/** * This computes the "C" value in the geomipmapping paper. See section "2.3.1.2 Pre-calculating d" * * @param cam * @param pixelLimit * @return */ private float getCameraConstant(Camera cam, float pixelLimit) { float n = cam.getFrustumNear(); float t = FastMath.abs(cam.getFrustumTop()); float A = n / t; float v_res = cam.getHeight(); float T = (2f * pixelLimit) / v_res; return A / T; }
public void postQueue(RenderQueue rq) { Camera sceneCam = rm.getCurrentCamera(); // update refraction cam refractionCam.setLocation(sceneCam.getLocation()); refractionCam.setRotation(sceneCam.getRotation()); refractionCam.setFrustum( sceneCam.getFrustumNear(), sceneCam.getFrustumFar(), sceneCam.getFrustumLeft(), sceneCam.getFrustumRight(), sceneCam.getFrustumTop(), sceneCam.getFrustumBottom()); refractionCam.setParallelProjection(sceneCam.isParallelProjection()); // update reflection cam WaterUtils.updateReflectionCam(reflectionCam, plane, sceneCam); // Rendering reflection and refraction rm.renderViewPort(reflectionView, savedTpf); rm.renderViewPort(refractionView, savedTpf); rm.getRenderer().setFrameBuffer(vp.getOutputFrameBuffer()); rm.setCamera(sceneCam, false); }
/** * Updates the points array to contain the frustum corners of the given camera. The nearOverride * and farOverride variables can be used to override the camera's near/far values with own values. * * <p>TODO: Reduce creation of new vectors * * @param viewCam * @param nearOverride * @param farOverride */ public static void updateFrustumPoints( Camera viewCam, float nearOverride, float farOverride, float scale, Vector3f[] points) { Vector3f pos = viewCam.getLocation(); Vector3f dir = viewCam.getDirection(); Vector3f up = viewCam.getUp(); float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear(); float near = nearOverride; float far = farOverride; float ftop = viewCam.getFrustumTop(); float fright = viewCam.getFrustumRight(); float ratio = fright / ftop; float near_height; float near_width; float far_height; float far_width; if (viewCam.isParallelProjection()) { near_height = ftop; near_width = near_height * ratio; far_height = ftop; far_width = far_height * ratio; } else { near_height = depthHeightRatio * near; near_width = near_height * ratio; far_height = depthHeightRatio * far; far_width = far_height * ratio; } Vector3f right = dir.cross(up).normalizeLocal(); Vector3f temp = new Vector3f(); temp.set(dir).multLocal(far).addLocal(pos); Vector3f farCenter = temp.clone(); temp.set(dir).multLocal(near).addLocal(pos); Vector3f nearCenter = temp.clone(); Vector3f nearUp = temp.set(up).multLocal(near_height).clone(); Vector3f farUp = temp.set(up).multLocal(far_height).clone(); Vector3f nearRight = temp.set(right).multLocal(near_width).clone(); Vector3f farRight = temp.set(right).multLocal(far_width).clone(); points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight); points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight); points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight); points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight); points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight); points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight); points[6].set(farCenter).addLocal(farUp).addLocal(farRight); points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight); if (scale != 1.0f) { // find center of frustum Vector3f center = new Vector3f(); for (int i = 0; i < 8; i++) { center.addLocal(points[i]); } center.divideLocal(8f); Vector3f cDir = new Vector3f(); for (int i = 0; i < 8; i++) { cDir.set(points[i]).subtractLocal(center); cDir.multLocal(scale - 1.0f); points[i].addLocal(cDir); } } }