timmy merge work

This commit is contained in:
Tim Barnes 2018-11-28 17:51:52 +10:00
parent f1e584ca69
commit ab10cc0c87
29 changed files with 295 additions and 925 deletions

View file

@ -177,7 +177,7 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
continue;
// convert to Z up
const U32 faceIndex = _zUpFaceIndex(currentFace);
const U32 faceIndex = zUpFaceIndex(currentFace);
for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{

View file

@ -909,6 +909,25 @@ void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
//-----------------------------------------------------------------------------
void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face)
{
AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null");
AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null");
GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst);
GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc);
const U32 mipLevels = pD3DSrc->getMipMapLevels();
for (U32 mip = 0; mip < mipLevels; mip++)
{
const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels);
const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels);
mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL);
}
}
//-----------------------------------------------------------------------------
void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
{
// Make sure we have flushed our render target state.

View file

@ -239,6 +239,11 @@ public:
virtual U32 getNumRenderTargets() const { return 8; }
// }
// Copy methods
// {
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
// }
// Misc rendering control
// {
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );

View file

@ -185,8 +185,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
const U32 width = getWidth();
const U32 height = getHeight();
const U32 mipLevels = getMipLevels();
bmp->setHasTransparency(mHasTransparency);
@ -221,52 +220,58 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
//copy the classes texture to the staging texture
D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
//map the staging resource
D3D11_MAPPED_SUBRESOURCE mappedRes;
hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
if (FAILED(hr))
for (U32 mip = 0; mip < mipLevels; mip++)
{
//cleanup
SAFE_RELEASE(pStagingTexture);
Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
return false;
}
// set pointers
const U8* srcPtr = (U8*)mappedRes.pData;
U8* destPtr = bmp->getWritableBits();
// we will want to skip over any D3D cache data in the source texture
const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
// copy data into bitmap
for (U32 row = 0; row < height; ++row)
{
for (U32 col = 0; col < width; ++col)
const U32 width = bmp->getWidth(mip);
const U32 height = bmp->getHeight(mip);
//map the staging resource
D3D11_MAPPED_SUBRESOURCE mappedRes;
const U32 subResource = D3D11CalcSubresource(mip, 0, mipLevels);
hr = D3D11DEVICECONTEXT->Map(pStagingTexture, subResource, D3D11_MAP_READ, 0, &mappedRes);
if (FAILED(hr))
{
destPtr[0] = srcPtr[2]; // red
destPtr[1] = srcPtr[1]; // green
destPtr[2] = srcPtr[0]; // blue
if (destBytesPerPixel == 4)
destPtr[3] = srcPtr[3]; // alpha
// go to next pixel in src
srcPtr += sourceBytesPerPixel;
// go to next pixel in dest
destPtr += destBytesPerPixel;
//cleanup
SAFE_RELEASE(pStagingTexture);
Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
return false;
}
// skip past the cache data for this row (if any)
srcPtr += sourceCacheSize;
// set pointers
const U8* srcPtr = (U8*)mappedRes.pData;
U8* destPtr = bmp->getWritableBits(mip);
// we will want to skip over any D3D cache data in the source texture
const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
// copy data into bitmap
for (U32 row = 0; row < height; ++row)
{
for (U32 col = 0; col < width; ++col)
{
destPtr[0] = srcPtr[2]; // red
destPtr[1] = srcPtr[1]; // green
destPtr[2] = srcPtr[0]; // blue
if (destBytesPerPixel == 4)
destPtr[3] = srcPtr[3]; // alpha
// go to next pixel in src
srcPtr += sourceBytesPerPixel;
// go to next pixel in dest
destPtr += destBytesPerPixel;
}
// skip past the cache data for this row (if any)
srcPtr += sourceCacheSize;
}
// assert if we stomped or underran memory
AssertFatal(U32(destPtr - bmp->getWritableBits(mip)) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
D3D11DEVICECONTEXT->Unmap(pStagingTexture, subResource);
}
// assert if we stomped or underran memory
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
SAFE_RELEASE(pStagingTexture);
PROFILE_END();

View file

@ -150,7 +150,7 @@ public:
virtual GFXShader* createShader() { return NULL; };
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) { };
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) { };
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color) { };
virtual bool beginSceneInternal() { return true; };

View file

@ -32,29 +32,10 @@
#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())
@ -63,93 +44,40 @@ namespace CubemapSaver
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();
const U32 faceSize = pCubemap->getSize();
const U32 mipLevels = pCubemap->getMipMapLevels();
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;
GFXFormat targetFmt = pCubemap->getFormat();
//setup render targets
GFXTexHandle pTextures[CubeFaces];
for (U32 i = 0; i < CubeFaces; i++)
for (U32 face = 0; face < CubeFaces; face++)
{
pTextures[i].set(faceSize, faceSize, renderTargetFmt,
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
pTextures[face].set(faceSize, faceSize, targetFmt,
&GFXStaticTextureProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
mipLevels, GFXTextureManager::AA_MATCH_BACKBUFFER);
pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
// yep t3d has funky z up, need to change the face order
GFX->copyResource(pTextures[face], pCubemap, GFXCubemap::zUpFaceIndex(face) );
}
//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);
const bool hasMips = mipLevels > 1 ? true : false;
for (U32 i = 0; i < CubeFaces; i++)
{
pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
pBitmaps[i] = new GBitmap(faceSize, faceSize, hasMips, targetFmt);
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();
//gen mip maps if there are none
if(!hasMips)
pBitmaps[i]->extrudeMipLevels();
}
if (!error)
@ -176,20 +104,10 @@ namespace CubemapSaver
}
}
//cleanup
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;
}
@ -202,135 +120,6 @@ namespace CubemapSaver
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;
return false;
}
}

View file

@ -35,7 +35,7 @@ GFXCubemap::~GFXCubemap()
TEXMGR->releaseCubemap( this );
}
U32 GFXCubemap::_zUpFaceIndex(const U32 index)
U32 GFXCubemap::zUpFaceIndex(const U32 index)
{
switch (index)
{

View file

@ -47,8 +47,6 @@ protected:
/// Sets the cubemap file path.
void _setPath( const String &path ) { mPath = path; }
/// Get Z up face index of the cubemap. DDS files will be stored Y up
U32 _zUpFaceIndex(const U32 index);
U32 mMipMapLevels;
public:
@ -81,6 +79,9 @@ public:
/// Get the number of mip maps
const U32 getMipMapLevels() const { return mMipMapLevels; }
/// Get Z up face index of the cubemap. DDS files will be stored Y up
static U32 zUpFaceIndex(const U32 index);
};

View file

@ -826,6 +826,13 @@ public:
//-----------------------------------------------------------------------------
/// @name Copying methods
/// @{
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) = 0;
/// @}
/// @name Rendering methods
/// @{

View file

@ -165,7 +165,7 @@ void GFXGLCubemap::initStatic( DDSFile *dds )
}
// convert to Z up
const U32 faceIndex = _zUpFaceIndex(i);
const U32 faceIndex = zUpFaceIndex(i);
// Now loop thru the mip levels!
for (U32 mip = 0; mip < mMipMapLevels; ++mip)

View file

@ -116,7 +116,8 @@ public:
virtual U32 getNumRenderTargets() const;
virtual GFXShader* createShader();
//TODO: implement me!
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) {};
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
virtual bool beginSceneInternal();