[843] | 1 |
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| 2 | #include "dxstdafx.h"
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| 3 | #include "resource.h"
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| 4 | #include <time.h>
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| 5 |
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| 6 | #include "Cube.h"
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| 7 | #include "Mesh.h"
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| 8 | #include "Parameters.h"
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| 9 | #include "EnvMap.h"
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| 10 |
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| 11 | //--------------------------------------------------------------------------------------
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| 12 | // Media
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| 13 | //--------------------------------------------------------------------------------------
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| 14 |
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| 15 | #define MESH0 L"Media\\Objects\\room.x"
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| 16 | #define MESH1 L"Media\\Objects\\sphere.x"
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| 17 | #define MESH2 L"Media\\Objects\\column.x"
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| 18 | #define MESH3 L"Media\\Objects\\teapot.x"
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| 19 | #define MESH4 L"Media\\Objects\\lamp01.x"
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| 20 | #define MESH5 L"Media\\Objects\\chair29.x"
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| 21 | #define MESH6 L"Media\\Objects\\couch01.x"
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| 22 | #define MESH7 L"Media\\Objects\\tiger.x"
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| 23 | #define MESH8 L"Media\\Objects\\bunny.x"
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| 24 | #define MESH9 L"Media\\Objects\\skullocc.x"
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| 25 |
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| 26 | #define TEX0 L"Media\\Maps\\white.png"
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| 27 | #define TEX1 L"Media\\Maps\\pixel-grid-gy.png"
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| 28 | #define TEX2 L"Media\\Maps\\column.png"
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| 29 | #define ROOM_TEXTURE L"Media\\Maps\\pixel-grid-b.png"
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| 30 | //#define ROOM_TEXTURE L"Media\\Maps\\checker1.png" // checker
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| 31 |
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| 32 | //--------------------------------------------------------------------------------------
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| 33 | // Constants
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| 34 | //--------------------------------------------------------------------------------------
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| 35 |
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| 36 | // size of the cube map taken from the reference point of the object
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| 37 | #define CUBEMAP_SIZE 128 // 256
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| 38 | // size of the cube map for diffuse/glossy reflections
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| 39 | #define LR_CUBEMAP_SIZE 4
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| 40 | #define M 10 //25 // number of samples when precomputing geometric factors
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| 41 |
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| 42 | extern Parameters pp;
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| 43 |
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| 44 |
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| 45 | void EnvMap::OnCreateDevice( IDirect3DDevice9* pd3dDevice, ID3DXEffect* g_pEffect )
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| 46 | {
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| 47 | this->pd3dDevice = pd3dDevice;
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| 48 | this->g_pEffect = g_pEffect;
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| 49 |
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| 50 | // init mesh array
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| 51 | meshCount = 0;
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| 52 | // room
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| 53 | meshes[meshCount++] = new Mesh(MESH0, TEX0, 0, D3DXVECTOR3(0,0,0)); // room
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| 54 | /*meshes[meshCount++] = new Mesh(MESH2, TEX2, 0.7, D3DXVECTOR3(1.5,-1.3,1.5)); // columns
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| 55 | meshes[meshCount++] = new Mesh(MESH2, TEX2, 0.7, D3DXVECTOR3(1.5,-1.3,-1.5));
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| 56 | meshes[meshCount++] = new Mesh(MESH2, TEX2, 0.7, D3DXVECTOR3(-1.5,-1.3,1.5));
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| 57 | meshes[meshCount++] = new Mesh(MESH2, TEX2, 0.7, D3DXVECTOR3(-1.5,-1.3,-1.5));*/
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| 58 |
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| 59 | // central mesh
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[877] | 60 | mesh = new Mesh(MESH1, TEX0, 1, D3DXVECTOR3(0,0,0));
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[843] | 61 | bCubeMapIsValid = false;
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| 62 | //ChooseMesh(whichMesh);
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| 63 | }
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| 64 |
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| 65 | void EnvMap::OnDestroyDevice()
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| 66 | {
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| 67 | // central mesh
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| 68 | delete mesh;
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| 69 |
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| 70 | // destroy mesh array
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| 71 | for (int i=0; i<meshCount; i++)
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| 72 | delete meshes[i];
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| 73 | meshCount = 0;
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| 74 | }
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| 75 |
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| 76 | void EnvMap::OnResetDevice()
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| 77 | {
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| 78 | // 1: mipmapping disabled, (1 level only)
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| 79 | // D3DX_DEFAULT: mipmapping enabled
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| 80 | V( D3DXCreateTextureFromFileExW( pd3dDevice, ROOM_TEXTURE,
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| 81 | D3DX_DEFAULT, D3DX_DEFAULT, 1/*1 or D3DX_DEFAULT=all*/, 0, D3DFMT_A16B16G16R16F, D3DPOOL_MANAGED,
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| 82 | D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL,
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| 83 | &pRoomTexture ) );
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| 84 |
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| 85 | // pCubeTextureFromFile
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| 86 | if( FAILED(hr = D3DXCreateCubeTextureFromFile(pd3dDevice, L"Media\\Maps\\uffizi_cross.dds", &pCubeTextureFromFile)))
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| 87 | //if( FAILED(hr = D3DXCreateCubeTextureFromFile(pd3dDevice, L"Media\\Maps\\skybox02.dds", &pCubeTextureFromFile )))
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| 88 | {
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| 89 | MessageBox(NULL, L"Could not create cube texture!", L"Media\\Maps\\skybox02.dds", MB_OK|MB_TOPMOST);
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| 90 | exit(-1);
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| 91 | }
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| 92 |
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| 93 | pCubeTexture = CreateCubeTexture( CUBEMAP_SIZE, D3DFMT_A16B16G16R16F );
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| 94 | pCubeTextureSmall = CreateCubeTexture( LR_CUBEMAP_SIZE, D3DFMT_A16B16G16R16F );
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| 95 | pCubeTexturePreConvolved = CreateCubeTexture( LR_CUBEMAP_SIZE, D3DFMT_A16B16G16R16F );
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| 96 |
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| 97 | InitFullScreenQuad();
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| 98 | cube = new Cube(pd3dDevice);
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| 99 | }
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| 100 |
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| 101 | void EnvMap::OnLostDevice()
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| 102 | {
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| 103 | SAFE_RELEASE( pRoomTexture );
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| 104 | //SAFE_RELEASE( pBoxTexture );
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| 105 | SAFE_RELEASE( pCubeTexture );
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| 106 | SAFE_RELEASE( pCubeTextureFromFile );
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| 107 | SAFE_RELEASE( pCubeTextureSmall );
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| 108 | SAFE_RELEASE( pCubeTexturePreConvolved );
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| 109 | SAFE_RELEASE( pCosValuesTexture );
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| 110 | SAFE_RELEASE( pVertexBuffer ); // fullscreen quad
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| 111 | cube->Destroy();
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| 112 | delete cube;
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| 113 |
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| 114 | bCubeMapIsValid = false;
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| 115 | }
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| 116 |
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| 117 | void EnvMap::ChooseMesh(int whichMesh)
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| 118 | {
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| 119 | switch (whichMesh)
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| 120 | {
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| 121 | case 0: mesh->Load(MESH0); break;
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| 122 | case 1: mesh->Load(MESH1); break;
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| 123 | case 2: mesh->Load(MESH2); break;
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| 124 | case 3: mesh->Load(MESH3); break;
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| 125 | case 4: mesh->Load(MESH4); break;
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| 126 | case 5: mesh->Load(MESH5); break;
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| 127 | case 6: mesh->Load(MESH6); break;
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| 128 | case 7: mesh->Load(MESH7); break;
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| 129 | case 8: mesh->Load(MESH8); break;
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| 130 | case 9: mesh->Load(MESH9); break;
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| 131 | }
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| 132 |
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| 133 | bCubeMapIsValid = false; // ask for cubemap redraw
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| 134 | }
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| 135 |
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| 136 | void EnvMap::KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
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| 137 | {
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| 138 | if( bKeyDown )
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| 139 | {
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| 140 | float step = 0.2f;
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| 141 | //float max = roomSize-1.02f;
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| 142 |
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| 143 | if ( nChar >= '0' && nChar <= '9' ) {
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| 144 | whichMesh = nChar-'0';
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| 145 | ChooseMesh(whichMesh); // load mesh
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| 146 | }
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| 147 | else switch( nChar )
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| 148 | {
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| 149 | case VK_RIGHT: mesh->Move( D3DXVECTOR3( step,0,0) ); break;
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| 150 | case VK_LEFT: mesh->Move( D3DXVECTOR3(-step,0,0) ); break;
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| 151 | case VK_UP: mesh->Move( D3DXVECTOR3(0, step,0) ); break;
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| 152 | case VK_DOWN: mesh->Move( D3DXVECTOR3(0,-step,0) ); break;
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| 153 | case VK_PRIOR: mesh->Move( D3DXVECTOR3(0,0, step) ); break;
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| 154 | case VK_NEXT: mesh->Move( D3DXVECTOR3(0,0,-step) ); break;
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| 155 | case 32: bCubeMapIsValid = false; break;
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| 156 |
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| 157 | } // switch
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| 158 | }
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| 159 | }
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| 160 |
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| 161 | void EnvMap::OnFrameRender( IDirect3DDevice9* pd3dDevice, D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
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| 162 | {
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| 163 | if (pp.Get( bAutoGenCubeMap )) // calculate cube maps for each frame
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[877] | 164 | {
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[843] | 165 | bCubeMapIsValid = false;
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| 166 | }
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| 167 |
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| 168 | // regenerate cube maps if necessary
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| 169 | if ( !bCubeMapIsValid )
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| 170 | {
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| 171 | long clock1 = clock();
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| 172 |
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| 173 | // (to avoid warnings)
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| 174 | V( g_pEffect->SetTexture( "EnvironmentMap", NULL ) );
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| 175 |
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| 176 | if ( !pp.Get( bCubeMapFromFile ) )
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| 177 | {
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| 178 | // to be precise: offsetting to the center of the (DirectX) texel
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| 179 | V( g_pEffect->SetFloat( "texel_size", 1 / (float)CUBEMAP_SIZE ) );
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| 180 | // I had to call it 2 times to render the environment completely
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| 181 | RenderCubeMap( pCubeTexture );
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| 182 | RenderCubeMap( pCubeTexture ); // don't ask why
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[877] | 183 | }
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[843] | 184 |
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[877] | 185 | //V( g_pEffect->SetFloat( "texel_size", 0 ) );
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| 186 |
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| 187 | if ( pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR
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| 188 | || pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR_LOCALIZED
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| 189 | || pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR_LOCALIZED_COSTEX )
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[843] | 190 | {
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[877] | 191 | ReduceCubeMapSize( pp.Get( bCubeMapFromFile ) ? pCubeTextureFromFile : pCubeTexture,
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| 192 | pCubeTextureSmall);
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| 193 |
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| 194 | bShininessIsValid = false;
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[843] | 195 | }
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| 196 |
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| 197 | long clock2 = clock();
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| 198 | float tb = (float)(clock2-clock1)/CLOCKS_PER_SEC;
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| 199 |
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| 200 | bCubeMapIsValid = true;
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| 201 | }
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| 202 |
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[877] | 203 | if ( !bShininessIsValid )
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| 204 | // refresh cos texture
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| 205 | {
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| 206 | if ( pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR || pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR_LOCALIZED )
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| 207 | PreConvolve(pCubeTextureSmall, pCubeTexturePreConvolved);
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| 208 | else if ( pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR_LOCALIZED_COSTEX )
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| 209 | GenerateCosTextureIfNotFound();
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| 210 |
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| 211 | bShininessIsValid = true;
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| 212 | }
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| 213 |
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[843] | 214 | // Render the scene
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| 215 | DoRendering(mView, mProj);
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| 216 | }
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| 217 |
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| 218 | void EnvMap::DoRendering(D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj)
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| 219 | {
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| 220 | UINT uPasses;
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| 221 |
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| 222 | D3DCOLOR backgroundColor = D3DCOLOR_ARGB(0, 66, 75, 121);
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| 223 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, backgroundColor, 1.0f, 0) );
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| 224 |
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| 225 | D3DXVECTOR3 eye = *camera->GetEyePt();
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| 226 | D3DXVECTOR4 eyePos(eye.x, eye.y, eye.z, 1);
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| 227 | D3DXVECTOR4 refPos(reference_pos.x, reference_pos.y, reference_pos.z, 1);
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| 228 |
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| 229 | V( g_pEffect->SetTexture( "EnvironmentMap",
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| 230 | pp.Get( bCubeMapFromFile ) ? pCubeTextureFromFile : pCubeTexture ) );
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| 231 | V( g_pEffect->SetTexture( "SmallEnvironmentMap", pCubeTextureSmall ) );
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| 232 | //V( g_pEffect->SetTexture( "Decoration", pBoxTexture ) ); // crate texture
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| 233 |
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| 234 | V( g_pEffect->SetVector ( "eyePos", &eyePos ) );
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| 235 | V( g_pEffect->SetVector ( "reference_pos", &refPos ) );
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| 236 | //V( g_pEffect->SetFloat ( "roomSize", roomSize ));
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| 237 | V( g_pEffect->SetFloat ( "refractionIndex", pp.Get( refractionIndex )));
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| 238 | V( g_pEffect->SetFloat ( "intensity", pp.Get( fIntensity ) ));
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| 239 | V( g_pEffect->SetFloat ( "sFresnel", pp.Get( sFresnel ))); // Fresnel refraction param.
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| 240 |
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| 241 | //metal:
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| 242 | D3DXVECTOR4 n, k; // R 700 nm, G 550 nm, B 435 nm
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| 243 |
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| 244 | if (pp.GetInt( iWhichMetal ) == 1)
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| 245 | {
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| 246 | // copper
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| 247 | n = D3DXVECTOR4(0.21f, 0.96f, 1.17f, 1);
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| 248 | k = D3DXVECTOR4(4.16f, 2.57f, 2.32f, 1);
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| 249 | }
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| 250 | else if (pp.GetInt( iWhichMetal ) == 2)
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| 251 | {
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| 252 | // gold
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| 253 | n = D3DXVECTOR4(0.16f, 0.35f, 1.6f, 1);
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| 254 | k = D3DXVECTOR4(3.98f, 2.71f, 1.92f, 1);
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| 255 | }
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| 256 | else if (pp.GetInt( iWhichMetal ) == 3)
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| 257 | {
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| 258 | // silver
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| 259 | n = D3DXVECTOR4(0.142f, 0.124f, 0.158f, 1);
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| 260 | k = D3DXVECTOR4(4.52f, 3.33f, 2.32f, 1);
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| 261 | }
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| 262 | else if (pp.GetInt( iWhichMetal ) == 4)
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| 263 | {
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| 264 | // alu
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| 265 | n = D3DXVECTOR4(1.83f, 0.96f, 0.577f, 1);
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| 266 | k = D3DXVECTOR4(8.31f, 6.69f, 5.288f, 1);
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| 267 | }
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| 268 |
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| 269 | V( g_pEffect->SetVector( "nMetal", &n ));
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| 270 | V( g_pEffect->SetVector( "kMetal", &k ));
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| 271 | //V( g_pEffect->SetInt ( "iWhichMetal", pp.GetInt( iWhichMetal )) );
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| 272 |
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| 273 | //if (pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR ||
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| 274 | //pp.GetInt( iWhichMethod ) == DIFFUSE_SPECULAR_LOCALIZED )
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| 275 |
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| 276 | float s = (float)pp.GetInt( iShininess );
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| 277 | V( g_pEffect->SetFloat ( "shininess", s));
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| 278 |
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| 279 | // ------------------------- choose technique -------------------------
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| 280 |
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| 281 | switch (pp.GetInt( iWhichMethod )) {
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| 282 | case IDEAL:
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| 283 | case IDEAL_LOCALIZED:
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| 284 | if (pp.GetInt( iWhichMethod ) == IDEAL || pp.Get( bCubeMapFromFile) )
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| 285 | // no localization chosen
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| 286 | // or no depth info is available since the env is loaded from a DDS file
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| 287 | {
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| 288 | if ( pp.GetInt( iWhichMetal ) > 0 )
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| 289 | { V( g_pEffect->SetTechnique( "EnvMapClassicMetal" ) ); }
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| 290 | else
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| 291 | { V( g_pEffect->SetTechnique( "EnvMapClassic" ) ); }
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| 292 | }
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| 293 | else
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| 294 | {
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| 295 | if ( pp.GetInt( iWhichMetal ) > 0 )
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| 296 | { V( g_pEffect->SetTechnique( "EnvMapImpostorMetal" ) ); }
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| 297 | else
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| 298 | { V( g_pEffect->SetTechnique( "EnvMapImpostor" ) ); }
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| 299 | }
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| 300 | break;
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| 301 | case DIFFUSE_SPECULAR:
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| 302 | V( g_pEffect->SetTechnique( "EnvMapDiffuse" ) );
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| 303 | V( g_pEffect->SetTexture( "PreconvolvedEnvironmentMap", pCubeTexturePreConvolved ) );
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| 304 | break;
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| 305 | case DIFFUSE_SPECULAR_LOCALIZED:
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| 306 | V( g_pEffect->SetTechnique( "EnvMapDiffuseLocalized" ) );
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| 307 | break;
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| 308 | case DIFFUSE_SPECULAR_LOCALIZED_COSTEX:
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| 309 | V( g_pEffect->SetTechnique( "EnvMapDiffuseLocalizedWithCosLookup" ) );
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| 310 | V( g_pEffect->SetTexture( "Decoration", pCosValuesTexture ) );
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| 311 | break;
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| 312 | }
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| 313 |
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| 314 | // ------------------------ end choose technique ------------------------
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| 315 |
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| 316 |
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| 317 | V( g_pEffect->Begin( &uPasses, 0 ) );
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| 318 | V( g_pEffect->BeginPass( 0 ) ); // csak 1 db PASS wan
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| 319 |
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| 320 | DrawCenterObjects( mView, mProj );
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| 321 |
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| 322 | V( g_pEffect->EndPass() );
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| 323 | V( g_pEffect->End() );
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| 324 |
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| 325 | switch (pp.GetInt( iShowCubeMap ))
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| 326 | {
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| 327 | case 0:
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| 328 | case 1: V( g_pEffect->SetTexture( "EnvironmentMap",
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| 329 | pp.Get( bCubeMapFromFile ) ? pCubeTextureFromFile : pCubeTexture ) ); break;
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| 330 | case 2: V( g_pEffect->SetTexture( "EnvironmentMap", pCubeTextureSmall ) ); break;
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| 331 | case 3: V( g_pEffect->SetTexture( "EnvironmentMap", pCubeTexturePreConvolved) ); break;
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| 332 | }
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| 333 |
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| 334 | // draw environment objects (room)
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| 335 | V( g_pEffect->SetTechnique( "IlluminatedScene" ) );
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| 336 | V( g_pEffect->Begin( &uPasses, 0 ) );
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| 337 | V( g_pEffect->BeginPass( 0 ) );
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| 338 |
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| 339 | DrawEnvObjects( mView, mProj );
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| 340 |
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| 341 | V( g_pEffect->EndPass() );
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| 342 | V( g_pEffect->End() );
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| 343 |
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| 344 | V( g_pEffect->SetInt ( "iShowCubeMap", 0 ));
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| 345 | }
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| 346 |
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| 347 | // ------------------------------------------------------------------------
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| 348 | // DRAW CENTRAL OBJECTS (SPHERE, ETC.)
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| 349 | // ------------------------------------------------------------------------
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| 350 |
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| 351 | void EnvMap::DrawCenterObjects( D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
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| 352 | {
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| 353 | D3DXVECTOR4 objColor(1,1,0,1);
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| 354 |
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| 355 | objColor = D3DXVECTOR4(1,1,1,1);
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| 356 | V( g_pEffect->SetVector( "objColor", &objColor ) );
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| 357 |
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| 358 | float scale = mesh->GetMeshScale();
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| 359 | D3DXVECTOR3 offset = mesh->GetMeshPosition();
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| 360 | SetWorldViewProj( ScaleAndOffset( scale, offset ), mView, mProj );
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| 361 |
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| 362 | mesh->Draw();
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| 363 | }
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| 364 |
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| 365 | // ------------------------------------------------------------------------
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| 366 | // DRAW OBJECTS IN THE ENVIRONMENT (BOX, LAMP, ETC.)
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| 367 | // ------------------------------------------------------------------------
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| 368 | void EnvMap::DrawEnvObjects( D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
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| 369 | {
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| 370 | if (!pp.Get( bCubeMapFromFile ))
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| 371 | {
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| 372 | for (int i=1; i<meshCount; i++)
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| 373 | {
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| 374 | V( g_pEffect->SetTexture( "Decoration", meshes[i]->GetTexture() ) );
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---|
| 375 |
|
---|
| 376 | float scale = meshes[i]->GetMeshScale();
|
---|
| 377 | D3DXVECTOR3 offset = meshes[i]->GetMeshPosition();
|
---|
| 378 | SetWorldViewProj( ScaleAndOffset( scale, offset ), mView, mProj );
|
---|
| 379 |
|
---|
| 380 | meshes[i]->Draw();
|
---|
| 381 | }
|
---|
| 382 | }
|
---|
| 383 |
|
---|
| 384 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
|
---|
| 385 |
|
---|
| 386 | D3DXVECTOR4 objColor(1,1,0,1);
|
---|
| 387 |
|
---|
| 388 | // ----------------------------------------
|
---|
| 389 | // draw a room of size [-roomSize..roomSize]
|
---|
| 390 | // ----------------------------------------
|
---|
| 391 | bool bLargeEnvCube = pp.Get( bCubeMapFromFile ) && pp.Get( iShowCubeMap ) == 0;
|
---|
| 392 | float roomSizeCurr = bLargeEnvCube ? roomSize*5 : roomSize;
|
---|
| 393 |
|
---|
| 394 | cube->PrepareDrawing();
|
---|
| 395 | SetWorldViewProj( ScaleAndOffset( roomSizeCurr, D3DXVECTOR3(0,0,0) ), mView, mProj );
|
---|
| 396 |
|
---|
| 397 | // flip normals so that the room is visible from its inside
|
---|
| 398 | V( pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW) );
|
---|
| 399 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
|
---|
| 400 | V( g_pEffect->SetFloat( "brightness", 2.8f ));
|
---|
| 401 | V( g_pEffect->SetInt ( "iShowCubeMap", 0 ));
|
---|
| 402 |
|
---|
| 403 | // decide if the room should visualize one of the cube maps
|
---|
| 404 | if ( bCubeMapIsValid && pp.GetInt( iShowCubeMap ) > 0)
|
---|
| 405 | V( g_pEffect->SetInt ( "iShowCubeMap", pp.GetInt( iShowCubeMap ) ));
|
---|
| 406 | if ( bCubeMapIsValid && pp.GetInt( iShowCubeMap ) == 0 && pp.Get( bCubeMapFromFile ))
|
---|
| 407 | V( g_pEffect->SetInt ( "iShowCubeMap", 1 ));
|
---|
| 408 |
|
---|
| 409 | for( int i=0; i<6; i++ )
|
---|
| 410 | {
|
---|
| 411 | objColor = D3DXVECTOR4(0.4f-i*0.1f, i*0.1f, (i%2)*0.4f, 1); // a colorful room
|
---|
| 412 | g_pEffect->SetVector( "objColor", &objColor );
|
---|
| 413 | g_pEffect->CommitChanges();
|
---|
| 414 |
|
---|
| 415 | cube->DrawFace(i);
|
---|
| 416 | }
|
---|
| 417 |
|
---|
| 418 | pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
---|
| 419 | V( g_pEffect->SetInt ( "iShowCubeMap", 0 ));
|
---|
| 420 | //V( g_pEffect->SetInt( "shininess", 2));
|
---|
| 421 | V( g_pEffect->SetFloat( "brightness", 1.0f ));
|
---|
| 422 |
|
---|
| 423 | //V( g_pEffect->SetTexture( "Decoration", pBoxTexture ) );
|
---|
| 424 |
|
---|
| 425 | objColor = D3DXVECTOR4(1, 1, 1, 1);
|
---|
| 426 | V( g_pEffect->SetVector( "objColor", &objColor ));
|
---|
| 427 |
|
---|
| 428 | g_pEffect->CommitChanges();
|
---|
| 429 | }
|
---|
| 430 |
|
---|
| 431 | /**
|
---|
| 432 | Sets the given scaling and offset.
|
---|
| 433 | @return The resulting world transformation matrix.
|
---|
| 434 | */
|
---|
| 435 | D3DXMATRIXA16 EnvMap::ScaleAndOffset(D3DXVECTOR3 vScale, D3DXVECTOR3 vOffset)
|
---|
| 436 | {
|
---|
| 437 | D3DXMATRIXA16 mScale, mOffset;
|
---|
| 438 | D3DXMatrixIdentity(&mScale);
|
---|
| 439 | D3DXMatrixIdentity(&mOffset);
|
---|
| 440 |
|
---|
| 441 | D3DXMatrixTranslation( &mOffset, vOffset.x, vOffset.y, vOffset.z );
|
---|
| 442 | D3DXMatrixScaling( &mScale, vScale.x, vScale.y, vScale.z );
|
---|
| 443 |
|
---|
| 444 | return mScale * mOffset;
|
---|
| 445 | }
|
---|
| 446 |
|
---|
| 447 | /**
|
---|
| 448 | Sets the given uniform scaling and an offset.
|
---|
| 449 | @return The resulting world transformation matrix.
|
---|
| 450 | */
|
---|
| 451 | D3DXMATRIXA16 EnvMap::ScaleAndOffset(float fScale, D3DXVECTOR3 vOffset)
|
---|
| 452 | {
|
---|
| 453 | return ScaleAndOffset( D3DXVECTOR3(fScale,fScale,fScale), vOffset );
|
---|
| 454 | }
|
---|
| 455 |
|
---|
| 456 | /**
|
---|
| 457 | \brief Uploads the specified world/view/projection transformation matrices to the GPU.
|
---|
| 458 | */
|
---|
| 459 | void EnvMap::SetWorldViewProj(D3DXMATRIXA16& mWorld, D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj )
|
---|
| 460 | {
|
---|
| 461 | D3DXMATRIXA16 mWorldView = mWorld * mView;
|
---|
| 462 | D3DXMATRIXA16 mWorldViewProjection = mWorldView * mProj;
|
---|
| 463 |
|
---|
| 464 | D3DXMATRIXA16 mWorldViewI, mWorldViewIT, mWorldI, mWorldIT;
|
---|
| 465 | D3DXMatrixInverse(&mWorldViewI, NULL, &mWorldView);
|
---|
| 466 | D3DXMatrixTranspose(&mWorldViewIT, &mWorldViewI);
|
---|
| 467 |
|
---|
| 468 | D3DXMatrixInverse(&mWorldI, NULL, &mWorld);
|
---|
| 469 | D3DXMatrixTranspose(&mWorldIT, &mWorldI);
|
---|
| 470 |
|
---|
| 471 | V( g_pEffect->SetMatrix( "World", &mWorld ) );
|
---|
| 472 | V( g_pEffect->SetMatrix( "WorldIT", &mWorldIT ) );
|
---|
| 473 | V( g_pEffect->SetMatrix( "WorldView", &mWorldView ) );
|
---|
| 474 | //V( g_pEffect->SetMatrix( "WorldViewIT", &mWorldViewIT ) );
|
---|
| 475 |
|
---|
| 476 | V( g_pEffect->SetMatrix( "WorldViewProjection", &mWorldViewProjection ) );
|
---|
| 477 | V( g_pEffect->CommitChanges() );
|
---|
| 478 | }
|
---|
| 479 |
|
---|
| 480 | /// \brief Renders the environment into the specified cubemap.
|
---|
| 481 | ///
|
---|
| 482 | /// The camera is placed into #reference_pos. Uses technique IlluminatedScenePS() for rendering.
|
---|
| 483 | void EnvMap::RenderCubeMap(IDirect3DCubeTexture9* pCubeTexture)
|
---|
| 484 | {
|
---|
| 485 | IDirect3DSurface9* oldRenderTarget;
|
---|
| 486 | IDirect3DSurface9* oldDepthStencil;
|
---|
| 487 | IDirect3DSurface9* newDepthStencil;
|
---|
| 488 |
|
---|
| 489 | // create a CUBEMAP_SIZE x CUBEMAP_SIZE size depth buffer
|
---|
| 490 | pd3dDevice->CreateDepthStencilSurface(CUBEMAP_SIZE, CUBEMAP_SIZE, D3DFMT_D16,
|
---|
| 491 | D3DMULTISAMPLE_NONE, 0, true, &newDepthStencil, NULL);
|
---|
| 492 |
|
---|
| 493 | // replace old depth buffer
|
---|
| 494 | pd3dDevice->GetDepthStencilSurface(&oldDepthStencil);
|
---|
| 495 | pd3dDevice->SetDepthStencilSurface(newDepthStencil);
|
---|
| 496 |
|
---|
| 497 | pd3dDevice->GetRenderTarget(0,&oldRenderTarget);
|
---|
| 498 |
|
---|
| 499 | UINT uPasses;
|
---|
| 500 | for (int i = 0; i < 6; i++)
|
---|
| 501 | {
|
---|
| 502 | IDirect3DSurface9* pFace;
|
---|
| 503 | V( pCubeTexture->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pFace) );
|
---|
| 504 | V( pd3dDevice->SetRenderTarget(0, pFace) );
|
---|
| 505 |
|
---|
| 506 | V( g_pEffect->SetTechnique( "IlluminatedScene" ) );
|
---|
| 507 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
|
---|
| 508 |
|
---|
| 509 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 510 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 511 |
|
---|
| 512 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 513 | D3DCOLOR_ARGB(0,/*i==0 ? 255 : */0,0,0), 1.0f, 0) );
|
---|
| 514 |
|
---|
| 515 | // mView
|
---|
| 516 | D3DXMATRIXA16 mView, mProj;
|
---|
| 517 |
|
---|
| 518 | // looking toward the cube map faces _from the origin_
|
---|
| 519 | // mView = DXUTGetCubeMapViewMatrix( i );
|
---|
| 520 |
|
---|
| 521 | //float scale = mesh->GetMeshScale();
|
---|
| 522 | //D3DXVECTOR3 offset = mesh->GetMeshPosition();
|
---|
| 523 |
|
---|
| 524 | D3DXVECTOR3 vecEye(0,0,0);
|
---|
| 525 | D3DXVECTOR3 vecAt(0.0f, 0.0f, 0.0f);
|
---|
| 526 | D3DXVECTOR3 vecUp(0.0f, 0.0f, 0.0f);
|
---|
| 527 |
|
---|
| 528 | switch( i )
|
---|
| 529 | {
|
---|
| 530 | case D3DCUBEMAP_FACE_POSITIVE_X:
|
---|
| 531 | vecAt = D3DXVECTOR3( 1, 0, 0 );
|
---|
| 532 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 533 | break;
|
---|
| 534 | case D3DCUBEMAP_FACE_NEGATIVE_X:
|
---|
| 535 | vecAt = D3DXVECTOR3(-1.0f, 0.0f, 0.0f );
|
---|
| 536 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 537 | break;
|
---|
| 538 | case D3DCUBEMAP_FACE_POSITIVE_Y:
|
---|
| 539 | vecAt = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 540 | vecUp = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
|
---|
| 541 | break;
|
---|
| 542 | case D3DCUBEMAP_FACE_NEGATIVE_Y:
|
---|
| 543 | vecAt = D3DXVECTOR3( 0.0f,-1.0f, 0.0f );
|
---|
| 544 | vecUp = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
|
---|
| 545 | break;
|
---|
| 546 | case D3DCUBEMAP_FACE_POSITIVE_Z:
|
---|
| 547 | vecAt = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
|
---|
| 548 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 549 | break;
|
---|
| 550 | case D3DCUBEMAP_FACE_NEGATIVE_Z:
|
---|
| 551 | vecAt = D3DXVECTOR3( 0.0f, 0.0f,-1.0f );
|
---|
| 552 | vecUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
|
---|
| 553 | break;
|
---|
| 554 | }
|
---|
| 555 |
|
---|
| 556 | // reference point is the current object position
|
---|
| 557 | reference_pos = mesh->GetMeshPosition();
|
---|
| 558 | vecEye += reference_pos;
|
---|
| 559 | vecAt += reference_pos;
|
---|
| 560 |
|
---|
| 561 | D3DXMatrixLookAtLH(&mView, &vecEye, &vecAt, &vecUp);
|
---|
| 562 | D3DXMatrixPerspectiveFovLH( &mProj, D3DX_PI/2, 1, 0.1, 100 );
|
---|
| 563 |
|
---|
| 564 | DrawEnvObjects(mView, mProj);
|
---|
| 565 |
|
---|
| 566 | V( g_pEffect->EndPass() );
|
---|
| 567 | V( g_pEffect->End() );
|
---|
| 568 |
|
---|
| 569 | SAFE_RELEASE( pFace );
|
---|
| 570 | }
|
---|
| 571 |
|
---|
| 572 | // restore old rendertarget & depth buffer
|
---|
| 573 | pd3dDevice->SetRenderTarget(0, oldRenderTarget);
|
---|
| 574 | pd3dDevice->SetDepthStencilSurface(oldDepthStencil);
|
---|
| 575 | SAFE_RELEASE( oldDepthStencil );
|
---|
| 576 | SAFE_RELEASE( oldRenderTarget );
|
---|
| 577 | SAFE_RELEASE( newDepthStencil );
|
---|
| 578 | }
|
---|
| 579 |
|
---|
| 580 | void EnvMap::ReduceCubeMapSize(IDirect3DCubeTexture9* pSourceCube, IDirect3DCubeTexture9* pDestCube)
|
---|
| 581 | {
|
---|
| 582 | IDirect3DSurface9* oldRenderTarget;
|
---|
| 583 | IDirect3DSurface9* oldDepthStencil;
|
---|
| 584 | IDirect3DSurface9* newDepthStencil;
|
---|
| 585 |
|
---|
| 586 | // create a LR_CUBEMAP_SIZE x LR_CUBEMAP_SIZE size depth buffer
|
---|
| 587 | V( pd3dDevice->CreateDepthStencilSurface(LR_CUBEMAP_SIZE, LR_CUBEMAP_SIZE, D3DFMT_D16,
|
---|
| 588 | D3DMULTISAMPLE_NONE, 0, true, &newDepthStencil, NULL));
|
---|
| 589 |
|
---|
| 590 | // replace old depth buffer
|
---|
| 591 | pd3dDevice->GetDepthStencilSurface(&oldDepthStencil);
|
---|
| 592 | pd3dDevice->SetDepthStencilSurface(newDepthStencil);
|
---|
| 593 | pd3dDevice->GetRenderTarget(0, &oldRenderTarget);
|
---|
| 594 |
|
---|
| 595 | for(int i=0; i<6; i++)
|
---|
| 596 | {
|
---|
| 597 | V( g_pEffect->SetTexture( "EnvironmentMap", pSourceCube ) );
|
---|
| 598 | V( g_pEffect->SetInt( "nFace", i ) );
|
---|
| 599 |
|
---|
| 600 | // set a face of 'pDestCube' as rendertarget
|
---|
| 601 | IDirect3DSurface9* pDestCubeFace;
|
---|
| 602 | V( pDestCube->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pDestCubeFace) );
|
---|
| 603 | V( pd3dDevice->SetRenderTarget(0, pDestCubeFace) );
|
---|
| 604 |
|
---|
| 605 | // begin drawing
|
---|
| 606 | V( g_pEffect->SetTechnique( "ReduceTexture" ) );
|
---|
| 607 |
|
---|
| 608 | UINT uPasses;
|
---|
| 609 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 610 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 611 |
|
---|
| 612 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 613 | D3DCOLOR_ARGB(0,255,0,0), 1.0f, 0) );
|
---|
| 614 |
|
---|
| 615 | // draw a square
|
---|
| 616 | DrawFullScreenQuad();
|
---|
| 617 |
|
---|
| 618 | V( g_pEffect->EndPass() );
|
---|
| 619 | V( g_pEffect->End() );
|
---|
| 620 |
|
---|
| 621 | SAFE_RELEASE( pDestCubeFace );
|
---|
| 622 | }
|
---|
| 623 |
|
---|
| 624 | // restore old rendertarget & depth buffer
|
---|
| 625 | pd3dDevice->SetRenderTarget(0, oldRenderTarget);
|
---|
| 626 | pd3dDevice->SetDepthStencilSurface(oldDepthStencil);
|
---|
| 627 | SAFE_RELEASE( oldDepthStencil );
|
---|
| 628 | SAFE_RELEASE( oldRenderTarget );
|
---|
| 629 | SAFE_RELEASE( newDepthStencil );
|
---|
| 630 | }
|
---|
| 631 |
|
---|
| 632 | /// \brief Calculates the irradiance map by convolution.
|
---|
| 633 | ///
|
---|
| 634 | /// Convolves data from the source cubemap and stores the result in the target cubemap. Uses ConvolutionPS().
|
---|
| 635 | void EnvMap::PreConvolve(IDirect3DCubeTexture9* pSourceCube, IDirect3DCubeTexture9* pDestCube)
|
---|
| 636 | {
|
---|
| 637 | IDirect3DSurface9* oldRenderTarget;
|
---|
| 638 | IDirect3DSurface9* oldDepthStencil;
|
---|
| 639 | IDirect3DSurface9* newDepthStencil;
|
---|
| 640 |
|
---|
| 641 | // create a LR_CUBEMAP_SIZE x LR_CUBEMAP_SIZE size depth buffer
|
---|
| 642 | pd3dDevice->CreateDepthStencilSurface(LR_CUBEMAP_SIZE, LR_CUBEMAP_SIZE, D3DFMT_D16,
|
---|
| 643 | D3DMULTISAMPLE_NONE, 0, true, &newDepthStencil, NULL);
|
---|
| 644 |
|
---|
| 645 | // replace old depth buffer
|
---|
| 646 | pd3dDevice->GetDepthStencilSurface(&oldDepthStencil);
|
---|
| 647 | pd3dDevice->SetDepthStencilSurface(newDepthStencil);
|
---|
| 648 | pd3dDevice->GetRenderTarget(0, &oldRenderTarget);
|
---|
| 649 |
|
---|
| 650 | V( g_pEffect->SetTexture( "SmallEnvironmentMap", pSourceCube ) );
|
---|
| 651 |
|
---|
| 652 | float s = (float)pp.GetInt( iShininess );
|
---|
| 653 | V( g_pEffect->SetFloat ( "shininess", s));
|
---|
| 654 |
|
---|
| 655 | for(int i=0; i<6; i++)
|
---|
| 656 | {
|
---|
| 657 | V( g_pEffect->SetInt( "nFace", i ) );
|
---|
| 658 |
|
---|
| 659 | // set a face of 'pDestCube' as rendertarget
|
---|
| 660 | IDirect3DSurface9* pDestCubeFace;
|
---|
| 661 | V( pDestCube->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pDestCubeFace) );
|
---|
| 662 | V( pd3dDevice->SetRenderTarget(0, pDestCubeFace) );
|
---|
| 663 |
|
---|
| 664 | // begin drawing
|
---|
| 665 | V( g_pEffect->SetTechnique( "Convolution" ) );
|
---|
| 666 |
|
---|
| 667 | UINT uPasses;
|
---|
| 668 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 669 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 670 |
|
---|
| 671 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 672 | D3DCOLOR_ARGB(0,255,255,255), 1.0f, 0) );
|
---|
| 673 |
|
---|
| 674 | // draw a square
|
---|
| 675 | DrawFullScreenQuad();
|
---|
| 676 |
|
---|
| 677 | V( g_pEffect->EndPass() );
|
---|
| 678 | V( g_pEffect->End() );
|
---|
| 679 | SAFE_RELEASE( pDestCubeFace );
|
---|
| 680 | }
|
---|
| 681 |
|
---|
| 682 | //SaveCubeMap( pDestCube, "ha", "");
|
---|
| 683 |
|
---|
| 684 | // restore old rendertarget & depth buffer
|
---|
| 685 | pd3dDevice->SetRenderTarget(0, oldRenderTarget);
|
---|
| 686 | pd3dDevice->SetDepthStencilSurface(oldDepthStencil);
|
---|
| 687 | SAFE_RELEASE( oldDepthStencil );
|
---|
| 688 | SAFE_RELEASE( oldRenderTarget );
|
---|
| 689 | SAFE_RELEASE( newDepthStencil );
|
---|
| 690 | }
|
---|
| 691 |
|
---|
| 692 | /*void EnvMap::RenderToCubeTexture(IDirect3DCubeTexture9* pDestCube)
|
---|
| 693 | {
|
---|
| 694 | IDirect3DSurface9* m_backBuffer=NULL;
|
---|
| 695 | pd3dDevice->GetRenderTarget(0, &m_backBuffer);
|
---|
| 696 |
|
---|
| 697 | for(int i=0; i<6; i++)
|
---|
| 698 | {
|
---|
| 699 | V( g_pEffect->SetInt( "nFace", i ) );
|
---|
| 700 |
|
---|
| 701 | // set a face of 'pDestCube' as rendertarget
|
---|
| 702 | IDirect3DSurface9* pDestCubeFace;
|
---|
| 703 | V( pDestCube->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pDestCubeFace) );
|
---|
| 704 | V( pd3dDevice->SetRenderTarget(0, pDestCubeFace) );
|
---|
| 705 |
|
---|
| 706 | // begin drawing
|
---|
| 707 | UINT uPasses;
|
---|
| 708 | V( g_pEffect->Begin( &uPasses, 0 ) );
|
---|
| 709 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 710 |
|
---|
| 711 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
---|
| 712 | D3DCOLOR_ARGB(0,255,255,0), 1.0f, 0) );
|
---|
| 713 |
|
---|
| 714 | // draw a square
|
---|
| 715 | DrawFullScreenQuad();
|
---|
| 716 |
|
---|
| 717 | V( g_pEffect->EndPass() );
|
---|
| 718 | V( g_pEffect->End() );
|
---|
| 719 | SAFE_RELEASE( pDestCubeFace );
|
---|
| 720 | }
|
---|
| 721 |
|
---|
| 722 | pd3dDevice->SetRenderTarget(0,m_backBuffer);
|
---|
| 723 | }*/
|
---|
| 724 |
|
---|
| 725 | void EnvMap::SaveCubeMap(IDirect3DCubeTexture9* pCubeTexture, char* FileNamePrefix, char* FileNameSuffix)
|
---|
| 726 | {
|
---|
| 727 | char buf[100];
|
---|
| 728 | wchar_t wbuf[100];
|
---|
| 729 |
|
---|
| 730 | for(int i=0;i<6;i++)
|
---|
| 731 | {
|
---|
| 732 | sprintf(buf, "%s%i%s.png", FileNamePrefix, i, FileNameSuffix);
|
---|
| 733 | mbstowcs( wbuf, buf, 100 );
|
---|
| 734 |
|
---|
| 735 | IDirect3DSurface9* pFace;
|
---|
| 736 | V( pCubeTexture->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pFace) );
|
---|
| 737 | D3DXSaveSurfaceToFile(wbuf, D3DXIFF_PNG, pFace, NULL,NULL);
|
---|
| 738 | }
|
---|
| 739 | }
|
---|
| 740 |
|
---|
| 741 | /// \brief Calls GenerateCosTexture() if the specified texture is not yet calculated
|
---|
| 742 | /// and stored as a texture in the <b>cos</b> subdirectory.
|
---|
| 743 |
|
---|
| 744 | void EnvMap::GenerateCosTextureIfNotFound()
|
---|
| 745 | // precomputing geometric factors
|
---|
| 746 | {
|
---|
| 747 | wchar_t wCosTextureName[100];
|
---|
| 748 | swprintf( wCosTextureName, L"cos\\cos_s%02i.png", pp.GetInt( iShininess ) );
|
---|
| 749 |
|
---|
| 750 | // try to open
|
---|
| 751 | hr = D3DXCreateTextureFromFile( pd3dDevice, wCosTextureName, &pCosValuesTexture);
|
---|
| 752 | if ( FAILED( hr ) )
|
---|
| 753 | {
|
---|
| 754 | // generate
|
---|
| 755 | pCosValuesTexture = GenerateCosTexture();
|
---|
| 756 |
|
---|
| 757 | // save
|
---|
| 758 | IDirect3DSurface9* pSurface = NULL;
|
---|
| 759 | V( pCosValuesTexture->GetSurfaceLevel( 0, &pSurface ) );
|
---|
| 760 | D3DXSaveSurfaceToFile( wCosTextureName, D3DXIFF_PNG, pSurface, NULL,NULL);
|
---|
| 761 | SAFE_RELEASE( pSurface );
|
---|
| 762 | }
|
---|
| 763 | }
|
---|
| 764 |
|
---|
| 765 | /// Generates precomputed texture to store values for the reflectivity integral. Uses the eval() function.
|
---|
| 766 | IDirect3DTexture9* EnvMap::GenerateCosTexture()
|
---|
| 767 | {
|
---|
| 768 | const int X = 64;
|
---|
| 769 | const int Y = 128;
|
---|
| 770 |
|
---|
| 771 | IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice();
|
---|
| 772 |
|
---|
| 773 | // Create a temporary texture
|
---|
| 774 | LPDIRECT3DTEXTURE9 texTemp;
|
---|
| 775 | V( pd3dDevice->CreateTexture( X, Y, 1,
|
---|
| 776 | D3DUSAGE_DYNAMIC, D3DFMT_A32B32G32R32F,
|
---|
| 777 | D3DPOOL_DEFAULT, &texTemp, NULL ) );
|
---|
| 778 |
|
---|
| 779 | // Fill in the gaussian texture data
|
---|
| 780 | D3DLOCKED_RECT Rect;
|
---|
| 781 | V( texTemp->LockRect(0, &Rect, 0, 0) );
|
---|
| 782 |
|
---|
| 783 | int u, v;
|
---|
| 784 | float dx, dy, I;
|
---|
| 785 | float* pBits;
|
---|
| 786 |
|
---|
| 787 | FILE* f = fopen( "cos_progress", "wt");
|
---|
| 788 | fprintf(f, "");
|
---|
| 789 | fclose( f );
|
---|
| 790 |
|
---|
| 791 | long clock1 = clock();
|
---|
| 792 |
|
---|
| 793 | //int multiplier = getMultiplier();
|
---|
| 794 | //float values[X*Y];
|
---|
| 795 | //evalAll( values );
|
---|
| 796 |
|
---|
| 797 | for( v=0; v < Y; ++v )
|
---|
| 798 | {
|
---|
| 799 | pBits = (float*)((char*)(Rect.pBits)+v*Rect.Pitch);
|
---|
| 800 |
|
---|
| 801 | for( u=0; u < X; ++u )
|
---|
| 802 | {
|
---|
| 803 | dx = u/(float)X; // 0..1
|
---|
| 804 | dy = v/(float)Y; // 0..1
|
---|
| 805 |
|
---|
| 806 | *(pBits++) = 0; // intensity
|
---|
| 807 |
|
---|
| 808 | *(pBits++) = eval( 2*dx-1, dy*2*3.14159f ) / 3; // old: intensity
|
---|
| 809 | //*(pBits++) = values[ v*X + u ] / 50; // intensity
|
---|
| 810 |
|
---|
| 811 | *(pBits++) = 0; // intensity
|
---|
| 812 | *(pBits++) = 0; // intensity
|
---|
| 813 | }
|
---|
| 814 |
|
---|
| 815 | if ( v > 0 && v % (Y/10) == 0)
|
---|
| 816 | {
|
---|
| 817 | FILE* f = fopen( "cos_progress", "at"); // some silly progress bar:
|
---|
| 818 | fprintf(f, "#"); // write a # for each 10% done
|
---|
| 819 | fclose( f );
|
---|
| 820 | }
|
---|
| 821 | }
|
---|
| 822 |
|
---|
| 823 | long clock2 = clock();
|
---|
| 824 | float time = (float)(clock2-clock1)/CLOCKS_PER_SEC;
|
---|
| 825 |
|
---|
| 826 | f = fopen( "cos_progress", "at");
|
---|
| 827 | fprintf(f, "\ntime:%.3g secs", time);
|
---|
| 828 | fclose( f );
|
---|
| 829 |
|
---|
| 830 | texTemp->UnlockRect(0);
|
---|
| 831 |
|
---|
| 832 | return texTemp;
|
---|
| 833 | }
|
---|
| 834 |
|
---|
| 835 | /// \brief Calculates the reflectivity integral for a given texel.
|
---|
| 836 | ///
|
---|
| 837 | /// The angle between the surface normal and texel center is described by cos_theta
|
---|
| 838 | /// and the solid angle occupied by the texel is denoted by dw.
|
---|
| 839 | ///
|
---|
| 840 | /// Instead of evaluating the reflectivity integral with only one sample belongig to the texel center
|
---|
| 841 | /// (that would give us a result of cos_theta x dw), we use 2 #M x 2 #M x #M regulary spaced samples, and
|
---|
| 842 | /// discard those that lie outside the unit hemisphere. The remaining samples are regulary distributed over the
|
---|
| 843 | /// hemisphere.
|
---|
| 844 | ///
|
---|
| 845 | /// For each sample, we check if it lies inside the cone of the specified solid angle.
|
---|
| 846 | /// If yes, its contribution is considered.
|
---|
| 847 |
|
---|
| 848 | float EnvMap::eval( float cos_theta, float dw )
|
---|
| 849 | {
|
---|
| 850 | const float PI = 3.14159f;
|
---|
| 851 |
|
---|
| 852 | float sum = 0;
|
---|
| 853 | int counter = 0;
|
---|
| 854 | int shininess = pp.GetInt( iShininess );
|
---|
| 855 |
|
---|
| 856 | float sin_theta = sqrt(1-cos_theta*cos_theta);
|
---|
| 857 |
|
---|
| 858 | D3DXVECTOR3 center( sin_theta, 0, cos_theta );
|
---|
| 859 | D3DXVECTOR3 up( 0, 0, 1 );
|
---|
| 860 |
|
---|
| 861 | float cos_min = 1 - dw / 2 / PI;
|
---|
| 862 |
|
---|
| 863 | for (int x = -M; x <= M; x++)
|
---|
| 864 | for (int y = -M; y <= M; y++)
|
---|
| 865 | for (int z = /*-M*/ 0; z <= M; z++) // z == up
|
---|
| 866 | {
|
---|
| 867 | D3DXVECTOR3 w(0,0,0);
|
---|
| 868 | w.x = x / (float)M; // -1..1
|
---|
| 869 | w.y = y / (float)M; // -1..1
|
---|
| 870 | w.z = z / (float)M; // 0..1
|
---|
| 871 |
|
---|
| 872 | float len = D3DXVec3Length( &w );
|
---|
| 873 | if ( len > 0 && len <= 1 ) // inside the hemisphere
|
---|
| 874 | {
|
---|
| 875 | w /= len; // normalize
|
---|
| 876 |
|
---|
| 877 | float cos_curr = D3DXVec3Dot( &w, ¢er );
|
---|
| 878 | if ( cos_curr >= cos_min ) // w is inside the 'cone' of the given solid angle
|
---|
| 879 | {
|
---|
| 880 | sum += pow( D3DXVec3Dot( &w, &up ), shininess );
|
---|
| 881 | //sum += D3DXVec3Dot( &w, &up );
|
---|
| 882 | }
|
---|
| 883 |
|
---|
| 884 | counter++; // number of samples
|
---|
| 885 | }
|
---|
| 886 | }
|
---|
| 887 |
|
---|
| 888 | return sum * (2*PI / counter) * ((shininess+2) / PI);
|
---|
| 889 | //return dx;
|
---|
| 890 | } |
---|