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deprecated functionality. T3D handles this in the reflector class.

Azaezel 11 éve
szülő
commit
901ceb943d

+ 15 - 148
Engine/source/gfx/sim/cubemapData.cpp

@@ -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()

+ 1 - 12
Engine/source/gfx/sim/cubemapData.h

@@ -60,16 +60,8 @@ public:
    // Force creation of cubemap
    // Force creation of cubemap
    void createMap();   
    void createMap();   
 
 
-   // Update a dynamic cubemap @ pos
-   void updateDynamic(SceneManager* sm, const Point3F& pos);
+   // Update a static cubemap @ pos
 	void updateFaces();
 	void updateFaces();
-   
-   // Dynamic cube map support
-   bool mDynamic;
-   U32 mDynamicSize;   
-   F32 mDynamicNearDist;
-   F32 mDynamicFarDist;
-   U32 mDynamicObjectTypeMask;
 
 
 protected:
 protected:
 
 
@@ -78,9 +70,6 @@ protected:
 
 
    GFXTexHandle mDepthBuff;
    GFXTexHandle mDepthBuff;
    GFXTextureTargetRef mRenderTarget;
    GFXTextureTargetRef mRenderTarget;
-#ifdef INIT_HACK
-   bool mInit;
-#endif
 };
 };
 
 
 #endif // CUBEMAPDATA
 #endif // CUBEMAPDATA