void VSimpleCopyPostprocess::Execute() { if (!IsActive() || !m_bIsInitialized) return; INSERT_PERF_MARKER_SCOPE("VSimpleCopyPostprocess"); RenderingOptimizationHelpers_cl::SetShaderPreference(112); int iWidth, iHeight; VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext(); pContext->GetSize(iWidth, iHeight); Vision::RenderLoopHelper.SetScissorRect(NULL); Vision::RenderLoopHelper.ClearScreen(); // On DX9 a half pixel shift is required for the copy full screen pass. #if defined(_VR_DX9) const hkvVec2 texelShift(1.0f / (float)(iWidth*2), 1.0f / (float)(iHeight*2)); #else const hkvVec2 texelShift(0.0f, 0.0f); #endif VSimpleRenderState_t iState(VIS_TRANSP_NONE,RENDERSTATEFLAG_FRONTFACE|RENDERSTATEFLAG_ALWAYSVISIBLE|RENDERSTATEFLAG_NOWIREFRAME|RENDERSTATEFLAG_NOMULTISAMPLING); IVRender2DInterface *pRI = Vision::RenderLoopHelper.BeginOverlayRendering(); pRI->DrawTexturedQuad(hkvVec2(0.f,0.f), hkvVec2((float)iWidth, (float)iHeight), m_spSourceTextures[0], hkvVec2(0.0f) + texelShift, hkvVec2(1.0f) + texelShift, V_RGBA_WHITE, iState); Vision::RenderLoopHelper.EndOverlayRendering(); }
int VMobileForwardRenderLoop::GetLightInfluenceArea(VisLightSource_cl *pLight) { VASSERT(pLight != NULL); VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext(); int iScreenWidth,iScreenHeight; pContext->GetSize(iScreenWidth, iScreenHeight); if (pLight->GetType() == VIS_LIGHT_DIRECTED) { // directional lights influence the whole screen return (iScreenWidth*iScreenHeight); } hkvMat4 projMatrix = pContext->GetViewProperties()->getProjectionMatrix(hkvClipSpaceYRange::MinusOneToOne); hkvMat4 viewMatrix = pContext->GetCamera()->GetWorldToCameraTransformation(); // get position/ radius of bounding sphere hkvVec3 vPosition; float fRadius = 0.0f; if (pLight->GetType() == VIS_LIGHT_POINT) { vPosition = pLight->GetPosition(); fRadius = pLight->GetRadius(); } else if (pLight->GetType() == VIS_LIGHT_SPOTLIGHT) { hkvAlignedBBox bBox; pLight->GetBoundingBox(bBox); vPosition = bBox.getBoundingSphere().m_vCenter; fRadius = bBox.getBoundingSphere().m_fRadius; } else VASSERT_MSG(false, "Unsupported light type"); // get corners of bounding rectangle in view space hkvVec4 vPositionVS = viewMatrix*vPosition.getAsVec4(1.0f); hkvVec4 vCorners[4]; vCorners[0] = vPositionVS+hkvVec4(-fRadius, -fRadius, 0.0f, 0.0f); vCorners[1] = vPositionVS+hkvVec4(fRadius, -fRadius, 0.0f, 0.0f); vCorners[2] = vPositionVS+hkvVec4(fRadius, fRadius, 0.0f, 0.0f); vCorners[3] = vPositionVS+hkvVec4(-fRadius, fRadius, 0.0f, 0.0f); // get corners of bounding rectangle in normalized device coordinates for (int i=0;i<4;i++) { vCorners[i] = projMatrix*vCorners[i]; vCorners[i] /= vCorners[i].w; } // clip corners of bounding rectangle hkvVec2 vMin(vCorners[0].x, vCorners[0].y); vMin.clampTo(hkvVec2(-1.0f, -1.0f), hkvVec2(1.0f, 1.0f)); hkvVec2 vMax(vCorners[2].x, vCorners[2].y); vMax.clampTo(hkvVec2(-1.0f, -1.0f), hkvVec2(1.0f, 1.0f)); // calculate influence area int iWidth = (int)((vMax.x-vMin.x)*0.5f*iScreenWidth); int iHeight = (int)((vMax.y-vMin.y)*0.5f*iScreenHeight); return (iWidth*iHeight); }
int VMobileForwardRenderLoop::GetLightPriority(VisLightSource_cl *pLight) { int iLightPriority = 0; if (pLight->IsDynamic()) { iLightPriority = GetLightInfluenceArea(pLight); // lights with attached shadow map component have higher priority if (GetCompatibleShadowMapComponent(pLight)) iLightPriority *= 2; } // static lights with attached shadow map component (subtractive shadows) have highest priority else { VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext(); int iScreenWidth,iScreenHeight; pContext->GetSize(iScreenWidth, iScreenHeight); iLightPriority = iScreenWidth*iScreenHeight*3; } return iLightPriority; }
void VCoronaManager::RenderCorona (VCoronaCandidate& coronaCandidate, VTextureObject*& pTexture) { #ifdef SUPPORTS_CORONAS VCoronaComponent *pCorona = coronaCandidate.m_pCorona; VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext(); VisLightSource_cl* pLight = (VisLightSource_cl*)pCorona->GetOwner(); hkvVec3 vLightPos(hkvNoInitialization); pLight->GetVirtualPosition(vLightPos, pContext); hkvVec3 vEyePos(hkvNoInitialization); pContext->GetCamera()->GetPosition(vEyePos); hkvVec3 vDir = pContext->GetCamera()->GetDirection(); // Corona texture VTextureObject *pTex = pCorona->GetCoronaTexture(); if (pTex == NULL) return; if (pTexture != pTex) { pTexture = pTex; Vision::RenderLoopHelper.BindMeshTexture(pTexture,0); } // Get light color VColorRef color = pLight->GetColor(); hkvVec3 vDist = vLightPos - vEyePos; float fEyeDist = vDir.dot(vDist); //determine if camera is in light cone if the light is directional float fDirectionalDampening = 1.0f; if ( pLight->GetType() == VIS_LIGHT_SPOTLIGHT && pCorona->GetOnlyVisibleInSpotLight() ) { fDirectionalDampening = 0.0f; float fConeAngle = pLight->GetProjectionAngle(); float fConeLength = pLight->GetRadius(); hkvVec3 fConeDirection = pLight->GetDirection(); fConeDirection.normalize(); hkvVec3 vLightEyeDist = vEyePos - vLightPos; //#2 check if the camera is inside the angle of the cone float cosinusAngle = (vLightEyeDist/vLightEyeDist.getLength()).dot(fConeDirection); float fDegree = hkvMath::acosDeg(cosinusAngle); float normRadius = fDegree / (fConeAngle/2.0f); if (normRadius < 1.0f) { //hardcoded falloff. For better performance, we avoid sampling the projection texture here. const float fEpsilon = 64.0f/256.0f; const float fQuadFactor = 1.0f/fEpsilon - 1.0f; fDirectionalDampening = 1.0f / (1.0f + fQuadFactor*normRadius*normRadius); // scale the function so that the value is exactly 0.0 at the edge and 1.0 in the center fDirectionalDampening = (fDirectionalDampening - fEpsilon) / (1.0f - fEpsilon); } } // Fog params float fFogDampening = 1.0f; if (pLight->GetType() != VIS_LIGHT_DIRECTED && Vision::World.IsLinearDepthFogEnabled()) { const VFogParameters &fog = Vision::World.GetFogParameters(); float fFogStart = fog.fDepthStart; float fFogEnd = fog.fDepthEnd; float fFogFactor = (fFogEnd > fFogStart) ? ((fEyeDist - fFogStart) / (fFogEnd - fFogStart)) : 0.f; fFogDampening = 1.0f - hkvMath::clamp(fFogFactor, 0.0f, 1.0f); } // Get corona rotation float fRotation = 0.0f; hkvVec4 vRotation(1.0f, 0.0f, 0.0f, 1.0f); if (pCorona->CoronaFlags & VIS_CORONASCALE_ROTATING) { fRotation = hkvMath::mod (fEyeDist * 0.5f, 360.f); vRotation.x = hkvMath::cosDeg (fRotation); vRotation.y = -hkvMath::sinDeg (fRotation); vRotation.z = -vRotation.y; vRotation.w = vRotation.x; } // Texture dimensions int iSizeX, iSizeY, depth; pTex->GetTextureDimensions(iSizeX, iSizeY, depth); hkvVec4 vScale(0.0f, 0.0f, 0.0f, 0.0f); int iMainWidth, iMainHeight, iWidth, iHeight; pContext->GetSize(iWidth, iHeight); VisRenderContext_cl::GetMainRenderContext()->GetSize(iMainWidth, iMainHeight); // Preserve texture aspect ratio int iTexHeight = pTex->GetTextureHeight(); int iTexWidth = pTex->GetTextureWidth(); // Perspective scaling // This scaling ensures roughly the same size on 720p as the old implementation. vScale.z = iTexWidth * pCorona->CoronaScaling * 0.25f; vScale.w = iTexHeight * pCorona->CoronaScaling * 0.25f; // Screen-space scaling // This scaling ensures roughly the same size on 720p as the old implementation. const float fScaleFactor = pCorona->CoronaScaling * iMainHeight / 11.0f; vScale.x = ((float)iTexWidth / 128.0f) * fScaleFactor * (float(iWidth) / float(iMainWidth)); vScale.y = ((float)iTexHeight / 128.0f) * fScaleFactor * (float(iHeight) / float(iMainHeight)); vScale.x *= 2.0f / iWidth; vScale.y *= 2.0f / iHeight; // Scale by visibility if (pCorona->CoronaFlags & VIS_CORONASCALE_VISIBLEAREA) { vScale.x *= coronaCandidate.m_fCurrentVisibility; vScale.y *= coronaCandidate.m_fCurrentVisibility; vScale.z *= coronaCandidate.m_fCurrentVisibility; vScale.w *= coronaCandidate.m_fCurrentVisibility; } VCompiledShaderPass* pShader = m_spCoronaTechnique->GetShader(0); VShaderConstantBuffer *pVertexConstBuffer = pShader->GetConstantBuffer(VSS_VertexShader); // xyz = worldspace position, w = 1.0 if VIS_CORONASCALE_DISTANCE is true, otherwise zero. pVertexConstBuffer->SetSingleParameterF("coronaPosition", vLightPos.x, vLightPos.y, vLightPos.z, (pCorona->CoronaFlags & VIS_CORONASCALE_DISTANCE) ? 1.0f : 0.0f); // xyz = light color, w = corona visibility. pVertexConstBuffer->SetSingleParameterF("coronaColor", color.r/255.0f, color.g/255.0f, color.b/255.0f, coronaCandidate.m_fCurrentVisibility * fFogDampening * fDirectionalDampening); // xyzw = 2x2 rotation matrix. float2x2 is not supported in shader model 2, so a float4 is used and multiplication is done manually in the shader. pVertexConstBuffer->SetSingleParameterF("coronaRotation", vRotation.x, vRotation.y, vRotation.z, vRotation.w); // xy = screen-space scaling. zw = view-space scaling. pVertexConstBuffer->SetSingleParameterF("coronaScale", vScale.x, vScale.y, vScale.z, vScale.w); Vision::RenderLoopHelper.RenderMeshes(pShader, VisMeshBuffer_cl::MB_PRIMTYPE_TRILIST, 0, 2, 6); #endif }