sunbokeh partly fix, still needs work

This commit is contained in:
Duion 2016-06-21 12:05:21 +02:00
parent 5b62df81c7
commit 5f2ab23fac
6 changed files with 83 additions and 21 deletions

View file

@ -121,7 +121,6 @@ LightFlareData::LightFlareData()
mElementCount( 0 ),
mScale( 1.0f ),
mOcclusionRadius( 0.0f ),
mVisibility( 1.0f ), //sunBokeh feature
mRenderReflectPass( true )
{
dMemset( mElementRect, 0, sizeof( RectF ) * MAX_ELEMENTS );
@ -446,8 +445,6 @@ void LightFlareData::prepRender( SceneRenderState *state, LightFlareState *flare
const RectI &viewport = GFX->getViewport();
Point3F oneOverViewportExtent( 1.0f / (F32)viewport.extent.x, 1.0f / (F32)viewport.extent.y, 0.0f );
// Sun visibility, assume 0 at start of frame
mVisibility = 0; //sunBokeh feature
// Really convert it to screen space.
lightPosSS.x -= viewport.point.x;
lightPosSS.y -= viewport.point.y;
@ -517,7 +514,6 @@ void LightFlareData::prepRender( SceneRenderState *state, LightFlareState *flare
// These are the factors which affect the "alpha" of the flare effect.
// Modulate more in as appropriate.
ColorF baseColor = ColorF::WHITE * lightSourceBrightnessScale * occlusionFade;
mVisibility = lightSourceBrightnessScale * fadeInOutScale * occlusionFade; //sunBokeh feature
// Setup the vertex buffer for the maximum flare elements.
const U32 vertCount = 4 * mElementCount;

View file

@ -94,8 +94,6 @@ public:
/// Submits render instances for corona and flare effects.
void prepRender( SceneRenderState *state, LightFlareState *flareState );
/// sunBokeh feature
F32 getVisibility() const { return mVisibility; }
protected:
@ -114,7 +112,6 @@ protected:
static Point3F sBasePoints[4];
// Fields...
F32 mVisibility; //sunBokeh feature
F32 mScale;
bool mFlareEnabled;
String mFlareTextureName;

View file

@ -42,7 +42,6 @@
#include "materials/sceneData.h"
#include "environment/timeOfDay.h"
ConsoleDocClass( ScatterSky,
"@brief Represents both the sun and sky for scenes with a dynamic time of day.\n\n"
@ -655,11 +654,6 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
state->getRenderPass()->addInst( ri );
}
*/
// Screen flare occlusion fix //sunBokeh feature
F32 screenRadius = GFX->getViewport().extent.y * mFlareScale * 0.01f;
Point3F lightWorldPos = state->getCameraPosition() - state->getFarPlane() * mLight->getDirection() * 0.9f;
F32 dist = ( lightWorldPos - state->getCameraPosition() ).len();
mFlareState.worldRadius = screenRadius * dist / state->getWorldToScreenScale().y;
// Light flare effect render instance.
if ( mFlareData && mNightInterpolant != 1.0f )

View file

@ -109,11 +109,7 @@ public:
F32 getAzimuth() const { return mSunAzimuth; }
///
F32 getElevation() const { return mSunElevation; }
/// sunBokeh feature
F32 getSunVisibility() const { if (mFlareData) return mFlareData->getVisibility(); else return 0; }
// Same method as above, but also checks if the data is valid, needs more CPU time, only use if above method fails
//F32 getSunVisibility() const { if dynamic_cast<LightFlareData*>(mFlareData) return mFlareData->getVisibility(); else return 0; }
protected:
void _render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );

View file

@ -45,6 +45,8 @@
#include "postFx/postEffectManager.h"
#include "postFx/postEffectVis.h"
#include "environment/scatterSky.h" //sunBokeh feature
#include "T3D/gameBase/gameConnection.h" //sunBokeh feature
#include "T3D/lightFlareData.h" //sunBokeh feature
using namespace Torque;
@ -855,9 +857,10 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
if( mSunVisibilitySC->isValid() ) //sunBokeh feature
{
ScatterSky* pSky = dynamic_cast<ScatterSky*>(Sim::findObject("Himmel"));
if(pSky)
mShaderConsts->set( mSunVisibilitySC, pSky->getSunVisibility() );
LightInfo *sunLight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
if(sunLight)
mShaderConsts->set( mSunVisibilitySC, _testVisibility(state) );
else
mShaderConsts->set( mSunVisibilitySC, 0.0f );
}
@ -918,6 +921,79 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
iter->value->setToBuffer( mShaderConsts );
}
// sunBokeh feature to test if sun is visible
F32 PostEffect::_testVisibility(const SceneRenderState *state)
{
// Grab our projection matrix
// from the frustum.
Frustum frust = state->getCameraFrustum();
MatrixF proj( true );
frust.getProjectionMatrix( &proj );
// Grab the ScatterSky world matrix.
MatrixF camMat = state->getCameraTransform();
camMat.inverse();
MatrixF tmp( true );
tmp = camMat;
tmp.setPosition( Point3F( 0, 0, 0 ) );
Point3F sunPos( 0, 0, 0 );
// Get the light manager and sun light object.
LightInfo *sunLight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
// Grab the light direction and scale
// by the ScatterSky radius to get the world
// space sun position.
const VectorF &lightDir = sunLight->getDirection();
Point3F lightPos = sunLight->getPosition();
RectI viewPort = GFX->getViewport();
// Get the screen space sun position.
MathUtils::mProjectWorldToScreen(lightPos, &sunPos, viewPort, tmp, proj);
// And normalize it to the 0 to 1 range.
sunPos.x -= (F32)viewPort.point.x;
sunPos.y -= (F32)viewPort.point.y;
sunPos.x /= (F32)viewPort.extent.x;
sunPos.y /= (F32)viewPort.extent.y;
//------------------------------------------------------------
const Point3F &camPos = state->getCameraPosition();
// Use a raycast to determine occlusion.
GameConnection *conn = GameConnection::getConnectionToServer();
if ( !conn )
return false;
const bool fps = conn->isFirstPerson();
GameBase *control = conn->getControlObject();
if ( control && fps )
control->disableCollision();
RayInfo rayInfo;
U32 LosMask = STATIC_COLLISION_TYPEMASK |
ShapeBaseObjectType |
StaticShapeObjectType |
ItemObjectType;
F32 lightVisible = 0.0f;
if ( !gClientContainer.castRay( camPos, lightPos, LosMask, &rayInfo ) )
lightVisible = 1.0f ;
if ( control && fps )
control->enableCollision();
return lightVisible;
}
void PostEffect::_setupTexture( U32 stage, GFXTexHandle &inputTex, const RectI *inTexViewport )
{
const String &texFilename = mTexFilename[ stage ];

View file

@ -179,6 +179,9 @@ protected:
String mRenderBin;
F32 mRenderPriority;
/// Test sun visibility feature for sunBokeh
F32 _testVisibility( const SceneRenderState *state );
/// This is true if the effect has been succesfully
/// initialized and all requirements are met for use.