Torque3D/Engine/source/gfx/gfxTextureObject.h

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GFXTEXTUREOBJECT_H_
#define _GFXTEXTUREOBJECT_H_
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _GFXENUMS_H_
#include "gfx/gfxEnums.h"
#endif
#ifndef _GFXTEXTUREPROFILE_H_
#include "gfx/gfxTextureProfile.h"
#endif
#ifndef _GFXRESOURCE_H_
#include "gfx/gfxResource.h"
#endif
class Point2I;
class GFXDevice;
class GFXTextureProfile;
class GBitmap;
struct DDSFile;
class RectI;
/// Contains information on a locked region of a texture.
///
/// In general, to access a given pixel in a locked rectangle, use this
/// equation:
///
/// @code
/// U8 *pixelAtXY = bits + x * pitch + y * pixelSizeInBytes;
/// @endcode
///
/// @note D3DLOCKED_RECT and this structure match up. If you change this
/// assumption, be sure to revisit the D3D GFX implementation.
///
/// @see GFXTextureObject::lock()
struct GFXLockedRect
{
/// Pitch of the lock. This is the spacing in bytes of the start
/// of each row of the locked region.
S32 pitch;
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/// Pointer to the start of locked rectangle.
U8* bits;
};
class GFXTextureObject : public StrongRefBase, public GFXResource
{
public:
#ifdef TORQUE_DEBUG
// In debug builds we provide a TOC leak tracking system.
static U32 smActiveTOCount;
static GFXTextureObject *smHead;
static U32 dumpActiveTOs();
String mDebugCreationPath;
String mDebugDescription;
GFXTextureObject *mDebugNext;
GFXTextureObject *mDebugPrev;
#endif
/// The path to the texture file if the
/// content was loaded from a resource.
String mPath;
bool mDead;
/// The device this texture belongs to.
GFXDevice *mDevice;
/// The next texture in the linked list.
/// @see GFXTextureManager::mListHead
GFXTextureObject *mNext;
/// The previous texture in the linked list.
/// @see GFXTextureManager::mListHead
GFXTextureObject *mPrev;
/// The siblings in the cache hash table.
/// @see GFXTextureManager::mHashTable
GFXTextureObject *mHashNext;
/// This is the file name or other unique string used
/// to hash this texture object.
String mTextureLookupName;
/// The time at which all references to this
/// texture were removed.
U32 mDeleteTime;
Point3I mBitmapSize;
Point3I mTextureSize;
U32 mMipLevels;
// TODO: This looks unused in the engine... not even sure
// what it means. We should investigate and remove it.
S32 mAntialiasLevel;
bool mHasTransparency;
// These two should be removed, and replaced by a reference to a resource
// object, or data buffer. Something more generic. -patw
GBitmap *mBitmap; ///< GBitmap we are backed by.
DDSFile *mDDS; ///< DDSFile we're backed by.
U32 getFormatByteSize() const { return GFXFormat_getByteSize( mFormat ); }
GFXTextureProfile *mProfile;
GFXFormat mFormat;
GFXTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile);
virtual ~GFXTextureObject();
GBitmap *getBitmap();
DDSFile *getDDS();
U32 getWidth() const { return mTextureSize.x; }
U32 getHeight() const { return mTextureSize.y; }
const Point3I& getSize() const { return mTextureSize; }
U32 getDepth() const { return mTextureSize.z; }
U32 getMipLevels() const { return mMipLevels; }
U32 getBitmapWidth() const { return mBitmapSize.x; }
U32 getBitmapHeight() const { return mBitmapSize.y; }
U32 getBitmapDepth() const { return mBitmapSize.z; }
GFXFormat getFormat() const { return mFormat; }
/// Returns true if this texture is a render target.
bool isRenderTarget() const { return mProfile->isRenderTarget(); }
/// Returns the file path to the texture if
/// it was loaded from disk.
const String& getPath() const { return mPath; }
virtual F32 getMaxUCoord() const;
virtual F32 getMaxVCoord() const;
/// Returns the estimated video memory usage
/// in bytes including mipmaps.
U32 getEstimatedSizeInBytes() const;
/// Acquire a lock on part of the texture. The GFXLockedRect returned
/// is managed by the GFXTextureObject and does not need to be freed.
virtual GFXLockedRect * lock( U32 mipLevel = 0, RectI *inRect = NULL ) = 0;
/// Releases a lock previously acquired. Note that the mipLevel parameter
/// must match the corresponding lock!
virtual void unlock( U32 mipLevel = 0) = 0;
// copy the texture data into the specified bitmap.
// - this texture object must be a render target. the function will assert if this is not the case.
// - you must have called allocateBitmap() on the input bitmap first. the bitmap should have the
// same dimensions as this texture. the bitmap format can be RGB or RGBA (in the latter case
// the alpha values from the texture are copied too)
// - returns true if successful, false otherwise
// - this process is not fast.
virtual bool copyToBmp(GBitmap* bmp) = 0;
#ifdef TORQUE_DEBUG
// It is important for any derived objects to define this method
// and also call 'kill' from their destructors. If you fail to
// do either, you will get a pure virtual function call crash
// in debug mode. This is a precaution to make sure you don't
// forget to add 'kill' to your destructor.
virtual void pureVirtualCrash() = 0;
#endif
virtual void kill();
/// Debug helper function for writing the texture to disk.
bool dumpToDisk( const String &bmType, const String &path );
// GFXResource interface
/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
const String describeSelf() const override;
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// StrongRefBase
void destroySelf() override;
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};
//-----------------------------------------------------------------------------
inline GBitmap *GFXTextureObject::getBitmap()
{
AssertFatal( mProfile->doStoreBitmap(), avar("GFXTextureObject::getBitmap - Cannot access bitmap for a '%s' texture.", mProfile->getName().c_str()) );
return mBitmap;
}
inline DDSFile *GFXTextureObject::getDDS()
{
AssertFatal( mProfile->doStoreBitmap(), avar("GFXTextureObject::getDDS - Cannot access bitmap for a '%s' texture.", mProfile->getName().c_str()) );
return mDDS;
}
#endif // _GFXTEXTUREOBJECT_H_