public static MatrixVectorMultiply ( float mtx, float vec ) : float[] | ||
mtx | float | |
vec | float | |
return | float[] |
static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c) { var corners = new float2[8]; for (var i = 0; i < 8; i++) { var vec = new float[] { bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1 }; var screen = Util.MatrixVectorMultiply(transform, vec); corners[i] = pxPos + new float2(screen[0], screen[1]); } Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[1], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[3], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[2], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[0], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[4], corners[5], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[5], corners[7], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[7], corners[6], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[6], corners[4], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[4], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[5], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[6], c, c); Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[7], c, c); }
public static float[] MatrixAABBMultiply(float[] mtx, float[] bounds) { // Corner offsets var ix = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 }; var iy = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 }; var iz = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 }; // Vectors to opposing corner var ret = new float[] { float.MaxValue, float.MaxValue, float.MaxValue, float.MinValue, float.MinValue, float.MinValue }; // Transform vectors and find new bounding box for (var i = 0; i < 8; i++) { var vec = new float[] { bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1 }; var tvec = Util.MatrixVectorMultiply(mtx, vec); ret[0] = Math.Min(ret[0], tvec[0] / tvec[3]); ret[1] = Math.Min(ret[1], tvec[1] / tvec[3]); ret[2] = Math.Min(ret[2], tvec[2] / tvec[3]); ret[3] = Math.Max(ret[3], tvec[0] / tvec[3]); ret[4] = Math.Max(ret[4], tvec[1] / tvec[3]); ret[5] = Math.Max(ret[5], tvec[2] / tvec[3]); } return(ret); }
static float[] ExtractRotationVector(float[] mtx) { var tVec = Util.MatrixVectorMultiply(mtx, ZVector); var tOrigin = Util.MatrixVectorMultiply(mtx, ZeroVector); tVec[0] -= tOrigin[0] * tVec[3] / tOrigin[3]; tVec[1] -= tOrigin[1] * tVec[3] / tOrigin[3]; tVec[2] -= tOrigin[2] * tVec[3] / tOrigin[3]; // Renormalize var w = (float)Math.Sqrt(tVec[0] * tVec[0] + tVec[1] * tVec[1] + tVec[2] * tVec[2]); tVec[0] /= w; tVec[1] /= w; tVec[2] /= w; tVec[3] = 1f; return(tVec); }
public ModelRenderProxy RenderAsync( WorldRenderer wr, IEnumerable <ModelAnimation> models, WRot camera, float scale, float[] groundNormal, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor, PaletteReference color, PaletteReference normals, PaletteReference shadowPalette) { if (!isInFrame) { throw new InvalidOperationException("BeginFrame has not been called. You cannot render until a frame has been started."); } // Correct for inverted y-axis var scaleTransform = Util.ScaleMatrix(scale, scale, scale); // Correct for bogus light source definition var lightYaw = Util.MakeFloatMatrix(new WRot(WAngle.Zero, WAngle.Zero, -lightSource.Yaw).AsMatrix()); var lightPitch = Util.MakeFloatMatrix(new WRot(WAngle.Zero, -lightSource.Pitch, WAngle.Zero).AsMatrix()); var shadowTransform = Util.MatrixMultiply(lightPitch, lightYaw); var invShadowTransform = Util.MatrixInverse(shadowTransform); var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix()); var invCameraTransform = Util.MatrixInverse(cameraTransform); if (invCameraTransform == null) { throw new InvalidOperationException("Failed to invert the cameraTransform matrix during RenderAsync."); } // Sprite rectangle var tl = new float2(float.MaxValue, float.MaxValue); var br = new float2(float.MinValue, float.MinValue); // Shadow sprite rectangle var stl = new float2(float.MaxValue, float.MaxValue); var sbr = new float2(float.MinValue, float.MinValue); foreach (var m in models) { // Convert screen offset back to world coords var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc())); var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]); var worldTransform = m.RotationFunc().Aggregate(Util.IdentityMatrix(), (x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x)); worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform); worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform); var bounds = m.Model.Bounds(m.FrameFunc()); var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds); var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds); var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds); // Aggregate bounds rects tl = float2.Min(tl, new float2(screenBounds[0], screenBounds[1])); br = float2.Max(br, new float2(screenBounds[3], screenBounds[4])); stl = float2.Min(stl, new float2(shadowBounds[0], shadowBounds[1])); sbr = float2.Max(sbr, new float2(shadowBounds[3], shadowBounds[4])); } // Inflate rects to ensure rendering is within bounds tl -= SpritePadding; br += SpritePadding; stl -= SpritePadding; sbr += SpritePadding; // Corners of the shadow quad, in shadow-space var corners = new float[][] { new[] { stl.X, stl.Y, 0, 1 }, new[] { sbr.X, sbr.Y, 0, 1 }, new[] { sbr.X, stl.Y, 0, 1 }, new[] { stl.X, sbr.Y, 0, 1 } }; var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform); var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal); var screenCorners = new float3[4]; for (var j = 0; j < 4; j++) { // Project to ground plane corners[j][2] = -(corners[j][1] * shadowGroundNormal[1] / shadowGroundNormal[2] + corners[j][0] * shadowGroundNormal[0] / shadowGroundNormal[2]); // Rotate to camera-space corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]); screenCorners[j] = new float3(corners[j][0], corners[j][1], 0); } // Shadows are rendered at twice the resolution to reduce artifacts Size spriteSize, shadowSpriteSize; int2 spriteOffset, shadowSpriteOffset; CalculateSpriteGeometry(tl, br, 1, out spriteSize, out spriteOffset); CalculateSpriteGeometry(stl, sbr, 2, out shadowSpriteSize, out shadowSpriteOffset); if (sheetBuilderForFrame == null) { sheetBuilderForFrame = new SheetBuilder(SheetType.BGRA, AllocateSheet); } var sprite = sheetBuilderForFrame.Allocate(spriteSize, 0, spriteOffset); var shadowSprite = sheetBuilderForFrame.Allocate(shadowSpriteSize, 0, shadowSpriteOffset); var sb = sprite.Bounds; var ssb = shadowSprite.Bounds; var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2); var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2); var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0); var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0); var correctionTransform = Util.MatrixMultiply(translateMtx, FlipMtx); var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, ShadowScaleFlipMtx); doRender.Add(Pair.New <Sheet, Action>(sprite.Sheet, () => { foreach (var m in models) { // Convert screen offset to world offset var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc())); var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]); var rotations = m.RotationFunc().Aggregate(Util.IdentityMatrix(), (x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x)); var worldTransform = Util.MatrixMultiply(scaleTransform, rotations); worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform); var transform = Util.MatrixMultiply(cameraTransform, worldTransform); transform = Util.MatrixMultiply(correctionTransform, transform); var shadow = Util.MatrixMultiply(shadowTransform, worldTransform); shadow = Util.MatrixMultiply(shadowCorrectionTransform, shadow); var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(rotations), invShadowTransform); var frame = m.FrameFunc(); for (uint i = 0; i < m.Model.Sections; i++) { var rd = m.Model.RenderData(i); var t = m.Model.TransformationMatrix(i, frame); var it = Util.MatrixInverse(t); if (it == null) { throw new InvalidOperationException("Failed to invert the transformed matrix of frame {0} during RenderAsync.".F(i)); } // Transform light vector from shadow -> world -> limb coords var lightDirection = ExtractRotationVector(Util.MatrixMultiply(it, lightTransform)); Render(rd, wr.World.ModelCache, Util.MatrixMultiply(transform, t), lightDirection, lightAmbientColor, lightDiffuseColor, color.TextureMidIndex, normals.TextureMidIndex); // Disable shadow normals by forcing zero diffuse and identity ambient light if (m.ShowShadow) { Render(rd, wr.World.ModelCache, Util.MatrixMultiply(shadow, t), lightDirection, ShadowAmbient, ShadowDiffuse, shadowPalette.TextureMidIndex, normals.TextureMidIndex); } } } })); var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector); screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector); return(new ModelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1])); }
public VoxelRenderProxy RenderAsync(WorldRenderer wr, IEnumerable <VoxelAnimation> voxels, WRot camera, float scale, float[] groundNormal, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor, PaletteReference color, PaletteReference normals, PaletteReference shadowPalette) { // Correct for inverted y-axis var scaleTransform = Util.ScaleMatrix(scale, scale, scale); // Correct for bogus light source definition var lightYaw = Util.MakeFloatMatrix(new WRot(WAngle.Zero, WAngle.Zero, -lightSource.Yaw).AsMatrix()); var lightPitch = Util.MakeFloatMatrix(new WRot(WAngle.Zero, -lightSource.Pitch, WAngle.Zero).AsMatrix()); var shadowTransform = Util.MatrixMultiply(lightPitch, lightYaw); var invShadowTransform = Util.MatrixInverse(shadowTransform); var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix()); var invCameraTransform = Util.MatrixInverse(cameraTransform); // Sprite rectangle var tl = new float2(float.MaxValue, float.MaxValue); var br = new float2(float.MinValue, float.MinValue); // Shadow sprite rectangle var stl = new float2(float.MaxValue, float.MaxValue); var sbr = new float2(float.MinValue, float.MinValue); foreach (var v in voxels) { // Convert screen offset back to world coords var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc())); var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]); var worldTransform = v.RotationFunc().Aggregate(Util.IdentityMatrix(), (x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x)); worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform); worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform); var bounds = v.Voxel.Bounds(v.FrameFunc()); var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds); var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds); var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds); // Aggregate bounds rects tl = float2.Min(tl, new float2(screenBounds[0], screenBounds[1])); br = float2.Max(br, new float2(screenBounds[3], screenBounds[4])); stl = float2.Min(stl, new float2(shadowBounds[0], shadowBounds[1])); sbr = float2.Max(sbr, new float2(shadowBounds[3], shadowBounds[4])); } // Inflate rects to ensure rendering is within bounds tl -= spritePadding; br += spritePadding; stl -= spritePadding; sbr += spritePadding; // Corners of the shadow quad, in shadow-space var corners = new float[][] { new float[] { stl.X, stl.Y, 0, 1 }, new float[] { sbr.X, sbr.Y, 0, 1 }, new float[] { sbr.X, stl.Y, 0, 1 }, new float[] { stl.X, sbr.Y, 0, 1 } }; var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform); var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal); var screenCorners = new float2[4]; for (var j = 0; j < 4; j++) { // Project to ground plane corners[j][2] = -(corners[j][1] * shadowGroundNormal[1] / shadowGroundNormal[2] + corners[j][0] * shadowGroundNormal[0] / shadowGroundNormal[2]); // Rotate to camera-space corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]); screenCorners[j] = new float2(corners[j][0], corners[j][1]); } // Shadows are rendered at twice the resolution to reduce artefacts Size spriteSize, shadowSpriteSize; int2 spriteOffset, shadowSpriteOffset; CalculateSpriteGeometry(tl, br, 1, out spriteSize, out spriteOffset); CalculateSpriteGeometry(stl, sbr, 2, out shadowSpriteSize, out shadowSpriteOffset); var sprite = sheetBuilder.Allocate(spriteSize, spriteOffset); var shadowSprite = sheetBuilder.Allocate(shadowSpriteSize, shadowSpriteOffset); var sb = sprite.bounds; var ssb = shadowSprite.bounds; var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2); var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2); var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, Renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0); var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, Renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0); var correctionTransform = Util.MatrixMultiply(translateMtx, flipMtx); var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, shadowScaleFlipMtx); doRender.Add(Pair.New <Sheet, Action>(sprite.sheet, () => { foreach (var v in voxels) { // Convert screen offset to world offset var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc())); var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]); var rotations = v.RotationFunc().Aggregate(Util.IdentityMatrix(), (x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x)); var worldTransform = Util.MatrixMultiply(scaleTransform, rotations); worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform); var transform = Util.MatrixMultiply(cameraTransform, worldTransform); transform = Util.MatrixMultiply(correctionTransform, transform); var shadow = Util.MatrixMultiply(shadowTransform, worldTransform); shadow = Util.MatrixMultiply(shadowCorrectionTransform, shadow); var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(rotations), invShadowTransform); var frame = v.FrameFunc(); for (uint i = 0; i < v.Voxel.Limbs; i++) { var rd = v.Voxel.RenderData(i); var t = v.Voxel.TransformationMatrix(i, frame); // Transform light vector from shadow -> world -> limb coords var lightDirection = ExtractRotationVector(Util.MatrixMultiply(Util.MatrixInverse(t), lightTransform)); Render(rd, Util.MatrixMultiply(transform, t), lightDirection, lightAmbientColor, lightDiffuseColor, color.Index, normals.Index); // Disable shadow normals by forcing zero diffuse and identity ambient light Render(rd, Util.MatrixMultiply(shadow, t), lightDirection, shadowAmbient, shadowDiffuse, shadowPalette.Index, normals.Index); } } })); var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, zVector); screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector); return(new VoxelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1])); }