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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-09 22:45:18 +00:00
sunbokeh partly fix, still needs work
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6 changed files with 83 additions and 21 deletions
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@ -45,6 +45,8 @@
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#include "postFx/postEffectManager.h"
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#include "postFx/postEffectVis.h"
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#include "environment/scatterSky.h" //sunBokeh feature
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#include "T3D/gameBase/gameConnection.h" //sunBokeh feature
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#include "T3D/lightFlareData.h" //sunBokeh feature
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using namespace Torque;
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@ -855,9 +857,10 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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if( mSunVisibilitySC->isValid() ) //sunBokeh feature
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{
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ScatterSky* pSky = dynamic_cast<ScatterSky*>(Sim::findObject("Himmel"));
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if(pSky)
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mShaderConsts->set( mSunVisibilitySC, pSky->getSunVisibility() );
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LightInfo *sunLight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
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if(sunLight)
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mShaderConsts->set( mSunVisibilitySC, _testVisibility(state) );
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else
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mShaderConsts->set( mSunVisibilitySC, 0.0f );
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}
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@ -918,6 +921,79 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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iter->value->setToBuffer( mShaderConsts );
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}
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// sunBokeh feature to test if sun is visible
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F32 PostEffect::_testVisibility(const SceneRenderState *state)
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{
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// Grab our projection matrix
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// from the frustum.
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Frustum frust = state->getCameraFrustum();
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MatrixF proj( true );
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frust.getProjectionMatrix( &proj );
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// Grab the ScatterSky world matrix.
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MatrixF camMat = state->getCameraTransform();
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camMat.inverse();
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MatrixF tmp( true );
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tmp = camMat;
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tmp.setPosition( Point3F( 0, 0, 0 ) );
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Point3F sunPos( 0, 0, 0 );
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// Get the light manager and sun light object.
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LightInfo *sunLight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
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// Grab the light direction and scale
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// by the ScatterSky radius to get the world
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// space sun position.
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const VectorF &lightDir = sunLight->getDirection();
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Point3F lightPos = sunLight->getPosition();
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RectI viewPort = GFX->getViewport();
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// Get the screen space sun position.
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MathUtils::mProjectWorldToScreen(lightPos, &sunPos, viewPort, tmp, proj);
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// And normalize it to the 0 to 1 range.
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sunPos.x -= (F32)viewPort.point.x;
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sunPos.y -= (F32)viewPort.point.y;
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sunPos.x /= (F32)viewPort.extent.x;
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sunPos.y /= (F32)viewPort.extent.y;
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//------------------------------------------------------------
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const Point3F &camPos = state->getCameraPosition();
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// Use a raycast to determine occlusion.
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GameConnection *conn = GameConnection::getConnectionToServer();
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if ( !conn )
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return false;
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const bool fps = conn->isFirstPerson();
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GameBase *control = conn->getControlObject();
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if ( control && fps )
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control->disableCollision();
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RayInfo rayInfo;
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U32 LosMask = STATIC_COLLISION_TYPEMASK |
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ShapeBaseObjectType |
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StaticShapeObjectType |
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ItemObjectType;
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F32 lightVisible = 0.0f;
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if ( !gClientContainer.castRay( camPos, lightPos, LosMask, &rayInfo ) )
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lightVisible = 1.0f ;
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if ( control && fps )
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control->enableCollision();
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return lightVisible;
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}
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void PostEffect::_setupTexture( U32 stage, GFXTexHandle &inputTex, const RectI *inTexViewport )
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{
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const String &texFilename = mTexFilename[ stage ];
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