//----------------------------------------------------------------------------- // 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" #include "gfx/bitmap/imageUtils.h" GFXCubemap::GFXCubemap() { mPath = ""; mMipMapLevels = 0; mInitialized = false; } 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 ); } U32 GFXCubemap::zUpFaceIndex(const U32 index) { switch (index) { case 2: return 4; case 3: return 5; case 4: return 2; case 5: return 3; default: return index; }; } 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, &GFXStaticTextureSRGBProfile, 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(); } const String GFXCubemapArray::describeSelf() const { // We've got nothing return String(); } void GFXCubemapArray::setCubeTexSize(GFXCubemapHandle* cubemaps) { U32 downscalePower = 0;// GFXTextureManager::smTextureReductionLevel; U32 scaledSize = cubemaps[0]->getSize(); if (downscalePower != 0) { // Otherwise apply the appropriate scale... scaledSize >>= downscalePower; } //all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap mSize = scaledSize; mMipMapLevels = cubemaps[0]->getMipMapLevels() - downscalePower; } void GFXCubemapArray::setCubeTexSize(U32 cubemapFaceSize) { U32 downscalePower = 0;// GFXTextureManager::smTextureReductionLevel; U32 scaledSize = cubemapFaceSize; if (downscalePower != 0) { scaledSize >>= downscalePower; } mSize = scaledSize; mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize) - downscalePower; }