void ReprojectionError3D::computeXc(const T * const _pp, const T * const _distortionParams, const T * const _focals, const T * const _xc, T *residuals) const { Eigen::Map<Eigen::Matrix<T, 3, 1>> xc((T*)_xc); Eigen::Map<Eigen::Matrix<T, 2, 1>> pp((T*)_pp); Eigen::Map<Eigen::Matrix<T, TDistortionParamVector::RowsAtCompileTime, 1>> distortionParams((T*)_distortionParams); Eigen::Map<Eigen::Matrix<T, 2, 1>> focals((T*)_focals); if (CeresUtils::ToDouble(xc[2]) <= 0) { //Negative point residuals[0] = T(1e3); residuals[1] = T(1e3); } else { //Point in front of camera, proceed Eigen::Matrix<T,2,1> p; CameraModel::ProjectFromWorld(pp, distortionParams, focals, xc, p); residuals[0] = (p[0] - T(mImgPoint[0])) / T(mScale); residuals[1] = (p[1] - T(mImgPoint[1])) / T(mScale); } }
void WaterObject::setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams ¶mHandles ) { MaterialParameters* matParams = mat->getMaterialParameters(); matParams->setSafe( paramHandles.mElapsedTimeSC, (F32)Sim::getCurrentTime() / 1000.0f ); // set vertex shader constants //----------------------------------- Point2F reflectTexSize( mPlaneReflector.reflectTex.getWidth(), mPlaneReflector.reflectTex.getHeight() ); matParams->setSafe( paramHandles.mReflectTexSizeSC, reflectTexSize ); static AlignedArray<Point2F> mConstArray( MAX_WAVES, sizeof( Point4F ) ); // Ripples... for ( U32 i = 0; i < MAX_WAVES; i++ ) mConstArray[i].set( -mRippleDir[i].x, -mRippleDir[i].y ); matParams->setSafe( paramHandles.mRippleDirSC, mConstArray ); Point3F rippleSpeed( mRippleSpeed[0], mRippleSpeed[1], mRippleSpeed[2] ); matParams->setSafe( paramHandles.mRippleSpeedSC, rippleSpeed ); Point4F rippleMagnitude( mRippleMagnitude[0], mRippleMagnitude[1], mRippleMagnitude[2], mOverallRippleMagnitude ); matParams->setSafe( paramHandles.mRippleMagnitudeSC, rippleMagnitude ); for ( U32 i = 0; i < MAX_WAVES; i++ ) { Point2F texScale = mRippleTexScale[i]; if ( texScale.x > 0.0 ) texScale.x = 1.0 / texScale.x; if ( texScale.y > 0.0 ) texScale.y = 1.0 / texScale.y; mConstArray[i].set( texScale.x, texScale.y ); } matParams->setSafe(paramHandles.mRippleTexScaleSC, mConstArray); static AlignedArray<Point4F> mConstArray4F( 3, sizeof( Point4F ) ); F32 angle, cosine, sine; for ( U32 i = 0; i < MAX_WAVES; i++ ) { angle = mAtan2( mRippleDir[i].x, -mRippleDir[i].y ); cosine = mCos( angle ); sine = mSin( angle ); mConstArray4F[i].set( cosine, sine, -sine, cosine ); matParams->setSafe( paramHandles.mRippleMatSC, mConstArray4F ); } // Waves... for ( U32 i = 0; i < MAX_WAVES; i++ ) mConstArray[i].set( -mWaveDir[i].x, -mWaveDir[i].y ); matParams->setSafe( paramHandles.mWaveDirSC, mConstArray ); for ( U32 i = 0; i < MAX_WAVES; i++ ) mConstArray[i].set( mWaveSpeed[i], mWaveMagnitude[i] * mOverallWaveMagnitude ); matParams->setSafe( paramHandles.mWaveDataSC, mConstArray ); // Foam... Point4F foamDir( mFoamDir[0].x, mFoamDir[0].y, mFoamDir[1].x, mFoamDir[1].y ); matParams->setSafe( paramHandles.mFoamDirSC, foamDir ); Point2F foamSpeed( mFoamSpeed[0], mFoamSpeed[1] ); matParams->setSafe( paramHandles.mFoamSpeedSC, foamSpeed ); //Point3F rippleMagnitude( mRippleMagnitude[0] * mOverallRippleMagnitude, // mRippleMagnitude[1] * mOverallRippleMagnitude, // mRippleMagnitude[2] * mOverallRippleMagnitude ); //matParams->setSafe( paramHandles.mRippleMagnitudeSC, rippleMagnitude ); Point4F foamTexScale( mFoamTexScale[0].x, mFoamTexScale[0].y, mFoamTexScale[1].x, mFoamTexScale[1].y ); for ( U32 i = 0; i < 4; i++ ) { if ( foamTexScale[i] > 0.0f ) foamTexScale[i] = 1.0 / foamTexScale[i]; } matParams->setSafe(paramHandles.mFoamTexScaleSC, foamTexScale); // Other vert params... matParams->setSafe( paramHandles.mUndulateMaxDistSC, mUndulateMaxDist ); // set pixel shader constants //----------------------------------- Point2F fogParams( mWaterFogData.density, mWaterFogData.densityOffset ); matParams->setSafe(paramHandles.mFogParamsSC, fogParams ); matParams->setSafe(paramHandles.mFarPlaneDistSC, (F32)state->getFarPlane() ); Point2F wetnessParams( mWaterFogData.wetDepth, mWaterFogData.wetDarkening ); matParams->setSafe(paramHandles.mWetnessParamsSC, wetnessParams ); Point3F distortionParams( mDistortStartDist, mDistortEndDist, mDistortFullDepth ); matParams->setSafe(paramHandles.mDistortionParamsSC, distortionParams ); LightInfo *sun = LIGHTMGR->getSpecialLight(LightManager::slSunLightType); const ColorF &sunlight = state->getAmbientLightColor(); Point3F ambientColor = mEmissive ? Point3F::One : sunlight; matParams->setSafe(paramHandles.mAmbientColorSC, ambientColor ); matParams->setSafe(paramHandles.mLightDirSC, sun->getDirection() ); Point4F foamParams( mOverallFoamOpacity, mFoamMaxDepth, mFoamAmbientLerp, mFoamRippleInfluence ); matParams->setSafe(paramHandles.mFoamParamsSC, foamParams ); Point4F miscParams( mFresnelBias, mFresnelPower, mClarity, mMiscParamW ); matParams->setSafe( paramHandles.mMiscParamsSC, miscParams ); Point4F specularParams( mSpecularColor.red, mSpecularColor.green, mSpecularColor.blue, mSpecularPower ); if ( !mEmissive ) { const ColorF &sunColor = sun->getColor(); F32 brightness = sun->getBrightness(); specularParams.x *= sunColor.red * brightness; specularParams.y *= sunColor.green * brightness; specularParams.z *= sunColor.blue * brightness; } matParams->setSafe( paramHandles.mSpecularParamsSC, specularParams ); matParams->setSafe( paramHandles.mDepthGradMaxSC, mDepthGradientMax ); matParams->setSafe( paramHandles.mReflectivitySC, mReflectivity ); }