Torque3D/Engine/source/gfx/bitmap/cubemapSaver.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/bitmap/cubemapSaver.h"
#include "platform/platform.h"
#include "gfx/bitmap/ddsFile.h"
#include "gfx/bitmap/imageUtils.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxTextureManager.h"
#include "materials/shaderData.h"
#include "core/stream/fileStream.h"
#include "math/mathUtils.h"
#include "math/mTransform.h"
namespace CubemapSaver
{
const U32 CubeFaces = 6;
void _setConstBuffer(GFXShaderConstHandle* handle, GFXShaderConstBuffer *cbuf, const VectorF &vLookatPt, const VectorF &vUpVec)
{
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF matView(true);
matView.setColumn(0, cross);
matView.setColumn(1, vLookatPt);
matView.setColumn(2, vUpVec);
matView.setPosition(VectorF(0.0f, 0.0f, 1.0f));
matView.inverse();
if (handle->isValid())
cbuf->set(handle, matView);
else
Con::errorf("CubemapSaver: Failed to set a shader constant handle.");
}
bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat)
{
if (!cubemap.isValid())
{
Con::errorf("CubemapSaver: cubemap handle is not valid");
return false;
}
// This can sometimes occur outside a begin/end scene.
const bool sceneBegun = GFX->canCurrentlyRender();
if (!sceneBegun)
GFX->beginScene();
GFXCubemap *pCubemap = cubemap.getPointer();
U32 faceSize = pCubemap->getSize();
ShaderData *shaderData = nullptr;
GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
if (!shader)
{
Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
return false;
}
GFXShaderConstHandle *matHandles[CubeFaces];
matHandles[0] = shader->getShaderConstHandle("$matrix0");
matHandles[1] = shader->getShaderConstHandle("$matrix1");
matHandles[2] = shader->getShaderConstHandle("$matrix2");
matHandles[3] = shader->getShaderConstHandle("$matrix3");
matHandles[4] = shader->getShaderConstHandle("$matrix4");
matHandles[5] = shader->getShaderConstHandle("$matrix5");
GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
GFX->pushActiveRenderTarget();
GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
//setup render targets
GFXTexHandle pTextures[CubeFaces];
for (U32 i = 0; i < CubeFaces; i++)
{
pTextures[i].set(faceSize, faceSize, renderTargetFmt,
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
}
//create stateblock
GFXStateBlockDesc desc;
desc.setZReadWrite(false, false);
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressClamp;
desc.samplers[0].addressModeV = GFXAddressClamp;
desc.samplers[0].addressModeW = GFXAddressClamp;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
//yep funky order and rotations with t3d z up
_setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
_setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
_setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
_setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
_setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
_setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
GFXTransformSaver saver;
GFX->setActiveRenderTarget(pTarget);
GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
GFX->setStateBlockByDesc(desc);
GFX->setWorldMatrix(MatrixF::Identity);
GFX->setProjectionMatrix(MatrixF::Identity);
GFX->setCubeTexture(0, pCubemap);
GFX->setShaderConstBuffer(cbuffer);
GFX->setShader(shader);
GFX->drawPrimitive(GFXTriangleList, 0, 3);
pTarget->resolve();
GBitmap *pBitmaps[CubeFaces];
bool error = false;
const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
for (U32 i = 0; i < CubeFaces; i++)
{
pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
bool result = pTextures[i].copyToBmp(pBitmaps[i]);
if (!result)
{
Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
error = true;
}
//gen mip maps
pBitmaps[i]->extrudeMipLevels();
}
if (!error)
{
DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
if (pDds)
{
// non compressed format needs swizzling
if (!compressedFormat)
ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
if(compressedFormat)
ImageUtil::ddsCompress(pDds, compressionFormat);
FileStream stream;
stream.open(path, Torque::FS::File::Write);
if (stream.getStatus() == Stream::Ok)
pDds->write(stream);
else
Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
SAFE_DELETE(pDds);
}
}
for (U32 i = 0; i < CubeFaces; i++)
SAFE_DELETE(pBitmaps[i]);
//cleaup
GFX->popActiveRenderTarget();
GFX->setTexture(0, NULL);
GFX->setShader(NULL);
GFX->setShaderConstBuffer(NULL);
GFX->setVertexBuffer(NULL);
// End it if we begun it.
if (!sceneBegun)
GFX->endScene();
return true;
}
bool getBitmaps(GFXCubemapHandle cubemap, GFXFormat compressionFormat, GBitmap* faceBitmaps[6])
{
if (!cubemap.isValid())
{
Con::errorf("CubemapSaver: cubemap handle is not valid");
return false;
}
// This can sometimes occur outside a begin/end scene.
const bool sceneBegun = GFX->canCurrentlyRender();
if (!sceneBegun)
GFX->beginScene();
GFXCubemap *pCubemap = cubemap.getPointer();
U32 faceSize = pCubemap->getSize();
ShaderData *shaderData = nullptr;
GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
if (!shader)
{
Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
return false;
}
GFXShaderConstHandle *matHandles[CubeFaces];
matHandles[0] = shader->getShaderConstHandle("$matrix0");
matHandles[1] = shader->getShaderConstHandle("$matrix1");
matHandles[2] = shader->getShaderConstHandle("$matrix2");
matHandles[3] = shader->getShaderConstHandle("$matrix3");
matHandles[4] = shader->getShaderConstHandle("$matrix4");
matHandles[5] = shader->getShaderConstHandle("$matrix5");
GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
GFX->pushActiveRenderTarget();
GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
//setup render targets
GFXTexHandle pTextures[CubeFaces];
for (U32 i = 0; i < CubeFaces; i++)
{
pTextures[i].set(faceSize, faceSize, renderTargetFmt,
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
}
//create stateblock
GFXStateBlockDesc desc;
desc.setZReadWrite(false, false);
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressClamp;
desc.samplers[0].addressModeV = GFXAddressClamp;
desc.samplers[0].addressModeW = GFXAddressClamp;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
//yep funky order and rotations with t3d z up
_setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
_setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
_setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
_setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
_setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
_setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
GFXTransformSaver saver;
GFX->setActiveRenderTarget(pTarget);
GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
GFX->setStateBlockByDesc(desc);
GFX->setWorldMatrix(MatrixF::Identity);
GFX->setProjectionMatrix(MatrixF::Identity);
GFX->setCubeTexture(0, pCubemap);
GFX->setShaderConstBuffer(cbuffer);
GFX->setShader(shader);
GFX->drawPrimitive(GFXTriangleList, 0, 3);
pTarget->resolve();
bool error = false;
const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
for (U32 i = 0; i < CubeFaces; i++)
{
//faceBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
bool result = pTextures[i].copyToBmp(faceBitmaps[i]);
if (!result)
{
Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
error = true;
}
//gen mip maps
faceBitmaps[i]->extrudeMipLevels();
}
/*if (!error)
{
DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
if (pDds)
{
// non compressed format needs swizzling
if (!compressedFormat)
ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
if (compressedFormat)
ImageUtil::ddsCompress(pDds, compressionFormat);
FileStream stream;
stream.open(path, Torque::FS::File::Write);
if (stream.getStatus() == Stream::Ok)
pDds->write(stream);
else
Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
SAFE_DELETE(pDds);
}
}
for (U32 i = 0; i < CubeFaces; i++)
SAFE_DELETE(pBitmaps[i]);*/
//cleaup
GFX->popActiveRenderTarget();
GFX->setTexture(0, NULL);
GFX->setShader(NULL);
GFX->setShaderConstBuffer(NULL);
GFX->setVertexBuffer(NULL);
// End it if we begun it.
if (!sceneBegun)
GFX->endScene();
if (error)
return false;
return true;
}
}