tge/engine/gui/core/guiTSControl.cc
2017-04-17 06:17:10 -06:00

164 lines
4.5 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "gui/core/guiTSControl.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneLighting.h"
#include "sceneGraph/sceneGraph.h"
IMPLEMENT_CONOBJECT(GuiTSCtrl);
U32 GuiTSCtrl::smFrameCount = 0;
GuiTSCtrl::GuiTSCtrl()
{
mApplyFilterToChildren = true;
mCameraZRot = 0;
mForceFOV = 0;
for(U32 i = 0; i < 16; i++)
{
mSaveModelview[i] = 0;
mSaveProjection[i] = 0;
}
mSaveModelview[0] = 1;
mSaveModelview[5] = 1;
mSaveModelview[10] = 1;
mSaveModelview[15] = 1;
mSaveProjection[0] = 1;
mSaveProjection[5] = 1;
mSaveProjection[10] = 1;
mSaveProjection[15] = 1;
mSaveViewport[0] = 0;
mSaveViewport[1] = 0;
mSaveViewport[2] = 2;
mSaveViewport[3] = 2;
mLastCameraQuery.cameraMatrix.identity();
}
void GuiTSCtrl::initPersistFields()
{
Parent::initPersistFields();
addField("applyFilterToChildren", TypeBool, Offset(mApplyFilterToChildren, GuiTSCtrl));
addField("cameraZRot", TypeF32, Offset(mCameraZRot, GuiTSCtrl));
addField("forceFOV", TypeF32, Offset(mForceFOV, GuiTSCtrl));
}
void GuiTSCtrl::consoleInit()
{
Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount);
}
void GuiTSCtrl::onPreRender()
{
setUpdate();
}
bool GuiTSCtrl::processCameraQuery(CameraQuery *)
{
return false;
}
void GuiTSCtrl::renderWorld(const RectI& /*updateRect*/)
{
}
bool GuiTSCtrl::project(const Point3F &pt, Point3F *dest)
{
GLdouble winx, winy, winz;
GLint result = gluProject(pt.x, pt.y, pt.z,
mSaveModelview, mSaveProjection, mSaveViewport,
&winx, &winy, &winz);
if(result == GL_FALSE || winz < 0 || winz > 1)
return false;
dest->set(winx, winy, winz);
return true;
}
bool GuiTSCtrl::unproject(const Point3F &pt, Point3F *dest)
{
GLdouble objx, objy, objz;
GLint result = gluUnProject(pt.x, pt.y, pt.z,
mSaveModelview, mSaveProjection, mSaveViewport,
&objx, &objy, &objz);
if(result == GL_FALSE)
return false;
dest->set(objx, objy, objz);
return true;
}
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
if(SceneLighting::isLighting())
return;
CameraQuery newCam = mLastCameraQuery;
if(processCameraQuery(&newCam))
mLastCameraQuery = newCam;
if(mForceFOV != 0)
newCam.fov = mDegToRad(mForceFOV);
if(mCameraZRot)
{
MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
newCam.cameraMatrix.mul(rotMat);
}
// set up the camera and viewport stuff:
F32 left, right, top, bottom;
if (newCam.ortho)
{
left = -newCam.leftRight;
right = newCam.leftRight;
top = newCam.topBottom;
bottom = -newCam.topBottom;
}
else
{
F32 wwidth = newCam.nearPlane * mTan(newCam.fov / 2);
F32 wheight = F32(mBounds.extent.y) / F32(mBounds.extent.x) * wwidth;
F32 hscale = wwidth * 2 / F32(mBounds.extent.x);
F32 vscale = wheight * 2 / F32(mBounds.extent.y);
left = (updateRect.point.x - offset.x) * hscale - wwidth;
right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
top = wheight - vscale * (updateRect.point.y - offset.y);
bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);
}
dglSetViewport(updateRect);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
dglSetFrustum(left, right, bottom, top, newCam.nearPlane, (gClientSceneGraph ? (F64)gClientSceneGraph->getVisibleDistanceMod() : newCam.farPlane), newCam.ortho);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
newCam.cameraMatrix.inverse();
dglMultMatrix(&newCam.cameraMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, mSaveProjection);
glGetDoublev(GL_MODELVIEW_MATRIX, mSaveModelview);
mSaveViewport[0] = updateRect.point.x;
mSaveViewport[1] = updateRect.point.y + updateRect.extent.y;
mSaveViewport[2] = updateRect.extent.x;
mSaveViewport[3] = -updateRect.extent.y;
renderWorld(updateRect);
if(mApplyFilterToChildren)
renderChildControls(offset, updateRect);
smFrameCount++;
}