mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Implement Singlepass Terrain Render
This commit is contained in:
parent
49a8c0ad36
commit
87dd7ffc4a
35 changed files with 1658 additions and 951 deletions
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@ -40,6 +40,8 @@
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#include "shaderGen/shaderGen.h"
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#include <d3d9.h> //d3dperf
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#include "gfxD3D11TextureArray.h"
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#ifdef TORQUE_DEBUG
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#include "d3d11sdklayers.h"
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#endif
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@ -48,6 +50,8 @@
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#pragma comment(lib, "d3d9.lib") //d3dperf
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#pragma comment(lib, "d3d11.lib")
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class GFXD3D11TextureArray;
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class GFXPCD3D11RegisterDevice
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{
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public:
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@ -1736,6 +1740,13 @@ GFXCubemapArray * GFXD3D11Device::createCubemapArray()
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return cubeArray;
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}
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GFXTextureArray * GFXD3D11Device::createTextureArray()
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{
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GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
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textureArray->registerResourceWithDevice(this);
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return textureArray;
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}
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// Debug events
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//------------------------------------------------------------------------------
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void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
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@ -231,6 +231,7 @@ public:
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual GFXTextureArray* createTextureArray();
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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@ -1385,7 +1385,8 @@ void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDe
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AssertFatal( desc.constType == GFXSCT_Sampler ||
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desc.constType == GFXSCT_SamplerCube ||
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desc.constType == GFXSCT_SamplerCubeArray,
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desc.constType == GFXSCT_SamplerCubeArray ||
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desc.constType == GFXSCT_SamplerTextureArray,
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"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
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GFXD3D11ShaderConstHandle *handle;
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266
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
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266
Engine/source/gfx/D3D11/gfxD3D11TextureArray.cpp
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@ -0,0 +1,266 @@
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#include "gfxD3D11TextureArray.h"
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#include <d3d11.h>
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#include "gfxD3D11Device.h"
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#include "gfxD3D11EnumTranslate.h"
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#include "core/util/tVector.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "gfx/util/screenspace.h"
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#include "shaderGen/shaderFeature.h"
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bool GFXD3D11TextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
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{
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bool success = true;
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Vector<ID3D11Texture2D*> texture2Ds;
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texture2Ds.setSize(textureArray.size());
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Vector<GFXTexHandle> tmpHandles;
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mArraySize = textureArray.size();
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//---------------------------------------------------------------------------------------
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// Create the texture array. Each element in the texture
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// array has the same format/dimensions.
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//---------------------------------------------------------------------------------------
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D3D11_TEXTURE2D_DESC texElementDesc;
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GFXFormat format;
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bool found = false;
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for (U32 idx = 0; idx < mArraySize; ++idx)
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{
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GFXTexHandle texObj = textureArray[idx];
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if (texObj.isValid())
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{
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if (!found)
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{
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dynamic_cast<GFXD3D11TextureObject*>(texObj.getPointer())->get2DTex()->GetDesc(&texElementDesc);
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found = true;
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format = texObj.getFormat();
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}
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if (format != texObj.getFormat() || texElementDesc.Width != texObj.getWidth() || texElementDesc.Height != texObj.getHeight())
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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success = false;
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format = GFXFormatR8G8B8A8;
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}
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}
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}
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// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
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if (!found) return true;
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for (U32 idx = 0; idx < mArraySize; ++idx)
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{
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texture2Ds[idx] = NULL;
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if(textureArray[idx].isValid())
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{
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GFXTexHandle handle = textureArray[idx];
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if (textureArray[idx]->getPath().isNotEmpty())
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(textureArray[idx].getPointer())->get2DTex();
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tex->GetDesc(&desc);
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || textureArray[idx].getFormat() != format)
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{
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width)
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
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Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should be the same size");
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}
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else
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
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Con::warnf("GFXD3D11TextureArray::fromTextureArray all textures should have the same format");
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}
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GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, texElementDesc.Width, texElementDesc.Height);
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if (!inBitmap->setFormat(format))
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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success = false;
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handle = NULL;
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delete inBitmap;
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}
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else
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{
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handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
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tmpHandles.push_back(handle);
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}
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}
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}
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if (handle.isValid())
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* tex = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
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tex->GetDesc(&desc);
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if (desc.Height != texElementDesc.Height || desc.Width != texElementDesc.Width || handle.getFormat() != format)
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{
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AssertWarn(true, "GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
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Con::errorf("GFXD3D11TextureArray::fromTextureArray all textures must have the same size and format");
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success = false;
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}
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texture2Ds[idx] = dynamic_cast<GFXD3D11TextureObject*>(handle.getPointer())->get2DTex();
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}
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}
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}
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D3D11_TEXTURE2D_DESC texArrayDesc;
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texArrayDesc.Width = texElementDesc.Width;
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texArrayDesc.Height = texElementDesc.Height;
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texArrayDesc.MipLevels = texElementDesc.MipLevels;
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texArrayDesc.ArraySize = mArraySize;
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texArrayDesc.Format = GFXD3D11TextureFormat[format];
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texArrayDesc.SampleDesc.Count = 1;
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texArrayDesc.SampleDesc.Quality = 0;
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texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
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texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texArrayDesc.CPUAccessFlags = 0;
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texArrayDesc.MiscFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&texArrayDesc, NULL, &mTextureArray);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::_createTextureArray failed to create texture array!");
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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// Copy individual texture elements into texture array.
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//---------------------------------------------------------------------------------------
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// for each texture element...
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for (UINT i = 0; i < mArraySize; ++i)
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{
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if (texture2Ds[i] == NULL)
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{
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continue;
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}
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D3D11_TEXTURE2D_DESC desc;
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texture2Ds[i]->GetDesc(&desc);
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// for each mipmap level...
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for (UINT j = 0; j < desc.MipLevels; ++j)
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{
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const U32 srcSubResource = D3D11CalcSubresource(j, 0, desc.MipLevels);
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const U32 dstSubResource = D3D11CalcSubresource(j, i, texArrayDesc.MipLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, texture2Ds[i], srcSubResource, NULL);
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}
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}
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// Clean temporary textures
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for (GFXTexHandle handle : tmpHandles)
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{
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handle.free();
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}
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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// Create a resource view to the texture array.
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//---------------------------------------------------------------------------------------
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createResourceView(texArrayDesc.Format, texArrayDesc.MipLevels, texArrayDesc.BindFlags);
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//---------------------------------------------------------------------------------------
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return success;
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}
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void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11TextureArray::createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags)
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{
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HRESULT hr;
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if (usageFlags & D3D11_BIND_SHADER_RESOURCE)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC desc;
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if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
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desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
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else
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desc.Format = format;
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desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MostDetailedMip = 0;
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desc.Texture2DArray.MipLevels = numMipLevels;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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hr = D3D11DEVICE->CreateShaderResourceView(mTextureArray, &desc, &mSRView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateShaderResourceView failed to create view!");
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}
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if (usageFlags & D3D11_BIND_RENDER_TARGET)
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{
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D3D11_RENDER_TARGET_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MipSlice = 0;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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hr = D3D11DEVICE->CreateRenderTargetView(mTextureArray, &desc, &mRTView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateRenderTargetView failed to create view!");
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}
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if (usageFlags & D3D11_BIND_DEPTH_STENCIL)
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{
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D3D11_DEPTH_STENCIL_VIEW_DESC desc;
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desc.Format = format;
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desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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desc.Texture2DArray.MipSlice = 0;
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desc.Texture2DArray.FirstArraySlice = 0;
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desc.Texture2DArray.ArraySize = mArraySize;
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desc.Flags = 0;
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hr = D3D11DEVICE->CreateDepthStencilView(mTextureArray, &desc, &mDSView);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::CreateDepthStencilView failed to create view!");
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}
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}
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void GFXD3D11TextureArray::Release()
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{
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SAFE_RELEASE(mSRView)
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SAFE_RELEASE(mRTView)
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SAFE_RELEASE(mDSView)
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SAFE_RELEASE(mTextureArray)
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}
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ID3D11ShaderResourceView* GFXD3D11TextureArray::getSRView()
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{
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11TextureArray::getRTView()
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{
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return mRTView;
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}
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ID3D11DepthStencilView* GFXD3D11TextureArray::getDSView()
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{
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return mDSView;
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}
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ID3D11ShaderResourceView** GFXD3D11TextureArray::getSRViewPtr()
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{
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return &mSRView;
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}
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ID3D11RenderTargetView** GFXD3D11TextureArray::getRTViewPtr()
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{
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return &mRTView;
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}
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ID3D11DepthStencilView** GFXD3D11TextureArray::getDSViewPtr()
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{
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return &mDSView;
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}
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void GFXD3D11TextureArray::zombify()
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{
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// Unsupported
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}
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void GFXD3D11TextureArray::resurrect()
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{
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// Unsupported
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}
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51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
Normal file
51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
Normal file
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@ -0,0 +1,51 @@
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#ifndef _GFXD3D11TEXTUREARRAY_H_
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#define _GFXD3D11TEXTUREARRAY_H_
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#include <dxgiformat.h>
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#include "gfx/gfxTextureArray.h"
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#include "gfx/gfxTextureManager.h"
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#include "core/util/safeRelease.h"
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#include "gfxD3D11TextureManager.h"
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class GFXD3D11TextureArray : public GFXTextureArray
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{
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public:
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GFXD3D11TextureArray()
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: mSRView( NULL ),
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mRTView( NULL ),
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mDSView( NULL ),
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mTextureArray( NULL )
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{
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}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
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void setToTexUnit(U32 tuNum) override;
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void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
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// GFXResource interface
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void zombify() override;
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void resurrect() override;
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void Release() override;
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView();
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ID3D11DepthStencilView* getDSView();
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ID3D11ShaderResourceView** getSRViewPtr();
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ID3D11RenderTargetView** getRTViewPtr();
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ID3D11DepthStencilView** getDSViewPtr();
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private:
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView; // for render targets
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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ID3D11Texture2D* mTextureArray;
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};
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#endif
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@ -210,8 +210,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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// check format limitations
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// at the moment we only support RGBA for the source (other 4 byte formats should
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// be easy to add though)
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AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
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if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
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AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB || mFormat == GFXFormatR8G8B8, "copyToBmp: invalid format");
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if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB && mFormat != GFXFormatR8G8B8)
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return false;
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PROFILE_START(GFXD3D11TextureObject_copyToBmp);
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@ -248,6 +248,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.MiscFlags = 0;
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ID3D11Texture2D* pStagingTexture = NULL;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
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@ -178,6 +178,16 @@ public:
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virtual void resurrect() {}
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};
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class GFXNullTextureArray : public GFXTextureArray
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{
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public:
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void zombify() override {}
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void resurrect() override {}
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void Release() override {}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override { return true; }
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virtual void setToTexUnit(U32 tuNum) { }
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};
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class GFXNullVertexBuffer : public GFXVertexBuffer
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{
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unsigned char* tempBuf;
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@ -317,6 +327,11 @@ GFXCubemapArray* GFXNullDevice::createCubemapArray()
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return new GFXNullCubemapArray();
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};
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GFXTextureArray* GFXNullDevice::createTextureArray()
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{
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return new GFXNullTextureArray();
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};
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void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
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{
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// Add the NULL renderer
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|
|
@ -130,6 +130,7 @@ protected:
|
|||
public:
|
||||
virtual GFXCubemap * createCubemap();
|
||||
virtual GFXCubemapArray *createCubemapArray();
|
||||
virtual GFXTextureArray *createTextureArray();
|
||||
|
||||
virtual F32 getFillConventionOffset() const { return 0.0f; };
|
||||
|
||||
|
|
|
|||
|
|
@ -727,7 +727,7 @@ bool GBitmap::checkForTransparency()
|
|||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
|
||||
LinearColorF GBitmap::sampleTexel(F32 u, F32 v, bool retAlpha) const
|
||||
{
|
||||
LinearColorF col(0.5f, 0.5f, 0.5f);
|
||||
// normally sampling wraps all the way around at 1.0,
|
||||
|
|
@ -751,6 +751,13 @@ LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
|
|||
col.red = F32(buffer[lexelindex + 0]) / 255.0f;
|
||||
col.green = F32(buffer[lexelindex + 1]) / 255.0f;
|
||||
col.blue = F32(buffer[lexelindex + 2]) / 255.0f;
|
||||
if (retAlpha)
|
||||
{
|
||||
if (getHasTransparency())
|
||||
col.alpha = F32(buffer[lexelindex + 3]) / 255.0f;
|
||||
else
|
||||
col.alpha = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return col;
|
||||
|
|
@ -1352,7 +1359,7 @@ U32 GBitmap::getSurfaceSize(const U32 mipLevel) const
|
|||
}
|
||||
|
||||
DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
|
||||
"Returns image info in the following format: width TAB height TAB bytesPerPixel. "
|
||||
"Returns image info in the following format: width TAB height TAB bytesPerPixel TAB format. "
|
||||
"It will return an empty string if the file is not found.\n"
|
||||
"@ingroup Rendering\n" )
|
||||
{
|
||||
|
|
@ -1360,7 +1367,8 @@ DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
|
|||
if ( !image )
|
||||
return String::EmptyString;
|
||||
|
||||
return String::ToString( "%d\t%d\t%d", image->getWidth(),
|
||||
return String::ToString( "%d\t%d\t%d\t%d", image->getWidth(),
|
||||
image->getHeight(),
|
||||
image->getBytesPerPixel() );
|
||||
image->getBytesPerPixel(),
|
||||
image->getFormat());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -205,7 +205,7 @@ public:
|
|||
/// the bitmap bits and to check for alpha values less than 255
|
||||
bool checkForTransparency();
|
||||
|
||||
LinearColorF sampleTexel(F32 u, F32 v) const;
|
||||
LinearColorF sampleTexel(F32 u, F32 v, bool retAlpha = false) const;
|
||||
bool getColor(const U32 x, const U32 y, ColorI& rColor) const;
|
||||
bool setColor(const U32 x, const U32 y, const ColorI& rColor);
|
||||
U8 getChanelValueAt(U32 x, U32 y, U32 chan);
|
||||
|
|
|
|||
|
|
@ -132,6 +132,8 @@ GFXDevice::GFXDevice()
|
|||
mCurrentCubemap[i] = NULL;
|
||||
mNewCubemap[i] = NULL;
|
||||
mCurrentCubemapArray[i] = NULL;
|
||||
mNewTextureArray[i] = NULL;
|
||||
mCurrentTextureArray[i] = NULL;
|
||||
mNewCubemapArray[i] = NULL;
|
||||
mTexType[i] = GFXTDT_Normal;
|
||||
|
||||
|
|
@ -266,6 +268,8 @@ GFXDevice::~GFXDevice()
|
|||
mNewCubemap[i] = NULL;
|
||||
mCurrentCubemapArray[i] = NULL;
|
||||
mNewCubemapArray[i] = NULL;
|
||||
mCurrentTextureArray[i] = NULL;
|
||||
mNewTextureArray[i] = NULL;
|
||||
}
|
||||
|
||||
mCurrentRT = NULL;
|
||||
|
|
@ -403,14 +407,23 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
|
|||
}
|
||||
break;
|
||||
case GFXTDT_CubeArray:
|
||||
{
|
||||
mCurrentCubemapArray[i] = mNewCubemapArray[i];
|
||||
if (mCurrentCubemapArray[i])
|
||||
mCurrentCubemapArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
{
|
||||
mCurrentCubemapArray[i] = mNewCubemapArray[i];
|
||||
if (mCurrentCubemapArray[i])
|
||||
mCurrentCubemapArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
case GFXTDT_TextureArray:
|
||||
{
|
||||
mCurrentTextureArray[i] = mNewTextureArray[i];
|
||||
if (mCurrentTextureArray[i])
|
||||
mCurrentTextureArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
AssertFatal(false, "Unknown texture type!");
|
||||
break;
|
||||
|
|
@ -557,6 +570,15 @@ void GFXDevice::updateStates(bool forceSetAll /*=false*/)
|
|||
mCurrentCubemapArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
case GFXTDT_TextureArray:
|
||||
{
|
||||
mCurrentTextureArray[i] = mNewTextureArray[i];
|
||||
if (mCurrentTextureArray[i])
|
||||
mCurrentTextureArray[i]->setToTexUnit(i);
|
||||
else
|
||||
setTextureInternal(i, NULL);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
|
@ -801,6 +823,8 @@ void GFXDevice::setTexture( U32 stage, GFXTextureObject *texture )
|
|||
mCurrentCubemap[stage] = NULL;
|
||||
mNewCubemapArray[stage] = NULL;
|
||||
mCurrentCubemapArray[stage] = NULL;
|
||||
mNewTextureArray[stage] = NULL;
|
||||
mCurrentTextureArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -827,6 +851,8 @@ void GFXDevice::setCubeTexture( U32 stage, GFXCubemap *cubemap )
|
|||
mCurrentTexture[stage] = NULL;
|
||||
mNewCubemapArray[stage] = NULL;
|
||||
mCurrentCubemapArray[stage] = NULL;
|
||||
mNewTextureArray[stage] = NULL;
|
||||
mCurrentTextureArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -853,6 +879,36 @@ void GFXDevice::setCubeArrayTexture(U32 stage, GFXCubemapArray *cubemapArray)
|
|||
mCurrentTexture[stage] = NULL;
|
||||
mNewCubemap[stage] = NULL;
|
||||
mCurrentCubemap[stage] = NULL;
|
||||
mNewTextureArray[stage] = NULL;
|
||||
mCurrentTextureArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Set texture array
|
||||
//-----------------------------------------------------------------------------
|
||||
void GFXDevice::setTextureArray(U32 stage, GFXTextureArray *textureArray)
|
||||
{
|
||||
AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTextureArray - out of range stage! %i>%i", stage, getNumSamplers()));
|
||||
|
||||
if (mTexType[stage] == GFXTDT_TextureArray &&
|
||||
((mTextureDirty[stage] && mNewTextureArray[stage].getPointer() == textureArray) ||
|
||||
(!mTextureDirty[stage] && mCurrentTextureArray[stage].getPointer() == textureArray)))
|
||||
return;
|
||||
|
||||
mStateDirty = true;
|
||||
mTexturesDirty = true;
|
||||
mTextureDirty[stage] = true;
|
||||
|
||||
mNewTextureArray[stage] = textureArray;
|
||||
mTexType[stage] = GFXTDT_TextureArray;
|
||||
|
||||
// Clear out textures
|
||||
mNewTexture[stage] = NULL;
|
||||
mCurrentTexture[stage] = NULL;
|
||||
mNewCubemap[stage] = NULL;
|
||||
mCurrentCubemap[stage] = NULL;
|
||||
mNewCubemapArray[stage] = NULL;
|
||||
mCurrentCubemapArray[stage] = NULL;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -57,6 +57,7 @@
|
|||
#ifndef _PLATFORM_PLATFORMTIMER_H_
|
||||
#include "platform/platformTimer.h"
|
||||
#endif
|
||||
#include "gfxTextureArray.h"
|
||||
|
||||
class FontRenderBatcher;
|
||||
class GFont;
|
||||
|
|
@ -498,7 +499,8 @@ protected:
|
|||
{
|
||||
GFXTDT_Normal,
|
||||
GFXTDT_Cube,
|
||||
GFXTDT_CubeArray
|
||||
GFXTDT_CubeArray,
|
||||
GFXTDT_TextureArray
|
||||
};
|
||||
|
||||
GFXTexHandle mCurrentTexture[TEXTURE_STAGE_COUNT];
|
||||
|
|
@ -507,6 +509,8 @@ protected:
|
|||
GFXCubemapHandle mNewCubemap[TEXTURE_STAGE_COUNT];
|
||||
GFXCubemapArrayHandle mCurrentCubemapArray[TEXTURE_STAGE_COUNT];
|
||||
GFXCubemapArrayHandle mNewCubemapArray[TEXTURE_STAGE_COUNT];
|
||||
GFXTextureArrayHandle mCurrentTextureArray[TEXTURE_STAGE_COUNT];
|
||||
GFXTextureArrayHandle mNewTextureArray[TEXTURE_STAGE_COUNT];
|
||||
|
||||
TexDirtyType mTexType[TEXTURE_STAGE_COUNT];
|
||||
bool mTextureDirty[TEXTURE_STAGE_COUNT];
|
||||
|
|
@ -757,6 +761,7 @@ protected:
|
|||
public:
|
||||
virtual GFXCubemap * createCubemap() = 0;
|
||||
virtual GFXCubemapArray *createCubemapArray() = 0;
|
||||
virtual GFXTextureArray *createTextureArray() = 0;
|
||||
|
||||
inline GFXTextureManager *getTextureManager()
|
||||
{
|
||||
|
|
@ -952,6 +957,7 @@ public:
|
|||
void setTexture(U32 stage, GFXTextureObject *texture);
|
||||
void setCubeTexture( U32 stage, GFXCubemap *cubemap );
|
||||
void setCubeArrayTexture( U32 stage, GFXCubemapArray *cubemapArray);
|
||||
void setTextureArray( U32 stage, GFXTextureArray *textureArray);
|
||||
inline GFXTextureObject* getCurrentTexture( U32 stage ) { return mCurrentTexture[stage]; }
|
||||
|
||||
/// @}
|
||||
|
|
|
|||
|
|
@ -599,7 +599,8 @@ enum GFXShaderConstType
|
|||
// Samplers
|
||||
GFXSCT_Sampler,
|
||||
GFXSCT_SamplerCube,
|
||||
GFXSCT_SamplerCubeArray
|
||||
GFXSCT_SamplerCubeArray,
|
||||
GFXSCT_SamplerTextureArray
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
7
Engine/source/gfx/gfxTextureArray.cpp
Normal file
7
Engine/source/gfx/gfxTextureArray.cpp
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
#include "gfxTextureArray.h"
|
||||
|
||||
const String GFXTextureArray::describeSelf() const
|
||||
{
|
||||
// We've got nothing
|
||||
return String();
|
||||
}
|
||||
72
Engine/source/gfx/gfxTextureArray.h
Normal file
72
Engine/source/gfx/gfxTextureArray.h
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _GFXTEXTUREARRAY_H_
|
||||
#define _GFXTEXTUREARRAY_H_
|
||||
|
||||
#ifndef _REFBASE_H_
|
||||
#include "core/util/refBase.h"
|
||||
#endif
|
||||
#ifndef _GFXRESOURCE_H_
|
||||
#include "gfx/gfxResource.h"
|
||||
#endif
|
||||
#ifndef _GFXENUMS_H_
|
||||
#include "gfxEnums.h"
|
||||
#endif
|
||||
#ifndef _GFXTEXTUREHANDLE_H_
|
||||
#include "gfxTextureHandle.h"
|
||||
#endif
|
||||
|
||||
|
||||
class GFXTextureProfile;
|
||||
class GFXTextureObject;
|
||||
|
||||
class GFXTextureArray : public StrongRefBase, public GFXResource
|
||||
{
|
||||
public:
|
||||
virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) = 0;
|
||||
virtual void setToTexUnit(U32 tuNum) = 0;
|
||||
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify() = 0;
|
||||
virtual void resurrect() = 0;
|
||||
virtual void Release() = 0;
|
||||
|
||||
virtual const String describeSelf() const;
|
||||
|
||||
U32 mArraySize;
|
||||
};
|
||||
|
||||
|
||||
/// A reference counted handle to a texture array resource.
|
||||
class GFXTextureArrayHandle : public StrongRefPtr<GFXTextureArray>
|
||||
{
|
||||
public:
|
||||
GFXTextureArrayHandle() {}
|
||||
GFXTextureArrayHandle(GFXTextureArray* textureArray) { StrongRefPtr<GFXTextureArray>::set(textureArray); }
|
||||
|
||||
/// Releases the texture handle.
|
||||
void free() { StrongObjectRef::set(NULL); }
|
||||
};
|
||||
|
||||
#endif // _GFXTEXTUREARRAY_H_
|
||||
|
|
@ -894,6 +894,42 @@ Torque::Path GFXTextureManager::validatePath(const Torque::Path &path)
|
|||
return correctPath;
|
||||
}
|
||||
|
||||
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile, U32 width, U32 height)
|
||||
{
|
||||
GBitmap* inBitmap = loadUncompressedTexture(path, &GFXTexturePersistentProfile);
|
||||
|
||||
if (inBitmap == NULL)
|
||||
{
|
||||
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to load texture: %s", path.getFullPath());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Set the format so we don't have to handle which channels are where.
|
||||
if (!inBitmap->setFormat(GFXFormatR8G8B8A8))
|
||||
{
|
||||
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to handle texture format: %s", path.getFullPath());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
GBitmap* outBmp = new GBitmap(width, height, true, GFXFormatR8G8B8A8);
|
||||
|
||||
U8* oBits = (U8*)outBmp->getWritableBits();
|
||||
for (S32 y = 0; y < width; y++)
|
||||
{
|
||||
for (S32 x = 0; x < height; x++)
|
||||
{
|
||||
ColorI texelColor = inBitmap->sampleTexel(x / F32(width), y / F32(height), true).toColorI(true);
|
||||
|
||||
oBits[(y * width + x) * 4] = texelColor.red;
|
||||
oBits[(y * width + x) * 4 + 1] = texelColor.green;
|
||||
oBits[(y * width + x) * 4 + 2] = texelColor.blue;
|
||||
oBits[(y * width + x) * 4 + 3] = texelColor.alpha;
|
||||
}
|
||||
}
|
||||
|
||||
return outBmp;
|
||||
}
|
||||
|
||||
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile)
|
||||
{
|
||||
PROFILE_SCOPE(GFXTextureManager_loadUncompressedTexture);
|
||||
|
|
|
|||
|
|
@ -41,6 +41,7 @@
|
|||
#ifndef _TSIGNAL_H_
|
||||
#include "core/util/tSignal.h"
|
||||
#endif
|
||||
#include "gfxTextureHandle.h"
|
||||
|
||||
|
||||
namespace Torque
|
||||
|
|
@ -131,6 +132,7 @@ public:
|
|||
S32 antialiasLevel);
|
||||
|
||||
Torque::Path validatePath(const Torque::Path &path);
|
||||
GBitmap *loadUncompressedTexture(const Torque::Path& path, GFXTextureProfile* profile, U32 width, U32 height);
|
||||
GBitmap *loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile);
|
||||
virtual GFXTextureObject *createCompositeTexture(const Torque::Path &pathR, const Torque::Path &pathG, const Torque::Path &pathB, const Torque::Path &pathA, U32 inputKey[4],
|
||||
GFXTextureProfile *profile);
|
||||
|
|
|
|||
|
|
@ -22,6 +22,8 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "gfx/gl/gfxGLDevice.h"
|
||||
|
||||
#include "gfxGLTextureArray.h"
|
||||
#include "platform/platformGL.h"
|
||||
|
||||
#include "gfx/gfxCubemap.h"
|
||||
|
|
@ -457,6 +459,13 @@ GFXCubemapArray *GFXGLDevice::createCubemapArray()
|
|||
return cubeArray;
|
||||
}
|
||||
|
||||
GFXTextureArray* GFXGLDevice::createTextureArray()
|
||||
{
|
||||
GFXGLTextureArray* textureArray = new GFXGLTextureArray();
|
||||
textureArray->registerResourceWithDevice(this);
|
||||
return textureArray;
|
||||
}
|
||||
|
||||
void GFXGLDevice::endSceneInternal()
|
||||
{
|
||||
// nothing to do for opengl
|
||||
|
|
@ -766,6 +775,22 @@ void GFXGLDevice::setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArr
|
|||
}
|
||||
}
|
||||
|
||||
void GFXGLDevice::setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture)
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
mActiveTextureType[textureUnit] = GL_TEXTURE_2D_ARRAY;
|
||||
texture->bind(textureUnit);
|
||||
}
|
||||
else if (mActiveTextureType[textureUnit] != GL_ZERO)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(mActiveTextureType[textureUnit], 0);
|
||||
getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
|
||||
mActiveTextureType[textureUnit] = GL_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
|
||||
{
|
||||
// ONLY NEEDED ON FFP
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/gl/gfxGLStateBlock.h"
|
||||
|
||||
class GFXGLTextureArray;
|
||||
class GFXGLVertexBuffer;
|
||||
class GFXGLPrimitiveBuffer;
|
||||
class GFXGLTextureTarget;
|
||||
|
|
@ -83,6 +84,7 @@ public:
|
|||
|
||||
virtual GFXCubemap * createCubemap();
|
||||
virtual GFXCubemapArray *createCubemapArray();
|
||||
virtual GFXTextureArray *createTextureArray();
|
||||
|
||||
virtual F32 getFillConventionOffset() const { return 0.0f; }
|
||||
|
||||
|
|
@ -173,6 +175,7 @@ protected:
|
|||
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
|
||||
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
|
||||
virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
|
||||
virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
|
||||
|
||||
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
|
||||
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
|
||||
|
|
@ -210,6 +213,7 @@ private:
|
|||
friend class GFXGLTextureObject;
|
||||
friend class GFXGLCubemap;
|
||||
friend class GFXGLCubemapArray;
|
||||
friend class GFXGLTextureArray;
|
||||
friend class GFXGLWindowTarget;
|
||||
friend class GFXGLPrimitiveBuffer;
|
||||
friend class GFXGLVertexBuffer;
|
||||
|
|
|
|||
|
|
@ -82,6 +82,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
|
|||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
case GFXSCT_SamplerTextureArray:
|
||||
return 4;
|
||||
case GFXSCT_Float2:
|
||||
case GFXSCT_Int2:
|
||||
|
|
@ -630,6 +631,9 @@ void GFXGLShader::initConstantDescs()
|
|||
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
|
||||
desc.constType = GFXSCT_SamplerCubeArray;
|
||||
break;
|
||||
case GL_SAMPLER_2D_ARRAY:
|
||||
desc.constType = GFXSCT_SamplerTextureArray;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
||||
// If we don't recognize the constant don't add its description.
|
||||
|
|
@ -661,7 +665,10 @@ void GFXGLShader::initHandles()
|
|||
|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
S32 sampler = -1;
|
||||
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
|
||||
if(desc.constType == GFXSCT_Sampler ||
|
||||
desc.constType == GFXSCT_SamplerCube ||
|
||||
desc.constType == GFXSCT_SamplerCubeArray ||
|
||||
desc.constType == GFXSCT_SamplerTextureArray)
|
||||
{
|
||||
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
||||
AssertFatal(idx != -1, "");
|
||||
|
|
@ -704,7 +711,11 @@ void GFXGLShader::initHandles()
|
|||
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
||||
{
|
||||
GFXGLShaderConstHandle* handle = iter->value;
|
||||
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube || handle->getType() == GFXSCT_SamplerCubeArray))
|
||||
if(handle->isValid() &&
|
||||
(handle->getType() == GFXSCT_Sampler ||
|
||||
handle->getType() == GFXSCT_SamplerCube ||
|
||||
handle->getType() == GFXSCT_SamplerCubeArray ||
|
||||
handle->getType() == GFXSCT_SamplerTextureArray))
|
||||
{
|
||||
// Set sampler number on our program.
|
||||
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
||||
|
|
@ -837,6 +848,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
case GFXSCT_SamplerTextureArray:
|
||||
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
||||
break;
|
||||
case GFXSCT_Int2:
|
||||
|
|
|
|||
|
|
@ -20,11 +20,11 @@ public:
|
|||
class TextureUnit
|
||||
{
|
||||
public:
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0)
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0), mTextureArray(0)
|
||||
{
|
||||
|
||||
}
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray, mTextureArray;
|
||||
};
|
||||
|
||||
/// after glBindTexture
|
||||
|
|
@ -48,6 +48,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
||||
return;
|
||||
|
|
@ -74,6 +77,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||
break;
|
||||
case GL_FRAMEBUFFER:
|
||||
mBindedFBO_W = mBindedFBO_R = handle;
|
||||
break;
|
||||
|
|
@ -109,6 +115,8 @@ public:
|
|||
return mTextureUnits[mActiveTexture].mTextureCube;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureArray;
|
||||
case GL_DRAW_FRAMEBUFFER:
|
||||
return mBindedFBO_W;
|
||||
case GL_READ_FRAMEBUFFER:
|
||||
|
|
@ -138,4 +146,4 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
|||
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
|
|
@ -0,0 +1,215 @@
|
|||
#include "gfxGLTextureArray.h"
|
||||
|
||||
#include "gfxGLTextureObject.h"
|
||||
#include "gfxGLUtils.h"
|
||||
#include "core/util/tVector.h"
|
||||
#include "gfx/bitmap/imageUtils.h"
|
||||
|
||||
|
||||
GFXGLTextureArray::GFXGLTextureArray()
|
||||
{
|
||||
mTextureArray = NULL;
|
||||
}
|
||||
|
||||
GFXGLTextureArray::~GFXGLTextureArray()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
}
|
||||
|
||||
bool GFXGLTextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
|
||||
{
|
||||
bool success = true;
|
||||
|
||||
if (textureArray.empty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool found = false;
|
||||
U32 baseWidth = 0, baseHeight = 0;
|
||||
bool isCompressed = false;
|
||||
mArraySize = textureArray.size();
|
||||
|
||||
for (GFXTexHandle texObj : textureArray)
|
||||
{
|
||||
if (texObj.isValid())
|
||||
{
|
||||
if (!found)
|
||||
{
|
||||
baseWidth = texObj.getWidth();
|
||||
baseHeight = texObj.getHeight();
|
||||
mMipMapLevels = getMax((U32)1, texObj->mMipLevels);
|
||||
found = true;
|
||||
mFormat = texObj.getFormat();
|
||||
isCompressed = ImageUtil::isCompressedFormat(mFormat);
|
||||
}
|
||||
|
||||
if (mFormat != texObj.getFormat() || baseWidth != texObj.getWidth() || baseHeight != texObj.getHeight())
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||
success = false;
|
||||
mFormat = GFXFormatR8G8B8A8;
|
||||
isCompressed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
|
||||
if (!found) return true;
|
||||
|
||||
Vector <GFXGLTextureObject*> texture2Ds;
|
||||
texture2Ds.setSize(textureArray.size());
|
||||
Vector<GFXTexHandle> tmpHandles;
|
||||
|
||||
for (U32 idx = 0; idx < mArraySize; ++idx)
|
||||
{
|
||||
texture2Ds[idx] = NULL;
|
||||
GFXTexHandle texObj = textureArray[idx];
|
||||
|
||||
if (texObj.isValid())
|
||||
{
|
||||
GFXTexHandle handle = textureArray[idx];
|
||||
if (texObj->getPath().isNotEmpty())
|
||||
{
|
||||
if (texObj.getHeight() != baseHeight|| texObj.getWidth() != baseWidth || texObj.getFormat() != mFormat)
|
||||
{
|
||||
if (texObj.getHeight() != baseHeight || texObj.getWidth() != baseWidth)
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||
}
|
||||
else
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||
}
|
||||
|
||||
GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, baseWidth, baseHeight);
|
||||
if (!inBitmap->setFormat(mFormat))
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||
success = false;
|
||||
handle = NULL;
|
||||
delete inBitmap;
|
||||
}
|
||||
else
|
||||
{
|
||||
handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
|
||||
tmpHandles.push_back(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (handle.isValid())
|
||||
{
|
||||
if (handle.getHeight() != baseHeight || handle.getWidth()!= baseWidth || handle.getFormat() != mFormat)
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||
success = false;
|
||||
}
|
||||
texture2Ds[idx] = dynamic_cast<GFXGLTextureObject*>(handle.getPointer());
|
||||
tmpHandles.push_back(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glGenTextures(1, &mTextureArray);
|
||||
PRESERVE_2D_TEXTURE_ARRAY();
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipMapLevels, GL_RGBA8, baseWidth, baseHeight, textureArray.size());
|
||||
|
||||
for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
|
||||
{
|
||||
if (texture2Ds[idx] == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
GFXGLTextureObject* texObj = texture2Ds[idx];
|
||||
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||
{
|
||||
U8* buf = texObj->getTextureData(mip);
|
||||
const U32 mipWidth = getMax(U32(1), baseWidth >> mip);
|
||||
const U32 mipHeight = getMax(U32(1), baseHeight >> mip);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
if (isCompressed)
|
||||
{
|
||||
glCompressedTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
idx, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
idx, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
delete[] buf;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isCompressed)
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
// Clean temporary textures
|
||||
for (GFXTexHandle handle : tmpHandles)
|
||||
{
|
||||
handle.free();
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::setToTexUnit(U32 tuNum)
|
||||
{
|
||||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::Release()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
mTextureArray = 0;
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::bind(U32 textureUnit) const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
|
||||
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
|
||||
AssertFatal(sb, "GFXGLTextureArray::bind - No active stateblock!");
|
||||
if (!sb)
|
||||
return;
|
||||
|
||||
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::zombify()
|
||||
{
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::resurrect()
|
||||
{
|
||||
}
|
||||
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef _GFXGLTEXTUREARRAY_H_
|
||||
#define _GFXGLTEXTUREARRAY_H_
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "gfx/gfxTextureArray.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
|
||||
class GFXGLTextureArray : public GFXTextureArray
|
||||
{
|
||||
public:
|
||||
GFXGLTextureArray();
|
||||
|
||||
~GFXGLTextureArray();
|
||||
|
||||
bool fromTextureArray(const Vector<GFXTexHandle>& textureArray) override;
|
||||
void setToTexUnit(U32 tuNum) override;
|
||||
|
||||
void bind(U32 textureUnit) const;
|
||||
|
||||
// GFXResource interface
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
void Release() override;
|
||||
|
||||
private:
|
||||
GLuint mTextureArray;
|
||||
|
||||
U32 mMipMapLevels;
|
||||
GFXFormat mFormat;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
|
@ -194,6 +194,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL
|
|||
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define PRESERVE_2D_TEXTURE_ARRAY() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define _GET_TEXTURE_BINDING(binding) \
|
||||
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue