1 | #include "OgreCubeMapRenderingRun.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 | OgreCubeMapRenderingRun::OgreCubeMapRenderingRun(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 | bool renderSelf,
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17 | bool renderEnvironment,
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18 | String selfMaterial,
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19 | String environmentMaterial)
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20 | :CubeMapRenderingRun(startFrame, updateInterval, resolution, useDistCalc, useFaceAngleCalc, distTolerance, angleTolerance, updateAllFace, renderSelf, renderEnvironment)
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21 | , OgreRenderingRun(startFrame, updateInterval)
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22 | , RenderingRun(startFrame, updateInterval)
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23 |
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24 | {
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25 | this->sharedRuns = sharedRuns;
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26 | this->name = name;
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27 | this->selfMaterial = selfMaterial;
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28 | this->environmentMaterial = environmentMaterial;
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29 |
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30 | if(environmentMaterial == "")
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31 | useEnvMaterial = false;
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32 | else
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33 | useEnvMaterial = true;
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34 |
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35 | if(selfMaterial == "")
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36 | useSelfMaterial = false;
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37 | else
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38 | useSelfMaterial = true;
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39 |
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40 |
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41 | createCubeMap();
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42 | }
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43 |
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44 | void OgreCubeMapRenderingRun::createCubeMap()
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45 | {
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46 | cubemapTexture = createCubeRenderTexture(name,
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47 | sharedRuns->getRootPosition(),
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48 | resolution,
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49 | PF_FLOAT16_RGBA,
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50 | //PF_R8G8B8A8,
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51 | 0);
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52 | }
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53 |
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54 | void OgreCubeMapRenderingRun::updateCubeFace(int facenum)
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55 | {
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56 | OgreSharedRuns* root = (OgreSharedRuns*) sharedRuns->getRoot(ILLUMRUN_COLOR_CUBEMAP);
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57 | SceneManager* sm = Ogre::Root::getSingleton()._getCurrentSceneManager();
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58 | RenderQueue* rq = sm->getRenderQueue();
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59 |
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60 | RenderTarget* rt = cubemapTexture->getBuffer(facenum, 0).getPointer()->getRenderTarget();
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61 | Camera* cam = rt->getViewport(0)->getCamera();
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62 | Vector3 center = sharedRuns->getRootPosition(ILLUMRUN_COLOR_CUBEMAP);
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63 | cam->setPosition(center);
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64 |
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65 | bool renderAllwithOwnColor = false;
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66 |
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67 | if(renderSelf && renderEnvironment && !useSelfMaterial && !useEnvMaterial)
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68 | renderAllwithOwnColor = true;
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69 |
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70 | if(!renderAllwithOwnColor)
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71 | {
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72 | root->hide();
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73 |
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74 | if(renderEnvironment)
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75 | {
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76 | if(useEnvMaterial)
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77 | {
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78 | setMaterialForVisibles(environmentMaterial, cam);
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79 | sm->_queueSkiesForRendering(cam);
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80 | }
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81 | else
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82 | {
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83 | sm->_findVisibleObjects(cam, false);
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84 | sm->_queueSkiesForRendering(cam);
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85 | sm->setFindVisibleObjects(false);
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86 | }
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87 | }
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88 | else
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89 | {
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90 | rq->clear();
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91 | sm->setFindVisibleObjects(false);
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92 | }
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93 |
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94 | if(renderSelf)
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95 | {
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96 | sharedRuns->getRoot(ILLUMRUN_COLOR_CUBEMAP)->restoreVisibility();
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97 | if(useSelfMaterial)
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98 | root->setMaterial(selfMaterial);
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99 | root->addRenderablesToQueue(rq);
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100 | }
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101 | }
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102 |
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103 |
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104 |
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105 | rt->update();
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106 |
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107 | //rt->writeContentsToFile("cubbe" + StringConverter::toString(facenum) + ".dds");
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108 |
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109 | if(!renderAllwithOwnColor)
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110 | {
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111 | if(renderEnvironment && useEnvMaterial)
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112 | restoreMaterials();
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113 | else
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114 | sm->setFindVisibleObjects(true);
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115 |
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116 | if(!renderSelf)
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117 | root->restoreVisibility();
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118 | else if(useSelfMaterial)
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119 | root->restoreMaterial();
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120 | }
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121 | }
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122 |
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123 | bool OgreCubeMapRenderingRun::faceNeedsUpdate(int facenum)
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124 | {
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125 | if(useDistCalc || useFaceAngleCalc)
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126 | {
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127 | float chance1 = 1.0;
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128 | float chance2 = 1.0;
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129 |
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130 | Camera* mainCamera = OgreIlluminationManager::getSingleton().getMainCamera();
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131 |
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132 | if(useDistCalc)
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133 | {
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134 | Vector3 cubemapPosition = sharedRuns->getRootPosition(ILLUMRUN_COLOR_CUBEMAP);
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135 | float objradius = sharedRuns->getRootBoundingSphere(ILLUMRUN_COLOR_CUBEMAP).getRadius();
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136 | float fov = mainCamera->getFOVy().valueRadians() / 2.0;
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137 | float dist = (cubemapPosition - mainCamera->getPosition()).length();
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138 | float vangle = Math::ASin( objradius / dist).valueRadians();
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139 | float angleratio = vangle / fov;
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140 | chance1 = Math::Pow(angleratio, 1.0 / distTolerance);
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141 | }
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142 |
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143 | if(useFaceAngleCalc)
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144 | {
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145 | Vector3 faceDir = getCubeMapFaceDirection(facenum);
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146 | Vector3 cameraDir = mainCamera->getDirection();
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147 | float angle = faceDir.dotProduct(-1 * cameraDir);
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148 | float facingforward = (angle + 1) / 2.0;
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149 | chance2 = Math::Pow(facingforward, 1.0 / angleTolerance);
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150 | }
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151 |
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152 | float dice = Math::UnitRandom();
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153 | float chance = chance1 * chance2;
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154 |
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155 | if(dice < chance)
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156 | {
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157 | return true;
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158 | }
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159 | else
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160 | {
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161 | return false;
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162 | }
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163 | }
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164 |
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165 | return true;
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166 | }
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