OGLTexture2D.cpp 13 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Context.h"
  25. #include "Graphics.h"
  26. #include "GraphicsImpl.h"
  27. #include "Log.h"
  28. #include "Profiler.h"
  29. #include "Renderer.h"
  30. #include "ResourceCache.h"
  31. #include "Texture2D.h"
  32. #include "DebugNew.h"
  33. namespace Urho3D
  34. {
  35. OBJECTTYPESTATIC(Texture2D);
  36. Texture2D::Texture2D(Context* context) :
  37. Texture(context)
  38. {
  39. target_ = GL_TEXTURE_2D;
  40. }
  41. Texture2D::~Texture2D()
  42. {
  43. Release();
  44. }
  45. void Texture2D::RegisterObject(Context* context)
  46. {
  47. context->RegisterFactory<Texture2D>();
  48. }
  49. bool Texture2D::Load(Deserializer& source)
  50. {
  51. PROFILE(LoadTexture2D);
  52. // In headless mode, do not actually load the texture, just return success
  53. Graphics* graphics = GetSubsystem<Graphics>();
  54. if (!graphics)
  55. return true;
  56. // If device is lost, retry later
  57. if (graphics_->IsDeviceLost())
  58. {
  59. LOGWARNING("Texture load while device is lost");
  60. dataPending_ = true;
  61. return true;
  62. }
  63. // If over the texture budget, see if materials can be freed to allow textures to be freed
  64. CheckTextureBudget(GetTypeStatic());
  65. SharedPtr<Image> image(new Image(context_));
  66. if (!image->Load(source))
  67. return false;
  68. // Before actually loading the texture, get optional parameters from an XML description file
  69. LoadParameters();
  70. return Load(image);
  71. }
  72. void Texture2D::OnDeviceLost()
  73. {
  74. GPUObject::OnDeviceLost();
  75. if (renderSurface_)
  76. renderSurface_->OnDeviceLost();
  77. }
  78. void Texture2D::OnDeviceReset()
  79. {
  80. // If has a file name, reload through the resource cache. Otherwise just recreate.
  81. if (!object_)
  82. {
  83. if (!GetName().Trimmed().Empty())
  84. dataLost_ = !GetSubsystem<ResourceCache>()->ReloadResource(this);
  85. else
  86. {
  87. Create();
  88. dataLost_ = true;
  89. }
  90. }
  91. else if (dataPending_)
  92. {
  93. if (!GetName().Trimmed().Empty())
  94. dataLost_ = !GetSubsystem<ResourceCache>()->ReloadResource(this);
  95. else
  96. dataLost_ = true;
  97. }
  98. dataPending_ = false;
  99. }
  100. void Texture2D::Release()
  101. {
  102. if (object_)
  103. {
  104. if (!graphics_ || graphics_->IsDeviceLost())
  105. return;
  106. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  107. {
  108. if (graphics_->GetTexture(i) == this)
  109. graphics_->SetTexture(i, 0);
  110. }
  111. if (renderSurface_)
  112. renderSurface_->Release();
  113. glDeleteTextures(1, &object_);
  114. object_ = 0;
  115. }
  116. else
  117. {
  118. if (renderSurface_)
  119. renderSurface_->Release();
  120. }
  121. }
  122. bool Texture2D::SetSize(int width, int height, unsigned format, TextureUsage usage)
  123. {
  124. // Delete the old rendersurface if any
  125. renderSurface_.Reset();
  126. if (usage >= TEXTURE_RENDERTARGET)
  127. {
  128. renderSurface_ = new RenderSurface(this, GL_TEXTURE_2D);
  129. dynamic_ = true;
  130. // Clamp mode addressing by default, nearest filtering, and mipmaps disabled
  131. addressMode_[COORD_U] = ADDRESS_CLAMP;
  132. addressMode_[COORD_V] = ADDRESS_CLAMP;
  133. filterMode_ = FILTER_NEAREST;
  134. requestedLevels_ = 1;
  135. }
  136. else if (usage == TEXTURE_DYNAMIC)
  137. dynamic_ = true;
  138. else
  139. dynamic_ = false;
  140. width_ = width;
  141. height_ = height;
  142. format_ = format;
  143. return Create();
  144. }
  145. bool Texture2D::SetData(unsigned level, int x, int y, int width, int height, const void* data)
  146. {
  147. if (!object_ || !graphics_)
  148. {
  149. LOGERROR("No texture created, can not set data");
  150. return false;
  151. }
  152. if (!data)
  153. {
  154. LOGERROR("Null source for setting data");
  155. return false;
  156. }
  157. if (level >= levels_)
  158. {
  159. LOGERROR("Illegal mip level for setting data");
  160. return false;
  161. }
  162. if (graphics_->IsDeviceLost())
  163. {
  164. LOGWARNING("Texture data assignment while device is lost");
  165. dataPending_ = true;
  166. return true;
  167. }
  168. if (IsCompressed())
  169. {
  170. x &= ~3;
  171. y &= ~3;
  172. }
  173. int levelWidth = GetLevelWidth(level);
  174. int levelHeight = GetLevelHeight(level);
  175. if (x < 0 || x + width > levelWidth || y < 0 || y + height > levelHeight || width <= 0 || height <= 0)
  176. {
  177. LOGERROR("Illegal dimensions for setting data");
  178. return false;
  179. }
  180. bool wholeLevel = x == 0 && y == 0 && width == levelWidth && height == levelHeight;
  181. // Use Direct3D convention with the vertical coordinates ie. 0 is top
  182. y = levelHeight - (y + height);
  183. graphics_->SetTextureForUpdate(this);
  184. if (!IsCompressed())
  185. {
  186. if (wholeLevel)
  187. glTexImage2D(target_, level, format_, width, height, 0, GetExternalFormat(format_), GetDataType(format_), data);
  188. else
  189. glTexSubImage2D(target_, level, x, y, width, height, GetExternalFormat(format_), GetDataType(format_), data);
  190. }
  191. else
  192. {
  193. if (wholeLevel)
  194. glCompressedTexImage2D(target_, level, format_, width, height, 0, GetDataSize(width, height), data);
  195. else
  196. glCompressedTexSubImage2D(target_, level, x, y, width, height, format_, GetDataSize(width, height), data);
  197. }
  198. graphics_->SetTexture(0, 0);
  199. return true;
  200. }
  201. bool Texture2D::Load(SharedPtr<Image> image, bool useAlpha)
  202. {
  203. if (!image)
  204. {
  205. LOGERROR("Null image, can not load texture");
  206. return false;
  207. }
  208. unsigned memoryUse = sizeof(Texture2D);
  209. int quality = QUALITY_HIGH;
  210. Renderer* renderer = GetSubsystem<Renderer>();
  211. if (renderer)
  212. quality = renderer->GetTextureQuality();
  213. if (!image->IsCompressed())
  214. {
  215. unsigned char* levelData = image->GetData();
  216. int levelWidth = image->GetWidth();
  217. int levelHeight = image->GetHeight();
  218. unsigned components = image->GetComponents();
  219. unsigned format = 0;
  220. // Discard unnecessary mip levels
  221. for (unsigned i = 0; i < mipsToSkip_[quality]; ++i)
  222. {
  223. image = image->GetNextLevel();
  224. levelData = image->GetData();
  225. levelWidth = image->GetWidth();
  226. levelHeight = image->GetHeight();
  227. }
  228. switch (components)
  229. {
  230. case 1:
  231. format = useAlpha ? Graphics::GetAlphaFormat() : Graphics::GetLuminanceFormat();
  232. break;
  233. case 2:
  234. format = Graphics::GetLuminanceAlphaFormat();
  235. break;
  236. case 3:
  237. format = Graphics::GetRGBFormat();
  238. break;
  239. case 4:
  240. format = Graphics::GetRGBAFormat();
  241. break;
  242. }
  243. SetSize(levelWidth, levelHeight, format);
  244. if (!object_)
  245. return false;
  246. for (unsigned i = 0; i < levels_; ++i)
  247. {
  248. SetData(i, 0, 0, levelWidth, levelHeight, levelData);
  249. memoryUse += levelWidth * levelHeight * components;
  250. if (i < levels_ - 1)
  251. {
  252. image = image->GetNextLevel();
  253. levelData = image->GetData();
  254. levelWidth = image->GetWidth();
  255. levelHeight = image->GetHeight();
  256. }
  257. }
  258. }
  259. else
  260. {
  261. int width = image->GetWidth();
  262. int height = image->GetHeight();
  263. unsigned levels = image->GetNumCompressedLevels();
  264. unsigned format = graphics_->GetFormat(image->GetCompressedFormat());
  265. bool needDecompress = false;
  266. if (!format)
  267. {
  268. format = Graphics::GetRGBAFormat();
  269. needDecompress = true;
  270. }
  271. unsigned mipsToSkip = mipsToSkip_[quality];
  272. if (mipsToSkip >= levels)
  273. mipsToSkip = levels - 1;
  274. while (mipsToSkip && (width / (1 << mipsToSkip) < 4 || height / (1 << mipsToSkip) < 4))
  275. --mipsToSkip;
  276. width /= (1 << mipsToSkip);
  277. height /= (1 << mipsToSkip);
  278. SetNumLevels(Max((int)(levels - mipsToSkip), 1));
  279. SetSize(width, height, format);
  280. for (unsigned i = 0; i < levels_ && i < levels - mipsToSkip; ++i)
  281. {
  282. CompressedLevel level = image->GetCompressedLevel(i + mipsToSkip);
  283. if (!needDecompress)
  284. {
  285. SetData(i, 0, 0, level.width_, level.height_, level.data_);
  286. memoryUse += level.rows_ * level.rowSize_;
  287. }
  288. else
  289. {
  290. unsigned char* rgbaData = new unsigned char[level.width_ * level.height_ * 4];
  291. level.Decompress(rgbaData);
  292. SetData(i, 0, 0, level.width_, level.height_, rgbaData);
  293. memoryUse += level.width_ * level.height_ * 4;
  294. delete[] rgbaData;
  295. }
  296. }
  297. }
  298. SetMemoryUse(memoryUse);
  299. return true;
  300. }
  301. bool Texture2D::GetData(unsigned level, void* dest) const
  302. {
  303. #ifndef GL_ES_VERSION_2_0
  304. if (!object_ || !graphics_)
  305. {
  306. LOGERROR("No texture created, can not get data");
  307. return false;
  308. }
  309. if (!dest)
  310. {
  311. LOGERROR("Null destination for getting data");
  312. return false;
  313. }
  314. if (level >= levels_)
  315. {
  316. LOGERROR("Illegal mip level for getting data");
  317. return false;
  318. }
  319. if (graphics_->IsDeviceLost())
  320. {
  321. LOGWARNING("Getting texture data while device is lost");
  322. return false;
  323. }
  324. graphics_->SetTextureForUpdate(const_cast<Texture2D*>(this));
  325. if (!IsCompressed())
  326. glGetTexImage(target_, level, GetExternalFormat(format_), GetDataType(format_), dest);
  327. else
  328. glGetCompressedTexImage(target_, level, dest);
  329. graphics_->SetTexture(0, 0);
  330. return true;
  331. #else
  332. LOGERROR("Getting texture data not supported");
  333. return false;
  334. #endif
  335. }
  336. bool Texture2D::Create()
  337. {
  338. Release();
  339. if (!graphics_ || !width_ || !height_)
  340. return false;
  341. if (graphics_->IsDeviceLost())
  342. {
  343. LOGWARNING("Texture creation while device is lost");
  344. return true;
  345. }
  346. unsigned externalFormat = GetExternalFormat(format_);
  347. unsigned dataType = GetDataType(format_);
  348. // Create a renderbuffer instead of a texture if depth texture is not properly supported, or if this will be a packed
  349. // depth stencil texture
  350. #ifndef GL_ES_VERSION_2_0
  351. if (format_ == Graphics::GetDepthStencilFormat())
  352. #else
  353. if (!graphics_->GetShadowMapFormat() && externalFormat == GL_DEPTH_COMPONENT)
  354. #endif
  355. {
  356. if (renderSurface_)
  357. {
  358. renderSurface_->CreateRenderBuffer(width_, height_, format_);
  359. return true;
  360. }
  361. else
  362. return false;
  363. }
  364. glGenTextures(1, &object_);
  365. // Ensure that our texture is bound to OpenGL texture unit 0
  366. graphics_->SetTextureForUpdate(this);
  367. // If not compressed, create the initial level 0 texture with null data
  368. bool success = true;
  369. if (!IsCompressed())
  370. {
  371. glGetError();
  372. glTexImage2D(target_, 0, format_, width_, height_, 0, externalFormat, dataType, 0);
  373. if (glGetError())
  374. {
  375. LOGERROR("Failed to create texture");
  376. success = false;
  377. }
  378. }
  379. // Set mipmapping
  380. levels_ = requestedLevels_;
  381. if (!levels_)
  382. {
  383. unsigned maxSize = Max((int)width_, (int)height_);
  384. while (maxSize)
  385. {
  386. maxSize >>= 1;
  387. ++levels_;
  388. }
  389. }
  390. #ifndef GL_ES_VERSION_2_0
  391. glTexParameteri(target_, GL_TEXTURE_BASE_LEVEL, 0);
  392. glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, levels_ - 1);
  393. #endif
  394. // Set initial parameters, then unbind the texture
  395. UpdateParameters();
  396. graphics_->SetTexture(0, 0);
  397. return success;
  398. }
  399. }