//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gfx/bitmap/cubemapSaver.h" #include "platform/platform.h" #include "gfx/bitmap/ddsFile.h" #include "gfx/bitmap/imageUtils.h" #include "gfx/gfxDevice.h" #include "gfx/gfxTransformSaver.h" #include "gfx/gfxTextureManager.h" #include "materials/shaderData.h" #include "core/stream/fileStream.h" #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()) { Con::errorf("CubemapSaver: cubemap handle is not valid"); 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(); GBitmap *pBitmaps[CubeFaces]; bool error = false; const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat); for (U32 i = 0; i < CubeFaces; i++) { pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt); 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(); } 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(); return true; } bool getBitmaps(GFXCubemapHandle cubemap, GFXFormat compressionFormat, GBitmap* faceBitmaps[6]) { if (!cubemap.isValid()) { Con::errorf("CubemapSaver: cubemap handle is not valid"); 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; } }