Пример #1
0
    static Matrix4<T> LookAtWithVector(const Vector3<T>& eye,
            const Vector3<T>& lookVector, const Vector3<T>& up) {
        Vector3<T> z = lookVector.Normalized();
        Vector3<T> x = up.Cross(z).Normalized();
        Vector3<T> y = z.Cross(x).Normalized();

        Matrix4<T> m;
        m.x = Vector4<T>(x, 0);
        m.y = Vector4<T>(y, 0);
        m.z = Vector4<T>(z, 0);
        m.w = Vector4<T>(0, 0, 0, 1);

        Vector4<T> eyePrime = m * Vector4<T>(-eye, 1);
        m = m.Transposed();
        m.w = eyePrime;

        return m;
    }
Пример #2
0
 static Matrix4<T> Translate(T x, T y, T z) {
     Matrix4 m;
     m.x.x = 1;
     m.x.y = 0;
     m.x.z = 0;
     m.x.w = 0;
     m.y.x = 0;
     m.y.y = 1;
     m.y.z = 0;
     m.y.w = 0;
     m.z.x = 0;
     m.z.y = 0;
     m.z.z = 1;
     m.z.w = 0;
     m.w.x = x;
     m.w.y = y;
     m.w.z = z;
     m.w.w = 1;
     return m.Transposed();
 }
Пример #3
0
 static Matrix4<T> Translate(const Vector3<T>& v) {
     Matrix4 m;
     m.x.x = 1;
     m.x.y = 0;
     m.x.z = 0;
     m.x.w = 0;
     m.y.x = 0;
     m.y.y = 1;
     m.y.z = 0;
     m.y.w = 0;
     m.z.x = 0;
     m.z.y = 0;
     m.z.z = 1;
     m.z.w = 0;
     m.w.x = v.x;
     m.w.y = v.y;
     m.w.z = v.z;
     m.w.w = 1;
     return m.Transposed();
 }
Пример #4
0
	static Matrix4<T> LookAt(const Vector3<T>& eye,
                             const Vector3<T>& target,
                             const Vector3<T>& up)
    {
		Vector3<T> z = (eye - target).Normalized();
        Vector3<T> x = up.Cross(z).Normalized();
        Vector3<T> y = z.Cross(x).Normalized();
        
        Matrix4<T> m;
        m.x = Vector4<T>(x, 0.0f);
        m.y = Vector4<T>(y, 0.0f);
        m.z = Vector4<T>(z, 0.0f);
        m.w = Vector4<T>(0, 0, 0, 1);
        
        Vector4<T> eyePrime = m * Vector4<T>(-eye, 1);
        m = m.Transposed();
        m.w = eyePrime;
        
        return m;
    }
Пример #5
0
		GLColorBuffer GLCameraBlurFilter::Filter(GLColorBuffer input, float radialBlur) {
			SPADES_MARK_FUNCTION();
			
			if(radialBlur > 0.f)
				radialBlur = 1.f - radialBlur;
			else
				radialBlur = 1.f;
			
			bool hasRadialBlur = radialBlur < .9999f;
			
			IGLDevice *dev = renderer->GetGLDevice();
			GLQuadRenderer qr(dev);
			
			
			
			dev->Enable(IGLDevice::Blend, false);
			
			static GLProgramAttribute programPosition("positionAttribute");
			static GLProgramUniform programTexture("texture");
			static GLProgramUniform programDepthTexture("depthTexture");
			static GLProgramUniform programReverseMatrix("reverseMatrix");
			static GLProgramUniform programShutterTimeScale("shutterTimeScale");
			
			programPosition(program);
			programTexture(program);
			programDepthTexture(program);
			programReverseMatrix(program);
			programShutterTimeScale(program);
			
			const client::SceneDefinition& def = renderer->GetSceneDef();
			Matrix4 newMatrix = Matrix4::Identity();
			newMatrix.m[0] = def.viewAxis[0].x;
			newMatrix.m[1] = def.viewAxis[1].x;
			newMatrix.m[2] = def.viewAxis[2].x;
			newMatrix.m[4] = def.viewAxis[0].y;
			newMatrix.m[5] = def.viewAxis[1].y;
			newMatrix.m[6] = def.viewAxis[2].y;
			newMatrix.m[8] = def.viewAxis[0].z;
			newMatrix.m[9] = def.viewAxis[1].z;
			newMatrix.m[10] = def.viewAxis[2].z;
			
			// othrogonal matrix can be reversed fast
			Matrix4 inverseNewMatrix = newMatrix.Transposed();
			Matrix4 diffMatrix = prevMatrix * inverseNewMatrix;
			prevMatrix = newMatrix;
			Matrix4 reverseMatrix = ReverseMatrix(diffMatrix);
			
			if(diffMatrix.m[0] < .3f ||
			   diffMatrix.m[5] < .3f ||
			   diffMatrix.m[10] < .3f){
				// too much change
				if(hasRadialBlur) {
					diffMatrix = Matrix4::Identity();
				}else{
					// skip blur
					return input;
				}
			}
			
			float movePixels = MyACos(diffMatrix.m[0]);
			float shutterTimeScale = .3f;
			movePixels = std::max(movePixels, MyACos(diffMatrix.m[5]));
			movePixels = std::max(movePixels, MyACos(diffMatrix.m[10]));
			movePixels = tanf(movePixels) / tanf(def.fovX * .5f);
			movePixels *= (float)dev->ScreenWidth() * .5f;
			movePixels *= shutterTimeScale;
			
			movePixels = std::max(movePixels,
								  (1.f - radialBlur) * dev->ScreenWidth() * 0.5f);
			
			if(movePixels < 1.f){
				// too less change, skip camera blur
				return input;
			}
			
			int levels = (int)ceilf(logf(movePixels) / logf(5.f));
			if(levels <= 0)
				levels = 1;
			
			if(hasRadialBlur)
				radialBlur *= radialBlur;
			reverseMatrix = Matrix4::Scale(radialBlur, radialBlur, 1.f)
				* reverseMatrix;
			
			program->Use();
			
			programTexture.SetValue(0);
			programDepthTexture.SetValue(1);
			programReverseMatrix.SetValue(reverseMatrix);
			
			// composite to the final image
			GLColorBuffer buf = input;
			
			qr.SetCoordAttributeIndex(programPosition());
			dev->ActiveTexture(1);
			dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
			dev->ActiveTexture(0);
			
			for(int i = 0; i < levels; i++){
				GLProfiler measure(dev, "Apply [%d / %d]", i+1,levels);
				GLColorBuffer output = input.GetManager()->CreateBufferHandle();
				programShutterTimeScale.SetValue(shutterTimeScale);
				dev->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
				dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
				dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
				qr.Draw();
				dev->BindTexture(IGLDevice::Texture2D, 0);
				shutterTimeScale /= 5.f;
				buf = output;
			}
			
			dev->ActiveTexture(1);
			dev->BindTexture(IGLDevice::Texture2D, 0);
			dev->ActiveTexture(0);
			
			
			return buf;
		}