// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "FileSystem.h" #include "Graphics.h" #include "GraphicsImpl.h" #include "Material.h" #include "Profiler.h" #include "ResourceCache.h" #include "StringUtils.h" #include "Texture.h" #include "XMLFile.h" #include "DebugNew.h" GLenum glWrapModes[] = { GL_REPEAT, GL_MIRRORED_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP }; static const String addressModeNames[] = { "wrap", "mirror", "clamp", "border", "" }; static const String filterModeNames[] = { "nearest", "bilinear", "trilinear", "anisotropic", "default", "" }; Texture::Texture(Context* context) : Resource(context), GPUObject(GetSubsystem()), levels_(0), requestedLevels_(0), depthBits_(0), width_(0), height_(0), dynamic_(false), shadowCompare_(false), parametersDirty_(true), filterMode_(FILTER_DEFAULT) { for (int i = 0; i < MAX_COORDS; ++i) addressMode_[i] = ADDRESS_WRAP; for (int i = 0; i < MAX_TEXTURE_QUALITY_LEVELS; ++i) mipsToSkip_[i] = MAX_TEXTURE_QUALITY_LEVELS - 1 - i; } Texture::~Texture() { } void Texture::SetNumLevels(unsigned levels) { requestedLevels_ = levels; } void Texture::SetFilterMode(TextureFilterMode mode) { filterMode_ = mode; parametersDirty_ = true; } void Texture::SetAddressMode(TextureCoordinate coord, TextureAddressMode mode) { addressMode_[coord] = mode; parametersDirty_ = true; } void Texture::SetShadowCompare(bool enable) { shadowCompare_ = enable; parametersDirty_ = true; } void Texture::SetBorderColor(const Color& color) { borderColor_ = color; parametersDirty_ = true; } void Texture::SetBackupTexture(Texture* texture) { backupTexture_ = texture; } void Texture::SetParametersDirty() { parametersDirty_ = true; } void Texture::ClearDataLost() { } void Texture::UpdateParameters() { if (!object_ || !graphics_) return; // Wrapping glTexParameteri(target_, GL_TEXTURE_WRAP_S, glWrapModes[addressMode_[0]]); glTexParameteri(target_, GL_TEXTURE_WRAP_T, glWrapModes[addressMode_[1]]); TextureFilterMode filterMode = filterMode_; if (filterMode == FILTER_DEFAULT) filterMode = graphics_->GetDefaultTextureFilterMode(); // Filtering switch (filterMode) { case FILTER_NEAREST: glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case FILTER_BILINEAR: if (levels_ < 2) glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR); else glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; case FILTER_ANISOTROPIC: case FILTER_TRILINEAR: if (levels_ < 2) glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR); else glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; } // Anisotropy glTexParameterf(target_, GL_TEXTURE_MAX_ANISOTROPY_EXT, filterMode_ == FILTER_ANISOTROPIC ? (float)graphics_->GetTextureAnisotropy() : 1.0f); // Shadow compare if (shadowCompare_) { glTexParameteri(target_, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(target_, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } else glTexParameteri(target_, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameterfv(target_, GL_TEXTURE_BORDER_COLOR, borderColor_.GetData()); parametersDirty_ = false; } int Texture::GetLevelWidth(unsigned level) const { if (level > levels_) return 0; return Max(width_ >> level, 1); } int Texture::GetLevelHeight(unsigned level) const { if (level > levels_) return 0; return Max(height_ >> level, 1); } TextureUsage Texture::GetUsage() const { /// \todo Check for render target / depth stencil mode if (dynamic_) return TEXTURE_DYNAMIC; return TEXTURE_STATIC; } unsigned Texture::GetDataSize(int width, int height) const { if (format_ == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format_ == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT || format_ == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT) return GetRowDataSize(width) * ((height + 3) >> 2); else return GetRowDataSize(width) * height; } unsigned Texture::GetRowDataSize(int width) const { switch (format_) { case GL_ALPHA: case GL_LUMINANCE: return width; case GL_LUMINANCE_ALPHA: return width * 2; case GL_RGB: return width * 3; case GL_RGBA: case GL_DEPTH24_STENCIL8_EXT: return width * 4; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return ((width + 3) >> 2) * 8; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: return ((width + 3) >> 2) * 16; default: return 0; } } unsigned Texture::GetDXTFormat(CompressedFormat format) { switch (format) { case CF_DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case CF_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; case CF_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; } return 0; } unsigned Texture::GetExternalFormat(unsigned format) { // For DEPTH_COMPONENTxx textures DEPTH_COMPONENT needs to be returned if (format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT24 || format == GL_DEPTH_COMPONENT32) return GL_DEPTH_COMPONENT; else if (format == GL_DEPTH24_STENCIL8_EXT) return GL_DEPTH_STENCIL_EXT; else return format; } unsigned Texture::GetDataType(unsigned format) { if (format == GL_DEPTH24_STENCIL8_EXT) return GL_UNSIGNED_INT_24_8_EXT; else return GL_UNSIGNED_BYTE; } void Texture::LoadParameters() { ResourceCache* cache = GetSubsystem(); String texPath, texName, texExt; SplitPath(GetName(), texPath, texName, texExt); String xmlName = texPath + texName + ".xml"; if (cache->Exists(xmlName)) { XMLFile* file = cache->GetResource(xmlName); LoadParameters(file); } } void Texture::LoadParameters(XMLFile* file) { if (!file) return; XMLElement rootElem = file->GetRoot(); XMLElement paramElem = rootElem.GetChild(""); while (paramElem) { String name = paramElem.GetName(); if (name == "address") { String coord = paramElem.GetStringLower("coord"); if (coord.Length() >= 1) { TextureCoordinate coordIndex = (TextureCoordinate)(coord[0] - 'u'); String mode = paramElem.GetStringLower("mode"); SetAddressMode(coordIndex, (TextureAddressMode)GetStringListIndex(mode, addressModeNames, ADDRESS_WRAP)); } } if (name == "border") SetBorderColor(paramElem.GetColor("color")); if (name == "filter") { String mode = paramElem.GetStringLower("mode"); SetFilterMode((TextureFilterMode)GetStringListIndex(mode, filterModeNames, FILTER_DEFAULT)); } if (name == "mipmap") SetNumLevels(paramElem.GetBool("enable") ? 0 : 1); if (name == "quality") { if (paramElem.HasAttribute("low")) mipsToSkip_[QUALITY_LOW] = Max(paramElem.GetInt("low"), 0); if (paramElem.HasAttribute("med")) mipsToSkip_[QUALITY_MEDIUM] = Max(paramElem.GetInt("med"), 0); if (paramElem.HasAttribute("medium")) mipsToSkip_[QUALITY_MEDIUM] = Max(paramElem.GetInt("medium"), 0); if (paramElem.HasAttribute("high")) mipsToSkip_[QUALITY_HIGH] = Max(paramElem.GetInt("high"), 0); // Make sure a higher quality level does not actually skip more mips for (int i = 1; i < MAX_TEXTURE_QUALITY_LEVELS; ++i) { if (mipsToSkip_[i] > mipsToSkip_[i - 1]) mipsToSkip_[i] = mipsToSkip_[i - 1]; } } paramElem = paramElem.GetNext(); } } void Texture::CheckTextureBudget(ShortStringHash type) { ResourceCache* cache = GetSubsystem(); unsigned textureBudget = cache->GetMemoryBudget(type); unsigned textureUse = cache->GetMemoryUse(type); if (!textureBudget) return; // If textures are over the budget, they likely can not be freed directly as materials still refer to them. // Therefore free unused materials first if (textureUse > textureBudget) cache->ReleaseResources(Material::GetTypeStatic()); }