mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-03 11:31:05 +00:00
352 lines
10 KiB
C++
352 lines
10 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 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/D3D11/gfxD3D11Cubemap.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL)
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{
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mDynamic = false;
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mAutoGenMips = false;
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mFaceFormat = GFXFormatR8G8B8A8;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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mRTView[i] = NULL;
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}
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}
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GFXD3D11Cubemap::~GFXD3D11Cubemap()
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{
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::releaseSurfaces()
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{
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if (mDynamic)
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GFXTextureManager::removeEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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for (U32 i = 0; i < CubeFaces; i++)
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{
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SAFE_RELEASE(mRTView[i]);
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}
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SAFE_RELEASE(mDSView);
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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}
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void GFXD3D11Cubemap::_onTextureEvent(GFXTexCallbackCode code)
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{
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if (code == GFXZombify)
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releaseSurfaces();
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else if (code == GFXResurrect)
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initDynamic(mTexSize);
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}
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bool GFXD3D11Cubemap::isCompressed(GFXFormat format)
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{
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if (format >= GFXFormatDXT1 && format <= GFXFormatDXT5)
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return true;
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return false;
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}
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void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
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{
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AssertFatal( faces, "GFXD3D11Cubemap::initStatic - Got null GFXTexHandle!" );
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AssertFatal( *faces, "empty texture passed to CubeMap::create" );
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// NOTE - check tex sizes on all faces - they MUST be all same size
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mTexSize = faces->getWidth();
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mFaceFormat = faces->getFormat();
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bool compressed = isCompressed(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed)
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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U32 mipLevels = faces->getPointer()->getMipLevels();
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if (mipLevels > 1)
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mAutoGenMips = true;
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = mAutoGenMips ? 0 : mipLevels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.MiscFlags = miscFlags;
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desc.CPUAccessFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap:initStatic(GFXTexhandle *faces) - failed to create texcube texture");
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}
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for (U32 i = 0; i < CubeFaces; i++)
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{
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GFXD3D11TextureObject *texObj = static_cast<GFXD3D11TextureObject*>((GFXTextureObject*)faces[i]);
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U32 subResource = D3D11CalcSubresource(0, i, mipLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, subResource, 0, 0, 0, texObj->get2DTex(), 0, NULL);
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}
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mipLevels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(GFXTexHandle *faces) - texcube shader resource view creation failure");
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}
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if (mAutoGenMips && !compressed)
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D3D11DEVICECONTEXT->GenerateMips(mSRView);
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}
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void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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{
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AssertFatal(dds, "GFXD3D11Cubemap::initStatic - Got null DDS file!");
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AssertFatal(dds->isCubemap(), "GFXD3D11Cubemap::initStatic - Got non-cubemap DDS file!");
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AssertFatal(dds->mSurfaces.size() == 6, "GFXD3D11Cubemap::initStatic - DDS has less than 6 surfaces!");
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// NOTE - check tex sizes on all faces - they MUST be all same size
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mTexSize = dds->getWidth();
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mFaceFormat = dds->getFormat();
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U32 levels = dds->getMipLevels();
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = levels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS;
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D3D11_SUBRESOURCE_DATA* pData = new D3D11_SUBRESOURCE_DATA[6 + levels];
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for (U32 i = 0; i<CubeFaces; i++)
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{
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if (!dds->mSurfaces[i])
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continue;
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for(U32 j = 0; j < levels; j++)
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{
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pData[i + j].pSysMem = dds->mSurfaces[i]->mMips[j];
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pData[i + j].SysMemPitch = dds->getSurfacePitch(j);
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pData[i + j].SysMemSlicePitch = dds->getSurfaceSize(j);
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}
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}
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
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delete [] pData;
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = levels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D call failure");
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}
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}
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void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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{
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if(!mDynamic)
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GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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mDynamic = true;
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mAutoGenMips = true;
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mTexSize = texSize;
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mFaceFormat = faceFormat;
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bool compressed = isCompressed(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed)
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = 0;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = miscFlags;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = -1;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
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}
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D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
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viewDesc.Format = desc.Format;
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viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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viewDesc.Texture2DArray.ArraySize = 1;
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viewDesc.Texture2DArray.MipSlice = 0;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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viewDesc.Texture2DArray.FirstArraySlice = i;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i]);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
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}
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}
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D3D11_TEXTURE2D_DESC depthTexDesc;
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depthTexDesc.Width = mTexSize;
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depthTexDesc.Height = mTexSize;
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depthTexDesc.MipLevels = 1;
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depthTexDesc.ArraySize = 1;
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depthTexDesc.SampleDesc.Count = 1;
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depthTexDesc.SampleDesc.Quality = 0;
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depthTexDesc.Format = DXGI_FORMAT_D32_FLOAT;
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depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
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depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthTexDesc.CPUAccessFlags = 0;
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depthTexDesc.MiscFlags = 0;
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ID3D11Texture2D* depthTex = 0;
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hr = D3D11DEVICE->CreateTexture2D(&depthTexDesc, 0, &depthTex);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D for depth stencil call failure");
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}
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// Create the depth stencil view for the entire cube
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = depthTexDesc.Format; //The format must match the depth texture we created above
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dsvDesc.Flags = 0;
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = 0;
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hr = D3D11DEVICE->CreateDepthStencilView(depthTex, &dsvDesc, &mDSView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateDepthStencilView call failure");
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}
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SAFE_RELEASE(depthTex);
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}
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//-----------------------------------------------------------------------------
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// Set the cubemap to the specified texture unit num
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//-----------------------------------------------------------------------------
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void GFXD3D11Cubemap::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11Cubemap::zombify()
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{
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// Static cubemaps are handled by D3D
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if( mDynamic )
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::resurrect()
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{
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// Static cubemaps are handled by D3D
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if( mDynamic )
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initDynamic( mTexSize, mFaceFormat );
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}
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ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
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{
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx)
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{
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AssertFatal(faceIdx < CubeFaces, "GFXD3D11Cubemap::getRTView - face index out of bounds");
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return mRTView[faceIdx];
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}
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ID3D11RenderTargetView** GFXD3D11Cubemap::getRTViewArray()
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{
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return mRTView;
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}
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ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
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{
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return mDSView;
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}
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ID3D11Texture2D* GFXD3D11Cubemap::get2DTex()
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{
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return mTexture;
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} |