void App::Render(const delta_t dt, const delta_t elapsed) { // clear buffer and save matrix state glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // position camera mat4 camera; cameraFrame.GetCameraMatrix(camera); mv.PushMatrix(camera); // create point light vec4 vLightPos(sin(elapsed) * 10, 5, -8 + (cos(elapsed) * 15), 1); vec4 vLightEyePos; vec4 vAmbientColor(0.1f, 0.1f, 0.1f, 1); vec4 vDiffuseColor(1, 1, 1, 1); vec4 vSpecularColor(1, 1, 1, 1); // use smoothstep to animate the cube movement static float xPos; xPos = ((float)sin(elapsed * 3.1) + 1.0f) / 2.0f; xPos = (xPos) * (xPos) * (3.0f - 2.0f * (xPos)); xPos = (-1.5f * xPos) + (1.5f * (1.0f - xPos)); // copy uniform information to shader GL_DEBUG(glUseProgram(phongShader)); vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); GL_DEBUG(glUniform4fv(locAmbient, 1, &vAmbientColor[0])); GL_DEBUG(glUniform4fv(locDiffuse, 1, &vDiffuseColor[0])); GL_DEBUG(glUniform4fv(locSpecular, 1, &vSpecularColor[0])); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniform1i(locTexture, 0)); // render the floor glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, baseTexture); base.Draw(); // transform modelview to rotate cube mv.PushMatrix(); mat4 cubePos = translate(mat4(), vec3(xPos, -0.5f, -15.f)); cubePos = rotate(cubePos, 100.0f * (float)sin(elapsed), vec3(1.0f, 0.0f, 0.0f)); cubePos = rotate(cubePos, 20.0f * (float)elapsed, vec3(0.0f, 1.0f, 0.0f)); mv.MultMatrix(cubePos); // copy uniform information to shader for cube vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); glBindTexture(GL_TEXTURE_2D, cubeTexture); // render geometry cube.Draw(); mv.PopMatrix(); // draw cube at light position mv.PushMatrix(); cubePos = translate(mat4(), vLightPos.xyz()); mv.MultMatrix(cubePos); vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); glBindTexture(GL_TEXTURE_2D, cubeTexture); cube.Draw(); mv.PopMatrix(); // draw a stationary cube mv.PushMatrix(); cubePos = translate(mat4(), vec3(-5, 0, 0)); cubePos = rotate(cubePos, 45.0f, vec3(1, 0, 0)); mv.MultMatrix(cubePos); vLightEyePos = mv.Transform(vLightPos); GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0])); GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() )); GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() )); GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() )); glBindTexture(GL_TEXTURE_2D, cubeTexture); cube.Draw(); mv.PopMatrix(); mv.PopMatrix(); // update blur frame textures blurTimer += (float)dt; if (blurTimer > BLUR_FRAME_DELAY) { // save frame buffer to pbo glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo); glReadPixels(0, 0, g_App.GetWidth(), g_App.GetHeight(), GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // save pixel buffer to texture and increment frame index glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); glActiveTexture(GL_TEXTURE0 + GetBlurFrame0()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_App.GetWidth(), g_App.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); // reset iterator variables blurTimer = 0; AdvanceBlurFrame(); } // use stored blur textures to generate frame if (blurEnabled && moveBlur) { // render quad to the screen mat4 ortho = glm::ortho(0.0f, (float)g_App.GetWidth(), 0.0f, (float)g_App.GetHeight()); glDisable(GL_DEPTH_TEST); glUseProgram(blurShader); glUniformMatrix4fv(locBlurMVP, 1, GL_FALSE, value_ptr(ortho)); glUniform1i(glGetUniformLocation(blurShader, "blurFrame0"), GetBlurFrame0()); glUniform1i(glGetUniformLocation(blurShader, "blurFrame1"), GetBlurFrame1()); glUniform1i(glGetUniformLocation(blurShader, "blurFrame2"), GetBlurFrame2()); glUniform1i(glGetUniformLocation(blurShader, "blurFrame3"), GetBlurFrame3()); screen.Draw(); glEnable(GL_DEPTH_TEST); } }
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 }