// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "../Precompiled.h" #include "../Core/Context.h" #include "../Core/Profiler.h" #include "../Graphics/Graphics.h" #include "../Graphics/GraphicsEvents.h" #include "../Graphics/GraphicsImpl.h" #include "../Graphics/Renderer.h" #include "../Graphics/Texture2DArray.h" #include "../IO/FileSystem.h" #include "../IO/Log.h" #include "../Resource/ResourceCache.h" #include "../Resource/XMLFile.h" #include "../DebugNew.h" #ifdef _MSC_VER #pragma warning(disable:4355) #endif namespace Atomic { Texture2DArray::Texture2DArray(Context* context) : Texture(context), layers_(0) { #ifdef ATOMIC_OPENGL #ifndef GL_ES_VERSION_2_0 target_ = GL_TEXTURE_2D_ARRAY; #else target_ = 0; #endif #endif } Texture2DArray::~Texture2DArray() { Release(); } void Texture2DArray::RegisterObject(Context* context) { context->RegisterFactory(); } bool Texture2DArray::BeginLoad(Deserializer& source) { ResourceCache* cache = GetSubsystem(); // In headless mode, do not actually load the texture, just return success if (!graphics_) return true; // If device is lost, retry later if (graphics_->IsDeviceLost()) { ATOMIC_LOGWARNING("Texture load while device is lost"); dataPending_ = true; return true; } cache->ResetDependencies(this); String texPath, texName, texExt; SplitPath(GetName(), texPath, texName, texExt); loadParameters_ = (new XMLFile(context_)); if (!loadParameters_->Load(source)) { loadParameters_.Reset(); return false; } loadImages_.Clear(); XMLElement textureElem = loadParameters_->GetRoot(); XMLElement layerElem = textureElem.GetChild("layer"); while (layerElem) { String name = layerElem.GetAttribute("name"); // If path is empty, add the XML file path if (GetPath(name).Empty()) name = texPath + name; loadImages_.Push(cache->GetTempResource(name)); cache->StoreResourceDependency(this, name); layerElem = layerElem.GetNext("layer"); } // Precalculate mip levels if async loading if (GetAsyncLoadState() == ASYNC_LOADING) { for (unsigned i = 0; i < loadImages_.Size(); ++i) { if (loadImages_[i]) loadImages_[i]->PrecalculateLevels(); } } return true; } bool Texture2DArray::EndLoad() { // In headless mode, do not actually load the texture, just return success if (!graphics_ || graphics_->IsDeviceLost()) return true; // If over the texture budget, see if materials can be freed to allow textures to be freed CheckTextureBudget(GetTypeStatic()); SetParameters(loadParameters_); SetLayers(loadImages_.Size()); for (unsigned i = 0; i < loadImages_.Size(); ++i) SetData(i, loadImages_[i]); loadImages_.Clear(); loadParameters_.Reset(); return true; } void Texture2DArray::SetLayers(unsigned layers) { Release(); layers_ = layers; } bool Texture2DArray::SetSize(unsigned layers, int width, int height, unsigned format, TextureUsage usage) { if (width <= 0 || height <= 0) { ATOMIC_LOGERROR("Zero or negative texture array size"); return false; } if (usage == TEXTURE_DEPTHSTENCIL) { ATOMIC_LOGERROR("Depth-stencil usage not supported for texture arrays"); return false; } // Delete the old rendersurface if any renderSurface_.Reset(); usage_ = usage; if (usage == TEXTURE_RENDERTARGET) { renderSurface_ = new RenderSurface(this); // Nearest filtering by default filterMode_ = FILTER_NEAREST; } if (usage == TEXTURE_RENDERTARGET) SubscribeToEvent(E_RENDERSURFACEUPDATE, ATOMIC_HANDLER(Texture2DArray, HandleRenderSurfaceUpdate)); else UnsubscribeFromEvent(E_RENDERSURFACEUPDATE); width_ = width; height_ = height; format_ = format; depth_ = 1; if (layers) layers_ = layers; layerMemoryUse_.Resize(layers_); for (unsigned i = 0; i < layers_; ++i) layerMemoryUse_[i] = 0; return Create(); } void Texture2DArray::HandleRenderSurfaceUpdate(StringHash eventType, VariantMap& eventData) { if (renderSurface_ && (renderSurface_->GetUpdateMode() == SURFACE_UPDATEALWAYS || renderSurface_->IsUpdateQueued())) { Renderer* renderer = GetSubsystem(); if (renderer) renderer->QueueRenderSurface(renderSurface_); renderSurface_->ResetUpdateQueued(); } } }