mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
239 lines
7.7 KiB
C++
239 lines
7.7 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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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
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell 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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//
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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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//
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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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/console.h"
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#include "gfx/gl/ggl/ggl.h"
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#include "math/mRect.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLTextureManager.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "gfx/gfxCardProfile.h"
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GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile) :
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GFXTextureObject(aDevice, profile),
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mBinding(GL_TEXTURE_2D),
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mBytesPerTexel(4),
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mLockedRectRect(0, 0, 0, 0),
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mGLDevice(static_cast<GFXGLDevice*>(mDevice)),
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mZombieCache(NULL)
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{
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AssertFatal(dynamic_cast<GFXGLDevice*>(mDevice), "GFXGLTextureObject::GFXGLTextureObject - Invalid device type, expected GFXGLDevice!");
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glGenTextures(1, &mHandle);
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glGenBuffers(1, &mBuffer);
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}
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GFXGLTextureObject::~GFXGLTextureObject()
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{
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glDeleteBuffers(1, &mBuffer);
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delete[] mZombieCache;
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kill();
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}
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GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
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{
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AssertFatal(mBinding != GL_TEXTURE_3D, "GFXGLTextureObject::lock - We don't support locking 3D textures yet");
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U32 width = mTextureSize.x >> mipLevel;
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U32 height = mTextureSize.y >> mipLevel;
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if(inRect)
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{
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if((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
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AssertFatal(false, "GFXGLTextureObject::lock - Rectangle too big!");
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mLockedRectRect = *inRect;
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}
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else
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{
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mLockedRectRect = RectI(0, 0, width, height);
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}
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mLockedRect.pitch = mLockedRectRect.extent.x * mBytesPerTexel;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
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// CodeReview [ags 12/19/07] This one texel boundary is necessary to keep the clipmap code from crashing. Figure out why.
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glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, NULL, GL_STREAM_DRAW);
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mLockedRect.bits = (U8*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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if( !mLockedRect.bits )
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return NULL;
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return &mLockedRect;
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}
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void GFXGLTextureObject::unlock(U32 mipLevel)
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{
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if(!mLockedRect.bits)
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return;
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glActiveTexture(GL_TEXTURE0);
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U32 boundTexture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&boundTexture);
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glBindTexture(GL_TEXTURE_2D, mHandle);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB);
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glTexSubImage2D(GL_TEXTURE_2D, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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mLockedRect.bits = NULL;
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glBindTexture(GL_TEXTURE_2D, boundTexture);
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}
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void GFXGLTextureObject::release()
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{
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glDeleteTextures(1, &mHandle);
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glDeleteBuffers(1, &mBuffer);
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mHandle = 0;
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mBuffer = 0;
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}
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bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
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{
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GLint oldTex;
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glGetIntegerv(0x8069, &oldTex);
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glBindTexture(GL_TEXTURE_2D, mHandle);
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GLint textureFormat = GFXGLTextureFormat[bmp->getFormat()];
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// Don't swizzle outgoing textures.
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if(textureFormat == GL_BGRA)
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textureFormat = GL_RGBA;
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glGetTexImage(GL_TEXTURE_2D, 0, textureFormat, GL_UNSIGNED_BYTE, bmp->getWritableBits());
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glBindTexture(GL_TEXTURE_2D, oldTex);
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return true;
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}
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void GFXGLTextureObject::bind(U32 textureUnit) const
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(mBinding, mHandle);
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glEnable(mBinding);
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GFXGLStateBlockRef sb = mGLDevice->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLTextureObject::bind - No active stateblock!");
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if (!sb)
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return;
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const GFXSamplerStateDesc ssd = sb->getDesc().samplers[textureUnit];
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glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
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glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
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if(mBinding == GL_TEXTURE_3D)
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, ssd.mipLODBias);
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}
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U8* GFXGLTextureObject::getTextureData()
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{
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U8* data = new U8[mTextureSize.x * mTextureSize.y * mBytesPerTexel];
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glBindTexture(GL_TEXTURE_2D, mHandle);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
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return data;
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}
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void GFXGLTextureObject::copyIntoCache()
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{
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glBindTexture(mBinding, mHandle);
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U32 cacheSize = mTextureSize.x * mTextureSize.y;
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if(mBinding == GL_TEXTURE_3D)
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cacheSize *= mTextureSize.z;
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cacheSize *= mBytesPerTexel;
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mZombieCache = new U8[cacheSize];
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glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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glBindTexture(mBinding, 0);
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}
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void GFXGLTextureObject::reloadFromCache()
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{
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if(!mZombieCache)
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return;
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if(mBinding == GL_TEXTURE_3D)
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{
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static_cast<GFXGLTextureManager*>(TEXMGR)->_loadTexture(this, mZombieCache);
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delete[] mZombieCache;
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mZombieCache = NULL;
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return;
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}
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glBindTexture(mBinding, mHandle);
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glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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if(GFX->getCardProfiler()->queryProfile("GL::Workaround::needsExplicitGenerateMipmap") && mMipLevels != 1)
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glGenerateMipmapEXT(mBinding);
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delete[] mZombieCache;
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mZombieCache = NULL;
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mIsZombie = false;
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}
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void GFXGLTextureObject::zombify()
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{
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if(mIsZombie)
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return;
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mIsZombie = true;
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if(!mProfile->doStoreBitmap() && !mProfile->isRenderTarget() && !mProfile->isDynamic() && !mProfile->isZTarget())
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copyIntoCache();
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release();
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}
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void GFXGLTextureObject::resurrect()
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{
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if(!mIsZombie)
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return;
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glGenTextures(1, &mHandle);
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glGenBuffers(1, &mBuffer);
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}
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F32 GFXGLTextureObject::getMaxUCoord() const
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{
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return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getWidth();
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}
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F32 GFXGLTextureObject::getMaxVCoord() const
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{
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return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getHeight();
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}
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const String GFXGLTextureObject::describeSelf() const
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{
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String ret = Parent::describeSelf();
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ret += String::ToString(" GL Handle: %i", mHandle);
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return ret;
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}
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