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 "gfx/util/gfxFrustumSaver.h"
  29. #include "scene/sceneManager.h"
  30. #include "scene/sceneRenderState.h"
  31. #include "core/stream/bitStream.h"
  32. #include "scene/reflectionManager.h"
  33. #include "gui/3d/guiTSControl.h"
  34. #include "ts/tsShapeInstance.h"
  35. #include "gfx/gfxOcclusionQuery.h"
  36. #include "lighting/lightManager.h"
  37. #include "lighting/shadowMap/lightShadowMap.h"
  38. #include "math/mathUtils.h"
  39. #include "math/util/frustum.h"
  40. #include "gfx/screenshot.h"
  41. #include "postFx/postEffectManager.h"
  42. extern ColorI gCanvasClearColor;
  43. //-------------------------------------------------------------------------
  44. // ReflectorDesc
  45. //-------------------------------------------------------------------------
  46. IMPLEMENT_CO_DATABLOCK_V1( ReflectorDesc );
  47. ConsoleDocClass( ReflectorDesc,
  48. "@brief A datablock which defines performance and quality properties for "
  49. "dynamic reflections.\n\n"
  50. "ReflectorDesc is not itself a reflection and does not render reflections. "
  51. "It is a dummy class for holding and exposing to the user a set of "
  52. "reflection related properties. Objects which support dynamic reflections "
  53. "may then reference a ReflectorDesc.\n\n"
  54. "@tsexample\n"
  55. "datablock ReflectorDesc( ExampleReflectorDesc )\n"
  56. "{\n"
  57. " texSize = 256;\n"
  58. " nearDist = 0.1;\n"
  59. " farDist = 500;\n"
  60. " objectTypeMask = 0xFFFFFFFF;\n"
  61. " detailAdjust = 1.0;\n"
  62. " priority = 1.0;\n"
  63. " maxRateMs = 0;\n"
  64. " useOcclusionQuery = true;\n"
  65. "};\n"
  66. "@endtsexample\n"
  67. "@see ShapeBaseData::cubeReflectorDesc\n"
  68. "@ingroup enviroMisc"
  69. );
  70. ReflectorDesc::ReflectorDesc()
  71. {
  72. texSize = 256;
  73. nearDist = 0.1f;
  74. farDist = 1000.0f;
  75. objectTypeMask = 0xFFFFFFFF;
  76. detailAdjust = 1.0f;
  77. priority = 1.0f;
  78. maxRateMs = 15;
  79. useOcclusionQuery = true;
  80. }
  81. ReflectorDesc::~ReflectorDesc()
  82. {
  83. }
  84. void ReflectorDesc::initPersistFields()
  85. {
  86. docsURL;
  87. addGroup( "ReflectorDesc" );
  88. addFieldV( "texSize", TypeRangedS32, Offset( texSize, ReflectorDesc ), &CommonValidators::PositiveInt,
  89. "Size in pixels of the (square) reflection texture. For a cubemap "
  90. "this value is interpreted as size of each face." );
  91. addFieldV( "nearDist", TypeRangedF32, Offset( nearDist, ReflectorDesc ), &CommonValidators::PositiveFloat,
  92. "Near plane distance to use when rendering this reflection. Adjust "
  93. "this to limit self-occlusion artifacts." );
  94. addFieldV( "farDist", TypeRangedF32, Offset( farDist, ReflectorDesc ), &CommonValidators::PositiveFloat,
  95. "Far plane distance to use when rendering reflections." );
  96. addField( "objectTypeMask", TypeGameTypeMasksType, Offset( objectTypeMask, ReflectorDesc ),
  97. "Object types which render into this reflection." );
  98. addFieldV( "detailAdjust", TypeRangedF32, Offset( detailAdjust, ReflectorDesc ), &CommonValidators::PositiveFloat,
  99. "Scale applied to lod calculation of objects rendering into "
  100. "this reflection ( modulates $pref::TS::detailAdjust )." );
  101. addFieldV( "priority", TypeRangedF32, Offset( priority, ReflectorDesc ), &CommonValidators::PositiveFloat,
  102. "Priority for updating this reflection, relative to others." );
  103. addFieldV( "maxRateMs", TypeRangedS32, Offset( maxRateMs, ReflectorDesc ), &CommonValidators::PositiveInt,
  104. "If less than maxRateMs has elapsed since this relfection was last "
  105. "updated, then do not update it again. This 'skip' can be disabled by "
  106. "setting maxRateMs to zero." );
  107. addField( "useOcclusionQuery", TypeBool, Offset( useOcclusionQuery, ReflectorDesc ),
  108. "If available on the device use HOQs to determine if the reflective object "
  109. "is visible before updating its reflection." );
  110. endGroup( "ReflectorDesc" );
  111. Parent::initPersistFields();
  112. }
  113. void ReflectorDesc::packData( BitStream *stream )
  114. {
  115. Parent::packData( stream );
  116. stream->write( texSize );
  117. stream->write( nearDist );
  118. stream->write( farDist );
  119. stream->write( objectTypeMask );
  120. stream->write( detailAdjust );
  121. stream->write( priority );
  122. stream->write( maxRateMs );
  123. stream->writeFlag( useOcclusionQuery );
  124. }
  125. void ReflectorDesc::unpackData( BitStream *stream )
  126. {
  127. Parent::unpackData( stream );
  128. stream->read( &texSize );
  129. stream->read( &nearDist );
  130. stream->read( &farDist );
  131. stream->read( &objectTypeMask );
  132. stream->read( &detailAdjust );
  133. stream->read( &priority );
  134. stream->read( &maxRateMs );
  135. useOcclusionQuery = stream->readFlag();
  136. }
  137. bool ReflectorDesc::preload( bool server, String &errorStr )
  138. {
  139. if ( !Parent::preload( server, errorStr ) )
  140. return false;
  141. return true;
  142. }
  143. //-------------------------------------------------------------------------
  144. // ReflectorBase
  145. //-------------------------------------------------------------------------
  146. ReflectorBase::ReflectorBase()
  147. {
  148. mEnabled = false;
  149. mOccluded = false;
  150. mIsRendering = false;
  151. mDesc = NULL;
  152. mObject = NULL;
  153. mOcclusionQuery = GFX->createOcclusionQuery();
  154. mQueryPending = false;
  155. score = 0.0f;
  156. lastUpdateMs = 0;
  157. }
  158. ReflectorBase::~ReflectorBase()
  159. {
  160. delete mOcclusionQuery;
  161. }
  162. void ReflectorBase::unregisterReflector()
  163. {
  164. if ( mEnabled )
  165. {
  166. REFLECTMGR->unregisterReflector( this );
  167. mEnabled = false;
  168. }
  169. }
  170. F32 ReflectorBase::calcScore( const ReflectParams &params )
  171. {
  172. PROFILE_SCOPE( ReflectorBase_calcScore );
  173. // First check the occlusion query to see if we're hidden.
  174. if ( mDesc->useOcclusionQuery &&
  175. mOcclusionQuery )
  176. {
  177. GFXOcclusionQuery::OcclusionQueryStatus status = mOcclusionQuery->getStatus( false );
  178. if ( status == GFXOcclusionQuery::Waiting )
  179. {
  180. mQueryPending = true;
  181. // Don't change mOccluded since we don't know yet, use the value
  182. // from last frame.
  183. }
  184. else
  185. {
  186. mQueryPending = false;
  187. if ( status == GFXOcclusionQuery::Occluded )
  188. mOccluded = true;
  189. else if ( status == GFXOcclusionQuery::NotOccluded )
  190. mOccluded = false;
  191. }
  192. }
  193. // If we're disabled for any reason then there
  194. // is nothing more left to do.
  195. if ( !mEnabled ||
  196. mOccluded ||
  197. params.culler.isCulled( mObject->getWorldBox() ) )
  198. {
  199. score = 0;
  200. return score;
  201. }
  202. // This mess is calculating a score based on LOD.
  203. /*
  204. F32 sizeWS = getMax( object->getWorldBox().len_z(), 0.001f );
  205. Point3F cameraOffset = params.culler.getPosition() - object->getPosition();
  206. F32 dist = getMax( cameraOffset.len(), 0.01f );
  207. F32 worldToScreenScaleY = ( params.culler.getNearDist() * params.viewportExtent.y ) /
  208. ( params.culler.getNearTop() - params.culler.getNearBottom() );
  209. F32 sizeSS = sizeWS / dist * worldToScreenScaleY;
  210. */
  211. if ( mDesc->priority == -1.0f )
  212. {
  213. score = 1000.0f;
  214. return score;
  215. }
  216. F32 lodFactor = 1.0f; //sizeSS;
  217. F32 maxRate = getMax( (F32)mDesc->maxRateMs, 1.0f );
  218. U32 delta = params.startOfUpdateMs - lastUpdateMs;
  219. F32 timeFactor = getMax( (F32)delta / maxRate - 1.0f, 0.0f );
  220. score = mDesc->priority * timeFactor * lodFactor;
  221. return score;
  222. }
  223. //-------------------------------------------------------------------------
  224. // CubeReflector
  225. //-------------------------------------------------------------------------
  226. CubeReflector::CubeReflector()
  227. : mLastTexSize( 0 )
  228. {
  229. }
  230. void CubeReflector::registerReflector( SceneObject *object,
  231. ReflectorDesc *desc )
  232. {
  233. if ( mEnabled )
  234. return;
  235. mEnabled = true;
  236. mObject = object;
  237. mDesc = desc;
  238. REFLECTMGR->registerReflector( this );
  239. }
  240. void CubeReflector::unregisterReflector()
  241. {
  242. if ( !mEnabled )
  243. return;
  244. REFLECTMGR->unregisterReflector( this );
  245. mEnabled = false;
  246. }
  247. void CubeReflector::updateReflection( const ReflectParams &params, Point3F explicitPostion)
  248. {
  249. GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateReflection, ColorI::WHITE );
  250. mIsRendering = true;
  251. // Setup textures and targets...
  252. S32 texDim = mDesc->texSize;
  253. texDim = getMax( texDim, 32 );
  254. // Protect against the reflection texture being bigger
  255. // than the current game back buffer.
  256. texDim = getMin( texDim, params.viewportExtent.x );
  257. texDim = getMin( texDim, params.viewportExtent.y );
  258. bool texResize = ( texDim != mLastTexSize );
  259. const GFXFormat reflectFormat = REFLECTMGR->getReflectFormat();
  260. if ( texResize ||
  261. mCubemap.isNull() ||
  262. mCubemap->getFormat() != reflectFormat )
  263. {
  264. mCubemap.set(texDim, texDim, reflectFormat, &GFXCubemapRenderTargetProfile, "CubeReflector::updateReflection", 0);
  265. }
  266. if ( mRenderTarget.isNull() )
  267. mRenderTarget = GFX->allocRenderToTextureTarget();
  268. F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
  269. gClientSceneGraph->setVisibleDistance( mDesc->farDist );
  270. F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
  271. TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
  272. // store current matrices
  273. GFXFrustumSaver fsaver;
  274. GFXTransformSaver saver;
  275. {
  276. // set projection to 90 degrees vertical and horizontal
  277. F32 left, right, top, bottom;
  278. MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist);
  279. GFX->setFrustum(left, right, bottom, top, mDesc->nearDist, mDesc->farDist);
  280. }
  281. GFX->pushActiveRenderTarget();
  282. for (S32 i = 0; i < 6; i++) {
  283. updateFace(params, i, explicitPostion);
  284. }
  285. GFX->popActiveRenderTarget();
  286. TSShapeInstance::smDetailAdjust = detailAdjustBackup;
  287. mCubemap->generateMipMaps();
  288. gClientSceneGraph->setVisibleDistance(oldVisibleDist);
  289. mIsRendering = false;
  290. mLastTexSize = texDim;
  291. }
  292. void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx, Point3F explicitPostion)
  293. {
  294. GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );
  295. // Standard view that will be overridden below.
  296. VectorF target = VectorF::Zero;
  297. VectorF eye = VectorF::Zero;
  298. if (explicitPostion == Point3F::Max)
  299. {
  300. eye = mObject->getPosition();
  301. }
  302. else
  303. {
  304. eye = explicitPostion;
  305. }
  306. // Standard view that will be overridden below.
  307. VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
  308. switch (faceidx)
  309. {
  310. case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
  311. vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
  312. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  313. break;
  314. case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
  315. vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
  316. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  317. break;
  318. case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
  319. vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
  320. vUpVec = VectorF(0.0f, 0.0f, -1.0f);
  321. break;
  322. case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
  323. vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
  324. vUpVec = VectorF(0.0f, 0.0f, 1.0f);
  325. break;
  326. case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
  327. vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
  328. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  329. break;
  330. case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
  331. vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
  332. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  333. break;
  334. }
  335. // create camera matrix
  336. MatrixF lightMatrix(true);
  337. lightMatrix.LookAt(eye, vLookatPt, vUpVec);
  338. lightMatrix.inverse();
  339. GFX->setWorldMatrix(lightMatrix);
  340. GFX->clearTextureStateImmediate(0);
  341. S32 texDim = mDesc->texSize;
  342. texDim = getMax(texDim, 32);
  343. mRenderTarget->attachTexture(GFXTextureTarget::Color0, mCubemap, 0, 0, faceidx); // Setup textures and targets...
  344. mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, LightShadowMap::_getDepthTarget(texDim, texDim));
  345. GFX->setActiveRenderTarget(mRenderTarget, true);
  346. GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0);
  347. SceneRenderState reflectRenderState
  348. (
  349. gClientSceneGraph,
  350. SPT_Reflect,
  351. SceneCameraState::fromGFXWithViewport(GFX->getViewport())
  352. );
  353. reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  354. reflectRenderState.setDiffuseCameraTransform(lightMatrix);//params.query->headMatrix );
  355. // We don't use a special clipping projection, but still need to initialize
  356. // this for objects like SkyBox which will use it during a reflect pass.
  357. gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
  358. // render scene
  359. LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
  360. gClientSceneGraph->renderSceneNoLights( &reflectRenderState, mDesc->objectTypeMask );
  361. LIGHTMGR->unregisterAllLights();
  362. // Clean up.
  363. mRenderTarget->resolve();
  364. }
  365. F32 CubeReflector::calcFaceScore( const ReflectParams &params, U32 faceidx )
  366. {
  367. if ( Parent::calcScore( params ) <= 0.0f )
  368. return score;
  369. VectorF vLookatPt(0.0f, 0.0f, 0.0f);
  370. switch( faceidx )
  371. {
  372. case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
  373. vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
  374. break;
  375. case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
  376. vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
  377. break;
  378. case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
  379. vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
  380. break;
  381. case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
  382. vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
  383. break;
  384. case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
  385. vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
  386. break;
  387. case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
  388. vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
  389. break;
  390. }
  391. VectorF cameraDir;
  392. params.query->cameraMatrix.getColumn( 1, &cameraDir );
  393. F32 dot = mDot( cameraDir, -vLookatPt );
  394. dot = getMax( ( dot + 1.0f ) / 2.0f, 0.1f );
  395. score *= dot;
  396. return score;
  397. }
  398. F32 CubeReflector::CubeFaceReflector::calcScore( const ReflectParams &params )
  399. {
  400. score = cube->calcFaceScore( params, faceIdx );
  401. mOccluded = cube->isOccluded();
  402. return score;
  403. }
  404. //-------------------------------------------------------------------------
  405. // PlaneReflector
  406. //-------------------------------------------------------------------------
  407. void PlaneReflector::registerReflector( SceneObject *object,
  408. ReflectorDesc *desc )
  409. {
  410. mEnabled = true;
  411. mObject = object;
  412. mDesc = desc;
  413. mLastDir = Point3F::One;
  414. mLastPos = Point3F::Max;
  415. REFLECTMGR->registerReflector( this );
  416. }
  417. F32 PlaneReflector::calcScore( const ReflectParams &params )
  418. {
  419. if ( Parent::calcScore( params ) <= 0.0f || score >= 1000.0f )
  420. return score;
  421. // The planar reflection is view dependent to score it
  422. // higher if the view direction and/or position has changed.
  423. // Get the current camera info.
  424. VectorF camDir = params.query->cameraMatrix.getForwardVector();
  425. Point3F camPos = params.query->cameraMatrix.getPosition();
  426. // Scale up the score based on the view direction change.
  427. F32 dot = mDot( camDir, mLastDir );
  428. dot = ( 1.0f - dot ) * 1000.0f;
  429. score += dot * mDesc->priority;
  430. // Also account for the camera movement.
  431. score += ( camPos - mLastPos ).lenSquared() * mDesc->priority;
  432. return score;
  433. }
  434. void PlaneReflector::updateReflection( const ReflectParams &params, Point3F explicitPostion)
  435. {
  436. PROFILE_SCOPE(PlaneReflector_updateReflection);
  437. GFXDEBUGEVENT_SCOPE( PlaneReflector_updateReflection, ColorI::WHITE );
  438. mIsRendering = true;
  439. S32 texDim = mDesc->texSize;
  440. texDim = getMax( texDim, 32 );
  441. // Protect against the reflection texture being bigger
  442. // than the current game back buffer.
  443. texDim = getMin( texDim, params.viewportExtent.x );
  444. texDim = getMin( texDim, params.viewportExtent.y );
  445. S32 currentTarget = params.eyeId >= 0 ? params.eyeId : 0;
  446. const Point2I texSize = Point2I(texDim, texDim);
  447. bool texResize = (texSize != mLastTexSize);
  448. mLastTexSize = texSize;
  449. if ( texResize ||
  450. innerReflectTex[currentTarget].isNull() ||
  451. innerReflectTex[currentTarget]->getSize() != texSize ||
  452. reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
  453. {
  454. innerReflectTex[currentTarget] = REFLECTMGR->allocRenderTarget( texSize );
  455. }
  456. if ( texResize || depthBuff.isNull() )
  457. {
  458. depthBuff = LightShadowMap::_getDepthTarget(texSize.x, texSize.y);
  459. }
  460. reflectTex = innerReflectTex[currentTarget];
  461. // store current matrices
  462. GFXTransformSaver saver;
  463. Frustum frustum;
  464. S32 stereoTarget = GFX->getCurrentStereoTarget();
  465. if (stereoTarget != -1)
  466. {
  467. MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
  468. }
  469. else
  470. {
  471. Point2I viewport(params.viewportExtent);
  472. if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  473. {
  474. viewport.x *= 0.5f;
  475. }
  476. F32 aspectRatio = F32(viewport.x) / F32(viewport.y);
  477. frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);
  478. }
  479. // Manipulate the frustum for tiled screenshots
  480. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  481. if ( screenShotMode )
  482. gScreenShot->tileFrustum( frustum );
  483. GFX->setFrustum( frustum );
  484. // Store the last view info for scoring.
  485. mLastDir = params.query->cameraMatrix.getForwardVector();
  486. mLastPos = params.query->cameraMatrix.getPosition();
  487. setGFXMatrices( params.query->cameraMatrix );
  488. // Adjust the detail amount
  489. F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
  490. TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
  491. if(reflectTarget.isNull())
  492. reflectTarget = GFX->allocRenderToTextureTarget();
  493. reflectTarget->attachTexture( GFXTextureTarget::Color0, innerReflectTex[currentTarget] );
  494. reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
  495. GFX->pushActiveRenderTarget();
  496. GFX->setActiveRenderTarget( reflectTarget );
  497. U32 objTypeFlag = -1;
  498. SceneCameraState reflectCameraState = SceneCameraState::fromGFX();
  499. LIGHTMGR->registerGlobalLights( &reflectCameraState.getFrustum(), false );
  500. // Since we can sometime be rendering a reflection for 1 or 2 frames before
  501. // it gets updated do to the lag associated with getting the results from
  502. // a HOQ we can sometimes see into parts of the reflection texture that
  503. // have nothing but clear color ( eg. under the water ).
  504. // To make this look less crappy use the ambient color of the sun.
  505. //
  506. // In the future we may want to fix this instead by having the scatterSky
  507. // render a skirt or something in its lower half.
  508. //
  509. LinearColorF clearColor = gClientSceneGraph->getAmbientLightColor();
  510. GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, clearColor, 0.0f, 0 );
  511. if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  512. {
  513. // Store previous values
  514. RectI originalVP = GFX->getViewport();
  515. MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
  516. PFXFrameState origPFXState = PFXMGR->getFrameState();
  517. MatrixF inverseEyeTransforms[2];
  518. Frustum gfxFrustum;
  519. // Calculate viewport based on texture size
  520. RectI stereoViewports[2];
  521. stereoViewports[0] = params.query->stereoViewports[0];
  522. stereoViewports[1] = params.query->stereoViewports[1];
  523. stereoViewports[0].extent.x = stereoViewports[1].extent.x = texSize.x / 2;
  524. stereoViewports[0].extent.y = stereoViewports[1].extent.y = texSize.y;
  525. stereoViewports[0].point.x = 0;
  526. stereoViewports[1].point.x = stereoViewports[0].extent.x;
  527. // Calculate world transforms for eyes
  528. inverseEyeTransforms[0] = params.query->eyeTransforms[0];
  529. inverseEyeTransforms[1] = params.query->eyeTransforms[1];
  530. inverseEyeTransforms[0].inverse();
  531. inverseEyeTransforms[1].inverse();
  532. //
  533. // Render left half of display
  534. //
  535. GFX->setViewport(stereoViewports[0]);
  536. GFX->setCurrentStereoTarget(0);
  537. MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[0]);
  538. gfxFrustum.update();
  539. GFX->setFrustum(gfxFrustum);
  540. setGFXMatrices( params.query->eyeTransforms[0] );
  541. SceneRenderState renderStateLeft
  542. (
  543. gClientSceneGraph,
  544. SPT_Reflect,
  545. SceneCameraState::fromGFX()
  546. );
  547. renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
  548. renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  549. renderStateLeft.setDiffuseCameraTransform(params.query->headMatrix);
  550. //renderStateLeft.disableAdvancedLightingBins(true);
  551. gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
  552. //
  553. // Render right half of display
  554. //
  555. GFX->setViewport(stereoViewports[1]);
  556. GFX->setCurrentStereoTarget(1);
  557. MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[1]);
  558. gfxFrustum.update();
  559. GFX->setFrustum(gfxFrustum);
  560. setGFXMatrices( params.query->eyeTransforms[1] );
  561. SceneRenderState renderStateRight
  562. (
  563. gClientSceneGraph,
  564. SPT_Reflect,
  565. SceneCameraState::fromGFX()
  566. );
  567. renderStateRight.setSceneRenderStyle(SRS_SideBySide);
  568. renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  569. renderStateRight.setDiffuseCameraTransform( params.query->headMatrix );
  570. //renderStateRight.disableAdvancedLightingBins(true);
  571. gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
  572. // Restore previous values
  573. GFX->setFrustum(frustum);
  574. GFX->setViewport(originalVP);
  575. gClientSceneGraph->setNonClipProjection(origNonClipProjection);
  576. PFXMGR->setFrameState(origPFXState);
  577. GFX->setCurrentStereoTarget(-1);
  578. }
  579. else
  580. {
  581. SceneRenderState reflectRenderState
  582. (
  583. gClientSceneGraph,
  584. SPT_Reflect,
  585. SceneCameraState::fromGFX()
  586. );
  587. reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  588. reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
  589. gClientSceneGraph->renderSceneNoLights( &reflectRenderState, objTypeFlag );
  590. }
  591. LIGHTMGR->unregisterAllLights();
  592. // Clean up.
  593. reflectTarget->resolve();
  594. GFX->popActiveRenderTarget();
  595. #ifdef DEBUG_REFLECT_TEX
  596. static U32 reflectStage = 0;
  597. char buf[128]; dSprintf(buf, 128, "F:\\REFLECT-OUT%i.PNG", reflectStage);
  598. //reflectTex->dumpToDisk("PNG", buf);
  599. reflectStage++;
  600. if (reflectStage > 1) reflectStage = 0;
  601. #endif
  602. // Restore detail adjust amount.
  603. TSShapeInstance::smDetailAdjust = detailAdjustBackup;
  604. mIsRendering = false;
  605. }
  606. void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
  607. {
  608. if ( objectSpace )
  609. {
  610. // set up camera transform relative to object
  611. MatrixF invObjTrans = mObject->getRenderTransform();
  612. invObjTrans.inverse();
  613. MatrixF relCamTrans = invObjTrans * camTrans;
  614. MatrixF camReflectTrans = getCameraReflection( relCamTrans );
  615. MatrixF objTrans = mObject->getRenderTransform() * camReflectTrans;
  616. objTrans.inverse();
  617. GFX->setWorldMatrix(objTrans);
  618. // use relative reflect transform for modelview since clip plane is in object space
  619. objTrans = camReflectTrans;
  620. objTrans.inverse();
  621. // set new projection matrix
  622. gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
  623. MatrixF clipProj = getFrustumClipProj(objTrans);
  624. GFX->setProjectionMatrix( clipProj );
  625. }
  626. else
  627. {
  628. // set world mat from new camera view
  629. MatrixF camReflectTrans = getCameraReflection( camTrans );
  630. camReflectTrans.inverse();
  631. GFX->setWorldMatrix( camReflectTrans );
  632. // set new projection matrix
  633. gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
  634. MatrixF clipProj = getFrustumClipProj( camReflectTrans );
  635. GFX->setProjectionMatrix( clipProj );
  636. }
  637. }
  638. MatrixF PlaneReflector::getCameraReflection( const MatrixF &camTrans )
  639. {
  640. Point3F normal = refplane;
  641. // Figure out new cam position
  642. Point3F camPos = camTrans.getPosition();
  643. F32 dist = refplane.distToPlane( camPos );
  644. Point3F newCamPos = camPos - normal * dist * 2.0;
  645. // Figure out new look direction
  646. Point3F i, j, k;
  647. camTrans.getColumn( 0, &i );
  648. camTrans.getColumn( 1, &j );
  649. camTrans.getColumn( 2, &k );
  650. i = MathUtils::reflect( i, normal );
  651. j = MathUtils::reflect( j, normal );
  652. k = MathUtils::reflect( k, normal );
  653. //mCross( i, j, &k );
  654. MatrixF newTrans(true);
  655. newTrans.setColumn( 0, i );
  656. newTrans.setColumn( 1, j );
  657. newTrans.setColumn( 2, k );
  658. newTrans.setPosition( newCamPos );
  659. return newTrans;
  660. }
  661. inline F32 sgn(F32 a)
  662. {
  663. if (a > 0.0F) return (1.0F);
  664. if (a < 0.0F) return (-1.0F);
  665. return (0.0F);
  666. }
  667. MatrixF PlaneReflector::getFrustumClipProj( MatrixF &modelview )
  668. {
  669. static MatrixF rotMat(EulerF( static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
  670. static MatrixF invRotMat(EulerF( -static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
  671. MatrixF revModelview = modelview;
  672. revModelview = rotMat * revModelview; // add rotation to modelview because it needs to be removed from projection
  673. // rotate clip plane into modelview space
  674. Point4F clipPlane;
  675. Point3F pnt = refplane * -(refplane.d + 0.0 );
  676. Point3F norm = refplane;
  677. revModelview.mulP( pnt );
  678. revModelview.mulV( norm );
  679. norm.normalize();
  680. clipPlane.set( norm.x, norm.y, norm.z, -mDot( pnt, norm ) );
  681. // Manipulate projection matrix
  682. //------------------------------------------------------------------------
  683. MatrixF proj = GFX->getProjectionMatrix();
  684. 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
  685. proj.mul( invRotMat ); // reverse rotation imposed by Torque
  686. proj.transpose(); // switch to row-major order
  687. // Calculate the clip-space corner point opposite the clipping plane
  688. // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
  689. // transform it into camera space by multiplying it
  690. // by the inverse of the projection matrix
  691. Vector4F q;
  692. q.x = sgn(clipPlane.x) / proj(0,0);
  693. q.y = sgn(clipPlane.y) / proj(1,1);
  694. q.z = -1.0F;
  695. q.w = ( 1.0F - proj(2,2) ) / proj(3,2);
  696. F32 a = 1.0 / (clipPlane.x * q.x + clipPlane.y * q.y + clipPlane.z * q.z + clipPlane.w * q.w);
  697. Vector4F c = clipPlane * a;
  698. // [ZREV] This was a hack to handle OGL using -1 to 1 as its Z range
  699. // CodeReview [ags 1/23/08] Come up with a better way to deal with this.
  700. //if(GFX->getAdapterType() == OpenGL)
  701. // c.z += 1.0f;
  702. // Replace the third column of the projection matrix
  703. proj.setColumn( 2, c );
  704. proj.transpose(); // convert back to column major order
  705. proj.mul( rotMat ); // restore Torque rotation
  706. proj.reverseProjection(); // convert back to reversed depth space
  707. return proj;
  708. }