示例#1
0
void GuiMaterialPreview::renderWorld(const RectI &updateRect)
{
   // nothing to render, punt
   if ( !mModel && !mMountedModel )
      return;

   S32 time = Platform::getVirtualMilliseconds();
   //S32 dt = time - lastRenderTime;
   lastRenderTime = time;

   

   F32 left, right, top, bottom, nearPlane, farPlane;
   bool isOrtho;
   GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho);
   Frustum frust( isOrtho, left, right, bottom, top, nearPlane, farPlane, MatrixF::Identity );

   FogData savedFogData = gClientSceneGraph->getFogData();
   gClientSceneGraph->setFogData( FogData() );  // no fog in preview window

   RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass();
   SceneRenderState state
   (
      gClientSceneGraph,
      SPT_Diffuse,
      SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
      renderPass,
      true
   );

   // 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 );

   // Set up pass transforms
   renderPass->assignSharedXform(RenderPassManager::View, MatrixF::Identity);
   renderPass->assignSharedXform(RenderPassManager::Projection, GFX->getProjectionMatrix());

   LIGHTMGR->unregisterAllLights();
   LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mFakeSun );

   if ( mModel )
      mModel->render( rdata );

   if ( mMountedModel )
   {
      // render a weapon
	   /*
      MatrixF mat;

      GFX->pushWorldMatrix();
      GFX->multWorld( mat );

      GFX->popWorldMatrix();
	  */
   }

   renderPass->renderPass( &state );

   gClientSceneGraph->setFogData( savedFogData );         // restore fog setting

   // Make sure to remove our fake sun
   LIGHTMGR->unregisterAllLights();
}
示例#2
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 ProjectedShadow::_renderToTexture( F32 camDist, const TSRenderState &rdata )
{
    PROFILE_SCOPE( ProjectedShadow_RenderToTexture );

    GFXDEBUGEVENT_SCOPE( ProjectedShadow_RenderToTexture, ColorI( 255, 0, 0 ) );

    RenderPassManager *renderPass = _getRenderPass();
    if ( !renderPass )
        return;

    GFXTransformSaver saver;

    // NOTE: GFXTransformSaver does not save/restore the frustum
    // so we must save it here before we modify it.
    F32 l, r, b, t, n, f;
    bool ortho;
    GFX->getFrustum( &l, &r, &b, &t, &n, &f, &ortho );

    // Set the orthographic projection
    // matrix up, to be based on the radius
    // generated based on our shape.
    GFX->setOrtho( -mRadius, mRadius, -mRadius, mRadius, 0.001f, (mRadius * 2) * smDepthAdjust, true );

    // Set the world to light space
    // matrix set up in shouldRender().
    GFX->setWorldMatrix( mWorldToLight );

    // Get the shapebase datablock if we have one.
    ShapeBaseData *data = NULL;
    if ( mShapeBase )
        data = static_cast<ShapeBaseData*>( mShapeBase->getDataBlock() );

    // Init or update the shadow texture size.
    if ( mShadowTexture.isNull() || ( data && data->shadowSize != mShadowTexture.getWidth() ) )
    {
        U32 texSize = getNextPow2( data ? data->shadowSize : 256 * LightShadowMap::smShadowTexScalar );
        mShadowTexture.set( texSize, texSize, GFXFormatR8G8B8A8, &PostFxTargetProfile, "BLShadow" );
    }

    GFX->pushActiveRenderTarget();

    if ( !mRenderTarget )
        mRenderTarget = GFX->allocRenderToTextureTarget();

    mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, _getDepthTarget( mShadowTexture->getWidth(), mShadowTexture->getHeight() ) );
    mRenderTarget->attachTexture( GFXTextureTarget::Color0, mShadowTexture );
    GFX->setActiveRenderTarget( mRenderTarget );

    GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI( 0, 0, 0, 0 ), 1.0f, 0 );

    const SceneRenderState *diffuseState = rdata.getSceneState();
    SceneManager *sceneManager = diffuseState->getSceneManager();

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

    baseState.getMaterialDelegate().bind( &ProjectedShadow::_getShadowMaterial );
    baseState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
    baseState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
    baseState.getCullingState().disableZoneCulling( true );

    mParentObject->prepRenderImage( &baseState );
    renderPass->renderPass( &baseState );

    // Delete the SceneRenderState we allocated.
    mRenderTarget->resolve();
    GFX->popActiveRenderTarget();

    // If we're close enough then filter the shadow.
    if ( camDist < BasicLightManager::getShadowFilterDistance() )
    {
        if ( !smShadowFilter )
        {
            PostEffect *filter = NULL;

            if ( !Sim::findObject( "BL_ShadowFilterPostFx", filter ) )
                Con::errorf( "ProjectedShadow::_renderToTexture() - 'BL_ShadowFilterPostFx' not found!" );

            smShadowFilter = filter;
        }

        if ( smShadowFilter )
            smShadowFilter->process( NULL, mShadowTexture );
    }

    // Restore frustum
    if (!ortho)
        GFX->setFrustum(l, r, b, t, n, f);
    else
        GFX->setOrtho(l, r, b, t, n, f);

    // Set the last render time.
    mLastRenderTime = Platform::getVirtualMilliseconds();

    // HACK: Will remove in future release!
    mDecalInstance->mCustomTex = &mShadowTexture;
}