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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60 | mesh = new Mesh(MESH1, TEX0, 1, D3DXVECTOR3(0,0,0));
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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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164 | {
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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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183 | }
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184 |
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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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190 | {
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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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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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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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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 |
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376 | float scale = meshes[i]->GetMeshScale();
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377 | D3DXVECTOR3 offset = meshes[i]->GetMeshPosition();
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378 | SetWorldViewProj( ScaleAndOffset( scale, offset ), mView, mProj );
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379 |
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380 | meshes[i]->Draw();
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381 | }
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382 | }
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383 |
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384 | V( g_pEffect->SetTexture( "Decoration", pRoomTexture ) );
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385 |
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386 | D3DXVECTOR4 objColor(1,1,0,1);
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387 |
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388 | // ----------------------------------------
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389 | // draw a room of size [-roomSize..roomSize]
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390 | // ----------------------------------------
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391 | bool bLargeEnvCube = pp.Get( bCubeMapFromFile ) && pp.Get( iShowCubeMap ) == 0;
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392 | float roomSizeCurr = bLargeEnvCube ? roomSize*5 : roomSize;
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393 |
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394 | cube->PrepareDrawing();
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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 | } |
---|