mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-14 11:19:07 +00:00
162 lines
4.4 KiB
C++
162 lines
4.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
|
|
|
|
#include "nel/3d/cube_map_builder.h"
|
|
#include "nel/3d/texture_cube.h"
|
|
#include "nel/3d/texture_mem.h"
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/rgba.h"
|
|
|
|
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// utility function : build a side of a cube map
|
|
static uint8 *BuildCubeMapTex(const NLMISC::CVector &start,
|
|
const NLMISC::CVector &uDir,
|
|
const NLMISC::CVector &vDir,
|
|
uint size,
|
|
ICubeMapFunctor &f
|
|
)
|
|
{
|
|
NLMISC::CRGBA *map = new NLMISC::CRGBA[size * size];
|
|
NLMISC::CRGBA *destTexel = map;
|
|
NLMISC::CVector currN = start;
|
|
NLMISC::CVector uStep = (2.f / size) * uDir;
|
|
NLMISC::CVector vStep = (2.f / size) * vDir;
|
|
|
|
for (uint y = 0; y < size; ++y)
|
|
{
|
|
NLMISC::CVector hCurrN = currN;
|
|
for (uint x = 0; x < size; ++x)
|
|
{
|
|
destTexel[x + y *size] = f(hCurrN.normed());
|
|
hCurrN += uStep;
|
|
}
|
|
currN += vStep;
|
|
}
|
|
return (uint8 *) map;
|
|
}
|
|
|
|
// utility function : build a side of a cube map, with luminance only
|
|
static uint8 *BuildCubeMapTexLuminance(const NLMISC::CVector &start,
|
|
const NLMISC::CVector &uDir,
|
|
const NLMISC::CVector &vDir,
|
|
uint size,
|
|
ICubeMapFunctor &f
|
|
)
|
|
{
|
|
uint8 *map = new uint8[size * size];
|
|
uint8 *destTexel = map;
|
|
NLMISC::CVector currN = start;
|
|
NLMISC::CVector uStep = (2.f / size) * uDir;
|
|
NLMISC::CVector vStep = (2.f / size) * vDir;
|
|
|
|
for (uint y = 0; y < size; ++y)
|
|
{
|
|
NLMISC::CVector hCurrN = currN;
|
|
for (uint x = 0; x < size; ++x)
|
|
{
|
|
destTexel[x + y *size] = f(hCurrN.normed()).A;
|
|
hCurrN += uStep;
|
|
}
|
|
currN += vStep;
|
|
}
|
|
return map;
|
|
}
|
|
|
|
|
|
|
|
CTextureCube *BuildCubeMap(sint mapSize, ICubeMapFunctor &f, bool luminanceOnly /* = false*/, const std::string &shareName /* = "" */)
|
|
{
|
|
std::auto_ptr<CTextureCube> cubeMap(new CTextureCube);
|
|
std::auto_ptr<CTextureMem> faces[6];
|
|
|
|
/// this gives the start (unormalized normal for each face for u,v = 0, 0)
|
|
static const NLMISC::CVector start[] =
|
|
{
|
|
NLMISC::CVector(1, 1, 1), /// positive_x
|
|
NLMISC::CVector(-1, 1, -1), /// negative_x
|
|
NLMISC::CVector(-1, 1, -1), /// positive_y
|
|
NLMISC::CVector(-1, -1, 1), /// negative_y
|
|
NLMISC::CVector(-1, 1, 1), /// positive_z
|
|
NLMISC::CVector(1, 1, -1) /// negative_z
|
|
};
|
|
|
|
|
|
static const NLMISC::CVector uDir[] =
|
|
{
|
|
NLMISC::CVector::K, /// positive_x
|
|
- NLMISC::CVector::K, /// negative_x
|
|
- NLMISC::CVector::I, /// positive_y
|
|
- NLMISC::CVector::I, /// negative_y
|
|
NLMISC::CVector::I, /// positive_z
|
|
-NLMISC::CVector::I, /// negative_z
|
|
};
|
|
|
|
static const NLMISC::CVector vDir[] =
|
|
{
|
|
- NLMISC::CVector::J, /// positive_x
|
|
- NLMISC::CVector::J, /// negative_x
|
|
NLMISC::CVector::K, /// positive_y
|
|
- NLMISC::CVector::K, /// negative_y
|
|
NLMISC::CVector::J, /// positive_z
|
|
NLMISC::CVector::J, /// negative_z
|
|
};
|
|
|
|
|
|
uint k;
|
|
|
|
/// build all faces
|
|
for (k = 0; k < 6; ++k)
|
|
{
|
|
faces[k].reset(new CTextureMem);
|
|
uint8 *map = luminanceOnly ? BuildCubeMapTexLuminance(start[k], uDir[k], vDir[k], mapSize, f)
|
|
: BuildCubeMapTex(start[k], uDir[k], vDir[k], mapSize, f);
|
|
faces[k]->setPointer(map,
|
|
mapSize * mapSize * sizeof(uint8) * (luminanceOnly ? 1 : 4),
|
|
true,
|
|
false,
|
|
mapSize,
|
|
mapSize,
|
|
luminanceOnly ? CBitmap::Luminance : CBitmap::RGBA
|
|
);
|
|
if (!shareName.empty())
|
|
{
|
|
faces[k]->setShareName(shareName + (char) ('0' + k));
|
|
}
|
|
}
|
|
|
|
static const CTextureCube::TFace toTC[] = { CTextureCube::positive_x, CTextureCube::negative_x,
|
|
CTextureCube::positive_z, CTextureCube::negative_z,
|
|
CTextureCube::negative_y, CTextureCube::positive_y };
|
|
/// assign faces
|
|
for (k = 0; k < 6; ++k)
|
|
{
|
|
cubeMap->setTexture(toTC[k], faces[k].release());
|
|
}
|
|
|
|
return cubeMap.release();
|
|
}
|
|
|
|
} // NL3D
|