mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
216 lines
7.4 KiB
C++
216 lines
7.4 KiB
C++
#include "gfxGLTextureArray.h"
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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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}
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GFXGLTextureArray::~GFXGLTextureArray()
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{
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glDeleteTextures(1, &mTextureArray);
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}
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bool GFXGLTextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
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{
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bool success = true;
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if (textureArray.empty())
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{
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return true;
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}
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bool found = false;
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U32 baseWidth = 0, baseHeight = 0;
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bool isCompressed = false;
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mArraySize = textureArray.size();
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for (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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baseWidth = texObj.getWidth();
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baseHeight = texObj.getHeight();
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mMipMapLevels = getMax((U32)1, texObj->mMipLevels);
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found = true;
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mFormat = texObj.getFormat();
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isCompressed = ImageUtil::isCompressedFormat(mFormat);
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}
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if (mFormat != texObj.getFormat() || baseWidth != texObj.getWidth() || baseHeight != texObj.getHeight())
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
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Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
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success = false;
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mFormat = GFXFormatR8G8B8A8;
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isCompressed = false;
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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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Vector <GFXGLTextureObject*> texture2Ds;
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texture2Ds.setSize(textureArray.size());
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Vector<GFXTexHandle> tmpHandles;
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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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GFXTexHandle texObj = textureArray[idx];
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if (texObj.isValid())
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{
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GFXTexHandle handle = textureArray[idx];
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if (texObj->getPath().isNotEmpty())
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{
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if (texObj.getHeight() != baseHeight|| texObj.getWidth() != baseWidth || texObj.getFormat() != mFormat)
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{
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if (texObj.getHeight() != baseHeight || texObj.getWidth() != baseWidth)
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should be the same size");
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Con::warnf("GFXGLTextureArray::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, "GFXGLTextureArray::fromTextureArray all textures should have the same format");
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Con::warnf("GFXGLTextureArray::fromTextureArray all textures should have the same format");
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}
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GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, baseWidth, baseHeight);
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if (!inBitmap->setFormat(mFormat))
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
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Con::errorf("GFXGLTextureArray::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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if (handle.getHeight() != baseHeight || handle.getWidth()!= baseWidth || handle.getFormat() != mFormat)
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{
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AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
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Con::errorf("GFXGLTextureArray::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<GFXGLTextureObject*>(handle.getPointer());
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tmpHandles.push_back(handle);
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}
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}
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}
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glGenTextures(1, &mTextureArray);
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PRESERVE_2D_TEXTURE_ARRAY();
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glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipMapLevels, GL_RGBA8, baseWidth, baseHeight, textureArray.size());
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for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
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{
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if (texture2Ds[idx] == NULL)
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{
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continue;
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}
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GFXGLTextureObject* texObj = texture2Ds[idx];
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for (U32 mip = 0; mip < mMipMapLevels; ++mip)
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{
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U8* buf = texObj->getTextureData(mip);
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const U32 mipWidth = getMax(U32(1), baseWidth >> mip);
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const U32 mipHeight = getMax(U32(1), baseHeight >> mip);
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glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
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if (isCompressed)
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{
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glCompressedTexSubImage3D(
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GL_TEXTURE_2D_ARRAY,
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mip, 0, 0,
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idx, mipWidth, mipHeight, 1,
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GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
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);
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}
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else
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{
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glTexSubImage3D(
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GL_TEXTURE_2D_ARRAY,
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mip, 0, 0,
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idx, mipWidth, mipHeight, 1,
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GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
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);
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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delete[] buf;
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}
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}
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if (!isCompressed)
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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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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return success;
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}
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void GFXGLTextureArray::setToTexUnit(U32 tuNum)
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{
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dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
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}
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void GFXGLTextureArray::Release()
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{
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glDeleteTextures(1, &mTextureArray);
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mTextureArray = 0;
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}
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void GFXGLTextureArray::bind(U32 textureUnit) const
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
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dynamic_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_2D_ARRAY, mTextureArray);
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GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLTextureArray::bind - No active stateblock!");
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if (!sb)
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return;
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const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
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}
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void GFXGLTextureArray::zombify()
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{
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}
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void GFXGLTextureArray::resurrect()
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{
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}
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