122 lines
4.8 KiB
C++
122 lines
4.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_CUBEMAPGENERATOR_
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#define OSGUTIL_CUBEMAPGENERATOR_
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#include <osgUtil/Export>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/CopyOp>
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#include <osg/Referenced>
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#include <osg/TextureCubeMap>
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#include <osg/Image>
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#include <osg/Notify>
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#include <vector>
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namespace osgUtil
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{
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/** This is the base class for cube map generators.
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It exposes the necessary interface to access the six generated images;
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descendants should only override the compute_color() method.
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*/
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class OSGUTIL_EXPORT CubeMapGenerator: public osg::Referenced {
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public:
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explicit CubeMapGenerator(int texture_size = 64);
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CubeMapGenerator(const CubeMapGenerator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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inline osg::Image *getImage(osg::TextureCubeMap::Face face);
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inline const osg::Image *getImage(osg::TextureCubeMap::Face face) const;
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/** Generate the six cube images.
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If use_osg_system is true, then the OSG's coordinate system is used instead
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of the default OpenGL one.
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*/
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void generateMap(bool use_osg_system = true);
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protected:
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virtual ~CubeMapGenerator() {}
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CubeMapGenerator &operator=(const CubeMapGenerator &) { return *this; }
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inline void set_pixel(int index, int c, int r, const osg::Vec4 &color);
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inline static osg::Vec4 vector_to_color(const osg::Vec3 &vec);
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/** Override this method to define how colors are computed.
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The parameter R is the reflection vector, pointing from the center of the cube.
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The return value should be the RGBA color associated with that reflection ray.
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*/
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virtual osg::Vec4 compute_color(const osg::Vec3 &R) const = 0;
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private:
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int texture_size_;
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typedef std::vector<osg::ref_ptr<osg::Image> > Image_list;
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Image_list images_;
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};
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// INLINE METHODS
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inline osg::Image *CubeMapGenerator::getImage(osg::TextureCubeMap::Face face)
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{
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switch (face) {
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case osg::TextureCubeMap::POSITIVE_X: return images_[0].get();
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case osg::TextureCubeMap::NEGATIVE_X: return images_[1].get();
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case osg::TextureCubeMap::POSITIVE_Y: return images_[2].get();
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case osg::TextureCubeMap::NEGATIVE_Y: return images_[3].get();
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case osg::TextureCubeMap::POSITIVE_Z: return images_[4].get();
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case osg::TextureCubeMap::NEGATIVE_Z: return images_[5].get();
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default: return 0;
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}
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}
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inline const osg::Image *CubeMapGenerator::getImage(osg::TextureCubeMap::Face face) const
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{
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switch (face) {
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case osg::TextureCubeMap::POSITIVE_X: return images_[0].get();
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case osg::TextureCubeMap::NEGATIVE_X: return images_[1].get();
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case osg::TextureCubeMap::POSITIVE_Y: return images_[2].get();
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case osg::TextureCubeMap::NEGATIVE_Y: return images_[3].get();
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case osg::TextureCubeMap::POSITIVE_Z: return images_[4].get();
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case osg::TextureCubeMap::NEGATIVE_Z: return images_[5].get();
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default: return 0;
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}
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}
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inline void CubeMapGenerator::set_pixel(int index, int c, int r, const osg::Vec4 &color)
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{
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osg::Image *i = images_[index].get();
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if (i) {
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*(i->data(c, r)+0) = static_cast<unsigned char>(osg::clampBetween(color.x(),0.0f,1.0f) * 255);
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*(i->data(c, r)+1) = static_cast<unsigned char>(osg::clampBetween(color.y(),0.0f,1.0f) * 255);
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*(i->data(c, r)+2) = static_cast<unsigned char>(osg::clampBetween(color.z(),0.0f,1.0f) * 255);
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*(i->data(c, r)+3) = static_cast<unsigned char>(osg::clampBetween(color.w(),0.0f,1.0f) * 255);
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} else {
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osg::notify(osg::WARN) << "Warning: CubeMapGenerator::set_pixel(): invalid image index\n";
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}
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}
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inline osg::Vec4 CubeMapGenerator::vector_to_color(const osg::Vec3 &vec)
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{
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return osg::Vec4(
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vec.x() / vec.length() / 2 + 0.5f,
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vec.y() / vec.length() / 2 + 0.5f,
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vec.z() / vec.length() / 2 + 0.5f,
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1);
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}
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}
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#endif
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