mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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
208 lines
8.8 KiB
C++
208 lines
8.8 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/gfxTextureProfile.h"
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#include "gfx/gfxTextureObject.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "core/strings/stringFunctions.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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// Set up defaults...
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GFX_ImplementTextureProfile(GFXRenderTargetProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::RenderTarget,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXRenderTargetSRGBProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::RenderTarget | GFXTextureProfile::SRGB,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXStaticTextureProfile, GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::Static,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXStaticTextureSRGBProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::Static | GFXTextureProfile::SRGB,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXTexturePersistentProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::Static | GFXTextureProfile::KeepBitmap,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXTexturePersistentSRGBProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::Static | GFXTextureProfile::KeepBitmap | GFXTextureProfile::SRGB,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXSystemMemTextureProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::SystemMemory,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXNormalMapProfile,
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GFXTextureProfile::NormalMap,
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GFXTextureProfile::Static,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXNormalMapBC3Profile,
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GFXTextureProfile::NormalMap,
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GFXTextureProfile::Static,
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GFXTextureProfile::BC3);
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GFX_ImplementTextureProfile(GFXNormalMapBC5Profile,
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GFXTextureProfile::NormalMap,
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GFXTextureProfile::Static,
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GFXTextureProfile::BC5);
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GFX_ImplementTextureProfile(GFXZTargetProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::ZTarget | GFXTextureProfile::NoDiscard,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXDynamicTextureProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::Dynamic,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXDynamicTextureSRGBProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::Dynamic | GFXTextureProfile::SRGB,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXDynamicCubemapTextureProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::Dynamic | GFXTextureProfile::CubeMap,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXCubemapRenderTargetProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::RenderTarget | GFXTextureProfile::CubeMap,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXCubemapStaticTextureProfile, GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::Static | GFXTextureProfile::CubeMap,
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GFXTextureProfile::NONE);
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GFX_ImplementTextureProfile(GFXCubemapTexturePersistentProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize | GFXTextureProfile::Static | GFXTextureProfile::KeepBitmap | GFXTextureProfile::CubeMap,
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GFXTextureProfile::NONE);
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//-----------------------------------------------------------------------------
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GFXTextureProfile *GFXTextureProfile::smHead = NULL;
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U32 GFXTextureProfile::smProfileCount = 0;
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GFXTextureProfile::GFXTextureProfile(const String &name, Types type, U32 flag, Compression compression)
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: mName( name )
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{
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// Take type, flag, and compression and produce a munged profile word.
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mProfile = (type & (BIT(TypeBits + 1) - 1)) |
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((flag & (BIT(FlagBits + 1) - 1)) << TypeBits) |
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((compression & (BIT(CompressionBits + 1) - 1)) << (FlagBits + TypeBits));
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// Stick us on the linked list.
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mNext = smHead;
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smHead = this;
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++smProfileCount;
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// Now do some sanity checking. (Ben is not proud of this code.)
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AssertFatal( (testFlag(Dynamic) && !testFlag(Static))
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|| (!testFlag(Dynamic) && !testFlag(Static))
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|| (!testFlag(Dynamic) && testFlag(Static)),
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"GFXTextureProfile::GFXTextureProfile - Cannot have a texture profile be both static and dynamic!");
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mDownscale = 0;
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}
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void GFXTextureProfile::init()
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{
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// Do something, anything?
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}
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GFXTextureProfile * GFXTextureProfile::find(const String &name)
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{
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// Not really necessary at this time.
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return NULL;
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}
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void GFXTextureProfile::collectStats( Flags flags, GFXTextureProfileStats *stats )
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{
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// Walk the profile list.
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GFXTextureProfile *curr = smHead;
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while ( curr )
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{
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if ( curr->testFlag( flags ) )
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(*stats) += curr->getStats();
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curr = curr->mNext;
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}
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}
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void GFXTextureProfile::updateStatsForCreation(GFXTextureObject *t)
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{
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if(t->mProfile)
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{
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t->mProfile->incActiveCopies();
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t->mProfile->mStats.allocatedTextures++;
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U32 texSize = t->getHeight() * t->getWidth();
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U32 byteSize = t->getEstimatedSizeInBytes();
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t->mProfile->mStats.allocatedTexels += texSize;
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t->mProfile->mStats.allocatedBytes += byteSize;
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t->mProfile->mStats.activeTexels += texSize;
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t->mProfile->mStats.activeBytes += byteSize;
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}
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}
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void GFXTextureProfile::updateStatsForDeletion(GFXTextureObject *t)
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{
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if(t->mProfile)
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{
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t->mProfile->decActiveCopies();
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U32 texSize = t->getHeight() * t->getWidth();
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U32 byteSize = t->getEstimatedSizeInBytes();
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t->mProfile->mStats.activeTexels -= texSize;
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t->mProfile->mStats.activeBytes -= byteSize;
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}
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}
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DefineEngineFunction( getTextureProfileStats, String, (),,
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"Returns a list of texture profiles in the format: ProfileName TextureCount TextureMB\n"
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"@ingroup GFX\n" )
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{
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StringBuilder result;
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GFXTextureProfile *profile = GFXTextureProfile::getHead();
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while ( profile )
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{
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const GFXTextureProfileStats &stats = profile->getStats();
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F32 mb = ( stats.activeBytes / 1024.0f ) / 1024.0f;
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result.format( "%s %d %0.2f\n",
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profile->getName().c_str(),
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stats.activeCount,
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mb );
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profile = profile->getNext();
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}
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return result.end();
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}
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