/usr/include/cegui-0.8.4/CEGUI/RendererModules/OpenGL/RenderTarget.inl is in libcegui-mk2-dev 0.8.4+dfsg-4ubuntu1.
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created: Wed, 8th Feb 2012
author: Lukas E Meindl (based on code by Paul D Turner)
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2012 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#include "CEGUI/RendererModules/OpenGL/RenderTarget.h"
#include "CEGUI/RenderQueue.h"
#include "CEGUI/RendererModules/OpenGL/GeometryBufferBase.h"
#include "CEGUI/RendererModules/OpenGL/GlmPimpl.h"
#include <cmath>
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
// Start of CEGUI namespace section
namespace CEGUI
{
//----------------------------------------------------------------------------//
template <typename T>
const double OpenGLRenderTarget<T>::d_yfov_tan = 0.267949192431123;
//----------------------------------------------------------------------------//
template <typename T>
OpenGLRenderTarget<T>::OpenGLRenderTarget(OpenGLRendererBase& owner) :
d_owner(owner),
d_area(0, 0, 0, 0),
d_matrix(0),
d_matrixValid(false),
d_viewDistance(0)
{
d_matrix = new mat4Pimpl();
}
//----------------------------------------------------------------------------//
template <typename T>
OpenGLRenderTarget<T>::~OpenGLRenderTarget()
{
delete d_matrix;
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::draw(const GeometryBuffer& buffer)
{
buffer.draw();
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::draw(const RenderQueue& queue)
{
queue.draw();
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::setArea(const Rectf& area)
{
d_area = area;
d_matrixValid = false;
RenderTargetEventArgs args(this);
T::fireEvent(RenderTarget::EventAreaChanged, args);
}
//----------------------------------------------------------------------------//
template <typename T>
const Rectf& OpenGLRenderTarget<T>::getArea() const
{
return d_area;
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::activate()
{
glViewport(static_cast<GLsizei>(d_area.left()),
static_cast<GLsizei>(d_area.top()),
static_cast<GLsizei>(d_area.getWidth()),
static_cast<GLsizei>(d_area.getHeight()));
if (!d_matrixValid)
updateMatrix();
d_owner.setViewProjectionMatrix(d_matrix);
d_owner.setActiveRenderTarget(this);
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::deactivate()
{
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::unprojectPoint(const GeometryBuffer& buff,
const Vector2f& p_in, Vector2f& p_out) const
{
if (!d_matrixValid)
updateMatrix();
const OpenGLGeometryBufferBase& gb =
static_cast<const OpenGLGeometryBufferBase&>(buff);
const GLint vp[4] = {
static_cast<GLint>(d_area.left()),
static_cast<GLint>(d_area.top()),
static_cast<GLint>(d_area.getWidth()),
static_cast<GLint>(d_area.getHeight())
};
GLdouble in_x, in_y, in_z = 0.0;
glm::ivec4 viewPort = glm::ivec4(vp[0], vp[1], vp[2], vp[3]);
const glm::mat4& projMatrix = d_matrix->d_matrix;
const glm::mat4& modelMatrix = gb.getMatrix()->d_matrix;
// unproject the ends of the ray
glm::vec3 unprojected1;
glm::vec3 unprojected2;
in_x = vp[2] * 0.5;
in_y = vp[3] * 0.5;
in_z = -d_viewDistance;
unprojected1 = glm::unProject(glm::vec3(in_x, in_y, in_z), modelMatrix, projMatrix, viewPort);
in_x = p_in.d_x;
in_y = vp[3] - p_in.d_y;
in_z = 0.0;
unprojected2 = glm::unProject(glm::vec3(in_x, in_y, in_z), modelMatrix, projMatrix, viewPort);
// project points to orientate them with GeometryBuffer plane
glm::vec3 projected1;
glm::vec3 projected2;
glm::vec3 projected3;
in_x = 0.0;
in_y = 0.0;
projected1 = glm::project(glm::vec3(in_x, in_y, in_z), modelMatrix, projMatrix, viewPort);
in_x = 1.0;
in_y = 0.0;
projected2 = glm::project(glm::vec3(in_x, in_y, in_z), modelMatrix, projMatrix, viewPort);
in_x = 0.0;
in_y = 1.0;
projected3 = glm::project(glm::vec3(in_x, in_y, in_z), modelMatrix, projMatrix, viewPort);
// calculate vectors for generating the plane
const glm::vec3 pv1 = projected2 - projected1;
const glm::vec3 pv2 = projected3 - projected1;
// given the vectors, calculate the plane normal
const glm::vec3 planeNormal = glm::cross(pv1, pv2);
// calculate plane
const glm::vec3 planeNormalNormalized = glm::normalize(planeNormal);
const double pl_d = - glm::dot(projected1, planeNormalNormalized);
// calculate vector of picking ray
const glm::vec3 rv = unprojected1 - unprojected2;
// calculate intersection of ray and plane
const double pn_dot_r1 = glm::dot(unprojected1, planeNormal);
const double pn_dot_rv = glm::dot(rv, planeNormal);
const double tmp1 = pn_dot_rv != 0.0 ? (pn_dot_r1 + pl_d) / pn_dot_rv : 0.0;
const double is_x = unprojected1.x - rv.x * tmp1;
const double is_y = unprojected1.y - rv.y * tmp1;
p_out.d_x = static_cast<float>(is_x);
p_out.d_y = static_cast<float>(is_y);
p_out = p_in; // CrazyEddie wanted this
}
//----------------------------------------------------------------------------//
template <typename T>
void OpenGLRenderTarget<T>::updateMatrix() const
{
const float w = d_area.getWidth();
const float h = d_area.getHeight();
// We need to check if width or height are zero and act accordingly to prevent running into issues
// with divisions by zero which would lead to undefined values, as well as faulty clipping planes
// This is mostly important for avoiding asserts
const bool widthAndHeightNotZero = ( w != 0.0f ) && ( h != 0.0f);
const float aspect = widthAndHeightNotZero ? w / h : 1.0f;
const float midx = widthAndHeightNotZero ? w * 0.5f : 0.5f;
const float midy = widthAndHeightNotZero ? h * 0.5f : 0.5f;
d_viewDistance = midx / (aspect * d_yfov_tan);
glm::vec3 eye = glm::vec3(midx, midy, float(-d_viewDistance));
glm::vec3 center = glm::vec3(midx, midy, 1);
glm::vec3 up = glm::vec3(0, -1, 0);
glm::mat4 projectionMatrix = glm::perspective(30.f, aspect, float(d_viewDistance * 0.5), float(d_viewDistance * 2.0));
// Projection matrix abuse!
glm::mat4 viewMatrix = glm::lookAt(eye, center, up);
d_matrix->d_matrix = projectionMatrix * viewMatrix;
d_matrixValid = true;
}
//----------------------------------------------------------------------------//
} // End of CEGUI namespace section
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