mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
141 lines
4.1 KiB
C++
141 lines
4.1 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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#include "gfx/gfxCubemap.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gfx/gfxTextureManager.h"
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GFXCubemap::GFXCubemap()
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{
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mPath = "";
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mMipMapLevels = 0;
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mInitialized = false;
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}
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GFXCubemap::~GFXCubemap()
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{
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// If we're not dynamic and we were loaded from a
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// file then give the texture manager a chance to
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// remove us from the cache.
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if ( mPath.isNotEmpty() )
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TEXMGR->releaseCubemap( this );
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}
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U32 GFXCubemap::zUpFaceIndex(const U32 index)
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{
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switch (index)
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{
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case 2:
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return 4;
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case 3:
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return 5;
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case 4:
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return 2;
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case 5:
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return 3;
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default:
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return index;
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};
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}
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void GFXCubemap::initNormalize( U32 size )
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{
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Point3F axis[6] =
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{Point3F(1.0, 0.0, 0.0), Point3F(-1.0, 0.0, 0.0),
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Point3F(0.0, 1.0, 0.0), Point3F( 0.0, -1.0, 0.0),
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Point3F(0.0, 0.0, 1.0), Point3F( 0.0, 0.0, -1.0),};
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Point3F s[6] =
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{Point3F(0.0, 0.0, -1.0), Point3F( 0.0, 0.0, 1.0),
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Point3F(1.0, 0.0, 0.0), Point3F( 1.0, 0.0, 0.0),
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Point3F(1.0, 0.0, 0.0), Point3F(-1.0, 0.0, 0.0),};
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Point3F t[6] =
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{Point3F(0.0, -1.0, 0.0), Point3F(0.0, -1.0, 0.0),
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Point3F(0.0, 0.0, 1.0), Point3F(0.0, 0.0, -1.0),
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Point3F(0.0, -1.0, 0.0), Point3F(0.0, -1.0, 0.0),};
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F32 span = 2.0;
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F32 start = -1.0;
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F32 stride = span / F32(size - 1);
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GFXTexHandle faces[6];
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for(U32 i=0; i<6; i++)
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{
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GFXTexHandle &tex = faces[i];
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GBitmap *bitmap = new GBitmap(size, size);
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// fill in...
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for(U32 v=0; v<size; v++)
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{
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for(U32 u=0; u<size; u++)
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{
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Point3F vector;
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vector = axis[i] +
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((F32(u) * stride) + start) * s[i] +
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((F32(v) * stride) + start) * t[i];
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vector.normalizeSafe();
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vector = ((vector * 0.5) + Point3F(0.5, 0.5, 0.5)) * 255.0;
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vector.x = mClampF(vector.x, 0.0f, 255.0f);
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vector.y = mClampF(vector.y, 0.0f, 255.0f);
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vector.z = mClampF(vector.z, 0.0f, 255.0f);
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// easy way to avoid knowledge of the format (RGB, RGBA, RGBX, ...)...
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U8 *bits = bitmap->getAddress(u, v);
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bits[0] = U8(vector.x);
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bits[1] = U8(vector.y);
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bits[2] = U8(vector.z);
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}
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}
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tex.set(bitmap, &GFXStaticTextureSRGBProfile, true, "Cubemap");
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}
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initStatic(faces);
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}
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const String GFXCubemap::describeSelf() const
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{
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// We've got nothing
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return String();
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}
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bool GFXCubemapHandle::set( const String &cubemapDDS )
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{
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/// Free the previous handle to give us
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/// back any texture memory when it can.
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free();
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// Let the texture manager find this for us.
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StrongRefPtr<GFXCubemap>::set( TEXMGR->createCubemap( cubemapDDS ) );
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return isValid();
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}
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const String GFXCubemapArray::describeSelf() const
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{
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// We've got nothing
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return String();
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}
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