OGLTexture.cpp 12 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  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 "FileSystem.h"
  25. #include "Graphics.h"
  26. #include "GraphicsImpl.h"
  27. #include "Log.h"
  28. #include "Material.h"
  29. #include "Profiler.h"
  30. #include "ResourceCache.h"
  31. #include "StringUtils.h"
  32. #include "Texture.h"
  33. #include "XMLFile.h"
  34. #include "DebugNew.h"
  35. GLenum glWrapModes[] =
  36. {
  37. GL_REPEAT,
  38. GL_MIRRORED_REPEAT,
  39. GL_CLAMP_TO_EDGE,
  40. #ifndef GL_ES_VERSION_2_0
  41. GL_CLAMP
  42. #else
  43. GL_CLAMP_TO_EDGE
  44. #endif
  45. };
  46. static const String addressModeNames[] =
  47. {
  48. "wrap",
  49. "mirror",
  50. "clamp",
  51. "border",
  52. ""
  53. };
  54. static const String filterModeNames[] =
  55. {
  56. "nearest",
  57. "bilinear",
  58. "trilinear",
  59. "anisotropic",
  60. "default",
  61. ""
  62. };
  63. Texture::Texture(Context* context) :
  64. Resource(context),
  65. GPUObject(GetSubsystem<Graphics>()),
  66. levels_(0),
  67. requestedLevels_(0),
  68. depthBits_(0),
  69. width_(0),
  70. height_(0),
  71. dynamic_(false),
  72. shadowCompare_(false),
  73. parametersDirty_(true),
  74. dataLost_(false),
  75. filterMode_(FILTER_DEFAULT)
  76. {
  77. for (int i = 0; i < MAX_COORDS; ++i)
  78. addressMode_[i] = ADDRESS_WRAP;
  79. for (int i = 0; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)
  80. mipsToSkip_[i] = MAX_TEXTURE_QUALITY_LEVELS - 1 - i;
  81. }
  82. Texture::~Texture()
  83. {
  84. }
  85. void Texture::SetNumLevels(unsigned levels)
  86. {
  87. requestedLevels_ = levels;
  88. }
  89. void Texture::SetFilterMode(TextureFilterMode mode)
  90. {
  91. filterMode_ = mode;
  92. parametersDirty_ = true;
  93. }
  94. void Texture::SetAddressMode(TextureCoordinate coord, TextureAddressMode mode)
  95. {
  96. addressMode_[coord] = mode;
  97. parametersDirty_ = true;
  98. }
  99. void Texture::SetShadowCompare(bool enable)
  100. {
  101. shadowCompare_ = enable;
  102. parametersDirty_ = true;
  103. }
  104. void Texture::SetBorderColor(const Color& color)
  105. {
  106. borderColor_ = color;
  107. parametersDirty_ = true;
  108. }
  109. void Texture::SetBackupTexture(Texture* texture)
  110. {
  111. backupTexture_ = texture;
  112. }
  113. void Texture::SetParametersDirty()
  114. {
  115. parametersDirty_ = true;
  116. }
  117. void Texture::ClearDataLost()
  118. {
  119. dataLost_ = false;
  120. }
  121. void Texture::UpdateParameters()
  122. {
  123. if (!object_ || !graphics_)
  124. return;
  125. // Wrapping
  126. glTexParameteri(target_, GL_TEXTURE_WRAP_S, glWrapModes[addressMode_[0]]);
  127. glTexParameteri(target_, GL_TEXTURE_WRAP_T, glWrapModes[addressMode_[1]]);
  128. #ifndef GL_ES_VERSION_2_0
  129. glTexParameteri(target_, GL_TEXTURE_WRAP_R, glWrapModes[addressMode_[2]]);
  130. #endif
  131. TextureFilterMode filterMode = filterMode_;
  132. if (filterMode == FILTER_DEFAULT)
  133. filterMode = graphics_->GetDefaultTextureFilterMode();
  134. // Filtering
  135. switch (filterMode)
  136. {
  137. case FILTER_NEAREST:
  138. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  139. glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  140. break;
  141. case FILTER_BILINEAR:
  142. if (levels_ < 2)
  143. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  144. else
  145. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  146. glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  147. break;
  148. case FILTER_ANISOTROPIC:
  149. case FILTER_TRILINEAR:
  150. if (levels_ < 2)
  151. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  152. else
  153. glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  154. glTexParameteri(target_, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  155. break;
  156. }
  157. #ifndef GL_ES_VERSION_2_0
  158. // Anisotropy
  159. glTexParameterf(target_, GL_TEXTURE_MAX_ANISOTROPY_EXT, filterMode_ == FILTER_ANISOTROPIC ?
  160. (float)graphics_->GetTextureAnisotropy() : 1.0f);
  161. // Shadow compare
  162. if (shadowCompare_)
  163. {
  164. glTexParameteri(target_, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  165. glTexParameteri(target_, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
  166. }
  167. else
  168. glTexParameteri(target_, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  169. glTexParameterfv(target_, GL_TEXTURE_BORDER_COLOR, borderColor_.Data());
  170. #endif
  171. parametersDirty_ = false;
  172. }
  173. bool Texture::IsCompressed() const
  174. {
  175. #ifndef GL_ES_VERSION_2_0
  176. return format_ == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format_ == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ||
  177. format_ == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  178. #else
  179. return format_ == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  180. #endif
  181. }
  182. int Texture::GetLevelWidth(unsigned level) const
  183. {
  184. if (level > levels_)
  185. return 0;
  186. return Max(width_ >> level, 1);
  187. }
  188. int Texture::GetLevelHeight(unsigned level) const
  189. {
  190. if (level > levels_)
  191. return 0;
  192. return Max(height_ >> level, 1);
  193. }
  194. TextureUsage Texture::GetUsage() const
  195. {
  196. /// \todo Check for rendertarget / depth-stencil mode
  197. if (dynamic_)
  198. return TEXTURE_DYNAMIC;
  199. return TEXTURE_STATIC;
  200. }
  201. unsigned Texture::GetDataSize(int width, int height) const
  202. {
  203. if (IsCompressed())
  204. return GetRowDataSize(width) * ((height + 3) >> 2);
  205. else
  206. return GetRowDataSize(width) * height;
  207. }
  208. unsigned Texture::GetRowDataSize(int width) const
  209. {
  210. switch (format_)
  211. {
  212. case GL_ALPHA:
  213. case GL_LUMINANCE:
  214. return width;
  215. case GL_LUMINANCE_ALPHA:
  216. return width * 2;
  217. case GL_RGB:
  218. return width * 3;
  219. case GL_RGBA:
  220. #ifndef GL_ES_VERSION_2_0
  221. case GL_LUMINANCE32F_ARB:
  222. case GL_DEPTH24_STENCIL8_EXT:
  223. #endif
  224. return width * 4;
  225. case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
  226. return ((width + 3) >> 2) * 8;
  227. #ifndef GL_ES_VERSION_2_0
  228. case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
  229. case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
  230. return ((width + 3) >> 2) * 16;
  231. #endif
  232. default:
  233. return 0;
  234. }
  235. }
  236. unsigned Texture::GetDXTFormat(CompressedFormat format)
  237. {
  238. switch (format)
  239. {
  240. case CF_DXT1:
  241. return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  242. #ifndef GL_ES_VERSION_2_0
  243. case CF_DXT3:
  244. return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  245. case CF_DXT5:
  246. return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  247. #endif
  248. }
  249. return 0;
  250. }
  251. unsigned Texture::GetExternalFormat(unsigned format)
  252. {
  253. #ifndef GL_ES_VERSION_2_0
  254. // For DEPTH_COMPONENTxx textures DEPTH_COMPONENT needs to be returned
  255. if (format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT24 || format == GL_DEPTH_COMPONENT32)
  256. return GL_DEPTH_COMPONENT;
  257. else if (format == GL_DEPTH24_STENCIL8_EXT)
  258. return GL_DEPTH_STENCIL_EXT;
  259. else if (format == GL_LUMINANCE32F_ARB)
  260. return GL_LUMINANCE;
  261. else
  262. return format;
  263. #else
  264. if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_COMPONENT24_OES || format == GL_DEPTH_COMPONENT32_OES)
  265. return GL_DEPTH_COMPONENT;
  266. else
  267. return format;
  268. #endif
  269. }
  270. unsigned Texture::GetDataType(unsigned format)
  271. {
  272. #ifndef GL_ES_VERSION_2_0
  273. if (format == GL_DEPTH24_STENCIL8_EXT)
  274. return GL_UNSIGNED_INT_24_8_EXT;
  275. else
  276. return GL_UNSIGNED_BYTE;
  277. #else
  278. if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_COMPONENT24_OES || format == GL_DEPTH_COMPONENT32_OES)
  279. return GL_UNSIGNED_INT;
  280. else if (format == GL_DEPTH_COMPONENT16)
  281. return GL_UNSIGNED_SHORT;
  282. else
  283. return GL_UNSIGNED_BYTE;
  284. #endif
  285. }
  286. void Texture::LoadParameters()
  287. {
  288. ResourceCache* cache = GetSubsystem<ResourceCache>();
  289. String texPath, texName, texExt;
  290. SplitPath(GetName(), texPath, texName, texExt);
  291. String xmlName = texPath + texName + ".xml";
  292. if (cache->Exists(xmlName))
  293. {
  294. XMLFile* file = cache->GetResource<XMLFile>(xmlName);
  295. LoadParameters(file);
  296. }
  297. }
  298. void Texture::LoadParameters(XMLFile* file)
  299. {
  300. if (!file)
  301. return;
  302. XMLElement rootElem = file->GetRoot();
  303. LoadParameters(rootElem);
  304. }
  305. void Texture::LoadParameters(const XMLElement& elem)
  306. {
  307. XMLElement paramElem = elem.GetChild();
  308. while (paramElem)
  309. {
  310. String name = paramElem.GetName();
  311. if (name == "address")
  312. {
  313. String coord = paramElem.GetAttributeLower("coord");
  314. if (coord.Length() >= 1)
  315. {
  316. TextureCoordinate coordIndex = (TextureCoordinate)(coord[0] - 'u');
  317. String mode = paramElem.GetAttributeLower("mode");
  318. SetAddressMode(coordIndex, (TextureAddressMode)GetStringListIndex(mode, addressModeNames, ADDRESS_WRAP));
  319. }
  320. }
  321. if (name == "border")
  322. SetBorderColor(paramElem.GetColor("color"));
  323. if (name == "filter")
  324. {
  325. String mode = paramElem.GetAttributeLower("mode");
  326. SetFilterMode((TextureFilterMode)GetStringListIndex(mode, filterModeNames, FILTER_DEFAULT));
  327. }
  328. if (name == "mipmap")
  329. SetNumLevels(paramElem.GetBool("enable") ? 0 : 1);
  330. if (name == "quality")
  331. {
  332. if (paramElem.HasAttribute("low"))
  333. mipsToSkip_[QUALITY_LOW] = Max(paramElem.GetInt("low"), 0);
  334. if (paramElem.HasAttribute("med"))
  335. mipsToSkip_[QUALITY_MEDIUM] = Max(paramElem.GetInt("med"), 0);
  336. if (paramElem.HasAttribute("medium"))
  337. mipsToSkip_[QUALITY_MEDIUM] = Max(paramElem.GetInt("medium"), 0);
  338. if (paramElem.HasAttribute("high"))
  339. mipsToSkip_[QUALITY_HIGH] = Max(paramElem.GetInt("high"), 0);
  340. // Make sure a higher quality level does not actually skip more mips
  341. for (int i = 1; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)
  342. {
  343. if (mipsToSkip_[i] > mipsToSkip_[i - 1])
  344. mipsToSkip_[i] = mipsToSkip_[i - 1];
  345. }
  346. }
  347. paramElem = paramElem.GetNext();
  348. }
  349. }
  350. void Texture::CheckTextureBudget(ShortStringHash type)
  351. {
  352. ResourceCache* cache = GetSubsystem<ResourceCache>();
  353. unsigned textureBudget = cache->GetMemoryBudget(type);
  354. unsigned textureUse = cache->GetMemoryUse(type);
  355. if (!textureBudget)
  356. return;
  357. // If textures are over the budget, they likely can not be freed directly as materials still refer to them.
  358. // Therefore free unused materials first
  359. if (textureUse > textureBudget)
  360. cache->ReleaseResources(Material::GetTypeStatic());
  361. }