void APE::v_ExtraFldOutput( std::vector<Array<OneD, NekDouble> > &fieldcoeffs, std::vector<std::string> &variables) { UpdateBasefield(); const int nCoeffs = m_fields[0]->GetNcoeffs(); for (int i = 0; i < m_spacedim + 2; i++) { variables.push_back(m_basefield_names[i]); Array<OneD, NekDouble> tmpFwd(nCoeffs); m_fields[0]->FwdTrans(m_basefield[i], tmpFwd); fieldcoeffs.push_back(tmpFwd); } }
bool ProjectedShadow::_updateDecal( const SceneRenderState *state ) { PROFILE_SCOPE( ProjectedShadow_UpdateDecal ); if ( !LIGHTMGR ) return false; // Get the position of the decal first. const Box3F &objBox = mParentObject->getObjBox(); const Point3F boxCenter = objBox.getCenter(); Point3F decalPos = boxCenter; const MatrixF &renderTransform = mParentObject->getRenderTransform(); { // Set up the decal position. // We use the object space box center // multiplied by the render transform // of the object to ensure we benefit // from interpolation. MatrixF t( renderTransform ); t.setColumn(2,Point3F::UnitZ); t.mulP( decalPos ); } if ( mDecalInstance ) { mDecalInstance->mPosition = decalPos; if ( !shouldRender( state ) ) return false; } // Get the sunlight for the shadow projection. // We want the LightManager to return NULL if it can't // get the "real" sun, so we specify false for the useDefault parameter. LightInfo *lights[4] = {0}; LightQuery query; query.init( mParentObject->getWorldSphere() ); query.getLights( lights, 4 ); Point3F pos = renderTransform.getPosition(); Point3F lightDir( 0, 0, 0 ); Point3F tmp( 0, 0, 0 ); F32 weight = 0; F32 range = 0; U32 lightCount = 0; F32 dist = 0; F32 fade = 0; for ( U32 i = 0; i < 4; i++ ) { // If we got a NULL light, // we're at the end of the list. if ( !lights[i] ) break; if ( !lights[i]->getCastShadows() ) continue; if ( lights[i]->getType() != LightInfo::Point ) tmp = lights[i]->getDirection(); else tmp = pos - lights[i]->getPosition(); range = lights[i]->getRange().x; dist = ( (tmp.lenSquared()) / ((range * range) * 0.5f)); weight = mClampF( 1.0f - ( tmp.lenSquared() / (range * range)), 0.00001f, 1.0f ); if ( lights[i]->getType() == LightInfo::Vector ) fade = getMax( fade, 1.0f ); else fade = getMax( fade, mClampF( 1.0f - dist, 0.00001f, 1.0f ) ); lightDir += tmp * weight; lightCount++; } lightDir.normalize(); // No light... no shadow. if ( !lights[0] ) return false; // Has the light direction // changed since last update? bool lightDirChanged = !mLastLightDir.equal( lightDir ); // Has the parent object moved // or scaled since the last update? bool hasMoved = !mLastObjectPosition.equal( mParentObject->getRenderPosition() ); bool hasScaled = !mLastObjectScale.equal( mParentObject->getScale() ); // Set the last light direction // to the current light direction. mLastLightDir = lightDir; mLastObjectPosition = mParentObject->getRenderPosition(); mLastObjectScale = mParentObject->getScale(); // Temps used to generate // tangent vector for DecalInstance below. VectorF right( 0, 0, 0 ); VectorF fwd( 0, 0, 0 ); VectorF tmpFwd( 0, 0, 0 ); U32 idx = lightDir.getLeastComponentIndex(); tmpFwd[idx] = 1.0f; right = mCross( tmpFwd, lightDir ); fwd = mCross( lightDir, right ); right = mCross( fwd, lightDir ); right.normalize(); // Set up the world to light space // matrix, along with proper position // and rotation to be used as the world // matrix for the render to texture later on. static MatrixF sRotMat(EulerF( 0.0f, -(M_PI_F/2.0f), 0.0f)); mWorldToLight.identity(); MathUtils::getMatrixFromForwardVector( lightDir, &mWorldToLight ); mWorldToLight.setPosition( ( pos + boxCenter ) - ( ( (mRadius * smDepthAdjust) + 0.001f ) * lightDir ) ); mWorldToLight.mul( sRotMat ); mWorldToLight.inverse(); // Get the shapebase datablock if we have one. ShapeBaseData *data = NULL; if ( mShapeBase ) data = static_cast<ShapeBaseData*>( mShapeBase->getDataBlock() ); // We use the object box's extents multiplied // by the object's scale divided by 2 for the radius // because the object's worldsphere radius is not // rotationally invariant. mRadius = (objBox.getExtents() * mParentObject->getScale()).len() * 0.5f; if ( data ) mRadius *= data->shadowSphereAdjust; // Create the decal if we don't have one yet. if ( !mDecalInstance ) mDecalInstance = gDecalManager->addDecal( decalPos, lightDir, right, mDecalData, 1.0f, 0, PermanentDecal | ClipDecal | CustomDecal ); if ( !mDecalInstance ) return false; mDecalInstance->mVisibility = fade; // Setup decal parameters. mDecalInstance->mSize = mRadius * 2.0f; mDecalInstance->mNormal = -lightDir; mDecalInstance->mTangent = -right; mDecalInstance->mRotAroundNormal = 0; mDecalInstance->mPosition = decalPos; mDecalInstance->mDataBlock = mDecalData; // If the position of the world // space box center is the same // as the decal's position, and // the light direction has not // changed, we don't need to clip. bool shouldClip = lightDirChanged || hasMoved || hasScaled; // Now, check and see if the object is visible. const Frustum &frust = state->getCullingFrustum(); if ( frust.isCulled( SphereF( mDecalInstance->mPosition, mDecalInstance->mSize * mDecalInstance->mSize ) ) && !shouldClip ) return false; F32 shadowLen = 10.0f; if ( data ) shadowLen = data->shadowProjectionDistance; const Point3F &boxExtents = objBox.getExtents(); mShadowLength = shadowLen * mParentObject->getScale().z; // Set up clip depth, and box half // offset for decal clipping. Point2F clipParams( mShadowLength, (boxExtents.x + boxExtents.y) * 0.25f ); bool render = false; bool clipSucceeded = true; // Clip! if ( shouldClip ) { clipSucceeded = gDecalManager->clipDecal( mDecalInstance, NULL, &clipParams ); } // If the clip failed, // we'll return false in // order to keep from // unnecessarily rendering // into the texture. If // there was no reason to clip // on this update, we'll assume we // should update the texture. render = clipSucceeded; // Tell the DecalManager we've changed this decal. gDecalManager->notifyDecalModified( mDecalInstance ); return render; }