Torque3D/Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
marauder2k7 ce4d861658 Test PR for generating cubemap mips
note ibl skips prefilter step and prefilter just becomes the cubeRefl.getCubemap()

Generates cubemap mip levels after the bake correctly on DX side.
2024-04-18 07:56:52 +01:00

108 lines
3.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 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.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D11CUBEMAP_H_
#define _GFXD3D11CUBEMAP_H_
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/gfxCubemap.h"
#include "gfx/gfxResource.h"
#include "gfx/gfxTarget.h"
const U32 CubeFaces = 6;
const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap
class GFXD3D11Cubemap : public GFXCubemap
{
public:
void initStatic( GFXTexHandle *faces ) override;
void initStatic( DDSFile *dds ) override;
void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) override;
void generateMipMaps() override;
void setToTexUnit( U32 tuNum ) override;
U32 getSize() const override { return mTexSize; }
GFXFormat getFormat() const override { return mFaceFormat; }
GFXD3D11Cubemap();
virtual ~GFXD3D11Cubemap();
// GFXResource interface
void zombify() override;
void resurrect() override;
bool isInitialized() override { return mTexture ? true : false; }
// Get functions
ID3D11ShaderResourceView* getSRView();
ID3D11RenderTargetView* getRTView(U32 faceIdx);
ID3D11DepthStencilView* getDSView();
ID3D11Texture2D* get2DTex();
private:
friend class GFXD3D11TextureTarget;
friend class GFXD3D11Device;
ID3D11Texture2D* mTexture;
ID3D11ShaderResourceView* mSRView; // for shader resource input
ID3D11RenderTargetView* mRTView[CubeFaces]; // for render targets, 6 faces of the cubemap
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
bool mAutoGenMips;
bool mDynamic;
U32 mTexSize;
GFXFormat mFaceFormat;
void releaseSurfaces();
/// The callback used to get texture events.
/// @see GFXTextureManager::addEventDelegate
void _onTextureEvent(GFXTexCallbackCode code);
};
class GFXD3D11CubemapArray : public GFXCubemapArray
{
public:
GFXD3D11CubemapArray();
virtual ~GFXD3D11CubemapArray();
void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) override;
void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) override;
void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot) override;
void copyTo(GFXCubemapArray *pDstCubemap) override;
void setToTexUnit(U32 tuNum) override;
ID3D11ShaderResourceView* getSRView() { return mSRView; }
ID3D11Texture2D* get2DTex() { return mTexture; }
// GFXResource interface
void zombify() override;
void resurrect() override;
private:
friend class GFXD3D11TextureTarget;
friend class GFXD3D11Device;
ID3D11Texture2D *mTexture;
ID3D11ShaderResourceView* mSRView; // for shader resource input
};
#endif