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. addFieldV( "texSize", TypeRangedS32, Offset( texSize, ReflectorDesc ), &CommonValidators::PositiveInt,
  88. "Size in pixels of the (square) reflection texture. For a cubemap "
  89. "this value is interpreted as size of each face." );
  90. addFieldV( "nearDist", TypeRangedF32, Offset( nearDist, ReflectorDesc ), &CommonValidators::PositiveFloat,
  91. "Near plane distance to use when rendering this reflection. Adjust "
  92. "this to limit self-occlusion artifacts." );
  93. addFieldV( "farDist", TypeRangedF32, Offset( farDist, ReflectorDesc ), &CommonValidators::PositiveFloat,
  94. "Far plane distance to use when rendering reflections." );
  95. addField( "objectTypeMask", TypeGameTypeMasksType, Offset( objectTypeMask, ReflectorDesc ),
  96. "Object types which render into this reflection." );
  97. addFieldV( "detailAdjust", TypeRangedF32, Offset( detailAdjust, ReflectorDesc ), &CommonValidators::PositiveFloat,
  98. "Scale applied to lod calculation of objects rendering into "
  99. "this reflection ( modulates $pref::TS::detailAdjust )." );
  100. addFieldV( "priority", TypeRangedF32, Offset( priority, ReflectorDesc ), &CommonValidators::PositiveFloat,
  101. "Priority for updating this reflection, relative to others." );
  102. addFieldV( "maxRateMs", TypeRangedS32, Offset( maxRateMs, ReflectorDesc ), &CommonValidators::PositiveInt,
  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. if ( mRenderTarget.isNull() )
  267. mRenderTarget = GFX->allocRenderToTextureTarget();
  268. mDepthBuff = LightShadowMap::_getDepthTarget(texDim, texDim);
  269. mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, mDepthBuff);
  270. F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
  271. gClientSceneGraph->setVisibleDistance( mDesc->farDist );
  272. F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
  273. TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
  274. // store current matrices
  275. GFXTransformSaver saver;
  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. GFX->pushActiveRenderTarget();
  281. for (S32 i = 5; i >= 0; i--) {
  282. updateFace(params, i, explicitPostion);
  283. }
  284. GFX->popActiveRenderTarget();
  285. TSShapeInstance::smDetailAdjust = detailAdjustBackup;
  286. mCubemap->generateMipMaps();
  287. gClientSceneGraph->setVisibleDistance(oldVisibleDist);
  288. mIsRendering = false;
  289. mLastTexSize = texDim;
  290. }
  291. void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx, Point3F explicitPostion)
  292. {
  293. GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );
  294. // Standard view that will be overridden below.
  295. VectorF target = VectorF::Zero;
  296. VectorF eye = VectorF::Zero;
  297. if (explicitPostion == Point3F::Max)
  298. {
  299. eye = mObject->getPosition();
  300. }
  301. else
  302. {
  303. eye = explicitPostion;
  304. }
  305. // Standard view that will be overridden below.
  306. VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
  307. switch (faceidx)
  308. {
  309. case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
  310. vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
  311. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  312. break;
  313. case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
  314. vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
  315. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  316. break;
  317. case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
  318. vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
  319. vUpVec = VectorF(0.0f, 0.0f, -1.0f);
  320. break;
  321. case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
  322. vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
  323. vUpVec = VectorF(0.0f, 0.0f, 1.0f);
  324. break;
  325. case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
  326. vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
  327. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  328. break;
  329. case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
  330. vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
  331. vUpVec = VectorF(0.0f, 1.0f, 0.0f);
  332. break;
  333. }
  334. // create camera matrix
  335. MatrixF lightMatrix(true);
  336. lightMatrix.LookAt(eye, vLookatPt, vUpVec);
  337. lightMatrix.inverse();
  338. GFX->setWorldMatrix(lightMatrix);
  339. GFX->clearTextureStateImmediate(0);
  340. mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx ); // Setup textures and targets...
  341. S32 texDim = mDesc->texSize;
  342. texDim = getMax(texDim, 32);
  343. mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, LightShadowMap::_getDepthTarget(texDim, texDim));
  344. GFX->setActiveRenderTarget(mRenderTarget);
  345. GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0);
  346. SceneRenderState reflectRenderState
  347. (
  348. gClientSceneGraph,
  349. SPT_Reflect,
  350. SceneCameraState::fromGFX()
  351. );
  352. reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  353. reflectRenderState.setDiffuseCameraTransform(lightMatrix);//params.query->headMatrix );
  354. // We don't use a special clipping projection, but still need to initialize
  355. // this for objects like SkyBox which will use it during a reflect pass.
  356. gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
  357. // render scene
  358. LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
  359. gClientSceneGraph->renderSceneNoLights( &reflectRenderState, mDesc->objectTypeMask );
  360. LIGHTMGR->unregisterAllLights();
  361. // Clean up.
  362. mRenderTarget->resolve();
  363. }
  364. F32 CubeReflector::calcFaceScore( const ReflectParams &params, U32 faceidx )
  365. {
  366. if ( Parent::calcScore( params ) <= 0.0f )
  367. return score;
  368. VectorF vLookatPt(0.0f, 0.0f, 0.0f);
  369. switch( faceidx )
  370. {
  371. case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
  372. vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
  373. break;
  374. case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
  375. vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
  376. break;
  377. case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
  378. vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
  379. break;
  380. case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
  381. vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
  382. break;
  383. case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
  384. vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
  385. break;
  386. case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
  387. vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
  388. break;
  389. }
  390. VectorF cameraDir;
  391. params.query->cameraMatrix.getColumn( 1, &cameraDir );
  392. F32 dot = mDot( cameraDir, -vLookatPt );
  393. dot = getMax( ( dot + 1.0f ) / 2.0f, 0.1f );
  394. score *= dot;
  395. return score;
  396. }
  397. F32 CubeReflector::CubeFaceReflector::calcScore( const ReflectParams &params )
  398. {
  399. score = cube->calcFaceScore( params, faceIdx );
  400. mOccluded = cube->isOccluded();
  401. return score;
  402. }
  403. //-------------------------------------------------------------------------
  404. // PlaneReflector
  405. //-------------------------------------------------------------------------
  406. void PlaneReflector::registerReflector( SceneObject *object,
  407. ReflectorDesc *desc )
  408. {
  409. mEnabled = true;
  410. mObject = object;
  411. mDesc = desc;
  412. mLastDir = Point3F::One;
  413. mLastPos = Point3F::Max;
  414. REFLECTMGR->registerReflector( this );
  415. }
  416. F32 PlaneReflector::calcScore( const ReflectParams &params )
  417. {
  418. if ( Parent::calcScore( params ) <= 0.0f || score >= 1000.0f )
  419. return score;
  420. // The planar reflection is view dependent to score it
  421. // higher if the view direction and/or position has changed.
  422. // Get the current camera info.
  423. VectorF camDir = params.query->cameraMatrix.getForwardVector();
  424. Point3F camPos = params.query->cameraMatrix.getPosition();
  425. // Scale up the score based on the view direction change.
  426. F32 dot = mDot( camDir, mLastDir );
  427. dot = ( 1.0f - dot ) * 1000.0f;
  428. score += dot * mDesc->priority;
  429. // Also account for the camera movement.
  430. score += ( camPos - mLastPos ).lenSquared() * mDesc->priority;
  431. return score;
  432. }
  433. void PlaneReflector::updateReflection( const ReflectParams &params, Point3F explicitPostion)
  434. {
  435. PROFILE_SCOPE(PlaneReflector_updateReflection);
  436. GFXDEBUGEVENT_SCOPE( PlaneReflector_updateReflection, ColorI::WHITE );
  437. mIsRendering = true;
  438. S32 texDim = mDesc->texSize;
  439. texDim = getMax( texDim, 32 );
  440. // Protect against the reflection texture being bigger
  441. // than the current game back buffer.
  442. texDim = getMin( texDim, params.viewportExtent.x );
  443. texDim = getMin( texDim, params.viewportExtent.y );
  444. S32 currentTarget = params.eyeId >= 0 ? params.eyeId : 0;
  445. const Point2I texSize = Point2I(texDim, texDim);
  446. bool texResize = (texSize != mLastTexSize);
  447. mLastTexSize = texSize;
  448. if ( texResize ||
  449. innerReflectTex[currentTarget].isNull() ||
  450. innerReflectTex[currentTarget]->getSize() != texSize ||
  451. reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
  452. {
  453. innerReflectTex[currentTarget] = REFLECTMGR->allocRenderTarget( texSize );
  454. }
  455. if ( texResize || depthBuff.isNull() )
  456. {
  457. depthBuff = LightShadowMap::_getDepthTarget(texSize.x, texSize.y);
  458. }
  459. reflectTex = innerReflectTex[currentTarget];
  460. // store current matrices
  461. GFXTransformSaver saver;
  462. Frustum frustum;
  463. S32 stereoTarget = GFX->getCurrentStereoTarget();
  464. if (stereoTarget != -1)
  465. {
  466. MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
  467. }
  468. else
  469. {
  470. Point2I viewport(params.viewportExtent);
  471. if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  472. {
  473. viewport.x *= 0.5f;
  474. }
  475. F32 aspectRatio = F32(viewport.x) / F32(viewport.y);
  476. frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);
  477. }
  478. // Manipulate the frustum for tiled screenshots
  479. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  480. if ( screenShotMode )
  481. gScreenShot->tileFrustum( frustum );
  482. GFX->setFrustum( frustum );
  483. // Store the last view info for scoring.
  484. mLastDir = params.query->cameraMatrix.getForwardVector();
  485. mLastPos = params.query->cameraMatrix.getPosition();
  486. setGFXMatrices( params.query->cameraMatrix );
  487. // Adjust the detail amount
  488. F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
  489. TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
  490. if(reflectTarget.isNull())
  491. reflectTarget = GFX->allocRenderToTextureTarget();
  492. reflectTarget->attachTexture( GFXTextureTarget::Color0, innerReflectTex[currentTarget] );
  493. reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
  494. GFX->pushActiveRenderTarget();
  495. GFX->setActiveRenderTarget( reflectTarget );
  496. U32 objTypeFlag = -1;
  497. SceneCameraState reflectCameraState = SceneCameraState::fromGFX();
  498. LIGHTMGR->registerGlobalLights( &reflectCameraState.getFrustum(), false );
  499. // Since we can sometime be rendering a reflection for 1 or 2 frames before
  500. // it gets updated do to the lag associated with getting the results from
  501. // a HOQ we can sometimes see into parts of the reflection texture that
  502. // have nothing but clear color ( eg. under the water ).
  503. // To make this look less crappy use the ambient color of the sun.
  504. //
  505. // In the future we may want to fix this instead by having the scatterSky
  506. // render a skirt or something in its lower half.
  507. //
  508. LinearColorF clearColor = gClientSceneGraph->getAmbientLightColor();
  509. GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, clearColor, 0.0f, 0 );
  510. if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  511. {
  512. // Store previous values
  513. RectI originalVP = GFX->getViewport();
  514. MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
  515. PFXFrameState origPFXState = PFXMGR->getFrameState();
  516. MatrixF inverseEyeTransforms[2];
  517. Frustum gfxFrustum;
  518. // Calculate viewport based on texture size
  519. RectI stereoViewports[2];
  520. stereoViewports[0] = params.query->stereoViewports[0];
  521. stereoViewports[1] = params.query->stereoViewports[1];
  522. stereoViewports[0].extent.x = stereoViewports[1].extent.x = texSize.x / 2;
  523. stereoViewports[0].extent.y = stereoViewports[1].extent.y = texSize.y;
  524. stereoViewports[0].point.x = 0;
  525. stereoViewports[1].point.x = stereoViewports[0].extent.x;
  526. // Calculate world transforms for eyes
  527. inverseEyeTransforms[0] = params.query->eyeTransforms[0];
  528. inverseEyeTransforms[1] = params.query->eyeTransforms[1];
  529. inverseEyeTransforms[0].inverse();
  530. inverseEyeTransforms[1].inverse();
  531. //
  532. // Render left half of display
  533. //
  534. GFX->setViewport(stereoViewports[0]);
  535. GFX->setCurrentStereoTarget(0);
  536. MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[0]);
  537. gfxFrustum.update();
  538. GFX->setFrustum(gfxFrustum);
  539. setGFXMatrices( params.query->eyeTransforms[0] );
  540. SceneRenderState renderStateLeft
  541. (
  542. gClientSceneGraph,
  543. SPT_Reflect,
  544. SceneCameraState::fromGFX()
  545. );
  546. renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
  547. renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  548. renderStateLeft.setDiffuseCameraTransform(params.query->headMatrix);
  549. //renderStateLeft.disableAdvancedLightingBins(true);
  550. gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
  551. //
  552. // Render right half of display
  553. //
  554. GFX->setViewport(stereoViewports[1]);
  555. GFX->setCurrentStereoTarget(1);
  556. MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[1]);
  557. gfxFrustum.update();
  558. GFX->setFrustum(gfxFrustum);
  559. setGFXMatrices( params.query->eyeTransforms[1] );
  560. SceneRenderState renderStateRight
  561. (
  562. gClientSceneGraph,
  563. SPT_Reflect,
  564. SceneCameraState::fromGFX()
  565. );
  566. renderStateRight.setSceneRenderStyle(SRS_SideBySide);
  567. renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  568. renderStateRight.setDiffuseCameraTransform( params.query->headMatrix );
  569. //renderStateRight.disableAdvancedLightingBins(true);
  570. gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
  571. // Restore previous values
  572. GFX->setFrustum(frustum);
  573. GFX->setViewport(originalVP);
  574. gClientSceneGraph->setNonClipProjection(origNonClipProjection);
  575. PFXMGR->setFrameState(origPFXState);
  576. GFX->setCurrentStereoTarget(-1);
  577. }
  578. else
  579. {
  580. SceneRenderState reflectRenderState
  581. (
  582. gClientSceneGraph,
  583. SPT_Reflect,
  584. SceneCameraState::fromGFX()
  585. );
  586. reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
  587. reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
  588. gClientSceneGraph->renderSceneNoLights( &reflectRenderState, objTypeFlag );
  589. }
  590. LIGHTMGR->unregisterAllLights();
  591. // Clean up.
  592. reflectTarget->resolve();
  593. GFX->popActiveRenderTarget();
  594. #ifdef DEBUG_REFLECT_TEX
  595. static U32 reflectStage = 0;
  596. char buf[128]; dSprintf(buf, 128, "F:\\REFLECT-OUT%i.PNG", reflectStage);
  597. //reflectTex->dumpToDisk("PNG", buf);
  598. reflectStage++;
  599. if (reflectStage > 1) reflectStage = 0;
  600. #endif
  601. // Restore detail adjust amount.
  602. TSShapeInstance::smDetailAdjust = detailAdjustBackup;
  603. mIsRendering = false;
  604. }
  605. void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
  606. {
  607. if ( objectSpace )
  608. {
  609. // set up camera transform relative to object
  610. MatrixF invObjTrans = mObject->getRenderTransform();
  611. invObjTrans.inverse();
  612. MatrixF relCamTrans = invObjTrans * camTrans;
  613. MatrixF camReflectTrans = getCameraReflection( relCamTrans );
  614. MatrixF objTrans = mObject->getRenderTransform() * camReflectTrans;
  615. objTrans.inverse();
  616. GFX->setWorldMatrix(objTrans);
  617. // use relative reflect transform for modelview since clip plane is in object space
  618. objTrans = camReflectTrans;
  619. objTrans.inverse();
  620. // set new projection matrix
  621. gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
  622. MatrixF clipProj = getFrustumClipProj(objTrans);
  623. GFX->setProjectionMatrix( clipProj );
  624. }
  625. else
  626. {
  627. // set world mat from new camera view
  628. MatrixF camReflectTrans = getCameraReflection( camTrans );
  629. camReflectTrans.inverse();
  630. GFX->setWorldMatrix( camReflectTrans );
  631. // set new projection matrix
  632. gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
  633. MatrixF clipProj = getFrustumClipProj( camReflectTrans );
  634. GFX->setProjectionMatrix( clipProj );
  635. }
  636. }
  637. MatrixF PlaneReflector::getCameraReflection( const MatrixF &camTrans )
  638. {
  639. Point3F normal = refplane;
  640. // Figure out new cam position
  641. Point3F camPos = camTrans.getPosition();
  642. F32 dist = refplane.distToPlane( camPos );
  643. Point3F newCamPos = camPos - normal * dist * 2.0;
  644. // Figure out new look direction
  645. Point3F i, j, k;
  646. camTrans.getColumn( 0, &i );
  647. camTrans.getColumn( 1, &j );
  648. camTrans.getColumn( 2, &k );
  649. i = MathUtils::reflect( i, normal );
  650. j = MathUtils::reflect( j, normal );
  651. k = MathUtils::reflect( k, normal );
  652. //mCross( i, j, &k );
  653. MatrixF newTrans(true);
  654. newTrans.setColumn( 0, i );
  655. newTrans.setColumn( 1, j );
  656. newTrans.setColumn( 2, k );
  657. newTrans.setPosition( newCamPos );
  658. return newTrans;
  659. }
  660. inline F32 sgn(F32 a)
  661. {
  662. if (a > 0.0F) return (1.0F);
  663. if (a < 0.0F) return (-1.0F);
  664. return (0.0F);
  665. }
  666. MatrixF PlaneReflector::getFrustumClipProj( MatrixF &modelview )
  667. {
  668. static MatrixF rotMat(EulerF( static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
  669. static MatrixF invRotMat(EulerF( -static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
  670. MatrixF revModelview = modelview;
  671. revModelview = rotMat * revModelview; // add rotation to modelview because it needs to be removed from projection
  672. // rotate clip plane into modelview space
  673. Point4F clipPlane;
  674. Point3F pnt = refplane * -(refplane.d + 0.0 );
  675. Point3F norm = refplane;
  676. revModelview.mulP( pnt );
  677. revModelview.mulV( norm );
  678. norm.normalize();
  679. clipPlane.set( norm.x, norm.y, norm.z, -mDot( pnt, norm ) );
  680. // Manipulate projection matrix
  681. //------------------------------------------------------------------------
  682. MatrixF proj = GFX->getProjectionMatrix();
  683. 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
  684. proj.mul( invRotMat ); // reverse rotation imposed by Torque
  685. proj.transpose(); // switch to row-major order
  686. // Calculate the clip-space corner point opposite the clipping plane
  687. // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
  688. // transform it into camera space by multiplying it
  689. // by the inverse of the projection matrix
  690. Vector4F q;
  691. q.x = sgn(clipPlane.x) / proj(0,0);
  692. q.y = sgn(clipPlane.y) / proj(1,1);
  693. q.z = -1.0F;
  694. q.w = ( 1.0F - proj(2,2) ) / proj(3,2);
  695. F32 a = 1.0 / (clipPlane.x * q.x + clipPlane.y * q.y + clipPlane.z * q.z + clipPlane.w * q.w);
  696. Vector4F c = clipPlane * a;
  697. // [ZREV] This was a hack to handle OGL using -1 to 1 as its Z range
  698. // CodeReview [ags 1/23/08] Come up with a better way to deal with this.
  699. //if(GFX->getAdapterType() == OpenGL)
  700. // c.z += 1.0f;
  701. // Replace the third column of the projection matrix
  702. proj.setColumn( 2, c );
  703. proj.transpose(); // convert back to column major order
  704. proj.mul( rotMat ); // restore Torque rotation
  705. proj.reverseProjection(); // convert back to reversed depth space
  706. return proj;
  707. }