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https://github.com/TorqueGameEngines/Torque3D.git
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note ibl skips prefilter step and prefilter just becomes the cubeRefl.getCubemap() Generates cubemap mip levels after the bake correctly on DX side.
123 lines
4.5 KiB
C++
123 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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#ifndef _GFXGLCUBEMAP_H_
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#define _GFXGLCUBEMAP_H_
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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const U32 CubeFaces = 6;
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const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap
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class GFXGLCubemap : public GFXCubemap
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{
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public:
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GFXGLCubemap();
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virtual ~GFXGLCubemap();
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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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bool isInitialized() override { return mCubemap != 0 ? true : false; }
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// Convenience methods for GFXGLTextureTarget
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U32 getWidth() { return mWidth; }
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U32 getHeight() { return mHeight; }
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U32 getHandle() { return mCubemap; }
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// GFXResource interface
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void zombify() override;
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void resurrect() override;
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/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
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void tmResurrect();
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static GLenum getEnumForFaceNumber(U32 face);///< Performs lookup to get a GLenum for the given face number
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/// @return An array containing the texture data
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/// @note You are responsible for deleting the returned data! (Use delete[])
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U8* getTextureData(U32 face, U32 mip = 0);
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protected:
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friend class GFXDevice;
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friend class GFXGLDevice;
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/// The callback used to get texture events.
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/// @see GFXTextureManager::addEventDelegate
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void _onTextureEvent( GFXTexCallbackCode code );
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GLuint mCubemap; ///< Internal GL handle
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U32 mDynamicTexSize; ///< Size of faces for a dynamic texture (used in resurrect)
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// Self explanatory
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U32 mWidth;
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U32 mHeight;
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GFXFormat mFaceFormat;
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GFXTexHandle mTextures[6]; ///< Keep refs to our textures for resurrection of static cubemaps
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/// The backing DDSFile uses to restore the faces
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/// when the surface is lost.
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Resource<DDSFile> mDDSFile;
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// should only be called by GFXDevice
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void setToTexUnit( U32 tuNum ) override; ///< Binds the cubemap to the given texture unit
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virtual void bind(U32 textureUnit) const; ///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
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void fillCubeTextures(GFXTexHandle* faces); ///< Copies the textures in faces into the cubemap
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};
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class GFXGLCubemapArray : public GFXCubemapArray
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{
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public:
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GFXGLCubemapArray();
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virtual ~GFXGLCubemapArray();
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//virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
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void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) override;
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void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) override;
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void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot) override;
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void copyTo(GFXCubemapArray *pDstCubemap) override;
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void setToTexUnit(U32 tuNum) override;
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// GFXResource interface
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void zombify() override {}
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void resurrect() override {}
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protected:
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friend class GFXGLDevice;
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void bind(U32 textureUnit) const;
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GLuint mCubemap; ///< Internal GL handle
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};
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#endif
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