Add texture size fields to terrain textures and improve editor performance

This commit is contained in:
Lukas Aldershaab 2021-01-02 18:33:15 +01:00
parent 9caa08b7f0
commit d3996aec84
7 changed files with 414 additions and 44 deletions

View file

@ -6,8 +6,35 @@
#include "bitmap/imageUtils.h"
#include "console/console.h"
GFXTextureArray::GFXTextureArray()
: mFormat(GFXFormat_COUNT),
mIsCompressed(false),
mWidth(0),
mHeight(0),
mArraySize(0),
mMipLevels(0)
{
}
void GFXTextureArray::set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels)
{
if (mipLevels == 0 && width == height && isPow2(width))
{
mipLevels = mLog2(static_cast<F32>(width)) + 1;
}
if (
mWidth == width &&
mHeight == height &&
mArraySize == size &&
mFormat == format &&
mMipLevels == mipLevels
)
{
return;
}
Release();
mWidth = width;
mHeight = height;
mArraySize = size;
@ -20,43 +47,52 @@ void GFXTextureArray::set(U32 width, U32 height, U32 size, GFXFormat format, U32
init();
}
bool GFXTextureArray::fromTextureArray(const Vector<GFXTexHandle>& textureArray)
bool GFXTextureArray::fromTextureArray(const Vector<GFXTexHandle>& textureArray, U32 capacity)
{
bool success = true;
//---------------------------------------------------------------------------------------
// Create the texture array. Each element in the texture
// array has the same format/dimensions.
//---------------------------------------------------------------------------------------
bool found = false;
for (const GFXTexHandle& texObj : textureArray)
// Not initialized, infer it from the given array of textures
if (mArraySize == 0)
{
if (texObj.isValid())
bool found = false;
for (const GFXTexHandle& texObj : textureArray)
{
if (!found)
if (texObj.isValid())
{
found = true;
mFormat = texObj.getFormat();
mWidth = texObj.getWidth();
mHeight = texObj.getHeight();
mMipLevels = texObj->getMipLevels();
}
if (!found)
{
found = true;
mFormat = texObj.getFormat();
mWidth = texObj.getWidth();
mHeight = texObj.getHeight();
mMipLevels = texObj->getMipLevels();
}
if (mFormat != texObj.getFormat() || mWidth != texObj.getWidth() || mHeight != texObj.getHeight())
{
AssertWarn(true, "GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
Con::warnf("GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
success = false;
mFormat = GFXFormatR8G8B8A8;
if (mFormat != texObj.getFormat() || mWidth != texObj.getWidth() || mHeight != texObj.getHeight())
{
AssertWarn(true, "GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
Con::warnf("GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
success = false;
mFormat = GFXFormatR8G8B8A8;
}
}
}
// 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;
//---------------------------------------------------------------------------------------
// Create the texture array. Each element in the texture
// array has the same format/dimensions.
//---------------------------------------------------------------------------------------
U32 size = capacity;
if (size == 0)
{
size = textureArray.size();
}
set(mWidth, mHeight, size, mFormat, mMipLevels);
}
// 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;
set(mWidth, mHeight, textureArray.size(), mFormat, mMipLevels);
//---------------------------------------------------------------------------------------
@ -64,7 +100,7 @@ bool GFXTextureArray::fromTextureArray(const Vector<GFXTexHandle>& textureArray)
// Copy individual texture elements into texture array.
//---------------------------------------------------------------------------------------
// for each texture element...
for (U32 i = 0; i < mArraySize; ++i)
for (U32 i = 0; i < textureArray.size(); ++i)
{
if (textureArray[i].isValid())
{

View file

@ -44,9 +44,11 @@ class GFXTextureObject;
class GFXTextureArray : public StrongRefBase, public GFXResource
{
public:
GFXTextureArray();
virtual void init() = 0;
virtual void set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels);
virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray);
virtual void set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels = 0);
virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray, U32 capacity = 0);
virtual void setTexture(const GFXTexHandle &texture, U32 slot);
virtual void setToTexUnit(U32 tuNum) = 0;

View file

@ -894,7 +894,7 @@ Torque::Path GFXTextureManager::validatePath(const Torque::Path &path)
return correctPath;
}
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile, U32 width, U32 height)
GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GFXTextureProfile *profile, U32 width, U32 height, bool genMips)
{
GBitmap* inBitmap = loadUncompressedTexture(path, &GFXTexturePersistentProfile);
@ -927,6 +927,9 @@ GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GF
}
}
if (genMips)
outBmp->extrudeMipLevels();
return outBmp;
}

View file

@ -132,7 +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, U32 width, U32 height, bool genMips = false);
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);