1 | #include "OgreColorCubeMapRenderingRun.h"
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2 | #include "OgreIlluminationManager.h"
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3 |
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4 |
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5 |
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6 | OgreColorCubeMapRenderingRun::OgreColorCubeMapRenderingRun(OgreSharedRuns* sharedRuns,
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7 | String name,
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8 | unsigned long startFrame,
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9 | unsigned long updateInterval,
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10 | unsigned int resolution,
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11 | bool useDistCalc,
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12 | bool useFaceAngleCalc,
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13 | float distTolerance,
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14 | float angleTolerance,
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15 | bool updateAllFace)
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16 | :ColorCubeMapRenderingRun(startFrame, updateInterval, resolution, useDistCalc, useFaceAngleCalc, distTolerance, angleTolerance, updateAllFace)
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17 | , OgreRenderingRun(startFrame, updateInterval)
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18 | , RenderingRun(startFrame, updateInterval)
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19 |
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20 | {
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21 | this->sharedRuns = sharedRuns;
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22 | this->name = name;
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23 |
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24 | createColorCubeMap();
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25 | }
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26 |
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27 | void OgreColorCubeMapRenderingRun::createColorCubeMap()
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28 | {
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29 | colorCubemapTexture = createCubeRenderTexture(name,
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30 | sharedRuns->getRootPosition(),
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31 | resolution,
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32 | PF_FLOAT16_RGBA,
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33 | //PF_R8G8B8A8,
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34 | 0);
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35 | }
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36 |
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37 | void OgreColorCubeMapRenderingRun::updateCubeFace(int facenum)
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38 | {
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39 | sharedRuns->getRoot(ILLUMRUN_COLOR_CUBEMAP)->hide();
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40 |
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41 | RenderTarget* rt = colorCubemapTexture->getBuffer(facenum, 0).getPointer()
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42 | ->getRenderTarget();
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43 |
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44 | Vector3 center = sharedRuns->getRootPosition(ILLUMRUN_COLOR_CUBEMAP);
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45 | rt->getViewport(0)->getCamera()->setPosition(center);
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46 | rt->update();
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47 |
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48 | //rt->writeContentsToFile("cubbe" + StringConverter::toString(facenum) + ".dds");
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49 |
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50 | sharedRuns->getRoot(ILLUMRUN_COLOR_CUBEMAP)->restoreVisibility();
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51 | }
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52 |
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53 | bool OgreColorCubeMapRenderingRun::faceNeedsUpdate(int facenum)
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54 | {
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55 | if(useDistCalc || useFaceAngleCalc)
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56 | {
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57 | float chance1 = 1.0;
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58 | float chance2 = 1.0;
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59 |
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60 | Camera* mainCamera = OgreIlluminationManager::getSingleton().getMainCamera();
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61 |
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62 | if(useDistCalc)
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63 | {
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64 | Vector3 cubemapPosition = sharedRuns->getRootPosition(ILLUMRUN_COLOR_CUBEMAP);
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65 | float objradius = sharedRuns->getRootBoundingSphere(ILLUMRUN_COLOR_CUBEMAP).getRadius();
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66 | float fov = mainCamera->getFOVy().valueRadians() / 2.0;
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67 | float dist = (cubemapPosition - mainCamera->getPosition()).length();
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68 | float vangle = Math::ASin( objradius / dist).valueRadians();
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69 | float angleratio = vangle / fov;
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70 | chance1 = Math::Pow(angleratio, 1.0 / distTolerance);
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71 | }
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72 |
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73 | if(useFaceAngleCalc)
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74 | {
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75 | Vector3 faceDir = getCubeMapFaceDirection(facenum);
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76 | Vector3 cameraDir = mainCamera->getDirection();
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77 | float angle = faceDir.dotProduct(-1 * cameraDir);
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78 | float facingforward = (angle + 1) / 2.0;
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79 | chance2 = Math::Pow(facingforward, 1.0 / angleTolerance);
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80 | }
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81 |
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82 | float dice = Math::UnitRandom();
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83 | float chance = chance1 * chance2;
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84 |
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85 | if(dice < chance)
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86 | {
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87 | return true;
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88 | }
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89 | else
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90 | {
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91 | return false;
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92 | }
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93 | }
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94 |
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95 | return true;
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96 | }
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