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synced 2025-12-09 01:07:43 +00:00
Refactors to support fog volume rendering
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@@ -91,49 +91,51 @@ void ViewManager::TestGameView::resized(const boo::SWindowRect& root, const boo:
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void ViewManager::TestGameView::draw(boo::IGraphicsCommandQueue *gfxQ)
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{
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gfxQ->clearTarget(false, true);
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gfxQ->clearTarget(true, true);
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//g_GameState->GetWorldTransitionManager()->Update(1.f / 60.f);
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//g_GameState->GetWorldTransitionManager()->Draw();
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if (m_vm.m_modelTest.IsLoaded())
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{
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#if 0
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#if 1
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CModelFlags flags;
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flags.m_extendedShaderIdx = 0;
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flags.m_extendedShader = EExtendedShader::Flat;
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//flags.m_extendedShaderIdx = 2;
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//if (std::fmod(m_theta, M_PIF) < M_PIF / 2.f)
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// flags.m_extendedShaderIdx = 1;
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m_theta += 0.01f;
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CGraphics::SetModelMatrix(zeus::CTransform::RotateZ(m_theta));
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g_Renderer->SetWorldViewpoint(zeus::lookAt(zeus::CVector3f{0.f, -10.f, 7.f},
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g_Renderer->SetWorldViewpoint(zeus::lookAt(zeus::CVector3f{0.f, -20.f, 7.f},
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{0.f, 0.f, 3.f}));
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boo::SWindowRect windowRect = m_vm.m_mainWindow->getWindowFrame();
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float aspect = windowRect.size[0] / float(windowRect.size[1]);
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CGraphics::SetPerspective(55.0, aspect, 0.1f, 1000.f);
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CGraphics::SetPerspective(55.0, aspect, 0.2f, 750.f);
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//CGraphics::SetFog(ERglFogMode::PerspExp, 7.f, 15.f, zeus::CColor::skRed);
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//CGraphics::SetFog(ERglFogMode::PerspExp, 10.f + std::sin(m_theta) * 5.f, 15.f + std::sin(m_theta) * 5.f, zeus::CColor::skRed);
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zeus::CFrustum frustum;
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frustum.updatePlanes(CGraphics::g_GXModelView, zeus::SProjPersp(55.0, aspect, 0.1f, 1000.f));
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frustum.updatePlanes(CGraphics::g_GXModelView, zeus::SProjPersp(55.0, aspect, 0.2f, 750.f));
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g_Renderer->SetClippingPlanes(frustum);
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std::vector<CLight> lights = {CLight::BuildLocalAmbient({}, {0.05f, 0.05f, 0.05f, 1.f}),
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CLight::BuildCustom({5.f, -20.f, 10.f}, {0.f, 1.f, 0.f},
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{200.f, 200.f, 200.f}, 0.f, 0.f, 1.f, 1.f, 0.f, 0.f)};
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//lights = {CLight::BuildLocalAmbient({}, {1.0f, 0.0f, 0.0f, 1.f})};
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lights = {CLight::BuildLocalAmbient({}, {0.5f, 0.5f, 0.5f, 1.f})};
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m_vm.m_modelTest->GetInstance().ActivateLights(lights);
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//g_Renderer->SetThermal(true, 1.f, zeus::CColor::skWhite);
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//g_Renderer->SetThermalColdScale(std::sin(m_theta) * 0.5f + 0.5f);
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//g_Renderer->DoThermalBlendCold();
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//flags.m_extendedShaderIdx = 2;
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flags.m_extendedShaderIdx = 1;
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m_widescreen.draw(zeus::CColor::skBlack, std::sin(m_theta * 3.f) / 2.f + 0.5f);
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//flags.m_extendedShader = EExtendedShader::Lighting;
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//m_widescreen.draw(zeus::CColor::skBlack, std::sin(m_theta * 3.f) / 2.f + 0.5f);
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m_vm.m_modelTest->Draw(flags);
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g_Renderer->ReallyRenderFogVolume(zeus::CColor::skRed, m_vm.m_modelTest->GetAABB(),
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nullptr, nullptr);
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//m_xrayBlur.draw(25.f);
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m_camBlur.draw((std::sin(m_theta * 3.f) / 2.f + 0.5f) * 3.f);
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//m_camBlur.draw((std::sin(m_theta * 3.f) / 2.f + 0.5f) * 3.f);
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//g_Renderer->DoThermalBlendHot();
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//m_spaceWarpFilter.setStrength(std::sin(m_theta * 5.f) * 0.5f + 0.5f);
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//m_spaceWarpFilter.draw(zeus::CVector2f{0.f, 0.f});
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@@ -176,7 +178,7 @@ void ViewManager::TestGameView::draw(boo::IGraphicsCommandQueue *gfxQ)
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m_vm.m_moviePlayer->DrawFrame();
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}
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m_vm.m_projManager.mainDraw();
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//m_vm.m_projManager.mainDraw();
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++m_frame;
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}
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@@ -404,10 +406,13 @@ bool ViewManager::proc()
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if (m_rootSpaceView && m_editorFrames <= 30)
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m_rootSpaceView->setMultiplyColor(zeus::CColor::lerp({1,1,1,0}, {1,1,1,1}, m_editorFrames / 30.0));
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m_projManager.mainUpdate();
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//m_projManager.mainUpdate();
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if (g_Renderer)
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g_Renderer->BeginScene();
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m_rootView->draw(gfxQ);
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CGraphics::EndScene();
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if (g_Renderer)
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g_Renderer->EndScene();
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gfxQ->execute();
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m_projManager.asyncIdle();
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m_mainWindow->waitForRetrace(m_voiceEngine.get());
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