mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 21:54:46 +00:00
369 lines
13 KiB
C++
369 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D11/gfxD3D11Cubemap.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "gfx/bitmap/imageUtils.h"
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GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL), mTexSize(0)
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{
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mDynamic = false;
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mAutoGenMips = false;
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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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mRTView[i] = NULL;
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}
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}
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GFXD3D11Cubemap::~GFXD3D11Cubemap()
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{
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::releaseSurfaces()
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{
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if (mDynamic)
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GFXTextureManager::removeEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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for (U32 i = 0; i < CubeFaces; i++)
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{
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SAFE_RELEASE(mRTView[i]);
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}
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SAFE_RELEASE(mDSView);
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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}
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void GFXD3D11Cubemap::_onTextureEvent(GFXTexCallbackCode code)
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{
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if (code == GFXZombify)
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releaseSurfaces();
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else if (code == GFXResurrect)
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initDynamic(mTexSize);
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}
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void GFXD3D11Cubemap::_init(U32 size, GFXFormat format, U32 mipLevels, bool isDynamic, DDSFile* dds, GFXTexHandle* faces) {
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releaseSurfaces();
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mTexSize = size;
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mFaceFormat = format;
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mMipMapLevels = mipLevels;
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mDynamic = isDynamic;
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mAutoGenMips = (mipLevels == 0);
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bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed) {
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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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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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = mAutoGenMips ? 0 : mMipMapLevels;
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desc.ArraySize = CubeFaces;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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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.MiscFlags = miscFlags;
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D3D11_SUBRESOURCE_DATA* pData = nullptr;
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if (dds) {
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pData = new D3D11_SUBRESOURCE_DATA[CubeFaces * mMipMapLevels];
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for (U32 i = 0; i < CubeFaces; i++) {
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U32 faceIndex = zUpFaceIndex(i);
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for (U32 mip = 0; mip < mMipMapLevels; mip++) {
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U32 index = faceIndex * mMipMapLevels + mip;
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pData[index].pSysMem = dds->mSurfaces[i]->mMips[mip];
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pData[index].SysMemPitch = dds->getSurfacePitch(mip);
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pData[index].SysMemSlicePitch = 0;
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}
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}
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}
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
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delete[] pData;
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AssertFatal(SUCCEEDED(hr), "GFXD3D11Cubemap::_init - CreateTexture2D failed");
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if (faces)
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{
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for (U32 i = 0; i < CubeFaces; i++)
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{
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GFXD3D11TextureObject* texObj = static_cast<GFXD3D11TextureObject*>((GFXTextureObject*)faces[i]);
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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U32 subResource = D3D11CalcSubresource(currentMip, i, mMipMapLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, subResource, 0, 0, 0, texObj->get2DTex(), currentMip, NULL);
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}
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}
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}
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D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc = {};
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viewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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viewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &viewDesc, &mSRView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11Cubemap::_init - CreateShaderResourceView failed");
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if (mAutoGenMips && !compressed) {
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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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if (isDynamic) {
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for (U32 i = 0; i < CubeFaces; i++) {
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D3D11_RENDER_TARGET_VIEW_DESC rtViewDesc = {};
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rtViewDesc.Format = desc.Format;
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rtViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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rtViewDesc.Texture2DArray.MipSlice = 0;
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rtViewDesc.Texture2DArray.FirstArraySlice = i;
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rtViewDesc.Texture2DArray.ArraySize = 1;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &rtViewDesc, &mRTView[i]);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11Cubemap::_init - CreateRenderTargetView failed");
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}
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}
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}
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void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
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{
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AssertFatal( faces, "GFXD3D11Cubemap::initStatic - Got null GFXTexHandle!" );
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AssertFatal( *faces, "empty texture passed to CubeMap::create" );
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_init(faces->getWidth(), faces->getFormat(), faces->getPointer()->getMipLevels(), false, nullptr, faces);
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}
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void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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{
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AssertFatal(dds, "GFXD3D11Cubemap::initStatic - Got null DDS file!");
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AssertFatal(dds->isCubemap(), "GFXD3D11Cubemap::initStatic - Got non-cubemap DDS file!");
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AssertFatal(dds->mSurfaces.size() == 6, "GFXD3D11Cubemap::initStatic - DDS has less than 6 surfaces!");
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_init(dds->getWidth(), dds->getFormat(), dds->getMipLevels(), false, dds, nullptr);
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}
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void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
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{
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_init(texSize, faceFormat, mipLevels, true);
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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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// Set the cubemap to the specified texture unit num
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//-----------------------------------------------------------------------------
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void GFXD3D11Cubemap::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11Cubemap::zombify()
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{
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// Static cubemaps are handled by D3D
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if( mDynamic )
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::resurrect()
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{
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// Static cubemaps are handled by D3D
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if( mDynamic )
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initDynamic( mTexSize, mFaceFormat );
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}
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ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
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{
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return mSRView;
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}
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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];
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}
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ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
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{
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return mDSView;
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}
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ID3D11Texture2D* GFXD3D11Cubemap::get2DTex()
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{
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return mTexture;
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}
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//-----------------------------------------------------------------------------
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// Cubemap Array
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//-----------------------------------------------------------------------------
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GFXD3D11CubemapArray::GFXD3D11CubemapArray() : mTexture(NULL), mSRView(NULL)
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{
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}
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GFXD3D11CubemapArray::~GFXD3D11CubemapArray()
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{
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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}
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void GFXD3D11CubemapArray::_init(U32 cubemapCount, U32 size, GFXFormat format) {
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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mNumCubemaps = cubemapCount;
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mSize = size;
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mFormat = format;
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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D3D11_TEXTURE2D_DESC desc = {};
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desc.Width = mSize;
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desc.Height = mSize;
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desc.MipLevels = mMipMapLevels;
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desc.ArraySize = CubeFaces * cubemapCount;
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desc.Format = GFXD3D11TextureFormat[mFormat];
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.MiscFlags = miscFlags;
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desc.CPUAccessFlags = 0;
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if (desc.ArraySize > D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION)
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{
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AssertFatal(false, avar("CubemapArray size exceeds maximum array size of %d", D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION));
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return;
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}
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11CubemapArray::_init - CreateTexture2D failed");
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D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc = {};
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viewDesc.Format = GFXD3D11TextureFormat[mFormat];
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viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
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viewDesc.TextureCubeArray.MipLevels = mMipMapLevels;
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viewDesc.TextureCubeArray.MostDetailedMip = 0;
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viewDesc.TextureCubeArray.NumCubes = mNumCubemaps;
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viewDesc.TextureCubeArray.First2DArrayFace = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &viewDesc, &mSRView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11CubemapArray::_init - CreateShaderResourceView failed");
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}
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//TODO: really need a common private 'init' function to avoid code double up with these init* functions
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void GFXD3D11CubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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{
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AssertFatal(cubemaps, "GFXD3D11CubemapArray::initStatic - Got null GFXCubemapHandle!");
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AssertFatal(*cubemaps, "GFXD3D11CubemapArray::initStatic - Got empty cubemap!");
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setCubeTexSize(cubemaps);
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_init(cubemapCount, cubemaps[0]->getSize(), cubemaps[0]->getFormat());
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}
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//Just allocate the cubemap array but we don't upload any data
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void GFXD3D11CubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format)
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{
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setCubeTexSize(cubemapFaceSize);
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_init(cubemapCount, cubemapFaceSize, format);
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}
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void GFXD3D11CubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
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{
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AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
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AssertFatal(mFormat == cubemap->getFormat(), "GFXD3D11CubemapArray::updateTexture - Destination format doesn't match");
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AssertFatal(mMipMapLevels == cubemap->getMipMapLevels(), "GFXD3D11CubemapArray::updateTexture - Destination mip levels doesn't match");
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if (mSize != cubemap->getSize() || mFormat != cubemap->getFormat() || mMipMapLevels != cubemap->getMipMapLevels()) {
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_init(mNumCubemaps, cubemap->getSize(), cubemap->getFormat());
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}
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GFXD3D11Cubemap* pCubeObj = static_cast<GFXD3D11Cubemap*>((GFXCubemap*)cubemap);
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ID3D11Resource* pDstRes = pCubeObj->get2DTex();
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for (U32 face = 0; face < CubeFaces; face++) {
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const U32 arraySlice = face + CubeFaces * slot;
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++) {
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const U32 srcSubResource = D3D11CalcSubresource(currentMip, face, mMipMapLevels);
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const U32 dstSubResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, dstSubResource, 0, 0, 0, pDstRes, srcSubResource, NULL);
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}
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}
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}
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void GFXD3D11CubemapArray::copyTo(GFXCubemapArray* pDstCubemap) {
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AssertFatal(pDstCubemap, "GFXD3D11CubemapArray::copyTo - Got null GFXCubemapArray");
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if (pDstCubemap->getSize() != mSize || pDstCubemap->getFormat() != mFormat || pDstCubemap->getMipMapLevels() != mMipMapLevels) {
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pDstCubemap->init(mNumCubemaps, mSize, mFormat);
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}
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GFXD3D11CubemapArray* pDstCube = static_cast<GFXD3D11CubemapArray*>(pDstCubemap);
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ID3D11Resource* pDstRes = pDstCube->get2DTex();
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for (U32 cubeMap = 0; cubeMap < mNumCubemaps; cubeMap++) {
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for (U32 face = 0; face < CubeFaces; face++) {
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const U32 arraySlice = face + CubeFaces * cubeMap;
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++) {
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const U32 subResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(pDstRes, subResource, 0, 0, 0, mTexture, subResource, NULL);
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}
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}
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}
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}
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void GFXD3D11CubemapArray::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11CubemapArray::zombify()
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{
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// Static cubemaps are handled by D3D
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}
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void GFXD3D11CubemapArray::resurrect()
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{
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// Static cubemaps are handled by D3D
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}
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