Torque3D/Engine/source/gfx/gfxCubemap.cpp

141 lines
4.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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.
//-----------------------------------------------------------------------------
#include "gfx/gfxCubemap.h"
#include "gfx/gfxDevice.h"
#include "gfx/bitmap/gBitmap.h"
#include "gfx/gfxTextureManager.h"
GFXCubemap::GFXCubemap()
{
mPath = "";
mMipMapLevels = 0;
mInitialized = false;
}
GFXCubemap::~GFXCubemap()
{
// If we're not dynamic and we were loaded from a
// file then give the texture manager a chance to
// remove us from the cache.
if ( mPath.isNotEmpty() )
TEXMGR->releaseCubemap( this );
}
U32 GFXCubemap::zUpFaceIndex(const U32 index)
{
switch (index)
{
case 2:
return 4;
case 3:
return 5;
case 4:
return 2;
case 5:
return 3;
default:
return index;
};
}
void GFXCubemap::initNormalize( U32 size )
{
Point3F axis[6] =
{Point3F(1.0, 0.0, 0.0), Point3F(-1.0, 0.0, 0.0),
Point3F(0.0, 1.0, 0.0), Point3F( 0.0, -1.0, 0.0),
Point3F(0.0, 0.0, 1.0), Point3F( 0.0, 0.0, -1.0),};
Point3F s[6] =
{Point3F(0.0, 0.0, -1.0), Point3F( 0.0, 0.0, 1.0),
Point3F(1.0, 0.0, 0.0), Point3F( 1.0, 0.0, 0.0),
Point3F(1.0, 0.0, 0.0), Point3F(-1.0, 0.0, 0.0),};
Point3F t[6] =
{Point3F(0.0, -1.0, 0.0), Point3F(0.0, -1.0, 0.0),
Point3F(0.0, 0.0, 1.0), Point3F(0.0, 0.0, -1.0),
Point3F(0.0, -1.0, 0.0), Point3F(0.0, -1.0, 0.0),};
F32 span = 2.0;
F32 start = -1.0;
F32 stride = span / F32(size - 1);
GFXTexHandle faces[6];
for(U32 i=0; i<6; i++)
{
GFXTexHandle &tex = faces[i];
GBitmap *bitmap = new GBitmap(size, size);
// fill in...
for(U32 v=0; v<size; v++)
{
for(U32 u=0; u<size; u++)
{
Point3F vector;
vector = axis[i] +
((F32(u) * stride) + start) * s[i] +
((F32(v) * stride) + start) * t[i];
vector.normalizeSafe();
vector = ((vector * 0.5) + Point3F(0.5, 0.5, 0.5)) * 255.0;
vector.x = mClampF(vector.x, 0.0f, 255.0f);
vector.y = mClampF(vector.y, 0.0f, 255.0f);
vector.z = mClampF(vector.z, 0.0f, 255.0f);
// easy way to avoid knowledge of the format (RGB, RGBA, RGBX, ...)...
U8 *bits = bitmap->getAddress(u, v);
bits[0] = U8(vector.x);
bits[1] = U8(vector.y);
bits[2] = U8(vector.z);
}
}
tex.set(bitmap, &GFXStaticTextureSRGBProfile, true, "Cubemap");
}
initStatic(faces);
}
const String GFXCubemap::describeSelf() const
{
// We've got nothing
return String();
}
bool GFXCubemapHandle::set( const String &cubemapDDS )
{
/// Free the previous handle to give us
/// back any texture memory when it can.
free();
// Let the texture manager find this for us.
StrongRefPtr<GFXCubemap>::set( TEXMGR->createCubemap( cubemapDDS ) );
return isValid();
}
const String GFXCubemapArray::describeSelf() const
{
// We've got nothing
return String();
}