本文整理汇总了C++中VisRenderContext_cl类的典型用法代码示例。如果您正苦于以下问题:C++ VisRenderContext_cl类的具体用法?C++ VisRenderContext_cl怎么用?C++ VisRenderContext_cl使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了VisRenderContext_cl类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetFrustumFarCorners
void VRendererNodeHelper::GetFrustumFarCorners(hkvVec3* pVectors)
{
VisRenderContext_cl *pContext = m_pRendererNode->GetReferenceContext();
hkvMat4 projMat = pContext->GetViewProperties()->getProjectionMatrix(hkvClipSpaceYRange::MinusOneToOne);
projMat.invert ();
// top left far corner
pVectors[0].set(-1.0f,1.0f,1.0f);
// bottom left far corner
pVectors[1].set(-1.0f,-1.0f,1.0f);
// bottom right far corner
pVectors[2].set(1.0f,-1.0f,1.0f);
// top right far corner
pVectors[3].set(1.0f,1.0f,1.0f);
for(int i=0;i<4;i++)
{
hkvVec4 vTransformed = projMat.transform (pVectors[i].getAsPosition());
pVectors[i] = vTransformed.getAsVec3 () / vTransformed.w;
}
}
开发者ID:cDoru,项目名称:projectanarchy,代码行数:25,代码来源:VisApiRendererNode.cpp
示例2: VASSERT
int VMobileForwardRenderLoop::GetLightInfluenceArea(VisLightSource_cl *pLight)
{
VASSERT(pLight != NULL);
VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
int iScreenWidth,iScreenHeight;
pContext->GetSize(iScreenWidth, iScreenHeight);
if (pLight->GetType() == VIS_LIGHT_DIRECTED)
{
// directional lights influence the whole screen
return (iScreenWidth*iScreenHeight);
}
hkvMat4 projMatrix = pContext->GetViewProperties()->getProjectionMatrix(hkvClipSpaceYRange::MinusOneToOne);
hkvMat4 viewMatrix = pContext->GetCamera()->GetWorldToCameraTransformation();
// get position/ radius of bounding sphere
hkvVec3 vPosition;
float fRadius = 0.0f;
if (pLight->GetType() == VIS_LIGHT_POINT)
{
vPosition = pLight->GetPosition();
fRadius = pLight->GetRadius();
}
else if (pLight->GetType() == VIS_LIGHT_SPOTLIGHT)
{
hkvAlignedBBox bBox;
pLight->GetBoundingBox(bBox);
vPosition = bBox.getBoundingSphere().m_vCenter;
fRadius = bBox.getBoundingSphere().m_fRadius;
}
else
VASSERT_MSG(false, "Unsupported light type");
// get corners of bounding rectangle in view space
hkvVec4 vPositionVS = viewMatrix*vPosition.getAsVec4(1.0f);
hkvVec4 vCorners[4];
vCorners[0] = vPositionVS+hkvVec4(-fRadius, -fRadius, 0.0f, 0.0f);
vCorners[1] = vPositionVS+hkvVec4(fRadius, -fRadius, 0.0f, 0.0f);
vCorners[2] = vPositionVS+hkvVec4(fRadius, fRadius, 0.0f, 0.0f);
vCorners[3] = vPositionVS+hkvVec4(-fRadius, fRadius, 0.0f, 0.0f);
// get corners of bounding rectangle in normalized device coordinates
for (int i=0;i<4;i++)
{
vCorners[i] = projMatrix*vCorners[i];
vCorners[i] /= vCorners[i].w;
}
// clip corners of bounding rectangle
hkvVec2 vMin(vCorners[0].x, vCorners[0].y);
vMin.clampTo(hkvVec2(-1.0f, -1.0f), hkvVec2(1.0f, 1.0f));
hkvVec2 vMax(vCorners[2].x, vCorners[2].y);
vMax.clampTo(hkvVec2(-1.0f, -1.0f), hkvVec2(1.0f, 1.0f));
// calculate influence area
int iWidth = (int)((vMax.x-vMin.x)*0.5f*iScreenWidth);
int iHeight = (int)((vMax.y-vMin.y)*0.5f*iScreenHeight);
return (iWidth*iHeight);
}
开发者ID:Alagong,项目名称:projectanarchy,代码行数:60,代码来源:VMobileForwardRenderLoop.cpp
示例3: INSERT_PERF_MARKER_SCOPE
void VSimpleCopyPostprocess::Execute()
{
if (!IsActive() || !m_bIsInitialized)
return;
INSERT_PERF_MARKER_SCOPE("VSimpleCopyPostprocess");
RenderingOptimizationHelpers_cl::SetShaderPreference(112);
int iWidth, iHeight;
VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
pContext->GetSize(iWidth, iHeight);
Vision::RenderLoopHelper.SetScissorRect(NULL);
Vision::RenderLoopHelper.ClearScreen();
// On DX9 a half pixel shift is required for the copy full screen pass.
#if defined(_VR_DX9)
const hkvVec2 texelShift(1.0f / (float)(iWidth*2), 1.0f / (float)(iHeight*2));
#else
const hkvVec2 texelShift(0.0f, 0.0f);
#endif
VSimpleRenderState_t iState(VIS_TRANSP_NONE,RENDERSTATEFLAG_FRONTFACE|RENDERSTATEFLAG_ALWAYSVISIBLE|RENDERSTATEFLAG_NOWIREFRAME|RENDERSTATEFLAG_NOMULTISAMPLING);
IVRender2DInterface *pRI = Vision::RenderLoopHelper.BeginOverlayRendering();
pRI->DrawTexturedQuad(hkvVec2(0.f,0.f), hkvVec2((float)iWidth, (float)iHeight), m_spSourceTextures[0], hkvVec2(0.0f) + texelShift, hkvVec2(1.0f) + texelShift, V_RGBA_WHITE, iState);
Vision::RenderLoopHelper.EndOverlayRendering();
}
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:28,代码来源:SimpleCopyPostprocess.cpp
示例4: INSERT_PERF_MARKER_SCOPE
void VPostProcessTranslucencies::Execute()
{
INSERT_PERF_MARKER_SCOPE("VPostProcessTranslucencies");
VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
VASSERT(pVisCollector != NULL);
const VisEntityCollection_cl *pVisibleForeGroundEntities = pVisCollector->GetVisibleForeGroundEntities();
m_VisibilityObjectCollector.HandleVisibleVisibilityObjects();
#ifndef _VISION_MOBILE
RenderingOptimizationHelpers_cl::SetShaderPreference(96);
#endif
// Get a pointer to the collection of visible mesh buffer objects
const VisMeshBufferObjectCollection_cl *pVisibleMeshBuffer = &m_VisibilityObjectCollector.GetMeshBufferObjectCollection();
// Get a pointer to the collection of visible particle groups
const VisParticleGroupCollection_cl *pVisibleParticleGroups = &m_VisibilityObjectCollector.GetParticleGroupCollection();
// Mask out entities which are "always in foreground"
MaskOutForegroundEntities(*pVisibleForeGroundEntities);
if (pVisCollector->GetInterleavedTranslucencySorter() == NULL)
{
// --- Traditional transparency sorting (default)
const VisStaticGeometryInstanceCollection_cl *pVisibleTransparentGeoInstances = pVisCollector->GetVisibleStaticGeometryInstancesForPass(VPT_TransparentPass);
const VisEntityCollection_cl *pVisibleEntities = pVisCollector->GetVisibleEntitiesForPass(VPT_TransparentPass);
VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_PRE_TRANSPARENT_PASS_GEOMETRY, true);
// render transparent pass surface shaders on translucent static geometry instances
Vision::RenderLoopHelper.RenderStaticGeometrySurfaceShaders(*pVisibleTransparentGeoInstances, VPT_TransparentPass);
VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_PRE_TRANSPARENT_PASS_ENTITIES, true);
// Render transparent pass shaders on entities
DrawEntitiesShaders(*pVisibleEntities, VPT_TransparentPass);
VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_POST_TRANSPARENT_PASS_GEOMETRY, true);
VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_DECALS, true);
RenderParticles(pVisibleMeshBuffer, pVisibleParticleGroups);
}
else
{
// --- Interleaved transparency sorting
pVisCollector->GetInterleavedTranslucencySorter()->OnRender(pVisCollector, true);
}
// Render visible foreground entities (see DrawForegroundEntities)
DrawTransparentForegroundEntities(*pVisibleForeGroundEntities);
// Coronas and flares will be still rendered after the other interleaved sorted objects were rendered (lensflare and coronas don't must be always rendered "on top")
VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_CORONAS_AND_FLARES, true);
}
开发者ID:Arpit007,项目名称:projectanarchy,代码行数:59,代码来源:VPostProcessTranslucencies.cpp
示例5: DetermineRelevantLights
void VMobileForwardRenderLoop::DetermineRelevantLights()
{
m_DynamicLightCollection.Clear();
m_pBasePassLight = NULL;
m_iBasePassLightPriority = 0;
// Get all visible light sources
IVisVisibilityCollector_cl *pVisColl = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector();
if (pVisColl == NULL)
return;
const VisLightSrcCollection_cl *pLightSourceCollection = pVisColl->GetVisibleLights();
if (pLightSourceCollection == NULL)
return;
unsigned int iNumLights = pLightSourceCollection->GetNumEntries();
if (iNumLights == 0)
return;
VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
const hkvVec3 &vCamPos = pContext->GetCamera()->GetPosition();
for (unsigned i=0;i<iNumLights;i++)
{
VisLightSource_cl *pLight = pLightSourceCollection->GetEntry(i);
// We are only interested in dynamic lights or static lights with attached shadow map component
if ((!pLight->IsDynamic() && !GetCompatibleShadowMapComponent(pLight)) || pLight->GetRadius()<=HKVMATH_LARGE_EPSILON)
continue;
const float fFade = pLight->GetMultiplier()*pLight->GetFadeWeight(vCamPos);
if (fFade <= HKVMATH_LARGE_EPSILON)
continue;
// See which geometry types have to cast shadows
int iReceiverFlags = GetLightReceiverFlags(pLight);
// If nothing receives light from this light source, we can proceed to the next light.
if (!iReceiverFlags)
continue;
// Find light with highest priority. This light will be rendered in the base pass, in contrast to all
// additional lights that are rendered additively after the base pass. The search ignores lights with
// attached light clipping volume, since light clipping volumes can't be rendered before the base pass.
if (!pLight->HasClipVolumeComponent())
{
// get the light with highest priority (largest influence area in screen space combined with weighting factor)
int iLightPriority = GetLightPriority(pLight);
if (iLightPriority > m_iBasePassLightPriority)
{
m_pBasePassLight = pLight;
m_iBasePassLightPriority = iLightPriority;
}
}
if (pLight->IsDynamic())
m_DynamicLightCollection.AppendEntry(pLight);
}
}
开发者ID:Alagong,项目名称:projectanarchy,代码行数:58,代码来源:VMobileForwardRenderLoop.cpp
示例6: vCamPos
void VTerrainVisibilityInfo::Set(IVisVisibilityCollector_cl *pCollector,const VTerrainConfig &config)
{
hkvVec3 vCamPos(hkvNoInitialization), vCamDir(hkvNoInitialization);
pCollector->GetSourceObject()->GetPosition(vCamPos);
vCamDir = pCollector->GetSourceObject()->GetDirection();
VisRenderContext_cl *pLODContext = pCollector->GetLODReferenceRenderContext();
VASSERT(pLODContext!=NULL && pLODContext->GetCamera()!=NULL);
pLODContext->GetCamera()->GetPosition(m_vCamLODPos);
m_vCamPos.FromRenderSpace(config,(const hkvVec3& )vCamPos);
m_vCamVisPos = vCamPos;
m_CameraPlane.setFromPointAndNormal(vCamPos,vCamDir);
VASSERT(m_vCamPos.IsValid(config));
// compute the rest
float fNear,fFar;
pCollector->GetClipPlanes(fNear,fFar);
m_fMaxViewDistance = fFar;
m_fLODDistanceInvScale = pLODContext->GetLODDistanceScaling() * VTerrainSectorManager::g_fDecorationDistanceInvScaling;
if (m_fLODDistanceInvScale>0.f)
m_fLODDistanceScale = 1.f/m_fLODDistanceInvScale;
else
m_fLODDistanceScale = 0.f;
// overestimate
config.GetViewDistanceBox(m_CamBBox, m_vCamVisPos, fFar);
m_VisibleRangeBox.FromRenderSpace(config,m_CamBBox);
m_iContextFilterMask = pCollector->GetFilterBitmask();
// reset min/max
m_iVisibleSectorRange[0] = m_iVisibleSectorRange[1] = 32000;
m_iVisibleSectorRange[2] = m_iVisibleSectorRange[3] = -32000;
// reset some of the values:
m_iVisibleDecorationCount = 0;
m_iEstimatedDecorationCount = 0;
static bool bEnableOpt = true;
// shadowmap related:
if (bEnableOpt && pCollector->GetTypeId()==V_RUNTIME_CLASS(VShadowmapVisibilityCollector))
{
m_pSMGenerator = ((VShadowmapVisibilityCollector *)pCollector)->m_pSMGenerator;
float fShadowExtrusionFactor = m_pSMGenerator->GetShadowMapComponent()->GetShadowBoxExtrudeMultiplier();
m_vShadowExtrusion = m_pSMGenerator->GetDirection();
if (m_vShadowExtrusion.z<-0.01f) // normalize height
m_vShadowExtrusion.z *= (-1.f/m_vShadowExtrusion.z);
m_vShadowExtrusion *= fShadowExtrusionFactor;
m_bCastDynamicShadows = (m_pSMGenerator->GetShadowMapComponent()->GetGeometryTypes()&SHADOW_CASTER_TERRAIN)>0;
}
else
m_pSMGenerator = NULL;
}
开发者ID:Bewolf2,项目名称:projectanarchy,代码行数:57,代码来源:TerrainVisibilityCollector.cpp
示例7: VASSERT_MSG
void VPostProcessScreenMasks::SetupContext()
{
VASSERT_MSG(vdynamic_cast<VRendererNodeCommon*>(m_pOwner) != NULL, "Postprocessing effects require a valid renderer node!");
VRendererNodeCommon* pRenderNode = GetOwner();
VisRenderContext_cl* pTargetContext = GetTargetContext();
pTargetContext->SetVisibilityCollector(NULL); // no visibility collector is needed for this post processor
pRenderNode->AddContext(pTargetContext);
}
开发者ID:guozanhua,项目名称:projectanarchy,代码行数:10,代码来源:VPostProcessScreenMasks.cpp
示例8: GetContextCount
bool VRendererNodeCommon::RendersIntoBackBuffer()
{
int iNumContexts = GetContextCount();
for (int i=0; i<iNumContexts; i++)
{
VisRenderContext_cl *pContext = GetContext(i);
if (pContext != NULL)
if (pContext->RendersIntoBackBuffer())
return true;
}
return false;
}
开发者ID:Arpit007,项目名称:projectanarchy,代码行数:13,代码来源:VRendererNodeCommon.cpp
示例9: UpdateVisibility
void VLensFlareComponent::UpdateVisibility (float& fLastVisibilityQuery, float& fCurrentVisibility)
{
// Make sure we are actually attached to an object
if (GetOwner())
{
// Get Camera
VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
const hkvVec3 vCameraPos = pContext->GetCamera()->GetPosition();
// Get Light
VisLightSource_cl* pLight = (VisLightSource_cl*)GetOwner();
hkvVec3 vPos;
pLight->GetVirtualPosition( vPos, pContext );
hkvVec3 vDist = vCameraPos - vPos;
float fDist = vDist.getLength();
float fFactor = 1.0f;
// Distance FadeOut
if (FadeOutEnd != 0 && FadeOutStart < FadeOutEnd)
{
if (fDist > FadeOutEnd)
{
fFactor = 0.0f;
}
else if (fDist > FadeOutStart)
{
fFactor = 1.0f - (fDist - FadeOutStart) / (FadeOutEnd - FadeOutStart);
}
}
// Apply distance fade out
fLastVisibilityQuery *= fFactor;
// PreGlow/AfterGlow
if (fLastVisibilityQuery > fCurrentVisibility)
{
float fSpeed = Vision::GetTimer()->GetTimeDifference() / ((PreGlowMS + 1) * 0.001f);
fCurrentVisibility = hkvMath::Min(fCurrentVisibility + fSpeed, fLastVisibilityQuery);
}
else if (fLastVisibilityQuery < fCurrentVisibility)
{
float fSpeed = Vision::GetTimer()->GetTimeDifference() / ((AfterGlowMS + 1) * 0.001f);
fCurrentVisibility = hkvMath::Max(fCurrentVisibility - fSpeed, fLastVisibilityQuery);
}
fCurrentVisibility = hkvMath::clamp(fCurrentVisibility, 0.0f, 1.0f);
}
}
开发者ID:Alagong,项目名称:projectanarchy,代码行数:49,代码来源:VLensFlareComponent.cpp
示例10: DrawMeshBufferObjects
void VRendererNodeCommon::DrawMeshBufferObjects(unsigned int iRenderOrder)
{
s_MeshBufferObjectCollection.Clear();
VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
int iRenderFlags = pContext->GetRenderFilterMask();
int iNumMeshBufferObjects = VisMeshBufferObject_cl::ElementManagerGetSize();
for (int i=0;i<iNumMeshBufferObjects;i++)
{
VisMeshBufferObject_cl *pMeshBufferObject = VisMeshBufferObject_cl::ElementManagerGet(i);
if (!pMeshBufferObject)
continue;
if (!(pMeshBufferObject->GetVisibleBitmask() & iRenderFlags))
continue;
if (pMeshBufferObject->GetOrder() != iRenderOrder)
continue;
s_MeshBufferObjectCollection.AppendEntry(pMeshBufferObject);
}
Vision::RenderLoopHelper.RenderMeshBufferObjects(s_MeshBufferObjectCollection, iRenderOrder);
}
开发者ID:Arpit007,项目名称:projectanarchy,代码行数:21,代码来源:VRendererNodeCommon.cpp
示例11: SetState
bool VOcclusionQueryObjectPixelCounterLensFlare::Render(VOcclusionQuery &query, const hkvAlignedBBox &safeBox)
{
if (m_pLensFlare != NULL && m_pLensFlare->GetOwner() != NULL)
{
SetState(VISQUERY_RENDERSTATE_BILLBOARD);
VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
VisLightSource_cl* pLight = (VisLightSource_cl*)m_pLensFlare->GetOwner();
hkvVec3 vPos(hkvNoInitialization);
pLight->GetVirtualPosition(vPos, pContext);
hkvVec3 vCameraDir = pContext->GetCamera()->GetPosition() - vPos;
vCameraDir /= hkvMath::Max(vCameraDir.getLength(), HKVMATH_LARGE_EPSILON);
vPos += vCameraDir * m_pLensFlare->GetDepthBias();
query.DoHardwareOcclusionTest_Billboard(&vPos.x, m_pLensFlare->GetCheckBlockSize());
return true;
}
return false;
}
开发者ID:Alagong,项目名称:projectanarchy,代码行数:22,代码来源:VLensFlareComponent.cpp
示例12: GetLightInfluenceArea
int VMobileForwardRenderLoop::GetLightPriority(VisLightSource_cl *pLight)
{
int iLightPriority = 0;
if (pLight->IsDynamic())
{
iLightPriority = GetLightInfluenceArea(pLight);
// lights with attached shadow map component have higher priority
if (GetCompatibleShadowMapComponent(pLight))
iLightPriority *= 2;
}
// static lights with attached shadow map component (subtractive shadows) have highest priority
else
{
VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
int iScreenWidth,iScreenHeight;
pContext->GetSize(iScreenWidth, iScreenHeight);
iLightPriority = iScreenWidth*iScreenHeight*3;
}
return iLightPriority;
}
开发者ID:Alagong,项目名称:projectanarchy,代码行数:23,代码来源:VMobileForwardRenderLoop.cpp
示例13: INSERT_PERF_MARKER_SCOPE
// TODO: This doesn't handle opaque fullbright surfaces correctly yet, and translucent fullbright surfaces are simply ignored.
void MirrorRenderLoop_cl::OnDoRenderLoop(void *pUserData)
{
INSERT_PERF_MARKER_SCOPE("MirrorRenderLoop_cl::OnDoRenderLoop");
#if defined (WIN32) || defined (_VISION_XENON) || defined (_VISION_PS3) || defined(_VISION_PSP2) || defined(_VISION_WIIU)
if (Vision::Editor.GetIgnoreAdvancedEffects())
{
// force a black reflection because it won't work with orthographic views
Vision::RenderLoopHelper.ClearScreen(VisRenderLoopHelper_cl::VCTF_All, V_RGBA_BLACK);
return;
}
#endif
VisRenderContext_cl *pContext = Vision::Contexts.GetCurrentContext();
const int iRenderFlags = pContext->GetRenderFlags();
const float fFarClipDist = m_pMirror->GetActualFarClipDistance();
const VFogParameters &fog = Vision::World.GetFogParameters();
VColorRef clearColor = (fog.depthMode != VFogParameters::Off) ? fog.iDepthColor : Vision::Renderer.GetDefaultClearColor();
Vision::RenderLoopHelper.ClearScreen(VisRenderLoopHelper_cl::VCTF_All, clearColor);
// set the oblique clipping plane...
pContext->SetCustomProjectionMatrix (m_pMirror->GetObliqueClippingProjection().getPointer ());
const VisStaticGeometryInstanceCollection_cl *pVisibleGeoInstancesPrimaryOpaquePass;
const VisStaticGeometryInstanceCollection_cl *pVisibleGeoInstancesSecondaryOpaquePass;
const VisStaticGeometryInstanceCollection_cl *pVisibleGeoInstancesTransparentPass;
const VisEntityCollection_cl *pVisEntities;
// === Visibility Determination ===
IVisVisibilityCollector_cl *pVisColl = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector();
if (pVisColl == NULL)
return;
const VisVisibilityObjectCollection_cl *pVisObjectCollection = pVisColl->GetVisibleVisObjects();
hkvAlignedBBox box;
int iVoCount = m_pMirror->GetVisibilityObjectCount();
int iFrustumCount = 0;
bool bUseCommonFrustum = false;
// === Determine Scissor Rect ===
hkvVec2 vMinScreenSpace, vMaxScreenSpace;
const hkvAlignedBBox &worldSpaceBox = m_pMirror->GetBoundingBox();
hkvVec3 vCorners[8];
worldSpaceBox.getCorners (vCorners);
VRectanglef scissorRect;
bool bUseScissorRect = true;
for (int i=0; i<8; i++)
{
float x2d, y2d;
BOOL bInFrontOfCamera = pContext->Project2D(vCorners[i], x2d, y2d);
if (bInFrontOfCamera)
{
scissorRect.Add(hkvVec2(x2d, y2d));
}
else
{
bUseScissorRect = false;
break;
}
}
if (bUseScissorRect)
Vision::RenderLoopHelper.SetScissorRect(&scissorRect);
for (int iVo = 0; iVo < iVoCount; iVo++)
{
VisVisibilityObject_cl *pVisObj = m_pMirror->GetVisibilityObject(iVo);
if (pVisObj != NULL && pVisObj->WasVisibleInAnyLastFrame())
{
if (iFrustumCount <= MAX_SEPARATE_FRUSTA)
{
const hkvAlignedBBox &voBox = pVisObj->GetWorldSpaceBoundingBox();
box.expandToInclude(voBox);
if (m_Frustum[iFrustumCount].Set(pContext->GetCamera()->GetPosition(), voBox, true, fFarClipDist))
{
iFrustumCount++;
}
else
{
bUseCommonFrustum = true;
}
}
else
{
const hkvAlignedBBox &voBox = pVisObj->GetWorldSpaceBoundingBox();
box.expandToInclude(voBox);
bUseCommonFrustum = true;
}
}
}
if (bUseCommonFrustum)
//.........这里部分代码省略.........
开发者ID:cDoru,项目名称:projectanarchy,代码行数:101,代码来源:MirrorRenderLoop.cpp
示例14: VISION_PROFILE_FUNCTION
void VCoronaManager::UpdateCoronas(int iCoronaUpdateFlags)
{
#ifdef SUPPORTS_CORONAS
VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
if ((iCoronaUpdateFlags & VCUF_USE_OC_CONTEXT) > 0)
{
// Determine relevant render context and visibility collector
IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
if (!pVisCollector)
return;
VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext();
if (pOQContext != NULL)
pContext = pOQContext;
}
if (pContext == NULL)
return;
if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0)
return;
if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0)
return;
// Get bitmask for this context.
unsigned int iRenderFilterMask = pContext->GetRenderFilterMask();
// get the collection of visible lights.
IVisVisibilityCollector_cl* pVisCollector = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector();
if (pVisCollector == NULL)
return;
VISION_PROFILE_FUNCTION(PROFILING_CORONA_UPDATE);
// Get multi-sampling mode
unsigned int iTexelsPerPixel = 1;
VTextureObject* pDepthTex = pContext->GetDepthStencilTarget();
if(pDepthTex == NULL)
{
// If no depth stencil target is available, we might work without a renderer node and we're in the main context
if(Vision::Renderer.GetCurrentRendererNode() == NULL && pContext == VisRenderContext_cl::GetMainRenderContext())
{
// In this case get the multi-sampling type from the video config as it's used to set the actual backbuffer settings
// where the main context will render to
iTexelsPerPixel = hkvMath::Max(1, 1 << ((int)Vision::Video.GetCurrentConfig()->m_eMultiSample));
}
}
else if (pDepthTex->GetTextureType() == VTextureLoader::Texture2D)
{
iTexelsPerPixel = hkvMath::Max(1u, ((VisRenderableTexture_cl*)pDepthTex)->GetConfig()->m_iMultiSampling);
}
const VisLightSrcCollection_cl* pVisibleLights = pVisCollector->GetVisibleLights();
int iCandidates = 0;
if (pVisibleLights != NULL)
iCandidates = pVisibleLights->GetNumEntries();
// Ensure size of coronas state structure.
int iContextIndex = pContext->GetNumber();
if (iContextIndex + 1 > m_State.GetSize())
m_State.SetSize(iContextIndex + 1, -1);
VCoronaRenderContextState& state = m_State[iContextIndex];
int iCapacity = m_Instances.GetCapacity();
state.EnsureSize(iCapacity);
// Add visible lights with a lens flare component to the candidate list for this frame
if ((iCoronaUpdateFlags & VCUF_ADD) > 0)
{
for (int iCandidate = 0; iCandidate < iCandidates; ++iCandidate)
{
VisLightSource_cl* pLight = pVisibleLights->GetEntry(iCandidate);
if (pLight)
{
VCoronaComponent *pComponent = pLight->Components().GetComponentOfBaseType<VCoronaComponent>();
if (pComponent != NULL && pComponent->IsEnabled() && !state.IsBitSet(pComponent->m_iIndex))
{
// The component is not in m_Candidates yet, so we check whether it is a valid candidate
bool bIsLightOnScreen = pComponent->IsValidCandidate(pContext);
if (bIsLightOnScreen)
{
state.SetBit(pComponent->m_iIndex);
pContext->SetPixelCounterResult(pComponent->m_CoronaPixelCounter.GetNumber(), 0);
state.m_Candidates.Append(pComponent);
}
}
}
}
}
// Forces the retrieval all pending queries.
pContext->FetchPixelCounterTestResults( (iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0 );
// Retrieve Queries and update status of lens flares
if ((iCoronaUpdateFlags & VCUF_UPDATE) > 0)
{
//.........这里部分代码省略.........
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:101,代码来源:VCoronaManager.cpp
示例15: INSERT_PERF_MARKER_SCOPE
// renders visible wallmarks of specified pass type (pre or post, which is relevant in deferred context)
void VWallmarkManager::RenderProjectedWallmarks(VPassType_e ePassType)
{
INSERT_PERF_MARKER_SCOPE("Wallmark Rendering (VWallmarkManager::RenderProjectedWallmarks)");
const int iWallmarkCount = m_AllProjectedWallmarks.Count();
IVisVisibilityCollector_cl *pVisCollector = Vision::Contexts.GetCurrentContext()->GetVisibilityCollector();
if (!pVisCollector || !iWallmarkCount)
return;
const VisStaticGeometryInstanceCollection_cl *pGeoInstances = pVisCollector->GetVisibleStaticGeometryInstances();
VisStaticGeometryInstance_cl::ResetTags();
pGeoInstances->TagEntries();
VisStaticGeometryInstanceCollection_cl &targetGiCollection = m_TempGeoInstanceCollection;
VisRenderContext_cl *pContext = Vision::Contexts.GetCurrentContext();
VisRenderContext_cl *pLODContext = pContext->GetLODReferenceContext();
hkvVec3 vLODPos = pLODContext ? pLODContext->GetCamera()->GetPosition() : pContext->GetCamera()->GetPosition();
unsigned int iContextFilter = pContext->GetRenderFilterMask();
const VisFrustum_cl *pFrustum = pVisCollector->GetBaseFrustum();
int i;
for (i=0;i<iWallmarkCount;i++)
{
VProjectedWallmark *pProjWallmark = m_AllProjectedWallmarks.GetAt(i);
if ((pProjWallmark->GetVisibleBitmask() & iContextFilter)==0 || (ePassType & pProjWallmark->m_ePassType) == 0)
continue;
pProjWallmark->PrepareForRendering();
const VisStaticGeometryInstanceCollection_cl &wmGiList = pProjWallmark->GetStaticGeometryCollection();
#ifdef HK_DEBUG
const int iNum = wmGiList.GetNumEntries();
for (int j=0;j<iNum;j++)
{
VisStaticGeometryInstance_cl *pInst = wmGiList.GetEntry(j);
VASSERT_MSG(pInst && (pInst->GetGeometryType()==STATIC_GEOMETRY_TYPE_MESHINSTANCE || pInst->GetGeometryType()==STATIC_GEOMETRY_TYPE_TERRAIN), "The wallmark conains invalid primitive references")
}
#endif
// clip against its bounding box (primitive visibility might overestimate visible parts)
const hkvAlignedBBox &bbox = pProjWallmark->GetBoundingBox();
if (pProjWallmark->m_fFarClipDistance>0.f && pProjWallmark->m_fFarClipDistance<bbox.getDistanceTo(vLODPos))
continue;
if (pFrustum && !pFrustum->Overlaps(bbox))
continue;
const int iGeomFilter = pProjWallmark->GetGeometryTypeFilterMask();
if (iGeomFilter&PROJECTOR_AFFECTS_STATICMESHES)
{
// standard geometry
targetGiCollection.Clear();
wmGiList.GetTaggedEntriesOfType(targetGiCollection,STATIC_GEOMETRY_TYPE_MESHINSTANCE);
if (targetGiCollection.GetNumEntries())
{
// render the static geometry instances using lightmapped or non-lightmapped shader
VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_MESHINSTANCE);
Vision::RenderLoopHelper.RenderStaticGeometryWithShader(targetGiCollection, *pShader);
}
}
if (iGeomFilter&PROJECTOR_AFFECTS_TERRAIN)
{
// terrain geometry (different shader)
targetGiCollection.Clear();
wmGiList.GetTaggedEntriesOfType(targetGiCollection,STATIC_GEOMETRY_TYPE_TERRAIN);
if (targetGiCollection.GetNumEntries()>0)
{
// render the static geometry instances using lightmapped or non-lightmapped shader
VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_TERRAIN);
if (pShader)
Vision::RenderLoopHelper.RenderStaticGeometryWithShader(targetGiCollection, *pShader);
}
}
// entities
if (iGeomFilter&PROJECTOR_AFFECTS_ENTITIES)
{
const VisEntityCollection_cl *pVisibleEntities = pVisCollector->GetVisibleEntities();
const unsigned int iInfluenceMask = pProjWallmark->GetInfluenceBitmask();
m_TempEntityCollection.Clear();
const int iEntCount = pVisibleEntities->GetNumEntries();
for (int j=0;j<iEntCount;j++)
{
VisBaseEntity_cl *pEntity = pVisibleEntities->GetEntry(j);
if (pEntity==NULL || (pEntity->GetVisibleBitmask()&iInfluenceMask)==0)
continue;
const hkvAlignedBBox &entityBox(*pEntity->GetCurrentVisBoundingBoxPtr());
if (!entityBox.overlaps(bbox))
continue;
m_TempEntityCollection.AppendEntry(pEntity);
}
if (m_TempEntityCollection.GetNumEntries()>0)
{
VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_MESHINSTANCE); // we can use this shader - VS skinning is used implicitly
Vision::RenderLoopHelper.RenderEntitiesWithShader(m_TempEntityCollection, *pShader);
}
}
//.........这里部分代码省略.........
开发者ID:Alagong,项目名称:projectanarchy,代码行数:101,代码来源:VWallmarkManager.cpp
示例16: RenderAllVisibleCoronas
void VCoronaManager::RenderAllVisibleCoronas()
{
#ifdef SUPPORTS_CORONAS
VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
// Determine relevant render context and visibility collector
IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
if (!pVisCollector)
return;
VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext();
if (pOQContext != NULL)
pContext = pOQContext;
if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0)
return;
if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0)
return;
INSERT_PERF_MARKER_SCOPE("VCoronaManager::RenderAllVisibleCoronas");
VISION_PROFILE_FUNCTION(PROFILING_CORONA_RENDER);
// Force for the queries to finish so they are available in this frame.
if (m_bTeleportedLastFrame && m_bForceQueryOnTeleport)
{
UpdateCoronas(VCUF_UPDATE | VCUF_FORCE_FETCH | VCUF_USE_OC_CONTEXT);
}
// Ensure size of corona state structure.
int iContextIndex = pContext->GetNumber();
if (iContextIndex + 1 > m_State.GetSize())
m_State.SetSize(iContextIndex + 1, -1);
VCoronaRenderContextState& state = m_State[iContextIndex];
int iCapacity = m_Instances.GetCapacity();
state.EnsureSize(iCapacity);
const int iCoronasToRender = state.m_Candidates.GetSize();
// Sort candidates by texture?
VTextureObject* pTexture = NULL;
// Render all corona components
Vision::RenderLoopHelper.BeginMeshRendering();
Vision::RenderLoopHelper.AddMeshStreams(m_spBillboardMesh,VERTEX_STREAM_POSITION);
for (int i=0; i < iCoronasToRender; ++i)
{
VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i);
if (coronaCandidate.m_fCurrentVisibility > 0.0f)
{
RenderCorona (coronaCandidate, pTexture);
}
}
Vision::RenderLoopHelper.EndMeshRendering();
m_bTeleportedLastFrame = (pContext->GetCamera()->GetLastTeleported() >= pContext->GetLastRenderedFrame());
#endif
}
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:61,代码来源:VCoronaManager.cpp
示例17: vLightPos
void VCoronaManager::RenderCorona (VCoronaCandidate& coronaCandidate, VTextureObject*& pTexture)
{
#ifdef SUPPORTS_CORONAS
VCoronaComponent *pCorona = coronaCandidate.m_pCorona;
VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();
VisLightSource_cl* pLight = (VisLightSource_cl*)pCorona->GetOwner();
hkvVec3 vLightPos(hkvNoInitialization);
pLight->GetVirtualPosition(vLightPos, pContext);
hkvVec3 vEyePos(hkvNoInitialization);
pContext->GetCamera()->GetPosition(vEyePos);
hkvVec3 vDir = pContext->GetCamera()->GetDirection();
// Corona texture
VTextureObject *pTex = pCorona->GetCoronaTexture();
if (pTex == NULL)
return;
if (pTexture != pTex)
{
pTexture = pTex;
Vision::RenderLoopHelper.BindMeshTexture(pTexture,0);
}
// Get light color
VColorRef color = pLight->GetColor();
hkvVec3 vDist = vLightPos - vEyePos;
float fEyeDist = vDir.dot(vDist);
//determine if camera is in light cone if the light is directional
float fDirectionalDampening = 1.0f;
if ( pLight->GetType() == VIS_LIGHT_SPOTLIGHT && pCorona->GetOnlyVisibleInSpotLight() )
{
fDirectionalDampening = 0.0f;
float fConeAngle = pLight->GetProjectionAngle();
float fConeLength = pLight->GetRadius();
hkvVec3 fConeDirection = pLight->GetDirection();
fConeDirection.normalize();
hkvVec3 vLightEyeDist = vEyePos - vLightPos;
//#2 check if the camera is inside the angle of the cone
float cosinusAngle = (vLightEyeDist/vLightEyeDist.getLength()).dot(fConeDirection);
float fDegree = hkvMath::acosDeg(cosinusAngle);
float normRadius = fDegree / (fConeAngle/2.0f);
if (normRadius < 1.0f)
{
//hardcoded falloff. For better performance, we avoid sampling the projection texture here.
const float fEpsilon = 64.0f/256.0f;
const float fQuadFactor = 1.0f/fEpsilon - 1.0f;
fDirectionalDampening = 1.0f / (1.0f + fQuadFactor*normRadius*normRadius);
// scale the function so that the value is exactly 0.0 at the edge and 1.0 in the center
fDirectionalDampening = (fDirectionalDampening - fEpsilon) / (1.0f - fEpsilon);
}
}
// Fog params
float fFogDampening = 1.0f;
if (pLight->GetType() != VIS_LIGHT_DIRECTED && Vision::World.IsLinearDepthFogEnabled())
{
const VFogParameters &fog = Vision::World.GetFogParameters();
float fFogStart = fog.fDepthStart;
float fFogEnd = fog.fDepthEnd;
float fFogFactor = (fFogEnd > fFogStart) ? ((fEyeDist - fFogStart) / (fFogEnd - fFogStart)) : 0.f;
fFogDampening = 1.0f - hkvMath::clamp(fFogFactor, 0.0f, 1.0f);
}
// Get corona rotation
float fRotation = 0.0f;
hkvVec4 vRotation(1.0f, 0.0f, 0.0f, 1.0f);
if (pCorona->CoronaFlags & VIS_CORONASCALE_ROTATING)
{
fRotation = hkvMath::mod (fEyeDist * 0.5f, 360.f);
vRotation.x = hkvMath::cosDeg (fRotation);
vRotation.y = -hkvMath::sinDeg (fRotation);
vRotation.z = -vRotation.y;
vRotation.w = vRotation.x;
}
// Texture dimensions
int iSizeX, iSizeY, depth;
pTex->GetTextureDimensions(iSizeX, iSizeY, depth);
hkvVec4 vScale(0.0f, 0.0f, 0.0f, 0.0f);
int iMainWidth, iMainHeight, iWidth, iHeight;
pContext->GetSize(iWidth, iHeight);
VisRenderContext_cl::GetMainRenderContext()->GetSize(iMainWidth, iMainHeight);
// Preserve texture aspect ratio
int iTexHeight = pTex->GetTextureHeight();
int iTexWidth = pTex->GetTextureWidth();
// Perspective scaling
// This scaling ensures roughly the same size on 720p as the old implementation.
vScale.z = iTexWidth * pCorona->CoronaScaling * 0.25f;
vScale.w = iTexHeight * pCorona->CoronaScaling * 0.25f;
//.........这里部分代码省略.........
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:101,代码来源:VCoronaManager.cpp
示例18: VASSERT_MSG
//.........这里部分代码省略.........
if (!bUsesOffscreenRenderTarget)
iCopyPPIndex = -1;
if(bNeedsManualCopyToTarget)
{
if (pCopyPostProcessorType != NULL)
{
if(pSimpleCopy == NULL)
{
pSimpleCopy = (VPostProcessingBaseComponent*)pCopyPostProcessorType->CreateInstance();
VASSERT(pSimpleCopy != NULL);
AddComponent(pSimpleCopy);
}
postProcessors[iNumPostProcessors] = pSimpleCopy;
iNumPostProcessors++;
}
}
else if(pSimpleCopy != NULL)
{
// Remove existing copy PP if not needed
RemoveComponent(pSimpleCopy);
}
m_assignedContexts.EnsureCapacity(iNumPostProcessors);
// Create a target context for each post processor
for(iPostProcessorIndex = 0; iPostProcessorIndex < iNumPostProcessors; iPostProcessorIndex++)
{
VPostProcessingBaseComponent* pPostProcessor = postProcessors[iPostProcessorIndex];
pPostProcessor->m_iTargetIndex = iPostProcessorIndex;
const VisRenderContext_cl* pFinalTargetContext = GetFinalTargetContext();
bool bRenderIntoFinalTargetContext = (iPostProcessorIndex >= iCopyPPIndex);
int iPosX, iPosY, iWidth, iHeight;
float zMin, zMax;
if(bRenderIntoFinalTargetContext)
{
pFinalTargetContext->GetViewport(iPosX, iPosY, iWidth, iHeight, zMin, zMax);
}
else
{
GetReferenceContext()->GetViewport(iPosX, iPosY, iWidth, iHeight, zMin, zMax);
}
VisRenderContext_cl* pContext = new VisRenderContext_cl(pFinalTargetContext->GetCamera(), 90.0f, 90.0f, iWidth, iHeight, 0.0f, 0.0f, pFinalTargetContext->GetRenderFlags());
pContext->SetRenderFilterMask(pFinalTargetContext->GetRenderFilterMask());
pContext->SetViewport(iPosX, iPosY, iWidth, iHeight, zMin, zMax);
pContext->SetViewProperties(pFinalTargetContext->GetViewProperties());
pContext->SetName(pPostProcessor->GetTypeId()->m_lpszClassName);
pContext->SetVisibilityCollector(pFinalTargetContext->GetVisibilityCollector(), false);
pContext->SetPriority(pPostProcessor->GetPriority());
pContext->SetUserData(pPostProcessor);
pContext->SetRenderLoop(new PostProcessRenderLoop_cl(pPostProcessor));
if(bRenderIntoFinalTargetContext)
{
pContext->SetRenderAndDepthStencilTargets(pFinalTargetContext);
if (bUsesOffscreenRenderTarget)
{
开发者ID:Arpit007,项目名称:projectanarchy,代码行数:67,代码来源:VRendererNodeCommon.cpp
示例19: VISION_PROFILE_FUNCTION
void VFmodManager::RunTick(float fTimeDelta)
{
VISION_PROFILE_FUNCTION(PROFILING_FMOD_OVERALL);
if (!IsInitialized())
{
if (!IsOutputDevicePresent())
InitDevice();
return;
}
// profiling scope
{
VISION_PROFILE_FUNCTION(PROFILING_FMOD_PUREUPDATE);
VASSERT(m_pEventSystem!=NULL);
// update Fmod listener attributes
VisObject3D_cl *pListener = m_pListenerObject;
if (pListener == NULL)
{
// The listener is the main camera. Check for teleportation since the last Fmod update, in
// which case we won't use the position difference to calculate the listener speed.
VisContextCamera_cl* pCamera = Vision::Cam
|
请发表评论