144 lines
4.6 KiB
C
144 lines
4.6 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#ifdef __WIN32__
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#include "rendersystem/d3d9/TextureD3D9.h"
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#endif
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#include "graphicfeature/components/rendercomponent.h"
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#include "graphicsystem/base/RenderToTexture.h"
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#include "graphicsystem/Camera/Camera.h"
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namespace App
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{
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class LightprobeComponent : public App::RenderComponent
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{
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__DeclareSubClass(LightprobeComponent, App::RenderComponent);
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public:
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LightprobeComponent();
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~LightprobeComponent();
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virtual void OnActivate();
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/// called from Actor::DeactivateComponents()
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virtual void OnDeactivate();
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/// override to register accepted messages
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virtual void SetupAcceptedMessages();
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/// handle a single message
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virtual void HandleMessage(const GPtr<Messaging::Message>& msg);
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virtual void _OnBeginFrame();
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/// called before rendering happens
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virtual void _OnFrame();
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/// @Component::_OnEndFrame called after movement has happened.
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virtual void _OnEndFrame();
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/// @Component::SetupCallbacks setup callbacks for this component, call by Actor in OnActivate()
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virtual void SetupCallbacks();
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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virtual Version GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( AppWriter* pWriter ) const;
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// copy from other component
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virtual void CopyFrom( const GPtr<Component>& pComponent );
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// set the camera pos
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void SetCameraPos( Math::float4& pos);
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// get the camera pos
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Math::float4& GetCameraPos();
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// take a cube map on this frame
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void TakePhoto();
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// set texture save path
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void SetTexturePath(const Util::String& path);
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// an enum of camera direction
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enum CameraFacingDirection
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{
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X_POS = 0,
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X_NEG ,
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Y_POS ,
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Y_NEG ,
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Z_POS ,
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Z_NEG
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};
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protected:
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// save cube texture
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void SaveRenderResult(const Util::String& path);
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void _UpdateRenderQueue();
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#ifdef __WIN32__
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GPtr<D3D9::TextureD3D9> m_pExportCubeTex;
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#endif
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GPtr<Graphic::RenderToTexture> m_pXPosDepthTex;
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GPtr<Graphic::RenderToTexture> m_pXPosTexture;
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GPtr<Graphic::Camera> m_pXPosCam;
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GPtr<Graphic::RenderToTexture> m_pXNegDepthTex;
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GPtr<Graphic::RenderToTexture> m_pXNegTexture;
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GPtr<Graphic::Camera> m_pXNegCam;
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GPtr<Graphic::RenderToTexture> m_pYPosDepthTex;
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GPtr<Graphic::RenderToTexture> m_pYPosTexture;
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GPtr<Graphic::Camera> m_pYPosCam;
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GPtr<Graphic::RenderToTexture> m_pYNegDepthTex;
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GPtr<Graphic::RenderToTexture> m_pYNegTexture;
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GPtr<Graphic::Camera> m_pYNegCam;
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GPtr<Graphic::RenderToTexture> m_pZPosDepthTex;
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GPtr<Graphic::RenderToTexture> m_pZPosTexture;
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GPtr<Graphic::Camera> m_pZPosCam ;
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GPtr<Graphic::RenderToTexture> m_pZNegDepthTex;
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GPtr<Graphic::RenderToTexture> m_pZNegTexture;
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GPtr<Graphic::Camera> m_pZNegCam ;
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int m_RenderTime;
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Util::String m_TexturePath;
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int rendertime;
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protected:
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void CreateCameraAndRT();
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void RemoveCamera();
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void AddCamera();
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void __CreateCamAndRT( GPtr<Graphic::RenderToTexture>& rt,GPtr<Graphic::Camera>& cam , CameraFacingDirection direction);
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};
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inline void LightprobeComponent::SetTexturePath(const Util::String& path)
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{
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m_TexturePath = path;
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}
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}
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