reflector.cpp 28 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "scene/reflector.h"
  24. #include "console/consoleTypes.h"
  25. #include "gfx/gfxCubemap.h"
  26. #include "gfx/gfxDebugEvent.h"
  27. #include "gfx/gfxTransformSaver.h"
  28. #include "scene/sceneManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "core/stream/bitStream.h"
  31. #include "scene/reflectionManager.h"
  32. #include "gui/3d/guiTSControl.h"
  33. #include "ts/tsShapeInstance.h"
  34. #include "gfx/gfxOcclusionQuery.h"
  35. #include "lighting/lightManager.h"
  36. #include "lighting/shadowMap/lightShadowMap.h"
  37. #include "math/mathUtils.h"
  38. #include "math/util/frustum.h"
  39. #include "gfx/screenshot.h"
  40. #include "postFx/postEffectManager.h"
  41. extern ColorI gCanvasClearColor;
  42. //-------------------------------------------------------------------------
  43. // ReflectorDesc
  44. //-------------------------------------------------------------------------
  45. IMPLEMENT_CO_DATABLOCK_V1( ReflectorDesc );
  46. ConsoleDocClass( ReflectorDesc,
  47. "@brief A datablock which defines performance and quality properties for "
  48. "dynamic reflections.\n\n"
  49. "ReflectorDesc is not itself a reflection and does not render reflections. "
  50. "It is a dummy class for holding and exposing to the user a set of "
  51. "reflection related properties. Objects which support dynamic reflections "
  52. "may then reference a ReflectorDesc.\n\n"
  53. "@tsexample\n"
  54. "datablock ReflectorDesc( ExampleReflectorDesc )\n"
  55. "{\n"
  56. " texSize = 256;\n"
  57. " nearDist = 0.1;\n"
  58. " farDist = 500;\n"
  59. " objectTypeMask = 0xFFFFFFFF;\n"
  60. " detailAdjust = 1.0;\n"
  61. " priority = 1.0;\n"
  62. " maxRateMs = 0;\n"
  63. " useOcclusionQuery = true;\n"
  64. "};\n"
  65. "@endtsexample\n"
  66. "@see ShapeBaseData::cubeReflectorDesc\n"
  67. "@ingroup enviroMisc"
  68. );
  69. ReflectorDesc::ReflectorDesc()
  70. {
  71. texSize = 256;
  72. nearDist = 0.1f;
  73. farDist = 1000.0f;
  74. objectTypeMask = 0xFFFFFFFF;
  75. detailAdjust = 1.0f;
  76. priority = 1.0f;
  77. maxRateMs = 15;
  78. useOcclusionQuery = true;
  79. }
  80. ReflectorDesc::~ReflectorDesc()
  81. {
  82. }
  83. void ReflectorDesc::initPersistFields()
  84. {
  85. docsURL;
  86. addGroup( "ReflectorDesc" );
  87. addField( "texSize", TypeS32, Offset( texSize, ReflectorDesc ),
  88. "Size in pixels of the (square) reflection texture. For a cubemap "
  89. "this value is interpreted as size of each face." );
  90. addField( "nearDist", TypeF32, Offset( nearDist, ReflectorDesc ),
  91. "Near plane distance to use when rendering this reflection. Adjust "
  92. "this to limit self-occlusion artifacts." );
  93. addField( "farDist", TypeF32, Offset( farDist, ReflectorDesc ),
  94. "Far plane distance to use when rendering reflections." );
  95. addField( "objectTypeMask", TypeS32, Offset( objectTypeMask, ReflectorDesc ),
  96. "Object types which render into this reflection." );
  97. addField( "detailAdjust", TypeF32, Offset( detailAdjust, ReflectorDesc ),
  98. "Scale applied to lod calculation of objects rendering into "
  99. "this reflection ( modulates $pref::TS::detailAdjust )." );
  100. addField( "priority", TypeF32, Offset( priority, ReflectorDesc ),
  101. "Priority for updating this reflection, relative to others." );
  102. addField( "maxRateMs", TypeS32, Offset( maxRateMs, ReflectorDesc ),
  103. "If less than maxRateMs has elapsed since this relfection was last "
  104. "updated, then do not update it again. This 'skip' can be disabled by "
  105. "setting maxRateMs to zero." );
  106. addField( "useOcclusionQuery", TypeBool, Offset( useOcclusionQuery, ReflectorDesc ),
  107. "If available on the device use HOQs to determine if the reflective object "
  108. "is visible before updating its reflection." );
  109. endGroup( "ReflectorDesc" );
  110. Parent::initPersistFields();
  111. }
  112. void ReflectorDesc::packData( BitStream *stream )
  113. {
  114. Parent::packData( stream );
  115. stream->write( texSize );
  116. stream->write( nearDist );
  117. stream->write( farDist );
  118. stream->write( objectTypeMask );
  119. stream->write( detailAdjust );
  120. stream->write( priority );
  121. stream->write( maxRateMs );
  122. stream->writeFlag( useOcclusionQuery );
  123. }
  124. void ReflectorDesc::unpackData( BitStream *stream )
  125. {
  126. Parent::unpackData( stream );
  127. stream->read( &texSize );
  128. stream->read( &nearDist );
  129. stream->read( &farDist );
  130. stream->read( &objectTypeMask );
  131. stream->read( &detailAdjust );
  132. stream->read( &priority );
  133. stream->read( &maxRateMs );
  134. useOcclusionQuery = stream->readFlag();
  135. }
  136. bool ReflectorDesc::preload( bool server, String &errorStr )
  137. {
  138. if ( !Parent::preload( server, errorStr ) )
  139. return false;
  140. return true;
  141. }
  142. //-------------------------------------------------------------------------
  143. // ReflectorBase
  144. //-------------------------------------------------------------------------
  145. ReflectorBase::ReflectorBase()
  146. {
  147. mEnabled = false;
  148. mOccluded = false;
  149. mIsRendering = false;
  150. mDesc = NULL;
  151. mObject = NULL;
  152. mOcclusionQuery = GFX->createOcclusionQuery();
  153. mQueryPending = false;
  154. score = 0.0f;
  155. lastUpdateMs = 0;
  156. }
  157. ReflectorBase::~ReflectorBase()
  158. {
  159. delete mOcclusionQuery;
  160. }
  161. void ReflectorBase::unregisterReflector()
  162. {
  163. if ( mEnabled )
  164. {
  165. REFLECTMGR->unregisterReflector( this );
  166. mEnabled = false;
  167. }
  168. }
  169. F32 ReflectorBase::calcScore( const ReflectParams &params )
  170. {
  171. PROFILE_SCOPE( ReflectorBase_calcScore );
  172. // First check the occlusion query to see if we're hidden.
  173. if ( mDesc->useOcclusionQuery &&
  174. mOcclusionQuery )
  175. {
  176. GFXOcclusionQuery::OcclusionQueryStatus status = mOcclusionQuery->getStatus( false );
  177. if ( status == GFXOcclusionQuery::Waiting )
  178. {
  179. mQueryPending = true;
  180. // Don't change mOccluded since we don't know yet, use the value
  181. // from last frame.
  182. }
  183. else
  184. {
  185. mQueryPending = false;
  186. if ( status == GFXOcclusionQuery::Occluded )
  187. mOccluded = true;
  188. else if ( status == GFXOcclusionQuery::NotOccluded )
  189. mOccluded = false;
  190. }
  191. }
  192. // If we're disabled for any reason then there
  193. // is nothing more left to do.
  194. if ( !mEnabled ||
  195. mOccluded ||
  196. params.culler.isCulled( mObject->getWorldBox() ) )
  197. {
  198. score = 0;
  199. return score;
  200. }
  201. // This mess is calculating a score based on LOD.
  202. /*
  203. F32 sizeWS = getMax( object->getWorldBox().len_z(), 0.001f );
  204. Point3F cameraOffset = params.culler.getPosition() - object->getPosition();
  205. F32 dist = getMax( cameraOffset.len(), 0.01f );
  206. F32 worldToScreenScaleY = ( params.culler.getNearDist() * params.viewportExtent.y ) /
  207. ( params.culler.getNearTop() - params.culler.getNearBottom() );
  208. F32 sizeSS = sizeWS / dist * worldToScreenScaleY;
  209. */
  210. if ( mDesc->priority == -1.0f )
  211. {
  212. score = 1000.0f;
  213. return score;
  214. }
  215. F32 lodFactor = 1.0f; //sizeSS;
  216. F32 maxRate = getMax( (F32)mDesc->maxRateMs, 1.0f );
  217. U32 delta = params.startOfUpdateMs - lastUpdateMs;
  218. F32 timeFactor = getMax( (F32)delta / maxRate - 1.0f, 0.0f );
  219. score = mDesc->priority * timeFactor * lodFactor;
  220. return score;
  221. }
  222. //-------------------------------------------------------------------------
  223. // CubeReflector
  224. //-------------------------------------------------------------------------
  225. CubeReflector::CubeReflector()
  226. : mLastTexSize( 0 )
  227. {
  228. }
  229. void CubeReflector::registerReflector( SceneObject *object,
  230. ReflectorDesc *desc )
  231. {
  232. if ( mEnabled )
  233. return;
  234. mEnabled = true;
  235. mObject = object;
  236. mDesc = desc;
  237. REFLECTMGR->registerReflector( this );
  238. }
  239. void CubeReflector::unregisterReflector()
  240. {
  241. if ( !mEnabled )
  242. return;
  243. REFLECTMGR->unregisterReflector( this );
  244. mEnabled = false;
  245. }
  246. void CubeReflector::updateReflection( const ReflectParams &params, Point3F explicitPostion)
  247. {
  248. GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateReflection, ColorI::WHITE );
  249. mIsRendering = true;
  250. // Setup textures and targets...
  251. S32 texDim = mDesc->texSize;
  252. texDim = getMax( texDim, 32 );
  253. // Protect against the reflection texture being bigger
  254. // than the current game back buffer.
  255. texDim = getMin( texDim, params.viewportExtent.x );
  256. texDim = getMin( texDim, params.viewportExtent.y );
  257. bool texResize = ( texDim != mLastTexSize );
  258. const GFXFormat reflectFormat = REFLECTMGR->getReflectFormat();
  259. if ( texResize ||
  260. mCubemap.isNull() ||
  261. mCubemap->getFormat() != reflectFormat )
  262. {
  263. mCubemap = GFX->createCubemap();
  264. mCubemap->initDynamic( texDim, reflectFormat );
  265. }
  266. mDepthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
  267. if ( mRenderTarget.isNull() )
  268. mRenderTarget = GFX->allocRenderToTextureTarget();
  269. GFX->pushActiveRenderTarget();
  270. mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuff );
  271. F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
  272. gClientSceneGraph->setVisibleDistance( mDesc->farDist );
  273. for ( U32 i = 0; i < 6; i++ )
  274. updateFace( params, i, explicitPostion);
  275. mCubemap->generateMipMaps();
  276. GFX->popActiveRenderTarget();
  277. gClientSceneGraph->setVisibleDistance(oldVisibleDist);
  278. mIsRendering = false;
  279. mLastTexSize = texDim;
  280. }
  281. void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx, Point3F explicitPostion)
  282. {
  283. GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );
  284. // store current matrices
  285. GFXTransformSaver saver;
  286. F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
  287. TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
  288. // set projection to 90 degrees vertical and horizontal
  289. F32 left, right, top, bottom;
  290. MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist );
  291. GFX->setFrustum( left, right, bottom, top, mDesc->nearDist, mDesc->farDist );
  292. // We don't use a special clipping projection, but still need to initialize
  293. // this for objects like SkyBox which will use it during a reflect pass.
  294. gClientSceneGraph->setNonClipProjection( GFX->getProjectionMatrix() );
  295. // Standard view that will be overridden below.
  296. VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
  297. switch( faceidx )
  298. {
  299. case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
  300. vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
  301. vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
  302. break;
  303. case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
  304. vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
  305. vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
  306. break;
  307. case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
  308. vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
  309. vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
  310. break;
  311. case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
  312. vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
  313. vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
  314. break;
  315. case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
  316. vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
  317. vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
  318. break;
  319. case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
  320. vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
  321. vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
  322. break;
  323. }
  324. // create camera matrix
  325. VectorF cross = mCross( vUpVec, vLookatPt );
  326. cross.normalizeSafe();
  327. MatrixF matView(true);
  328. matView.setColumn( 0, cross );
  329. matView.setColumn( 1, vLookatPt );
  330. matView.setColumn( 2, vUpVec );
  331. if (explicitPostion == Point3F::Max)
  332. {
  333. matView.setPosition(mObject->getPosition());
  334. }
  335. else
  336. {
  337. matView.setPosition(explicitPostion);
  338. }
  339. matView.inverse();
  340. GFX->setWorldMatrix(matView);
  341. GFX->clearTextureStateImmediate(0);
  342. mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx );
  343. GFX->setActiveRenderTarget(mRenderTarget);
  344. GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 0.0f, 0 );
  345. SceneRenderState reflectRenderState
  346. (
  347. gClientSceneGraph,
  348. SPT_Reflect,
  349. SceneCameraState::fromGFX()
  350. );
  351. reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  352. reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
  353. // render scene
  354. LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
  355. gClientSceneGraph->renderSceneNoLights( &reflectRenderState, mDesc->objectTypeMask );
  356. LIGHTMGR->unregisterAllLights();
  357. // Clean up.
  358. mRenderTarget->resolve();
  359. TSShapeInstance::smDetailAdjust = detailAdjustBackup;
  360. }
  361. F32 CubeReflector::calcFaceScore( const ReflectParams &params, U32 faceidx )
  362. {
  363. if ( Parent::calcScore( params ) <= 0.0f )
  364. return score;
  365. VectorF vLookatPt(0.0f, 0.0f, 0.0f);
  366. switch( faceidx )
  367. {
  368. case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
  369. vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
  370. break;
  371. case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
  372. vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
  373. break;
  374. case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
  375. vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
  376. break;
  377. case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
  378. vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
  379. break;
  380. case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
  381. vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
  382. break;
  383. case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
  384. vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
  385. break;
  386. }
  387. VectorF cameraDir;
  388. params.query->cameraMatrix.getColumn( 1, &cameraDir );
  389. F32 dot = mDot( cameraDir, -vLookatPt );
  390. dot = getMax( ( dot + 1.0f ) / 2.0f, 0.1f );
  391. score *= dot;
  392. return score;
  393. }
  394. F32 CubeReflector::CubeFaceReflector::calcScore( const ReflectParams &params )
  395. {
  396. score = cube->calcFaceScore( params, faceIdx );
  397. mOccluded = cube->isOccluded();
  398. return score;
  399. }
  400. //-------------------------------------------------------------------------
  401. // PlaneReflector
  402. //-------------------------------------------------------------------------
  403. void PlaneReflector::registerReflector( SceneObject *object,
  404. ReflectorDesc *desc )
  405. {
  406. mEnabled = true;
  407. mObject = object;
  408. mDesc = desc;
  409. mLastDir = Point3F::One;
  410. mLastPos = Point3F::Max;
  411. REFLECTMGR->registerReflector( this );
  412. }
  413. F32 PlaneReflector::calcScore( const ReflectParams &params )
  414. {
  415. if ( Parent::calcScore( params ) <= 0.0f || score >= 1000.0f )
  416. return score;
  417. // The planar reflection is view dependent to score it
  418. // higher if the view direction and/or position has changed.
  419. // Get the current camera info.
  420. VectorF camDir = params.query->cameraMatrix.getForwardVector();
  421. Point3F camPos = params.query->cameraMatrix.getPosition();
  422. // Scale up the score based on the view direction change.
  423. F32 dot = mDot( camDir, mLastDir );
  424. dot = ( 1.0f - dot ) * 1000.0f;
  425. score += dot * mDesc->priority;
  426. // Also account for the camera movement.
  427. score += ( camPos - mLastPos ).lenSquared() * mDesc->priority;
  428. return score;
  429. }
  430. void PlaneReflector::updateReflection( const ReflectParams &params, Point3F explicitPostion)
  431. {
  432. PROFILE_SCOPE(PlaneReflector_updateReflection);
  433. GFXDEBUGEVENT_SCOPE( PlaneReflector_updateReflection, ColorI::WHITE );
  434. mIsRendering = true;
  435. S32 texDim = mDesc->texSize;
  436. texDim = getMax( texDim, 32 );
  437. // Protect against the reflection texture being bigger
  438. // than the current game back buffer.
  439. texDim = getMin( texDim, params.viewportExtent.x );
  440. texDim = getMin( texDim, params.viewportExtent.y );
  441. S32 currentTarget = params.eyeId >= 0 ? params.eyeId : 0;
  442. const Point2I texSize = Point2I(texDim, texDim);
  443. bool texResize = (texSize != mLastTexSize);
  444. mLastTexSize = texSize;
  445. if ( texResize ||
  446. innerReflectTex[currentTarget].isNull() ||
  447. innerReflectTex[currentTarget]->getSize() != texSize ||
  448. reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
  449. {
  450. innerReflectTex[currentTarget] = REFLECTMGR->allocRenderTarget( texSize );
  451. }
  452. if ( texResize || depthBuff.isNull() )
  453. {
  454. depthBuff = LightShadowMap::_getDepthTarget(texSize.x, texSize.y);
  455. }
  456. reflectTex = innerReflectTex[currentTarget];
  457. // store current matrices
  458. GFXTransformSaver saver;
  459. Frustum frustum;
  460. S32 stereoTarget = GFX->getCurrentStereoTarget();
  461. if (stereoTarget != -1)
  462. {
  463. MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
  464. }
  465. else
  466. {
  467. Point2I viewport(params.viewportExtent);
  468. if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  469. {
  470. viewport.x *= 0.5f;
  471. }
  472. F32 aspectRatio = F32(viewport.x) / F32(viewport.y);
  473. frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);
  474. }
  475. // Manipulate the frustum for tiled screenshots
  476. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  477. if ( screenShotMode )
  478. gScreenShot->tileFrustum( frustum );
  479. GFX->setFrustum( frustum );
  480. // Store the last view info for scoring.
  481. mLastDir = params.query->cameraMatrix.getForwardVector();
  482. mLastPos = params.query->cameraMatrix.getPosition();
  483. setGFXMatrices( params.query->cameraMatrix );
  484. // Adjust the detail amount
  485. F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
  486. TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
  487. if(reflectTarget.isNull())
  488. reflectTarget = GFX->allocRenderToTextureTarget();
  489. reflectTarget->attachTexture( GFXTextureTarget::Color0, innerReflectTex[currentTarget] );
  490. reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
  491. GFX->pushActiveRenderTarget();
  492. GFX->setActiveRenderTarget( reflectTarget );
  493. U32 objTypeFlag = -1;
  494. SceneCameraState reflectCameraState = SceneCameraState::fromGFX();
  495. LIGHTMGR->registerGlobalLights( &reflectCameraState.getFrustum(), false );
  496. // Since we can sometime be rendering a reflection for 1 or 2 frames before
  497. // it gets updated do to the lag associated with getting the results from
  498. // a HOQ we can sometimes see into parts of the reflection texture that
  499. // have nothing but clear color ( eg. under the water ).
  500. // To make this look less crappy use the ambient color of the sun.
  501. //
  502. // In the future we may want to fix this instead by having the scatterSky
  503. // render a skirt or something in its lower half.
  504. //
  505. LinearColorF clearColor = gClientSceneGraph->getAmbientLightColor();
  506. GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, clearColor, 0.0f, 0 );
  507. if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  508. {
  509. // Store previous values
  510. RectI originalVP = GFX->getViewport();
  511. MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
  512. PFXFrameState origPFXState = PFXMGR->getFrameState();
  513. MatrixF inverseEyeTransforms[2];
  514. Frustum gfxFrustum;
  515. // Calculate viewport based on texture size
  516. RectI stereoViewports[2];
  517. stereoViewports[0] = params.query->stereoViewports[0];
  518. stereoViewports[1] = params.query->stereoViewports[1];
  519. stereoViewports[0].extent.x = stereoViewports[1].extent.x = texSize.x / 2;
  520. stereoViewports[0].extent.y = stereoViewports[1].extent.y = texSize.y;
  521. stereoViewports[0].point.x = 0;
  522. stereoViewports[1].point.x = stereoViewports[0].extent.x;
  523. // Calculate world transforms for eyes
  524. inverseEyeTransforms[0] = params.query->eyeTransforms[0];
  525. inverseEyeTransforms[1] = params.query->eyeTransforms[1];
  526. inverseEyeTransforms[0].inverse();
  527. inverseEyeTransforms[1].inverse();
  528. //
  529. // Render left half of display
  530. //
  531. GFX->setViewport(stereoViewports[0]);
  532. GFX->setCurrentStereoTarget(0);
  533. MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[0]);
  534. gfxFrustum.update();
  535. GFX->setFrustum(gfxFrustum);
  536. setGFXMatrices( params.query->eyeTransforms[0] );
  537. SceneRenderState renderStateLeft
  538. (
  539. gClientSceneGraph,
  540. SPT_Reflect,
  541. SceneCameraState::fromGFX()
  542. );
  543. renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
  544. renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  545. renderStateLeft.setDiffuseCameraTransform(params.query->headMatrix);
  546. //renderStateLeft.disableAdvancedLightingBins(true);
  547. gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
  548. //
  549. // Render right half of display
  550. //
  551. GFX->setViewport(stereoViewports[1]);
  552. GFX->setCurrentStereoTarget(1);
  553. MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[1]);
  554. gfxFrustum.update();
  555. GFX->setFrustum(gfxFrustum);
  556. setGFXMatrices( params.query->eyeTransforms[1] );
  557. SceneRenderState renderStateRight
  558. (
  559. gClientSceneGraph,
  560. SPT_Reflect,
  561. SceneCameraState::fromGFX()
  562. );
  563. renderStateRight.setSceneRenderStyle(SRS_SideBySide);
  564. renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  565. renderStateRight.setDiffuseCameraTransform( params.query->headMatrix );
  566. //renderStateRight.disableAdvancedLightingBins(true);
  567. gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
  568. // Restore previous values
  569. GFX->setFrustum(frustum);
  570. GFX->setViewport(originalVP);
  571. gClientSceneGraph->setNonClipProjection(origNonClipProjection);
  572. PFXMGR->setFrameState(origPFXState);
  573. GFX->setCurrentStereoTarget(-1);
  574. }
  575. else
  576. {
  577. SceneRenderState reflectRenderState
  578. (
  579. gClientSceneGraph,
  580. SPT_Reflect,
  581. SceneCameraState::fromGFX()
  582. );
  583. reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  584. reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
  585. gClientSceneGraph->renderSceneNoLights( &reflectRenderState, objTypeFlag );
  586. }
  587. LIGHTMGR->unregisterAllLights();
  588. // Clean up.
  589. reflectTarget->resolve();
  590. GFX->popActiveRenderTarget();
  591. #ifdef DEBUG_REFLECT_TEX
  592. static U32 reflectStage = 0;
  593. char buf[128]; dSprintf(buf, 128, "F:\\REFLECT-OUT%i.PNG", reflectStage);
  594. //reflectTex->dumpToDisk("PNG", buf);
  595. reflectStage++;
  596. if (reflectStage > 1) reflectStage = 0;
  597. #endif
  598. // Restore detail adjust amount.
  599. TSShapeInstance::smDetailAdjust = detailAdjustBackup;
  600. mIsRendering = false;
  601. }
  602. void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
  603. {
  604. if ( objectSpace )
  605. {
  606. // set up camera transform relative to object
  607. MatrixF invObjTrans = mObject->getRenderTransform();
  608. invObjTrans.inverse();
  609. MatrixF relCamTrans = invObjTrans * camTrans;
  610. MatrixF camReflectTrans = getCameraReflection( relCamTrans );
  611. MatrixF objTrans = mObject->getRenderTransform() * camReflectTrans;
  612. objTrans.inverse();
  613. GFX->setWorldMatrix(objTrans);
  614. // use relative reflect transform for modelview since clip plane is in object space
  615. objTrans = camReflectTrans;
  616. objTrans.inverse();
  617. // set new projection matrix
  618. gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
  619. MatrixF clipProj = getFrustumClipProj(objTrans);
  620. GFX->setProjectionMatrix( clipProj );
  621. }
  622. else
  623. {
  624. // set world mat from new camera view
  625. MatrixF camReflectTrans = getCameraReflection( camTrans );
  626. camReflectTrans.inverse();
  627. GFX->setWorldMatrix( camReflectTrans );
  628. // set new projection matrix
  629. gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
  630. MatrixF clipProj = getFrustumClipProj( camReflectTrans );
  631. GFX->setProjectionMatrix( clipProj );
  632. }
  633. }
  634. MatrixF PlaneReflector::getCameraReflection( const MatrixF &camTrans )
  635. {
  636. Point3F normal = refplane;
  637. // Figure out new cam position
  638. Point3F camPos = camTrans.getPosition();
  639. F32 dist = refplane.distToPlane( camPos );
  640. Point3F newCamPos = camPos - normal * dist * 2.0;
  641. // Figure out new look direction
  642. Point3F i, j, k;
  643. camTrans.getColumn( 0, &i );
  644. camTrans.getColumn( 1, &j );
  645. camTrans.getColumn( 2, &k );
  646. i = MathUtils::reflect( i, normal );
  647. j = MathUtils::reflect( j, normal );
  648. k = MathUtils::reflect( k, normal );
  649. //mCross( i, j, &k );
  650. MatrixF newTrans(true);
  651. newTrans.setColumn( 0, i );
  652. newTrans.setColumn( 1, j );
  653. newTrans.setColumn( 2, k );
  654. newTrans.setPosition( newCamPos );
  655. return newTrans;
  656. }
  657. inline F32 sgn(F32 a)
  658. {
  659. if (a > 0.0F) return (1.0F);
  660. if (a < 0.0F) return (-1.0F);
  661. return (0.0F);
  662. }
  663. MatrixF PlaneReflector::getFrustumClipProj( MatrixF &modelview )
  664. {
  665. static MatrixF rotMat(EulerF( static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
  666. static MatrixF invRotMat(EulerF( -static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
  667. MatrixF revModelview = modelview;
  668. revModelview = rotMat * revModelview; // add rotation to modelview because it needs to be removed from projection
  669. // rotate clip plane into modelview space
  670. Point4F clipPlane;
  671. Point3F pnt = refplane * -(refplane.d + 0.0 );
  672. Point3F norm = refplane;
  673. revModelview.mulP( pnt );
  674. revModelview.mulV( norm );
  675. norm.normalize();
  676. clipPlane.set( norm.x, norm.y, norm.z, -mDot( pnt, norm ) );
  677. // Manipulate projection matrix
  678. //------------------------------------------------------------------------
  679. MatrixF proj = GFX->getProjectionMatrix();
  680. proj.reverseProjection(); // convert back into normal depth space from reversed, otherwise we have to figure out how to convert this modification into inverted depth space
  681. proj.mul( invRotMat ); // reverse rotation imposed by Torque
  682. proj.transpose(); // switch to row-major order
  683. // Calculate the clip-space corner point opposite the clipping plane
  684. // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
  685. // transform it into camera space by multiplying it
  686. // by the inverse of the projection matrix
  687. Vector4F q;
  688. q.x = sgn(clipPlane.x) / proj(0,0);
  689. q.y = sgn(clipPlane.y) / proj(1,1);
  690. q.z = -1.0F;
  691. q.w = ( 1.0F - proj(2,2) ) / proj(3,2);
  692. F32 a = 1.0 / (clipPlane.x * q.x + clipPlane.y * q.y + clipPlane.z * q.z + clipPlane.w * q.w);
  693. Vector4F c = clipPlane * a;
  694. // [ZREV] This was a hack to handle OGL using -1 to 1 as its Z range
  695. // CodeReview [ags 1/23/08] Come up with a better way to deal with this.
  696. //if(GFX->getAdapterType() == OpenGL)
  697. // c.z += 1.0f;
  698. // Replace the third column of the projection matrix
  699. proj.setColumn( 2, c );
  700. proj.transpose(); // convert back to column major order
  701. proj.mul( rotMat ); // restore Torque rotation
  702. proj.reverseProjection(); // convert back to reversed depth space
  703. return proj;
  704. }