void VLensFlareComponent::UpdateVisibility (float& fLastVisibilityQuery, float& fCurrentVisibility)
{
  // Make sure we are actually attached to an object
  if (GetOwner())
  {
    // Get Camera
    VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
    const hkvVec3 vCameraPos = pContext->GetCamera()->GetPosition();

    // Get Light
    VisLightSource_cl* pLight = (VisLightSource_cl*)GetOwner();
    hkvVec3 vPos;
    pLight->GetVirtualPosition( vPos, pContext );

    hkvVec3 vDist = vCameraPos - vPos;
    float fDist = vDist.getLength();
    float fFactor = 1.0f;

    // Distance FadeOut
    if (FadeOutEnd != 0 && FadeOutStart < FadeOutEnd)
    {
      if (fDist > FadeOutEnd)
      {
        fFactor = 0.0f;
      }
      else if (fDist > FadeOutStart)
      {
        fFactor = 1.0f - (fDist - FadeOutStart) / (FadeOutEnd - FadeOutStart);
      }
    }

    // Apply distance fade out
    fLastVisibilityQuery *= fFactor;

    // PreGlow/AfterGlow
    if (fLastVisibilityQuery > fCurrentVisibility)
    {
      float fSpeed = Vision::GetTimer()->GetTimeDifference() / ((PreGlowMS + 1) * 0.001f);
      fCurrentVisibility = hkvMath::Min(fCurrentVisibility + fSpeed, fLastVisibilityQuery);
    }
    else if (fLastVisibilityQuery < fCurrentVisibility)
    {
      float fSpeed = Vision::GetTimer()->GetTimeDifference() / ((AfterGlowMS + 1) * 0.001f);
      fCurrentVisibility = hkvMath::Max(fCurrentVisibility - fSpeed, fLastVisibilityQuery);
    }

    fCurrentVisibility = hkvMath::clamp(fCurrentVisibility, 0.0f, 1.0f);
  }
}
bool VOcclusionQueryObjectPixelCounterLensFlare::Render(VOcclusionQuery &query, const hkvAlignedBBox &safeBox)
{
  if (m_pLensFlare != NULL && m_pLensFlare->GetOwner() != NULL)
  {
    SetState(VISQUERY_RENDERSTATE_BILLBOARD);
    
    VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();

    VisLightSource_cl* pLight = (VisLightSource_cl*)m_pLensFlare->GetOwner();
    hkvVec3 vPos(hkvNoInitialization);
    pLight->GetVirtualPosition(vPos, pContext);

    hkvVec3 vCameraDir = pContext->GetCamera()->GetPosition() - vPos;
    vCameraDir /= hkvMath::Max(vCameraDir.getLength(), HKVMATH_LARGE_EPSILON);

    vPos += vCameraDir * m_pLensFlare->GetDepthBias();

    query.DoHardwareOcclusionTest_Billboard(&vPos.x, m_pLensFlare->GetCheckBlockSize());
    return true;
  }
  return false;
}
Пример #3
0
void VCoronaManager::RenderCorona (VCoronaCandidate& coronaCandidate, VTextureObject*& pTexture)
{
#ifdef SUPPORTS_CORONAS
  VCoronaComponent *pCorona = coronaCandidate.m_pCorona;
  VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
  VisLightSource_cl* pLight = (VisLightSource_cl*)pCorona->GetOwner();

  hkvVec3 vLightPos(hkvNoInitialization);
  pLight->GetVirtualPosition(vLightPos, pContext);
  hkvVec3 vEyePos(hkvNoInitialization);
  pContext->GetCamera()->GetPosition(vEyePos);
  hkvVec3 vDir = pContext->GetCamera()->GetDirection();

  // Corona texture
  VTextureObject *pTex = pCorona->GetCoronaTexture();
  if (pTex == NULL)
    return;

  if (pTexture != pTex)
  {
    pTexture = pTex;
    Vision::RenderLoopHelper.BindMeshTexture(pTexture,0);
  }

  // Get light color
  VColorRef color = pLight->GetColor();
  hkvVec3 vDist = vLightPos - vEyePos;
  float fEyeDist = vDir.dot(vDist);

  //determine if camera is in light cone if the light is directional
  float fDirectionalDampening = 1.0f;
  if ( pLight->GetType() == VIS_LIGHT_SPOTLIGHT && pCorona->GetOnlyVisibleInSpotLight() )
  {
    fDirectionalDampening = 0.0f;
    float fConeAngle = pLight->GetProjectionAngle();
    float fConeLength = pLight->GetRadius();
    hkvVec3 fConeDirection = pLight->GetDirection();
    fConeDirection.normalize();

    hkvVec3 vLightEyeDist = vEyePos - vLightPos;

    //#2 check if the camera is inside the angle of the cone
    float cosinusAngle = (vLightEyeDist/vLightEyeDist.getLength()).dot(fConeDirection);
    float fDegree = hkvMath::acosDeg(cosinusAngle);
    float normRadius = fDegree / (fConeAngle/2.0f);

    if (normRadius < 1.0f)
    {
      //hardcoded falloff. For better performance, we avoid sampling the projection texture here.
      const float fEpsilon = 64.0f/256.0f;
      const float fQuadFactor = 1.0f/fEpsilon - 1.0f;
      fDirectionalDampening = 1.0f / (1.0f + fQuadFactor*normRadius*normRadius);

      // scale the function so that the value is exactly 0.0 at the edge and 1.0 in the center
      fDirectionalDampening = (fDirectionalDampening - fEpsilon) / (1.0f - fEpsilon);  
    }
  }
  // Fog params
  float fFogDampening = 1.0f;
  if (pLight->GetType() != VIS_LIGHT_DIRECTED && Vision::World.IsLinearDepthFogEnabled())
  {  
    const VFogParameters &fog = Vision::World.GetFogParameters();
    float fFogStart = fog.fDepthStart;
    float fFogEnd = fog.fDepthEnd;

    float fFogFactor = (fFogEnd > fFogStart) ? ((fEyeDist - fFogStart) / (fFogEnd - fFogStart)) : 0.f;
    fFogDampening = 1.0f - hkvMath::clamp(fFogFactor, 0.0f, 1.0f);
  }

  // Get corona rotation
  float fRotation = 0.0f;
  hkvVec4 vRotation(1.0f, 0.0f, 0.0f, 1.0f);
  if (pCorona->CoronaFlags & VIS_CORONASCALE_ROTATING)
  { 
    fRotation = hkvMath::mod (fEyeDist * 0.5f, 360.f);

    vRotation.x = hkvMath::cosDeg (fRotation);
    vRotation.y = -hkvMath::sinDeg (fRotation);
    vRotation.z = -vRotation.y;
    vRotation.w = vRotation.x;
  }

  // Texture dimensions
  int iSizeX, iSizeY, depth;
  pTex->GetTextureDimensions(iSizeX, iSizeY, depth);

  hkvVec4 vScale(0.0f, 0.0f, 0.0f, 0.0f);

  int iMainWidth, iMainHeight, iWidth, iHeight;
  pContext->GetSize(iWidth, iHeight);
  VisRenderContext_cl::GetMainRenderContext()->GetSize(iMainWidth, iMainHeight);

  // Preserve texture aspect ratio
  int iTexHeight = pTex->GetTextureHeight();
  int iTexWidth = pTex->GetTextureWidth();

  // Perspective scaling
  // This scaling ensures roughly the same size on 720p as the old implementation.
  vScale.z = iTexWidth * pCorona->CoronaScaling * 0.25f;
  vScale.w = iTexHeight * pCorona->CoronaScaling * 0.25f;

  // Screen-space scaling
  // This scaling ensures roughly the same size on 720p as the old implementation.
  const float fScaleFactor = pCorona->CoronaScaling * iMainHeight / 11.0f;
  vScale.x = ((float)iTexWidth / 128.0f) * fScaleFactor * (float(iWidth) / float(iMainWidth));
  vScale.y = ((float)iTexHeight / 128.0f) * fScaleFactor * (float(iHeight) / float(iMainHeight));
  vScale.x *= 2.0f / iWidth;
  vScale.y *= 2.0f / iHeight;
  
  // Scale by visibility
  if (pCorona->CoronaFlags & VIS_CORONASCALE_VISIBLEAREA)
  {
    vScale.x *= coronaCandidate.m_fCurrentVisibility;
    vScale.y *= coronaCandidate.m_fCurrentVisibility;
    vScale.z *= coronaCandidate.m_fCurrentVisibility;
    vScale.w *= coronaCandidate.m_fCurrentVisibility;
  }

  VCompiledShaderPass* pShader = m_spCoronaTechnique->GetShader(0);
  VShaderConstantBuffer *pVertexConstBuffer = pShader->GetConstantBuffer(VSS_VertexShader);
  // xyz = worldspace position, w = 1.0 if VIS_CORONASCALE_DISTANCE is true, otherwise zero.
  pVertexConstBuffer->SetSingleParameterF("coronaPosition", vLightPos.x, vLightPos.y, vLightPos.z, (pCorona->CoronaFlags & VIS_CORONASCALE_DISTANCE) ? 1.0f : 0.0f);
  // xyz = light color, w = corona visibility.
  pVertexConstBuffer->SetSingleParameterF("coronaColor", color.r/255.0f, color.g/255.0f, color.b/255.0f, coronaCandidate.m_fCurrentVisibility * fFogDampening * fDirectionalDampening);
  // xyzw = 2x2 rotation matrix. float2x2 is not supported in shader model 2, so a float4 is used and multiplication is done manually in the shader.
  pVertexConstBuffer->SetSingleParameterF("coronaRotation", vRotation.x, vRotation.y, vRotation.z, vRotation.w);
  // xy = screen-space scaling. zw = view-space scaling.
  pVertexConstBuffer->SetSingleParameterF("coronaScale", vScale.x, vScale.y, vScale.z, vScale.w);
    
  Vision::RenderLoopHelper.RenderMeshes(pShader, VisMeshBuffer_cl::MB_PRIMTYPE_TRILIST, 0, 2, 6);
#endif
}