sunBokeh feature added

This commit is contained in:
Duion 2016-06-02 20:52:46 +02:00
parent 5d52864c9f
commit 637a804fd7
6 changed files with 29 additions and 1 deletions

View file

@ -121,6 +121,7 @@ LightFlareData::LightFlareData()
mElementCount( 0 ),
mScale( 1.0f ),
mOcclusionRadius( 0.0f ),
mVisibility( 1.0f ), //sunBokeh feature
mRenderReflectPass( true )
{
dMemset( mElementRect, 0, sizeof( RectF ) * MAX_ELEMENTS );
@ -445,6 +446,8 @@ 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;
@ -514,6 +517,7 @@ 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

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

View file

@ -655,6 +655,11 @@ 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

@ -109,6 +109,10 @@ 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:

View file

@ -44,6 +44,7 @@
#include "materials/shaderData.h"
#include "postFx/postEffectManager.h"
#include "postFx/postEffectVis.h"
#include "environment/scatterSky.h" //sunBokeh feature
using namespace Torque;
@ -303,6 +304,7 @@ PostEffect::PostEffect()
mScreenSunPosSC( NULL ),
mLightDirectionSC( NULL ),
mCameraForwardSC( NULL ),
mSunVisibilitySC( NULL ), //sunBokeh feature
mAccumTimeSC( NULL ),
mDeltaTimeSC( NULL ),
mInvCameraMatSC( NULL )
@ -602,6 +604,7 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mScreenSunPosSC = mShader->getShaderConstHandle( "$screenSunPos" );
mLightDirectionSC = mShader->getShaderConstHandle( "$lightDirection" );
mCameraForwardSC = mShader->getShaderConstHandle( "$camForward" );
mSunVisibilitySC = mShader->getShaderConstHandle( "$sunVisibility" ); //sunBokeh feature
mAccumTimeSC = mShader->getShaderConstHandle( "$accumTime" );
mDeltaTimeSC = mShader->getShaderConstHandle( "$deltaTime" );
@ -849,6 +852,15 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mat.inverse();
mShaderConsts->set( mInvCameraMatSC, mat, mInvCameraMatSC->getType() );
}
if( mSunVisibilitySC->isValid() ) //sunBokeh feature
{
ScatterSky* pSky = dynamic_cast<ScatterSky*>(Sim::findObject("Himmel"));
if(pSky)
mShaderConsts->set( mSunVisibilitySC, pSky->getSunVisibility() );
else
mShaderConsts->set( mSunVisibilitySC, 0.0f );
}
} // if ( state )

View file

@ -141,6 +141,7 @@ protected:
GFXShaderConstHandle *mAccumTimeSC;
GFXShaderConstHandle *mDeltaTimeSC;
GFXShaderConstHandle *mInvCameraMatSC;
GFXShaderConstHandle *mSunVisibilitySC; //sunBokeh feature
bool mAllowReflectPass;