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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 "util/imposterCapture.h"
- #include "gfx/bitmap/gBitmap.h"
- #include "core/color.h"
- #include "renderInstance/renderPassManager.h"
- #include "renderInstance/renderMeshMgr.h"
- #include "materials/materialManager.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/customMaterialDefinition.h"
- #include "ts/tsShapeInstance.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "lighting/lightInfo.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxDebugEvent.h"
- #include "core/stream/fileStream.h"
- /// A material hook used to hold imposter generation
- /// rendering materials for an object.
- class ImposterCaptureMaterialHook : public MatInstanceHook
- {
- public:
- ImposterCaptureMaterialHook();
- // MatInstanceHook
- virtual ~ImposterCaptureMaterialHook();
- virtual const MatInstanceHookType& getType() const { return Type; }
- /// The material hook type.
- static const MatInstanceHookType Type;
- void init( BaseMatInstance *mat );
- static BaseMatInstance* getDiffuseInst( BaseMatInstance *inMat )
- { return _getOrCreateHook( inMat )->mDiffuseMatInst; }
- static BaseMatInstance* getNormalsInst( BaseMatInstance *inMat )
- { return _getOrCreateHook( inMat )->mNormalsMatInst; }
- protected:
- static void _overrideFeatures( ProcessedMaterial *mat,
- U32 stageNum,
- MaterialFeatureData &fd,
- const FeatureSet &features );
- static ImposterCaptureMaterialHook* _getOrCreateHook( BaseMatInstance *inMat );
- ///
- BaseMatInstance *mDiffuseMatInst;
- ///
- BaseMatInstance *mNormalsMatInst;
- };
- const MatInstanceHookType ImposterCaptureMaterialHook::Type( "ImposterCapture" );
- ImposterCaptureMaterialHook::ImposterCaptureMaterialHook()
- : mDiffuseMatInst( NULL ),
- mNormalsMatInst( NULL )
- {
- }
- ImposterCaptureMaterialHook::~ImposterCaptureMaterialHook()
- {
- SAFE_DELETE( mDiffuseMatInst );
- SAFE_DELETE( mNormalsMatInst );
- }
- void ImposterCaptureMaterialHook::init( BaseMatInstance *inMat )
- {
- // We cannot capture impostors on custom materials
- // as we don't know how to get just diffuse and just
- // normals rendering.
- if ( dynamic_cast<CustomMaterial*>( inMat->getMaterial() ) )
- return;
- // Tweak the feature data to include just what we need.
- FeatureSet features;
- features.addFeature( MFT_VertTransform );
- features.addFeature( MFT_DiffuseMap );
- features.addFeature( MFT_OverlayMap );
- features.addFeature( MFT_DetailMap );
- features.addFeature( MFT_DiffuseColor );
- features.addFeature( MFT_AlphaTest );
- features.addFeature( MFT_IsTranslucent );
- const String &matName = inMat->getMaterial()->getName();
- mDiffuseMatInst = MATMGR->createMatInstance( matName );
- mDiffuseMatInst->getFeaturesDelegate().bind( &ImposterCaptureMaterialHook::_overrideFeatures );
- mDiffuseMatInst->init( features, inMat->getVertexFormat() );
-
- features.addFeature( MFT_IsBC3nm );
- features.addFeature( MFT_NormalMap );
- features.addFeature( MFT_NormalsOut );
- features.addFeature( MFT_AccuMap );
- mNormalsMatInst = MATMGR->createMatInstance( matName );
- mNormalsMatInst->getFeaturesDelegate().bind( &ImposterCaptureMaterialHook::_overrideFeatures );
- mNormalsMatInst->init( features, inMat->getVertexFormat() );
- }
- void ImposterCaptureMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
- U32 stageNum,
- MaterialFeatureData &fd,
- const FeatureSet &features )
- {
- if ( features.hasFeature( MFT_NormalsOut) )
- fd.features.addFeature( MFT_NormalsOut );
- fd.features.addFeature( MFT_ForwardShading );
- fd.features.addFeature( MFT_Imposter );
- }
- ImposterCaptureMaterialHook* ImposterCaptureMaterialHook::_getOrCreateHook( BaseMatInstance *inMat )
- {
- ImposterCaptureMaterialHook *hook = inMat->getHook<ImposterCaptureMaterialHook>();
- if ( !hook )
- {
- // Create a hook and initialize it using the incoming material.
- hook = new ImposterCaptureMaterialHook;
- hook->init( inMat );
- inMat->addHook( hook );
- }
- return hook;
- }
- ImposterCapture::ImposterCapture()
- : mDl( 0 ),
- mDim( 0 ),
- mRadius( 0.0f ),
- mCenter( Point3F( 0, 0, 0 ) ),
- mBlackBmp( NULL ),
- mWhiteBmp( NULL ),
- mState( NULL ),
- mShapeInstance( NULL ),
- mRenderTarget( NULL ),
- mRenderPass( NULL ),
- mMeshRenderBin( NULL )
- {
- }
- ImposterCapture::~ImposterCapture()
- {
- AssertFatal( !mShapeInstance, "ImposterCapture destructor - TSShapeInstance hasn't been cleared!" );
- }
- void ImposterCapture::_colorAverageFilter( U32 dimensions, const U8 *inBmpBits, U8 *outBmpBits )
- {
- LinearColorF color;
- U32 count = 0;
- U32 index, index2;
- for ( S32 y = 0; y < dimensions; y++ )
- {
- for( S32 x = 0; x < dimensions; x++ )
- {
- // We only blend on transparent pixels.
- index = ( ( y * dimensions ) + x ) * 4;
- if ( inBmpBits[index+3] > 84 )
- {
- outBmpBits[index+0] = inBmpBits[index+0];
- outBmpBits[index+1] = inBmpBits[index+1];
- outBmpBits[index+2] = inBmpBits[index+2];
- outBmpBits[index+3] = inBmpBits[index+3]; //hack
- continue;
- }
- color.set(0,0,0);
- count = 0;
- for ( S32 fy = y-6; fy <= y+6; fy++ )
- {
- for ( S32 fx = x-6; fx <= x+6; fx++ )
- {
- if ( fy >= 0 && fy < (dimensions-1) &&
- fx >= 0 && fx < (dimensions-1) )
- {
- index2 = ( ( fy * dimensions ) + fx ) * 4;
- if ( inBmpBits[index2+3] > 84 )
- {
- color.red += inBmpBits[index2+0];
- color.green += inBmpBits[index2+1];
- color.blue += inBmpBits[index2+2];
- ++count;
- }
- }
- }
- }
- outBmpBits[index+0] = (U8)( (F32)color.red / (F32)count );
- outBmpBits[index+1] = (U8)( (F32)color.green / (F32)count );
- outBmpBits[index+2] = (U8)( (F32)color.blue / (F32)count );
- outBmpBits[index+3] = 0;
- }
- }
- }
- void ImposterCapture::_renderToTexture( GFXTexHandle texHandle, GBitmap *outBitmap, const ColorI &color )
- {
- GFXDEBUGEVENT_SCOPE( ImposterCapture_RenderToTexture, ColorI::RED );
- PROFILE_SCOPE( ImposterCapture_RenderToTexture );
- mRenderTarget->attachTexture( GFXTextureTarget::Color0, texHandle );
- mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuffer );
- GFX->setActiveRenderTarget( mRenderTarget );
- GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, color, 1.0f, 0 );
- mShapeInstance->render( mRData, mDl, 1.0f );
- mState->getRenderPass()->renderPass( mState );
- mRenderTarget->resolve();
- texHandle->copyToBmp( outBitmap );
- }
- void ImposterCapture::_separateAlpha( GBitmap *imposterOut )
- {
- PROFILE_START(TSShapeInstance_snapshot_sb_separate);
- // TODO: Remove all this when we get rid of the 'render on black/white'.
- // now separate the color and alpha channels
- GBitmap *bmp = new GBitmap;
- bmp->allocateBitmap(mDim, mDim, false, GFXFormatR8G8B8A8);
- U8 * wbmp = (U8*)mWhiteBmp->getBits(0);
- U8 * bbmp = (U8*)mBlackBmp->getBits(0);
- U8 * dst = (U8*)bmp->getBits(0);
- const U32 pixCount = mDim * mDim;
- // simpler, probably faster...
- for ( U32 i=0; i < pixCount; i++ )
- {
- // Shape on black background is alpha * color, shape on white
- // background is alpha * color + (1-alpha) * 255 we want 255 *
- // alpha, or 255 - (white - black).
- //
- // JMQ: or more verbosely:
- // cB = alpha * color + (0 * (1 - alpha))
- // cB = alpha * color
- // cW = alpha * color + (255 * (1 - alpha))
- // cW = cB + (255 * (1 - alpha))
- // solving for alpha
- // cW - cB = 255 * (1 - alpha)
- // (cW - cB)/255 = (1 - alpha)
- // alpha = 1 - (cW - cB)/255
- // since we want alpha*255, multiply through by 255
- // alpha * 255 = 255 - cW - cB
- U32 alpha = 255 - (wbmp[i*3+0] - bbmp[i*3+0]);
- alpha += 255 - (wbmp[i*3+1] - bbmp[i*3+1]);
- alpha += 255 - (wbmp[i*3+2] - bbmp[i*3+2]);
- if ( alpha != 0 )
- {
- F32 floatAlpha = ((F32)alpha)/(3.0f*255.0f);
- dst[i*4+0] = (U8)(bbmp[i*3+0] / floatAlpha);
- dst[i*4+1] = (U8)(bbmp[i*3+1] / floatAlpha);
- dst[i*4+2] = (U8)(bbmp[i*3+2] / floatAlpha);
- // Before we assign the alpha we "fizzle" the value
- // if its greater than 84. This causes the imposter
- // to dissolve instead of popping into view.
- alpha /= 3;
- dst[i*4+3] = (U8)alpha;
- }
- else
- {
- dst[i*4+0] = dst[i*4+1] = dst[i*4+2] = dst[i*4+3] = 0;
- }
- }
- PROFILE_END(); // TSShapeInstance_snapshot_sb_separate
-
- PROFILE_START(TSShapeInstance_snapshot_sb_filter);
- // We now run a special kernel filter over the image that
- // averages color into the transparent areas. This should
- // in essence give us a border around the edges of the
- // imposter silhouette which fixes the artifacts around the
- // alpha test billboards.
- U8* dst2 = (U8*)imposterOut->getBits(0);
- _colorAverageFilter( mDim, dst, dst2 );
-
- if ( 0 )
- {
- FileStream fs;
- if ( fs.open( "./imposterout.png", Torque::FS::File::Write ) )
- imposterOut->writeBitmap( "png", fs );
- fs.close();
- if ( fs.open( "./temp.png", Torque::FS::File::Write ) )
- bmp->writeBitmap( "png", fs );
- fs.close();
- }
-
- PROFILE_END(); // TSShapeInstance_snapshot_sb_filter
- delete bmp;
- }
- void ImposterCapture::_convertDXT5nm( GBitmap *normalsOut )
- {
- PROFILE_SCOPE(ImposterCapture_ConvertDXT5nm);
- U8 *bits = (U8*)normalsOut->getBits(0);
- const U32 pixCount = mDim * mDim;
- U8 x, y, z;
- // Encoding in object space DXT5 which moves
- // one of the coords to the alpha channel for
- // improved precision.... in our case z.
- for ( U32 i=0; i < pixCount; i++ )
- {
- x = bits[i*4+0];
- y = bits[i*4+1];
- z = bits[i*4+2];
- bits[i*4+0] = x;
- bits[i*4+1] = y;
- bits[i*4+2] = 0;
- bits[i*4+3] = z;
- }
- }
- void ImposterCapture::begin( TSShapeInstance *shapeInst,
- S32 dl,
- S32 dim,
- F32 radius,
- const Point3F ¢er )
- {
- mShapeInstance = shapeInst;
- mDl = dl;
- mDim = dim;
- mRadius = radius;
- mCenter = center;
- mBlackTex.set( mDim, mDim, GFXFormatR8G8B8A8_SRGB, &GFXRenderTargetSRGBProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
- mWhiteTex.set( mDim, mDim, GFXFormatR8G8B8A8_SRGB, &GFXRenderTargetSRGBProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
- mNormalTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
- mDepthBuffer.set( mDim, mDim, GFXFormatD24S8, &GFXZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
- // copy the black render target data into a bitmap
- mBlackBmp = new GBitmap;
- mBlackBmp->allocateBitmap(mDim, mDim, false, GFXFormatR8G8B8);
- // copy the white target data into a bitmap
- mWhiteBmp = new GBitmap;
- mWhiteBmp->allocateBitmap(mDim, mDim, false, GFXFormatR8G8B8);
- // Setup viewport and frustrum to do orthographic projection.
- RectI viewport( 0, 0, mDim, mDim );
- GFX->setViewport( viewport );
- GFX->setOrtho( -mRadius, mRadius, -mRadius, mRadius, 1, 20.0f * mRadius );
- // Position camera looking out the X axis.
- MatrixF cameraMatrix( true );
- cameraMatrix.setColumn( 0, Point3F( 0, 0, 1 ) );
- cameraMatrix.setColumn( 1, Point3F( 1, 0, 0 ) );
- cameraMatrix.setColumn( 2, Point3F( 0, 1, 0 ) );
- // setup scene state required for TS mesh render...this is messy and inefficient;
- // should have a mode where most of this is done just once (and then
- // only the camera matrix changes between snapshots).
- // note that we use getFrustum here, but we set up an ortho projection above.
- // it doesn't seem like the scene state object pays attention to whether the projection is
- // ortho or not. this could become a problem if some code downstream tries to
- // reconstruct the projection matrix using the dimensions and doesn't
- // realize it should be ortho. at the moment no code is doing that.
- F32 left, right, top, bottom, nearPlane, farPlane;
- bool isOrtho;
- GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho );
- Frustum frust( isOrtho, left, right, top, bottom, nearPlane, farPlane, cameraMatrix );
- // Set up render pass.
- mRenderPass = new RenderPassManager();
- mRenderPass->assignName( "DiffuseRenderPass" );
- mMeshRenderBin = new RenderMeshMgr();
- mRenderPass->addManager( mMeshRenderBin );
- // Set up scene state.
- mState = new SceneRenderState(
- gClientSceneGraph,
- SPT_Diffuse,
- SceneCameraState( viewport, frust, GFX->getWorldMatrix(),GFX->getProjectionMatrix() ),
- mRenderPass,
- false
- );
- // Set up our TS render state.
- mRData.setSceneState( mState );
- mRData.setCubemap( NULL );
- mRData.setFadeOverride( 1.0f );
- // set gfx up for render to texture
- GFX->pushActiveRenderTarget();
- mRenderTarget = GFX->allocRenderToTextureTarget();
- }
- void ImposterCapture::capture( const MatrixF &rotMatrix,
- GBitmap **imposterOut,
- GBitmap **normalMapOut )
- {
- GFXTransformSaver saver;
- // this version of the snapshot function renders the shape to a black texture, then to white, then reads bitmaps
- // back for both renders and combines them, restoring the alpha and color values. this is based on the
- // TGE implementation. it is not fast due to the copy and software combination operations. the generated bitmaps
- // are upside-down (which is how TGE generated them...)
- (*imposterOut) = new GBitmap( mDim, mDim, false, GFXFormatR8G8B8A8 );
- (*normalMapOut) = new GBitmap( mDim, mDim, false, GFXFormatR8G8B8A8 );
- // The object to world transform.
- MatrixF centerMat( true );
- centerMat.setPosition( -mCenter );
- MatrixF objMatrix( rotMatrix );
- objMatrix.mul( centerMat );
- GFX->setWorldMatrix( objMatrix );
- // The view transform.
- MatrixF view( EulerF( M_PI_F / 2.0f, 0, M_PI_F ), Point3F( 0, 0, -10.0f * mRadius ) );
- mRenderPass->assignSharedXform( RenderPassManager::View, view );
- mRenderPass->assignSharedXform( RenderPassManager::Projection, GFX->getProjectionMatrix() );
- // Render the diffuse pass.
- mRenderPass->clear();
- mMeshRenderBin->getMatOverrideDelegate().bind( ImposterCaptureMaterialHook::getDiffuseInst );
- _renderToTexture( mBlackTex, mBlackBmp, ColorI(0, 0, 0, 0) );
- _renderToTexture( mWhiteTex, mWhiteBmp, ColorI(255, 255, 255, 255) );
- // Now render the normals.
- mRenderPass->clear();
- mMeshRenderBin->getMatOverrideDelegate().bind( ImposterCaptureMaterialHook::getNormalsInst );
- _renderToTexture( mNormalTex, *normalMapOut, ColorI(0, 0, 0, 0) );
- _separateAlpha( *imposterOut );
- _convertDXT5nm( *normalMapOut );
- if ( 0 )
- {
- // Render out the bitmaps for debug purposes.
- FileStream fs;
- if ( fs.open( "./blackbmp.png", Torque::FS::File::Write ) )
- mBlackBmp->writeBitmap( "png", fs );
- fs.close();
- if ( fs.open( "./whitebmp.png", Torque::FS::File::Write ) )
- mWhiteBmp->writeBitmap( "png", fs );
- fs.close();
- if ( fs.open( "./normalbmp.png", Torque::FS::File::Write ) )
- (*normalMapOut)->writeBitmap( "png", fs );
- fs.close();
- if ( fs.open( "./finalimposter.png", Torque::FS::File::Write ) )
- (*imposterOut)->writeBitmap( "png", fs );
- fs.close();
- }
- }
- void ImposterCapture::end()
- {
- GFX->popActiveRenderTarget();
- mBlackTex.free();
- mWhiteTex.free();
- mNormalTex.free();
- mShapeInstance = NULL;
-
- mRenderTarget = NULL;
- mMeshRenderBin = NULL; // Deleted by mRenderPass
- SAFE_DELETE( mState );
- SAFE_DELETE( mRenderPass );
- SAFE_DELETE( mBlackBmp );
- SAFE_DELETE( mWhiteBmp );
- }
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