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