[1488] | 1 | #include "dxstdafx.h"
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| 2 | #include "resource.h"
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| 3 | #include <time.h>
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| 4 |
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| 5 | #include "Cube.h"
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| 6 | #include "Mesh.h"
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| 7 | #include "Parameters.h"
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| 8 | #include "EnvMap.h"
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| 9 |
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| 10 | //--------------------------------------------------------------------------------------
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| 11 | // Media
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| 12 | //--------------------------------------------------------------------------------------
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| 13 |
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| 14 | #define MESH0 L"Media\\Objects\\room.x"
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| 15 | #define MESH1 L"Media\\Objects\\sphere.x" // src: DirectX Samples
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| 16 | #define MESH2 L"Media\\Objects\\column.x"
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| 17 | #define MESH3 L"Media\\Objects\\teapot.x" // src: DirectX Samples
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| 18 | #define MESH4 L"Media\\Objects\\ring.x" // src: DirectX Samples
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| 19 | #define MESH5 L"Media\\Objects\\lamp01.x" // src: 3dcafe
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| 20 | #define MESH6 L"Media\\Objects\\happy.x" // src: Stanford Repository
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| 21 | #define MESH7 L"Media\\Objects\\dragon.x" // src: Stanford Repository
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| 22 | #define MESH8 L"Media\\Objects\\bunny.x" // src: Stanford Repository
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| 23 | #define MESH9 L"Media\\Objects\\skullocc.x" // src: DirectX Samples
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| 24 |
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| 25 | #define TEX0 L"Media\\Maps\\white.png"
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| 26 | #define TEX1 L"Media\\Maps\\pixel-grid-gy.png"
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| 27 | #define TEX2 L"Media\\Maps\\fire.jpg" // src: astronomy.swin.edu.au/~pbourke/texture/fire
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[1574] | 28 | #define ROOM_TEXTURE L"Media\\Maps\\pixel-grid-b.png"
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[1488] | 29 |
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| 30 | //--------------------------------------------------------------------------------------
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| 31 | // Constants
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| 32 | //--------------------------------------------------------------------------------------
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| 33 |
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| 34 | /// size of the cube map taken from the reference point of the object
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| 35 | #define CUBEMAP_SIZE 128 // 256
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| 36 | /// size of the cube map for diffuse/glossy reflections
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| 37 | int LR_CUBEMAP_SIZE = 2;
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| 38 |
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| 39 | /// Number of samples when precomputing geometric factors.
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| 40 | //#define M 25 // for production
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| 41 | #define M 10 // for runtime
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| 42 |
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| 43 | extern Parameters pp;
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| 44 | bool bPreproc = false;
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| 45 |
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| 46 | float eval( float cos_theta, float dw );
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| 47 | float evaluate( float dx, float dy )
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| 48 | {
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| 49 | return eval( 2*dx-1, dy*2*3.14159f ) / 3;
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| 50 | }
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| 51 |
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| 52 | /// Called by ::OnCreateDevice() (Main.cpp) to perform app-specific tasks.
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| 53 | void EnvMap::OnCreateDevice( IDirect3DDevice9* pd3dDevice, ID3DXEffect* g_pEffect )
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| 54 | {
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| 55 | this->pd3dDevice = pd3dDevice;
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| 56 | this->g_pEffect = g_pEffect;
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| 57 |
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| 58 | // init centralMesh array
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| 59 | meshCount = 0;
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| 60 | // room
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| 61 | meshes[meshCount++] = new Mesh(MESH0, TEX0, 0, D3DXVECTOR3(0,0,0)); // room
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| 62 |
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| 63 | // meshes[meshCount++] = new Mesh(MESH1, TEX2, 0.6, D3DXVECTOR3(0,-1.7,0)); // 1 fireball
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| 64 |
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| 65 | meshes[meshCount++] = new Mesh(MESH1, TEX2, 0.6, D3DXVECTOR3(1.5,0,1.5)); // fireballs
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| 66 | meshes[meshCount++] = new Mesh(MESH1, TEX2, 0.6, D3DXVECTOR3(1.5,0,-1.5));
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| 67 | meshes[meshCount++] = new Mesh(MESH1, TEX2, 0.6, D3DXVECTOR3(-1.5,0,1.5));
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| 68 | meshes[meshCount++] = new Mesh(MESH1, TEX2, 0.6, D3DXVECTOR3(-1.5,0,-1.5));
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| 69 |
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| 70 | // central centralMesh
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| 71 | centralMesh = new Mesh(MESH0, TEX0, pp.Get( fMeshScale )*2, D3DXVECTOR3(0,0,0));
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| 72 | centralMesh->SetContainerSize( D3DXVECTOR3(roomSize,roomSize,roomSize) );
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| 73 | centralMesh->SetMeshPosition( D3DXVECTOR3(-roomSize*2/3,0,0) );
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| 74 |
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| 75 | ChooseMesh( pp.GetInt( iWhichMesh ));
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| 76 |
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| 77 | bCubeMapIsValid = false;
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| 78 | }
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| 79 |
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| 80 | /// Called by ::OnDestroyDevice() (Main.cpp) to perform app-specific tasks.
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| 81 | void EnvMap::OnDestroyDevice()
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| 82 | {
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| 83 | // central centralMesh
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| 84 | delete centralMesh;
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| 85 |
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| 86 | // destroy centralMesh array
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| 87 | for (int i=0; i<meshCount; i++)
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| 88 | delete meshes[i];
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| 89 | meshCount = 0;
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| 90 |
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| 91 | SAFE_RELEASE( pCosValuesTexture );
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| 92 | }
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| 93 |
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| 94 | /// Called by ::OnResetDevice() (Main.cpp) to perform app-specific tasks.
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| 95 | void EnvMap::OnResetDevice()
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| 96 | {
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| 97 | // 1: mipmapping disabled, (1 level only)
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| 98 | // D3DX_DEFAULT: mipmapping enabled
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| 99 | V( D3DXCreateTextureFromFileExW( pd3dDevice, ROOM_TEXTURE,
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| 100 | D3DX_DEFAULT, D3DX_DEFAULT, 1/*1 or D3DX_DEFAULT=all*/, 0, D3DFMT_A16B16G16R16F, D3DPOOL_MANAGED,
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| 101 | D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL,
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| 102 | &pRoomTexture ) );
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| 103 |
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| 104 | int exp = pp.GetInt( iResolution ) + 1; // 1..4
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| 105 | LR_CUBEMAP_SIZE = pow( 2, exp );
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| 106 |
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| 107 | pCubeTexture = CreateCubeTexture( CUBEMAP_SIZE, D3DFMT_A16B16G16R16F );
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| 108 | pCubeTextureSmall = CreateCubeTexture( LR_CUBEMAP_SIZE, D3DFMT_A16B16G16R16F );
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| 109 | pCubeTexturePreConvolved = CreateCubeTexture( LR_CUBEMAP_SIZE, D3DFMT_A16B16G16R16F );
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| 110 |
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| 111 | InitFullScreenQuad();
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| 112 | cube = new Cube(pd3dDevice);
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| 113 | }
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| 114 |
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| 115 | /// Called by ::OnLostDevice() (Main.cpp) to perform app-specific tasks.
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| 116 | void EnvMap::OnLostDevice()
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| 117 | {
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| 118 | SAFE_RELEASE( pRoomTexture );
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| 119 | //SAFE_RELEASE( pBoxTexture );
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| 120 | SAFE_RELEASE( pCubeTexture );
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| 121 | SAFE_RELEASE( pCubeTextureSmall );
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| 122 | SAFE_RELEASE( pCubeTexturePreConvolved );
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| 123 | // SAFE_RELEASE( pCosValuesTexture );
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| 124 | SAFE_RELEASE( pVertexBuffer ); // fullscreen quad
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| 125 | cube->Destroy();
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| 126 | delete cube;
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| 127 |
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| 128 | bCubeMapIsValid = false;
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| 129 | }
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| 130 |
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| 131 | /// Called when the resolution of the cube maps is to change.
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| 132 | /// To re-generate all resources, the DirectX device is simply reseted.
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| 133 | void EnvMap::InvalidateResolution()
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| 134 | {
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| 135 | if (!bCubeMapIsValid) return; // don't do anything during GUI initialization
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| 136 |
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| 137 | // rebuild textures
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| 138 | OnLostDevice(); // !!!!!
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| 139 | OnResetDevice(); // !!!!!
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| 140 | }
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| 141 |
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| 142 |
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| 143 | /// Loads the specified mesh.
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| 144 | void EnvMap::ChooseMesh(int whichMesh)
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| 145 | {
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| 146 | if (centralMesh == NULL) return;
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| 147 |
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| 148 | // redirect call from keyboard to parameter class
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| 149 | if ( pp.GetInt( iWhichMesh ) != whichMesh)
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| 150 | {
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| 151 | pp.SetInt( iWhichMesh, whichMesh );
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| 152 | return;
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| 153 | }
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| 154 |
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| 155 | switch (whichMesh)
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| 156 | {
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| 157 | case 0: centralMesh->Load(MESH0); break;
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| 158 | case 1: centralMesh->Load(MESH1); break;
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| 159 | case 2: centralMesh->Load(MESH2); break;
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| 160 | case 3: centralMesh->Load(MESH3); break;
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| 161 | case 4: centralMesh->Load(MESH4); break;
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| 162 | case 5: centralMesh->Load(MESH5); break;
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| 163 | case 6: centralMesh->Load(MESH6); break;
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| 164 | case 7: centralMesh->Load(MESH7); break;
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| 165 | case 8: centralMesh->Load(MESH8); break;
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| 166 | case 9: centralMesh->Load(MESH9); break;
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| 167 | }
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| 168 |
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| 169 | bCubeMapIsValid = false; // ask for cubemap redraw
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| 170 | }
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| 171 |
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| 172 | /// Handles keystroke messages.
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| 173 | void EnvMap::KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
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| 174 | {
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| 175 | if( bKeyDown )
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| 176 | {
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| 177 | bool b = pp.Get( bConfineToRoom );
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| 178 | float step = 0.1f;
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| 179 | //float max = roomSize-1.02f;
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| 180 |
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| 181 | if ( nChar >= '0' && nChar <= '9' ) {
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| 182 | int whichMesh = nChar-'0';
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| 183 | ChooseMesh(whichMesh); // load centralMesh
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| 184 |
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| 185 | }
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| 186 | else switch( nChar )
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| 187 | {
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| 188 | case VK_RIGHT: centralMesh->Move( D3DXVECTOR3( step,0,0), b ); break;
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| 189 | case VK_LEFT: centralMesh->Move( D3DXVECTOR3(-step,0,0), b ); break;
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| 190 | case VK_UP: centralMesh->Move( D3DXVECTOR3(0, step,0), b ); break;
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| 191 | case VK_DOWN: centralMesh->Move( D3DXVECTOR3(0,-step,0), b ); break;
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| 192 | case VK_PRIOR: centralMesh->Move( D3DXVECTOR3(0,0, step), b ); break;
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| 193 | case VK_NEXT: centralMesh->Move( D3DXVECTOR3(0,0,-step), b ); break;
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| 194 | case 32: bCubeMapIsValid = false; break;
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| 195 |
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| 196 | } // switch
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| 197 | }
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| 198 | }
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| 199 |
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| 200 | /// Performs prepocessing steps if necessary and then renders the scene.
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| 201 | void EnvMap::OnFrameRender( IDirect3DDevice9* pd3dDevice, D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
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| 202 | {
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| 203 | /*if (pp.Get( bAutoGenCubeMap )) // calculate cube maps for each frame
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| 204 | bCubeMapIsValid = false;*/
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| 205 |
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| 206 | // regenerate cube maps if necessary
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| 207 | // regenerate if:
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| 208 | // - centralMesh changes
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| 209 | // - resolution changes
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| 210 | if ( !bCubeMapIsValid )
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| 211 | {
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| 212 | long clock1 = clock();
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| 213 |
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| 214 | // (to avoid warnings)
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| 215 | V( g_pEffect->SetTexture( "EnvironmentMap", NULL ) );
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| 216 |
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| 217 | D3DXVECTOR3 p = centralMesh->GetMeshPosition();
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| 218 | centralMesh->SetMeshPosition( D3DXVECTOR3(0,0,0) );
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| 219 |
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| 220 | // to be precise: offsetting to the center of the (DirectX) texel
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| 221 | V( g_pEffect->SetFloat( "texel_size", 1 / (float)CUBEMAP_SIZE ) );
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| 222 | // I had to call it 2 times to render the environment completely
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| 223 | RenderCubeMap( pCubeTexture );
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| 224 | RenderCubeMap( pCubeTexture ); // don't ask why
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| 225 |
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| 226 | centralMesh->SetMeshPosition( p );
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| 227 | V( g_pEffect->SetFloat( "texel_size", 0 ) );
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| 228 |
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| 229 | ReduceCubeMapSize( pCubeTexture, pCubeTextureSmall);
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| 230 | bShininessIsValid = false;
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| 231 | bCubeMapIsValid = true;
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| 232 | }
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| 233 |
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| 234 | if ( !bShininessIsValid )
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| 235 | // refresh cos texture
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| 236 | {
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| 237 | if ( pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR_CLASSIC )
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| 238 | {
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| 239 | // prepare preconvolved cubemap
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| 240 | PreConvolve(pCubeTextureSmall, pCubeTexturePreConvolved);
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| 241 | }
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| 242 | else
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| 243 | {
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| 244 | // load precomputed reflectivity integral values
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| 245 | // or generate them if not found
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| 246 | GenerateCosTextureIfNotFound( L"cos\\cos_s", &evaluate );
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| 247 | }
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| 248 |
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| 249 | bShininessIsValid = true;
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| 250 | }
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| 251 |
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| 252 | // Render the scene
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| 253 | DoRendering(mView, mProj);
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| 254 | }
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| 255 |
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| 256 | /// Render the scene.
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| 257 | void EnvMap::DoRendering(D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj)
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| 258 | {
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| 259 | UINT uPasses;
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| 260 |
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| 261 | D3DCOLOR backgroundColor = D3DCOLOR_ARGB(0, 66, 75, 121);
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| 262 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, backgroundColor, 1.0f, 0) );
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| 263 |
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| 264 | D3DXVECTOR3 eye = *camera->GetEyePt();
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| 265 | D3DXVECTOR4 eyePos(eye.x, eye.y, eye.z, 1);
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| 266 | D3DXVECTOR4 refPos(reference_pos.x, reference_pos.y, reference_pos.z, 1);
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| 267 |
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| 268 | V( g_pEffect->SetTexture( "EnvironmentMap", pCubeTexture ) );
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| 269 | V( g_pEffect->SetTexture( "SmallEnvironmentMap", pCubeTextureSmall ) );
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| 270 | V( g_pEffect->SetTexture( "Decoration", pCosValuesTexture ) );
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| 271 |
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| 272 | V( g_pEffect->SetVector ( "eyePos", &eyePos ) );
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| 273 | V( g_pEffect->SetVector ( "reference_pos", &refPos ) );
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| 274 | V( g_pEffect->SetFloat ( "intensity", pp.Get( fIntensity ) ));
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| 275 | V( g_pEffect->SetFloat ( "shininess", (float)pp.GetInt( iShininess )));
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| 276 | V( g_pEffect->SetInt ( "LR_CUBEMAP_SIZE", LR_CUBEMAP_SIZE ));
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| 277 |
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| 278 | // ------------------------- choose technique -------------------------
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| 279 |
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| 280 | switch (pp.GetInt( iWhichMethod )) {
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| 281 | case DIFFUSE_SPECULAR_CLASSIC:
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| 282 | V( g_pEffect->SetTechnique( "EnvMapDiffuseClassic" ) );
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| 283 | V( g_pEffect->SetTexture( "PreconvolvedEnvironmentMap", pCubeTexturePreConvolved ) );
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| 284 | break;
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| 285 | case DIFFUSE_SPECULAR_LOCALIZED:
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| 286 | //V( g_pEffect->SetTechnique( "EnvMapDiffuseLocalized" ) );
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| 287 | char techniqueName[100];
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| 288 | sprintf(techniqueName, "EnvMapDiffuseLocalized%i", LR_CUBEMAP_SIZE );
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| 289 | V( g_pEffect->SetTechnique( techniqueName ) );
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| 290 | break;
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[1534] | 291 | case DIFFUSE_SPECULAR_LOCALIZED_NEW:
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| 292 | V( g_pEffect->SetTechnique( "EnvMapDiffuseLocalizedNew" ) );
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| 293 | break;
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[1573] | 294 | case DIFFUSE_SPECULAR_LOCALIZED_P2P:
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| 295 | V( g_pEffect->SetTechnique( "EnvMapDiffuseP2P" ) );
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| 296 | break;
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[1488] | 297 | case DIFFUSE_SPECULAR_LOCALIZED_5TEX:
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| 298 | V( g_pEffect->SetTechnique( "EnvMapDiffuseLocalized5Tex" ) );
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| 299 | break;
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[1672] | 300 | case DIFFUSE_SPECULAR_LOCALIZED_ADAPT:
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| 301 | V( g_pEffect->SetTechnique( "EnvMapDiffuseAdapt" ) );
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| 302 | break;
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[1488] | 303 | }
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| 304 |
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| 305 | // ------------------------ end choose technique ------------------------
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| 306 |
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| 307 |
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| 308 | V( g_pEffect->Begin( &uPasses, 0 ) );
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| 309 | V( g_pEffect->BeginPass( 0 ) ); // csak 1 db PASS wan
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| 310 |
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| 311 | DrawCenterObjects( mView, mProj );
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| 312 |
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| 313 | if (pp.Get( bMultipleObjects ))
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| 314 | // draw two more object instances
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| 315 | {
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| 316 | double offset=1.3;
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| 317 |
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| 318 | D3DXVECTOR3 pos = centralMesh->GetMeshPosition();
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| 319 | centralMesh->SetMeshPosition( pos + D3DXVECTOR3(0,offset,0));
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| 320 | DrawCenterObjects( mView, mProj );
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| 321 |
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| 322 | centralMesh->SetMeshPosition( pos + D3DXVECTOR3(0,-offset,0));
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| 323 | DrawCenterObjects( mView, mProj );
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| 324 |
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| 325 | centralMesh->SetMeshPosition( pos );
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| 326 | }
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| 327 |
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| 328 | V( g_pEffect->EndPass() );
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| 329 | V( g_pEffect->End() );
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| 330 |
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| 331 | if (pp.GetInt( iShowCubeMap ) == 3 && pp.GetInt( iWhichMethod ) != DIFFUSE_SPECULAR_CLASSIC )
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| 332 | pp.SetInt( iShowCubeMap, 0 );
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| 333 |
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| 334 | switch (pp.GetInt( iShowCubeMap ))
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| 335 | {
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| 336 | case 0: break;
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| 337 | case 1: V( g_pEffect->SetTexture( "EnvironmentMap", pCubeTexture ) ); break;
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| 338 | case 2: V( g_pEffect->SetTexture( "EnvironmentMap", pCubeTextureSmall ) ); break;
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| 339 | case 3: V( g_pEffect->SetTexture( "EnvironmentMap", pCubeTexturePreConvolved) ); break;
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| 340 | }
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| 341 |
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| 342 | // draw environment objects (room)
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| 343 | V( g_pEffect->SetTechnique( "IlluminatedScene" ) );
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| 344 | V( g_pEffect->Begin( &uPasses, 0 ) );
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| 345 | V( g_pEffect->BeginPass( 0 ) );
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| 346 |
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| 347 | DrawEnvObjects( mView, mProj );
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| 348 |
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| 349 | V( g_pEffect->EndPass() );
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| 350 | V( g_pEffect->End() );
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| 351 |
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| 352 | V( g_pEffect->SetInt ( "iShowCubeMap", 0 ));
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| 353 | }
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| 354 |
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| 355 | /// Draw the central diffuse/glossy object.
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| 356 | void EnvMap::DrawCenterObjects( D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
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| 357 | {
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| 358 | D3DXVECTOR4 objColor(1,1,0,1);
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| 359 |
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| 360 | objColor = D3DXVECTOR4(1,1,1,1);
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| 361 | V( g_pEffect->SetVector( "objColor", &objColor ) );
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| 362 |
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| 363 | float scale = centralMesh->GetMeshScale();
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| 364 | D3DXVECTOR3 offset = centralMesh->GetMeshPosition();
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| 365 |
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| 366 | D3DXMATRIXA16 w, rot;
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| 367 | D3DXMatrixRotationY( &rot, - 3.14159f / 2);
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| 368 |
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| 369 | if ( pp.GetInt( iWhichMesh ) == 8) // rotate the bunny for better look
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| 370 | {
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| 371 | D3DXMatrixRotationY( &rot, - 3.14159f);
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| 372 | w = rot * ScaleAndOffset( scale, offset );
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| 373 | }
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| 374 | else if ( pp.GetInt( iWhichMesh ) == 9) // rotate the skull for better look
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| 375 | {
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| 376 | D3DXMatrixRotationY( &rot, - 3.14159f / 2);
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| 377 | w = rot * ScaleAndOffset( scale, offset );
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| 378 | }
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| 379 | else
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| 380 | w = ScaleAndOffset( scale, offset );
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| 381 |
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| 382 | SetWorldViewProj( w, mView, mProj );
|
---|
| 383 |
|
---|
| 384 | centralMesh->Draw();
|
---|
| 385 | }
|
---|
| 386 |
|
---|
| 387 | /// Draw environment objects.
|
---|
| 388 | void EnvMap::DrawEnvObjects( D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
|
---|
| 389 | {
|
---|
| 390 | D3DXVECTOR4 objColor(3,3,3,1);
|
---|
| 391 | if (bPreproc)
|
---|
| 392 | objColor *= 5;
|
---|
| 393 | g_pEffect->SetVector( "objColor", &objColor );
|
---|
| 394 | V( g_pEffect->SetFloat( "brightness", 0.0f ));
|
---|
| 395 | g_pEffect->CommitChanges();
|
---|
| 396 |
|
---|
| 397 | // meshes of the environment
|
---|
| 398 | if (pp.Get( bShowFireballs ))
|
---|
| 399 | {
|
---|
| 400 | for (int i=1; i<meshCount; i++)
|
---|
| 401 | {
|
---|
| 402 | V( g_pEffect->SetTexture( "Decoration", meshes[i]->GetTexture() ) );
|
---|
| 403 |
|
---|
| 404 | float scale = meshes[i]->GetMeshScale();
|
---|
| 405 | D3DXVECTOR3 offset = meshes[i]->GetMeshPosition();
|
---|
| 406 | SetWorldViewProj( ScaleAndOffset( scale, offset ), mView, mProj );
|
---|
| 407 |
|
---|
| 408 | meshes[i]->Draw();
|
---|
| 409 | }
|
---|
| 410 | }
|
---|
| 411 |
|
---|
| 412 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
|
---|
| 413 |
|
---|
| 414 | // ----------------------------------------
|
---|
| 415 | // draw a room of size [-roomSize..roomSize]
|
---|
| 416 | // ----------------------------------------
|
---|
| 417 |
|
---|
| 418 | cube->PrepareDrawing();
|
---|
| 419 | D3DXVECTOR3 scale = D3DXVECTOR3(roomSize,roomSize,roomSize);
|
---|
| 420 | SetWorldViewProj( ScaleAndOffset( scale, D3DXVECTOR3(0,0,0) ), mView, mProj );
|
---|
| 421 |
|
---|
| 422 | // flip normals so that the room is visible from its inside
|
---|
| 423 | V( pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW) );
|
---|
| 424 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
|
---|
| 425 | V( g_pEffect->SetFloat( "brightness", 2.8f ));
|
---|
| 426 | V( g_pEffect->SetInt ( "iShowCubeMap", 0 ));
|
---|
| 427 |
|
---|
| 428 | // decide if the room should visualize one of the cube maps
|
---|
| 429 | if ( bCubeMapIsValid && pp.GetInt( iShowCubeMap ) > 0)
|
---|
| 430 | V( g_pEffect->SetInt ( "iShowCubeMap", pp.GetInt( iShowCubeMap ) ));
|
---|
| 431 |
|
---|
[1556] | 432 | D3DXVECTOR4 facecolors[]={D3DXVECTOR4(1,0,0,1),
|
---|
| 433 | D3DXVECTOR4(1,0,1,1),
|
---|
| 434 | D3DXVECTOR4(1,1,0,1),
|
---|
| 435 | D3DXVECTOR4(0,0,1,1),
|
---|
| 436 | D3DXVECTOR4(0,1,0,1),
|
---|
| 437 | D3DXVECTOR4(0,1,1,1)};
|
---|
[1488] | 438 | for( int i=0; i<6; i++ )
|
---|
| 439 | {
|
---|
[1574] | 440 | objColor = D3DXVECTOR4(0.4f-i*0.1f, i*0.1f, (i%2)*0.4f, 1); // a colorful room
|
---|
| 441 | if (i==3) objColor += D3DXVECTOR4(0.05, 0.05, 0, 1);
|
---|
[1488] | 442 |
|
---|
[1574] | 443 | //objColor = facecolors[i];
|
---|
[1556] | 444 |
|
---|
[1488] | 445 | g_pEffect->SetVector( "objColor", &objColor );
|
---|
| 446 | g_pEffect->CommitChanges();
|
---|
| 447 |
|
---|
| 448 | cube->DrawFace(i);
|
---|
| 449 | }
|
---|
| 450 |
|
---|
| 451 | pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
---|
| 452 | V( g_pEffect->SetInt ( "iShowCubeMap", 0 ));
|
---|
| 453 | //V( g_pEffect->SetInt( "shininess", 2));
|
---|
| 454 | V( g_pEffect->SetFloat( "brightness", 1.0f ));
|
---|
| 455 |
|
---|
| 456 | //V( g_pEffect->SetTexture( "Decoration", pBoxTexture ) );
|
---|
| 457 |
|
---|
| 458 | /*// térelválasztó fal rajzolása
|
---|
| 459 | SetWorldViewProj( ScaleAndOffset( D3DXVECTOR3(0.01,roomSizeCurr*2/3,roomSizeCurr*0.3),
|
---|
| 460 | D3DXVECTOR3(1,-roomSizeCurr/3,0) ), mView, mProj );
|
---|
| 461 |
|
---|
| 462 | objColor = D3DXVECTOR4(1.3,0,0.8, 1);
|
---|
| 463 | g_pEffect->SetVector( "objColor", &objColor );
|
---|
| 464 |
|
---|
| 465 | for( int i=0; i<6; i++ )
|
---|
| 466 | {
|
---|
| 467 | cube->DrawFace(i);
|
---|
| 468 | }*/
|
---|
| 469 |
|
---|
| 470 | g_pEffect->CommitChanges();
|
---|
| 471 | }
|
---|
| 472 |
|
---|
| 473 | /**
|
---|
| 474 | Sets the given scaling and offset.
|
---|
| 475 | @return The resulting world transformation matrix.
|
---|
| 476 | */
|
---|
| 477 | D3DXMATRIXA16 EnvMap::ScaleAndOffset(D3DXVECTOR3 vScale, D3DXVECTOR3 vOffset)
|
---|
| 478 | {
|
---|
| 479 | D3DXMATRIXA16 mScale, mOffset;
|
---|
| 480 | D3DXMatrixIdentity(&mScale);
|
---|
| 481 | D3DXMatrixIdentity(&mOffset);
|
---|
| 482 |
|
---|
| 483 | D3DXMatrixTranslation( &mOffset, vOffset.x, vOffset.y, vOffset.z );
|
---|
| 484 | D3DXMatrixScaling( &mScale, vScale.x, vScale.y, vScale.z );
|
---|
| 485 |
|
---|
| 486 | return mScale * mOffset;
|
---|
| 487 | }
|
---|
| 488 |
|
---|
| 489 | /**
|
---|
| 490 | Sets the given uniform scaling and an offset.
|
---|
| 491 | @return The resulting world transformation matrix.
|
---|
| 492 | */
|
---|
| 493 | D3DXMATRIXA16 EnvMap::ScaleAndOffset(float fScale, D3DXVECTOR3 vOffset)
|
---|
| 494 | {
|
---|
| 495 | return ScaleAndOffset( D3DXVECTOR3(fScale,fScale,fScale), vOffset );
|
---|
| 496 | }
|
---|
| 497 |
|
---|
| 498 | /**
|
---|
| 499 | \brief Uploads the specified world/view/projection transformation matrices to the GPU.
|
---|
| 500 | */
|
---|
| 501 | void EnvMap::SetWorldViewProj(D3DXMATRIXA16& mWorld, D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
|
---|
| 502 | {
|
---|
| 503 | D3DXMATRIXA16 mWorldView = mWorld * mView;
|
---|
| 504 | D3DXMATRIXA16 mWorldViewProjection = mWorldView * mProj;
|
---|
| 505 |
|
---|
| 506 | D3DXMATRIXA16 mWorldViewI, mWorldViewIT, mWorldI, mWorldIT;
|
---|
| 507 | D3DXMatrixInverse(&mWorldViewI, NULL, &mWorldView);
|
---|
| 508 | D3DXMatrixTranspose(&mWorldViewIT, &mWorldViewI);
|
---|
| 509 |
|
---|
| 510 | D3DXMatrixInverse(&mWorldI, NULL, &mWorld);
|
---|
| 511 | D3DXMatrixTranspose(&mWorldIT, &mWorldI);
|
---|
| 512 |
|
---|
| 513 | V( g_pEffect->SetMatrix( "World", &mWorld ) );
|
---|
| 514 | V( g_pEffect->SetMatrix( "WorldIT", &mWorldIT ) );
|
---|
| 515 | V( g_pEffect->SetMatrix( "WorldView", &mWorldView ) );
|
---|
| 516 | //V( g_pEffect->SetMatrix( "WorldViewIT", &mWorldViewIT ) );
|
---|
| 517 |
|
---|
| 518 | V( g_pEffect->SetMatrix( "WorldViewProjection", &mWorldViewProjection ) );
|
---|
| 519 | V( g_pEffect->CommitChanges() );
|
---|
| 520 | }
|
---|
| 521 |
|
---|
| 522 | /// \brief Renders the environment into the specified cubemap.
|
---|
| 523 | ///
|
---|
| 524 | /// The camera is placed into #reference_pos. Uses technique IlluminatedScenePS() for rendering.
|
---|
| 525 | void EnvMap::RenderCubeMap(IDirect3DCubeTexture9* pCubeTexture)
|
---|
| 526 | {
|
---|
| 527 | IDirect3DSurface9* oldRenderTarget;
|
---|
| 528 | IDirect3DSurface9* oldDepthStencil;
|
---|
| 529 | IDirect3DSurface9* newDepthStencil;
|
---|
| 530 |
|
---|
| 531 | // create a CUBEMAP_SIZE x CUBEMAP_SIZE size depth buffer
|
---|
| 532 | pd3dDevice->CreateDepthStencilSurface(CUBEMAP_SIZE, CUBEMAP_SIZE, D3DFMT_D16,
|
---|
| 533 | D3DMULTISAMPLE_NONE, 0, true, &newDepthStencil, NULL);
|
---|
| 534 |
|
---|
| 535 | // replace old depth buffer
|
---|
| 536 | pd3dDevice->GetDepthStencilSurface(&oldDepthStencil);
|
---|
| 537 | pd3dDevice->SetDepthStencilSurface(newDepthStencil);
|
---|
| 538 |
|
---|
| 539 | pd3dDevice->GetRenderTarget(0,&oldRenderTarget);
|
---|
| 540 |
|
---|
| 541 | UINT uPasses;
|
---|
| 542 | for (int i = 0; i < 6; i++)
|
---|
| 543 | {
|
---|
| 544 | IDirect3DSurface9* pFace;
|
---|
| 545 | V( pCubeTexture->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pFace) );
|
---|
| 546 | V( pd3dDevice->SetRenderTarget(0, pFace) );
|
---|
| 547 |
|
---|
| 548 | V( g_pEffect->SetTechnique( "IlluminatedScene" ) );
|
---|
| 549 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
|
---|
| 550 |
|
---|
| 551 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 552 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 553 |
|
---|
| 554 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 555 | D3DCOLOR_ARGB(0,/*i==0 ? 255 : */0,0,0), 1.0f, 0) );
|
---|
| 556 |
|
---|
| 557 | // mView
|
---|
| 558 | D3DXMATRIXA16 mView, mProj;
|
---|
| 559 |
|
---|
| 560 | // looking toward the cube map faces _from the origin_
|
---|
| 561 | // mView = DXUTGetCubeMapViewMatrix( i );
|
---|
| 562 |
|
---|
| 563 | //float scale = centralMesh->GetMeshScale();
|
---|
| 564 | //D3DXVECTOR3 offset = centralMesh->GetMeshPosition();
|
---|
| 565 |
|
---|
| 566 | D3DXVECTOR3 vecEye(0,0,0);
|
---|
| 567 | D3DXVECTOR3 vecAt(0.0f, 0.0f, 0.0f);
|
---|
| 568 | D3DXVECTOR3 vecUp(0.0f, 0.0f, 0.0f);
|
---|
| 569 |
|
---|
| 570 | switch( i )
|
---|
| 571 | {
|
---|
| 572 | case D3DCUBEMAP_FACE_POSITIVE_X:
|
---|
| 573 | vecAt = D3DXVECTOR3( 1, 0, 0 );
|
---|
| 574 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 575 | break;
|
---|
| 576 | case D3DCUBEMAP_FACE_NEGATIVE_X:
|
---|
| 577 | vecAt = D3DXVECTOR3(-1.0f, 0.0f, 0.0f );
|
---|
| 578 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 579 | break;
|
---|
| 580 | case D3DCUBEMAP_FACE_POSITIVE_Y:
|
---|
| 581 | vecAt = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 582 | vecUp = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
|
---|
| 583 | break;
|
---|
| 584 | case D3DCUBEMAP_FACE_NEGATIVE_Y:
|
---|
| 585 | vecAt = D3DXVECTOR3( 0.0f,-1.0f, 0.0f );
|
---|
| 586 | vecUp = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
|
---|
| 587 | break;
|
---|
| 588 | case D3DCUBEMAP_FACE_POSITIVE_Z:
|
---|
| 589 | vecAt = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
|
---|
| 590 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 591 | break;
|
---|
| 592 | case D3DCUBEMAP_FACE_NEGATIVE_Z:
|
---|
| 593 | vecAt = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
|
---|
| 594 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 595 | break;
|
---|
| 596 | }
|
---|
| 597 |
|
---|
| 598 | // reference point is the current object position
|
---|
| 599 | reference_pos = centralMesh->GetMeshPosition();
|
---|
| 600 | vecEye += reference_pos;
|
---|
| 601 | vecAt += reference_pos;
|
---|
| 602 |
|
---|
| 603 | D3DXMatrixLookAtLH(&mView, &vecEye, &vecAt, &vecUp);
|
---|
| 604 | D3DXMatrixPerspectiveFovLH( &mProj, D3DX_PI/2, 1, 0.1, 100 );
|
---|
| 605 |
|
---|
| 606 | bPreproc = true;
|
---|
| 607 | DrawEnvObjects(mView, mProj); // boost lightness of the environment
|
---|
| 608 | bPreproc = false;
|
---|
| 609 |
|
---|
| 610 | V( g_pEffect->EndPass() );
|
---|
| 611 | V( g_pEffect->End() );
|
---|
| 612 |
|
---|
| 613 | SAFE_RELEASE( pFace );
|
---|
| 614 | }
|
---|
| 615 |
|
---|
| 616 | // restore old rendertarget & depth buffer
|
---|
| 617 | pd3dDevice->SetRenderTarget(0, oldRenderTarget);
|
---|
| 618 | pd3dDevice->SetDepthStencilSurface(oldDepthStencil);
|
---|
| 619 | SAFE_RELEASE( oldDepthStencil );
|
---|
| 620 | SAFE_RELEASE( oldRenderTarget );
|
---|
| 621 | SAFE_RELEASE( newDepthStencil );
|
---|
| 622 | }
|
---|
| 623 |
|
---|
| 624 | /// Downsample a cube map to resolution LR_CUBEMAP_SIZE
|
---|
| 625 | void EnvMap::ReduceCubeMapSize(IDirect3DCubeTexture9* pSourceCube, IDirect3DCubeTexture9* pDestCube)
|
---|
| 626 | {
|
---|
| 627 | // get the descriptor of the source cubemap
|
---|
| 628 | IDirect3DSurface9* pSourceFace;
|
---|
| 629 | pSourceCube->GetCubeMapSurface((D3DCUBEMAP_FACES)0, 0, &pSourceFace);
|
---|
| 630 | D3DSURFACE_DESC sourceDesc;
|
---|
| 631 | pSourceFace->GetDesc( &sourceDesc );
|
---|
| 632 | SAFE_RELEASE( pSourceFace );
|
---|
| 633 |
|
---|
| 634 | // pTexture : copy of the source cubemap's face
|
---|
| 635 | IDirect3DTexture9* pTexture = NULL;
|
---|
| 636 | V( D3DXCreateTexture( pd3dDevice, sourceDesc.Width, sourceDesc.Height, 1,
|
---|
| 637 | D3DUSAGE_RENDERTARGET, D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &pTexture ) );
|
---|
| 638 |
|
---|
| 639 | IDirect3DSurface9* m_backBuffer=NULL;
|
---|
| 640 | pd3dDevice->GetRenderTarget(0, &m_backBuffer);
|
---|
| 641 |
|
---|
| 642 | for(int i=0; i<6; i++)
|
---|
| 643 | {
|
---|
| 644 | IDirect3DSurface9* pFace;
|
---|
| 645 | IDirect3DSurface9* pSurface;
|
---|
| 646 |
|
---|
| 647 | // a forrás cubemap akt. lapjának átmásolása pTexture-be
|
---|
| 648 | V( pSourceCube->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pFace) );
|
---|
| 649 | V( pTexture->GetSurfaceLevel( 0, &pSurface ) );
|
---|
| 650 | V( pd3dDevice->StretchRect(pFace, NULL, pSurface, NULL, D3DTEXF_NONE) );
|
---|
| 651 |
|
---|
| 652 | // pTexture átadása a shadernek
|
---|
| 653 | V( g_pEffect->SetTexture( "Decoration", pTexture ) );
|
---|
| 654 |
|
---|
| 655 | // rendertarget: a cél lap
|
---|
| 656 | IDirect3DSurface9* pDestCubeFace;
|
---|
| 657 | V( pDestCube->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pDestCubeFace) );
|
---|
| 658 | V( pd3dDevice->SetRenderTarget(0, pDestCubeFace) );
|
---|
| 659 |
|
---|
| 660 | // begin drawing
|
---|
| 661 | //V( g_pEffect->SetTechnique( "ReduceTexture" ) );
|
---|
| 662 |
|
---|
| 663 | char techniqueName[100];
|
---|
| 664 | sprintf(techniqueName, "ReduceTexture%i", LR_CUBEMAP_SIZE );
|
---|
| 665 | V( g_pEffect->SetTechnique( techniqueName ) );
|
---|
| 666 |
|
---|
| 667 |
|
---|
| 668 | UINT uPasses;
|
---|
| 669 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 670 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 671 |
|
---|
| 672 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 673 | D3DCOLOR_ARGB(0,255,255,0), 1.0f, 0) );
|
---|
| 674 |
|
---|
| 675 | // draw a square
|
---|
| 676 | DrawFullScreenQuad();
|
---|
| 677 |
|
---|
| 678 | V( g_pEffect->EndPass() );
|
---|
| 679 | V( g_pEffect->End() );
|
---|
| 680 |
|
---|
| 681 | SAFE_RELEASE( pSurface );
|
---|
| 682 | SAFE_RELEASE( pFace );
|
---|
| 683 | SAFE_RELEASE( pDestCubeFace );
|
---|
| 684 | }
|
---|
| 685 |
|
---|
| 686 | pd3dDevice->SetRenderTarget(0,m_backBuffer);
|
---|
| 687 |
|
---|
| 688 | SAFE_RELEASE( pTexture );
|
---|
| 689 | SAFE_RELEASE( m_backBuffer );
|
---|
| 690 | }
|
---|
| 691 |
|
---|
| 692 | /// \brief Calculates the irradiance map by convolution.
|
---|
| 693 | ///
|
---|
| 694 | /// Convolves data from the source cubemap and stores the result in the target cubemap. Uses ConvolutionPS().
|
---|
| 695 | void EnvMap::PreConvolve(IDirect3DCubeTexture9* pSourceCube, IDirect3DCubeTexture9* pDestCube)
|
---|
| 696 | {
|
---|
| 697 | IDirect3DSurface9* oldRenderTarget;
|
---|
| 698 | IDirect3DSurface9* oldDepthStencil;
|
---|
| 699 | IDirect3DSurface9* newDepthStencil;
|
---|
| 700 |
|
---|
| 701 | // create a LR_CUBEMAP_SIZE x LR_CUBEMAP_SIZE size depth buffer
|
---|
| 702 | pd3dDevice->CreateDepthStencilSurface(LR_CUBEMAP_SIZE, LR_CUBEMAP_SIZE, D3DFMT_D16,
|
---|
| 703 | D3DMULTISAMPLE_NONE, 0, true, &newDepthStencil, NULL);
|
---|
| 704 |
|
---|
| 705 | // replace old depth buffer
|
---|
| 706 | pd3dDevice->GetDepthStencilSurface(&oldDepthStencil);
|
---|
| 707 | pd3dDevice->SetDepthStencilSurface(newDepthStencil);
|
---|
| 708 | pd3dDevice->GetRenderTarget(0, &oldRenderTarget);
|
---|
| 709 |
|
---|
| 710 | V( g_pEffect->SetTexture( "SmallEnvironmentMap", pSourceCube ) );
|
---|
| 711 |
|
---|
| 712 | float s = (float)pp.GetInt( iShininess );
|
---|
| 713 | V( g_pEffect->SetFloat ( "shininess", s));
|
---|
| 714 |
|
---|
| 715 | for(int i=0; i<6; i++)
|
---|
| 716 | {
|
---|
| 717 | V( g_pEffect->SetInt( "nFace", i ) );
|
---|
| 718 |
|
---|
| 719 | // set a face of 'pDestCube' as rendertarget
|
---|
| 720 | IDirect3DSurface9* pDestCubeFace;
|
---|
| 721 | V( pDestCube->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pDestCubeFace) );
|
---|
| 722 | V( pd3dDevice->SetRenderTarget(0, pDestCubeFace) );
|
---|
| 723 |
|
---|
| 724 | // begin drawing
|
---|
| 725 | //V( g_pEffect->SetTechnique( "Convolution" ) );
|
---|
| 726 | char techniqueName[100];
|
---|
| 727 | sprintf(techniqueName, "Convolution%i", LR_CUBEMAP_SIZE );
|
---|
| 728 | V( g_pEffect->SetTechnique( techniqueName ) );
|
---|
| 729 |
|
---|
| 730 |
|
---|
| 731 | UINT uPasses;
|
---|
| 732 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 733 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 734 |
|
---|
| 735 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 736 | D3DCOLOR_ARGB(0,255,255,255), 1.0f, 0) );
|
---|
| 737 |
|
---|
| 738 | // draw a square
|
---|
| 739 | DrawFullScreenQuad();
|
---|
| 740 |
|
---|
| 741 | V( g_pEffect->EndPass() );
|
---|
| 742 | V( g_pEffect->End() );
|
---|
| 743 | SAFE_RELEASE( pDestCubeFace );
|
---|
| 744 | }
|
---|
| 745 |
|
---|
| 746 | //SaveCubeMap( pDestCube, "ha", "");
|
---|
| 747 |
|
---|
| 748 | // restore old rendertarget & depth buffer
|
---|
| 749 | pd3dDevice->SetRenderTarget(0, oldRenderTarget);
|
---|
| 750 | pd3dDevice->SetDepthStencilSurface(oldDepthStencil);
|
---|
| 751 | SAFE_RELEASE( oldDepthStencil );
|
---|
| 752 | SAFE_RELEASE( oldRenderTarget );
|
---|
| 753 | SAFE_RELEASE( newDepthStencil );
|
---|
| 754 | }
|
---|
| 755 |
|
---|
| 756 | void EnvMap::SaveCubeMap(IDirect3DCubeTexture9* pCubeTexture, char* FileNamePrefix, char* FileNameSuffix)
|
---|
| 757 | {
|
---|
| 758 | char buf[100];
|
---|
| 759 | wchar_t wbuf[100];
|
---|
| 760 |
|
---|
| 761 | for(int i=0;i<6;i++)
|
---|
| 762 | {
|
---|
| 763 | sprintf(buf, "%s%i%s.png", FileNamePrefix, i, FileNameSuffix);
|
---|
| 764 | mbstowcs( wbuf, buf, 100 );
|
---|
| 765 |
|
---|
| 766 | IDirect3DSurface9* pFace;
|
---|
| 767 | V( pCubeTexture->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pFace) );
|
---|
| 768 | D3DXSaveSurfaceToFile(wbuf, D3DXIFF_PNG, pFace, NULL,NULL);
|
---|
| 769 | }
|
---|
| 770 | }
|
---|
| 771 |
|
---|
| 772 | /// \brief Calls GenerateCosTexture() if the specified texture is not yet calculated
|
---|
| 773 | /// and stored as a texture in the <b>cos</b> subdirectory.
|
---|
| 774 |
|
---|
| 775 | void EnvMap::GenerateCosTextureIfNotFound( wchar_t* fileName, eval_fn evaluator )
|
---|
| 776 | // precomputing geometric factors
|
---|
| 777 | {
|
---|
| 778 | wchar_t wCosTextureName[100];
|
---|
| 779 | swprintf( wCosTextureName, L"%s%02i.png", fileName, pp.GetInt( iShininess ) );
|
---|
| 780 |
|
---|
| 781 | // try to open
|
---|
| 782 | hr = D3DXCreateTextureFromFile( pd3dDevice, wCosTextureName, &pCosValuesTexture);
|
---|
| 783 | if ( FAILED( hr ) )
|
---|
| 784 | {
|
---|
| 785 | wchar_t buf[ 400 ];
|
---|
| 786 | swprintf( buf, L"Preprocessed texture not found!\n"
|
---|
| 787 | L"The program will generate the following texture:\n"
|
---|
| 788 | L"Texture name: %s\n"
|
---|
| 789 | L"Shininess: %i\n"
|
---|
| 790 | L"Iterations: %i (%i%% of the original texture quality).",
|
---|
| 791 | wCosTextureName, pp.GetInt( iShininess ), M*M, 100 * M*M/25/25 );
|
---|
| 792 | MessageBox( NULL, buf, L"Texture not found!", MB_ICONINFORMATION ); // show message
|
---|
| 793 |
|
---|
| 794 | // generate
|
---|
| 795 | pCosValuesTexture = GenerateCosTexture( evaluator );
|
---|
| 796 |
|
---|
| 797 | // save
|
---|
| 798 | IDirect3DSurface9* pSurface = NULL;
|
---|
| 799 | V( pCosValuesTexture->GetSurfaceLevel( 0, &pSurface ) );
|
---|
| 800 | hr = D3DXSaveSurfaceToFile( wCosTextureName, D3DXIFF_PNG, pSurface, NULL,NULL);
|
---|
| 801 | if ( FAILED( hr ) )
|
---|
| 802 | {
|
---|
| 803 | swprintf( buf, L"Failed to save texture %s!", wCosTextureName );
|
---|
| 804 | MessageBox( NULL, buf, L"Texture saving failed!", MB_ICONERROR );
|
---|
| 805 | }
|
---|
| 806 | SAFE_RELEASE( pSurface );
|
---|
| 807 | }
|
---|
| 808 | }
|
---|
| 809 |
|
---|
| 810 | /// Generates precomputed texture to store values for the reflectivity integral. Uses the eval() function.
|
---|
| 811 | IDirect3DTexture9* EnvMap::GenerateCosTexture( eval_fn evaluator )
|
---|
| 812 | {
|
---|
| 813 | const int X = 128;
|
---|
| 814 | const int Y = 128;
|
---|
| 815 |
|
---|
| 816 | IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice();
|
---|
| 817 |
|
---|
| 818 | // Create a temporary texture
|
---|
| 819 | LPDIRECT3DTEXTURE9 texTemp;
|
---|
| 820 | V( pd3dDevice->CreateTexture( X, Y, 1,
|
---|
| 821 | D3DUSAGE_DYNAMIC, D3DFMT_A32B32G32R32F,
|
---|
| 822 | D3DPOOL_DEFAULT, &texTemp, NULL ) );
|
---|
| 823 |
|
---|
| 824 | D3DLOCKED_RECT Rect;
|
---|
| 825 | V( texTemp->LockRect(0, &Rect, 0, 0) );
|
---|
| 826 |
|
---|
| 827 | int u, v;
|
---|
| 828 | float dx, dy, I;
|
---|
| 829 | float* pBits;
|
---|
| 830 |
|
---|
| 831 | FILE* f = fopen( ".progress_bar", "wt");
|
---|
| 832 | fprintf(f, "");
|
---|
| 833 | fclose( f );
|
---|
| 834 |
|
---|
| 835 | long clock1 = clock();
|
---|
| 836 |
|
---|
| 837 | for( v=0; v < Y; ++v )
|
---|
| 838 | {
|
---|
| 839 | pBits = (float*)((char*)(Rect.pBits)+v*Rect.Pitch);
|
---|
| 840 |
|
---|
| 841 | for( u=0; u < X; ++u )
|
---|
| 842 | {
|
---|
| 843 | dx = u/(float)X; // 0..1
|
---|
| 844 | dy = v/(float)Y; // 0..1
|
---|
| 845 |
|
---|
| 846 | //*(pBits++) = eval( 2*dx-1, dy*2*3.14159f ) / 3; // old: intensity
|
---|
| 847 | //*(pBits++) = values[ v*X + u ] / 50; // intensity
|
---|
| 848 |
|
---|
| 849 | float result = evaluator( dx, dy );
|
---|
| 850 | *(pBits++) = result; // intensity
|
---|
| 851 | *(pBits++) = result; // intensity
|
---|
| 852 | *(pBits++) = result; // intensity
|
---|
| 853 | *(pBits++) = 0; // intensity
|
---|
| 854 | }
|
---|
| 855 |
|
---|
| 856 | if ( v > 0 && v % (Y/10) == 0)
|
---|
| 857 | {
|
---|
| 858 | FILE* f = fopen( ".progress_bar", "at"); // some silly progress bar:
|
---|
| 859 | fprintf(f, "#"); // write a # for each 10% done
|
---|
| 860 | fclose( f );
|
---|
| 861 | }
|
---|
| 862 | }
|
---|
| 863 |
|
---|
| 864 | /* long clock2 = clock();
|
---|
| 865 | float time = (float)(clock2-clock1)/CLOCKS_PER_SEC;
|
---|
| 866 |
|
---|
| 867 | f = fopen( ".progress_bar", "at");
|
---|
| 868 | fprintf(f, "\ntime:%.3g secs", time);
|
---|
| 869 | fclose( f );*/
|
---|
| 870 |
|
---|
| 871 | texTemp->UnlockRect(0);
|
---|
| 872 |
|
---|
| 873 | return texTemp;
|
---|
| 874 | }
|
---|
| 875 |
|
---|
| 876 | /// \brief Calculates the reflectivity integral for a given texel.
|
---|
| 877 | ///
|
---|
| 878 | /// The angle between the surface normal and texel center is described by cos_theta
|
---|
| 879 | /// and the solid angle occupied by the texel is denoted by dw.
|
---|
| 880 | ///
|
---|
| 881 | /// Instead of evaluating the reflectivity integral with only one sample belongig to the texel center
|
---|
| 882 | /// (that would give us a result of cos_theta x dw), we use 2 #M x 2 #M x #M regulary spaced samples, and
|
---|
| 883 | /// discard those that lie outside the unit hemisphere. The remaining samples are regulary distributed over the
|
---|
| 884 | /// hemisphere.
|
---|
| 885 | ///
|
---|
| 886 | /// For each sample, we check if it lies inside the cone of the specified solid angle.
|
---|
| 887 | /// If yes, its contribution is considered.
|
---|
| 888 |
|
---|
| 889 | float eval( float cos_theta, float dw )
|
---|
| 890 | {
|
---|
| 891 | const float PI = 3.14159f;
|
---|
| 892 |
|
---|
| 893 | float sum = 0;
|
---|
| 894 | int counter = 0;
|
---|
| 895 | int shininess = pp.GetInt( iShininess );
|
---|
| 896 |
|
---|
| 897 | float sin_theta = sqrt(1-cos_theta*cos_theta);
|
---|
| 898 |
|
---|
| 899 | D3DXVECTOR3 center( sin_theta, 0, cos_theta );
|
---|
| 900 | D3DXVECTOR3 up( 0, 0, 1 );
|
---|
| 901 |
|
---|
| 902 | float cos_min = 1 - dw / 2 / PI;
|
---|
| 903 |
|
---|
| 904 | for (int x = -M; x <= M; x++)
|
---|
| 905 | for (int y = -M; y <= M; y++)
|
---|
| 906 | for (int z = /*-M*/ 0; z <= M; z++) // z == up
|
---|
| 907 | {
|
---|
| 908 | D3DXVECTOR3 w(0,0,0);
|
---|
| 909 | w.x = x / (float)M; // -1..1
|
---|
| 910 | w.y = y / (float)M; // -1..1
|
---|
| 911 | w.z = z / (float)M; // 0..1
|
---|
| 912 |
|
---|
| 913 | float len = D3DXVec3Length( &w );
|
---|
| 914 | if ( len > 0 && len <= 1 ) // inside the hemisphere
|
---|
| 915 | {
|
---|
| 916 | w /= len; // normalize
|
---|
| 917 |
|
---|
| 918 | float cos_curr = D3DXVec3Dot( &w, ¢er );
|
---|
| 919 | if ( cos_curr >= cos_min ) // w is inside the 'cone' of the given solid angle
|
---|
| 920 | {
|
---|
| 921 | sum += pow( D3DXVec3Dot( &w, &up ), shininess );
|
---|
| 922 | //sum += D3DXVec3Dot( &w, &up );
|
---|
| 923 | }
|
---|
| 924 |
|
---|
| 925 | counter++; // number of samples
|
---|
| 926 | }
|
---|
| 927 | }
|
---|
| 928 |
|
---|
| 929 | return sum * (2*PI / counter) * ((shininess+2) / PI);
|
---|
| 930 | //return dx;
|
---|
| 931 | } |
---|