195 lines
5.0 KiB
C++
195 lines
5.0 KiB
C++
#ifndef D3DCUBEMAPS_H
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#define D3DCUBEMAPS_H
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struct SSingleLight
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{
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typedef byte Type;
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int components;
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int format;
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SSingleLight(float _power) :
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components(3), format(D3DFMT_X8R8G8B8), power(_power) {}
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void operator() (const Vec3d& v, Type * t)
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{
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float z = v[2] > 0 ? v[2] : 0;
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z = cry_powf(z, power);
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t[0] = (Type)(z * 255.0f);
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t[1] = (Type)(z * 255.0f);
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t[2] = (Type)(z * 255.0f);
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}
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float power;
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};
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struct SNormalizeVector
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{
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typedef byte Type;
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int components;
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int format;
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SNormalizeVector() : components(4), format(D3DFMT_X8R8G8B8) {}
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void operator() (const Vec3d & v, Type * t)
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{
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Vec3d v2 = v;
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v2 += Vec3d(1.0f,1.0f,1.0f);
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t[2] = (Type)(v2[0] * 127.0f);
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t[1] = (Type)(v2[1] * 127.0f);
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t[0] = (Type)(v2[2] * 127.0f);
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}
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};
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// make a cube map from a functor
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template <class FunctionOfDirection> void MakeCubeMap(FunctionOfDirection & f, LPDIRECT3DCUBETEXTURE9 pCubeTexture, int size, bool bMips)
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{
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typedef typename FunctionOfDirection::Type Type;
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int components = f.components;
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int format = f.format;
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Type * ip;
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int dwMipmaps = pCubeTexture->GetLevelCount();
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int dwLevel = 0;
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while (true)
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{
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float offset = .5;
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float delta = 1;
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float halfsize = size/2.f;
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Vec3d v;
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D3DLOCKED_RECT Locked;
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D3DXVECTOR3 Normal;
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D3DSURFACE_DESC ddsdDesc;
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// positive x image
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{
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pCubeTexture->GetLevelDesc(dwLevel, &ddsdDesc);
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pCubeTexture->LockRect((D3DCUBEMAP_FACES)0, dwLevel, &Locked, NULL, 0);
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Type* pBits = (Type*)(Locked.pBits);
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ip = pBits;
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for(int j = 0; j < size; j++)
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{
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for(int i=0; i < size; i++)
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{
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v[2] = -(i*delta + offset - halfsize);
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v[1] = -(j*delta + offset - halfsize);
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v[0] = halfsize;
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v.Normalize();
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f(v, ip);
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ip += components;
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}
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}
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pCubeTexture->UnlockRect((D3DCUBEMAP_FACES)0, dwLevel);
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}
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// negative x image
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{
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pCubeTexture->GetLevelDesc(dwLevel, &ddsdDesc);
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pCubeTexture->LockRect((D3DCUBEMAP_FACES)1, dwLevel, &Locked, NULL, 0);
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Type* pBits = (Type*)(Locked.pBits);
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ip = pBits;
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for(int j = 0; j < size; j++)
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{
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for(int i=0; i < size; i++)
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{
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v[2] = (i*delta + offset - halfsize);
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v[1] = -(j*delta + offset - halfsize);
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v[0] = -halfsize;
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v.Normalize();
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f(v, ip);
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ip += components;
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}
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}
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pCubeTexture->UnlockRect((D3DCUBEMAP_FACES)1, dwLevel);
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}
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// positive y image
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{
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pCubeTexture->GetLevelDesc(dwLevel, &ddsdDesc);
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pCubeTexture->LockRect((D3DCUBEMAP_FACES)2, dwLevel, &Locked, NULL, 0);
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Type* pBits = (Type*)(Locked.pBits);
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ip = pBits;
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for(int j = 0; j < size; j++)
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{
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for(int i=0; i < size; i++)
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{
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v[0] = (i*delta + offset - halfsize);
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v[2] = (j*delta + offset - halfsize);
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v[1] = halfsize;
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v.Normalize();
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f(v, ip);
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ip += components;
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}
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}
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pCubeTexture->UnlockRect((D3DCUBEMAP_FACES)2, dwLevel);
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}
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// negative y image
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{
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pCubeTexture->GetLevelDesc(dwLevel, &ddsdDesc);
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pCubeTexture->LockRect((D3DCUBEMAP_FACES)3, dwLevel, &Locked, NULL, 0);
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Type* pBits = (Type*)(Locked.pBits);
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ip = pBits;
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for(int j = 0; j < size; j++)
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{
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for(int i=0; i < size; i++)
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{
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v[0] = (i*delta + offset - halfsize);
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v[2] = -(j*delta + offset - halfsize);
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v[1] = -halfsize;
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v.Normalize();
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f(v, ip);
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ip += components;
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}
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}
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pCubeTexture->UnlockRect((D3DCUBEMAP_FACES)3, dwLevel);
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}
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// positive z image
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{
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pCubeTexture->GetLevelDesc(dwLevel, &ddsdDesc);
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pCubeTexture->LockRect((D3DCUBEMAP_FACES)4, dwLevel, &Locked, NULL, 0);
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Type* pBits = (Type*)(Locked.pBits);
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ip = pBits;
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for(int j = 0; j < size; j++)
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{
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for(int i=0; i < size; i++)
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{
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v[0] = (i*delta + offset - halfsize);
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v[1] = -(j*delta + offset - halfsize);
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v[2] = halfsize;
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v.Normalize();
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f(v, ip);
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ip += components;
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}
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}
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pCubeTexture->UnlockRect((D3DCUBEMAP_FACES)4, dwLevel);
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}
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// negative z image
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{
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pCubeTexture->GetLevelDesc(dwLevel, &ddsdDesc);
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pCubeTexture->LockRect((D3DCUBEMAP_FACES)5, dwLevel, &Locked, NULL, 0);
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Type* pBits = (Type*)(Locked.pBits);
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ip = pBits;
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for(int j = 0; j < size; j++)
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{
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for(int i=0; i < size; i++)
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{
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v[0] = -(i*delta + offset - halfsize);
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v[1] = -(j*delta + offset - halfsize);
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v[2] = -halfsize;
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v.Normalize();
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f(v, ip);
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ip += components;
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}
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}
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pCubeTexture->UnlockRect((D3DCUBEMAP_FACES)5, dwLevel);
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}
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size >>= 1;
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if (!bMips || !size)
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break;
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dwLevel++;
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if (dwLevel >= dwMipmaps)
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break;
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}
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}
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#endif
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