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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1334 from marauder2k9-torque/CubemapBakingBug
Cubemap Baking DX11
This commit is contained in:
commit
925b73309e
6 changed files with 94 additions and 72 deletions
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@ -231,7 +231,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLeve
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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D3D11_TEXTURE2D_DESC desc;
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D3D11_TEXTURE2D_DESC desc = {};
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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@ -248,7 +248,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLeve
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc = {};
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = -1;
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@ -272,13 +272,13 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLeve
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
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}
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D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
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viewDesc.Format = desc.Format;
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viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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viewDesc.Texture2DArray.ArraySize = 1;
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viewDesc.Texture2DArray.MipSlice = 0;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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D3D11_RENDER_TARGET_VIEW_DESC viewDesc = {};
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viewDesc.Format = desc.Format;
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viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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viewDesc.Texture2DArray.ArraySize = 1;
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viewDesc.Texture2DArray.MipSlice = 0;
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viewDesc.Texture2DArray.FirstArraySlice = i;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i]);
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@ -190,12 +190,12 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32
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// Mark state as dirty so device can know to update.
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invalidateState();
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// Release what we had, it's definitely going to change.
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SAFE_RELEASE(mTargetViews[slot]);
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SAFE_RELEASE(mTargets[slot]);
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SAFE_RELEASE(mTargetSRViews[slot]);
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mResolveTargets[slot] = NULL;
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mGenMips = false;
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// Cast the texture object to D3D...
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AssertFatal(!tex || static_cast<GFXD3D11Cubemap*>(tex), "GFXD3DTextureTarget::attachTexture - invalid cubemap object.");
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@ -214,14 +214,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32
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}
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GFXD3D11Cubemap *cube = static_cast<GFXD3D11Cubemap*>(tex);
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// Grab the surface level.
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mTargets[slot] = cube->get2DTex();
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mTargets[slot]->AddRef();
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mTargetViews[slot] = cube->getRTView(face);
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mTargetViews[slot]->AddRef();
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mTargetSRViews[slot] = cube->getSRView();
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mTargetSRViews[slot]->AddRef();
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/*mTargetSRViews[slot] = cube->getSRView();
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mTargetSRViews[slot]->AddRef();*/
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// Update surface size
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if(slot == Color0)
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{
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@ -45,19 +45,7 @@ GFXCubemap::~GFXCubemap()
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U32 GFXCubemap::zUpFaceIndex(const U32 index)
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{
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switch (index)
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{
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case 2:
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return 4;
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case 3:
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return 5;
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case 4:
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return 2;
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case 5:
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return 3;
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default:
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return index;
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};
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return index;
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}
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void GFXCubemap::initNormalize( U32 size )
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@ -235,6 +235,14 @@ public:
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MatrixF& add( const MatrixF& m );
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/// <summary>
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/// Turns this matrix into a view matrix that looks at target.
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/// </summary>
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/// <param name="eye">The eye position.</param>
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/// <param name="target">The target position/direction.</param>
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/// <param name="up">The up direction.</param>
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void LookAt(const VectorF& eye, const VectorF& target, const VectorF& up);
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/// Convenience function to allow people to treat this like an array.
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F32& operator ()(S32 row, S32 col) { return m[idx(col,row)]; }
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F32 operator ()(S32 row, S32 col) const { return m[idx(col,row)]; }
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@ -498,6 +506,35 @@ inline MatrixF& MatrixF::add( const MatrixF& a )
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return *this;
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}
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inline void MatrixF::LookAt(const VectorF& eye, const VectorF& target, const VectorF& up)
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{
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VectorF yAxis = target - eye; // Forward
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yAxis.normalize();
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VectorF xAxis = mCross(up, yAxis); // Right
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xAxis.normalize();
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VectorF zAxis = mCross(yAxis, xAxis); // Up
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// Right vector.
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setColumn(0, xAxis);
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m[12] = -mDot(xAxis, eye);
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// Forward vector.
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setColumn(1, yAxis);
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m[13] = -mDot(yAxis, eye);
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// Up vector.
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setColumn(2, zAxis);
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m[14] = -mDot(zAxis, eye);
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m[3] = 0.0f;
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m[7] = 0.0f;
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m[11] = 0.0f;
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m[15] = 1.0f;
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}
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inline void MatrixF::getColumn(S32 col, Point4F *cptr) const
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{
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cptr->x = m[col];
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@ -622,6 +622,7 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
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//IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
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clientProbe->mIrridianceMap->mCubemap->generateMipMaps();
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U32 endMSTime = Platform::getRealMilliseconds();
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F32 diffTime = F32(endMSTime - startMSTime);
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@ -320,24 +320,38 @@ void CubeReflector::updateReflection( const ReflectParams ¶ms, Point3F expli
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mCubemap->getFormat() != reflectFormat )
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{
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mCubemap = GFX->createCubemap();
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mCubemap->initDynamic( texDim, reflectFormat );
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mCubemap->initDynamic( texDim, reflectFormat);
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}
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mDepthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
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if ( mRenderTarget.isNull() )
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mRenderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuff );
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mDepthBuff = LightShadowMap::_getDepthTarget(texDim, texDim);
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mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, mDepthBuff);
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F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
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gClientSceneGraph->setVisibleDistance( mDesc->farDist );
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// store current matrices
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GFXTransformSaver saver;
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for ( U32 i = 0; i < 6; i++ )
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updateFace( params, i, explicitPostion);
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F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
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TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
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// set projection to 90 degrees vertical and horizontal
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F32 left, right, top, bottom;
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MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist);
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GFX->setFrustum(left, right, bottom, top, mDesc->nearDist, mDesc->farDist);
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// We don't use a special clipping projection, but still need to initialize
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// this for objects like SkyBox which will use it during a reflect pass.
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gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
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for (S32 i = 5; i >= 0; i--) {
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updateFace(params, i, explicitPostion);
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}
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TSShapeInstance::smDetailAdjust = detailAdjustBackup;
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mCubemap->generateMipMaps();
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@ -353,76 +367,59 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx, Point3
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{
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GFXDEBUGEVENT_SCOPE( CubeReflector_UpdateFace, ColorI::WHITE );
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// store current matrices
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GFXTransformSaver saver;
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F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
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TSShapeInstance::smDetailAdjust *= mDesc->detailAdjust;
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// set projection to 90 degrees vertical and horizontal
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F32 left, right, top, bottom;
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MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDesc->nearDist );
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GFX->setFrustum( left, right, bottom, top, mDesc->nearDist, mDesc->farDist );
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// We don't use a special clipping projection, but still need to initialize
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// this for objects like SkyBox which will use it during a reflect pass.
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gClientSceneGraph->setNonClipProjection( GFX->getProjectionMatrix() );
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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VectorF target = VectorF::Zero;
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VectorF eye = VectorF::Zero;
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if (explicitPostion == Point3F::Max)
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{
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eye = mObject->getPosition();
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}
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else
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{
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eye = explicitPostion;
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}
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VectorF vUpVec(0.0f, 0.0f, 0.0f);
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switch( faceidx )
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{
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case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
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target = eye + VectorF( 1.0f, 0.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
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target = eye + VectorF( -1.0f, 0.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
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target = eye + VectorF( 0.0f, 1.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
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break;
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case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
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target = eye + VectorF( 0.0f, -1.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
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break;
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case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
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target = eye + VectorF( 0.0f, 0.0f, 1.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
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target = eye + VectorF( 0.0f, 0.0f, -1.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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}
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// create camera matrix
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VectorF cross = mCross( vUpVec, vLookatPt );
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cross.normalizeSafe();
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MatrixF matView(true);
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matView.setColumn( 0, cross );
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matView.setColumn( 1, vLookatPt );
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matView.setColumn( 2, vUpVec );
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if (explicitPostion == Point3F::Max)
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{
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matView.setPosition(mObject->getPosition());
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}
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else
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{
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matView.setPosition(explicitPostion);
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}
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matView.LookAt(eye, target, vUpVec);
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matView.inverse();
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GFX->setWorldMatrix(matView);
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GFX->clearTextureStateImmediate(0);
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx );
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GFX->setActiveRenderTarget(mRenderTarget);
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 0.0f, 0 );
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 0.0f, 0);
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SceneRenderState reflectRenderState
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(
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@ -441,7 +438,6 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx, Point3
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// Clean up.
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mRenderTarget->resolve();
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TSShapeInstance::smDetailAdjust = detailAdjustBackup;
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}
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F32 CubeReflector::calcFaceScore( const ReflectParams ¶ms, U32 faceidx )
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