Merge pull request #721 from Azaezel/CubemapCleanup

deprecated functionality. T3D handles this in the reflector class.
This commit is contained in:
Daniel Buckmaster 2014-10-14 21:19:57 +11:00
commit 561e26ea07
2 changed files with 16 additions and 160 deletions

View file

@ -39,14 +39,6 @@ IMPLEMENT_CONOBJECT( CubemapData );
CubemapData::CubemapData()
{
mCubemap = NULL;
mDynamic = false;
mDynamicSize = 512;
mDynamicNearDist = 0.1f;
mDynamicFarDist = 100.0f;
mDynamicObjectTypeMask = 0;
#ifdef INIT_HACK
mInit = false;
#endif
}
CubemapData::~CubemapData()
@ -84,22 +76,6 @@ void CubemapData::initPersistFields()
" - cubeFace[3] is +Z\n"
" - cubeFace[4] is -Y\n"
" - cubeFace[5] is +Y\n" );
addField("dynamic", TypeBool, Offset(mDynamic, CubemapData),
"Set to true if this is a dynamic cubemap. The default is false." );
addField("dynamicSize", TypeS32, Offset(mDynamicSize, CubemapData),
"The size of each dynamic cubemap face in pixels." );
addField("dynamicNearDist", TypeF32, Offset(mDynamicNearDist, CubemapData),
"The near clip distance used when rendering to the dynamic cubemap." );
addField("dynamicFarDist", TypeF32, Offset(mDynamicFarDist, CubemapData),
"The far clip distance used when rendering to the dynamic cubemap." );
addField("dynamicObjectTypeMask", TypeS32, Offset(mDynamicObjectTypeMask, CubemapData),
"The typemask used to filter the objects rendered to the dynamic cubemap." );
Parent::initPersistFields();
}
@ -118,136 +94,27 @@ void CubemapData::createMap()
{
if( !mCubemap )
{
if( mDynamic )
{
mCubemap = GFX->createCubemap();
mCubemap->initDynamic( mDynamicSize );
mDepthBuff = GFXTexHandle( mDynamicSize, mDynamicSize, GFXFormatD24S8,
&GFXDefaultZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
mRenderTarget = GFX->allocRenderToTextureTarget();
}
else
{
bool initSuccess = true;
for( U32 i=0; i<6; i++ )
{
if( !mCubeFaceFile[i].isEmpty() )
{
bool initSuccess = true;
for( U32 i=0; i<6; i++ )
{
if( !mCubeFaceFile[i].isEmpty() )
{
if(!mCubeFace[i].set(mCubeFaceFile[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - mCubeFace[%d] (line %d)", __FUNCTION__, i, __LINE__) ))
{
Con::errorf("CubemapData::createMap - Failed to load texture '%s'", mCubeFaceFile[i].c_str());
initSuccess = false;
Con::errorf("CubemapData::createMap - Failed to load texture '%s'", mCubeFaceFile[i].c_str());
initSuccess = false;
}
}
}
if( initSuccess )
{
mCubemap = GFX->createCubemap();
mCubemap->initStatic( mCubeFace );
}
}
}
}
if( initSuccess )
{
mCubemap = GFX->createCubemap();
mCubemap->initStatic( mCubeFace );
}
}
}
void CubemapData::updateDynamic(SceneManager* sm, const Point3F& pos)
{
AssertFatal(mDynamic, "This is not a dynamic cubemap!");
GFXDEBUGEVENT_SCOPE( CubemapData_updateDynamic, ColorI::WHITE );
#ifdef INIT_HACK
if( mInit ) return;
mInit = true;
#endif
GFX->pushActiveRenderTarget();
mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, mDepthBuff );
// store current matrices
GFXTransformSaver saver;
F32 oldVisibleDist = sm->getVisibleDistance();
// set projection to 90 degrees vertical and horizontal
{
F32 left, right, top, bottom;
MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDynamicNearDist );
GFX->setFrustum( left, right, bottom, top, mDynamicNearDist, mDynamicFarDist );
}
sm->setVisibleDistance(mDynamicFarDist);
// We don't use a special clipping projection, but still need to initialize
// this for objects like SkyBox which will use it during a reflect pass.
gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
// Loop through the six faces of the cube map.
for(U32 i=0; i<6; i++)
{
// Standard view that will be overridden below.
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
switch( i )
{
case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
break;
case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
break;
case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
break;
case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
break;
case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
break;
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
break;
}
// create camera matrix
VectorF cross = mCross( vUpVec, vLookatPt );
cross.normalizeSafe();
MatrixF matView(true);
matView.setColumn( 0, cross );
matView.setColumn( 1, vLookatPt );
matView.setColumn( 2, vUpVec );
matView.setPosition( pos );
matView.inverse();
GFX->pushWorldMatrix();
GFX->setWorldMatrix(matView);
mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, i );
GFX->setActiveRenderTarget( mRenderTarget );
GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, ColorI( 64, 64, 64 ), 1.f, 0 );
// render scene
sm->renderScene( SPT_Reflect, mDynamicObjectTypeMask );
// Resolve render target for each face
mRenderTarget->resolve();
GFX->popWorldMatrix();
}
// restore render surface and depth buffer
GFX->popActiveRenderTarget();
mRenderTarget->attachTexture(GFXTextureTarget::Color0, NULL);
sm->setVisibleDistance(oldVisibleDist);
}
void CubemapData::updateFaces()
{
bool initSuccess = true;

View file

@ -60,16 +60,8 @@ public:
// Force creation of cubemap
void createMap();
// Update a dynamic cubemap @ pos
void updateDynamic(SceneManager* sm, const Point3F& pos);
// Update a static cubemap @ pos
void updateFaces();
// Dynamic cube map support
bool mDynamic;
U32 mDynamicSize;
F32 mDynamicNearDist;
F32 mDynamicFarDist;
U32 mDynamicObjectTypeMask;
protected:
@ -78,9 +70,6 @@ protected:
GFXTexHandle mDepthBuff;
GFXTextureTargetRef mRenderTarget;
#ifdef INIT_HACK
bool mInit;
#endif
};
#endif // CUBEMAPDATA