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https://github.com/TorqueGameEngines/Torque3D.git
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timmy merge work
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29 changed files with 295 additions and 925 deletions
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@ -32,29 +32,10 @@
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#include "math/mathUtils.h"
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#include "math/mTransform.h"
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namespace CubemapSaver
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{
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const U32 CubeFaces = 6;
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void _setConstBuffer(GFXShaderConstHandle* handle, GFXShaderConstBuffer *cbuf, const VectorF &vLookatPt, const VectorF &vUpVec)
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{
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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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matView.setPosition(VectorF(0.0f, 0.0f, 1.0f));
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matView.inverse();
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if (handle->isValid())
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cbuf->set(handle, matView);
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else
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Con::errorf("CubemapSaver: Failed to set a shader constant handle.");
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}
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bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat)
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{
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if (!cubemap.isValid())
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@ -63,93 +44,40 @@ namespace CubemapSaver
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return false;
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}
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// This can sometimes occur outside a begin/end scene.
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const bool sceneBegun = GFX->canCurrentlyRender();
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if (!sceneBegun)
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GFX->beginScene();
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GFXCubemap *pCubemap = cubemap.getPointer();
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U32 faceSize = pCubemap->getSize();
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const U32 faceSize = pCubemap->getSize();
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const U32 mipLevels = pCubemap->getMipMapLevels();
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ShaderData *shaderData = nullptr;
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GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
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if (!shader)
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{
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Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
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return false;
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}
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GFXShaderConstHandle *matHandles[CubeFaces];
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matHandles[0] = shader->getShaderConstHandle("$matrix0");
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matHandles[1] = shader->getShaderConstHandle("$matrix1");
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matHandles[2] = shader->getShaderConstHandle("$matrix2");
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matHandles[3] = shader->getShaderConstHandle("$matrix3");
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matHandles[4] = shader->getShaderConstHandle("$matrix4");
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matHandles[5] = shader->getShaderConstHandle("$matrix5");
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GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
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GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
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GFXFormat targetFmt = pCubemap->getFormat();
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//setup render targets
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GFXTexHandle pTextures[CubeFaces];
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for (U32 i = 0; i < CubeFaces; i++)
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for (U32 face = 0; face < CubeFaces; face++)
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{
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pTextures[i].set(faceSize, faceSize, renderTargetFmt,
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&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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pTextures[face].set(faceSize, faceSize, targetFmt,
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&GFXStaticTextureProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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mipLevels, GFXTextureManager::AA_MATCH_BACKBUFFER);
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pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
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// yep t3d has funky z up, need to change the face order
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GFX->copyResource(pTextures[face], pCubemap, GFXCubemap::zUpFaceIndex(face) );
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}
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//create stateblock
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GFXStateBlockDesc desc;
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desc.setZReadWrite(false, false);
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressClamp;
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desc.samplers[0].addressModeV = GFXAddressClamp;
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desc.samplers[0].addressModeW = GFXAddressClamp;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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//yep funky order and rotations with t3d z up
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_setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
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_setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
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_setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
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_setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
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_setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
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_setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
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GFXTransformSaver saver;
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GFX->setActiveRenderTarget(pTarget);
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GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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GFX->setStateBlockByDesc(desc);
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GFX->setWorldMatrix(MatrixF::Identity);
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GFX->setProjectionMatrix(MatrixF::Identity);
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GFX->setCubeTexture(0, pCubemap);
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GFX->setShaderConstBuffer(cbuffer);
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GFX->setShader(shader);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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pTarget->resolve();
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GBitmap *pBitmaps[CubeFaces];
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bool error = false;
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const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
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const bool hasMips = mipLevels > 1 ? true : false;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
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pBitmaps[i] = new GBitmap(faceSize, faceSize, hasMips, targetFmt);
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bool result = pTextures[i].copyToBmp(pBitmaps[i]);
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if (!result)
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{
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Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
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error = true;
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}
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//gen mip maps
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pBitmaps[i]->extrudeMipLevels();
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//gen mip maps if there are none
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if(!hasMips)
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pBitmaps[i]->extrudeMipLevels();
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}
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if (!error)
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@ -176,20 +104,10 @@ namespace CubemapSaver
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}
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}
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//cleanup
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for (U32 i = 0; i < CubeFaces; i++)
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SAFE_DELETE(pBitmaps[i]);
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//cleaup
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GFX->popActiveRenderTarget();
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GFX->setTexture(0, NULL);
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GFX->setShader(NULL);
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GFX->setShaderConstBuffer(NULL);
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GFX->setVertexBuffer(NULL);
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// End it if we begun it.
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if (!sceneBegun)
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GFX->endScene();
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return true;
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}
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@ -202,135 +120,6 @@ namespace CubemapSaver
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return false;
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}
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// This can sometimes occur outside a begin/end scene.
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const bool sceneBegun = GFX->canCurrentlyRender();
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if (!sceneBegun)
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GFX->beginScene();
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GFXCubemap *pCubemap = cubemap.getPointer();
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U32 faceSize = pCubemap->getSize();
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ShaderData *shaderData = nullptr;
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GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
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if (!shader)
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{
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Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
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return false;
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}
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GFXShaderConstHandle *matHandles[CubeFaces];
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matHandles[0] = shader->getShaderConstHandle("$matrix0");
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matHandles[1] = shader->getShaderConstHandle("$matrix1");
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matHandles[2] = shader->getShaderConstHandle("$matrix2");
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matHandles[3] = shader->getShaderConstHandle("$matrix3");
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matHandles[4] = shader->getShaderConstHandle("$matrix4");
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matHandles[5] = shader->getShaderConstHandle("$matrix5");
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GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
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GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
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//setup render targets
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GFXTexHandle pTextures[CubeFaces];
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for (U32 i = 0; i < CubeFaces; i++)
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{
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pTextures[i].set(faceSize, faceSize, renderTargetFmt,
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&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
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}
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//create stateblock
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GFXStateBlockDesc desc;
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desc.setZReadWrite(false, false);
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressClamp;
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desc.samplers[0].addressModeV = GFXAddressClamp;
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desc.samplers[0].addressModeW = GFXAddressClamp;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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//yep funky order and rotations with t3d z up
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_setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
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_setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
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_setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
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_setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
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_setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
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_setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
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GFXTransformSaver saver;
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GFX->setActiveRenderTarget(pTarget);
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GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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GFX->setStateBlockByDesc(desc);
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GFX->setWorldMatrix(MatrixF::Identity);
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GFX->setProjectionMatrix(MatrixF::Identity);
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GFX->setCubeTexture(0, pCubemap);
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GFX->setShaderConstBuffer(cbuffer);
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GFX->setShader(shader);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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pTarget->resolve();
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bool error = false;
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const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
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for (U32 i = 0; i < CubeFaces; i++)
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{
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//faceBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
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bool result = pTextures[i].copyToBmp(faceBitmaps[i]);
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if (!result)
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{
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Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
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error = true;
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}
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//gen mip maps
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faceBitmaps[i]->extrudeMipLevels();
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}
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/*if (!error)
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{
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DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
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if (pDds)
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{
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// non compressed format needs swizzling
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if (!compressedFormat)
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ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
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if (compressedFormat)
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ImageUtil::ddsCompress(pDds, compressionFormat);
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FileStream stream;
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stream.open(path, Torque::FS::File::Write);
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if (stream.getStatus() == Stream::Ok)
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pDds->write(stream);
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else
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Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
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SAFE_DELETE(pDds);
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}
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}
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for (U32 i = 0; i < CubeFaces; i++)
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SAFE_DELETE(pBitmaps[i]);*/
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//cleaup
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GFX->popActiveRenderTarget();
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GFX->setTexture(0, NULL);
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GFX->setShader(NULL);
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GFX->setShaderConstBuffer(NULL);
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GFX->setVertexBuffer(NULL);
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// End it if we begun it.
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if (!sceneBegun)
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GFX->endScene();
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if (error)
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return false;
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return true;
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return false;
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}
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}
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