1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200
|
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/09/08)
#include "CubeMapEffect.h"
#include "Wm5CameraWorldPositionConstant.h"
#include "Wm5PVWMatrixConstant.h"
#include "Wm5ScreenTarget.h"
#include "Wm5TextureCube.h"
#include "Wm5Utility.h"
#include "Wm5WMatrixConstant.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, VisualEffect, CubeMapEffect);
WM5_IMPLEMENT_STREAM(CubeMapEffect);
WM5_IMPLEMENT_FACTORY(CubeMapEffect);
WM5_IMPLEMENT_DEFAULT_NAMES(VisualEffect, CubeMapEffect);
WM5_IMPLEMENT_DEFAULT_STREAM(VisualEffect, CubeMapEffect);
CubeMapEffect::UpdateMap* CubeMapEffect::msUpdates = 0;
//----------------------------------------------------------------------------
CubeMapEffect::CubeMapEffect (const std::string& effectFile)
:
VisualEffect(effectFile)
{
// TODO: Once WmfxCompiler parses the Cg FX files, we will not need to
// set the sampler state.
PixelShader* pshader = GetPixelShader(0, 0);
// CubeMapSampler
pshader->SetFilter(0, Shader::SF_LINEAR_LINEAR);
pshader->SetCoordinate(0, 0, Shader::SC_CLAMP_EDGE);
pshader->SetCoordinate(0, 1, Shader::SC_CLAMP_EDGE);
}
//----------------------------------------------------------------------------
CubeMapEffect::~CubeMapEffect ()
{
}
//----------------------------------------------------------------------------
VisualEffectInstance* CubeMapEffect::CreateInstance (TextureCube* texture,
ShaderFloat* reflectivity, bool allowDynamicUpdates)
{
VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
instance->SetVertexConstant(0, 1, new0 WMatrixConstant());
instance->SetVertexConstant(0, 2, new0 CameraWorldPositionConstant());
instance->SetPixelConstant(0, 0, reflectivity);
instance->SetPixelTexture(0, 0, texture);
if (allowDynamicUpdates)
{
DynamicUpdate update;
update.DUCamera = new0 Camera();
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int rtSize = texture->GetWidth();
update.DUSquare = ScreenTarget::CreateRectangle(vformat, rtSize,
rtSize, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
update.DUTarget = new0 RenderTarget(1, texture->GetFormat(), rtSize,
rtSize, false, true);
if (!msUpdates)
{
msUpdates = new0 UpdateMap();
}
msUpdates->insert(std::make_pair(instance, update));
}
return instance;
}
//----------------------------------------------------------------------------
void CubeMapEffect::DestroyUpdateMap ()
{
delete0(msUpdates);
}
//----------------------------------------------------------------------------
bool CubeMapEffect::AllowDynamicUpdates (VisualEffectInstance* instance)
{
if (msUpdates)
{
return msUpdates->find(instance) != msUpdates->end();
}
return false;
}
//----------------------------------------------------------------------------
void CubeMapEffect::UpdateFaces (VisualEffectInstance* instance,
Renderer* renderer, Spatial* scene, const APoint& envOrigin,
const AVector& envDVector, const AVector& envUVector,
const AVector& envRVector)
{
// TODO. Implement cube-map render targets to avoid the expensive copies
// of render target textures to the cube texture.
if (!msUpdates)
{
// No update instances exist.
return;
}
UpdateMap::iterator iter = msUpdates->find(instance);
if (iter == msUpdates->end())
{
// Dynamic updates were not enabled in the CreateInstance call.
return;
}
DynamicUpdate& update = iter->second;
TextureCube* cubeTexture = (TextureCube*)instance->GetPixelTexture(0, 0);
AVector dVector[6] =
{
-envRVector,
envRVector,
envUVector,
-envUVector,
envDVector,
-envDVector
};
AVector uVector[6] =
{
envUVector,
envUVector,
-envDVector,
envDVector,
envUVector,
envUVector
};
AVector rVector[6] =
{
envDVector,
-envDVector,
envRVector,
envRVector,
envRVector,
-envRVector
};
// The camera is oriented six times along the coordinate axes and using
// a frustum with a 90-degree field of view and an aspect ratio of 1 (the
// cube faces are squares). Save the current camera for restoration at
// the end of this function.
CameraPtr camera = renderer->GetCamera();
update.DUCamera->SetFrustum(90.0f, 1.0f, camera->GetDMin(),
camera->GetDMax());
update.DUCuller.SetCamera(update.DUCamera);
renderer->SetCamera(update.DUCamera);
int faceSize = cubeTexture->GetWidth();
int pixelSize = cubeTexture->GetPixelSize();
Texture2D* texture = 0;
for (int face = 0; face < 6; ++face)
{
update.DUCamera->SetFrame(envOrigin, dVector[face], uVector[face],
rVector[face]);
update.DUCuller.ComputeVisibleSet(scene);
renderer->Enable(update.DUTarget);
renderer->ClearBuffers();
renderer->Draw(update.DUCuller.GetVisibleSet());
renderer->Disable(update.DUTarget);
renderer->ReadColor(0, update.DUTarget, texture);
char* cubeData = cubeTexture->GetData(face, 0);
char* textData = texture->GetData(0);
int numBytes = texture->GetNumLevelBytes(0);
Utility::ReflectX(faceSize, faceSize, pixelSize, textData);
if (VertexShader::GetProfile() == VertexShader::VP_ARBVP1)
{
Utility::ReflectY(faceSize, faceSize, pixelSize, textData);
}
memcpy(cubeData, textData, numBytes);
}
delete0(texture);
// Request a refresh of VRAM with the new cube map.
renderer->Update(cubeTexture, 0, 0);
renderer->Update(cubeTexture, 1, 0);
renderer->Update(cubeTexture, 2, 0);
renderer->Update(cubeTexture, 3, 0);
renderer->Update(cubeTexture, 4, 0);
renderer->Update(cubeTexture, 5, 0);
cubeTexture->GenerateMipmaps();
// Restore the original camera and propagate the information to the
// renderer.
renderer->SetCamera(camera);
}
//----------------------------------------------------------------------------
|