Torque3D/Engine/source/gfx/gl/gfxGLCubemap.cpp
2020-05-11 15:00:25 -05:00

521 lines
21 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLTextureObject.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLUtils.h"
#include "gfx/gl/gfxGLCubemap.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/gfxCardProfile.h"
#include "gfx/bitmap/ddsFile.h"
#include "gfx/bitmap/imageUtils.h"
static GLenum faceList[6] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
GFXGLCubemap::GFXGLCubemap() :
mCubemap(0),
mDynamicTexSize(0),
mWidth(0),
mHeight(0),
mFaceFormat( GFXFormatR8G8B8A8 )
{
for(U32 i = 0; i < 6; i++)
mTextures[i] = NULL;
GFXTextureManager::addEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
}
GFXGLCubemap::~GFXGLCubemap()
{
glDeleteTextures(1, &mCubemap);
GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
}
GLenum GFXGLCubemap::getEnumForFaceNumber(U32 face)
{
return faceList[face];
}
void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
{
AssertFatal( faces, "");
AssertFatal( faces[0]->mMipLevels > 0, "");
PRESERVE_CUBEMAP_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, faces[0]->mMipLevels - 1 );
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
U32 reqWidth = faces[0]->getWidth();
U32 reqHeight = faces[0]->getHeight();
GFXFormat regFaceFormat = faces[0]->getFormat();
const bool isCompressed = ImageUtil::isCompressedFormat(regFaceFormat);
mWidth = reqWidth;
mHeight = reqHeight;
mFaceFormat = regFaceFormat;
mMipMapLevels = getMax( (U32)1, faces[0]->mMipLevels);
AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
for(U32 i = 0; i < 6; i++)
{
AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
mTextures[i] = faces[i];
GFXFormat faceFormat = faces[i]->getFormat();
GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
if( isCompressed )
{
for( U32 mip = 0; mip < mMipMapLevels; ++mip )
{
const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, mWidth, mHeight, mip );
U8* buf = glTex->getTextureData( mip );
glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, mipDataSize, buf);
delete[] buf;
}
}
else
{
U8* buf = glTex->getTextureData();
glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], mWidth, mHeight,
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
delete[] buf;
}
}
if( !isCompressed )
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
void GFXGLCubemap::initStatic(GFXTexHandle* faces)
{
if(mCubemap)
return;
if(faces)
{
AssertFatal(faces[0], "GFXGLCubemap::initStatic - empty texture passed");
glGenTextures(1, &mCubemap);
fillCubeTextures(faces);
}
mInitialized = true;
}
void GFXGLCubemap::initStatic( DDSFile *dds )
{
if(mCubemap)
return;
AssertFatal( dds, "GFXGLCubemap::initStatic - Got null DDS file!" );
AssertFatal( dds->isCubemap(), "GFXGLCubemap::initStatic - Got non-cubemap DDS file!" );
AssertFatal( dds->mSurfaces.size() == 6, "GFXGLCubemap::initStatic - DDS has less than 6 surfaces!" );
mWidth = dds->getWidth();
mHeight = dds->getHeight();
mFaceFormat = dds->getFormat();
mMipMapLevels = dds->getMipLevels();
const bool isCompressed = ImageUtil::isCompressedFormat(mFaceFormat);
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
for(U32 i = 0; i < 6; i++)
{
if ( !dds->mSurfaces[i] )
{
// TODO: The DDS can skip surfaces, but i'm unsure what i should
// do here when creating the cubemap. Ignore it for now.
continue;
}
// convert to Z up
const U32 faceIndex = zUpFaceIndex(i);
// Now loop thru the mip levels!
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
{
const U32 mipWidth = getMax( U32(1), mWidth >> mip );
const U32 mipHeight = getMax( U32(1), mHeight >> mip );
if (isCompressed)
glCompressedTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, dds->getSurfaceSize(mip), dds->mSurfaces[i]->mMips[mip]);
else
glTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0,
GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], dds->mSurfaces[i]->mMips[mip]);
}
}
mInitialized = true;
}
void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
{
mDynamicTexSize = texSize;
mFaceFormat = faceFormat;
const bool isCompressed = ImageUtil::isCompressedFormat(faceFormat);
mMipMapLevels = getMax( (U32)1, getMaxMipmaps( texSize, texSize, 1 ) );
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
mWidth = texSize;
mHeight = texSize;
for(U32 i = 0; i < 6; i++)
{
if( ImageUtil::isCompressedFormat(faceFormat) )
{
for( U32 mip = 0; mip < mMipMapLevels; ++mip )
{
const U32 mipSize = getMax( U32(1), texSize >> mip );
const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, texSize, texSize, mip );
glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipSize, mipSize, 0, mipDataSize, NULL);
}
}
else
{
glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
}
}
if( !isCompressed )
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
mInitialized = true;
}
void GFXGLCubemap::zombify()
{
glDeleteTextures(1, &mCubemap);
mCubemap = 0;
}
void GFXGLCubemap::resurrect()
{
// Handled in tmResurrect
}
void GFXGLCubemap::tmResurrect()
{
if(mDynamicTexSize)
initDynamic(mDynamicTexSize,mFaceFormat);
else
{
if ( mDDSFile )
initStatic( mDDSFile );
else
initStatic( mTextures );
}
}
void GFXGLCubemap::setToTexUnit(U32 tuNum)
{
static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapInternal(tuNum, this);
}
void GFXGLCubemap::bind(U32 textureUnit) const
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP, mCubemap);
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
if (!sb)
return;
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
}
void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
{
if ( code == GFXZombify )
zombify();
else
tmResurrect();
}
U8* GFXGLCubemap::getTextureData(U32 face, U32 mip)
{
AssertFatal(mMipMapLevels, "");
mip = (mip < mMipMapLevels) ? mip : 0;
const U32 bytesPerTexel = 8; //TODO make work with more formats!!!!!
const U32 dataSize = ImageUtil::isCompressedFormat(mFaceFormat)
? getCompressedSurfaceSize(mFaceFormat, mWidth, mHeight, mip)
: (mWidth >> mip) * (mHeight >> mip) * bytesPerTexel;
U8* data = new U8[dataSize];
PRESERVE_TEXTURE(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
if (ImageUtil::isCompressedFormat(mFaceFormat))
glGetCompressedTexImage(faceList[face], mip, data);
else
glGetTexImage(faceList[face], mip, GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], data);
return data;
}
//-----------------------------------------------------------------------------
// Cubemap Array
//-----------------------------------------------------------------------------
GFXGLCubemapArray::GFXGLCubemapArray()
{
mCubemap = NULL;
}
GFXGLCubemapArray::~GFXGLCubemapArray()
{
glDeleteTextures(1, &mCubemap);
}
//TODO: really need a common private 'init' function to avoid code double up with these init* functions
void GFXGLCubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
{
AssertFatal(cubemaps, "GFXGLCubemapArray- Got null GFXCubemapHandle!");
AssertFatal(*cubemaps, "GFXGLCubemapArray - Got empty cubemap!");
U32 downscalePower = GFXTextureManager::smTextureReductionLevel;
U32 scaledSize = cubemaps[0]->getSize();
if (downscalePower != 0)
{
// Otherwise apply the appropriate scale...
scaledSize >>= downscalePower;
}
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = scaledSize;
mFormat = cubemaps[0]->getFormat();
mMipMapLevels = cubemaps[0]->getMipMapLevels() - downscalePower;
mNumCubemaps = cubemapCount;
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
for (U32 i = 0; i < cubemapCount; i++)
{
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
for (U32 face = 0; face < 6; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
U8 *pixelData = glTex->getTextureData(face, currentMip);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, i * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
else
{
glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, i * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
delete[] pixelData;
}
}
}
}
//Just allocate the cubemap array but we don't upload any data
void GFXGLCubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format)
{
U32 downscalePower = GFXTextureManager::smTextureReductionLevel;
U32 scaledSize = cubemapFaceSize;
if (downscalePower != 0)
{
// Otherwise apply the appropriate scale...
scaledSize >>= downscalePower;
}
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = scaledSize;
mFormat = format;
mMipMapLevels = ImageUtil::getMaxMipCount(scaledSize, scaledSize);
mNumCubemaps = cubemapCount;
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
for (U32 i = 0; i < mMipMapLevels; i++)
{
const U32 mipSize = getMax(U32(1), mSize >> i);
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, cubemapCount * 6, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
{
AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
if (!cubemap->isInitialized())
return;
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemap.getPointer());
for (U32 face = 0; face < 6; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
U8 *pixelData = glTex->getTextureData(face, currentMip);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, slot * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
else
{
glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, slot * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
delete[] pixelData;
}
}
}
void GFXGLCubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
{
AssertFatal(pDstCubemap, "GFXGLCubemapArray::copyTo - Got null GFXCubemapArray");
const U32 dstCount = pDstCubemap->getNumCubemaps();
const GFXFormat dstFmt = pDstCubemap->getFormat();
const U32 dstSize = pDstCubemap->getSize();
const U32 dstMips = pDstCubemap->getMipMapLevels();
AssertFatal(dstCount > mNumCubemaps, "GFXGLCubemapArray::copyTo - Destination too small");
AssertFatal(dstFmt == mFormat, "GFXGLCubemapArray::copyTo - Destination format doesn't match");
AssertFatal(dstSize == mSize, "GFXGLCubemapArray::copyTo - Destination size doesn't match");
AssertFatal(dstMips == mMipMapLevels, "GFXGLCubemapArray::copyTo - Destination mip levels doesn't match");
GFXGLCubemapArray* pDstCube = static_cast<GFXGLCubemapArray*>(pDstCubemap);
for (U32 cubeMap = 0; cubeMap < mNumCubemaps; cubeMap++)
{
for (U32 face = 0; face < CubeFaces; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
//U32 currentMip = 0;
{
//U8 *pixelData = pDstCube->get->getTextureData(face, currentMip);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
/*if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
}
else
{*/ //TODO figure out xyzOffsets
glCopyImageSubData(mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, cubeMap * face, pDstCube->mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, cubeMap * face, mipSize, mipSize, 6);
//glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
//glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, CubeFaces, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
//}
//delete[] pixelData;
}
}
}
}
void GFXGLCubemapArray::setToTexUnit(U32 tuNum)
{
static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapArrayInternal(tuNum, this);
}
void GFXGLCubemapArray::bind(U32 textureUnit) const
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
if (!sb)
return;
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
}