mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
111 lines
3 KiB
C++
111 lines
3 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 _IMPOSTERCAPTURE_H_
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#define _IMPOSTERCAPTURE_H_
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#ifndef _MATHTYPES_H_
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#include "math/mathTypes.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _TSRENDERDATA_H_
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#include "ts/tsRenderState.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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class GBitmap;
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class SceneRenderState;
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class TSShapeInstance;
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class GFXTextureTarget;
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class RenderPassManager;
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class RenderMeshMgr;
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class ImposterCapture
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{
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protected:
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S32 mDl;
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S32 mDim;
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/// The bounding radius of the shape used to size the billboard.
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F32 mRadius;
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///
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Point3F mCenter;
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GBitmap *mBlackBmp;
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GBitmap *mWhiteBmp;
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GFXTexHandle mBlackTex;
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GFXTexHandle mWhiteTex;
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GFXTexHandle mNormalTex;
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GFXTexHandle mDepthBuffer;
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SceneRenderState *mState;
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TSShapeInstance *mShapeInstance;
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TSRenderState mRData;
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GFXTextureTarget *mRenderTarget;
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RenderPassManager *mRenderPass;
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RenderMeshMgr *mMeshRenderBin;
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void _colorAverageFilter( U32 dimensions, const U8 *inBmpBits, U8 *outBmpBits );
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void _renderToTexture( GFXTexHandle texHandle, GBitmap *outBitmap, const ColorI &color );
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void _separateAlpha( GBitmap *imposterOut );
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void _convertDXT5nm( GBitmap *imposterOut );
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public:
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ImposterCapture();
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~ImposterCapture();
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void begin( TSShapeInstance *shapeInst,
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S32 dl,
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S32 dim,
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F32 radius,
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const Point3F ¢er );
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void capture( const MatrixF &rotMatrix,
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GBitmap **imposterOut,
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GBitmap **normalMapOut );
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void end();
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};
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#endif // _IMPOSTERCAPTURE_H_
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