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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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162 lines
4.6 KiB
C++
162 lines
4.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/cube_map_builder.h"
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#include "nel/3d/texture_cube.h"
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#include "nel/3d/texture_mem.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/rgba.h"
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namespace NL3D
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{
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// utility function : build a side of a cube map
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static uint8 *BuildCubeMapTex(const NLMISC::CVector &start,
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const NLMISC::CVector &uDir,
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const NLMISC::CVector &vDir,
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uint size,
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ICubeMapFunctor &f
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)
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{
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NLMISC::CRGBA *map = new NLMISC::CRGBA[size * size];
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NLMISC::CRGBA *destTexel = map;
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NLMISC::CVector currN = start;
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NLMISC::CVector uStep = (2.f / size) * uDir;
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NLMISC::CVector vStep = (2.f / size) * vDir;
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for (uint y = 0; y < size; ++y)
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{
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NLMISC::CVector hCurrN = currN;
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for (uint x = 0; x < size; ++x)
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{
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destTexel[x + y *size] = f(hCurrN.normed());
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hCurrN += uStep;
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}
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currN += vStep;
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}
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return (uint8 *) map;
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}
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// utility function : build a side of a cube map, with luminance only
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static uint8 *BuildCubeMapTexLuminance(const NLMISC::CVector &start,
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const NLMISC::CVector &uDir,
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const NLMISC::CVector &vDir,
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uint size,
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ICubeMapFunctor &f
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)
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{
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uint8 *map = new uint8[size * size];
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uint8 *destTexel = map;
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NLMISC::CVector currN = start;
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NLMISC::CVector uStep = (2.f / size) * uDir;
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NLMISC::CVector vStep = (2.f / size) * vDir;
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for (uint y = 0; y < size; ++y)
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{
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NLMISC::CVector hCurrN = currN;
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for (uint x = 0; x < size; ++x)
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{
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destTexel[x + y *size] = f(hCurrN.normed()).A;
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hCurrN += uStep;
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}
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currN += vStep;
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}
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return map;
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}
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CTextureCube *BuildCubeMap(sint mapSize, ICubeMapFunctor &f, bool luminanceOnly /* = false*/, const std::string &shareName /* = "" */)
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{
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std::auto_ptr<CTextureCube> cubeMap(new CTextureCube);
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std::auto_ptr<CTextureMem> faces[6];
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/// this gives the start (unormalized normal for each face for u,v = 0, 0)
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static const NLMISC::CVector start[] =
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{
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NLMISC::CVector(1, 1, 1), /// positive_x
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NLMISC::CVector(-1, 1, -1), /// negative_x
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NLMISC::CVector(-1, 1, -1), /// positive_y
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NLMISC::CVector(-1, -1, 1), /// negative_y
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NLMISC::CVector(-1, 1, 1), /// positive_z
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NLMISC::CVector(1, 1, -1) /// negative_z
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};
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static const NLMISC::CVector uDir[] =
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{
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NLMISC::CVector::K, /// positive_x
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- NLMISC::CVector::K, /// negative_x
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- NLMISC::CVector::I, /// positive_y
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- NLMISC::CVector::I, /// negative_y
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NLMISC::CVector::I, /// positive_z
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-NLMISC::CVector::I, /// negative_z
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};
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static const NLMISC::CVector vDir[] =
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{
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- NLMISC::CVector::J, /// positive_x
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- NLMISC::CVector::J, /// negative_x
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NLMISC::CVector::K, /// positive_y
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- NLMISC::CVector::K, /// negative_y
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NLMISC::CVector::J, /// positive_z
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NLMISC::CVector::J, /// negative_z
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};
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uint k;
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/// build all faces
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for (k = 0; k < 6; ++k)
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{
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faces[k].reset(new CTextureMem);
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uint8 *map = luminanceOnly ? BuildCubeMapTexLuminance(start[k], uDir[k], vDir[k], mapSize, f)
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: BuildCubeMapTex(start[k], uDir[k], vDir[k], mapSize, f);
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faces[k]->setPointer(map,
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mapSize * mapSize * sizeof(uint8) * (luminanceOnly ? 1 : 4),
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true,
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false,
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mapSize,
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mapSize,
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luminanceOnly ? CBitmap::Luminance : CBitmap::RGBA
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);
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if (!shareName.empty())
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{
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faces[k]->setShareName(shareName + (char) ('0' + k));
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}
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}
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static const CTextureCube::TFace toTC[] = { CTextureCube::positive_x, CTextureCube::negative_x,
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CTextureCube::positive_z, CTextureCube::negative_z,
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CTextureCube::negative_y, CTextureCube::positive_y };
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/// assign faces
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for (k = 0; k < 6; ++k)
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{
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cubeMap->setTexture(toTC[k], faces[k].release());
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}
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return cubeMap.release();
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}
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} // NL3D
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