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