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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5PlanarReflectionEffect.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, GlobalEffect, PlanarReflectionEffect);
WM5_IMPLEMENT_STREAM(PlanarReflectionEffect);
WM5_IMPLEMENT_FACTORY(PlanarReflectionEffect);
//----------------------------------------------------------------------------
PlanarReflectionEffect::PlanarReflectionEffect (int numPlanes)
:
mNumPlanes(numPlanes)
{
mPlanes = new1<TriMeshPtr>(mNumPlanes);
mReflectances = new1<float>(mNumPlanes);
mAlphaState = new0 AlphaState();
mDepthState = new0 DepthState();
mStencilState = new0 StencilState();
}
//----------------------------------------------------------------------------
PlanarReflectionEffect::~PlanarReflectionEffect ()
{
delete1(mPlanes);
delete1(mReflectances);
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::Draw (Renderer* renderer,
const VisibleSet& visibleSet)
{
// Save the current global state overrides for restoration later.
const DepthState* saveDState = renderer->GetOverrideDepthState();
const StencilState* saveSState = renderer->GetOverrideStencilState();
// Override the global state to support this effect.
renderer->SetOverrideDepthState(mDepthState);
renderer->SetOverrideStencilState(mStencilState);
// The depth range will be modified during drawing, so save the current
// depth range for restoration later.
float minDepth, maxDepth;
renderer->GetDepthRange(minDepth, maxDepth);
// Get the camera to store post-world transformations.
Camera* camera = renderer->GetCamera();
const int numVisible = visibleSet.GetNumVisible();
int i, j;
for (i = 0; i < mNumPlanes; ++i)
{
// Render the mirror into the stencil plane. All visible mirror
// pixels will have the stencil value of the mirror. Make sure that
// no pixels are written to the depth buffer or color buffer, but use
// depth buffer testing so that the stencil will not be written where
// the plane is behind something already in the depth buffer.
mStencilState->Enabled = true;
mStencilState->Compare = StencilState::CM_ALWAYS;
mStencilState->Reference = (unsigned int)(i + 1);
mStencilState->OnFail = StencilState::OT_KEEP; // irrelevant
mStencilState->OnZFail = StencilState::OT_KEEP; // invisible to 0
mStencilState->OnZPass = StencilState::OT_REPLACE; // visible to i+1
// Enable depth reads but disable depth writes.
mDepthState->Enabled = true;
mDepthState->Writable = false;
mDepthState->Compare = DepthState::CM_LEQUAL;
// Disable color writes.
renderer->SetColorMask(false, false, false, false);
renderer->Draw(mPlanes[i]);
// Enable color writes.
renderer->SetColorMask(true, true, true, true);
// Render the mirror plane again by only processing pixels where the
// stencil buffer contains the reference value. This time there are
// no changes to the stencil buffer and the depth buffer value is
// reset to the far clipping plane. This is done by setting the range
// of depth values in the viewport volume to be [1,1]. Since the
// mirror plane cannot also be semi-transparent, we do not care what
// is behind the mirror plane in the depth buffer. We need to move
// the depth buffer values back where the mirror plane will be
// rendered so that when the reflected object is rendered, it can be
// depth buffered correctly. Note that the rendering of the reflected
// object will cause depth value to be written, which will appear to
// be behind the mirror plane. Enable writes to the color buffer.
// Later when we want to render the reflecting plane and have it blend
// with the background, which should contain the reflected caster, we
// want to use the same blending function so that the pixels where the
// reflected object was not rendered will contain the reflecting plane
// colors. In that case, the blending result will have the reflecting
// plane appear to be opaque when in reality it was blended with
// blending coefficients adding to one.
mStencilState->Enabled = true;
mStencilState->Compare = StencilState::CM_EQUAL;
mStencilState->Reference = (unsigned int)(i + 1);
mStencilState->OnFail = StencilState::OT_KEEP;
mStencilState->OnZFail = StencilState::OT_KEEP;
mStencilState->OnZPass = StencilState::OT_KEEP;
// Set the depth buffer to "infinity" at those pixels for which the
// stencil buffer is the reference value i+1.
renderer->SetDepthRange(1.0f, 1.0f);
mDepthState->Enabled = true;
mDepthState->Writable = true;
mDepthState->Compare = DepthState::CM_ALWAYS;
renderer->Draw(mPlanes[i]);
// Restore the depth range and depth testing function.
mDepthState->Compare = DepthState::CM_LEQUAL;
renderer->SetDepthRange(minDepth, maxDepth);
// Compute the equation for the mirror plane in model coordinates
// and get the reflection matrix in world coordinates.
HMatrix reflection;
HPlane modelPlane;
GetReflectionMatrixAndModelPlane(i, reflection, modelPlane);
// TODO: Add clip plane support to the renderer.
// Enable a clip plane so that only objects above the mirror plane
// are reflected. This occurs before SetTransformation because it
// needs the current geometric pipeline matrices to compute the clip
// plane in the correct coordinate system.
//pkRenderer->EnableUserClipPlane(0,kPlane);
// This temporarily modifies the world matrix to apply the reflection
// after the model-to-world transformation.
camera->SetPreViewMatrix(reflection);
// Reverse the cull direction. Allow for models that are not
// necessarily set up with front or back face culling.
renderer->SetReverseCullOrder(true);
// Render the reflected object. Only render where the stencil buffer
// contains the reference value.
for (j = 0; j < numVisible; ++j)
{
renderer->Draw((const Visual*)visibleSet.GetVisible(j));
}
renderer->SetReverseCullOrder(false);
camera->SetPreViewMatrix(HMatrix::IDENTITY);
// TODO: Add clip plane support to the renderer.
//pkRenderer->DisableUserClipPlane(0);
// We are about to render the reflecting plane again. Reset to the
// global state for the reflecting plane. We want to blend the
// reflecting plane with what is already in the color buffer,
// particularly either the image of the reflected caster or the
// reflecting plane. All we want for the reflecting plane at this
// stage is to force the alpha channel to always be the reflectance
// value for the reflecting plane. Render the reflecting plane
// wherever the stencil buffer is set to the reference value. This
// time clear the stencil buffer reference value where it is set.
// Perform the normal depth buffer testing and writes. Allow the
// color buffer to be written to, but this time blend the reflecting
// plane with the values in the color buffer based on the reflectance
// value. Note that where the stencil buffer is set, the color buffer
// has either color values from the reflecting plane or the reflected
// object. Blending will use src=1-alpha (reflecting plane) and
// dest=alpha background (reflecting plane or reflected object).
const AlphaState* saveAState = renderer->GetOverrideAlphaState();
renderer->SetOverrideAlphaState(mAlphaState);
mAlphaState->BlendEnabled = true;
mAlphaState->SrcBlend = AlphaState::SBM_ONE_MINUS_CONSTANT_ALPHA;
mAlphaState->DstBlend = AlphaState::DBM_CONSTANT_ALPHA;
mAlphaState->ConstantColor = Float4(0.0f, 0.0f, 0.0f,
mReflectances[i]);
mStencilState->Compare = StencilState::CM_EQUAL;
mStencilState->Reference = (unsigned int)(i + 1);
mStencilState->OnFail = StencilState::OT_KEEP;
mStencilState->OnZFail = StencilState::OT_KEEP;
mStencilState->OnZPass = StencilState::OT_INVERT;
renderer->Draw(mPlanes[i]);
renderer->SetOverrideAlphaState(saveAState);
}
// Restore the global state that existed before this function call.
renderer->SetOverrideStencilState(saveSState);
renderer->SetOverrideDepthState(saveDState);
// Render the objects as usual, this time drawing only the potentially
// visible objects.
for (j = 0; j < numVisible; ++j)
{
renderer->Draw((const Visual*)visibleSet.GetVisible(j));
}
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::GetReflectionMatrixAndModelPlane (int i,
HMatrix& reflection, HPlane& modelPlane)
{
// Compute the equation for the mirror plane in world coordinates.
APoint vertex[3];
mPlanes[i]->GetWorldTriangle(0, vertex);
HPlane worldPlane(vertex[0], vertex[1], vertex[2]);
// Compute the reflection matrix.
reflection.MakeReflection(vertex[0], worldPlane.GetNormal());
mPlanes[i]->GetModelTriangle(0, vertex);
modelPlane = HPlane(vertex[0], vertex[1], vertex[2]);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Name support.
//----------------------------------------------------------------------------
Object* PlanarReflectionEffect::GetObjectByName (const std::string& name)
{
Object* found = GlobalEffect::GetObjectByName(name);
if (found)
{
return found;
}
for (int i = 0; i < mNumPlanes; ++i)
{
WM5_GET_OBJECT_BY_NAME(mPlanes[i], name, found);
}
return 0;
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::GetAllObjectsByName (const std::string& name,
std::vector<Object*>& objects)
{
GlobalEffect::GetAllObjectsByName(name, objects);
for (int i = 0; i < mNumPlanes; ++i)
{
WM5_GET_ALL_OBJECTS_BY_NAME(mPlanes[i], name, objects);
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
PlanarReflectionEffect::PlanarReflectionEffect (LoadConstructor value)
:
GlobalEffect(value),
mNumPlanes(0),
mPlanes(0),
mReflectances(0)
{
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
GlobalEffect::Load(source);
source.ReadRR(mNumPlanes, mReflectances);
source.ReadPointerVR(mNumPlanes, mPlanes);
WM5_END_DEBUG_STREAM_LOAD(PlanarReflectionEffect, source);
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::Link (InStream& source)
{
GlobalEffect::Link(source);
source.ResolveLink(mNumPlanes, mPlanes);
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::PostLink ()
{
GlobalEffect::PostLink();
mAlphaState = new0 AlphaState();
mDepthState = new0 DepthState();
mStencilState = new0 StencilState();
}
//----------------------------------------------------------------------------
bool PlanarReflectionEffect::Register (OutStream& target) const
{
if (GlobalEffect::Register(target))
{
target.Register(mNumPlanes, mPlanes);
return true;
}
return false;
}
//----------------------------------------------------------------------------
void PlanarReflectionEffect::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
GlobalEffect::Save(target);
target.WriteW(mNumPlanes, mReflectances);
target.WritePointerN(mNumPlanes, mPlanes);
WM5_END_DEBUG_STREAM_SAVE(PlanarReflectionEffect, target);
}
//----------------------------------------------------------------------------
int PlanarReflectionEffect::GetStreamingSize () const
{
int size = GlobalEffect::GetStreamingSize();
size += sizeof(mNumPlanes);
size += mNumPlanes*sizeof(mReflectances[0]);
size += mNumPlanes*WM5_POINTERSIZE(mPlanes[0]);
return size;
}
//----------------------------------------------------------------------------
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