Пример #1
0
void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx )
{
   GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );

   // store current matrices
   GFXTransformSaver saver;   

   // set projection to 90 degrees vertical and horizontal
   F32 left, right, top, bottom;
   MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist );
   GFX->setFrustum( left, right, bottom, top, mDesc->nearDist, mDesc->farDist );

   // We don't use a special clipping projection, but still need to initialize 
   // this for objects like SkyBox which will use it during a reflect pass.
   gClientSceneGraph->setNonClipProjection( GFX->getProjectionMatrix() );

   // Standard view that will be overridden below.
   VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);

   switch( faceidx )
   {
   case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
      vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
      vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
      vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 0.0f,-1.0f );
      break;
   case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
      vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
      vUpVec    = VectorF( 0.0f, 0.0f, 1.0f );
      break;
   case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
      vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
      vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
      vUpVec    = VectorF( 0.0f, 1.0f, 0.0f );
      break;
   }

   // create camera matrix
   VectorF cross = mCross( vUpVec, vLookatPt );
   cross.normalizeSafe();

   MatrixF matView(true);
   matView.setColumn( 0, cross );
   matView.setColumn( 1, vLookatPt );
   matView.setColumn( 2, vUpVec );
   matView.setPosition( mObject->getPosition() );
   matView.inverse();

   GFX->setWorldMatrix(matView);

   renderTarget->attachTexture( GFXTextureTarget::Color0, cubemap, faceidx );
   GFX->setActiveRenderTarget( renderTarget );
   GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );

   SceneRenderState reflectRenderState
   (
      gClientSceneGraph,
      SPT_Reflect,
      SceneCameraState::fromGFX()
   );

   reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
   reflectRenderState.setDiffuseCameraTransform( params.query->cameraMatrix );
   reflectRenderState.disableAdvancedLightingBins(true);

   // render scene
   LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
   gClientSceneGraph->renderSceneNoLights( &reflectRenderState, mDesc->objectTypeMask );
   LIGHTMGR->unregisterAllLights();

   // Clean up.
   renderTarget->resolve();   
}