Ejemplo n.º 1
0
void PlaneReflector::updateReflection( const ReflectParams &params )
{
   PROFILE_SCOPE(PlaneReflector_updateReflection);   
   GFXDEBUGEVENT_SCOPE( PlaneReflector_updateReflection, ColorI::WHITE );

   mIsRendering = true;

   S32 texDim = mDesc->texSize;
   texDim = getMax( texDim, 32 );

   // Protect against the reflection texture being bigger
   // than the current game back buffer.
   texDim = getMin( texDim, params.viewportExtent.x );
   texDim = getMin( texDim, params.viewportExtent.y );

   bool texResize = ( texDim != mLastTexSize );  
   mLastTexSize = texDim;

   const Point2I texSize( texDim, texDim );

   if (  texResize || 
         reflectTex.isNull() ||
         reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
      reflectTex = REFLECTMGR->allocRenderTarget( texSize );

   GFXTexHandle depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );

   // store current matrices
   GFXTransformSaver saver;
   
   Point2I viewport(params.viewportExtent);
   if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
   {
      viewport.x *= 0.5f;
   }
   F32 aspectRatio = F32( viewport.x ) / F32( viewport.y );

   Frustum frustum;
   frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);

   // Manipulate the frustum for tiled screenshots
   const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
      gScreenShot->tileFrustum( frustum );

   GFX->setFrustum( frustum );
      
   // Store the last view info for scoring.
   mLastDir = params.query->cameraMatrix.getForwardVector();
   mLastPos = params.query->cameraMatrix.getPosition();

   setGFXMatrices( params.query->cameraMatrix );

   // Adjust the detail amount
   F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
   TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;


   if(reflectTarget.isNull())
      reflectTarget = GFX->allocRenderToTextureTarget();
   reflectTarget->attachTexture( GFXTextureTarget::Color0, reflectTex );
   reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
   GFX->pushActiveRenderTarget();
   GFX->setActiveRenderTarget( reflectTarget );   

   U32 objTypeFlag = -1;
   SceneCameraState reflectCameraState = SceneCameraState::fromGFX();
   LIGHTMGR->registerGlobalLights( &reflectCameraState.getFrustum(), false );

   // Since we can sometime be rendering a reflection for 1 or 2 frames before
   // it gets updated do to the lag associated with getting the results from
   // a HOQ we can sometimes see into parts of the reflection texture that
   // have nothing but clear color ( eg. under the water ).
   // To make this look less crappy use the ambient color of the sun.
   //
   // In the future we may want to fix this instead by having the scatterSky
   // render a skirt or something in its lower half.
   //
   ColorF clearColor = gClientSceneGraph->getAmbientLightColor();
   GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, clearColor, 1.0f, 0 );

   if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
   {
      // Store previous values
      RectI originalVP = GFX->getViewport();

      Point2F projOffset = GFX->getCurrentProjectionOffset();
      Point3F eyeOffset = GFX->getStereoEyeOffset();

      // Render left half of display
      RectI leftVP = originalVP;
      leftVP.extent.x *= 0.5;
      GFX->setViewport(leftVP);

      MatrixF leftWorldTrans(true);
      leftWorldTrans.setPosition(Point3F(eyeOffset.x, eyeOffset.y, eyeOffset.z));
      MatrixF leftWorld(params.query->cameraMatrix);
      leftWorld.mulL(leftWorldTrans);

      Frustum gfxFrustum = GFX->getFrustum();
      gfxFrustum.setProjectionOffset(Point2F(projOffset.x, projOffset.y));
      GFX->setFrustum(gfxFrustum);

      setGFXMatrices( leftWorld );

      SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
      SceneRenderState renderStateLeft( gClientSceneGraph, SPT_Reflect, cameraStateLeft );
      renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
      renderStateLeft.setSceneRenderField(0);
      renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
      renderStateLeft.setDiffuseCameraTransform( params.query->cameraMatrix );
      renderStateLeft.disableAdvancedLightingBins(true);

      gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );

      // Render right half of display
      RectI rightVP = originalVP;
      rightVP.extent.x *= 0.5;
      rightVP.point.x += rightVP.extent.x;
      GFX->setViewport(rightVP);

      MatrixF rightWorldTrans(true);
      rightWorldTrans.setPosition(Point3F(-eyeOffset.x, eyeOffset.y, eyeOffset.z));
      MatrixF rightWorld(params.query->cameraMatrix);
      rightWorld.mulL(rightWorldTrans);

      gfxFrustum = GFX->getFrustum();
      gfxFrustum.setProjectionOffset(Point2F(-projOffset.x, projOffset.y));
      GFX->setFrustum(gfxFrustum);

      setGFXMatrices( rightWorld );

      SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
      SceneRenderState renderStateRight( gClientSceneGraph, SPT_Reflect, cameraStateRight );
      renderStateRight.setSceneRenderStyle(SRS_SideBySide);
      renderStateRight.setSceneRenderField(1);
      renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
      renderStateRight.setDiffuseCameraTransform( params.query->cameraMatrix );
      renderStateRight.disableAdvancedLightingBins(true);

      gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );

      // Restore previous values
      gfxFrustum.clearProjectionOffset();
      GFX->setFrustum(gfxFrustum);
      GFX->setViewport(originalVP);
   }
   else
   {
      SceneRenderState reflectRenderState
      (
         gClientSceneGraph,
         SPT_Reflect,
         SceneCameraState::fromGFX()
      );

      reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
      reflectRenderState.setDiffuseCameraTransform( params.query->cameraMatrix );
      reflectRenderState.disableAdvancedLightingBins(true);

      gClientSceneGraph->renderSceneNoLights( &reflectRenderState, objTypeFlag );
   }

   LIGHTMGR->unregisterAllLights();

   // Clean up.
   reflectTarget->resolve();
   GFX->popActiveRenderTarget();

   // Restore detail adjust amount.
   TSShapeInstance::smDetailAdjust = detailAdjustBackup;

   mIsRendering = false;
}
Ejemplo n.º 2
0
void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx )
{
   GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );

   // store current matrices
   GFXTransformSaver saver;   

   // set projection to 90 degrees vertical and horizontal
   F32 left, right, top, bottom;
   MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist );
   GFX->setFrustum( left, right, bottom, top, mDesc->nearDist, mDesc->farDist );

   // We don't use a special clipping projection, but still need to initialize 
   // this for objects like SkyBox which will use it during a reflect pass.
   gClientSceneGraph->setNonClipProjection( GFX->getProjectionMatrix() );

   // Standard view that will be overridden below.
   VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);

   switch( faceidx )
   {
   case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
      vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
      vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
      vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 0.0f,-1.0f );
      break;
   case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
      vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 0.0f, 1.0f );
      break;
   case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
      vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
      vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   }

   // create camera matrix
   VectorF cross = mCross( vUpVec, vLookatPt );
   cross.normalizeSafe();

   MatrixF matView(true);
   matView.setColumn( 0, cross );
   matView.setColumn( 1, vLookatPt );
   matView.setColumn( 2, vUpVec );
   matView.setPosition( mObject->getPosition() );
   matView.inverse();

   GFX->setWorldMatrix(matView);

   renderTarget->attachTexture( GFXTextureTarget::Color0, cubemap, faceidx );
   GFX->setActiveRenderTarget( renderTarget );
   GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );

   SceneRenderState reflectRenderState
   (
      gClientSceneGraph,
      SPT_Reflect,
      SceneCameraState::fromGFX()
   );

   reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
   reflectRenderState.setDiffuseCameraTransform( params.query->cameraMatrix );
   reflectRenderState.disableAdvancedLightingBins(true);

   // render scene
   LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
   gClientSceneGraph->renderSceneNoLights( &reflectRenderState, mDesc->objectTypeMask );
   LIGHTMGR->unregisterAllLights();

   // Clean up.
   renderTarget->resolve();   
}