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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1259 from marauder2k9-torque/test-cubemap-mip-gen
Test PR for generating cubemap mips
This commit is contained in:
commit
d464c450d5
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@ -171,7 +171,7 @@ namespace IBLUtilities
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prefilterConsts->setSafe(prefilterRoughnessSC, roughness);
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prefilterConsts->setSafe(prefilterMipSizeSC, mipSize);
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U32 size = prefilterSize * mPow(0.5f, mip);
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, face, mip);
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, face);
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GFX->setActiveRenderTarget(renderTarget, false);//we set the viewport ourselves
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GFX->setViewport(RectI(0, 0, size, size));
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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@ -33,8 +33,7 @@ GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL
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mFaceFormat = GFXFormatR8G8B8A8;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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for(U32 j=0; j < MaxMipMaps; j++)
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mRTView[i][j] = NULL;
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mRTView[i] = NULL;
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}
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}
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@ -50,8 +49,7 @@ void GFXD3D11Cubemap::releaseSurfaces()
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for (U32 i = 0; i < CubeFaces; i++)
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{
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for (U32 j = 0; j < MaxMipMaps; j++)
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SAFE_RELEASE(mRTView[i][j]);
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SAFE_RELEASE(mRTView[i]);
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}
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SAFE_RELEASE(mDSView);
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@ -212,16 +210,16 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
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{
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if(!mDynamic)
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GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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if (!mDynamic)
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GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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mDynamic = true;
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mTexSize = texSize;
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mFaceFormat = faceFormat;
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if (!mipLevels)
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mAutoGenMips = true;
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mDynamic = true;
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mTexSize = texSize;
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mFaceFormat = faceFormat;
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if (!mipLevels)
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mAutoGenMips = true;
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mMipMapLevels = mipLevels;
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mMipMapLevels = mipLevels;
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bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
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@ -233,36 +231,30 @@ 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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desc.MipLevels = mMipMapLevels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = mMipMapLevels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.CPUAccessFlags = 0;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = miscFlags;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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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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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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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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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
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}
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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//Generate mips
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if (mAutoGenMips && !compressed)
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@ -274,62 +266,37 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLeve
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mMipMapLevels = viewDesc.TextureCube.MipLevels;
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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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for (U32 i = 0; i < CubeFaces; i++)
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if (FAILED(hr))
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{
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viewDesc.Texture2DArray.FirstArraySlice = i;
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for (U32 j = 0; j < mMipMapLevels; j++)
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{
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viewDesc.Texture2DArray.MipSlice = j;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i][j]);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
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}
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}
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
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}
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D3D11_TEXTURE2D_DESC depthTexDesc;
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depthTexDesc.Width = mTexSize;
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depthTexDesc.Height = mTexSize;
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depthTexDesc.MipLevels = 1;
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depthTexDesc.ArraySize = 1;
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depthTexDesc.SampleDesc.Count = 1;
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depthTexDesc.SampleDesc.Quality = 0;
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depthTexDesc.Format = DXGI_FORMAT_D32_FLOAT;
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depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
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depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthTexDesc.CPUAccessFlags = 0;
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depthTexDesc.MiscFlags = 0;
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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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viewDesc.Texture2DArray.FirstArraySlice = i;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i]);
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ID3D11Texture2D* depthTex = 0;
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hr = D3D11DEVICE->CreateTexture2D(&depthTexDesc, 0, &depthTex);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D for depth stencil call failure");
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}
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// Create the depth stencil view for the entire cube
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = depthTexDesc.Format; //The format must match the depth texture we created above
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dsvDesc.Flags = 0;
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = 0;
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hr = D3D11DEVICE->CreateDepthStencilView(depthTex, &dsvDesc, &mDSView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateDepthStencilView call failure");
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}
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SAFE_RELEASE(depthTex);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
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}
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}
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}
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void GFXD3D11Cubemap::generateMipMaps()
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{
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//Generate mips
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D3D11DEVICECONTEXT->GenerateMips(mSRView);
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//get mip level count
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D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
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mSRView->GetDesc(&viewDesc);
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mMipMapLevels = viewDesc.TextureCube.MipLevels;
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}
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//-----------------------------------------------------------------------------
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@ -359,11 +326,11 @@ ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx, U32 mipIndex)
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ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx)
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{
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AssertFatal(faceIdx < CubeFaces, "GFXD3D11Cubemap::getRTView - face index out of bounds");
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return mRTView[faceIdx][mipIndex];
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return mRTView[faceIdx];
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}
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ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
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@ -37,6 +37,7 @@ public:
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void initStatic( GFXTexHandle *faces ) override;
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void initStatic( DDSFile *dds ) override;
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void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) override;
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void generateMipMaps() override;
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void setToTexUnit( U32 tuNum ) override;
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U32 getSize() const override { return mTexSize; }
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GFXFormat getFormat() const override { return mFaceFormat; }
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@ -52,7 +53,7 @@ public:
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// Get functions
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView(U32 faceIdx, U32 mipIndex=0);
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ID3D11RenderTargetView* getRTView(U32 faceIdx);
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ID3D11DepthStencilView* getDSView();
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ID3D11Texture2D* get2DTex();
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@ -63,7 +64,7 @@ private:
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ID3D11Texture2D* mTexture;
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView[CubeFaces][MaxMipMaps]; // for render targets, 6 faces of the cubemap
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ID3D11RenderTargetView* mRTView[CubeFaces]; // for render targets, 6 faces of the cubemap
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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bool mAutoGenMips;
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@ -217,7 +217,7 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32
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mTargets[slot] = cube->get2DTex();
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mTargets[slot]->AddRef();
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mTargetViews[slot] = cube->getRTView(face, mipLevel);
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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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@ -162,6 +162,7 @@ public:
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void initStatic( GFXTexHandle *faces ) override { };
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void initStatic( DDSFile *dds ) override { };
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void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) override { };
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void generateMipMaps() override {}
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U32 getSize() const override { return 0; }
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GFXFormat getFormat() const override { return GFXFormatR8G8B8A8; }
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@ -70,6 +70,7 @@ public:
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/// Returns the size of the faces.
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virtual U32 getSize() const = 0;
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virtual void generateMipMaps() = 0;
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/// Returns the face texture format.
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virtual GFXFormat getFormat() const = 0;
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@ -225,6 +225,10 @@ void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
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mInitialized = true;
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}
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void GFXGLCubemap::generateMipMaps()
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{
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}
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void GFXGLCubemap::zombify()
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{
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glDeleteTextures(1, &mCubemap);
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@ -43,6 +43,7 @@ public:
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void initStatic( GFXTexHandle *faces ) override;
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void initStatic( DDSFile *dds ) override;
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void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) override;
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void generateMipMaps() override;
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U32 getSize() const override { return mWidth; }
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GFXFormat getFormat() const override { return mFaceFormat; }
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@ -618,9 +618,10 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, reflectFormat);
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
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clientProbe->mPrefilterMap->mCubemap = cubeRefl.getCubemap();
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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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//IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
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U32 endMSTime = Platform::getRealMilliseconds();
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F32 diffTime = F32(endMSTime - startMSTime);
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@ -338,7 +338,8 @@ void CubeReflector::updateReflection( const ReflectParams ¶ms, Point3F expli
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for ( U32 i = 0; i < 6; i++ )
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updateFace( params, i, explicitPostion);
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mCubemap->generateMipMaps();
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GFX->popActiveRenderTarget();
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