Пример #1
0
void					CRender::rmNormal			()
{
    IRender_Target* T	=	getTarget	();
    D3DVIEWPORT9 VP		= {0,0,T->get_width(),T->get_height(),0,1.f };
    CHK_DX				(HW.pDevice->SetViewport(&VP));
}
Пример #2
0
void CCameraManager::ResetPP()
{
	IRender_Target*		T	= ::Render->getTarget();
	T->set_duality_h		(pp_identity.duality.h);
	T->set_duality_v		(pp_identity.duality.v);
	T->set_blur				(pp_identity.blur);
	T->set_gray				(pp_identity.gray);
	T->set_noise			(pp_identity.noise.intensity);
	T->set_noise_scale		(pp_identity.noise.grain);
	T->set_noise_fps		(pp_identity.noise.fps);
	T->set_color_base		(pp_identity.color_base);
	T->set_color_gray		(pp_identity.color_gray);
	T->set_color_add		(pp_identity.color_add);
}
Пример #3
0
void CRender::Calculate				()
{
	#ifdef _GPA_ENABLED	
		TAL_SCOPED_TASK_NAMED( "CRender::Calculate()" );
	#endif // _GPA_ENABLED

	Device.Statistic->RenderCALC.Begin();

	// Transfer to global space to avoid deep pointer access
	IRender_Target* T				=	getTarget	();
	float	fov_factor				=	_sqr		(90.f / Device.fFOV);
	g_fSCREEN						=	float(T->get_width()*T->get_height())*fov_factor*(EPS_S+ps_r__LOD);
	r_ssaDISCARD					=	_sqr(ps_r__ssaDISCARD)		/g_fSCREEN;
	r_ssaDONTSORT					=	_sqr(ps_r__ssaDONTSORT/3)	/g_fSCREEN;
	r_ssaLOD_A						=	_sqr(ps_r1_ssaLOD_A/3)		/g_fSCREEN;
	r_ssaLOD_B						=	_sqr(ps_r1_ssaLOD_B/3)		/g_fSCREEN;
	r_ssaGLOD_start					=	_sqr(ps_r__GLOD_ssa_start/3)/g_fSCREEN;
	r_ssaGLOD_end					=	_sqr(ps_r__GLOD_ssa_end/3)	/g_fSCREEN;
	r_ssaHZBvsTEX					=	_sqr(ps_r__ssaHZBvsTEX/3)	/g_fSCREEN;

	// Frustum & HOM rendering
	ViewBase.CreateFromMatrix		(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
	View							= 0;
	HOM.Enable						();
	HOM.Render						(ViewBase);
	gm_SetNearer					(FALSE);
	phase							= PHASE_NORMAL;

	// Detect camera-sector
	if (!vLastCameraPos.similar(Device.vCameraPosition,EPS_S)) 
	{
		CSector* pSector		= (CSector*)detectSector(Device.vCameraPosition);
		if (pSector && (pSector!=pLastSector))
			g_pGamePersistent->OnSectorChanged( translateSector(pSector) );

		if (0==pSector) pSector = pLastSector;
		pLastSector = pSector;
		vLastCameraPos.set(Device.vCameraPosition);
	}

	// Check if camera is too near to some portal - if so force DualRender
	if (rmPortals) 
	{
		Fvector box_radius;		box_radius.set(EPS_L*2,EPS_L*2,EPS_L*2);
		Sectors_xrc.box_options	(CDB::OPT_FULL_TEST);
		Sectors_xrc.box_query	(rmPortals,Device.vCameraPosition,box_radius);
		for (int K=0; K<Sectors_xrc.r_count(); K++)
		{
			CPortal*	pPortal		= (CPortal*) Portals[rmPortals->get_tris()[Sectors_xrc.r_begin()[K].id].dummy];
			pPortal->bDualRender	= TRUE;
		}
	}
	//
	if (L_DB)
		L_DB->Update();

	// Main process
	marker	++;
	if (pLastSector)
	{
		// Traverse sector/portal structure
		PortalTraverser.traverse	
			(
			pLastSector,
			ViewBase,
			Device.vCameraPosition,
			Device.mFullTransform,
			CPortalTraverser::VQ_HOM + CPortalTraverser::VQ_SSA + CPortalTraverser::VQ_FADE
			);

		// Determine visibility for static geometry hierrarhy
		if  (psDeviceFlags.test(rsDrawStatic))	{
			for (u32 s_it=0; s_it<PortalTraverser.r_sectors.size(); s_it++)
			{
				CSector*	sector		= (CSector*)PortalTraverser.r_sectors[s_it];
				dxRender_Visual*	root	= sector->root();
				for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)
				{
					set_Frustum			(&(sector->r_frustums[v_it]));
					add_Geometry		(root);
				}
			}
		}

		// Traverse object database
		if  (psDeviceFlags.test(rsDrawDynamic))	{
			g_SpatialSpace->q_frustum
				(
				lstRenderables,
				ISpatial_DB::O_ORDERED,
				STYPE_RENDERABLE + STYPE_LIGHTSOURCE,
				ViewBase
				);

			// Exact sorting order (front-to-back)
			std::sort							(lstRenderables.begin(),lstRenderables.end(),pred_sp_sort);

			// Determine visibility for dynamic part of scene
			set_Object							(0);
			g_hud->Render_First					( );	// R1 shadows
			g_hud->Render_Last					( );	
			u32 uID_LTRACK						= 0xffffffff;
			if (phase==PHASE_NORMAL)			{
				uLastLTRACK	++;
				if (lstRenderables.size())		uID_LTRACK	= uLastLTRACK%lstRenderables.size();

				// update light-vis for current entity / actor
				CObject*	O					= g_pGameLevel->CurrentViewEntity();
				if (O)		{
					CROS_impl*	R					= (CROS_impl*) O->ROS();
					if (R)		R->update			(O);
				}
			}
			for (u32 o_it=0; o_it<lstRenderables.size(); o_it++)
			{
				ISpatial*	spatial		= lstRenderables[o_it];		spatial->spatial_updatesector	();
				CSector*	sector		= (CSector*)spatial->spatial.sector	;
				if	(0==sector)										
					continue;	// disassociated from S/P structure

				// Filter only not light spatial
				if	(PortalTraverser.i_marker != sector->r_marker && (spatial->spatial.type & STYPE_RENDERABLE) )	continue;	// inactive (untouched) sector

				if (spatial->spatial.type & STYPE_RENDERABLE)
				{
					for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)
					{
						set_Frustum			(&(sector->r_frustums[v_it]));

						if (!View->testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R) /*&& (spatial->spatial.type & STYPE_RENDERABLE)*/)	continue;
						// renderable
						IRenderable*	renderable		= spatial->dcast_Renderable	();
						if (0==renderable)	{
							// It may be an glow
							CGlow*		glow				= dynamic_cast<CGlow*>(spatial);
							VERIFY							(glow);
							L_Glows->add					(glow);
						} else {
							// Occlusiond
							vis_data&		v_orig			= renderable->renderable.visual->getVisData();
							vis_data		v_copy			= v_orig;
							v_copy.box.xform				(renderable->renderable.xform);
							BOOL			bVisible		= HOM.visible(v_copy);
							v_orig.accept_frame				= v_copy.accept_frame;
							v_orig.marker					= v_copy.marker;
							v_orig.hom_frame				= v_copy.hom_frame;
							v_orig.hom_tested				= v_copy.hom_tested;
							if (!bVisible)					break;	// exit loop on frustums

							// rendering
							if (o_it==uID_LTRACK && renderable->renderable_ROS())	{
								// track lighting environment
								CROS_impl*		T = (CROS_impl*)renderable->renderable_ROS();
								T->update			(renderable);
							}
							set_Object						(renderable);
							renderable->renderable_Render	();
							set_Object						(0);	//? is it needed at all
						}
						break;	// exit loop on frustums
					}
				} 
				else
				{
					if ( ViewBase.testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R) )
					{
						VERIFY								(spatial->spatial.type & STYPE_LIGHTSOURCE);
						// lightsource
						light*			L					= (light*)	spatial->dcast_Light	();
						VERIFY								(L);
						if (L->spatial.sector)				{
							vis_data&		vis		= L->get_homdata	( );
							if	(HOM.visible(vis))	L_DB->add_light		(L);
						}
					}
				}
			}
		}

		// Calculate miscelaneous stuff
		L_Shadows->calculate								();
		L_Projector->calculate								();
	}
	else
	{
		set_Object											(0);
		/*
		g_pGameLevel->pHUD->Render_First					();	
		g_pGameLevel->pHUD->Render_Last						();	

		// Calculate miscelaneous stuff
		L_Shadows->calculate								();
		L_Projector->calculate								();
		*/
	}

	// End calc
	Device.Statistic->RenderCALC.End	();
}
Пример #4
0
void CCameraManager::ApplyDevice (float _viewport_near)
{
	// Device params
	Device.mView.build_camera_dir(m_cam_info.p, m_cam_info.d, m_cam_info.n);

	Device.vCameraPosition.set	( m_cam_info.p );
	Device.vCameraDirection.set	( m_cam_info.d );
	Device.vCameraTop.set		( m_cam_info.n );
	Device.vCameraRight.set		( m_cam_info.r );

	// projection
	Device.fFOV					= m_cam_info.fFov;
	Device.fASPECT				= m_cam_info.fAspect;
	Device.mProject.build_projection(deg2rad(m_cam_info.fFov), m_cam_info.fAspect, _viewport_near, m_cam_info.fFar);

	if( g_pGamePersistent && g_pGamePersistent->m_pMainMenu->IsActive() )
		ResetPP					();
	else
	{
		pp_affected.validate		("apply device");
		// postprocess
		IRender_Target*		T		= ::Render->getTarget();
		T->set_duality_h			(pp_affected.duality.h);
		T->set_duality_v			(pp_affected.duality.v);
		T->set_blur					(pp_affected.blur);
		T->set_gray					(pp_affected.gray);
		T->set_noise				(pp_affected.noise.intensity);

		clamp						(pp_affected.noise.grain,EPS_L,1000.0f);

		T->set_noise_scale			(pp_affected.noise.grain);

		T->set_noise_fps			(pp_affected.noise.fps);
		T->set_color_base			(pp_affected.color_base);
		T->set_color_gray			(pp_affected.color_gray);
		T->set_color_add			(pp_affected.color_add);
	}
}