mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Refactor GFXTextureArray
This commit is contained in:
parent
87dd7ffc4a
commit
e92e945912
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@ -5,164 +5,47 @@
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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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void GFXD3D11TextureArray::init()
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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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mTextureArrayDesc.Width = mWidth;
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mTextureArrayDesc.Height = mHeight;
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mTextureArrayDesc.MipLevels = mMipLevels;
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mTextureArrayDesc.ArraySize = mArraySize;
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mTextureArrayDesc.Format = GFXD3D11TextureFormat[mFormat];
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mTextureArrayDesc.SampleDesc.Count = 1;
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mTextureArrayDesc.SampleDesc.Quality = 0;
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mTextureArrayDesc.Usage = D3D11_USAGE_DEFAULT;
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mTextureArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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mTextureArrayDesc.CPUAccessFlags = 0;
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mTextureArrayDesc.MiscFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&mTextureArrayDesc, NULL, &mTextureArray);
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AssertFatal(SUCCEEDED(hr), "GFXD3D11TextureArray::init failed to create texture array!");
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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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createResourceView(mTextureArrayDesc.Format, mTextureArrayDesc.MipLevels, mTextureArrayDesc.BindFlags);
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//---------------------------------------------------------------------------------------
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}
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return success;
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void GFXD3D11TextureArray::_setTexture(const GFXTexHandle& texture, U32 slot)
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{
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GFXD3D11TextureObject *texObj = dynamic_cast<GFXD3D11TextureObject*>(texture.getPointer());
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ID3D11Texture2D* tex2d = texObj->get2DTex();
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D3D11_TEXTURE2D_DESC desc;
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tex2d->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, slot, mTextureArrayDesc.MipLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTextureArray, dstSubResource, 0, 0, 0, tex2d, srcSubResource, NULL);
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}
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}
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void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
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@ -170,7 +53,6 @@ void GFXD3D11TextureArray::setToTexUnit(U32 tuNum)
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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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@ -226,6 +108,8 @@ void GFXD3D11TextureArray::Release()
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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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GFXTextureArray::Release();
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}
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ID3D11ShaderResourceView* GFXD3D11TextureArray::getSRView()
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@ -20,7 +20,9 @@ public:
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{
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}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
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~GFXD3D11TextureArray() { Release(); };
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void init();
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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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@ -39,12 +41,15 @@ public:
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ID3D11RenderTargetView** getRTViewPtr();
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ID3D11DepthStencilView** getDSViewPtr();
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protected:
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void _setTexture(const GFXTexHandle& texture, U32 slot) override;
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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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D3D11_TEXTURE2D_DESC mTextureArrayDesc;
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};
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@ -184,8 +184,11 @@ 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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void setToTexUnit(U32 tuNum) override { }
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void init() override { }
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protected:
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void _setTexture(const GFXTexHandle& texture, U32 slot) override { }
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};
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class GFXNullVertexBuffer : public GFXVertexBuffer
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@ -1,5 +1,142 @@
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#include "gfxTextureArray.h"
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#include "gfxDevice.h"
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#include "gfxTextureManager.h"
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#include "console/console.h"
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void GFXTextureArray::set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels)
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{
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mWidth = width;
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mHeight = height;
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mArraySize = size;
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mFormat = format;
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mMipLevels = mipLevels;
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mTextures.setSize(size);
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init();
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}
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bool GFXTextureArray::fromTextureArray(const Vector<GFXTexHandle>& textureArray)
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{
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bool success = true;
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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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bool found = false;
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for (const GFXTexHandle& texObj : textureArray)
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{
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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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found = true;
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mFormat = texObj.getFormat();
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mWidth = texObj.getWidth();
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mHeight = texObj.getHeight();
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mMipLevels = texObj->getMipLevels();
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}
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if (mFormat != texObj.getFormat() || mWidth != texObj.getWidth() || mHeight != texObj.getHeight())
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{
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AssertWarn(true, "GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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Con::warnf("GFXTextureArray::fromTextureArray there was a mismatch in texture formats, defaulting to uncompressed format");
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success = false;
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mFormat = 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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set(mWidth, mHeight, textureArray.size(), mFormat, mMipLevels);
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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 (U32 i = 0; i < mArraySize; ++i)
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{
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if (textureArray[i].isValid())
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{
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setTexture(textureArray[i], i);
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}
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}
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//---------------------------------------------------------------------------------------
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return success;
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}
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void GFXTextureArray::setTexture(const GFXTexHandle& texture, U32 slot)
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{
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GFXTexHandle handle = texture;
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if (texture->getPath().isNotEmpty())
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{
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if (texture.getHeight() != mHeight || texture.getWidth() != mWidth || texture.getFormat() != mFormat || texture->getMipLevels() < mMipLevels)
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{
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if (texture.getHeight() != mHeight || texture.getWidth() != mWidth)
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{
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AssertWarn(true, "GFXTextureArray::setTexture all textures should be the same size");
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Con::warnf("GFXTextureArray::setTexture all textures should be the same size");
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}
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else if (texture->getMipLevels() < mMipLevels)
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{
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AssertWarn(true, "GFXTextureArray::setTexture all textures should have at least the same number of mips");
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Con::warnf("GFXTextureArray::setTexture all textures should have at least the same number of mips");
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}
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else
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{
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AssertWarn(true, "GFXTextureArray::setTexture all textures should have the same format");
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Con::warnf("GFXTextureArray::setTexture all textures should have the same format");
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}
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GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(texture->getPath(), &GFXTexturePersistentProfile, mWidth, mHeight);
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if (!inBitmap->setFormat(mFormat))
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{
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AssertWarn(true, "GFXTextureArray::setTexture all textures must be convertible to GFXFormat " + mFormat);
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Con::errorf("GFXTextureArray::setTexture all textures must be convertible to GFXFormat" + mFormat);
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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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}
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}
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}
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if (!handle.isValid())
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{
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return;
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}
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if (handle.getHeight() != mHeight || handle.getWidth() != mWidth || handle.getFormat() != mFormat || handle->getMipLevels() < mMipLevels)
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{
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AssertWarn(true, "GFXTextureArray::setTexture all textures must have the same size and format");
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Con::errorf("GFXTextureArray::setTexture all textures must have the same size and format");
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return;
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}
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mTextures[slot] = handle;
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_setTexture(handle, slot);
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}
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void GFXTextureArray::Release()
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{
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for (GFXTexHandle& mTexture : mTextures)
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{
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mTexture = NULL;
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}
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}
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const String GFXTextureArray::describeSelf() const
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{
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// We've got nothing
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@ -35,6 +35,7 @@
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfxTextureHandle.h"
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#endif
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#include "core/util/tVector.h"
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class GFXTextureProfile;
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@ -43,18 +44,30 @@ class GFXTextureObject;
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class GFXTextureArray : public StrongRefBase, public GFXResource
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{
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public:
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virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) = 0;
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virtual void init() = 0;
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virtual void set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels);
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virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray);
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virtual void setTexture(const GFXTexHandle &texture, U32 slot);
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virtual void setToTexUnit(U32 tuNum) = 0;
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// GFXResource interface
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virtual void zombify() = 0;
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virtual void resurrect() = 0;
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virtual void Release() = 0;
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virtual void Release();
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virtual const String describeSelf() const;
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GFXFormat mFormat;
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U32 mWidth;
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U32 mHeight;
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U32 mArraySize;
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U32 mMipLevels;
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Vector<GFXTexHandle> mTextures;
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protected:
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virtual void _setTexture(const GFXTexHandle& texture, U32 slot) = 0;
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};
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@ -3,175 +3,57 @@
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#include "gfxGLTextureObject.h"
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#include "gfxGLUtils.h"
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#include "core/util/tVector.h"
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#include "gfx/bitmap/imageUtils.h"
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GFXGLTextureArray::GFXGLTextureArray()
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{
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mTextureArray = NULL;
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}
|
||||
|
||||
GFXGLTextureArray::~GFXGLTextureArray()
|
||||
void GFXGLTextureArray::init()
|
||||
{
|
||||
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_MAX_LEVEL, mMin(mMipLevels - 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());
|
||||
glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipLevels, GL_RGBA8, mWidth, mHeight, mArraySize);
|
||||
}
|
||||
|
||||
for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
|
||||
void GFXGLTextureArray::_setTexture(const GFXTexHandle& texture, U32 slot)
|
||||
{
|
||||
PRESERVE_2D_TEXTURE_ARRAY();
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
|
||||
GFXGLTextureObject* texObj = dynamic_cast<GFXGLTextureObject*>(texture.getPointer());
|
||||
for (U32 mip = 0; mip < mMipLevels; ++mip)
|
||||
{
|
||||
if (texture2Ds[idx] == NULL)
|
||||
U8* buf = texObj->getTextureData(mip);
|
||||
const U32 mipWidth = getMax(U32(1), mWidth >> mip);
|
||||
const U32 mipHeight = getMax(U32(1), mHeight >> mip);
|
||||
if (mIsCompressed)
|
||||
{
|
||||
continue;
|
||||
glCompressedTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
slot, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
GFXGLTextureObject* texObj = texture2Ds[idx];
|
||||
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||
else
|
||||
{
|
||||
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;
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
slot, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
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)
|
||||
|
|
@ -179,13 +61,13 @@ void GFXGLTextureArray::setToTexUnit(U32 tuNum)
|
|||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::Release()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
mTextureArray = 0;
|
||||
}
|
||||
|
||||
GFXTextureArray::Release();
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::bind(U32 textureUnit) const
|
||||
{
|
||||
|
|
@ -201,7 +83,7 @@ void GFXGLTextureArray::bind(U32 textureUnit) const
|
|||
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_MAX_LEVEL, mMin(mMipLevels - 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]);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -11,9 +11,10 @@ class GFXGLTextureArray : public GFXTextureArray
|
|||
public:
|
||||
GFXGLTextureArray();
|
||||
|
||||
~GFXGLTextureArray();
|
||||
~GFXGLTextureArray() { Release(); };
|
||||
|
||||
void init();
|
||||
|
||||
bool fromTextureArray(const Vector<GFXTexHandle>& textureArray) override;
|
||||
void setToTexUnit(U32 tuNum) override;
|
||||
|
||||
void bind(U32 textureUnit) const;
|
||||
|
|
@ -23,11 +24,13 @@ public:
|
|||
void resurrect() override;
|
||||
void Release() override;
|
||||
|
||||
protected:
|
||||
void _setTexture(const GFXTexHandle& texture, U32 slot) override;
|
||||
|
||||
private:
|
||||
GLuint mTextureArray;
|
||||
|
||||
U32 mMipMapLevels;
|
||||
GFXFormat mFormat;
|
||||
bool mIsCompressed;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue