guiTSControl.h
Engine/source/gui/3d/guiTSControl.h
Classes:
class
class
Abstract base class for 3D viewport GUIs.
Public Typedefs
GuiTSRenderStyles
Public Functions
Detailed Description
Public Typedefs
typedef GuiTSCtrl::RenderStyles GuiTSRenderStyles
Public Functions
DefineEnumType(GuiTSRenderStyles )
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 _GUITSCONTROL_H_ 25#define _GUITSCONTROL_H_ 26 27#ifndef _GUICONTAINER_H_ 28#include "gui/containers/guiContainer.h" 29#endif 30#ifndef _MMATH_H_ 31#include "math/mMath.h" 32#endif 33 34 35#ifndef _MATTEXTURETARGET_H_ 36#include "materials/matTextureTarget.h" 37#endif 38 39#ifndef _GUIOFFSCREENCANVAS_H_ 40#include "gui/core/guiOffscreenCanvas.h" 41#endif 42 43class IDisplayDevice; 44class GuiOffscreenCanvas; 45 46struct CameraQuery 47{ 48 SimObject* object; 49 F32 nearPlane; 50 F32 farPlane; 51 F32 fov; 52 FovPort fovPort[2]; // fov for each eye 53 Point3F eyeOffset[2]; 54 MatrixF eyeTransforms[2]; 55 bool ortho; 56 bool hasFovPort; 57 bool hasStereoTargets; 58 MatrixF cameraMatrix; 59 MatrixF headMatrix; // center matrix (for HMDs) 60 S32 currentEye; 61 RectI stereoViewports[2]; // destination viewports 62 GFXTextureTarget* stereoTargets[2]; 63 GuiCanvas* drawCanvas; // Canvas we are drawing to. Needed for VR 64 65 IDisplayDevice* displayDevice; 66}; 67 68/// Abstract base class for 3D viewport GUIs. 69class GuiTSCtrl : public GuiContainer 70{ 71 typedef GuiContainer Parent; 72 73public: 74 enum RenderStyles { 75 RenderStyleStandard = 0, 76 RenderStyleStereoSideBySide = (1<<0), 77 RenderStyleStereoSeparate = (1<<1), 78 }; 79 80protected: 81 static U32 smFrameCount; 82 static bool smUseLatestDisplayTransform; 83 F32 mCameraZRot; 84 F32 mForceFOV; 85 86 /// A list of GuiTSCtrl which are awake and 87 /// most likely rendering. 88 static Vector<GuiTSCtrl*> smAwakeTSCtrls; 89 90 /// A scalar which controls how much of the reflection 91 /// update timeslice for this viewport to get. 92 F32 mReflectPriority; 93 94 /// The current render type 95 U32 mRenderStyle; 96 97 F32 mOrthoWidth; 98 F32 mOrthoHeight; 99 100 MatrixF mSaveModelview; 101 MatrixF mSaveProjection; 102 RectI mSaveViewport; 103 Frustum mSaveFrustum; 104 105 /// The saved world to screen space scale. 106 /// @see getWorldToScreenScale 107 Point2F mSaveWorldToScreenScale; 108 109 /// The last camera query set in onRender. 110 /// @see getLastCameraQuery 111 CameraQuery mLastCameraQuery; 112 113 NamedTexTargetRef mStereoGuiTarget; 114 GFXVertexBufferHandle<GFXVertexPCT> mStereoOverlayVB; 115 GFXStateBlockRef mStereoGuiSB; 116 117 GFXVertexBufferHandle<GFXVertexPCT> mStereoPreviewVB; 118 GFXStateBlockRef mStereoPreviewSB; 119 120 SimObjectPtr<GuiOffscreenCanvas> mStereoCanvas; 121 122public: 123 124 GuiTSCtrl(); 125 126 void onPreRender(); 127 void _internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum); 128 void onRender(Point2I offset, const RectI &updateRect); 129 virtual bool processCameraQuery(CameraQuery *query); 130 131 /// Subclasses can override this to perform 3D rendering. 132 virtual void renderWorld(const RectI &updateRect); 133 134 /// Subclasses can override this to perform 2D rendering. 135 virtual void renderGui(Point2I offset, const RectI &updateRect) {} 136 137 static void initPersistFields(); 138 static void consoleInit(); 139 140 virtual bool onWake(); 141 virtual void onSleep(); 142 143 /// Returns the last World Matrix set in onRender. 144 const MatrixF& getLastWorldMatrix() const { return mSaveModelview; } 145 146 /// Returns the last Projection Matrix set in onRender. 147 const MatrixF& getLastProjectionMatrix() const { return mSaveProjection; } 148 149 /// Returns the last Viewport Rect set in onRender. 150 const RectI& getLastViewportRect() const { return mSaveViewport; } 151 152 /// Returns the last Frustum set in onRender. 153 const Frustum& getLastFrustum() const { return mSaveFrustum; } 154 155 /// Returns the scale for converting world space 156 /// units to screen space units... aka pixels. 157 /// @see GFXDevice::getWorldToScreenScale 158 const Point2F& getWorldToScreenScale() const { return mSaveWorldToScreenScale; } 159 160 /// Returns the last camera query set in onRender. 161 const CameraQuery& getLastCameraQuery() const { return mLastCameraQuery; } 162 163 /// Returns the screen space X,Y and Z for world space point. 164 /// The input z coord is depth, from 0 to 1. 165 bool project( const Point3F &pt, Point3F *dest ) const; 166 167 /// Returns the world space point for X, Y and Z. The ouput 168 /// z coord is depth, from 0 to 1 169 bool unproject( const Point3F &pt, Point3F *dest ) const; 170 171 /// 172 F32 projectRadius( F32 dist, F32 radius ) const; 173 174 /// Returns the distance required to fit the given 175 /// radius within the camera's view. 176 F32 calculateViewDistance(F32 radius); 177 178 /// Takes Points in World Space representing a Line or LineList. 179 /// These will be projected into screen space and rendered with the requested 180 /// width in pixels. 181 /// 182 /// This is a 2D drawing operation and should not be called from within 183 /// renderScene without preparing the GFX for 2D rendering first. 184 /// 185 /// These methods are NOT optimized for performance in any way and are only 186 /// intended for debug rendering, editor rendering, or infrequent rendering. 187 /// 188 void drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width ); 189 void drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width ); 190 191 static const U32& getFrameCount() { return smFrameCount; } 192 193 bool shouldRenderChildControls() { return mRenderStyle == RenderStyleStandard; } 194 195 void setStereoGui(GuiOffscreenCanvas *canvas); 196 void renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture); 197 198 DECLARE_CONOBJECT(GuiTSCtrl); 199 DECLARE_CATEGORY( "Gui 3D" ); 200 DECLARE_DESCRIPTION( "Abstract base class for controls that render a 3D viewport." ); 201}; 202 203typedef GuiTSCtrl::RenderStyles GuiTSRenderStyles; 204 205DefineEnumType( GuiTSRenderStyles ); 206 207#endif // _GUITSCONTROL_H_ 208