コード例 #1
0
void ProjectedShadow::render( F32 camDist, const TSRenderState &rdata )
{
    if ( !mUpdateTexture )
        return;

    // Do the render to texture,
    // DecalManager handles rendering
    // the shadow onto the world.
    _renderToTexture( camDist, rdata );
}
コード例 #2
0
void ImposterCapture::capture(   const MatrixF &rotMatrix, 
                                 GBitmap **imposterOut,
                                 GBitmap **normalMapOut )
{
   GFXTransformSaver saver;

   // this version of the snapshot function renders the shape to a black texture, then to white, then reads bitmaps 
   // back for both renders and combines them, restoring the alpha and color values.  this is based on the
   // TGE implementation.  it is not fast due to the copy and software combination operations.  the generated bitmaps
   // are upside-down (which is how TGE generated them...)

   (*imposterOut) = new GBitmap( mDim, mDim, false, GFXFormatR8G8B8A8 );
   (*normalMapOut) = new GBitmap( mDim, mDim, false, GFXFormatR8G8B8A8 );

   // The object to world transform.
   MatrixF centerMat( true );
   centerMat.setPosition( -mCenter );
   MatrixF objMatrix( rotMatrix );
   objMatrix.mul( centerMat );
   GFX->setWorldMatrix( objMatrix );

   // The view transform.
   MatrixF view( EulerF( M_PI_F / 2.0f, 0, M_PI_F ), Point3F( 0, 0, -10.0f * mRadius ) );
   mRenderPass->assignSharedXform( RenderPassManager::View, view );

   mRenderPass->assignSharedXform( RenderPassManager::Projection, GFX->getProjectionMatrix() );

   // Render the diffuse pass.
   mRenderPass->clear();
   mMeshRenderBin->getMatOverrideDelegate().bind( ImposterCaptureMaterialHook::getDiffuseInst );
   _renderToTexture( mBlackTex, mBlackBmp, ColorI(0, 0, 0, 0) );
   _renderToTexture( mWhiteTex, mWhiteBmp, ColorI(255, 255, 255, 255) );

   // Now render the normals.
   mRenderPass->clear();
   mMeshRenderBin->getMatOverrideDelegate().bind( ImposterCaptureMaterialHook::getNormalsInst );
   _renderToTexture( mNormalTex, *normalMapOut, ColorI(0, 0, 0, 0) );


   _separateAlpha( *imposterOut );
   _convertDXT5nm( *normalMapOut );

   if ( 0 )
   {
      // Render out the bitmaps for debug purposes.
      FileStream fs;
      if ( fs.open( "./blackbmp.png", Torque::FS::File::Write ) )
         mBlackBmp->writeBitmap( "png", fs );

      fs.close();

      if ( fs.open( "./whitebmp.png", Torque::FS::File::Write ) )
         mWhiteBmp->writeBitmap( "png", fs );

      fs.close();

      if ( fs.open( "./normalbmp.png", Torque::FS::File::Write ) )
         (*normalMapOut)->writeBitmap( "png", fs );

      fs.close();

      if ( fs.open( "./finalimposter.png", Torque::FS::File::Write ) )
         (*imposterOut)->writeBitmap( "png", fs );

      fs.close();
   }
}