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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "scene/reflector.h"
- #include "console/consoleTypes.h"
- #include "gfx/gfxCubemap.h"
- #include "gfx/gfxDebugEvent.h"
- #include "gfx/gfxTransformSaver.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "core/stream/bitStream.h"
- #include "scene/reflectionManager.h"
- #include "gui/3d/guiTSControl.h"
- #include "ts/tsShapeInstance.h"
- #include "gfx/gfxOcclusionQuery.h"
- #include "lighting/lightManager.h"
- #include "lighting/shadowMap/lightShadowMap.h"
- #include "math/mathUtils.h"
- #include "math/util/frustum.h"
- #include "gfx/screenshot.h"
- #include "postFx/postEffectManager.h"
- extern ColorI gCanvasClearColor;
- //-------------------------------------------------------------------------
- // ReflectorDesc
- //-------------------------------------------------------------------------
- IMPLEMENT_CO_DATABLOCK_V1( ReflectorDesc );
- ConsoleDocClass( ReflectorDesc,
- "@brief A datablock which defines performance and quality properties for "
- "dynamic reflections.\n\n"
- "ReflectorDesc is not itself a reflection and does not render reflections. "
- "It is a dummy class for holding and exposing to the user a set of "
- "reflection related properties. Objects which support dynamic reflections "
- "may then reference a ReflectorDesc.\n\n"
-
- "@tsexample\n"
- "datablock ReflectorDesc( ExampleReflectorDesc )\n"
- "{\n"
- " texSize = 256;\n"
- " nearDist = 0.1;\n"
- " farDist = 500;\n"
- " objectTypeMask = 0xFFFFFFFF;\n"
- " detailAdjust = 1.0;\n"
- " priority = 1.0;\n"
- " maxRateMs = 0;\n"
- " useOcclusionQuery = true;\n"
- "};\n"
- "@endtsexample\n"
- "@see ShapeBaseData::cubeReflectorDesc\n"
- "@ingroup enviroMisc"
- );
- ReflectorDesc::ReflectorDesc()
- {
- texSize = 256;
- nearDist = 0.1f;
- farDist = 1000.0f;
- objectTypeMask = 0xFFFFFFFF;
- detailAdjust = 1.0f;
- priority = 1.0f;
- maxRateMs = 15;
- useOcclusionQuery = true;
- }
- ReflectorDesc::~ReflectorDesc()
- {
- }
- void ReflectorDesc::initPersistFields()
- {
- addGroup( "ReflectorDesc" );
- addField( "texSize", TypeS32, Offset( texSize, ReflectorDesc ),
- "Size in pixels of the (square) reflection texture. For a cubemap "
- "this value is interpreted as size of each face." );
- addField( "nearDist", TypeF32, Offset( nearDist, ReflectorDesc ),
- "Near plane distance to use when rendering this reflection. Adjust "
- "this to limit self-occlusion artifacts." );
- addField( "farDist", TypeF32, Offset( farDist, ReflectorDesc ),
- "Far plane distance to use when rendering reflections." );
- addField( "objectTypeMask", TypeS32, Offset( objectTypeMask, ReflectorDesc ),
- "Object types which render into this reflection." );
- addField( "detailAdjust", TypeF32, Offset( detailAdjust, ReflectorDesc ),
- "Scale applied to lod calculation of objects rendering into "
- "this reflection ( modulates $pref::TS::detailAdjust )." );
- addField( "priority", TypeF32, Offset( priority, ReflectorDesc ),
- "Priority for updating this reflection, relative to others." );
- addField( "maxRateMs", TypeS32, Offset( maxRateMs, ReflectorDesc ),
- "If less than maxRateMs has elapsed since this relfection was last "
- "updated, then do not update it again. This 'skip' can be disabled by "
- "setting maxRateMs to zero." );
- addField( "useOcclusionQuery", TypeBool, Offset( useOcclusionQuery, ReflectorDesc ),
- "If available on the device use HOQs to determine if the reflective object "
- "is visible before updating its reflection." );
- endGroup( "ReflectorDesc" );
- Parent::initPersistFields();
- }
- void ReflectorDesc::packData( BitStream *stream )
- {
- Parent::packData( stream );
- stream->write( texSize );
- stream->write( nearDist );
- stream->write( farDist );
- stream->write( objectTypeMask );
- stream->write( detailAdjust );
- stream->write( priority );
- stream->write( maxRateMs );
- stream->writeFlag( useOcclusionQuery );
- }
- void ReflectorDesc::unpackData( BitStream *stream )
- {
- Parent::unpackData( stream );
- stream->read( &texSize );
- stream->read( &nearDist );
- stream->read( &farDist );
- stream->read( &objectTypeMask );
- stream->read( &detailAdjust );
- stream->read( &priority );
- stream->read( &maxRateMs );
- useOcclusionQuery = stream->readFlag();
- }
- bool ReflectorDesc::preload( bool server, String &errorStr )
- {
- if ( !Parent::preload( server, errorStr ) )
- return false;
- return true;
- }
- //-------------------------------------------------------------------------
- // ReflectorBase
- //-------------------------------------------------------------------------
- ReflectorBase::ReflectorBase()
- {
- mEnabled = false;
- mOccluded = false;
- mIsRendering = false;
- mDesc = NULL;
- mObject = NULL;
- mOcclusionQuery = GFX->createOcclusionQuery();
- mQueryPending = false;
- score = 0.0f;
- lastUpdateMs = 0;
- }
- ReflectorBase::~ReflectorBase()
- {
- delete mOcclusionQuery;
- }
- void ReflectorBase::unregisterReflector()
- {
- if ( mEnabled )
- {
- REFLECTMGR->unregisterReflector( this );
- mEnabled = false;
- }
- }
- F32 ReflectorBase::calcScore( const ReflectParams ¶ms )
- {
- PROFILE_SCOPE( ReflectorBase_calcScore );
- // First check the occlusion query to see if we're hidden.
- if ( mDesc->useOcclusionQuery &&
- mOcclusionQuery )
- {
- GFXOcclusionQuery::OcclusionQueryStatus status = mOcclusionQuery->getStatus( false );
-
- if ( status == GFXOcclusionQuery::Waiting )
- {
- mQueryPending = true;
- // Don't change mOccluded since we don't know yet, use the value
- // from last frame.
- }
- else
- {
- mQueryPending = false;
- if ( status == GFXOcclusionQuery::Occluded )
- mOccluded = true;
- else if ( status == GFXOcclusionQuery::NotOccluded )
- mOccluded = false;
- }
- }
- // If we're disabled for any reason then there
- // is nothing more left to do.
- if ( !mEnabled ||
- mOccluded ||
- params.culler.isCulled( mObject->getWorldBox() ) )
- {
- score = 0;
- return score;
- }
- // This mess is calculating a score based on LOD.
- /*
- F32 sizeWS = getMax( object->getWorldBox().len_z(), 0.001f );
- Point3F cameraOffset = params.culler.getPosition() - object->getPosition();
- F32 dist = getMax( cameraOffset.len(), 0.01f );
- F32 worldToScreenScaleY = ( params.culler.getNearDist() * params.viewportExtent.y ) /
- ( params.culler.getNearTop() - params.culler.getNearBottom() );
- F32 sizeSS = sizeWS / dist * worldToScreenScaleY;
- */
- if ( mDesc->priority == -1.0f )
- {
- score = 1000.0f;
- return score;
- }
- F32 lodFactor = 1.0f; //sizeSS;
- F32 maxRate = getMax( (F32)mDesc->maxRateMs, 1.0f );
- U32 delta = params.startOfUpdateMs - lastUpdateMs;
- F32 timeFactor = getMax( (F32)delta / maxRate - 1.0f, 0.0f );
- score = mDesc->priority * timeFactor * lodFactor;
- return score;
- }
- //-------------------------------------------------------------------------
- // CubeReflector
- //-------------------------------------------------------------------------
- CubeReflector::CubeReflector()
- : mLastTexSize( 0 )
- {
- }
- void CubeReflector::registerReflector( SceneObject *object,
- ReflectorDesc *desc )
- {
- if ( mEnabled )
- return;
- mEnabled = true;
- mObject = object;
- mDesc = desc;
- REFLECTMGR->registerReflector( this );
- }
- void CubeReflector::unregisterReflector()
- {
- if ( !mEnabled )
- return;
- REFLECTMGR->unregisterReflector( this );
- mEnabled = false;
- }
- void CubeReflector::updateReflection( const ReflectParams ¶ms, Point3F explicitPostion)
- {
- GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateReflection, ColorI::WHITE );
- mIsRendering = true;
- // Setup textures and targets...
- S32 texDim = mDesc->texSize;
- texDim = getMax( texDim, 32 );
- // Protect against the reflection texture being bigger
- // than the current game back buffer.
- texDim = getMin( texDim, params.viewportExtent.x );
- texDim = getMin( texDim, params.viewportExtent.y );
- bool texResize = ( texDim != mLastTexSize );
- const GFXFormat reflectFormat = REFLECTMGR->getReflectFormat();
- if ( texResize ||
- mCubemap.isNull() ||
- mCubemap->getFormat() != reflectFormat )
- {
- mCubemap = GFX->createCubemap();
- mCubemap->initDynamic( texDim, reflectFormat );
- }
-
- mDepthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
- if ( mRenderTarget.isNull() )
- mRenderTarget = GFX->allocRenderToTextureTarget();
- GFX->pushActiveRenderTarget();
- mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuff );
-
- F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
- gClientSceneGraph->setVisibleDistance( mDesc->farDist );
- for ( U32 i = 0; i < 6; i++ )
- updateFace( params, i, explicitPostion);
-
- GFX->popActiveRenderTarget();
- gClientSceneGraph->setVisibleDistance(oldVisibleDist);
- mIsRendering = false;
- mLastTexSize = texDim;
- }
- void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx, Point3F explicitPostion)
- {
- GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );
- // store current matrices
- GFXTransformSaver saver;
- // set projection to 90 degrees vertical and horizontal
- F32 left, right, top, bottom;
- MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist );
- GFX->setFrustum( left, right, bottom, top, mDesc->nearDist, mDesc->farDist );
- // We don't use a special clipping projection, but still need to initialize
- // this for objects like SkyBox which will use it during a reflect pass.
- gClientSceneGraph->setNonClipProjection( GFX->getProjectionMatrix() );
- // Standard view that will be overridden below.
- VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
- switch( faceidx )
- {
- case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
- vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
- break;
- case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
- vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
- break;
- case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
- vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
- vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
- break;
- case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
- vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
- vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
- break;
- case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
- vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
- break;
- case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
- vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
- break;
- }
- // create camera matrix
- VectorF cross = mCross( vUpVec, vLookatPt );
- cross.normalizeSafe();
- MatrixF matView(true);
- matView.setColumn( 0, cross );
- matView.setColumn( 1, vLookatPt );
- matView.setColumn( 2, vUpVec );
- if (explicitPostion == Point3F::Max)
- {
- matView.setPosition(mObject->getPosition());
- }
- else
- {
- matView.setPosition(explicitPostion);
- }
- matView.inverse();
- GFX->setWorldMatrix(matView);
- GFX->clearTextureStateImmediate(0);
- mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx );
- GFX->setActiveRenderTarget(mRenderTarget);
- GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );
- SceneRenderState reflectRenderState
- (
- gClientSceneGraph,
- SPT_Reflect,
- SceneCameraState::fromGFX()
- );
- reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
- reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
- // render scene
- LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
- gClientSceneGraph->renderSceneNoLights( &reflectRenderState, mDesc->objectTypeMask );
- LIGHTMGR->unregisterAllLights();
- // Clean up.
- mRenderTarget->resolve();
- }
- F32 CubeReflector::calcFaceScore( const ReflectParams ¶ms, U32 faceidx )
- {
- if ( Parent::calcScore( params ) <= 0.0f )
- return score;
-
- VectorF vLookatPt(0.0f, 0.0f, 0.0f);
- switch( faceidx )
- {
- case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
- vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
- break;
- case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
- vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
- break;
- case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
- vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
- break;
- case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
- vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
- break;
- case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
- vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
- break;
- case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
- vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
- break;
- }
- VectorF cameraDir;
- params.query->cameraMatrix.getColumn( 1, &cameraDir );
- F32 dot = mDot( cameraDir, -vLookatPt );
- dot = getMax( ( dot + 1.0f ) / 2.0f, 0.1f );
- score *= dot;
- return score;
- }
- F32 CubeReflector::CubeFaceReflector::calcScore( const ReflectParams ¶ms )
- {
- score = cube->calcFaceScore( params, faceIdx );
- mOccluded = cube->isOccluded();
- return score;
- }
- //-------------------------------------------------------------------------
- // PlaneReflector
- //-------------------------------------------------------------------------
- void PlaneReflector::registerReflector( SceneObject *object,
- ReflectorDesc *desc )
- {
- mEnabled = true;
- mObject = object;
- mDesc = desc;
- mLastDir = Point3F::One;
- mLastPos = Point3F::Max;
- REFLECTMGR->registerReflector( this );
- }
- F32 PlaneReflector::calcScore( const ReflectParams ¶ms )
- {
- if ( Parent::calcScore( params ) <= 0.0f || score >= 1000.0f )
- return score;
- // The planar reflection is view dependent to score it
- // higher if the view direction and/or position has changed.
- // Get the current camera info.
- VectorF camDir = params.query->cameraMatrix.getForwardVector();
- Point3F camPos = params.query->cameraMatrix.getPosition();
- // Scale up the score based on the view direction change.
- F32 dot = mDot( camDir, mLastDir );
- dot = ( 1.0f - dot ) * 1000.0f;
- score += dot * mDesc->priority;
- // Also account for the camera movement.
- score += ( camPos - mLastPos ).lenSquared() * mDesc->priority;
- return score;
- }
- void PlaneReflector::updateReflection( const ReflectParams ¶ms )
- {
- PROFILE_SCOPE(PlaneReflector_updateReflection);
- GFXDEBUGEVENT_SCOPE( PlaneReflector_updateReflection, ColorI::WHITE );
- mIsRendering = true;
- S32 texDim = mDesc->texSize;
- texDim = getMax( texDim, 32 );
- // Protect against the reflection texture being bigger
- // than the current game back buffer.
- texDim = getMin( texDim, params.viewportExtent.x );
- texDim = getMin( texDim, params.viewportExtent.y );
- S32 currentTarget = params.eyeId >= 0 ? params.eyeId : 0;
- const Point2I texSize = Point2I(texDim, texDim);
- bool texResize = (texSize != mLastTexSize);
- mLastTexSize = texSize;
- if ( texResize ||
- innerReflectTex[currentTarget].isNull() ||
- innerReflectTex[currentTarget]->getSize() != texSize ||
- reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
- {
- innerReflectTex[currentTarget] = REFLECTMGR->allocRenderTarget( texSize );
- }
- if ( texResize || depthBuff.isNull() )
- {
- depthBuff = LightShadowMap::_getDepthTarget(texSize.x, texSize.y);
- }
- reflectTex = innerReflectTex[currentTarget];
- // store current matrices
- GFXTransformSaver saver;
- Frustum frustum;
- S32 stereoTarget = GFX->getCurrentStereoTarget();
- if (stereoTarget != -1)
- {
- MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
- }
- else
- {
- Point2I viewport(params.viewportExtent);
- if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
- {
- viewport.x *= 0.5f;
- }
- F32 aspectRatio = F32(viewport.x) / F32(viewport.y);
- frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);
- }
- // Manipulate the frustum for tiled screenshots
- const bool screenShotMode = gScreenShot && gScreenShot->isPending();
- if ( screenShotMode )
- gScreenShot->tileFrustum( frustum );
- GFX->setFrustum( frustum );
-
- // Store the last view info for scoring.
- mLastDir = params.query->cameraMatrix.getForwardVector();
- mLastPos = params.query->cameraMatrix.getPosition();
- setGFXMatrices( params.query->cameraMatrix );
- // Adjust the detail amount
- F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
- TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
- if(reflectTarget.isNull())
- reflectTarget = GFX->allocRenderToTextureTarget();
- reflectTarget->attachTexture( GFXTextureTarget::Color0, innerReflectTex[currentTarget] );
- reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
- GFX->pushActiveRenderTarget();
- GFX->setActiveRenderTarget( reflectTarget );
- U32 objTypeFlag = -1;
- SceneCameraState reflectCameraState = SceneCameraState::fromGFX();
- LIGHTMGR->registerGlobalLights( &reflectCameraState.getFrustum(), false );
- // Since we can sometime be rendering a reflection for 1 or 2 frames before
- // it gets updated do to the lag associated with getting the results from
- // a HOQ we can sometimes see into parts of the reflection texture that
- // have nothing but clear color ( eg. under the water ).
- // To make this look less crappy use the ambient color of the sun.
- //
- // In the future we may want to fix this instead by having the scatterSky
- // render a skirt or something in its lower half.
- //
- LinearColorF clearColor = gClientSceneGraph->getAmbientLightColor();
- GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, clearColor, 1.0f, 0 );
- if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
- {
- // Store previous values
- RectI originalVP = GFX->getViewport();
- MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
- PFXFrameState origPFXState = PFXMGR->getFrameState();
- MatrixF inverseEyeTransforms[2];
- Frustum gfxFrustum;
- // Calculate viewport based on texture size
- RectI stereoViewports[2];
- stereoViewports[0] = params.query->stereoViewports[0];
- stereoViewports[1] = params.query->stereoViewports[1];
- stereoViewports[0].extent.x = stereoViewports[1].extent.x = texSize.x / 2;
- stereoViewports[0].extent.y = stereoViewports[1].extent.y = texSize.y;
- stereoViewports[0].point.x = 0;
- stereoViewports[1].point.x = stereoViewports[0].extent.x;
- // Calculate world transforms for eyes
- inverseEyeTransforms[0] = params.query->eyeTransforms[0];
- inverseEyeTransforms[1] = params.query->eyeTransforms[1];
- inverseEyeTransforms[0].inverse();
- inverseEyeTransforms[1].inverse();
- //
- // Render left half of display
- //
- GFX->setViewport(stereoViewports[0]);
- GFX->setCurrentStereoTarget(0);
- MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[0]);
- gfxFrustum.update();
- GFX->setFrustum(gfxFrustum);
- setGFXMatrices( params.query->eyeTransforms[0] );
- SceneRenderState renderStateLeft
- (
- gClientSceneGraph,
- SPT_Reflect,
- SceneCameraState::fromGFX()
- );
- renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
- renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
- renderStateLeft.setDiffuseCameraTransform(params.query->headMatrix);
- //renderStateLeft.disableAdvancedLightingBins(true);
- gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
- //
- // Render right half of display
- //
- GFX->setViewport(stereoViewports[1]);
- GFX->setCurrentStereoTarget(1);
- MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[1]);
- gfxFrustum.update();
- GFX->setFrustum(gfxFrustum);
- setGFXMatrices( params.query->eyeTransforms[1] );
- SceneRenderState renderStateRight
- (
- gClientSceneGraph,
- SPT_Reflect,
- SceneCameraState::fromGFX()
- );
- renderStateRight.setSceneRenderStyle(SRS_SideBySide);
- renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
- renderStateRight.setDiffuseCameraTransform( params.query->headMatrix );
- //renderStateRight.disableAdvancedLightingBins(true);
- gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
- // Restore previous values
- GFX->setFrustum(frustum);
- GFX->setViewport(originalVP);
- gClientSceneGraph->setNonClipProjection(origNonClipProjection);
- PFXMGR->setFrameState(origPFXState);
- GFX->setCurrentStereoTarget(-1);
- }
- else
- {
- SceneRenderState reflectRenderState
- (
- gClientSceneGraph,
- SPT_Reflect,
- SceneCameraState::fromGFX()
- );
- reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
- reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
- gClientSceneGraph->renderSceneNoLights( &reflectRenderState, objTypeFlag );
- }
- LIGHTMGR->unregisterAllLights();
- // Clean up.
- reflectTarget->resolve();
- GFX->popActiveRenderTarget();
- #ifdef DEBUG_REFLECT_TEX
- static U32 reflectStage = 0;
- char buf[128]; dSprintf(buf, 128, "F:\\REFLECT-OUT%i.PNG", reflectStage);
- //reflectTex->dumpToDisk("PNG", buf);
- reflectStage++;
- if (reflectStage > 1) reflectStage = 0;
- #endif
- // Restore detail adjust amount.
- TSShapeInstance::smDetailAdjust = detailAdjustBackup;
- mIsRendering = false;
- }
- void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
- {
- if ( objectSpace )
- {
- // set up camera transform relative to object
- MatrixF invObjTrans = mObject->getRenderTransform();
- invObjTrans.inverse();
- MatrixF relCamTrans = invObjTrans * camTrans;
- MatrixF camReflectTrans = getCameraReflection( relCamTrans );
- MatrixF objTrans = mObject->getRenderTransform() * camReflectTrans;
- objTrans.inverse();
- GFX->setWorldMatrix(objTrans);
- // use relative reflect transform for modelview since clip plane is in object space
- objTrans = camReflectTrans;
- objTrans.inverse();
- // set new projection matrix
- gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
- MatrixF clipProj = getFrustumClipProj(objTrans);
- GFX->setProjectionMatrix( clipProj );
- }
- else
- {
- // set world mat from new camera view
- MatrixF camReflectTrans = getCameraReflection( camTrans );
- camReflectTrans.inverse();
- GFX->setWorldMatrix( camReflectTrans );
- // set new projection matrix
- gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
- MatrixF clipProj = getFrustumClipProj( camReflectTrans );
- GFX->setProjectionMatrix( clipProj );
- }
- }
- MatrixF PlaneReflector::getCameraReflection( const MatrixF &camTrans )
- {
- Point3F normal = refplane;
- // Figure out new cam position
- Point3F camPos = camTrans.getPosition();
- F32 dist = refplane.distToPlane( camPos );
- Point3F newCamPos = camPos - normal * dist * 2.0;
- // Figure out new look direction
- Point3F i, j, k;
- camTrans.getColumn( 0, &i );
- camTrans.getColumn( 1, &j );
- camTrans.getColumn( 2, &k );
- i = MathUtils::reflect( i, normal );
- j = MathUtils::reflect( j, normal );
- k = MathUtils::reflect( k, normal );
- //mCross( i, j, &k );
- MatrixF newTrans(true);
- newTrans.setColumn( 0, i );
- newTrans.setColumn( 1, j );
- newTrans.setColumn( 2, k );
- newTrans.setPosition( newCamPos );
- return newTrans;
- }
- inline F32 sgn(F32 a)
- {
- if (a > 0.0F) return (1.0F);
- if (a < 0.0F) return (-1.0F);
- return (0.0F);
- }
- MatrixF PlaneReflector::getFrustumClipProj( MatrixF &modelview )
- {
- static MatrixF rotMat(EulerF( static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
- static MatrixF invRotMat(EulerF( -static_cast<F32>(M_PI / 2.f), 0.0, 0.0));
- MatrixF revModelview = modelview;
- revModelview = rotMat * revModelview; // add rotation to modelview because it needs to be removed from projection
- // rotate clip plane into modelview space
- Point4F clipPlane;
- Point3F pnt = refplane * -(refplane.d + 0.0 );
- Point3F norm = refplane;
- revModelview.mulP( pnt );
- revModelview.mulV( norm );
- norm.normalize();
- clipPlane.set( norm.x, norm.y, norm.z, -mDot( pnt, norm ) );
- // Manipulate projection matrix
- //------------------------------------------------------------------------
- MatrixF proj = GFX->getProjectionMatrix();
- proj.mul( invRotMat ); // reverse rotation imposed by Torque
- proj.transpose(); // switch to row-major order
- // Calculate the clip-space corner point opposite the clipping plane
- // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
- // transform it into camera space by multiplying it
- // by the inverse of the projection matrix
- Vector4F q;
- q.x = sgn(clipPlane.x) / proj(0,0);
- q.y = sgn(clipPlane.y) / proj(1,1);
- q.z = -1.0F;
- q.w = ( 1.0F - proj(2,2) ) / proj(3,2);
- F32 a = 1.0 / (clipPlane.x * q.x + clipPlane.y * q.y + clipPlane.z * q.z + clipPlane.w * q.w);
- Vector4F c = clipPlane * a;
- // CodeReview [ags 1/23/08] Come up with a better way to deal with this.
- if(GFX->getAdapterType() == OpenGL)
- c.z += 1.0f;
- // Replace the third column of the projection matrix
- proj.setColumn( 2, c );
- proj.transpose(); // convert back to column major order
- proj.mul( rotMat ); // restore Torque rotation
- return proj;
- }
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