderChildControls(offset, updateRect); 727 } 728 smFrameCount++; 729} 730 731//----------------------------------------------------------------------------- 732 733void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width ) 734{ 735 if ( !mSaveFrustum.clipSegment( p0, p1 ) ) 736 return; 737 738 MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection ); 739 MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection ); 740 741 p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x ); 742 p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y ); 743 p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x ); 744 p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y ); 745 p0.z = p1.z = 0.0f; 746 747 _drawLine( p0, p1, color, width ); 748} 749 750//----------------------------------------------------------------------------- 751 752void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width ) 753{ 754 for ( S32 i = 0; i < points.size() - 1; i++ ) 755 drawLine( points[i], points[i+1], color, width ); 756} 757 758//----------------------------------------------------------------------------- 759 760void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas) 761{ 762 mStereoGuiTarget = canvas ? canvas->getTarget() : NULL; 763 mStereoCanvas = canvas; 764} 765 766 767//----------------------------------------------------------------------------- 768 769void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture) 770{ 771 GFX->setWorldMatrix(MatrixF(1)); 772 GFX->setViewMatrix(MatrixF::Identity); 773 GFX->setClipRect(updateRect); 774 775 GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK); 776 GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED); 777 778 if (!mStereoPreviewVB.getPointer()) 779 { 780 mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic); 781 GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4); 782 783 F32 texLeft = 0.0f; 784 F32 texRight = 1.0f; 785 F32 texTop = 0.0f; 786 F32 texBottom = 1.0f; 787 788 F32 rectWidth = updateRect.extent.x; 789 F32 rectHeight = updateRect.extent.y; 790 791 F32 screenLeft = 0; 792 F32 screenRight = rectWidth; 793 F32 screenTop = 0; 794 F32 screenBottom = rectHeight; 795 796 const F32 fillConv = 0.0f; 797 verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f); 798 verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f); 799 verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f); 800 verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f); 801 802 verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255); 803 804 verts[0].texCoord.set(texLeft, texTop); 805 verts[1].texCoord.set(texRight, texTop); 806 verts[2].texCoord.set(texLeft, texBottom); 807 verts[3].texCoord.set(texRight, texBottom); 808 809 mStereoPreviewVB.unlock(); 810 } 811 812 if (!mStereoPreviewSB.getPointer()) 813 { 814 // DrawBitmapStretchSR 815 GFXStateBlockDesc bitmapStretchSR; 816 bitmapStretchSR.setCullMode(GFXCullNone); 817 bitmapStretchSR.setZReadWrite(false, false); 818 bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); 819 bitmapStretchSR.samplersDefined = true; 820 821 bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear(); 822 bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint; 823 bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint; 824 bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint; 825 826 mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR); 827 } 828 829 GFX->setVertexBuffer(mStereoPreviewVB); 830 GFX->setStateBlock(mStereoPreviewSB); 831 GFX->setTexture(0, previewTexture); 832 GFX->setupGenericShaders(GFXDevice::GSModColorTexture); 833 GFX->drawPrimitive(GFXTriangleStrip, 0, 2); 834} 835 836//============================================================================= 837// Console Methods. 838//============================================================================= 839// MARK: ---- Console Methods ---- 840 841//----------------------------------------------------------------------------- 842 843DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),, 844 "Transform 3D screen-space coordinates (x, y, depth) to world space.\n" 845 "This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n" 846 "@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n" 847 "@return The world-space position corresponding to the given screen-space coordinates." ) 848{ 849 Point3F worldPos; 850 object->unproject( screenPosition, &worldPos ); 851 return worldPos; 852} 853 854//----------------------------------------------------------------------------- 855 856DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),, 857 "Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n" 858 "@param worldPosition The world-space position to transform to screen-space.\n" 859 "@return The " ) 860{ 861 Point3F screenPos; 862 object->project( worldPosition, &screenPos ); 863 return screenPos; 864} 865 866//----------------------------------------------------------------------------- 867 868DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),, 869 "Get the ratio between world-space units and pixels.\n" 870 "@return The amount of world-space units covered by the extent of a single pixel." ) 871{ 872 return object->getWorldToScreenScale(); 873} 874 875//----------------------------------------------------------------------------- 876 877DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),, 878 "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" 879 "@param radius Radius in world-space units which should fit in the view.\n" 880 "@return The distance from the viewpoint at which the given radius would be fully visible." ) 881{ 882 return object->calculateViewDistance( radius ); 883} 884 885DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),, 886 "Sets the current stereo texture to an offscreen canvas\n" 887 "@param canvas The desired canvas." ) 888{ 889 object->setStereoGui(canvas); 890} 891