void VLensFlareComponent::GetVariableAttributes(VisVariable_cl *pVariable, VVariableAttributeInfo &destInfo) { // Check whether we need to display the OnlyVisibleInSpotLight property. It should be only visible when the owner is a spotlight if (!strcmp(pVariable->GetName(),"OnlyVisibleInSpotLight")) { VisLightSource_cl* pLight = (VisLightSource_cl*)GetOwner(); if(pLight && pLight->GetType() == VIS_LIGHT_SPOTLIGHT) destInfo.m_bHidden = false; else destInfo.m_bHidden = true; } }
void VLensFlareComponent::UpdateVisibility (float& fLastVisibilityQuery, float& fCurrentVisibility) { // Make sure we are actually attached to an object if (GetOwner()) { // Get Camera VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext(); const hkvVec3 vCameraPos = pContext->GetCamera()->GetPosition(); // Get Light VisLightSource_cl* pLight = (VisLightSource_cl*)GetOwner(); hkvVec3 vPos; pLight->GetVirtualPosition( vPos, pContext ); hkvVec3 vDist = vCameraPos - vPos; float fDist = vDist.getLength(); float fFactor = 1.0f; // Distance FadeOut if (FadeOutEnd != 0 && FadeOutStart < FadeOutEnd) { if (fDist > FadeOutEnd) { fFactor = 0.0f; } else if (fDist > FadeOutStart) { fFactor = 1.0f - (fDist - FadeOutStart) / (FadeOutEnd - FadeOutStart); } } // Apply distance fade out fLastVisibilityQuery *= fFactor; // PreGlow/AfterGlow if (fLastVisibilityQuery > fCurrentVisibility) { float fSpeed = Vision::GetTimer()->GetTimeDifference() / ((PreGlowMS + 1) * 0.001f); fCurrentVisibility = hkvMath::Min(fCurrentVisibility + fSpeed, fLastVisibilityQuery); } else if (fLastVisibilityQuery < fCurrentVisibility) { float fSpeed = Vision::GetTimer()->GetTimeDifference() / ((AfterGlowMS + 1) * 0.001f); fCurrentVisibility = hkvMath::Max(fCurrentVisibility - fSpeed, fLastVisibilityQuery); } fCurrentVisibility = hkvMath::clamp(fCurrentVisibility, 0.0f, 1.0f); } }
void VMobileForwardRenderLoop::DetermineRelevantLights() { m_DynamicLightCollection.Clear(); m_pBasePassLight = NULL; m_iBasePassLightPriority = 0; // Get all visible light sources IVisVisibilityCollector_cl *pVisColl = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector(); if (pVisColl == NULL) return; const VisLightSrcCollection_cl *pLightSourceCollection = pVisColl->GetVisibleLights(); if (pLightSourceCollection == NULL) return; unsigned int iNumLights = pLightSourceCollection->GetNumEntries(); if (iNumLights == 0) return; VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext(); const hkvVec3 &vCamPos = pContext->GetCamera()->GetPosition(); for (unsigned i=0;i<iNumLights;i++) { VisLightSource_cl *pLight = pLightSourceCollection->GetEntry(i); // We are only interested in dynamic lights or static lights with attached shadow map component if ((!pLight->IsDynamic() && !GetCompatibleShadowMapComponent(pLight)) || pLight->GetRadius()<=HKVMATH_LARGE_EPSILON) continue; const float fFade = pLight->GetMultiplier()*pLight->GetFadeWeight(vCamPos); if (fFade <= HKVMATH_LARGE_EPSILON) continue; // See which geometry types have to cast shadows int iReceiverFlags = GetLightReceiverFlags(pLight); // If nothing receives light from this light source, we can proceed to the next light. if (!iReceiverFlags) continue; // Find light with highest priority. This light will be rendered in the base pass, in contrast to all // additional lights that are rendered additively after the base pass. The search ignores lights with // attached light clipping volume, since light clipping volumes can't be rendered before the base pass. if (!pLight->HasClipVolumeComponent()) { // get the light with highest priority (largest influence area in screen space combined with weighting factor) int iLightPriority = GetLightPriority(pLight); if (iLightPriority > m_iBasePassLightPriority) { m_pBasePassLight = pLight; m_iBasePassLightPriority = iLightPriority; } } if (pLight->IsDynamic()) m_DynamicLightCollection.AppendEntry(pLight); } }
bool VOcclusionQueryObjectPixelCounterLensFlare::Render(VOcclusionQuery &query, const hkvAlignedBBox &safeBox) { if (m_pLensFlare != NULL && m_pLensFlare->GetOwner() != NULL) { SetState(VISQUERY_RENDERSTATE_BILLBOARD); VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext(); VisLightSource_cl* pLight = (VisLightSource_cl*)m_pLensFlare->GetOwner(); hkvVec3 vPos(hkvNoInitialization); pLight->GetVirtualPosition(vPos, pContext); hkvVec3 vCameraDir = pContext->GetCamera()->GetPosition() - vPos; vCameraDir /= hkvMath::Max(vCameraDir.getLength(), HKVMATH_LARGE_EPSILON); vPos += vCameraDir * m_pLensFlare->GetDepthBias(); query.DoHardwareOcclusionTest_Billboard(&vPos.x, m_pLensFlare->GetCheckBlockSize()); return true; } return false; }
// Simplified version of dynamic light rendering for mirrors void MirrorRenderLoop_cl::DrawDynamicLight() { INSERT_PERF_MARKER_SCOPE("MirrorRenderLoop_cl::DrawDynamicLight"); // Some local variables for storing surfaces, shaders, surface shaders, and the like. VisDrawCallInfo_t SurfaceShaderList[RLP_MAX_ENTITY_SURFACESHADERS]; VCompiledTechnique *pTechnique = NULL; VisMirror_cl::VReflectionShaderSets_e shaderMode = m_pMirror->m_eReflectionShaderMode; // Get all visible light sources IVisVisibilityCollector_cl *pVisColl = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector(); if (pVisColl == NULL) return; const VisLightSrcCollection_cl *pLightSourceCollection = pVisColl->GetVisibleLights(); unsigned int i; unsigned int iNumLights = pLightSourceCollection->GetNumEntries(); if (iNumLights == 0) return; // Set depth-stencil state VisRenderStates_cl::SetDepthStencilState(m_dynLightDefaultState); // For all visible lights... for (i=0; i<iNumLights; i++) { VisLightSource_cl *pLight = pLightSourceCollection->GetEntry(i); // We're only interested in dynamic lights if (!pLight->IsDynamic()) continue; // Clear the collections of geo instances and entities, since we want to build them from scratch for each light s_LitEntityCollection.Clear(); s_LitGeoInstanceCollection.Clear(); // See which geometry types have to cast shadows int iReceiverFlags = GetLightReceiverFlags(pLight); // If nothing receives light from this light source, we can proceed to the next light. if (!iReceiverFlags) continue; // ***************** Create lists of illuminated scene elements ***************** // If no shadows are cast, we simply illuminate all visible geometry within the range (spherical) of the light. VisEntityCollection_cl *pEntColl = NULL; if (iReceiverFlags & VIS_LIGHTSRCVIS_MODELS) pEntColl = &s_LitEntityCollection; VisStaticGeometryInstanceCollection_cl *pGeoInstanceColl = NULL; if (iReceiverFlags & VIS_LIGHTSRCVIS_PRIMITIVES) { pGeoInstanceColl = &s_LitGeoInstanceCollection; } Vision::RenderLoopHelper.GetVisibleGeometryInLightsourceRange(pGeoInstanceColl, pEntColl, NULL, *pLight); // For all illuminated entities: Render a dynamic lighting pass now. if (pLight->GetLightInfluenceBitMaskEntity()) { int j; int iNumLitEntities = s_LitEntityCollection.GetNumEntries(); Vision::RenderLoopHelper.BeginEntityRendering(); for (j=0; j<iNumLitEntities; j++) { VisBaseEntity_cl *pEntity = s_LitEntityCollection.GetEntry(j); // Ignore foreground entities (they don't trivially support additive lighting) if (pEntity->IsObjectAlwaysInForegroundEnabled()) continue; if (!(pEntity->GetLightInfluenceBitMask() & pLight->GetLightInfluenceBitMaskEntity())) continue; if (!pVisColl->IsEntityVisible(pEntity)) continue; VDynamicMesh *pMesh = pEntity->GetMesh(); // Get list of all the surfaces in the model int iNumSubmeshes = pMesh->GetSubmeshCount(); int iNumSurfaceShaders = 0; VisSurface_cl **ppSurfaceArray = pEntity->GetSurfaceArray(); // For all the surfaces... for (int k=0; k<iNumSubmeshes; k++) { VDynamicSubmesh *pSubmesh = pMesh->GetSubmesh(k); VASSERT(pSubmesh != NULL); VisSurface_cl* pSurface = &m_dummySurface; VisSurface_cl* pMeshSurface = pSubmesh->m_pSurface; VASSERT(pMeshSurface != NULL); bool bHasManualTemplateShaderAssignment = pMeshSurface->GetShaderMode() == VisSurface_cl::VSM_Template && pMeshSurface->GetMaterialTemplate() != NULL && pMeshSurface->GetMaterialTemplate()->HasManualAssignment(); if (shaderMode == VisMirror_cl::AlwaysSurfaceShaders || (shaderMode == VisMirror_cl::SimpleForAUTO && ( (pMeshSurface->GetShaderMode() == VisSurface_cl::VSM_Manual) || bHasManualTemplateShaderAssignment) ) ) { pSurface = ppSurfaceArray[pSubmesh->m_iMaterialIndex]; // use the real surface } pTechnique = Vision::GetApplication()->GetShaderProvider()->GetDynamicLightShader(pLight, pSurface, true); if (pTechnique==NULL) continue; VisDrawCallInfo_t &info(SurfaceShaderList[iNumSurfaceShaders++]); info.Set(pSubmesh, pSurface, pTechnique->m_Shaders.GetAt(0)); } // Finally, render the entity with a surface shader list. if (iNumSurfaceShaders>0) Vision::RenderLoopHelper.RenderEntityWithSurfaceShaderList(pEntity, iNumSurfaceShaders, SurfaceShaderList); } Vision::RenderLoopHelper.EndEntityRendering(); } // For all illuminated world primitives: Render a dynamic lighting pass now if (pLight->GetLightInfluenceBitMaskWorld() > 0) { // For all illuminated static geometry instances: Render a dynamic lighting pass now. int iNumLitGeoInstances = s_LitGeoInstanceCollection.GetNumEntries(); s_RenderGeoInstanceCollection.Clear(); // Render illuminated geometry instances. for (int j=0; j < iNumLitGeoInstances; j++) { VisStaticGeometryInstance_cl *pGI = s_LitGeoInstanceCollection.GetEntry(j); if (pGI->GetSurface()==NULL || pGI->GetSurface()->IsFullbright()) continue; // We have to append the primitive to our collection s_RenderGeoInstanceCollection.AppendEntry(pGI); } // render the collection const int iLitGeoCount = s_RenderGeoInstanceCollection.GetNumEntries(); if (iLitGeoCount > 0) { VCompiledTechnique *pLastTech = NULL; VisSurface_cl* pLastSurface = NULL; m_CustomGeoInstances.EnsureSize(iLitGeoCount); m_CustomGeoInstances.Clear(); for (int j=0; j < iLitGeoCount; j++) { VisStaticGeometryInstance_cl *pGI = s_RenderGeoInstanceCollection.GetEntry(j); GetLightShader (pLight, pGI, m_pMirror->m_eReflectionShaderMode, pLastSurface, pLastTech, pLastSurface, pTechnique); // The current technique has changed, so we have to render the previously gathered geometry. if (pLastTech != pTechnique) { if ((m_CustomGeoInstances.GetNumEntries() > 0) && (pLastTech != NULL) && (pLastTech->GetShaderCount() > 0)) { Vision::RenderLoopHelper.RenderStaticGeometryWithShader(m_CustomGeoInstances, *pLastTech->m_Shaders.GetAt(0) ); m_CustomGeoInstances.Clear(); } pLastTech = pTechnique; } m_CustomGeoInstances.AppendEntryFast(pGI); } // Render remaining geometry if ((m_CustomGeoInstances.GetNumEntries() > 0) && (pLastTech != NULL) && (pLastTech->GetShaderCount() > 0)) { Vision::RenderLoopHelper.RenderStaticGeometryWithShader(m_CustomGeoInstances, *pTechnique->m_Shaders.GetAt(0) ); } s_RenderGeoInstanceCollection.Clear(); } } } // Restore default render state VisRenderStates_cl::SetDepthStencilState(*VisRenderStates_cl::GetDepthStencilDefaultState()); }
void VTimeOfDayComponent::UpdateParent() { IVTimeOfDay *pTimeOfDayInterface = Vision::Renderer.GetTimeOfDayHandler(); if (pTimeOfDayInterface == NULL) return; VisObject3D_cl *pOwnerObject = (VisObject3D_cl *)m_pOwner; VASSERT(pOwnerObject); hkvVec3 vDirection(hkvNoInitialization); pTimeOfDayInterface->GetSunDirection(vDirection); vDirection.normalizeIfNotZero(); if (AttachmentType == TIMEOFDAY_ATTACHMENT_MOONLIGHTSOURCE) { vDirection = -vDirection; } else if(AttachmentType == TIMEOFDAY_ATTACHMENT_SUNBACKLIGHTSOURCE) { vDirection.x = -vDirection.x; vDirection.y = -vDirection.y; } if (AttachmentType != TIMEOFDAY_ATTACHMENT_ENABLEDATNIGHTLIGHTSOURCE) { pOwnerObject->SetDirection(vDirection); } if (AttachmentType == TIMEOFDAY_ATTACHMENT_CORONALIGHTSOURCE) { // TODO (multiple renderer nodes) IVRendererNode *pRenderer = Vision::Renderer.GetRendererNode(0); float fNear, fFar; pRenderer->GetReferenceContext()->GetClipPlanes(fNear, fFar); hkvVec3 vCamPos = pRenderer->GetReferenceContext()->GetCamera()->GetPosition(); hkvVec3 vCoronaPos = -vDirection; vCoronaPos *= 0.95f * fFar; vCoronaPos += vCamPos; pOwnerObject->SetPosition(vCoronaPos); } if (m_bIsLightClass) { VisLightSource_cl *pLight = (VisLightSource_cl*)m_pOwner; VColorRef sunColor = pTimeOfDayInterface->GetSunColor(); bool bSwitchable = (AttachmentType == TIMEOFDAY_ATTACHMENT_ENABLEDATNIGHTLIGHTSOURCE); float fBelowHorizonMultiplier = hkvMath::pow (hkvMath::Max(-vDirection.z+0.1f, 0.0f), bSwitchable ? 1.0f : 0.1f); fBelowHorizonMultiplier = hkvMath::Min(1.0f, fBelowHorizonMultiplier); if (bSwitchable && fBelowHorizonMultiplier < 1.0f && fBelowHorizonMultiplier > 0.f) { pLight->SetColor(m_iColor); pLight->SetMultiplier(Intensity * (1.0f - fBelowHorizonMultiplier)); } else if (AttachmentType == TIMEOFDAY_ATTACHMENT_SUNLIGHTSOURCE) { pLight->SetColor(sunColor); pLight->SetMultiplier(Intensity * fBelowHorizonMultiplier); } else if ((AttachmentType == TIMEOFDAY_ATTACHMENT_MOONLIGHTSOURCE) || (AttachmentType == TIMEOFDAY_ATTACHMENT_SUNBACKLIGHTSOURCE)) { // TODO VColorRef negativeColor = V_RGBA_WHITE - sunColor; pLight->SetColor(negativeColor); pLight->SetMultiplier(Intensity * fBelowHorizonMultiplier * 0.333f); } else if (AttachmentType == TIMEOFDAY_ATTACHMENT_CORONALIGHTSOURCE) { hkvVec3 vSunColorFloat = sunColor.ToFloat(); float fLargestComponent = hkvMath::Max(hkvMath::Max(vSunColorFloat.x, vSunColorFloat.y), vSunColorFloat.z); if (fLargestComponent <= 0.0f) fLargestComponent = 1.0f; sunColor.FromFloat(vSunColorFloat * (1.0f / fLargestComponent)); pLight->SetColor(sunColor * fBelowHorizonMultiplier); pLight->SetMultiplier(0.0f); } } }
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 }
void VCoronaManager::UpdateCoronas(int iCoronaUpdateFlags) { #ifdef SUPPORTS_CORONAS VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext(); if ((iCoronaUpdateFlags & VCUF_USE_OC_CONTEXT) > 0) { // Determine relevant render context and visibility collector IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector(); if (!pVisCollector) return; VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext(); if (pOQContext != NULL) pContext = pOQContext; } if (pContext == NULL) return; if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0) return; if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0) return; // Get bitmask for this context. unsigned int iRenderFilterMask = pContext->GetRenderFilterMask(); // get the collection of visible lights. IVisVisibilityCollector_cl* pVisCollector = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector(); if (pVisCollector == NULL) return; VISION_PROFILE_FUNCTION(PROFILING_CORONA_UPDATE); // Get multi-sampling mode unsigned int iTexelsPerPixel = 1; VTextureObject* pDepthTex = pContext->GetDepthStencilTarget(); if(pDepthTex == NULL) { // If no depth stencil target is available, we might work without a renderer node and we're in the main context if(Vision::Renderer.GetCurrentRendererNode() == NULL && pContext == VisRenderContext_cl::GetMainRenderContext()) { // In this case get the multi-sampling type from the video config as it's used to set the actual backbuffer settings // where the main context will render to iTexelsPerPixel = hkvMath::Max(1, 1 << ((int)Vision::Video.GetCurrentConfig()->m_eMultiSample)); } } else if (pDepthTex->GetTextureType() == VTextureLoader::Texture2D) { iTexelsPerPixel = hkvMath::Max(1u, ((VisRenderableTexture_cl*)pDepthTex)->GetConfig()->m_iMultiSampling); } const VisLightSrcCollection_cl* pVisibleLights = pVisCollector->GetVisibleLights(); int iCandidates = 0; if (pVisibleLights != NULL) iCandidates = pVisibleLights->GetNumEntries(); // Ensure size of coronas state structure. int iContextIndex = pContext->GetNumber(); if (iContextIndex + 1 > m_State.GetSize()) m_State.SetSize(iContextIndex + 1, -1); VCoronaRenderContextState& state = m_State[iContextIndex]; int iCapacity = m_Instances.GetCapacity(); state.EnsureSize(iCapacity); // Add visible lights with a lens flare component to the candidate list for this frame if ((iCoronaUpdateFlags & VCUF_ADD) > 0) { for (int iCandidate = 0; iCandidate < iCandidates; ++iCandidate) { VisLightSource_cl* pLight = pVisibleLights->GetEntry(iCandidate); if (pLight) { VCoronaComponent *pComponent = pLight->Components().GetComponentOfBaseType<VCoronaComponent>(); if (pComponent != NULL && pComponent->IsEnabled() && !state.IsBitSet(pComponent->m_iIndex)) { // The component is not in m_Candidates yet, so we check whether it is a valid candidate bool bIsLightOnScreen = pComponent->IsValidCandidate(pContext); if (bIsLightOnScreen) { state.SetBit(pComponent->m_iIndex); pContext->SetPixelCounterResult(pComponent->m_CoronaPixelCounter.GetNumber(), 0); state.m_Candidates.Append(pComponent); } } } } } // Forces the retrieval all pending queries. pContext->FetchPixelCounterTestResults( (iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0 ); // Retrieve Queries and update status of lens flares if ((iCoronaUpdateFlags & VCUF_UPDATE) > 0) { for (int i=0; i < state.m_Candidates.GetSize(); ++i) { VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i); VCoronaComponent* pCorona = coronaCandidate.m_pCorona; if (!pCorona || !pCorona->IsEnabled()) continue; if (pCorona->GetOwner()) { // Retrieve occlusion results of the last query unsigned int iElementIndex = pCorona->m_CoronaPixelCounter.GetNumber(); bool bRes = !pContext->IsPixelCounterQueryInProgress(iElementIndex); // Reschedule query if the old on could be retrieved or if a teleport forces us to re-query everything. if (bRes | ((iCoronaUpdateFlags & VCUF_FORCE_SCHEDULE) > 0) ) pContext->SchedulePixelCounterTest(iElementIndex); unsigned int iDrawnPixels = pContext->GetPixelCounterResult(iElementIndex) / iTexelsPerPixel; float fVisibility = (float)iDrawnPixels / ((int)pCorona->QueryRadius * (int)pCorona->QueryRadius * 4); // ATI fix for random insanely high return values. if (iDrawnPixels > ((unsigned int)pCorona->QueryRadius * 2 + 1) * ((unsigned int)pCorona->QueryRadius * 2 + 1)) { fVisibility = coronaCandidate.m_fLastVisibilityQuery; } if ((iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0) { // Force lens flare visibility to the current query value. coronaCandidate.m_fCurrentVisibility = fVisibility; coronaCandidate.m_fLastVisibilityQuery = fVisibility; pCorona->UpdateVisibility(coronaCandidate.m_fLastVisibilityQuery, coronaCandidate.m_fCurrentVisibility); } else if (!m_bTeleportedLastFrame) { coronaCandidate.m_fLastVisibilityQuery = fVisibility; pCorona->UpdateVisibility(coronaCandidate.m_fLastVisibilityQuery, coronaCandidate.m_fCurrentVisibility); } else { // if we were teleported, the last frame's query results must be invalidated coronaCandidate.m_fCurrentVisibility = 0.0f; coronaCandidate.m_fLastVisibilityQuery = 0.0f; } } } } // Removes coronas that are outside the frustum and no longer visible. if ((iCoronaUpdateFlags & VCUF_REMOVE) > 0) { for (int i=0; i < state.m_Candidates.GetSize();) { VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i); VCoronaComponent* pCorona = coronaCandidate.m_pCorona; unsigned int iElementIndex = pCorona->m_CoronaPixelCounter.GetNumber(); // If the visibility reached zero and the corona is no longer potentially visible it is removed from the list if (!pCorona->IsEnabled() || !pCorona->GetOwner() || (pCorona->GetVisibleBitmask() & iRenderFilterMask) == 0 || (((VisLightSource_cl*)pCorona->GetOwner())->GetVisibleBitmask() & iRenderFilterMask) == 0 || ( coronaCandidate.m_fCurrentVisibility == 0.0f && !pCorona->IsValidCandidate(pContext) ) ) { state.RemoveBit(pCorona->m_iIndex); state.m_Candidates.SetAt(i, state.m_Candidates.GetAt(state.m_Candidates.GetSize()-1) ); state.m_Candidates.RemoveAt(state.m_Candidates.GetSize() -1); // Reset cache to zero, so we don't see the lens flare once it enters the frustum again. pContext->SetPixelCounterResult(iElementIndex, 0); } else { ++i; } } } #endif }
void VTimeOfDayComponent::UpdateParent() { VTimeOfDay *pTimeOfDayInterface = (VTimeOfDay*)Vision::Renderer.GetTimeOfDayHandler(); if (pTimeOfDayInterface == NULL) return; VisObject3D_cl *pOwnerObject = (VisObject3D_cl *)m_pOwner; VASSERT(pOwnerObject); hkvVec3 vDirection(hkvNoInitialization); pTimeOfDayInterface->GetSunDirection(vDirection); // The Moon and back light direction is calculated from the Sun direction if (AttachmentType == TIMEOFDAY_ATTACHMENT_MOONLIGHTSOURCE) { vDirection = -vDirection; } else if(AttachmentType == TIMEOFDAY_ATTACHMENT_SUNBACKLIGHTSOURCE) { vDirection.x = -vDirection.x; vDirection.y = -vDirection.y; } if (AttachmentType != TIMEOFDAY_ATTACHMENT_ENABLEDATNIGHTLIGHTSOURCE) { pOwnerObject->SetDirection(vDirection); } if (AttachmentType == TIMEOFDAY_ATTACHMENT_CORONALIGHTSOURCE) { // TODO (multiple renderer nodes) IVRendererNode *pRenderer = Vision::Renderer.GetRendererNode(0); float fNear, fFar; pRenderer->GetReferenceContext()->GetClipPlanes(fNear, fFar); hkvVec3 vCamPos = pRenderer->GetReferenceContext()->GetCamera()->GetPosition(); hkvVec3 vCoronaPos = -vDirection; vCoronaPos *= 0.95f * fFar; vCoronaPos += vCamPos; pOwnerObject->SetPosition(vCoronaPos); } // Set the color and intensity of the light if (m_bIsLightClass) { VisLightSource_cl *pLight = (VisLightSource_cl*)m_pOwner; VColorRef color; float intensity = 0.0f; switch (AttachmentType) { case TIMEOFDAY_ATTACHMENT_ENABLEDATNIGHTLIGHTSOURCE: { color = m_iColor; const float fMarginNearHorizon = 0.1f; //10% - Margin above the horizon to switch lights ON/OFF const float fBelowHorizonMultiplier = hkvMath::Max(-vDirection.z + fMarginNearHorizon, 0.0f); intensity = 1.0f - hkvMath::Min(1.0f, fBelowHorizonMultiplier); break; } case TIMEOFDAY_ATTACHMENT_CORONALIGHTSOURCE: { color = pTimeOfDayInterface->GetSunColor(); hkvVec3 vSunColorFloat = color.ToFloat(); float fLargestComponent = hkvMath::Max(hkvMath::Max(vSunColorFloat.x, vSunColorFloat.y), vSunColorFloat.z); if (fLargestComponent > 0.0f) { color.FromFloat(vSunColorFloat / fLargestComponent); } intensity = 0.0f; break; } case TIMEOFDAY_ATTACHMENT_SUNLIGHTSOURCE: { color = pTimeOfDayInterface->GetSunColor(); intensity = pTimeOfDayInterface->GetSunIntensity(); break; } case TIMEOFDAY_ATTACHMENT_SUNBACKLIGHTSOURCE: { color = pTimeOfDayInterface->GetBackLightColor(); intensity = pTimeOfDayInterface->GetBackLightIntensity(); break; } case TIMEOFDAY_ATTACHMENT_MOONLIGHTSOURCE: { color = pTimeOfDayInterface->GetMoonColor(); intensity = pTimeOfDayInterface->GetMoonIntensity(); break; } default: VASSERT_MSG(0,"Unknown time of day attachment type"); } pLight->SetColor(color); pLight->SetMultiplier(intensity * Intensity); } }
void VFakeSpecularGenerator::OnDoRenderLoop(void *pUserData) { VFrustumMeshHelper::UpdateMeshBuffer(m_spMeshBuffer, Vision::Contexts.GetCurrentContext(), VFrustumMeshHelper::IN_WORLD_SPACE); Vision::RenderLoopHelper.ClearScreen(VisRenderLoopHelper_cl::VCTF_All, VColorRef(0, 0, 0, 0)); VisRenderContext_cl* pContext = Vision::Contexts.GetCurrentContext(); const VisLightSrcCollection_cl* pLights = pContext->GetVisibilityCollector()->GetVisibleLights(); Vision::RenderLoopHelper.BeginMeshRendering(); Vision::RenderLoopHelper.ResetMeshStreams(); Vision::RenderLoopHelper.AddMeshStreams(m_spMeshBuffer, m_spShader->GetStreamMask () | VERTEX_STREAM_INDEXBUFFER); for(unsigned int iLightIndex = 0; iLightIndex < pLights->GetNumEntries(); iLightIndex++) { VisLightSource_cl* pLight = pLights->GetEntry(iLightIndex); if((pLight->GetVisibleBitmask() & pContext->GetRenderFilterMask()) == 0) continue; if(!pLight->GetUseSpecular()) continue; hkvVec4 vDirection; hkvVec3 vLightPositionRel = pLight->GetPosition() - pContext->GetCamera()->GetPosition(); hkvVec3 vLightDirection = pLight->GetDirection(); float fAttenuation = 1; switch(pLight->GetType()) { case VIS_LIGHT_DIRECTED: vDirection = vLightDirection.getAsVec4(1.0f); break; case VIS_LIGHT_SPOTLIGHT: { vDirection = vLightDirection.getAsVec4(1.0f); float fAngle = vLightPositionRel.getAngleBetween(-vLightDirection); float fConeAngle = pLight->GetProjectionAngle(); fAttenuation = hkvMath::clamp((fConeAngle - fAngle) / fConeAngle, 0.0f, 1.0f); float fDistance = vLightPositionRel.getLength(); float fRadius = pLight->GetRadius(); fAttenuation *= hkvMath::clamp((fRadius - fDistance) / fRadius, 0.0f, 1.0f); } break; case VIS_LIGHT_POINT: vDirection = (-vLightPositionRel).getNormalized().getAsVec4(1.0f); float fDistance = vLightPositionRel.getLength(); float fRadius = pLight->GetRadius(); fAttenuation = hkvMath::clamp((fRadius - fDistance) / fRadius, 0.0f, 1.0f); break; } hkvVec4 vColor = pLight->GetColor().getAsVec4() * pLight->GetMultiplier() * fAttenuation; hkvVec4 vParams(m_fSpecularPower, 0, 0, 0); m_spShader->GetConstantBuffer(VSS_PixelShader)->SetSingleParameterF("fLightDirection", vDirection.data); m_spShader->GetConstantBuffer(VSS_PixelShader)->SetSingleParameterF("fLightColor", vColor.data); m_spShader->GetConstantBuffer(VSS_PixelShader)->SetSingleParameterF("fParams", vParams.data); Vision::RenderLoopHelper.RenderMeshes(m_spShader, VisMeshBuffer_cl::MB_PRIMTYPE_INDEXED_TRILIST, 0, 2, 6); } Vision::RenderLoopHelper.EndMeshRendering(); // Trigger pre-screenmask render hook to make the attached cubemap handle flip and blur the cubemap target VisRenderHookDataObject_cl data(&Vision::Callbacks.OnRenderHook, VRH_PRE_SCREENMASKS); Vision::Callbacks.OnRenderHook.TriggerCallbacks(&data); }