Beispiel #1
0
void BuildMatrix		(Fmatrix &mView, float invsz, const Fvector norm, const Fvector& from)
{
	// build projection
	Fmatrix				mScale;
	Fvector				at,up,right,y;
	at.sub				(from,norm);
	y.set				(0,1,0);
	if (_abs(norm.y)>.99f) y.set(1,0,0);
	right.crossproduct	(y,norm);
	up.crossproduct		(norm,right);
	mView.build_camera	(from,at,up);
	mScale.scale		(invsz,invsz,invsz);
	mView.mulA_43		(mScale);
}
Beispiel #2
0
void CWallmarksEngine::BuildMatrix	(Fmatrix &mView, float invsz, const Fvector& from)
{
	// build projection
	Fmatrix				mScale;
    Fvector				at,up,right,y;
	at.sub				(from,sml_normal);
	y.set				(0,1,0);
	if (_abs(sml_normal.y)>.99f) y.set(1,0,0);
	right.crossproduct	(y,sml_normal);
	up.crossproduct		(sml_normal,right);
	mView.build_camera	(from,at,up);
	mScale.scale		(invsz,invsz,invsz);
	mView.mulA_43		(mScale);
}
Beispiel #3
0
void CLightShadows::calculate	()
{
	if (casters.empty())		return;

	BOOL bRTS					= FALSE;
	Device.Statistic->RenderDUMP_Scalc.Begin	();
	HW.pDevice->SetRenderState	(D3DRS_ZENABLE, D3DZB_FALSE);
	
	// iterate on objects
	int	slot_id		= 0;
	int slot_line	= S_rt_size/S_size;
	int slot_max	= slot_line*slot_line;
	const float	eps = 2*EPS_L;
	for (u32 o_it=0; o_it<casters.size(); o_it++)
	{
		caster&	C	= *casters	[o_it];
		if (C.nodes.empty())	continue;
		
		// Select lights and calc importance
		CROS_impl* LT			= (CROS_impl*)C.O->renderable_ROS();
		xr_vector<CROS_impl::Light>& lights = LT->lights;
		
		// iterate on lights
		for (u32 l_it=0; (l_it<lights.size()) && (slot_id<slot_max); l_it++)
		{
			CROS_impl::Light&	L			=	lights[l_it];
			if (L.energy<S_level)			continue;
			
			//Msg	("~ light: %d",l_it);

			// setup rt+state(s) for first use
			if (!bRTS)	{
				bRTS						= TRUE;
				RCache.set_RT				(RT_temp->pRT);
				RCache.set_ZB				(RImplementation.Target->pTempZB);
				HW.pDevice->Clear			(0,0,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,255,255),1,0);
			}

			// calculate light center
			Fvector		Lpos	= L.source->position;
			float		Lrange	= L.source->range;
			//Log	("* l-pos:",Lpos);
			//Msg	("* l-range: %f",Lrange);
			if (L.source->flags.type==IRender_Light::DIRECT)
			{
				// Msg		(" -direct- : %f",L.energy);
				Lpos.mul	(L.source->direction,-100);
				Lpos.add	(C.C);
				Lrange		= 120;
			} else {
				VERIFY		(_valid(Lpos));
				VERIFY		(_valid(C.C));
				float		_dist	;
				while		(true)	{
					_dist	=	C.C.distance_to	(Lpos);
					//Msg		("* o-dist: %f",	_dist);
					if (_dist>EPS_L)		break;
					Lpos.y					+=	.01f;	//. hack to avoid light-in-the-center-of-object
				}
				float		_R		=	C.O->renderable.visual->vis.sphere.R+0.1f;
				//Msg	("* o-r: %f",_R);
				if (_dist<_R)		{
					Fvector			Ldir;
					Ldir.sub		(C.C,Lpos);
					Ldir.normalize	();
					Lpos.mad		(Lpos,Ldir,_dist-_R);
					//Msg	("* moving lpos");
				}
			}
			
			// calculate projection-matrix
			Fmatrix		mProject,mProjectR;
			float		p_dist	=	C.C.distance_to(Lpos);
			float		p_R		=	C.O->renderable.visual->vis.sphere.R;
			float		p_hat	=	p_R/p_dist;
			float		p_asp	=	1.f;
			float		p_near	=	p_dist-p_R-eps;									
			float		p_nearR	=	C.C.distance_to(L.source->position) + p_R*0.85f + eps;
						p_nearR =	p_near;
			float		p_far	=	_min(Lrange,_max(p_dist+S_fade,p_dist+p_R));	
			if (p_near<eps)			continue;
			if (p_far<(p_near+eps))	continue;
			if (p_hat>0.9f)			continue;
			if (p_hat<0.01f)		continue;

			//Msg			("* near(%f), near-x(%f)",p_near,p_nearR);
			
			mProject.build_projection_HAT	(p_hat,p_asp,p_near,	p_far);
			mProjectR.build_projection_HAT	(p_hat,p_asp,p_nearR,	p_far);
			RCache.set_xform_project		(mProject);
			
			// calculate view-matrix
			Fmatrix		mView;
			Fvector		v_D,v_N,v_R;
			v_D.sub					(C.C,Lpos);
			v_D.normalize			();
			if(1-_abs(v_D.y)<EPS)	v_N.set(1,0,0);
			else            		v_N.set(0,1,0);
			v_R.crossproduct		(v_N,v_D);
			v_N.crossproduct		(v_D,v_R);
			mView.build_camera		(Lpos,C.C,v_N);
			RCache.set_xform_view	(mView);
			
			// combine and build frustum
			Fmatrix					mCombine,mCombineR;
			mCombine.mul			(mProject,mView);
			mCombineR.mul			(mProjectR,mView);
			
			// Select slot and set viewport
			int		s_x			=	slot_id%slot_line;
			int		s_y			=	slot_id/slot_line;
			D3DVIEWPORT9 VP		=	{s_x*S_size,s_y*S_size,S_size,S_size,0,1 };
			CHK_DX					(HW.pDevice->SetViewport(&VP));
			
			// Render object-parts
			for (u32 n_it=0; n_it<C.nodes.size(); n_it++)
			{
				NODE& N					=	C.nodes[n_it];
				IRender_Visual *V		=	N.pVisual;
				RCache.set_Element		(V->shader_ref->E[SE_R1_LMODELS]);
				RCache.set_xform_world	(N.Matrix);
				V->Render				(-1.0f);
			}
			
			// register shadow and increment slot
			shadows.push_back		(shadow());
			shadows.back().O		=	C.O;
			shadows.back().slot		=	slot_id;
			shadows.back().C		=	C.C;
			shadows.back().M		=	mCombineR;
			shadows.back().L		=	L.source;
			shadows.back().E		=	L.energy;
#ifdef DEBUG
			shadows.back().dbg_HAT	=	p_hat;
#endif
			slot_id	++;
		}
	}

	// clear casters
	for (u32 cs=0; cs<casters.size(); cs++)
		casters_pool.push_back(casters[cs]);
	casters.clear	();
	
	// Blur
	if (bRTS)
	{
		// Fill VB
		u32							Offset;
		FVF::TL4uv* pv				= (FVF::TL4uv*) RCache.Vertex.Lock	(4,geom_Blur.stride(),Offset);
		RImplementation.ApplyBlur4	(pv,S_rt_size,S_rt_size,S_blur_kernel);
		RCache.Vertex.Unlock		(4,geom_Blur.stride());
		
		// Actual rendering (pass0, temp2real)
		RCache.set_RT				(RT->pRT	);
		RCache.set_ZB				(RImplementation.Target->pTempZB	);
		RCache.set_Shader			(sh_BlurTR	);
		RCache.set_Geometry			(geom_Blur	);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}
	
	// Finita la comedia
	HW.pDevice->SetRenderState				(D3DRS_ZENABLE, D3DZB_TRUE);
	Device.Statistic->RenderDUMP_Scalc.End	();
	
	RCache.set_xform_project	(Device.mProject);
	RCache.set_xform_view		(Device.mView);
}
Beispiel #4
0
void CDeflector::OA_Export()
{
	if (UVpolys.empty()) return;

	// Correct normal
	//  (semi-proportional to pixel density)
	FPU::m64r		();
	Fvector			tN;
	tN.set			(0,0,0);
	float density	= 0;
	float fcount	= 0;
	for (UVIt it = UVpolys.begin(); it!=UVpolys.end(); it++)
	{
		Face	*F = it->owner;
		Fvector	SN;
		SN.set	(F->N);
		SN.mul	(1+EPS*F->CalcArea());
		tN.add	(SN);

		density	+= F->Shader().lm_density;
		fcount	+= 1.f;
	}
	if (tN.magnitude()>EPS_S && _valid(tN))	normal.set(tN).normalize();
	else									clMsg("* ERROR: Internal precision error in CDeflector::OA_Export");
	density			/= fcount;
	
	// Orbitrary Oriented Ortho - Projection
	Fmatrix		mView;
    Fvector		at,from,up,right,y;
	at.set		(0,0,0);
	from.add	(at,normal);
	y.set		(0,1,0);
	if (_abs(normal.y)>.99f)		y.set(1,0,0);
	right.crossproduct(y,normal);	right.normalize_safe();
	up.crossproduct(normal,right);	up.normalize_safe();
	mView.build_camera(from,at,up);

	Fbox bb; bb.invalidate();
	for (UVIt it = UVpolys.begin(); it!=UVpolys.end(); it++)
	{
		UVtri	*T = &*it;
		Face	*F = T->owner;
		Fvector	P;	// projected

		for (int i=0; i<3; i++) {
			mView.transform_tiny	(P,F->v[i]->P);
			T->uv[i].set			(P.x,P.y);
			bb.modify				(F->v[i]->P);
		}
	}
	bb.getsphere(Sphere.P,Sphere.R);

	// UV rect
	Fvector2		min,max,size;
	GetRect			(min,max);
	size.sub		(max,min);

	// Surface
	u32 dwWidth		= iCeil(size.x*g_params.m_lm_pixels_per_meter*density+.5f); clamp(dwWidth, 1u,512u-2*BORDER);
	u32 dwHeight	= iCeil(size.y*g_params.m_lm_pixels_per_meter*density+.5f); clamp(dwHeight,1u,512u-2*BORDER);
	layer.create	(dwWidth,dwHeight);
}
Beispiel #5
0
void CLightProjector::calculate	()
{
	#ifdef _GPA_ENABLED	
		TAL_SCOPED_TASK_NAMED( "CLightProjector::calculate()" );
	#endif // _GPA_ENABLED

	if (receivers.empty())		return;

	// perform validate / markup
	for (u32 r_it=0; r_it<receivers.size(); r_it++)
	{
		// validate
		BOOL				bValid	= TRUE;
		IRenderable*		O		= receivers[r_it];
		CROS_impl*			LT		= (CROS_impl*)O->renderable_ROS();
		int					slot	= LT->shadow_recv_slot;
		if (slot<0 || slot>=P_o_count)								bValid = FALSE;	// invalid slot
		else if (cache[slot].O!=O)									bValid = FALSE;	// not the same object
		else {
			// seems to be valid
			Fbox	bb;		bb.xform		(O->renderable.visual->getVisData().box,O->renderable.xform);
			if (cache[slot].BB.contains(bb))	{
				// inside, but maybe timelimit exceeded?
				if (Device.dwTimeGlobal > cache[slot].dwTimeValid)	bValid = FALSE;	// timeout
			} else													bValid = FALSE;	// out of bounds
		}

		// 
		if (bValid)			{
			// Ok, use cached version
			cache[slot].dwFrame	= Device.dwFrame;
		} else {
			taskid.push_back	(r_it);
		}
	}
	if (taskid.empty())			return;

	// Begin
	Device.Statistic->RenderDUMP_Pcalc.Begin	();
	RCache.set_RT				(RT->pRT);
	RCache.set_ZB				(RImplementation.Target->pTempZB);
	CHK_DX(HW.pDevice->Clear	(0,0, D3DCLEAR_ZBUFFER | (HW.Caps.bStencil?D3DCLEAR_STENCIL:0), 0,1,0 ));
	RCache.set_xform_world		(Fidentity);

	// reallocate/reassociate structures + perform all the work
	for (u32 c_it=0; c_it<cache.size(); c_it++)
	{
		if (taskid.empty())							break;
		if (Device.dwFrame==cache[c_it].dwFrame)	continue;

		// found not used slot
		int				tid		= taskid.back();	taskid.pop_back();
		recv&			R		= cache		[c_it];
		IRenderable*	O		= receivers	[tid];
		const vis_data& vis = O->renderable.visual->getVisData();
		CROS_impl*	LT		= (CROS_impl*)O->renderable_ROS();
		VERIFY2			(_valid(O->renderable.xform),"Invalid object transformation");
		VERIFY2			(_valid(vis.sphere.P),"Invalid object's visual sphere");

		Fvector			C;		O->renderable.xform.transform_tiny		(C,vis.sphere.P);
		R.O						= O;
		R.C						= C;
		R.C.y					+= vis.sphere.R*0.1f;		//. YURA: 0.1 can be more
		R.BB.xform				(vis.box,O->renderable.xform).scale(0.1f);
		R.dwTimeValid			= Device.dwTimeGlobal + ::Random.randI(time_min,time_max);
		LT->shadow_recv_slot	= c_it; 

		// Msg					("[%f,%f,%f]-%f",C.C.x,C.C.y,C.C.z,C.O->renderable.visual->vis.sphere.R);
		// calculate projection-matrix
		Fmatrix		mProject;
		float		p_R			=	R.O->renderable.visual->getVisData().sphere.R * 1.1f;
		//VERIFY2		(p_R>EPS_L,"Object has no physical size");
		VERIFY3		(p_R>EPS_L,"Object has no physical size", R.O->renderable.visual->getDebugName().c_str());
		float		p_hat		=	p_R/P_cam_dist;
		float		p_asp		=	1.f;
		float		p_near		=	P_cam_dist-EPS_L;									
		float		p_far		=	P_cam_dist+p_R+P_cam_range;	
		mProject.build_projection_HAT	(p_hat,p_asp,p_near,p_far);
		RCache.set_xform_project		(mProject);
		
		// calculate view-matrix
		Fmatrix		mView;
		Fvector		v_C, v_Cs, v_N;
		v_C.set					(R.C);
		v_Cs					= v_C;
		v_C.y					+=	P_cam_dist;
		v_N.set					(0,0,1);
		VERIFY					(_valid(v_C) && _valid(v_Cs) && _valid(v_N));

		// validate
		Fvector		v;
		v.sub		(v_Cs,v_C);;
#ifdef DEBUG
		if ((v.x*v.x+v.y*v.y+v.z*v.z)<=flt_zero)	{
			CObject* OO = dynamic_cast<CObject*>(R.O);
			Msg("Object[%s] Visual[%s] has invalid position. ",*OO->cName(),*OO->cNameVisual());
			Fvector cc;
			OO->Center(cc);
			Log("center=",cc);

			Log("visual_center=",OO->Visual()->getVisData().sphere.P);
			
			Log("full_matrix=",OO->XFORM());

			Log	("v_N",v_N);
			Log	("v_C",v_C);
			Log	("v_Cs",v_Cs);

			Log("all bones transform:--------");
			CKinematics* K = dynamic_cast<CKinematics*>(OO->Visual());
			
			for(u16 ii=0; ii<K->LL_BoneCount();++ii){
				Fmatrix tr;

				tr = K->LL_GetTransform(ii);
				Log("bone ",K->LL_BoneName_dbg(ii));
				Log("bone_matrix",tr);
			}
			Log("end-------");
		}
#endif
		// handle invalid object-bug
		if ((v.x*v.x+v.y*v.y+v.z*v.z)<=flt_zero)	{
			// invalidate record, so that object will be unshadowed, but doesn't crash
			R.dwTimeValid			= Device.dwTimeGlobal;
			LT->shadow_recv_frame	= Device.dwFrame-1;
			LT->shadow_recv_slot	= -1; 
			continue				;
		}

		mView.build_camera		(v_C,v_Cs,v_N);
		RCache.set_xform_view	(mView);

		// Select slot, set viewport
		int		s_x				=	c_it%P_o_line;
		int		s_y				=	c_it/P_o_line;
		D3DVIEWPORT9 VP			=	{s_x*P_o_size,s_y*P_o_size,P_o_size,P_o_size,0,1 };
		CHK_DX					(HW.pDevice->SetViewport(&VP));

		// Clear color to ambience
		Fvector&	cap			=	LT->get_approximate();
		CHK_DX					(HW.pDevice->Clear(0,0, D3DCLEAR_TARGET, color_rgba_f(cap.x,cap.y,cap.z, (cap.x+cap.y+cap.z)/4.f), 1, 0 ));

		// calculate uv-gen matrix and clamper
		Fmatrix					mCombine;		mCombine.mul	(mProject,mView);
		Fmatrix					mTemp;
		float					fSlotSize		= float(P_o_size)/float(P_rt_size);
		float					fSlotX			= float(s_x*P_o_size)/float(P_rt_size);
		float					fSlotY			= float(s_y*P_o_size)/float(P_rt_size);
		float					fTexelOffs		= (.5f / P_rt_size);
		Fmatrix					m_TexelAdjust	= 
		{
			0.5f/*x-scale*/,	0.0f,							0.0f,				0.0f,
			0.0f,				-0.5f/*y-scale*/,				0.0f,				0.0f,
			0.0f,				0.0f,							1.0f/*z-range*/,	0.0f,
			0.5f/*x-bias*/,		0.5f + fTexelOffs/*y-bias*/,	0.0f/*z-bias*/,		1.0f
		};
		R.UVgen.mul				(m_TexelAdjust,mCombine);
		mTemp.scale				(fSlotSize,fSlotSize,1);
		R.UVgen.mulA_44			(mTemp);
		mTemp.translate			(fSlotX+fTexelOffs,fSlotY+fTexelOffs,0);
		R.UVgen.mulA_44			(mTemp);

		// Build bbox and render
		Fvector					min,max;
		Fbox					BB;
		min.set					(R.C.x-p_R,	R.C.y-(p_R+P_cam_range),	R.C.z-p_R);
		max.set					(R.C.x+p_R,	R.C.y+0,					R.C.z+p_R);
		BB.set					(min,max);
		R.UVclamp_min.set		(min).add	(.05f);	// shrink a little
		R.UVclamp_max.set		(max).sub	(.05f);	// shrink a little
		ISpatial*	spatial		= dynamic_cast<ISpatial*>	(O);
		if (spatial)			{
			spatial->spatial_updatesector			();
			if (spatial->spatial.sector)			RImplementation.r_dsgraph_render_R1_box	(spatial->spatial.sector,BB,SE_R1_LMODELS);
		}
		//if (spatial)		RImplementation.r_dsgraph_render_subspace	(spatial->spatial.sector,mCombine,v_C,FALSE);
	}

	// Blur
	/*
	{
		// Fill vertex buffer
		u32							Offset;
		FVF::TL4uv* pv				= (FVF::TL4uv*) RCache.Vertex.Lock	(4,geom_Blur.stride(),Offset);
		RImplementation.ApplyBlur4	(pv,P_rt_size,P_rt_size,P_blur_kernel);
		RCache.Vertex.Unlock		(4,geom_Blur.stride());

		// Actual rendering (pass0, temp2real)
		RCache.set_RT				(RT->pRT);
		RCache.set_ZB				(NULL);
		RCache.set_Shader			(sh_BlurTR	);
		RCache.set_Geometry			(geom_Blur	);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}
	*/

	// Finita la comedia
	Device.Statistic->RenderDUMP_Pcalc.End	();
	
	RCache.set_xform_project	(Device.mProject);
	RCache.set_xform_view		(Device.mView);
}