|
@@ -39,14 +39,6 @@ IMPLEMENT_CONOBJECT( CubemapData );
|
|
CubemapData::CubemapData()
|
|
CubemapData::CubemapData()
|
|
{
|
|
{
|
|
mCubemap = NULL;
|
|
mCubemap = NULL;
|
|
- mDynamic = false;
|
|
|
|
- mDynamicSize = 512;
|
|
|
|
- mDynamicNearDist = 0.1f;
|
|
|
|
- mDynamicFarDist = 100.0f;
|
|
|
|
- mDynamicObjectTypeMask = 0;
|
|
|
|
-#ifdef INIT_HACK
|
|
|
|
- mInit = false;
|
|
|
|
-#endif
|
|
|
|
}
|
|
}
|
|
|
|
|
|
CubemapData::~CubemapData()
|
|
CubemapData::~CubemapData()
|
|
@@ -84,22 +76,6 @@ void CubemapData::initPersistFields()
|
|
" - cubeFace[3] is +Z\n"
|
|
" - cubeFace[3] is +Z\n"
|
|
" - cubeFace[4] is -Y\n"
|
|
" - cubeFace[4] is -Y\n"
|
|
" - cubeFace[5] is +Y\n" );
|
|
" - cubeFace[5] is +Y\n" );
|
|
-
|
|
|
|
- addField("dynamic", TypeBool, Offset(mDynamic, CubemapData),
|
|
|
|
- "Set to true if this is a dynamic cubemap. The default is false." );
|
|
|
|
-
|
|
|
|
- addField("dynamicSize", TypeS32, Offset(mDynamicSize, CubemapData),
|
|
|
|
- "The size of each dynamic cubemap face in pixels." );
|
|
|
|
-
|
|
|
|
- addField("dynamicNearDist", TypeF32, Offset(mDynamicNearDist, CubemapData),
|
|
|
|
- "The near clip distance used when rendering to the dynamic cubemap." );
|
|
|
|
-
|
|
|
|
- addField("dynamicFarDist", TypeF32, Offset(mDynamicFarDist, CubemapData),
|
|
|
|
- "The far clip distance used when rendering to the dynamic cubemap." );
|
|
|
|
-
|
|
|
|
- addField("dynamicObjectTypeMask", TypeS32, Offset(mDynamicObjectTypeMask, CubemapData),
|
|
|
|
- "The typemask used to filter the objects rendered to the dynamic cubemap." );
|
|
|
|
-
|
|
|
|
Parent::initPersistFields();
|
|
Parent::initPersistFields();
|
|
}
|
|
}
|
|
|
|
|
|
@@ -118,134 +94,25 @@ void CubemapData::createMap()
|
|
{
|
|
{
|
|
if( !mCubemap )
|
|
if( !mCubemap )
|
|
{
|
|
{
|
|
- if( mDynamic )
|
|
|
|
- {
|
|
|
|
- mCubemap = GFX->createCubemap();
|
|
|
|
- mCubemap->initDynamic( mDynamicSize );
|
|
|
|
- mDepthBuff = GFXTexHandle( mDynamicSize, mDynamicSize, GFXFormatD24S8,
|
|
|
|
- &GFXDefaultZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
|
|
|
|
- mRenderTarget = GFX->allocRenderToTextureTarget();
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- bool initSuccess = true;
|
|
|
|
-
|
|
|
|
- for( U32 i=0; i<6; i++ )
|
|
|
|
- {
|
|
|
|
- if( !mCubeFaceFile[i].isEmpty() )
|
|
|
|
- {
|
|
|
|
|
|
+ bool initSuccess = true;
|
|
|
|
+
|
|
|
|
+ for( U32 i=0; i<6; i++ )
|
|
|
|
+ {
|
|
|
|
+ if( !mCubeFaceFile[i].isEmpty() )
|
|
|
|
+ {
|
|
if(!mCubeFace[i].set(mCubeFaceFile[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - mCubeFace[%d] (line %d)", __FUNCTION__, i, __LINE__) ))
|
|
if(!mCubeFace[i].set(mCubeFaceFile[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - mCubeFace[%d] (line %d)", __FUNCTION__, i, __LINE__) ))
|
|
{
|
|
{
|
|
- Con::errorf("CubemapData::createMap - Failed to load texture '%s'", mCubeFaceFile[i].c_str());
|
|
|
|
- initSuccess = false;
|
|
|
|
|
|
+ Con::errorf("CubemapData::createMap - Failed to load texture '%s'", mCubeFaceFile[i].c_str());
|
|
|
|
+ initSuccess = false;
|
|
}
|
|
}
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if( initSuccess )
|
|
|
|
- {
|
|
|
|
- mCubemap = GFX->createCubemap();
|
|
|
|
- mCubemap->initStatic( mCubeFace );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void CubemapData::updateDynamic(SceneManager* sm, const Point3F& pos)
|
|
|
|
-{
|
|
|
|
- AssertFatal(mDynamic, "This is not a dynamic cubemap!");
|
|
|
|
-
|
|
|
|
- GFXDEBUGEVENT_SCOPE( CubemapData_updateDynamic, ColorI::WHITE );
|
|
|
|
-
|
|
|
|
-#ifdef INIT_HACK
|
|
|
|
- if( mInit ) return;
|
|
|
|
- mInit = true;
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
- GFX->pushActiveRenderTarget();
|
|
|
|
- mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, mDepthBuff );
|
|
|
|
-
|
|
|
|
- // store current matrices
|
|
|
|
- GFXTransformSaver saver;
|
|
|
|
- F32 oldVisibleDist = sm->getVisibleDistance();
|
|
|
|
-
|
|
|
|
- // set projection to 90 degrees vertical and horizontal
|
|
|
|
- {
|
|
|
|
- F32 left, right, top, bottom;
|
|
|
|
- MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDynamicNearDist );
|
|
|
|
- GFX->setFrustum( left, right, bottom, top, mDynamicNearDist, mDynamicFarDist );
|
|
|
|
- }
|
|
|
|
- sm->setVisibleDistance(mDynamicFarDist);
|
|
|
|
-
|
|
|
|
- // We don't use a special clipping projection, but still need to initialize
|
|
|
|
- // this for objects like SkyBox which will use it during a reflect pass.
|
|
|
|
- gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
|
|
|
|
-
|
|
|
|
- // Loop through the six faces of the cube map.
|
|
|
|
- for(U32 i=0; i<6; i++)
|
|
|
|
- {
|
|
|
|
- // Standard view that will be overridden below.
|
|
|
|
- VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
|
|
|
|
-
|
|
|
|
- switch( i )
|
|
|
|
- {
|
|
|
|
- case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
|
|
|
|
- vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
|
|
|
|
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
|
|
|
|
- break;
|
|
|
|
- case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
|
|
|
|
- vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
|
|
|
|
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
|
|
|
|
- break;
|
|
|
|
- case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
|
|
|
|
- vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
|
|
|
|
- vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
|
|
|
|
- break;
|
|
|
|
- case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
|
|
|
|
- vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
|
|
|
|
- vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
|
|
|
|
- break;
|
|
|
|
- case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
|
|
|
|
- vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
|
|
|
|
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
|
|
|
|
- break;
|
|
|
|
- case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
|
|
|
|
- vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
|
|
|
|
- vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // create camera matrix
|
|
|
|
- VectorF cross = mCross( vUpVec, vLookatPt );
|
|
|
|
- cross.normalizeSafe();
|
|
|
|
-
|
|
|
|
- MatrixF matView(true);
|
|
|
|
- matView.setColumn( 0, cross );
|
|
|
|
- matView.setColumn( 1, vLookatPt );
|
|
|
|
- matView.setColumn( 2, vUpVec );
|
|
|
|
- matView.setPosition( pos );
|
|
|
|
- matView.inverse();
|
|
|
|
-
|
|
|
|
- GFX->pushWorldMatrix();
|
|
|
|
- GFX->setWorldMatrix(matView);
|
|
|
|
-
|
|
|
|
- mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, i );
|
|
|
|
- GFX->setActiveRenderTarget( mRenderTarget );
|
|
|
|
- GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, ColorI( 64, 64, 64 ), 1.f, 0 );
|
|
|
|
-
|
|
|
|
- // render scene
|
|
|
|
- sm->renderScene( SPT_Reflect, mDynamicObjectTypeMask );
|
|
|
|
-
|
|
|
|
- // Resolve render target for each face
|
|
|
|
- mRenderTarget->resolve();
|
|
|
|
- GFX->popWorldMatrix();
|
|
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if( initSuccess )
|
|
|
|
+ {
|
|
|
|
+ mCubemap = GFX->createCubemap();
|
|
|
|
+ mCubemap->initStatic( mCubeFace );
|
|
|
|
+ }
|
|
}
|
|
}
|
|
-
|
|
|
|
- // restore render surface and depth buffer
|
|
|
|
- GFX->popActiveRenderTarget();
|
|
|
|
-
|
|
|
|
- mRenderTarget->attachTexture(GFXTextureTarget::Color0, NULL);
|
|
|
|
- sm->setVisibleDistance(oldVisibleDist);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void CubemapData::updateFaces()
|
|
void CubemapData::updateFaces()
|