Ejemplo n.º 1
0
void CImpostorSceneNode::renderNode(SNodeLink& Imp)
{
	ISceneNode* n = Imp.Node;

	updatePosAndVector(Imp);

	// remember old viewport and render target
	core::rect<s32> oldView = SceneManager->getVideoDriver()->getViewPort();

	if (!oldView.isRectCollided(Imp.NewPos))
		return;

	ICameraSceneNode* cam = SceneManager->getActiveCamera();
	cam->updateAbsolutePosition();

	core::vector3df camP = cam->getAbsolutePosition();
	f32 distance = camP.getDistanceFrom(n->getTransformedBoundingBox().getCenter());

	// project into screen

	core::vector3df pUL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.UpperLeftCorner, cam).getVector();
	pUL.setLength(distance);
	core::vector3df pLR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.LowerRightCorner, cam).getVector();
	pLR.setLength(distance);
	core::vector3df pUR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.LowerRightCorner.X, Imp.NewPos.UpperLeftCorner.Y), cam).getVector();
	pUR.setLength(distance);
	core::vector3df pLL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.UpperLeftCorner.X, Imp.NewPos.LowerRightCorner.Y), cam).getVector();
	pLL.setLength(distance);

	Imp.BilPos1 = camP + pUL;
	Imp.BilPos2 = camP + pLR;
	Imp.BilPos3 = camP + pUR;
	Imp.BilPos4 = camP + pLL;

	// translate and scale, but don't rotate
	core::matrix4 invMat = n->getAbsoluteTransformation();
	invMat.makeInverse();
	Imp.BilPos1 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos1);
	Imp.BilPos2 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos2);
	Imp.BilPos3 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos3);
	Imp.BilPos4 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos4);

	Imp.ScreenPos = Imp.NewPos;
	Imp.RotVec = Imp.NewVec;
	video::ITexture* rt = 0; // SceneManager->getVideoDriver()->getRenderTarget();

	// set up the camera and viewport for rendering
	ISceneManager* oldManager = n->getSceneManager();

	// set up the camera
	ICameraSceneNode* cam2= LocalManager->getActiveCamera();

	cam2->setPosition(cam->getAbsolutePosition());

	core::vector3df v = n->getTransformedBoundingBox().getCenter();
	cam2->setUpVector(cam->getUpVector());
	cam2->setTarget(cam->getTarget());
	cam2->updateAbsolutePosition();

	f32 scaleW = f32(oldView.getWidth()) / f32(Imp.ScreenPos.getWidth());
	f32 scaleH = f32(oldView.getHeight()) / f32(Imp.ScreenPos.getHeight());

	//f32 transW = f32(Impostors[i].ScreenPos.getWidth()/2) / (f32(oldView.getWidth()) - f32(Impostors[i].ScreenPos.getCenter().X));
	//f32 transH = f32(Impostors[i].ScreenPos.getHeight()/2) / (f32(oldView.getHeight()) - f32(Impostors[i].ScreenPos.getCenter().X));

	f32 transW = (f32(oldView.getCenter().X) - f32(Imp.ScreenPos.getCenter().X)) / f32(Imp.ScreenPos.getWidth());
	f32 transH = (f32(oldView.getCenter().Y) -  f32(Imp.ScreenPos.getCenter().Y)) / f32(Imp.ScreenPos.getHeight());

	core::matrix4 proj(cam->getProjectionMatrix());
	core::matrix4 zoom, trans;

	Imp.Time = Timer->getRealTime();

	zoom.setScale(core::vector3df(scaleW, scaleH, 1.0));
	trans.setTranslation(core::vector3df(transW*2,-transH*2,0.0));


	proj = zoom * proj;
#if defined(GENERATE_METHOD_1)
	proj = trans * proj;
#endif




	// set the correct render target and viewport
	setTarget(Imp);

	// draw the scene
	cam2->setProjectionMatrix(proj);
	E_CULLING_TYPE culltype = EAC_FRUSTUM_BOX;
	n->setAutomaticCulling(EAC_OFF);
	//cam2->render();
//	n->setSceneManager(LocalManager);
	n->OnRegisterSceneNode();
	LocalManager->drawAll();

	n->setAutomaticCulling(culltype);

	//s32 numberzzz = LocalManager->getParameters()->getAttributeAsInt("culled");

	// copy work buffer back
	s32 slot = Buffers[Imp.BufferID].SlotSize;
	//SceneManager->getGUIEnvironment()->getBuiltInFont()->draw(L"HI THERE!", core::rect<s32>(0, 0, slot, slot), video::SColor(), true, true);
	SceneManager->getVideoDriver()->setRenderTarget(Buffers[ Imp.BufferID].Texture, false, true);
	//SceneManager->getVideoDriver()->setRenderTarget(0);



	//LocalManager->getVideoDriver()->setViewPort( core::rect<s32>(0,0,TextureWidth,TextureWidth) );

	s32 d = TextureWidth / slot;
	s32 x = (Imp.SlotID % d) * slot;
	s32 y = (Imp.SlotID / d) * slot;

	//LocalManager->getVideoDriver()->setViewPort( core::rect<s32>(0,0,TextureWidth,TextureWidth) );
/*
	SceneManager->getVideoDriver()->draw2DRectangle(
		video::SColor(127,0,0,0),
		core::rect<s32>(x,y,x+slot,y+slot));
	SceneManager->getVideoDriver()->draw2DRectangle(
		video::SColor(100,0,0,0),
		core::rect<s32>(x,y,x+slot,y+slot));
	SceneManager->getVideoDriver()->draw2DRectangle(
		video::SColor(100,0,0,0),
		core::rect<s32>(x,y,x+slot,y+slot));
*/
	//SceneManager->getVideoDriver()->setTransform

	core::rect<s32> clipRect(x,y, x+slot,y+slot);

	video::SMaterial m;
	m.MaterialTypeParam =video::pack_texureBlendFunc(video::EBF_ONE, video::EBF_ONE_MINUS_DST_ALPHA, video::EMFN_MODULATE_1X);
	m.MaterialType = video::EMT_ONETEXTURE_BLEND;
	m.Lighting=false;
	m.ZBuffer = false;
	m.ZWriteEnable = false;
	m.TextureLayer[0].TextureWrapU = video::ETC_CLAMP;
	m.setTexture(0, WorkTexture);

	video::S3DVertex Vertices[6];

	Vertices[0] = video::S3DVertex(-1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, YDirection);
	Vertices[1] = video::S3DVertex(-1.0f,  1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, 0.0f);
	Vertices[2] = video::S3DVertex( 1.0f,  1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, 0.0f);
	Vertices[3] = video::S3DVertex( 1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, YDirection);
	Vertices[4] = video::S3DVertex(-1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, YDirection);
	Vertices[5] = video::S3DVertex( 1.0f,  1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, 0.0f);

	const u16 i1[] = {0,1,2,3,4,5};
	const u16 i2[] = {0,2,1,3,5,4};
	const u16* indices = i1;

	core::matrix4 matrix, matrix2;
	if (YDirection == -1.0f)
	{
		matrix2.setScale(core::vector3df(1.0f,-1.0f,1.0f));
		indices = i2;
	}
	LocalManager->getVideoDriver()->setViewPort( clipRect );
	LocalManager->getVideoDriver()->setMaterial(m);
	SceneManager->getVideoDriver()->setTransform(video::ETS_WORLD, matrix);
	SceneManager->getVideoDriver()->setTransform(video::ETS_PROJECTION, matrix2);
	SceneManager->getVideoDriver()->setTransform(video::ETS_VIEW, matrix);
	SceneManager->getVideoDriver()->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2);
	LocalManager->getVideoDriver()->setViewPort(core::rect<s32>(0,0,TextureWidth, TextureWidth));

	//SceneManager->getVideoDriver()->draw2DImage(
	//	WorkTexture,
	//	core::position2di(x,y),
	//	core::rect<s32>(0,0,slot, slot),
	//	&clipRect,
	//	video::SColor(255,255,255,255),true);

	if (DebugDataVisible & EDS_IMPOSTOR_INFO && DebugFont)
	{
		core::stringw text;
		video::SColor col(255,255,0,0);
		core::rect<s32> clip(x, y, x+slot, 0);
		s32 third = s32(f32(slot)*0.5f);

		text=L"Buf: "; text+=Imp.BufferID;
		clip.UpperLeftCorner.Y = y+third;
		clip.LowerRightCorner.Y = y+ third*2;
		DebugFont->draw(text.c_str(), clip, col, true, true, &clip);

		text=L"Region: "; text+=Imp.SlotID;
		clip.UpperLeftCorner.Y = y+third*2;
		clip.LowerRightCorner.Y = y+slot;
		DebugFont->draw(text.c_str(), clip, col, true, true, &clip);
	}


	//core::rect<s32> blaView = SceneManager->getVideoDriver()->getViewPort();

	//SceneManager->getVideoDriver()->setTransform(video::ETS_WORLD, n->getAbsoluteTransformation());
	//SceneManager->getVideoDriver()->draw3DBox(n->getBoundingBox());

	// restore states
	SceneManager->getVideoDriver()->setRenderTarget(0, false, false);
	LocalManager->getVideoDriver()->setViewPort(oldView);

//	n->setSceneManager(oldManager);
}
Ejemplo n.º 2
0
void CImpostorSceneNode::OnRegisterSceneNode()
{
	if (!IsVisible)
		return;

	RenderCount++;

	// in here we:
	// decide which nodes need updates, add them to the queue
	// process the render queue
	//  allocate textures and mesh buffers if required
	// perform clean up tasks:
	//  garbage collection- free up spaces
	//  reorganise


	// get collision manager
	ISceneCollisionManager* colmgr = SceneManager->getSceneCollisionManager();

	// and the active camera
	ICameraSceneNode* cam = SceneManager->getActiveCamera();
	core::aabbox3df camBB = cam->getViewFrustum()->getBoundingBox();
	u32 now = Timer->getRealTime();

	// loop through all impostor nodes
	u32 i;
	for (i=0; i < Impostors.size(); ++i)
	{
		SNodeLink &Imp = Impostors[i];
		ISceneNode *n = Imp.Node;

		// skip invisible and culled nodes
		if (!n->isVisible() || !camBB.intersectsWithBox(n->getTransformedBoundingBox()))
		{
			//Culled++;
			Imp.IsActive = false;
			continue;
		}

		updatePosAndVector(Imp);

		// now we have the screen position...
		core::rect<s32> r = SceneManager->getVideoDriver()->getViewPort();

		if (!Imp.NewPos.isValid() || !r.isRectCollided(Imp.NewPos) )
		{
			// culled
			// Culled++;
			continue;
		}

		core::dimension2di newSize = Imp.NewPos.getSize();

		// Change in rotation: a.length >= a.dotProduct(b) <= -a.length
		f32 diff = 0;

		// far plane = never update, near plane = always update
		f32 far = cam->getFarValue();
		far *= far;
		f32 dist = Imp.Node->getAbsolutePosition().getDistanceFromSQ(cam->getAbsolutePosition());
		dist = 1.0 - (far/dist); // value between 0 and 1
		diff = dist;
		Imp.Score = dist;

		//s32 a = core::max_<s32>(Imp.NewPos.getWidth(), Imp.NewPos.getHeight());
		//diff *= f32(a);

		bool reRender = diff > Threshold;
		//reRender =true;

		reRender = reRender ||
			( !Imp.IsQueued && Imp.BufferID != -1 &&
			Buffers[Imp.BufferID].SlotSize < getTextureSizeFromSurfaceSize(core::max_<s32>(newSize.Width, newSize.Height)));

		// so small that we don't care about it
		if (newSize.Width < 4 || newSize.Height < 4)
		{
			Imp.IsActive = false;
			// object was culled
			//Culled++;
			continue;
		}

		// too large to fit in a texture slot
		if (newSize.Width > MaxSize || newSize.Height > MaxSize)
		{
			// get rid
			releaseSlot(Imp);
			Imp.IsActive = false;
		}
		else
		{
			Imp.IsActive = true;
		}

		if (Imp.IsActive && Imp.BufferID == -1 && !Imp.IsQueued )
			reRender = true;

		if (Imp.IsActive)
		{
			// impostor replaces the node
			if (reRender && now > Imp.Time + MinTime)
			{

				if (!Imp.IsQueued)
				{
					CacheMisses++;

					Imp.IsQueued = true;

					SRenderQueueItem q;
					q.Node = &Imp;
					//q.Value = val;

					RenderQueue.push_back(q);
				}
				else
				{
					//QueueHits++;
				}
			}
			else
			{
				// don't re-render the impostor texture, only draw it
				CacheHits++;
			}
		}
		if (!Imp.IsActive) // || ( Imp.BufferID == -1 && Imp.IsQueued))
		{
			// original node is visible
			n->OnRegisterSceneNode();
			// cache miss
			CacheMisses++;
		}
	}

	SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
}