void GuiMaterialPreview::renderWorld(const RectI &updateRect) { // nothing to render, punt if ( !mModel && !mMountedModel ) return; S32 time = Platform::getVirtualMilliseconds(); //S32 dt = time - lastRenderTime; lastRenderTime = time; F32 left, right, top, bottom, nearPlane, farPlane; bool isOrtho; GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho); Frustum frust( isOrtho, left, right, bottom, top, nearPlane, farPlane, MatrixF::Identity ); FogData savedFogData = gClientSceneGraph->getFogData(); gClientSceneGraph->setFogData( FogData() ); // no fog in preview window RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass(); SceneRenderState state ( gClientSceneGraph, SPT_Diffuse, SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ), renderPass, true ); // Set up our TS render state here. TSRenderState rdata; rdata.setSceneState( &state ); // We might have some forward lit materials // so pass down a query to gather lights. LightQuery query; query.init( SphereF( Point3F::Zero, 1.0f ) ); rdata.setLightQuery( &query ); // Set up pass transforms renderPass->assignSharedXform(RenderPassManager::View, MatrixF::Identity); renderPass->assignSharedXform(RenderPassManager::Projection, GFX->getProjectionMatrix()); LIGHTMGR->unregisterAllLights(); LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mFakeSun ); if ( mModel ) mModel->render( rdata ); if ( mMountedModel ) { // render a weapon /* MatrixF mat; GFX->pushWorldMatrix(); GFX->multWorld( mat ); GFX->popWorldMatrix(); */ } renderPass->renderPass( &state ); gClientSceneGraph->setFogData( savedFogData ); // restore fog setting // Make sure to remove our fake sun LIGHTMGR->unregisterAllLights(); }
void GuiObjectView::renderWorld( const RectI& updateRect ) { if( !mModel ) return; GFXTransformSaver _saveTransforms; // Determine the camera position, and store off render state. MatrixF modelview; MatrixF mv; Point3F cp; modelview = GFX->getWorldMatrix(); mv = modelview; mv.inverse(); mv.getColumn( 3, &cp ); RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass(); S32 time = Platform::getVirtualMilliseconds(); S32 dt = time - mLastRenderTime; mLastRenderTime = time; LIGHTMGR->unregisterAllLights(); LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mLight ); GFX->setStateBlock( mDefaultGuiSB ); F32 left, right, top, bottom, nearPlane, farPlane; bool isOrtho; GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho ); Frustum frust( false, left, right, top, bottom, nearPlane, farPlane, MatrixF::Identity ); SceneRenderState state ( gClientSceneGraph, SPT_Diffuse, SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ), renderPass, false ); // Set up our TS render state here. TSRenderState rdata; rdata.setSceneState( &state ); // We might have some forward lit materials // so pass down a query to gather lights. LightQuery query; query.init( SphereF( Point3F::Zero, 1.0f ) ); rdata.setLightQuery( &query ); // Render primary model. if( mModel ) { if( mRunThread ) { mModel->advanceTime( dt / 1000.f, mRunThread ); mModel->animate(); } mModel->render( rdata ); } // Render mounted model. if( mMountedModel && mMountNode != -1 ) { GFX->pushWorldMatrix(); GFX->multWorld( mModel->mNodeTransforms[ mMountNode ] ); GFX->multWorld( mMountTransform ); mMountedModel->render( rdata ); GFX->popWorldMatrix(); } renderPass->renderPass( &state ); // Make sure to remove our fake sun. LIGHTMGR->unregisterAllLights(); }
void ProjectedShadow::_renderToTexture( F32 camDist, const TSRenderState &rdata ) { PROFILE_SCOPE( ProjectedShadow_RenderToTexture ); GFXDEBUGEVENT_SCOPE( ProjectedShadow_RenderToTexture, ColorI( 255, 0, 0 ) ); RenderPassManager *renderPass = _getRenderPass(); if ( !renderPass ) return; GFXTransformSaver saver; // NOTE: GFXTransformSaver does not save/restore the frustum // so we must save it here before we modify it. F32 l, r, b, t, n, f; bool ortho; GFX->getFrustum( &l, &r, &b, &t, &n, &f, &ortho ); // Set the orthographic projection // matrix up, to be based on the radius // generated based on our shape. GFX->setOrtho( -mRadius, mRadius, -mRadius, mRadius, 0.001f, (mRadius * 2) * smDepthAdjust, true ); // Set the world to light space // matrix set up in shouldRender(). GFX->setWorldMatrix( mWorldToLight ); // Get the shapebase datablock if we have one. ShapeBaseData *data = NULL; if ( mShapeBase ) data = static_cast<ShapeBaseData*>( mShapeBase->getDataBlock() ); // Init or update the shadow texture size. if ( mShadowTexture.isNull() || ( data && data->shadowSize != mShadowTexture.getWidth() ) ) { U32 texSize = getNextPow2( data ? data->shadowSize : 256 * LightShadowMap::smShadowTexScalar ); mShadowTexture.set( texSize, texSize, GFXFormatR8G8B8A8, &PostFxTargetProfile, "BLShadow" ); } GFX->pushActiveRenderTarget(); if ( !mRenderTarget ) mRenderTarget = GFX->allocRenderToTextureTarget(); mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, _getDepthTarget( mShadowTexture->getWidth(), mShadowTexture->getHeight() ) ); mRenderTarget->attachTexture( GFXTextureTarget::Color0, mShadowTexture ); GFX->setActiveRenderTarget( mRenderTarget ); GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI( 0, 0, 0, 0 ), 1.0f, 0 ); const SceneRenderState *diffuseState = rdata.getSceneState(); SceneManager *sceneManager = diffuseState->getSceneManager(); SceneRenderState baseState ( sceneManager, SPT_Shadow, SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ), renderPass ); baseState.getMaterialDelegate().bind( &ProjectedShadow::_getShadowMaterial ); baseState.setDiffuseCameraTransform( diffuseState->getCameraTransform() ); baseState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() ); baseState.getCullingState().disableZoneCulling( true ); mParentObject->prepRenderImage( &baseState ); renderPass->renderPass( &baseState ); // Delete the SceneRenderState we allocated. mRenderTarget->resolve(); GFX->popActiveRenderTarget(); // If we're close enough then filter the shadow. if ( camDist < BasicLightManager::getShadowFilterDistance() ) { if ( !smShadowFilter ) { PostEffect *filter = NULL; if ( !Sim::findObject( "BL_ShadowFilterPostFx", filter ) ) Con::errorf( "ProjectedShadow::_renderToTexture() - 'BL_ShadowFilterPostFx' not found!" ); smShadowFilter = filter; } if ( smShadowFilter ) smShadowFilter->process( NULL, mShadowTexture ); } // Restore frustum if (!ortho) GFX->setFrustum(l, r, b, t, n, f); else GFX->setOrtho(l, r, b, t, n, f); // Set the last render time. mLastRenderTime = Platform::getVirtualMilliseconds(); // HACK: Will remove in future release! mDecalInstance->mCustomTex = &mShadowTexture; }