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+//-----------------------------------------------------------------------------
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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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+
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+#include "gfx/bitmap/cubemapSaver.h"
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+#include "platform/platform.h"
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+#include "gfx/bitmap/ddsFile.h"
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+#include "gfx/bitmap/imageUtils.h"
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+#include "gfx/gfxDevice.h"
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+#include "gfx/gfxTransformSaver.h"
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+#include "gfx/gfxTextureManager.h"
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+#include "materials/shaderData.h"
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+#include "core/stream/fileStream.h"
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+#include "math/mathUtils.h"
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+#include "math/mTransform.h"
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+
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+
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+namespace CubemapSaver
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+{
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+ const U32 CubeFaces = 6;
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+
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+ void _setConstBuffer(GFXShaderConstHandle* handle, GFXShaderConstBuffer *cbuf, const VectorF &vLookatPt, const VectorF &vUpVec)
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+ {
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+ VectorF cross = mCross(vUpVec, vLookatPt);
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+ cross.normalizeSafe();
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+
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+ MatrixF matView(true);
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+ matView.setColumn(0, cross);
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+ matView.setColumn(1, vLookatPt);
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+ matView.setColumn(2, vUpVec);
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+ matView.setPosition(VectorF(0.0f, 0.0f, 1.0f));
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+ matView.inverse();
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+
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+ if (handle->isValid())
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+ cbuf->set(handle, matView);
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+ else
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+ Con::errorf("CubemapSaver: Failed to set a shader constant handle.");
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+ }
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+
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+ bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat)
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+ {
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+ if (!cubemap.isValid())
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+ {
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+ Con::errorf("CubemapSaver: cubemap handle is not valid");
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+ return false;
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+ }
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+
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+ // This can sometimes occur outside a begin/end scene.
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+ const bool sceneBegun = GFX->canCurrentlyRender();
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+ if (!sceneBegun)
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+ GFX->beginScene();
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+
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+ GFXCubemap *pCubemap = cubemap.getPointer();
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+ U32 faceSize = pCubemap->getSize();
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+
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+ ShaderData *shaderData = nullptr;
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+ GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
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+ if (!shader)
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+ {
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+ Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
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+ return false;
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+ }
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+
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+ GFXShaderConstHandle *matHandles[CubeFaces];
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+
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+ matHandles[0] = shader->getShaderConstHandle("$matrix0");
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+ matHandles[1] = shader->getShaderConstHandle("$matrix1");
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+ matHandles[2] = shader->getShaderConstHandle("$matrix2");
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+ matHandles[3] = shader->getShaderConstHandle("$matrix3");
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+ matHandles[4] = shader->getShaderConstHandle("$matrix4");
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+ matHandles[5] = shader->getShaderConstHandle("$matrix5");
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+
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+ GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
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+
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+ GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
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+ GFX->pushActiveRenderTarget();
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+
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+ GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
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+ //setup render targets
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+ GFXTexHandle pTextures[CubeFaces];
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+ for (U32 i = 0; i < CubeFaces; i++)
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+ {
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+ pTextures[i].set(faceSize, faceSize, renderTargetFmt,
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+ &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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+ 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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+
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+ pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
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+ }
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+
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+ //create stateblock
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+ GFXStateBlockDesc desc;
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+ desc.setZReadWrite(false, false);
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+ desc.samplersDefined = true;
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+ desc.samplers[0].addressModeU = GFXAddressClamp;
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+ desc.samplers[0].addressModeV = GFXAddressClamp;
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+ desc.samplers[0].addressModeW = GFXAddressClamp;
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+ desc.samplers[0].magFilter = GFXTextureFilterLinear;
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+ desc.samplers[0].minFilter = GFXTextureFilterLinear;
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+ desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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+
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+ //yep funky order and rotations with t3d z up
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+ _setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
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+ _setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
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+ _setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
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+ _setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
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+ _setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
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+ _setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
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+
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+ GFXTransformSaver saver;
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+ GFX->setActiveRenderTarget(pTarget);
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+ GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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+ GFX->setStateBlockByDesc(desc);
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+ GFX->setWorldMatrix(MatrixF::Identity);
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+ GFX->setProjectionMatrix(MatrixF::Identity);
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+ GFX->setCubeTexture(0, pCubemap);
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+ GFX->setShaderConstBuffer(cbuffer);
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+ GFX->setShader(shader);
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+ GFX->drawPrimitive(GFXTriangleList, 0, 3);
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+ pTarget->resolve();
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+
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+ GBitmap *pBitmaps[CubeFaces];
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+ bool error = false;
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+ const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
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+ for (U32 i = 0; i < CubeFaces; i++)
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+ {
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+ pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
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+ bool result = pTextures[i].copyToBmp(pBitmaps[i]);
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+ if (!result)
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+ {
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+ Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
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+ error = true;
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+ }
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+ //gen mip maps
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+ pBitmaps[i]->extrudeMipLevels();
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+ }
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+
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+ if (!error)
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+ {
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+ DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
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+ if (pDds)
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+ {
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+ // non compressed format needs swizzling
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+ if (!compressedFormat)
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+ ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
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+
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+ if(compressedFormat)
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+ ImageUtil::ddsCompress(pDds, compressionFormat);
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+
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+ FileStream stream;
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+ stream.open(path, Torque::FS::File::Write);
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+
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+ if (stream.getStatus() == Stream::Ok)
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+ pDds->write(stream);
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+ else
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+ Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
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+
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+ SAFE_DELETE(pDds);
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+ }
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+ }
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+
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+ for (U32 i = 0; i < CubeFaces; i++)
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+ SAFE_DELETE(pBitmaps[i]);
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+
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+ //cleaup
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+ GFX->popActiveRenderTarget();
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+ GFX->setTexture(0, NULL);
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+ GFX->setShader(NULL);
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+ GFX->setShaderConstBuffer(NULL);
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+ GFX->setVertexBuffer(NULL);
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+
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+ // End it if we begun it.
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+ if (!sceneBegun)
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+ GFX->endScene();
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+
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+
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+ return true;
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+ }
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+
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+ bool getBitmaps(GFXCubemapHandle cubemap, GFXFormat compressionFormat, GBitmap* faceBitmaps[6])
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+ {
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+ if (!cubemap.isValid())
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+ {
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+ Con::errorf("CubemapSaver: cubemap handle is not valid");
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+ return false;
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+ }
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+
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+ // This can sometimes occur outside a begin/end scene.
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+ const bool sceneBegun = GFX->canCurrentlyRender();
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+ if (!sceneBegun)
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+ GFX->beginScene();
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+
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+ GFXCubemap *pCubemap = cubemap.getPointer();
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+ U32 faceSize = pCubemap->getSize();
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+
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+ ShaderData *shaderData = nullptr;
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+ GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
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+ if (!shader)
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+ {
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+ Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
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+ return false;
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+ }
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+
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+ GFXShaderConstHandle *matHandles[CubeFaces];
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+
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+ matHandles[0] = shader->getShaderConstHandle("$matrix0");
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+ matHandles[1] = shader->getShaderConstHandle("$matrix1");
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+ matHandles[2] = shader->getShaderConstHandle("$matrix2");
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+ matHandles[3] = shader->getShaderConstHandle("$matrix3");
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+ matHandles[4] = shader->getShaderConstHandle("$matrix4");
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+ matHandles[5] = shader->getShaderConstHandle("$matrix5");
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+
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+ GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
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+
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+ GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
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+ GFX->pushActiveRenderTarget();
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+
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+ GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
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+ //setup render targets
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+ GFXTexHandle pTextures[CubeFaces];
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+ for (U32 i = 0; i < CubeFaces; i++)
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+ {
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+ pTextures[i].set(faceSize, faceSize, renderTargetFmt,
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+ &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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+ 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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+
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+ pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
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+ }
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+
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+ //create stateblock
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+ GFXStateBlockDesc desc;
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+ desc.setZReadWrite(false, false);
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+ desc.samplersDefined = true;
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+ desc.samplers[0].addressModeU = GFXAddressClamp;
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+ desc.samplers[0].addressModeV = GFXAddressClamp;
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+ desc.samplers[0].addressModeW = GFXAddressClamp;
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+ desc.samplers[0].magFilter = GFXTextureFilterLinear;
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+ desc.samplers[0].minFilter = GFXTextureFilterLinear;
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+ desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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+
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+ //yep funky order and rotations with t3d z up
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+ _setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
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+ _setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
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+ _setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
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+ _setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
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+ _setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
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+ _setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
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+
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+ GFXTransformSaver saver;
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+ GFX->setActiveRenderTarget(pTarget);
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+ GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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+ GFX->setStateBlockByDesc(desc);
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+ GFX->setWorldMatrix(MatrixF::Identity);
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+ GFX->setProjectionMatrix(MatrixF::Identity);
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+ GFX->setCubeTexture(0, pCubemap);
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+ GFX->setShaderConstBuffer(cbuffer);
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+ GFX->setShader(shader);
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+ GFX->drawPrimitive(GFXTriangleList, 0, 3);
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+ pTarget->resolve();
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+
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+ bool error = false;
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+ const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
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+ for (U32 i = 0; i < CubeFaces; i++)
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+ {
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+ //faceBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
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+ bool result = pTextures[i].copyToBmp(faceBitmaps[i]);
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+ if (!result)
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+ {
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+ Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
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+ error = true;
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+ }
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+ //gen mip maps
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+ faceBitmaps[i]->extrudeMipLevels();
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+ }
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+
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+ /*if (!error)
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+ {
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+ DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
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+ if (pDds)
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+ {
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+ // non compressed format needs swizzling
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+ if (!compressedFormat)
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+ ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
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+
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+ if (compressedFormat)
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+ ImageUtil::ddsCompress(pDds, compressionFormat);
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+
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+ FileStream stream;
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+ stream.open(path, Torque::FS::File::Write);
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+
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+ if (stream.getStatus() == Stream::Ok)
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+ pDds->write(stream);
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+ else
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+ Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
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+
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+ SAFE_DELETE(pDds);
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+ }
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+ }
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+
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+ for (U32 i = 0; i < CubeFaces; i++)
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+ SAFE_DELETE(pBitmaps[i]);*/
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+
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+ //cleaup
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+ GFX->popActiveRenderTarget();
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+ GFX->setTexture(0, NULL);
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+ GFX->setShader(NULL);
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+ GFX->setShaderConstBuffer(NULL);
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+ GFX->setVertexBuffer(NULL);
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+
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+ // End it if we begun it.
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+ if (!sceneBegun)
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+ GFX->endScene();
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+
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+ if (error)
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+ return false;
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+
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+ return true;
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+ }
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+}
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