/** * Scale this mesh by placing the centroid at givin position and scaling to given AABB size. * * @param centroid the given position for the new centroid * @param size the given AABB size */ void TMesh::Scale(const V3 ¢roid, const V3 &size) { AABB aabb; ComputeAABB(aabb); V3 c = GetCentroid(); V3 scale(size.x() / aabb.Size().x(), size.y() / aabb.Size().y(), size.z() / aabb.Size().z()); for (int i = 0; i < vertsN; i++) { verts[i].v[0] = (verts[i].v.x() - c.x()) * scale.x() + centroid.x(); verts[i].v[1] = (verts[i].v.y() - c.y()) * scale.y() + centroid.y(); verts[i].v[2] = (verts[i].v.z() - c.z()) * scale.z() + centroid.z(); } }
static void F_Draw_AABB_Of_Placeable( const APlaceable* o, BatchRenderer& renderer, const FColor& color ) { AABB aabb; o->GetWorldAABB( aabb ); // expand a bit to prevent line flickering const Vec3D size = aabb.Size(); aabb.ExpandSelf( size * 0.01f ); F_Draw_AABB( aabb, renderer, color ); }
bool RayIntersectsAABB(const ray& r, const AABB& b, vec3& vecIntersection) { float tmin = 0; float tmax = b.Size().LengthSqr(); // It's a ray so make tmax effectively infinite. if (tmax < 1) tmax = 100; float flDistTbox = (r.m_pos - b.Center()).LengthSqr(); if (flDistTbox < 1) flDistTbox = 100; tmax *= flDistTbox * 100; if (!ClipRay(b.m_mins.x, b.m_maxs.x, r.m_pos.x, r.m_dir.x, tmin, tmax)) return false; if (!ClipRay(b.m_mins.y, b.m_maxs.y, r.m_pos.y, r.m_dir.y, tmin, tmax)) return false; if (!ClipRay(b.m_mins.z, b.m_maxs.z, r.m_pos.z, r.m_dir.z, tmin, tmax)) return false; vecIntersection = r.m_pos + r.m_dir * tmin; return true; }
void CAOGenerator::GenerateShadowMaps() { double flProcessSceneRead = 0; double flProgress = 0; size_t iShadowMapSize = 1024; // A frame buffer for holding the depth buffer shadow render CFrameBuffer oDepthFB = SMAKRenderer()->CreateFrameBuffer(iShadowMapSize, iShadowMapSize, (fb_options_e)(FB_DEPTH_TEXTURE|FB_RENDERBUFFER)); // RB unused // A frame buffer for holding the UV layout once it is rendered flat with the shadow CFrameBuffer oUVFB = SMAKRenderer()->CreateFrameBuffer(m_iWidth, m_iHeight, (fb_options_e)(FB_TEXTURE|FB_LINEAR|FB_DEPTH)); // Depth unused // A frame buffer for holding the completed AO map m_oAOFB = SMAKRenderer()->CreateFrameBuffer(m_iWidth, m_iHeight, (fb_options_e)(FB_TEXTURE|FB_TEXTURE_HALF_FLOAT|FB_LINEAR|FB_DEPTH)); // Depth unused CRenderingContext c(SMAKRenderer()); c.UseFrameBuffer(&m_oAOFB); c.ClearColor(Color(0, 0, 0, 0)); c.SetDepthFunction(DF_LEQUAL); c.SetDepthTest(true); c.SetBackCulling(false); Matrix4x4 mBias( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f); // Bias from [-1, 1] to [0, 1] AABB oBox = m_pScene->m_oExtends; Vector vecCenter = oBox.Center(); float flSize = oBox.Size().Length(); // Length of the box's diagonal Matrix4x4 mLightProjection = Matrix4x4::ProjectOrthographic(-flSize/2, flSize/2, -flSize/2, flSize/2, 1, flSize*2); size_t iSamples = (size_t)sqrt((float)m_iSamples); m_pWorkListener->SetAction("Taking exposures", m_iSamples); for (size_t x = 0; x <= iSamples; x++) { float flPitch = -asin(RemapVal((float)x, 0, (float)iSamples, -1, 1)) * 90 / (M_PI/2); for (size_t y = 0; y < iSamples; y++) { if (x == 0 || x == iSamples) { // Don't do a bunch of samples from the same spot on the poles. if (y != 0) continue; } float flYaw = RemapVal((float)y, 0, (float)iSamples, -180, 180); // Randomize the direction a tad to help fight moire Vector vecDir = AngleVector(EAngle(flPitch+RandomFloat(-1, 1)/2, flYaw+RandomFloat(-1, 1)/2, 0)); Vector vecLightPosition = vecDir*flSize + vecCenter; // Puts us twice as far from the closest vertex if (ao_debug.GetInt() > 1) SMAKWindow()->AddDebugLine(vecLightPosition, vecLightPosition-vecDir); Matrix4x4 mLightView = Matrix4x4::ConstructCameraView(vecLightPosition, (vecCenter-vecLightPosition).Normalized(), Vector(0, 1, 0)); c.SetProjection(mLightProjection); c.SetView(mLightView); // If we're looking from below and ground occlusion is on, don't bother with this render. if (!(flPitch < -10 && m_bGroundOcclusion)) { c.UseProgram("model"); c.UseFrameBuffer(&oDepthFB); c.SetViewport(Rect(0, 0, iShadowMapSize, iShadowMapSize)); c.SetBackCulling(false); c.ClearDepth(); c.BeginRenderVertexArray(m_iSceneDepth); c.SetPositionBuffer((size_t)0, 8*sizeof(float)); c.SetNormalsBuffer((size_t)3*sizeof(float), 8*sizeof(float)); c.SetTexCoordBuffer((size_t)6*sizeof(float), 8*sizeof(float)); c.EndRenderVertexArray(m_iSceneDepthVerts); c.UseFrameBuffer(nullptr); if (ao_debug.GetBool()) { CRenderingContext c(SMAKRenderer()); c.SetViewport(Rect(0, 0, iShadowMapSize/2, iShadowMapSize/2)); DrawTexture(oDepthFB.m_iDepthTexture, 1, c); } } Matrix4x4 mTextureMatrix = mBias*mLightProjection*mLightView; { CRenderingContext c(SMAKRenderer(), true); c.UseFrameBuffer(&oUVFB); c.SetViewport(Rect(0, 0, m_iWidth, m_iHeight)); c.ClearColor(Color(0, 0, 0, 0)); c.ClearDepth(); c.UseProgram("flat_shadow"); c.SetUniform("mBiasedLightMatrix", mTextureMatrix); c.SetUniform("iShadowMap", 0); c.SetUniform("vecLightNormal", -vecDir); c.SetUniform("bOccludeAll", (flPitch < -10 && m_bGroundOcclusion)); c.SetUniform("flTime", (float)Application()->GetTime()); c.BindTexture(oDepthFB.m_iDepthTexture); c.BeginRenderVertexArray(m_iScene); c.SetPositionBuffer((size_t)0, 8*sizeof(float)); c.SetNormalsBuffer((size_t)3*sizeof(float), 8*sizeof(float)); c.SetTexCoordBuffer((size_t)6*sizeof(float), 8*sizeof(float)); c.EndRenderVertexArray(m_iSceneVerts); } if (ao_debug.GetBool()) { CRenderingContext c(SMAKRenderer()); c.SetViewport(Rect(iShadowMapSize/2, 0, m_iWidth, m_iHeight)); DrawTexture(oUVFB.m_iMap, 1, c); } double flTimeBefore = SMAKWindow()->GetTime(); c.SetViewport(Rect(0, 0, m_iWidth, m_iHeight)); c.UseFrameBuffer(&m_oAOFB); AccumulateTexture(oUVFB.m_iMap); c.UseFrameBuffer(nullptr); if (ao_debug.GetBool()) { CRenderingContext c(SMAKRenderer()); c.UseProgram("ao"); c.SetViewport(Rect(iShadowMapSize/2+m_iWidth, 0, m_iWidth, m_iHeight)); c.SetUniform("iAOMap", 0); c.SetBlend(BLEND_ALPHA); DrawTexture(m_oAOFB.m_iMap, 1, c); } flProcessSceneRead += (SMAKWindow()->GetTime() - flTimeBefore); flTimeBefore = SMAKWindow()->GetTime(); m_pWorkListener->WorkProgress(x*iSamples + y); flProgress += (SMAKWindow()->GetTime() - flTimeBefore); if (m_bStopGenerating) break; } if (m_bStopGenerating) break; } c.UseFrameBuffer(&m_oAOFB); c.ReadPixels(0, 0, m_iWidth, m_iHeight, m_pvecPixels); c.UseFrameBuffer(nullptr); if (!m_bStopGenerating) { size_t iBufferSize = m_iWidth*m_iHeight; m_pWorkListener->SetAction("Reading pixels", iBufferSize); for (size_t p = 0; p < iBufferSize; p++) { Vector4D& vecPixel = m_pvecPixels[p]; if (vecPixel.w == 0.0f) continue; m_avecShadowValues[p].x = vecPixel.x; m_aiShadowReads[p] = (size_t)vecPixel.w; m_bPixelMask[p] = true; m_pWorkListener->WorkProgress(p); } } oDepthFB.Destroy(); oUVFB.Destroy(); // Don't destroy m_oAOFB yet, we need it in a bit. It gets destroyed later. }