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- //-----------------------------------------------------------------------------
- // 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; v<size; v++)
- {
- for(U32 u=0; u<size; u++)
- {
- Point3F vector;
- vector = axis[i] +
- ((F32(u) * stride) + start) * s[i] +
- ((F32(v) * stride) + start) * t[i];
- vector.normalizeSafe();
- vector = ((vector * 0.5) + Point3F(0.5, 0.5, 0.5)) * 255.0;
- vector.x = mClampF(vector.x, 0.0f, 255.0f);
- vector.y = mClampF(vector.y, 0.0f, 255.0f);
- vector.z = mClampF(vector.z, 0.0f, 255.0f);
- // easy way to avoid knowledge of the format (RGB, RGBA, RGBX, ...)...
- U8 *bits = bitmap->getAddress(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<GFXCubemap>::set( TEXMGR->createCubemap( cubemapDDS ) );
- return isValid();
- }
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