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 render 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 render 3D camera views in Torque. The class itself " "does not implement 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> render 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 render <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 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> <a href="/coding/file/talgorithm_8h/#talgorithm_8h_1a113846f47aa4d2409fe12e783dcd69cf">find</a> 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 <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 render 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 render 3D camera views in Torque. The class itself " "does not implement 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> render 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 render <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 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> <a href="/coding/file/talgorithm_8h/#talgorithm_8h_1a113846f47aa4d2409fe12e783dcd69cf">find</a> 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 <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 GFX->setStateBlockByDesc( desc ); 137 138 GFX->setupGenericShaders(); 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} 169 170//----------------------------------------------------------------------------- 171 172void GuiTSCtrl::initPersistFields() 173{ 174 addGroup( "Camera" ); 175 176 addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl), 177 "Z rotation angle of camera." ); 178 addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl), 179 "The vertical field of view in degrees or zero to use the normal camera FOV." ); 180 181 endGroup( "Camera" ); 182 183 addGroup( "Rendering" ); 184 185 addField( "reflectPriority", TypeF32, Offset( mReflectPriority, GuiTSCtrl ), 186 "The share of the per-frame reflection update work this control's rendering should run.\n" 187 "The reflect update priorities of all visible GuiTSCtrls are added together and each control is assigned " 188 "a share of the per-frame reflection update time according to its percentage of the total priority value." ); 189 190 addField("renderStyle", TYPEID< RenderStyles >(), Offset(mRenderStyle, GuiTSCtrl), 191 "Indicates how this control should render its contents." ); 192 193 endGroup( "Rendering" ); 194 195 Parent::initPersistFields(); 196} 197 198//----------------------------------------------------------------------------- 199 200void GuiTSCtrl::consoleInit() 201{ 202 Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n" 203 "@ingroup Rendering\n"); 204 Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n" 205 "@ingroup Rendering\n"); 206} 207 208//----------------------------------------------------------------------------- 209 210bool GuiTSCtrl::onWake() 211{ 212 if ( !Parent::onWake() ) 213 return false; 214 215 // Add ourselves to the active viewport list. 216 AssertFatal( !smAwakeTSCtrls.contains( this ), 217 "GuiTSCtrl::onWake - This control is already in the awake list!" ); 218 smAwakeTSCtrls.push_back( this ); 219 220 // For VR 221 mLastCameraQuery.drawCanvas = getRoot(); 222 223 return true; 224} 225 226//----------------------------------------------------------------------------- 227 228void GuiTSCtrl::onSleep() 229{ 230 Parent::onSleep(); 231 232 AssertFatal( smAwakeTSCtrls.contains( this ), 233 "GuiTSCtrl::onSleep - This control is not in the awake list!" ); 234 smAwakeTSCtrls.remove( this ); 235} 236 237//----------------------------------------------------------------------------- 238 239void GuiTSCtrl::onPreRender() 240{ 241 setUpdate(); 242} 243 244//----------------------------------------------------------------------------- 245 246bool GuiTSCtrl::processCameraQuery(CameraQuery *) 247{ 248 return false; 249} 250 251//----------------------------------------------------------------------------- 252 253void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/) 254{ 255} 256 257//----------------------------------------------------------------------------- 258 259F32 GuiTSCtrl::projectRadius( F32 dist, F32 radius ) const 260{ 261 // Fixup any negative or zero distance so we 262 // don't get a divide by zero. 263 dist = dist > 0.0f ? dist : 0.001f; 264 return ( radius / dist ) * mSaveWorldToScreenScale.y; 265} 266 267//----------------------------------------------------------------------------- 268 269bool GuiTSCtrl::project( const Point3F &pt, Point3F *dest ) const 270{ 271 return MathUtils::mProjectWorldToScreen(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection); 272} 273 274//----------------------------------------------------------------------------- 275 276bool GuiTSCtrl::unproject( const Point3F &pt, Point3F *dest ) const 277{ 278 MathUtils::mProjectScreenToWorld(pt,dest,mSaveViewport,mSaveModelview,mSaveProjection,mLastCameraQuery.farPlane,mLastCameraQuery.nearPlane); 279 return true; 280} 281 282//----------------------------------------------------------------------------- 283 284F32 GuiTSCtrl::calculateViewDistance(F32 radius) 285{ 286 F32 fov = mLastCameraQuery.fov; 287 F32 wwidth; 288 F32 wheight; 289 F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth()); 290 F32 renderHeight = F32(getHeight()); 291 F32 aspectRatio = renderWidth / renderHeight; 292 293 // Use the FOV to calculate the viewport height scale 294 // then generate the width scale from the aspect ratio. 295 if(!mLastCameraQuery.ortho) 296 { 297 wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f); 298 wwidth = aspectRatio * wheight; 299 } 300 else 301 { 302 wheight = mLastCameraQuery.fov; 303 wwidth = aspectRatio * wheight; 304 } 305 306 // Now determine if we should use the width 307 // fov or height fov. 308 // 309 // If the window is taller than it is wide, use the 310 // width fov to keep the object completely in view. 311 if (wheight > wwidth) 312 fov = mAtan( wwidth / mLastCameraQuery.nearPlane ) * 2.0f; 313 314 return radius / mTan(fov / 2.0f); 315} 316 317//----------------------------------------------------------------------------- 318 319static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery) 320{ 321 F32 wwidth; 322 F32 wheight; 323 F32 renderWidth = viewport.extent.x; 324 F32 renderHeight = viewport.extent.y; 325 F32 aspectRatio = renderWidth / renderHeight; 326 327 // Use the FOV to calculate the viewport height scale 328 // then generate the width scale from the aspect ratio. 329 if(!cameraQuery.ortho) 330 { 331 wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f); 332 wwidth = aspectRatio * wheight; 333 } 334 else 335 { 336 wheight = cameraQuery.fov; 337 wwidth = aspectRatio * wheight; 338 } 339 340 F32 hscale = wwidth * 2.0f / renderWidth; 341 F32 vscale = wheight * 2.0f / renderHeight; 342 343 F32 left = 0.0f * hscale - wwidth; 344 F32 right = renderWidth * hscale - wwidth; 345 F32 top = wheight - vscale * 0.0f; 346 F32 bottom = wheight - vscale * renderHeight; 347 348 FovPort fovPort; 349 fovPort.upTan = top; 350 fovPort.downTan = -bottom; 351 fovPort.leftTan = -left; 352 fovPort.rightTan = right; 353 354 return fovPort; 355} 356 357void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum) 358{ 359 GFXTransformSaver saver; 360 Point2I renderSize = renderViewport.extent; 361 GFXTarget *origTarget = GFX->getActiveRenderTarget(); 362 S32 origStereoTarget = GFX->getCurrentStereoTarget(); 363 364 if (mForceFOV != 0) 365 mLastCameraQuery.fov = mDegToRad(mForceFOV); 366 367 if (mCameraZRot) 368 { 369 MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot))); 370 mLastCameraQuery.cameraMatrix.mul(rotMat); 371 } 372 373 if (mReflectPriority > 0) 374 { 375 // Get the total reflection priority. 376 F32 totalPriority = 0; 377 for (U32 i = 0; i < smAwakeTSCtrls.size(); i++) 378 if (smAwakeTSCtrls[i]->isVisible()) 379 totalPriority += smAwakeTSCtrls[i]->mReflectPriority; 380 381 REFLECTMGR->update(mReflectPriority / totalPriority, 382 renderSize, 383 mLastCameraQuery); 384 } 385 386 GFX->setActiveRenderTarget(origTarget); 387 GFX->setCurrentStereoTarget(origStereoTarget); 388 GFX->setViewport(renderViewport); 389 390 // Clear the zBuffer so GUI doesn't hose object rendering accidentally 391 GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0); 392 393 GFX->setFrustum(frustum); 394 mSaveProjection = GFX->getProjectionMatrix(); 395 396 if (mLastCameraQuery.ortho) 397 { 398 mOrthoWidth = frustum.getWidth(); 399 mOrthoHeight = frustum.getHeight(); 400 } 401 402 // We're going to be displaying this render at size of this control in 403 // pixels - let the scene know so that it can calculate e.g. reflections 404 // correctly for that final display result. 405 gClientSceneGraph->setDisplayTargetResolution(renderSize); 406 407 // Set the GFX world matrix to the world-to-camera transform, but don't 408 // change the cameraMatrix in mLastCameraQuery. This is because 409 // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world 410 // transform. In-place invert would save a copy but mess up any GUIs that 411 // depend on that value. 412 MatrixF worldToCamera = mLastCameraQuery.cameraMatrix; 413 worldToCamera.inverse(); 414 GFX->setWorldMatrix(worldToCamera); 415 416 mSaveProjection = GFX->getProjectionMatrix(); 417 mSaveModelview = GFX->getWorldMatrix(); 418 mSaveViewport = guiViewport; 419 mSaveWorldToScreenScale = GFX->getWorldToScreenScale(); 420 mSaveFrustum = GFX->getFrustum(); 421 mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix); 422 423 // Set the default non-clip projection as some 424 // objects depend on this even in non-reflect cases. 425 gClientSceneGraph->setNonClipProjection(mSaveProjection); 426 427 // Give the post effect manager the worldToCamera, and cameraToScreen matrices 428 PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection); 429 430 renderWorld(guiViewport); 431 432 DebugDrawer* debugDraw = DebugDrawer::get(); 433 if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw()) 434 { 435 // For SBS we need to render over each viewport 436 Frustum frustum; 437 438 GFX->setViewport(mLastCameraQuery.stereoViewports[0]); 439 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); 440 GFX->setFrustum(frustum); 441 debugDraw->render(false); 442 443 GFX->setViewport(mLastCameraQuery.stereoViewports[1]); 444 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]); 445 GFX->setFrustum(frustum); 446 debugDraw->render(); 447 } 448 else 449 { 450 debugDraw->render(); 451 } 452 453 saver.restore(); 454} 455 456//----------------------------------------------------------------------------- 457 458void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect) 459{ 460 // Save the current transforms so we can restore 461 // it for child control rendering below. 462 GFXTransformSaver saver; 463 bool renderingToTarget = false; 464 465 mLastCameraQuery.displayDevice = NULL; 466 467 if (!processCameraQuery(&mLastCameraQuery)) 468 { 469 // We have no camera, but render the GUI children 470 // anyway. This makes editing GuiTSCtrl derived 471 // controls easier in the GuiEditor. 472 renderChildControls(offset, updateRect); 473 return; 474 } 475 476 // 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 477 if (mLastCameraQuery.displayDevice) 478 { 479 if (mRenderStyle == RenderStyleStereoSideBySide) 480 { 481 mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSideBySide); 482 } 483 else if (mRenderStyle == RenderStyleStereoSeparate) 484 { 485 mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_StereoSeparate); 486 } 487 else 488 { 489 mLastCameraQuery.displayDevice->setDrawMode(GFXDevice::RS_Standard); 490 } 491 492 // The connection's display device may want to set the eye offset 493 if (mLastCameraQuery.displayDevice->providesEyeOffsets()) 494 { 495 mLastCameraQuery.displayDevice->getEyeOffsets(mLastCameraQuery.eyeOffset); 496 } 497 498 // Grab field of view for both eyes 499 if (mLastCameraQuery.displayDevice->providesFovPorts()) 500 { 501 mLastCameraQuery.displayDevice->getFovPorts(mLastCameraQuery.fovPort); 502 mLastCameraQuery.hasFovPort = true; 503 } 504 505 mLastCameraQuery.displayDevice->getStereoViewports(mLastCameraQuery.stereoViewports); 506 mLastCameraQuery.displayDevice->getStereoTargets(mLastCameraQuery.stereoTargets); 507 508 mLastCameraQuery.hasStereoTargets = mLastCameraQuery.stereoTargets[0]; 509 } 510 511 GFXTargetRef origTarget = GFX->getActiveRenderTarget(); 512 U32 origStyle = GFX->getCurrentRenderStyle(); 513 514 // Set up the appropriate render style 515 Point2I renderSize = getExtent(); 516 Frustum frustum; 517 518 mLastCameraQuery.currentEye = -1; 519 520 if (mRenderStyle == RenderStyleStereoSideBySide) 521 { 522 GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide); 523 GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset); 524 GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix); 525 526 if (!mLastCameraQuery.hasStereoTargets) 527 { 528 // Need to calculate our current viewport here 529 mLastCameraQuery.stereoViewports[0] = updateRect; 530 mLastCameraQuery.stereoViewports[0].extent.x /= 2; 531 mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0]; 532 mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x; 533 } 534 535 if (!mLastCameraQuery.hasFovPort) 536 { 537 // Need to make our own fovPort 538 mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery); 539 mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery); 540 } 541 542 GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes 543 GFX->setSteroViewports(mLastCameraQuery.stereoViewports); 544 GFX->setStereoTargets(mLastCameraQuery.stereoTargets); 545 546 MatrixF myTransforms[2]; 547 Frustum frustum; 548 549 if (smUseLatestDisplayTransform) 550 { 551 // Use the view matrix determined from the display device 552 myTransforms[0] = mLastCameraQuery.eyeTransforms[0]; 553 myTransforms[1] = mLastCameraQuery.eyeTransforms[1]; 554 } 555 else 556 { 557 // Use the view matrix determined from the control object 558 myTransforms[0] = mLastCameraQuery.cameraMatrix; 559 myTransforms[1] = mLastCameraQuery.cameraMatrix; 560 mLastCameraQuery.headMatrix = mLastCameraQuery.cameraMatrix; // override head 561 562 QuatF qrot = mLastCameraQuery.cameraMatrix; 563 Point3F pos = mLastCameraQuery.cameraMatrix.getPosition(); 564 Point3F rotEyePos; 565 566 myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos)); 567 myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos)); 568 } 569 570 GFX->setStereoEyeTransforms(myTransforms); 571 572 // Allow render size to originate from the render target 573 if (mLastCameraQuery.stereoTargets[0]) 574 { 575 renderSize = mLastCameraQuery.stereoTargets[0]->getSize(); 576 renderingToTarget = true; 577 } 578 579 // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye. 580 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); 581 582 GFX->activateStereoTarget(-1); 583 _internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum); 584 585 // Notify device we've rendered the right, thus the last stereo frame. 586 GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered); 587 588 // Render preview 589 if (mLastCameraQuery.displayDevice) 590 { 591 GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture(); 592 if (!previewTexture.isNull()) 593 { 594 GFX->setActiveRenderTarget(origTarget); 595 GFX->setCurrentRenderStyle(origStyle); 596 GFX->setClipRect(updateRect); 597 renderDisplayPreview(updateRect, previewTexture); 598 } 599 } 600 } 601 else if (mRenderStyle == RenderStyleStereoSeparate && mLastCameraQuery.displayDevice) 602 { 603 // In this case we render the scene twice to different render targets, then 604 // render the final composite view 605 GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSeparate); 606 GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset); 607 GFX->setStereoHeadTransform(mLastCameraQuery.headMatrix); 608 GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes 609 GFX->setSteroViewports(mLastCameraQuery.stereoViewports); 610 GFX->setStereoTargets(mLastCameraQuery.stereoTargets); 611 612 MatrixF myTransforms[2]; 613 614 if (smUseLatestDisplayTransform) 615 { 616 // Use the view matrix determined from the display device 617 myTransforms[0] = mLastCameraQuery.eyeTransforms[0]; 618 myTransforms[1] = mLastCameraQuery.eyeTransforms[1]; 619 } 620 else 621 { 622 // Use the view matrix determined from the control object 623 myTransforms[0] = mLastCameraQuery.cameraMatrix; 624 myTransforms[1] = mLastCameraQuery.cameraMatrix; 625 626 QuatF qrot = mLastCameraQuery.cameraMatrix; 627 Point3F pos = mLastCameraQuery.cameraMatrix.getPosition(); 628 Point3F rotEyePos; 629 630 myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos)); 631 myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos)); 632 } 633 634 MatrixF origMatrix = mLastCameraQuery.cameraMatrix; 635 636 // Left 637 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]); 638 mLastCameraQuery.cameraMatrix = myTransforms[0]; 639 frustum.update(); 640 GFX->activateStereoTarget(0); 641 mLastCameraQuery.currentEye = 0; 642 GFX->beginField(); 643 _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum); 644 GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered); 645 GFX->endField(); 646 647 // Right 648 GFX->activateStereoTarget(1); 649 mLastCameraQuery.currentEye = 1; 650 MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]); 651 mLastCameraQuery.cameraMatrix = myTransforms[1]; 652 frustum.update(); 653 GFX->beginField(); 654 _internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum); 655 GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered); 656 GFX->endField(); 657 658 mLastCameraQuery.cameraMatrix = origMatrix; 659 660 // Render preview 661 if (mLastCameraQuery.displayDevice) 662 { 663 GFXTexHandle previewTexture = mLastCameraQuery.displayDevice->getPreviewTexture(); 664 if (!previewTexture.isNull()) 665 { 666 GFX->setActiveRenderTarget(origTarget); 667 GFX->setCurrentRenderStyle(origStyle); 668 GFX->setClipRect(updateRect); 669 renderDisplayPreview(updateRect, previewTexture); 670 } 671 } 672 } 673 else 674 { 675 // set up the camera and viewport stuff: 676 F32 wwidth; 677 F32 wheight; 678 F32 renderWidth = F32(renderSize.x); 679 F32 renderHeight = F32(renderSize.y); 680 F32 aspectRatio = renderWidth / renderHeight; 681 682 // Use the FOV to calculate the viewport height scale 683 // then generate the width scale from the aspect ratio. 684 if (!mLastCameraQuery.ortho) 685 { 686 wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f); 687 wwidth = aspectRatio * wheight; 688 } 689 else 690 { 691 wheight = mLastCameraQuery.fov; 692 wwidth = aspectRatio * wheight; 693 } 694 695 F32 hscale = wwidth * 2.0f / renderWidth; 696 F32 vscale = wheight * 2.0f / renderHeight; 697 698 F32 left = (updateRect.point.x - offset.x) * hscale - wwidth; 699 F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth; 700 F32 top = wheight - vscale * (updateRect.point.y - offset.y); 701 F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y); 702 703 frustum.set(mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane); 704 705 // Manipulate the frustum for tiled screenshots 706 const bool screenShotMode = gScreenShot && gScreenShot->isPending(); 707 if (screenShotMode) 708 { 709 gScreenShot->tileFrustum(frustum); 710 GFX->setViewMatrix(MatrixF::Identity); 711 } 712 713 RectI tempRect = updateRect; 714 _internalRender(tempRect, tempRect, frustum); 715 } 716 717 // TODO: Some render to sort of overlay system? 718 719 // Allow subclasses to render 2D elements. 720 GFX->setActiveRenderTarget(origTarget); 721 GFX->setCurrentRenderStyle(origStyle); 722 GFX->setClipRect(updateRect); 723 renderGui(offset, updateRect); 724 725 if (shouldRenderChildControls()) 726 { 727 renderChildControls(offset, updateRect); 728 } 729 smFrameCount++; 730} 731 732//----------------------------------------------------------------------------- 733 734void GuiTSCtrl::drawLine( Point3F p0, Point3F p1, const ColorI &color, F32 width ) 735{ 736 if ( !mSaveFrustum.clipSegment( p0, p1 ) ) 737 return; 738 739 MathUtils::mProjectWorldToScreen( p0, &p0, mSaveViewport, mSaveModelview, mSaveProjection ); 740 MathUtils::mProjectWorldToScreen( p1, &p1, mSaveViewport, mSaveModelview, mSaveProjection ); 741 742 p0.x = mClampF( p0.x, 0.0f, mSaveViewport.extent.x ); 743 p0.y = mClampF( p0.y, 0.0f, mSaveViewport.extent.y ); 744 p1.x = mClampF( p1.x, 0.0f, mSaveViewport.extent.x ); 745 p1.y = mClampF( p1.y, 0.0f, mSaveViewport.extent.y ); 746 p0.z = p1.z = 0.0f; 747 748 _drawLine( p0, p1, color, width ); 749} 750 751//----------------------------------------------------------------------------- 752 753void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color, F32 width ) 754{ 755 for ( S32 i = 0; i < points.size() - 1; i++ ) 756 drawLine( points[i], points[i+1], color, width ); 757} 758 759//----------------------------------------------------------------------------- 760 761void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas) 762{ 763 mStereoGuiTarget = canvas ? canvas->getTarget() : NULL; 764 mStereoCanvas = canvas; 765} 766 767 768//----------------------------------------------------------------------------- 769 770void GuiTSCtrl::renderDisplayPreview(const RectI &updateRect, GFXTexHandle &previewTexture) 771{ 772 GFX->setWorldMatrix(MatrixF(1)); 773 GFX->setViewMatrix(MatrixF::Identity); 774 GFX->setClipRect(updateRect); 775 776 GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::BLACK); 777 GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED); 778 779 if (!mStereoPreviewVB.getPointer()) 780 { 781 mStereoPreviewVB.set(GFX, 4, GFXBufferTypeStatic); 782 GFXVertexPCT *verts = mStereoPreviewVB.lock(0, 4); 783 784 F32 texLeft = 0.0f; 785 F32 texRight = 1.0f; 786 F32 texTop = 0.0f; 787 F32 texBottom = 1.0f; 788 789 F32 rectWidth = updateRect.extent.x; 790 F32 rectHeight = updateRect.extent.y; 791 792 F32 screenLeft = 0; 793 F32 screenRight = rectWidth; 794 F32 screenTop = 0; 795 F32 screenBottom = rectHeight; 796 797 const F32 fillConv = 0.0f; 798 verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f); 799 verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f); 800 verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f); 801 verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f); 802 803 verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255); 804 805 verts[0].texCoord.set(texLeft, texTop); 806 verts[1].texCoord.set(texRight, texTop); 807 verts[2].texCoord.set(texLeft, texBottom); 808 verts[3].texCoord.set(texRight, texBottom); 809 810 mStereoPreviewVB.unlock(); 811 } 812 813 if (!mStereoPreviewSB.getPointer()) 814 { 815 // DrawBitmapStretchSR 816 GFXStateBlockDesc bitmapStretchSR; 817 bitmapStretchSR.setCullMode(GFXCullNone); 818 bitmapStretchSR.setZReadWrite(false, false); 819 bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); 820 bitmapStretchSR.samplersDefined = true; 821 822 bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear(); 823 bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint; 824 bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint; 825 bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint; 826 827 mStereoPreviewSB = GFX->createStateBlock(bitmapStretchSR); 828 } 829 830 GFX->setVertexBuffer(mStereoPreviewVB); 831 GFX->setStateBlock(mStereoPreviewSB); 832 GFX->setTexture(0, previewTexture); 833 GFX->setupGenericShaders(GFXDevice::GSModColorTexture); 834 GFX->drawPrimitive(GFXTriangleStrip, 0, 2); 835} 836 837//============================================================================= 838// Console Methods. 839//============================================================================= 840// MARK: ---- Console Methods ---- 841 842//----------------------------------------------------------------------------- 843 844DefineEngineMethod( GuiTSCtrl, unproject, Point3F, ( Point3F screenPosition ),, 845 "Transform 3D screen-space coordinates (x, y, depth) to world space.\n" 846 "This method can be, for example, used to find the world-space position relating to the current mouse cursor position.\n" 847 "@param screenPosition The x/y position on the screen plus the depth from the screen-plane outwards.\n" 848 "@return The world-space position corresponding to the given screen-space coordinates." ) 849{ 850 Point3F worldPos; 851 object->unproject( screenPosition, &worldPos ); 852 return worldPos; 853} 854 855//----------------------------------------------------------------------------- 856 857DefineEngineMethod( GuiTSCtrl, project, Point3F, ( Point3F worldPosition ),, 858 "Transform world-space coordinates to screen-space (x, y, depth) coordinates.\n" 859 "@param worldPosition The world-space position to transform to screen-space.\n" 860 "@return The " ) 861{ 862 Point3F screenPos; 863 object->project( worldPosition, &screenPos ); 864 return screenPos; 865} 866 867//----------------------------------------------------------------------------- 868 869DefineEngineMethod( GuiTSCtrl, getWorldToScreenScale, Point2F, (),, 870 "Get the ratio between world-space units and pixels.\n" 871 "@return The amount of world-space units covered by the extent of a single pixel." ) 872{ 873 return object->getWorldToScreenScale(); 874} 875 876//----------------------------------------------------------------------------- 877 878DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),, 879 "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" 880 "@param radius Radius in world-space units which should fit in the view.\n" 881 "@return The distance from the viewpoint at which the given radius would be fully visible." ) 882{ 883 return object->calculateViewDistance( radius ); 884} 885 886DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),, 887 "Sets the current stereo texture to an offscreen canvas\n" 888 "@param canvas The desired canvas." ) 889{ 890 object->setStereoGui(canvas); 891} 892
