Update GFXTextureManager and GBitmap

GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats

GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
This commit is contained in:
marauder2k7 2025-12-22 10:29:01 +00:00
parent 975fc924cc
commit 3aef90a6bc
66 changed files with 4235 additions and 2590 deletions

View file

@ -35,26 +35,11 @@
#include "gfx/util/gfxFrustumSaver.h"
#include "math/mathUtils.h"
CubeLightShadowMap::CubeLightShadowMap( LightInfo *light )
: Parent( light )
{
}
bool CubeLightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc )
{
if ( currTexFlag == Material::DynamicLight )
{
S32 reg = lsc->mShadowMapSC->getSamplerRegister();
if ( reg != -1 )
GFX->setCubeTexture( reg, mCubemap );
return true;
}
return false;
}
void CubeLightShadowMap::setShaderParameters( GFXShaderConstBuffer *params,
LightingShaderConstants *lsc )
{
@ -77,12 +62,6 @@ void CubeLightShadowMap::setShaderParameters( GFXShaderConstBuffer *params,
params->setSafe( lsc->mShadowSoftnessConst, p->shadowSoftness * ( 1.0f / mTexSize ) );
}
void CubeLightShadowMap::releaseTextures()
{
Parent::releaseTextures();
mCubemap = NULL;
}
void CubeLightShadowMap::_render( RenderPassManager* renderPass,
const SceneRenderState *diffuseState )
{
@ -92,15 +71,16 @@ void CubeLightShadowMap::_render( RenderPassManager* renderPass,
const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
const U32 texSize = getBestTexSize();
if ( mCubemap.isNull() ||
mTexSize != texSize )
if (mShadowMapTex.isNull() ||
mTexSize != texSize)
{
mTexSize = texSize;
mCubemap = GFX->createCubemap();
mCubemap->initDynamic( mTexSize, LightShadowMap::ShadowMapFormat );
}
mShadowMapTex.set(mTexSize, mTexSize,
ShadowMapFormat, &CubeShadowMapProfile,
"CubeLightShadowMap");
mShadowMapDepth = _getDepthTarget(mShadowMapTex->getWidth(), mShadowMapTex->getHeight());
}
// Setup the world to light projection which is used
// in the shader to transform the light vector for the
// shadow lookup.
@ -155,20 +135,14 @@ void CubeLightShadowMap::_render( RenderPassManager* renderPass,
GFXDEBUGEVENT_START( CubeLightShadowMap_Render_Face, ColorI::RED );
// create camera matrix
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF lightMatrix(true);
lightMatrix.setColumn(0, cross);
lightMatrix.setColumn(1, vLookatPt);
lightMatrix.setColumn(2, vUpVec);
lightMatrix.setPosition( mLight->getPosition() );
lightMatrix.LookAt(mLight->getPosition(), vLookatPt, vUpVec);
lightMatrix.inverse();
GFX->setWorldMatrix( lightMatrix );
mTarget->attachTexture(GFXTextureTarget::Color0, mCubemap, i);
mTarget->attachTexture(GFXTextureTarget::DepthStencil, _getDepthTarget( mTexSize, mTexSize ));
mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex,0,0, i);
mTarget->attachTexture(GFXTextureTarget::DepthStencil, _getDepthTarget(mShadowMapTex->getWidth(), mShadowMapTex->getHeight()));
GFX->setActiveRenderTarget(mTarget);
GFX->clear( GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI(255,255,255,255), 0.0f, 0 );