/** * @brief PerspectiveProjection: Calculate perspective projection matrix * @param left: left boundary * @param right: right boundary * @param bottom: bottom boundary * @param top: top boundary * @param n: n boundary * @param f: f boundary * @return 4X4 perspective projection matrix */ mat4 PerspectiveProjection(float l, float r, float b, float t, float n, float f) { mat4 frust = mat4::Zero(); frust(0, 0) = 2.0f * n / (r - l); frust(1, 1) = 2.0f * n / (t - b); frust(2, 3) = -2.0f * f * n / (f - n); frust(2, 2) = -(f + n) / (f - n); frust(3, 2) = -1.0f; frust(0, 2) = (r + l) / (r - l); frust(1, 2) = (t + b) / (t - b); return frust; }
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 GuiMaterialCtrl::onRender( Point2I offset, const RectI &updateRect ) { Parent::onRender( offset, updateRect ); if ( !mMaterialInst ) return; // Draw a quad with the material assigned GFXVertexBufferHandle<GFXVertexPCT> verts( GFX, 4, GFXBufferTypeVolatile ); verts.lock(); F32 screenLeft = updateRect.point.x; F32 screenRight = (updateRect.point.x + updateRect.extent.x); F32 screenTop = updateRect.point.y; F32 screenBottom = (updateRect.point.y + updateRect.extent.y); const F32 fillConv = GFX->getFillConventionOffset(); verts[0].point.set( screenLeft - fillConv, screenTop - fillConv, 0.f ); verts[1].point.set( screenRight - fillConv, screenTop - fillConv, 0.f ); verts[2].point.set( screenLeft - fillConv, screenBottom - fillConv, 0.f ); verts[3].point.set( screenRight - fillConv, screenBottom - fillConv, 0.f ); verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI( 255, 255, 255, 255 ); verts[0].texCoord.set( 0.0f, 0.0f ); verts[1].texCoord.set( 1.0f, 0.0f ); verts[2].texCoord.set( 0.0f, 1.0f ); verts[3].texCoord.set( 1.0f, 1.0f ); verts.unlock(); GFX->setVertexBuffer( verts ); MatrixSet matSet; matSet.setWorld(GFX->getWorldMatrix()); matSet.setView(GFX->getViewMatrix()); matSet.setProjection(GFX->getProjectionMatrix()); MatrixF cameraMatrix( true ); F32 left, right, top, bottom, nearPlane, farPlane; bool isOrtho; GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho ); Frustum frust( isOrtho, left, right, top, bottom, nearPlane, farPlane, cameraMatrix ); SceneRenderState state ( gClientSceneGraph, SPT_Diffuse, SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ), gClientSceneGraph->getDefaultRenderPass(), false ); SceneData sgData; sgData.init( &state ); sgData.wireframe = false; // Don't wireframe this. while( mMaterialInst->setupPass( &state, sgData ) ) { mMaterialInst->setSceneInfo( &state, sgData ); mMaterialInst->setTransforms( matSet, &state ); GFX->setupGenericShaders(); GFX->drawPrimitive( GFXTriangleStrip, 0, 2 ); } // Clean up GFX->setShader( NULL ); GFX->setTexture( 0, NULL ); }
void ImposterCapture::begin( TSShapeInstance *shapeInst, S32 dl, S32 dim, F32 radius, const Point3F ¢er ) { mShapeInstance = shapeInst; mDl = dl; mDim = dim; mRadius = radius; mCenter = center; mBlackTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) ); mWhiteTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) ); mNormalTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) ); mDepthBuffer.set( mDim, mDim, GFXFormatD24S8, &GFXDefaultZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) ); // copy the black render target data into a bitmap mBlackBmp = new GBitmap; mBlackBmp->allocateBitmap(mDim, mDim, false, GFXFormatR8G8B8); // copy the white target data into a bitmap mWhiteBmp = new GBitmap; mWhiteBmp->allocateBitmap(mDim, mDim, false, GFXFormatR8G8B8); // Setup viewport and frustrum to do orthographic projection. RectI viewport( 0, 0, mDim, mDim ); GFX->setViewport( viewport ); GFX->setOrtho( -mRadius, mRadius, -mRadius, mRadius, 1, 20.0f * mRadius ); // Position camera looking out the X axis. MatrixF cameraMatrix( true ); cameraMatrix.setColumn( 0, Point3F( 0, 0, 1 ) ); cameraMatrix.setColumn( 1, Point3F( 1, 0, 0 ) ); cameraMatrix.setColumn( 2, Point3F( 0, 1, 0 ) ); // setup scene state required for TS mesh render...this is messy and inefficient; // should have a mode where most of this is done just once (and then // only the camera matrix changes between snapshots). // note that we use getFrustum here, but we set up an ortho projection above. // it doesn't seem like the scene state object pays attention to whether the projection is // ortho or not. this could become a problem if some code downstream tries to // reconstruct the projection matrix using the dimensions and doesn't // realize it should be ortho. at the moment no code is doing that. F32 left, right, top, bottom, nearPlane, farPlane; bool isOrtho; GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho ); Frustum frust( isOrtho, left, right, top, bottom, nearPlane, farPlane, cameraMatrix ); // Set up render pass. mRenderPass = new RenderPassManager(); mRenderPass->assignName( "DiffuseRenderPass" ); mMeshRenderBin = new RenderMeshMgr(); mRenderPass->addManager( mMeshRenderBin ); // Set up scene state. mState = new SceneRenderState( gClientSceneGraph, SPT_Diffuse, SceneCameraState( viewport, frust, GFX->getWorldMatrix(),GFX->getProjectionMatrix() ), mRenderPass, false ); // Set up our TS render state. mRData.setSceneState( mState ); mRData.setCubemap( NULL ); mRData.setFadeOverride( 1.0f ); // set gfx up for render to texture GFX->pushActiveRenderTarget(); mRenderTarget = GFX->allocRenderToTextureTarget(); }
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(); }