void Jungle::render() { video::IVideoDriver * driver = SceneManager->getVideoDriver(); ICameraSceneNode* cam = SceneManager->getActiveCamera(); driver->setTransform(video::ETS_VIEW, cam->getViewMatrix()); driver->setTransform(video::ETS_PROJECTION, cam->getProjectionMatrix()); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); core::vector3df camPos = SceneManager->getActiveCamera()->getAbsolutePosition(); f32 far = SceneManager->getActiveCamera()->getFarValue(); camPos.Y = 0; //start rendering for(u8 x = 0 ; x < WORLD_SIZE; x ++) { for(u8 y = 0 ; y < WORLD_SIZE; y ++) { f32 dist = camPos.getDistanceFrom( core::vector3df(chunks[x][y].X + 16, chunks[x][y].Y + 16, chunks[x][y].Z + 16)); if(dist > far) continue; //v_chunks[x][y].render(driver); driver->setMaterial(Material); chunks[x][y].renderBark(driver); driver->setMaterial(MaterialLeaf); chunks[x][y].renderLeaf(driver); } } }
void effectHandler::update(irr::video::ITexture* outputTarget) { if(shadowsUnsupported || smgr->getActiveCamera() == 0) return; if(!ShadowNodeArray.empty() && !LightList.empty()) { driver->setRenderTarget(ScreenQuad.rt[0], true, true, AmbientColour); ICameraSceneNode* activeCam = smgr->getActiveCamera(); activeCam->OnAnimate(device->getTimer()->getTime()); activeCam->OnRegisterSceneNode(); activeCam->render(); const u32 LightListSize = LightList.size(); for(u32 l = 0;l < LightListSize;++l) { // Set max distance constant for depth shader. depthMC->FarLink = LightList[l].getFarValue(); driver->setTransform(ETS_VIEW, LightList[l].getViewMatrix()); driver->setTransform(ETS_PROJECTION, LightList[l].getProjectionMatrix()); driver->setRenderTarget(ShadowMapTex, true, true, SColor(0xffffffff)); const u32 ShadowNodeArraySize = ShadowNodeArray.size(); for(u32 i = 0;i < ShadowNodeArraySize;++i) { if(ShadowNodeArray[i].shadowMode == ESM_RECEIVE) continue; BufferMaterialList.set_used(0); const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); for(u32 m = 0;m < CurrentMaterialCount;++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); ShadowNodeArray[i].node->getMaterial(m).MaterialType = ShadowNodeArray[i].node->getMaterial(m).MaterialType == Effects[EET_MRWIGGLE] ? (E_MATERIAL_TYPE)DepthWiggle : (E_MATERIAL_TYPE)Depth; } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); const u32 BufferMaterialListSize = BufferMaterialList.size(); for(u32 m = 0;m < BufferMaterialListSize;++m) ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; } driver->setTransform(ETS_VIEW, activeCam->getViewMatrix()); driver->setTransform(ETS_PROJECTION, activeCam->getProjectionMatrix()); shadowMC->LightColour = LightList[l].getLightColor(); shadowMC->LightLink = LightList[l].getPosition(); shadowMC->FarLink = LightList[l].getFarValue(); shadowMC->ViewLink = LightList[l].getViewMatrix(); shadowMC->ProjLink = LightList[l].getProjectionMatrix(); driver->setRenderTarget(ScreenQuad.rt[1], true, true, SColor(0xffffffff)); for(u32 i = 0;i < ShadowNodeArraySize;++i) { const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); BufferMaterialList.reallocate(CurrentMaterialCount); BufferTextureList.reallocate(CurrentMaterialCount); core::array<bool> BilinearBuffer(CurrentMaterialCount); BufferMaterialList.set_used(0); BufferTextureList.set_used(0); BilinearBuffer.set_used(0); for(u32 m = 0;m < CurrentMaterialCount;++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); BufferTextureList.push_back(ShadowNodeArray[i].node->getMaterial(m).getTexture(0)); BilinearBuffer.push_back(ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].BilinearFilter); ShadowNodeArray[i].node->getMaterial(m).MaterialType = (ShadowNodeArray[i].shadowMode == ESM_CAST) ? (E_MATERIAL_TYPE)WhiteWash : (E_MATERIAL_TYPE)Solid[ShadowNodeArray[i].filterType]; ShadowNodeArray[i].node->getMaterial(m).setTexture(0, ShadowMapTex); ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].BilinearFilter = false; } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); for(u32 m = 0;m < CurrentMaterialCount;++m) { ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; ShadowNodeArray[i].node->getMaterial(m).setTexture(0, BufferTextureList[m]); ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].BilinearFilter = BilinearBuffer[m]; } } driver->setRenderTarget(ScreenQuad.rt[0], false, false, SColor(0x0)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)Simple; ScreenQuad.render(driver); } } else { driver->setRenderTarget(ScreenQuad.rt[0], true, true, SColor(0xffffffff)); } driver->setRenderTarget(ScreenQuad.rt[1], true, true, ClearColour); smgr->drawAll(); const u32 PostProcessingRoutinesSize = PostProcessingRoutines.size(); driver->setRenderTarget(PostProcessingRoutinesSize ? ScreenRTT : outputTarget, true, true, SColor(0x0)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]); ScreenQuad.getMaterial().setTexture(1, ScreenQuad.rt[0]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)LightModulate; ScreenQuad.render(driver); if(PostProcessingRoutinesSize) { bool Alter = 0; ScreenQuad.getMaterial().setTexture(1, ScreenRTT); ScreenQuad.getMaterial().setTexture(2, DepthRTT); for(u32 i = 0;i < PostProcessingRoutinesSize;++i) { ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)PostProcessingRoutines[i]; Alter = !Alter; ScreenQuad.getMaterial().setTexture(0, i == 0 ? ScreenRTT : ScreenQuad.rt[int(!Alter)]); driver->setRenderTarget(i >= PostProcessingRoutinesSize - 1 ? outputTarget : ScreenQuad.rt[int(Alter)], true, true, ClearColour); ScreenQuad.render(driver); } } // Perform depth pass after rendering, to ensure animations stay up to date. if(DepthPass) { driver->setRenderTarget(DepthRTT, true, true, SColor(0xffffffff)); // Set max distance constant for depth shader. depthMC->FarLink = smgr->getActiveCamera()->getFarValue(); for(u32 i = 0;i < DepthPassArray.size();++i) { BufferMaterialList.set_used(0); for(u32 g = 0;g < DepthPassArray[i]->getMaterialCount();++g) BufferMaterialList.push_back(DepthPassArray[i]->getMaterial(g).MaterialType); DepthPassArray[i]->setMaterialType((E_MATERIAL_TYPE)Depth); DepthPassArray[i]->OnAnimate(device->getTimer()->getTime()); DepthPassArray[i]->render(); for(u32 g = 0;g < DepthPassArray[i]->getMaterialCount();++g) DepthPassArray[i]->getMaterial(g).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[g]; } } }
void CImpostorSceneNode::renderNode(SNodeLink& Imp) { ISceneNode* n = Imp.Node; updatePosAndVector(Imp); // remember old viewport and render target core::rect<s32> oldView = SceneManager->getVideoDriver()->getViewPort(); if (!oldView.isRectCollided(Imp.NewPos)) return; ICameraSceneNode* cam = SceneManager->getActiveCamera(); cam->updateAbsolutePosition(); core::vector3df camP = cam->getAbsolutePosition(); f32 distance = camP.getDistanceFrom(n->getTransformedBoundingBox().getCenter()); // project into screen core::vector3df pUL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.UpperLeftCorner, cam).getVector(); pUL.setLength(distance); core::vector3df pLR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.LowerRightCorner, cam).getVector(); pLR.setLength(distance); core::vector3df pUR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.LowerRightCorner.X, Imp.NewPos.UpperLeftCorner.Y), cam).getVector(); pUR.setLength(distance); core::vector3df pLL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.UpperLeftCorner.X, Imp.NewPos.LowerRightCorner.Y), cam).getVector(); pLL.setLength(distance); Imp.BilPos1 = camP + pUL; Imp.BilPos2 = camP + pLR; Imp.BilPos3 = camP + pUR; Imp.BilPos4 = camP + pLL; // translate and scale, but don't rotate core::matrix4 invMat = n->getAbsoluteTransformation(); invMat.makeInverse(); Imp.BilPos1 *= invMat.getScale(); invMat.translateVect(Imp.BilPos1); Imp.BilPos2 *= invMat.getScale(); invMat.translateVect(Imp.BilPos2); Imp.BilPos3 *= invMat.getScale(); invMat.translateVect(Imp.BilPos3); Imp.BilPos4 *= invMat.getScale(); invMat.translateVect(Imp.BilPos4); Imp.ScreenPos = Imp.NewPos; Imp.RotVec = Imp.NewVec; video::ITexture* rt = 0; // SceneManager->getVideoDriver()->getRenderTarget(); // set up the camera and viewport for rendering ISceneManager* oldManager = n->getSceneManager(); // set up the camera ICameraSceneNode* cam2= LocalManager->getActiveCamera(); cam2->setPosition(cam->getAbsolutePosition()); core::vector3df v = n->getTransformedBoundingBox().getCenter(); cam2->setUpVector(cam->getUpVector()); cam2->setTarget(cam->getTarget()); cam2->updateAbsolutePosition(); f32 scaleW = f32(oldView.getWidth()) / f32(Imp.ScreenPos.getWidth()); f32 scaleH = f32(oldView.getHeight()) / f32(Imp.ScreenPos.getHeight()); //f32 transW = f32(Impostors[i].ScreenPos.getWidth()/2) / (f32(oldView.getWidth()) - f32(Impostors[i].ScreenPos.getCenter().X)); //f32 transH = f32(Impostors[i].ScreenPos.getHeight()/2) / (f32(oldView.getHeight()) - f32(Impostors[i].ScreenPos.getCenter().X)); f32 transW = (f32(oldView.getCenter().X) - f32(Imp.ScreenPos.getCenter().X)) / f32(Imp.ScreenPos.getWidth()); f32 transH = (f32(oldView.getCenter().Y) - f32(Imp.ScreenPos.getCenter().Y)) / f32(Imp.ScreenPos.getHeight()); core::matrix4 proj(cam->getProjectionMatrix()); core::matrix4 zoom, trans; Imp.Time = Timer->getRealTime(); zoom.setScale(core::vector3df(scaleW, scaleH, 1.0)); trans.setTranslation(core::vector3df(transW*2,-transH*2,0.0)); proj = zoom * proj; #if defined(GENERATE_METHOD_1) proj = trans * proj; #endif // set the correct render target and viewport setTarget(Imp); // draw the scene cam2->setProjectionMatrix(proj); E_CULLING_TYPE culltype = EAC_FRUSTUM_BOX; n->setAutomaticCulling(EAC_OFF); //cam2->render(); // n->setSceneManager(LocalManager); n->OnRegisterSceneNode(); LocalManager->drawAll(); n->setAutomaticCulling(culltype); //s32 numberzzz = LocalManager->getParameters()->getAttributeAsInt("culled"); // copy work buffer back s32 slot = Buffers[Imp.BufferID].SlotSize; //SceneManager->getGUIEnvironment()->getBuiltInFont()->draw(L"HI THERE!", core::rect<s32>(0, 0, slot, slot), video::SColor(), true, true); SceneManager->getVideoDriver()->setRenderTarget(Buffers[ Imp.BufferID].Texture, false, true); //SceneManager->getVideoDriver()->setRenderTarget(0); //LocalManager->getVideoDriver()->setViewPort( core::rect<s32>(0,0,TextureWidth,TextureWidth) ); s32 d = TextureWidth / slot; s32 x = (Imp.SlotID % d) * slot; s32 y = (Imp.SlotID / d) * slot; //LocalManager->getVideoDriver()->setViewPort( core::rect<s32>(0,0,TextureWidth,TextureWidth) ); /* SceneManager->getVideoDriver()->draw2DRectangle( video::SColor(127,0,0,0), core::rect<s32>(x,y,x+slot,y+slot)); SceneManager->getVideoDriver()->draw2DRectangle( video::SColor(100,0,0,0), core::rect<s32>(x,y,x+slot,y+slot)); SceneManager->getVideoDriver()->draw2DRectangle( video::SColor(100,0,0,0), core::rect<s32>(x,y,x+slot,y+slot)); */ //SceneManager->getVideoDriver()->setTransform core::rect<s32> clipRect(x,y, x+slot,y+slot); video::SMaterial m; m.MaterialTypeParam =video::pack_texureBlendFunc(video::EBF_ONE, video::EBF_ONE_MINUS_DST_ALPHA, video::EMFN_MODULATE_1X); m.MaterialType = video::EMT_ONETEXTURE_BLEND; m.Lighting=false; m.ZBuffer = false; m.ZWriteEnable = false; m.TextureLayer[0].TextureWrapU = video::ETC_CLAMP; m.setTexture(0, WorkTexture); video::S3DVertex Vertices[6]; Vertices[0] = video::S3DVertex(-1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, YDirection); Vertices[1] = video::S3DVertex(-1.0f, 1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, 0.0f); Vertices[2] = video::S3DVertex( 1.0f, 1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, 0.0f); Vertices[3] = video::S3DVertex( 1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, YDirection); Vertices[4] = video::S3DVertex(-1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, YDirection); Vertices[5] = video::S3DVertex( 1.0f, 1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, 0.0f); const u16 i1[] = {0,1,2,3,4,5}; const u16 i2[] = {0,2,1,3,5,4}; const u16* indices = i1; core::matrix4 matrix, matrix2; if (YDirection == -1.0f) { matrix2.setScale(core::vector3df(1.0f,-1.0f,1.0f)); indices = i2; } LocalManager->getVideoDriver()->setViewPort( clipRect ); LocalManager->getVideoDriver()->setMaterial(m); SceneManager->getVideoDriver()->setTransform(video::ETS_WORLD, matrix); SceneManager->getVideoDriver()->setTransform(video::ETS_PROJECTION, matrix2); SceneManager->getVideoDriver()->setTransform(video::ETS_VIEW, matrix); SceneManager->getVideoDriver()->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2); LocalManager->getVideoDriver()->setViewPort(core::rect<s32>(0,0,TextureWidth, TextureWidth)); //SceneManager->getVideoDriver()->draw2DImage( // WorkTexture, // core::position2di(x,y), // core::rect<s32>(0,0,slot, slot), // &clipRect, // video::SColor(255,255,255,255),true); if (DebugDataVisible & EDS_IMPOSTOR_INFO && DebugFont) { core::stringw text; video::SColor col(255,255,0,0); core::rect<s32> clip(x, y, x+slot, 0); s32 third = s32(f32(slot)*0.5f); text=L"Buf: "; text+=Imp.BufferID; clip.UpperLeftCorner.Y = y+third; clip.LowerRightCorner.Y = y+ third*2; DebugFont->draw(text.c_str(), clip, col, true, true, &clip); text=L"Region: "; text+=Imp.SlotID; clip.UpperLeftCorner.Y = y+third*2; clip.LowerRightCorner.Y = y+slot; DebugFont->draw(text.c_str(), clip, col, true, true, &clip); } //core::rect<s32> blaView = SceneManager->getVideoDriver()->getViewPort(); //SceneManager->getVideoDriver()->setTransform(video::ETS_WORLD, n->getAbsoluteTransformation()); //SceneManager->getVideoDriver()->draw3DBox(n->getBoundingBox()); // restore states SceneManager->getVideoDriver()->setRenderTarget(0, false, false); LocalManager->getVideoDriver()->setViewPort(oldView); // n->setSceneManager(oldManager); }
void EffectHandler::update(const irr::u32 time, const bool screenSpaceOnly,irr::video::ITexture* outputTarget,irr::scene::ISceneNode* node,irr::core::array<scene::IMeshBuffer*>* buffers) { if(outputTarget) { if(outputTarget->getSize()!= ScreenRTT->getSize()) { setScreenRenderTargetResolution(outputTarget->getSize()); } } if (shadowsUnsupported || smgr->getActiveCamera() == 0) return; if (!ShadowNodeArray.empty() && !LightList.empty()) { driver->setRenderTarget(ScreenQuad.rt[0], true, true, AmbientColour); ICameraSceneNode* activeCam = smgr->getActiveCamera(); activeCam->OnAnimate(device->getTimer()->getTime()); activeCam->OnRegisterSceneNode(); activeCam->render(); const u32 ShadowNodeArraySize = ShadowNodeArray.size(); const u32 LightListSize = LightList.size(); for (u32 l = 0; l < LightListSize; ++l) { // Set max distance constant for depth shader. depthMC->FarLink = LightList[l].getFarValue(); driver->setTransform(ETS_VIEW, LightList[l].getViewMatrix()); driver->setTransform(ETS_PROJECTION, LightList[l].getProjectionMatrix()); ITexture* currentShadowMapTexture = getShadowMapTexture(LightList[l].getShadowMapResolution()); driver->setRenderTarget(currentShadowMapTexture, true, true, SColor(0xffffffff)); for (u32 i = 0; i < ShadowNodeArraySize; ++i) { if (ShadowNodeArray[i].shadowMode == ESM_RECEIVE || ShadowNodeArray[i].shadowMode == ESM_EXCLUDE) continue; const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); core::array<irr::s32> BufferMaterialList(CurrentMaterialCount); BufferMaterialList.set_used(0); for (u32 m = 0; m < CurrentMaterialCount; ++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE) (BufferMaterialList[m] == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF ? DepthT : Depth); } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); const u32 BufferMaterialListSize = BufferMaterialList.size(); for (u32 m = 0; m < BufferMaterialListSize; ++m) ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; } // Blur the shadow map texture if we're using VSM filtering. if (useVSM) { ITexture* currentSecondaryShadowMap = getShadowMapTexture(LightList[l].getShadowMapResolution(), true); driver->setRenderTarget(currentSecondaryShadowMap, true, true, SColor(0xffffffff)); ScreenQuad.getMaterial().setTexture(0, currentShadowMapTexture); ScreenQuad.getMaterial().setTexture(0, currentShadowMapTexture); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurH; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapU=1; ScreenQuad.getMaterial().TextureLayer[0].BilinearFilter=0; //ScreenQuad.getMaterial().TextureLayer[1].BilinearFilter=false; ScreenQuad.render(driver); driver->setRenderTarget(currentShadowMapTexture, true, true, SColor(0xffffffff)); ScreenQuad.getMaterial().setTexture(0, currentSecondaryShadowMap); ScreenQuad.getMaterial().setTexture(0, currentSecondaryShadowMap); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurV; ScreenQuad.getMaterial().TextureLayer[0].BilinearFilter=0; //ScreenQuad.getMaterial().TextureLayer[1].BilinearFilter=false; ScreenQuad.render(driver); } driver->setRenderTarget(ScreenQuad.rt[1], true, true, SColor(0,0,0,0)); driver->setTransform(ETS_VIEW, activeCam->getViewMatrix()); driver->setTransform(ETS_PROJECTION, activeCam->getProjectionMatrix()); shadowMC->LightColour = LightList[l].getLightColor(); shadowMC->LightLink = LightList[l].getPosition(); shadowMC->FarLink = LightList[l].getFarValue(); shadowMC->ViewLink = LightList[l].getViewMatrix(); shadowMC->ProjLink = LightList[l].getProjectionMatrix(); shadowMC->MapRes = (f32)LightList[l].getShadowMapResolution(); for (u32 i = 0; i < ShadowNodeArraySize; ++i) { if (ShadowNodeArray[i].shadowMode == ESM_CAST || ShadowNodeArray[i].shadowMode == ESM_EXCLUDE) continue; const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); core::array<irr::s32> BufferMaterialList(CurrentMaterialCount); core::array<irr::video::ITexture*> BufferTextureList(CurrentMaterialCount); core::array<u8> clampModesUList(CurrentMaterialCount); core::array<u8> clampModesVList(CurrentMaterialCount); for (u32 m = 0; m < CurrentMaterialCount; ++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); BufferTextureList.push_back(ShadowNodeArray[i].node->getMaterial(m).getTexture(0)); if (screenSpaceOnly) { if(LightList[l].isSpot()) ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)ShadowSSS[ShadowNodeArray[i].filterType]; else ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)ShadowSS[ShadowNodeArray[i].filterType]; } else ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)Shadow[ShadowNodeArray[i].filterType]; ShadowNodeArray[i].node->getMaterial(m).setTexture(0, currentShadowMapTexture); clampModesUList.push_back(ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].TextureWrapU); clampModesVList.push_back(ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].TextureWrapV); //ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].TextureWrapU=video::ETC_CLAMP; //ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].TextureWrapV=video::ETC_CLAMP; } //Render all project shadow maps if (!node) { ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); } else { //render projected shadows on specific buffers of a single shAdow map if (ShadowNodeArray[i].node==node) { ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); driver->setTransform(video::ETS_WORLD, node->getAbsoluteTransformation()); irr::core::array<scene::IMeshBuffer*>bufferlist=*buffers; for (int buf=0; buf<bufferlist.size(); buf++) { driver->setMaterial(ShadowNodeArray[i].node->getMaterial(buf)); driver->drawMeshBuffer(bufferlist[buf]); } } } for (u32 m = 0; m < CurrentMaterialCount; ++m) { ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; ShadowNodeArray[i].node->getMaterial(m).setTexture(0, BufferTextureList[m]); ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].TextureWrapU=clampModesUList[m]; ShadowNodeArray[i].node->getMaterial(m).TextureLayer[0].TextureWrapV=clampModesVList[m]; } } driver->setRenderTarget(ScreenQuad.rt[0], false, false, SColor(0,0,0,0)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)Simple; ScreenQuad.getMaterial().ColorMask=0xffffffff; ScreenQuad.render(driver); } /* // Render all the excluded and casting-only nodes. for (u32 i = 0;i < ShadowNodeArraySize;++i) { if (ShadowNodeArray[i].shadowMode != ESM_CAST && ShadowNodeArray[i].shadowMode != ESM_EXCLUDE) continue; const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); core::array<irr::s32> BufferMaterialList(CurrentMaterialCount); BufferMaterialList.set_used(0); for (u32 m = 0;m < CurrentMaterialCount;++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); switch (BufferMaterialList[m]) { case EMT_TRANSPARENT_ALPHA_CHANNEL_REF: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTRef; break; case EMT_TRANSPARENT_ADD_COLOR: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTAdd; break; case EMT_TRANSPARENT_ALPHA_CHANNEL: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTAlpha; break; default: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWash; break; } } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); for (u32 m = 0;m < CurrentMaterialCount;++m) ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; }*/ } else { driver->setRenderTarget(ScreenQuad.rt[0], true, true, SColor(0xffffffff)); } if (!screenSpaceOnly) { driver->setRenderTarget(ScreenQuad.rt[1], true, true, SColor(0xffffffff)); core::list<scene::ISceneNode*>::ConstIterator it = smgr->getRootSceneNode()->getChildren().begin(); while (it!=smgr->getRootSceneNode()->getChildren().end()) { scene::ISceneNode* node = *it; node->OnAnimate(time); node->render(); it++; } } const u32 PostProcessingRoutinesSize = PostProcessingRoutines.size(); if (!screenSpaceOnly) { driver->setRenderTarget(outputTarget, true, true, SColor(0x0)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]); ScreenQuad.getMaterial().setTexture(1, ScreenQuad.rt[0]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)LightModulate; ScreenQuad.render(driver); } if (outputTarget) { driver->setRenderTarget(ScreenRTT , true, true, SColor(0,255,0,255)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[0]); ScreenQuad.getMaterial().setTexture(1, ScreenQuad.rt[0]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurH; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapU=1; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapV=1; ScreenQuad.getMaterial().TextureLayer[0].BilinearFilter=true; ScreenQuad.getMaterial().TextureLayer[1].BilinearFilter=false; //ScreenQuad.getMaterial().setFlag(video::EMF_BILINEAR_FILTER,false); ScreenQuad.render(driver); driver->setRenderTarget(ScreenQuad.rt[0], true, true, SColor(0,255,0,255)) ; ScreenQuad.getMaterial().setTexture(0, ScreenRTT ); ScreenQuad.getMaterial().setTexture(1, ScreenRTT ); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurV; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapU=1; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapV=1; ScreenQuad.getMaterial().TextureLayer[0].BilinearFilter=true; ScreenQuad.getMaterial().TextureLayer[1].BilinearFilter=false; ScreenQuad.render(driver); //ScreenQuad.getMaterial().setFlag(video::EMF_BILINEAR_FILTER,false); ScreenQuad.render(driver); driver->setRenderTarget(outputTarget, true, true, SColor(0,255,0,255)) ; ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[0] ); ScreenQuad.getMaterial().setTexture(1, ScreenQuad.rt[0] ); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurH; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapU=1; ScreenQuad.getMaterial().TextureLayer[0].TextureWrapV=1; ScreenQuad.getMaterial().TextureLayer[0].BilinearFilter=true; ScreenQuad.getMaterial().TextureLayer[1].BilinearFilter=true; ScreenQuad.render(driver); } }
void EffectHandler::update(irr::video::ITexture* outputTarget) { if(shadowsUnsupported || smgr->getActiveCamera() == 0) return; if(!ShadowNodeArray.empty() && !LightList.empty()) { driver->setRenderTarget(ScreenQuad.rt[0], true, true, AmbientColour); ICameraSceneNode* activeCam = smgr->getActiveCamera(); activeCam->OnAnimate(device->getTimer()->getTime()); activeCam->OnRegisterSceneNode(); activeCam->render(); const u32 ShadowNodeArraySize = ShadowNodeArray.size(); const u32 LightListSize = LightList.size(); for(u32 l = 0;l < LightListSize;++l) { // Set max distance constant for depth shader. depthMC->FarLink = LightList[l].getFarValue(); driver->setTransform(ETS_VIEW, LightList[l].getViewMatrix()); driver->setTransform(ETS_PROJECTION, LightList[l].getProjectionMatrix()); ITexture* currentShadowMapTexture = getShadowMapTexture(LightList[l].getShadowMapResolution()); driver->setRenderTarget(currentShadowMapTexture, true, true, SColor(0xffffffff)); for(u32 i = 0;i < ShadowNodeArraySize;++i) { if(ShadowNodeArray[i].shadowMode == ESM_RECEIVE || ShadowNodeArray[i].shadowMode == ESM_EXCLUDE) continue; const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); core::array<irr::s32> BufferMaterialList(CurrentMaterialCount); BufferMaterialList.set_used(0); for(u32 m = 0;m < CurrentMaterialCount;++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE) (BufferMaterialList[m] == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF ? DepthT : Depth); } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); const u32 BufferMaterialListSize = BufferMaterialList.size(); for(u32 m = 0;m < BufferMaterialListSize;++m) ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; } // Blur the shadow map texture if we're using VSM filtering. if(useVSM) { ITexture* currentSecondaryShadowMap = getShadowMapTexture(LightList[l].getShadowMapResolution(), true); driver->setRenderTarget(currentSecondaryShadowMap, true, true, SColor(0xffffffff)); ScreenQuad.getMaterial().setTexture(0, currentShadowMapTexture); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurH; ScreenQuad.render(driver); driver->setRenderTarget(currentShadowMapTexture, true, true, SColor(0xffffffff)); ScreenQuad.getMaterial().setTexture(0, currentSecondaryShadowMap); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurV; ScreenQuad.render(driver); } driver->setRenderTarget(ScreenQuad.rt[1], true, true, SColor(0xffffffff)); driver->setTransform(ETS_VIEW, activeCam->getViewMatrix()); driver->setTransform(ETS_PROJECTION, activeCam->getProjectionMatrix()); shadowMC->LightColour = LightList[l].getLightColor(); shadowMC->LightLink = LightList[l].getPosition(); shadowMC->FarLink = LightList[l].getFarValue(); shadowMC->ViewLink = LightList[l].getViewMatrix(); shadowMC->ProjLink = LightList[l].getProjectionMatrix(); shadowMC->MapRes = (f32)LightList[l].getShadowMapResolution(); for(u32 i = 0;i < ShadowNodeArraySize;++i) { if(ShadowNodeArray[i].shadowMode == ESM_CAST || ShadowNodeArray[i].shadowMode == ESM_EXCLUDE) continue; const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); core::array<irr::s32> BufferMaterialList(CurrentMaterialCount); core::array<irr::video::ITexture*> BufferTextureList(CurrentMaterialCount); for(u32 m = 0;m < CurrentMaterialCount;++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); BufferTextureList.push_back(ShadowNodeArray[i].node->getMaterial(m).getTexture(0)); ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)Shadow[ShadowNodeArray[i].filterType]; ShadowNodeArray[i].node->getMaterial(m).setTexture(0, currentShadowMapTexture); } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); for(u32 m = 0;m < CurrentMaterialCount;++m) { ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; ShadowNodeArray[i].node->getMaterial(m).setTexture(0, BufferTextureList[m]); } } driver->setRenderTarget(ScreenQuad.rt[0], false, false, SColor(0x0)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)Simple; ScreenQuad.render(driver); } // Render all the excluded and casting-only nodes. for(u32 i = 0;i < ShadowNodeArraySize;++i) { if(ShadowNodeArray[i].shadowMode != ESM_CAST && ShadowNodeArray[i].shadowMode != ESM_EXCLUDE) continue; const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount(); core::array<irr::s32> BufferMaterialList(CurrentMaterialCount); BufferMaterialList.set_used(0); for(u32 m = 0;m < CurrentMaterialCount;++m) { BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType); switch(BufferMaterialList[m]) { case EMT_TRANSPARENT_ALPHA_CHANNEL_REF: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTRef; break; case EMT_TRANSPARENT_ADD_COLOR: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTAdd; break; case EMT_TRANSPARENT_ALPHA_CHANNEL: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTAlpha; break; default: ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWash; break; } } ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime()); ShadowNodeArray[i].node->render(); for(u32 m = 0;m < CurrentMaterialCount;++m) ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m]; } } else { driver->setRenderTarget(ScreenQuad.rt[0], true, true, SColor(0xffffffff)); } driver->setRenderTarget(ScreenQuad.rt[1], true, true, ClearColour); smgr->drawAll(); const u32 PostProcessingRoutinesSize = PostProcessingRoutines.size(); driver->setRenderTarget(PostProcessingRoutinesSize ? ScreenRTT : outputTarget, true, true, SColor(0x0)); ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]); ScreenQuad.getMaterial().setTexture(1, ScreenQuad.rt[0]); ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)LightModulate; ScreenQuad.render(driver); // Perform depth pass after rendering, to ensure animations stay up to date. if(DepthPass) { driver->setRenderTarget(DepthRTT, true, true, SColor(0xffffffff)); // Set max distance constant for depth shader. depthMC->FarLink = smgr->getActiveCamera()->getFarValue(); for(u32 i = 0;i < DepthPassArray.size();++i) { core::array<irr::s32> BufferMaterialList(DepthPassArray[i]->getMaterialCount()); BufferMaterialList.set_used(0); for(u32 g = 0;g < DepthPassArray[i]->getMaterialCount();++g) BufferMaterialList.push_back(DepthPassArray[i]->getMaterial(g).MaterialType); DepthPassArray[i]->setMaterialType((E_MATERIAL_TYPE)Depth); DepthPassArray[i]->OnAnimate(device->getTimer()->getTime()); DepthPassArray[i]->render(); for(u32 g = 0;g < DepthPassArray[i]->getMaterialCount();++g) DepthPassArray[i]->getMaterial(g).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[g]; } driver->setRenderTarget(0, false, false); } if(PostProcessingRoutinesSize) { bool Alter = false; ScreenQuad.getMaterial().setTexture(1, ScreenRTT); ScreenQuad.getMaterial().setTexture(2, DepthRTT); for(u32 i = 0;i < PostProcessingRoutinesSize;++i) { ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)PostProcessingRoutines[i].materialType; Alter = !Alter; ScreenQuad.getMaterial().setTexture(0, i == 0 ? ScreenRTT : ScreenQuad.rt[int(!Alter)]); driver->setRenderTarget(i >= PostProcessingRoutinesSize - 1 ? outputTarget : ScreenQuad.rt[int(Alter)], true, true, ClearColour); if(PostProcessingRoutines[i].renderCallback) PostProcessingRoutines[i].renderCallback->OnPreRender(this); ScreenQuad.render(driver); if(PostProcessingRoutines[i].renderCallback) PostProcessingRoutines[i].renderCallback->OnPostRender(this); } } }