コード例 #1
0
ファイル: RagdollJoint.cpp プロジェクト: ByeDream/pixellight
/**
*  @brief
*    Returns the current joint anchor position
*/
void RagdollJoint::GetCurrentAnchor(Vector3 &vPosition) const
{
	const Joint *pJoint = static_cast<Joint*>(m_pJointHandler->GetElement());
	if (pJoint)
		pJoint->GetCurrentPivotPoint(vPosition);

	// We need to calculate the current anchor by hand :(
	else {
		// Get the attached body
		const RagdollBody *pAttachedBody = m_pParentRagdoll->GetBody(sAttached);
		if (pAttachedBody && pAttachedBody->bEnabled) {
			// Get the attached physics body
			const Body *pBody = static_cast<Body*>(pAttachedBody->GetBody());
			if (pBody) {
				// Get initial physics body transform matrix
				Matrix3x4 mInitTrans;
				mInitTrans.FromQuatTrans(pAttachedBody->qRot, pAttachedBody->vPos);

				// Get current physics body transform matrix
				Matrix3x4 mTrans;
				pBody->GetTransformMatrix(mTrans);

				// Get the current joint anchor in local space
				const Vector3 vLocalAnchor = mInitTrans.GetInverted()*vJointAnchor;

				// Get the current joint anchor in world space
				vPosition = vLocalAnchor;
				vPosition *= mTrans;
			}
		}
	}
}
コード例 #2
0
ファイル: SNCamera.cpp プロジェクト: ByeDream/pixellight
/**
*  @brief
*    Gets the current camera viewport corners
*/
bool SNCamera::GetViewportCorners(Vector3 &vUpperRight, Vector3 &vLowerRight, Vector3 &vLowerLeft, Vector3 &vUpperLeft, bool bContainerSpace, float fDistance)
{
	// Get the viewport
	const Renderer &cRenderer = GetSceneContext()->GetRendererContext().GetRenderer();
	const uint32 nViewportWidth  = static_cast<uint32>(cRenderer.GetViewport().GetWidth());
	const uint32 nViewportHeight = static_cast<uint32>(cRenderer.GetViewport().GetHeight());

	// Get near x/y/z
	const float fAspectRadio = static_cast<float>(nViewportWidth)/(static_cast<float>(nViewportHeight)*m_fAspect);
	const float e			 = static_cast<float>(1/Math::Tan(Math::DegToRad*m_fFOV*0.5f));

	// Get viewport corners
	vUpperRight.SetXYZ( fDistance/e,  fAspectRadio*fDistance/e, -fDistance);
	vLowerRight.SetXYZ( fDistance/e, -fAspectRadio*fDistance/e, -fDistance);
	 vLowerLeft.SetXYZ(-fDistance/e, -fAspectRadio*fDistance/e, -fDistance);
	 vUpperLeft.SetXYZ(-fDistance/e,  fAspectRadio*fDistance/e, -fDistance);

	// Transform the corners into container space?
	if (bContainerSpace) {
		Matrix3x4 mWorld = GetViewMatrix();
		mWorld.Invert();
		vUpperRight = mWorld*vUpperRight;
		vLowerRight = mWorld*vLowerRight;
		vLowerLeft  = mWorld*vLowerLeft;
		vUpperLeft  = mWorld*vUpperLeft;
	}

	// Done
	return true;
}
コード例 #3
0
ファイル: Light.cpp プロジェクト: caivega/AtomicGameEngine
const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
{
    if (!node_)
        return Matrix3x4::IDENTITY;

    switch (lightType_)
    {
    case LIGHT_DIRECTIONAL:
        {
            Matrix3x4 quadTransform;
            Vector3 near, far;
            // Position the directional light quad in halfway between far & near planes to prevent depth clipping
            camera->GetFrustumSize(near, far);
            quadTransform.SetTranslation(Vector3(0.0f, 0.0f, (camera->GetNearClip() + camera->GetFarClip()) * 0.5f));
            quadTransform.SetScale(Vector3(far.x_, far.y_, 1.0f)); // Will be oversized, but doesn't matter (gets frustum clipped)
            volumeTransform_ = camera->GetEffectiveWorldTransform() * quadTransform;
            break;
        }

    case LIGHT_SPOT:
        {
            float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
            float xScale = aspectRatio_ * yScale;
            volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), Vector3(xScale, yScale, range_));
        }
        break;

    case LIGHT_POINT:
        volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), Quaternion::IDENTITY, range_);
        break;
    }

    return volumeTransform_;
}
コード例 #4
0
ファイル: NavArea.cpp プロジェクト: nonconforme/Urho3D
void NavArea::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
{
    if (debug && IsEnabledEffective())
    {
        Matrix3x4 mat;
        mat.SetTranslation(node_->GetWorldPosition());
        debug->AddBoundingBox(boundingBox_, mat, Color::GREEN, depthTest);
    }
}
コード例 #5
0
ファイル: Light.cpp プロジェクト: EternalXY/AtomicGameEngine
Matrix3x4 Light::GetFullscreenQuadTransform(Camera* camera)
{
    Matrix3x4 quadTransform;
    Vector3 near, far;
    // Position the directional light quad in halfway between far & near planes to prevent depth clipping
    camera->GetFrustumSize(near, far);
    quadTransform.SetTranslation(Vector3(0.0f, 0.0f, (camera->GetNearClip() + camera->GetFarClip()) * 0.5f));
    quadTransform.SetScale(Vector3(far.x_, far.y_, 1.0f)); // Will be oversized, but doesn't matter (gets frustum clipped)
    return camera->GetEffectiveWorldTransform() * quadTransform;
}
コード例 #6
0
ファイル: Node.cpp プロジェクト: eberan/urho3d_old_mirror
void Node::SetParent(Node* parent)
{
    if (parent)
    {
        Matrix3x4 oldWorldTransform = GetWorldTransform();
        
        parent->AddChild(this);
        
        Matrix3x4 newTransform = parent->GetWorldTransform().Inverse() * oldWorldTransform;
        SetTransform(newTransform.Translation(), newTransform.Rotation(), newTransform.Scale());
    }
}
コード例 #7
0
ファイル: camera.cpp プロジェクト: xThaid/Xi
void Camera::updateFrustum()
{	
	if (projectionDirty_)
		updateProjection();

	Matrix3x4 transform = Matrix3x4::translationMatrix(position);

	transform.rotateY(degToRad(-yaw - 180.0f));
	transform.rotateX(degToRad(-pitch));

	frustum_.setTransform(transform);

	frustumDirty_ = false;
}
コード例 #8
0
void RectangularMatrixTest::row() {
    const Matrix3x4 a(Vector4(1.0f,  2.0f,  3.0f,  4.0f),
                      Vector4(5.0f,  6.0f,  7.0f,  8.0f),
                      Vector4(9.0f, 10.0f, 11.0f, 12.0f));

    CORRADE_COMPARE(a.row(1), Vector3(2.0f, 6.0f, 10.0f));
}
コード例 #9
0
void RectangularMatrixTest::data() {
    Matrix3x4 m;
    Vector4 vector(4.0f, 5.0f, 6.0f, 7.0f);

    m[2] = vector;
    m[1][1] = 1.0f;
    m[0][2] = 1.5f;

    CORRADE_COMPARE(m[1][1], 1.0f);
    CORRADE_COMPARE(m[0][2], 1.5f);
    CORRADE_COMPARE(m[2], vector);

    CORRADE_COMPARE(m, Matrix3x4(Vector4(0.0f, 0.0f, 1.5f, 0.0f),
                                 Vector4(0.0f, 1.0f, 0.0f, 0.0f),
                                 Vector4(4.0f, 5.0f, 6.0f, 7.0f)));

    /* Pointer chasings, i.e. *(b.data()[1]), are not possible */
    constexpr Matrix3x4 a(Vector4(3.0f,  5.0f, 8.0f, 4.0f),
                          Vector4(4.5f,  4.0f, 7.0f, 3.0f),
                          Vector4(7.0f, -1.7f, 8.0f, 0.0f));
    constexpr Vector4 b = a[2];
    constexpr Float c = a[1][2];
    constexpr Float d = *a.data();
    CORRADE_COMPARE(b, Vector4(7.0f, -1.7f, 8.0f, 0.0f));
    CORRADE_COMPARE(c, 7.0f);
    CORRADE_COMPARE(d, 3.0f);
}
コード例 #10
0
//[-------------------------------------------------------]
//[ Public virtual PLPhysics::Joint functions             ]
//[-------------------------------------------------------]
void JointUniversal::GetCurrentPivotPoint(Vector3 &vPosition) const
{
	const PLPhysics::Body *pParentBody = GetParentBody();
	if (pParentBody) {
		// Get transform matrix
		Quaternion qQ;
		pParentBody->GetRotation(qQ);
		Vector3 vPos;
		pParentBody->GetPosition(vPos);
		Matrix3x4 mTrans;
		mTrans.FromQuatTrans(qQ, vPos);

		// Get the current joint anchor in world space
		vPosition = m_vLocalAnchor;
		vPosition *= mTrans;
	}
}
コード例 #11
0
ファイル: SNCamera.cpp プロジェクト: ByeDream/pixellight
/**
*  @brief
*    Returns the view matrix
*/
Matrix3x4 &SNCamera::GetViewMatrix()
{
	// Calculate view matrix if required
	if (m_bAutoUpdate && (m_nInternalCameraFlags & RecalculateViewMatrix)) {
		// Calculate view matrix
		m_mView.View(CalculateViewRotation(), GetTransform().GetPosition());
		if (GetFlags() & FlipY) {
			Matrix3x4 mScale;
			mScale.SetScaleMatrix(1.0f, -1.0f, 1.0f);
			m_mView *= mScale;
		}

		// Recalculation done
		m_nInternalCameraFlags &= ~RecalculateViewMatrix;
	}

	// Return the view matrix
	return m_mView;
}
コード例 #12
0
ファイル: CollisionShape.cpp プロジェクト: gameogre/Urho3D
BoundingBox CollisionShape::GetWorldBoundingBox() const
{
    if (shape_ && node_)
    {
        // Use the rigid body's world transform if possible, as it may be different from the rendering transform
        RigidBody* body = GetComponent<RigidBody>();
        Matrix3x4 worldTransform = body ? Matrix3x4(body->GetPosition(), body->GetRotation(), node_->GetWorldScale()) :
            node_->GetWorldTransform();
        
        Vector3 worldPosition(worldTransform * position_);
        Quaternion worldRotation(worldTransform.Rotation() * rotation_);
        btTransform shapeWorldTransform(ToBtQuaternion(worldRotation), ToBtVector3(worldPosition));
        btVector3 aabbMin, aabbMax;
        shape_->getAabb(shapeWorldTransform, aabbMin, aabbMax);
        
        return BoundingBox(ToVector3(aabbMin), ToVector3(aabbMax));
    }
    else
        return BoundingBox();
}
コード例 #13
0
ファイル: Skybox.cpp プロジェクト: Boshin/Urho3D
void Skybox::UpdateBatches(const FrameInfo& frame)
{
    distance_ = 0.0f;

    if (frame.frameNumber_ != lastFrame_)
    {
        customWorldTransforms_.Clear();
        lastFrame_ = frame.frameNumber_;
    }

    // Add camera position to fix the skybox in space. Use effective world transform to take reflection into account
    Matrix3x4 customWorldTransform = node_->GetWorldTransform();
    customWorldTransform.SetTranslation(node_->GetWorldPosition() + frame.camera_->GetEffectiveWorldTransform().Translation());
    HashMap<Camera*, Matrix3x4>::Iterator it = customWorldTransforms_.Insert(MakePair(frame.camera_, customWorldTransform));

    for (unsigned i = 0; i < batches_.Size(); ++i)
    {
        batches_[i].worldTransform_ = &it->second_;
        batches_[i].distance_ = 0.0f;
    }
}
コード例 #14
0
void RectangularMatrixTest::diagonal() {
    Vector3 diagonal(-1.0f, 5.0f, 11.0f);

    Matrix4x3 a(Vector3(-1.0f,  1.0f,  3.0f),
                Vector3( 4.0f,  5.0f,  7.0f),
                Vector3( 8.0f,  9.0f, 11.0f),
                Vector3(12.0f, 13.0f, 15.0f));
    CORRADE_COMPARE(a.diagonal(), diagonal);

    Matrix3x4 b(Vector4(-1.0f, 4.0f,  8.0f, 12.0f),
                Vector4( 1.0f, 5.0f,  9.0f, 13.0f),
                Vector4( 3.0f, 7.0f, 11.0f, 15.0f));
    CORRADE_COMPARE(b.diagonal(), diagonal);
}
コード例 #15
0
ファイル: CollisionShape.cpp プロジェクト: gameogre/Urho3D
void CollisionShape::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
{
    if (debug && physicsWorld_ && shape_ && node_ && IsEnabledEffective())
    {
        physicsWorld_->SetDebugRenderer(debug);
        physicsWorld_->SetDebugDepthTest(depthTest);
        
        // Use the rigid body's world transform if possible, as it may be different from the rendering transform
        Matrix3x4 worldTransform;
        RigidBody* body = GetComponent<RigidBody>();
        bool bodyActive = false;
        if (body)
        {
            worldTransform = Matrix3x4(body->GetPosition(), body->GetRotation(), node_->GetWorldScale());
            bodyActive = body->IsActive();
        }
        else
            worldTransform = node_->GetWorldTransform();
        
        Vector3 position = position_;
        // For terrains, undo the height centering performed automatically by Bullet
        if (shapeType_ == SHAPE_TERRAIN && geometry_)
        {
            HeightfieldData* heightfield = static_cast<HeightfieldData*>(geometry_.Get());
            position.y_ += (heightfield->minHeight_ + heightfield->maxHeight_) * 0.5f;
        }
        
        Vector3 worldPosition(worldTransform * position);
        Quaternion worldRotation(worldTransform.Rotation() * rotation_);
        
        btDiscreteDynamicsWorld* world = physicsWorld_->GetWorld();
        world->debugDrawObject(btTransform(ToBtQuaternion(worldRotation), ToBtVector3(worldPosition)), shape_, bodyActive ?
            WHITE : GREEN);
        
        physicsWorld_->SetDebugRenderer(0);
    }
}
コード例 #16
0
void RectangularMatrixTest::vector() {
    typedef Vector<3, Int> Vector3i;
    typedef RectangularMatrix<4, 3, Int> Matrix4x3i;
    typedef Vector<12, Int> Vector12i;

    Matrix4x3i a(Vector3i(0, 1, 2),
                 Vector3i(3, 4, 5),
                 Vector3i(6, 7, 8),
                 Vector3i(9, 10, 11));

    Vector12i b(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11);

    CORRADE_COMPARE(a.toVector(), b);
    CORRADE_COMPARE(Matrix4x3i::fromVector(b), a);
}
コード例 #17
0
ファイル: sceneNode.cpp プロジェクト: xThaid/Xi
Matrix3x4 SceneNode::getLocalTransform()
{
	Matrix3x4 transform = Matrix3x4();

	transform.translate(position_);

	transform.rotateX(radToDeg(rotation_.x_));
	transform.rotateY(radToDeg(rotation_.y_));
	transform.rotateZ(radToDeg(rotation_.z_));

	transform.scale(scale_);

	return transform;
}
コード例 #18
0
ファイル: Node.cpp プロジェクト: janfrost/Urho3D
void Node::SetParent(Node* parent)
{
    if (parent)
    {
        Matrix3x4 oldWorldTransform = GetWorldTransform();

        parent->AddChild(this);

        if (parent != scene_)
        {
            Matrix3x4 newTransform = parent->GetWorldTransform().Inverse() * oldWorldTransform;
            SetTransform(newTransform.Translation(), newTransform.Rotation(), newTransform.Scale());
        }
        else
        {
            // The root node is assumed to have identity transform, so can disregard it
            SetTransform(oldWorldTransform.Translation(), oldWorldTransform.Rotation(), oldWorldTransform.Scale());
        }
    }
}
コード例 #19
0
ファイル: Serializer.cpp プロジェクト: cleavetv/Urho3D
bool Serializer::WriteMatrix3x4(const Matrix3x4& value)
{
    return Write(value.Data(), sizeof value) == sizeof value;
}
コード例 #20
0
ファイル: DecalSet.cpp プロジェクト: TheComet93/Urho3D
bool DecalSet::AddDecal(Drawable* target, const Vector3& worldPosition, const Quaternion& worldRotation, float size,
    float aspectRatio, float depth, const Vector2& topLeftUV, const Vector2& bottomRightUV, float timeToLive, float normalCutoff,
    unsigned subGeometry)
{
    URHO3D_PROFILE(AddDecal);

    // Do not add decals in headless mode
    if (!node_ || !GetSubsystem<Graphics>())
        return false;

    if (!target || !target->GetNode())
    {
        URHO3D_LOGERROR("Null target drawable for decal");
        return false;
    }

    // Check for animated target and switch into skinned/static mode if necessary
    AnimatedModel* animatedModel = dynamic_cast<AnimatedModel*>(target);
    if ((animatedModel && !skinned_) || (!animatedModel && skinned_))
    {
        RemoveAllDecals();
        skinned_ = animatedModel != 0;
        bufferDirty_ = true;
    }

    // Center the decal frustum on the world position
    Vector3 adjustedWorldPosition = worldPosition - 0.5f * depth * (worldRotation * Vector3::FORWARD);
    /// \todo target transform is not right if adding a decal to StaticModelGroup
    Matrix3x4 targetTransform = target->GetNode()->GetWorldTransform().Inverse();

    // For an animated model, adjust the decal position back to the bind pose
    // To do this, need to find the bone the decal is colliding with
    if (animatedModel)
    {
        Skeleton& skeleton = animatedModel->GetSkeleton();
        unsigned numBones = skeleton.GetNumBones();
        Bone* bestBone = 0;
        float bestSize = 0.0f;

        for (unsigned i = 0; i < numBones; ++i)
        {
            Bone* bone = skeleton.GetBone(i);
            if (!bone->node_ || !bone->collisionMask_)
                continue;

            // Represent the decal as a sphere, try to find the biggest colliding bone
            Sphere decalSphere
                (bone->node_->GetWorldTransform().Inverse() * worldPosition, 0.5f * size / bone->node_->GetWorldScale().Length());

            if (bone->collisionMask_ & BONECOLLISION_BOX)
            {
                float size = bone->boundingBox_.HalfSize().Length();
                if (bone->boundingBox_.IsInside(decalSphere) && size > bestSize)
                {
                    bestBone = bone;
                    bestSize = size;
                }
            }
            else if (bone->collisionMask_ & BONECOLLISION_SPHERE)
            {
                Sphere boneSphere(Vector3::ZERO, bone->radius_);
                float size = bone->radius_;
                if (boneSphere.IsInside(decalSphere) && size > bestSize)
                {
                    bestBone = bone;
                    bestSize = size;
                }
            }
        }

        if (bestBone)
            targetTransform = (bestBone->node_->GetWorldTransform() * bestBone->offsetMatrix_).Inverse();
    }

    // Build the decal frustum
    Frustum decalFrustum;
    Matrix3x4 frustumTransform = targetTransform * Matrix3x4(adjustedWorldPosition, worldRotation, 1.0f);
    decalFrustum.DefineOrtho(size, aspectRatio, 1.0, 0.0f, depth, frustumTransform);

    Vector3 decalNormal = (targetTransform * Vector4(worldRotation * Vector3::BACK, 0.0f)).Normalized();

    decals_.Resize(decals_.Size() + 1);
    Decal& newDecal = decals_.Back();
    newDecal.timeToLive_ = timeToLive;

    Vector<PODVector<DecalVertex> > faces;
    PODVector<DecalVertex> tempFace;

    unsigned numBatches = target->GetBatches().Size();

    // Use either a specified subgeometry in the target, or all
    if (subGeometry < numBatches)
        GetFaces(faces, target, subGeometry, decalFrustum, decalNormal, normalCutoff);
    else
    {
        for (unsigned i = 0; i < numBatches; ++i)
            GetFaces(faces, target, i, decalFrustum, decalNormal, normalCutoff);
    }

    // Clip the acquired faces against all frustum planes
    for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
    {
        for (unsigned j = 0; j < faces.Size(); ++j)
        {
            PODVector<DecalVertex>& face = faces[j];
            if (face.Empty())
                continue;

            ClipPolygon(tempFace, face, decalFrustum.planes_[i], skinned_);
            face = tempFace;
        }
    }

    // Now triangulate the resulting faces into decal vertices
    for (unsigned i = 0; i < faces.Size(); ++i)
    {
        PODVector<DecalVertex>& face = faces[i];
        if (face.Size() < 3)
            continue;

        for (unsigned j = 2; j < face.Size(); ++j)
        {
            newDecal.AddVertex(face[0]);
            newDecal.AddVertex(face[j - 1]);
            newDecal.AddVertex(face[j]);
        }
    }

    // Check if resulted in no triangles
    if (newDecal.vertices_.Empty())
    {
        decals_.Pop();
        return true;
    }

    if (newDecal.vertices_.Size() > maxVertices_)
    {
        URHO3D_LOGWARNING("Can not add decal, vertex count " + String(newDecal.vertices_.Size()) + " exceeds maximum " +
                   String(maxVertices_));
        decals_.Pop();
        return false;
    }
    if (newDecal.indices_.Size() > maxIndices_)
    {
        URHO3D_LOGWARNING("Can not add decal, index count " + String(newDecal.indices_.Size()) + " exceeds maximum " +
                   String(maxIndices_));
        decals_.Pop();
        return false;
    }

    // Calculate UVs
    Matrix4 projection(Matrix4::ZERO);
    projection.m11_ = (1.0f / (size * 0.5f));
    projection.m00_ = projection.m11_ / aspectRatio;
    projection.m22_ = 1.0f / depth;
    projection.m33_ = 1.0f;

    CalculateUVs(newDecal, frustumTransform.Inverse(), projection, topLeftUV, bottomRightUV);

    // Transform vertices to this node's local space and generate tangents
    Matrix3x4 decalTransform = node_->GetWorldTransform().Inverse() * target->GetNode()->GetWorldTransform();
    TransformVertices(newDecal, skinned_ ? Matrix3x4::IDENTITY : decalTransform);
    GenerateTangents(&newDecal.vertices_[0], sizeof(DecalVertex), &newDecal.indices_[0], sizeof(unsigned short), 0,
        newDecal.indices_.Size(), offsetof(DecalVertex, normal_), offsetof(DecalVertex, texCoord_), offsetof(DecalVertex,
        tangent_));

    newDecal.CalculateBoundingBox();
    numVertices_ += newDecal.vertices_.Size();
    numIndices_ += newDecal.indices_.Size();

    // Remove oldest decals if total vertices exceeded
    while (decals_.Size() && (numVertices_ > maxVertices_ || numIndices_ > maxIndices_))
        RemoveDecals(1);

    URHO3D_LOGDEBUG("Added decal with " + String(newDecal.vertices_.Size()) + " vertices");

    // If new decal is time limited, subscribe to scene post-update
    if (newDecal.timeToLive_ > 0.0f && !subscribed_)
        UpdateEventSubscription(false);

    MarkDecalsDirty();
    return true;
}
コード例 #21
0
ファイル: gl_models.cpp プロジェクト: WChrisK/Zandronum
void gl_RenderModel(GLSprite * spr, int cm)
{
	// [BB/EP] Take care of gl_fogmode and ZADF_FORCE_GL_DEFAULTS.
	OVERRIDE_FOGMODE_IF_NECESSARY

	FSpriteModelFrame * smf = spr->modelframe;


	// Setup transformation.
	gl.MatrixMode(GL_MODELVIEW);
	gl.PushMatrix();
	gl.DepthFunc(GL_LEQUAL);
	// [BB] In case the model should be rendered translucent, do back face culling.
	// This solves a few of the problems caused by the lack of depth sorting.
	// TO-DO: Implement proper depth sorting.
	if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
	{
		gl.Enable(GL_CULL_FACE);
		glFrontFace(GL_CW);
	}

	int translation = 0;
	if ( !(smf->flags & MDL_IGNORETRANSLATION) )
		translation = spr->actor->Translation;


	// y scale for a sprite means height, i.e. z in the world!
	float scaleFactorX = FIXED2FLOAT(spr->actor->scaleX) * smf->xscale;
	float scaleFactorY = FIXED2FLOAT(spr->actor->scaleX) * smf->yscale;
	float scaleFactorZ = FIXED2FLOAT(spr->actor->scaleY) * smf->zscale;
	float pitch = 0;
	float rotateOffset = 0;
	float angle = ANGLE_TO_FLOAT(spr->actor->angle);

	// [BB] Workaround for the missing pitch information.
	if ( (smf->flags & MDL_PITCHFROMMOMENTUM) )
	{
		const double x = static_cast<double>(spr->actor->velx);
		const double y = static_cast<double>(spr->actor->vely);
		const double z = static_cast<double>(spr->actor->velz);
		// [BB] Calculate the pitch using spherical coordinates.
		
		pitch = float(atan( z/sqrt(x*x+y*y) ) / M_PI * 180);
	}

	if( smf->flags & MDL_ROTATING )
	{
		const float time = smf->rotationSpeed*GetTimeFloat()/200.f;
		rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
	}

	if (gl_fogmode != 2 && (GLRenderer->mLightCount == 0 || !gl_light_models))
	{
		// Model space => World space
		gl.Translatef(spr->x, spr->z, spr->y );

		if ( !(smf->flags & MDL_ALIGNANGLE) )
			gl.Rotatef(-angle, 0, 1, 0);
		// [BB] Change the angle so that the object is exactly facing the camera in the x/y plane.
		else
			gl.Rotatef( -ANGLE_TO_FLOAT ( R_PointToAngle ( spr->actor->x, spr->actor->y ) ), 0, 1, 0);

		// [BB] Change the pitch so that the object is vertically facing the camera (only makes sense combined with MDL_ALIGNANGLE).
		if ( (smf->flags & MDL_ALIGNPITCH) )
		{
			const fixed_t distance = R_PointToDist2( spr->actor->x - viewx, spr->actor->y - viewy );
			const float pitch = RAD2DEG ( atan2( FIXED2FLOAT ( spr->actor->z - viewz ), FIXED2FLOAT ( distance ) ) );
			gl.Rotatef(pitch, 0, 0, 1);
		}

		// [BB] Workaround for the missing pitch information.
		if (pitch != 0)	gl.Rotatef(pitch, 0, 0, 1);

		// [BB] Special flag for flat, beam like models.
		if ( (smf->flags & MDL_ROLLAGAINSTANGLE) )
			gl.Rotatef( gl_RollAgainstAngleHelper ( spr->actor ), 1, 0, 0);

		// Model rotation.
		// [BB] Added Doomsday like rotation of the weapon pickup models.
		// The rotation angle is based on the elapsed time.

		if( smf->flags & MDL_ROTATING )
		{
			gl.Translatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
			gl.Rotatef(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
			gl.Translatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
		} 		

		// Scaling and model space offset.
		gl.Scalef(scaleFactorX, scaleFactorZ, scaleFactorY);

		// [BB] Apply zoffset here, needs to be scaled by 1 / smf->zscale, so that zoffset doesn't depend on the z-scaling.
		gl.Translatef(0., smf->zoffset / smf->zscale, 0.);

		gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, NULL, NULL, translation );
	}
	else
	{
		Matrix3x4 ModelToWorld;
		Matrix3x4 NormalTransform;

		// For radial fog we need to pass coordinates in world space in order to calculate distances.
		// That means that the local transformations cannot be part of the modelview matrix

		ModelToWorld.MakeIdentity();

		// Model space => World space
		ModelToWorld.Translate(spr->x, spr->z, spr->y);

		if ( !(smf->flags & MDL_ALIGNANGLE) )
			ModelToWorld.Rotate(0,1,0, -angle);
		// [BB] Change the angle so that the object is exactly facing the camera in the x/y plane.
		else
			ModelToWorld.Rotate(0,1,0, -ANGLE_TO_FLOAT ( R_PointToAngle ( spr->actor->x, spr->actor->y ) ) );

		// [BB] Change the pitch so that the object is vertically facing the camera (only makes sense combined with MDL_ALIGNANGLE).
		if ( (smf->flags & MDL_ALIGNPITCH) )
		{
			const fixed_t distance = R_PointToDist2( spr->actor->x - viewx, spr->actor->y - viewy );
			const float pitch = RAD2DEG ( atan2( FIXED2FLOAT ( spr->actor->z - viewz ), FIXED2FLOAT ( distance ) ) );
			ModelToWorld.Rotate(0,0,1,pitch);
		}

		// [BB] Workaround for the missing pitch information.
		if (pitch != 0) ModelToWorld.Rotate(0,0,1,pitch);

		// [BB] Special flag for flat, beam like models.
		if ( (smf->flags & MDL_ROLLAGAINSTANGLE) )
			ModelToWorld.Rotate(1, 0, 0, gl_RollAgainstAngleHelper ( spr->actor ));

		// Model rotation.
		// [BB] Added Doomsday like rotation of the weapon pickup models.
		// The rotation angle is based on the elapsed time.

		if( smf->flags & MDL_ROTATING )
		{
			ModelToWorld.Translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
			ModelToWorld.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, rotateOffset);
			ModelToWorld.Translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
		}

		ModelToWorld.Scale(scaleFactorX, scaleFactorZ, scaleFactorY);

		// [BB] Apply zoffset here, needs to be scaled by 1 / smf->zscale, so that zoffset doesn't depend on the z-scaling.
		ModelToWorld.Translate(0., smf->zoffset / smf->zscale, 0.);

		if (!gl_light_models)
		{
			gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, &ModelToWorld, NULL, translation );
		}
		else
		{
			// The normal transform matrix only contains the inverse rotations and scalings but not the translations
			NormalTransform.MakeIdentity();

			NormalTransform.Scale(1.f/scaleFactorX, 1.f/scaleFactorZ, 1.f/scaleFactorY);
			if( smf->flags & MDL_ROTATING ) NormalTransform.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, -rotateOffset);
			if (pitch != 0) NormalTransform.Rotate(0,0,1,-pitch);
			if (angle != 0) NormalTransform.Rotate(0,1,0, angle);

			gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, &ModelToWorld, &NormalTransform, translation );
		}

	}

	gl.MatrixMode(GL_MODELVIEW);
	gl.PopMatrix();
	gl.DepthFunc(GL_LESS);
	if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
		gl.Disable(GL_CULL_FACE);
}
コード例 #22
0
ファイル: Sprite.cpp プロジェクト: ezhangle/AtomicGameEngine
const Matrix3x4& Sprite::GetTransform() const
{
    if (positionDirty_)
    {
        Vector2 pos = floatPosition_;

        Matrix3x4 parentTransform;

        if (parent_)
        {
            Sprite* parentSprite = dynamic_cast<Sprite*>(parent_);
            if (parentSprite)
                parentTransform = parentSprite->GetTransform();
            else
            {
                const IntVector2& parentScreenPos = parent_->GetScreenPosition() + parent_->GetChildOffset();
                parentTransform = Matrix3x4::IDENTITY;
                parentTransform.SetTranslation(Vector3((float)parentScreenPos.x_, (float)parentScreenPos.y_, 0.0f));
            }

            switch (GetHorizontalAlignment())
            {
            case HA_LEFT:
                break;

            case HA_CENTER:
                pos.x_ += (float)(parent_->GetSize().x_ / 2);
                break;

            case HA_RIGHT:
                pos.x_ += (float)parent_->GetSize().x_;
                break;
            }
            switch (GetVerticalAlignment())
            {
            case VA_TOP:
                break;

            case VA_CENTER:
                pos.y_ += (float)(parent_->GetSize().y_ / 2);
                break;

            case VA_BOTTOM:
                pos.y_ += (float)(parent_->GetSize().y_);
                break;
            }
        }
        else
            parentTransform = Matrix3x4::IDENTITY;

        Matrix3x4 hotspotAdjust(Matrix3x4::IDENTITY);
        hotspotAdjust.SetTranslation(Vector3((float)-hotSpot_.x_, (float)-hotSpot_.y_, 0.0f));

        Matrix3x4 mainTransform(Vector3(pos, 0.0f), Quaternion(rotation_, Vector3::FORWARD), Vector3(scale_, 1.0f));

        transform_ = parentTransform * mainTransform * hotspotAdjust;
        positionDirty_ = false;

        // Calculate an approximate screen position for GetElementAt(), or pixel-perfect child elements
        Vector3 topLeftCorner = transform_ * Vector3::ZERO;
        screenPosition_ = IntVector2((int)topLeftCorner.x_, (int)topLeftCorner.y_);
    }

    return transform_;
}
コード例 #23
0
ファイル: JSONValue.cpp プロジェクト: Boshin/Urho3D
void JSONValue::AddMatrix3x4(const Matrix3x4& value)
{
    AddString(value.ToString());
}
コード例 #24
0
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Draw(int pass)
{
    if (pass!=GLPASS_PLAIN && pass != GLPASS_ALL && pass!=GLPASS_TRANSLUCENT) return;


    bool additivefog = false;
    int rel = extralight*gl_weaponlight;

    if (pass==GLPASS_TRANSLUCENT)
    {
        // The translucent pass requires special setup for the various modes.

        // Brightmaps will only be used when doing regular drawing ops and having no fog
        if (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE ||
                RenderStyle.BlendOp != STYLEOP_Add)
        {
            gl_RenderState.EnableBrightmap(false);
        }

        gl_SetRenderStyle(RenderStyle, false,
                          // The rest of the needed checks are done inside gl_SetRenderStyle
                          trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP && actor &&
                          fullbright && gltexture && !gltexture->GetTransparent());

        if (hw_styleflags == STYLEHW_NoAlphaTest)
        {
            gl_RenderState.EnableAlphaTest(false);
        }
        else
        {
            gl_RenderState.AlphaFunc(GL_GEQUAL,trans*gl_mask_sprite_threshold);
        }

        if (RenderStyle.BlendOp == STYLEOP_Fuzz)
        {
            float fuzzalpha=0.44f;
            float minalpha=0.1f;

            // fog + fuzz don't work well without some fiddling with the alpha value!
            if (!gl_isBlack(Colormap.FadeColor))
            {
                float xcamera=FIXED2FLOAT(viewx);
                float ycamera=FIXED2FLOAT(viewy);

                float dist=Dist2(xcamera,ycamera, x,y);

                if (!Colormap.FadeColor.a) Colormap.FadeColor.a=clamp<int>(255-lightlevel,60,255);

                // this value was determined by trial and error and is scale dependent!
                float factor=0.05f+exp(-Colormap.FadeColor.a*dist/62500.f);
                fuzzalpha*=factor;
                minalpha*=factor;
            }

            gl_RenderState.AlphaFunc(GL_GEQUAL,minalpha*gl_mask_sprite_threshold);
            gl.Color4f(0.2f,0.2f,0.2f,fuzzalpha);
            additivefog = true;
        }
        else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
        {
            additivefog = true;
        }
    }
    if (RenderStyle.BlendOp!=STYLEOP_Fuzz)
    {
        if (actor)
        {
            lightlevel = gl_SetSpriteLighting(RenderStyle, actor, lightlevel, rel, &Colormap, ThingColor, trans,
                                              fullbright || gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP, false);
        }
        else if (particle)
        {
            if (gl_light_particles)
            {
                lightlevel = gl_SetSpriteLight(particle, lightlevel, rel, &Colormap, trans, ThingColor);
            }
            else
            {
                gl_SetColor(lightlevel, rel, &Colormap, trans, ThingColor);
            }
        }
        else return;
    }

    if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;

    if (RenderStyle.Flags & STYLEF_FadeToBlack)
    {
        Colormap.FadeColor=0;
        additivefog = true;
    }

    if (RenderStyle.Flags & STYLEF_InvertOverlay)
    {
        Colormap.FadeColor = Colormap.FadeColor.InverseColor();
        additivefog=false;
    }

    gl_SetFog(foglevel, rel, &Colormap, additivefog);

    if (gltexture) gltexture->BindPatch(Colormap.colormap,translation);
    else if (!modelframe) gl_RenderState.EnableTexture(false);

    if (!modelframe)
    {
        // [BB] Billboard stuff
        const bool drawWithXYBillboard = ( !(actor && actor->renderflags & RF_FORCEYBILLBOARD)
                                           //&& GLRenderer->mViewActor != NULL
                                           && (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD )) );
        gl_RenderState.Apply();
        gl.Begin(GL_TRIANGLE_STRIP);
        if ( drawWithXYBillboard )
        {
            // Rotate the sprite about the vector starting at the center of the sprite
            // triangle strip and with direction orthogonal to where the player is looking
            // in the x/y plane.
            float xcenter = (x1+x2)*0.5;
            float ycenter = (y1+y2)*0.5;
            float zcenter = (z1+z2)*0.5;
            float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw));

            Matrix3x4 mat;
            mat.MakeIdentity();
            mat.Translate( xcenter, zcenter, ycenter);
            mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch);
            mat.Translate( -xcenter, -zcenter, -ycenter);
            Vector v1 = mat * Vector(x1,z1,y1);
            Vector v2 = mat * Vector(x2,z1,y2);
            Vector v3 = mat * Vector(x1,z2,y1);
            Vector v4 = mat * Vector(x2,z2,y2);

            if (gltexture)
            {
                gl.TexCoord2f(ul, vt);
                gl.Vertex3fv(&v1[0]);
                gl.TexCoord2f(ur, vt);
                gl.Vertex3fv(&v2[0]);
                gl.TexCoord2f(ul, vb);
                gl.Vertex3fv(&v3[0]);
                gl.TexCoord2f(ur, vb);
                gl.Vertex3fv(&v4[0]);
            }
            else	// Particle
            {
                gl.Vertex3fv(&v1[0]);
                gl.Vertex3fv(&v2[0]);
                gl.Vertex3fv(&v3[0]);
                gl.Vertex3fv(&v4[0]);
            }

        }
        else
        {
            if (gltexture)
            {
                gl.TexCoord2f(ul, vt);
                gl.Vertex3f(x1, z1, y1);
                gl.TexCoord2f(ur, vt);
                gl.Vertex3f(x2, z1, y2);
                gl.TexCoord2f(ul, vb);
                gl.Vertex3f(x1, z2, y1);
                gl.TexCoord2f(ur, vb);
                gl.Vertex3f(x2, z2, y2);
            }
            else	// Particle
            {
                gl.Vertex3f(x1, z1, y1);
                gl.Vertex3f(x2, z1, y2);
                gl.Vertex3f(x1, z2, y1);
                gl.Vertex3f(x2, z2, y2);
            }
        }
        gl.End();
    }
    else
    {
        gl_RenderModel(this, Colormap.colormap);
    }

    if (pass==GLPASS_TRANSLUCENT)
    {
        gl_RenderState.EnableBrightmap(true);
        gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        gl_RenderState.BlendEquation(GL_FUNC_ADD);
        gl_RenderState.SetTextureMode(TM_MODULATE);

        // [BB] Restore the alpha test after drawing a smooth particle.
        if (hw_styleflags == STYLEHW_NoAlphaTest)
        {
            gl_RenderState.EnableAlphaTest(true);
        }
        else
        {
            gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
        }
    }

    gl_RenderState.EnableTexture(true);
}
コード例 #25
0
ファイル: Batch.cpp プロジェクト: Canardian/Urho3D
void Batch::Prepare(View* view, bool setModelTransform) const
{
    if (!vertexShader_ || !pixelShader_)
        return;
    
    Graphics* graphics = view->GetGraphics();
    Renderer* renderer = view->GetRenderer();
    Node* cameraNode = camera_ ? camera_->GetNode() : 0;
    Light* light = lightQueue_ ? lightQueue_->light_ : 0;
    Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0;

    // Set pass / material-specific renderstates
    if (pass_ && material_)
    {
        bool isShadowPass = pass_->GetType() == PASS_SHADOW;
        
        BlendMode blend = pass_->GetBlendMode();
        // Turn additive blending into subtract if the light is negative
        if (light && light->IsNegative())
        {
            if (blend == BLEND_ADD)
                blend = BLEND_SUBTRACT;
            else if (blend == BLEND_ADDALPHA)
                blend = BLEND_SUBTRACTALPHA;
        }
        
        graphics->SetBlendMode(blend);
        renderer->SetCullMode(isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode(), camera_);
        if (!isShadowPass)
        {
            const BiasParameters& depthBias = material_->GetDepthBias();
            graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
        }
        graphics->SetDepthTest(pass_->GetDepthTestMode());
        graphics->SetDepthWrite(pass_->GetDepthWrite());
    }
    
    // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders
    graphics->SetShaders(vertexShader_, pixelShader_);
    
    // Set global (per-frame) shader parameters
    if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
        view->SetGlobalShaderParameters();
    
    // Set camera shader parameters
    unsigned cameraHash = overrideView_ ? (unsigned)(size_t)camera_ + 4 : (unsigned)(size_t)camera_;
    if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<void*>(cameraHash)))
        view->SetCameraShaderParameters(camera_, true, overrideView_);
    
    // Set viewport shader parameters
    IntVector2 rtSize = graphics->GetRenderTargetDimensions();
    IntRect viewport = graphics->GetViewport();
    unsigned viewportHash = (viewport.left_) | (viewport.top_ << 8) | (viewport.right_ << 16) | (viewport.bottom_ << 24);
    
    if (graphics->NeedParameterUpdate(SP_VIEWPORT, reinterpret_cast<void*>(viewportHash)))
    {
        float rtWidth = (float)rtSize.x_;
        float rtHeight = (float)rtSize.y_;
        float widthRange = 0.5f * viewport.Width() / rtWidth;
        float heightRange = 0.5f * viewport.Height() / rtHeight;
        
        #ifdef URHO3D_OPENGL
        Vector4 bufferUVOffset(((float)viewport.left_) / rtWidth + widthRange,
            1.0f - (((float)viewport.top_) / rtHeight + heightRange), widthRange, heightRange);
        #else
        Vector4 bufferUVOffset((0.5f + (float)viewport.left_) / rtWidth + widthRange,
            (0.5f + (float)viewport.top_) / rtHeight + heightRange, widthRange, heightRange);
        #endif
        graphics->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
        
        float sizeX = 1.0f / rtWidth;
        float sizeY = 1.0f / rtHeight;
        graphics->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f));
    }
    
    // Set model or skinning transforms
    if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, worldTransform_))
    {
        if (geometryType_ == GEOM_SKINNED)
        {
            graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_), 
                12 * numWorldTransforms_);
        }
        else
            graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);
        
        // Set the orientation for billboards, either from the object itself or from the camera
        if (geometryType_ == GEOM_BILLBOARD)
        {
            if (numWorldTransforms_ > 1)
                graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix());
            else
                graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix());
        }
    }
    
    // Set zone-related shader parameters
    BlendMode blend = graphics->GetBlendMode();
    // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
    bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA;
    unsigned zoneHash = (unsigned)(size_t)zone_;
    if (overrideFogColorToBlack)
        zoneHash += 0x80000000;
    if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<void*>(zoneHash)))
    {
        graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor());
        graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR, zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());
        
        const BoundingBox& box = zone_->GetBoundingBox();
        Vector3 boxSize = box.Size();
        Matrix3x4 adjust(Matrix3x4::IDENTITY);
        adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_));
        adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
        Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform();
        graphics->SetShaderParameter(VSP_ZONE, zoneTransform);
        
        graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor());
        graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor());
        
        float farClip = camera_->GetFarClip();
        float fogStart = Min(zone_->GetFogStart(), farClip);
        float fogEnd = Min(zone_->GetFogEnd(), farClip);
        if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON))
            fogStart = fogEnd * (1.0f - M_LARGE_EPSILON);
        float fogRange = Max(fogEnd - fogStart, M_EPSILON);
        Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f);
        
        Node* zoneNode = zone_->GetNode();
        if (zone_->GetHeightFog() && zoneNode)
        {
            Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f);
            fogParams.z_ = worldFogHeightVec.y_;
            fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON);
        }
        
        graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
    }
    
    // Set light-related shader parameters
    if (lightQueue_)
    {
        if (graphics->NeedParameterUpdate(SP_VERTEXLIGHTS, lightQueue_) && graphics->HasShaderParameter(VS, VSP_VERTEXLIGHTS))
        {
            Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3];
            const PODVector<Light*>& lights = lightQueue_->vertexLights_;
            
            for (unsigned i = 0; i < lights.Size(); ++i)
            {
                Light* vertexLight = lights[i];
                Node* vertexLightNode = vertexLight->GetNode();
                LightType type = vertexLight->GetLightType();
                
                // Attenuation
                float invRange, cutoff, invCutoff;
                if (type == LIGHT_DIRECTIONAL)
                    invRange = 0.0f;
                else
                    invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON);
                if (type == LIGHT_SPOT)
                {
                    cutoff = Cos(vertexLight->GetFov() * 0.5f);
                    invCutoff = 1.0f / (1.0f - cutoff);
                }
                else
                {
                    cutoff = -1.0f;
                    invCutoff = 1.0f;
                }
                
                // Color
                float fade = 1.0f;
                float fadeEnd = vertexLight->GetDrawDistance();
                float fadeStart = vertexLight->GetFadeDistance();
                
                // Do fade calculation for light if both fade & draw distance defined
                if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
                    fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
                
                Color color = vertexLight->GetEffectiveColor() * fade;
                vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
                
                // Direction
                vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff);
                
                // Position
                vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff);
            }
            
            if (lights.Size())
                graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
        }
    }
    
    if (light && graphics->NeedParameterUpdate(SP_LIGHT, light))
    {
        // Deferred light volume batches operate in a camera-centered space. Detect from material, zone & pass all being null
        bool isLightVolume = !material_ && !pass_ && !zone_;
        
        Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform();
        Vector3 cameraEffectivePos = cameraEffectiveTransform.Translation();

        Node* lightNode = light->GetNode();
        Matrix3 lightWorldRotation = lightNode->GetWorldRotation().RotationMatrix();
        
        graphics->SetShaderParameter(VSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
        
        float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
        graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(lightNode->GetWorldPosition(), atten));
        
        if (graphics->HasShaderParameter(VS, VSP_LIGHTMATRICES))
        {
            switch (light->GetLightType())
            {
            case LIGHT_DIRECTIONAL:
                {
                    Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
                    unsigned numSplits = lightQueue_->shadowSplits_.Size();
                    for (unsigned i = 0; i < numSplits; ++i)
                        CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, Vector3::ZERO);
                    
                    graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
                }
                break;
                
            case LIGHT_SPOT:
                {
                    Matrix4 shadowMatrices[2];
                    
                    CalculateSpotMatrix(shadowMatrices[0], light, Vector3::ZERO);
                    bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
                    if (isShadowed)
                        CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, Vector3::ZERO);
                    
                    graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
                }
                break;
                
            case LIGHT_POINT:
                {
                    Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
                    // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
                    // the next parameter
                    #ifdef URHO3D_OPENGL
                    graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16);
                    #else
                    graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12);
                    #endif
                }
                break;
            }
        }
        
        float fade = 1.0f;
        float fadeEnd = light->GetDrawDistance();
        float fadeStart = light->GetFadeDistance();
        
        // Do fade calculation for light if both fade & draw distance defined
        if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
            fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
        
        // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter
        graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(),
            light->GetEffectiveSpecularIntensity()) * fade);
        graphics->SetShaderParameter(PSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
        graphics->SetShaderParameter(PSP_LIGHTPOS, Vector4((isLightVolume ? (lightNode->GetWorldPosition() -
            cameraEffectivePos) : lightNode->GetWorldPosition()), atten));
        
        if (graphics->HasShaderParameter(PS, PSP_LIGHTMATRICES))
        {
            switch (light->GetLightType())
            {
            case LIGHT_DIRECTIONAL:
                {
                    Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
                    unsigned numSplits = lightQueue_->shadowSplits_.Size();
                    for (unsigned i = 0; i < numSplits; ++i)
                    {
                        CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, isLightVolume ? cameraEffectivePos :
                            Vector3::ZERO);
                    }
                    graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
                }
                break;
                
            case LIGHT_SPOT:
                {
                    Matrix4 shadowMatrices[2];
                    
                    CalculateSpotMatrix(shadowMatrices[0], light, cameraEffectivePos);
                    bool isShadowed = lightQueue_->shadowMap_ != 0;
                    if (isShadowed)
                    {
                        CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, isLightVolume ? cameraEffectivePos :
                            Vector3::ZERO);
                    }
                    
                    graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
                }
                break;
                
            case LIGHT_POINT:
                {
                    Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
                    // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
                    // the next parameter
                    #ifdef URHO3D_OPENGL
                    graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16);
                    #else
                    graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12);
                    #endif
                }
                break;
            }
        }
        
        // Set shadow mapping shader parameters
        if (shadowMap)
        {
            {
                // Calculate point light shadow sampling offsets (unrolled cube map)
                unsigned faceWidth = shadowMap->GetWidth() / 2;
                unsigned faceHeight = shadowMap->GetHeight() / 3;
                float width = (float)shadowMap->GetWidth();
                float height = (float)shadowMap->GetHeight();
                #ifdef URHO3D_OPENGL
                    float mulX = (float)(faceWidth - 3) / width;
                    float mulY = (float)(faceHeight - 3) / height;
                    float addX = 1.5f / width;
                    float addY = 1.5f / height;
                #else
                    float mulX = (float)(faceWidth - 4) / width;
                    float mulY = (float)(faceHeight - 4) / height;
                    float addX = 2.5f / width;
                    float addY = 2.5f / height;
                #endif
                // If using 4 shadow samples, offset the position diagonally by half pixel
                if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
                {
                    addX -= 0.5f / width;
                    addY -= 0.5f / height;
                }
                graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
            }
            
            {
                // Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for
                //  directional light shadows, stored in the same uniform
                Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
                float nearClip = shadowCamera->GetNearClip();
                float farClip = shadowCamera->GetFarClip();
                float q = farClip / (farClip - nearClip);
                float r = -q * nearClip;
                
                const CascadeParameters& parameters = light->GetShadowCascade();
                float viewFarClip = camera_->GetFarClip();
                float shadowRange = parameters.GetShadowRange();
                float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
                float fadeEnd = shadowRange / viewFarClip;
                float fadeRange = fadeEnd - fadeStart;
                
                graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
            }
            
            {
                float intensity = light->GetShadowIntensity();
                float fadeStart = light->GetShadowFadeDistance();
                float fadeEnd = light->GetShadowDistance();
                if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
                    intensity = Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
                float pcfValues = (1.0f - intensity);
                float samples = renderer->GetShadowQuality() >= SHADOWQUALITY_HIGH_16BIT ? 4.0f : 1.0f;

                graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f));
            }
            
            float sizeX = 1.0f / (float)shadowMap->GetWidth();
            float sizeY = 1.0f / (float)shadowMap->GetHeight();
            graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f));
            
            Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
            if (lightQueue_->shadowSplits_.Size() > 1)
                lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera_->GetFarClip();
            if (lightQueue_->shadowSplits_.Size() > 2)
                lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera_->GetFarClip();
            if (lightQueue_->shadowSplits_.Size() > 3)
                lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera_->GetFarClip();
            
            graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
        }
    }
    
    // Set material-specific shader parameters and textures
    if (material_)
    {
        if (graphics->NeedParameterUpdate(SP_MATERIAL, material_))
        {
            // Update shader parameter animations
            material_->UpdateShaderParameterAnimations();

            const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
            for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
                graphics->SetShaderParameter(i->first_, i->second_.value_);
        }
        
        const SharedPtr<Texture>* textures = material_->GetTextures();
        for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
        {
            TextureUnit unit = (TextureUnit)i;
            if (textures[i] && graphics->HasTextureUnit(unit))
                graphics->SetTexture(i, textures[i]);
        }
    }
    
    // Set light-related textures
    if (light)
    {
        if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
            graphics->SetTexture(TU_SHADOWMAP, shadowMap);
        if (graphics->HasTextureUnit(TU_LIGHTRAMP))
        {
            Texture* rampTexture = light->GetRampTexture();
            if (!rampTexture)
                rampTexture = renderer->GetDefaultLightRamp();
            graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
        }
        if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
        {
            Texture* shapeTexture = light->GetShapeTexture();
            if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
                shapeTexture = renderer->GetDefaultLightSpot();
            graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
        }
    }
}
コード例 #26
0
ファイル: NavArea.cpp プロジェクト: nonconforme/Urho3D
BoundingBox NavArea::GetWorldBoundingBox() const
{
    Matrix3x4 mat;
    mat.SetTranslation(node_->GetWorldPosition());
    return boundingBox_.Transformed(mat);
}
コード例 #27
0
ファイル: JSONValue.cpp プロジェクト: Boshin/Urho3D
void JSONValue::SetMatrix3x4(const String& name, const Matrix3x4& value)
{
    SetString(name, value.ToString());
}
コード例 #28
0
ファイル: hw_sprites.cpp プロジェクト: Doom2fan/gzdoom
bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
{
	const auto &HWAngles = di->Viewpoint.HWAngles;
	if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
	{
		Matrix3x4 mat;
		mat.MakeIdentity();

		// [MC] Rotate around the center or offsets given to the sprites.
		// Counteract any existing rotations, then rotate the angle.
		// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
		// Then counteract the roll and DO A BARREL ROLL.

		FAngle pitch = (float)-Angles.Pitch.Degrees;
		pitch.Normalized180();

		mat.Translate(x, z, y);
		mat.Rotate(0, 1, 0, 270. - Angles.Yaw.Degrees);
		mat.Rotate(1, 0, 0, pitch.Degrees);

		if (actor->renderflags & RF_ROLLCENTER)
		{
			float cx = (x1 + x2) * 0.5;
			float cy = (y1 + y2) * 0.5;

			mat.Translate(cx - x, 0, cy - y);
			mat.Rotate(0, 1, 0, - Angles.Roll.Degrees);
			mat.Translate(-cx, -z, -cy);
		}
		else
		{
			mat.Rotate(0, 1, 0, - Angles.Roll.Degrees);
			mat.Translate(-x, -z, -y);
		}
		v[0] = mat * FVector3(x2, z, y2);
		v[1] = mat * FVector3(x1, z, y2);
		v[2] = mat * FVector3(x2, z, y1);
		v[3] = mat * FVector3(x1, z, y1);

		return true;
	}
	
	// [BB] Billboard stuff
	const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
		//&& di->mViewActor != nullptr
		&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));

	const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
	// [Nash] has +ROLLSPRITE
	const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);


	// [fgsfds] check sprite type mask
	uint32_t spritetype = (uint32_t)-1;
	if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;

	// [Nash] is a flat sprite
	const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
	const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);

	// [Nash] check for special sprite drawing modes
	if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite)
	{
		// Compute center of sprite
		float xcenter = (x1 + x2)*0.5;
		float ycenter = (y1 + y2)*0.5;
		float zcenter = (z1 + z2)*0.5;
		float xx = -xcenter + x;
		float zz = -zcenter + z;
		float yy = -ycenter + y;
		Matrix3x4 mat;
		mat.MakeIdentity();
		mat.Translate(xcenter, zcenter, ycenter); // move to sprite center

												  // Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
		if (drawBillboardFacingCamera && !isFlatSprite)
		{
			// [CMB] Rotate relative to camera XY position, not just camera direction,
			// which is nicer in VR
			float xrel = xcenter - vp->X;
			float yrel = ycenter - vp->Y;
			float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
			float counterRotationDeg = 270. - HWAngles.Yaw.Degrees; // counteracts existing sprite rotation
			float relAngleDeg = counterRotationDeg + absAngleDeg;

			mat.Rotate(0, 1, 0, relAngleDeg);
		}

		// [fgsfds] calculate yaw vectors
		float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
		float angleRad = (270. - HWAngles.Yaw).Radians();
		if (actor)	rollDegrees = Angles.Roll.Degrees;
		if (isFlatSprite)
		{
			yawvecX = Angles.Yaw.Cos();
			yawvecY = Angles.Yaw.Sin();
		}

		// [fgsfds] Rotate the sprite about the sight vector (roll) 
		if (spritetype == RF_WALLSPRITE)
		{
			mat.Rotate(0, 1, 0, 0);
			if (drawRollSpriteActor)
			{
				if (useOffsets)	mat.Translate(xx, zz, yy);
				mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
				if (useOffsets) mat.Translate(-xx, -zz, -yy);
			}
		}
		else if (drawRollSpriteActor)
		{
			if (useOffsets) mat.Translate(xx, zz, yy);
			if (drawWithXYBillboard)
			{
				mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees);
			}
			mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
			if (useOffsets) mat.Translate(-xx, -zz, -yy);
		}
		else if (drawWithXYBillboard)
		{
			// Rotate the sprite about the vector starting at the center of the sprite
			// triangle strip and with direction orthogonal to where the player is looking
			// in the x/y plane.
			mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees);
		}

		mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
		v[0] = mat * FVector3(x1, z1, y1);
		v[1] = mat * FVector3(x2, z1, y2);
		v[2] = mat * FVector3(x1, z2, y1);
		v[3] = mat * FVector3(x2, z2, y2);
	}
	else // traditional "Y" billboard mode
	{
		v[0] = FVector3(x1, z1, y1);
		v[1] = FVector3(x2, z1, y2);
		v[2] = FVector3(x1, z2, y1);
		v[3] = FVector3(x2, z2, y2);
	}
	return false;
}
コード例 #29
0
ファイル: XMLElement.cpp プロジェクト: rokups/Urho3D
bool XMLElement::SetMatrix3x4(const ea::string& name, const Matrix3x4& value)
{
    return SetAttribute(name, value.ToString());
}
コード例 #30
0
/**
*  @brief
*    Constructor
*/
JointUniversal::JointUniversal(PLPhysics::World &cWorld, PLPhysics::Body *pParentBody, PLPhysics::Body *pChildBody,
							   const Vector3 &vPivotPoint, const Vector3 &vPinDir1, const Vector3 &vPinDir2) :
	PLPhysics::JointUniversal(cWorld, static_cast<World&>(cWorld).CreateJointImpl(), pParentBody, pChildBody, vPivotPoint, vPinDir1, vPinDir2)
{
	// Deactivate the physics simulation if required
	const bool bSimulationActive = cWorld.IsSimulationActive();
	if (bSimulationActive)
		cWorld.SetSimulationActive(false);

	// Get the Newton physics world
	Newton::NewtonWorld *pNewtonWorld = static_cast<World&>(cWorld).GetNewtonWorld();

	// Flush assigned bodies (MUST be done before creating the joint!)
	if (pParentBody)
		static_cast<BodyImpl&>(pParentBody->GetBodyImpl()).Flush();
	if (pChildBody)
		static_cast<BodyImpl&>(pChildBody ->GetBodyImpl()).Flush();

	// Get the Newton physics parent and child bodies
	const Newton::NewtonBody *pNewtonParentBody = pParentBody ? static_cast<BodyImpl&>(pParentBody->GetBodyImpl()).GetNewtonBody() : nullptr;
	const Newton::NewtonBody *pNewtonChildBody  = pChildBody  ? static_cast<BodyImpl&>(pChildBody ->GetBodyImpl()).GetNewtonBody() : nullptr;


	// [TODO] ??
	/*
	if (pNewtonParentBody)
		NewtonBodySetUserData(pNewtonParentBody, nullptr);
	if (pNewtonChildBody)
		NewtonBodySetUserData(pNewtonChildBody, nullptr);
	*/


	// Get body initial transform matrix
	if (pParentBody) {
		// Get transform matrix
		Quaternion qQ;
		pParentBody->GetRotation(qQ);
		Vector3 vPos;
		pParentBody->GetPosition(vPos);
		Matrix3x4 mTrans;
		mTrans.FromQuatTrans(qQ, vPos);

		// And transform the initial joint anchor into the body object space
		mTrans.Invert();
		m_vLocalAnchor = mTrans*vPivotPoint;
	}

	// Create the Newton physics joint
	Newton::NewtonJoint *pNewtonJoint = NewtonConstraintCreateUniversal(pNewtonWorld, m_vPivotPoint, m_vPinDir1,
																		m_vPinDir2, pNewtonChildBody, pNewtonParentBody);

	// Set Newton universal callback function
	NewtonUniversalSetUserCallback(pNewtonJoint, JointUserCallback);

	// Initialize the Newton physics joint
	static_cast<JointImpl&>(GetJointImpl()).InitializeNewtonJoint(*this, *pNewtonJoint);

	// Reactivate the physics simulation if required
	if (bSimulationActive)
		cWorld.SetSimulationActive(bSimulationActive);
}