Exemple #1
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWorldToWndMtx () const {

	USMatrix4x4 worldToWnd = this->GetViewProjMtx ();
	worldToWnd.Append ( MOAIGfxDevice::GetNormToWndMtx ());
	
	return worldToWnd;
}
Exemple #2
0
//----------------------------------------------------------------//
void USPrism::Transform ( const USMatrix4x4& mtx ) {

	mtx.Transform ( mLoc );
	mtx.TransformVec ( mXAxis );
	mtx.TransformVec ( mYAxis );
	mtx.TransformVec ( mZAxis );
}
//----------------------------------------------------------------//
void MOAIStretchPatch2D::DrawIndex ( u32 idx, float xOff, float yOff, float zOff, float xScl, float yScl, float zScl ) {
	UNUSED ( xOff );
	UNUSED ( yOff );
	UNUSED ( zOff );
	UNUSED ( xScl );
	UNUSED ( yScl );
	UNUSED ( zScl );
	
	// TODO: make use of offset and scale
	
	MOAIGfxDevice& gfxDevice = MOAIGfxDevice::Get ();
	MOAIQuadBrush::BindVertexFormat ( gfxDevice );
	
	gfxDevice.SetVertexMtxMode ( MOAIGfxDevice::VTX_STAGE_MODEL, MOAIGfxDevice::VTX_STAGE_PROJ );
	gfxDevice.SetUVMtxMode ( MOAIGfxDevice::UV_STAGE_MODEL, MOAIGfxDevice::UV_STAGE_TEXTURE );
	
	USMatrix4x4 transform = gfxDevice.GetVertexTransform ( MOAIGfxDevice::VTX_WORLD_TRANSFORM );
	USVec3D stretch = transform.GetStretch ();
	
	USMatrix4x4 noStretch;
	noStretch.Scale ( 1.0f / stretch.mX, 1.0f / stretch.mY, 1.0f / stretch.mZ );
	noStretch.Append ( transform );
	
	gfxDevice.SetVertexTransform ( MOAIGfxDevice::VTX_WORLD_TRANSFORM, noStretch );
	
	this->UpdateParams ();
	this->DrawStretch ( idx, stretch.mX, stretch.mY );
	
	gfxDevice.SetVertexTransform ( MOAIGfxDevice::VTX_WORLD_TRANSFORM, transform );
}
Exemple #4
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToWorldMtx () const {

	USMatrix4x4 wndToWorld = MOAIGfxDevice::GetWndToNormMtx ();
	
	// inv viewproj
	USMatrix4x4 mtx = this->GetViewProjMtx ();
	mtx.Inverse ();
	wndToWorld.Append ( mtx );
	
	return wndToWorld;
}
Exemple #5
0
//----------------------------------------------------------------//
USRect MOAILayoutFrame::GetScissorRect () {

	USRect scissorRect = this->GetFrame ();
	
	USMatrix4x4 mtx;
	
	mtx.Init ( this->mLocalToWorldMtx );
	mtx.Append ( MOAIGfxDevice::Get ().GetWorldToWndMtx ( 1.0f, 1.0f ));
	mtx.Transform ( scissorRect );
	
	return scissorRect;
}
Exemple #6
0
//----------------------------------------------------------------//
USQuad MOAIGfxDevice::GetViewQuad () const {

	USQuad quad;

	USMatrix4x4 invMtx;
	invMtx.Inverse ( this->GetViewProjMtx ());
	
	quad.mV [ 0 ].Init ( -1.0f, 1.0f );
	quad.mV [ 1 ].Init ( 1.0f, 1.0f );
	quad.mV [ 2 ].Init ( 1.0f, -1.0f );
	quad.mV [ 3 ].Init ( -1.0f, -1.0f );
	
	invMtx.TransformQuad ( quad.mV );
	return quad;
}
Exemple #7
0
//----------------------------------------------------------------//
void MOAIGfxDevice::BeginLayer () {

	float width = ( float )this->mWidth;
	float height = ( float )this->mHeight;
	
	MOAIViewport viewport;
	viewport.Init ( 0.0f, 0.0f, width, height );
	viewport.SetScale ( width, -height );
	viewport.SetOffset ( -1.0f, 1.0f );
	
	this->SetViewport ( viewport );

	for ( u32 i = 0; i < TOTAL_VTX_TRANSFORMS; ++i ) {
		this->mVertexTransforms [ i ].Ident ();
	}
	this->mUVTransform.Ident ();
	this->mCpuVertexTransformMtx.Ident ();
	
	this->mVertexMtxInput = VTX_STAGE_MODEL;
	this->mVertexMtxOutput = VTX_STAGE_MODEL;
	
	USMatrix4x4 projMtx;
	projMtx.Init ( viewport.GetProjMtx ());
	this->mVertexTransforms [ VTX_PROJ_TRANSFORM ] = projMtx;
	
	// fixed function reset
#if USE_OPENGLES1
	if ( !this->IsProgrammable ()) {
		
		// load identity matrix
		glMatrixMode ( GL_MODELVIEW );
		glLoadIdentity ();
		
		glMatrixMode ( GL_PROJECTION );
		this->GpuLoadMatrix ( projMtx );
		
		glMatrixMode ( GL_TEXTURE );
		glLoadIdentity ();
		
		// reset the current vertex color
		glColor4f ( 1.0f, 1.0f, 1.0f, 1.0f );
		
		// reset the point size
		glPointSize (( GLfloat )this->mPointSize );
	}
#endif
}
Exemple #8
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToNormMtx () const {

	USRect rect = this->mViewRect;

	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Inv Wnd
	USMatrix4x4 wndToNorm;
	wndToNorm.Translate ( -hWidth - rect.mXMin, -hHeight - rect.mYMin, 0.0f );
	
	USMatrix4x4 mtx;
	mtx.Scale (( 1.0f / hWidth ), -( 1.0f / hHeight ), 1.0f );
	wndToNorm.Append ( mtx );
	
	return wndToNorm;
}
Exemple #9
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetNormToWndMtx () const {

	USRect rect = this->mViewRect;

	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Wnd
	USMatrix4x4 normToWnd;
	normToWnd.Scale ( hWidth, -hHeight, 1.0f );
	
	USMatrix4x4 mtx;
	mtx.Translate ( hWidth + rect.mXMin, hHeight + rect.mYMin, 0.0f );
	normToWnd.Append ( mtx );
	
	return normToWnd;
}
//----------------------------------------------------------------//
USRect MOAIScissorRect::GetScissorRect ( const USMatrix4x4& worldToWndMtx ) const {

	USVec3D vtx3D [ 4 ];

	vtx3D [ 0 ].mX = this->mRect.mXMin;
	vtx3D [ 0 ].mY = this->mRect.mYMin;
	vtx3D [ 0 ].mZ = 0.0f;

	vtx3D [ 1 ].mX = this->mRect.mXMin;
	vtx3D [ 1 ].mY = this->mRect.mYMax;
	vtx3D [ 1 ].mZ = 0.0f;
	
	vtx3D [ 2 ].mX = this->mRect.mXMax;
	vtx3D [ 2 ].mY = this->mRect.mYMax;
	vtx3D [ 2 ].mZ = 0.0f;

	vtx3D [ 3 ].mX = this->mRect.mXMax;
	vtx3D [ 3 ].mY = this->mRect.mYMin;
	vtx3D [ 3 ].mZ = 0.0f;

	USMatrix4x4 mtx;
	
	mtx.Init ( this->GetLocalToWorldMtx ());
	mtx.Append ( worldToWndMtx );
	
	mtx.Project ( vtx3D [ 0 ]);
	mtx.Project ( vtx3D [ 1 ]);
	mtx.Project ( vtx3D [ 2 ]);
	mtx.Project ( vtx3D [ 3 ]);
	
	USRect scissorRect;

	scissorRect.Init ( vtx3D [ 0 ]);
	scissorRect.Grow ( vtx3D [ 1 ]);
	scissorRect.Grow ( vtx3D [ 2 ]);
	scissorRect.Grow ( vtx3D [ 3 ]);

	if ( this->mScissorRect ) {
		USRect parentRect = this->mScissorRect->GetScissorRect ( worldToWndMtx );
		parentRect.Clip ( scissorRect );
	}

	return scissorRect;
}
Exemple #11
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToWorldMtx () const {

	USMatrix4x4 wndToWorld;
	USMatrix4x4 mtx;

	USRect rect = this->GetViewRect ();
	
	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Inv Wnd
	wndToWorld.Translate ( -hWidth - rect.mXMin, -hHeight - rect.mYMin, 0.0f );
		
	mtx.Scale (( 1.0f / hWidth ), -( 1.0f / hHeight ), 1.0f );
	wndToWorld.Append ( mtx );
	
	// inv viewproj
	mtx = this->GetViewProjMtx ();
	mtx.Inverse ();
	wndToWorld.Append ( mtx );
	
	return wndToWorld;
}
Exemple #12
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWorldToWndMtx ( float xScale, float yScale ) const {

	USMatrix4x4 worldToWnd;
	USMatrix4x4 mtx;

	USRect rect = this->GetViewRect ();
	
	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// viewproj
	worldToWnd = this->GetViewProjMtx ();
	
	// wnd
	mtx.Scale ( hWidth * xScale, hHeight * yScale, 1.0f );
	worldToWnd.Append ( mtx );
		
	mtx.Translate ( hWidth + rect.mXMin, hHeight + rect.mYMin, 0.0f );
	worldToWnd.Append ( mtx );
	
	return worldToWnd;
}
Exemple #13
0
//----------------------------------------------------------------//
void MOAIDraw::DrawRay ( float x, float y, float dx, float dy ) {
	
	USVec2D loc ( x, y );
	USVec2D vec ( dx, dy );
	
	USMatrix4x4 mtx = MOAIGfxDevice::Get ().GetViewProjMtx ();
	
	USMatrix4x4 invMtx;
	invMtx.Inverse ( mtx );
	
	mtx.Transform ( loc );
	mtx.TransformVec ( vec );
	
	USRect viewRect;
	viewRect.Init ( -1.0f, -1.0f, 1.0f, 1.0f );
	
	USVec2D p0;
	USVec2D p1;
	
	if ( viewRect.GetIntersection ( loc, vec, p0, p1 )) {
		
		invMtx.Transform ( p0 );
		invMtx.Transform ( p1 );
		
		MOAIGfxDevice& gfxDevice = MOAIGfxDevice::Get ();
		
		gfxDevice.BeginPrim ( GL_LINES );
		
			gfxDevice.WriteVtx ( p0.mX, p0.mY, 0.0f );
			gfxDevice.WriteFinalColor4b ();
			
			gfxDevice.WriteVtx ( p1.mX, p1.mY, 0.0f );
			gfxDevice.WriteFinalColor4b ();

		gfxDevice.EndPrim ();
	}
}
Exemple #14
0
//----------------------------------------------------------------//
void MOAIDraw::DrawAxisGrid ( USVec2D loc, USVec2D vec, float size ) {

	USMatrix4x4 mtx = MOAIGfxDevice::Get ().GetViewProjMtx ();
	
	USMatrix4x4 invMtx;
	invMtx.Inverse ( mtx );
	
	// Set the axis to the grid length so we can get the length back post-transform
	vec.SetLength ( size );
	
	mtx.Transform ( loc );
	mtx.TransformVec ( vec );

	// Get the axis unit vector
	USVec2D norm = vec;
	size = norm.NormSafe ();
	
	// Get the axis normal
	USVec2D perpNorm ( norm.mY, -norm.mX );
	
	// Project the corners of the viewport onto the axis to get the mix/max bounds
	float dot;
	float min;
	float max;
	
	USVec2D corner;
	
	// left, top
	corner.Init ( -1.0f, 1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = dot;
	max = dot;
	
	// right, top
	corner.Init ( 1.0f, 1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// right, bottom
	corner.Init ( 1.0f, -1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// left, bottom
	corner.Init ( -1.0f, -1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// Get the start andstop grids
	s32 start = ( s32 )( min / size ) - 1;
	s32 stop = ( s32 )( max / size ) + 1;
	
	// Set the pen to the first...
	USVec2D pen = norm;
	pen.Scale (( float )start * size );
	pen.Add ( loc );
	
	// Step along the axis to draw perpendicular grid lines
	USRect viewRect;
	viewRect.Init ( -1.0f, -1.0f, 1.0f, 1.0f );
	
	for ( ; start < stop; ++start ) {
		
		USVec2D p0;
		USVec2D p1;
		
		if ( viewRect.GetIntersection ( pen, perpNorm, p0, p1 )) {
			
			invMtx.Transform ( p0 );
			invMtx.Transform ( p1 );
			
			MOAIDraw::DrawLine ( p0, p1 );
		}
		
		pen.Add ( vec );
	}
}
Exemple #15
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetViewProjMtx () const {

	USMatrix4x4 mtx = this->mVertexTransforms [ VTX_VIEW_TRANSFORM ];
	mtx.Append ( this->mVertexTransforms [ VTX_PROJ_TRANSFORM ]);
	return mtx;
}
Exemple #16
0
//----------------------------------------------------------------//
void MOAIGfxDevice::UpdateViewVolume () {

	USMatrix4x4 invViewProj;
	invViewProj.Inverse ( this->GetViewProjMtx ());
	this->mViewVolume.Init ( invViewProj );
}
Exemple #17
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetVertexTransform ( u32 id, const USAffine3D& transform ) {

	USMatrix4x4 mtx;
	mtx.Init ( transform );
	this->SetVertexTransform ( id, mtx );
}
Exemple #18
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetVertexTransform ( u32 id ) {

	USMatrix4x4 mtx;
	mtx.Ident ();
	this->SetVertexTransform ( id, mtx );
}
Exemple #19
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetUVTransform ( const USAffine3D& transform ) {

	USMatrix4x4 mtx;
	mtx.Init ( transform );
	this->SetUVTransform ( mtx );
}
Exemple #20
0
//----------------------------------------------------------------//
void MOAIGfxDevice::SetUVTransform () {

	USMatrix4x4 mtx;
	mtx.Ident ();
	this->SetUVTransform ( mtx );
}
Exemple #21
0
//----------------------------------------------------------------//
void USFrustum::Init ( const USMatrix4x4& mtx ) {

	// set up the homogenous coordinates of the canonical view volume
	USVec3D nlt ( -1.0f, 1.0f, -1.0f );
	USVec3D nrt ( 1.0f, 1.0f, -1.0f );
	USVec3D nrb ( 1.0f, -1.0f, -1.0f );
	USVec3D nlb ( -1.0f, -1.0f, -1.0f );

	USVec3D flt ( -1.0f, 1.0f, 1.0f );
	USVec3D frt ( 1.0f, 1.0f, 1.0f );
	USVec3D frb ( 1.0f, -1.0f, 1.0f );
	USVec3D flb ( -1.0f, -1.0f, 1.0f );

	// compute the corners of the frustum
	mtx.Project ( nlt );
	mtx.Project ( nrt );
	mtx.Project ( nrb );
	mtx.Project ( nlb );
	
	mtx.Project ( flt );
	mtx.Project ( frt );
	mtx.Project ( frb );
	mtx.Project ( flb );

	this->mPoints [ NEAR_LT_POINT ].Init ( nlt.mX, nlt.mY, nlt.mZ );
	this->mPoints [ NEAR_RT_POINT ].Init ( nrt.mX, nrt.mY, nrt.mZ );
	this->mPoints [ NEAR_RB_POINT ].Init ( nrb.mX, nrb.mY, nrb.mZ );
	this->mPoints [ NEAR_LB_POINT ].Init ( nlb.mX, nlb.mY, nlb.mZ );
	
	this->mPoints [ FAR_LT_POINT ].Init ( flt.mX, flt.mY, flt.mZ );
	this->mPoints [ FAR_RT_POINT ].Init ( frt.mX, frt.mY, frt.mZ );
	this->mPoints [ FAR_RB_POINT ].Init ( frb.mX, frb.mY, frb.mZ );
	this->mPoints [ FAR_LB_POINT ].Init ( flb.mX, flb.mY, flb.mZ );

	// Compute the frustum's axis-aligned bounding box
	this->mAABB.Init ( nlt );
	this->mAABB.Grow ( nrt );
	this->mAABB.Grow ( nrb );
	this->mAABB.Grow ( nlb );
	
	this->mAABB.Grow ( flt );
	this->mAABB.Grow ( frt );
	this->mAABB.Grow ( frb );
	this->mAABB.Grow ( flb );
	
	// intialize the planes
	this->mPlanes [ LEFT_PLANE ].Init ( nlt, flt, flb );
	this->mPlanes [ RIGHT_PLANE ].Init ( nrb, frb, frt );
	
	this->mPlanes [ TOP_PLANE ].Init ( nrt, frt, flt );
	this->mPlanes [ BOTTOM_PLANE ].Init ( nlb, flb, frb );
	
	this->mPlanes [ NEAR_PLANE ].Init ( nrt, nlt, nlb );
	this->mPlanes [ FAR_PLANE ].Init ( flt, frt, frb );
	
	USVec3D center;
	mtx.GetTranslation ( center );
	
	for ( u32 i = 0; i < TOTAL_PLANES; ++i ) {
		if ( USDist::VecToPlane ( center, this->mPlanes [ i ]) > 0.0f ) {
			this->mPlanes [ i ].Flip ();
		}
	}
	
	double frustArea = _frustArea ( *this );
	double boxArea = this->mAABB.Area ();
	
	this->mUsePlanes = (( float )( frustArea / boxArea )) < MIN_FILL_RATIO;
}
Exemple #22
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetModelToWndMtx () const {

	USMatrix4x4 modelToWnd = this->GetModelToWorldMtx ();
	modelToWnd.Append ( this->GetWorldToWndMtx ());
	return modelToWnd;
}
Exemple #23
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToModelMtx () const {

	USMatrix4x4 wndToModel;
	wndToModel.Inverse ( this->GetModelToWndMtx ());
	return wndToModel;
}
Exemple #24
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWorldToModelMtx () const {
	
	USMatrix4x4 worldToModel;
	worldToModel.Inverse ( this->mVertexTransforms [ VTX_WORLD_TRANSFORM ]);
	return worldToModel;
}