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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
BUG: Probe baking look at matrix was wrong
Multiple fixes in files sent by Az but matrix look at function was creating a view matrix that messed up the capture. Look at function for matrix now returns the correct matrix and bakes looking better
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3d305284cf
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@ -508,30 +508,24 @@ inline MatrixF& MatrixF::add( const MatrixF& a )
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inline void MatrixF::LookAt(const VectorF& eye, const VectorF& target, const VectorF& up)
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{
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VectorF yAxis = target - eye; // Forward
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yAxis.normalize();
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// Calculate the forward vector (camera direction).
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VectorF zAxis = target; // Camera looks towards the target
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zAxis.normalize();
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VectorF xAxis = mCross(up, yAxis); // Right
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// Calculate the right vector.
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VectorF xAxis = mCross(up, zAxis);
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xAxis.normalize();
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VectorF zAxis = mCross(yAxis, xAxis); // Up
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// Recalculate the up vector.
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VectorF yAxis = mCross(zAxis, xAxis);
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// Right vector.
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setColumn(0, xAxis);
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m[12] = -mDot(xAxis, eye);
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// Set the rotation part of the matrix (camera axes).
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setColumn(0, xAxis); // Right
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setColumn(1, zAxis); // Forward
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setColumn(2, yAxis); // Up
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// Forward vector.
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setColumn(1, yAxis);
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m[13] = -mDot(yAxis, eye);
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// Up vector.
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setColumn(2, zAxis);
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m[14] = -mDot(zAxis, eye);
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m[3] = 0.0f;
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m[7] = 0.0f;
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m[11] = 0.0f;
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m[15] = 1.0f;
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// Set the translation part (camera position).
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setPosition(eye);
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}
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@ -566,13 +566,15 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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ReflectParams reflParams;
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MatrixF camTrans = clientProbe->getTransform();
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camTrans.setPosition(clientProbe->getTransform().getPosition() + clientProbe->mProbeRefOffset);
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//need to get the query somehow. Likely do some sort of get function to fetch from the guiTSControl that's active
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CameraQuery query; //need to get the last cameraQuery
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query.fov = 90; //90 degree slices for each of the 6 sides
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query.nearPlane = 0.1f;
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query.nearPlane = 0.0001f;
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query.farPlane = farPlane;
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query.headMatrix = MatrixF();
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query.cameraMatrix = clientProbe->getTransform();
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query.cameraMatrix = camTrans;
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Frustum culler;
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culler.set(false,
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@ -326,36 +326,32 @@ void CubeReflector::updateReflection( const ReflectParams ¶ms, Point3F expli
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if ( mRenderTarget.isNull() )
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mRenderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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mDepthBuff = LightShadowMap::_getDepthTarget(texDim, texDim);
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mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, mDepthBuff);
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F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
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gClientSceneGraph->setVisibleDistance( mDesc->farDist );
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// store current matrices
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GFXTransformSaver saver;
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F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
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TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
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// store current matrices
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GFXTransformSaver saver;
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// set projection to 90 degrees vertical and horizontal
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F32 left, right, top, bottom;
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MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist);
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GFX->setFrustum(left, right, bottom, top, mDesc->nearDist, mDesc->farDist);
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// We don't use a special clipping projection, but still need to initialize
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// this for objects like SkyBox which will use it during a reflect pass.
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gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
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GFX->pushActiveRenderTarget();
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for (S32 i = 5; i >= 0; i--) {
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updateFace(params, i, explicitPostion);
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}
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GFX->popActiveRenderTarget();
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TSShapeInstance::smDetailAdjust = detailAdjustBackup;
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mCubemap->generateMipMaps();
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GFX->popActiveRenderTarget();
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gClientSceneGraph->setVisibleDistance(oldVisibleDist);
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@ -379,47 +375,51 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx, Point3
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eye = explicitPostion;
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}
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VectorF vUpVec(0.0f, 0.0f, 0.0f);
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch( faceidx )
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switch (faceidx)
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{
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case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
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target = eye + VectorF( 1.0f, 0.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
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target = eye + VectorF( -1.0f, 0.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
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target = eye + VectorF( 0.0f, 1.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
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case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, -1.0f);
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break;
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case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
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target = eye + VectorF( 0.0f, -1.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
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case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, 1.0f);
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break;
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case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
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target = eye + VectorF( 0.0f, 0.0f, 1.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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target = eye + VectorF( 0.0f, 0.0f, -1.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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}
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// create camera matrix
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MatrixF matView(true);
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matView.LookAt(eye, target, vUpVec);
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matView.inverse();
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MatrixF lightMatrix(true);
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lightMatrix.LookAt(eye, vLookatPt, vUpVec);
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lightMatrix.inverse();
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GFX->setWorldMatrix(matView);
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GFX->setWorldMatrix(lightMatrix);
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GFX->clearTextureStateImmediate(0);
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx );
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx ); // Setup textures and targets...
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S32 texDim = mDesc->texSize;
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texDim = getMax(texDim, 32);
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mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, LightShadowMap::_getDepthTarget(texDim, texDim));
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GFX->setActiveRenderTarget(mRenderTarget);
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 0.0f, 0);
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0);
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SceneRenderState reflectRenderState
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(
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@ -429,7 +429,11 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx, Point3
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);
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reflectRenderState.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
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reflectRenderState.setDiffuseCameraTransform( params.query->headMatrix );
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reflectRenderState.setDiffuseCameraTransform(lightMatrix);//params.query->headMatrix );
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// We don't use a special clipping projection, but still need to initialize
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// this for objects like SkyBox which will use it during a reflect pass.
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gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
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// render scene
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LIGHTMGR->registerGlobalLights( &reflectRenderState.getCullingFrustum(), false );
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