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https://github.com/TorqueGameEngines/Torque3D.git
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cubemap Mip retrieval-DX
similar to opengl, if the textures comprising a cubemap contain mips, it retrieves them, otherwise it generates them.
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1 changed files with 34 additions and 20 deletions
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@ -101,11 +101,20 @@ void GFXD3D9Cubemap::initStatic( GFXTexHandle *faces )
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mTexSize = faces[0].getWidth();
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mFaceFormat = faces[0].getFormat();
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D3D9Assert( D3D9Device->CreateCubeTexture( mTexSize, 1, 0, GFXD3D9TextureFormat[mFaceFormat],
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U32 levels = faces->getPointer()->getMipLevels();
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if (levels >1)
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{
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D3D9Assert(D3D9Device->CreateCubeTexture(mTexSize, levels, 0, GFXD3D9TextureFormat[mFaceFormat],
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pool, &mCubeTex, NULL), NULL);
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fillCubeTextures(faces, D3D9Device);
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}
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else
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{
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D3D9Assert( D3D9Device->CreateCubeTexture( mTexSize, 0, D3DUSAGE_AUTOGENMIPMAP, GFXD3D9TextureFormat[mFaceFormat],
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pool, &mCubeTex, NULL ), NULL );
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fillCubeTextures( faces, D3D9Device );
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// mCubeTex->GenerateMipSubLevels();
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fillCubeTextures( faces, D3D9Device );
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mCubeTex->GenerateMipSubLevels();
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}
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}
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}
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@ -195,24 +204,29 @@ void GFXD3D9Cubemap::initDynamic( U32 texSize, GFXFormat faceFormat )
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//-----------------------------------------------------------------------------
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// Fills in face textures of cube map from existing textures
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//-----------------------------------------------------------------------------
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void GFXD3D9Cubemap::fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice )
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void GFXD3D9Cubemap::fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice)
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{
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for( U32 i=0; i<6; i++ )
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{
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// get cube face surface
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IDirect3DSurface9 *cubeSurf = NULL;
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D3D9Assert( mCubeTex->GetCubeMapSurface( faceList[i], 0, &cubeSurf ), NULL );
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// get incoming texture surface
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GFXD3D9TextureObject *texObj = dynamic_cast<GFXD3D9TextureObject*>( (GFXTextureObject*)faces[i] );
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IDirect3DSurface9 *inSurf;
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D3D9Assert( texObj->get2DTex()->GetSurfaceLevel( 0, &inSurf ), NULL );
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// copy incoming texture into cube face
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D3D9Assert( GFXD3DX.D3DXLoadSurfaceFromSurface( cubeSurf, NULL, NULL, inSurf, NULL,
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NULL, D3DX_FILTER_NONE, 0 ), NULL );
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cubeSurf->Release();
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inSurf->Release();
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U32 levels = faces->getPointer()->getMipLevels();
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for (U32 mip = 0; mip < levels; mip++)
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{
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for (U32 i = 0; i < 6; i++)
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{
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// get cube face surface
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IDirect3DSurface9 *cubeSurf = NULL;
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D3D9Assert(mCubeTex->GetCubeMapSurface(faceList[i], mip, &cubeSurf), NULL);
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// get incoming texture surface
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GFXD3D9TextureObject *texObj = dynamic_cast<GFXD3D9TextureObject*>((GFXTextureObject*)faces[i]);
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IDirect3DSurface9 *inSurf;
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D3D9Assert(texObj->get2DTex()->GetSurfaceLevel(mip, &inSurf), NULL);
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// copy incoming texture into cube face
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D3D9Assert(GFXD3DX.D3DXLoadSurfaceFromSurface(cubeSurf, NULL, NULL, inSurf, NULL,
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NULL, D3DX_FILTER_NONE, 0), NULL);
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cubeSurf->Release();
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inSurf->Release();
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}
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}
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}
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