Basic fix for reflections in both stereo rendering modes

This commit is contained in:
James Urquhart 2016-06-08 22:50:10 +01:00
parent fa7697b13e
commit 1198932e87
6 changed files with 150 additions and 155 deletions

View file

@ -95,9 +95,9 @@ ReflectionManager::ReflectionManager()
void ReflectionManager::initConsole()
{
Con::addVariable( "$pref::Reflect::refractTexScale", TypeF32, &ReflectionManager::smRefractTexScale, "RefractTex has dimensions equal to the active render target scaled in both x and y by this float.\n"
"@ingroup Rendering");
"@ingroup Rendering");
Con::addVariable( "$pref::Reflect::frameLimitMS", TypeS32, &ReflectionManager::smFrameReflectionMS, "ReflectionManager tries not to spend more than this amount of time updating reflections per frame.\n"
"@ingroup Rendering");
"@ingroup Rendering");
}
ReflectionManager::~ReflectionManager()
@ -136,22 +136,49 @@ void ReflectionManager::update( F32 timeSlice,
// visibility of reflectors.
Frustum culler;
// jamesu - normally we just need a frustum which covers the current ports, however for SBS mode
// we need something which covers both viewports.
S32 stereoTarget = GFX->getCurrentStereoTarget();
if (stereoTarget != -1)
{
MathUtils::makeFovPortFrustum(&culler, false, query.nearPlane, query.farPlane, query.fovPort[stereoTarget]);
// In this case we're rendering in stereo using a specific eye
MathUtils::makeFovPortFrustum(&culler, false, query.nearPlane, query.farPlane, query.fovPort[stereoTarget], query.headMatrix);
}
else if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
{
// Calculate an ideal culling size here, we'll just assume double fov based on the first fovport based on
// the head position.
FovPort port = query.fovPort[0];
F32 leftSize = query.nearPlane * port.leftTan;
F32 rightSize = query.nearPlane * port.rightTan;
F32 upSize = query.nearPlane * port.upTan;
F32 downSize = query.nearPlane * port.downTan;
F32 left = -leftSize;
F32 right = rightSize;
F32 top = upSize;
F32 bottom = -downSize;
F32 fovInRadians = mAtan2((top - bottom) / 2.0f, query.nearPlane) * 3.0f;
culler.set(false,
fovInRadians,
(F32)(query.stereoViewports[0].extent.x + query.stereoViewports[1].extent.x) / (F32)query.stereoViewports[0].extent.y,
query.nearPlane,
query.farPlane,
query.headMatrix);
}
else
{
culler.set(false,
query.fov,
(F32)resolution.x / (F32)resolution.y,
query.nearPlane,
query.farPlane,
query.cameraMatrix);
// Normal culling
culler.set(false,
query.fov,
(F32)resolution.x / (F32)resolution.y,
query.nearPlane,
query.farPlane,
query.cameraMatrix);
}
// Manipulate the frustum for tiled screenshots
const bool screenShotMode = gScreenShot && gScreenShot->isPending();
if ( screenShotMode )
@ -170,6 +197,7 @@ void ReflectionManager::update( F32 timeSlice,
refparams.viewportExtent = resolution;
refparams.culler = culler;
refparams.startOfUpdateMs = startOfUpdateMs;
refparams.eyeId = stereoTarget;
// Update the reflection score.
ReflectorList::iterator reflectorIter = mReflectors.begin();
@ -184,6 +212,7 @@ void ReflectionManager::update( F32 timeSlice,
mTimer->getElapsedMs();
mTimer->reset();
U32 numUpdated = 0;
U32 currentTarget = stereoTarget >= 0 ? stereoTarget : 0;
reflectorIter = mReflectors.begin();
for ( ; reflectorIter != mReflectors.end(); reflectorIter++ )
{
@ -193,7 +222,12 @@ void ReflectionManager::update( F32 timeSlice,
break;
(*reflectorIter)->updateReflection( refparams );
(*reflectorIter)->lastUpdateMs = startOfUpdateMs;
if (stereoTarget != 0) // only update MS if we're not rendering the left eye in separate mode
{
(*reflectorIter)->lastUpdateMs = startOfUpdateMs;
}
numUpdated++;
// If we run out of update time then stop.

View file

@ -533,19 +533,28 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
texDim = getMin( texDim, params.viewportExtent.x );
texDim = getMin( texDim, params.viewportExtent.y );
bool texResize = ( texDim != mLastTexSize );
mLastTexSize = texDim;
S32 currentTarget = params.eyeId >= 0 ? params.eyeId : 0;
const Point2I texSize( texDim, texDim );
const Point2I texSize = Point2I(texDim, texDim);
bool texResize = (texSize != mLastTexSize);
mLastTexSize = texSize;
if ( texResize ||
reflectTex.isNull() ||
innerReflectTex[currentTarget].isNull() ||
innerReflectTex[currentTarget]->getSize() != texSize ||
reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
{
reflectTex = REFLECTMGR->allocRenderTarget( texSize );
depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );
innerReflectTex[currentTarget] = REFLECTMGR->allocRenderTarget( texSize );
}
if ( texResize || depthBuff.isNull() )
{
depthBuff = LightShadowMap::_getDepthTarget(texSize.x, texSize.y);
}
reflectTex = innerReflectTex[currentTarget];
// store current matrices
GFXTransformSaver saver;
@ -554,17 +563,17 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
S32 stereoTarget = GFX->getCurrentStereoTarget();
if (stereoTarget != -1)
{
MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
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);
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
@ -587,7 +596,7 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
if(reflectTarget.isNull())
reflectTarget = GFX->allocRenderToTextureTarget();
reflectTarget->attachTexture( GFXTextureTarget::Color0, reflectTex );
reflectTarget->attachTexture( GFXTextureTarget::Color0, innerReflectTex[currentTarget] );
reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
GFX->pushActiveRenderTarget();
GFX->setActiveRenderTarget( reflectTarget );
@ -615,8 +624,18 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
PFXFrameState origPFXState = PFXMGR->getFrameState();
const FovPort *currentFovPort = GFX->getStereoFovPort();
MatrixF inverseEyeTransforms[2];
const FovPort *currentFovPort = params.query->fovPort;
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];
@ -624,50 +643,64 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
inverseEyeTransforms[0].inverse();
inverseEyeTransforms[1].inverse();
Frustum originalFrustum = GFX->getFrustum();
//
// Render left half of display
GFX->activateStereoTarget(0);
GFX->setWorldMatrix(params.query->eyeTransforms[0]);
//
Frustum gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], inverseEyeTransforms[0]);
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] );
SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
SceneRenderState renderStateLeft( gClientSceneGraph, SPT_Reflect, cameraStateLeft );
SceneRenderState renderStateLeft
(
gClientSceneGraph,
SPT_Reflect,
SceneCameraState::fromGFX()
);
renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
renderStateLeft.setDiffuseCameraTransform( params.query->headMatrix );
renderStateLeft.setDiffuseCameraTransform(params.query->headMatrix);
//renderStateLeft.disableAdvancedLightingBins(true);
gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
//
// Render right half of display
GFX->activateStereoTarget(1);
GFX->setWorldMatrix(params.query->eyeTransforms[1]);
//
gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], inverseEyeTransforms[1]);
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] );
SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
SceneRenderState renderStateRight( gClientSceneGraph, SPT_Reflect, cameraStateRight );
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);
//renderStateRight.disableAdvancedLightingBins(true);
gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
// Restore previous values
GFX->setFrustum(gfxFrustum);
GFX->setFrustum(frustum);
GFX->setViewport(originalVP);
gClientSceneGraph->setNonClipProjection(origNonClipProjection);
PFXMGR->setFrameState(origPFXState);
GFX->setCurrentStereoTarget(-1);
}
else
{
@ -690,6 +723,14 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
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;
@ -803,7 +844,7 @@ MatrixF PlaneReflector::getFrustumClipProj( MatrixF &modelview )
// 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;
Vector4F q;
q.x = sgn(clipPlane.x) / proj(0,0);
q.y = sgn(clipPlane.y) / proj(1,1);
q.z = -1.0F;

View file

@ -53,6 +53,7 @@ struct ReflectParams
Point2I viewportExtent;
Frustum culler;
U32 startOfUpdateMs;
S8 eyeId;
};
@ -191,7 +192,7 @@ public:
{
refplane.set( Point3F(0,0,0), Point3F(0,0,1) );
objectSpace = false;
mLastTexSize = 0;
mLastTexSize = Point2I(0,0);
}
virtual ~PlaneReflector() {}
@ -213,7 +214,7 @@ public:
protected:
U32 mLastTexSize;
Point2I mLastTexSize;
// The camera position at the last update.
Point3F mLastPos;
@ -224,7 +225,9 @@ protected:
public:
GFXTextureTargetRef reflectTarget;
GFXTexHandle reflectTex;
GFXTexHandle innerReflectTex[2]; /// < Textures we actually render to
GFXTexHandle reflectTex; ///< Last texture we rendered to
GFXTexHandle depthBuff;
PlaneF refplane;
bool objectSpace;

View file

@ -256,7 +256,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
GFX->setWorldMatrix(worldEyeTransforms[0]);
Frustum gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], eyeTransforms[0]);
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0]);
GFX->setFrustum(gfxFrustum);
SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
@ -277,7 +277,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
GFX->setWorldMatrix(worldEyeTransforms[1]);
gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], eyeTransforms[1]);
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1]);
GFX->setFrustum(gfxFrustum);
SceneCameraState cameraStateRight = SceneCameraState::fromGFX();