2012-09-19 15:15:01 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "util/imposterCapture.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "core/color.h"
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#include "renderInstance/renderPassManager.h"
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#include "renderInstance/renderMeshMgr.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/customMaterialDefinition.h"
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#include "ts/tsShapeInstance.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "lighting/lightInfo.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "core/stream/fileStream.h"
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/// A material hook used to hold imposter generation
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/// rendering materials for an object.
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class ImposterCaptureMaterialHook : public MatInstanceHook
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{
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public:
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ImposterCaptureMaterialHook();
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// MatInstanceHook
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virtual ~ImposterCaptureMaterialHook();
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2024-03-18 18:40:22 +00:00
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const MatInstanceHookType& getType() const override { return Type; }
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2012-09-19 15:15:01 +00:00
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/// The material hook type.
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static const MatInstanceHookType Type;
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void init( BaseMatInstance *mat );
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static BaseMatInstance* getDiffuseInst( BaseMatInstance *inMat )
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{ return _getOrCreateHook( inMat )->mDiffuseMatInst; }
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static BaseMatInstance* getNormalsInst( BaseMatInstance *inMat )
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{ return _getOrCreateHook( inMat )->mNormalsMatInst; }
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protected:
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static void _overrideFeatures( ProcessedMaterial *mat,
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U32 stageNum,
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MaterialFeatureData &fd,
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const FeatureSet &features );
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static ImposterCaptureMaterialHook* _getOrCreateHook( BaseMatInstance *inMat );
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///
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BaseMatInstance *mDiffuseMatInst;
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///
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BaseMatInstance *mNormalsMatInst;
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};
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const MatInstanceHookType ImposterCaptureMaterialHook::Type( "ImposterCapture" );
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ImposterCaptureMaterialHook::ImposterCaptureMaterialHook()
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: mDiffuseMatInst( NULL ),
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mNormalsMatInst( NULL )
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{
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}
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ImposterCaptureMaterialHook::~ImposterCaptureMaterialHook()
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{
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SAFE_DELETE( mDiffuseMatInst );
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SAFE_DELETE( mNormalsMatInst );
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}
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void ImposterCaptureMaterialHook::init( BaseMatInstance *inMat )
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{
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// We cannot capture impostors on custom materials
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// as we don't know how to get just diffuse and just
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// normals rendering.
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if ( dynamic_cast<CustomMaterial*>( inMat->getMaterial() ) )
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return;
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// Tweak the feature data to include just what we need.
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FeatureSet features;
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features.addFeature( MFT_VertTransform );
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features.addFeature( MFT_DiffuseMap );
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features.addFeature( MFT_OverlayMap );
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features.addFeature( MFT_DetailMap );
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features.addFeature( MFT_DiffuseColor );
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features.addFeature( MFT_AlphaTest );
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features.addFeature( MFT_IsTranslucent );
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const String &matName = inMat->getMaterial()->getName();
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mDiffuseMatInst = MATMGR->createMatInstance( matName );
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mDiffuseMatInst->getFeaturesDelegate().bind( &ImposterCaptureMaterialHook::_overrideFeatures );
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mDiffuseMatInst->init( features, inMat->getVertexFormat() );
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2017-06-23 16:36:20 +00:00
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features.addFeature( MFT_IsBC3nm );
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2012-09-19 15:15:01 +00:00
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features.addFeature( MFT_NormalMap );
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features.addFeature( MFT_NormalsOut );
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2014-12-21 20:07:42 +00:00
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features.addFeature( MFT_AccuMap );
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2012-09-19 15:15:01 +00:00
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mNormalsMatInst = MATMGR->createMatInstance( matName );
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mNormalsMatInst->getFeaturesDelegate().bind( &ImposterCaptureMaterialHook::_overrideFeatures );
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mNormalsMatInst->init( features, inMat->getVertexFormat() );
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}
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void ImposterCaptureMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
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U32 stageNum,
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MaterialFeatureData &fd,
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const FeatureSet &features )
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{
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if ( features.hasFeature( MFT_NormalsOut) )
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fd.features.addFeature( MFT_NormalsOut );
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fd.features.addFeature( MFT_ForwardShading );
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2015-11-11 19:52:46 +00:00
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fd.features.addFeature( MFT_Imposter );
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2012-09-19 15:15:01 +00:00
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}
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ImposterCaptureMaterialHook* ImposterCaptureMaterialHook::_getOrCreateHook( BaseMatInstance *inMat )
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{
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ImposterCaptureMaterialHook *hook = inMat->getHook<ImposterCaptureMaterialHook>();
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if ( !hook )
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{
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// Create a hook and initialize it using the incoming material.
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hook = new ImposterCaptureMaterialHook;
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hook->init( inMat );
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inMat->addHook( hook );
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}
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return hook;
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}
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ImposterCapture::ImposterCapture()
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2016-10-14 23:16:55 +00:00
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: mDl( 0 ),
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2012-09-19 15:15:01 +00:00
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mDim( 0 ),
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mRadius( 0.0f ),
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mCenter( Point3F( 0, 0, 0 ) ),
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mBlackBmp( NULL ),
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mWhiteBmp( NULL ),
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mState( NULL ),
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2016-10-14 23:16:55 +00:00
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mShapeInstance( NULL ),
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mRenderTarget( NULL ),
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mRenderPass( NULL ),
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mMeshRenderBin( NULL )
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2012-09-19 15:15:01 +00:00
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{
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}
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ImposterCapture::~ImposterCapture()
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{
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AssertFatal( !mShapeInstance, "ImposterCapture destructor - TSShapeInstance hasn't been cleared!" );
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}
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void ImposterCapture::_colorAverageFilter( U32 dimensions, const U8 *inBmpBits, U8 *outBmpBits )
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{
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2017-06-23 16:36:20 +00:00
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LinearColorF color;
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2012-09-19 15:15:01 +00:00
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U32 count = 0;
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U32 index, index2;
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for ( S32 y = 0; y < dimensions; y++ )
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{
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for( S32 x = 0; x < dimensions; x++ )
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{
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// We only blend on transparent pixels.
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index = ( ( y * dimensions ) + x ) * 4;
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if ( inBmpBits[index+3] > 84 )
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{
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outBmpBits[index+0] = inBmpBits[index+0];
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outBmpBits[index+1] = inBmpBits[index+1];
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outBmpBits[index+2] = inBmpBits[index+2];
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outBmpBits[index+3] = inBmpBits[index+3]; //hack
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continue;
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}
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color.set(0,0,0);
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count = 0;
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for ( S32 fy = y-6; fy <= y+6; fy++ )
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{
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for ( S32 fx = x-6; fx <= x+6; fx++ )
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{
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if ( fy >= 0 && fy < (dimensions-1) &&
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fx >= 0 && fx < (dimensions-1) )
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{
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index2 = ( ( fy * dimensions ) + fx ) * 4;
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if ( inBmpBits[index2+3] > 84 )
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{
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color.red += inBmpBits[index2+0];
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color.green += inBmpBits[index2+1];
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color.blue += inBmpBits[index2+2];
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++count;
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}
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}
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}
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}
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outBmpBits[index+0] = (U8)( (F32)color.red / (F32)count );
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outBmpBits[index+1] = (U8)( (F32)color.green / (F32)count );
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outBmpBits[index+2] = (U8)( (F32)color.blue / (F32)count );
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outBmpBits[index+3] = 0;
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}
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}
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}
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void ImposterCapture::_renderToTexture( GFXTexHandle texHandle, GBitmap *outBitmap, const ColorI &color )
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{
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GFXDEBUGEVENT_SCOPE( ImposterCapture_RenderToTexture, ColorI::RED );
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PROFILE_SCOPE( ImposterCapture_RenderToTexture );
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, texHandle );
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2014-11-08 08:43:29 +00:00
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mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuffer );
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2012-09-19 15:15:01 +00:00
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GFX->setActiveRenderTarget( mRenderTarget );
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2023-04-15 02:13:28 +00:00
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GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, color, 0.0f, 0 );
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2012-09-19 15:15:01 +00:00
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mShapeInstance->render( mRData, mDl, 1.0f );
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mState->getRenderPass()->renderPass( mState );
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mRenderTarget->resolve();
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texHandle->copyToBmp( outBitmap );
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}
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void ImposterCapture::_separateAlpha( GBitmap *imposterOut )
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{
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PROFILE_START(TSShapeInstance_snapshot_sb_separate);
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// TODO: Remove all this when we get rid of the 'render on black/white'.
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// now separate the color and alpha channels
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GBitmap *bmp = new GBitmap;
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bmp->allocateBitmap(mDim, mDim, false, GFXFormatR8G8B8A8);
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U8 * wbmp = (U8*)mWhiteBmp->getBits(0);
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U8 * bbmp = (U8*)mBlackBmp->getBits(0);
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U8 * dst = (U8*)bmp->getBits(0);
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const U32 pixCount = mDim * mDim;
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// simpler, probably faster...
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for ( U32 i=0; i < pixCount; i++ )
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{
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// Shape on black background is alpha * color, shape on white
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// background is alpha * color + (1-alpha) * 255 we want 255 *
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// alpha, or 255 - (white - black).
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//
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// JMQ: or more verbosely:
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// cB = alpha * color + (0 * (1 - alpha))
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// cB = alpha * color
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// cW = alpha * color + (255 * (1 - alpha))
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// cW = cB + (255 * (1 - alpha))
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// solving for alpha
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// cW - cB = 255 * (1 - alpha)
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// (cW - cB)/255 = (1 - alpha)
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// alpha = 1 - (cW - cB)/255
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// since we want alpha*255, multiply through by 255
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// alpha * 255 = 255 - cW - cB
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U32 alpha = 255 - (wbmp[i*3+0] - bbmp[i*3+0]);
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alpha += 255 - (wbmp[i*3+1] - bbmp[i*3+1]);
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alpha += 255 - (wbmp[i*3+2] - bbmp[i*3+2]);
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if ( alpha != 0 )
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{
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F32 floatAlpha = ((F32)alpha)/(3.0f*255.0f);
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dst[i*4+0] = (U8)(bbmp[i*3+0] / floatAlpha);
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dst[i*4+1] = (U8)(bbmp[i*3+1] / floatAlpha);
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dst[i*4+2] = (U8)(bbmp[i*3+2] / floatAlpha);
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// Before we assign the alpha we "fizzle" the value
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// if its greater than 84. This causes the imposter
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// to dissolve instead of popping into view.
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alpha /= 3;
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dst[i*4+3] = (U8)alpha;
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}
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else
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{
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dst[i*4+0] = dst[i*4+1] = dst[i*4+2] = dst[i*4+3] = 0;
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}
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}
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PROFILE_END(); // TSShapeInstance_snapshot_sb_separate
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PROFILE_START(TSShapeInstance_snapshot_sb_filter);
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// We now run a special kernel filter over the image that
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// averages color into the transparent areas. This should
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// in essence give us a border around the edges of the
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|
|
// imposter silhouette which fixes the artifacts around the
|
|
|
|
|
// alpha test billboards.
|
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|
|
|
U8* dst2 = (U8*)imposterOut->getBits(0);
|
|
|
|
|
|
|
|
|
|
_colorAverageFilter( mDim, dst, dst2 );
|
|
|
|
|
|
|
|
|
|
if ( 0 )
|
|
|
|
|
{
|
2024-01-20 18:01:57 +00:00
|
|
|
imposterOut->writeBitmap("png", "./imposterout.png");
|
2012-09-19 15:15:01 +00:00
|
|
|
|
2024-01-20 18:01:57 +00:00
|
|
|
bmp->writeBitmap("png", "./temp.png");
|
2012-09-19 15:15:01 +00:00
|
|
|
}
|
|
|
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|
|
PROFILE_END(); // TSShapeInstance_snapshot_sb_filter
|
|
|
|
|
|
|
|
|
|
delete bmp;
|
|
|
|
|
}
|
|
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|
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|
|
|
|
|
|
|
|
|
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
|
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|
|
|
// one of the coords to the alpha channel for
|
|
|
|
|
// improved precision.... in our case z.
|
|
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|
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|
|
|
|
for ( U32 i=0; i < pixCount; i++ )
|
|
|
|
|
{
|
|
|
|
|
x = bits[i*4+0];
|
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|
|
|
y = bits[i*4+1];
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|
|
z = bits[i*4+2];
|
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|
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|
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|
|
bits[i*4+0] = x;
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|
|
bits[i*4+1] = y;
|
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|
|
bits[i*4+2] = 0;
|
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|
|
bits[i*4+3] = z;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ImposterCapture::begin( TSShapeInstance *shapeInst,
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|
|
|
S32 dl,
|
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|
|
|
S32 dim,
|
|
|
|
|
F32 radius,
|
|
|
|
|
const Point3F ¢er )
|
|
|
|
|
{
|
|
|
|
|
mShapeInstance = shapeInst;
|
|
|
|
|
mDl = dl;
|
|
|
|
|
mDim = dim;
|
|
|
|
|
mRadius = radius;
|
|
|
|
|
mCenter = center;
|
|
|
|
|
|
2017-06-23 16:36:20 +00:00
|
|
|
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__ ) );
|
2012-09-19 15:15:01 +00:00
|
|
|
|
|
|
|
|
// 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.
|
2024-01-20 18:01:57 +00:00
|
|
|
mBlackBmp->writeBitmap( "png", "./blackbmp.png" );
|
2012-09-19 15:15:01 +00:00
|
|
|
|
2024-01-20 18:01:57 +00:00
|
|
|
mWhiteBmp->writeBitmap( "png", "./whitebmp.png" );
|
2012-09-19 15:15:01 +00:00
|
|
|
|
2024-01-20 18:01:57 +00:00
|
|
|
(*normalMapOut)->writeBitmap( "png", "./normalbmp.png" );
|
2012-09-19 15:15:01 +00:00
|
|
|
|
2024-01-20 18:01:57 +00:00
|
|
|
(*imposterOut)->writeBitmap( "png", "./finalimposter.png" );
|
2012-09-19 15:15:01 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
}
|
|
|
|
|
|