mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
259 lines
7.6 KiB
C++
259 lines
7.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/gfxTextureObject.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTextureManager.h"
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#include "core/util/safeDelete.h"
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#include "core/strings/stringFunctions.h"
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#include "core/stream/fileStream.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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// TODO: Change this to be in non-shipping builds maybe?
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#ifdef TORQUE_DEBUG
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GFXTextureObject *GFXTextureObject::smHead = NULL;
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U32 GFXTextureObject::smActiveTOCount = 0;
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U32 GFXTextureObject::dumpActiveTOs()
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{
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if(!smActiveTOCount)
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{
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Con::printf( "GFXTextureObject::dumpActiveTOs - no active TOs to dump." );
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return 0;
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}
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Con::printf("GFXTextureObject Usage Report - %d active TOs", smActiveTOCount);
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Con::printf("---------------------------------------------------------------");
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Con::printf(" Addr Dim. GFXTextureProfile ProfilerPath DebugDescription");
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for(GFXTextureObject *walk = smHead; walk; walk=walk->mDebugNext)
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Con::printf(" %x (%4d, %4d) %s %s %s", walk, walk->getWidth(),
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walk->getHeight(), walk->mProfile->getName().c_str(), walk->mDebugCreationPath.c_str(), walk->mDebugDescription.c_str());
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Con::printf("----- dump complete -------------------------------------------");
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return smActiveTOCount;
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}
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#endif // TORQUE_DEBUG
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DefineEngineFunction( dumpTextureObjects, void, (),,
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"Dumps a list of all active texture objects to the console.\n"
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"@note This function is only available in debug builds.\n"
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"@ingroup GFX\n" )
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{
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#ifdef TORQUE_DEBUG
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GFXTextureObject::dumpActiveTOs();
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#endif
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}
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//-----------------------------------------------------------------------------
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// GFXTextureObject
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//-----------------------------------------------------------------------------
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GFXTextureObject::GFXTextureObject(GFXDevice *aDevice, GFXTextureProfile *aProfile)
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{
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mHashNext = mNext = mPrev = NULL;
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mDevice = aDevice;
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mProfile = aProfile;
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mBitmap = NULL;
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mMipLevels = 1;
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mAntialiasLevel = 0;
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mTextureSize.set( 0, 0, 0 );
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mDead = false;
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mDeleteTime = 0;
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mBitmap = NULL;
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mDDS = NULL;
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mFormat = GFXFormatR8G8B8;
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mHasTransparency = false;
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mArraySize = 1;
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#if defined(TORQUE_DEBUG)
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// Active object tracking.
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smActiveTOCount++;
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mDebugDescription = "Anonymous Texture Object";
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#if defined(TORQUE_ENABLE_PROFILE_PATH)
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mDebugCreationPath = gProfiler->getProfilePath();
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#endif
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mDebugNext = smHead;
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mDebugPrev = NULL;
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if(smHead)
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{
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AssertFatal(smHead->mDebugPrev == NULL, "GFXTextureObject::GFXTextureObject - found unexpected previous in current head!");
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smHead->mDebugPrev = this;
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}
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smHead = this;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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GFXTextureObject::~GFXTextureObject()
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{
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kill();
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#ifdef TORQUE_DEBUG
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if(smHead == this)
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smHead = this->mDebugNext;
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if(mDebugNext)
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mDebugNext->mDebugPrev = mDebugPrev;
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if(mDebugPrev)
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mDebugPrev->mDebugNext = mDebugNext;
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mDebugPrev = mDebugNext = NULL;
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smActiveTOCount--;
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#endif
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}
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void GFXTextureObject::destroySelf()
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{
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if (mDevice && mDevice->mTextureManager)
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mDevice->mTextureManager->requestDeleteTexture(this);
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}
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//-----------------------------------------------------------------------------
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// kill - this function clears out the data in texture object. It's done like
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// this because the texture object needs to release its pointers to textures
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// before the GFXDevice is shut down. The texture objects themselves get
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// deleted by the refcount structure - which may be after the GFXDevice has
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// been destroyed.
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//-----------------------------------------------------------------------------
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void GFXTextureObject::kill()
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{
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if( mDead )
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return;
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#ifdef TORQUE_DEBUG
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// This makes sure that nobody is forgetting to call kill from the derived
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// destructor. If they are, then we should get a pure virtual function
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// call here.
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pureVirtualCrash();
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#endif
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// If we're a dummy, don't do anything...
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if( !mDevice || !mDevice->mTextureManager )
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{
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mDead = true;
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return;
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}
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// Remove ourselves from the texture list and hash
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mDevice->mTextureManager->deleteTexture(this);
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// Delete the stored bitmap.
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SAFE_DELETE(mBitmap)
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SAFE_DELETE(mDDS);
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// Clean up linked list
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if(mNext)
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mNext->mPrev = mPrev;
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if(mPrev)
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mPrev->mNext = mNext;
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mDead = true;
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}
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const String GFXTextureObject::describeSelf() const
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{
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return String::ToString(" (width: %4d, height: %4d) profile: %s creation path: %s", getWidth(),
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#if defined(TORQUE_DEBUG) && defined(TORQUE_ENABLE_PROFILER)
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getHeight(), mProfile->getName().c_str(), mDebugCreationPath.c_str());
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#else
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getHeight(), mProfile->getName().c_str(), "");
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#endif
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}
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F32 GFXTextureObject::getMaxUCoord() const
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{
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return 1.0f;
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}
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F32 GFXTextureObject::getMaxVCoord() const
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{
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return 1.0f;
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}
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U32 GFXTextureObject::getEstimatedSizeInBytes() const
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{
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// We have to deal with DDS specially.
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if ( mFormat >= GFXFormatBC1 )
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return DDSFile::getSizeInBytes( mFormat, mTextureSize.x, mTextureSize.y, mMipLevels );
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// Else we need to calculate the size ourselves.
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S32 texSizeX = mTextureSize.x;
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S32 texSizeY = mTextureSize.y;
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S32 volDepth = getMax( 1, mTextureSize.z );
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U32 byteSize = GFXFormat_getByteSize( mFormat );
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U32 totalBytes = texSizeX * texSizeY * volDepth * byteSize;
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// Without mips we're done.
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if ( mProfile->noMip() )
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return totalBytes;
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// NOTE: While we have mMipLevels, at the time of this
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// comment it only stores the accessable mip levels and
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// not the count of the autogen mips.
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//
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// So we figure out the mip count ourselves assuming its
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// a complete mip chain.
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while ( texSizeX > 1 || texSizeY > 1 )
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{
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texSizeX = getMax( texSizeX >> 1, 1 );
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texSizeY = getMax( texSizeY >> 1, 1 );
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volDepth = getMax( volDepth >> 1, 1 );
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totalBytes += texSizeX * texSizeY * volDepth * byteSize;
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}
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return totalBytes;
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}
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bool GFXTextureObject::dumpToDisk( const String &bmType, const String &path )
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{
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if ( mBitmap )
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return mBitmap->writeBitmap( bmType, path);
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GBitmap bitmap( getWidth(), getHeight(), false, getFormat() );
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copyToBmp( &bitmap );
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return bitmap.writeBitmap( bmType, path);
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}
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