Torque3D/Engine/source/gfx/gl/gfxGLTextureObject.cpp
2012-09-19 11:15:01 -04:00

239 lines
7.7 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 "console/console.h"
#include "gfx/gl/ggl/ggl.h"
#include "math/mRect.h"
#include "gfx/gl/gfxGLTextureObject.h"
#include "gfx/gfxDevice.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLTextureManager.h"
#include "gfx/gl/gfxGLUtils.h"
#include "gfx/gfxCardProfile.h"
GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile) :
GFXTextureObject(aDevice, profile),
mBinding(GL_TEXTURE_2D),
mBytesPerTexel(4),
mLockedRectRect(0, 0, 0, 0),
mGLDevice(static_cast<GFXGLDevice*>(mDevice)),
mZombieCache(NULL)
{
AssertFatal(dynamic_cast<GFXGLDevice*>(mDevice), "GFXGLTextureObject::GFXGLTextureObject - Invalid device type, expected GFXGLDevice!");
glGenTextures(1, &mHandle);
glGenBuffers(1, &mBuffer);
}
GFXGLTextureObject::~GFXGLTextureObject()
{
glDeleteBuffers(1, &mBuffer);
delete[] mZombieCache;
kill();
}
GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
{
AssertFatal(mBinding != GL_TEXTURE_3D, "GFXGLTextureObject::lock - We don't support locking 3D textures yet");
U32 width = mTextureSize.x >> mipLevel;
U32 height = mTextureSize.y >> mipLevel;
if(inRect)
{
if((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
AssertFatal(false, "GFXGLTextureObject::lock - Rectangle too big!");
mLockedRectRect = *inRect;
}
else
{
mLockedRectRect = RectI(0, 0, width, height);
}
mLockedRect.pitch = mLockedRectRect.extent.x * mBytesPerTexel;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
// CodeReview [ags 12/19/07] This one texel boundary is necessary to keep the clipmap code from crashing. Figure out why.
glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, NULL, GL_STREAM_DRAW);
mLockedRect.bits = (U8*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
if( !mLockedRect.bits )
return NULL;
return &mLockedRect;
}
void GFXGLTextureObject::unlock(U32 mipLevel)
{
if(!mLockedRect.bits)
return;
glActiveTexture(GL_TEXTURE0);
U32 boundTexture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&boundTexture);
glBindTexture(GL_TEXTURE_2D, mHandle);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB);
glTexSubImage2D(GL_TEXTURE_2D, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
mLockedRectRect.extent.x, mLockedRectRect.extent.y, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
mLockedRect.bits = NULL;
glBindTexture(GL_TEXTURE_2D, boundTexture);
}
void GFXGLTextureObject::release()
{
glDeleteTextures(1, &mHandle);
glDeleteBuffers(1, &mBuffer);
mHandle = 0;
mBuffer = 0;
}
bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
{
GLint oldTex;
glGetIntegerv(0x8069, &oldTex);
glBindTexture(GL_TEXTURE_2D, mHandle);
GLint textureFormat = GFXGLTextureFormat[bmp->getFormat()];
// Don't swizzle outgoing textures.
if(textureFormat == GL_BGRA)
textureFormat = GL_RGBA;
glGetTexImage(GL_TEXTURE_2D, 0, textureFormat, GL_UNSIGNED_BYTE, bmp->getWritableBits());
glBindTexture(GL_TEXTURE_2D, oldTex);
return true;
}
void GFXGLTextureObject::bind(U32 textureUnit) const
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(mBinding, mHandle);
glEnable(mBinding);
GFXGLStateBlockRef sb = mGLDevice->getCurrentStateBlock();
AssertFatal(sb, "GFXGLTextureObject::bind - No active stateblock!");
if (!sb)
return;
const GFXSamplerStateDesc ssd = sb->getDesc().samplers[textureUnit];
glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
if(mBinding == GL_TEXTURE_3D)
glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, ssd.mipLODBias);
}
U8* GFXGLTextureObject::getTextureData()
{
U8* data = new U8[mTextureSize.x * mTextureSize.y * mBytesPerTexel];
glBindTexture(GL_TEXTURE_2D, mHandle);
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
return data;
}
void GFXGLTextureObject::copyIntoCache()
{
glBindTexture(mBinding, mHandle);
U32 cacheSize = mTextureSize.x * mTextureSize.y;
if(mBinding == GL_TEXTURE_3D)
cacheSize *= mTextureSize.z;
cacheSize *= mBytesPerTexel;
mZombieCache = new U8[cacheSize];
glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
glBindTexture(mBinding, 0);
}
void GFXGLTextureObject::reloadFromCache()
{
if(!mZombieCache)
return;
if(mBinding == GL_TEXTURE_3D)
{
static_cast<GFXGLTextureManager*>(TEXMGR)->_loadTexture(this, mZombieCache);
delete[] mZombieCache;
mZombieCache = NULL;
return;
}
glBindTexture(mBinding, mHandle);
glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
if(GFX->getCardProfiler()->queryProfile("GL::Workaround::needsExplicitGenerateMipmap") && mMipLevels != 1)
glGenerateMipmapEXT(mBinding);
delete[] mZombieCache;
mZombieCache = NULL;
mIsZombie = false;
}
void GFXGLTextureObject::zombify()
{
if(mIsZombie)
return;
mIsZombie = true;
if(!mProfile->doStoreBitmap() && !mProfile->isRenderTarget() && !mProfile->isDynamic() && !mProfile->isZTarget())
copyIntoCache();
release();
}
void GFXGLTextureObject::resurrect()
{
if(!mIsZombie)
return;
glGenTextures(1, &mHandle);
glGenBuffers(1, &mBuffer);
}
F32 GFXGLTextureObject::getMaxUCoord() const
{
return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getWidth();
}
F32 GFXGLTextureObject::getMaxVCoord() const
{
return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getHeight();
}
const String GFXGLTextureObject::describeSelf() const
{
String ret = Parent::describeSelf();
ret += String::ToString(" GL Handle: %i", mHandle);
return ret;
}