cubemap Mip retrieval-DX

similar to opengl, if the textures comprising a cubemap contain mips, it retrieves them, otherwise it generates them.
This commit is contained in:
Azaezel 2014-12-27 11:34:08 -06:00
parent f4b3d1e4cb
commit f1d382fcff

View file

@ -101,11 +101,20 @@ void GFXD3D9Cubemap::initStatic( GFXTexHandle *faces )
mTexSize = faces[0].getWidth();
mFaceFormat = faces[0].getFormat();
D3D9Assert( D3D9Device->CreateCubeTexture( mTexSize, 1, 0, GFXD3D9TextureFormat[mFaceFormat],
U32 levels = faces->getPointer()->getMipLevels();
if (levels >1)
{
D3D9Assert(D3D9Device->CreateCubeTexture(mTexSize, levels, 0, GFXD3D9TextureFormat[mFaceFormat],
pool, &mCubeTex, NULL), NULL);
fillCubeTextures(faces, D3D9Device);
}
else
{
D3D9Assert( D3D9Device->CreateCubeTexture( mTexSize, 0, D3DUSAGE_AUTOGENMIPMAP, GFXD3D9TextureFormat[mFaceFormat],
pool, &mCubeTex, NULL ), NULL );
fillCubeTextures( faces, D3D9Device );
// mCubeTex->GenerateMipSubLevels();
fillCubeTextures( faces, D3D9Device );
mCubeTex->GenerateMipSubLevels();
}
}
}
@ -195,24 +204,29 @@ void GFXD3D9Cubemap::initDynamic( U32 texSize, GFXFormat faceFormat )
//-----------------------------------------------------------------------------
// Fills in face textures of cube map from existing textures
//-----------------------------------------------------------------------------
void GFXD3D9Cubemap::fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice )
void GFXD3D9Cubemap::fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice)
{
for( U32 i=0; i<6; i++ )
{
// get cube face surface
IDirect3DSurface9 *cubeSurf = NULL;
D3D9Assert( mCubeTex->GetCubeMapSurface( faceList[i], 0, &cubeSurf ), NULL );
// get incoming texture surface
GFXD3D9TextureObject *texObj = dynamic_cast<GFXD3D9TextureObject*>( (GFXTextureObject*)faces[i] );
IDirect3DSurface9 *inSurf;
D3D9Assert( texObj->get2DTex()->GetSurfaceLevel( 0, &inSurf ), NULL );
// copy incoming texture into cube face
D3D9Assert( GFXD3DX.D3DXLoadSurfaceFromSurface( cubeSurf, NULL, NULL, inSurf, NULL,
NULL, D3DX_FILTER_NONE, 0 ), NULL );
cubeSurf->Release();
inSurf->Release();
U32 levels = faces->getPointer()->getMipLevels();
for (U32 mip = 0; mip < levels; mip++)
{
for (U32 i = 0; i < 6; i++)
{
// get cube face surface
IDirect3DSurface9 *cubeSurf = NULL;
D3D9Assert(mCubeTex->GetCubeMapSurface(faceList[i], mip, &cubeSurf), NULL);
// get incoming texture surface
GFXD3D9TextureObject *texObj = dynamic_cast<GFXD3D9TextureObject*>((GFXTextureObject*)faces[i]);
IDirect3DSurface9 *inSurf;
D3D9Assert(texObj->get2DTex()->GetSurfaceLevel(mip, &inSurf), NULL);
// copy incoming texture into cube face
D3D9Assert(GFXD3DX.D3DXLoadSurfaceFromSurface(cubeSurf, NULL, NULL, inSurf, NULL,
NULL, D3DX_FILTER_NONE, 0), NULL);
cubeSurf->Release();
inSurf->Release();
}
}
}