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