Merge branch 'SSR4' of https://github.com/Azaezel/Torque3D into Preview4_0

This commit is contained in:
Areloch 2019-09-29 06:51:23 -05:00
commit 8403345de4
9 changed files with 61 additions and 2 deletions

View file

@ -80,6 +80,9 @@ void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData
mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
mInvCameraTransSC = shader->getShaderConstHandle(ShaderGenVars::invCameraTrans);
mCameraToScreenSC = shader->getShaderConstHandle(ShaderGenVars::cameraToScreen);
mScreenToCameraSC = shader->getShaderConstHandle(ShaderGenVars::screenToCamera);
mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
mCubeMipsSC = shader->getShaderConstHandle(ShaderGenVars::cubeMips);
mObjTransSC = shader->getShaderConstHandle(ShaderGenVars::objTrans);

View file

@ -66,7 +66,10 @@ public:
GFXShaderConstHandle* mWorldToCameraSC;
GFXShaderConstHandle* mCameraToWorldSC;
GFXShaderConstHandle* mWorldToObjSC;
GFXShaderConstHandle* mViewToObjSC;
GFXShaderConstHandle* mViewToObjSC;
GFXShaderConstHandle* mInvCameraTransSC;
GFXShaderConstHandle* mCameraToScreenSC;
GFXShaderConstHandle* mScreenToCameraSC;
GFXShaderConstHandle* mCubeTransSC;
GFXShaderConstHandle* mCubeMipsSC;
GFXShaderConstHandle* mObjTransSC;

View file

@ -43,6 +43,7 @@ class MatrixSet
ObjectToWorld = 0, // World
WorldToCamera, // View
CameraToScreen, // Projection
ScreenToCamera, // Projection^-1
ObjectToScreen, // World * View * Proj
ObjectToCamera, // World * View
WorldToObject, // World^-1
@ -63,6 +64,7 @@ class MatrixSet
MATRIX_SET_GET_VALUE(ObjectToWorld);
MATRIX_SET_GET_VALUE(WorldToCamera);
MATRIX_SET_GET_VALUE(CameraToScreen);
MATRIX_SET_GET_VALUE(ScreenToCamera);
MATRIX_SET_GET_VALUE(ObjectToCamera);
MATRIX_SET_GET_VALUE(WorldToObject);
MATRIX_SET_GET_VALUE(CameraToWorld);
@ -82,6 +84,8 @@ class MatrixSet
MATRIX_SET_MULT_ASSIGN(WorldToScreen, ObjectToWorld, ObjectToScreen);
MATRIX_SET_IS_INVERSE_OF(ScreenToCamera, CameraToScreen);
public:
MatrixSet();
@ -89,6 +93,7 @@ public:
inline const MatrixF &getObjectToWorld() const { return mTransform[ObjectToWorld]; }
inline const MatrixF &getWorldToCamera() const { return mTransform[WorldToCamera]; }
inline const MatrixF &getCameraToScreen() const { return mTransform[CameraToScreen]; }
inline const MatrixF &getScreenToCamera() const { return mTransform[ScreenToCamera]; }
// Delegate driven, lazy-evaluation accessors
inline const MatrixF &getWorldToScreen() const { return mEvalDelegate[WorldToScreen](); }
@ -131,6 +136,7 @@ public:
mTransform[CameraToScreen] = projection;
mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
mEvalDelegate[WorldToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(CameraToScreen, WorldToCamera, WorldToScreen));
mEvalDelegate[ScreenToCamera].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(ScreenToCamera, CameraToScreen));
}
void setSceneView(const MatrixF &view)

View file

@ -494,7 +494,10 @@ PostEffect::PostEffect()
mAccumTimeSC( NULL ),
mDeltaTimeSC( NULL ),
mInvCameraMatSC( NULL ),
mMatCameraToWorldSC( NULL)
mMatCameraToWorldSC( NULL),
mInvCameraTransSC(NULL),
mMatCameraToScreenSC(NULL),
mMatScreenToCameraSC(NULL)
{
dMemset( mTexSRGB, 0, sizeof(bool) * NumTextures);
dMemset( mActiveTextures, 0, sizeof( GFXTextureObject* ) * NumTextures );
@ -804,6 +807,10 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mInvCameraMatSC = mShader->getShaderConstHandle( "$invCameraMat" );
mMatCameraToWorldSC = mShader->getShaderConstHandle("$cameraToWorld");
mInvCameraTransSC = mShader->getShaderConstHandle("$invCameraTrans");
mMatCameraToScreenSC = mShader->getShaderConstHandle("$cameraToScreen");
mMatScreenToCameraSC = mShader->getShaderConstHandle("$screenToCamera");
}
// Set up shader constants for source image size
@ -945,6 +952,30 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mShaderConsts->set(mMatCameraToWorldSC, tempMat);
}
if (mInvCameraTransSC->isValid())
{
MatrixF mat = state->getCameraTransform();
mat.fullInverse();
mShaderConsts->set(mInvCameraTransSC, mat, mInvCameraTransSC->getType());
}
//Projection Matrix
if (mMatCameraToScreenSC->isValid())
{
MatrixF tempMat = thisFrame.cameraToScreen;
mShaderConsts->set(mMatCameraToScreenSC, tempMat, mMatCameraToScreenSC->getType());
}
//Inverse Projection Matrix
if (mMatScreenToCameraSC->isValid())
{
MatrixF tempMat = thisFrame.cameraToScreen;
tempMat.fullInverse();
mShaderConsts->set(mMatScreenToCameraSC, tempMat, mMatScreenToCameraSC->getType());
}
mShaderConsts->setSafe( mAccumTimeSC, MATMGR->getTotalTime() );
mShaderConsts->setSafe( mDeltaTimeSC, MATMGR->getDeltaTime() );

View file

@ -155,6 +155,9 @@ protected:
GFXShaderConstHandle *mDeltaTimeSC;
GFXShaderConstHandle *mInvCameraMatSC;
GFXShaderConstHandle *mMatCameraToWorldSC;
GFXShaderConstHandle *mInvCameraTransSC;
GFXShaderConstHandle *mMatCameraToScreenSC;
GFXShaderConstHandle *mMatScreenToCameraSC;
bool mAllowReflectPass;

View file

@ -93,6 +93,11 @@ const MatrixF& SceneRenderState::getProjectionMatrix() const
return getRenderPass()->getMatrixSet().getCameraToScreen();
}
const MatrixF& SceneRenderState::getInvProjectionMatrix() const
{
return getRenderPass()->getMatrixSet().getScreenToCamera();
}
//-----------------------------------------------------------------------------
void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )

View file

@ -247,6 +247,8 @@ class SceneRenderState
/// Return the project transform matrix.
const MatrixF& getProjectionMatrix() const;
/// Return the inverse project transform matrix.
const MatrixF& getInvProjectionMatrix() const;
/// Returns the actual camera position.
/// @see getDiffuseCameraPosition

View file

@ -29,6 +29,9 @@ const String ShaderGenVars::worldToCamera("$worldToCamera");
const String ShaderGenVars::cameraToWorld("$cameraToWorld");
const String ShaderGenVars::worldToObj("$worldToObj");
const String ShaderGenVars::viewToObj("$viewToObj");
const String ShaderGenVars::invCameraTrans("$invCameraTrans");
const String ShaderGenVars::cameraToScreen("$cameraToScreen");
const String ShaderGenVars::screenToCamera("$screenToCamera");
const String ShaderGenVars::cubeTrans("$cubeTrans");
const String ShaderGenVars::cubeMips("$cubeMips");
const String ShaderGenVars::objTrans("$objTrans");

View file

@ -38,6 +38,9 @@ struct ShaderGenVars
const static String cameraToWorld;
const static String worldToObj;
const static String viewToObj;
const static String invCameraTrans;
const static String cameraToScreen;
const static String screenToCamera;
const static String cubeTrans;
const static String cubeMips;
const static String objTrans;