示例#1
0
bool Convex::getCollisionInfo(const MatrixF& mat, const Point3F& scale, CollisionList* cList,F32 tol)
{
   PROFILE_SCOPE( Convex_GetCollisionInfo );

   // Making these static prevents needless Vector resizing that occurs
   // in the ConvexFeature constructor.
   static ConvexFeature fa;
   static ConvexFeature fb;

   for ( CollisionStateList* itr = mList.mNext; 
         itr != &mList; 
         itr = itr->mNext) 
   {

      CollisionState* state = itr->mState;

      if (state->mLista != itr)
         state->swap();

      if (state->dist <= tol) 
      {
         fa.reset();
         fb.reset();
         VectorF v;

         // The idea is that we need to scale the matrix, so we need to
         // make a copy of it, before we can pass it in to getFeatures.
         // This is used to scale us for comparison against the other
         // convex, which is correctly scaled.
         MatrixF omat = mat;
         omat.scale(scale);

         MatrixF imat = omat;
         imat.inverse();
         imat.mulV(-state->v,&v);

         getFeatures(omat,v,&fa);

         imat = state->b->getTransform();
         imat.scale(state->b->getScale());

         MatrixF bxform = imat;
         imat.inverse();
         imat.mulV(state->v,&v);

         state->b->getFeatures(bxform,v,&fb);

         fa.collide(fb,cList,tol);
      }
   }

   return (cList->getCount() != 0);
}
示例#2
0
void BtBody::applyImpulse( const Point3F &origin, const Point3F &force )
{
   AssertFatal( mActor, "BtBody::applyImpulse - The actor is null!" );
   AssertFatal( isDynamic(), "BtBody::applyImpulse - This call is only for dynamics!" );

   // Convert the world position to local
   MatrixF trans = btCast<MatrixF>( mActor->getCenterOfMassTransform() );
   trans.inverse();
   Point3F localOrigin( origin );
   trans.mulP( localOrigin );

   if ( mCenterOfMass )
   {
      Point3F relOrigin( localOrigin );
      mCenterOfMass->mulP( relOrigin );
      Point3F relForce( force );
      mCenterOfMass->mulV( relForce );
      mActor->applyImpulse( btCast<btVector3>( relForce ), btCast<btVector3>( relOrigin ) );
   }
   else
      mActor->applyImpulse( btCast<btVector3>( force ), btCast<btVector3>( localOrigin ) );

   if ( !mActor->isActive() )
      mActor->activate();
}
MatrixF TSShapeLoader::getLocalNodeMatrix(AppNode* node, F32 t)
{
   MatrixF m1 = node->getNodeTransform(t);

   // multiply by inverse scale at t=0
   MatrixF m10 = node->getNodeTransform(DefaultTime);
   m1.scale(Point3F(1.0f/m10.getScale().x, 1.0f/m10.getScale().y, 1.0f/m10.getScale().z));

   if (node->mParentIndex >= 0)
   {
      AppNode *parent = appNodes[node->mParentIndex];

      MatrixF m2 = parent->getNodeTransform(t);

      // multiply by inverse scale at t=0
      MatrixF m20 = parent->getNodeTransform(DefaultTime);
      m2.scale(Point3F(1.0f/m20.getScale().x, 1.0f/m20.getScale().y, 1.0f/m20.getScale().z));

      // get local transform by pre-multiplying by inverted parent transform
      m1 = m2.inverse() * m1;
   }
   else if (boundsNode && node != boundsNode)
   {
      // make transform relative to bounds node transform at time=t
      MatrixF mb = boundsNode->getNodeTransform(t);
      zapScale(mb);
      m1 = mb.inverse() * m1;
   }

   return m1;
}
void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
{
   seq.firstGroundFrame = shape->groundTranslations.size();
   seq.numGroundFrames = 0;

   if (!boundsNode)
      return;

   // Check if the bounds node is animated by this sequence
   seq.numGroundFrames = (S32)((seq.duration + 0.25f/AppGroundFrameRate) * AppGroundFrameRate);

   seq.flags |= TSShape::MakePath;

   // Get ground transform at the start of the sequence
   MatrixF invStartMat = boundsNode->getNodeTransform(appSeq->getStart());
   zapScale(invStartMat);
   invStartMat.inverse();

   for (int iFrame = 0; iFrame < seq.numGroundFrames; iFrame++)
   {
      F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numGroundFrames - 1);

      // Determine delta bounds node transform at 't'
      MatrixF mat = boundsNode->getNodeTransform(time);
      zapScale(mat);
      mat = invStartMat * mat;

      // Add ground transform
      Quat16 rotation;
      rotation.set(QuatF(mat));
      shape->groundTranslations.push_back(mat.getPosition());
      shape->groundRotations.push_back(rotation);
   }
}
示例#5
0
void Sun::_renderCorona( ObjectRenderInst *ri, SceneState *state, BaseMatInstance *overrideMat )
{   
   Point3F sunlightPosition = state->getCameraPosition() - mLight->getDirection() * state->getFarPlane() * 0.9f;

   // Calculate Billboard Radius (in world units) to be constant, independent of distance.
   // Takes into account distance, viewport size, and specified size in editor
   F32 BBRadius = (((sunlightPosition - state->getCameraPosition()).len()) / (GFX->getViewport().extent.x / 640.0)) / 2;  
   BBRadius *= mCoronaScale;

   GFXTransformSaver saver;

   if ( state->isReflectPass() )
      GFX->setProjectionMatrix( gClientSceneGraph->getNonClipProjection() );

   GFX->setStateBlock(mCoronaSB);

   // Initialize points with basic info
   Point3F points[4];
   points[0] = Point3F(-BBRadius, 0.0, -BBRadius);
   points[1] = Point3F( BBRadius, 0.0, -BBRadius);
   points[2] = Point3F( BBRadius, 0.0,  BBRadius);
   points[3] = Point3F(-BBRadius, 0.0,  BBRadius);

   // Get info we need to adjust points
   MatrixF camView = GFX->getWorldMatrix();
   camView.inverse();

   // Finalize points
   for(int i = 0; i < 4; i++)
   {
      // align with camera
      camView.mulV(points[i]);
      // offset
      points[i] += sunlightPosition;
   }

   // Draw it
   
   if ( mCoronaUseLightColor )
      PrimBuild::color(mLightColor);
   else
      PrimBuild::color(mCoronaTint);
   
   GFX->setTexture(0, mCoronaTexture);

   PrimBuild::begin( GFXTriangleFan, 4 );
   PrimBuild::texCoord2f(0, 0);
   PrimBuild::vertex3fv(points[0]);
   PrimBuild::texCoord2f(1, 0);
   PrimBuild::vertex3fv(points[1]);
   PrimBuild::texCoord2f(1, 1);
   PrimBuild::vertex3fv(points[2]);
   PrimBuild::texCoord2f(0, 1);
   PrimBuild::vertex3fv(points[3]);
   PrimBuild::end();
}
示例#6
0
void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
{
   if ( objectSpace )
   {
      // set up camera transform relative to object
      MatrixF invObjTrans = mObject->getRenderTransform();
      invObjTrans.inverse();
      MatrixF relCamTrans = invObjTrans * camTrans;

      MatrixF camReflectTrans = getCameraReflection( relCamTrans );
      MatrixF camTrans = mObject->getRenderTransform() * camReflectTrans;
      camTrans.inverse();

      GFX->setWorldMatrix( camTrans );

      // use relative reflect transform for modelview since clip plane is in object space
      camTrans = camReflectTrans;
      camTrans.inverse();

      // set new projection matrix
      gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
      MatrixF clipProj = getFrustumClipProj( camTrans );
      GFX->setProjectionMatrix( clipProj );
   }    
   else
   {
      // set world mat from new camera view
      MatrixF camReflectTrans = getCameraReflection( camTrans );
      camReflectTrans.inverse();
      GFX->setWorldMatrix( camReflectTrans );

      // set new projection matrix
      gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
      MatrixF clipProj = getFrustumClipProj( camReflectTrans );
      GFX->setProjectionMatrix( clipProj );
   }   
}
示例#7
0
SceneCameraState SceneCameraState::fromGFXWithViewport( const RectI& viewport )
{
   const MatrixF& world = GFX->getWorldMatrix();
   
   MatrixF camera = world;
   camera.inverse();

   Frustum frustum = GFX->getFrustum();
   frustum.setTransform( camera );

   return SceneCameraState(
      viewport,
      frustum,
      world,
      GFX->getProjectionMatrix()
   );
}
示例#8
0
GLint gluUnProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z )
{
    Vector4F v = Vector4F( 2.0f*(winx-vp[0])/vp[2] - 1.0f, 2.0f*(winy-vp[1])/vp[2] - 1.0f, 2.0f*vp[2] - 1.0f, 1.0f );
    MatrixF pmat = MatrixF( false );
    for (int i=0; i<16; i++) { ((F32*)pmat)[i] = (float)proj[i]; }
    MatrixF mmat = MatrixF( false );
    for (int i=0; i<16; i++) { ((F32*)mmat)[i] = (float)model[i]; }
    mmat = pmat.mul(mmat);

    mmat = mmat.inverse();
    mmat.mul( v );
    *x = v.x;
    *y = v.y;
    *z = v.z;
    int glError;
    glError = TEST_FOR_OPENGL_ERRORS
    return GL_TRUE;
}
示例#9
0
void TSShapeInstance::addPath(TSThread *gt, F32 start, F32 end, MatrixF *mat)
{
   // never get here while in transition...
   AssertFatal(!gt->transitionData.inTransition,"TSShapeInstance::addPath");

   if (!mat)
      mat = &mGroundTransform;

   MatrixF startInvM;
   gt->getGround(start,&startInvM);
   startInvM.inverse();

   MatrixF endM;
   gt->getGround(end,&endM);

   MatrixF addM;
   addM.mul(startInvM,endM);
   endM.mul(*mat,addM);
   *mat = endM;
}
示例#10
0
//----------------------------------------------------------------------------
AwTextureTarget *AwShape::processAwesomiumHit (const Point3F &start, const Point3F &end)
{
	if (!mTextureTarget)
	{
		return NULL;
	}

	Point3F localStart, localEnd;
	MatrixF mat = getTransform();
	mat.scale (Point3F (getScale ()));
	mat.inverse ();

	mat.mulP (start, &localStart);
	mat.mulP (end, &localEnd);

	RayInfo info;
	info.generateTexCoord = true;
	if (!mShapeInstance || !mShapeInstance->castRayOpcode (0, localStart, localEnd, &info))
	{
		return NULL;
	}

	if (info.texCoord.x != -1 && info.texCoord.y != -1 && info.material == mMatInstance)
	{
		Point2I pnt (info.texCoord.x * mTextureTarget->getResolution ().x, info.texCoord.y * mTextureTarget->getResolution ().y);
		
		AwManager::sCursor->setPosition (pnt);

		if (mIsMouseDown)
		{
			mTextureTarget->injectMouseDown ();
		}
		else
		{
			mTextureTarget->injectMouseUp ();
		}

		return mTextureTarget;
	}
	return NULL;
}
void ProcessedFFMaterial::_setSecondaryLightInfo(const MatrixF &_objTrans, LightInfo* light)
{
   // set object transform
   MatrixF objTrans = _objTrans;
   objTrans.inverse();

   // fill in secondary light
   //-------------------------
   GFXLightInfo xlatedLight;
   light->setGFXLight(&xlatedLight);

   Point3F lightPos = light->getPosition();
   Point3F lightDir = light->getDirection();
   objTrans.mulP(lightPos);
   objTrans.mulV(lightDir);

   xlatedLight.mPos = lightPos;
   xlatedLight.mDirection = lightDir;

   GFX->setLight(1, &xlatedLight);
}
void ProcessedFFMaterial::_setPrimaryLightInfo(const MatrixF &_objTrans, LightInfo* light, U32 pass)
{
   // Just in case
   GFX->setGlobalAmbientColor(ColorF(0.0f, 0.0f, 0.0f, 1.0f));
   if ( light->getType() == LightInfo::Ambient )
   {
      // Ambient light
      GFX->setGlobalAmbientColor( light->getAmbient() );
      return;
   }

   GFX->setLight(0, NULL);
   GFX->setLight(1, NULL);
   // This is a quick hack that lets us use FF lights
   GFXLightMaterial lightMat;
   lightMat.ambient = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
   lightMat.diffuse = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
   lightMat.emissive = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
   lightMat.specular = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
   lightMat.shininess = 128.0f;
   GFX->setLightMaterial(lightMat);   

   // set object transform
   MatrixF objTrans = _objTrans;
   objTrans.inverse();

   // fill in primary light
   //-------------------------
   GFXLightInfo xlatedLight;
   light->setGFXLight(&xlatedLight);
   Point3F lightPos = light->getPosition();
   Point3F lightDir = light->getDirection();
   objTrans.mulP(lightPos);
   objTrans.mulV(lightDir);

   xlatedLight.mPos = lightPos;
   xlatedLight.mDirection = lightDir;

   GFX->setLight(0, &xlatedLight);
}
示例#13
0
bool ForestItem::castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered ) const
{
   if ( !mWorldBox.collideLine( start, end ) )
      return false;

   Point3F s, e;
   MatrixF mat = getTransform();
   mat.scale( Point3F(mScale) );
   mat.inverse();

   mat.mulP( start, &s );
   mat.mulP( end, &e );

   TSForestItemData *data = (TSForestItemData*)mDataBlock;
   TSShapeInstance *si = data->getShapeInstance();

   if ( !si ) 
      return false;
   
   if ( rendered )
   {
      // Always raycast against detail level zero
      // because it makes lots of things easier.
      if ( !si->castRayRendered( s, e, outInfo, 0 ) )
         return false;

      if ( outInfo->userData != NULL )
         *(ForestItem*)(outInfo->userData) = *this;

      return true;
   }

   RayInfo shortest;  
   shortest.t = 1e8;
   bool gotMatch = false;
   S32 detail;

   const Vector<S32> &details = data->getLOSDetails();
   for (U32 i = 0; i < details.size(); i++) 
   {
      detail = details[i];
      if (detail != -1) 
      {
         //si->animate(data->mLOSDetails[i]);

         if ( si->castRayOpcode( detail, s, e, outInfo ) )         
         {
            if (outInfo->t < shortest.t)
            {
               gotMatch = true;
               shortest = *outInfo;      
            }
         }
      }
   }

   if ( !gotMatch )
      return false;

   // Copy out the shortest time...
   *outInfo = shortest;

   if ( outInfo->userData != NULL )
      *(ForestItem*)(outInfo->userData) = *this;

   return true;   
}
示例#14
0
void EditTSCtrl::renderCameraAxis()
{
   GFXDEBUGEVENT_SCOPE( Editor_renderCameraAxis, ColorI::WHITE );

   static MatrixF sRotMat(EulerF( (M_PI_F / -2.0f), 0.0f, 0.0f));

   MatrixF camMat = mLastCameraQuery.cameraMatrix;
   camMat.mul(sRotMat);
   camMat.inverse();

   MatrixF axis;
   axis.setColumn(0, Point3F(1, 0, 0));
   axis.setColumn(1, Point3F(0, 0, 1));
   axis.setColumn(2, Point3F(0, -1, 0));
   axis.mul(camMat);

   Point3F forwardVec, upVec, rightVec;
	axis.getColumn( 2, &forwardVec );
	axis.getColumn( 1, &upVec );
	axis.getColumn( 0, &rightVec );

   Point2I pos = getPosition();
	F32 offsetx = pos.x + 20.0;
	F32 offsety = pos.y + getExtent().y - 42.0; // Take the status bar into account
	F32 scale = 15.0;

   // Generate correct drawing order
   ColorI c1(255,0,0);
   ColorI c2(0,255,0);
   ColorI c3(0,0,255);
	ColorI tc;
	Point3F *p1, *p2, *p3, *tp;
	p1 = &rightVec;
	p2 = &upVec;
	p3 = &forwardVec;
	if(p3->y > p2->y)
	{
		tp = p2; tc = c2;
		p2 = p3; c2 = c3;
		p3 = tp; c3 = tc;
	}
	if(p2->y > p1->y)
	{
		tp = p1; tc = c1;
		p1 = p2; c1 = c2;
		p2 = tp; c2 = tc;
	}

   PrimBuild::begin( GFXLineList, 6 );
		//*** Axis 1
		PrimBuild::color(c1);
		PrimBuild::vertex3f(offsetx, offsety, 0);
		PrimBuild::vertex3f(offsetx+p1->x*scale, offsety-p1->z*scale, 0);

		//*** Axis 2
		PrimBuild::color(c2);
		PrimBuild::vertex3f(offsetx, offsety, 0);
		PrimBuild::vertex3f(offsetx+p2->x*scale, offsety-p2->z*scale, 0);

		//*** Axis 3
		PrimBuild::color(c3);
		PrimBuild::vertex3f(offsetx, offsety, 0);
		PrimBuild::vertex3f(offsetx+p3->x*scale, offsety-p3->z*scale, 0);
   PrimBuild::end();
}
void SingleLightShadowMap::_render( RenderPassManager* renderPass,
                                    const SceneRenderState *diffuseState )
{
   PROFILE_SCOPE(SingleLightShadowMap_render);

   const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
   const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;

   const U32 texSize = getBestTexSize();

   if (  mShadowMapTex.isNull() ||
         mTexSize != texSize )
   {
      mTexSize = texSize;

      mShadowMapTex.set(   mTexSize, mTexSize, 
                           ShadowMapFormat, &ShadowMapProfile, 
                           "SingleLightShadowMap" );
   }

   GFXFrustumSaver frustSaver;
   GFXTransformSaver saver;

   MatrixF lightMatrix;
   calcLightMatrices( lightMatrix, diffuseState->getCameraFrustum() );
   lightMatrix.inverse();
   GFX->setWorldMatrix(lightMatrix);

   const MatrixF& lightProj = GFX->getProjectionMatrix();
   mWorldToLightProj = lightProj * lightMatrix;

   // Render the shadowmap!
   GFX->pushActiveRenderTarget();
   mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
   mTarget->attachTexture( GFXTextureTarget::DepthStencil, 
      _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
   GFX->setActiveRenderTarget(mTarget);
   GFX->clear(GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0);

   SceneManager* sceneManager = diffuseState->getSceneManager();
   
   SceneRenderState shadowRenderState
   (
      sceneManager,
      SPT_Shadow,
      SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
      renderPass
   );

   shadowRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
   shadowRenderState.renderNonLightmappedMeshes( true );
   shadowRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
   shadowRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
   shadowRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );

   sceneManager->renderSceneNoLights( &shadowRenderState, SHADOW_TYPEMASK );

   _debugRender( &shadowRenderState );

   mTarget->resolve();
   GFX->popActiveRenderTarget();
}
示例#16
0
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	// Save the current transforms so we can restore
   // it for child control rendering below.
   GFXTransformSaver saver;

   if(!processCameraQuery(&mLastCameraQuery))
   {
      // We have no camera, but render the GUI children 
      // anyway.  This makes editing GuiTSCtrl derived
      // controls easier in the GuiEditor.
      renderChildControls( offset, updateRect );
      return;
   }

   // Set up the appropriate render style
   U32 prevRenderStyle = GFX->getCurrentRenderStyle();
   Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
   Point3F prevEyeOffset = GFX->getStereoEyeOffset();
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
      GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
      GFX->setStereoEyeOffset(mLastCameraQuery.eyeOffset);
   }
   else
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
   }

   if ( mReflectPriority > 0 )
   {
      // Get the total reflection priority.
      F32 totalPriority = 0;
      for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
         if ( smAwakeTSCtrls[i]->isVisible() )
            totalPriority += smAwakeTSCtrls[i]->mReflectPriority;

      REFLECTMGR->update(  mReflectPriority / totalPriority,
                           getExtent(),
                           mLastCameraQuery );
   }

   if(mForceFOV != 0)
      mLastCameraQuery.fov = mDegToRad(mForceFOV);

   if(mCameraZRot)
   {
      MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
      mLastCameraQuery.cameraMatrix.mul(rotMat);
   }

   // set up the camera and viewport stuff:
   F32 wwidth;
   F32 wheight;
   F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
   F32 renderHeight = F32(getHeight());
   F32 aspectRatio = renderWidth / renderHeight;
   
   // Use the FOV to calculate the viewport height scale
   // then generate the width scale from the aspect ratio.
   if(!mLastCameraQuery.ortho)
   {
      wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
      wwidth = aspectRatio * wheight;
   }
   else
   {
      wheight = mLastCameraQuery.fov;
      wwidth = aspectRatio * wheight;
   }

   F32 hscale = wwidth * 2.0f / renderWidth;
   F32 vscale = wheight * 2.0f / renderHeight;

   Frustum frustum;
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      F32 left = 0.0f * hscale - wwidth;
      F32 right = renderWidth * hscale - wwidth;
      F32 top = wheight - vscale * 0.0f;
      F32 bottom = wheight - vscale * renderHeight;

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }
   else
   {
      F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
      F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
      F32 top = wheight - vscale * (updateRect.point.y - offset.y);
      F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }

	// Manipulate the frustum for tiled screenshots
	const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
   {
      gScreenShot->tileFrustum( frustum );      
      GFX->setViewMatrix(MatrixF::Identity);
   }
      
   RectI tempRect = updateRect;
   
#ifdef TORQUE_OS_MAC
   Point2I screensize = getRoot()->getWindowSize();
   tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
#endif

   GFX->setViewport( tempRect );

   // Clear the zBuffer so GUI doesn't hose object rendering accidentally
   GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );

   GFX->setFrustum( frustum );
   if(mLastCameraQuery.ortho)
   {
      mOrthoWidth = frustum.getWidth();
      mOrthoHeight = frustum.getHeight();
   }

   // We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(getExtent());

   // Set the GFX world matrix to the world-to-camera transform, but don't 
   // change the cameraMatrix in mLastCameraQuery. This is because 
   // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
   // transform. In-place invert would save a copy but mess up any GUIs that
   // depend on that value.
   MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
   worldToCamera.inverse();
   GFX->setWorldMatrix( worldToCamera );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveModelview = GFX->getWorldMatrix();
   mSaveViewport = updateRect;
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );

   // Set the default non-clip projection as some 
   // objects depend on this even in non-reflect cases.
   gClientSceneGraph->setNonClipProjection( mSaveProjection );

   // Give the post effect manager the worldToCamera, and cameraToScreen matrices
   PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );

   renderWorld(updateRect);
   DebugDrawer::get()->render();

	// Restore the previous matrix state before
   // we begin rendering the child controls.
   saver.restore();

   // Restore the render style and any stereo parameters
   GFX->setCurrentRenderStyle(prevRenderStyle);
   GFX->setCurrentProjectionOffset(prevProjectionOffset);
   GFX->setStereoEyeOffset(prevEyeOffset);

   // Allow subclasses to render 2D elements.
   GFX->setClipRect(updateRect);
   renderGui( offset, updateRect );

   renderChildControls(offset, updateRect);
   smFrameCount++;
}
示例#17
0
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	// Save the current transforms so we can restore
   // it for child control rendering below.
   GFXTransformSaver saver;
   bool renderingToTarget = false;

   if(!processCameraQuery(&mLastCameraQuery))
   {
      // We have no camera, but render the GUI children 
      // anyway.  This makes editing GuiTSCtrl derived
      // controls easier in the GuiEditor.
      renderChildControls( offset, updateRect );
      return;
   }

   GFXTargetRef origTarget = GFX->getActiveRenderTarget();

   // Set up the appropriate render style
   U32 prevRenderStyle = GFX->getCurrentRenderStyle();
   Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
   Point2I renderSize = getExtent();

   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
      GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
      GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);

      if (!mLastCameraQuery.hasStereoTargets)
      {
         // Need to calculate our current viewport here
         mLastCameraQuery.stereoViewports[0] = updateRect;
         mLastCameraQuery.stereoViewports[0].extent.x /= 2;
         mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
         mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
      }

      if (!mLastCameraQuery.hasFovPort)
      {
         // Need to make our own fovPort
         mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
         mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
      }
         
      GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes

      GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
      GFX->setStereoTargets(mLastCameraQuery.stereoTargets);

      MatrixF myTransforms[2];

      if (smUseLatestDisplayTransform)
      {
         // Use the view matrix determined from the display device
         myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
         myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
      }
      else
      {
         // Use the view matrix determined from the control object
         myTransforms[0] = mLastCameraQuery.cameraMatrix;
         myTransforms[1] = mLastCameraQuery.cameraMatrix;

         QuatF qrot = mLastCameraQuery.cameraMatrix;
         Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
         Point3F rotEyePos;

         myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
         myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
      }

      GFX->setStereoEyeTransforms(myTransforms);

      // Allow render size to originate from the render target
      if (mLastCameraQuery.stereoTargets[0])
      {
         renderSize = mLastCameraQuery.stereoViewports[0].extent;
         renderingToTarget = true;
      }
   }
   else
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
   }

   if ( mReflectPriority > 0 )
   {
      // Get the total reflection priority.
      F32 totalPriority = 0;
      for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
         if ( smAwakeTSCtrls[i]->isVisible() )
            totalPriority += smAwakeTSCtrls[i]->mReflectPriority;

      REFLECTMGR->update(  mReflectPriority / totalPriority,
                           getExtent(),
                           mLastCameraQuery );
   }

   if(mForceFOV != 0)
      mLastCameraQuery.fov = mDegToRad(mForceFOV);

   if(mCameraZRot)
   {
      MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
      mLastCameraQuery.cameraMatrix.mul(rotMat);
   }

   Frustum frustum;
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
      MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho,  mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
   }
   else
   {
      // set up the camera and viewport stuff:
      F32 wwidth;
      F32 wheight;
      F32 renderWidth = F32(renderSize.x);
      F32 renderHeight = F32(renderSize.y);
      F32 aspectRatio = renderWidth / renderHeight;
   
      // Use the FOV to calculate the viewport height scale
      // then generate the width scale from the aspect ratio.
      if(!mLastCameraQuery.ortho)
      {
         wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
         wwidth = aspectRatio * wheight;
      }
      else
      {
         wheight = mLastCameraQuery.fov;
         wwidth = aspectRatio * wheight;
      }

      F32 hscale = wwidth * 2.0f / renderWidth;
      F32 vscale = wheight * 2.0f / renderHeight;

      F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
      F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
      F32 top = wheight - vscale * (updateRect.point.y - offset.y);
      F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }

	// Manipulate the frustum for tiled screenshots
	const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
   {
      gScreenShot->tileFrustum( frustum );      
      GFX->setViewMatrix(MatrixF::Identity);
   }
      
   RectI tempRect = updateRect;
   
   if (!renderingToTarget)
   {
   #ifdef TORQUE_OS_MAC
      Point2I screensize = getRoot()->getWindowSize();
      tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
   #endif

      GFX->setViewport( tempRect );
   }
   else
   {
      // Activate stereo RT
      GFX->activateStereoTarget(-1);
   }

   // Clear the zBuffer so GUI doesn't hose object rendering accidentally
   GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
   //GFX->clear( GFXClearTarget, ColorI(255,0,0), 1.0f, 0);

   GFX->setFrustum( frustum );
   if(mLastCameraQuery.ortho)
   {
      mOrthoWidth = frustum.getWidth();
      mOrthoHeight = frustum.getHeight();
   }

   // We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(renderSize);

   // Set the GFX world matrix to the world-to-camera transform, but don't 
   // change the cameraMatrix in mLastCameraQuery. This is because 
   // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
   // transform. In-place invert would save a copy but mess up any GUIs that
   // depend on that value.
   MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
   worldToCamera.inverse();
   GFX->setWorldMatrix( worldToCamera );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveModelview = GFX->getWorldMatrix();
   mSaveViewport = updateRect;
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );

   // Set the default non-clip projection as some 
   // objects depend on this even in non-reflect cases.
   gClientSceneGraph->setNonClipProjection( mSaveProjection );

   // Give the post effect manager the worldToCamera, and cameraToScreen matrices
   PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );

   renderWorld(updateRect);
   DebugDrawer::get()->render();

   // Render the canvas overlay if its available
   if (mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
   {
      GFXDEBUGEVENT_SCOPE( StereoGui_Render, ColorI( 255, 0, 0 ) );
      MatrixF proj(1);
      
      Frustum originalFrustum = GFX->getFrustum();
      GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
      const FovPort *currentFovPort = GFX->getStereoFovPort();
      const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
      const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
      Frustum gfxFrustum = originalFrustum;

      for (U32 i=0; i<2; i++)
      {
         GFX->activateStereoTarget(i);
         MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
         GFX->setFrustum(gfxFrustum);

         MatrixF eyeWorldTrans(1);
         eyeWorldTrans.setPosition(Point3F(eyeOffset[i].x,eyeOffset[i].y,eyeOffset[i].z));
         MatrixF eyeWorld(1);
         eyeWorld.mul(eyeWorldTrans);
         eyeWorld.inverse();
         
         GFX->setWorldMatrix(eyeWorld);
         GFX->setViewMatrix(MatrixF::Identity);

         if (!mStereoOverlayVB.getPointer())
         {
            mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
            GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);

            F32 texLeft   = 0.0f;
            F32 texRight  = 1.0f;
            F32 texTop    = 1.0f;
            F32 texBottom = 0.0f;

            F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
            F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
            F32 rectHeight = rectWidth * rectRatio;

            F32 screenLeft   = -rectWidth * 0.5;
            F32 screenRight  = rectWidth * 0.5;
            F32 screenTop    = -rectHeight * 0.5;
            F32 screenBottom = rectHeight * 0.5;

            const F32 fillConv = 0.0f;
            const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
            verts[0].point.set( screenLeft  - fillConv, frustumDepthAdjusted, screenTop    - fillConv );
            verts[1].point.set( screenRight - fillConv, frustumDepthAdjusted, screenTop    - fillConv );
            verts[2].point.set( screenLeft  - fillConv, frustumDepthAdjusted, screenBottom - fillConv );
            verts[3].point.set( screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv );

            verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255,255,255,255);

            verts[0].texCoord.set( texLeft,  texTop );
            verts[1].texCoord.set( texRight, texTop );
            verts[2].texCoord.set( texLeft,  texBottom );
            verts[3].texCoord.set( texRight, texBottom );

            mStereoOverlayVB.unlock();
         }

         if (!mStereoGuiSB.getPointer())
         {
            // DrawBitmapStretchSR
            GFXStateBlockDesc bitmapStretchSR;
            bitmapStretchSR.setCullMode(GFXCullNone);
            bitmapStretchSR.setZReadWrite(false, false);
            bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
            bitmapStretchSR.samplersDefined = true;

            bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
            bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
            bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
            bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;

            mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
         }

         GFX->setVertexBuffer(mStereoOverlayVB);
         GFX->setStateBlock(mStereoGuiSB);
         GFX->setTexture( 0, texObject );
         GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
         GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
      }
   }

	// Restore the previous matrix state before
   // we begin rendering the child controls.
   saver.restore();

   // Restore the render style and any stereo parameters
   GFX->setActiveRenderTarget(origTarget);
   GFX->setCurrentRenderStyle(prevRenderStyle);
   GFX->setCurrentProjectionOffset(prevProjectionOffset);

   
   if(mRenderStyle == RenderStyleStereoSideBySide && gLastStereoTexture)
   {
      GFX->setClipRect(updateRect);
      GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
   }

   // Allow subclasses to render 2D elements.
   GFX->setClipRect(updateRect);
   renderGui( offset, updateRect );

   if (shouldRenderChildControls())
   {
      renderChildControls(offset, updateRect);
   }
   smFrameCount++;
}
示例#18
0
void PSSMLightShadowMap::_render(   RenderPassManager* renderPass,
                                    const SceneRenderState *diffuseState )
{
   PROFILE_SCOPE(PSSMLightShadowMap_render);

   const ShadowMapParams *params = mLight->getExtended<ShadowMapParams>();
   const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
   const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;

   const U32 texSize = getBestTexSize( params->numSplits < 4 ? params->numSplits : 2 );

   if (  mShadowMapTex.isNull() || 
         mNumSplits != params->numSplits || 
         mTexSize != texSize )
   {
      _setNumSplits( params->numSplits, texSize );
      mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );   
   }
   mLogWeight = params->logWeight;

   Frustum fullFrustum( diffuseState->getCameraFrustum() );
   fullFrustum.cropNearFar(fullFrustum.getNearDist(), params->shadowDistance);

   GFXFrustumSaver frustSaver;
   GFXTransformSaver saver;

   // Set our render target
   GFX->pushActiveRenderTarget();
   mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
   mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
   GFX->setActiveRenderTarget( mTarget );
   GFX->clear( GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0 );

   // Calculate our standard light matrices
   MatrixF lightMatrix;
   calcLightMatrices( lightMatrix, diffuseState->getCameraFrustum() );
   lightMatrix.inverse();
   MatrixF lightViewProj = GFX->getProjectionMatrix() * lightMatrix;

   // TODO: This is just retrieving the near and far calculated
   // in calcLightMatrices... we should make that clear.
   F32 pnear, pfar;
   GFX->getFrustum( NULL, NULL, NULL, NULL, &pnear, &pfar, NULL );

   // Set our view up
   GFX->setWorldMatrix(lightMatrix);
   MatrixF toLightSpace = lightMatrix; // * invCurrentView;

   _calcSplitPos(fullFrustum);
   
   mWorldToLightProj = GFX->getProjectionMatrix() * toLightSpace;

   // Apply the PSSM 
   const F32 savedSmallestVisible = TSShapeInstance::smSmallestVisiblePixelSize;
   const F32 savedDetailAdjust = TSShapeInstance::smDetailAdjust;
   TSShapeInstance::smDetailAdjust *= smDetailAdjustScale;
   TSShapeInstance::smSmallestVisiblePixelSize = smSmallestVisiblePixelSize;

   for (U32 i = 0; i < mNumSplits; i++)
   {
      GFXTransformSaver saver;

      // Calculate a sub-frustum
      Frustum subFrustum(fullFrustum);
      subFrustum.cropNearFar(mSplitDist[i], mSplitDist[i+1]);

      // Calculate our AABB in the light's clip space.
      Box3F clipAABB = _calcClipSpaceAABB(subFrustum, lightViewProj, fullFrustum.getFarDist());
 
      // Calculate our crop matrix
      Point3F scale(2.0f / (clipAABB.maxExtents.x - clipAABB.minExtents.x),
         2.0f / (clipAABB.maxExtents.y - clipAABB.minExtents.y),
         1.0f);

      // TODO: This seems to produce less "pops" of the
      // shadow resolution as the camera spins around and
      // it should produce pixels that are closer to being
      // square.
      //
      // Still is it the right thing to do?
      //
      scale.y = scale.x = ( getMin( scale.x, scale.y ) ); 
      //scale.x = mFloor(scale.x); 
      //scale.y = mFloor(scale.y); 

      Point3F offset(   -0.5f * (clipAABB.maxExtents.x + clipAABB.minExtents.x) * scale.x,
                        -0.5f * (clipAABB.maxExtents.y + clipAABB.minExtents.y) * scale.y,
                        0.0f );

      MatrixF cropMatrix(true);
      cropMatrix.scale(scale);
      cropMatrix.setPosition(offset);

      _roundProjection(lightMatrix, cropMatrix, offset, i);

      cropMatrix.setPosition(offset);      

      // Save scale/offset for shader computations
      mScaleProj[i].set(scale);
      mOffsetProj[i].set(offset);

      // Adjust the far plane to the max z we got (maybe add a little to deal with split overlap)
      bool isOrtho;
      {
         F32 left, right, bottom, top, nearDist, farDist;
         GFX->getFrustum(&left, &right, &bottom, &top, &nearDist, &farDist,&isOrtho);
         // BTRTODO: Fix me!
         farDist = clipAABB.maxExtents.z;
         if (!isOrtho)
            GFX->setFrustum(left, right, bottom, top, nearDist, farDist);
         else
         {
            // Calculate a new far plane, add a fudge factor to avoid bringing
            // the far plane in too close.
            F32 newFar = pfar * clipAABB.maxExtents.z + 1.0f;
            mFarPlaneScalePSSM[i] = (pfar - pnear) / (newFar - pnear);
            GFX->setOrtho(left, right, bottom, top, pnear, newFar, true);
         }
      }

      // Crop matrix multiply needs to be post-projection.
      MatrixF alightProj = GFX->getProjectionMatrix();
      alightProj = cropMatrix * alightProj;

      // Set our new projection
      GFX->setProjectionMatrix(alightProj);

      // Render into the quad of the shadow map we are using.
      GFX->setViewport(mViewports[i]);

      SceneManager* sceneManager = diffuseState->getSceneManager();

      // The frustum is currently the  full size and has not had
      // cropping applied.
      //
      // We make that adjustment here.

      const Frustum& uncroppedFrustum = GFX->getFrustum();
      Frustum croppedFrustum;
      scale *= 0.5f;
      croppedFrustum.set(
         isOrtho,
         uncroppedFrustum.getNearLeft() / scale.x,
         uncroppedFrustum.getNearRight() / scale.x,
         uncroppedFrustum.getNearTop() / scale.y,
         uncroppedFrustum.getNearBottom() / scale.y,
         uncroppedFrustum.getNearDist(),
         uncroppedFrustum.getFarDist(),
         uncroppedFrustum.getTransform()
      );

      MatrixF camera = GFX->getWorldMatrix();
      camera.inverse();
      croppedFrustum.setTransform( camera );

      // Setup the scene state and use the diffuse state
      // camera position and screen metrics values so that
      // lod is done the same as in the diffuse pass.

      SceneRenderState shadowRenderState
      (
         sceneManager,
         SPT_Shadow,
         SceneCameraState( diffuseState->getViewport(), croppedFrustum,
                           GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
         renderPass
      );

      shadowRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
      shadowRenderState.renderNonLightmappedMeshes( true );
      shadowRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );

      shadowRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
      shadowRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );

      U32 objectMask = SHADOW_TYPEMASK;
      if ( i == mNumSplits-1 && params->lastSplitTerrainOnly )
         objectMask = TerrainObjectType;

      sceneManager->renderSceneNoLights( &shadowRenderState, objectMask );

      _debugRender( &shadowRenderState );
   }

   // Restore the original TS lod settings.
   TSShapeInstance::smSmallestVisiblePixelSize = savedSmallestVisible;
   TSShapeInstance::smDetailAdjust = savedDetailAdjust;

   // Release our render target
   mTarget->resolve();
   GFX->popActiveRenderTarget();
}
示例#19
0
void GuiObjectView::renderWorld( const RectI& updateRect )
{
   if( !mModel )
      return;
      
   GFXTransformSaver _saveTransforms;

   // Determine the camera position, and store off render state.
   
   MatrixF modelview;
   MatrixF mv;
   Point3F cp;

   modelview = GFX->getWorldMatrix();

   mv = modelview;
   mv.inverse();
   mv.getColumn( 3, &cp );

   RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass();

   S32 time = Platform::getVirtualMilliseconds();
   S32 dt = time - mLastRenderTime;
   mLastRenderTime = time;

   LIGHTMGR->unregisterAllLights();
   LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mLight );
  
   GFX->setStateBlock( mDefaultGuiSB );

   F32 left, right, top, bottom, nearPlane, farPlane;
   bool isOrtho;
   GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho );

   Frustum frust( false, left, right, top, bottom, nearPlane, farPlane, MatrixF::Identity );

   SceneRenderState state
   (
      gClientSceneGraph,
      SPT_Diffuse,
      SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
      renderPass,
      false
   );

   // Set up our TS render state here.   
   TSRenderState rdata;
   rdata.setSceneState( &state );

   // We might have some forward lit materials
   // so pass down a query to gather lights.
   LightQuery query;
   query.init( SphereF( Point3F::Zero, 1.0f ) );
   rdata.setLightQuery( &query );

   // Render primary model.

   if( mModel )
   {
      if( mRunThread )
      {
         mModel->advanceTime( dt / 1000.f, mRunThread );
         mModel->animate();
      }
      
      mModel->render( rdata );
   }
   
   // Render mounted model.

   if( mMountedModel && mMountNode != -1 )
   {
      GFX->pushWorldMatrix();
      GFX->multWorld( mModel->mNodeTransforms[ mMountNode ] );
      GFX->multWorld( mMountTransform );
      
      mMountedModel->render( rdata );

      GFX->popWorldMatrix();
   }

   renderPass->renderPass( &state );

   // Make sure to remove our fake sun.
   LIGHTMGR->unregisterAllLights();
}
void DualParaboloidLightShadowMap::_render(  RenderPassManager* renderPass,
                                             const SceneRenderState *diffuseState )
{
   PROFILE_SCOPE(DualParaboloidLightShadowMap_render);

   const ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
   const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
   const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;

   const U32 texSize = getBestTexSize( 2 );

   if (  mShadowMapTex.isNull() || 
         mTexSize != texSize )
   {
      mTexSize = texSize;

      mShadowMapTex.set(   mTexSize * 2, mTexSize, 
                           ShadowMapFormat, &ShadowMapProfile, 
                           "DualParaboloidLightShadowMap" );
      mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
   }

   GFXFrustumSaver frustSaver;
   GFXTransformSaver saver;   

   // Set and Clear target
   GFX->pushActiveRenderTarget();

   mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
   mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
   GFX->setActiveRenderTarget(mTarget);
   GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);

   const bool bUseSinglePassDPM = (p->shadowType == ShadowType_DualParaboloidSinglePass);

   // Set up matrix and visible distance
   mWorldToLightProj = mLight->getTransform();
   mWorldToLightProj.inverse();

   const F32 &lightRadius = mLight->getRange().x;
   const F32 paraboloidNearPlane = 0.01f;
   const F32 renderPosOffset = 0.01f;
   
   // Alter for creation of scene state if this is a single pass map
   if(bUseSinglePassDPM)
   {
      VectorF camDir;
      MatrixF temp = mLight->getTransform();
      temp.getColumn(1, &camDir);
      temp.setPosition(mLight->getPosition() - camDir * (lightRadius + renderPosOffset));
      temp.inverse();
      GFX->setWorldMatrix(temp);
      GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, 2.0f * lightRadius, true);
   }
   else
   {
      VectorF camDir;
      MatrixF temp = mLight->getTransform();
      temp.getColumn(1, &camDir);
      temp.setPosition(mLight->getPosition() - camDir * renderPosOffset);
      temp.inverse();
      GFX->setWorldMatrix(temp);

      GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
   }

   SceneManager* sceneManager = diffuseState->getSceneManager();
   
   // Front map render
   {
      SceneRenderState frontMapRenderState
      (
         sceneManager,
         SPT_Shadow,
         SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
         renderPass
      );

      frontMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
      frontMapRenderState.renderNonLightmappedMeshes( true );
      frontMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
      frontMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
      frontMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );

      if(bUseSinglePassDPM)
      {
         GFX->setWorldMatrix(mWorldToLightProj);
         frontMapRenderState.getRenderPass()->getMatrixSet().setSceneView(mWorldToLightProj);
         GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
      }

      GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_FrontFacingParaboloid, ColorI::RED );
      mShadowMapScale.set(0.5f, 1.0f);
      mShadowMapOffset.set(-0.5f, 0.0f);
      sceneManager->renderSceneNoLights( &frontMapRenderState, SHADOW_TYPEMASK );
      _debugRender( &frontMapRenderState );
   }
   
   // Back map render 
   if(!bUseSinglePassDPM)
   {
      GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_BackFacingParaboloid, ColorI::RED );

      mShadowMapScale.set(0.5f, 1.0f);
      mShadowMapOffset.set(0.5f, 0.0f);

      // Invert direction on camera matrix
      VectorF right, forward;
      MatrixF temp = mLight->getTransform();
      temp.getColumn( 1, &forward );
      temp.getColumn( 0, &right );
      forward *= -1.0f;      
      right *= -1.0f;
      temp.setColumn( 1, forward );
      temp.setColumn( 0, right );
      temp.setPosition(mLight->getPosition() - forward * -renderPosOffset);
      temp.inverse();
      GFX->setWorldMatrix(temp);

      // Create an inverted scene state for the back-map

      SceneRenderState backMapRenderState
      (
         sceneManager,
         SPT_Shadow,
         SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
         renderPass
      );

      backMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
      backMapRenderState.renderNonLightmappedMeshes( true );
      backMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
      backMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
      backMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );

      backMapRenderState.getRenderPass()->getMatrixSet().setSceneView(temp);

      // Draw scene
      sceneManager->renderSceneNoLights( &backMapRenderState );
      _debugRender( &backMapRenderState );
   }

   mTarget->resolve();
   GFX->popActiveRenderTarget();
}