// NeL - MMORPG Framework // 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 . #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 cubeMap(new CTextureCube); std::auto_ptr 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