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