//----------------------------------------------------------------------------- // 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() { // 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 ); } 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; vgetAddress(u, v); bits[0] = U8(vector.x); bits[1] = U8(vector.y); bits[2] = U8(vector.z); } } tex.set(bitmap, &GFXDefaultStaticDiffuseProfile, 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::set( TEXMGR->createCubemap( cubemapDDS ) ); return isValid(); }