mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Add texture size fields to terrain textures and improve editor performance
This commit is contained in:
parent
9caa08b7f0
commit
d3996aec84
7 changed files with 414 additions and 44 deletions
|
|
@ -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())
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue